This member has provided no bio about themself...

Comment History  (1320 - 1350 of 1,838)
.Corey. Dec 16 2011, 4:26pm replied:

No, this just applies to Hapan and Yevetha units. The Warlords' units area already just the Empire's so it would be pointless, this is so people get to use the Battledragons, Novas, etc.

+1 vote   media: Minor Faction Units for Major Factions
.Corey. Dec 15 2011, 8:47am replied:

Thanks, we really think 1.3 is a huge step above 1.2.

+2 votes   mod: Thrawn's Revenge
.Corey. Dec 13 2011, 10:12pm replied:

How would that be any different than just the existing map editor?

+2 votes   media: Blood Gulch map
.Corey. Dec 13 2011, 8:45pm says:

I'd imagine the particle effects look really nice in a night setting.

+3 votes   media: Blood Gulch map
.Corey. Dec 13 2011, 1:08pm replied:

It's not acceleration. I compared them going all the way across the map with me driving on Sandtrap, they were slower at every point. As far as the map names go, you can easily change them in the menu of the map editor when you make them (that's how all of TR's were done). I'm not sure that having a meg put them into the actual map list, either.

+1 vote   article: Land Beta Feedback
.Corey. Dec 13 2011, 1:17am says:

-Remove Scorpion from drop animation when being airlifted in a few frames earlier (would make it flow a little better if you can manage it)

-This may have just been lag issues on my end, however the Warthog and Mongoose seemed a tad too slow (compared tracking battle cam to me driving across Sandtrap.

-Tech upgrades would probably be better suited to being in the tech research queue. I've always felt it being in the unit queue interrupted the flow of battle, but even moreso in a Halo mod.

-Halo map name doesn't show up as Halo, still shows up as Corellian Countdown or whatever it is.

I'll be looking for more (and should have another model for you soon), but I do have to say very promising so far, I think you're really capturing that "Halo feel," especially with the menu.

+1 vote   article: Land Beta Feedback
.Corey. Dec 12 2011, 5:01pm replied:

Exactly. This kind of system usually gets a response along the lines of being exclusionary or whatever but that's entirely the point. We don't have the same kind of QA team real titles have, and for a mod to have that kind of team often kills their interest in actually playing the mod beyond one version. You burn through beta testers faster than anything else.

+2 votes   article: 1.3 Release Process
.Corey. Dec 12 2011, 1:34am replied:

Congratulations, you win points worth about as much as they are on Whose Line.

+6 votes   media: Cautiously Into the Dark
.Corey. Dec 11 2011, 8:15am replied:

Actually, looking at Snowbound again, disregard everything I said. It matches Snowbound a lot more this way.

+2 votes   media: Covenant research facility
.Corey. Dec 11 2011, 7:53am says:

Brings back memories of camping with the Oddball. The only change I'd make is make it a bit less wide and slope the inside rampish orange bit a bit more (as in round it out). It seems a bit flat in that area instead of the more rounded Covenant design style. Other than that looks great.

+3 votes   media: Covenant research facility
.Corey. Dec 11 2011, 2:18am replied:

Well the problem with the other mod is they took the models directly out of the Halo games, which means they're way too high poly for EaW.

+2 votes   mod: Campaign Commander
.Corey. Dec 10 2011, 1:46pm replied:

The Chiss Ascendancy isn't in the mod. The only faction with Chiss in it in the mod is the Empire of the Hand, and they don't have nukes.

+4 votes   mod: Thrawn's Revenge
.Corey. Dec 10 2011, 1:42pm replied:

You get them automatically in a small amount (the amount shown) for conquering the planet. You do not get a free SSD which you would have to have just destroyed for conquering N'zoth, just some Thrustships. These are not meant to represent specific ships that would have had specific fates during the battle, just generic ships of the line.

+1 vote   media: Minor Faction Units for Major Factions
.Corey. Dec 10 2011, 1:41pm replied:

Thanks. In my defense, this was at the end of a 26 hour awaking-spree.

+3 votes   media: Minor Faction Units for Major Factions
.Corey. Dec 10 2011, 1:35am replied:

That's weird. Try re-extracting just that specific file.

+1 vote   mod: Thrawn's Revenge
.Corey. Dec 10 2011, 12:26am says:

Thanks, it's appreciated.

+1 vote   media: Lusankya with Starbird
.Corey. Dec 9 2011, 9:58pm replied:

Go into the ICW/Data/Text and delete the _Spanish and _German files, then try.

