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Comment History  (0 - 30 of 39)
UnifiedForce
UnifiedForce - - 39 comments @ Rise of the Mandalorians

Sorry if this has already been asked before, but do you plan on adding in new frigate and capital ships and/or modifying the existing ones?

The amount of work you've put into the fighters and the sheer variety of them is pretty amazing; I'm really hoping that you give the same treatment to the larger ship classes as well.

Good karma+1 vote
UnifiedForce
UnifiedForce - - 39 comments @ Empire At War Remake: Galactic Civil War

*Looks it up*

Wow, I never realized that before since I've always just set starting tech at 5; the only reason I decreased it this time was to prevent the AI from using Aggressors. That's stupidly OP even for the Consortium.

Good karma+1 vote
UnifiedForce
UnifiedForce - - 39 comments @ Empire At War Remake: Galactic Civil War

So glad that this is finally seeing release. I've been following and looking forward to this mod ever since you first announced it. Thank you for all of the work you've put into it!

Some things to report from playing Galactic Conquest. So far I've just played as the Empire and have only briefly tested the other two:

- Even with gamma set to high, there's some space maps (I think Felucia is one) that are so dark that I can barely make out some of the smaller/darker-hued ships (.e.g Escort Carrier, Interceptor corvette); almost all I can see is an outline and the engine trail.

- Are all ships supposed to have the on-fire effect for destroyed hard points? Some ships like the Victory have them, while others like the Bellator do not.

- Bellator's hardpoints are still labeled as missing, as well as the Tie Hunter's unit description (though I realize it's basic info is given in the Escort's description).

- When I try to restrict the GC session's max/starting tech level it doesn't seem to apply to the Consortium. Tried testing several maps and tech settings but the limitations only seem to apply for Empire and Rebels. On Equal Footing for instance, even when I set starting and max tech at 1, the Consortium has a lvl 5 station at Hypori and is able to build all the capital ships that come with it.

- Aggressor is op plz nerf.

I think your idea to make it a very active threat worked a little *too* well. Personally, I really dislike fighting them to the point I plan to edit the ini files myself if there isn't a patch. Doesn't help that the AI spams the hell out of them by including 3-6 per fleet.

- Speaking of AI, for me the Consortium AI doesn't build any Keldabes, and so far hasn't built a Lucrehulk either (though with the Aggressor situation I'm mostly thankful for that). Also, the Rebel AI seems very passive: in the time the Consortium launched close to a dozen attacks and had built massive fleets, all the Rebels had done was launch a single planetary raid and as far as I could tell weren't building up their forces at all.


Good karma+1 vote
UnifiedForce
UnifiedForce - - 39 comments @ Galactic Conquest with different unit heights

So does making the station a priority mean that the AI will be more aggressive about attacking it as well?

One of the problems with the vanilla's GC AI was that it dragged its feet during space battles; most of the time I could just sit back with my defense fleet and destroy enemy ships as they came just one or a few at a time, swarming them with my station's constantly-replenishing supply of fighters the whole time.

Even this mod's AI doesn't feel aggressive enough at times. There's been a few matches where my station didn't have anything defending it and was only a few hardpoints away from destruction, yet the enemy AI for whatever reason just stayed at my station's outskirts and gave me time to make a comeback instead of delivering the final blow.

Good karma+1 vote
UnifiedForce
UnifiedForce - - 39 comments @ Galactic Conquest

Are you able to ask cheesecake how he did it with his Legacy Era mod?

It's not *completely* ground free (iirc there's maybe three or so planets that have ground but only let you build trooper units, and the rest are space-only) but it comes very close.

Best of luck with whatever you decide! GC modes for this and Re are what I've been looking forward to the most in all of EaW modding.

Good karma+1 vote
UnifiedForce
UnifiedForce - - 39 comments @ Old Republic at War

Starwars.wikia.com

There's Satele Shan. Not an admiral, and I haven't played enough of TOR to know if she ever commands from a ship, but she fits the bill as a major Republic military figure.

Starwars.wikia.com

Also Jace Malcom who's Supreme Commander of the Republic military.

Good karma+1 vote
UnifiedForce
UnifiedForce - - 39 comments @ Star Wars - Clone Wars

Referring to the explanation for why the “change starting tech” option for GC was removed, is it possible that the issues it causes with hero spawning will be looked into so that the option can return? Other EaW mods with tech unlockable heroes don't seem to have this problem, so doesn’t that mean a solution might exist?

