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Messages - Corey

Pages: [1] 2 3 4 5 ... 207
1
News and Updates / Re: Raider-class Corvette
« on: Today at 08:35:27 PM »
No more Gladiator spam makes me sad. But the beauty of this ship well makes up for it.

Still Gladiator spam, just later on. Pentastar was just too good in 1.0.

2
Quote
The site won't let me post images yet, but I will as soon as that is possible.

Anyone can post images using the image tags. Nobody can use attachments for images, though.

3
News and Updates / Raider-class Corvette
« on: Today at 01:15:47 PM »
The new Raider-class Corvette. We're doing some roster swaps for the Alignment, and this is one of them, as their new anti-fighter ship. The Arquitens is being moved out of the anti-fighter slot into the starting frigate slot, which is more accurate for its armament. The Gladiator now requires research to unlock it.


4
The ARC-170 situation is a little strange. Their defense numbers are definitely a bit higher than they should be (stronger than an X-Wing) but they're not so absurd that they explain why they're so much more sturdy, since they're weaker than a lot of fighters in that department as well. One thing which definitely helps them is the fact that they have a back-facing laser, which is a huge help in EaW. We'll certainly be taking another pass at it to bring it into line for the full release, but it's more likely they'll be replaced with a combination of a different TIE type for Maldrood, and the Clutch.

5
News and Updates / Re: Thrawn's Revenge: Fall of the Republic Teaser
« on: April 21, 2017, 10:31:47 PM »
Minimod?

6
Feature Discussion, Suggestions & Feedback / Re: Ground Fighters
« on: April 20, 2017, 12:05:48 PM »
That's what we'd have preferred to do, but it's a lot more technically complicated, if not impossible. You can't use a squadron as a transport.

7
The Lounge / Re: Last Person to Post Wins
« on: April 19, 2017, 09:11:02 AM »
"I got a lot happening, a whole lot, and it's not always easy being me."
-Flavor Flav

8

As the manual says
Quote
Copy and paste the extracted Imperial_Civil_War folder into the Mods folder.  E.g.:
...\LucasArts\Star Wars Empire at War Forces of Corruption\Mods\Imperial_Civil_War\

Instead of the Imperial_Civil_War folder, you've put a folder named ICW21 in there. You likely used "extract to" and then didn't move the actual Imperial_Civil_War folder.

...corruption\Mods\Imperial_Civil_War\

If your path currently goes

...corruption\Mods\Imperial_Civil_War\Data

You need to rename the ICW21 folder to Imperial_Civil_War (it's currently launching the base game because you're telling it to look for a folder named Imperial_Civil_War in the launch options when no such folder exists)

If your path currently goes:
...corruption\Mods\ICW21\Imperial_Civil_War\Data

You need to cut the Imperial_Civil_War folder out and paste it into the Mods folder directly.

9
What's the full path to get to your Imperial Civil War's Data folder? And can you paste what you have in your launch options?

10
Which version of EaW do you have (Steam, Gold, Retail)? How did you set it to launch? It launching the base game would imply you don't have the folder in the right place, or you set the launch settings incorrectly.

12
Ascendancy Discussion / Re: Mon Calamari Ship Discussion
« on: April 18, 2017, 04:49:38 AM »
Have some comments on other stuff, but just quickly gonna clear up a misconception first:

Quote
However, what is wildly inconsistent across ships is that the pulse count is not taken into account whatsoever. Meaning,  despite a shown weapon on a ship might show decent damage, it could actually only have 1 pulse(most have 4) and is doing 1/4 of the shown DPS.

This is because "burst count" is purely for graphical effects, it has absolutely nothing to do with damage. you could change everything to burst counts of 200 and still would get the same damage out of it. So, pulse counts being 2 on the ISD don't actually mean it's weaker than if you have the same damage stats on another ship with a pulse count of four. It just means you're seeing more graphical effects.

It's basically a performance thing. This way, there's almost no CPU work involved in damage calcs. It's given the distance, the damage of the total package, the number of targets it needs to get divided between (which is almost always single-target), and the speed of the "packet", and it backloads the damage to when the projectiles should roughly be hitting, but this way it doesn't have to parcel out the damage to each particle and check if that particle actually hit. 

15
HC is Hapes Consortium.

16
There are 19+ GCs in the game, all starting at different times, focusing on different conflicts and emphasizing different things and with different relative power for each GC. So yes, Endor Aftermath is pretty heavy on Warlords, considering it's "the Warlord GC." The NR's major territory is also closest to Eriadu, so since I'm playing as Eriadu, they got killed off a lot quicker than if I were playing as someone else.

Here's a clip from the spreadsheet showing faction presence in just the GCs we've announced in the era breakdowns so far:


17
The Lounge / Re: DLC vs Expansion
« on: April 15, 2017, 08:34:59 PM »
Yeah, micro-transactions are actually a great model when used on cosmetics and stuff like that. It's the standard model for most MOBAs, and it works really well there. League of Legends is probably my favourite game, and I know people who have played for years spending from $0 to hundreds of dollars, with no competitive advantage either way.

With all three types of additional paid content, it's too diverse to give a generic good/bad answer here. Sins did fairly well with both expansions (Fortification, Rebellion) and DLC (Forbidden Worlds, Stellar Phenomena) models, while also having some on the less-great side (Diplomacy). Cities: Skylines as well. They have really robust expansions, with a lot of the functionality coming through free patches for people who don't buy it, and they've done cosmetic DLC/microtransaction stuff where for a few bucks you get a couple new building models and skins in different styles. For these, they've even contracted individual modders to do the work and then paid them a certain amount of the revenue, which I obviously think is a fantastic model for a business to follow, and think they should contact us at ThrawnsRevenge@gmail.com ....

anyway, my bottom line is, while a lot of this stuff may seem like it's overpriced, there's a certain understanding with a lot of these models where you go in with the understanding that part of what you're paying for is for the company to continue being able to support the game. Some would say easy cash grab, others, like myself, would disagree with that characterization. It's a lot more dependent on the company, and a lot of that comes through in the quality of the base games as well. With Colossal Order and Cities: Skylines and SoaSE, you can tell it's a company that really cares about the game it's making and uses the DLC, expansion and microtransaction models to support that in a pretty transparent way. There's other companies, like EA, or microtransaction-based freemium games which are usually a lot more obviously just in it for cash grabs.

18
The Lounge / MOVED: Fractalsponge
« on: April 15, 2017, 02:40:57 AM »

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