This member has provided no bio about themself...

Comment History  (90 - 120 of 2,072)
.Corey.
.Corey. Mar 13 2015, 5:33pm replied:

Yes

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Mar 9 2015, 1:24pm replied:

They were always their own thing. We don't include them in the mod because we'd need to design a whole new faction worth of stuff.

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Mar 9 2015, 12:28pm replied:

The reason it's that size is because of EaW's freezing/unit selection bug where the game becomes unplayable after a certain amount has happened. Because FTGU starts with one planet for the player, it means most planets will change hands several times more than usual during the game, so it means that issue comes up far more frequently. The defreezer we released can help, but that's not an ideal solution.

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Mar 9 2015, 12:26pm replied:

No, the next release is 0.95, the overview for which is right above here, and which we will be posting the changelog for shortly.

+2 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 8 2015, 4:51pm replied:

Might be the day/week after. I posted the date, then got really sick for the weekend and lost most of my modding time to sleeping.

+2 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 7 2015, 8:12am replied:

We've already addressed the damage thing in multiple places.

The reason we use abilities for bombardment is because if a frigate has inherent bombing capabilities, it will always do what you're describing; as an ability all we have to do is fix the autocast parameters.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 4 2015, 7:31pm replied:

While we're all for supporting ModDB, he's referring to our own site. Technially we don't get any money from that either, but it does directly go towards the costs of hosting our site. In order to enable ads on the site, assuming you have adblock, just right click Adblock, go to the "Adblock" option on the list, Customize, and then "Show ads on a webpage or domain" and add thrawnsrevenge.com

Thanks :)

+3 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 2 2015, 1:29pm replied:

You have to build the factory. Research the ship, then build the factory. Then you can build the ship. It's exactly the same as Sins, except one tech instead of four.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 1 2015, 10:42pm replied:

Yep. Gonna look into re-openning it for user registration and editing once we're sure we won't get completely inundated with spambots again.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 1 2015, 4:46pm replied:

It's at the right of the military build bar. The Remnant one was missing its icon in 0.9, which may be what's throwing you off.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 1 2015, 4:17pm replied:

Same as the base game.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 1 2015, 1:44pm replied:

Just research and build. You need to control 15 planets.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Mar 1 2015, 12:50pm replied:

I honestly have no idea what you mean by any of that..

+5 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 28 2015, 1:19am replied:

Thanks!

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 24 2015, 9:27pm says:

Canonically the NR only had the one type, and the Remnant had several. Having more options makes more sense for the Remnant as well because their playstyle is meant to be more based around titans than the New Republic.

+1 vote   news: 0.95 Overview
.Corey.
.Corey. Feb 24 2015, 11:08am replied:

It tells you how to use it right on the download page.

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Feb 22 2015, 6:57am replied: +3 votes   news: 0.95 Overview
.Corey.
.Corey. Feb 21 2015, 11:20pm replied:

Nope; the way it works in base Sins isn't transferrable into Star Wars, since in base Sins it's planets within a system/different systems, and in Star Wars it's different planets around the galaxy. Otherwise you'd just have the entire map within the Kuat system or something. In the mod, the system is the galaxy, and the galaxy has the Deep Core as the "star" and the planets/systems as the planets. Therefore, there's no tech for travelling between stars because that would mean travelling between galaxies in the context of Star Wars.

+5 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 21 2015, 8:02pm replied:

That's the point. That kind of mix has a name. Individual combinations don't, but that they exist on the same planet doesn't make it a contradiction.

+1 vote   media: Arid Oceanic
.Corey.
.Corey. Feb 21 2015, 3:35pm replied:

These textures are all from ICW.

+5 votes   media: Swamp
.Corey.
.Corey. Feb 21 2015, 2:47pm replied:

It would be if it referred to the same areas, but as you cans see the oceans and deserts occupy different areas. Technically it should be Deserts and Oceans, but that's too long for the string. Same way that Earth is an Arid Oceanic Temperate Tropical Jungle Arctic Volcanic planet.

+8 votes   media: Arid Oceanic
.Corey.
.Corey. Feb 19 2015, 8:42pm replied:

This usually means something is not in the correct directory.

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Feb 19 2015, 8:41pm replied:

You need to directly edit the planets.xml, GC xml file (ie campaigns_Isard.xml) , and traderoutes.xml file

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Feb 19 2015, 8:41pm replied:

It should work the same as the retail copy, I'm pretty sure. Cretae amods folder in the same folder as the EXE, install the mod to there, and then use the same .bat file provided.

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Feb 16 2015, 6:45pm replied:

Hero death is permanent. The only time a hero will respawn is if they died and then would have gotten a new ship in the next era, ie Ackbar 2-3 from Home One to Galactic Voyager (but not 3-4)

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Feb 16 2015, 2:54pm replied:

The shield generator was bugged, there's a more thorough explanation in the split image in the gallery as well as the latest news post.

The Empire of the Hand is next in the 1.0 version. There will be an intermediary version to polish the NR/IR a bit more.

+2 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 16 2015, 12:59pm replied:

You can build one galaxy gun per 15 planets controlled.

+2 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 15 2015, 8:12pm replied:

Our website is currently down because of server issues. It will hopefully be back up soon.

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Feb 15 2015, 7:48pm replied:

Our host network is currently down.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
Level
47%
Indie
35
Avatar
Avatar
Offline Since
May 22, 2015
Country
Canada Canada
Gender
Male
Member Watch
Track this member
Comment Statistics
Posts per day
0.6
Members
2
Games
2
Mods
1,656
Articles
112
Polls
1
Media
441
Downloads
105
Groups
5