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GoaFan77
GoaFan77 20hours 9mins ago replied:

They're new models that aren't in the Alpha 2 release. All the Empire's Capitalships besides the Interdictor have received new models. You can get more info on them in the screenshots pages featuring them.

+2 votes   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 May 26 2015, 5:48pm replied:

The Rebels are currently undergoing final testing for the release of Alpha 3 before too long. They are not currently in the public release, but keep checking back and they should be out before too long.

+1 vote   download: Star Wars: Interregnum Alpha 2 (Full Install)
GoaFan77
GoaFan77 May 26 2015, 5:48pm replied:

Indeed it does. Any time the Sins executable file changes, either from reinstalling or an update, you need to reapply LAA.

+1 vote   download: Star Wars: Interregnum Alpha 2 (Full Install)
GoaFan77
GoaFan77 May 25 2015, 7:26pm replied:

The Rebel Alliance has not been publicly released yet. They will be out in the Alpha 3 release soon.

Ships without textures is usually caused by the game running low on RAM. Either reduces your ship/structure/planet detail settings (highest often causes issues with mods), or if you have more than 4GB of RAM, look into applying Large Address Aware.

+1 vote   download: Star Wars: Interregnum Alpha 2 (Full Install)
GoaFan77
GoaFan77 May 24 2015, 4:23pm replied:

The Rebels have not been publicly released yet (as you can see from the top of the page here). We are in our final testing phase for Alpha 3 which will release them, so it shouldn't be much longer before you can play as them.

+2 votes   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 May 24 2015, 12:21am replied:

Firing distances in this mod is basically the same as vanilla Sins. One exception though is the Rebels, they get a 15% range bonus to all weapons as part of their racial power, to ensure they get the first hit in.

+1 vote   media: Small Imperial Fleet
GoaFan77
GoaFan77 May 24 2015, 12:13am replied:

I can almost promise you the Assertor is not happening. Regardless of what you think of its design, it's too similar to the Executor to justify adding. It also wasn't in canon long enough to have any important characters command one.

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 May 24 2015, 12:12am replied:

I said I'd add the Eclipse if this mod wins Mod of the Year. :p Short of that happening though, we have no immediate plans for the near future. Also there is no room to add any more normal Imperial titans, they'd have to be in the mod as something special.

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 May 23 2015, 2:27am replied:

I can arrange that. :p

+2 votes   media: Give Me Liberty!
GoaFan77
GoaFan77 May 23 2015, 2:26am replied:

Why would you not want Star Wars characters in a Star Wars mod?

Technically, any map can have heroes disabled if you disable default templates on the Homeworld. This will prevent the hero spawning structure from starting on the Homeworld. If you don't mind changing a little code, you can change this globally in the GalaxyScenarioDef file.

Do note that some named characters that named as "Heroes", like Darth Vader, are actually their faction's titan, so they will not be removed this way. However, gameplay wise they are no different than normal titans.

+1 vote   news: Interregnum Alpha 3 Testers Wanted
GoaFan77
GoaFan77 May 23 2015, 2:18am replied:

I'm be pretty busy this weekend so sure, feel free to upload a few of your best ones. Preferably with the HUD hidden (ctrl+shift+z), cinematic mode and decent graphic settings. We do like things to look pretty on the page. :p

+2 votes   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 May 23 2015, 2:11am replied:

That is something we haven't decided yet actually. The Bellator was actually not originally planned for this mod, but we ended up adding it in Alpha 2 because we wanted the Warlords to have a titan that wouldn't lose levels on death and because it was clear the Empire AI was having a hard time building titans.

We will likely attempt to just have the Viscount first and see how it plays out.

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 May 23 2015, 1:23am replied:

But this is a new model for it i had to show off. :-)

+1 vote   media: Give Me Liberty!
GoaFan77
GoaFan77 May 21 2015, 8:06pm replied:

Try downloading from a different Mirror? Gamefront in particular tends to have a lot of problems.

Moddb.com

+1 vote   download: Star Wars: Interregnum Alpha 2 (Full Install)
GoaFan77
GoaFan77 May 21 2015, 12:08am replied:

I'm afraid it isn't. The plan at the beginning was to have each titan in the titan build menu, and then only unlock one with your subfaction choice. However, for some silly reason Sins only allows 2 titans in the titan menu, even though capitalships, frigates and cruisers allow all 9 slots. Worse, I did not realize this until midway in development since it never occurred to me the limit might not be 9.

The build an Executor that becomes the correct titan was a work around as a last means to preserve the idea of having the Warlords have their own titans (since 3/4 of them had Executors).

