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Comment History  (150 - 180 of 1,844)
.Corey. Nov 17 2014, 5:02pm replied:

IF you assume a baseline of ~100 techs, around 90 of them are flat upgrades that youd definitely want at some point. The rest are a split between 50/50 depending on playstyle, and stuff that is more upgrade than not while emphasizing one aspect core to the faction and minimizing one that isn't.

So, if you're a research buff you'll have no shortage of options. We just feel like this is a more interesting way than just AFK spamming every button.

+3 votes   media: Tech Screen #1 - Imperial Governance
.Corey. Aug 22 2014, 11:37pm replied:

Yeah, Sony's owned it since like 2004 unless it's changed in the last year or so. It certainly wasn't included in the acquisition of LFL, but either way it's not like Disney would be less stringent about copyright stuff.

There are some mods that get away with it, yes. That's not because it's not illegal or that they don't care, it's that they haven't noticed. They wouldn't see it as any different from distributing the music for any other purpose. Plenty of Star Wars fan projects get taken down by Sony's claims (including Let's Plays of our own mods on Youtube), and plenty of mods within different IPs have been taken down for including copyrighted content. To us, it's not worth the risk of having the entire mod taken down just to include a few songs. If people own the tracks they can put them in themselves.

+1 vote   article: Dev Diary #12: Beta and Releases
.Corey. Aug 21 2014, 9:22pm replied:

Like MrPerson said, the problem is legal. The music is owned by Sony, and if they find stuff they tend to be very strict. The fact that it's not for money doesn't matter, no company is ever okay with people just uploading entire soundtracks. It's no different from just posting it on a torrent site or something.

The fact that it's free doesn't matter; uploading any music for free on its own is still an issue. When people post "I'm not the copyright holder, no infringement intended" it doesn't matter. You may not be intending to infringe upon copyrights, but you still are. People only get away with that when the copyright holder doesn't notice or care, and I can assure you, Sony does care. Fair Use doesn't mean you're not getting money for it, it means it has to be for parody, scholarship, archiving or criticism. "We needed music for our mod" doesn't quite cut it.

+1 vote   article: Dev Diary #12: Beta and Releases
.Corey. Aug 19 2014, 9:28am replied:


+1 vote   media: Dev Diary #12 Screenshots
.Corey. Jul 21 2014, 3:07pm replied:

No, considering that the Phalanx is the baseline that these new EotH skins have all been made to be in line with and replicate. The only thing the Phalanx will get is team colouriing and a few more lights.

+4 votes   media: Kariek Cruiser Reskin
.Corey. Jul 9 2014, 4:31pm replied:

We plan on having all 5 canon ship models, yeah.

And there's a difference between having the designs be based on the same principles, where there's underlying architectural themes like the Empire, and having two designs where the artist literally copied and pasted his design, distorted the fins and cut out two of the bulbs. Seriously, just look at the schematics for the Shree and Wurrif next to each other. Even the little hull dots are in the EXACT same places.

+2 votes   media: Dev Diary 10: The Ssi-Ruuvi Imperium
.Corey. Jul 9 2014, 4:05pm replied:

I've always tried to ignore the dinosaur parts and focus more on the fact that the ship designs are pretty interesting, once you get past the fact that they're all literally the exact same.

+1 vote   media: Dev Diary 10: The Ssi-Ruuvi Imperium
.Corey. Jul 7 2014, 7:03pm replied:

Most of the Empire of the Hand is getting reskinned, and there are some IR ships getting a makeover as well.

+5 votes   media: Syndic (Reskinned)
.Corey. Jul 6 2014, 10:53pm replied:


+8 votes   media: Trade Port
.Corey. Jul 2 2014, 6:18pm replied:

We're looking at reducing auto-resolve values for the buildings, however this is an era that EaW's pretty temperamental about.

+5 votes   article: What You Can Do in 2.2
.Corey. Jun 24 2014, 3:18pm replied:

Your download may have stopped before it actually finished.

+2 votes   media: Projectile Changes
.Corey. Jun 23 2014, 5:12pm replied:

Like I said, I've wanted to do this for a year (probably longer), and just kept forgetting because I always prioritized other stuff first. He commented a few days ago and it reminded me that I wanted to do it, so I just did it then.

This would be released with all the other stuff we've been working on. I don't like doing too many individual patches because people tend to get confused.

