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Comment History  (0 - 30 of 40)
ZeronTR
ZeronTR - - 40 comments @ TIE Defender, Standing By

To be honest the only time the hyperdrives on the fighters have ever been significantly used is in guerrilla warfare, which is beyond the scope of this game. While they can use their hyperdrives to travel places, fighter cockpits are rather cramped and they obviously can't eat and stretch and such. To be in actual tip top fighting shape they have to remain aboard carriers regardless of how well their hyperdrives work. I believe most of the time they are carried with ships until just before a battle and then they use their hyperdrives for the final jump in to save deployment time, which isn't a gigantic issue in Sins anyway.

Good karma+5 votes
ZeronTR
ZeronTR - - 40 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Or a cryogenic stasis pod.

Good karma+4 votes
ZeronTR
ZeronTR - - 40 comments @ Aramadia Class Thruster Ship

And also one of the least likely ships to ever be found in the New Republic forces. Somehow I don't imagine a ship used solely by the Yevetha, genocidal maniacs who were brought back to the stone age by fighting the NR and then killed off completely later by the Vong, would be all that keen to be loaning the NR some of their unique ships. I don't know why on earth you would be including this, especially if you don't know what it is, and quite frankly it's alarming that you would just stick a random model in your mod without having any clue what it is or how on earth it would even apply to your mod.

Good karma+3 votes
ZeronTR
ZeronTR - - 40 comments @ Viscount

In terms of sheer weaponry, they are about equal. However, the Mon Calamari have clearly learned from the mistakes of the SSD and as a consequence the Viscount has much better firing arcs. The Viscount is much more versatile, can fight much better, carries better fighters, and has more health. While they may have the same amount of weapons, the Viscount was designed and built quite a few years after the SSD and is pretty much the straight up superior ship. There's a reason they'll be rare and limited to certain GCs.

Good karma+2 votes
ZeronTR
ZeronTR - - 40 comments @ Republic at War

Indeed. RaW makes a number of changes to your basic installation of Forces of Corruption, which makes it sometimes not play nice with most other mods out there. Thrawn's Revenge does not do that, so simply renaming the folders that RaW added to the base FoC installation will let you play other mods just fine.

As well, Thrawn's Revenge has undergone many major changes. That is the whole point of updating after all, 1.2 is a completely different monster than 1.0. You simply cannot judge Thrawn's Revenge by the 1.0 release anymore, it is completely inferior to the 1.2 version.

Good karma+1 vote
ZeronTR
ZeronTR - - 40 comments @ Mercenary Sith Frigate

"What a piece of junk!" --Luke Skywalker

Good karma+6 votes
ZeronTR
ZeronTR - - 40 comments @ Empire at War Expanded: Thrawn's Revenge

1.0 is not required in anyway for 1.2. Delete 1.0.

And they're the same thing, one is just automatic and the other manual. Pick whichever download you like.

Good karma+2 votes
ZeronTR
ZeronTR - - 40 comments @ New particles

Bubbles yay!

Good karma+1 vote
ZeronTR
ZeronTR - - 40 comments @ Republic at War

Except that the CIS get's AATs way before you get anything that can counter them. And they get free ones for every light factory, and they build many light factories.

Good karma+1 vote
ZeronTR
ZeronTR - - 40 comments @ Republic at War

And out, boom.

Good karma+2 votes
ZeronTR
ZeronTR - - 40 comments @ Old Republic at War

Download WinRAR or 7zip.

Good karma+1 vote
ZeronTR
ZeronTR - - 40 comments @ Main Menu

I call it... menu 3 inches to the left

Good karma+2 votes
ZeronTR
ZeronTR - - 40 comments @ Galaxy SD and Mercy Frigate

That Mercy Frigate is looking pretty good. Much smoother than your usual fare, compliments the model really well.

Good karma+3 votes
ZeronTR
ZeronTR - - 40 comments @ Strident Star Defender

Could be large docking ports I guess.

Good karma+1 vote
ZeronTR
ZeronTR - - 40 comments @ Covenant at War

Not only does he have far more experience than you in actually making and releasing a mod, he also actually has a degree in 3d modeling. If anything, a merger between you two would end up with Farseer having to redo all of your stuff. Of course, that'll never happen as Farseer just doesn't need anything from your mod.

It's perfectly all right to not want to merge mods, but you don't have to attack the maker of the other mod. Not only are you coming off as a complete ***, but also as rather idiotic since you lacked even the most easily accessible information about Farseer. Next time, please refrain from putting down someone who you know nothing about.

Good karma+7 votes
ZeronTR
ZeronTR - - 40 comments @ Various

OMG LOOK AT THAT WOMPRAT

Good karma+3 votes
ZeronTR
ZeronTR - - 40 comments @ Old Republic at War

Nothing? Even if you were playing on the highest setting imaginable, it doesn't guarantee that you're going to like his skins. The EaW engine has a number of things that affect the way ships and skins look, the most important of which is lighting. So bad, or badly placed, lighting can do a lot to harm a good skin.