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 May 20 2015, 6:49pm replied:

Glad you're enjoying it! If you really like those exploration features, you might want to check out Gul Dukat's Interregnum Alpha 3 preview. He and I talked while he played a custom map that has a bunch of new additions.

If you like surprises, scroll to the end of this news article. :p

Moddb.com

+3 votes   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 May 20 2015, 6:24pm replied:

Good point. I could change the text to make that more clear. Technically, that is what happens, but the ability will get used before you get a chance to see it. :p

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 May 17 2015, 7:00pm replied:

Probably not. Custom wreckage for each ship would take a lot of time and more memory space that we don't have. Since we keep the original factions, our space constraints are a bit different from other mods, and I'd rather add features that are more important and actually affect gameplay.

+3 votes   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 May 17 2015, 11:26am replied:

It was just a planet that randomly got to be named Coruscant. Not the new Coruscant type planet that's also going to be in the next version. :p

+4 votes   feature: The Rebellion's First Battle
GoaFan77
GoaFan77 May 14 2015, 7:39pm replied:

A few. There's some things on the to do list as well, not sure how long I'm willing to wait on them though.

+2 votes   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 May 13 2015, 7:56pm replied:

If you hover over a player on the diplomacy screen I believe it says this, but I'd have to double check.

+1 vote   news: Meet The Warlords
GoaFan77
GoaFan77 May 12 2015, 6:25pm replied:

Yes! The next part is already partially written, it's just waiting for a good time between news articles to go up.

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 May 9 2015, 6:26pm replied:

The Bellator and The Executor (with Darth Vader) are the titans for the Galactic Empire yes. The Imperial Warlords however have a more complicated titan situation, if you don't mind not having Lord Vader to force choke your enemies for you. :p This article will explain.

Moddb.com

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 May 9 2015, 12:37am replied:

You mean the Bellator and the NightHammer (which in this mod actually cloaks) wasn't exoitic enough? :p

If you read some of the old news articles from mod of the year, I did say I would add the Eclipse if the mod won first place in its division (it got #4, so there was a new hero, Pellaeon, added instead). I'm not in any hurry to add it, as the main priority is getting the Rebels and New Republic done, but I'll probably offer the same deal next year at least. :p

If the Eclipse or any other SSDs are added, they will probably not be regular Imperial titans, since I can only put two titans in the build menu for some silly reason (hence the Warlords' unusual titan spawning method with the Executor). They'd probably be something special and rare, and not specific to a particular faction.

+2 votes   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 May 8 2015, 6:03pm replied:

I actually have a different Bellator model I could use, but it does not have textures. I've only textured one (small) model completely from scratch (the rest have had at least the base texture done), and I am not really good at it and it takes me a long time. And since the focus of the mod is currently on getting the other races finished, its not very high on the to do list.

That said, if you or anyone else thinks they can do a good job with it, I'd be as happy as anyone else if it got finished. :p

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 May 4 2015, 9:08pm replied:

Only the benefits that you research for the most part. However, the Empire has a racial bonus for Turbolaser damage, and Alliance Proton Torpedoes have a passive 10% to bypass shields even without research. Also, Lasers, Turbolasers and Ion Cannons count as energy weapons for buffs that effect them, while Proton Bombs, Proton Torpedoes and Concussion Missiles are physical.

For balance reasons Ion Cannons can do hull damage when they are a normal weapon, but a Victory-II's ability and an Alliance Capitalship upgrade give them a bonus to shield damage. Ion Cannons that are purely abilities (ISD-II's Ion Barrage) only do shield damage.

+4 votes   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 May 2 2015, 12:22am replied:

At this point, I don't even know anymore, but I can probably eliminate months, hours and now. :p

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 May 1 2015, 7:00pm replied:

The Rebel Titan is Home One. However, the Rebel version is commanded by Admiral Ackbar himself; there is no generic version of it like the Executor class. :p

It is possible once the New Republic is added Mon Calamari will be modified to allow you to get the larger Mon Calamari ships.

+1 vote   news: A Galaxy Far Far Away is now a little bit closer
GoaFan77
GoaFan77 May 1 2015, 6:51pm replied:

The Star Forge is way too powerful to be a buildable structure. Check out the new article for how it works!

+1 vote   media: These are not the screenshots you're looking for..
GoaFan77
GoaFan77 May 1 2015, 6:50pm replied:

I actually did try really hard to get it to spawn at the Star, but Sins just didn't like doing it that way. <_<

+1 vote   media: These are not the screenshots you're looking for..
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