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Comment History  (30 - 60 of 1,844)
.Corey.
.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.
.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.
.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.
.Corey. Oct 13 2014, 2:06pm replied:

Eventually, yeah. We're focusing on the more core aspects still, so that'll either be done very late in 1.0, or even something we hold off on until 1.1.

+4 votes   media: This is How Space Junk is Born
.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 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 8 2014, 7:10pm replied:

There's not really an ideal place to put a command bridge. Keep in mind all ships have shields, and if the shields go down you tend to be screwed anyways. Also, there's typically redundancies in command areas, and as far as field of view goes there's sensors everywhere. Also, in space you can orient your ship and fly around something however you want; the little command strut things on mon calamari cruisers or obvious command structure of the ISD is hardly more secure. Neither would a real life battleship be.

+3 votes   media: 1600 Watchers! - BAC
.Corey.
.Corey. Jul 8 2014, 5:38pm replied:

It doesn't matter that much if you can't see anything since everyone relies pretty heavily on sensors. And it's probably safer than having a small strut in top, especially since they'd orient themselves differently in battles. It's a very common (and canon) design feature.

+2 votes   media: 1600 Watchers! - BAC
.Corey.
.Corey. Jul 2 2014, 6:13pm replied:

If the ones they have are too powerful, then all that means is that they need balance adjustments to those.

When addressing the capital ships of the Empire of the Hand, you need to keep a few things in mind. Their low number is part of the reason they have to appear so powerful. Where other factions have their roles spread amongst multiple ships, the Hand has to do everything with the three they have, without any real changes through the eras. The Empire of the Hand needs to essentially compete with the MC80/ISDI with the same stuff they have to use to compete with the Nebula and Praetor, both of which are individually better than both the Syndic and the Phalanx in most ways. What you end up is three ships that had to be given the tools to do everything in order to do anything.

The addition of a fourth (or even fifth) capital ship doesn't mean some sort of net power increase in capital ships for the Empire of the Hand, it means we get to shift around the power that's there to give each one of them a more defined role.

+2 votes   article: What You Can Do in 2.2
.Corey.
.Corey. Apr 27 2014, 7:40pm replied:

No, there's far too many hardpoints on each ship, and very, very few would even be big enough to be visible.

+2 votes   article: Patch Status
.Corey.
.Corey. Jan 14 2014, 5:24pm replied:

Yeah, it's been on the forums for about a week and we posted a picture linking to it, so you probably saw it through that.

+1 vote   article: Dev Diary #5: System Failure
.Corey.
.Corey. Jan 10 2014, 12:21am replied:

I'd be lying if I said I didn't come up with the title hoping it would scare some people...

+3 votes   media: Dev Diary #5: System Failure
.Corey.
.Corey. Dec 14 2013, 4:43pm replied:

The Remnant is the only faction with superweapons at all, and the Galaxy Gun is way more limited than the others from vanilla. We're not gonna have superweapon missile spam.

+10 votes   media: Screenshot of the Day #7
.Corey.
.Corey. Jul 5 2013, 2:39pm replied:

For damage ratios and fighter capacities, the BAC is closer to the Dreadnaught. The VSDII and Chaf are more versatile. As for damage, the VSDII and Chaf are both at 165 damage per second. Bothan Assault Cruiser is 136. Katana is 138. With these however, once the shields are down on their target it's 111 and 88 respectively because of Ion Cannons. The Dreadnaught is a constant 88 since it has no Ions, and the Bu'direch is 100 DPS.

So basically, VSDII and Chaf are much stronger and have more fighters to rely on. The BAC, Dreadnaught and Bu'direch are 300-500 meters smaller, and do proportionally less damage and have fewer fighters. although they tend to have higher health per meter. The reason the BAC becomes superior or at least more comparable to the VSDII is because it's also like 40 years newer. In terms of "modern" ships, it's still in the same relative power class as the Dreadnaught would have been compared to the VSD, etc.

+6 votes   media: Bu'direch
.Corey.
.Corey. Jul 4 2013, 8:53pm replied:

It's about 750 meters. The role it fills is comparable to the Dreadnaught or Bothan Assault Cruiser, something the Empire of the Hand's been lacking. It's better at the role than the Dreadnaught is (being moderately larger, newer and designed as a sort of upgrade to the dreadnaught), however it's likely to be outperformed in a 1 on 1 fight by the BAC. This basically fills the role gap they had between the Kariek, Nuruodo and Chaf.

