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GoaFan77
GoaFan77 9hours 8mins ago replied:

It is a steamworks game I'm afraid.

+1 vote     game: Sins of a Solar Empire: Rebellion
GoaFan77
GoaFan77 Apr 17 2014, 11:49pm replied:

The first part of a multiplayer game is often sped up for some reason. It occurs with or without mods, you'd have to bug Ironclad's webcode programmers to know why it does that. Eventually it will get back to normal speeds.

+1 vote     mod: Enhanced 4X Mod
GoaFan77
GoaFan77 Apr 17 2014, 1:18am replied:

Of course. There both going to have their own faction in fact. The Empire is just the first one being worked on. ;-)

+2 votes     mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Apr 2 2014, 7:09pm replied:

It's not, but I have the original Sins factions in this mod, so why not change things up a bit if I'm not sticking to strict canon anyways. :p Read what's in the news section if you want to learn more about Interregnum's alternate timeline.

+4 votes     mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Mar 26 2014, 1:25pm replied:

Yeah, it took a while to go down, even with half of the TEC frigate fleet just standing around doing nothing behind it for some reason. :p

+1 vote     media: This mod needed more battle screenshots
GoaFan77
GoaFan77 Mar 26 2014, 1:24pm replied:

The Ragnarov titan is the only one that can focus fire on one target. Since the Executor has something like 700 DPS if it is firing at the maximum number of targets in all directions, putting that all on 1 target would be both impractical and overpowered I think. :p

+1 vote     media: This mod needed more battle screenshots
GoaFan77
GoaFan77 Mar 26 2014, 1:17pm replied:

I'm trying. :p

+1 vote     media: This mod needed more battle screenshots
GoaFan77
GoaFan77 Mar 26 2014, 1:17pm replied:

Most of them are not, and none of the models in this screenshot are.

+1 vote     media: This mod needed more battle screenshots
GoaFan77
GoaFan77 Mar 26 2014, 1:16pm replied:

Indeed, it is possible I will include LAA in this mod as well. For now it seems to do okay with just minor graphics reduction but once all the factions are in it may well be needed to run the mod.

+1 vote     mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Mar 25 2014, 11:47pm replied:

Amazing what some new normal maps can do. :p

+3 votes     media: This mod needed more battle screenshots
GoaFan77
GoaFan77 Mar 25 2014, 11:12pm replied:

It's a bit better than other titans but more expensive and uses more fleet supply. It's best suited to engaging entire fleets though, so individual titans can certainly have a good fight with it 1v1.

+1 vote     media: This mod needed more battle screenshots
GoaFan77
GoaFan77 Mar 23 2014, 5:21pm replied:

To each other yes.

+1 vote     media: Testing picture of the Day
GoaFan77
GoaFan77 Mar 22 2014, 4:35pm replied:

Read the FAQs. Many people need to reduce their graphic settings before playing mods!

+1 vote     download: Enhanced 4X Mod 1.72
GoaFan77
GoaFan77 Mar 22 2014, 4:34pm replied:

Get them here. Enable them in the same relative order as in the picture and you'll be fine. Moddb.com

+1 vote     mod: Enhanced 4X Mod
GoaFan77
GoaFan77 Mar 20 2014, 4:11pm replied:

No, sadly mods cannot do anything about that. There are more minor factions however you can run into though.

+1 vote     mod: Enhanced 4X Mod
GoaFan77
GoaFan77 Mar 19 2014, 1:28pm replied:

Yes they should. :-)

+1 vote     download: Enhanced 4X Mod 1.72
GoaFan77
GoaFan77 Mar 19 2014, 1:27pm replied:

Hmm, try going to task manager once you're in the game for a little bit and see how much RAM it is using. If its running somewhat close to 2 GB you may need to reduce your settings a bit more. You might also want to check out Large Address Aware (LAA), which will let your computer use more RAM and can greatly increase Sins' performance and even stability for some computers.

+1 vote     mod: Enhanced 4X Mod
GoaFan77
GoaFan77 Mar 18 2014, 5:45pm replied:

We are currently beating the heck out of the mod with a durasteel hammer to find out what breaks, so it can be fixed before the first public release. Once the bugs have been squashed and thrown into the trash compactor it will be released. :-)

+8 votes     mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Mar 16 2014, 2:55pm replied:

Nope.

+2 votes     mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Mar 16 2014, 2:50pm replied:

Currently the Executor, ISD-I, Vindicator (pictured), Strike Cruiser, VSD-II and Carrack Cruiser. Some of these will be replaced with Rebel units once they are added.

Sadly the spawning location of these ships are totally random, nor will they shoot at each other. I came really close to getting an EaW style main menu with ships attacking each other in the background, but I guess the game just won't allow it. :-(

I toyed around with the menu on the sides but the game centers the main menu area so that resolutions greater than the minimum have extra space on all sides. This sadly both limited the size of the "gap" and made it impossible for the menu to go directly on any edge.

