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Khanti
Khanti May 3 2013, 4:53pm says:

If you like, you can watch some videos, featuring this mod, on YouTube. Example: Comitatenses of Valentinian (late West Roman army):
Youtube.com

+2 votes     mod: SOMNIVM APOSTATAE IVLIANI V1.0
Khanti
Khanti May 3 2013, 3:57pm says:

It's version 1.0 but in fact it's a complete release with hotfixes.

+1 vote     download: SOMNIVM APOSTATAE IVLIANI V1.0
Khanti
Khanti May 3 2013, 3:48pm says:

One of the best or simply the best mod for RTW. Surely the best mod for Barbarian Invasion addon. It is only rivaled by Roma Surrecta with its elaborated background, historically accurate setup, immersive and atmospheric campaigns.
And you CAN play as whole late Roman Empire in the campaign as Julianus :)

+2 votes     mod: SOMNIVM APOSTATAE IVLIANI V1.0
Khanti
Khanti Apr 14 2013, 5:53am says:

Patch 1 is not available. Plese reupload if possible.

+1 vote     download: Legacy Era SICW Patch 1.1
Khanti
Khanti Oct 9 2012, 7:05am says:

What you can do with those fighters in battle is only give them order of "seek enemy". Try to instruct AI (scripts?) to use it properly so it will work. The more fighters (ships) in battles the more micro management (as to the point it will tire every human commander ;)

+1 vote     media: Fighters
Khanti
Khanti Oct 8 2012, 3:02am says:

Thanks.

+5 votes     download: Imperial Civil War 2.0 Hotfix 2
Khanti
Khanti Oct 4 2012, 8:28am says:

Are heroes re-buildable or they gone when they die?

+1 vote     media: This day has seen the end of the Rebellion.
Khanti
Khanti Oct 4 2012, 8:01am says:

Can they capture pads/buildings? Or they are just for fun of riding bikes like in vanilla?

+1 vote     media: 501st Troopers
Khanti
Khanti Oct 4 2012, 7:56am replied:

Can you make them as normal squads? I mean the numbers. If there will be 6-9 stormtroopers/rebels in squad, let there be 6-9 dartk troopers in squad. Just the price should be higher.

+2 votes     media: Darktrooper Phase Zero
Khanti
Khanti Oct 4 2012, 7:34am replied:

Thanks for answer and clarification!
1. Both Death Stars should be pricey to build. I can not tell if 80.000 is enough, as I don't know how easy/difficult will be to earn credits in mod.
2. "As for the corvettes and frigates they are still unlimited, because these come from hyperspace, which means they can come from ANYWHERE in the galaxy." - I see your point. Fair enough.
3. Mon Calamari could build any capital ships for any faction, but Mon Calamarian ships (MC40, MC 80) should be buildable on Mon Calamari planet. Right?
4. Starfighters. If they come in waves (after destroying former ones) that could be OK. I thought that ships will pump out tons of fighters at the start of battle.
5. Glad to hear both the Liberator and the Dauntless are in the mod. I hope Imperial-III SD will also be someday :)
6. Victory II-class Frigate as imperial equilvent to the Nebulon-B is a little strange because Nebulon-B was imperial frigate anyway :)

+2 votes     mod: Super Star Wars
Khanti
Khanti Oct 3 2012, 9:04am replied:

So please remember to fix the Mando bombing-run crash too.
If you've got a time :)

+1 vote     article: Update...
Khanti
Khanti Oct 3 2012, 3:33am replied:

There should be some info posted here regardless being busy modding. Some picture or news. 6 months is long in moddb ;)

0 votes     mod: Phoenix Rising
Khanti
Khanti Oct 2 2012, 3:50am replied:

I second that ;)
I don't like his textures either, but it's a matter of taste.
So PLEASE be so nice don't use his textures in SOTE. Thank you.

