This member has provided no bio about themself...

Comment History  (90 - 120 of 2,025)
.Corey.
.Corey. Feb 9 2015, 8:14pm replied:

Pretty much every ship is capable of orbital bombardments. We have no interest in making up a new ship specifically for it when it was a common duty for anything with turbolasers in Star Wars.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 9 2015, 6:18pm replied:

Any ship with the capability to bombard worlds in Sins that isn't a capital ship will always be sent by the AI to bombard that world, regardless of what's going on around it. That's why we use the ability for frigates in the first place, which at least gives us the ability to play with use times, and, if all else fails, allows you to just turn off autocast for that ability.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jan 15 2011, 10:24pm replied:

That kind of thing is hard to "fix". Things are more or less armed how they're supposed to be, after that it's just messing around with the firing rates and such. Ask other people and they'll say it's the other way around, with the MC-80b not being able to do any damage to an ISD-II in the mod.

+2 votes   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Feb 9 2015, 8:02pm replied:

The button is next to the Golans for both factions, there was an issue where the icon wasn't connected to the Imperial one so it can be a bit harder to find at the moment.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 9 2015, 6:30pm replied:

The button is next to the Golans for both factions, there was an issue where the icon wasn't connected to the Imperial one so it can be a bit hard to find.

+2 votes   article: Thrawn's Revenge II: Ascendancy 0.9 Beta Released
.Corey.
.Corey. Feb 9 2015, 8:12am replied:

Both of these are addressed in the first image in the gallery.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 9 2015, 12:35am replied:

The network is just having some server trouble right now.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 9 2015, 12:20am replied:

I've been playing around with settings for a while trying to encourage that. Not much luck so far, but if all else fails I may have a solution.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 8 2015, 11:22pm replied:

Nope, the NR never went back to using the Republic ships, which were very outdated by this point. While there were some other planets/companies involved (like with the Nebula and Endurance) the Mon Calamari remained the main producers of capital ships.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 8 2015, 9:44pm replied:

There are several threads with effective strategies if you're having trouble, although currently our host network is down (has been since early this morning). Still waiting for word from them.

+2 votes   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Feb 8 2015, 5:05pm replied:

It's impossible to have any interception for them, both ingame and in-universe. They're powerful, but not overpowering, especially considering their limitations; and being able to "fling WMDs across the map" is the MO of the Empire.

Also, it's impossible for them to destroy your empire without significant fleet engagement. You're only able to have one per 15 planets, and each one has a 20 minute cooldown. On a map like Deep Core Conflict (16 planets) you need to control all but the enemy capital before you could even build one. On a medium map like Into the Cluster, with 59 planets you'd need over half the galaxy before you could even build two, and then your rate of progress would still only be 6 planets every hour assuming you use the ability on cooldown.

So, if you use the galaxy gun as your means of doing anything other than destroying a single key position before invading, you're doing it the least efficient wa possible. Also, we've been working on other negative effects to using it within your own Empire, but those are more experimental.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 8 2015, 4:56pm replied:

Newer features like that have been done erring on the side of underutilization, especially until we have compensation for the AI, considering we can't edit the AI and therefore they have no clue how to use them.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 8 2015, 1:37pm replied:

Shield regen isn't something we're committed to, it's just something we didn't adjust yet when putting in the other values we had decided on from ICW. It'll definitely go up now that we're actually working more directly on balancing (which is the point of this release).

However, "in the context of Empire at War" isn't an argument that's ever going to convince us of anything.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 8 2015, 12:02pm replied:

No random maps, and definitely no multi system ones will ever be made by us. In the mod, system = galaxy so that would be multi-galaxy maps.

+1 vote   download: Ascendancy 0.9 (Beta Version - ZIP)
.Corey.
.Corey. Feb 8 2015, 12:01pm says:

Yeah, that;'s how expanded hangars work. It increases the supply on the ship, which means it can hold additional fighters (not deploy them at once), so you can go through more fighters without having to replenish them. There's a few of the stock tooltips we still need to track down and change, however (where supply is still called antimatter in one or two places).

As for the Enlistment Center thing, that's leftover from something I was trying a while ago that ended up being impossible to do in Sins. Exploration was meant to be entirely turned off after that until we do what we want with it, but it seems to have been reverted by someone since.

+1 vote   article: Thrawn's Revenge II: Ascendancy 0.9 Beta Released
.Corey.
.Corey. Feb 8 2015, 11:54am replied:

Yeah, that function can only work with scuttling though. It's not something you can attach to something else.

