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GoaFan77
GoaFan77 Dec 18 2014, 11:38pm replied:

I actually tried to make the stock Executor the weakest of the Executor type ships, as I didn't want to add any bonuses for not allying with a warlord (I just can't force players to do it, and I thought it was a nice roleplaying option).

It's ultimate ability, Execution, is indeed one of the best direct damage abilities in the game, but overall the ships is pretty bland compared to the rest. It doesn't have Vader's force choke to shut down enemy ships, it can't cloak like the Night Hammer, it doesn't have any unique bonuses like Isard's spying and random disables or Kaine's global economic bonuses. Obviously its a matter of opinion though.

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Dec 18 2014, 11:33pm replied:

The AI is really inconsistent with culture for some reason. I've seen some games where it builds 6+ culture centers on one planet, and others where it doesn't build any despite losing planets to culture. All homeworlds now spread a little culture in this mod, and that was change was partly made to help the AI early game. AI build preferences is something we modders sadly have very little control over.

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Dec 18 2014, 11:30pm replied:

Thanks for the help with answering questions Galudirithon, however I'm afraid quite a few of those answers aren't fully correct (see my response to Gothic). If its not something basic it may be better if I answered them, even if my response time isn't the greatest this time of year. :p

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Dec 18 2014, 11:27pm replied:

When ships do not have their textures loaded and appear the team color, its actually because you game is running out of RAM. Try reducing your graphics settings (ship/planet/structure detail) or enable Large Address Aware to fix this problem. It will also help prevent mods from crashing. See the technical support thread for more information. Moddb.com

The Katana Fleet can appear on any map with noncolonizeable planets (Unlike what Galudirithon says you do not need any DLC). If you have the DLC however you can also find a few of them in ship graveyards the DLC adds.

Kuat has chance to appear on any random map except Random Tiny. At this time it will not appear on any premade maps, but the next version will likely have some premade maps that focus around Kuat and other planned Star Wars planets heavily.

You can change the autosave duration by editing the rebellion.user.setting file in notepad. Note that this might cause issues if you ever play multiplayer.

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Dec 16 2014, 7:36pm replied:

Pick the Imperial Warlords, join Grand Admiral Thrawn's faction, construct the second titan (the Executor). It will be replaced with the Night Hammer when it is complete. Had to be done that way to get around the silly 2 titans per faction hardcode limits. :p

+1 vote   media: In the Dark of the Night
GoaFan77
GoaFan77 Dec 16 2014, 7:31pm replied:

3. You should see the Vasari Phase Gate structure in your tactical slots building area, but you should not be able to actually research it without the minimod.

4. Probably not, battlecruiser sized ships are somewhat awkward to fit in this mod since that tends to make them too big for capitalships yet too small for titans (at least for the Empire). It could have been the smaller Imperial titan I suppose but the Bellator was more unique and popular.

The only way I see it being added is if this mod does well enough in the mod of the year contest for the community to get to vote on a hero unit of their choice to be added to be the mod. In theory there might be a character who would logical have one as a flagship, however the only known post Endor Imperial I know of that had one is Sander Delvardus, who I killed off in the lore when writing the section on the Nighthammer. Moddb.com

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Dec 16 2014, 7:30pm replied:

Glad you're liking it. :-)

1. Depends on exactly what content you're referring too. Neutral Imperials guard all Terran and Industrial planets, since these are the most valueable planets and the planetary governors there don't want to give them up (or are going rogue). :p There is also a very special Imperial Random encounter, Kuat, which has a large Rogue Imperial defense force, including a Super Star Destroyer.

2. The Empire has less options sure, the whole point of the Warlords is to be a customizeable umbrella faction. Fleet size is the main disadvantage for the warlords, which is thus a big benefit for the Galactic Empire, but within their research tree the Empire has a lot better culture options (thanks to Vader's use of the Dark side for things like Battle Meditation) and defense (Galactic Empire ships have more armor in friendly territory and have a unique tech in the preservation tree to help this further, start with a shield generator on their homeworld). Also in my opinion Vader is the best all around titan.

Also, I should point out that so long as you don't lose any planets, the Empire has no negatives at all. All of the other Star Wars factions cannot fully avoid their negative traits, like the Warlords and Rebels, or only do so with very late game research, like the New Republic will be able to do. That said, I might end up further increasing the Warlord's fleet supply penalty a little bit in the next version. ;-)

As for the faction names, in that case I wanted to emphasize the TEC Rebel's Xenophobia (they hate aliens, so they emphasize their humanity). Very few people pride themselves on being aggressive fanatics; it is their xenophobia that drives their hatred that leads to their aggressive, genocidal policies. Also, I'm pretty sure anything is less generic than just "loyalists" and "rebels". :p

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Dec 15 2014, 8:12am replied:

Probably would, unfortunately that probably only applies to releasing a good product. The Rebels just aren't quite ready yet, and we have some other surprises planned for the next update that haven't even been hinted at. :p

+2 votes   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Dec 15 2014, 1:31am replied:

There should be E4X 1.74, Interregnum Alpha 2 and an EnabledMods.txt file in the zip file. Make sure your zip extractor didn't place them somewhere weird, and if you have 7zip or something like that, use the Open Archive feature to see directly whats in the zip. If its really not their, try downloading it again. The zip should be around 450 MB.

