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Sephiroth0812
Sephiroth0812 - - 725 comments @ Delta-7 Aethersprite

Nifty and nimble yet having some deadly weaponry to unleash. Strangely I always preferred these to the more "chubby"-looking Eta-2 introduced first in Episode III despite these supposedly being much stronger successor designs.

The white-red standard Republic coloring also reminded me that to this day I haven't found out where in FotR you can build the Charger c70 Consular-class Corvettes when playing as the Reps.

Good karma+1 vote
Sephiroth0812
Sephiroth0812 - - 725 comments @ Hapes Consortium

When I see these smooth Hapan designs I am almost reminded more of Star Trek or the Andromeda Ascendant from the old TV series with Kevin Sorbo than Star Wars.
Yet on the other hand these fit very well together with the Nova-class theme- and design-wise, they're screaming "deadly elegance" compared to Imperial Triangles or rugged NR fishtanks.

Good karma+2 votes
Sephiroth0812
Sephiroth0812 - - 725 comments @ Imperial Battlecruisers

The "Communications" BC looks absolutely gorgeous design-wise. These extra flaps and dents make it look a bit more organic and less like just a "flying pizza slice". It reminds me a little of FractalSponge's Compellor-class.

The "Tagge"-Battlecruiser brings up lots of nostalgia though, certainly because it was used as the representative appearance for the Praetor Mk I-class for so long.

Good karma+1 vote
Sephiroth0812
Sephiroth0812 - - 725 comments @ Sienar Products

Wasn't the twin-well cruiser the predecessor of the Immobilizer 418 which was already available in limited "Test" numbers during the late Clone Wars or am I mixing this up with another vessel?

Good karma+1 vote
Sephiroth0812
Sephiroth0812 - - 725 comments @ It's Siege Time

Nice, now the egg of doom also got a beautiful overhaul.

How many Torpedoes?
Yes.

Good karma+9 votes
Sephiroth0812
Sephiroth0812 - - 725 comments @ Legends of the 3rd Age

Now that's handy. I'll try the all-in-one first and if that fails do it manually.

Thanks for the quick helping hand. :)

Good karma+1 vote
Sephiroth0812
Sephiroth0812 - - 725 comments @ Legends of the 3rd Age

English voices or text really isn't an issue as I'm reasonably fluent in the language.

Now the only remaining issue will be the patches. I already have the patches up to 1.03 on one of my backup drives, but the others should be findable on the net.

Yea, I'm using FinalBIG to access the INI.big and then the gamedata.ini, but there will be always a backup copy of the files to revert stuff if changes cause problems. ;)

Good karma+1 vote
Sephiroth0812
Sephiroth0812 - - 725 comments @ Legends of the 3rd Age

Sounds interesting.
Performance is never a bad thing although my new PC certainly outdoes the 12 year old machine I retired in 2018, lol.

Does the English language work with the German version of BFME 1? I have the original retail version with the physical disc.

Command Points are only the same as in the base game until I tweak it. ;P
I don't have the spare time for actual multiplayer so that wouldn't be an issue.

Good karma+2 votes
Sephiroth0812
Sephiroth0812 - - 725 comments @ Legends of the 3rd Age

Looks already promising from the images.

Also, Elvenstar Mod 5.8? Having set Command Points via the gamedata.ini to as high as the old computer could handle back in the heydays of BFME 1 I loved to play just this mod alone for days.

If this one is similar to the old Elvenstar I'm definitely gonna try this mod out if I get BFME 1 to work on my Win 10 machine.

Good karma+3 votes
Sephiroth0812
Sephiroth0812 - - 725 comments @ Empire at War Expanded: Thrawn's Revenge

Ah I see, so it is a consequence of the influence system still in a sort of beta-stage which gets constantly expanded in small steps, that's logical. Alright.

Good karma+1 vote
Sephiroth0812
Sephiroth0812 - - 725 comments @ Empire at War Expanded: Thrawn's Revenge

Another thing I noticed: Is it no longer possible to use the Boarding Shuttles to capture ships from Raid fleets?

I attacked Orron (owned by the CSA) and had a Raid fleet of 3 Keldabe Battleships popping in.

I let the CSA defenders and the Raid fleet soften each other up, send a Shuttle which captured one of the Keldabes and then moved in my main NR fleet to win the battle normally (last thing destroyed was the CSA shipyard). I could select and give orders to the captured Keldabe during the battle but after the battle was won the message to which planet the unit retreated didn't pop up.

Good karma+1 vote
Sephiroth0812
Sephiroth0812 - - 725 comments @ Empire at War Expanded: Thrawn's Revenge

As far as I know the fighter spawms in Thrawn's Revenge (and Fall of the Republic too) are no longer controlled by the XML-files but via Lua-scripts so any changes made to the XMLs won't work.

