This member has provided no bio about themself...

Comment History  (0 - 30 of 50)
Angel71090
Angel71090 - - 50 comments @ Star Wars: Interregnum

This gonna be the full and possibly final release?

Good karma+1 vote
Angel71090
Angel71090 - - 50 comments @ Star Wars: Interregnum

This is correct. Don't know if it was default Star Wars: Empire At War, but I do remember it from Forces of Corruption. In fact a lot of voice lines seem to come from those games, which I greatly appreciate. The voice work for it was great, and it's still a great game to this day.

Good karma+1 vote
Angel71090
Angel71090 - - 50 comments @ Star Wars: Interregnum

Agreed, that would be cool, but would also probably be OP. I mean, I'm fine with that, but I feel there's a reason besides flavor that the devs made them unique. That being said, a mini-mod allowing for that option WOULD be cool.

Maybe a mini mod that adds a final tier research for an expensive, but not impossible price called "Council of Moffs" or "Warlord Unification" that gives access to the other researches you didn't have before?

Good karma+4 votes
Angel71090
Angel71090 - - 50 comments @ Star Wars: Interregnum

As Goa said, Thawrn's Warlord faction is pretty much the Empire of the Hand. Sadly there isn't enough canon material in unique ships, different versions of ships, and stuff like that to make The Empire of the Hand it's own distinct faction. It's freaking weird really. Most of the mods that are making it a faction in other games draw on custom designs they came up with from descriptions of Chiss ships and their allies and what not because we never got actual canon versions. The only ships with a canon design are the Chiss Clawship, and the Chiss Heavy Cruiser. They may have enough for a Chiss Ascendency minor faction, but that's about it sadly.

Good karma+2 votes
Angel71090
Angel71090 - - 50 comments @ Star Wars: Interregnum

As they have been mentioned in the current lore breakdowns of the mod, and everything mentioned has been eventually added to the mod in some way or another, I'm pretty sure the answer is yes.

Good karma+2 votes
Angel71090
Angel71090 - - 50 comments @ Star Wars: Interregnum

How goes the modding, my friends? Is everything doing okay?

Good karma+1 vote
Angel71090
Angel71090 - - 50 comments @ Star Wars: Interregnum

With this most recent announcement, I take it that things are starting to finally come together as you have forseen, my great Emperor GoaFan77? Has the team doubled their efforts to get the new update out rather soon, or do we still have some time to wait? I'm fine either way, I'm just curious if the previous hurdles that were causing the slow down of getting this new version of the mod fully armed and operational had finally been crossed.

Good karma+4 votes
Angel71090
Angel71090 - - 50 comments @ Star Wars: Interregnum

As it would be rude to ask about a release date, I'll ask something else. How goes the modding in general? I see that the models are as lovely as ever, and I know you all are in kind of new territory with the "Campaigns" you are making via amazing modding fuckery. Is there anything being a particular pain in the butt right now that is bothering you all, or does everything seem to be on schedule just as the Emperor demanded?

Good karma+3 votes
Angel71090
Angel71090 - - 50 comments @ Star Wars: Interregnum

My buddies and I found that, while it will still happen, a way to mitigate the Mini-Dumps is to turn off auto save. For some reason that will sometimes trigger it. Sadly, it's not the mod. It's the game engine itself. Not much the mod team can do on their end, save remove features to take stress off it.

Good karma+1 vote
Angel71090
Angel71090 - - 50 comments @ CornCobMan's Fun Mod for Soulstorm

I've followed the instructions on this to the letter and they are still the same. This is supposed to be replacing folders in your mod right? Because that's where I put them, and agree to overwrite the files that are already in the CornCobMan folder...and it does nothing. The Tooltips are fixed by the color schemes aren't.

Edit: Nevermind, it started working. Apparently it doesn't change the color of Carron's armor on the page, but it does fix the issue eventually in the actual game. Thanks.

Good karma+1 vote
Angel71090
Angel71090 - - 50 comments @ Unification Mod - Dawn of War: SoulStorm

Good Lord this is amazing. Y'all are doing God's work here! Amazing mod! Quick question though. Will we ever get the Catacomb Command Barge? It's not that important, but daddy would love to drive around in his personal pimp-mobile. XD

Good karma+5 votes
Angel71090
Angel71090 - - 50 comments @ CornCobMan's Fun Mod for Soulstorm

Thanks man. You are amazing.

