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Comment History
Harabec
Harabec - - 29 comments @ Star Wars - Clone Wars

I've also tried unsuccessfully to add them to the mod. If you ever do manage to figure it out, I'd be really interested to hear how you managed to do it.

Good karma+1 vote
Harabec
Harabec - - 29 comments @ Just a little poll

How about Yayax Squad? They aren't on the list. From all the descriptions their armor is pretty much all the same similar to Omega Squad. Can never have enough commando squads.

Good karma+1 vote
Harabec
Harabec - - 29 comments @ Inferno Squadron

The time frame may be a bit wonky, but hot damn if that katarn armor doesn't look amazing.

Good karma+2 votes
Harabec
Harabec - - 29 comments @ And the answer is...

Hmm so if both sides have him above a planet in orbit, will it just be a matter of which side deploys him first? Or will his public and private alter egos be able to duke it out?

Good karma+1 vote
Harabec
Harabec - - 29 comments @ Proper Infantry Harassment

Evil little buggers they are. Think you've found the perfect position with great cover to keep a few squads of droids pinned down? STAP's will definitely beg to differ.

Good karma+2 votes
Harabec
Harabec - - 29 comments @ Clones now properly attach to a flagship

Nifty, I really like the idea of being able to launch a space attack and then being able to immediately transition into a land battle without having to wait for ground troops to get there. Will there be a limit to the number of platoons the flagship can support?

Good karma+4 votes
Harabec
Harabec - - 29 comments @ Vote by Comment

If you were to split them, I'd vote downgrading Rex. My logic is if you split Anakin and Ahsoka into two separate heroes, you could instead have Rex spawn in with Anakin the way other clone officers spawn in with most of the other Jedi heros in the mod. It'd give Anakin the same benefit of allowing him to give a combat bonus to other units the way other Jedi do.

Good karma+2 votes
Harabec
Harabec - - 29 comments @ 4.0 Patch

I've noticed this problem as well. It can actually happen to several jedi characters. Anakin seems particularly bad about it though. Sometime he (or any of the other jedi I've encountered the glitch on) will end up totally locked up, unable to move or attack in pretty much any way. It seems in Anakin's case the glitch is tied to the use of the ability force push. The animation will begin, then he'll just be stuck. From what I've found if you disable auto use of abilities and avoid using force push he shouldn't end up frozen.

Good karma+1 vote
Harabec
Harabec - - 29 comments @ Ringo Vinda

Nice, the next update looks like it'll be pretty sweet: bug fixes, a new planet, perhaps some new units to go with it? On a semi-related note to that last part, I've got my fingers crossed that Omega Squad will be joining the roster in this or another future update.

Good karma+1 vote
Harabec
Harabec - - 29 comments @ MCO 559

I've run into a problem during the Mercs campaign. Specifically mission MW_2_n_7 You're supposed to capture a prison, destroy a sensor control tower and move to the extraction point. I'm not sure if it's a glitch or if there's something I'm just completely missing but every time I destroy the sensor tower after capturing the prison I fail the mission because I haven't moved all units to the extraction point. This happens even if I airstrike the sensor tower with all units over the extraction point. I'm not sure if you're supposed to be able to capture the rebel leader's mech outside the prison, but that option is salvage or capture this, or any mech unavailable in that mission. It is also apparently impossible to capture the prison without first destroying the mech parked outside of the prison. Does anyone have any idea whats going on with this?

Good karma+1 vote
Harabec
Harabec - - 29 comments @ So AI issues huh?

Great to see you coming back to do some more work on the mod. By far my favorite mod for FoC. Sly442 Did release a fix for some of the AI issues that seem to work pretty well. On my end it's at least fixed the CIS not upgrading their tech level. The larger battles still seem prone to cause crashes upon trying to save after they are finished, but that could just be my system. Really looking forward to see what else you have in store for the mod down the road.

Good karma+3 votes
Harabec
Harabec - - 29 comments @ Vote and few annauncements

Gotta go with Tracyn, only fitting that the lads have a proper Mando'a squad name.

Good karma+2 votes
Harabec
Harabec - - 29 comments @ Yuuzhan Vong at War

There is some hope however slim. Thrawn is coming back to canon in the new season of Rebels. Mandalorians seem like they'll be getting back to their warrior image as opposed to the pacifist loving types they were in TCW. It's not perfect, but there are still some people on the inside listening to the fans.

Good karma+2 votes
Harabec
Harabec - - 29 comments @ Star Wars - Clone Wars

Usually when you tech up, a lot of the hero units tend to reset to their starting position. Obi-wan usually ends up back on Coruscant after you upgrade your tech level.

Good karma+2 votes
Harabec
Harabec - - 29 comments @ Star Wars - Clone Wars

Too be fair this is where the largest battles always tend to develop when I play. It could be anywhere a battle takes place with a large buildup of forces. That's just been my experience with it anyways. I don't think it's a problem with the download, but that could be it. I may try a fresh download and see if that fixes the issues.

