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Omega117a Dec 2 2014, 4:56pm replied:

Oh, nvm then.

+1 vote   media: Guard Tower
Omega117a Dec 2 2014, 4:39pm replied:

Right, so slots taken up are equal to number of people. In the vanilla game it just seems silly that I can fit 5+ Rebel soldier squads in their transport **** but only like 1/5 the number of non-squad people (Rebel Infiltrators/Heroes) can fit.

+1 vote   media: Guard Tower
Omega117a Dec 2 2014, 3:36pm replied:

Could different infantry squads take up different quantities of slots in garrison buildings?


A Stormtrooper group of 9 soldiers takes up 9 slots, but the Rebel squad of 5(?) takes up 5 slots, and the Rebel Plex squad takes up 3.

That tower could then be made to have like 10 slots to accommodate only one of the largest squad type. Remaining slots can be used for singular infantrymen like the Rebel Infiltrators or a hero.

+1 vote   media: Guard Tower
Omega117a Dec 1 2014, 3:27am replied:

Yeah, making it a bunker would be cool, but I would think it could only fit one infantry unit.

+2 votes   media: Guard Tower
Omega117a Dec 1 2014, 3:25am says:

Assuming this is a replacer, would maps from other sources automatically load this prop instead of the original?

+3 votes   media: City Block Prop
Omega117a Nov 29 2014, 2:03am says:

This... this is a troll mod... right?

+2 votes   mod: Star Wars: Red Dawn
Omega117a Nov 18 2014, 5:54pm says:


+2 votes   media: Mass Effect at War 1.2 Trailer / Intro
Omega117a Nov 7 2014, 10:27am says:

For some infantry groups would it be possible to have an ability, much the opposite of the 'take cover' one, that essentially puts the entire group into a firing line formation? Not only would that look cool (old-school firing lines were teh shizzle) but it could solve problems with infantry squads trying to fire down a hill/cliff and the guys in the back just shoot the ground in front of them.

+1 vote   media: It's the little things...
Omega117a Oct 27 2014, 8:26pm says:

Is there any way to give it some kind of special animation where it can pick up an infantry unit, start flying, and then drop him to his death? That would be awesome!

+2 votes   media: Basilisk War Droid
Omega117a Oct 27 2014, 5:11pm replied:

I've learned more German from German modding communities than in my school's German class.

+1 vote   article: Project News
Omega117a Oct 12 2014, 12:37pm says:


+1 vote   media: Screenshots Version 1.2
Omega117a Sep 26 2014, 11:49pm says:



+2 votes   media: Flechette
Omega117a Sep 22 2014, 9:04pm replied:

If this works anything like it does in BFII, its an anti-everything vehicle.

+2 votes   media: AAC-1b
Omega117a Sep 19 2014, 2:52pm says:


+4 votes   media: Bryar pistol
Omega117a Sep 10 2014, 5:59pm replied:

Ah well, its not that big a deal anyway. The game works surprisingly well on a tablet using only touch and/or pen controls.

+1 vote   mod: Rise of the Mandalorians
Omega117a Aug 27 2014, 8:49am says:

Although probably trivial and not worth the effort, would there be any way to make buttons for 'unit grouping' and 'group selection' on the HUD?

I am just wondering because I have been playing EAW on my new Microsoft Surface 3 tablet (which works great, btw), and unit grouping seems to be the only thing that requires a keyboard. I would also imagine some sort of HUD element for it would allow for more than 10 groups.

+1 vote   mod: Rise of the Mandalorians
Omega117a Aug 5 2014, 1:06pm says:

Will the turrets rotate? The lack of turret rotation in the base game (and most mods I see) is not good for my OCD. lol

+1 vote   media: Imperial Star Destroyer skinned
Omega117a Jul 31 2014, 8:31pm says:

The Keldabe Battleship by itself can wipe out a small fleet.


+1 vote   media: Ships ingame
Omega117a Jul 30 2014, 5:31pm replied:


+1 vote   media: Bull Rancor and Felucia Rancor
Omega117a Jun 29 2014, 6:04pm replied:

Looks like a high-tech version of the Trandoshan LMG from Republic Commando.

+1 vote   media: Mandalorian Infantry
Omega117a Jun 17 2014, 4:59pm replied:

Well,that sucks. I wonder if Petroglyph's willingness to address the problem would be different now that Lucas Arts no longer exists. After LA shut down, Raven Software released the source code for Jedi Outcast and Jedi Academy, so one could hope Petro might have at least a tenth of that generosity now that they are free from restrictions regarding EAW.

+2 votes   media: T-47 Airspeeder
Omega117a Jun 17 2014, 4:43pm says:

On the topic of game performance that someone else brought up, is there any way to force the game to use my CPU and GPU to their full potential? My AMD 8-core and GeForce 680 seem to be massively underutilized by EAW which ends in less-than 30FPS space battles most of the time. :(

+2 votes   media: T-47 Airspeeder
Omega117a Jun 8 2014, 9:50pm says:

I am assuming this is a (optional?) replacement for the Onyx armor, and not a separate armor, correct?

+3 votes   media: Alliance Marine WIP
Omega117a May 29 2014, 5:09am replied:

I think I remember him posting that he got married.

