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Palpatine1
Palpatine1 - - 63 comments @ Star Wars - Galaxy At War

Yeah I understand the team is working on it but it's been almost 2 years since the last update and there are a lot of bugs/unfinished features that would be very helpful to have updated.

Good karma+1 vote
Palpatine1
Palpatine1 - - 63 comments @ Sins of the Prophets

Oops sorry I meant the ORS, not the titan.

Good karma+1 vote
Palpatine1
Palpatine1 - - 63 comments @ Sins of the Prophets

I've found this issues on several different maps. Random Large No Flood, Winter Edict, and SotP Will of the Gods are the maps I've played on this update, all show the same problem for both UNSC and Covenant (I checked more Covenant AI builds and found the same issue, they don't build capitals, the ones I saw earlier were the starter OAS ships).

I've tried both Heroic and Legendary difficulty AI with the same results. I always play Researcher AI.

I've tried with allies and without, and my allies suffer from the same problem. I've played both Covenant and UNSC on the maps mentioned above and if I have allies they're always the same faction.

I've researched all techs except for the diplomatic ones in all my games (I always focus on research).

Here's the modifiers I play with:

- Quick Start
- 2x Construction speed
- 2x Income rate
- 2x Fleet size
- 2x Research speed
- 1x Ship movement
- 1x Victory speed

I also have had the Capital victory condition on.

Hope this helps, let me know if you need more.

Good karma+1 vote
Palpatine1
Palpatine1 - - 63 comments @ Sins of the Prophets

Playing the most recent version of the mod I've found that the UNSC AI simply does not build capital ships, like at all. It seems the Covenant will build some periodically but it would be really nice to see more overall from both sides. Playing against the UNSC right now is a cakewalk as they just throw wave after wave of frigates and cruisers for my capitals to crush and gain experience with.

Good karma+2 votes
Palpatine1
Palpatine1 - - 63 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

You're going to have to give more detailed info than that to get any help.

Good karma+1 vote
Palpatine1
Palpatine1 - - 63 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Not just you. The Hand as AI always seems to get beat down while Pentastar steamrolls everyone. Those Secutors and Praetors are tough to beat even when you outnumber them by quite a bit with capital ships.

One game when I was playing as the Hand with a maxed out fleet and a planet bristling with defenses a Pentastar fleet showed up and steamrolled the defenses and my whole fleet in one battle. I was shocked and haven't played as the Hand since as they just can't stand up to the other factions in pitched battles.

Good karma+4 votes
Palpatine1
Palpatine1 - - 63 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

What black market upgrades does the Smuggler's Den get for NR ships? When I build them I don't see anything.

Good karma+1 vote
Palpatine1
Palpatine1 - - 63 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Try giving the mod team a more detailed description of your issue otherwise they won't be able to help you.

Good karma+2 votes
Palpatine1
Palpatine1 - - 63 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Thank you for the quick patch!

Good karma+2 votes
Palpatine1
Palpatine1 - - 63 comments @ Sins of the Prophets

I really like this mod but is anyone else having consistent problems with the slipspace bug where ships will move between planets in normal space and never make the jump to slipspace? It happens to me in nearly every game and it's just annoying for me as thankfully there is a workaround where if you manually park your ships outside of the gravity well and then set course for the next planet they will jump. For the AI though it's game-breaking as they don't do that and so ever more ships will get stuck in the affected planets slowly trudging along in the void.

I've played several other Sins mods extensively (SoGE and Ascendancy) and have literally never run into this issue while playing them. I know the mod team for this mod has said it's a vanilla issue but due to my experience with other mods it seems to be something that this mod is doing that triggers the problem.

As I said before this is a great mod but for me it's become almost unplayable as nearly every game ends up with the AI being crippled by this bug and the game being ruined. I really hope the mod team can find a way to fix the issue otherwise I fear I won't be able to play it anymore out of sheer frustration.

Good karma+1 vote
Palpatine1
Palpatine1 - - 63 comments @ Sins of the Prophets

The devs have said that this is a hardcoded issue that can't be fixed but it seems to me that the problem happens more in this mod than others I've played as it's nearly every game for me I find a planet or two with trapped ships that can't use slipspace and so just slowly trudge along in normal space. It's really frustrating and even game-breaking.

Good karma+2 votes
Palpatine1
Palpatine1 - - 63 comments @ Star Wars - Galaxy At War

Just out of curiosity, will you be moving the mod permanently to CTA?

Good karma+1 vote
Palpatine1
Palpatine1 - - 63 comments @ Star Wars - Galaxy At War

Does anyone have problems with vehicles not shooting at heavily armored units like AT-ATs and AT-TEs? I can't find anything that will shoot on them on their own, not even AATs or heavy turrets. For some reason the AI just doesn't bother with it so they're effectively invincible in an AI fight as the only fire they take is from infantry and that doesn't do much. The only way vehicles will shoot at them is if I control them directly.

Good karma+3 votes
Palpatine1
Palpatine1 - - 63 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

I like the new planet icons, they are much easier to tell apart from each other.

