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Comment History  (180 - 210 of 1,970)
.Corey. Feb 21 2015, 3:35pm replied:

These textures are all from ICW.

+5 votes   media: Swamp
.Corey. Feb 8 2015, 12:29am replied:

Each ship has its own max zoom setting line in its code, which determines how far in you can zoom. Most ships have at least a decent setting for it, but some (like the two you've mentioned) are still being worked on.

+1 vote   media: Defensive Changes
.Corey. Feb 7 2015, 3:58pm says:

1. We'd have to do debris as a persistent particle on the explosion itself, since the planet is set to invisible and we can't connect it, so either way it would have to fade over time or it might get pretty taxing.

2. Orbital turrets are already in, they're Golans. Having orbital turrets as individual guns wouldn't be very useful. In Sins "canon" ships have one or two weapons, so a weapon emplacement that's also one weapon is significant. In Star Wars a single turbolaser emplacement is negligible.

As for mines, no. Not really used in Star Wars, and also one of the most lag-inducing features in Sins.

+5 votes   media: Defensive Changes
.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   article: Thrawn's Revenge: Unification
.Corey. Jan 21 2015, 1:42pm replied:

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

+5 votes   article: The End of the Beginning
.Corey. Dec 30 2014, 6:26pm replied:

Sure, that's why we're releasing it how and when we are and using an iterative model, where we release patches pretty often and scale up the content as we go. We're making the mod because we want to play against each other in it, so balancing and making it not just "spam the biggest fleet" are pretty big concerns, although it's gthe kind of thing that requires tuning over time.

We've already mentioned some preliminary stuff we're doing to make it involve more strategy than just make the biggest fleet. If you don't keep up your supply, you won't be able to field fighters. If you don't collect or destroy escape pods as/against the NR, you're not going to be playign maximally. If you don't use and train fleet commanders, you're going to be behind in fights. There's no guarantee it'll work, but it's the type of thing we're trying and we're open to making whatever changes we can/need to to see the goals through. As we go on, we hope to expand into economic and cultural areas with these types of changes.

+1 vote   media: Q&A With a K-Wing
.Corey. Dec 28 2014, 7:43pm replied:

Definitely something worth considering.

+2 votes   article: Dev Diary #13: Escapism
.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: Thrawn's Revenge II: 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. Aug 17 2014, 5:02am replied:

There are certain GCs that are only set in one specific era; each scenario says what eras it's set during in the GC setup screen in the description box, so make sure to check that.

Also, keep in mind that "teching up" is a progression through time, not necessarily an increase in technology- it doesn't necessarily mean what you're going to get is better, especially for the Remnant.

+2 votes   mod: Thrawn's Revenge: Imperial Civil War
.Corey. Aug 15 2014, 7:38pm replied:

What GC, how many planets do they have left, and do you have RaW installed?

+2 votes   mod: Thrawn's Revenge: Imperial Civil War
.Corey. Aug 15 2014, 7:17pm replied:

There are several rough outlines for general strategies for each faction on multiple GCs on our forums. If you're having trouble in a specific GC, I'm sure some of the posters wuld be happy to give you tips.

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey. Aug 11 2014, 3:40pm replied:

Other than battle cam I don't believe so.

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey. Aug 5 2014, 1:26am replied:

Keep in mind that this isn't ICW; what it means to be a carrier is different. The Escort Carrier wouldn't have put out any more fighters at a single time than the Acclamator will.

+2 votes   media: Acclamator I
.Corey. Aug 4 2014, 6:12pm replied:

The total number of fighter supply is more or less correct. However in Sins you get to choose what types of fighters you use.

+2 votes   media: Acclamator I
.Corey. Aug 4 2014, 6:10pm replied:

What gave you that idea?

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey. Aug 4 2014, 3:19pm replied:

Stuff in the base FoC folder will overwrite whatever mod is being loaded. RaW installs its AI stuff to the data folder, and in many cases this messes up the AI in other mods or breaks it completely.

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey. Aug 3 2014, 6:10pm replied:

When it's finished.

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey. Aug 3 2014, 3:56am replied:

This is a carrier variant. There were definitely Acclamators modified to serve carrier roles, and considering they were holdovers from several years beforehand, the ones that stuck around would tend to be modified (much like dreadnaughts were).