+1 vote     mod: Shadows of the Empire
Khanti
Khanti Oct 2 2012, 3:41am replied:

Good to hear that!. There's no need to clone Alliance ;)

0 votes     mod: Shadows of the Empire
Khanti
Khanti Oct 2 2012, 3:26am says:

It is cooler ;)

+1 vote     media: Mara's Judgement
Khanti
Khanti Oct 1 2012, 5:53pm says:

I hope there will be beta available soon to test.
You can post it at storage page anywhere and give link to testers then delete it.
Some my thoughts about planned things in your mod:
1. Venators are buildable by ALL sides. GOOD.
2. All planets have higher credit income. GOOD.
3. Speaking of which, the Death Star now costs 28,000. BAD. What about 280,000? :) Plus it should takes MANY weeks to produce.
4. All planets are in their canon postions. GREAT.
5. Starbases have increase garrisons for GC. GOOD.
6. All starbases still have infinite reserve forces. - I prefere FINITE resources. What about giving them MORE but FINITE forces?
7. Fleet commanders now have their own starship. GOOD.
8. New infantry units based off Battlefront. Basic Infantry, Missile Infantry, Snipers, Engineers, and 2 specialized types. GOOD.
9. All stock/Vanilla ships now have a larger number of weapons. GOOD.
10. Shield points and Tactical health have been raised for most starships. GOOD.
11. Added Imperial III-class Star Destroyer. I LIKE IT ;)
12. Mon Calamari can only produce capital ships for the New Republic. I suggest it can only produce Calamarian ships (eg not Republic Star Destroyer or New Fleet program ships if they will ever be in mod).
13. Trade Ports can be built on any planet. The income created from these is like the Grand Arena. GOOD.
14.Victory I-class Star Destroyer has 8 Turbolasers and 6 Concussion Missile Launchers. LOVE IT - another GREAT thing :) I just don't understand WHY Vanilla and some mods have VSD without missiles.
15. Imperial I-class Star Destroyer with 4 Tie Interceptor Squadrons, 12 Tie Fighter Squadrons, 5 Tie bomber Squadrons, 4 Skipray Blastboast Squadrons.
Is it not too much squadrons? How well starfighters will fight against capitals? What about turbolasers/lasers accuracy? I worry you will have TOO MUCH fighters in battles.
16. Added Liberator-class Carrier/cruiser. GREAT. Waiting for Dauntless cruiser :)

Keep it coming Admiral.

+1 vote     mod: Super Star Wars
Khanti
Khanti Oct 1 2012, 12:54pm replied:

So, please tell us when you're releasing the mod.

PS: orginally was "So please, Don't ask when I'm releasing the mod." ;-)

-1 votes     mod: Super Star Wars
Khanti
Khanti Oct 1 2012, 12:49pm says:

Any chance that in next update team will add/enhance ship/unit descriptions like this:
60/6 Turbolasers, 60/6 Ion Cannons, 8 X-Wing Squadrons, 6 Y-Wing Squadrons, Shield Strenght: 8,800, Tactical Health: 5,500
Abilities: Tractor Beam, Power to Shields ?

I know those info is in the manual but I will be happy to see it in game itself too :)

+1 vote     mod: Thrawn's Revenge
Khanti
Khanti Sep 30 2012, 9:03pm says:

A very sensible made mod. Old but reliable. It's a pity map wasn't changed so planets are in strange vanilla positions.

+1 vote     mod: FoC Realistic Galactic Civil War
Khanti
Khanti Sep 30 2012, 5:52pm says:

"Yoda was one of the most renowned and powerful Jedi Masters in galactic history." but in the demo he is so weak warrior ;)
I hope he will be usable in updated version more as a fighter than sensor-man.

+3 votes     mod: Star Wars - Clone Wars
Khanti
Khanti Sep 30 2012, 2:10pm says:

"* Added more upgrades." - what does exactly mean?

