This member has provided no bio about themself...

Comment History
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ Simplex 4.8

For what its worth, Gearbox just did a hotfix patch and after said patch I stopped seeing it force the EGS login to open in a browser. Hopefully that prevents the issue you've been seeing.

Good karma+1 vote
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ Simplex 4.8

Gearbox recently patched the HWRM suite to 2.3 to include Epic Games multiplayer for when they released it on there. That's why its started forcing the EGS login to open in a browser. Rather annoying, but nothing to do with this mod. For some people the forced alt-tab is breaking their resolution and making classic unplayable.

Good karma+1 vote
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ Simplex 4.8

Ok, following up.

1) In M03, the bug is explicitly killing the first infiltrator too fast. Once I held the strategic bombers back, it lived long enough to trigger the script properly.

2) Much lesser bug - in M05 there's a voice file triggered claiming that Ion Frigates have been made available, but the Ion Frigate tech does not become available for research until M06.

If I see anything else as I play through I will add more here. Thanks.

Good karma+1 vote
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ Simplex 4.8

I've messed around with some other mods, so I'll need to find time to sit back down and attempt it again to refreshed the HW2.log. I don't have any good video software, but I can attest that I'm using the strategic bombers awarded from successful crewship rescue in the prior mission as part of my strikecraft swarm and they may be obliterating the infiltration frigates almost instantly. That would line up with your suspicions. I'll include holding them back when I get the chance to play again.

Good karma+1 vote
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ Simplex 4.8

Bug Report: M03 is completely broken. The step where the 3 Vaygr carriers hyperspace in and continue to send Infiltration frigates does not properly execute. Haxor console cannot be used to select and detonate the AI ships as they are not 'inbounds' on the map anywhere for selection to be possible. Attempted to edit playercfg.lua to bypass it but I must be misunderstanding something about that as all I did was create a crash trigger.

The initial fighter/corvette assault for mission start does trigger. The secondary objective to deploy a mobile refinery does trigger and react. The Vaygr probes do spawn the extra carrier near the asteroid field for the secondary objective. One initial wave of the infiltrator frigates plus escorts does spawn in, but their associated carriers do not. It appears map scripts for progression depend on the deaths of those three carriers.

Good karma+1 vote
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ Maelstrom

soase-maelstrom

Hello - reporting one possible bug and asking one design question.

The bug - I attacked a minor faction planet under an AI players control. On destroying the planet, the remaining minor faction buildings became neutral. I could not attack them, and when I colonized it I could not use them or deconstruct them to free up the logistics and tactical slots. Normal behavior is that the minor faction buildings remain hostile and can be cleaned up. I'm not sure if this is specifically a Maelstrom bug, or something caused by the surprise patch that the devs dropped on Sins a few months ago.

The question - I noticed that the militia units being spawned are a mix of Vasari, TEC, and Advent ships always, without respect to the actual faction, user or AI player. Maelstrom factions do not use their own ships for militia, while vanilla factions will all see militia ships from the other two vanilla sides. Is this a bug or intentional?

Thanks for the mod, keeping it updated, and your time.

Good karma+1 vote
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ Shockwave beyond the horizon

Completely fair. A shame about being told 'no' on the Scrin. Thanks for responding, and so quickly at that.

Good karma+1 vote
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ Shockwave beyond the horizon

While CNC:G Shockwave is one of the historically most popular mods for that game, I'd recommend looking at Rise of the Reds. It's kind of a sequel to Shockwave by the same team. Shockwave expanded Generals would be nice, but ROTR expanded Generals + Russians and ECA would be even a step better.

Also, OpenRA Combined Arms has converted the Scrin to C&C1; / RA1 art style. I don't know if they'd share their art assets with you, but there may be an opportunity there.

Thanks for considering.

Good karma+1 vote
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ Star Wars: Interregnum

Yes, I am well aware. I figured that was the primary reason it was not selected early on as a Rebel hero counterpart to Piett in the Allegience, in terms of comparable ship classes.

I can understand how its not a great fit in terms of not having a known hero, but being an almost singular one-off as a Rebel commanded Lucrehulk. If you really want to get into splitting hairs, one could say there was only one Rebel Providence, too, as far as I am aware. But one could also argue CSA bought up most of the available Lucrehulks, while there might be more Providence's out there that are not spoken for on their post Clone War fates.

