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Topics - Grand Admiral Rufaan Tigellinus

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Ascendancy Discussion / Random events
« on: July 19, 2018, 05:22:46 AM »
I've noticed recently that the "Random events" enabling tab no longer works in Ascendancy, and was wondering why was that the case, and what was the reason of the removal of this feature?

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So I decided to relive the good old days and install Jedi Knight: Jedi Academy. I did, and now it doesn't want to run whatever I do. I googled this issue, and saw that it's pretty common with modern PCs (mine isn't exactly modern, but definitely good enough to run JA), and there are two issues at play here. Firstly, the in-game resolution is outdated, and I read somewhere that you should manually put your PC's resolution in (mine's 1280 x 800). Secondly, the graphics drivers are badly outdated, too. I tried to find right ones online, but so far to no avail, even though I haven't yet spent too much time on this issue, and perhaps I don't quite understand what exactly is required to fix it. If anyone has encountered a similar situation, and knows what to do, I would appreciate greatly any help I can get. Thanks in advance!

If it helps, here's the log that pops up on the screen each time the game crashes out (which happens every time I launch it):
JA: v1.0.1.0 win-x86 Oct 24 2003
Initialising zone memory .....
----- FS_Startup -----
Current search path:
D:\Games\Star Wars Jedi Knight - Jedi Academy\GameData\base\assets3.pk3 (16 files)
D:\Games\Star Wars Jedi Knight - Jedi Academy\GameData\base\assets2.pk3 (62 files)
D:\Games\Star Wars Jedi Knight - Jedi Academy\GameData\base\assets1.pk3 (8320 files)
D:\Games\Star Wars Jedi Knight - Jedi Academy\GameData\base\assets0.pk3 (15346 files)
D:\Games\Star Wars Jedi Knight - Jedi Academy\GameData/base

----------------------
23744 files in pk3 files
execing default.cfg
execing jaconfig.cfg
Unknown command "vid_restart"
couldn't exec autoexec.cfg
...detecting CPU, found Intel Pentium IV

------- Input Initialization -------
Skipping check for DirectInput
Joystick is not active.
------------------------------------
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
--- Common Initialization Complete ---
Working directory: D:\Games\Star Wars Jedi Knight - Jedi Academy\GameData
Initializing OpenGL subsystem
...initializing QGL
succeeded
...setting mode -1: 800 600 FS
...using desktop display depth of 32
...calling CDS: ok
...registered window class
...created window@0,0 (800x600)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 24, 8 )
...35 PFDs found
...GLW_ChoosePFD failed
...GLW_ChoosePFD( 32, 24, 0 )
...35 PFDs found
...GLW_ChoosePFD failed
...failed to find an appropriate PIXELFORMAT
...restoring display settings
...WARNING: could not set the given mode (-1)
...setting mode 3: 640 480 FS
...using colorsbits of 16
...calling CDS: ok
...created window@0,0 (640x480)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 16, 16, 0 )
...35 PFDs found
...GLW_ChoosePFD failed
...GLW_ChoosePFD( 16, 16, 0 )
...35 PFDs found
...GLW_ChoosePFD failed
...failed to find an appropriate PIXELFORMAT
...restoring display settings
...WARNING: could not set the given mode (3)
...shutting down QGL
...unloading OpenGL DLL
----- CL_Shutdown -----
-----------------------
GLW_StartOpenGL() - could not load OpenGL subsystem

3
1. Empire Strikes Back (1980)
2. Rogue One (2016)
3. A New Hope (1977)
4. Revenge of the Sith (2005)
5. Return of the Jedi (1983)
6. The Last Jedi (2017)
7. The Phantom Menace (1999)
8. Attack of the Clones (2002)
9. The Force Awakens (2015)

I did this a while back, after the release of Rogue One, thought I'd do another after TLJ, rather than resurrecting that thread.

4
Star Wars Discussion / 8 Star Wars films ranked
« on: May 22, 2017, 11:13:33 AM »
I'm sure this has come up in this forum before plenty of times probably, but anyway, I would like everyone to rank the 8 SW films how they see it, so we can compare and discuss it.

Mine is a little unconventional maybe, but here we go:
1. Empire Strikes Back (1980)
2. Rogue One (2016)
3. A New Hope (1977)
4. Revenge of the Sith (2005)
5. Return of the Jedi (1983)
6. The Phantom Menace (1999)
7. Attack of the Clones (2002)
8. The Force Awakens (2015)

5
Discussion, Suggestions & Feedback / AI difficulty in ICW
« on: May 16, 2017, 06:15:51 PM »
I will try to make it brief. As far as I see it, from playing both ICW 2.1 and the 2.2 demo, the difference between the Captain and Admiral difficulty level is mostly in the way how aggressive the AI is. In my experience, the AI is much more aggressive on Admiral, and attacks you as often as it can. However, by throwing all of its fleets at you it doesn't really defend properly, and by the end of a GC it becomes very easy to capture the remaining AI planets as there would be little to no fleets defending them. On Captain, the AI doesn't attack as often, but keeps a much more defensive approach, and even though it would be easy throughout most of the GC, it gets interesting by the end, when the AI stacks huge fleets on its final few planets. For instance, I was playing the Empires at War GC as the PA on Captain, and the IR had 3 planets left, but each planet had fleets of +250, with the closest one consisting of 2 Executors, 17 ISDs (both 1 and 2), and 34 Victories (same). Plus a whole bunch of Lancers, Strike Cruisers, Immobilizers, etc. So in some cases, playing on Captain can be even more challenging towards the end, because it guarantees you several very tough battles. While on Admiral it gets very easy after a certain point, even if it's tough at the start. As Maldrood in the demo it's really only challenging a little bit until you build your first Bellator, and it becomes a one way fight from there.