You need to defeat his wife in ritual hand-to-hand combat.

+15 votes   media: Mandalorian
Omega117a May 26 2014, 7:34pm says:

It looks a bit thin...

+1 vote   media: Alliance/ Cerberus Kodiak shuttle
Omega117a May 7 2014, 5:48pm replied:

Well, it is a Star Wars mod for a Star Wars game. Having Star Wars music, especially that of the Old Republic era of which this mod is based upon, just keeps it consistent.

...Not that your choices in music are bad, but they simply don't *feeeeel* right. Its like watching The Matrix with music from Halo or Mass Effect: not completely terrible, but still off-putting.

+2 votes   download: Old Republic at War (June 2013)
Omega117a May 6 2014, 2:49pm replied:

Perhaps... but the AI does often use bunkers. Since this system is based on bunkers, the AI would technically use it, albeit unintentionally.

+1 vote   media: City Buildings
Omega117a May 5 2014, 7:07pm replied:

What if the terrain on the border of the building (that which is covered by the building, but not flat roof) is set to impassible with the roof space infantry only? Shouldn't the AI mostly ignore it then?

+1 vote   media: City Buildings
Omega117a May 5 2014, 6:54pm replied:

As long as there is invisible terrain at the top of the building, I don't see how it would not work.

+1 vote   media: City Buildings
Omega117a May 5 2014, 6:46pm replied:


From how I have seen bunkers and transports work, infantry exits from the exact center of the model. However, I don't think they need to go to that center point to enter it. (although it is hard to tell) I also think disembarking infantry will 'spawn' on top of the terrain that they are under when they exit something under terrain.

If this is the case, the 'bunker' on the bottom would have its center under the invisible terrain on the top of the building. Then, the 'bunker' on the top of the building would have its center over where the lower bunker is.

Obviously this is all hypothetical and I am thinking about it far too much.

+1 vote   media: City Buildings
Omega117a May 5 2014, 5:41pm says:

Just looking at this gave me an idea:

Would it be possible to have something at the bottom of the building that acts as a garrison bunker (it can hold infantry), but it deploys infantry at the top of the building (invisible terrain) where there is another garrison thing that deploys them at the bottom? (autistic elevators?)

+1 vote   media: City Buildings
Omega117a Jan 14 2014, 3:19pm replied:

"Oh yeah, and this music will definitly be in all future releases of ORAW and Re"

+7 votes   media: Le random gameplay
Omega117a Dec 9 2013, 2:59pm says:

Well, I suppose you could say the Config Utility's options are very...



+8 votes   media: Meanwhile, in the Config Utility...
Omega117a Dec 1 2013, 3:09pm says:

...that you didn't make...

+1 vote   media: My mod wallpaper
Omega117a Nov 25 2013, 3:42pm says:


In the description you 'misspelled' 'juggernauts' as 'JIGGLEnauts'... but to be quite honest, that's hilarious.

oh, and if anyone wants to see the original:

+6 votes   media: Juggernauts
Omega117a Nov 3 2013, 5:43pm says:

Amazing map.

+2 votes   mod: Republic Commando map
Omega117a Oct 26 2013, 9:51am says:

I thought this mod was dead for while there...

+2 votes   media: Elevator 1 - Lighting Test
Omega117a Jul 22 2013, 5:17pm says:

My favorite ship just got 300% more awesome.

+1 vote   media: Screenshots Version 1.2
Omega117a Jul 18 2013, 12:09pm says:

HOLY **** THATS ******* SUPER HD

+2 votes   media: Coming soon
Omega117a Jul 1 2013, 5:59pm replied:

A graphics card can't increase the texture's resolution and add back details that were not there in the first place.

The game has graphics settings that allow texture detail to be raised and lowered. This would allow people with good computers be able to have the settings at maximum and be able to see something far more detailed than than what is presented in this screenshot. If someone is having a drop in framerate, they can simply drop the settings and get a level of detail equal to what is in this screenshot.

The texture resolution on this vehicle, and most of the units in this mod, is simply terrible for those of us who have computers that can handle things that are much better.

+4 votes   media: Hapes HAV
Omega117a Jun 30 2013, 6:10pm says:

This 'Nawrocki' guy needs to figure out how to increase a texture's resolution before he tries to shove so much stuff onto something so small.

It's like taking a cookies with a 1in. diameter and putting the amount of chocolate chips on it that would normally be on a cookie 3x that size.

Essentially, all his hard work looks like crap because he can't change a few numbers.

+5 votes   media: Hapes HAV
Omega117a May 16 2013, 3:32pm replied:

itz dat source code man, u can maek all kinz of stufz man

+2 votes   media: Concept Texture Work
Omega117a Apr 12 2013, 2:24pm replied:

When you say "painting", do you mean you actually use paint on a piece of paper and then scan it into the computer or do you use a drawing pad thing with an image editing program like Photoshop?

+1 vote   media: SPLASH (update)
Omega117a Mar 9 2013, 1:54pm says:

In his description it says "can be hired by any faction."

If this is the case, what would happen if both the Rebels and the Empire were to bring him to the same battle? Would the defending team have him and the attackers not or the opposite?

+1 vote   media: Dengar in Action
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