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Comment History  (150 - 180 of 1,800)
.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
.Corey.
.Corey. Apr 8 2014, 5:38am replied:

We may add a few ships in patches, almost no chance of any new maps. We have no intention of making any more eras, as that would require making a whole new mod when we're already working on Ascendancy (and honestly aren't fond of EaW), and we're far more interested in this era than the Clone Wars.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Apr 6 2014, 7:58pm replied:

We have no plans to do any major additions. Also, none of the factions in the game used droids canonically so adding a bunch of CIS stuff wouldn't really make sense.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Apr 6 2014, 6:11pm replied:

No, the Mediator is outside the mod's timeline and lacks stats and a picture. They already have the Viscount anyways.

+1 vote     mod: Star Wars: Ascendancy
.Corey.
.Corey. Apr 1 2014, 10:13pm replied:

We removed most of the stuff that was invented for FoC, because there was usually much better established canon stuff that could be used.

+2 votes     mod: Thrawn's Revenge
.Corey.
.Corey. Mar 31 2014, 10:22am replied:

If you're trying to start a GC, then make sure the faction you have selected is available in that GC. It says which factions are playable where in the description box to the right.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Mar 27 2014, 12:16pm replied:

They do fire, the projectile just looks pretty similar to the others at the moment. You can tell they're shooting when acapital ship loses half its shields or an entire hardpoint in one shot.

+1 vote     mod: Thrawn's Revenge
.Corey.
.Corey. Mar 25 2014, 9:28pm replied:

If it was in a progressive GC, they were potentially from previous eras. Otherwise, EaW's AI has an annoying tendency to ignore built limits.

+1 vote     mod: Thrawn's Revenge
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