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Comment History  (0 - 30 of 67)
Lusankya
Lusankya - - 67 comments @ Republic at War

Apparently it's the engine itself that is very limited and cannot cope with the AI. There isn't a great deal they can do but apparently it's been further worked on for the next release.

I'm a huge fan of the AI in ICW and I can still find it challenging; they have made it work on a GC with either close to or over 100 planets with multiple active factions.. very little to no lag with that mod, so it can definitely be done.

Good karma+1 vote
Lusankya
Lusankya - - 67 comments @ Republic at War

I do just fine playing as the CIS thanks and I already mentioned my counter to AV-7 Cannons. I'm saying the republic cannons rage is ridiculous, especially compared to the HAG. Others have pointed out if it's going to have that range, it should be less accurate which is nothing but a valid point.

You're not some brilliant-minded war tactician. There are of course still bugs and balance issues to sort out.

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Lusankya
Lusankya - - 67 comments @ Republic at War

I've noticed this also. Anything and everything gets destroyed before it gets in range of them. I have to use HMPs to take out the cannons as even the HAGs range has been reduced to a few feet in front of itself.

Good karma+2 votes
Lusankya
Lusankya - - 67 comments @ Republic at War

Part of my strategy for the CIS is Commando Droids raids. I usually capture Kuat & Kamino with them very early on along with the planets with Ground-to-Space weapons. They are also untouchable by any infantry except jedi, and their stealth makes them perfect for sabotage behind turbo laser towers and shield generators...

Good karma+1 vote
Lusankya
Lusankya - - 67 comments @ Republic at War

Speaking of the artillery. The republic Canon can hit half way across the map while the HAG cannot seem to hit anything unless it's right in front of it. By then it's too late because it couldn't defend its guard which got over run only slightly in front of it. Absolutely useless and I've not bothered to since it since in 1.1.5.

Good karma+1 vote
Lusankya
Lusankya - - 67 comments @ Republic at War

Do they actually build them if you give them the factory? I found it a bit boring with what units they kept attacking me with.

Good karma+1 vote
Lusankya
Lusankya - - 67 comments @ Republic at War

I would really like to know too before I download it. According to the bug list there is no mention of any lag issues, so does that mean it's gone?

Good karma+1 vote
Lusankya
Lusankya - - 67 comments @ Empire at War Expanded: Thrawn's Revenge

Is it just me, this version, or has it always been like this in this mod? My Base Layout screen just has a black box?

Good karma+1 vote
Lusankya
Lusankya - - 67 comments @ Yuuzhan Vong at War

"Sekot offered to destroy the Yuuzhan Vong entirely, but both Luke and Jacen refused." ...Why??!

Good karma+1 vote
Lusankya
Lusankya - - 67 comments @ Republic at War

My post got buried some 15 pages back, so I'd like to post again.

"I can't see it anywhere, so I apologise in advance if It has been posted previously. Has there been a fix/mechanic/unit added that can stop fleets from retreating when they have land units mixed in? I did read that it's just the AI trying to protect them but it takes away some awesome 'battles that could be' and some realism I guess?"

Oh, and yes I do see the Republic Interdictor in the unit lists somewhere.

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Lusankya
Lusankya - - 67 comments @ Republic at War

I was only looking the other day through the expansion lists hoping I'd find it.

Good karma+1 vote
Lusankya
Lusankya - - 67 comments @ Republic at War

I can't see it anywhere, so I apologise in advance if It has been posted previously. Has there been a fix/mechanic/unit added that can stop fleets from retreating when they have land units mixed in? I did read that it's just the AI trying to protect them but it takes away some awesome 'battles that could be' and some realism I guess?

Good karma+2 votes
Lusankya
Lusankya - - 67 comments @ Republic at War

Can you simply not conquer Kuat or Minntooine?

Good karma+1 vote
Lusankya
Lusankya - - 67 comments @ Yuuzhan Vong at War

I do not know if it has been asked, but I cannot find it anywhere. In every mod I've played with "super ships", their path finding is absolutely terrible... They often turn the opposite direction and don't obey. With so many super ships in this mod, will that be a problem? Or will I have to set them aside and just use ISDs? Also with the formation issue when a fleet enters with a super ship? (All dispersed?)

Good karma+3 votes
Lusankya
Lusankya - - 67 comments @ Republic at War

If you had scrolled down the tiniest bit further you would have read this.

'There will be an update regarding the expansion fairly soon"

Good karma+2 votes
Lusankya
Lusankya - - 67 comments @ New Installer

If I wanted to submit a concept, who would that be to?

Good karma+1 vote
Lusankya
Lusankya - - 67 comments @ Shadows of the Empire

Was absolutely looking forward to this mod. *sigh* =(

Good karma+2 votes
Lusankya
Lusankya - - 67 comments @ Republic at War

I would really like to know this also,

Good karma+1 vote
Lusankya
Lusankya - - 67 comments @ Republic at War

Well unless they said they were releasing it on the anniversary of 1.1, you really shouldn't have any need to feel disappointed.

Good karma+3 votes
Lusankya
Lusankya - - 67 comments @ New B1

Yay! =D

Good karma+4 votes
Lusankya
Lusankya - - 67 comments @ Magna Guards in game.

Have there been enough popular requests for a new B1 battle droid yet?

Good karma+3 votes
Lusankya
Lusankya - - 67 comments @ Republic at War

Well actually Darth Maul "should" survive the Clone Wars series. I'm pretty sure somewhere in expanded universe, it was revealed he did survive being cut in half. He actually hunts down obi-wan on Tatooine after the Clone Wars.

Good karma+2 votes
Lusankya
Lusankya - - 67 comments @ Republic at War

All I can say is if you have installed in "correctly", It should work fine. Perhaps a fresh install of everything.

Good karma+1 vote
Lusankya
Lusankya - - 67 comments @ Republic at War

It wasn't properly added to the first release for reasons I can't remember. It is one of the new units included in 1.2 though.

Good karma+2 votes
Lusankya
Lusankya - - 67 comments @ Rhen Var Final

with a more suited skin, the sub mod droids would look a lot better.

Good karma+1 vote
Lusankya
Lusankya - - 67 comments @ Rhen Var Final

Yeah, I meant the B1 droids. Sorry I was a little vague.

Good karma+1 vote
Lusankya
Lusankya - - 67 comments @ Republic at War

Well, I don't know about an ETA, but I'd love an update and some new pics! =D

Good karma+2 votes
Lusankya
Lusankya - - 67 comments @ Rhen Var Final

I don't mean to be rude, but are there any better droid models coming? For a Clone Wars era mod, they don't look all that inspired.

Good karma+6 votes
Lusankya
Lusankya - - 67 comments @ Republic at War

Australian... or New Zealand?

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Lusankya
Lusankya - - 67 comments @ Empire at War Expanded: Thrawn's Revenge

Hi there. I am a huge fan of the mod except for this one little thing. What the hell is wrong with the Star Destroyers? Seriously!???? The Executor, 99% of the times, if I tell it to go somewhere, it does a full 360 degree spin before doing so.... and same with the Imperial-class; I'll tell it to go straight for example, nope, it'll also spin around in all sorts of directions. It makes a space battle draaaaaag out when I want to get a ship where enemy ships are. I don't know... am I the only person with this problem? Other than that, 10/10

Good karma+1 vote