Good karma+1 vote
Sephiroth0812
Sephiroth0812 - - 725 comments @ Empire at War Expanded: Thrawn's Revenge

Got a small question about the planet Influence. As the New Republic I recently started taking over the Hapes Consortium planets (it's a shame you have to literally conquer them despite in Legends they eventually became Allies of the NR via diplomacy) and the hints say you can build Hapan spaceships once their planets reach Influence Level 10 but it seems I can't get the planets beyond 9.
I've constructed the Senator's Office on the Ground and a Trade Port in orbit. What am I missing?
Do I really have to put in Leia as Chief of State to reach the final Influence level?
Getting access to Hapan ships (or the Bulk Cruisers at Ryloth) imo isn't worth losing the spy ability of Borsk Fey'lya as Chief of State as it allows me to monitor where the enemy SSDs such as Knight Hammer, Iron Fist and Dominion are and react quicker to enemy attacks.

Good karma+1 vote
Sephiroth0812
Sephiroth0812 - - 725 comments @ Empire at War Expanded: Thrawn's Revenge

If I recall correctly Steam itself paid Petroglyph for those patches and that's why they're Steam exclusive.

Good karma+3 votes
Sephiroth0812
Sephiroth0812 - - 725 comments @ Star Wars BattleFront Commander

The Steam Workshop automatically updated the mod but when I start it I can choose neither the Republic nor the CIS as they simply don't show up in the faction choice box at all.

This is the case both in skirmish and GC.

Good karma+1 vote
Sephiroth0812
Sephiroth0812 - - 725 comments @ Empire at War Expanded: Fall of the Republic

Love the new version. Supremacy skirmish is pretty much a sort of super battle mode where you can call in huge fleets to battle it out thanks to no pop cap and each bought unit being actually a whole group of ships.
My biggest battle yet were 30+ Invincibles, 50+ Venators and at least two dozen Victorys duking it out against a hard CIS AI.

The lag was surprisingly manageable despite the high ship and fighter numbers.

After testing out regular skirmish and a small GC a little (love the Munifex cruiser of the CIS, annoying yet effective little critter) I noticed that despite already having several smaller ships already the Republic Navy is still missing one of its more iconic escort ships, the Charger c70 Consular Frigate.

The new model of the Invincible is also quite a sight despite the whole ship looking like a giant flying smokestack and the old model also having been already pretty good.

Good karma0 votes
Sephiroth0812
Sephiroth0812 - - 725 comments @ Mandator I

Very nice. Will the Mandator I also have the very ****** hyperdrive it has in Legends canon?

The way to upgrade it into the Mandator II is a clever one as if I recall correctly very few Mandator I ships were ever built in the first place, so the Mk I will probably be just among starting forces and not buildable?

The Mandator II on the other hand had a bigger production run and was iirc the biggest and most powerful asset in the Clone Wars Republic Navy, outclassing the Praetor I and Maelstrom by far.

Good karma+6 votes
Sephiroth0812
Sephiroth0812 - - 725 comments @ Age of Legends

This mod looks and plays quite promising so far. Besides skirmish I've test-played the 1-Planet Start GC so far with the New Republic, CSA, Imperials, Crimson Command and Eriadu Authority.

The idea to allow the production of additional ships via specialized shipyards and similar space stations is a creative one and allows the player to specialize their ship production planets quite a bit while also preventing the cluttering of the build-bar without having to implement filters.
Still, if the limitation of two structures per planet remains there should be given a possibility to scrap already built space structures if you want to have a different one i.e. if a planet is no more at the front you can scrap the Golan Platforms and defensive hangars and build specialized shipyards or economy buildings instead.

Due to the sheer scope of units though it would be helpful if there could be a table of content somewhere for each faction which units can be built where and which structure is necessary for it.
Or as an alternative, have the descriptions of the structures state outright which ships you can produce from them, same goes for units recruitable only from specific planets.

There seems to be also an error in the AI of the Corporate Sector Authority (CSA) as they never seem to build Level 2 or Level 3 shipyards in GC, getting eventually steamrolled by either the Imperials or the Hutts in mid-game.
The starting point in the 1-Planet GC for the Eriadu Authority is also quite a though one with the only reachable planet (Sullust) having a massive defense fleet from the start.
This means as a human player you have to save up quite some money to either get multiple Tyrant Missile Cruisers, a Praetor II or the Superlaser-Star Destroyer "Conqueror" in order to even break out from your starting position.
An AI-controlled Eriadu Authority remains almost the entire run of a GC on their starting planet because they don't dare attack Sullust.