Good karma+1 vote
Angel71090
Angel71090 - - 50 comments @ Unification Mod - Dawn of War: SoulStorm

Ultimate Apoc is still it's own mod, this is a different one, though I think some of the people that worked on UA until the recent kerfuffle (I'm not gonna go into it) are now working here. Expect a lot more consistant bugfixes and updates.

Good karma+4 votes
Angel71090
Angel71090 - - 50 comments @ CornCobMan's Fun Mod for Soulstorm

So is there a way to change it so the Chaos faction is something else other than the Flame Grilled Whoppers? As much as I like sharting all over the Soulstorm Chaos Leader and his obsession with metal boxes, I'd rather have either my own custom faction or the Alpha's back.

Good karma+1 vote
Angel71090
Angel71090 - - 50 comments @ Star Wars: Interregnum

So, I doubt you all will actually add it, but I had an idea for a use for the Arc Hammer. With the focus being space battles for the most part here, and the fact that there have been more than a few instances of automated or droid controlled star fighters, I could see the Arc Hammer (Probably either a hero ship or one sold by a Imperial Minor faction that got ahold of the specs) could be repurposed as a carrier/support class ship. Was thinking it could send both Dark Troopers and Droids out to repair allied ships, send Dark Troopers onto enemy ships to sabatoge and disable them (Not capture as I don't think the Dark Troopers were advanced enough to function as a crew all on their own, but good for doing damage and debuffs), increased fighter build/rebuild rate with possibly an aura to boost the same of other ships in the fleet, and as for an ultimate? I'm unsure. Maybe some kind of planetary assault via Dark Trooper bombardment? An aura that boosts the health of your ships via deploying groups of Dark Troopers to assist with onboard defense and repairs? A massive temp spam of droid controlled star fighters? Maybe allow it to be able to build smaller ships? Honestly this was just an idea I had.

Good karma+1 vote
Angel71090
Angel71090 - - 50 comments @ Star Wars: Interregnum

Dang. Could that be circumvented with some kind of auto-cast ability? If not, was just a thought. Too bad there isn't a way we can just bring them back ourselves. It's irritating.

Good karma+2 votes
Angel71090
Angel71090 - - 50 comments @ Star Wars: Interregnum

So here's an idea that has come to mind. Minor factions are a lot of fun in this mod, but they have a tendency to die off pretty quickly once they have been grabbed by someone else. From other players, or pirates, doubly so the latter if you are using the Beskar Mini-Mod. This particular mini mod actually brings me to the question.

Is there a way you can make it so that, if a minor faction loses their world, they have a chance of reclaiming it similiar to how the Mando's take words once they conquer them in Beskar? Would give the Minor factions a bit more survivability, and would definitely make holding those systems worth it, or at least focusing on keep them from retaking it in the case of one that is super annoying.

Good karma+1 vote
Angel71090
Angel71090 - - 50 comments @ Star Wars: Interregnum

So, I just got to ask. The Allegiance Class is a LOVELY design. Is there any chance that we will see a way to produce our own versions of it, either via minor factions or some other way besides our hero ships?

Good karma+3 votes
Angel71090
Angel71090 - - 50 comments @ Star Wars: Interregnum

So I thought I might as well pitch an idea for a possible submod. Now I mostly play the Imperial Warlords subfaction, just my style honestly. I was wondering if a submod could be added at some point called "Council of Moffs" That allows the Warlords to possibly access the sealed of tech lines based on the choice of who they decide to ally with where the capital ship research would be. Could be expensive as heck and last tier research. I don't know if others have similar restrictions, as I said I'm a Warlord main, but those could also possibly get a research to allow it if it exists. Just a thought really, along with the "2 Titans" submod idea.

Id make these myself, but I really don't know the first thing about modding Sins.

Good karma+1 vote
Angel71090
Angel71090 - - 50 comments @ Star Wars: Interregnum

Damn really? I wasn't aware of that. So most of the ships in Thrawn's Revenge and what not are fanon then?

