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Comment History  (60 - 90 of 2,075)
.Corey.
.Corey. Mar 27 2015, 9:51pm replied:

Basically because the Remnant has enough ships, and the PA doesn't. technically 99% of the Remnant and PA ships could be shared, but there's no reason to have that many ships, and certainly that much overlap. Exclusivity allows us to emphasize different aspects for different factions, and create more diverse playstyles/reasons people could prefer one faction over another.

+10 votes   media: Secutor
.Corey.
.Corey. Mar 27 2015, 7:53pm replied:

It does; it's a stacking (additively, not multiplicatively) debuff, so if you look at a ship at 25% health, it says it's doing 75% less damage. That tooltip you're talking about shows the debuff applied at each level of damage, as opposed to the total added together. It would probably be more clear if it showed the additive amounts, but buff tooltips are automatically generated from the effects so there's nothing we could do to change that.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 27 2015, 6:50pm replied:

Specific planet is Gravlex Med, planet type is Arid Oceanic.

+4 votes   media: Faction Profile Screenshots: Venator
.Corey.
.Corey. Mar 27 2015, 8:21am replied:

Its also really easy for people to put that research in if they want to make that map. There's no reason flr for us to pack in extra stuff for functionality we don't support in the mod and which doesn't make sense in the context of the mod.

+3 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 27 2015, 8:18am replied:

Make sure you still have LAA enabled.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 26 2015, 11:42pm replied:

People are free to make their own maps with multiple galaxies of vourse, but we won't be. It doesn't make sense with the source material, none of us ever really liked that system and it causes a few issues with the game.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 26 2015, 11:19pm replied:

In the mod, as it says, the "star" function of the base game fills the function of the galactic core (although the model hasn't been changed to reflect it yet). The "system" in Sins terms in the mod is the Star Wars galaxy, and it's not like they'd be travelling to other galaxies. When you jump from Mon Calamari to Kessel or Coruscant to Pantolomin or whatever, you're jumping between systems; these planets aren't all in the same star system. Otherwise every single planet in the game would be its own system, since star systems in Star Wars rarely have more than one notable planet in them. If we kept stars for individual systems, then every map would have one star per planet, any pathing would be lost, and in order to have 150 planets you'd need to have 150 stars, so you're doubling the object count on the map (half of which would be useless, and not actually act as a chokepoint since there's only one thing connected to each, which you could freely jump between) while also breaking the AI entirely (the AI in sins is godawful at dealing with multi-star maps).

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 26 2015, 8:39pm replied:

Once things aren't in flux quite so much, we'll be releasing minimods that change fighter amounts, likely packaged with each release.

+3 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 26 2015, 7:03pm says:

Uploading a patch to hopefully deal with the credit issue, as well as a few other minor bugs, mostly string and stat related.

+2 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 26 2015, 6:01pm replied:

We are aware of this bug (it's listed in the known issues in the changelog). The level up thing is definitely useful information, thank you.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 26 2015, 5:38pm replied:

As the changelog posted with the release and various comments since then have said, we are aware of this issue, and are currently just trying to track down what causes it specifically (primarily right now we're trying to see if it's faction specific).

+1 vote   download: V0.95 Beta (Full)
.Corey.
.Corey. Mar 26 2015, 5:36pm replied:

In Sins, fighters are usually the culprit for lag. The main difference here between 0.9 and 0.95 is that squadrons now have 6 fighters instead of 2-3, because people kept complaining about when we had them smaller to avoid lag.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 26 2015, 5:32am replied:

They aren't even in contention for the same role honestly. The Bellator is several thousand Meyers longer than the Praetor and significantly more powerful. That's honestly kind of like saying you prefer the ISDII to the VSDII.

+1 vote   download: V0.95 Beta (Full)
.Corey.
.Corey. Mar 25 2015, 7:05pm replied:

Keeping in mind the point of the mod (and the capabilities of the engine) aren't to just throw in redundant ships; only ships which actually bring something new to the table for that faction will be added.

+1 vote   download: V0.95 Beta (Full)
.Corey.
.Corey. Mar 25 2015, 7:01pm replied:

As the changelog said, the credit thing is a known bug, we're trying to figure out what causes it.

As for the Katanas, the research unlocks an ability for Thrawn which spawns them, they don';t just come in from the research alone. It's the first ability slot on Thrawn, though it's currently missing an icon/text.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 25 2015, 6:56pm replied:

Which faction were you playing as?

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 24 2015, 10:03pm replied:

That's because of LAA. Unl;ess you play on super low settings (and even then it's iffy), LAA is necessary.

When you click on it, it should bring up a standard file explorer window, not a drop down box. Would you be able to post a screenshot of what you're seeing?

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 24 2015, 9:42pm replied:

While the way the AI handles capital ships is annoying, it's also highly predictable and something we should be able to work around, at least to some degree. I'm semi-confident we can get at least reasonable levels of capital usage, though it'll take a bit of playing with it.

+1 vote   news: Ascendancy 0.95 Beta Released
.Corey.
.Corey. Mar 24 2015, 8:08am replied:

Are you sure the research to unlock it is finished and not just queued?

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 23 2015, 11:50pm replied:

Not quite sure what you mean by that. The Eclipse is not and won't ever be in the mod since three titans for one faction would be excessive, and between it and the Sovereign the sovereign has tradeoffs compared to the Executor (lower weapon strength but superlaser/abilities) where the Eclipse is just Executor plus superlaser, and the Eclipse was a unique flagship. By its younger brother I'm assuming you mean the Sovereign, which is already in and in roughly the same place balance-wise as everything else.

+1 vote   news: Ascendancy 0.95 Beta Released
.Corey.
.Corey. Mar 23 2015, 8:23pm replied:

No, we're working in the Legends universe exclusively, which means there won't be anything released in this time period. Using the new Disney canon timeline would mean scrapping literally everything including the name and the factions (there is no Thrawn to get any sort of revenge) and working with a much smaller, different content pool.

+2 votes   news: Ascendancy 0.95 Beta Released
.Corey.
.Corey. Mar 23 2015, 11:22am replied:

If there's no download that says 0.95, then it hasn't been released already.

+3 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 22 2015, 5:15pm replied:

Does the person you're playing with have the DLC?

+2 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 19 2015, 8:30pm replied:

We're just testing stuff now.

+6 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 18 2015, 8:49pm replied:

Only if you think that the ISDII and VSDII coexisting in most fleets is somehow a contradiction.

+3 votes   media: Faction Teaser
.Corey.
.Corey. Mar 16 2015, 7:52pm replied:

I haven't seen anything about a new patch, but whether or not that breaks mods depends on the content. Most balancing patches just requires renaming the mods folder and everything works fine. Stuff like DLC can entirely break mods and requires significant reworking.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 16 2015, 4:02pm replied:

Small ones are Venators. Large ones are not Praetors.

+4 votes   media: Faction Teaser
.Corey.
.Corey. Mar 16 2015, 2:10pm replied:

Except for the stuff in DifficultyAdjustments.xml, the AI pretty much doesn't care what you edit and won't load the changes (whether it's in Data or not).

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Mar 16 2015, 2:09pm replied:

They're still extremely effective (probably still the most effective thing in the game), fighters/bombers just aren't quite the insta-win button they used to be.

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Mar 16 2015, 12:28pm replied:

When the icons are done.

+4 votes   mod: Thrawn's Revenge II: Ascendancy
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