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.Corey. Dec 22 2014, 6:09pm replied:

When we do that, all we get are comments about how it's never coming out. This is the lesser of two massive annoyances.

+1 vote   mod: Star Wars: Ascendancy
.Corey. Dec 18 2014, 8:13am replied:

They're not meant as exact dates, but ModDB doesn't let you set ranges. Basically, "soon but depends on work/hospital visits/school"

+4 votes   mod: Star Wars: Ascendancy
.Corey. Dec 16 2014, 5:55am replied:

Unfortunately, the 18th was decided on when I was expecting to work 24 to 32 hours a week. Instead I was working 44 hours for the last two weeks, so I had considerably less time to finish stuff than I thought.

+5 votes   mod: Star Wars: Ascendancy
.Corey. Dec 11 2014, 5:58am replied:

Yes, it definitely works. RaW installs their ai changes to the base game folder, which doesn't always work. It has a pretty decent chance to break the AI both for itself and for other mods (and the base game), so make sure to remove those files before playing other mods.

+1 vote   mod: Thrawn's Revenge
.Corey. Dec 2 2014, 11:57pm replied:

Luckily, mods are free so everyone can play as many as they want and we have no intention of trying to convince people to play one mod over the other. While Ascendancy and SoGE (and Interregnum) are all Star Wars mods, they are made by different groups with different teams, goals and styles so there's at least as much variance between them as between mods in different universes.

That being said, I will run down some of the major differences for you. First off, the factions ultimately being represented in them are very different, and I'd say we have a bigger "top down" focus on making the factions play differently through their tech and ships. SoGE's ship roles and functions also tend to be a bit more similar to Sins, whereas we go closer to in-unverse roles and build the gameplay from that.

In the details, we've also posted several news posts and pictures which describe several of the features in the mod, many of which are unique to Ascencdancy; migration, degrading ship systems, supply, etc. One of the main purposes for us to make the mod was because while we like Sins, we saw certain game loops and mechanics as being frustrating, and we place an emphasis on reworking or removing them.

+4 votes   mod: Star Wars: Ascendancy
.Corey. Nov 27 2014, 12:28pm replied:

Yeah, they're the ship markers. Considering that 90% of Imperial ships are the same shape, we went a slightly different direction. You get a top down view of half the ship, and on the other half you get role indicators which will be documented.

The circles (really more like beveled squares) are the placeholders for the frigates. We only have the markers for the capitals and cruisers done currently, so we needed something to see where our frigates were. That won't be used for anything in the release.

+3 votes   media: Galactic Cartography
.Corey. Nov 27 2014, 2:08am replied:

Eventually we want to do maps with pre-set starting positions, however that'll be after the beta release.

+8 votes   media: Galactic Cartography
.Corey. Nov 20 2014, 9:31pm replied:

Well it happened to me, so clearly it does.

+4 votes   media: Faction Select
.Corey. Nov 20 2014, 2:56pm replied:

Supposed to just be Sovereign. That's what happens when you write stuff at 5am.

+7 votes   media: Faction Select
.Corey. Nov 17 2014, 5:02pm replied:

IF you assume a baseline of ~100 techs, around 90 of them are flat upgrades that youd definitely want at some point. The rest are a split between 50/50 depending on playstyle, and stuff that is more upgrade than not while emphasizing one aspect core to the faction and minimizing one that isn't.

So, if you're a research buff you'll have no shortage of options. We just feel like this is a more interesting way than just AFK spamming every button.

+3 votes   media: Tech Screen #1 - Imperial Governance
.Corey. Nov 7 2014, 6:23pm replied:

That's fine with us

+1 vote   mod: Thrawn's Revenge
.Corey. Nov 7 2014, 3:20pm replied:

1. We haven't seen anything to make us believe that the Empire of the Hand is out of line with the other factions (except maybe the cost effectiveness of the Furions).
2. Every ability in Empire at War is absolute ****, especially the space ones. There's essentially just power to weapons, power to shields, and power to engines. Abilities in EaW are not moddable, so we can't add new ones.

