This member has provided no bio about themself...

Comment History  (0 - 30 of 51)
desgowlron
desgowlron Jul 8 2014, 7:56pm replied:

Excellent, I can't wait for the update, but I'm glad to hear it's getting a good polish too! :D

+1 vote     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Jan 2 2014, 12:04pm says:

Awesome, love the idea of a faction focused on close-range combat, can't wait for the update! :D

+1 vote     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Aug 29 2013, 5:53am replied:

Unfortunately no, never ran into that problem :( Only thing I can advise is that if you haven't tried it, reinstall.

+1 vote     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Dec 31 2012, 9:13am replied:

That's a pretty good point lol

+1 vote     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Dec 30 2012, 6:10am replied:

Hmm my guess would be they'd basically end up being a slower version of plasma torpedoes as they are in this game. Might keep them decently balanced, make them deadly at close range but countered by long-range and swift moving ships kiting them hehe

+1 vote     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Dec 24 2012, 7:41pm says:

I look forward to playing with these!

+1 vote     article: Christmas Update
desgowlron
desgowlron Dec 14 2012, 11:22am says:

Hey there. Just letting you know, the Tholian wormhole generator doesn't seem to work, I'll click where I want it to open a wormhole, it'll tell me a "subspace rift" is detected, but there's nothing there. Also, another, very strange bug, Gorn construction ships, when they build something, keep moving as they build. Not as in you can click around and tell them to go places, as in they continuously drift forward until construction is complete. Anything I can tweak to fix these issues?

+1 vote     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Dec 5 2012, 5:59pm says:

Oooh, this is going to be fun! Can't wait to play as them..or face them! }}}>83

+2 votes     article: The Hydrans are coming! The Hydrans are coming!
desgowlron
desgowlron Nov 30 2012, 3:47pm replied:

I've been looking at it some more, I don't think it's decided by the particular ship type. I finally got all but one of my troop transports to hold still..not sure if this is good or bad news. I've noticed the movements are somewhat like the fighters as they give those broad loops, maybe something to do with that?

+1 vote     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Nov 30 2012, 7:06am replied:

Off the top of my head, the only particular class I've noticed always doing it is the Klingon Troop Transport; I admittedly need to play with the other races more, been a bit attached to the Klingons ^^; btw I like how the fighter craft now automatically home in on the nearest carrier, it's a nice sight, several carriers going alone with swarms of fighters circling them >:3

+1 vote     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Nov 29 2012, 1:47am says:

Hey there, some bad news I'm afraid. I found out that if the enemy destroys something like the Constitution Refit Research Pod at the research station, you can't rebuild it :( Also, on and off, ships sometimes seem to refuse to hold still, moving around in broad loops despite there being nothing to attract their attention. Any chance this could be resolved with the patch project? I didn't install that this time, was afraid it might muck something up ^^;

+1 vote     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Nov 19 2012, 6:07am replied:

And like I said, very minor, doesn't really hinder gameplay at all. :)

+1 vote     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Nov 18 2012, 1:37am says:

Loving the new version so far! :D So shiny and new cause of the graphics improvement, but with the gameplay style I enjoy! And the only bug I've come across so far is that the ship display at the bottom that shows the ships you've selected, it stops at eight ships, until you've selected seventeen ships, and then works normally. A very minor bug obviously, but figured I should report it.

+1 vote     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Nov 14 2012, 11:41pm says:

?.? What's the STA2 Classic Mod?

+1 vote     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Nov 6 2012, 11:59pm replied:

Very nice touch, thanks for all the hard work! :)

+2 votes     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Nov 6 2012, 5:18pm replied:

Awesome! Can't wait for this patch!! :D Like you said, that'll make fleet battles seem a bit more like actual fleet battles!

+2 votes     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Nov 1 2012, 4:50am replied:

Damn I hope it stays, never cared for how ships just stand still in fleetops XD Ah well, either way hope the modding goes well :)

+2 votes     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Nov 1 2012, 3:52am replied:

No worries, but will the ships still be able to use evasive maneuvers/attack patterns? You know, those buttons next to formations.

+2 votes     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Oct 30 2012, 8:26am replied:

So to play version 1.2 I'll need to download Fleetops?

+2 votes     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Oct 14 2012, 8:59am replied:

Oh, and if you're using Windows 7, after following the instructions SquireJames provided, use compatibility mode on the game, I have mine on the Windows XP SP3 mode myself.

+2 votes     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Oct 11 2012, 3:31am replied:

AWESOME!! 8D I always loved how all ships have tractor beams and can self-destruct instead of just a select few, much more realistic and adds to the gameplay :)

+2 votes     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Oct 10 2012, 3:17am says:

Oohh, I'm looking forward to this patch! :)

+2 votes     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Oct 3 2012, 2:22am replied:

No worries, can't wait to play on those new maps! :D

+2 votes     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Oct 1 2012, 9:48pm says:

The map Planets for 6 players crashes when I try to play it, anything I can tweak to fix it? ?.?

+2 votes     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Sep 23 2012, 11:40am says:

Awesome, works great, thanks! :D

+1 vote     download: KA2: Empire at War V.1.1a Hotfix
desgowlron
desgowlron Sep 20 2012, 8:56pm replied:

Aye, no worries, rarely play on the wormhole maps anyway XD I like turning off the warp and playing on the big maps so that the fleets have to actually travel to destroy, gives it a more epic feel! >:D

+1 vote     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Sep 20 2012, 7:43pm replied:

No worries, still plenty of other maps to play on, and now my Saurus class cruisers have ecm! :D

+1 vote     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Sep 20 2012, 8:50am says:

Don't shoot the messenger, but I've bad news I'm afraid..for some reason, I can play on some maps, but not on others O.o Like The degaulle map works, but the warzone one doesn't

+1 vote     mod: Klingon Academy II: Empire at War
desgowlron
desgowlron Sep 18 2012, 2:56pm says:

Awesome :) Does one simply extract everything at once into the KA2 folder, or will that overwrite other files?

+1 vote     download: KA2: Empire at War V.1.1 Patch
desgowlron
desgowlron Sep 14 2012, 6:02pm replied:

Blast D: It works fine on my comp, maybe yours has specs that the game doesn't agree with?

+1 vote     mod: Klingon Academy II: Empire at War
Level
Avatar
Avatar
Offline Since
Aug 27, 2014
Country
United States United States
Gender
Male
Member Watch
Track this member
Comment Statistics
Posts per day
0.0
Mods
45
Articles
3
Downloads
3