Just an old boy.

Comment History  (0 - 30 of 157)
Khanti Dec 31 2014, 10:52am says:

What are the differences between 2.5 and 2.6?

+1 vote   download: Awakening of the Rebellion 2.6 Open Beta - English
Khanti Oct 21 2014, 6:02pm replied:


0 votes   download: [PATCH] The Great War 5.1.4
Khanti Oct 21 2014, 5:59pm replied:

Do not use launcher.
Use this method:

+1 vote   mod: The Great War
Khanti Oct 18 2014, 11:16am replied:

Install/unpack it anywhere, then copy to your game/mods folder, then create short/batch file to start it.

+2 votes   mod: Super Star Wars: Rise of the Droid Empire
Khanti Oct 18 2014, 11:15am says:

91 is ok. More than 100 would make lag.

+1 vote   article: Planets in the mod
Khanti Oct 13 2014, 6:12am says:

Eclipse. It was real ship. Sovereign was wip.

+1 vote   media: Eclipse or Sovereign?
Khanti Oct 10 2014, 9:57am says:

I hope that this time mod will come with decent documentation. It was real pain to discover every piece of information myself.
Another wish: make unit description actually USEFUL: like ISD bla bla bla has firepower 1234, shield strength 4455, hyperdrive 344 or something.

+2 votes   mod: Awakening of the Rebellion
Khanti Oct 9 2014, 12:22pm says:

I just want to say: thank you for that utility.

+1 vote   download: Unit Selection Freeze Fixer (Utility)
Khanti Oct 9 2014, 12:16pm says:

For those that like playing Pentastar I found it new color scheme too dark (can't see it well on my laptop). Anyway it's easy to change this dark blue to something more visible. I suggest:
<Color> 0, 61, 245, 255 </Color>
<No_Colorization_Color> 0, 61, 245, 255 </No_Colorization_Color>
<Display_Font_Color> 0, 61, 245, 144 </Display_Font_Color>
<Big_Fleet_Color> 0, 61, 245, 144 </Big_Fleet_Color>
in Expansion_Factions.xml

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
Khanti Oct 8 2014, 2:55pm replied:

6. Missing names (hardpoints):
Bothan Advanced Destroyer, Longhorn Escort Cruiser.
7. Some ships have missing names.
8. MaximumFleetMovementDistance is too small to attack from Korriban to Yavin 4.
9. Research does not work in GC. To have all ships one need to edit campaign xml or use advanced options when starting campaign.

+1 vote   mod: Legacy Era: Second Imperial Civil War
Khanti Oct 8 2014, 9:07am says:

I played GC waiting for new version. So here are my thoughts:
1. Single Palleon SD is not enough versus 2 ISDII, even it is said Palleon is powerful.
2. Building many fighter squadrons is better than building ships (faster build time, more firepower).
3. It will be better to temporarily remove land combat (besides starting planets) as it interferences with campaign (too little land combat to produce any land forces anyway).
4. Starting planets should give more pop points and more cash.
5. Is there any research tree? If not setting GC as tech level 5 would be good move.

+1 vote   mod: Legacy Era: Second Imperial Civil War
Khanti Oct 8 2014, 8:34am replied:

Moving shaders to main data folder solved the problem. But I'm not sure about messing with main folder through.
Why some planets are land accessible (beside starting ones that have to be like Coruscant and Mon Calamari)?

+1 vote   mod: Legacy Era: Second Imperial Civil War
Khanti Oct 7 2014, 5:30am says:

"main feature from this, it is a reduced xml code of less 30mb where I have not deleted any unit or faction" - HOW did you do it?

+1 vote   media: Very probably, two months for the new version
Khanti Oct 6 2014, 5:38pm says:

Good mod but starbases are too weak in 3.2. Everything happens too fast for my taste (but can be easily edited with xml). One ISD plus one VSDII with few Carracks can destroy every starbase. Not very canon I suppose.
I suggest a few changes: +300% shields for starbases, +100% tactical health for every space/land object.
One or two X-wings can destroy every land opposition (unless aa cannons are nearby).

+1 vote   mod: Canon Mod
Khanti Oct 5 2014, 4:50pm says:

There should be some summary about mod: what to expect from it.

+2 votes   mod: Star Wars: Rebellion At War
Khanti Oct 5 2014, 4:33pm says:

Maybe you will prepare GAW version without land part of them game (space victory = planet conquered) and more polished GC?

