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Comment History  (30 - 60 of 965)
GoaFan77
GoaFan77 Feb 8 2015, 12:39am replied:

Maxleof made the models, I tweaked the textures.

+2 votes   media: Time for an Upgrade
GoaFan77
GoaFan77 Jan 31 2015, 1:42pm says:

Uh, I would switch the B and Y wings in that analogy. The Y-wing is infamous for being one of the slowest fighters in Star Wars. It is in no way used like a Mosquito. Further the Y-wing like the K-wing actually has a dedicated gunner, while the B-wing is a one man starfighter.

Since Y-wings have proton bombs like TIE Bombers, I fail to see how it doesn't qualify as a bomber if the TIE Bomber does.

+1 vote   media: The Workhorse
GoaFan77
GoaFan77 Jan 27 2015, 8:19pm replied:

Nope, in fact if you mean the Corellian Corvette, it actually counters it (the Corellian Corvette being a light frigate, Marauder a long range frigate). However, technically long range frigates, including the Marauder, are vulnerable to the corvette roletype, which in the mod are Skipray Blastboats and the X-4 Gunship. However, it has no Minimum range for its torpedoes so it won't be like EaW at all even here.

+1 vote   media: One Proton Torpedo Barrage Coming Your Way
GoaFan77
GoaFan77 Jan 26 2015, 11:45pm replied:

Everything that happened after Endor is different in this mod. It is all in the lore if you want to read it. Moddb.com

That said, officially even in the expanded universe (now Legends) canon, the New Republic was actually declared in 4 ABY (a bit after Endor), way before they captured Coruscant.

Starwars.wikia.com

+1 vote   media: One Proton Torpedo Barrage Coming Your Way
GoaFan77
GoaFan77 Jan 26 2015, 7:32pm replied:

I wouldn't say it sucks up close, but hey, if you can kill an enemy outside of their weapon range, why wouldn't you? :p

+1 vote   media: One Proton Torpedo Barrage Coming Your Way
GoaFan77
GoaFan77 Jan 26 2015, 6:32pm replied:

Yes.

Moddb.com

+1 vote   media: One Proton Torpedo Barrage Coming Your Way
GoaFan77
GoaFan77 Jan 26 2015, 12:16am replied:

Very much so. Early on the New Republic gets large offensive penalties due to their new military and political institutions, but these can eventually be eliminated through research. At which point they become a very well rounded, powerful faction with no weaknesses.

+1 vote   media: One Proton Torpedo Barrage Coming Your Way
GoaFan77
GoaFan77 Jan 25 2015, 8:41pm replied:

I talked about this much more in the "Faction Guide/Preview" I made after the mod of the year contest. In short they have both, and the Marauder is one of the few ships that could work alright with either group of ships (preferably not directly tanking, but its not more fragile than any other ship of its class, unlike say the Corellian ships or MC30 which trade some durability for speed). Moddb.com

+1 vote   media: One Proton Torpedo Barrage Coming Your Way
GoaFan77
GoaFan77 Jan 18 2015, 11:55pm replied:

His base stats are the same as a regular Dreadnaught (except he can build all Rebel fighter units). However he gets similar stats boosts from leveling up like a capitalship does, so naturally at level 10 (as he is in this screenshot), he is way better than a regular Dreadnaught. Same thing happens with Captain Rogriss/Admiral Screed and their cruiser based ships.

+1 vote   media: The Last Senator
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 3 2014, 6:44pm replied:

I submitted it as a draft trailer to Disney way back when actually, but they went with this JJ Abrams guy because his had more Light Claymores. :-(

+4 votes   media: Mod of the Year Week: Day 1
GoaFan77
GoaFan77 Nov 20 2014, 9:36pm replied:

Did you extract the zip file you downloaded here? The game detects mods by looking for normal folders, not .zip files (that's just so you can download it). Otherwise, make sure its in the right folder by hitting the "Show Mod Path" button in the mod tab of the main menu options in game.