Good karma+1 vote
Angel71090
Angel71090 - - 50 comments @ Black & White 2 Redux

If possible, it might be a good idea to either (as said, if POSSIBLE, I know modding can be a pain in the arse, doubly so in games not designed to be modded) add a toggle in god's land that can turn it on and off like you do with the custom miracles, or make a little patch that replaces the files responsible for the influence system with the old files.

Good karma+1 vote
Angel71090
Angel71090 - - 50 comments @ Star Wars: Interregnum

Awesome! It's out! Do we know if the old mini mods still work, or is that something we need to wait on? Either way, I'm happy!

Good karma+1 vote
Angel71090
Angel71090 - - 50 comments @ Always Ready to Fire

Fun Fact: The controls for the Ion Cannon and Main gun are both positioned next to the captain's chair. They are both big, shiney, red buttons that have one word each written on them in Mandalorian. The Ion Cannon has the Madolorian word for "The" on it, and the Main Cannon has the word for "End".

Good karma+5 votes
Angel71090
Angel71090 - - 50 comments @ Ultimate Apocalypse Mod (DOW SS)

So I'm well aware that the Campaign is on the backburner for now, and I'm okay with that. Considering you all, I'm pretty sure you got big plans for it once everything else is dealt with. Thus, I was wondering if you could give me tips on how to enable the hero menus (The ones for ungrading hero levels, their special buffs, and wargear) on the Campaign heroes myself. Was thinking of making a mini mod to the fanmade campaign enabler mod from a while back. Besides the occasional crash, which can be easily skirted with a bit of saving, the only issue there seems to be with that addon is the fact we can't upgrade our main heroes...which kind of makes it hard on a Necron player like myself when I can't give my Cron lord ANY abilities. XD

Just thought I'd ask. Also, thank you for all your hard work. One last question. Is there any chance we may see the Necron Overlord's Personal PImpmobile in the future (Aka the Catacomb Command Barge?)

Good karma+1 vote
Angel71090
Angel71090 - - 50 comments @ Star Wars: Interregnum

Honestly, I was thinking of that being a mini-mod, possibly with a branching one that would allow you to have it without needing the flagship victory condition, so the Ai would, you know, actually use it. But yeah, I get your point. Got to love how the A.I. never seems to use the damned thing. Annoying, but understandable.

Good karma+1 vote
Angel71090
Angel71090 - - 50 comments @ A Timeline of Star Wars: Interregnum, Part 8 - Converts and Exiles

No no no. It's not that it doesn't like Zann, it's just he keeps sending in agents to erase it to keep his cover from being blown. Have a unit check for corruption, might wanna nip that in the bud before he spreads to other planets.

Good karma+4 votes
Angel71090
Angel71090 - - 50 comments @ Star Wars: Interregnum

So, I just had a thought. Is there a way to give a Flagship the ability to level up? I like using that mode because it's kind of nice to have a big ship you can use with your starting armada, and because I like to pretend my character is the one in charge of that lovely ship. Was just wondering if that was a possibility. With or without abilities is fine, just curious.

Good karma+1 vote
Angel71090
Angel71090 - - 50 comments @ Star Wars: Interregnum

Ah...well ****. Thanks for the info. Guess it's to be expected.
Any work arounds?

Good karma+2 votes
Angel71090
Angel71090 - - 50 comments @ Star Wars: Interregnum

Okay, so I'm curious. Am I the only one that seems to have the issue that, sometimes when you warp into a system, your capital ships go to town while all your smaller ships just sit around twiddling their thumbs doing nothing? This keeps happening, and it's honestly quite annoying. I have to forcefully order them to attack EVERY SINGLE UNIT or they just sit there doing nothing. Not even moving.

Good karma+1 vote
Angel71090
Angel71090 - - 50 comments @ Gue'Vesa

This is pretty awesome! You do great work man. Though, now I'm curious. I know you can randomize the looks of the armors for Chaos Marines when they are spawned (Spiked helmets, pony tails, etc.) but...would that work for commanders too? Like you upgrade them to terminator armor and it randomly spawns a different person stuck to the back of the armor like that for decoration?

Good karma+2 votes