+1 vote   media: Acclamator I
.Corey. Aug 2 2014, 11:27pm replied:

The Acclamator is taking the carrier role. There is no Venator though.

+1 vote   media: Acclamator I
.Corey. Aug 2 2014, 7:28pm replied:

It doesn't look at all like an ISD hangar so I find that unlikely. Either way, it's pretty irrelevant to our choice; ingame it's still the same effect (with a few differences that work out in the Acclamator's favour), but one is significantly uglier than the other.

+1 vote   media: Acclamator I
.Corey. Aug 2 2014, 5:45pm replied:

We'd like to have something out this month, but if we can't do it, we have no problems delaying.

+10 votes   mod: Thrawn's Revenge II: Ascendancy
.Corey. Jul 29 2014, 3:31pm replied:

The vanilla map has absolutely no bearing on our decisions for this GC. We picked about 50 planets that were relevant to the GCW, some of which already in ICW and several which aren't. Some of the ones being added were also present in FoC, but it's not something we even looked at when planning the GC.

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey. Jul 29 2014, 10:06am replied:

The mod can be followed here by doing what jordan said if you have a profile. We also have our own site/forums here:

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey. Jul 28 2014, 7:56pm replied:

I know what he was talking about; I just can't remember what else we cut from EaW and whether any of it is in the new GC.

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey. Jul 28 2014, 11:41am replied:

All of the buildings have been remade based on either canon stations, or, in the case of the Trade Station, Ralph McQuarrie's concept art.

As for planets, "Coruscant" style planets are their own planet type, called Ecumenopolis. The first picture in the gallery right now is already one of them. They're very rare and pretty valuable, so they're never going to be home planets unless you specifically move your capital there, or in the pre-set scenarios where players start with more than one planet. Home planets are typically going to be Temperate planets, like Dantooine or Naboo.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey. Jul 28 2014, 11:38am replied:

Slornie is, I think.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey. Jul 28 2014, 11:36am replied:

Yes to those specific three, don't know about the etc.

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey. Jul 26 2014, 12:07pm replied:

Which version are you trying to download, and when/how does it fail?

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey. Jul 25 2014, 11:41am replied:

It's not really loading a LOD per se; when you're far enugh away from something, it stops rendering it at all and just shows the icon. This goes for both ships and planets. So, spacing them out doesn't really solve anything from a graphical or performance perspective, I'd think, though our planets tend to be rather spaced out (it's a side effect of having all the maps made from one giant map I made of every planet we're using, plotted more or less accurately, which has to take into account more compact Star Clusters like Hapes, along with more spaced out areas like the Outer Rim).

The lag people experience in Sins is typically CPU related since the game is single-threaded and keeping track of a lot of things at once. Particle lag in large battles is also a big offender, sometimes. For this reason, some of the biggest causes of lag are fighters and mines. Especially fighters. This is one of the reasons for our fighter supply system; we're able to represent all the fighters a ship had, without actually putting them on the field at once.

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey. Jul 24 2014, 7:33am replied:

The technical term "skybox" does refer to the whole thing, actually.

There are different parts to it, but neither is more "skybox" than the others. Except for maybe the actual physical cube.

+1 vote   media: Ecumenopolis Redux
.Corey. Jul 23 2014, 7:15pm replied:

What have you done so far?

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Corey. Jul 23 2014, 7:15pm replied:

Can you be a bit more specific?

+2 votes   mod: Thrawn's Revenge: Imperial Civil War
.Corey. Jul 23 2014, 10:57am replied:

We haven't done anything to the skyboxes yet. This is just the only vanilla one I like, so it ends up in a lot of pictures.

+3 votes   media: Ecumenopolis Redux
.Corey. Jul 22 2014, 10:22pm replied:

We completely disagree; despite being a 4X game, there's very, very little (essentially nothing) that goes into managing your economy or anything beyond the military side.

+6 votes   article: Dev Diary #11: Admiralty and Migration
.Corey. Feb 8 2015, 11:54am replied:

Yeah, that function can only work with scuttling though. It's not something you can attach to something else.

+1 vote   media: Defensive Changes
.Corey. Feb 8 2015, 12:31am replied:

You can't make it do anything other than what it currently does within the limits of the game engine.

Also, as we've explained, you can build it, but it's limited to one Galaxy Gun per 15 planets, so you can't build it until you have at least 15 planets.

