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.Corey.
.Corey. Jul 24 2014, 7:33am replied:

The technical term "skybox" does refer to the whole thing, actually.

Bit.ly

There are different parts to it, but neither is more "skybox" than the others. Except for maybe the actual physical cube.

+1 vote     media: Ecumenopolis Redux
.Corey.
.Corey. Jul 23 2014, 7:15pm replied:

What have you done so far?

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Jul 23 2014, 7:15pm replied:

Can you be a bit more specific?

+2 votes     mod: Thrawn's Revenge
.Corey.
.Corey. Jul 23 2014, 10:57am replied:

We haven't done anything to the skyboxes yet. This is just the only vanilla one I like, so it ends up in a lot of pictures.

+2 votes     media: Ecumenopolis Redux
.Corey.
.Corey. Jul 22 2014, 10:22pm replied:

We completely disagree; despite being a 4X game, there's very, very little (essentially nothing) that goes into managing your economy or anything beyond the military side.

+6 votes     article: Dev Diary #11: Admiralty and Migration
.Corey.
.Corey. Jul 22 2014, 10:21pm replied:

Using the Golan Space Colonies was already the plan, we just don't know if it's something we want to do yet.

+4 votes     article: Dev Diary #11: Admiralty and Migration
.Corey.
.Corey. Jul 22 2014, 11:26am replied:

It can't be used as a generic shipyard planet model since pretty much every famous shipyard was a different type of planet. Mon Calamari was Oceanic, Bilbringi is an asteroid, Yaga Minor is a forest, etc. The orbital ring shipyard style was also pretty exclusive to Kuat as well.

It can't be used as an industrial type because the only thing really industrial about it is that it had the rings, which are specifically shipyards, whereas any actual industrial planets (like Mechis III) would be on the planet itself.

+2 votes     mod: Star Wars: Ascendancy
.Corey.
.Corey. Jul 22 2014, 10:39am replied:

1. Yes, there will be appropriate planet textures for the new planet types including Ecumenopolis planets (of which Coruscant is the most famous example). Planet models and textures take up considerable resources, however, so we don't intend to do unique models for specific planets like Kuat which could only be used once. Kuat is considered a Tier III Terran planet.

2. Yes, there will be custom VOs for everything.

3. The mod will be compatible with the Galaxy Forge (as every mod is)

+3 votes     mod: Star Wars: Ascendancy
.Corey.
.Corey. Jul 21 2014, 3:09pm replied:

That's intentional; hero death is permanent in both skirmish and GC. Otherwise they just get thrown around and don't have to be used carefully.

+2 votes     mod: Thrawn's Revenge
.Corey.
.Corey. Jul 21 2014, 3:07pm replied:

No, considering that the Phalanx is the baseline that these new EotH skins have all been made to be in line with and replicate. The only thing the Phalanx will get is team colouriing and a few more lights.

+4 votes     media: Kariek Cruiser Reskin
.Corey.
.Corey. Jul 20 2014, 11:49am replied:

We'll talk about what's going to be in the first release when we're a bit closer to it. However, we do intend to include proper icons and such for everything in it.

+2 votes     mod: Star Wars: Ascendancy
.Corey.
.Corey. Jul 19 2014, 1:37pm replied:

No.

+1 vote     mod: Star Wars: Ascendancy
.Corey.
.Corey. Jul 18 2014, 2:22pm replied:

The scale will be as it is in the pictures and videos, although it's kind of irrelevant since the scale you see ingame is only measurable against other things ingame. It's impossible to do actual "realistic" scaling though, since even the largest ships in Star Wars are 9000 times smaller than the diameter of an Earth-sized planet.

+3 votes     mod: Star Wars: Ascendancy
.Corey.
.Corey. Jul 18 2014, 1:42pm replied:

We've talked about it a bit before; the three resources are Credits, Durasteel and Tibanna Gas, and the "asteroids" are refineries as opposed to direct extractors. We have the model for the Tibanna refinery done, I just haven't put it in yet.

+5 votes     media: Imperial Fleet Adjustments
.Corey.
.Corey. Jul 17 2014, 5:26pm replied:

That depends how much changes related to a specific GC. I'd say probably not, especially with Diplomacy.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Jul 17 2014, 5:26pm replied:

That honestly isn't boarding in any real/balanceable state. For one thing, it doesn't have any way to give it a success/failure rate, which means if we did it you could just spam them and capture everything, and there's no way to pass it to the galactic map, which makes the whole thing kind of pointless.

