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.Corey.
.Corey. 4hours 21mins ago replied:

You've made an excellent point. I'll have to think about that one for a while.

+1 vote     mod: Star Wars: Ascendancy
.Corey.
.Corey. Apr 15 2014, 11:02pm replied:

Fighters will be more important and less rock-paper-scissory than in vanilla, and there's a few ways we're handling them differently which we aren't prepared to talk about yet. However, they still won't be able to operate independently.

+1 vote     mod: Star Wars: Ascendancy
.Corey.
.Corey. Apr 12 2014, 3:22pm replied:

...By getting blown up?

+6 votes     media: Lambda Shuttle Ready
.Corey.
.Corey. Apr 11 2014, 3:53pm replied:

When we've done it before on the nights aimed specifically at North America, using EST as the reference has caused the least confusion and questions, so it's what we stick with.

+1 vote     media: Game Night: Impromptu Edition
.Corey.
.Corey. Apr 11 2014, 3:41pm replied:

People who know UTC time will likely already know what it is relative to EST and everyone else is oing to have to look it up anyways. Considering the time it's going to be at, this is pretty much only going to be North Americans, and North Americans typically just use the three main North American timezones.

+1 vote     media: Game Night: Impromptu Edition
.Corey.
.Corey. Apr 10 2014, 11:14pm replied:

This is a known problem with EaW (and therefore all mods for it); after a certain amount of objects have been created in a campaign (units, projectiles, etc), the game stops being able to track new instances of anything, and it basically just stops working. Pox has been playing with a few ways to make a tool to fix the memory addresses and work around it, but as it's a problem with the base game/engine, it's not something we can directly fix, Petroglyph would have to patch it themselves.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Apr 10 2014, 2:36pm replied:

There's a possibility we'd include them in Ascendancy.

+2 votes     mod: Thrawn's Revenge
.Corey.
.Corey. Apr 10 2014, 7:50am replied:

It means your game is not English.
Mods\Imperial_Civil_War\Data\Text

MastertextFile_English.dat
to
MastertextFile_French.dat

+3 votes     mod: Thrawn's Revenge
.Corey.
.Corey. Apr 9 2014, 5:15pm replied:

It's not a mistake, it's intentional. Considering how many hardpoints we have, doing the damage particles would take years. We started doing it a few versions ago, but it took 6 months, we remade a lot of models and every time we change a hardpoint we'd have to re-rig it.

+2 votes     mod: Thrawn's Revenge
.Corey.
.Corey. Apr 8 2014, 5:38am replied:

We may add a few ships in patches, almost no chance of any new maps. We have no intention of making any more eras, as that would require making a whole new mod when we're already working on Ascendancy (and honestly aren't fond of EaW), and we're far more interested in this era than the Clone Wars.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Apr 6 2014, 7:58pm replied:

We have no plans to do any major additions. Also, none of the factions in the game used droids canonically so adding a bunch of CIS stuff wouldn't really make sense.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Apr 6 2014, 6:11pm replied:

No, the Mediator is outside the mod's timeline and lacks stats and a picture. They already have the Viscount anyways.

+1 vote     mod: Star Wars: Ascendancy
.Corey.
.Corey. Apr 1 2014, 10:13pm replied:

We removed most of the stuff that was invented for FoC, because there was usually much better established canon stuff that could be used.

+2 votes     mod: Thrawn's Revenge
.Corey.
.Corey. Mar 31 2014, 10:22am replied:

If you're trying to start a GC, then make sure the faction you have selected is available in that GC. It says which factions are playable where in the description box to the right.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Mar 27 2014, 12:16pm replied:

They do fire, the projectile just looks pretty similar to the others at the moment. You can tell they're shooting when acapital ship loses half its shields or an entire hardpoint in one shot.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Mar 25 2014, 9:28pm replied:

If it was in a progressive GC, they were potentially from previous eras. Otherwise, EaW's AI has an annoying tendency to ignore built limits.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Mar 25 2014, 6:59pm replied:

No.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Mar 24 2014, 10:40am replied:

Yes, same time period and the unit lists are selectedfrom the same time.

+2 votes     mod: Star Wars: Ascendancy
.Corey.
.Corey. Mar 23 2014, 3:29pm replied:

Yes, there will be patches. The NR will be put into ICW if the game will stop crashing every time we try to give it a story script.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Mar 22 2014, 12:51am replied:

I can assure you it is. Starwars.wikia.com

You're looking at the bottom of its front left.

+2 votes     media: Lancer Ingame
.Corey.
.Corey. Mar 21 2014, 10:22pm replied:

Set Take all but their last planet until you're done advancing/ready to finish the GC.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Mar 21 2014, 6:11pm replied:

This seems to be an issue which happens for any era change after a faction is destroyed (except Pellaeon) because the game stops knowing how to handle story events.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Mar 21 2014, 9:26am replied:

Yes, but every previous version has had multiplayer, we've talked extensively about the maps in it, and the fix for the issue is an extremely easy one which most people used to have to do to get their base game to work in multiplayer which does not effect everyone.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Mar 19 2014, 4:14am replied:

1. The Home One itself will be the flagship for the New Republic in the Flagship Victory gametype, in which it will have suitable abilities as Ackbar's flagship. It won't be made into a buildable ship because that wouldn't really make any sense.

2. There is a hardcoded build limit in Sins of 1 Titan. We've considered using other methods to allow more, but there are a lot of balance issues that could cause.

3. Can't really give you a solid answer at this point.

+1 vote     mod: Star Wars: Ascendancy
.Corey.
.Corey. Mar 18 2014, 9:10pm replied:

That's what we've done with most of the stuff in both mods; it was created for and used by both. There's just some stuff which is better left as is in ICW for size considerations.

+5 votes     media: Nebulon-B Escort Frigate
.Corey.
.Corey. Mar 18 2014, 6:56pm replied:

We may eventually.

+3 votes     media: Nebulon-B Escort Frigate
.Corey.
.Corey. Mar 17 2014, 10:18am replied:

We've always had multiplayer.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Mar 15 2014, 6:57pm replied:

No, but in the meantime the manual has the same information.

+2 votes     mod: Thrawn's Revenge
.Corey.
.Corey. Mar 13 2014, 3:02pm replied:

Can you do it if you launch the original unmodded game?

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Mar 12 2014, 3:12pm replied:

It works fine for me.

+1 vote     mod: Thrawn's Revenge
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