+1 vote   media: Defensive Changes
.Corey. Oct 13 2014, 3:26pm replied:

No, there aren't hero units except in the flagship victory mode, and a free SSD would be too much.

+2 votes   media: This is How Space Junk is Born
.Corey. Jun 18 2014, 1:54pm replied:

We wouldn't post it here if it wasn't going to be in ICW, especially if it's an ingame screenshot.

+2 votes   media: Strike Cruiser & Lancer Updates
.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. 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. Dec 18 2013, 1:07am replied:

The similarity is that it's a large cannon over a planet that can shoot other planets. The key difference is that when this shoots a planet, that planet doesn't just get annoyingly irradiated and take damage, it instead ceases to be a planet.

The other differences are that while in base Sins, every 3 seconds there'll be a Kostura, Novalith, or Deliverance shell flying around the galaxy making the game annoying as hell to play honestly without having any engaging gameplay elements, the Galaxy Gun is far more limited in availability and you're only going to be able to destroy a planet once every 20 minutes or so (working number, subject to change).

+1 vote   media: Screenshot of the Day #7
.Corey. Dec 8 2013, 1:23pm replied:

The green ones are Turbolasers from the Dreadnaughts they're fighting.

+1 vote   media: Daily Screenshot #1
.Corey. Jun 11 2013, 9:24pm replied:

The exact functions will be explained as we go.

+2 votes   article: Faction Preview: The Imperial Remnant
.Corey. Jun 6 2013, 6:40pm replied:

The plan is everything but era 1.

+4 votes   media: 7 Years of Thrawn's Revenge: Skinned Visvia
.Corey. May 26 2013, 5:39am replied:

Vindicator cruisers.

+2 votes   media: Task Force
.Corey. May 5 2013, 3:48pm replied:

It also clashes less when your chosen colour is different from the UI colour. Playing as the NEw Republic in cyan before? Not cool.

+1 vote   media: Y-Wing Ingame and UI Edits
.Corey. Mar 3 2013, 4:21pm says:

Button colours are relevant.

+4 votes   media: Main Menu
.Corey. Jan 5 2013, 5:33pm replied:

Yeah, it happens automatically. When you send a fleet to a location, it makes a wall rather than a field formation for example.

+1 vote   media: Take Defensive Action
.Corey. Dec 31 2012, 5:33am replied:

Assuming you're talking about the memory limitation, there's some stuff we're doing to take that into consideration.

1. Ship rosters don't include more than they need to. We want enough to provide variety, but not so much that there's redundancy pointlessly taking up space. It averages out to us having around the same number of units as the base Sins factions; in some cases a few more, in some a few less.

2. Basic texture size optimization. In Sins, most textures could be as high as 1024x2048 and for some reason I'll never understand, tga. Ours tend to be 1024x1024 and we only use DDS, and some ships resuse the same ones (There's literally no reason why the ISDI, ISDII, Dominator, Immobilizer, Tector, etc need different textures; as long as they're UV'd properly, the basic trench and hull plating patterns are the same). As a result, in the same number of ships we theoretically should be saving more space than base Sins would. Also, some stuff can be shared between factions. The main thing here would be structures like the shipyards, which will be universal, and the Golans which are used by both the Remnant and New Republic.

I can't make any promises as to results here, and there'll need to be a lot of testing before we can say anything definitive, but I can assure you we're taking it seriously.

+6 votes   media: The Gathering Threat
.Corey. Dec 8 2012, 3:50am replied:

The intention is to have moving turrets.

+4 votes   media: Visvia Unskinned Render
.Corey. Nov 21 2012, 4:09pm replied:

Find a solution to what problem?

+2 votes   media: Dev Team Update
.Corey. Oct 28 2012, 4:02pm replied:

Probably not. From what I know, they didn't function like an X-Wing did, on a Torrent they were just for takeoff/landing.

+1 vote   media: V-19 Torrent
.Corey. Aug 30 2012, 12:20pm replied:

I'll try, but it will take a few days.

+2 votes   download: Imperial Civil War 2.0 Hotfix 1
.Corey. Aug 19 2012, 4:10pm replied:

There's a section on our forums for Ascendancy discussion and suggestions, under the ICW stuff:

+1 vote   mod: Thrawn's Revenge II: Ascendancy
.Corey. Aug 15 2012, 4:55pm replied:

Yes. There are some significant technical hurdles to overcome if we were to try to implement the mission into Art of War.