Perhaps this guide will help with anything else. Steamcommunity.com

+1 vote   download: Enhanced 4X Mod 1.74
GoaFan77
GoaFan77 Nov 9 2014, 4:17pm replied:

The Vasari phase gates tend to be more defensive in nature since you can only build them at your planets and they are permanent. Since the Rebel's can only get them via scouts and they are temporary, they are more well suited for offensive operations and strike runs. At least that's how I'm hoping they'll work. :p

+1 vote   media: Out Among the Stars
GoaFan77
GoaFan77 Nov 8 2014, 7:34pm replied:

No, the Corellian Gunship has three engines and is still very much in the mod as a combat unit called the Corellian Gunship. :p This model I believe has been seen in the background of some visual sources but has never been given any canon name or much description, hence why I'm using it as a scout.

+1 vote   media: Out Among the Stars
GoaFan77
GoaFan77 Oct 16 2014, 5:59pm replied:

Not for the Rebels. Those are for the New Republic.

+3 votes   media: Heart of the Fleet
GoaFan77
GoaFan77 Sep 3 2014, 4:38am replied:

Sorry for the delayed response, I was just monitoring the hotfix download. Usually random crashes in game is because of the game running out of RAM. Try reducing your graphics settings a notch (that is, ship/planet/structure detail) and see if that fixes that helps the problem. Also, I would try the recently released update, it slightly lowers the mod's RAM usage.

+1 vote   download: Enhanced 4X Mod 1.73
GoaFan77
GoaFan77 Aug 25 2014, 9:09pm replied:

It is possible, as ironic as it sounds. Screed doesn't become a Warlord in the Interregnum timeline so Zsinj has no reason to kill him this time around. :p

+2 votes   media: A tiny detail I may have forgot to mention
GoaFan77
GoaFan77 Aug 21 2014, 11:56pm replied:

Sadly we don't have a canon picture of this ship, but I don't think the book it was in said anything about white specs for stars, even if that would be better camouflage. Likewise the book didn't say much about exactly what the stealth armor did, but I can only assume the author had a stealth bomber in mind, I.e. with a long range scan you wouldn't pick up a massive warship. Only when you got within combat range would you realize the enemy fleet had a Super Star Destroyer. :p

+1 vote   media: In the Dark of the Night
GoaFan77
GoaFan77 Aug 18 2014, 10:19pm replied:

Not easily, because what SoGE does to choose your supercap is the same mechanic that you use to choose which warlord to join.

Basically you can build the Bellator first with 4 military labs like Vanilla titans, then there's a research for the Executor at six labs. It probably won't be uncommon at all for you to start out with a Bellator, then build an Executor if the Bellator is destroyed.

+1 vote   media: Bella, Horrida Bella
GoaFan77
GoaFan77 Aug 18 2014, 9:20pm replied:

Indeed. But you can only have one of them at a time of course.

+1 vote   media: Bella, Horrida Bella
GoaFan77
GoaFan77 Aug 18 2014, 6:38pm replied:

I can't say I've ever seen that before. Talk about mad Vasari... O_o

I will try to play some games with Vasari Loyalists to see if I can't see this happen.

+1 vote   download: Enhanced 4X Mod 1.731 and Interregnum Hotfix
GoaFan77
GoaFan77 Aug 16 2014, 12:50pm replied:

For now, Zsinj almost got some negatives though, and I might go back and add some if after player feedback a few of the warlords are substantially better than the others.

+2 votes   article: Meet The Warlords
GoaFan77
GoaFan77 Aug 1 2014, 11:37pm replied:

Yup, surprisingly easy to miss actually. I've been using this for a video reference. :p Youtube.com

+1 vote   media: SPHA-T Beam
GoaFan77
GoaFan77 Aug 1 2014, 4:48pm replied:

While the Venator isn't in the released version yet, you're free to try the public alpha if you do not mind the lack of laser beams. :p

+1 vote   media: SPHA-T Beam
GoaFan77
GoaFan77 Jul 2 2014, 2:24am says:

I'd say they changed. Now they have 100% more cockpit. :p

+2 votes   media: Some Things Don't Change
GoaFan77
GoaFan77 Jun 23 2014, 12:41pm replied:

That should work for those three minimods yes.

+1 vote   download: E4X Optional Minimods 1.73
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, 1:17pm 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 23 2014, 5:21pm replied:

To each other yes.

