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.Corey.
.Corey. - - 3,735 comments @ Empire at War Expanded: Thrawn's Revenge

If it were possible, it wouldn't have to be "adapted" at all. The Steam version of EaW has had several official updates which weren't made for GoG and Disk which are necessary for many of the functions the mod takes advantage of. "adapting" it would mean cutting basically everything we've done since the last time we were able to do a GoG/Disk version, which already had to be pretty stripped down.

Good karma+2 votes
.Corey.
.Corey. - - 3,735 comments @ A Whole New Galaxy to Conquer

This is Thrawn's Revenge.

Good karma+1 vote
.Corey.
.Corey. - - 3,735 comments @ Strident (Untextured)

No, we're just using design cues from known ships to inform a consistent design philosophy for the faction/manufacturer.

Good karma+3 votes
.Corey.
.Corey. - - 3,735 comments @ Hutt Karabos

It's a good thing the mod goes to 44 ABY.

Good karma+4 votes
.Corey.
.Corey. - - 3,735 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

It's not really a thing where you just make it compatable, it'd be rebuilding a new mod, for a new game. It'll be a long time before we know what modding actually looks like for Sins 2 and whether that'd be a commitment we want to make.

Good karma+6 votes
.Corey.
.Corey. - - 3,735 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Oh my god dude. Aren't you the guy that complained we shouldn't ever update Thrawn's Revenge because it meant your older translations had to get redone?

Good karma+20 votes
.Corey.
.Corey. - - 3,735 comments @ AT-OT Walker

The covered version is actually based on a canon design element, so we just used that version.

Good karma+2 votes
.Corey.
.Corey. - - 3,735 comments @ Empire at War Expanded: Thrawn's Revenge

I also think there's little question the design is based on a trace rather than just being "inspired by" and "slightly similar":

See here: Cdn.discordapp.com

Good karma+2 votes
.Corey.
.Corey. - - 3,735 comments @ Empire at War Expanded: Thrawn's Revenge

I was referring to canon as in the single Chiss image shown in Canon- the Steadfast. There were no Chiss ships shown in Legends at all. I think you're missing the point of what I've said. We already have our own established Chiss stuff, whether we stay strictly in Legends or also cover Canon, and that's what we're sticking with. The fact that a single piece of Chiss ship artwork has come out, absed on the questionable origins, has not been enough to make us want to redo the whole faction following it, or to incorporate it into the mod. Like I said, the origins of that ship make it seem highly unlikely that even if there *were* further Chiss ships depicted in Canon in the future (which we'd be more than happy to base art off of when nothing else is available), that they would be based off of that one- it's not that there was some decision that that was the Chiss art style and it was "inspired by" something, it seems to be a direct trace with some parts removed and details repainted. You can even see where the cockpit is and other specific details.

If the ship itself had a bunch of other appearances or more turned up based on it, then maybe we'd reconsider using it, but as it is, it's a design we don't have much use for and which seems likely to join the pile of one-off and disregarded comic ships resulting from artist time crunches.

Good karma+1 vote
.Corey.
.Corey. - - 3,735 comments @ Empire at War Expanded: Thrawn's Revenge

Depends on context. The Hutt ships you're referring to are actually more or less the ones from the Essential Guide to Warfare as opposed to new ones. We have only made one Hutt design, which is a design we've made for a ship that never itself received a design and needed one, based on design elements from the ones you're referring to which will also be used for their appropriate ships.

For the Chiss, there was only one design introduced in canon, which we're completely ignoring as a basis for anything. It was a trace of an upside down Marcross fighter, so even in canon it's not likely to influence much going forward.

Good karma+3 votes
.Corey.
.Corey. - - 3,735 comments @ Empire at War Expanded: Thrawn's Revenge

The mod only has English text, so you'll need to either set your game to English or rename the mod's text file.

Good karma+2 votes
.Corey.
.Corey. - - 3,735 comments @ [Steam] Thrawn's Revenge 3.0

That's not how that works. It has to be stripped down because iof we don't remove a ton of mechanics, the game is incapable of saving and loading properly. It has absolutely nothing to do with models or their quality,. it's about what's going on on the galactic map.

It's not like we just have some innate hatred of GoG users or something. IF it worked for both, we wouldn't even need to "Rebuild" the mod in a way that works for both. The reason it's different is because of what the game can handle, not because implementation has to be done differently. If it were feasible to release the same mod for both, we would, but it's not.

Good karma+6 votes
.Corey.
.Corey. - - 3,735 comments @ [Steam] Thrawn's Revenge 3.0

We can't. The Steam version of the game got patches that GoG and Disk never did, so making GoG and Disk versions of the mod would require making pretty much an entirely different, stripped down version of the mod.

Good karma+8 votes
.Corey.
.Corey. - - 3,735 comments @ Empire at War Expanded: Fall of the Republic

turn up your graphics settings. Other clones will come, though whether those two will be included in that is unknown.

Good karma+2 votes
.Corey.
.Corey. - - 3,735 comments @ Empire at War Expanded: Thrawn's Revenge

Right now aside from using your capital, Leia, or Gavrisom, you can't get to 10 in multiple places. this will be changing.