+1 vote   media: 2.0 Preview: The Katana Fleet
.Corey. Jul 18 2012, 5:09am replied:

Click on "Ciew Original", right click the image and then "Set as Desktop Background"

+1 vote   media: Imperial Desktop
.Corey. Jul 8 2012, 6:08pm replied:

It's much smaller than even the Golan I

+1 vote   media: Brask-Class Tactical Defense Station
.Corey. Jun 22 2012, 6:36pm replied:

Just because we're putting in a few units from the time period doesn't mean we love the era.

+1 vote   media: Munificent
.Corey. May 29 2012, 12:14am replied:

Phalanx is 2000 meters, much more powerful.
Syndic is 1500 meters, slightly less powerful than an ISD but has a relatively stronger hull.

+1 vote   media: Syndic Destroyer
.Corey. Apr 19 2012, 9:41pm replied:

We've seen it. We finished the new Nebula version, which can be seen a few pictures along the slider up there, and the new Endurance model is currently being skinned.

+1 vote   media: New Republic Heavy Tracker
.Corey. Mar 3 2012, 3:44pm replied:

Well, not just number but placement; certainly you need more than one, but the closer to the hardpoints they are, the better it works, since the effect tends to work better at close range, and the projectiles are going to be coming at those regions anyways.

+5 votes   media: Miid Ro'ik (Dovin Basal Variant)
.Corey. Mar 2 2012, 5:40pm says:

We had a similar idea before, I'd just suggest being careful about where the bones for point defense are on it, and having a really low range or it starts looking weird.

+6 votes   media: Miid Ro'ik (Dovin Basal Variant)
.Corey. Jan 30 2012, 5:18am says:

We do only focus on one thing at a time. I'm not saying we get everything half done and we're finishing it now, I mean we're redoing old stuff. Some of our models and skins and up to 6 years old, so it's just that we're better at it now than we used to be, so we update the old stuff. If you want to point out specific models and skins you think need to be redone, feel free, but if you're playing 1.1 there's been about 25 that were redone for 1.2 and 1.3. 1.0 and 1.1 were only released because we weren't actually planning to finish the mod at that point and wanted to get something playable out so it wasn't all wasted, so we basically had to decide whether to leave in some of the worse stuff or just cut it, and so we decided to leave it in and update it as we went.

I mean, between the version you're using and the current version, the following models and skins have been completely redone:
Golan I, Golan II, Golan III, Ascendancy, Au'riette, Carrack, VSDI, VSDII, Phalanx, Chaf, ISD, ISDII, Dominator, E-Wing, Syca, Strike Cruiser, Krsiss, Light Frigate Shipyard, Heavy Frigate Shipyard, Capital Shipyard, Kariek Cruiser, Warlord Decimator. I may be forgetting a few.

We appreciate the interest and feedback, so if you want to tell us specific ships or whatever you think should be updated, feel free to post them, either here or start a topic on our forums.

+6 votes   media: 1.3 Release Fleetshots
.Corey. Jan 26 2012, 11:58am replied:

It's possible, but the New Republic was formed out of the Rebel Alliance, not the Republic. They didn't base their ships and armour off of the same design as the Clones or whatever, everything actually was based off of Rebel equipment.

+1 vote   media: New-New Republic Infantry
.Corey. Jan 20 2012, 4:38pm replied:

The New Republic is getting more than anyone except the Remant this release.

The Remnant is getting 6 redone units (Carrack, Golans I-III, VSDI, VSDII)two new units (Crimson Command, Specialist) and one new hero (Cronus)

The New Republic is getting 5 redone units (Golans I-III, Lusankya, Infantry) two new units (Corona, Specialist) and one new hero (Iillor)

Empire of the Hand is getting two redone units (Ascendancy, Au'riette) one new unit (Artillery) and one new hero (HoJ)

Zsinj is getting two new units (Raptor Soldiers, Raptor Scout)

+2 votes   media: Raptor Scout
.Corey. Jan 6 2012, 8:22pm says:

Three times as much health.

+1 vote   media: Sergeants
.Corey. Dec 16 2011, 4:26pm replied:

No, this just applies to Hapan and Yevetha units. The Warlords' units area already just the Empire's so it would be pointless, this is so people get to use the Battledragons, Novas, etc.

