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Comment History  (150 - 180 of 2,117)
.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
.Corey.
.Corey. Feb 15 2015, 12:49pm replied:

What victory conditions were enabled, and on what map?

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 15 2015, 2:43am replied:

Just the Imperial one. Imperial leaders are the only thing relevant to era progression.

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Feb 14 2015, 7:08pm replied:

No, you need the latest version of Sins.

+1 vote   download: Ascendancy 0.9 (Beta Version - ZIP)
.Corey.
.Corey. Feb 14 2015, 4:32pm replied:

That means you either installed it incorrectly, don't have the ram fix installed, or something else. 2.0 is, again, far more optimized than 1.3 was, and there's absolutely no reason performance-wise that you should be able to run 1.3 and not 2.0/2.1.

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Feb 13 2015, 11:34pm replied:

System requirements for 2.0 and on are lower than 1.3.

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Feb 13 2015, 11:33pm replied:

Network had a server failure, they're working on putting it back up.

+1 vote   news: Thrawn's Revenge: Unification
.Corey.
.Corey. Feb 13 2015, 8:17am replied:

It has to dip prrtty far forward. The movies usually show them broadsiding, too (battle of End or being the major example, obviously). This doesn't mean /none/ of the weapons can fire forward, just that the usual way to maximize firepower, which is all the game really cares about, is to broadside.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 12 2015, 3:11pm replied:

Yeah, the Galaxy Gun will not be set to autofire with the changes we announced above in the news post.

Also, as Slornie explained in his response to the post just below this one, ISD broadsides are intentional. Contrary to what is apparently common opinion, the ISD design wasn't able to fire everything forward, and broadsiding was the more common strategy.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 12 2015, 3:06pm replied:

We don't know how lomng the migration process will take for the network; the information we included at the bottom of the news post is pretty much everything we know.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 11 2015, 10:45pm replied:

As for 2, Ion cannons and turbolasers are the most common weapons. The ships that canonically have them also have concussion missiles and proton torpedos.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 11 2015, 10:15pm replied:

By that logic, however, I'd argue ours more clearly gets across information. For our research icons, we have, for example, the Tibanna symbol, and then a plus symbol. The base game has a picture of the extractor doing stuff. Our power to shied icon has the ship, and then the shield around it.

+2 votes   news: 0.9 Feedback Rundown
.Corey.
.Corey. Feb 11 2015, 8:17pm replied:

There may be more ships, but definitely not those ones. We don't want to saturate the game with a ton of what are essentially SSDs. The Allegiance would only get added as a replacement for the Praetor.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Feb 11 2015, 6:26pm replied:

Was it the Imperial Thrawn or Empire of the Hand Thrawn? There's an issue where EotH's Era 1 Thrawn hero doesn't de-spawn properly after era 2 starts, however killing the EotH one will not make the era progress, since it's entirely based on Imperial leaders (and he's not meant to be there in the first place)

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Feb 10 2015, 11:51pm replied:

Yes. They are built entirely on the same hull, much like the ISDI and ISDII (which only have different turrets and command structures)

+2 votes   mod: Thrawn's Revenge II: Ascendancy
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