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Comment History  (0 - 30 of 34)
RIPStPalmer
RIPStPalmer - - 34 comments @ SOTYR Remastered - Alpha v0.52

Be aware this is a one time play mod. If you save and leave the mod never works again.

Good karma+1 vote
RIPStPalmer
RIPStPalmer - - 34 comments @ SOTYR Remastered - Alpha v0.52

Still don't have a Oracle, Olympus, Orestes models. Are you going to be making the minor factions? LONAW? Raiders? Chionas? What about maps?

Good karma+1 vote
RIPStPalmer
RIPStPalmer - - 34 comments @ Star Trek Infinities

Just wanting to put this out there: When putting together the ships and tech tree how about allowing the Federation ships to all or most to have science labs. The Feds are explorers after all and their science back ground would give them an edge in technology. As larger vessels become available more module slots become available... provided power requirements are met too. Something like this:
NX: 1 special module
Constitution: 2 spec modules
Excelsior: 3 spec modules
skip to Galaxy: 5 spec modules

Federation- Diplomacy and Science. Has a high culture spread.
Recommended ship modules- Science Labs I, II, III: boosts project and survey mission speeds
Diplomatic Quarters I, II, III: Possible AOE effect (if possible?) Allows a starship(s) to increase the likeness of an alien culture. -Gets alien races to like the Federation.-

Klingons- Attack and armor. Also have a high culture resistance.
Recommended Modules- Cloak I, II, III: Ambush-able. Makes Klingon ships very difficult to target in combat when they cloak. But easier to destroy.
Power Shunt to Weapons I, II, III: "All power to weapons" (needless to say)

Romulans- Stealth and Attack. Espionage. (Obviously)
Modules- Cloak I, II, III: Same as like Klingon stuff.
Shield Module I, II, III: Gives a boost to shield power (during battle) and recharge power (after battle)

Good karma+3 votes
RIPStPalmer
RIPStPalmer - - 34 comments @ Star Trek Infinities

Are you going to to be using canon weapons or will be be able to mount different weapons like those from the SFC (specifically I and II) series?

Good karma+1 vote
RIPStPalmer
RIPStPalmer - - 34 comments @ Star Wars: Interregnum

Hoorah, nice to see a neutralish faction coming in. Even if they are raiders. I still would like to recommend a corporate neutral faction that would have the strongest economy modifiers, a faction that would be needed by all sides for military domination.

Good karma+2 votes
RIPStPalmer
RIPStPalmer - - 34 comments @ Star Trek: Armada 3

For STA:FF planetary development I do hope that yo guys don't create a race for all types of the planets, One thing that s always bugging me is the continuous fighting of pirates or neutrals over every single planet. Leave some that are ripe for immediate colonization without bloodshed... Just a Federation peace guy saying...

Good karma+1 vote
RIPStPalmer
RIPStPalmer - - 34 comments @ Sins of a Galactic Empire

Been playing Star Wars Rebellion and it dawned on me why I still like it so much. Not because of they crappy ninety's graphics or anything but because of the covert ops missions the stacks of heros, etc. I'll recommend this to the other SWmods as well and see who bites. I'm not sure if sins can handle a galaxy worth of heroes but hear this out; scouts after they get done scout they're next to useless except for mine hunting, well how and mid to late game but a cloak on there and have them transport guarilla units (rebels), stormcommandos (empire, etc) to enemy planets to drop planet moral; infiltrators to wreck havoc to stations and ships; finally assassins to counter infiltrators and other incursions.

Picture this; imperial task force arrives in rebel home system rebel fleet is battling a decoy fleet (maybe another power? Counter-espionage?) on the other side of the map. Several scouts are all that is there to defend. As it's a homeworld defense the power up is multiplied exponentially where the empire won't know what will hit them. As in the recharge rates are nearly a few seconds the cloak is always on this is very much ment to be a trump card. Star destroyers start blowing up one after another as the infiltrators sabotage the reactors. Couple may get disabled and abandoned perfect for capture later.

Anyways, infiltrators, guarillas, spies and their counter agents would make for a whole new dynamic for the military campaign and empire building campaign.

Good karma+1 vote
RIPStPalmer
RIPStPalmer - - 34 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Just a follow up: Been playing Star Wars Rebellion and it dawned on me why I still like it so much. Not because of they crappy ninety's graphics or anything but because of the covert ops missions the stacks of heros, etc. I'll recommend this to the other SWmods as well and see who bites. I'm not sure if sins can handle a galaxy worth of heroes but hear this out; scouts after they get done scout they're next to useless except for mine hunting, well how and mid to late game but a cloak on there and have them transport guarilla units (rebels), stormcommandos (empire, etc) to enemy planets to drop planet moral; infiltrators to wreck havoc to stations and ships; finally assassins to counter infiltrators and other incursions.

Picture this; imperial task force arrives in rebel home system rebel fleet is battling a decoy fleet (maybe another power? Counter-espionage?) on the other side of the map. Several scouts are all that is there to defend. As it's a homeworld defense the power up is multiplied exponentially where the empire won't know what will hit them. As in the recharge rates are nearly a few seconds the cloak is always on this is very much ment to be a trump card. Star destroyers start blowing up one after another as the infiltrators sabotage the reactors. Couple may get disabled and abandoned perfect for capture later.