It really doesn't need either of those things.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Jul 17 2014, 2:24am replied:

But it looks so much cooler... If it looks cooler it has to be right.

+1 vote     media: Woman of the Barrows
.Corey.
.Corey. Jul 16 2014, 7:37pm replied:

We're currently internally debating some things about that.

+3 votes     mod: Star Wars: Ascendancy
.Corey.
.Corey. Jul 15 2014, 11:12pm replied:

Yeah, thanks. I know it's been around, I just felt like playing with shaders a bit and this seemed like the best place to start. If it ends up blowing up in my face, or we're ultimately not happy with the results my backup plan was to ask for the existing ones.

+7 votes     media: Shield Shader
.Corey.
.Corey. Jul 15 2014, 10:06pm replied:

Pretty much always blue in the times they ever bother to actually show them. Droidekas and that giant Gungan thing on Naboo were blue, everything in EaW/FoC was blue. When they're not blue they're usually white.

+5 votes     media: Shield Shader
.Corey.
.Corey. Jul 15 2014, 12:26am replied:

If you haven't tried it that seems like a somewhat unfair basis to judge it on.

+4 votes     mod: Star Wars: Ascendancy
.Corey.
.Corey. Jul 14 2014, 12:34pm replied:

Any estimate we gave now would most likely turn out to be wrong.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Jul 14 2014, 12:34pm replied:

It'll always be true that the more planets and units you have on a map, the more likely you are to experience lag; we're doing our best to keep it optimized however, with a lot of our stuff taking fewer resources than their counterparts in the base game, although until everything's actually in it'll be impossible to give 100% accurate metrics. If there are problems, we'll be adjusting it as we go, just like we did with ICW so I wouldn't be too concerned.

+1 vote     mod: Star Wars: Ascendancy
.Corey.
.Corey. Jul 12 2014, 11:21pm replied:

Starwars.wikia.com

Definitely dinosaurs. Pretty sure you're thinking of the Killiks.

+4 votes     article: The Ssi-Ruuvi Imperium
.Corey.
.Corey. Jul 12 2014, 2:22am replied:

There is a known issue where the game will crash when the era changes after a faction has been eliminated. As it says in the news post which can be found directly above the downloads section, we have released a patch beta which should fix this.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Jul 12 2014, 2:20am replied:

When?

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Jul 11 2014, 1:14pm replied:

In ICW, they average out to about the same. In Ascendancy, their main strength is going to be speed and firepower, at the expense of defense on their ships.

+1 vote     mod: Star Wars: Ascendancy
.Corey.
.Corey. Jul 10 2014, 12:22am replied:

It's going to be released the same way as any other previous full version.

+2 votes     mod: Thrawn's Revenge
.Corey.
.Corey. Jul 9 2014, 4:31pm replied:

We plan on having all 5 canon ship models, yeah.

And there's a difference between having the designs be based on the same principles, where there's underlying architectural themes like the Empire, and having two designs where the artist literally copied and pasted his design, distorted the fins and cut out two of the bulbs. Seriously, just look at the schematics for the Shree and Wurrif next to each other. Even the little hull dots are in the EXACT same places.

+2 votes     media: Dev Diary 10: The Ssi-Ruuvi Imperium
.Corey.
.Corey. Jul 9 2014, 4:18pm replied:

Functionally they're just like the playable factions in every way, except they aren't pickable and have smaller unit lists.

Currently the way it works is there are certain maps where, if the last slot is filled in the player selection, that AI will become the Hapans/Ssi-Ruu. So, you can choose to disable them or enable them. It also means if you were to play that map in multiplayer and you have more people than the map was "intended" for, the last person gets to lose. And also play as an NPF.

It'll be explained better ingame, but if it ends up being too confusing we may end up just putting them as selectable so people can have as many of them, wherever they want, just with the caveat that we're not balancing or filling them the same way as we are for the others so if they choose to play as them they're gonna have a harder time.

+2 votes     media: Dev Diary 10: The Ssi-Ruuvi Imperium
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