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.Corey.
.Corey. Aug 3 2014, 6:10pm replied:

When it's finished.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Aug 3 2014, 3:56am replied:

This is a carrier variant. There were definitely Acclamators modified to serve carrier roles, and considering they were holdovers from several years beforehand, the ones that stuck around would tend to be modified (much like dreadnaughts were).

+1 vote     media: Acclamator I
.Corey.
.Corey. Aug 2 2014, 11:27pm replied:

The Acclamator is taking the carrier role. There is no Venator though.

+1 vote     media: Acclamator I
.Corey.
.Corey. Aug 2 2014, 7:28pm replied:

It doesn't look at all like an ISD hangar so I find that unlikely. Either way, it's pretty irrelevant to our choice; ingame it's still the same effect (with a few differences that work out in the Acclamator's favour), but one is significantly uglier than the other.

+1 vote     media: Acclamator I
.Corey.
.Corey. Aug 2 2014, 5:45pm replied:

We'd like to have something out this month, but if we can't do it, we have no problems delaying.

+10 votes     mod: Star Wars: Ascendancy
.Corey.
.Corey. Jul 29 2014, 3:31pm replied:

The vanilla map has absolutely no bearing on our decisions for this GC. We picked about 50 planets that were relevant to the GCW, some of which already in ICW and several which aren't. Some of the ones being added were also present in FoC, but it's not something we even looked at when planning the GC.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Jul 29 2014, 10:06am replied:

The mod can be followed here by doing what jordan said if you have a profile. We also have our own site/forums here:
Thrawnsrevenge.com

+1 vote     mod: Star Wars: Ascendancy
.Corey.
.Corey. Jul 28 2014, 7:56pm replied:

I know what he was talking about; I just can't remember what else we cut from EaW and whether any of it is in the new GC.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Jul 28 2014, 11:41am replied:

All of the buildings have been remade based on either canon stations, or, in the case of the Trade Station, Ralph McQuarrie's concept art.

As for planets, "Coruscant" style planets are their own planet type, called Ecumenopolis. The first picture in the gallery right now is already one of them. They're very rare and pretty valuable, so they're never going to be home planets unless you specifically move your capital there, or in the pre-set scenarios where players start with more than one planet. Home planets are typically going to be Temperate planets, like Dantooine or Naboo.

+1 vote     mod: Star Wars: Ascendancy
.Corey.
.Corey. Jul 28 2014, 11:38am replied:

Slornie is, I think.

+1 vote     mod: Star Wars: Ascendancy
.Corey.
.Corey. Jul 28 2014, 11:36am replied:

Yes to those specific three, don't know about the etc.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Jul 26 2014, 12:07pm replied:

Which version are you trying to download, and when/how does it fail?

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Jul 25 2014, 11:41am replied:

It's not really loading a LOD per se; when you're far enugh away from something, it stops rendering it at all and just shows the icon. This goes for both ships and planets. So, spacing them out doesn't really solve anything from a graphical or performance perspective, I'd think, though our planets tend to be rather spaced out (it's a side effect of having all the maps made from one giant map I made of every planet we're using, plotted more or less accurately, which has to take into account more compact Star Clusters like Hapes, along with more spaced out areas like the Outer Rim).

The lag people experience in Sins is typically CPU related since the game is single-threaded and keeping track of a lot of things at once. Particle lag in large battles is also a big offender, sometimes. For this reason, some of the biggest causes of lag are fighters and mines. Especially fighters. This is one of the reasons for our fighter supply system; we're able to represent all the fighters a ship had, without actually putting them on the field at once.

+1 vote     mod: Star Wars: Ascendancy
.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.

+3 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.

+4 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)

+4 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.

+3 votes     mod: Star Wars: Ascendancy
.Corey.
.Corey. Jul 19 2014, 1:37pm replied:

No.

+2 votes     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.

+4 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
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