+1 vote   media: Testing picture of the Day
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 6 2014, 12:51am replied:

You should read the Outbound Flight Novel also by Timothy Zahn, it explores Thrawn's early history and why he was forced to leave the Chiss and sets the ground for him joining the Empire.

The standard E4X hero system requires 2/4/6 civic research labs for heroes, along with a certain amount of other research completed. Empire heroes are a bit harder to get though because their flagships are better, so Thrawn is currently at 5 civic labs.

+1 vote   media: It was so.. Artistically Done
GoaFan77
GoaFan77 Mar 6 2014, 12:03am replied:

I don't think that's an official artwork MrPerson, and it is much to dark so it wouldn't work well as an icon anyways (I think I tried to use it for one of the ability icons). Also the black uniform indicates this is probably when he was still in the Chiss Expansionary Fleet, none of the ranks he held in the Empire have black uniforms.

He's the second Imperial hero in terms of chronology. You'd already have Teren Rogriss by this point unless you just didn't bother to research his free tech.

+1 vote   media: It was so.. Artistically Done
GoaFan77
GoaFan77 Mar 2 2014, 3:10am replied:

Ah, my apologies that was a bit unclear. I meant the last hero in terms of how difficult he is to recruit. I'm revealing them out of order. :p

+1 vote   media: An Allegiance for a Loyal Commander
GoaFan77
GoaFan77 Mar 1 2014, 6:09pm replied:

You'll find out soon enough. :p Piett is the second Imperial hero I've revealed, Teren Rogriss was the first. Moddb.com

+1 vote   media: An Allegiance for a Loyal Commander
GoaFan77
GoaFan77 Feb 27 2014, 10:09pm replied:

It is a possibility, but the 5th ability slot is already being used on some ships for other things, so using it is a bit more complicated. Balancing a weapon that only deals shield damage would also be quite challenging so at first they'll be normal weapons.

+1 vote   media: Full Power to Ion Cannons
GoaFan77
GoaFan77 Feb 26 2014, 3:03pm replied:

Well, that depends. For now they are regular weapons because otherwise most of the Star Destroyers would just be dealing turbolaser damage. However you'll notice on the Victory-II page in the capitalship ability list thread they have an ability that makes its ion cannons work properly, that is shield damage and if the shields are down they will reduce rate of fire. The problem is getting this to work requires an ability slot and I don't have room to do that on all capitalships.

+1 vote   media: Full Power to Ion Cannons
GoaFan77
GoaFan77 Feb 25 2014, 12:25pm replied:

Depends on the mod. But if it is a pretty big mod that say adds new races probably not.

+1 vote   download: Enhanced 4X Mod 1.72
GoaFan77
GoaFan77 Feb 16 2014, 1:21pm replied:

We all do what we're good at, so yes you get lots of these fancy ability and gameplay mechanic things from me. Glad you like it. :-)

+4 votes   article: The Morale System
GoaFan77
GoaFan77 Feb 16 2014, 1:11pm replied:

Sadly the game engine only allows you to name things classified as Capitalships, Titans or Starbases.

+1 vote   media: These are not the images you are looking for.
GoaFan77
GoaFan77 Feb 14 2014, 5:59pm replied:

The Empire will not but the other Empire subfaction, the Imperial Warlords, will. Also, any faction may be able to get Venators from special random encounters.

That Valiant Class looks pretty fanon to me, so I'd rather not use it. The Mandelorians will probably just build their own version of the Venator.

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Feb 11 2014, 12:36pm replied:

Last I checked they only have the Golan-III, though it can be built as either a starbase or a tactical defense. Again right now the Golan-III is using 6 tactical slots, which thanks the the Empire's racial bonus of +1 tactical slots they can build a Golan-III even on moons and asteroids without needing to upgrade tactical slots.

+1 vote   media: The NovaGun
GoaFan77
GoaFan77 Feb 11 2014, 12:16am replied:

The Golan-IIIs are expensive compared to a standard turret but not prohibitively so. You can still get them early game, you just want to be a bit more careful with them (I.e. not using them as expendable platforms to kill the militia after the siege frigates are gone like pro Sins players do).