+1 vote     download: Alliance at War final 2012 update
Khanti
Khanti Sep 30 2012, 1:36pm says:

Any chance that in next update (1.2) team will enhance ship/unit descriptions like this?
"Heavy warship designed for planetary defense, planetary assault, and ship-to-ship combat. Armed with multiple missile launchers the Victory-class can bombard targets from distance or engage at close range."
to
"Heavy warship designed for planetary defense, planetary assault, and ship-to-ship combat. Victory-class can bombard targets from distance or engage at close range. Ship is equipped with 1000 strong points shields, has 1000 points durable hull and is armed with 100 missile launchers and 10 turbolasers."
This will be nice if actually one can compare ships without looking at xml files.

+1 vote     article: August Update
Khanti
Khanti Sep 28 2012, 2:59am says:

"I will try at least on a first version follow path started by JC." Please do just it. Try not to make it similar to your FOC Alliance mod.
It's enough to have one Alliance mod anyway ;)

+2 votes     media: New developer
Khanti
Khanti Mar 26 2012, 7:20pm replied:

No, you're not alone. Unfortunately.
But if you will make sure there is no XML or Scripts folder in the FoC Data folder (the data folder is in the same place as swfoc.exe) IT WILL WORK as intended.

+2 votes     download: Phoenix Rising v1.2
Khanti
Khanti Mar 6 2012, 12:17pm replied:

Yea ;)
Install.txt is wrong written ;)
It should be like this:
Extract contents of file: FULL_MOD_MAIN into:
Steam/steamapps/common/star wars empire at war/GameData/Mods/DATA
then make a shortcut.

+3 votes     download: Star Wars: Empire At War - Full Mod - Beta 2
Khanti
Khanti Mar 2 2012, 1:12pm says:

"Units,explosions,lasers,missiles,rocket,bombs and again explosions are waiting you." Oh, yes. Explosions all around ;)
You could take some time to actually balance units in game and give them overall more health. Battles are unfortunately very short as most ships blows up really FAST;)
Unit prices and build times, galaxy map, hyperlane times - all these features could be updated. Unless you intended very short, bloody "skirmish" campaign.
I tried it a few times, but it's just TOO FAST for me. Space maps could be bigger for these units ranges of fire.
But visual effects are BRILLIANT.

+2 votes     mod: IVM Mod
Khanti
Khanti Feb 29 2012, 1:39pm says:

Just add it to download section ;)
I will happily download it and comment.

+2 votes     article: Star Wars: Empire At War - Full Mod - Beta 2
Khanti
Khanti Feb 26 2012, 1:46pm says:

So what about Beta? ;)

Anyway, here's some my thoughts about features:
1 **Increased land and space pop cap. Space is 40, Land is 20.
Great. It could be even more, newer PC can handle this.

2.**In just three days you could make enough credits to build the Death Star II and the Executor.
Wrong way. No canon at all. They were building those things long and painful way. It costs tons of money anyway. Stay it that way.

3.**All starbases still have infinite reserve forces (...)
Oh, no ;) From WHERE those forces come if I am THE MASTER of war of my chosen side? Give them (starbases) many forces, give a lot more, but make them finite.

4**New Ability==Activate Hyperdrive, Allows a single ship to make a jump to hyperspace (...)
I love to hear that.

5**Starbases in skirmish cost less and takes less time to upgrade. I changed the build times because this is skirmish mode, and you can't afford to wait 80 or 120 seconds to get new units. It's fine in GC, but NOT in skirmish mode!
YES. In skirmish yes. But make it cost more money and time in GC instead ;)

GL.

+2 votes     article: Complete list of new changes and features
Khanti
Khanti Feb 26 2012, 1:16pm says:

I just want to see that kind of info in game. Please try consider to update the ship/troop infos.
Eclipse-class Super Star Destroyers
10 heavy turbolasers
8 heavy ion cannons
4 missile launchers
2 torpedo launchers
1 Axial Superlaser
86 Tie interceptor squadrons
24 Tie bomber squadrons
Shield Health -- 200,000
Tactical Health -- 140,000
Shield Recovery Rate -- 16,000

And good luck - this mod looks very promising.

+2 votes     mod: Super Star Wars
Khanti
Khanti Feb 26 2012, 3:58am says:

Because they ARE birds ;)

+2 votes     media: Talon Escort
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