That's not a complaint against the inclusion of the Providence or the Rebel One version in any way - after all, my threshold for whether something should be included or not appears to be lower. I like it and don't have a problem with it.

Good karma+1 vote
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ Star Wars: Interregnum

Personally I'd like to see the Rebel Alliance get the Fortressa as a hero as this would be in keeping with Rebels using older and repurposed ships (conveniently, a Lucrehulk model is already in).

That being said, mechanically Rebels really need Kre'fey's ultimate to protect a core fleet from pervasive Imperial use of mobile gravity wells to support their hit and run style, and I'm not sure putting that on the Fortressa would work on several thematic levels.

I've said before I'd also like to see a Bulwark Mk3 as an alternative Rebel titan, but I respect the team's position about the questionable canon status and lack of aesthetics for the design.

Good karma+1 vote
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ Star Wars: Interregnum

1) Zann Consortium is in the mod as a minor faction. Not playable. In the mod lore, Black Sun, Zann Consortium, and several other groups contributed to the Atzierri Cartel to resist the primary factions. That is the generic independent militia you take neutral worlds away from.

2) 'Pirates' in this mod are a mercenary clan of the Mandalorians. They are not the Zann Consortium, and do not use Zann Consortium mass driver weaponry.

3) Advanced pirate behavior from the Sins Outlaws DLC is supported by the Beskar minimod. The update for this mini-mod is being beta tested by the team and will be released 'soon'. The prior version of Beskar does not work with the new release. Load that up after it is available, and you'll get exactly what you are asking for: pirate colonization and heavier pirate raids.

Good karma+2 votes
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ Star Wars: Interregnum

The main issue is that the old minimods will be missing code for the NR faction, so their effects won't apply to them in most cases. It's not recommended by the team.

Dunno if they are taking new people, but if you want to inquire about beta testing, the best place is their discord server.

Good karma+2 votes
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ Star Wars: Interregnum

Aside from the graphics mini-mods, the others have not been updated for the new version. Some of them will crash your game or cause unexpected behavior, especially the bigger ones like Beskar and Deathmatch. The updated versions are currently being beta tested. Until they are released, you need to turn the old versions of the minimods off if you want to play.

Good karma+1 vote
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ Star Wars: Interregnum

The team has already stated that this mod is set in the Expanded Universe, with the timeline diverging around the Battle of Endor.

So, nothing from the Old Republic eras. No Clone Wars Republic forces, as they have been absorbed by the Empire's rise. No CIS remnants, as by this point they have been wiped out or incorporated into Rebel Alliance cells. No First Order and no Resistance from the new Disney trilogy, since the change in the timeline means that the state of the universe develops very differently. If they do create additional playable factions, the most likely ones would be Mandalorians or Yuuzhan Vong - and the pattern of historic releases would suggest it would take another year or two from now before that faction is releasable, if this team chooses to make it. In my opinion based on what I've read, Vong would be more likely as an NPC invasion event than as a full faction.

Good karma+2 votes
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ Star Wars: Interregnum

Every time someone asks 'when is release?' Vader force chokes a kitten and the team adds another month to the public release date while they test it ^_^.

Good karma+1 vote
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ Star Wars: Interregnum

Not really possible on two levels.

1) It would take an unfeasible amount of work to achieve this. Star War: Interregnum is built on top of E4X, a Vanilla+ extension mod by GoaFan77. That makes it two steps removed from STA3 in terms of compatibility work, instead of just one. And that's before you get into trying to merge the different stat balancing systems between the different mods.

2)The Sins engine is old with a 32 bit exe. Even with the 2 gig ram flag turned on, the engine still struggles with trying to run a large number of factions at once. Maelstrom pushes that to its absolute limit with 14 factions (7 sides with both loyalist and rebels) and it can have memory crash problems while trying to load at least 1 of each unique faction with only vanilla textures/effects. The Sins of the Fallen/Kobol team has a modular file system to swap active factions in and out that is unique to their mods and is more stable. Meanwhile, Interregnum has enhanced textures and effects, and can easily hit the memory cap crash now with just the factions it has. Adding STA3 would be more than the engine can handle (6 for vanilla loyal/rebel, 3 + 1 for SW:INT, 5 for STA3 = 15)

As far as satisfying that Star Wars vs Star Trek itch goes, there is one mod for Gal Civ 2 that does that and Trek Wars: Revival for Empire at War, or you can hand build that theme yourself in Stellaris through selecting the appropriate mods to add the necessary ships and faction art.