+10 votes   media: Projectile Changes
.Corey. Jun 17 2014, 3:08am says:

It'll be in the patch when it's finished beta. We wouldn't post it if it weren't going to be available.

+3 votes   media: Strike Cruiser & Lancer Updates
.Corey. Jun 10 2014, 2:40am replied:

No, Eclipse is also a planet of no relation to the ship. We're using the Sovereign, not the Eclipse; doing both would be redundant and of the two, the Eclipse is a unique ship identifiable with one person, and without any of the tradeoffs the Sovereign has compared to the Executor, not to mention worse looking.

+3 votes   media: [In Progress] Planet Pips and Deep Core Conflict
.Corey. May 29 2014, 9:11pm replied:

It's neither hardcoded nor difficult, you just need to give them AI. One of the older versions had it on release I think (1.3?) but we removed it when the selection bug became too much of an issue.

+1 vote   media: [BETA] Imperial Civil War Patch 2.15 Released
.Corey. May 29 2014, 8:18pm replied:

Galactic AI. They would be active in tactical battles, but not on the galactic level, like Pirates were in EaW (pre-FoC). Now we've given them back the galactic A, so they should move on through the galaxy as well.

+1 vote   media: [BETA] Imperial Civil War Patch 2.15 Released
.Corey. May 29 2014, 5:16pm replied:

The ones that progress through different eras, yeah.

+1 vote   media: [BETA] Imperial Civil War Patch 2.15 Released
.Corey. May 29 2014, 4:55pm replied:

Yes, unless this brings up other issues. I only did it in the progressive ones for the moment, however.

+1 vote   media: [BETA] Imperial Civil War Patch 2.15 Released
.Corey. May 17 2014, 2:11pm replied:


+5 votes   media: Imperial Naval Station
.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. 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. 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. May 2 2014, 12:35pm replied:

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

+2 votes   download: 2.1 Italian Patch
.Corey. Apr 23 2014, 12:14pm replied:

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

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

Part of the texture and data map.

+1 vote   media: Praetor
.Corey. Apr 12 2014, 3:22pm replied:

...By getting blown up?

+6 votes   media: Lambda Shuttle Ready
.Corey. Mar 18 2014, 9:10pm replied:

That's what we've done with most of the stuff in both mods; it was created for and used by both. There's just some stuff which is better left as is in ICW for size considerations.

+5 votes   media: Nebulon-B Escort Frigate
.Corey. Mar 18 2014, 6:56pm replied:

We may eventually.

+3 votes   media: Nebulon-B Escort Frigate
.Corey. Jan 17 2014, 1:28pm replied:

Did you delete the 2.0 installation before installing 2.1?

+1 vote   download: Imperial Civil War 2.1 (Zip)
.Corey. Jan 15 2014, 3:42pm replied:

I don't see why they wouldn't.

+1 vote   article: Dev Diary #5: System Failure
.Corey. Jan 14 2014, 5:25pm replied:

In the base game you were allowed one superweapon per every 4 planets and the cooldown meant you could shoot about once every 3 minutes or something. Maybe 5. Our requirements are going to be substantially higher.

+3 votes   article: Dev Diary #5: System Failure
.Corey. Jan 10 2014, 6:45pm replied:

Plenty of fighters in SW have built in hyperdrives (almost every NR fighter; certainly all of them in the mod), so they'll all still just be tied to their host ship. None will be made into corvettes.

+1 vote   media: TIE Defender, Standing By
.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 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. May 29 2013, 9:04pm replied:

Yeah, I got the request.

+2 votes   article: Game Night Episode 1: The Phantom Marza
.Corey. May 6 2013, 7:17pm replied:

Also Munificents, Recusants, V-19 Torrents and Acclamators.

+6 votes   media: Lucrehulk
.Corey. Jan 5 2013, 8:00pm replied:

It's something we're going to be looking into for several ships, however not all.

+1 vote   media: MTC Reskin
.Corey. Jan 4 2013, 6:36pm replied:

You'll have to research the Golan II and III. The I will be available from the start. From there, they'll just cost varying amounts of resources and slots, but none will ever become unavailable.

+1 vote   media: Golan III
.Corey. Jan 3 2013, 6:21pm replied:

Yeah, and those who learned how to count in kindergarten can probably guess what the next one is.

+5 votes   media: Golan II
.Corey. Jan 2 2013, 3:06pm replied:

Yeah, both the Brask and the Visvia will be in for the Empire of the Hand

+2 votes   media: Golan I
.Corey. Dec 14 2012, 11:12pm replied:

Quite a few, however the release will be staggered. This is definitely not a carrier you can just drop the fighters out of and then send it to its death.