+6 votes   media: Bu'direch
.Corey.
.Corey. May 31 2013, 1:36pm replied:

Something like 2am.

+1 vote   article: Game Night Episode 1: The Phantom Marza
.Corey.
.Corey. May 30 2013, 4:28pm replied:

Bridge and turret. In this picture, just the bridge (ISDI has the taller X style, ISDII has the single layer rectangular one)

+1 vote   media: Task Force
.Corey.
.Corey. May 22 2013, 4:19pm replied:

Its the size compared to the ISD we care about.

+1 vote   media: Scale
.Corey.
.Corey. Apr 22 2013, 9:20pm replied:

Currently the plans are to have the following:

Playing as -- Attacking Faction:
New Republic -- Imperial Remnant
Imperial Remnant -- New Republic
Pentastar Alignment -- New Republic
Empire of the Hand -- Imperial Remnant

+4 votes   media: 2.1 Preview Video: Survival Mode
.Corey.
.Corey. Feb 19 2013, 3:36pm replied:

Pox is working on trying a Co-Op version but it's really unlikely that it'll be possible. This is done in GC because Skirmish maps won't accept LUA scripts. However, GC maps in multiplayer also don't seem to accept Story/LUA scripts, which would make it impossible to put in.

+1 vote   media: Outtakes: Survival Mode
.Corey.
.Corey. Dec 18 2012, 10:17pm replied:

The save function in the mod is no more or less stable than the one in basic EaW or any other mod, since it's not a moddable thing. The only instability would come from if you modified files between saves (for example, tried to load an older save from the first hotfix while playing on the second one)

+1 vote   download: Imperial Civil War 2.0 Hotfix 2
.Corey.
.Corey. Dec 14 2012, 8:17pm replied:

Many of them were bought by the Corporate Sector Authority, and since the Pentastar Alignment doesn't benefit from era changes in the same way the other factions do (they merged after era 2 with the reborn Emperor's forces; we don't do this since it's the starting point that matters and the player as the faction leader doesn't make the choice to give up their whole faction, obviously) we instead decided that expansion into the Corporate Sector would make most sense, since they were both sort of organized around the same economic activies. The extra ships the Pentastar gains come from the Corporate Sector's canon roster, and are obtained by building them in any CSA territory the PA controls.

+7 votes   media: Top 100 - Lucrehulk Render
.Corey.
.Corey. Nov 6 2012, 3:34am replied:

Both Death Stars were destroyed before the mod's timeline.

+1 vote   media: B-Wing Ingame
.Corey.
.Corey. Oct 8 2012, 10:10pm replied:

Bombs yes, lasers always hit it fine. It isn't compleytely fixed since the issues comes from basic EaW targeting issues, but I've mitigated it.

+2 votes   download: Imperial Civil War 2.0 Hotfix 2
.Corey.
.Corey. Sep 29 2012, 7:12am replied:

The factions are all being remade from the ground up, so it doesn't really matter anyways. All the tech and whatnot is gone, but all 3 factions currently use Advent base assets for any necessary infrastructure which we haven't replaced yet (shipyards, etc) in order to test things. We've already got the new construction ship in.

+1 vote   media: TIE Fighter Ingame
.Corey.
.Corey. Aug 27 2012, 2:49am replied:

Lower end graphics cards have problems loading the larger mt commandbar file. I'm gonna release a patch with some lower res things for it and that should solve the problem.

+3 votes   download: Imperial Civil War 2.0 (Installer)
.Corey.
.Corey. Aug 27 2012, 2:36am replied:

What screen seems weird, and weird how?

+2 votes   download: Imperial Civil War 2.0 (Installer)
.Corey.
.Corey. Aug 26 2012, 1:04pm replied:

Yeah, but it also came with an uninstaller (if you used the exe version for 1.3) that you can use if you want to be fancy.

+2 votes   download: Imperial Civil War 2.0 (Installer)
.Corey.
.Corey. Aug 19 2012, 3:51pm replied:

That's the plan. Ascendancy will be using a lot of ICW stuff, and then ICW will probably benefit from updated content we do for Ascendancy as well.