+1 vote   mod: Thrawn's Revenge
.Corey. Oct 30 2014, 5:54pm replied:

Balance. Tech. Units. Scenarios. Factions.

+3 votes   mod: Star Wars: Ascendancy
.Corey. Oct 29 2014, 1:42am replied:

Beta = Something put out before everything is polished and finalized to get feedback and do bug fixing.
Demo = A small part of the mod to give a feel for it.

We intend to do the first release as an open beta, since it's the first time the mod will have as many people playing in as many different ways, so it's a good way to iron everything out. However, we have no intention to release any sort of demo since that would distract from working on the full mod.

+2 votes   mod: Star Wars: Ascendancy
.Corey. Oct 27 2014, 1:54am replied:

Considering how common this question is, I may or may not do a small dev diary thing about it in the near future.

+2 votes   mod: Star Wars: Ascendancy
.Corey. Oct 25 2014, 11:08pm replied:

We're not working on 2.2 until sometime after we release the first version of Ascendancy.

+1 vote   mod: Thrawn's Revenge
.Corey. Oct 25 2014, 1:07pm replied:

You can't give units build limits in Sins, and the game is hardcoded to only allow you to build one SSD at a time. We've considered using alternate means to allow more than one at a time, but we'd have to make sure it's balanced first, and wouldn't turn into the Imperial players being able to have essentially nothing but SSDs.

+1 vote   mod: Star Wars: Ascendancy
.Corey. Oct 24 2014, 8:13am replied:

Currently its just the Sins method; we don't see the utility in doing it the other ways.

+1 vote   mod: Star Wars: Ascendancy
.Corey. Oct 23 2014, 11:13am replied:

Usually its just that we're more sure of what direction we want to take something, and then that faction becomes a general testing ground.

+1 vote   media: Assuaging the Fears
.Corey. Oct 21 2014, 5:16pm replied:

****, this is free? That must be way our money back guarantee for cut content wasn't super well received....

BRB getting real job.

+18 votes   media: Assuaging the Fears
.Corey. Oct 21 2014, 5:02pm replied:

Normally that's the attitude we take. However, over the space of a few days we got about 15 comments saying the same thing between ModDB and even in the youtube comments on the trailer. I've even been getting emails about it lately.

This way, the majority of you who have been very patient and supportive get a chance to see exactly where we are in development and the high-tech way in which I manage the team, while I also get a standard copy-pasta I can just take onto any further comments. Everyone wins!

+30 votes   media: Assuaging the Fears
.Corey. Oct 21 2014, 2:40pm replied:

If the base (meaning unmodded) game doesn't run, there's nothing we can do for you, sorry. That error code usually has to do with the game itself from what I can find by googling it. You'd need to ask either steam or Petroglyph support

+1 vote   mod: Thrawn's Revenge
.Corey. Oct 20 2014, 9:45pm replied:

Does the base game run?
What do your launch options say?

+1 vote   mod: Thrawn's Revenge
.Corey. Oct 18 2014, 7:35pm replied:

If only we were a proven team which had some sort of established history of releasing our projects....

+9 votes   article: Trailer #1: The Imperial Remnant
.Corey. Oct 16 2014, 9:40pm replied:

Thanks, we appreciate it.

We have no plans to add either the Vigil or the Victory II Frigate (of course, the Victory II Star Destroyer is in). They don't serve any purpose that isn't already filled better and more recognizably by another ship. Also, we don't want to use more memory than we have to since Sins has memory limitations and build bar space isn't unlimited. We'd much rather use that memory space to add stuff to the Hapans and Ssi-Ruuvi than add redundant ships.

We've been pretty much able to put in everything we want to. The only stuff that we'd like to put in but won't make it is stuff that's just been scheduled for later releases because of time constraints, so we're pretty happy.

+4 votes   mod: Star Wars: Ascendancy
.Corey. Oct 15 2014, 2:23pm replied:

Any fleet moving in formation (as these were) both in game and in universe would make sure to coordinate movements. Its not like any of it is independent traffic.

+1 vote   media: Trailer: Imperial Remnant
.Corey. Oct 15 2014, 2:22pm replied:

"Suggestions" are far below my pay grade.

