Leader, Coder, Modeler, Animator, Rigger and Skinner of the Star Wars Empire at War Forces of Corruption mod, Knights of the Old Empire

Comment History  (60 - 90 of 290)
Emperorniko
Emperorniko Mar 12 2014, 8:32am says:

It's odd that there isn't many mods that have this thing

+1 vote     media: HMP Droid Gunship WIP
Emperorniko
Emperorniko Mar 10 2014, 8:22pm replied:

tell me what you think in a PM when your done

+1 vote     download: Knights of the Old Empire Patch 1
Emperorniko
Emperorniko Mar 10 2014, 8:17pm replied:

thanks. I figured if others really wanted to know this they would simply google it but apparently some were too lazy to do that and begged here after i said not to.

Sry for the rant but people(Not you) aggravate me with those questions. To answer them i would have to google it myself when they could do it just as easily.

+1 vote     mod: Knights of the Old Empire
Emperorniko
Emperorniko Mar 8 2014, 5:40pm replied:

1. The ground has been removed due to my focus on space. Land work has only just begun after the last upload. I dont know how to animate for land so it's hard to get units like walkers, infantry and tanks without begging other mod teams.

2. Both the ISD and Victory are very new units for the Republic Navy. They were only issued to important fleets. The Knight Fleet are officially only holding battling the Omega Fleet which is also only going after the Knights. Therefor to the Republic High Command, the Knight Fleet is not a priority to the whole war effort and would not get brand new cruisers of that size.

I do think that Tarkin would convince the High Command to let him command a Victory-class so he will have that.

The Knights have a huge number of units now while Omega has a few but very straightforward units. I never know what i'm going to add but there wont be any standard ISDs in the mod until i reach a Part-2.

+1 vote     mod: Knights of the Old Empire
Emperorniko
Emperorniko Mar 8 2014, 1:57pm replied:

yes it has a very noticeable icon in the build list

+1 vote     mod: Knights of the Old Empire
Emperorniko
Emperorniko Mar 7 2014, 2:05am replied:

As stated in the Readme and description of the download...

+1 vote     mod: Knights of the Old Empire
Emperorniko
Emperorniko Mar 1 2014, 4:37pm replied:

I've only just begun to mod land so expect it in the future.

+1 vote     mod: Knights of the Old Empire
Emperorniko
Emperorniko Mar 1 2014, 3:33am replied:

removed due to not being modded yet. no point having the regular ground units in a alternate clone wars mod.

I've only just begun to mod land so expect it in the future.

+1 vote     download: Knights of the Old Empire Patch 1
Emperorniko
Emperorniko Feb 24 2014, 8:56pm replied:

I actually never even thought about adding fighters to it. I will be adding some new features in a coming patch/addon so that will be added in. Thanks for pointing that out!

+1 vote     mod: Knights of the Old Empire
Emperorniko
Emperorniko Feb 17 2014, 3:40pm replied:

not mine

+1 vote     media: AAT-1
Emperorniko
Emperorniko Feb 15 2014, 9:13am replied:

droids are super weak and i'm trying to make them inacurate like the movies and show but they are ignoring the code.

Right now you get more droids than clones in a group.

+1 vote     media: Land Preveiw
Emperorniko
Emperorniko Feb 15 2014, 9:10am replied:

It's in Starbases.xml

Open it in notepad. Ctrl+H and type Sidious_Star Destroyer at the top and Sidious_Star_Destroyer in the bottom.

+1 vote     download: Knights of the Old Empire Patch 1
Emperorniko
Emperorniko Feb 15 2014, 12:35am replied:

I have found the issue. I simply put a SPACE where there was supposed to be an underscore between Star and Destroyer.

Sidious_Star Destroyer = No Sidious
Sidious_Star_Destroyer = The Dark Lord Arrives

This will be in a soon to come update V0.9

+1 vote     download: Knights of the Old Empire Patch 1
Emperorniko
Emperorniko Feb 15 2014, 12:10am replied:

there are no Storm Troopers at all. The Empire will never be created because by then Sidious will face his true death.

Those units are together because the Jedi Padawan of Revan during the Mandalorian Wars defeated a group of Neo-Crusaders and spared them from the Mass Shadow Generator them thus making their leader pledge loyalty to said Jedi.

The Jedi (Drake) then joined Revan when he became a Sith but Drake didnt fall to pure darkness. His close friend Kyra who was born from Jedi and Sith parents, helped him tame the darkness within himself and formed the Sith Knights.

As we know Revan's plan was to replace the Republic and Jedi with his Empire to save the Galaxy from the True Sith. He saw value in the Sith Knights as what his empire should become after e controlled the galaxy.

However when Malak supposedly killed Revan and became the Dark Lord of the Sith, The Sith Knights set out to take revenge and reshape the empire form peace. They would fail and flee known space only to go into a hybernated sleep thanks to their ship's tech that was copied from the Star Forge.

