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Messages - tlmiller

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1
The Lounge / Re: John Lennon is dead and that sucks.
« on: August 03, 2017, 03:22:27 PM »
Can't argue with that statement, but you can't deny the music being amazing.

I can.  Never was a fan of his music.  Any of it.  While some of it I can tolerate listening to, I would never intentionally listen to anything of his.  With the Beatles, solo, or other.  Pre-Sabbath/AC-DC/Sex Pistols/Ram Jam/etc. I hate "rock" music (blues & jazz on the other hand...).


Atlhough obviously he will go down in history as one of the greatest...my personal feeling is his music was crap.  Can't say I ever knew anything about the man beyond "he founded the Beatles".

2
Good luck.

While I have no interest in learning to mod, nor the time if I wanted to, if you need something tested quickly since we're in the same timezone, I could do that for you.

3
There's a v3?

4
The Lounge / Re: Photobucket is ruining my life.
« on: July 21, 2017, 08:14:41 AM »
imgbb.com

5
The Lounge / Re: How in the name of The Emperor do I become a Moff.
« on: July 19, 2017, 12:38:24 PM »
Not sure if I should feel proud that I've managed to post that much, or if I should feel ashamed for being a post-whore.

6
Imperial Civil War Tech Support / Re: The game cuts slightly.
« on: July 18, 2017, 01:55:10 PM »
You don't really have an upgrade path with the old socket 939.

Try getting a discreet graphics card for now (if you have pci-express, GT 1030 is one of the best low budget cards right now if you want new, if willing to buy older generation, GTX950TI can be found for about $20-$30 US more than the GT1030 and is quite powerful for it's price), and see if that helps enough.  If not, then you're looking at needing a new motherboard in order to upgrade your processor.

7
The Lounge / Re: Last Person to Post Wins
« on: July 13, 2017, 11:55:47 PM »
I've been going on more often in the last few weeks.  I enjoy early mornings when it's mostly europeans in there, hysterical.

8
The Lounge / Re: Last Person to Post Wins
« on: July 11, 2017, 08:43:40 PM »
But *I* have the moral high ground...wait....no, I never have the moral high ground, I want everyone to die...that makes it...oh yeah, I have bombs!!

9
Discussion, Suggestions & Feedback / Re: New ground unit ideas
« on: July 08, 2017, 06:20:58 PM »
Towards the end of games when income isn't an issue, I do have a tendency to start auto-resolving ground games.

10
To put it short and simply, I want to see more of the Grand Admirals in this mod: in the Legends lore, many of them, for all their tactical cunning and purported lethality, had very small repercussions in the grand scale of things. I am fully aware that the devs wish to stay as close to Legends lore as possible, but they have also made it clear that campaigns told from other points of view aren't as inhibited. I thus wish to propose what I believe would be fitting alignments for certain Grand Admirals in Thrawn's Revenge. (List will exclude Grand Admirals already incorporated into the mod or who died at Endor or independently).

Grand Admiral Martio Batch - Space: Imperial I-class Star Destroyer, Meniscus
Tasked with oversight of the development of the TIE Phantoms and the cloakable SSD Terror, Batch fled the Empire following his failure to protect the project in fear of execution by Darth Vader. In Legends, his crew mutinied against him and aligned themselves with Zero Command. For the sake of the mod and for simplicity, I believe Batch should feature as a leader for Zero Command next to Blitzer Harrsk and provide the standard fleet commander bonus. If possible, I believe it would be fitting for him to have a garrison of TIE Phantoms that deploy in place of standard fighters, bombers and interceptors. Since ZC is nonplayable, no voicework should be necessary.

Grand Admiral Josef Grunger - Space: Executor-class Star Destroyer, Aggressor
By far one of the more tactically competent members of the Grand Admiralty, Grunger emerged as one of the first warlords following the death of Palpatine. His Legends story is messily tangled with Trioculus', but, to put it simply, he amassed a large strike fleet of ISDs, VSDs, Carracks, Strike-classes, and other craft in the Corellia system. He would have most likely successfully taken Coruscant with his fleet were it not for the madness of fellow Grand Admiral Danetta Pitta, that resulted in the deaths of both Grand Admirals. I propose that Grunger be the lead hero of the Corellian Sector splinter group based in the "Lose Thrawn, Not Join Pellaeon" Era II scenario next to Pitta, who, for simplicity's sake, doesn't turn his weapons on his fellow Grand Admiral. Since CorSec is nonplayable, no voicework should be necessary.

