This member has provided no bio about themself...

Comment History
Slevered
Slevered - - 28 comments @ What a Piece of Junk

Thanks for the compliments, guys. I had an absolute blast texturing it.

Good karma+5 votes
Slevered
Slevered - - 28 comments @ Allegiance Closing In (Untextured Render)

Fixing it now, thanks for the heads up!

Good karma+3 votes
Slevered
Slevered - - 28 comments @ V0.95 Beta (Full)

There will be more ships and factions on the 1.0 release and later releases.

Good karma+2 votes
Slevered
Slevered - - 28 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Yup, we got that issue on the list, thanks for letting us know!

Good karma+2 votes
Slevered
Slevered - - 28 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

It does work, just like base sins.

Good karma+2 votes
Slevered
Slevered - - 28 comments @ 0.9 Feedback Rundown

Thanks for the input!

The color changes based off of type of icon was one idea we were throwing around, and wireframes (or a variation on it) may end up becoming the fix for ship hud icons.

Good karma+2 votes
Slevered
Slevered - - 28 comments @ 0.9 Feedback Rundown

Ship icons in world space (the ones you get when you zoom out) really need some love, as right now the solid color can make it bleed into other ship icons. We are aware of some of the more significant issues with it, so the next challenge is finding some workable solutions.

I'm glad you noticed how we go about homogenizing some of the research icons (like all allegiance research icons look the same, trade increases look the same, etc. so less visual language needs to be memorized). Because this is a mod for a game it puts us at a strange balance point between what we want and what players know, so I am happy to see some of those changes as understandable by some of the people playing TRII.

Everyone's feedback (positive, negative, or REALLY Negative) is information that we can use to make this a better experience for not only you guys, but the mod team as well. And the more it is explained the feedback is, like your post and Idios's post, the better we understand the issues to tackle.

Good karma+2 votes
Slevered
Slevered - - 28 comments @ 0.9 Feedback Rundown

Thanks for the detailed feedback! When we sit down for our next UI meeting this post will definitely be brought up.

I and the rest of the team really appreciate you taking the time to write this.

Good karma+3 votes
Slevered
Slevered - - 28 comments @ 0.9 Feedback Rundown

While not quite a direct analogy, remember when you first played Vanilla Sins. How long did it take you to understand the interface like you do now? We are not really introducing anything too new on the interface front, so about 95% of the icons are in the same spot, just with different silhouettes. Not to mention many Star wars ships have nearly identical silhouettes, so it can make viewing ship hud icons very difficult to see differences (What we attempted was a ship icon shorthand on one half of the ship with a top down profile on the other, but the size of the ship icons really mute those details).

This is not an excuse. I just wanted to add a little perspective to how you are viewing the icons right now. We will be revising them.

Good karma+3 votes
Slevered
Slevered - - 28 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

We can't wait to replace them as well!

Good karma+4 votes
Slevered
Slevered - - 28 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

If we do implement something like that, we would have to do some rebalancing, as we prefer the bulk of regen facilitated by fleet tenders. The team will probably discuss other means of what levels can bring ships, but level disparity between players can get really out of hand depending on play style.

As for your first point, I will put it on the list.

Good karma+1 vote
Slevered
Slevered - - 28 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

The option to do it I believe is hard coded, but we specifically made NR ships unable to purchase levels. While it is not set in stone, we have talked about having research that builds "on the job" experience for the NR ships.

Good karma+1 vote
Slevered
Slevered - - 28 comments @ Ascendancy 0.9 (Beta Version - ZIP)

Which icons are hard to understand? We really want to make our icons clear so definitely give us some specifics.

Good karma+1 vote
Slevered
Slevered - - 28 comments @ Ascendancy 0.9 (Beta Version - ZIP)

That issue may be more of a sins thing than our issue (as sins ships cannot move in reverse, if a ship moves too close to another ship, the ships turn to back away from each other), but I will investigate.

Good karma+2 votes
Slevered
Slevered - - 28 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

It is on the list, thanks for the comment! Corey and I will check it out.

Good karma+1 vote
Slevered
Slevered - - 28 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

I will check to see the problem, could you give me a bit more information? What map and faction did you play as?

Good karma+1 vote
Slevered
Slevered - - 28 comments @ Ascendancy 0.9 (Beta Version - ZIP)

You are right, it will be fixed. Nice catch. That ability (like sins) is instanced from the same ability file, so any ship with that ability will have that issue.

Good karma+2 votes
Slevered
Slevered - - 28 comments @ Ascendancy 0.9 (Beta Version - ZIP)

You are correct.

Good karma+3 votes
Slevered
Slevered - - 28 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Hey all, the download is available, so click the download tab to grab it (it may still be grayed out, but it is clickable).

Good karma+6 votes
Slevered
Slevered - - 28 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

If it is not stopped, New Republic culture can wreak havoc on planet allegiance, construction speed, and buff the ships you bring in to attack. You can actually just send quick strike teams to destroy nearby enemy broadcast centers, which allows you to focus your main fleets elsewhere.

Good karma+1 vote
Slevered
Slevered - - 28 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

We actually just had an internal session to look for issues, and we basically got through a full game. Our to do list for our initial release is fairly slim, but it involves a bit more time to complete. One of the big focuses right now revolves around UI implementation, like HUD icons, ship icons, research icons. We do have a large portion of them completed for the factions we want to release, but there are still a couple assets and icons we still need to bring in to the game.

And as with most mod developers, life can impede this progress, but know that we are still chipping away at it.

Good karma+6 votes
Slevered
Slevered - - 28 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Every building will be getting a replacement in some form or another. Because we understand some of the limitations of adding a mod to the Sins Engine, we end up using similar buildings for other factions.

Good karma+1 vote
Slevered
Slevered - - 28 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Thanks for the compliments! We try to make meaningful gameplay changes from the base game that will match that Star Wars feel and create a balanced experience. We will give additional updates in the future about some more changes as well.

Good karma+1 vote
Slevered
Slevered - - 28 comments @ NAC Assault Rifle

there are such things as polymer magazines and lower bodies.
so its completely possible

See magpul massoud and scar mk17

Good karma+1 vote
Slevered
Slevered - - 28 comments @ NAC Soldier concept

Hey those are plexi's

Good karma+1 vote
Slevered
Slevered - - 28 comments @ Northern Excursion

I fly with the arrow keys just fine, it does take a little practice though the transport can be useful in training your hands to fly with the arrow keys

Good karma+2 votes
Slevered
Slevered - - 28 comments @ Monster Factory

thanks for a quick reply

Good karma+2 votes
Slevered
Slevered - - 28 comments @ Monster Factory

Hey if you need any help with 2d concepts or ideas I'd be willing to help.

Good karma+1 vote