They are then awakened in the Clone Wars era where they can reshape the galaxy's view of the Sith and Jedi. Unknowingly as per the wishes of Kreia. They oust Palpatine, fight the CIS and gain the trust of the Republic enough to become members.

so as such they have several companies of Neo-Crusaders and Sith Troopers and now gain Clones due to being members of the Republic.

+1 vote     mod: Knights of the Old Empire
Emperorniko
Emperorniko Feb 14 2014, 10:06pm replied:

I build a mix of new and old Hammerheads along with 3 or so Templars and a Thranta in the center. That holds me until i can build Aranars and Kyramunds. Those then hold out until i get Justices and those kick the *** of most ships smaller than them. Then with support of smaller ships i can hold my own station while my supership jumps in to destroy the enemy starbase. Also the Self-Destruct ability on nearly dead ships can destroy a hoard of fighters.

Omega has stronger ships until the Knights get out Venator and above. Omega doesnt have anything larger than a Providence and the Knight's flak and late-game fighters removes the threat of fighters and bombers while the larger ships tear up anything else.

Most importantly you need to keep your command heroes alive. Tarkin, The Immortal, The Leveler, Omega, Jabba and Krayt's Honor. They all provide bonuses to the entire fleet that do really help.

+1 vote     mod: Knights of the Old Empire
Emperorniko
Emperorniko Feb 14 2014, 1:27pm replied:

Right now you get units via the special stations and planets. The GC is not set up yet which is the reason the mod says V0.8

+1 vote     download: Knights of the Old Empire V0.8
Emperorniko
Emperorniko Feb 14 2014, 10:16am replied:

The only GC setup for heroes is Gateways. I used that map to see what worked in GC since it's my favorite and i hate that other GC maps dont start with Chokepoints or all of your planets being together.

+1 vote     download: Knights of the Old Empire V0.8
Emperorniko
Emperorniko Feb 13 2014, 6:00pm replied:

I said i would erase or ignore steam related comments but i found this recently Moddb.com

Rejoice in my act of not hating steam for a moment!

+1 vote     mod: Knights of the Old Empire
Emperorniko
Emperorniko Feb 12 2014, 8:37pm replied:

For the Star Defender you need to at least have a level-3 starbase before you can build it.

I'll have to look into the Sidious issue.

+1 vote     download: Knights of the Old Empire Patch 1
Emperorniko
Emperorniko Feb 12 2014, 6:46pm replied:

Sorry at this point i'm out of options to fix it. Check other mods and see if you still have the issue.

+1 vote     download: Knights of the Old Empire Patch 1
Emperorniko
Emperorniko Feb 12 2014, 12:42pm replied:

Not yet. Ground is more complicated as i do not play it myself. I usually auto-resolve with a ton of AT-ATs in the original game.

+1 vote     download: Knights of the Old Empire V0.8
Emperorniko
Emperorniko Feb 11 2014, 8:31pm replied:

found out that it's an issue with me using a newer computer while others use older ones. very few people are having this issue

+1 vote     download: Knights of the Old Empire V0.8
Emperorniko
Emperorniko Feb 11 2014, 7:46pm replied:

I dont see what wrong with a day of the week.

+1 vote     download: Knights of the Old Empire V0.8
Emperorniko
Emperorniko Feb 11 2014, 6:58pm replied:

iBUYPOWER VALKYRIE CZ-17-TD03

+1 vote     mod: Knights of the Old Empire
Emperorniko
Emperorniko Feb 11 2014, 6:50pm replied:

3rd gen Intel Core i7-3630QM 2.4GHz processor
16GB DDR3 memory
1TB HDD
Blu-Ray Player
4GB NVIDIA GeForce GTX 675MX
17.3" Full HD Display
Windows 8 64-Bit

+1 vote     mod: Knights of the Old Empire
Emperorniko
Emperorniko Feb 11 2014, 5:40pm replied:

She's not a clone. Why would there a female clone of a man?
Wait for the Hero Introduction for her!

+1 vote     media: New Splash Screen
Emperorniko
Emperorniko Feb 11 2014, 5:37pm replied:

Only in the GC Gateways. he's intended for a patch later on for skirmish.

+1 vote     media: Hero Introduction - Darth Sidious
Emperorniko
Emperorniko Feb 11 2014, 5:30pm replied:

Well sorry it's very isolated problem. I've never seen it happen to me and i did the only thing i could do on my end that had worked just fine last time.

+1 vote     mod: Knights of the Old Empire
Emperorniko
Emperorniko Feb 11 2014, 5:21pm replied:

Then i dont have any way to fix it. it seems to be only happening to you as far as i can tell.

+1 vote     mod: Knights of the Old Empire
Emperorniko
Emperorniko Feb 11 2014, 4:57pm replied:

2:30pm isnt night anywhere in the US. i clearly said night right there. i'm in Richmond, Virginia so i meant night as in, dark in the US and i'm sure it wasnt at 2:30.

It was being reauthorized all evening and wasnt even done at 11pm here when i put the updated file up hours before.

+1 vote     mod: Knights of the Old Empire
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