This member has provided no bio about themself...

Comment History  (30 - 60 of 2,137)
.Corey.
.Corey. Jun 28 2015, 6:31pm replied:

The next release will be 1.0

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jun 28 2015, 2:00am replied:

IIRC that ability just doesn't work in Forces of Corruption to begin with.

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Jun 26 2015, 9:04pm replied:

If we did it would inevitably be way off.

+3 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jun 24 2015, 6:14pm replied:

The Telos map is also the Naboo map, yes. Most maps are used on multiple planets because there's simply way too many planets for us to reasonably be able to make a unique map for each, especially when the reward is so little considering that Ground is an aspect that most people playing EaW (rightfully) ignore.

And no, the diplomacy thing does not involve corruption.

+2 votes   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Jun 23 2015, 10:14pm replied:

No you're not; however a clean install of EaW/FoC would mean you need to redownload the FoC ram fix.

+1 vote   news: 9 Years Lost in Space
.Corey.
.Corey. Jun 23 2015, 6:47pm replied:

Did you delete 2.0 when installing 2.1, or did you try to install 2.1 directly over it?

+1 vote   news: 9 Years Lost in Space
.Corey.
.Corey. Jun 22 2015, 12:46am replied:

None whatsoever, still too early to know.

+1 vote   media: Bellator
.Corey.
.Corey. Jun 21 2015, 9:37pm replied:

Marketing.

+2 votes   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Jun 21 2015, 2:49pm replied:

Gladiator is actually barely over half the length of a VSD. And as Chimera1138 says, this only looks bigger because it's much closer to the camera than the ISDs.

+3 votes   media: Gladiator Star Destroyer
.Corey.
.Corey. Jun 21 2015, 1:14pm replied:

Next full version.

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Jun 21 2015, 1:03pm replied:

Depends on how you classify stuff. Any ship greater than 100 meters is technically a capital ship but obviously that doesn't work for game purposes. There's even an in-universe classification that breaks down different sub-classifications of capital ships: Starwars.wikia.com

So as you can see, the classification in Sins doesn't line up with in-universe ones; divisions have to be made based on size, role and power within each faction. If this were a Clone Wars mod, then the Venator would be a capital ship. It is, however, significantly weaker and smaller than "capital ships" during the mod's era. If any cruisers were going to be promoted, the VSD pair would be before the Venator.

+2 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jun 17 2015, 10:41pm replied:

One thing I will say for EaW is that while it can still end up slowing to a crawl if you don't have a good enough computer, simply having a larger filesize won't make the game cease to function as it does in Sins.

+4 votes   media: Gladiator Star Destroyer
.Corey.
.Corey. Jun 17 2015, 9:15pm replied:

That basically doubles the poly count which is a terrible idea in Sins for a ship this small and common. Sins has enough performance and memory issues without including giant turrets on tiny ships that can't do anything to begin with.

+2 votes   media: Gladiator Star Destroyer
.Corey.
.Corey. Jun 15 2015, 7:22pm replied:

It says exactly what you need to do:

To install Ascendancy, put the extracted Ascendancy-Sins folder in your Mods folder:
...Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82 (Default)

To run the mod, edit EnabledMods with notepad to contain the following four lines:
TXT
Version 0
enabledModNameCount 1
enabledModName "Ascendancy-Sins"

Then you can run Sins normally, and Ascendancy will load.

There's nothing else I can be more descriptive about, that's every step.

+4 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jun 15 2015, 7:21pm replied:

We will be adding new ones/replacing vanilla ones as we go, won't know which versions any of them will be in until they're actually done.

+2 votes   media: Belly-ator
.Corey.
.Corey. Jun 15 2015, 3:01pm replied:

Same way we're compensating for the EotH's being nonexistent. Different factions have different focuses.

+3 votes   media: Belly-ator
.Corey.
.Corey. Jun 15 2015, 1:03pm replied:

The way described in the "installation instructions" provided with the download.

+2 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jun 14 2015, 4:03pm replied:

Easy to implement, but I don't think it's something that should be done for several reasons.

