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Comment History  (180 - 210 of 2,063)
.Corey.
.Corey. Feb 1 2015, 11:20am replied:

Yeah, that's what I mean. You can't do that in GC in EaW

+4 votes   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Jan 31 2015, 11:47pm replied:

They're super useful, they're just not the insta-win button they were in the base game.

+5 votes   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Jan 31 2015, 11:47pm replied:

Can't do allies in EaW.

+2 votes   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Jan 31 2015, 12:42pm replied:

Ah. No, then. As a carrier it's not very effective considering it can only hold a third of a squadron, and as anything else it's a waste of the ship slot because it's way too small to be effective.

+6 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jan 30 2015, 7:34pm replied:

Which?

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jan 29 2015, 7:40pm replied:

We're going to do the Vong in Ascendancy, but not in ICW. The existence of ground combat in EaW game pretty much ruins anything for new factions.

+3 votes   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Jan 29 2015, 7:39pm replied:

Possibly caused by the Clawcraft being really high poly. We've either fixed that in the 2.15 patch beta that we've already released on our forums, or in 2.2. Can't remember which.

+2 votes   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Jan 29 2015, 7:38pm replied:

New Republic trailer was underway, but Jinz got busy and I really hated the dialogue I wrote so we weren't able to do it in time for the beta (and we didn't want to delay the release so we could do a trailer). As for the Empire of the Hand, they'll get a trailer when we're working on their release.

+2 votes   news: Thrawn's Revenge: Unification
.Corey.
.Corey. Jan 29 2015, 5:29am replied:

I'm not being a tease, I've never spoken to anyone from Ironclad or Stardock in my life.

+3 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jan 29 2015, 5:27am replied:

Yeah but the 7th sounds cooler.

+10 votes   news: Thrawn's Revenge: Unification
.Corey.
.Corey. Jan 28 2015, 10:58pm replied:

100% because of ground existing.

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Jan 28 2015, 10:57pm replied:

They're based on the map, so open the map and set them to something else. If they've removed the originals or you want to add new ones, it's a bit more complicated.

+2 votes   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Jan 28 2015, 10:56pm replied:

What's the directory of the mod's Data folder?

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey.
.Corey. Jan 27 2015, 9:46pm replied:

None whatsoever. They never tell me anything.

+7 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jan 25 2015, 1:00am replied:

Depends on faction and fleet composition since there's varying costs. There's 50 cap ship slots (cap ships always cost one slot, except SSDs), and if you play on the Large Fleet setting with a somewhat reasonable fleet composition you'll probably end up being able to field somewhere around 400 ships at once, though that number is probably +/- 100 so it's pretty pointless to have even said it. If you wanna be a jerk and spam lancers for some reason, you can have significantly more but it probably won't be very effective.

The absolute easiest way to do it is to go into Gameplay.constants in the gameinfo folder and find these lines:

fleetSupplyData-Small
fleetSupplyScalar 0.75
fleetSupplyData-Normal
fleetSupplyScalar 1.0
fleetSupplyData-Large
fleetSupplyScalar 1.25

Basically, each is a multiple of what you'd find in the research subjects, so if you wanna just scale everything up universally without all the extra work of changing every subject (which is tedious) you can just adjust these multipliers.

That being said, I'd suggest being careful. No matter how good your computer is there are definite diminishing returns (usually the benefits have more to do with better graphics than processor speed since it's a single threaded thing and graphics aren't the real issue here).

+3 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jan 24 2015, 8:07am replied:

While we are doing g suitable militias, they won't include hero units when its militia versions of playable factions. The Imperial militias are supposed to be smaller independent warlords, we wouldn't put one of the main leaders of a core group that's supposed to be the main one represented by one of the playable factions.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jan 23 2015, 2:30pm replied:

Well first off, you can't use models without their permission. That's why we make our own, and why most mods that port from other games get taken down at some point unless they have permission, or LA open sourced the game in question.

As far as sound effects, they're less stri ngent on those for fan projects especially because they're not something they sell, for one thing. If we put the entire soundtrack in the game, we're just giving out their soundtrack. Its the exact same as uploading any other album.

+2 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jan 22 2015, 11:09pm replied:

I don't know if you heard it or not (only you can know that), but what I said is we don't plan to include it currently because there are some legal issues with that. It's pretty much the same as distributing it for download anywhere else, and Disney/Sony are very strict with their copyrights so it's not worth the risk in our minds.

+2 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jan 22 2015, 5:47am replied:

It tells you at the top of the page. And the top of the latest news post.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jan 22 2015, 5:05am replied:

He's ModDB staff, not mod staff. Has nothing to do with the completion level of the mod.

+2 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jan 21 2015, 1:42pm replied:

Not really the end. More of an airhole near the middle.

+5 votes   news: The End of the Beginning
.Corey.
.Corey. Jan 21 2015, 11:30am replied:

Both single player and multiplayer are supported.

+3 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jan 20 2015, 6:50pm replied:

Wikis count.

+3 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jan 19 2015, 11:08pm replied:

Yeah

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jan 19 2015, 9:14pm replied:

Loading screens: No. We plan to provide documentation in other ways, and we don't want to encourage the idea that people can rely on random loading screen tips to learn how to play with the new mechanics. It's hard enough to get people to RtFM before asking redundant questions without providing a crutch. Also, when we get to the point where we work on loading screens more, we're taking a different direction with the layout than the base game. I've never been a fan of the weird portrait thing.

As far as music goes, no to that as well. I've had one person PM me offering to do it for money, but for obvious reasons that's not something we're even willing to consider.

+2 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jan 18 2015, 7:57pm replied:

Roughly 19 days.

+2 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jan 6 2015, 11:14am replied:

Because like I said, they hadnt had any sort of fleet at all for centuries.

+3 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jan 5 2015, 11:46pm replied:

The Mandalorians had pretty much no fleet whatsoever for at least a couple hundred years before the mod started, and the Empire pretty much crushed whatever they had left. Even FoC's really weird story doesn't attribue any power to them, it all goes to the Zann Consortium, which any attempt to portray an even half-believable picture of galactic powers would toss way by the wayside. If there was a Mandalorian faction you could probably represent every ship they had canonically with about 3 fighters. They only became even remotely relevant again pretty late into the Vong War under Fett's leadership, which was pretty much in the form of a few freedom fighters. Their first post-Imperial contribution to any sizeable war effort was in the Coalition of the Second Galactic Civil War, 20 years after the mod ends with Bes'uliik fighters as still being their only real contribution. The Mandalorian Wars were several thousand years before the mod starts, so even retrofitted ships (if any had survived at all) would be pretty ****** compared to even the worst "modern" ones.

TL;DR the mod takes place in what is arguably the lowest point for what could loosely be called a civilization in 4000 years. Even Bakura had a stronger independent defense force.

+6 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jan 5 2015, 5:18pm replied:

No, the Eclipse was uniquely the Reborn Emperor's flagship. The Sovereign will be available, however.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey.
.Corey. Jan 2 2015, 6:27pm replied:

We'll be replacing all voiceovers with suitable ones. We've already changed the "announcers" for each faction (as you heard in the video) however we've yet to record most of the unit lines; the vast majority of the work left is abilities, and in certain cases those would need to be done before voiceovers, so we didn't want to create extra work by getting them wrong the first time.

+2 votes   news: Let's Test Ascendancy #1: Hapan Space Happenings
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