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SirionJadie
SirionJadie @ 1.5 Preview - The Imperial Remnant

yes, you're right!

Good karma+1 vote
SirionJadie
SirionJadie @ 1.5 Preview - The Imperial Remnant

I see 2 walkers, the one next to the scout post it's an All Terrain Defense Turret (AT-DT). The other next to the mech factory i think it's an All Terrain Storm Walker, but i'm not sure. Question, the AT-DT will have a direct fire artillery projectile?

Good karma+2 votes
SirionJadie
SirionJadie @ Expanding Fronts

Hi, any chance we can get Han and Luke in stormtrooper disguise? And if possible, maybe, can we get the scenario of escape from death star?.

Good karma+1 vote
SirionJadie
SirionJadie @ Expanding Fronts

Hi, i'm having fun with this masterpiece and i have a question:

Any chance of having a "burning death" graphics/anims for infanry or biological units? I would like to cook an extra crispy Binks!

Also i think there is a very minor bug, i had a wounded sith master a medic and a command center, the medic healed 2 times the sith master and i decided to get him inside of the command center, but once he is inside, the medic continue healing him, despite he is inside the building.

Oh and also ask if any incoming civilization can use some stealth in his buildings, another good reason to have detector units.

And of course, waiting for the AGE Editor!

Good karma+3 votes
SirionJadie
SirionJadie @ Expanding Fronts

Thank you very much for the update, the AI works now. I'm having serious fun with the mod. I am eager to see the following civilizations.

Good karma+4 votes
SirionJadie
SirionJadie @ Expanding Fronts

Hahah a nice fair fight, but Vader is not much better than a vanilla Jedi master created in the jedi temple, i do not see any unbalance there. I would propose a game mode where you can create certain heroes (matching their hp and attacks damage etc like Jango, Boba or IG88) available through Monument building. I think it would be fun and balanced.

Good karma+3 votes
SirionJadie
SirionJadie @ Expanding Fronts

Cool! Many thanks! Using AGE is far more easy!.

Good karma+1 vote
SirionJadie
SirionJadie @ Expanding Fronts

Could you release it too please? It's better use AdvanceGenieEditor than messing with the triggers.

Good karma+3 votes
SirionJadie
SirionJadie @ Expanding Fronts

Hi! Thanks for this masterpiece, but i cannot open genie_x2.dat with AdvancedGenieEditor, it simply closes. I need another version or another program to edit units? It worked fine with the previous mod version. Thx in advance!

Good karma+2 votes
SirionJadie
SirionJadie @ Expanding Fronts

I think this has been answered before, but anyways, if you do alt-tab the background music will be displayed again.

Good karma+1 vote
SirionJadie
SirionJadie @ Crimson Command engages the Vong

Hi LegoStarWarsEu, from what mod are those models of crimson command? They looks great. Thanx in advance for your reply.

Good karma+1 vote
SirionJadie
SirionJadie @ Empire at War Expanded: Thrawn's Revenge

In 17 AbY the New Republic has only 10 Nebula class in service. Limit it's construction guys ;) And the fact that the Remnant do not have crews, do not make a ship better or worse, just unmanned. Ignore below i was'n login, shows as guest

Good karma+1 vote
SirionJadie
SirionJadie @ Empire at War Expanded: Thrawn's Revenge

Sorry but I'd not bet on this statement.

Starwars.wikia.com

Starwars.wikia.com

I compare almost every aspect of both ships, and the nebula is inferior. The only thing i see could be superior is the figthers&bombers; the Nebula is carrying.

The ISD I has 60 ion cannons that it seems almost everyone forget to add, so the shields of rebels ships simply vaporize.

Good karma+1 vote
SirionJadie
SirionJadie @ Expanding Fronts

This mod is looking better and better. Well done, Now the dark side... It's just me or Ahsoka walking anim seems... weird?