+1 vote     media: The first thing you see...
GoaFan77
GoaFan77 Mar 16 2014, 2:39pm replied:

That would be awesome, but sadly the game only lets you rotate around the ship in the main menu, not look under it. I suppose I could rotate the model but you could tell it was sideways. :p

+1 vote     media: The first thing you see...
GoaFan77
GoaFan77 Mar 14 2014, 4:35pm replied:

That would be the quick play mode in the developer.exe, I'm afraid you won't get anywhere near as many in standard play. :p

+1 vote     media: All the Tech Tree are Belong to Us
GoaFan77
GoaFan77 Mar 12 2014, 2:56pm replied:

Well, the Interdictor SD's gravity well projector ability is clearly better than the Immobilizer's. The Immobilizer is a complete sitting duck while using its gravity projectors; it can't move, shoot, or replenish its shields. The Interdictor SD not only has higher stats but can fire and replenish shields, if at a reduced rate. As such it is much harder for a trapped enemy to destroy it so they can jump to hyperspace.

Their other abilities do completely different things however. The Immobilizer has one additional ability that helps it destroy strikecraft with its quad laser cannons. The Interdictor SD can't fire on strikecraft but has 3 other abilities, a few of which I described in the description.

Nope. I played EaW and FoC but I never even downloaded a mod for them before, let alone commented on any.

I haven't payed a lot of attention to Ascendancy either, but last I checked they haven't released the mod yet. :p

+1 vote     media: Going Somewhere?
GoaFan77
GoaFan77 Mar 12 2014, 1:05am replied:

I only talk about Sins mods, I know nothing about EaW modding. :-p

Yes they both have other abilities besides the gravity well projectors that the other does not have. But the main difference is that the Immobilizer is a frigate and the Interdictor Star Destroyer is a capitalship. While both are expensive for their category, unlike SoGE Interregnum keeps the vanilla's command point mechanic which limits the number of capitalships you can build. For strictly trapping enemies the Immobilizer is probably more efficient, but the Interdictor SD has much more utility from its other abilities and doesn't suck in a fight. But you can't afford to build many of them which might be a problem if you have fleets fighting on different fronts, so you will probably have both.

Also keep in mind your Interdictors only work while they have power (antimatter), so again unlike SoGE having redundant Interdictor units is a good idea in case one of them has to recharge, so in practice you'll probably have both in your late game fleets.

+2 votes     media: Going Somewhere?
GoaFan77
GoaFan77 Mar 10 2014, 9:50pm replied:

It is not on Moddb, though I stopped contributing to that mod since Rebellion. If you need a good Star Wars mod for Diplomacy however its pretty good. Sins.imperial.cc

+1 vote     member: GoaFan77
GoaFan77
GoaFan77 Mar 10 2014, 7:45pm replied:

What about the Interface? Honestly I wanted to have released the Alpha by now but I found a bug with the game engine that will force the redesign of a major feature if it is not fixed in a future Sins patch. The uncertainty about that is the only real obstacle from releasing the Empire alpha. :-/

+3 votes     mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Mar 10 2014, 6:39pm replied:

Well, in some ways my Enhanced 4X was simply creating the groundwork for this mod, so if you count that a year or two. :p I started really working on Interregnum sometime last summer.

Well, I do try and make every unit have something unique and worthwhile to build, but naturally certain factions are going to prefer certain units. Capitalships are very important to the Empire, while the Rebel Alliance prefers carrier units with their strong strikecraft for example. It's really up to your play style though since there is a variety of interesting units I think.

This mod builds on E4X which has reduced the number of strikecraft for performance reasons. The only real difference in Interregnum is that the Star Wars factions have "Advanced Stikecraft" that can only be built from things like capitalships and starbases. While more powerful, these strikecraft take longer to build and take antimatter to replace, so you might prevent your units from using special abilities if you just spam TIE Interceptors instead of using regular TIE Fighters for example.

The Galactic Empire and Imperial Warlords will be fairly similar to Rebellion's Loyalist and Rebel factions. This is because the Warlord faction is based on the Imperial Remnant after the real Battle of Endor in the expanded universe, and honestly they used basically the same ships as the Empire before Endor did. The real difference between them is play style thanks to some different research and abilities, though there will be a few more unique units than just the Corvette and Titan as with the Sins factions.

The Rebel Alliance and New Republic however will come very close to being entirely different factions, despite being the same overall "Race" like the TEC Rebels and TEC Loyalists. They'll share only a few combat units (including capitalships), the rest will be unique as will most of their tech trees.

+3 votes     mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Mar 8 2014, 10:11pm replied:

Where are you putting your maps? The random colonies thing is weird, are you sure you're not using the in game map designer?

+2 votes     mod: Enhanced 4X Mod
GoaFan77
GoaFan77 Mar 7 2014, 9:24pm replied:

Check out the FAQ below, if you are fairly new to mods it is probably hitting the 2GB limit and you need to either reduce your texture settings or try something like LAA. Also, at least one person is having some weird problem with autosaves, so if that doesn't work try turning autosaves off.

Moddb.com

+3 votes     mod: Enhanced 4X Mod
GoaFan77
GoaFan77 Mar 6 2014, 3:59pm replied:

Nah, the Grand Admirals were something Palpatine made up for symbolic reasons more than anything else. Thrawn seems to be the only one Vader had any respect for, and he earned that respect before he was a Grand Admiral. I did think about making Piett a "High Admiral" but that only changes what your rank symbol looks like, people usually still call you Admiral when talking to you.

And Thrawn would certainly prefer an ISD-II over an Allegiance. The Allegiance is all about firepower, lots of health and turbolasers, but no fighter support and not as many Ion Cannons. The ISD-II thus give Thrawn more tactical options to make use of. Further, his flagship in the books is an ISD-II, so for lore reasons he ought to have one. :p

+3 votes     media: It was so.. Artistically Done
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