If you want to go for sheer overwhelming numbers of starfighters, then the Venator will remain the Pentastar's best option. This is going to be more for sustained fighters and also increasing individual effectiveness of those fighters.

+3 votes   media: Top 100 - Lucrehulk Render
.Corey. Nov 26 2012, 5:53pm replied:

Yes, we've always been using bump mapping.

+4 votes   media: MC80B
.Corey. Nov 26 2012, 5:27pm replied:

Smaller than the default Sins ones.

+4 votes   media: MC80B
.Corey. Nov 19 2012, 6:54pm replied:

They already exist in 2.0, we're doing more but it didn't seem worth mentioning for now since it's not anything new.

+3 votes   media: Dev Team Update
.Corey. Oct 9 2012, 11:07pm replied:

The balancing from ICW is actually a pretty decent metric to go off of for individual ship capabilities, with some tweaks for Sins gameplay style (persistent map with tactical battles being on the same level as the galactic). We're still familizarizing ourselves with the engine as well, which may lead to some other changes.

As for the shipyards, that is something staying more Sins than ICW. Since you can see things being constructed, the really large ships (Executor, Viscount, etc) will still have their own level of shipyard. We'll probably also have to make some adjustments for our capital shipyard model as well.

+2 votes   media: Phalanx
.Corey. Oct 9 2012, 7:42pm replied:

The important thing to remember is that this is a conversion, it isn't Sins. So asking things like "What's their titan?" or "What's their carrier?" really aren't the proper questions to ask. Some factions have one ship that would be a Titan according to Sins scaling and balance (NR), some have more than one (IR), and some won't have any (EotH). There isn't a 1-1 correlation between what Sins factions have and what we're doing. There also isn't a 1-1 correlation between the factions themselves (the NR isn't just a reskinned IR). You're not going to play the New Republic the same way you play the Empire of the Hand, or the Imperial Remnant. So we could say "wouldn't it be cool to give the EotH an SSD?" Sure, maybe it would, but then it wouldn't be the EotH.

Hope this helps clear things up a bit. These kinds of factional differences are something we intend to expound on a lot more in upcoming news posts.

+5 votes   media: Phalanx
.Corey. Sep 29 2012, 2:37am replied:

Sins is a lot more specialised in ship roles, with hard-classes anti-fighter/anti-ship/etc than Star Wars. Ascendancy balancing should be pretty close to what ICW was.

Hand stuff will be coming soon. Ironically the Hand is the farthest ahead specifically because of the reasons that held them behind in EaW.

+1 vote   media: TIE Fighter Ingame
.Corey. Aug 28 2012, 6:03pm replied:

A lot of stuff that uses assets from the original game needs to be redone (a lot of the fighters, Nebulon-Bs, some frigates, some hull plating textures). It's not really a huge amount.

As far as posting in the Sins community, we want to make sure we have a lot to show for the work we've done so far before we do, otherwise the response wil just be "well why not just join Requiem/SOGE."

+2 votes   media: TIE Fighter
.Corey. Aug 26 2012, 10:12pm replied:

We don't know. I've contacted them, but we have absolutely no control over it.

+3 votes   download: Imperial Civil War 2.0 (Zip)
.Corey. Aug 19 2012, 1:00pm replied:

I'm not sure what you specifically mean by rescaling the ships here.

+2 votes   mod: Star Wars: Ascendancy
.Corey. Jul 18 2012, 3:14pm replied:

Empire at War doesn't have any sort of diplomacy system so yes. The Remnant and Empire of the Hand were more neutral to each other than anything (considering nobody in the Remnant knew the EotH existed). Either way the options in Empire at War are the factions are at war, or the factions aren't in the game.

+2 votes   media: Pentastar Alignment Desktop
.Corey. Jun 28 2012, 2:23pm replied:

They play at the start of each GC, however not as loading screens. You can't make the game do something while it's loading.

+4 votes   media: Empire of the Hand Intro
.Corey. Jun 18 2012, 9:13pm replied:

If you want to apply for the beta, please post here:

+2 votes   group: Thrawn's Revenge Development Team
.Corey. Jun 8 2012, 8:15am replied:

We can't edit the basic functions related to Autoresolve, just fudge with the numbers being plugged in. It'll never be perfect and the way PG set it up biased it against the player to begin with, but we think we've managed to make it at least reasonable.