Good karma+2 votes
SirionJadie
SirionJadie @ Rise of the Mandalorians

Hi, here is what i did to avoid the green nightmare in the steam version. Go to the RotM folder and locate the shaders folder. Once you have it delete all archives inside shaders folder, leave it blank. Now donwnload and copy/paste this in Shaders folder:
Moddb.com

It should be: RotM/Shaders/MeshBumpLight.fxo

It worked for me and i can play this superb mod without issues, even in multiplayer. Good luck.

Good karma+1 vote
SirionJadie
SirionJadie @ Star Wars Sci-Fi at War: Silver Edition [Dead]

Thanks for the invitation, but i haven't a working microphone, and english is not my native lenguage, (if you ear me someday you can go in lol mode for weeks) anyway if i get a mic i'll let you know. I've and idea for the navy stormies, is making them a semi-hero (to limit them to only 1 unit for army) buildable space unit, able to board other ships (honoring their name) using a variated form of the bribe ability (drill pod boarding) matching with the *coughcoughborgassimilate* other ships. Ships proposed Star Destroyer Variant or other capital ship. Starwars.wikia.com

Good karma+1 vote
SirionJadie
SirionJadie @ Star Wars Sci-Fi at War: Silver Edition [Dead]

Hi again! i've tested this for a while:

When the scout-bike of the empire is destroyed, the scout trooper spawned is in the infamous T position.

Space stations Lvl 4&5 do not spawn the acclamators, it spawns 2 tartans and some fighters.

Some shipyards are still available? because i've conquered corellia but there are not corellian shipyards. Also i'd like to suggest that if you play as Empire and conquer Mon Calamari, you can make the calamari cruiser lines, and of course if you're rebel if you get Kuat you can do ISD's series. That kind of rewards make the game a lot more interesting I think. You can limit the number of ships created to maintain balance though.

Asault MKII rebel frigate is overpowered. Checked hardpoints values and it seems plain and simple overpowered.
EX: ISD I health in hardpoints 575, engine 900. Assault frigate MKII health in hardpoints 800, engines 4500. (Deliberated? if yes, totally unbalanced i think. If not, re-check the health values pls.)

Sometimes in some space maps having bigger ships (ISD's and Praetors) are unable to reach some points in the map due pathing. You can "order&forget;", to reach the position but, they are wandering the map unable to reach the enemy station on the other side of the map.

I had credits enough to deploy 2 praetors star destroyers, but when the battle begins they are spawned in the same position invalidating the "2 things cannot occupy the same space". You have to move one of them to see the other.

I think you should reduce the deploy numbers in space (it's 100) but the rebels just spam overpowered ships with 3 and 4 pop cap each (assault frigates mk 2, some nebulon b, and mc80's) and those ships spawns lots of fighters so you are just swarmed. I had a "freezing" problem but applying the defreezer didn't work. (i mean this one: Moddb.com).

That's all for now. Sorry for the TL,DR. I'll give more feedback as i play. Good work by the way, there are lots of units that make the game interesting but, pls give the empire some air capability in tie/gt form.
I think the Empire have too much redundant infantry: Infantry army troopers, stormies, navy stormies, and tritons. Tritons aside (they are really good) the rest have almost the same stats, range and abilities. Put some new abilities like sprint or throw thermal detonator or even stealth (shadowtroopers). Make the infantry more varied, able to take charge of different actions or even infiltrate in a planet (shadowtroopers).
Thx for your hard work in the mod!.

Good karma+1 vote
SirionJadie
SirionJadie @ Star Wars Sci-Fi at War: Silver Edition [Dead]

Auto-reply 3.
Imperial Lvl 5 station reinforcements consist only on tartans, no fighters no acclamators.

Sorry for the slow drop on feedback, i'll post as i go.

Good karma+1 vote
SirionJadie
SirionJadie @ Star Wars Sci-Fi at War: Silver Edition [Dead]

Auto-reply 2.
ISD's I&II; do not shoot the the fighters/bombers. You have to remove the "<Fire_Category_Restrictions> Fighter, Bomber </Fire_Category_Restrictions>" in "Module0_HardPoints.xml"
ISD I Spawns only 1 missile boat at tech 5.

Good karma+1 vote
SirionJadie
SirionJadie @ Star Wars Sci-Fi at War: Silver Edition [Dead]

Auto-reply. Pls disregard the happan battledragon issue, it has not shield gen. hardpoint from the begining. So it's ok.