+1 vote   download: Star Wars: Interregnum Alpha 2 (Full Install)
GoaFan77
GoaFan77 Dec 14 2014, 4:13pm replied:

Or maybe I want you to think its one of those so that the real secret ship is a surprise. :p Or maybe I'm typing this because I want you to think that its not one of those ships when in reality it is. :p

+2 votes   article: Alliance Faction Guide and Mod of the Year
GoaFan77
GoaFan77 Dec 14 2014, 12:01pm replied:

Actually the next update will have a minimod that will disable the non-Star Wars races, so you'll be able use random and things without worrying about getting Sins races.

+3 votes   media: It's a trap!
GoaFan77
GoaFan77 Dec 14 2014, 11:59am replied:

I'm afraid I do not know of any ship called the Alliance Dreadnaught. And I will not be using any ships from the Kotor or ToR eras; pretty sure any ships from back then at best would be scrap parts on Raxus Prime. :p Its also not an Aggressor.

+1 vote   article: Alliance Faction Guide and Mod of the Year
GoaFan77
GoaFan77 Dec 14 2014, 11:48am replied:

Yes, the Nebula is awesome and yes it is a New Republic unit, not a Rebel one. Gameplay wise, the Rebels and New Republic have much less in common than the Empire and Warlords do if you can't tell already. :p

+1 vote   article: Alliance Faction Guide and Mod of the Year
GoaFan77
GoaFan77 Dec 14 2014, 1:05am says:

Just a reminder folks, anyone can post their screenshots to the mod profile, as Mr conran did here.

+2 votes   media: It's a trap!
GoaFan77
GoaFan77 Dec 14 2014, 1:03am says:

Someone likes odd camera angles. Or their ships likes moving in odd directions :p

+4 votes   media: Launch a full barrage!
GoaFan77
GoaFan77 Dec 13 2014, 3:23pm replied:

Nope, Viscount is WAY too big to be a capital ship. It will be the New Republic titan.

+1 vote   article: Alliance Faction Guide and Mod of the Year
GoaFan77
GoaFan77 Dec 13 2014, 3:22pm replied:

Nope, I said its not a Mon Calamari ship. And the MC90 is a New Republic exclusive unit.

+1 vote   article: Alliance Faction Guide and Mod of the Year
GoaFan77
GoaFan77 Dec 13 2014, 12:53pm replied:

Yes. As the others have mentioned I was the one that created the hero unit system back in Diplomacy; STA 3's is basically a direct copy, though I had to explain to them the finer points of how it works ;-) . Though technically the unique structure idea goes back to how the Maelstrom mod set up titans before Rebellion actually added titans. Whether it is E4X style heroes, SoGE's Supercaps (which I also designed :p ) or Maelstrom Titans and Dreadnaughts, all these mods rely on giving a unique structure since all abilities in Sins are tied to an entity, and if the player could build that entity each one could summon its own set of heroes/etc.

+2 votes   article: Alliance Faction Guide and Mod of the Year
GoaFan77
GoaFan77 Dec 12 2014, 6:50pm replied:

Yeah, but the Bellator largely share the same design ascetics with the Mandators. It's just a bit more sharper looking, almost like they wanted to make it match better with the Imperial class (which it does). The Bellator's battle cruiser like role and smaller size is exactly why it is in the mod and the Mandators are not. They bring nothing to the table that the Executor cannot do; the same reason the Assertor won't be in as came out a few comments below this. :p

I actually cannot give the Empire any new buildable titans even if I wanted to. The game does not let you give a faction more than two titans as a build option. The Warlords only get six thanks to the fancy ability work that changes out the Executor they build for the correct Warlord titan. If I add the Eclipse or the Mandator-I, they won't be as regular Imperial units. They'll either be for other factions or will need to be obtained some other way. ;-)

+2 votes   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Dec 11 2014, 9:36pm replied:

I'm not going to make a warhammer 40k mod. :p I have way too much to do now as it is. Besides, the 40k mods for Sins that are already here probably need the help more.