+5 votes   media: Trailer: Imperial Remnant
.Corey. Oct 15 2014, 12:26am replied:

New Republic, then Empire of the Hand. The Hand's serves more than one purpose.

+9 votes   media: Trailer: Imperial Remnant
.Corey. Oct 14 2014, 10:59pm replied:

Dammit, I was trying to go for corny when I wrote the script... I promise I'll try harder for the New Republic and Empire of the Hand ones.

+29 votes   media: Trailer: Imperial Remnant
.Corey. Oct 13 2014, 10:53pm replied:

I don't believe so. I just used the title Jinz had it under though since he's the one who took the shot so I'd have to ask him to know if its from anything.

+1 vote   media: This is How Space Junk is Born
.Corey. Aug 5 2014, 1:26am replied:

Keep in mind that this isn't ICW; what it means to be a carrier is different. The Escort Carrier wouldn't have put out any more fighters at a single time than the Acclamator will.

+2 votes   media: Acclamator I
.Corey. May 10 2014, 1:03am replied:

My understanding of it is pretty basic, but essentially there's a certain number within a variable assigned to each projectile, unit, etc that ever exists in the game, and there's a hard limit on how high that number can be. Essentially, this reduces that number to a point where the game still has room to breath without (as far as testing has shown us) causing any side effects.

+1 vote   download: Unit Selection Freeze Fixer (Utility)
.Corey. Jan 12 2013, 5:33pm replied:

Most of the team refers to the Empire as a series of floating space triangles.

+9 votes   media: Imperial Star Destroyer
.Corey. Dec 15 2012, 6:24pm replied:

Don't ruin the surprise.

+3 votes   media: Top 100 - Lucrehulk Render
.Corey. Dec 15 2012, 7:03am replied:

Sometime in the future.

+4 votes   media: Top 100 - Lucrehulk Render
.Corey. Sep 1 2012, 11:07pm replied:

At what point?

+2 votes   download: Imperial Civil War 2.0 Hotfix 1
.Corey. Aug 26 2012, 11:07pm says:

The zip version has been up for about an hour now. It's right above the installer on the download list.

+2 votes   article: Imperial Civil War 2.0 Released
.Corey. Aug 22 2012, 10:22pm replied:

Yes, From the Ground Up in 2.0

+1 vote   group: Thrawn's Revenge Development Team
.Corey. Aug 22 2012, 5:41pm replied:

SoaSE is a game that most of the team has owned, liked, and wanted to mod for years now. Starcraft II way less so, I've never owned or played either Starcraft game and honestly have no desire to. There's also completely different processes and workloads involved. Part of the draw for SoaSE is we don't have to worry about Star Wars' terribly developed lore for ground combat between the Empire/Rebels and IR/NR. There's very little to work with, and it's not interesting in the least. Sins on the other hand has the iconic space combat which is much more developed in SW for this period, allows us to explore more of what we want, and has the whole galactic context thing.

+1 vote   mod: Star Wars: Ascendancy
.Corey. Mar 6 2012, 11:14am replied:


+2 votes   media: The Galaxy of 2.0
.Corey. Dec 3 2011, 9:07pm says:

Always glad to help.

You said one word, but if it were me I'd wait. As awesome as it would be for people to get it now, I feel people would appreciate it more (as in enjoy) if they got the whole land section at once. I've always found that when you get a TC while there's still a lot remaining in the crossover it can district from your enjoyment of the initial playthroughs, and then when you do get the complete product you don't have the same "wow" factor as you would since you've already gotten that taste. Just my two cents.

+3 votes   article: Beta now or beta later?
.Corey. Feb 17 2011, 8:32pm replied:

Make sure you completely delete 1.0 before installing 1.1

+1 vote   article: Imperial Civil War 1.1 Closed Beta Released
.Corey. Jan 28 2008, 1:02pm replied:

Ripping things is illegal. It could result in the mod getting closed down and possibly a lawsuit by Microsoft.

-2 votes   mod: Covenant at War
.Corey. Sep 23 2007, 4:48pm says:

New news post and updated image gallery. :)

0 votes   mod: Thrawn's Revenge
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