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Messages - Thrashia

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1
News & Updates / Re: 2.2 Faction Profile: Warlord Zsinj
« on: May 10, 2016, 11:38:08 AM »
This hasn't been released yet, right? I'm just trying to keep track and seem to be failing at reading atm.

2
Star Wars Discussion / Re: the cannon books
« on: March 01, 2016, 09:38:21 AM »
Aftermath is one of those books that would have been better as a radio show, not a book. It just sucks.

Tarkin was good and shows a lot of how Tarkin become what he was. It's solid.

Lords of the Sith was decent and showed how the relationship between Vader and the Emperor was still forming and molding.

All three suffered from minimalization -- reducing an entire galaxy to the level of making it seem like everything was only happening within a single star system. I continue to abhor the fact that writers ignore the scope and size of the sandbox in which they find themselves.

3
Shweet. Thanks!

4
I'm having trouble finding the right XML file. Corey & Co, does anyone remember which file the Praetor II is in? That's the one model that I'm trying to adjust for range -- lower it a bit.

5
Each subsection there between <hard point> tags is a different hard point. What you're looking for is the <range> tag for each hardpoint

Excellent. Thanks a bunch Corey.

6
OK, I found the folder. Found the file. But now I don't know which part to edit...

7
Hardpoints_IR.xml, Hardpoints_NR.xm, Hardpoints_EotH.xml.. you get the idea!  You'll have to find and edit the hardpoints individually for each ship.

In what folder? Are the values "high" for long range, or "low" for long range? Do I need a special program to open and edit the file or will normal notepad do fine?

8
Imperial Civil War Community Mods / Editing Ship Turbolaser ranges
« on: May 27, 2015, 02:01:18 PM »
Hey Corey & Co. I had a quick question. What file do I go snooping into to find and edit the range at which ships can fire certain weapons?

9
Imperial Civil War Tech Support / Re: 2.1 Bug Report
« on: May 26, 2015, 01:17:39 AM »
That's an engine bug that can't be fixed with mods, but we did ceate a utility with a workaround. Run the defreezer (which came with the patch) on your save file.

Cool. Thanks Corey.

10
Imperial Civil War Tech Support / Re: 2.1 Bug Report
« on: May 25, 2015, 03:30:39 PM »
I've encountered a problem to where I cannot select and control any ships or ground units. I installed the patch update already and this happened all the same...

11
I've developed a combined arms approach. You need a broad range of units together.

ORBAT
6-10 Stormtroopers
3-6 AT-STs
0-4 Scouts
2-4 Hover Tanks
1-4 LAART/i's
2-4 AT-ATs
2-4 Noghri Assassins
2-4 Artillery
2-4 Anti-Aircraft
10 Specialists

The stormtroopers actually have a very long sight range. When you land platoons of stormtroopers, keep one of the squads in a safe corner and use the other three as you wish; even if those three die the overall unit will remain after the battle. Use the sight range in cooperation with your artillery and AT-ATs, allows them to pick off enemy infiltrators or vehicles quickly. If you're going against those pesky tanks, just use overwhelming firepower of the previous combination -- you'll take casualties, but they'll die. Use your Noghri, fliers, or hover tanks to circumvent fixed defenses and light up those sensitive parts of the enemy base to allow your TIE bombers and orbital bombardment to destroy!

That and I do a progressive "creep" of occupying positions, using the build-point to make turrets.

12
Something that I'd point out is the fact that during the PA era, even before Kaine died, he was forced to allow non-Human beings to enlist in the Imperial Military -- something that had been arguably taboo. The PA couldn't afford to be picky since it drastically needed skilled beings to throw inside of armor and behind blasters. To reflect this fact, and the influence that such men as Thrawn and Paelleon had on the PA, I'd appreciate seeing a non-human PA infantry unit. There's a well known picture of a Talz in stormtrooper armor, dating supposedly from near the Fel Empire era, but is not far off from what would have been seen during the middle of the early PA era.

So maybe a non-human infantry unit (Talz or some other?) that is armed with normal blaster rifles but has increased health?

13
Imperial Civil War Tech Support / Re: Space Combat Bug
« on: July 09, 2014, 08:23:10 AM »
Problem popped up again. Here are the fine details:

Week 113
475/1456 Unit Capacity
Era 1
Problem happened during a very large space invasion by the Empire of the Hand against my Galactic Empire world of Pantolomin. An Executor-class SSD was present. When the EotH units began jumping in reserves, they no longer showed any targeting details for guns, engines, shield generators, etc. They could not be targeted by ground-to-space weaponry. Every battle after that one developed the same problem, only it got worse as now even my own units were affected and could not even be selected.

14
Ascendancy Discussion / Re: About naming our SSDs
« on: April 10, 2014, 09:58:26 PM »
Indomitable.
Ferroclast (bastardization of Ferrum and clast, latin for "Iron Breaker")
Fallen
Shadowfall
Dark Lance

15
Imperial Civil War Tech Support / Re: Space Combat Bug
« on: April 04, 2014, 09:17:14 AM »
And naturally we can expect Petroglyph to get right on that...

...

...

...you know...

...never.

16
News & Updates / Re: Imperial Remnant Unit List
« on: April 04, 2014, 01:54:25 AM »
Keep up the good work Corey & Co. I fully wish to see Ascendancy take off!

17
Imperial Civil War Tech Support / Space Combat Bug
« on: April 04, 2014, 01:42:50 AM »
Hello fellow SW-fanatics and TR lovers. Hope you're having a good day.


I've encountered a bug. For reasons that I'm not sure why, during a battle at Telos when I invaded with a rather large fleet, a bug appeared. The 3rd party raiding fleet suddenly appeared and the screen tweaked a bit as my entire fleet (which hadn't moved) suddenly went instant-active and obliterated them. That was all well and good until when I tried to click and move my ships up. I couldn't select any ships. None! I saved the game, closed the program, and then re-opened everything thinking that it might be a temporary glitch -- but to no avail.

Not sure if this is a major problem amongst others or not, but this is kind of a big bug. Especially since I was nearing the completion of a campaign and so close to winning...but now I can't win. Oh well, time to conquer again.

18
Discussion, Suggestions & Feedback / Re: Anti-Vehicle Units
« on: November 12, 2012, 02:32:12 AM »
Massed infantry and missile launchers has been effective for me.

19
Star Wars Discussion / Re: Disney buys Lucasfilm
« on: November 06, 2012, 01:46:54 AM »
But at least there was very little preexisting canon to destroy.

Point to revanchist.

20
Star Wars Discussion / Re: The demise of the 12 Grand Admirals
« on: November 06, 2012, 01:45:26 AM »
who where the 12 original grand admirals and thrawn was number 13 i am guessing?

Look here.

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