+1 vote   media: Minor Faction Units for Major Factions
.Corey. Jun 18 2011, 9:52pm replied:

Oh, yeah, that'll be fine. It's what we all own.

+1 vote   download: Imperial Civil War 1.2 Installer
.Corey. Jun 18 2011, 3:48pm replied:

I don't know exactly what you mean by original FoC, but if you mean do you have to download anything else, then no, just 1.2, although you may or may not need the FoC Ram fixes and all of that other official stuff.

As for the rar vs. installer thing, you only need one, we put up both because people tend to prefer one kind of installation over another.

+1 vote   download: Imperial Civil War 1.2 Installer
.Corey. Jun 14 2011, 7:02pm replied:

In what way?

+1 vote   article: Imperial Civil War v1.2 Beta Released
.Corey. Jun 12 2011, 8:40am replied:

I've explained multiple reason for the challenge before. As we have said before, the Facebook group makes it easier for us to manage the community and get the word out on things faster. For example, with the beta, most of the people testing it came from Facebook, not Mod Database or another forum. It also allows us to show we're active without necessarily having to post a picture of something new (because not every change is screenshot worthy; when we fixed the AI, we couldn't take a screenshot) in a way that Mod Database, for example, does not allow.

As far as the "we mod for ourselves so why have the challenge at all?" issue, we're basically approaching the close of the main body of ICW, which means that when we're done we have to decide a new direction to go beyond just fixing some broken stuff, which we're obviously doing anyways. ll of us have different preferences for which way we should go. Some want Vong, some want to just do one or two specific new minor factions, etc. Basically, since we know the Vong are the most popular, and we do feel slightly bad about our April Fool's joke, Enceladus and I decided to leave this up to the community; certainly Vong is harder, and it's not any more to our liking overall than any other faction or direction, but there are a lot of people who really do want it, so if they can help us make our jobs easier as far as community management goes, then we can make the sacrifice of doing the harder workload.

In any case, a few people have accused us of that "ultimatum" thing. It's not like we were planning to do Vong before, and now we're saying "you know what, if you don't like the page, we're not going to do it after all". If it makes 1000 we will certainly go in that direction, however if we don't make it to 1000 then we still might, it's just far less likely. There's no thread involved. To say that is to say any attempt by anyone every made to reward anyone else is somehow a threat to not do it.

+4 votes   media: Thanks for 200 Likes on Facebook
.Corey. Apr 6 2011, 5:58pm replied:

Are you serious right now?

+1 vote   mod: Immense Battlefront
.Corey. Jan 13 2011, 12:07pm replied:


+1 vote   media: Star Home Render
.Corey. Nov 20 2010, 3:28pm says:

It might have something to do with hero bonuses as well, though. A lot of the time the EotH AI groups every hero together, and it gives a huge bonus to everything. They've been dropped a bit, it shouldn't be quite as big. If you still see an issue without heroes there, say so and we'll look into it a bit more.

+1 vote   media: Phalanx Under Fire
.Corey. Jul 29 2008, 1:10pm replied:

If you have a laptop good enough to run FoC, then yeah. To make it not replace FoC, put it in the mods folder. (SwFoC/Mods) if you don't have one, then make it. The extracted folder goes into there, and the .bat goes into the SWFoC folder, then you double click it to play.

+1 vote   download: Fall of the Republic: Minimod
.Corey. Apr 24 2008, 10:34pm says:

Extract them using the thing linked to in the previous comments, and move the .bat to the Forces of Corruption folder. Then, if another rar came out extract it to Forces of Corruption/mods, and if a folder came out move it to forces of corruption/mods

+1 vote   download: Fall of the Republic: Minimod
.Corey. Sep 12 2007, 4:03pm says:

We submitted Galactic Uprising about ten days ago, still waiting for approval.

+2 votes   game: Universe at War: Earth Assault
.Corey. Jun 13 2007, 3:21pm says:

The red ISD is red because that was the colour Booster made General Bel Iblis paint his Star Destroyer, the Errant Venture, after borrowing it for an information raid against the ubiqtorate base at Yaga Minor. So that particular ISD will be staying red, though it will be the only red one.

+1 vote   article: June 12th Update
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