Honestly the real reason the Golan 1 and 2 are not in the mod is because I do not have models for them. I really like the look of the Golan-II but it is really too similar to the Golan-III justify having. If the AI really has an issue with the Golan-III, I might go track down a Golan-I for a much weaker and cheaper version, but otherwise I think there are more useful units I could be adding.

+1 vote   media: The NovaGun
GoaFan77
GoaFan77 Feb 10 2014, 6:59pm replied:

There's really not anything they can do that the Golan-III can't do, so there wasn't a reason to add them. Maybe if the AI doesn't like them I'll try to add the Golan-I as a more standard turret.

+1 vote   media: The NovaGun
GoaFan77
GoaFan77 Feb 2 2014, 3:38pm replied:

Not really, which is why I didn't mention that. :p I'd have to make them Corvettes, but Corvettes cannot be in squadrons. So neither they nor any of the Rebel fighters can jump to hyperspace.

+2 votes   media: Best of the Best
GoaFan77
GoaFan77 Jan 27 2014, 3:51pm replied:

Yeah, I'm sure getting the six sides of it rigged into Sins' 4 firing arcs was not fun. Good job on managing to do that. :-)

+1 vote   media: It's a Space Station!
GoaFan77
GoaFan77 Jan 27 2014, 1:40pm replied:

My reasoning as well (plus this is actually much bigger than a Golan as well so it fit in better with the Sins starbases). The Golan-III is in the mod as well but as an expensive combined weapons platform/hangar defense tactical structure, not the starbase.

+1 vote   media: It's a Space Station!
GoaFan77
GoaFan77 Jan 20 2014, 5:48pm replied:

Possibly, I have not decided on that for sure. But there is a good chance a few of the Vanilla artifacts will be replaced with some Star Wars themed ones at the least.

+1 vote   media: The Climb Through the Ranks
GoaFan77
GoaFan77 Jan 8 2014, 11:27pm replied:

That's actually a complicated question to answer, but for human players they do indeed stop all ships in range from jumping, unlike Requiem which used the long charge up times. However, unlike SoGE, Interdictors can only maintain the gravity projection while they have antimatter, and there are other ways to force them to stop, so if you get trapped by them you have a few ways to escape. In short I think it is a far more accurate and balanced representation of Interdictors than in any current Star Wars mod. I'll go into more detail about how it works later after I describe the other Interdictor units, the Empire technically has 4 of them and each works a bit differently.

+1 vote   media: Leaving So Soon?
GoaFan77
GoaFan77 Jan 6 2014, 2:52am replied:

The Triple Alliance basically arrives into the Star Wars galaxy about the same time the intro of Return of the Jedi ends (in Star Wars years, 4 ABY). In other words, sometime after Luke, Han and Leia left Tatooine but before they leave for Endor on the shuttle Tydirium. The other factions enter main galactic space throughout the next year or so, since they went through the wormhole later and made their entrance in more distant parts of the galaxy. As part two will show, their arrival almost immediately changes Star Wars history forever.

+2 votes   article: A Timeline of Star Wars: Interregnum, Part 1
GoaFan77
GoaFan77 Nov 20 2013, 11:41am replied:

That's a bug, they'll get their normal phase gates back in the next patch that should be out soon.

+1 vote   download: E4X Optional Minimods 1.7
GoaFan77
GoaFan77 Nov 16 2013, 5:06pm replied:

Vasari Loyalists/VCC should still be able to research phase stabalizers like normal, it is just the Vasari Rebels/VIR get them without research. I'll double check to make sure I didn't screw something up.

+2 votes   article: Enhanced 4X Mod version 1.7 released
GoaFan77
GoaFan77 Nov 14 2013, 4:19pm replied:

Nope. Like Forbidden Worlds DLC will always be optional. DLC owners will get the content they paid or though.

+1 vote   download: Enhanced 4X Mod 1.7
GoaFan77
GoaFan77 Oct 24 2013, 10:52pm replied:

Official Forums. :p

Forums.sinsofasolarempire.com

+2 votes   media: A Pirate's Life For Me
GoaFan77
GoaFan77 Aug 31 2013, 5:51pm replied:

All the above except for Wedge Antilles; however he and Rogue Squadron will make an appearance as a special unit in the mod itself.