+1 vote   member: GoaFan77
GoaFan77
GoaFan77 Dec 11 2014, 7:39pm replied:

Yup. Thanks for all the votes everyone! Please support the mod in the second round, and you will get your Alliance faction report in the next day or two. :-D

+1 vote   media: Mod of the Year Week: Day 7
GoaFan77
GoaFan77 Dec 11 2014, 6:57pm replied:

Actually the "Mandator 3" Dreadnaught is a later version of the Mandator Dreadnaughts from the Clone Wars; apparently they were not built until the Galactic Civil War. That said I do not think we have a canon image of the Mandator 3, so any model of it would be speculation at best, and besides it would be much to similar to the Bellator (which was heavily inspired by the Mandators). So the Mandator 3 is indeed not going to happen. The Mandator 1 might have a chance... it is far to early to say.

The Vengence will probably not be in the mod, since its basically just a weaker Executor and it is only associated as the flagship of Inquisitor Jerec, who I have no plans to add at this time.

As Admiral Ace mentioned, if Interregnum wins mod of the year (or the best in its category, I'm a little foggy just how that works), I'll add the Eclipse in Alpha 3. If and when it might be added if it doesn't... well lets just say its possible, but far from a sure thing and not a big priority at the moment. :p

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Dec 10 2014, 10:19pm replied:

Afraid not. My only first hand experience with Warhammer 40k is a few hours of the original Dawn of War I played with a friend as he needed someone to control units for a video he was making. :p I did actually get that game later on but I've yet to install it. :-/ And even if I did, I'm sure that would only give me a working understanding of the 40k universe, not really enough to make a story out of it. :p

+1 vote   member: GoaFan77
GoaFan77
GoaFan77 Dec 10 2014, 6:30pm replied:

Are you sure you researched the tech after the four normal titan research techs? The one that requires six military labs to research.

If so, did you happen to already build the Bellator Star Dreadnaught? You can only build one titan by normal means. If you already have a titan of any kind, the game will not let you build another one (this is a game engine restriction, I cannot change this behavior). Once your Bellator is destroyed or scuttled you should be able to build an Executor. The only way to have a Bellator and an Executor at the same time is to find and capture the Kuat Random Encounter planet. It will allow you to purchase extra Executor titans, which are created by ability and thus bypass the titan limit.

+1 vote   media: Mod of the Year Week Final Day Special
GoaFan77
GoaFan77 Dec 9 2014, 10:47pm replied:

If you have them focus fire on one ship they tend to do that. For videos I tend to order my ships to attack 5 or 6 different targets before the battle starts to that they get nice and spread out like this. Since I knew I was uploading this I then ordered a few ships around to fill in gaps and make it look nicer before recording, but just to avoid the pile up effect that's not necessary.

+2 votes   media: Mod of the Year Week Final Day Special
GoaFan77
GoaFan77 Dec 9 2014, 10:45pm replied:

Yup. You can see one in the last screenshot and in the video I just posted!

+1 vote   media: Mod of the Year Week: Day 7
GoaFan77
GoaFan77 Dec 9 2014, 7:52pm replied:

You'd think they'd wait until it was ready to notify you guys! Sorry about that, hopefully moddb won't take too long.

+3 votes   media: Mod of the Year Week Final Day Special
GoaFan77
GoaFan77 Dec 9 2014, 6:39pm replied:

Never heard of an MC 104 before, and from what I've googled of it I'd say its fanon. :p

+1 vote   media: Mod of the Year Week: Day 7
GoaFan77
GoaFan77 Dec 8 2014, 8:35pm replied:

You can change the spawn rate of artifacts on any map by opening it in Notepad (all maps for Interregnum are in the E4X Galaxy folder). Near the top there is a line that controls the spawn rate. Set it to 1.0 and pretty much every planet will get an artifact.

Kuat is a little different. You'll have to make a custom map with the Interregnum Galaxy Forge or the in game map design to guarantee it will appear.

+2 votes   media: Mod of the Year Week: Day 6
GoaFan77
GoaFan77 Dec 8 2014, 8:33pm replied:

Probably not. The Bellator only got in because I needed a smaller titan for the Warlords and AI to have the option to use. The Assertor is almost as big as an Executor, so stat wise it wouldn't be very different, nor do I know of any other difference between it and other Super Star Destroyers that might make it interesting to include. I'm not even sure if anyone has ever made a model of it suitable for putting in a mod.

That said, it is possible one of Ansel Hsiao smaller ship designs will be included later on, but for now the Rebels and then New Republic are getting most of the development time.

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Oct 21 2014, 10:13pm replied:

Did you try reducing your ship/structure/planet detail settings? Its a good first thing to try with any Sins mod, especially if you have it on highest.

+3 votes   mod: Enhanced 4X Mod
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