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.Corey. Dec 20 2013, 11:48pm replied:

I'm not sure what you mean. If you mean the base layout overviews on the galactic map, then those have been fixed in 2.1, not in a hotfix. We're not going to release hotfixes for older versions, that's kind of the point of releasing the new versions in the first place... Each version is meant to fix the issues in the previous version, they're not their own individual mods.

+2 votes     article: Leading to Release
.Corey. Dec 20 2013, 11:44pm replied:

Well, the news post from today should answer the first part. As to the manual, the goal is to have it released at the same time. Ideally within the mod download itself as well as on its own.

0 votes     mod: Thrawn's Revenge
.Corey. Dec 20 2013, 12:19am replied:

We don't control the mirrors. That's most likely an issue on your end.

+1 vote     mod: Thrawn's Revenge
.Corey. Dec 18 2013, 1:07am replied:

The similarity is that it's a large cannon over a planet that can shoot other planets. The key difference is that when this shoots a planet, that planet doesn't just get annoyingly irradiated and take damage, it instead ceases to be a planet.

The other differences are that while in base Sins, every 3 seconds there'll be a Kostura, Novalith, or Deliverance shell flying around the galaxy making the game annoying as hell to play honestly without having any engaging gameplay elements, the Galaxy Gun is far more limited in availability and you're only going to be able to destroy a planet once every 20 minutes or so (working number, subject to change).

+1 vote     media: Screenshot of the Day #7
.Corey. Dec 15 2013, 2:28am replied:

Our other goal is to create and market an in-house brand of Mac & Cheese, but that's being held up because Slornie and OzWolf keep trying to get me to use Mozarella instead of cheddar which is absolute BS.

+7 votes     mod: Thrawn's Revenge
.Corey. Dec 14 2013, 4:43pm replied:

The Remnant is the only faction with superweapons at all, and the Galaxy Gun is way more limited than the others from vanilla. We're not gonna have superweapon missile spam.

+10 votes     media: Screenshot of the Day #7
.Corey. Dec 14 2013, 4:13pm replied:

Mon Calamari ships have a lot more hue variance, and we've replicated that. Imperial designs have in-universe reasons for why they're grey, so changing that goes against the faction identity. Its kinda like the Borg.

+14 votes     media: Screenshot of the Day #7
.Corey. Dec 14 2013, 4:04pm replied:

That's kind of how Star Wars ships work. The EotH stuff have those things because we designed them, but with the rest we have to go off the source material. Imperial designs are all very uniform like that, and if you try to put markings on an ISD it looks both inaccurate /and/ bad. If you look at the source material for the Galaxy Gun, this already has more variety than it "should."

+18 votes     media: Screenshot of the Day #7
.Corey. Dec 13 2013, 5:22pm replied:

For ICW? Hopefully this month. Definitely not by February for Ascendancy though.

+2 votes     article: MotY 2013 Top 100
.Corey. Dec 11 2013, 10:00pm replied:

2.1 will be coming very soon, we're just finishing up the polish and making sure everything's put together. For ascendancy we've been posting a bunch.

+5 votes     article: MotY 2013 Top 100
.Corey. Dec 11 2013, 8:38pm replied:

It's not penalizing anyone. For any new people it's a lot of content to go through in the gallery if we post them all. Smaller amounts here let people get a better sense of the mod. Also, when we've done daily shots before people have complained about notification flooding. The shots aren't going anywhere either, and the links will be in the descriptions so people can just do the whole week at once if they want.

+3 votes     media: Daily Screenshot #1
.Corey. Dec 11 2013, 3:26pm replied:

The second pass will have a much lower concentration (there were some UV issues that I didn't account for). However on the contrast and line thickness, it's going to be very similar. The contrast is the result of colour matching, so I'm sure it's correct, and the line thickness on the larger circles is based on the source images as well.

+1 vote     media: Seat of Power
.Corey. Dec 11 2013, 10:34am replied:

That's what we were going for

+1 vote     media: Redone Massias
.Corey. Dec 11 2013, 9:51am replied:

Thanks, you guys as well.

+2 votes     mod: Star Wars: Ascendancy
.Corey. Dec 10 2013, 1:29pm replied:

At what point, in what game mod?

+1 vote     mod: Thrawn's Revenge
.Corey. Dec 9 2013, 6:53pm replied:

We've appealed to the UN and everything.

+5 votes     mod: Star Wars: Ascendancy
.Corey. Dec 9 2013, 4:09am replied:

The particle systems used by Sins and EaW are different.

+2 votes     mod: Star Wars: Ascendancy
.Corey. Dec 8 2013, 1:23pm replied:

The green ones are Turbolasers from the Dreadnaughts they're fighting.

+1 vote     media: Daily Screenshot #1
.Corey. Dec 7 2013, 10:04pm replied:

We're still making some decisions about the Allegiance.

And for the Sovereign, we'll post screenshots of it eventually, but it's the same one from ICW so you can already see it if you want.

+3 votes     mod: Star Wars: Ascendancy
.Corey. Dec 7 2013, 8:18am replied:

No, we're putting in the ships that make sense for each faction. Sometimes this'll be more than what Rebellion has in a category, sometimes it'll be less. The only time we take Sins content into consideration is for engine limitations. Our goal is to make something set in the Star Wars universe, not just reskin Sins of a Solar Empire to look like Star Wars.

+3 votes     mod: Star Wars: Ascendancy
.Corey. Dec 6 2013, 11:32am replied:

We've posted a faction profile news post for each of the factions in Ascendancy on its ModDB page/our forums which have unit lists. The forums also have unit lists with progress indicators for all the ships.

+2 votes     mod: Thrawn's Revenge
.Corey. Dec 5 2013, 1:33pm replied:

That's what the other picture is. We might post a render as well.

+2 votes     media: Redone Massias
.Corey. Dec 5 2013, 6:33am replied:

We have a system planned to both accurately reflect the number of fighters a ship would have while still reducing the amount ingame at any one time. I don't want to go into it too much right now, since nothing's finalized and we may have to alter the plan quite a bit.

I can say with extreme confidence that early betas will have a lot of balance and performance issues, but one of the primary reasons we're making this mod is because we really want to play multiplayer against each other so we're going to do our best to make sure they get ironed out in the best way possible.

+6 votes     article: Dev Diary #4: The New Republic
.Corey. Dec 5 2013, 12:56am replied:

We haven't started putting in planet textures yet. IIRC this was over a desert planet.

+1 vote     media: New Republic Faction Profile Screenshots
.Corey. Dec 5 2013, 12:43am replied:

Wrote that part in at about 4AM so must have just mixed it up. Thanks for pointing it out.

+3 votes     mod: Star Wars: Ascendancy
.Corey. Dec 4 2013, 7:06pm replied:

You know you love it.

+1 vote     mod: Star Wars: Ascendancy
.Corey. Dec 4 2013, 9:32am replied:

We know what you're talking about, and we're not taking them out; they're there because we like the effect, and they actually don't have any big impacts on performance. However, if you don't like them, there's plenty of maps without them.

+4 votes     mod: Thrawn's Revenge
.Corey. Dec 4 2013, 3:24am replied:

Thanks, we all appreciate the support! Even Enceladus.

+3 votes     mod: Thrawn's Revenge
.Corey. Dec 4 2013, 1:48am replied:

And then the news update came in like wreeecking baaalll

+4 votes     mod: Star Wars: Ascendancy
.Corey. Dec 1 2013, 7:41pm replied:

I'd say you've seen a lot considering we have seven years worth of previous releases, and have shown pretty much everything in 2.1. It's just one version that isn't out yet.

+7 votes     mod: Thrawn's Revenge
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