+1 vote   media: Who Will You Serve?
GoaFan77
GoaFan77 Aug 31 2013, 2:58pm replied:

Oh Requiem is still being worked on by Jason. But yes Interregnum will have pretty powerful Imperial Star Destroyers that require research.

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Aug 18 2013, 8:51pm replied:

I believe they used pacts to do this (I assume they based it off the system ZombiesRus pioneered in Sins of the Fallen), so sadly that mechanism cannot be extended to check for owned structures.

+2 votes   media: Port of Plunder
GoaFan77
GoaFan77 Aug 16 2013, 7:28pm replied:

I really wish I could do this, but the market can only be influenced by research, and there is no way to allow a player to research something only if they control this structure... :-(

+2 votes   media: Port of Plunder
GoaFan77
GoaFan77 Aug 10 2013, 6:31pm replied:

You can always spawn any planet bonuses/artifacts you want with the parameters "NoOwner" and "Always". The Swamp Defensive bonus is still in the mod, but it is no longer actively used and this is one of the few cases where the name in the galaxy forge is not the internal name. It is essentially the same thing as the "Thick Atmosphere" bonus.

+1 vote   download: E4X Galaxy Forge 1.6
GoaFan77
GoaFan77 Jul 30 2013, 1:45am replied:

It should work, but you need to have No Superweapons on the top of the mod order. If you put titan reset above it, that can happen. ;-)

+1 vote   download: E4X Optional Minimods 1.6
GoaFan77
GoaFan77 Jun 29 2013, 4:57pm replied:

Yup. And the mod folder location is the same for everyone, we all have the steam version regardless of where we bought Rebellion. ;)

+2 votes   download: Enhanced 4X Mod 1.6
GoaFan77
GoaFan77 Mar 10 2013, 3:44am says:

Some of them will work without E4X or perhaps even with some other mods. But No Superweapons is not one of them. I disabled them by editting the gameplay.constants file, which contains many other changes E4X does. It may work just using it by itself but you'll get other changes along with it.

+2 votes   download: E4X Optional Minimods 1.5
GoaFan77
GoaFan77 Feb 8 2013, 10:07pm replied:

Did you ever end up using it for anything? I've never seen it in Sins of the Fallen.

+1 vote   media: Cybercore
GoaFan77
GoaFan77 Jan 26 2013, 11:15pm replied:

It's not an ability. That's what the planet looks like. Sadly Stripped to the Core is the only way we can kill planets.

+3 votes   media: Enjoy the Lights While You Can
GoaFan77
GoaFan77 Jan 9 2013, 3:57pm replied:

Thanks xbreed, but just to be clear I don't work for Stardock, in case you meant that literally.

+2 votes   download: Enhanced 4X Mod 1.5
GoaFan77
GoaFan77 Dec 19 2012, 1:54pm replied:

Guest, try this link. Moddb.com

All the Moddb related download problems come from the gamefront mirrors. By adding /all to the end of the download link (after removing any extra like the referrer section of the URL), you can manually select a "Mod DB" server which I think should work for you. If not, let me know and I'll put it up elsewhere.

+1 vote   download: E4X Optional Minimods
GoaFan77
GoaFan77 Dec 10 2012, 2:12pm replied:

Hmm, well that's not the game directly crashing, which is good news for the mod. What's Rebellion's memory usage when you try to enable the mod? Also since it is probably some axillary service the game needs to run, I'd check that your direct X version, graphics card drivers etc. are all up to date.

+1 vote   article: Minimods, E4X 1.5, and Voting.
GoaFan77
GoaFan77 Nov 25 2012, 8:07pm replied:

The mod folder should be located in the "My Documents" -> "My Games" -> "Ironclad Games" -> "Sins of a Solar Empire Rebellion" folder. Note you may have to run the game once after an update for the folder to appear. You can double check the location by going into the main menu, the mods tab, then pressing the "Show mod path" button.

+1 vote   download: Enhanced 4X Mod version 1.49
GoaFan77
GoaFan77 Oct 30 2012, 1:07am says:

Sorry for the late reply. The dev.exe now has a separate mod folder. Run the dev, it will create the new mod folder, then copy the mod over to the new mod folder.