+1 vote   media: Defensive Changes
.Corey.
.Corey. Feb 8 2015, 1:57am replied:

The Acclamator thing is separate.

McCray, are you sure you're not confusing adding command points with increasing fighter supply? They're different things.

+1 vote   article: Thrawn's Revenge II: Ascendancy 0.9 Beta Released
.Corey.
.Corey. Feb 8 2015, 12:31am replied:

You can't make it do anything other than what it currently does within the limits of the game engine.

Also, as we've explained, you can build it, but it's limited to one Galaxy Gun per 15 planets, so you can't build it until you have at least 15 planets.

+1 vote   media: Defensive Changes
.Corey.
.Corey. Feb 8 2015, 12:29am replied:

Each ship has its own max zoom setting line in its code, which determines how far in you can zoom. Most ships have at least a decent setting for it, but some (like the two you've mentioned) are still being worked on.

+1 vote   media: Defensive Changes
.Corey.
.Corey. Feb 8 2015, 12:22am replied:

Depends on where they are.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 7 2015, 5:14pm replied:

Supply is irrelevant to the ability, actually. If it affected supply, it would likely just get filled by a station or tender.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 7 2015, 3:58pm says:

1. We'd have to do debris as a persistent particle on the explosion itself, since the planet is set to invisible and we can't connect it, so either way it would have to fade over time or it might get pretty taxing.

2. Orbital turrets are already in, they're Golans. Having orbital turrets as individual guns wouldn't be very useful. In Sins "canon" ships have one or two weapons, so a weapon emplacement that's also one weapon is significant. In Star Wars a single turbolaser emplacement is negligible.

As for mines, no. Not really used in Star Wars, and also one of the most lag-inducing features in Sins.

+5 votes   media: Defensive Changes
.Corey.
.Corey. Feb 7 2015, 1:53pm replied:

The superweapon limit is one Galaxy Gun per 15 planets, so if you don't have at least 15 planets you can't build it. The issue is the stock text string isn't very clear and we didn't change it for 0.9. Nobody ever noticed in the base game because it's only one weapon per like 4 planets.

+3 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 7 2015, 1:15pm replied:

We don't intend to add anything that absolutely requires the DLC for playing the mod, however we do intend to take advantage of DLC features for those who have it.

+2 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 7 2015, 12:33pm replied:

Empire of the Hand is mostly done, but the others are at 4 ships each.

+2 votes   media: The Never-Ending Cycle
.Corey.
.Corey. Feb 7 2015, 11:53am replied:

Titans: It's a limit of one, but since each Titan has its own research the game seems to think it's getting an extra one. It's really just a display bug, not sure if we can do much about it but honestly not a /huge/ concern to us.

Supply: That's hardcoded unfortunately.

Ion: I'll look into changing target filters for that, thanks.

AI: The Capital victory condition apparently has some issues with some maps. As for flagship though, the flagship is likely in those masses of ships getting defeated if it's happenng then.

Galaxy Gun: unfortunately you can't give units/structures limits like that, so we've just made it as rare as reasonably possible.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 7 2015, 11:20am replied:

Depending on where this is, it's potentially because of missing DLC.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 7 2015, 11:19am replied:

We have no intention to change the style of the UI. We quite like it, and it gets accross all necessary information without visual noise distracting from the main gamespace, which is kind of the point. All we intend to do is change the planet indicators so it's easier to distinguish planet types, and increase the contrast between different button states (highlighted/normal)

+2 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 7 2015, 9:28am replied:

That's definitely something on your end, and although you say you have it on it seems like LAA is stillt he first thing I'd check, since it's possible it was deactivated somehow. Have you tried running other mods since then (or just re-doing the enabling process for LAA to be safe)?

+1 vote   download: Ascendancy 0.9 (Beta Version - ZIP)
.Corey.
.Corey. Feb 7 2015, 12:21am replied:

If it were just whenever we felt like it, it would be today. Unfortunately we need to actually make everything.

+15 votes   media: The Never-Ending Cycle
.Corey.
.Corey. Feb 6 2015, 10:57pm replied:

This seems to be a problem with a specific type of AI (Economist/Researcher/Aggressor/Fortifier thing), though I haen't yet figured out which of them it is. I *think* it's Fortifier.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
Level
Avatar
Avatar
Offline Since
Mar 31, 2015
Country
Canada Canada
Gender
Male
Member Watch
Track this member
Comment Statistics
Posts per day
0.6
Members
2
Games
2
Mods
1,616
Articles
110
Polls
1
Media
434
Downloads
101
Groups
5