Good karma+1 vote
Harabec
Harabec - - 29 comments @ Star Wars - Clone Wars

It's a great mod- when it works. But the trouble is it a lot of the time it doesn't. There are a few planets which always seem to produce a crash either during the battle or immediately after upon trying to save or start another battle. Off the top of my head Umbra, Geonosis, Muunilinst and Coruscant seem to be the worst offenders. It doesn't seem to happen in the base game or the expansion much, but to the mod's credit it isn't a problem unique to this mod. I have seen it happen several times in quite a few other mods for this game. The trouble is with this one it seems to happen a lot more frequently.

Good karma+2 votes
Harabec
Harabec - - 29 comments @ Star Wars - Clone Wars

The constant crashing on this mod is really annoying. Several planets cannot be captured outside of auto resolve without immediately crashing upon either trying to save or start a battle on the next planet.

Good karma+2 votes
Harabec
Harabec - - 29 comments @ Galaxy at War: The Clone Wars

As much as I'd love to see them, that definitely the right way to go. I can imagine even one of them would be a god tier unit abilities wise, but all six of them? GG seps, no re.

Good karma+1 vote
Harabec
Harabec - - 29 comments @ Star Wars - Clone Wars

So something I've been wondering about for a little while now, were the anti-aircraft turrets meant to be so effective against infantry? Its been so long since I've played the base game, but I don't remember them being all that nearly that strong. Suppose I shouldn't be complaining, its been the only thing that's kept me from being overrun by sheer numbers in wave attacks several times. Still just almost seems to make anti-infantry turrets obsolete as it stands.

Good karma+1 vote
Harabec
Harabec - - 29 comments @ Star Wars - Clone Wars

I've had that same glitch before. I want to say if the entire group is killed, when they respawn they *should* be back to normal. Not a hundred percent though. It also can mess with Delta squad too.

Good karma+1 vote
Harabec
Harabec - - 29 comments @ Star Wars - Clone Wars

The CIS can capture neutral planets. The Republic can't unless they've been captured by the CIS. The best the Republic can do while they are still neutral is to place a fleet above them to prevent the Seps from capturing them.

Good karma+1 vote
Harabec
Harabec - - 29 comments @ Star Wars BattleFront Commander

I've been playing around a little more with it, I've noticed something else. The healing circle that Fixer has around himself does not appear to be working either. Instead each member of the squad has a minor self heal that takes effect regardless of whether they are inside the healing circle or not. I had another look at the XML files looking for differences between Delta and Omega Squad. The only difference I noticed other than Unit names was on the line "Target_Particle_Bone_Name under the Force_Healing_Ability section. It was listed as "Mixamorig:head" under Delta Squad and "B_HEAD" under Omega Squad. I changed the line under Omega squad to the same as the Delta Squad file. Further changed the Applicable_Unit_Types under each member of Omega Squad to their own names.

The healing circle projected by Atin and Fixer still does not seem to be working properly, but now each member of both squads has the same minor healing function that all members of Delta squad have.

Good karma+2 votes
Harabec
Harabec - - 29 comments @ Star Wars BattleFront Commander

Loving the mod so far. I'm really glad to see Omega squad found their way into it. I ran into what I believe is a small bug regarding them though. Atin appears to share the same traits with Fixer from Delta squad, including his medic role, however, Omega squad isn't healing for some reason. Had a look at the XML files, it looked like everything was the same, so I'm not sure where the issue is. Keep up the great work guys.

Good karma+2 votes
Harabec
Harabec - - 29 comments @ Yuuzhan Vong at War

Eagerly looking forward to this mod. Keep the EU alive like it always should be.

Good karma+2 votes
Harabec
Harabec - - 29 comments @ Rise of the Mandalorians

Loving the mod, mostly, but the 501st feels really unbalanced.

Good karma+1 vote
Harabec
Harabec - - 29 comments @ Star Wars - Clone Wars

Unfortunate, thanks for the reply.

Good karma+1 vote
Harabec
Harabec - - 29 comments @ Star Wars - Clone Wars

Also another question, looking at the XML files it looks like there's an entry for Omega squad. Anyone know if it's possible to add them to galactic conquest?

Good karma+1 vote
Harabec
Harabec - - 29 comments @ Star Wars - Clone Wars

Any one ever run into this issue? I launch a raid on a planet, win the raid, secure the planet, but if there's any enemy space forces still in orbit you can't move any of your own fleet to fight them. Sometimes the space station, if one is present will still be there even though it was supposedly destroyed after the raid. The only work around for this I've found is building hypervelocity cannons and then building units on the planet to send up one by one so I can hopefully pick off the fleet that's preventing any troop movement there.

Good karma+1 vote
Harabec
Harabec - - 29 comments @ Galaxy at War: The Clone Wars

Really looking forward to this mod. Glad to see the boys from Omega will be making an appearance in EaW alongside Delta. Out of curiosity, are there plans to include Ghez Hokan or anyone else from the RC series in the mod?

Good karma+1 vote