+1 vote   mod: Thrawn's Revenge
.Corey. Dec 9 2011, 5:53pm replied:

Does it start and then crash or just plain not launch at all?

+2 votes   mod: Thrawn's Revenge
.Corey. Dec 8 2011, 7:09pm replied:

Every source I've seen has described them as atmospheric maneuvering stabilizers. Opening them in Space is pointless.

+3 votes   media: New Victory Star Destroyer Model
.Corey. Dec 8 2011, 7:00pm replied:

It's because the farther you go into the game, the more units the AI has and is moving around, which the base game's AI constantly does. We've been trying to limit it, but only so much can be done. Some of the larger GCs can be very taxing (especially on less powerful computers) because of this.

0 votes   download: Imperial Civil War 1.2 Installer
.Corey. Dec 8 2011, 4:55pm replied:

More units/the unit list will be posted later; this isn't even meant to be in the upcoming version so starting to post information about the next version would just distract from 1.3. I will say that they are going to have ground units (otherwise it would be hard for them to hold planets), however they will not have the actual Ssi-Ruuvi themselves as units.

+1 vote   media: Vision of the Future
.Corey. Dec 8 2011, 4:50pm replied:

What changes would you suggest making? It's a star destroyer, which tends to mean trenches, hull plating and little else. Even adding the side stripes for team colours is really going beyond what the design calls for.

+1 vote   media: New Victory Star Destroyer Model
.Corey. Dec 8 2011, 7:04am replied:

The wings on a VSD are atmospheric stabilizers. They wouldn't ever be open in space.

+8 votes   media: New Victory Star Destroyer Model
.Corey. Dec 6 2011, 1:56pm replied:

Fair enough. I'll talk to Code about it. I wouldn't expect anything to soon if we decide to do it, though. There's a fair number of things that would need to be assembled.

Thanks for the vote.

+2 votes   mod: Thrawn's Revenge
.Corey. Dec 6 2011, 1:39pm replied:

The TR and FX people are and have always been the same people. FX was formed by TR staff using TR material. But anywho, if you go to the FX mod's page, you can still download the original version of it. The effects are slightly out of date now but it's basically what you're asking for. I don't see the point of us going through and compiling it all like that on its own again. I mean, there's very few people who are solely looking for something that improves the particles.

+1 vote   mod: Thrawn's Revenge
.Corey. Dec 5 2011, 9:10am replied:


+1 vote   mod: Thrawn's Revenge
.Corey. Dec 4 2011, 7:45pm replied:

We've had some issues in the past and it *can* occasionally cause issues and general weirdness but it's not usually enough to break the game entirely when it does happen. It was mentioned as it's the only way to be sure of no interference, but for those who don't want to go through the hassle it's certainly not significant enough to be worth depriving yourself of either mod.

+1 vote   mod: Republic at War
.Corey. Dec 4 2011, 6:24pm says:

forrepublicatwar/anyone else confused about RaW with other mods (specifically Thrawn's Revenge):

Not to step on the toes of the RaW staff, but you don't have to uninstall RaW to use TR or vice versa, we (TR) have just suggested that people rename the Scripts and XML folders that RaW installs to the Data folder while playing other mods just to be safe, and rename them back when you want to play RaW. Neither RaW nor TR directly overwrites any files installed by the other, however since RaW does install AI changes to the Data folder there's a chance it will interfere with the other mod's AI, however more often than not it will not matter.

+1 vote   mod: Republic at War
.Corey. Dec 3 2011, 11:34pm says:

The one in the picture is this model (if that's what you mean by some time back). There haven't been any modifications to it, so if it looks different that's only because of environmental lighting and the different angle:

The original design is this:

+1 vote   media: New Ascendancy Model Ingame
.Corey. Dec 3 2011, 9:07pm says:

Always glad to help.

You said one word, but if it were me I'd wait. As awesome as it would be for people to get it now, I feel people would appreciate it more (as in enjoy) if they got the whole land section at once. I've always found that when you get a TC while there's still a lot remaining in the crossover it can district from your enjoyment of the initial playthroughs, and then when you do get the complete product you don't have the same "wow" factor as you would since you've already gotten that taste. Just my two cents.

+3 votes   article: Beta now or beta later?
Online Now
Canada Canada
Member Watch
Track this member
Comment Statistics
Posts per day