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Comment History  (30 - 60 of 1,743)
.Corey.
.Corey. Jun 29 2014, 10:59pm replied:

We plan to use the tech tree primarily as a way to emphasize the differences between factions, and we want to avoid the Sins tech tree style where every faction just has the same flat upgrades to everything that mean by late game everyone's back on equal footing. There's a few things we may do with the Remnant in particular. We aren't trying to replicate the era system, however.

+3 votes     mod: Star Wars: Ascendancy
.Corey.
.Corey. Jun 29 2014, 2:25pm replied:

The eras in which a GC take place are listed in that GC's description, as well as in the manual.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Jun 28 2014, 6:52pm replied:

Ah, yeah. I can't comment too much on direct comparisons with any other mods, however we're putting a lot of effort into optimization of 3D models and textures to reduce poly counts and file sizes, as well as taking any actions we can to reduce the load on any other aspects. It won't be perfect on launch, but it's something we're gonna pay really close attention to and do our best to optimize.

+4 votes     media: Hypervelocity Gun, Fighters, and Specialization
.Corey.
.Corey. Jun 28 2014, 3:07pm replied:

I'm not sure what hardcode limit you're referring to. No mods can get past hardcode limits. However, in general, we're trying to make our stuff as optimized as possible, and we're pretty happy with where we're at so far.

+3 votes     media: Hypervelocity Gun, Fighters, and Specialization
.Corey.
.Corey. Jun 28 2014, 2:49pm replied:

Release dates are made to be broken.

+2 votes     mod: Star Wars: Ascendancy
.Corey.
.Corey. Jun 28 2014, 3:55am replied:

The first alpha for the first faction just went out yesterday. It'll be a bit longer than that.

+2 votes     mod: Star Wars: Ascendancy
.Corey.
.Corey. Jun 26 2014, 4:49pm replied:

When it's ready

+2 votes     mod: Star Wars: Ascendancy
.Corey.
.Corey. Jun 24 2014, 3:18pm replied:

Your download may have stopped before it actually finished.

+1 vote     media: Projectile Changes
.Corey.
.Corey. Jun 23 2014, 5:12pm replied:

Like I said, I've wanted to do this for a year (probably longer), and just kept forgetting because I always prioritized other stuff first. He commented a few days ago and it reminded me that I wanted to do it, so I just did it then.

This would be released with all the other stuff we've been working on. I don't like doing too many individual patches because people tend to get confused.

+9 votes     media: Projectile Changes
.Corey.
.Corey. Jun 23 2014, 5:40am replied:

This is a situation where it's better to represent the "spirit" of the limit than the actual hard limit itself. Stuff in the mod is supposed to be representative of the galaxy, it's not 1 to 1. There were thousands of planets in the galaxy, but we can really only represent about a hundred in any single campaign. The Katana Dreadnaughts were also only a very small, unique fraction of the Imperial/NR fleets. If we were to do a capture limit in the mission or a build limit of a combined 200, then it honestly isn't really a limit and Katana Dreadnaughts would essentially be normal units.

+3 votes     mod: Thrawn's Revenge
.Corey.
.Corey. Jun 22 2014, 6:44pm replied:

That depends what we decide to do as the first release.

+1 vote     mod: Star Wars: Ascendancy
.Corey.
.Corey. Jun 18 2014, 4:15pm replied:

GroundCompaniesRebel.xml -> Jedi_Squad -> Change tech level from 3 to 0 (For the NR, tech level in the files is one value below the actual value displayed ingame)

+2 votes     mod: Thrawn's Revenge
.Corey.
.Corey. Jun 18 2014, 1:54pm replied:

We wouldn't post it here if it wasn't going to be in ICW, especially if it's an ingame screenshot.

+2 votes     media: Strike Cruiser & Lancer Updates
.Corey.
.Corey. Jun 17 2014, 3:08am says:

It'll be in the patch when it's finished beta. We wouldn't post it if it weren't going to be available.

+3 votes     media: Strike Cruiser & Lancer Updates
.Corey.
.Corey. Jun 16 2014, 8:53pm replied:

That's probably true with the Empire of the Hand. In this case, though, it's a coincidence. This is sort of how the depictions of the Strike Cruiser have evolved, from being a round bulby thingy to being a more sharp-shelled, modular design (which is more how it's described anyways)

+4 votes     media: Strike Cruiser & Lancer Updates
.Corey.
.Corey. Jun 16 2014, 8:40pm replied:

This is only compatible with Forces of Corruption.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Jun 15 2014, 8:53pm replied:

Our goal is to redo all particles, however it may take some time to replace everything.

+1 vote     mod: Star Wars: Ascendancy
.Corey.
.Corey. Jun 14 2014, 4:46pm replied:

They're brighter than the stock projectiles.

+1 vote     mod: Star Wars: Ascendancy
.Corey.
.Corey. Jun 11 2014, 1:25pm replied:

Yes, the ISD does. The Venator isn't in the mod.

+2 votes     mod: Star Wars: Ascendancy
.Corey.
.Corey. Jun 10 2014, 2:40am replied:

No, Eclipse is also a planet of no relation to the ship. We're using the Sovereign, not the Eclipse; doing both would be redundant and of the two, the Eclipse is a unique ship identifiable with one person, and without any of the tradeoffs the Sovereign has compared to the Executor, not to mention worse looking.

+2 votes     media: [In Progress] Planet Pips and Deep Core Conflict
.Corey.
.Corey. Jun 9 2014, 9:18pm replied:

Did you download the exe or the zip?

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Jun 9 2014, 6:23pm replied:

Clicking the button that says download would download it correctly, unless the download gets interrupted; it's a large file.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Jun 8 2014, 1:23am replied:

Yes, most of the team has Windows 8.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Jun 7 2014, 1:27pm replied:

SpecialStructures_Underworld.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Jun 7 2014, 1:27pm replied:

Unless this only happens with a specific faction in a specific GC, most likely you have either a corrupt download, or you have another mod installed which edits things in the root data folder (RaW does this) which can often break other mods.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Jun 7 2014, 1:26pm replied:

You would need to add the music's file into the Audio folder in the mod's data file, then add it to the MusicEvents.xml file, and then add that music event to the appropriate place in GameConstants.xml, Factions.xml, or Expansion_Factions.xml

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

In that case, you're trying to play the mod on default FoC maps. As it says in the manual and on the skirmish screen, only use the skirmish maps provided with the mod or you won't have access to everything.

+2 votes     mod: Thrawn's Revenge
.Corey.
.Corey. Jun 5 2014, 2:06pm replied:

We have no plans to include the Pentastar. As for Warlords, starting placement in Sins is effectively random, and there can be multiple instances of each faction in any game; the Imperial Remnant effectively represents every Imperial splinter faction.

In the event that we do boarding, we know how we'd handle it. Boarding is very often done in ways that provide more frustration for the people it's being used against than play options for the people using it.

+1 vote     mod: Star Wars: Ascendancy
.Corey.
.Corey. Jun 5 2014, 12:34pm replied:

Add the usual data from the other ground units into their entry in EotH_Heroes and then add them to the palace/Hand of Thrawn list of multiplayer buildable items in the Palace's code.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Jun 5 2014, 12:32pm replied:

Tech upgrades are available from the Golan III for the NR/IR or Visvia, for the Empire of the Hand. Same as heroes.

+3 votes     mod: Thrawn's Revenge
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