+4 votes   media: 2.0 Video Preview: Black Fleet Crisis
.Corey. May 28 2012, 6:48pm replied:

We've posted the unskinned version before:

And it's meant to be in the same ship line as the Phalanx:

This is like the VSD to the Phalanx's ISD.

+2 votes   media: Syndic Destroyer
.Corey. May 19 2012, 2:42am replied:

I've always liked the way it looked, and when I was trying to think of designs for EotH ships it seemed to fit in nicely with what we already had.

+1 vote   media: Asdoni Corvette Ingame
.Corey. Mar 5 2012, 5:10pm replied:

The background galaxy model rescales itself slightly after a battle. This was done by creating a GC with every planet and no enemy forces, so initiating a battle was impossible, meaning the background image is a little off initially, as well as being from a different perspective than what you'll normally be seeing it from, which also has an effect; ingame, everything will look a little farther north than it does in here.

However, Byss was not at the direct center of the galaxy, it was actually slightly south (outside of the deep core). Considering that the bright dot at the center of the image is the center of the galaxy, too (right between Tsoss and Pakrik), Coruscant isn't at the center in this image.

+5 votes   media: The Galaxy of 2.0
.Corey. Mar 3 2012, 8:02pm replied:

Basically. It's a canon ship. They had two main types of Star Destroyers a couple years after Endor.

+5 votes   media: Redone Nebula Star Destroyer Ingame
.Corey. Jan 21 2012, 7:08am replied:

This is an optional patch for the full mod, this isn't a mod on its own.

0 votes   download: (Optional) Flak-less Projectiles
.Corey. Jan 20 2012, 5:42pm replied:

I UV'd it to the Imperial barracks' skin.

+3 votes   media: Corona Frigate
.Corey. Jan 3 2012, 5:19pm says:

They are better than average stormtroopers, but there's no reason to give them a different weapon, the E-11 is the standard issue for stormtroopers.

+4 votes   media: Sergeants
.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 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, 12:26am says:

Thanks, it's appreciated.

+1 vote   media: Lusankya with Starbird
.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, 7:04am 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. Oct 18 2011, 9:50pm replied:

That's just a bombing run.

+2 votes   media: Corellia
.Corey. Jul 4 2011, 8:07pm replied:

No, flak is the "random" explosions in space.

+2 votes   article: Post Release
.Corey. Jul 2 2011, 11:26pm replied:

Yeah, I designed it based slightly off of a combined Venator/Acclamator type of idea. The Empire of the Hand based ships off of borrowed technology (just look at the Clawcraft) so I went with the same idea here.

+1 vote   media: New Au'riette Model
.Corey. Jun 29 2011, 10:51pm replied:

Not entirely sure, we'll decide when the new map for Duro gets made. Probably NR, but potentially hostile. As for other species, there's these, the Chiss on some EotH worlds, possibly things like Muuns and Bimms. I'd like to do actual fauna as well but that may take a bit more practice.

+1 vote   media: Duros Civilian Model
.Corey. Jun 11 2011, 10:42pm replied:

Just because it's the one from the base game doesn't mean it's necessarily bad. If we felt like it needed a new model, we would make one for it. Either way, we have higher priorities. Also, we don't use outside material unless we have to, especially for models, so it's not like we just go model shopping and pick whatever we want.

+2 votes   media: Thanks for 200 Likes on Facebook
.Corey. Jun 10 2011, 12:19am replied:

Yeah, register and go to the thread.

+1 vote   article: Imperial Civil War v1.2 Beta Released
.Corey. Jun 7 2011, 1:06am says:

I think he plays on 1600x900

+1 vote   media: Update Screenshots: Empire of the Hand
.Corey. Apr 27 2011, 10:23pm replied:

That's a different kind of tank. It's the Megamaser Tank that was already in the mod. And these don't even look like Scorpions...

+5 votes   media: Flame Tank
.Corey. Dec 16 2010, 6:59pm replied:

The additional population values for capturing planets has been reduced. It was way too high before, and that contributed to other issues with the AI.

+2 votes   article: Staying on Target
.Corey. Dec 15 2010, 4:45pm replied:

This was taken in cinematic mode so the angle is not the normal one.

+2 votes   media: Update Screenshots
.Corey. Dec 9 2010, 5:59pm replied:

Blocky where?