Personally, in GC I really prefer being able to start with everything from the get go as opposed to having to wait several hours just to access the most advanced content.

Good karma+1 vote
UnifiedForce
UnifiedForce - - 39 comments @ Empire At War Remake: Galactic Civil War

Ah, I see. I read the mod description and elsewhere, but I assumed you meant to make just a few of the weapon hardpoints untargetable or something, not eliminating targetable hardpoints altogether. While that would certainly make ships more dangerous, I personally feel a little conflicted since being able to selectively target ship systems has been a core feature of EaW space combat tactics.

Even if the hardpoints are untargetable though, don’t they still exist in the ship’s coding so you could modify them to show battle damage effects if you wanted to? Similar to what LordVindican suggested?

Good karma+3 votes
UnifiedForce
UnifiedForce - - 39 comments @ Empire At War Remake: Galactic Civil War

I did notice, but I just assumed you were going to add them on later. Or did I miss an update where you said that wouldn't be the case?

Good karma+1 vote
UnifiedForce
UnifiedForce - - 39 comments @ Empire At War Remake: Galactic Civil War

Have you considered adding persistent damage effects for ships? In Republic at War for instance, when a hardpoint is destroyed the location looks as if it's up in flames and stays that way until the ship itself is destroyed.

I think it's nice as eye candy, as well as a quick visual indicator of how heavily damaged a ship is without having to spend time moving the mouse over an individual ship to check which hardpoints are missing.

Good karma+1 vote
UnifiedForce
UnifiedForce - - 39 comments @ Empire At War Remake: Galactic Civil War

Since this mod only focuses on space combat, is there any chance you might include a space-only Galactic Conquest mode? Or is there any way for a user to edit the game files so they can create such a mode themselves? I'm not the biggest fan of ground combat in the game either.

Good karma+2 votes
UnifiedForce
UnifiedForce - - 39 comments @ Mon Calamari Cruiser

If weapons are same as in the base game, then does that make the Mon Cal weaker in combat vs. an ISD I since you added so many weapons to the latter? Or does the 25% shield increase make that much of a difference?

In FoC I usually found that I could easily use a Mon Cal to beat one or even two ISDs in straight up fights, though at least some of that is the fault of the poor AI.

Good karma+2 votes
UnifiedForce
UnifiedForce - - 39 comments @ Rebel vs Empire 2v2 Part II

I didn't realize you could make the reload time so low and still maintain game balance. Will the reload times be as short for ships in this mod? I hope that they are.

Also, if the ships have a limited arc of fire, how should players maneuver any given ship for the most effective concentration of firepower?

Good karma+1 vote
UnifiedForce
UnifiedForce - - 39 comments @ Rebel vs Empire 2v2 Part II

When I look at your ORaW gameplay videos, one feature that really stands out to me is how most of your larger ships seem to shoot a steady and constant barrage of small laser bolts from a large and diverse amount of weapon emplacements (see your video on the Akaan Galaar). Most of the ships here though, Home One in particular, seems to shoot fewer, larger bolts at short irregular intervals from fewer weapon emplacements.

If my observation is correct, is there any chance you might make the weapon firing more like in ORaW? Having a steady barrage of smaller bolts from a lot of weapons looks much cooler than shorter bursts of larger bolts from fewer imo.

Good karma+1 vote
UnifiedForce
UnifiedForce - - 39 comments @ Imperial Vigil Corvette

Great model and concept.

Does it basically make the Tartan obsolete?

Good karma+2 votes
UnifiedForce
UnifiedForce - - 39 comments @ Covenant at War

I apologize if this has already been asked before, but is it possible that space only versions of GC could be released until the work for land is complete? Both the Legacy and Old Republic mods do this.

Or will GC only be worked on once both land and space are finished?

Good karma+1 vote
UnifiedForce
UnifiedForce - - 39 comments @ Legacy Era: Second Imperial Civil War

That seems to have done it! Spent a few hours playing GC and it plays great.