+1 vote   media: Enhanced 4X Developer Journal 1
GoaFan77
GoaFan77 Oct 16 2012, 2:02am replied:

Ay, I have no desire to turn them into mere "Supercapitalships" as some want. Especially titans like the Eradica that relied on their abilities for damage will get a large stat boost to compensate.

+1 vote   article: Rethinking Titans
GoaFan77
GoaFan77 Aug 22 2012, 12:58am replied:

The Vasari anti-structure cruiser will be naturally quite unique, though I may still change exactly how it works. It is not actually a new frigate, rather it is a special entity deployed from another currently existing frigate. For now it won't have a new model, but it may get one in the future. It's unlocked at tier 5.

+1 vote   article: Restructuring Defenses
GoaFan77
GoaFan77 Aug 21 2012, 11:12pm replied:

A Stardock Employee posted on the forums today that it will be next Tuesday (the 28th).

+1 vote   article: Restructuring Defenses
GoaFan77
GoaFan77 Aug 20 2012, 11:12pm replied:

Pretty much all the changes detailed here are already implemented. The AI seems to handle them pretty well so far. However, I'm waiting for the next version of Rebellion to be released (which will break mods), and I hope to add a few more things before that happens.

+1 vote   article: Restructuring Defenses
GoaFan77
GoaFan77 Jul 30 2012, 7:02pm replied:

Yeah, if this isn't enough I may make flak deal some sort of AoE damage or let mines damage fighters too. And I think I can get the AI to use them, it is just going to be a lot of number tweaking to deal with their far greater ranges. Anything in this post is subject to change if the AI doesn't handle it well.

+2 votes   article: Restructuring Defenses
GoaFan77
GoaFan77 Jul 21 2012, 4:09pm replied:

So far almost all of the new stuff I added since 1.3 is for the new subfactions in Rebellion, so I can't do that for Diplomacy. Unless Diplomacy gets a new patch this will probably be the final version.

+2 votes   download: Enhanced 4X for Diplomacy 1.34 (not for Rebellion)
GoaFan77
GoaFan77 Jul 9 2012, 10:08pm says:

That extra little glow in Rebellion really helps the planets look better. :D

+3 votes   media: It's Mars!
GoaFan77
GoaFan77 Jul 8 2012, 1:34pm replied:

Delete the Rebellion Title.ogg file in the mod's sound folder to return it back to normal.

+3 votes   download: Enhanced 4X 1.4 Beta for Rebellion
GoaFan77
GoaFan77 Jun 21 2012, 2:22am replied:

Thanks. If you have Diplomacy you can already try them out. Though they'll probably get some tweaks for Rebellion.

+2 votes   mod: Enhanced 4X Mod
GoaFan77
GoaFan77 Jan 26 2015, 12:17am replied:

Hmm, I too have both DLCs so that shouldn't be an issue. I'll try it with just E4X.

+1 vote   download: E4X Optional Minimods 1.74
GoaFan77
GoaFan77 Jan 25 2015, 8:38pm replied:

The invulnerable trade station and space station are meant for you to capture as rewards for taking the pirate base. One obviously acts as a trade port, the other gives you access to the "Pirate Captain" hero (this is all added by E4X, it will start being replaced by Star Wars content in the next patch).

If you killed all the turrets and ships you shouldn't be getting shot at (they don't have weapons). The pirate bases do however have mines, and in this mod they deal passive damage until destroyed; they do not explode like regular Sins. So make sure to bring a scout to destroy them.

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Jan 25 2015, 2:42pm replied:

Yes. In fact for the time being, the pirates have been changed to use the Atzerri Cartel ships listed here, though this is only a temporary change until the Mandalorians are added.

+1 vote   article: A New Challenger Approaches
GoaFan77
GoaFan77 Jan 24 2015, 9:41pm replied:

You are using the latest version of E4X/Interregnum and these minimods right? I've heard some people say this happens if you say use the old version of the minimods with the current version of the mod.

Also, what DLCs do you have? The method I used for disable superweapons should work for all of them, but it does involve some of the same code as DLC content, and I obviously can't remove my DLC to test if it works for those without it.