+1 vote   member: NakedCrook
Khanti Oct 5 2014, 4:29pm replied:

Mod does not crashes. But it is unbalanced.

+1 vote   mod: Galaxies At War
Khanti Oct 5 2014, 6:03am says:

Part VI.
My last comments with Empire.

1. Something wrong with Corellian ships. Could build their Destroyer, but now only can build Battlecruiser (something with addon to shipyard).
Battlecruiser eats less population than their Destroyer though.
2. Dreadnought eats 6 population point vs. 8 of ISD1, but is od little use. Not an option with those 6 points.
3. Credits in galaxy are scarce, I like it. Anyway with some 40-50+ planets in my control, I have enough.
4. Rebel AI attacks sporadically. A few times they attacked planets with raids. Two-three times they attacked with fleet (Home One and co). Many times they used bounty hunters.
5. Necessity to capture planet by planet limits AI ability (hyperspace jump radius is low, so no posibility to omit any planet)

+1 vote   mod: FOC Enhancements
Khanti Oct 5 2014, 5:51am says:

So when will there gonna be new version? Mod has potential to be great anyway.

+1 vote   mod: FOC Enhancements
Khanti Oct 5 2014, 5:20am says:

Where is picture description? ;)
I like it when is nicely described.
Anyway - work approved.

+3 votes   media: AT-PT
Khanti Oct 2 2014, 2:23pm replied:

Yup. They weren't. But Katyushas always have same size rockets. And this simulates Katyusha.


PS: EVEN this one ;)

+1 vote   media: MAL Rocket Vehicle.
Khanti Oct 2 2014, 6:21am replied:

He fixed it in HIS developing version. To remove bug just remove mando bombers (xml) and put for them imperial ones in 4.2.

+1 vote   mod: Rise of the Mandalorians
Khanti Oct 2 2014, 6:10am says:

What does Galaxy map look like now? Any changes from previous version?

+2 votes   mod: Rise of the Mandalorians
Khanti Oct 2 2014, 5:16am says:

If all three turrets fire the same missiles, then all turrets should be same size, isn't it?

+3 votes   media: MAL Rocket Vehicle.
Khanti Sep 30 2014, 1:48pm replied:

Well said.
But if you will be so far with the mod that release date will be "soon" I could arrange for you land part of mod WITHOUT any graphics improvement. Just logic, fire ranges, infantry vs. vehicles, mixed squads. In vanilla land combat is not very entertaining anyway.

0 votes   mod: Empire At War: Re
Khanti Sep 27 2014, 10:31am says:

If that is a bug so: IG-88A on land is a vehicle. Other IG-88 are droids. So they need different repair stations. Strange.

+1 vote   article: An update to remove bugs (other than Geonosian bugs)
Khanti Sep 27 2014, 9:49am replied:

As far as I know IG-88s tried to put into production just those droid stuff from Clone Wars. But feel free to run your imagination and see them as victorious faction: they will try to design other/newer stuff perhaps. So you can virtually design all stuff for Droid Empire from scratch [if you have time for that]. ;)

+1 vote   mod: Super Star Wars: Rise of the Droid Empire
Khanti Sep 27 2014, 8:59am replied:

Example: there are 11 hardpoints on ship of which 10 are targetable weapons of 100 hitponts each and 1 is "hull" hardpoint of 2000 hitponts. If ships has also non-targetable weapons, those other weapons will function till the destruction of the last hardpoint called "hull". "Hull" should be last one dead point just because of its sheer number of health. If I correctly understand your idea - this is what you tried: to have targetable and non-targetable weapons on one ship. Let's say all heavy turbolasers are targetable but small lasers (AA) are not, so ship even when lost main batteries can fend off those starfighters (till "hull" explode).

+1 vote   mod: Empire At War: Re
Khanti Sep 26 2014, 4:26pm replied:

Great news!

+1 vote   media: Commission: Procursator Class Pocket Destroyer
Khanti Sep 26 2014, 4:22pm says:

"This gives a very reasonable differsion of stuff for you to shoot at, yet keeps the idea of ships being powerful untill you destroy it intact, as there's many other weapons on this ship that you cannot destroy. Once these hardpoints are destroyed the ship will be destroyed. I am still thinking about it, but this is most likely the direction the mod will take." - just make 1 special hardpoint with MANY hitpoints ("hull") with no weapons, which mostly will be destroyed last - ending the ship existence.

+1 vote   mod: Empire At War: Re
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
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Jan 29, 2015
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