+1 vote   media: Redone Dominator
.Corey. Nov 20 2010, 7:59pm replied:

Well, I don't know that what we're doing with it will be unique anymore. The person we told about it and asked to do it decided to take the idea, do it and give it to a modding group that we're not in because they're cool like that, so we have to do it a different way now.

+1 vote   media: Galactic Denon and GUI
.Corey. Nov 20 2010, 3:28pm replied:

These are fighters like any other, really. They aren't a hero or a transport.

+1 vote   media: Defender Starfighter
.Corey. Nov 8 2010, 10:57am says:

Hapan Miy'til.

+1 vote   media: Update Screens
.Corey. Oct 31 2010, 1:54pm replied:

You realise you're comparing a zoomed in picture to a picture that's zoomed out really far?

+2 votes   media: Yet another piece of a very large amout of work.
.Corey. Oct 21 2010, 10:24pm says:

We're certainly open to changing the name of this...

+1 vote   media: Furion-Class Clawcraft
.Corey. Sep 14 2010, 8:08pm replied:

Well, considering we had to ask several times...

+2 votes   media: To all TR members that feld I cheated on them...
.Corey. Aug 31 2010, 11:32pm replied:

Filefront, specifically EaWFiles. This was the picture of the day a few days ago.

+2 votes   media: The Core Space Skirmish Map
.Corey. Aug 2 2010, 6:52am says:

It's called the XR-85 Tank Droid. It's from Rogue Squadron/Dark Empire

+1 vote   media: Felucia Skirmish
.Corey. Jul 23 2010, 3:29pm says:

It's the same resolution as every other texture.

+1 vote   media: Skirmish Shots
.Corey. Jul 11 2010, 2:02am says:

The mod was dead and now it's slightly less so.

+1 vote   article: Zombie!
.Corey. Sep 13 2009, 1:21am replied:

There was smoke on broken hardpoints in the regular game, however this is a new particle.

+1 vote   media: Assault Frigate
.Corey. Aug 2 2009, 7:03pm says:

No, they're an EotH ship, the Massias.

+1 vote   media: Imperial Civil War Screens Set 2
.Corey. Feb 11 2009, 8:21pm says:

We're moving more towards showing things actually ingame than just renders.

+1 vote   media: Honoghr
.Corey. Jan 23 2009, 3:16pm says:

It's impractical for the game to have the whole map covered in forest, so there are less trees where you're actually playing, and more around the edges and such, though there are spots on the map with a denser forest.

+1 vote   media: Yavin
.Corey. Jul 19 2008, 10:19pm says: +1 vote   media: Interdictor Star Destroyer
.Corey. Jul 1 2008, 8:36pm says:

No. Au'riette is not a Mando word, and the only Mando word it even sounds like is aruetiise. Au'riette just come from me taking the French word Au and the USS Riette and putting them together.

+1 vote   media: Au'riette
.Corey. Feb 27 2008, 5:01pm says:

Well, Dreadnaughts aren't actually that big to begin with, so it won't be too big. Yes, it will be very powerful however you can only ever get one, and it won't be cheap.

+1 vote   media: Outbound Flight
.Corey. Oct 16 2007, 5:17pm says:

No, I made a bunch of the changes that you suggested right after talking to you, and haven't changed anything like that since. Probably just busy MDB staff.

+1 vote   mod: Star Wars: Galactic Uprising
.Corey. Jun 9 2014, 9:18pm replied:

Did you download the exe or the zip?

+1 vote   mod: Thrawn's Revenge
.Corey. Jun 9 2014, 6:23pm replied:

Clicking the button that says download would download it correctly, unless the download gets interrupted; it's a large file.

+1 vote   mod: Thrawn's Revenge
.Corey. Jun 8 2014, 1:23am replied:

Yes, most of the team has Windows 8.

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


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

Unless this only happens with a specific faction in a specific GC, most likely you have either a corrupt download, or you have another mod installed which edits things in the root data folder (RaW does this) which can often break other mods.

+1 vote   mod: Thrawn's Revenge
.Corey. Jun 7 2014, 1:26pm replied:

You would need to add the music's file into the Audio folder in the mod's data file, then add it to the MusicEvents.xml file, and then add that music event to the appropriate place in GameConstants.xml, Factions.xml, or Expansion_Factions.xml

+1 vote   mod: Thrawn's Revenge
.Corey. Jun 7 2014, 1:15pm replied:

In that case, you're trying to play the mod on default FoC maps. As it says in the manual and on the skirmish screen, only use the skirmish maps provided with the mod or you won't have access to everything.