+1 vote   mod: Star Wars: Ascendancy
.Corey.
.Corey. Jul 19 2012, 11:14am replied:

Just Hunt for Zsinj and Into the Cluster

+1 vote   media: Pentastar Alignment Desktop
.Corey.
.Corey. Jul 18 2012, 4:44am replied:

We're aware the the Imperial insignia doesn't have a circle in the middle, the circle isn't meant to be part of the logo in the first place. It's the light source, it would look weird without an actual source for all of the stars in the background as well as the light, and it's something that all of the logos have and need, so it's keeping that backlight in order to stay consistent. I disagree that it looks bad anyways.

+1 vote   media: Imperial Desktop
.Corey.
.Corey. Jul 17 2012, 8:29pm replied:

Why would we get rid of the lightsource on something backlit like that?

+1 vote   media: Imperial Desktop
.Corey.
.Corey. Jun 14 2012, 5:57am replied:

Thanks R0x.

+1 vote   media: Praetor II
.Corey.
.Corey. May 14 2012, 6:56pm replied:

Well, it's slower turning than other ships but it's not some monumental task.

+1 vote   media: Nuruodo-Class Broadside Frigate
.Corey.
.Corey. May 14 2012, 5:05pm replied:

Both are ugly ships we'd have to remodel, and neither serves a purpose we need filled. The Assault Frigate Mk. II should have just been made as the Mk. I in the first place, really. Why would they do a second version of a ship that's already made by modifying another ship?

+5 votes   media: Viscount
.Corey.
.Corey. Apr 23 2012, 3:07pm replied:

No, they'd be a waste of time to make. There's no way to make them actually do what World Devastators are supposed to do, so they'd just be another overpowered superweapon unit. Palpatine already gets Sovereigns and the Eclipse, World Devastators would be redundant at best, except they're technically several times weaker than any other unit of comparable size.

+2 votes   article: Some Number Games
.Corey.
.Corey. Apr 18 2012, 10:02am replied:

That's how it was originally, but it looked bad.

+1 vote   media: New Republic Heavy Tracker
.Corey.
.Corey. Apr 2 2012, 4:24pm replied:

Well, considering it spent the entirety of the mod's timeline crashed on a planet I wouldn't expect to see it ingame, but back in 2006 when we were going to do the Fall of the Republic od and cover it, we had a model made at least:
Img413.imageshack.us

+2 votes   media: Nuruodo-class Broadside Frigate
.Corey.
.Corey. Jan 13 2012, 9:46pm replied:

We want all issues reported.

+2 votes   article: 1.3 Closed Beta Released
.Corey.
.Corey. Jan 6 2012, 8:16pm replied:

They have two additional turbos and a slight speed boost. What was that "No" to, though?

+2 votes   media: 13X and Crimson Command
.Corey.
.Corey. Dec 8 2011, 4:55pm replied:

More units/the unit list will be posted later; this isn't even meant to be in the upcoming version so starting to post information about the next version would just distract from 1.3. I will say that they are going to have ground units (otherwise it would be hard for them to hold planets), however they will not have the actual Ssi-Ruuvi themselves as units.

+1 vote   media: Vision of the Future
.Corey.
.Corey. Dec 3 2011, 2:54pm says:

"Unknown" is just planets that lack a controlling faction at the start.

+2 votes   media: Into the Cluster Layout
.Corey.
.Corey. Jun 11 2011, 10:14am replied:

We had about 6 months of stuff to catch up on and we decided to do that by posting something every 100 likes. And since we're at 240, that means we can only have done it twice, which can hardly be considered "spamming". Other mods do it every 50. If you want to add up the other updates we did, one was for our 5 year anniversary and the other was because we released a beta, neither of which can exactly be skipped.

+3 votes   media: Thanks for 200 Likes on Facebook
.Corey.
.Corey. Jun 8 2011, 5:08pm replied:

It's not an ultimatum, it's a single-way vote/challenge for fun. If we can take the time to do a whole new faction, the people that want said faction can take the time to click a button. It's something we've been asked to do a lot, and now it's something we'll consider doing if it isn't just the same small group of very vocal people. If everyone's like you and just doesn't care if we do it or not, then it isn't worth our time to do it. If it's something that a lot of people really want (which would be demonstrated by completing this challenge) then we'd see it as worth our effort.

0 votes   media: The Yuuzhan Vong Fan Challenge
.Corey.
.Corey. Jan 26 2011, 11:32am says:

I don't remember giving permission for you to use this model (or you ever asking for that matter).

0 votes   media: TX-130 Saber tank
.Corey.
.Corey. Jan 11 2011, 3:15pm says:

We're gonna post ingame screens rather than a textured render.