Good karma+2 votes
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ Star Wars: Interregnum

I am not on the team, but all indications are no chance of a separate Clone Wars mod from this specific team. The addition of the New Republic is next and has been in production for several years. The core developers have other projects they maintain, like E4X and Stargate Races. After New Republic, we are likely to see the Eclipse and additional 'minor faction' mercenaries. Beyond that, extremely vague hints have been dropped that they might add a playable Mandalorian faction and Yuuzhan Vong in some form (if anything, maybe as invasion event NPCs). However, those two items are, at best, not even in the design stages yet and are likely years away even if they decide to commit to doing them.

Good karma+2 votes
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ Star Wars: Interregnum

The next major release will be the addition of the New Republic. The team will not comment on a date. In big picture terms, they probably have more done than left to do. Personally I am hopeful for a release within the next few months, based on prior trends for how they preview new content. Then again, I wanted New Republic first and I have been waiting five years for it, so it takes as long as it takes and it is done when it is done.

Good karma+3 votes
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ Star Wars: Interregnum

If you would read the lore articles posted by the devs: this mod diverges from the Star Wars timeline around Return of the Jedi. From the perspective of the mod, Force Awakens, Last Jedi, and Rise of Skywalker *do not happen*. No First Order, no Resistance. Similarly, by this time the CIS is defunct and all Republic forces have been Imperialized. The New Republic here is based off the Legends version, prior to the Disney takeover.

Good karma+3 votes
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ Star Wars: Interregnum

Mods in Sins have to be built from the ground up to be compatible with each other - there are only two real examples of this out in the mod community, E4X/Star Wars Interregnum here, and the modular system used by the Sins of the Fallen/Kobol team for their mods. The discord for E4X/Interregnum has seen unofficial talk of some additional minimods for possibly integrating things like Bailknight's GFX, but they involve a lot more work to make compatible than just toggling them on in the mod loader list. By default, there will be a lot of conflicts by just trying to load them as is.

All other Sins mods are basically stand alone and incompatible with each other. The engine being 32 bit also means that the memory cap can also cause problems with trying to add a lot of races at once. Sins of the Fallen specifically manages that with their modular system, while most other teams tend to stop at either 6-10 sides with loyalists/rebels, or 3-5 races with unique model sets.

Good karma+2 votes
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ DaggerHell

This is a lot of fun, but I think it would great if you could make a version of the main mod that is compatible with Heretic/Hexen too. Thematically it would fit with both really well.

Good karma+1 vote
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ Homeworld 2 Complex Simple

Hello @ Siliconworm. Just tried Campaign in 3.8. Something is broken with the M01 script. Expected Vaygr Enforcements counts down to 0:00 then just sits there without triggered the next phase of the mission.

Good karma+1 vote
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ State of the Mod 2017

Understood, thanks! The way my head works, I tend to do a slot to slot comparison between Alliance and New Republic for trying to figure out what the new ships will generally do, though I understand it will not necessarily be 1 to 1. While there is still a ways to go, it looks like it may be past the point where there is more done than left to be done, so that is a bit exciting.

Good karma+1 vote
Faceless_Wanderer
Faceless_Wanderer - - 24 comments @ State of the Mod 2017

Thanks for staying the course on continuing to work on the mod, despite life obligations. As you likely know from me occasionally asking after it, I've been waiting on New Republic for years. Even got me to sign up on Moddb finally, since Sins forums are really slowing down.

Thanks also for the general faction fleet write-up, which I also asked after a few months ago on Sins Forums. The only two points that are not clear to me at this point is whether or not New Republic has an MC30 advanced frigate equivalent, and whether or not Republic Star Destroyer is officially off the list.

Good karma+2 votes