And -Darth_Nihilus-, it is quite arrogant to assume that your computer is better than someone else's without any actual evidence. Just because he has problems with the skin does not mean that he has a bad computer.

Good karma+1 vote
ZeronTR
ZeronTR - - 40 comments @ Old Republic at War Space

Geroenimo
Geroenimo 4hours 44mins ago says: New Comment

Ohh GUYS REEEEEEEEEEEAD THE README, IT SAYS THERE ARE NO MANDOS

Must have been real hard to look about 6 comments up.

Good karma+1 vote
ZeronTR
ZeronTR - - 40 comments @ Empire at War Expanded: Thrawn's Revenge

No. It's going to take a long time to refine and perfect the mod as it's already been released. Adding a new faction such as the Yuuzhan Vong would not only take a long time, but no one on the team has the motivation or desire to actually do it. Oh, and the focus of the mod is on the time period after Endor and before the Vong. So no, there will be no Vong.

Good karma+1 vote
ZeronTR
ZeronTR - - 40 comments @ Empire at War Expanded: Thrawn's Revenge

Most of the EotH units were made quite a while ago, when the team was still in the process of refining their skills. Most of the ships will be redone in one way or another in the patches. We would have worked on improving them in the first place, but we were really just eager to get it over with. This mod has been in production for a long time, and if we went and redid everything we thought was bad in it we would never have released. So now that it's out we can focus on improving it. Feel free to specify which units you think are really bad, and why you think so though.

Good karma+2 votes
ZeronTR
ZeronTR - - 40 comments @ Empire at War Expanded: Thrawn's Revenge

The Zsinj campaign has a mixture of NR, IR, and Hapan units for the NR. That's as close as you're going to get unless you're willing to do a fair bit of work.

Good karma+1 vote
ZeronTR
ZeronTR - - 40 comments @ Empire at War Expanded: Thrawn's Revenge

Err, that's called using strategy. Of course it couldn't take down the shields of the Phalanx's when they were behind it, it's not like it has guns mounted on the engines. Almost every ship has a blind-spot in the back that you can exploit, the SSDs are just so large that they have a proportionally large blind-spot.

Yes, the AI is having problems. That will be fixed.

And Golans and the A9 are already in the mod.

Good karma+1 vote
ZeronTR
ZeronTR - - 40 comments @ Empire at War Expanded: Thrawn's Revenge

What I do is select as many as possible, then group them. Then deselect the group, select them again, and then shift add some more. Sometimes you'll have to shift click add them one at a time, and sometimes you can shift box all of them. And when that stops working, you group them and rinse lather and repeat.

Good karma+1 vote
ZeronTR
ZeronTR - - 40 comments @ Project Wildfire

Except when it's a DLC armor, then you can't remove it at all. And it would be nice to be able to go through a level where a helmet is appropriate without being stuck with it when it no longer is.

Good karma+2 votes
ZeronTR
ZeronTR - - 40 comments @ New Star Wars Starship Models and Infocard User Interface!

I like the I7, it looks really good.

The T-Wing however..looks more like a speeder than a fighter. I don't know why you got rid of the wings for the most part, but it really needs them. More circular engines would be nice as well. And the whole back being much smaller than the front really is something completely different than how most SW fighters/ships are.

The Escort Carrier..well, the boxes on the outside don't do much to disguise the plainness of the model, and in fact just highlight it even more.

Good karma+1 vote
ZeronTR
ZeronTR - - 40 comments @ We have a big problem.

Inspiration from God.

Good karma+1 vote
ZeronTR
ZeronTR - - 40 comments @ We have a big problem.

You posted the best post we have ever seen posted. We would like to see more posted, but by far posting has not proven to be the most posty form of posting online.

Good karma+1 vote
ZeronTR
ZeronTR - - 40 comments @ Old Republic at War

One problem with that is that...a bunch of the land stuff isn't from AoSW or any other mod. Geroenimo got those from the KOTOR games, and independently decided that he did not wish to port. So...not the fault of TR, AoSW, or FX

Good karma+1 vote
ZeronTR
ZeronTR - - 40 comments @ Empire at War Expanded: Thrawn's Revenge

Of course. You're absolutely right. In fact, LucasArts and every other gaming company should allow people to use all their stuff as well. Clearly, the many hours of work people put into this stuff means nothing. In fact, anyone who does not make anything they make public property is a douchebag.

Now, to be absolutely truthful. TR had absolutely nothing to do with the pulling of AoSW and FX material from ORAW. Code and Kalo, the two who produced most of that content decided that they didn't like the way Geroenimo was acting, as well as his use of models taken from KOTOR, and decided to pull their consent. And if his attitude continues to improve, he may very well get it back eventually. But people like you certainly aren't helping, in anyway.

Good karma+2 votes
ZeronTR
ZeronTR - - 40 comments @ Empire at War Expanded: Thrawn's Revenge

We've explained ourselves several times. This mod, AoSW, and FX are the culmination of several years of work. We've put sweat and blood into that stuff, and if we don't want our work in someone else's hands then we have every right to take it back. This issue has been resolved already, and you people continually bringing it back up is certainly not helping anyone.

Good karma-1 votes