Am I right, and that's where the difference between Captain and Admiral lies, or does it depend on GCs? I never had RaW installed, btw (I heard it influences the AI).

6
Star Wars Discussion / Stellaris and Thrawn's Revenge
« on: May 10, 2017, 08:08:45 PM »
This will probably be a long read, so I apologize in advance for it. First of all, I want to acknowledge Corey and his team, and the wonderful work they did with the various versions of ICW and Ascendancy, and are doing now with FotR. All of it was a heckload of work, which they did for free in their free time. As someone who's been in love with the TR mods for a while now, I'm only wishing to maybe start a discussion on a topic which I think might be interesting to some people here, only theoretically. I'm not actually suggesting to Corey and Co. anything, because they have already informed us of their plans for the near future, and it already promises a lot of great releases, and also I would love the guys to have as much free time (aside from modding) as possible, because they deserve it more than anyone for the amazing work that they do on a constant and professional level.

I'm not sure if most of the people here have ever played Stellaris, or I'm hoping that maybe you've at least seen the videos of it on youtube (Captain Shack is doing a freaking amazing playthrough of it right now, as does our Emperor Corey). The thing is, in my opinion, Stellaris's game mechanics are perfect for a total conversion into a Thrawn's Revenge-type mod. It would take quite a while, and it would be an incredible effort if succesful. It would be really hard to do, and I understand that. Once again, I'm not really seriously suggesting it, I'm just speculating on the subject. Of course, as Corey himself has said, there's Elratie's GCW Shippacks mod and the Galaxy Divided, which is a TC mod. However, it makes me think about the possibilities and what could happen if Corey had helmed a Thrawn's Revenge III (or IV, by that time) mod on Stellaris. Having all of the ICW and Ascendancy factions there and more (Ssi-Ruuvi and Yuuzhan Vong endgame invasions instead of the Prethoryn Swarm and the Unbidden, etc.). The various Legends-based lore quests and stuff. Just saying it makes me realize how much of a chore doing a project like that would be. But still, just to maybe start a conversation about it, and hear other people's opinions on it. Thank you to everyone who read up to this point, lol. And again, I'm very grateful to Corey and the guys, and to what they do, and it's already more than enough to satisfy my love for the EU lore and SW-related RTS games. The Thrawn's Revenge team is the best modding team in the SW fan community, imo, and are just incredible people. Come on, you just cannot not love them and what they do. So I'm hoping you don't get this post the wrong way  :)

7
Star Wars Discussion / How do people exit/enter the Tector/Allegiance?
« on: April 05, 2017, 10:14:14 AM »
It's an irrelevant and maybe a stupid question, and I'm not really dying to find out the answer, it's just a random thought. Since the Tector and Allegiance didn't have a hangar, how did people actually get on board (and out) of those ships in space? I mean there had to be a rotation of the crew, officers, etc.

8
Multiplayer Game Organization / Which GCs work in multiplayer in 2.1?
« on: March 21, 2017, 06:00:55 AM »
Hi, I would like to know which GCs specifically work in multiplayer in 2.1, aside from Thrawn's Campaign. I've heard that only few of them do, like 3 or 4, but it would be useful to know exactly which ones. My assumption would be Shadow Hand and Black Fleet Crisis also, as they similarly only include 2 factions, or maybe I'm missing the point? Thank you.

9
Welcome to the Boards / *Obi-Wan voice*: "Hello there!"
« on: March 08, 2017, 10:20:58 AM »
Hi, everyone! I've already posted several times here on various topics, but haven't yet introduced myself formally. Name's Bogdan (not far from Grodin, really), and I've been playing EaW and its' numerous mods for as long as I can remember. I'm very interested in EU lore, so that's usually where my interest lies, in any game. So I suppose that's the kind of conversations I'm mostly going to be involved in. This forum is full of good people, as far as I can see, so I'm glad to be a part of it. And whoever reads this, have a nice day.

10
So, my question is the following. As far as I know, in era-progressing GCs the IR can build Executor-class Star Dreadnoughts in Eras 1 and 5 only (aside from having SSD heroes in Eras 1, 3 and 4). However, if I understand correctly, you can only build 3 at a time, with a lifetime build limit of 10. Since I haven't yet lost any of my Executor SSDs from Era 1, will it count as if I already have 3, and so I will only be able to replace them if I lose them, or will I be able to build 3 more right away (and end up having 6 Executor SSDs)? Thanks in advance. And whoever reads this, have a great day.

11
Hi, everyone, this is my first post here. First of all, I wanted to thank Corey and the mod team for the tremendous work that they did on ICW, which is an absolutely fantastic mod. As a Star Wars EU fan of many years, I couldn't have wished for a better representation of that universe in EAW FoC. So, again, thank you all.

What I was curious about, is whether or not a few more Grand Admirals would be added for the IR in Era 1 in 2.2, namely Rufaan Tigellinus and/or Miltin Takel, or maybe people like Trioculus and Grand Moff Bertroff Hissa. I realise that ICW 2.2 is almost done, and that you're already finishing up. In that case, if you didn't plan on including these guys then it's absolutely fine. I was just wondering, but I'm looking forward to 2.2 regardless. Glad to see Peccati Syn added as a Greater Maldrood hero, btw. And once again, thank you for your great work.

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