+1 vote   media: Star Home Render
.Corey.
.Corey. Dec 23 2010, 7:29am says:

It isn't broken so much as the host sucks. Too many downloads so they cut us off. We'll have a solution as soon as we can.

+1 vote   article: Imperial Civil War 1.1 Closed Beta Released
.Corey.
.Corey. Dec 16 2010, 7:04pm replied:

The GC was in the 1.0 release (called the Hunt for Zsinj), and it's Remnant forces under Rogriss, the New Republic and Hapes against Zsinj.

+1 vote   media: Update Screenshots
.Corey.
.Corey. Dec 15 2010, 5:23pm replied:

This is from the Zsinj GC as the New Republic, where you have the 3 different factions cooperating.

+2 votes   media: Update Screenshots
.Corey.
.Corey. Dec 15 2010, 7:32am replied:

We didn't design them, we didn't decide which is which. They will be in the mod, but they won't be in the upcoming patch. They aren't going to be finished in time.

+2 votes   media: Redone Golans - Unskinned
.Corey.
.Corey. Nov 22 2010, 1:26pm replied:

When Dr. Nick did random rotations on them, the particle editor wouldn't save the, so we tried. Not to bash Mike, but that's one of the problems you can get when virtually every tool is 3rd party.

+1 vote   media: Imperial Fleet Approaching
.Corey.
.Corey. Nov 19 2010, 10:56am replied:

Just the Imperial Remnant in Daala's era. W're trying to differentiate the leaders a bit, and this is part of that. The NR has enough fighters, and those books are from the Vong War anyways.

+1 vote   media: Unskinned A9 Vigilance and Shameless Advertising
.Corey.
.Corey. Aug 26 2010, 1:22pm says:

No, it's a skirmish map so that's just team colours.

+1 vote   media: Frozen Wastes Space Skirmish Map Pictures
.Corey.
.Corey. Aug 22 2010, 6:47pm says:

It's a carrier, not a warship. IT's not meant to be able to fight much.

+1 vote   media: Quasar-Fire Carrier
.Corey.
.Corey. Jul 15 2009, 11:43pm replied:

It's an installer.. You install it like any other program, the default path it gives you should work. You just have to click "next" a bunch of times.

+5 votes   download: Fall of the Republic Minimod V2
.Corey.
.Corey. Nov 23 2008, 5:45pm replied:

The missiles will be both air to ground and air to air, but they'll be more accurate when you're firing at ground targets.

+1 vote   media: LAAT/i
.Corey.
.Corey. Nov 9 2008, 5:59pm replied:

No, there's one green laser per laser cannon, and yes there are missiles.

+1 vote   media: LAAT/i
.Corey.
.Corey. Oct 13 2014, 2:05pm replied:

Everything is to scale. And no, we rarely if ever experience graphic-related lag, regardless of settings. The only times we've had any lag issues personally have been CPU-related when playing with 9 players on 3-4 different factions with about 150 planets (yay single-threaded stuff). I stress the "personally" bit, since we can't promise people with lower specs that they'll have the same experience, although I myself use a pretty middle-of-the-road laptop.

+5 votes   media: This is How Space Junk is Born
.Corey.
.Corey. Oct 13 2014, 12:11am replied:

That is very dependent on the era. In earlier eras, the New Republic (there are no Rebels in the mod) are far more reliant on their fighters and fighter carriers than capital ships. While the MC80B is able to stand up to an ISD, it's more as a tank and used to kill anti-fighter ships while fighters deal damage. In the later eras, the New Republic ships are pretty much the best in the game, and the Imperials have to rely on greater numbers.

Each faction has its own strengths and weaknesses, and those vary based on the timeframe. If you try to play ever faction the same way and expect the same strengths and weaknesses, it won't go super well.

+1 vote   mod: Thrawn's Revenge
.Corey.
.Corey. Oct 12 2014, 6:38pm replied:

We can't change that stuff without also changing how it works in GC, and GC is a higher priority; pretty much all AI changes in EaW except income rates and multipliers are completely disregarded by the game.