Good karma+1 vote
Sephiroth0812
Sephiroth0812 - - 725 comments @ Redone Bellator, and New Republic Updates!

Finally an update for the Majestic, I think it was one of the oldest models still present in the mod. Also interesting that you'll incorporate the Defender-class Carrier now. As far as I've seen this ship often gets overlooked.
Gotta love the Mediatorm the upgraded Sacheen and also the Bothan Assault Cruiser. The Republic class SD also looks very pretty and I'm looking forward to be able to build it.

Good karma+1 vote
Sephiroth0812
Sephiroth0812 - - 725 comments @ Awakening of the Rebellion 2.8

Clone Wars era would be a dream but I don't know if the old engine of the game will be able to handle it in the AotR-incarnation/style.
In the Clone Wars you have two nearly equal great powers going at it and battles both on the ground and in space tend to be much bigger in scale than during the Civil War-era.

Good karma+1 vote
Sephiroth0812
Sephiroth0812 - - 725 comments @ Awakening of the Rebellion 2.8

It is pretty simple actually, these crucial patches are only available for the Steam Version because Steam PAID Petroglyph to develop these patches.

Since Steam were the ones to give the funds for them it is logical that they want them for their own version only.
So you'll have to pick the bones with the CEOs and people in power of Steam, not the modding devs.
Maybe if GoG would pay Steam the same they paid Petroglyph for it they could purchase the patches, but it is naive to demand or expect Steam to give out these patches for free when they paid money for them to be developed.

Of course you can take a mod developed for a patched version and try to get it to work for a disc/GoG version and in rare cases it might even work, but most times you will be unable to get functioning save games and get many crashes especially during bigger battles.

This isn't something the mod developers have any power to change. Even if there would be a non-Steam version it would have to be stripped down to bare bones because of technical issues and would resemble the steam version only in name.
I know this to be the case because I own both the old original disc version from the 2000s and the Steam version and the latter is vastly more stable and runs better 99.9% of the time.
Most of the current mods with evermore expanding features and graphical upgrades simply suck with the disc version because it cannot handle those.

Good karma+1 vote
Sephiroth0812
Sephiroth0812 - - 725 comments @ Chiss Ascendancy Space Units Revealed!

Those new designs look really much better in terms of proportions. I'm honest when I say that the old Phalanx and Syndic never really clicked with me but from this showcase I'm already starting to like the Syndic much more while the Intego is a worthy command ship-esque model.

It looks like it has both a bit Battlestar Galactica and Romulan influences.

When It comes to the smaller ships though I fear I lost a little oversight on all the re-naming.
The Decimator was cut I remember, then we have now:
Vigilance -> Kuuro
Massias -> Prolipsi
Kariek -> Fruoro
Au'riette -> Ormos
Warlord -> Rohkea
Asdroni -> Muqaraea
Bu'direch -> Prosvoli -> Kynigos
Afthonia -> Baomu

Did I forget something here?

Good karma+2 votes
Sephiroth0812
Sephiroth0812 - - 725 comments @ C70 Charger, and Valiant Star Carrier

That and it has no fixed or "official" armament so people using it can assign it whatever they need for balance purposes.
Taking a look at the enlarged picture I noticed for example your model omitting the two main battery turrets other Valiant variants have on the ventral side of the hull.
Since the hangar openings are pointing forward, the Valiant is normally one of the few ship models that can afford ventral turrets as well as dorsal ones.
Nonetheless, the thick plating shown on its belly suggest the Valiant having quite some armor as well.

Good karma+1 vote
Sephiroth0812
Sephiroth0812 - - 725 comments @ C70 Charger, and Valiant Star Carrier

The Valiant is one of the few fanon designs I really love because it totally fits with the design theme of the Clone Wars-Republic. It's like the lovechild of an Acclamator with a Venator.

Good karma+2 votes
Sephiroth0812
Sephiroth0812 - - 725 comments @ Maelstrom-class Battlecruiser Screenshots

The problem with the names for individual units and their associated files is that they only work properly in skirmish.

In GC they are somehow tied to build queues and ships that are built at the same time. After a batch of ships are done building and you start a week later or so building more of the same ship class the naming starts anew at the top of the list and you get duplicate names.
Meaning for example if you have as names for Acclamators 'Aken, Aldera, Annealer, Anubis, Anvil, Arrestor" and you build 4 Acclamators at the same time they'll get the first four names in the list. If you however build one Acclamator, let it finish and then build another, they will both have 'Aken' as their name.

The ships having names can be a help for immersion and "nerdy" roleplay as well as possibly for long multiplayer skirmish matches but it not functioning properly in GC merits the question if it is worth to implement when you need to edit the GameConstants.xml for it and include a line for every ship class that should get names.