Anyways, infiltrators, guarillas, spies and their counter agents would make for a whole new dynamic for the military campaign and empire building campaign.

Good karma+1 vote
RIPStPalmer
RIPStPalmer - - 34 comments @ Star Wars: Interregnum

Been playing Star Wars Rebellion and it dawned on me why I still like it so much. Not because of they crappy ninety's graphics or anything but because of the covert ops missions the stacks of heros, etc. I'll recommend this to the other SWmods as well and see who bites. I'm not sure if sins can handle a galaxy worth of heroes but hear this out; scouts after they get done scout they're next to useless except for mine hunting, well how and mid to late game but a cloak on there and have them transport guarilla units (rebels), stormcommandos (empire, etc) to enemy planets to drop planet moral; infiltrators to wreck havoc to stations and ships; finally assassins to counter infiltrators and other incursions.

Picture this; imperial task force arrives in rebel home system rebel fleet is battling a decoy fleet (maybe another power? Counter-espionage?) on the other side of the map. Several scouts are all that is there to defend. As it's a homeworld defense the power up is multiplied exponentially where the empire won't know what will hit them. As in the recharge rates are nearly a few seconds the cloak is always on this is very much ment to be a trump card. Star destroyers start blowing up one after another as the infiltrators sabotage the reactors. Couple may get disabled and abandoned perfect for capture later.

Anyways, infiltrators, guarillas, spies and their counter agents would make for a whole new dynamic for the military campaign and empire building campaign.

Good karma+1 vote
RIPStPalmer
RIPStPalmer - - 34 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

I post this idea on the other Star Wars mod sites, but if you make any further factions an idea is to make a neutral faction like; Corporate Sector Alliance. Backed up by massive economy, but mediocre military that is mainly defensive. This is a faction that the PA, GE, and the Rebels/NR would need to have in their pocket the best they can. Otherwise if one wipes them out the game economy would collapse.

Good karma+1 vote
RIPStPalmer
RIPStPalmer - - 34 comments @ Star Wars: Interregnum

Why is the empire so easily beatable late game? Need to do some balancing for the late game the Empire is sorely lacking behind. And Vader's SSD's hull needs to be much stronger. An SSD needs to truly be a threat and needs a fleet, tactics, endurance, and long bloody battle to take down.

I recommended this before but; neutral factions! I had brought up the Corporate Sector Authority before, because if they were a neutral party they could control the economy of the game, hence be that must have 'friend' the rebels and empire needs to keep their coffers filled. The CSA wouldn't need a strong military when they can cripple their enemies economically.

Good karma+1 vote
RIPStPalmer
RIPStPalmer - - 34 comments @ Fall of Kobol

Yes! I even have the Large Address Aware going too...

Good karma+1 vote
RIPStPalmer
RIPStPalmer - - 34 comments @ Fall of Kobol

I haven't modded before in sins, but would it be possible to create another sub faction for the BSG sides that take place in the Cylon War era and have the Jupiter-class BSGs and Valkyrie-class BSG just Cylon War era ships both cannon and fan made. Early tech could stablize the colonial government and economy and into the war path and also the humans would struggle with the initial logic bombs and have to setup better and better firewalls on their ships. The Cylons be freeing themselves from human oppression, they create viruses that can shutdown ships entirely or send them jumping into stars or just self destructing. Cylons start off strong and humans have to catch up and both sides reach a stalemate... But I would not mind seeing an uparmored Galactica, fully armed and in her prime kicking butt.

Good karma+2 votes
RIPStPalmer
RIPStPalmer - - 34 comments @ Sins of the Sirius Sector

Just an idea; it would require a rework of maps and a new rework of a wormhole: but, use wormholes for jump holes and create a jumpgate that uses the system to system teleport of a wormhole. If it can be worked out; perhaps jumpholes can be where pirate/merc bases are located, just like in the real game and will pounce anyone trying to use the jumpholes.

Good karma+1 vote
RIPStPalmer
RIPStPalmer - - 34 comments @ Dawn of the Reapers

Just out of curiosity, are you able to create warp-in - and out - relay junctions? This maybe purely cosmetic, but it would be much better than jumping into a system that has a hostile star (ie black hole or pulsar).

Good karma+1 vote
RIPStPalmer
RIPStPalmer - - 34 comments @ Star Wars: Interregnum

This is too rich of a game to have just the vanilla enemies of SW. Has anyone considered creating playable Neutral factions ie; Corporate and Pirate factions? Consider having strong diplomacy powers so they could establish relations with the Good and Bad guys. For instance having getting the Cease Fire and Trade Policies in place. Neutral factions could have strong trade practice maybe like this, Pirates are very lucrative with illegal goods. Corporate Connections would have a large freighters and large convoy connections bringing massive amounts and a surplus of raw materials. Neutrals could pass intel (either good or bad or "It's a TRAP!") to the other side. As for military look at FOC for the Pirates; with illegals weapons and ships. Whereas Corporate ships would be hand-me-downs and refits, surplus military vessels. Pirate ships could be powerful almost as powerful as the Empire, Corporate ships not as much, but make up in numbers.

