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jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

Why you don't ask in the official forum?

Good karma+1 vote
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

Which ability on what ship?
Some more info would be helpful.
Atm it is like you say "there is a bug" and nothing more, not helpful.

Good karma+1 vote
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

So weekend is over...
Any new eta for the minimods?
I would like to play the new faction, but i don't play without minimods.

Good karma+4 votes
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

I bet you play with minimods...
The are not working atm, they must be fixed for the new version so you have to wait until.

Good karma+2 votes
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

Cool that the new version is out now!
Now i have to wait for the minimods being updated to play it. :-)

Good karma+3 votes
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

So i must wait a bit longer as i don't play without the minimods anymore.

Good karma+1 vote
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

Will the minimods work with the released new republic version in may?

Good karma+1 vote
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

I hope i will have a chance to play it before corona kills me.....

Good karma+1 vote
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

No, ai is not modable!

Good karma+1 vote
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

Then i would suggest you make it as a minimod.... ;-)

Good karma+1 vote
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

The problem will be the ai. The ai always hide its flagship at the planet most far from enemy and don't use it offensive.
So even if you can make the flagship an additional capital you can only use it in multiplayer as it can't be balanced in ai fights.

Good karma+2 votes
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

Now it's nearly a 3/4 year since last update.
Can we have a little hint how long we must wait until next?

Good karma+4 votes
jk_bonn
jk_bonn - - 153 comments @ Hapan Nova-Class Battle Cruiser

Looks beautiful!

Good karma+3 votes
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

As always, when it's done! :-)

Good karma+2 votes
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

What was updated 12 hrs ago?
Couldn't find it.

Good karma+1 vote
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

When it is a border planet to the enemy but i am attacking on the other front i use the as often i can to secure the planet.
When i then later make an offensive move to capture the enemy planet next to it the defensive ships stay at the gravity well and will become useless when i further advance.

I think a change of the abilitys to maybe a buff of defence structures would be a better solution instead of adding more ships to the game.

Would all be no problen when the engine would be 64 bit and could use more memory.... ( still dreaming)

Btw. hope you are on a good way to release of new republic faction, i am exited like a little kid to play the new faction. ( maybe christmas :-) )

Good karma+1 vote
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

I will make a minimod with the timed death for the minor raid ships for myself and test it.
Maybe i can upload it in future as a optional minimod addon?

Good karma+1 vote
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

When they are at border worlds they are very useful, but when the front moves they get useless as they are some planets away and stay there forever.
Then new ships will be sent to the new border that will also get useless when the front moves again.
And so on and on.

I had at some hundreds minor ships sitting at "now" useless planets in the end before the game get a minidump because of memory problems.

My idea is to give these minor attack/defense ships a timer after which they self destruct. Maybe a the timer should be long enough to let them life a long time so the are still be useful, 1 hour or even 2 hours should be long enough.

So they stay long enough to take part in action and when the front moves on they self destruct after the timer ends and free the memory for new ships.

In the end this is a problem of the 32 bit engine, we all had no problems when it would be a 64 bit engine with unlimited memory usage, that would be a dream....

Good karma+1 vote
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

I know they don't count for fleet supply.
But as they get more and more because they can't be self destructed or self destruct after a given time they increase the total ship count more and more what slows down the game at a given point because the memory the game ca use is getting full.
A minidumps will occour when there are too many ships in a game and the memory can't handle it anymore.

Good karma+1 vote
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

Or maybe the can get a timer until they self destruct ( like the empire ships summoned at their starbase )?
The timer could be long enough to make the ships useful, maybe 1 hour or even more.
This will let them still be useful but after a long time they self destruct and free some memory.

Good karma+1 vote
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

Hello,

i made the experience that the minor ability to summon defensive fleets make the minidump problem because of to many ships even worse.
As you can't sent them anywhere or selfdestruct them they will stay forever in their gravity well unused when the front moves forward.
The ai also summons these ships and often to gravity wells which are not in danger so even more ships on the map......

Maybe you can remove these ability and give them something other.

Good karma+1 vote
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

Never had such issues in all the years i play this mod.
Maybe the problem is at your pc, maybe other software which is running?

Good karma+1 vote
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

If you find Katana Dreadnaughts in your space and its save from capturing of an enemy then let some uncaptured as replacements for losses.
As i mostly play Empire its easy to simply have a scout in system to capture a dreadnought when you need it.

Good karma+1 vote
jk_bonn
jk_bonn - - 153 comments @ Home One

It's a trap!

Good karma+7 votes
jk_bonn
jk_bonn - - 153 comments @ Hapan Battle Dragon

Dolynick wrote: "will be coming as part of the New Republic update", not fleet.
So i think you can get it from a minor race or somewhere else.

Good karma+3 votes
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

I think i have found a little bug.
The fear ability of the normal executor SSD ( the one i had from kuat ) will not be auto used.
I have never seen the ability used automatic.

Edit: Found that the SSD must have been damaged to autocast the ability.

Good karma+1 vote
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

He edited his post after my reply.....

Before he edited that post in the time he could, he asked for a minimod for the interregnum mod, not for a new one.

Good karma+1 vote
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

Did you read what GoaFan77 wrote?

"No. We wont be using anything from the sequel trilogy."

This mod don't use anything of this Disney crap.

Good karma+1 vote
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

You can simpy upload it to the addons of interregnum.

Good karma+1 vote
jk_bonn
jk_bonn - - 153 comments @ Star Wars: Interregnum

The minimods are alredy released at May 21:

Moddb.com

You can still use the latest galaxy forge for interregnum.

Good karma+1 vote