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Comment History  (0 - 30 of 108)
nojembre
nojembre - - 108 comments @ Rise Of The Sith Lords

Ah already made a Moddb, exciting!

Good karma+1 vote
nojembre
nojembre - - 108 comments @ Nojembre's Republic at War Submod

I broke it with the last update, I fixed it on steam, I need to roll a patch out for moddb.

Good karma+2 votes
nojembre
nojembre - - 108 comments @ Nojembre's Republic at War Submod

I need to test it but it may have been my fault all along. When I increased the amount of population given by each reinforcement point, I forgot a single line of code which may be the reason those certain spawn points weren't showing up, you may have solved it lol. Thank you!

Good karma+2 votes
nojembre
nojembre - - 108 comments @ Nojembre's Republic at War Submod

Wait do you mind explaining to me how that fixed it?

Good karma+1 vote
nojembre
nojembre - - 108 comments @ Nojembre's Republic at War Submod

Yep I will definitely continue my work on all of that!

Good karma+2 votes
nojembre
nojembre - - 108 comments @ Nojembre's Republic at War Submod

Im confused by what you mean.. They start off with a commander, it's mostly up to you to train regular troops to go with them.

Good karma+2 votes
nojembre
nojembre - - 108 comments @ Nojembre's Republic at War Submod

It is now updated!

Good karma+2 votes
nojembre
nojembre - - 108 comments @ Nojembre's Republic at War Submod

I'm glad you enjoy it! I am learning how to fix the RaW AI but its taking time lol

Good karma+2 votes
nojembre
nojembre - - 108 comments @ Nojembre's Republic at War Submod

Yep it will be fixed.

Good karma+1 vote
nojembre
nojembre - - 108 comments @ Nojembre's Republic at War Submod

Not dead lol.

Good karma+1 vote
nojembre
nojembre - - 108 comments @ Nojembre's Republic at War Submod

It will not work with old saves.

Good karma+1 vote
nojembre
nojembre - - 108 comments @ Nojembre's Republic at War Submod

So each unit type (frigates, capital ships, etc) has a weight, which determines how the AI builds them, so i've gone in and given most of the units their own individual weights, so a providence now has less weight than a lucrehulk, so the AI should build less of them. Same thing with the ground defensive buildings.

Good karma+2 votes
nojembre
nojembre - - 108 comments @ Cockpit Test

Of course lol, I didn't even finish cropping out all the edges of the cockpit. I just thought I'd ask for feedback before I continue.

Good karma+2 votes
nojembre
nojembre - - 108 comments @ Nojembre's Republic at War Submod

In the current released version, I haven't made any changes to the AI. The new version that's yet to be released will have the tweaks.

Good karma+2 votes
nojembre
nojembre - - 108 comments @ Nojembre's Republic at War Submod

It will not work with older versions of RaW.

Good karma+1 vote
nojembre
nojembre - - 108 comments @ Nojembre's Republic at War Submod

I do actually. It'll obviously take some time though.

Good karma+1 vote
nojembre
nojembre - - 108 comments @ Nojembre's Republic at War Submod

Added to my to-do list. I agree completely.

Good karma+2 votes
nojembre
nojembre - - 108 comments @ Nojembre's Republic at War Submod

Hmm, I'll admit I don't ever use them, so I didn't even know there was an issue. I'll take a look though!

Good karma+2 votes
nojembre
nojembre - - 108 comments @ Nojembre's Republic at War Submod

Actually I haven't tried using this version with the new update of RaW. I think it should work, they didn't change anything major.

Good karma+1 vote
nojembre
nojembre - - 108 comments @ Nojembre's Republic at War Submod

I could, but I think the RaW model is a lot better.

Good karma+1 vote
nojembre
nojembre - - 108 comments @ 1.3.2 Update

Also to help the CIS get a stronger ground presence. Republic easily destroys them but having a tank like him might help a little.

Good karma+1 vote
nojembre
nojembre - - 108 comments @ 1.3.2 Update

It could, and I might make that change as well.

Good karma+2 votes
nojembre
nojembre - - 108 comments @ 1.3.2 Update

Ki-Adi-Mundi bug will be fixed.

I changed the frigate name to consular, and I haven't changed the tech tree mostly because I don't understand it lol. But I did update the units on it with the new units.

Good karma+1 vote
nojembre
nojembre - - 108 comments @ 1.3.2 Update

AT-AP is actually really great, it's relatively quick and it has a long range cannon. You can snipe tanks with it no problem. Made the change because the AT-TE was used super early in the war.

Good karma+3 votes
nojembre
nojembre - - 108 comments @ 1.3.2 Update

I have been tweaking the unit weights for the AI and I think I've cut down some of the spamming, but I haven't done a full playthrough to test it yet.

Also I looked into the firing while moving and it's just not something I can do with my knowledge. That ability is tied to the models of the infantry, and I'm no good at modelling.

Good karma+2 votes
nojembre
nojembre - - 108 comments @ Republic Assault: The Clone Wars

Is there anything you guys need help with? You have here what could be the ultimate EaW mod when it's complete. Not saying I'm a pro modder, but if you guys need help testing anything I'd be happy to help out.

Good karma+1 vote
nojembre
nojembre - - 108 comments @ Nojembre's Republic at War Submod

Clone wars, I made a custom GC that has imperial stuff in it though.

Good karma+1 vote
nojembre
nojembre - - 108 comments @ Nojembre's Republic at War Submod

I included install instructions that should be pretty easy to follow. Moddb.com

Good karma+1 vote
nojembre
nojembre - - 108 comments @ Nojembre's Republic at War Submod

This version on Moddb requires RaW. The steam workshop version is standalone.

Good karma+1 vote