+1 vote   download: E4X Optional Minimods 1.74
GoaFan77
GoaFan77 Jan 24 2015, 9:39pm replied:

No. As the mod says, it simply double research. It does not change the research prerequisites (I.e. 2 of a research in most cases). This is because some factions, like the Advent, need more techs to get some of their key ships. If I made it so you had to completely finish the previous research before going on to the next, it would say increase the number of shield techs needed to get the Guardian from 3 to 6, while other factions can get their ships without any extra research.

So short answer, the mod is only designed to give you more stuff research, not make any particular tech harder to get, which is what changing the prereqs would do.

+1 vote   download: E4X Optional Minimods 1.74
GoaFan77
GoaFan77 Jan 24 2015, 9:34pm replied:

Basically the Assertor was too similar to the Executor. The Assertor is 15km long, the Executor 19km, and both basically serve as giant battleships meant to take out fleets. The Bellator is both smaller, which was needed since I needed an Imperial titan more equal to the Sins titans for the AI/Warlords, and had a more unique role since it was designed to hunt those capitalships. Finally, from what I could tell, the Bellator is more popular; besides you and MegaModer down there asking for it today, I've had no one say its their favorite. I had people asking for the Bellator from day 1 until I added it.

I actually have access to the same ISD models SoGE has. However, I had the current models already set to go and didn't want to slow development time replacing them. Further, there's something just a bit off about the textures and design for me. The SoGE models were actually designed by Maxleof of Star Trek Armada 3, and while he's fantastic at what he does, In my opinion it looks a bit too much like, well, a Star Trek modder made them. They're too shiny and a bit too smooth for my tastes. I might try to retexture them to fix my complaints with them some day, but its hard to justify something like that when we still have factions to add and we already have perfectly good models for them.

+3 votes   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Jan 24 2015, 2:01pm replied:

I likely will not, only a few hard core Star Wars fans even know about the ship, unlike the Executor which is one of the most iconic starships of all time. It also lets other races get one for say having a New Republic fleet with an SSD later on. That said, if you want to learn a little modding yourself and either change that ability to spawn Bellators or make another one in addition to spawning Executors, I have no problem with it (as long as its for your own personal use).

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Jan 23 2015, 11:35pm replied:

I don't ever say this, but its my policy to never give an exact date. :p Unless its really so close that its more of the wait for Moddb to authorize it than actual development time.

+1 vote   article: A New Challenger Approaches
GoaFan77
GoaFan77 Jan 23 2015, 8:23pm replied:

Yes, its just for Executors. I just gave it as an example of having more than one titan.

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Jan 23 2015, 6:12pm replied:

We're making good progress, but not quite close enough to give a date. Besides, we might yet decide to thrown in a few more features into the next release besides the Rebel Alliance and the Atzerri Cartel. :p

+2 votes   article: A New Challenger Approaches
GoaFan77
GoaFan77 Jan 23 2015, 6:11pm replied:

I think the Rebels from that random event are the same Rebels spawned by the TEC culture tech. However, with the random event it will spawn the same type of ships as the previous owner of the planet, so it would make no sense to use the Cartel here.

+3 votes   article: A New Challenger Approaches
GoaFan77
GoaFan77 Jan 22 2015, 12:17am replied:

The Allegiance will not be a regular capitalship. I have decided any ship that is notably more powerful than an ISD-II should either be a hero, titan or not obtainable by normal means. This is because the ISDs are already more powerful than the vanilla Sins capitalships, letting modern battlecruisers into the regular capitalship category would be difficult to balance to gameplay and lore (the Bellator was hard enough to squeeze in).

I'm afraid Sins is hard coded to not let you "build" another titan if you already own one. You can get around this limit if you create the ships by ablities, as you may discover if you find and capture the Kuat planet. However, I do not find this method to be practical for typical use, so they will likely be limited to rare and powerful planets like Kuat.

That said, the Empire might still find itself getting a new Star Destroyer or two as the mod progresses, but if they are better than an ISD-II they will probably be special hero ships or titans, not buildable capitalships.

+2 votes   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Jan 21 2015, 6:18pm replied:

It is indeed a Bellator. You have found it. :p

+3 votes   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Jan 21 2015, 6:14pm replied:

They're starting to get close, but still a bit hard to give an exact date.