Bombers are already very effective and a 500% buff (or even 100% with fighters around) would be absurdly powerful.

As for making them less effective around fighters, if something's good against something, it shouldn't be for artificial reasons; fighters are good against bombers because they can pretty easily pick them off, and that's what makes them an effective anti-bomber tool. Making them good against bombers because bombers literally cease to function properly around them would be unintuitive to players (why would anyone expect that to happen?) and goes from being an effective counter if deployed properly to a rock-paper-scissors style of balancing with hardcounters. It goes from requiring target prioritization with fighters for them to be effective to just parking them somewhere as a way to negate any bombers.

In the end it would be almost irrelevant, considering that unless you're doing something very wrong, there's aways going to be at least *some* fighters involved.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jun 14 2015, 1:06pm replied:

We explained the changes we made to negate this when we announced the PA.

+1 vote   news: 9 Years Lost in Space
.Corey.
.Corey. Jun 13 2015, 9:07pm replied:

We may have.

+2 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jun 13 2015, 9:05pm replied:

As for a second super-capital for the PA, we're happier having them with limited supercap access for the time being; we'd rather have them focus on carriers, with the Remnant being the Supercap focused faction. Especially since we can't do era-locking with them, since no factions beyond the first three can use story scripts.

As for the Lucrehulk, the reason it looks bad is because it's about 7 years old; the PA as it is was made with old Fall of the Republic assets, which we shut down in like 2008. Hence that stuff being cut and replaced with other stuff in 2.2.

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Jun 13 2015, 9:02pm replied:

We've narrowed it down to sometime in the future.

+6 votes   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Jun 12 2015, 5:27am replied:

When did we say we were releasing anything this month?

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jun 12 2015, 5:26am replied:

The movies have absolutely no effect on the mod, we're following the Legends canon still (old Expanded Universe), not the movie canon. If we followed the new canon, it wouldn't just be changing a few ships, it would be removing every ship and faction because none of them exist in the new timeline, including the New Republic and Imperial Remnant.

+3 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jun 10 2015, 8:32pm replied:

I know it's the name Wookiepedia uses, but I'm not sure if it was ever identified as the class name, or just used to describe what it was. Either way, I'm not that concerned to be honest; helps with identification, and I prefer the name.

+4 votes   media: Dominator Star Destroyer (Skin WIP)
.Corey.
.Corey. Jun 9 2015, 6:54pm replied:

I think he's referring to it being announced in the update.

+1 vote   media: Anniversary Update: Ssi-Ruuvi Assault
.Corey.
.Corey. Jun 9 2015, 6:42pm replied:

Sins and EaW have different weapon systems; EaW tracks individual projectiles, while Sins tracks weapon banks, and the actual particles you see are essentially just graphical effects which correspond to but do not individually carry damage. Keep in mind, Sins potentially has thousands of ships onscreen at once whereas EaW essentially has about 20. We use the same damage scaling (more or less), but fewer particles in Sins to prevent lag.

+5 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jun 9 2015, 5:46pm replied:

Recharge rates are four seconds in both.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jun 1 2015, 5:40pm replied:

We added a ton of new weapon types, if that's what you mean. If not, then I'm not sure what you mean.

+4 votes   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Jun 1 2015, 5:33pm replied:

The name thing is because there was an internal thing with it where it varied between Asdroni/Asdoni that certain team members consistently screwed up, although I don't think it's ever been referred to anywhere as Asd'r'oni.

As far as effectiveness, accuracy stats are EXACTLY the same between the Asdoni, Lancer, CR90 and IPV. The damage ranges are effectively within the same range considering what they're doing. The only real difference between the Asdoni and anything else is that it has a shorter range, but larger firing cone.

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
Level
Avatar
Avatar
Offline Since
Aug 4, 2015
Country
Canada Canada
Gender
Male
Member Watch
Track this member
Comment Statistics
Posts per day
0.6
Members
2
Games
2
Mods
1,707
Articles
116
Polls
1
Media
457
Downloads
105
Groups
5