+1 vote   mod: Thrawn's Revenge
.Corey.
.Corey. Oct 12 2014, 6:37pm replied:

Go into Data/Text and change MAstertextfile_English.dat to MAstertextfile_German.dat

+1 vote   mod: Thrawn's Revenge
.Corey.
.Corey. Oct 10 2014, 11:16pm replied:

It's literally always been like that; go back and check some of the ones in the movies. Its one of the two differences between the ISDI and ISDII

+5 votes   media: Imperial Bonanza
.Corey.
.Corey. Sep 28 2014, 5:28pm replied:

Yep

+1 vote   mod: Thrawn's Revenge
.Corey.
.Corey. Sep 13 2014, 2:20pm replied:

I'm sorry if I ever gave the impression that I wanted to make people happy, that was never my intention.

As for the trailer, no more teaser images or it'll spoil it. We'll post it as soon as we're done the dubstep remix.

+10 votes   mod: Star Wars: Ascendancy
.Corey.
.Corey. Sep 11 2014, 7:13pm replied:

I think the common community sentiment is that they would not mind if the mod were released right now. Unfortunately, the sooner we release it the less time I get to spend playing my secretly-completed build and laughing at everyone.

+10 votes   mod: Star Wars: Ascendancy
.Corey.
.Corey. Sep 5 2014, 5:08pm replied:

2.2 won't be finished until after we finish the first version of Ascendancy.

+1 vote   mod: Thrawn's Revenge
.Corey.
.Corey. Sep 4 2014, 11:19pm replied:

What bug?

+1 vote   mod: Thrawn's Revenge
.Corey.
.Corey. Sep 4 2014, 11:19pm replied:

Where do you have it installed to?

+1 vote   mod: Thrawn's Revenge
.Corey.
.Corey. Sep 4 2014, 8:59pm replied:

You're fired.

+14 votes   media: Trailer Teaser
.Corey.
.Corey. Sep 4 2014, 8:13pm replied:

Just to make sure nobody misunderstands, he's referring to the trailer coming out within the week, not the mod itself.

+11 votes   media: Trailer Teaser
.Corey.
.Corey. Aug 31 2014, 9:03pm replied:

It's actually from the new Star Trek sequel.

+26 votes   media: Republic Assault
.Corey.
.Corey. Aug 29 2014, 9:44am replied:

Technically you could say it's more realistic because there was a sun there and therefore it's realistic to have the sun sitting there, but you could say the exact same thing about actual planets; there are technically thousands more than we could ever hope to add in in any scenario. The goal is to pick the things that would have the most impact in a given scenario, and the things that would actually be relevant to commanders and political entities in Star Wars, and there's never a case where having Malastare and its sun is a better representation of the Star Wars galaxy than having Malastare and whatever planet would have to be removed in order to put its sun in.

+3 votes   mod: Star Wars: Ascendancy
.Corey.
.Corey. Aug 29 2014, 9:36am replied:

There will only be one "Star" per scenario, and it'll be the black hole at the center of the galaxy. We have absolutely no intention to try to put in a different star for every system and make them actual stars; for one thing, it would double the amount of objects per scenario and mean we can only have half as many actual planets, and that half of them (the stars) wouldn't really serve any purpose except to sit there and force people to not be able to jump directly to planets (is it more interesting or useful to have 100 planets, or 50 planets and have two planets for every planet).

It isn't more realistic, either; nobody ever cared about the actual stars in Star Wars, all that mattered were the planets, except with the Sun Crusher. You can't even really DO anything with them, they're uncontrollable and would just take up space. The AI in Sins is awful at dealing with multi-star scenarios as it is, so can you imagine making them have to deal with like 50? Which would, incidentally, also essentially become the maximum number of actual planets since when you go over 100 you start to see performance issues and half of that is now non-interactive stars. It also means everything is a travel node, so you can get anywhere from anywhere which removes a huge crucial element of the strategy to Sins, and instead of removing one of the most toxic and frustrating mechanics of the vanilla game, the Vasari insta-travel crap that essentially renders any defense moot, becomes the norm.

In future releases we may add a Gas Giant planet type that also has a colonizeable moon, but usually for those we just use the moon itself for that planet (ie Yavin IV) since having the gas giant is kind of pointless. We tend to use the Gas Giant planet type only for planets like Pesitiin or Bespin, where the only thing of note was the Gas Giant itself and there wasn't actually a planet or moon that was known to be colonized.

+5 votes   mod: Star Wars: Ascendancy
.Corey.
.Corey. Aug 28 2014, 1:09am replied:

Shree and Wurrif classes. As the name implies, they're some of the main combat ships of the Ssi-Ruuvi Imperium.

