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Comment History  (150 - 180 of 1,807)
.Corey.
.Corey. May 7 2014, 1:43am replied:

That wouldn't do anything. You wouldn't need to create a 6th era. Locking ships between eras is done with story scripting, so without it every unit would be available. The problem with that is: every unit would be available. Stuff would just get pushed off the build bar and be inaccessible.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. May 6 2014, 8:20pm replied:

The actual painting would be very clean, it's scratches which would make it inconsistent (which are there), not where it gets painted or else whoever made it would likely be fired by the navy.

Also, if you look at a "real" A-Wing, there's a slight lip where (most of) the red part meets the white part, so even an intern New Republic painter on his first day would have a hard time screwing up the paint job, however considering the size of the ship and the memory limits of Sins, that lip fell beneath what we felt was necessary for the model, so it wasn't modeled in.

+12 votes     media: A-Wing Render
.Corey.
.Corey. May 3 2014, 11:17pm replied:

It'll be determined more on an ability-by-ability basis. Some will be cooldown only where it seems appropriate. Some will have tradeoffs to their use which limit when they'd be used, for example the ramming ability which destroys the ship. Some may cost resources.

+2 votes     article: Dev Diary #7: Running the Trenches
.Corey.
.Corey. May 3 2014, 5:43pm replied:

Story scripts can't be used in multiplayer, so that wouldn't be possible.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. May 3 2014, 12:42pm replied:

Fighters tend to be pretty useful, the problem in base Sins which this solves is that you essentially get an unlimited supply until the carrier is killed. That creates a lot of hidden power and make carriers overly valuable. Now, you now exactly what you're going to get out of a ship before the battle starts and makes you (whether you're playing with or against them) able to plan out your actions more carefully. Doing this means fighters will be limited in any given fight, and therefore also gives us room to play with power. It'll definitely need some tuning within the fleet tender abilities to make sure it works as intended, but it gives us a lot of room to work within.

+4 votes     article: Dev Diary #7: Running the Trenches
.Corey.
.Corey. May 2 2014, 1:44pm replied:

No, it's a regular capital ship, it's shorter than the ISD. 1044 meters vs ISD's 1600.

+1 vote     media: Fighter Update: Nebula
.Corey.
.Corey. May 2 2014, 12:36pm replied:

It's possible that security settings on your computer are causing this. Try running it as administrator?

+1 vote     download: Unit Selection Freeze Fixer (Utility)
.Corey.
.Corey. May 2 2014, 12:35pm replied:

I could have swore I wrote Maestro... Anyways, fixed now.

+2 votes     download: 2.1 Italian Patch
.Corey.
.Corey. May 2 2014, 12:31pm says:

Dev Diary #7: Running the Trenches Thrawnsrevenge.com

Should be on ModDB as soon as its approved.

+3 votes     mod: Star Wars: Ascendancy
.Corey.
.Corey. May 1 2014, 10:38pm replied:

Not really the best place to talk about it, but we have no intention to replace the fighter models in the other mod. There'd be like 10 of them, and several of them would require animations to be made, however my 3DS Max doesn't interact well with Windows 8, which makes rigging for Empire at War hell. I'm willing to put up with it for the larger units like the Assault Frigate and BAC, but it's not worth me ripping all of my hair out for 10 meter long fighters.

+6 votes     media: Fighter Update: X-Wings
.Corey.
.Corey. May 1 2014, 9:24pm replied:

It tells you right in the utility right under the buttoms.

+1 vote     download: Unit Selection Freeze Fixer (Utility)
.Corey.
.Corey. May 1 2014, 12:30pm replied:

Does it work properly in vanilla/other mods?

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Apr 29 2014, 8:49pm replied:

Thanks, we appreciate the support.

+1 vote     mod: Star Wars: Ascendancy
.Corey.
.Corey. Apr 29 2014, 5:55pm replied:

You should be able to use it again. This won't stop the game from hitting the freeze, just fix the save files when it happens.

+2 votes     download: Unit Selection Freeze Fixer (Utility)
.Corey.
.Corey. Apr 29 2014, 12:07pm replied:

As it says in the manual, they're on a few planets for the PA.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Apr 27 2014, 7:40pm replied:

No, there's far too many hardpoints on each ship, and very, very few would even be big enough to be visible.

+2 votes     article: Patch Status
.Corey.
.Corey. Apr 27 2014, 5:27pm replied:

2.1 is our last major release but we'll keep on putting out small patches as long as we have updated content; typically this'll be whatever we do for Ascendancy.

+5 votes     article: Patch Status
.Corey.
.Corey. Apr 23 2014, 12:14pm replied:

Each channel has a different function; specular, lighting, bloom, etc.

+1 vote     media: Praetor
.Corey.
.Corey. Apr 23 2014, 11:29am replied:

Part of the texture and data map.

+1 vote     media: Praetor
.Corey.
.Corey. Apr 22 2014, 4:57am replied:

Glad you're enjoying ICW, I hope we can live up to your expectations with Ascendancy.

+5 votes     mod: Star Wars: Ascendancy
.Corey.
.Corey. Apr 21 2014, 11:41pm replied:

The Pentastar Alignment is just as Imperial as the Imperial Remnant.

+3 votes     mod: Thrawn's Revenge
.Corey.
.Corey. Apr 19 2014, 3:44am replied:

You've made an excellent point. I'll have to think about that one for a while.

+11 votes     mod: Star Wars: Ascendancy
.Corey.
.Corey. Apr 15 2014, 11:02pm replied:

Fighters will be more important and less rock-paper-scissory than in vanilla, and there's a few ways we're handling them differently which we aren't prepared to talk about yet. However, they still won't be able to operate independently.

+2 votes     mod: Star Wars: Ascendancy
.Corey.
.Corey. Apr 12 2014, 3:22pm replied:

...By getting blown up?

+6 votes     media: Lambda Shuttle Ready
.Corey.
.Corey. Apr 11 2014, 3:53pm replied:

When we've done it before on the nights aimed specifically at North America, using EST as the reference has caused the least confusion and questions, so it's what we stick with.

+1 vote     media: Game Night: Impromptu Edition
.Corey.
.Corey. Apr 11 2014, 3:41pm replied:

People who know UTC time will likely already know what it is relative to EST and everyone else is oing to have to look it up anyways. Considering the time it's going to be at, this is pretty much only going to be North Americans, and North Americans typically just use the three main North American timezones.

+1 vote     media: Game Night: Impromptu Edition
.Corey.
.Corey. Apr 10 2014, 11:14pm replied:

This is a known problem with EaW (and therefore all mods for it); after a certain amount of objects have been created in a campaign (units, projectiles, etc), the game stops being able to track new instances of anything, and it basically just stops working. Pox has been playing with a few ways to make a tool to fix the memory addresses and work around it, but as it's a problem with the base game/engine, it's not something we can directly fix, Petroglyph would have to patch it themselves.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Apr 10 2014, 2:36pm replied:

There's a possibility we'd include them in Ascendancy.

+2 votes     mod: Thrawn's Revenge
.Corey.
.Corey. Apr 10 2014, 7:50am replied:

It means your game is not English.
Mods\Imperial_Civil_War\Data\Text

MastertextFile_English.dat
to
MastertextFile_French.dat

+3 votes     mod: Thrawn's Revenge
.Corey.
.Corey. Apr 9 2014, 5:15pm replied:

It's not a mistake, it's intentional. Considering how many hardpoints we have, doing the damage particles would take years. We started doing it a few versions ago, but it took 6 months, we remade a lot of models and every time we change a hardpoint we'd have to re-rig it.

+2 votes     mod: Thrawn's Revenge
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