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Comment History
Lagomorphia1
Lagomorphia1 - - 14 comments @ Republic Commando: Battlefront v1.0

Beautiful work. The visuals are great (especially the blaster effects, that stand out in a way that doesns't make the screen feel crowded), and I love the attention to detail on the weapon design. None of the weapons feel like clones of each other.

Really great job on this.

Good karma+2 votes
Lagomorphia1
Lagomorphia1 - - 14 comments @ 2.2 Testing Process and Release Date

Very much looking forward to this. Lots of great new ideas and I'm definitely looking forward to the projectile changes.

Do the AI fixes include a fix for hero parking? FoC has an issue where the galaxy map AI leaves units defined only as LandHero or SpaceHero where they spawned and the previous version of Thrawn's Revenge was affected by this. I think I sent you a message about it a couple of years ago.

Good karma+1 vote
Lagomorphia1
Lagomorphia1 - - 14 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Land hero units, I mean, like the way AI Palpatine gets stuck on Byss and the Eclipse is practically never used by the AI.

Good karma+1 vote
Lagomorphia1
Lagomorphia1 - - 14 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Good to know ICW 2.2 is still in the works! By the way, sent you a message a while back about a fix I stumbled across for the AI's tendency to park land units, wondering if you got it.

Good karma+1 vote
Lagomorphia1
Lagomorphia1 - - 14 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

And once more ModDB's conversation treeing spectacularly fails. This post is a response to Xeen001 further down.

Good karma+1 vote
Lagomorphia1
Lagomorphia1 - - 14 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

It's an interesting one. The older backstory material says they can't fire all weapons forward and when you look at it you can see why (rule of cool tends to prevail over practicality in Star Wars), but pretty much every single source with Star Destroyers has their greatest firepower overwhelmingly in the forward arc. Pretty much every video game has them operate like that, most of their film appearances involve them giving chase (so they appear front on), and the newer FFG RPGs (which are still Legends) have full on retconned the ISD so that it does take advantage of its design. The Rebel ships such as the Mon Cals and CR90s operate on broadsides and the ISD goes for the full on frontal assault. You can make a fairly good argument complete with evidence for either setup.

That means ultimately it comes down to preference, and Ascendancy's devs prefer the broadsiding ISD. I doubt saying that their Star Destroyers make you want to vomit is going to endear them to see it the other way.

Besides, it's a mod so it's not as if all the game code is locked up. You could probably edit the ISD's files to correct its firing pattern, or maybe if we're polite they might make a mini-patch like the squadron one.

Good karma+4 votes
Lagomorphia1
Lagomorphia1 - - 14 comments @ E-5 Blaster Rifle (Untextured Model)

You could do a textured on still one like D.U.C.K's DC-17m though.

Good karma+1 vote
Lagomorphia1
Lagomorphia1 - - 14 comments @ E-5 Blaster Rifle (Untextured Model)

I like to imagine that bit sticking out has an ammo display on it like the DC-17m.

Good karma+1 vote
Lagomorphia1
Lagomorphia1 - - 14 comments @ Battlefront: The Clone Wars

Guess who fails at using the reply function.

Good karma+2 votes
Lagomorphia1
Lagomorphia1 - - 14 comments @ Battlefront: The Clone Wars

That's the way Battlefront modding used to be, it was all flashes, bangs and smoke and graphical fanciness with pretty much no attention to gameplay innovation or balance, pretty much reskins of the base game with a few mixups in units and the odd fancy weapon.

I for one am glad WULF is focusing on getting a solid core gameplay core up. All the bells and whistles tend to dilute focus away from that, and the more you add the harder it gets to get the gameplay right later. You've got to build your foundation first. Once the mod plays well, then it's fairly easy to add all the fancy things.

Good karma+2 votes
Lagomorphia1
Lagomorphia1 - - 14 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

"since we're already working on those to make planet types more identifiable."

Maybe little symbols? Forest a tree, Ecuemopolis a Coruscanti skyscraper...

What would be useful is an indication of maximum logistics, tactical and Socioindustrial Specialisation capacities. In base Sins there are very few planet types so you can learn them fairly easily, but in Ascendancy many times I've tried to turn a planet into a naval base only to find out it caps out at 18 logistics slots.

Good karma+1 vote
Lagomorphia1
Lagomorphia1 - - 14 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Oh, okay. (I had heard that, but what I saw is rather than broadsiding they'd dip their bows slightly). Just looks a little odd to me given in every film and video game source I've seen them in they go for full frontal salvo. The background material says one thing but you never actually /see/ them fight like that in the media they're depicted in. You guys are the ones putting countless hours into making this mod though, not me, so if you think they're better of broadsiding broadside they shall. Beggars can't be be choosers, as they say.

Good karma+2 votes
Lagomorphia1
Lagomorphia1 - - 14 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Also, would it be possible to make the Galaxy Gun not default to autofire?

Good karma+1 vote
Lagomorphia1
Lagomorphia1 - - 14 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Great work. Figured I'd give a list of the bugs I've found, you probably know about most but there might be a few that slipped the net.

- Star Destroyers attempt to broadside targets.
- ISDII Fleet Commander string calls it ISDI.
- A few missing strings, the most notable being the string missing for Executor research tech and the Imperial Defense tree.
- Explore Planet has strings describing it a an Enlistment Center that increases supply, but is still Explore Planet.
- May or may not be a bug: Star Destroyers use turbolaser particles for planet bombing, the Executor is using vanilla nuclear warheads.
- Sentinel neutral extractor capture ability still using antimatter.
- Shield Generator tech is called Infrastructural Capacity and says it increases logistics slots.
- ISD 1, only the three main engines are lighting up, the four auxilary engines are dark.
- Another faction has discovered an artifact message comes up as Another Faction has Conquered a Planet.
- Starfighters sometimes disappear when zoomed in on and rotated around, particularly the TIE fighter.

I'd also recommend putting the 15 planet requirement into the Galaxy Gun's description. I also think it might be worth using the planet bombing rocket's hit effect for the planet, when an ISD does a Base Delta Zero it's not nearly as impressive as the vanilla warhead's hit effect the SSD is using.

Good karma+1 vote