Good karma+1 vote
SirionJadie
SirionJadie @ Star Wars Sci-Fi at War: Silver Edition [Dead]

Hello Silvakilla, congrats for the new release! I've tested for a few minutes (a couple of hours, lol)I switched to CD version of the game, and started the Sci fi At war campaing at lvl 5. I was playing almost in space battles. Rebels gains the upper hand here, i was rushed early as day 10 with a mediator battlecruiser, Ackbar and a couple of neb-B frigates. That was intense! but nothing my Tie-Defenders coul not handle. Again i see the fighters lasers too slow, i see the bolts for fighters (in projectiles) have a speed of "11" i tweaked for my likings to "25" and no fighter scape now.
Now the feedback:

Corellian light frigate is unhittable even for torpedoes. (they dance around harmlessly).
Hammerhead unhittable, same as corellian light frigate.
Mc-80 release smoke on the wings with no hardpoints destroyed.
I'm not sure, but happans battledragon has shields even when shield hardpoint is destroyed.
Tiny Slave I when landing on planet.
Arc170 model tiny in comparison with Tie Defender (i think)

And Venator model, man this is a real beauty! with turrets and burning harppoints. Not bugs here just a masterpiece. Superb work!.

Keep up the good work Silvakilla! This mod is going to be great.

Good karma+1 vote
SirionJadie
SirionJadie @ Star Wars Sci-Fi at War: Silver Edition [Dead]

No luck.

Steamcommunity.com

Some stormies with T pose.

Good karma+1 vote
SirionJadie
SirionJadie @ Star Wars Sci-Fi at War: Silver Edition [Dead]

Ok, I have the steam version, i'll try to re-install the game and apply the mod again and see if it's only me. Thx for the answer.

Good karma+1 vote
SirionJadie
SirionJadie @ Star Wars Sci-Fi at War: Silver Edition [Dead]

Hi again, i have to make a correction, rebel's MDU is hittable, but when it build the offensive node becomes unhittable by infantry.
Imperial Scout Sniper's sensor ping cannot be done, sprint is ok.

May i do a suggestion again? it seems Victory star destroyer I and Victory Star Destroyer II seems a bit redundant, unless they have some capability i cannot see, it would be possible to replace the VSD I with VSD 2 when tech upgrades? I think it's not the same for the ISD's I and II, ISD II have a lot more firepower with octuple barbette turbolasers so having both is ok for me.

Example with animation problem? You see the "Hutt Infantry" pic? the same pose, floating while moving.

Thank you very much for the mod! I enjoy it.

Good karma+1 vote
SirionJadie
SirionJadie @ Star Wars Sci-Fi at War: Silver Edition [Dead]

Hi again, now that i control 2/3 of the galaxy aprox, i do not know where to build the Death Star and Tie Phantom, i have The Maw but it's not there. I think it's my fault, bcause when building the space station i think the light and medium shipyard are available in space station 1-3 lvl but if you do not build it bfore if you upgrade to lvl 4 it dissapears and thats bcause i think i cannot build phantoms, i'll check it in another go. Rebel's MDU are unhittable by stormtroopers infantry, they miss every shoot (How strange, right? An stormtrooper who miss every shot.) I've checked the Death Star in the xml... man, price is astronomic!.
2000.000.000 credits!! lvl 5 station and hvy shipyard required, i have the hvy shipyard and a lvl 5 station but it's not available ( nevertheless i do not have the credits). Stormtrooper commander model is ok, but sometimes the 2 retinue has the same problem, they're floating with their amrs in cross. Problem detected with the snow trooper and storm trooper with red pauldron i think.
ISD II has the ISD model you know the comm array is higher than shields generators, also has 12 population, the praetor is far better and only is 10 pop and much more expensive.
That's all for now! Cheers.

Good karma+1 vote
SirionJadie
SirionJadie @ Star Wars Sci-Fi at War: Silver Edition [Dead]

Hi Silvakilla, i played a bit this mod with the Empire and i enjoyed a lot. A little feedback:

1: Boba Fett has tydirium shuttle as transport across tech lvls 1-5, no Slave I. (intended?)