Good karma+2 votes
RIPStPalmer
RIPStPalmer - - 34 comments @ Sins of the Fallen

I have played several versions of this game, even the BSG game, and the outcome is predictable. The game crashes after a when it's played for 20-30 minutes. What gives? No explanation, no mini-dump, it just stops running.

Good karma+1 vote
RIPStPalmer
RIPStPalmer - - 34 comments @ Enhanced 4X Mod

(buried)

Broken mod. Kicks me out of the game after an hour with some runtime C++ error.

Good karma-8 votes
RIPStPalmer
RIPStPalmer - - 34 comments @ Sins of a Galactic Empire

Fix this friggin' mod! This thing keeps crashing after I've been playing a while. And forget about saving progress... that just makes it crash sooner...

Good karma0 votes
RIPStPalmer
RIPStPalmer - - 34 comments @ Sins of the Sirius Sector

How come there is no crystal/H-Fuel asteroids? I've played several games and there are only metal asteroids. The only way I can procure H-Fuel is to 'buy' it from from the market. I don't mind buying it, but actually having a rare strategic resource the A.I. can go after and fight over would be worth it.

Good karma+1 vote
RIPStPalmer
RIPStPalmer - - 34 comments @ Steel Legion - Armageddon

Since this is dead where the hell am I suppose to get a download? I've checked. Thanks for the screwover... May want to release your mod who rely on it instead of burning it.

Good karma-2 votes
RIPStPalmer
RIPStPalmer - - 34 comments @ Ultimate Apocalypse Full Version (1.73)

After all the hype I download this only to get a 'failed to activate'.

Good karma+1 vote
RIPStPalmer
RIPStPalmer - - 34 comments @ Reaver Titan 2.0

Could you create a faction for the Adaptus Mechanicus? Suggesting adding the option for a player to have a command of a Titan legion under his/her command with skitarii forces and seritors, etc. The Titan legions are just as numerous as the space marine chapters. After all there is a reason that no one person (after the emperor) commands all factions of the Imperial Army. Including a Titan Legion... (Thank Horus)

Good karma+2 votes
RIPStPalmer
RIPStPalmer - - 34 comments @ First in game screenshots

Recommendation (if possible): We remember ST for its famous away teams beaming down from the ship. If it possible to create a scout unit from the ships in orbit they can beam down and scout the area. Of course it would be lightly armed two-three security, one-two science, one medic, one command. If resistance is significant the AT would fall back to the "beam down point" and return to the ship. At that time you send in the Federation Marines or MACOs or Army what ever. Just an idea of that genuine Star Trek feel.

Good karma+1 vote
RIPStPalmer
RIPStPalmer - - 34 comments @ FOC Alliance - Star Trek TOS

I just survived a playing for a few hours as the Federation, and I don't know what to make of it. The AI has almost every advantage it can use, I was defeated in every battle, even ones where I had an even amount or superior numbers. Not because my tactics suck, or the weapons are weak, or I chose the wrong side. Nope, when you tell you fleet to attack a certain target or subsystem; i.e. shield generator, they miss the target 99% of the time. And my defensive starbases pour torpedoes into the Klingons like they're going out of style and don't do some much and make a tiny fizzle to their shields... shields... Photon Torpedoes are designed to penetrate shields. I'm not hating this mod, I like it, it just needs some fine tuning. It's just very, very difficult being the player when you can't fight the enemy.

Good karma+1 vote
RIPStPalmer
RIPStPalmer - - 34 comments @ New Planets and Galaxy

Instead of "empty space" how about "open space". Or if you want to delve into the navigation assign some sector number i.e. Couruscant is Sector 000, Assign a space "Sector 295"

Good karma+1 vote
RIPStPalmer
RIPStPalmer - - 34 comments @ Release 0.6

(buried)

This is the third mod I've downloaded that has failed to work. Where can I get a refund for the hour I waited for the download? It's a big tease that when you set every thing up any you click start it just crashes to the desk top. I'm unloading this piece of crap mod.

Good karma-28 votes
RIPStPalmer
RIPStPalmer - - 34 comments @ Hornet w/ working reflections

I think it would be nice to see Pelicans in the game too. As a troop and single vehicle like in the games. Might have two versions of them one gunship and standard. Point being: being able to use three of them to send three Scorpians and a few squads of marines behind enemy lines. Sort of like the rebel transport.

Good karma+1 vote
RIPStPalmer
RIPStPalmer - - 34 comments @ Pre-Release Screens

I do hope the original races remain unchanged. I do enjoy going up against three hard Vaygr allies and giving them the @$$ kicking they so much deserve. With the UNSC that is!

Good karma+1 vote
RIPStPalmer
RIPStPalmer - - 34 comments @ Ship Guessing Contest... 2

I'd swear from whoever it was that claimed it in a earlier post; that number 4 there is a spitting image of the Kilrathi Con-Com from the Wing Commander movie.

Good karma+1 vote