Good karma+2 votes
.Corey.
.Corey. - - 3,735 comments @ Empire at War Expanded: Thrawn's Revenge

We always upload each version to ModDb at some point between initial release and the following release, depending on hotfixes.

However, regardless of where it's uploaded, it can only be compatible with the steam version of the game. GoG and the Disk version lack the updates Steam has received from Petroglyph which significantly cuts down what they're capable of.

Good karma+3 votes
.Corey.
.Corey. - - 3,735 comments @ Empire at War Expanded: Fall of the Republic

Styats are listed in the tooltips, which will tell you what the units do. Fighters and dedicated anti-fightere build on the left.

Good karma+1 vote
.Corey.
.Corey. - - 3,735 comments @ Empire at War Expanded: Thrawn's Revenge

The "freeze" on exiting is the game autosaving. You can set your save file to read only and it will stop autosaving on exit.

The base core speed of your CPU is only 3.1 GHz which is all EaW cares about. If you set the game to high priority and set affinity to two threads, your CPU will prioritize it better and be more likely to use its boost (which ould get up to 4.3 GHz)

Good karma+3 votes
.Corey.
.Corey. - - 3,735 comments @ Empire of the Hand Fleet

It's not dead, but while we're likely to port these models to Ascendancy, we're unlikely to take advantage of things like the PBR shaders being made. It'd largely mean redoing all the textures differently between Sins and EaW which would be too much to be worth it, especially when Ascendancy would largely just be me.

Good karma+5 votes
.Corey.
.Corey. - - 3,735 comments @ Clone Heroes Coming to 1.0! (Cody, Rex and Fordo)

Unfortunately that's not the type of thing we can mod. I suggest playing in windowed mode and then you can choose any resolution smaller than your screen without distortion.

Good karma+1 vote
.Corey.
.Corey. - - 3,735 comments @ Empire at War Expanded: Thrawn's Revenge

We'd love to be able to make more versions for GoG/Disk, but they just simply don't have the updates that are necessary to actually run the mods. We'd have to strip basically every new feature we've done out.

Good karma+8 votes
.Corey.
.Corey. - - 3,735 comments @ Empire at War Expanded: Fall of the Republic

Cruel is still on, it's just the button toggle goes back to off. The button, when pressed, fires an event that turns on the AI, the AI isn't technically tied to the button state. EaW doesn't save button states when the game is saved so there's unfortunately nothin we can do about this.

Good karma+1 vote
.Corey.
.Corey. - - 3,735 comments @ Empire at War Expanded: Thrawn's Revenge

There is a maximum. The Eclipse can only be built once. The Sovereign, which is not the Eclipse but I assume is what you've mistaken for it, can be built up to 4 times. The Executor can be built 3 times, but can also be built by more than one faction, and build limits are per-faction.

Good karma+4 votes
.Corey.
.Corey. - - 3,735 comments @ Empire at War Expanded: Fall of the Republic

Unfortunately Multiplayer GC has a lot of issues in EaW. For one, it's unstable and doesn't like cooperating with saves. For another, it doesn't allow the use of story scripting or a large section of LUA scripting (it supports some of the latter, but that further contributes to desyncs). This means almost every feature of both mods doesn't work, from stuff as complicated to boarding and the government/influence mechanics, to stuff as simple as build bar filters and the basics of the era system. We tried supporting MP GC for as long as we could, but ultimately it means trying to remake a version of the vanilla game with slightly different units (which indicentally requires even more secondary systems to stop those units from being available in GC) to strip out every mechanic we add, which gets more and more complicated to do as we go. It's unlikely we'll ever be able to support it again, people who want to try it can still download 2.3.3 where it was last available.

Good karma+1 vote
.Corey.
.Corey. - - 3,735 comments @ Empire at War Expanded: Fall of the Republic

Every hero, when they die, dies permanently.

Good karma+1 vote
.Corey.
.Corey. - - 3,735 comments @ Empire at War Expanded: Fall of the Republic

GoG lacks official patches that steam has, without which we'd have to cut most mod features. The steam version goes on sale regularly, for most modern mods you'd need to use it.

Good karma+1 vote
.Corey.
.Corey. - - 3,735 comments @ Empire at War Expanded: Thrawn's Revenge

That's a separate thing. That's the AI getting into autoresolves with each other and being unable to finish. Still an issue, but a basegame issue we're trying to mitigate, rather than the bug that *was* occuring, much more commonly, which was absed on combat power value overflows.

Good karma+1 vote
.Corey.
.Corey. - - 3,735 comments @ Empire at War Expanded: Thrawn's Revenge

Were you still able to build/open menus/move around, or did the game fully lock up?

Good karma+1 vote
.Corey.
.Corey. - - 3,735 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

There was an update to Sins, until we're able to push an update for compatibility with the newest version, you can check out older official Sins versions through Steam.

Good karma+1 vote
.Corey.
.Corey. - - 3,735 comments @ Empire at War Expanded: Fall of the Republic

Sorry, not sure I understand what you're saying there.

Good karma+2 votes