2:Some stormtroopers with blaster rifles models are just floating with his arms in cross, Shcoktroopers are ok, they run and shoot correctly.

3:ISD II spawns only one assault gunboat squadron at techs 4 and 5. Spawns at 1-3 are ok and tie fighter is replaced by interceptor correctly.

4:I saw some fighters (t-wings, etc) run more than lasers of my anti-fighters roster. (Maybe i'm wrong due lag, pls confirm).

5:Rebel medium AI attack's good, mixing nebulon-b's, cr90's and a lot of fighters, but it seems it gains some things for free, all of their space stations are lvl 3, always have shield gen, turbo turrets in land battles and even a lot of planets are triggered to change ownership making the game a lot harder. At day 36 or so rebels has all the planets you cannot control and even they spawn fleets in the planet i already own, i had to move one ship to the planet to start the fight.

A couple suggestions: Turrets for capital ships and individual infantry units would be cool i know pathing maybe a pain, but i think maps have too many bottlenecks. Open maps are better for epic battles. Pls remove the fire restriction on some ships, specially ISD II, is frustrating having a 8000 credits ship that cannot fire figthers, (it was my sole survivor in a battle when the rebels only had fighters and i had to fall back.)pls at least add inaccuracy fire. Pls add one more faction universe: Dune.

That's all for now i'll post more as i go playing. TL:DR sorry for the wall text. Keep up the good work i like this mod. cannot wait for the rest os factions.

Good karma+1 vote
SirionJadie
SirionJadie @ Expanding Fronts

Hi, i've noticed that the ground attack of the Arquitens-class (1859 in advanced genie editor 3)is misaligned and fires from a point above the ship. To fix (if you want of course and using advanced genie editor 3)in the projectiles section, graphics displacement XYZ use this values: -0.4 ; 0.1 ; 4 . And in projectile spawning area use this values 0.7 ; 1 ; 1 . I think those values fixes the misaligned point.

I would also like to make a couple of suggestions, for those ships not related to the game core, i mean star destroyer, arquitens, providence, etc, it would be possible to replace the "ball" projectile (for me is a bit "unrealistic" in the star wars universe see a ship firing hadoukens) for the air attack and be switched for missiles or a laser barrage?. Well, it seems weird to me for a star destroyer only firing a couple of lasers when it has 60 turbolaser turrets. Note please i'm saying the not core ships for no game-breaking. Thank you for the mod, i really enjoy it, and of course and i think i speak for the whole community: "we want more!"

Good karma+3 votes
SirionJadie
SirionJadie @ Empire at War Expanded: Fall of the Republic

Despite i love the venator, i'd love to see this in action:

Starwars-exodus.wikia.com

Maybe please? Thx!

Good karma+2 votes
SirionJadie
SirionJadie @ [ABORTED] More Submod for Thrawn's R: ICW 2.2 Demo

Replying to myself, lol. Pls disregard the above, when i conquered the planet Levian II it still says "+-475" credits when i move tigellinus to Hast, it applies the set back correctly, but when i move him again to Levian II, the "+-475" is displayed again.
Well, would have been fun if the previous strategy had worked.

Keep up the good work.

Good karma+2 votes
SirionJadie
SirionJadie @ [ABORTED] More Submod for Thrawn's R: ICW 2.2 Demo

Hi Krzychu, i was playing the "stars align" campaign as Remnant and i just beated the rebels in Levian II, but i did not invade the planet in land battle and having in orbit Rufaan Tigellinus (this guy have a great set back to your income) and this set back is applied to the rebels despite he is not in that faction. So i guess the rebels are losing credits (in my game, income in this situation is "+-475" credits for the rebels so i loled so hard with this situation. If the rebels are losing credits this strategy can be used against your foes orbiting a planet is not worth invading it (Levian II only gives you 3 pop).

Thx for your mod and hard work, i'm having real fun with this kind of "strategies". Lol ;)

Good karma+3 votes