Thank you for taking the time to help me. Looking forward to your future updates. :)

Good karma+1 vote
UnifiedForce
UnifiedForce - - 39 comments @ Star Wars Alliance Rebellion

I've never accessed a forum like yours before, nor ever done anything I can think of that would qualify for a ban, but thanks I'll send my address in a pm. I deleted my browsing history and other files as well and nothing changed.

Good karma+1 vote
UnifiedForce
UnifiedForce - - 39 comments @ Legacy Era: Second Imperial Civil War

When I download the patch though it comes as an exe file; how do you access the xml folder of an exe?

Or do you mean finding the xml files in the game data itself once the patch has been applied? In that case I know where to find the folder, but not which specific xml files I need to identify.

Good karma+1 vote
UnifiedForce
UnifiedForce - - 39 comments @ Star Wars Alliance Rebellion

I deleted all cookies, but I still can't access anything but the login page.

I have a Windows 7 64-bit system; would that affect anything?

Good karma+1 vote
UnifiedForce
UnifiedForce - - 39 comments @ Legacy Era: Second Imperial Civil War

Can someone please help? I'm getting an exception error when trying to start it up, and I have the RAM fix and patch for FoC already installed.

I looked a few pages back and Cheesecake said for someone else to "try copying the xml files for the vista/ram patch into the mod's xml folder," but where do I find the patch's xml files?

Good karma+1 vote
UnifiedForce
UnifiedForce - - 39 comments @ Star Wars Alliance Rebellion

Could I please get some help accessing your site firefoxccmods.com?

I can't seem to access anything without registering first, and I can't seem to register since everything I click just redirects me back to the login page.

Good karma+1 vote
UnifiedForce
UnifiedForce - - 39 comments @ Republic at War

I apologize if this has already been addressed before, but how come the land units take up more than one unit capacity? In FoC everything took up only one slot, whereas, for example, a deployment of LAAT gunships alone takes up four.

Makes it difficult when assaulting planets with large maps or if they're heavily garrisoned by the enemy.

Good karma+2 votes
UnifiedForce
UnifiedForce - - 39 comments @ Mass Effect at War 1.1.01

Did you have to delete Graphicdetails.xml to start up the game? Or is it still there?

Maybe do all the other steps but see if leaving that in makes a difference? That's the only reason I can think of for why the units would be invisible. Sorry that I cannot be of more help.

Good karma+1 vote
UnifiedForce
UnifiedForce - - 39 comments @ Mass Effect at War 1.1.01

Maybe try re-installing the game again with the same steps as above? Be sure to install the FOC RAM fix as well if you're playing on a newer operating system.

Also, when putting in the path for the shortcut in the mods folder, try listing the path as "C:\Program Files (x86)\LucasArts\Star Wars Empire at War Forces of Corruption\swfoc.exe"MODPATH=Mods\Mass_Effect."

Good karma+1 vote
UnifiedForce
UnifiedForce - - 39 comments @ Mass Effect at War 1.1.01

Look inside "Mass Effect at War 1.1." and there should be a folder titled "Mass_Effect." Copy and paste it into "C:/Program Files (x86)/LucasArts/Star Wars Empire at War Forces of Corruption/Mods."

Then open the Petro launcher and select "FOC-Mass_Effect." If the game still doesn't start up, try deleting Graphicdetails.xml in the mod's "Data" folder.

This is what worked for me when I had similar troubles.

Good karma+1 vote
UnifiedForce
UnifiedForce - - 39 comments @ Republic at War

Can anyone please give me some brief advice about the roles of the CIS capital ships?

I love all three of their designs, but I'm not entirely sure how they compare against each other. Like the Bulwark's description says it doesn't have a high fighter capacity, yet when I deploy it it launches almost half a dozen squadrons.

As far as I can tell the Providence, Bulwark, and Lucrehulk all seem to be more or less equal in terms of fighters, weapons, and defense (except maybe with the Lucre being more durable). Or is that not so?


Good karma+1 vote
UnifiedForce
UnifiedForce - - 39 comments @ Mass Effect at War 1.1.01

I just had the same issue over the past few days. Deleting Graphicdetails.xml is what worked for me. You can find it by looking in the mod's Data folder.

Good karma+1 vote
UnifiedForce
UnifiedForce - - 39 comments @ Mass Effect at War 1.1.01

I looked at suggestions from past comments and deleted the GraphicDetails xml. That seems to have done it!

Thank you for your help and patience.

Good karma+1 vote