Good karma+3 votes
Palpatine1
Palpatine1 - - 63 comments @ Sins of the Prophets

Well looks like it's my lucky day! Thanks!

Good karma+1 vote
Palpatine1
Palpatine1 - - 63 comments @ Sins of the Prophets

Ah that's great news, thank you for all your hard work!

Good karma+1 vote
Palpatine1
Palpatine1 - - 63 comments @ Sins of the Prophets

I just came back to this mod after a year or two away and tried 0.85 and while it looks great and is very polished, I couldn't help but feel as if the gameplay is just kind of bland. There seems to be an issue with the Covenant AI in every game I play where they will expand and colonize planets but after that will only build a token fleet that does nothing but shuttle around their empire. As the UNSC I am able to sit back and build my economy and defenses up without fear of any real Covenant threat and once my fleet is ready it's no contest.

Playing as the Covenant is a bit different as the UNSC is more aggressive, but again it's just too easy. I'm not saying this to brag because I'm not a great player as I've got plenty of time to build up and by the time the UNSC starts attacking me my defenses are usually ready and the fleets they send aren't really large enough to cause real concern, even on higher difficulty levels (I always play on Heroic or Legendary). Overall it's just kind of boring as no true threats ever pop up and so I can win pretty easily.

I'm not sure if this mod is geared towards multiplayer and that's why the AI is underwhelming but on singleplayer it's just not much of a challenge. I think part of the problem is that slipspace speeds are extremely slow, which seems to cause the AI issues in organizing attacks and reinforcing them. Instead of one large attack, the UNSC AI sends a slow stream of ships which are easily killed off piecemeal before the next few arrive because slipspace speeds are snail-like.

I intend this only as constructive criticism and hope it helps as I think the mod has a ton of potential as it looks great but the gameplay needs some major changes before it will appeal to me again.

Good karma+1 vote
Palpatine1
Palpatine1 - - 63 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Has anyone played the new 1.86 patch with the mod? I saw the notes and was excited to see a focus on CPU and memory optimizations, especially in late game. Anyone seeing improvements from it?

Good karma+1 vote
Palpatine1
Palpatine1 - - 63 comments @ Star Wars - Galaxy At War

Has any work gone into improving the pathfinding for vehicles in the next version? Just curious as many vehicles currently seem to have very poor pathfinding, with them constantly running into obstacles/each other and getting stuck or walker units falling over, which while amusing causes a lot of problems.

Good karma+1 vote
Palpatine1
Palpatine1 - - 63 comments @ OUTDATED

Wow awesome, thanks for the update. Is there a changelog available?

Good karma+2 votes
Palpatine1
Palpatine1 - - 63 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

A couple bits of feedback I came up with:

1- The AI has a hard time bombing planets if you have shield generator technology. I found that if you remove all your forces from a planet, the AI will take all but one or two of its ships out and leave them to bomb, which usually isn't enough against a planets with shields and a hypervelocity gun/ion cannon. The result is that you can basically leave said planet alone until you've built up a large force to take and hold it because the AI can't destroy the colony. They usually won't even bother to go after any structures you have (other than defensive ones) so you don't even have to rebuild those.

2- I've found that sometimes Victory II cruisers for the Empire will randomly stop firing on enemies en mass for some reason. They will sometimes start firing again once they've quit and sometimes they won't. It's pretty random and I can't find a cause for it.

Good karma+1 vote
Palpatine1
Palpatine1 - - 63 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Thanks for getting the 1.85 update out so fast. I checked the readme and didn't see a changelog for it, what were the updates? I know that 1.85 included some memory optimizations for mods, does that mean better performance?

Good karma+1 vote
Palpatine1
Palpatine1 - - 63 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

I want to report it also works on 1.85 as well.

Good karma+1 vote
Palpatine1
Palpatine1 - - 63 comments @ SMAC That

"Fanon"? Sorry, what do you mean by that?

Good karma+1 vote
Palpatine1
Palpatine1 - - 63 comments @ SMAC That

Correct me if I'm wrong, but weren't the Earth based ODPs the same as Reach's? Johnson himself said in Halo 2 that they could put a round clean through a Covenant capital ship.

Good karma+7 votes
Palpatine1
Palpatine1 - - 63 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Yeah just realized that, duh. Sorry.

Good karma+1 vote
Palpatine1
Palpatine1 - - 63 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Has anyone gotten the mod to work with 1.84? I moved my Ascendancy files to the 1.84 mod folder but the game freezes on the title screen.

Good karma+1 vote
Palpatine1
Palpatine1 - - 63 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Wow, if you hadn't told me I wouldn't have realized that trailer didn't come from a AAA game studio. Amazing work.

Good karma+2 votes
Palpatine1
Palpatine1 - - 63 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Dear lord you are annoying.

Good karma+2 votes
Palpatine1
Palpatine1 - - 63 comments @ Sins of the Prophets

Third time was the charm , it works now. Thanks.

Good karma+1 vote