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Jan 20 2015, 7:27pm replied:

As the Empire, you can't. Just like the TEC, they can only build mines via their constructor ships, and if you can't colonize it you can't get a constructor there. When the Rebels come out, they will be able to lay mines anywhere like the Vasari and Advent can.

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Jan 19 2015, 9:07pm replied:

Opps, indeed it does. Thanks for pointing that out, but they should work fine as intended. Just a text issue, it will be fixed in the next release.

+2 votes   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Jan 19 2015, 7:18pm replied:

What faction are you?

+1 vote   download: E4X Optional Minimods 1.74
GoaFan77
GoaFan77 Jan 19 2015, 7:11pm replied:

It's actually not the same research, even though it uses the same icon. The one in the preservation tree gives your Starbase, not the Enforcer Cruiser, quad laser cannons to fire at strikecraft, and is available to both Empire faction. The Enforcer Cruiser quad laser cannon upgrade is just for the Warlords and lets their Heavy Cruiser also fire on starfighters. I try not to use the same icons but sometimes there aren't a lot of pictures too choose from.

The research descriptions should make this clear, if they both say the same thing in the description then that is indeed a problem. :p

+2 votes   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Jan 19 2015, 7:08pm replied:

Download the optional minimods pack. One of the minimods will double your fleet and capitalship supply. You may not want to use it on the largest maps though, 10 factions with double the amount of ships is a bit much even on the strongest PCs.

Moddb.com

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Jan 18 2015, 11:58pm replied:

I'd like to think all my hero units have had thought put into them. :p Also where ever possible I like to give hero units ability names that are direct quotes from the characters. Admiral Ackbar has everyone beat at that though hands down (3/4 of his abilities).

+2 votes   media: The Last Senator
GoaFan77
GoaFan77 Jan 18 2015, 11:50pm replied:

Probably because members of a fleet always try to reform the fleet around the leader. Honestly I never use the fleet feature, your ships waste too much time getting in position (as is the case here). While I don't use them either, I'm told there are more traditional RTS unit ctrl groups you can use to select a group of units without the reforming fleet nonsense.

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Jan 17 2015, 6:59pm replied:

Whoops. Meant to say "With the exception of the Tiny Random Map". Any map that has random in it except that one has a chance to spawn it. Non-Random maps cannot spawn it.

+1 vote   download: Star Wars: Interregnum Alpha 2 (Full Install)
GoaFan77
GoaFan77 Jan 17 2015, 3:45am replied:

Weird. Unfortunately I can only really change the description in the inforcard, its supposed to pull things like duration automatically. I guess we modders just thrown it things so complicated it can't figure it out. :p

It's between 60-70 seconds though.

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Jan 16 2015, 6:49pm replied:

The Kuat random encounter will appear approximately 20% of the time on random maps with the exception of random maps. Just where it spawns on the map is different depending on the map however.

If you're impatient, there is the in game map designer and/or galaxy forge which you can use to force it to spawn. :p

+1 vote   download: Star Wars: Interregnum Alpha 2 (Full Install)
GoaFan77
GoaFan77 Jan 16 2015, 6:47pm replied:

Well if your ships are dying its not the Krytos Virus. It only slowly damages planets. Ships just get a defense debuff and spread it to other planets.

Might there be mines in the gravity well that you didn't destroy? They do damage over time in this mod rather than exploding.

+1 vote   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Jan 16 2015, 6:25pm replied:

Still top secret I'm afraid. :p

+2 votes   mod: Star Wars: Interregnum
GoaFan77
GoaFan77 Jan 14 2015, 1:52am replied:

Nope. To quote myself in a comment in the news.

"I like many Star Wars fans do not really like the Zann Consortium. Forces of Corruption is awesome for trying to include so many Expanded Universe elements, and if the story was strictly non-canon I'd be fine with it, but basically they made the Consortium too good and make fools out of absolutely everyone else in the SW universe.

I could go on with all the canon problems I have with FoC, but long story short I do not mind Tyber Zann's character but there will absolutely be no Zann Consortium. At least not a playable one, at most it will be a minor faction in a random encounter or something. I have other plans for some of the Zann [space] units, and they will all be given different back stories."

+4 votes   mod: Star Wars: Interregnum
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