It's a bummer that you can't give custom names to individual ships yourself like you can in the old 4X strategy game Star Wars: Rebellion from the 90's.

Good karma+1 vote
Sephiroth0812
Sephiroth0812 - - 725 comments @ Valiant Star Carrier WIP

The Valiant-class itself is a fan design but it has no official role or stats. Several Star Wars mods for different games use it and so do Star Wars fans on the Star Wars fanon wiki.
There are dozens of different armament sheets and ship type designations around the net which use this design. Even the manufacturer changes often depending of who uses the ship for their own fanon stories, games or scenarios.
You won't find a definitive set of values for it anywhere and if someone would dare to put it on Wookieepedia it would be removed because it is not an official Star Wars ship.

The only constants known about this design which are most often used by all people who include it are that the class name is "Valiant" and that it is primarily a Republic Ship (it's like the lovechild of an Acclamator and Venator anyways). The Remake mod I think for example gives the Valiant as a unit to the Underworld faction.

Good karma+1 vote
Sephiroth0812
Sephiroth0812 - - 725 comments @ Valiant Star Carrier WIP

When it comes to the Mandator-classes and the general playstyle of Empire at War using the Mandator II would probably be more feasible because the II-type actually had decent hyperdrives and there were more than a dozen built of them.
Due to the Ruusan Reformation Regulations the Mandator I-class had a very ****** and slow hyperdrive and only seven or eight of them were ever built. The Mandator I was only good for defending some very important planets like Kuat itself because it was too slow for any reasonable fleet operations.
The Mandator II by contrast had a good hyperdrive and thus could also be used in more offensive capacity.

As for the Procurator, it is stated to be the predecessor of the Praetor-class and, like the Dreadnaught-class Heavy Cruiser and the Invincible-class, a design that is already considered old before the Clone Wars. If I recall correctly it is about 2.500 meters long and already in service for 200 years when the Clone Wars start.

Good karma+1 vote
Sephiroth0812
Sephiroth0812 - - 725 comments @ Empire at War Expanded: Fall of the Republic

Only older mods still work with any version that isn't Steam.
Fall of the Republic is so new it never worked with any of the non-Steam versions because of its complexity.

Without the Steam exclusive patches, most of the versions of mods released in 2019 or later do not work correctly anymore. The unpatched game simply can't handle it so even if you get it to run you'll have frequent crashes and corrupted/destroyed save games.

Steam paid the original developers of Empire at War for these patches that's why they're exclusive to their version of the game.

It's nothing any modder can change.

Good karma0 votes
Sephiroth0812
Sephiroth0812 - - 725 comments @ Rendiili Model Updates (Invincible, Republic Star Destroyer, and more)

Where did you get the info from that the Republic-class are rebuilt ISDs? Wookieepedia says the Republic SD is a new design created by Walex Blissex, the same guy who designed the original Victory I-class for the Old Republic.

It further says that an Republic SD costs only half of an ISD-I but boasts 20% more firepower than it thus together with the Mon Cal-shields it is easily capable of defeating an ISD-I one on one, but struggles against an ISD-II. Since it is smaller than an ISD it can however carry less troops and also sacrifices cargo space and endurance (in terms of armor).

All in all I'd describe the Republic SD as an effective ship for its price tag and it may be placed at the lower end of high tier ships overall, but it is not an endgame battle winner and can't really substitute for an MC90 or Nebula SD.

They also started building these ships shortly after the Thrawn crisis which is like two decades before the 2nd GCW. Production slowed down during the time of Dark Empire/Palpatine's return but the first batches of Republics saw use in that conflict and afterwards the NR produced so many Republics that it is hard to believe they were just refitted ISDs.
Are you sure you're not confusing this ship class with the Starhawk-class from the Disney canon which are explicitly stated to be created from salvaged Imperial ships?

When it comes to the Majestic I dunno, in lore it is described as a very powerful pocket warship that's essentially a damage sponge with excellent armor and hard shields, capable of literally playing tank. It's also a newly developed design which is also specified as a pure warship unlike the MC80 Liberty which is a converted cruise liner and the MC80b which is an interim hybrid design.
In terms of the MC-line Cruisers the MC90 is the first one to be actually designed as a pure warship from the start.

Good karma+3 votes
Sephiroth0812
Sephiroth0812 - - 725 comments @ Executing the Rebels

That ISD-I looks almost as if it wants to catch a ride on its big sis.

Executor is really an imposing sight. If only the pathfinding in this game wasn't so atrocious then I could appreciate these monsters better.

Good karma+1 vote