Since the Ssi-Ruuvi get their energy from entechment, we thought we'd give them their own unique turbolaser and shield colours, so I went with purple.

+9 votes   media: Ssi Strike
.Corey.
.Corey. Aug 27 2014, 11:53pm replied:

DoV didn't have the resources to finish, and was never super far into development. We're essentially in beta; the majority of what's left is finishing up some tech trees and abilities, plus icons and a bit of polish. Very different situations.

+2 votes   mod: Star Wars: Ascendancy
.Corey.
.Corey. Aug 27 2014, 4:11pm replied:

To be fair, the original sketch is from a book that contradicts canon multiple times and is pretty much universally considered non-canon anyways.

+1 vote   mod: Thrawn's Revenge
.Corey.
.Corey. Aug 26 2014, 2:40pm replied:

Safe bet.

+1 vote   mod: Star Wars: Ascendancy
.Corey.
.Corey. Aug 26 2014, 2:39pm replied:

It's meant to be the Clawcraft, yeah. It seems to work for me so I'm not sure what issue you'd be having unless you installed it differently. If you have the Steam version of the game, you can't use shortcuts to run it.

+1 vote   mod: Thrawn's Revenge
.Corey.
.Corey. Aug 26 2014, 2:38pm replied:

Yes, however when Gamespy went down EaW lost all of its servers, so you need to use a virtual LAN service to play it or any mods online.

+1 vote   mod: Thrawn's Revenge
.Corey.
.Corey. Aug 26 2014, 2:37pm replied:

Theyre available in early eras as the New Republic however by this point Y-Wings were extremely old and only used as reserves on a few ships.

+1 vote   mod: Thrawn's Revenge
.Corey.
.Corey. Aug 22 2014, 11:37pm replied:

Yeah, Sony's owned it since like 2004 unless it's changed in the last year or so. It certainly wasn't included in the acquisition of LFL, but either way it's not like Disney would be less stringent about copyright stuff.

There are some mods that get away with it, yes. That's not because it's not illegal or that they don't care, it's that they haven't noticed. They wouldn't see it as any different from distributing the music for any other purpose. Plenty of Star Wars fan projects get taken down by Sony's claims (including Let's Plays of our own mods on Youtube), and plenty of mods within different IPs have been taken down for including copyrighted content. To us, it's not worth the risk of having the entire mod taken down just to include a few songs. If people own the tracks they can put them in themselves.

+1 vote   article: Dev Diary #12: Beta and Releases
.Corey.
.Corey. Aug 21 2014, 9:22pm replied:

Like MrPerson said, the problem is legal. The music is owned by Sony, and if they find stuff they tend to be very strict. The fact that it's not for money doesn't matter, no company is ever okay with people just uploading entire soundtracks. It's no different from just posting it on a torrent site or something.

The fact that it's free doesn't matter; uploading any music for free on its own is still an issue. When people post "I'm not the copyright holder, no infringement intended" it doesn't matter. You may not be intending to infringe upon copyrights, but you still are. People only get away with that when the copyright holder doesn't notice or care, and I can assure you, Sony does care. Fair Use doesn't mean you're not getting money for it, it means it has to be for parody, scholarship, archiving or criticism. "We needed music for our mod" doesn't quite cut it.

+1 vote   article: Dev Diary #12: Beta and Releases
.Corey.
.Corey. Aug 19 2014, 9:28am replied:

Hah.

+1 vote   media: Dev Diary #12 Screenshots
.Corey.
.Corey. Aug 17 2014, 5:02am replied:

There are certain GCs that are only set in one specific era; each scenario says what eras it's set during in the GC setup screen in the description box, so make sure to check that.

Also, keep in mind that "teching up" is a progression through time, not necessarily an increase in technology- it doesn't necessarily mean what you're going to get is better, especially for the Remnant.

+2 votes   mod: Thrawn's Revenge
.Corey.
.Corey. Aug 15 2014, 7:38pm replied:

What GC, how many planets do they have left, and do you have RaW installed?

+2 votes   mod: Thrawn's Revenge
.Corey.
.Corey. Aug 15 2014, 7:17pm replied:

There are several rough outlines for general strategies for each faction on multiple GCs on our forums. If you're having trouble in a specific GC, I'm sure some of the posters wuld be happy to give you tips.

Thrawnsrevenge.com

+1 vote   mod: Thrawn's Revenge
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