Grand Admiral Danetta Pitta - Space: Torpedo Sphere
In Legends, Pitta was a vehement xenophobe and bigot in spite of his alien ancestry, so fiery and critical that even COMPNOR regulars were taken aback by him. Following Endor, he went on a killing spree across the Outer Rim, depopulating non-Human worlds. He used his fortune accumulated from his conquests to bribe the leader of the Corellian Sector, resulting in the above battle. I find it hard to believe two men of such caliber and command would deny an alliance with each other, so I propose that Pitta be the co-lead hero of the CorSec. Since CorSec is nonplayable, no voicework should be necessary.

Grand Admiral Afsheen Makati - Space: Imperial I-class Star Destroyer, Steadfast
- Recruit from Etti IV
Makati's Legends lore is messily merged with the Prophets of the Dark Side and Triclops, and rather poorly executed. His story following Endor, simply put, is that "he [Makati] met his own end soon after [killing Triclops] while fighting to keep the Corporate Sector in Imperial hands." Since the Corporate Sector aligns with Zsinj's Empire in-game, I propose that he similarly be recruitable with Admiral Angela Krim at Etti IV should Zsinj take the Corporate Sector. As a hero, he would need voicework.

Grunger & Pitta would never have worked together.  Grunger was willing to die just to prevent Pitta from winning.  No chance those 2 would ever be allied.

11
Not that it should matter that much, but ICW 2.1(.5) or ICW 2.2 Demo?

Also, steam, gold pack, or retail?

12
Discussion, Suggestions & Feedback / Re: New ground unit ideas
« on: June 28, 2017, 08:54:48 PM »
AI ignores limits.


I remember multiple times Corey attempted to fix the Fleet/Field Commander problem, and it was never fixed.  Space fleets would be a few frigates with dozens of fleet commanders, and ground fleets would be simply just dozens of field commanders.  That's why they're not there, they finally just gave up on fixing the issue and went with heroes being your fleet/field commanders.

13
Discussion, Suggestions & Feedback / Re: New ground unit ideas
« on: June 28, 2017, 06:42:27 PM »
Problem with Field Commanders is that the AI liked to spam them.  YOu'd be attacked by 75 pop fleets that had 75 field commanders and could be defeated by 2 squads of AT-PT's.

14
Discussion, Suggestions & Feedback / Re: 2.2 Demo Feedback
« on: June 27, 2017, 04:57:22 PM »
Not very important given how late in the game you'd be building them, but gneric Executors for Zsinj don't spawn fighters/bombers (not sure if this was so pre-patch).

15
When loading the game, i get .  Tried replacing the downloaded GameObjectFiles.xml with the original, I don't get the error.

Game runs fine after getting the error, however.

16
Ascendancy Discussion / Re: Questions Regarding Capital Ship Balance
« on: June 22, 2017, 02:57:25 PM »
Also, if the Titans get to base Sins level, then the EoTH has an even bigger uphill battle in the end game, since they don't & won't have a Titan.

17
Discussion, Suggestions & Feedback / Re: New ground unit ideas
« on: June 15, 2017, 12:21:28 AM »
What really needs to be done is find a way to where infantry become a bigger part of battles besides being used to capture landing zones

They've been working on trying to make infantry have more usefulness, but without making them OP'd, it's rather hard.

18
Discussion, Suggestions & Feedback / Re: New ground unit ideas
« on: June 14, 2017, 08:44:36 PM »
With the XR-85, there's less than no reason to have another heavy unit in Era 3+.  Unless the team moved XR-85's to other factions and gave the SD series to the IR proper.

19
Discussion, Suggestions & Feedback / Re: Advanced Imperial fighters
« on: June 13, 2017, 11:20:07 AM »
I think it is a simpler reason. They just take the cockpit of the defender and work on that. I think they are just lazy to make a new one.

Yup, most likely that.

20
Ascendancy Discussion / Re: Playing against the Hand
« on: June 13, 2017, 11:18:07 AM »
Yeah, the key with the hand is that they're fast.  You need to take advantage of their speed.  They've got the weakest overall late game (no titans or at the moment good heroes), and they can't build anywhere NEAR the size of fleets as the IR & PA, but they can quite literally in the early game if you do it right expand at TWICE the speed of any other faction.  Which means while your opponents will have 4-5 planets, you'll be setting pretty with 7-8, and as that scales, you'll be able to win wars of attrition.  Plus if you're losing in battle, most of the time retreat is a viable option for the hand, because of how much faster their ships are.

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