+2 votes   mod: Thrawn's Revenge
.Corey. Jun 5 2014, 2:06pm replied:

We have no plans to include the Pentastar. As for Warlords, starting placement in Sins is effectively random, and there can be multiple instances of each faction in any game; the Imperial Remnant effectively represents every Imperial splinter faction.

In the event that we do boarding, we know how we'd handle it. Boarding is very often done in ways that provide more frustration for the people it's being used against than play options for the people using it.

+1 vote   mod: Star Wars: Ascendancy
.Corey. Jun 5 2014, 12:34pm replied:

Add the usual data from the other ground units into their entry in EotH_Heroes and then add them to the palace/Hand of Thrawn list of multiplayer buildable items in the Palace's code.

+1 vote   mod: Thrawn's Revenge
.Corey. Jun 5 2014, 12:32pm replied:

Tech upgrades are available from the Golan III for the NR/IR or Visvia, for the Empire of the Hand. Same as heroes.

+3 votes   mod: Thrawn's Revenge
.Corey. Jun 3 2014, 11:18am replied:

Some of the GCs proress through the eras, some of them don't. It tells you in the manual, as well as in the descriptions of the GCs on the selection screen.

+1 vote   mod: Thrawn's Revenge
.Corey. Jun 2 2014, 11:29pm replied:

Aurek Seven (The EotH stormtrooper squad from their 501st) is already in the mod as a hero in era 5.

+1 vote   mod: Thrawn's Revenge
.Corey. May 31 2014, 2:06pm says:

I came here expecting Elsa and some sort of musical. I'm extremely disappointed.

+4 votes   media: New Frozen Planet Texture
.Corey. May 28 2014, 5:01am replied:

Way too much was redone between 1.3 and 2.0 for anything to be able to be transferred. It would just crash.

+2 votes   mod: Thrawn's Revenge
.Corey. May 25 2014, 3:21am replied:

BeaverTails or nothing.

+6 votes   mod: Star Wars: Ascendancy
.Corey. May 22 2014, 8:16pm says:

It's based off of the station over Bilbringi in one of the comics

+4 votes   media: Imperial Command Station (Dev Diary 8)
.Corey. May 17 2014, 9:20pm replied:

Rogue Squadron and Dark Empire.

+2 votes   media: Your Worlds Look Delicious
.Corey. May 17 2014, 8:49pm replied:

Because we don't support FotR anymore, and it wasn't really meant for anything long-term. And the different versions of ICW aren't different mods, they're updated versions of the same mod.

No, putting old GCs in later versions wouldn't work. I don't think we've even removed any.

+3 votes   mod: Thrawn's Revenge
.Corey. May 17 2014, 4:22am replied:

There's a few reasons. First, the Hapans were much smaller and lacked the ability to become a real galactic power. The Empire of the Hand, alternatively, was several times the size of the Remnant by the end of the period we're working in. Hapans are fine for militia forces, but really fall short of being a real contender. The same can be said of the Ssi-Ruuvi, although they at least have some significant levels of development as a faction. The Empire of the Hand was also more directly involved (albeit 'off-camera') in something we want to include in the mod. Hapans will be included, but not as a fully-fledged faction.

+2 votes   mod: Star Wars: Ascendancy
.Corey. May 16 2014, 3:48am replied:

Our experience with open betas has been pretty terrible. People just download it, never report any bugs, and we only ever get feedback from our core community. So, we decided we'd rather just give it to those people to begin with. Otherwise, it's just treated as a final version and judge the mod on that basis.

+3 votes   mod: Star Wars: Ascendancy
.Corey. May 14 2014, 11:09pm replied:

At this point, we do not intend to do a public alpha or beta, just the internal ones.

+1 vote   mod: Star Wars: Ascendancy
.Corey. May 13 2014, 6:42am replied:

When we dicussed it we decided that the Swamp type is probably both visually and functionally more suitable than Polluted, although you could make a case either way.

+1 vote   media: Polluted Planet Type
.Corey. May 13 2014, 6:40am replied:

We'll have a news post detailing planet types relatively thoroughly sometime closer to release, right now that kind of thing is still in flux since we began working on planet types pretty recently.

+1 vote   media: Polluted Planet Type
.Corey. May 10 2014, 4:10pm replied:

Thanks, we appreciate it.

+2 votes   mod: Star Wars: Ascendancy
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