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Comment History
Lambot8809
Lambot8809 - - 10 comments @ Federal Unit Manager v2.0r

forgive my potentially dumb question - but to be crystal clear: does this mod add on to the game tactical pause? just spent an hour traipsing through steam threads and other crap and I want to be sure before I buy the game / stump up for the patreon..

Good karma+3 votes
Lambot8809
Lambot8809 - - 10 comments @ Divide and Conquer

hey! I'm not sure if this answer fits 100% with the situation you're describing, given the state of Dunland and how many settlements they had left at that point in time.

*however*. what you're describing - lots of stacks coming out of nowhere - does very much fit with what the game does for AI factions on their knees and about to die. essentially a 'last stand' mechanic, it will spawn troops to defend major settlements, on top of the apparent garrison. ie Minas Tirith, if you're attacking it, will have a large 'invisible' garrison, that will only appear once battle is initiated, not once it is besieged. I think that's due to limitations in the game engine, and that was the only way they could do it.

another example is, when you conquer Minas Morgul as Gondor, Mordor will spawn two full stacks with a 3* general, ok-ish troops but importantly... each with a unit of battle trolls, or Olag-Hai.

so yeah, what you're experiencing is normal. probably should be a better read-me, but I imagine that would take them forever!

in terms of the subtext of your post - thinking more broadly about the AI cheating with money etc - afaik the harder the campaign difficulty setting, most of that is just a larger amount of the king's purse - or the base money they get every turn.

check the graphs for their finances and toggle through the factions - that will show you each faction's absolute figure of money in the bank across the length of your campaign.

Good karma+1 vote
Lambot8809
Lambot8809 - - 10 comments @ Empire at War Expanded: Fall of the Republic

ywah it's really fu*king dumb. like, I bought EaW from GOG after seeing a sweet video for a mod that came out, and only after did I find out that the GOG version doesn't work with mods.

then GOG has the temerity to tell me mods don't work ≠ refund. such bs

Good karma+1 vote
Lambot8809
Lambot8809 - - 10 comments @ Star Wars Interregnum Beta 1

in case anyone was wondering, inlcuding especially Mandogrievous, the minimod Enhanced AI does work. Tested over a few hours playing as the New Republic v 1x Rebels, 1x Empire, 2x Warlords on Hutt Space.

Good karma+2 votes
Lambot8809
Lambot8809 - - 10 comments @ Shiny

forgot to login derr, above post is mine..

Good karma+1 vote
Lambot8809
Lambot8809 - - 10 comments @ Shiny

With Alpha 3 having now been now released, i've been able to play with Home One/Admiral Ackbar and did try out its' ability that launches Lando/the Millenium Falcon and was curious to know if it had any other impact on gameplay than in pure combat in the way that Han Solo's Rogue Squadron or Terren Rogriss' 181st Squadron does. I couldn't seem to see anything in the description :/

Good karma+1 vote
Lambot8809
Lambot8809 - - 10 comments @ Interregnum July Wrap Up

Wow, this is amazing! So much here that it's enough to just say hells yeah for all of it!

That said, I'd just like to congratulate you on such an amazing mod; it feels like an entire new game (and an extremely polished and practically finished one at that). I have had so much fun with it, especially now that the Rebel Alliance is here with Alpha 3- Ackbar is great with 'beware of traps!', and the starfighter focus is a great touch.

So thank you! Currently battling an unfortunate illness that keeps me house-bound a lot of the time sometimes so this is fantastic :)

Good luck for the New Republic development :)

Good karma+2 votes
Lambot8809
Lambot8809 - - 10 comments @ E4X Optional Minimods 1.74

Woops, it seems reply to comment doesn't work on my tablet. Not to worry

Good karma+1 vote
Lambot8809
Lambot8809 - - 10 comments @ E4X Optional Minimods 1.74

Thanks for getting back to me so quickly mate, appreciate that.

Didn't know about that little snippet of info, that's an interesting one.

Yeah I've seen that in someone else's post elsewhere as a solution and while I think I just couldn't (as simple as it is now that you describe it that way) properly figure out the mechanics of changing it it was also annoying as apparently it resets every day..

Oh well, I'll just have to remember to change it each time!

Thanks again.

Good karma+1 vote
Lambot8809
Lambot8809 - - 10 comments @ E4X Optional Minimods 1.74

Hi, GoaFan.

Been checking out the frankly awesome units for the Interregnum mod and getting quite excited for it all, considering I've only so far played vanilla Rebellion :).

I do have a question/feature request for these minimods you've released; is it possible, instead of having all or none of the superweapons, we could have it where their use is severely restricted? I'm thinking a minimum of 1 per player and so many per x number of planets occupied (say 10) and a additional cannon with 10 or say 15 more planets beyond that initial number. Just a thought, might make them used more tactically :)

Good karma+1 vote