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Omega117a Feb 25 2015, 10:52am replied:

Oh God, yes, please remove the ear-rape-o-matics ffs. And there are plenty of better sources for clone voices too. At the least their more silly quotes need to go.

+7 votes   media: Concept
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   news: 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?

+5 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.

+4 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
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