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Messages - Corey

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Do you have any other mods installed directly to your data folder?

News, Dev Diaries & Announcements / Re: Icon Upgrades Part 1
« on: March 20, 2018, 03:06:09 PM »
The main UI buttons have been made higher res for 4K monitors to not look pixellated since they're 32x32 or so in the base game, but unit icons aare still 50x50, which tends to look at least okay in 4k. We want to make them higher in the future, but there's a few things that have to change with that (Pox has a 4K monitor, so he's basically the guinea pig for this stuff)

News, Dev Diaries & Announcements / Re: Icon Upgrades Part 1
« on: March 20, 2018, 02:50:13 AM »
We basically just have to live with it.

Which map and factions are you trying to use?

News, Dev Diaries & Announcements / Re: Icon Upgrades Part 1
« on: March 15, 2018, 02:14:44 PM »
We unfortunately can't do that. All factions beyond the third seem to load UI information for the Underworld (EotH), which also means the EotH has to be the Imperial one, so the Warlords can use it. It's not ideal, but it's not something we can work around.

News, Dev Diaries & Announcements / Icon Upgrades Part 1
« on: March 14, 2018, 01:18:34 PM »
One of our long term goals is to redo the UI art as thoroughly as possible, and the first step in this is icons. While even that is still in progress, you can see here the first phase, some of the ship icons. The new style is much more clean, and the background on the build bar should distract from them far less. This style we plan to apply to all ships and vehicles, and then we hope to start improving hero icons as well.

With 2.3, we hope to start getting into the main HUD backgrounds and start making whatever quality of life updates to the UI layout we need to to accomodate either new features, or simply make it feel a bit fresher (for now, for example, the filter buttons feel rather out of place).

Discussion, Suggestions & Feedback / Re: Level 4 Shipyard model?
« on: March 13, 2018, 07:57:46 PM »
There will be a level four shipyard in the future, but no, we don't know what we'll use for the design yet. They will not be armed, since they are shipyards, not space stations, and there's a plethora of other armed defense station options.

Welcome to the Boards / Re: New to the forum and mods....
« on: March 13, 2018, 05:34:40 PM »
Getting a laptop rather than a desktop does mean you'd have to make some sacrifices on performance, but generally in that case you should try to look for something that might be a bit bulkier, cause you save money on not needing as much miniaturization

Welcome to the Boards / Re: Hi im new. nice to meet you
« on: March 13, 2018, 05:33:10 PM »
Welcome to both of you

Welcome to the Boards / Re: It's a trap!
« on: March 13, 2018, 05:32:36 PM »
Hey Halyn, welcome to the forums

News, Dev Diaries & Announcements / Re: Full Demo Rundown
« on: March 11, 2018, 09:33:49 PM »
I'd suggest waiting for the manual.

News, Dev Diaries & Announcements / Re: Mod Signatures & Avatars
« on: March 11, 2018, 08:13:26 PM »
I've fixed it for you

News, Dev Diaries & Announcements / Re: Mod Signatures & Avatars
« on: March 11, 2018, 06:38:46 AM »
It will likely be copy image address or something else similar, then.

A little while ago, I started my final preview playthrough serie son Corey Loses for Imperial Civil War 2.2, covering the Empire's End GC scenario as the Imperial Remnant. Check it out for a full demonstration of how era change mechanics work in 2.2, and a bunch of other stuff.

Well we'll need to do more than one round, but 2.2 releases at the end of the month, so if you want to send stuff in for future consideration that'd be fine as well

I submitted my audition on Friday. When can I expect to hear back?

Once the 10th hits, Whey will start getting back to people in waves

Other mods have Tie and Xwings, simply just add them.
1) make them expensive
2) create building (hangar) which can spam fighter for planetary defense.

Yeah other mods have them, but they also still tend to fall within one of those two issues that I mentioned- it's very easy for gameplay to became very air-unit centric. Like I said, you either have them be representative of their actual strength, in which case they wreck everything pretty easily, or you try to make them balanced and you really just have an airspeeder that looks like a fighter without doing anything that you'd expect a fighter to be able to do.

One of our big concerns with work on ground in 2.2 was trying to get air units to a point where they feel useful but don't become the powerhouses that they very often were in 2.15, and using ground fighters, you're basically introducing a unit that has to feel that way to feel correct, and you have to balance around that, in which case you'd basically need it to take multiple pop cap (and which makes it particularly bad for a garrison unit), which isn't always ideal either. Trying to base balance on just stuff like credit cost isn't a great thing to do, because, basically that doesn't make you feel any better when you're actually in the battle and they feel oppressively powerful.

This is why I've said if we're going to reimplement ground fighters, it would be in a different way that's not an actual standard unit.

Discussion, Suggestions & Feedback / Re: Curious about fog of war
« on: February 25, 2018, 05:11:11 PM »
It's the result of an AI evaluator that gets a bit screwy, not really an intentional thing in and of itself.

We tend to avoid having starfighters in ground battles for balance reasons. Either they're appropriately powerful and they're the only thing that ends up mattering, or they're basically just regularly powered airspeeders that happen to look like starfighters, which isn't great either. If fighters are ever worked back into ground battles, it would be through heavily-gated abilities.

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Those working on this mod do so in their own free time and for no pay.
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