Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

Necroe

Latest Posts

Page: 2 of 2
Posted in: Mod Request
 Necroe
02-24-2006, 4:26 AM
#8
i wonder if someone can make them not have unlimited reinforcements like star destroyers have limited amounts too....  [Read More]
Posted in: Rebellion Ships - Launching fighters?
 Necroe
02-24-2006, 12:42 AM
#22
also i find it greatly unfair i mean spawning xwings which not only take a popcap normally but are far superior to the tie's for free...why bother building them at all!...  [Read More]
Posted in: Rebellion Ships - Launching fighters?
 Necroe
02-23-2006, 1:58 PM
#4
won't it be unfair though, i mean the rebel fighters are VASTLY superior which is why they build them manually and have +5 popcap....  [Read More]
Posted in: Tried to enhance the shot graphics...
 Necroe
02-24-2006, 5:26 PM
#17
is it somehow possible to merge this with the sw realism mod 2.0?...  [Read More]
Posted in: Tried to enhance the shot graphics...
 Necroe
02-23-2006, 12:26 PM
#7
and where is a download link :(...  [Read More]
Posted in: Tried to enhance the shot graphics...
 Necroe
02-23-2006, 12:24 PM
#6
yea but look at the size they're huge! compare it to fighters each bolt is the size of 2 squadrons!...  [Read More]
Posted in: Tried to enhance the shot graphics...
 Necroe
02-23-2006, 11:19 AM
#2
they're nice..but so...long i mean isd length long :\...  [Read More]
Posted in: =[)DP(]=Jackson's Guide To Land 1v1
 Necroe
02-23-2006, 1:30 PM
#2
i think your wrong, the atat is great, look u need about 3-4 groups of t4-b's to take out an atat without heavy losses....  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 Necroe
02-24-2006, 5:36 AM
#37
yea it's me, as for lag it's system specific i havent lagged at all :P...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 Necroe
02-24-2006, 4:25 AM
#33
i see the gunships as a mix between corvette's and marauder's. im just hoping you fixed the missile corvette's so they're not the end all, maybe make em weak against fighters but since they have missiles i dunno D:...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 Necroe
02-24-2006, 12:38 AM
#29
guess that 0.01% prevailed! cant wait for the next version of this mod! can u do something to make missile corvettes no so wtfpwn ( for example maybe make them not obliverate fighters?)...  [Read More]
Posted in: Legacy of War Update - 7 Days away
 Necroe
02-22-2006, 5:32 AM
#10
mod tools never get released on release day....  [Read More]
Posted in: [GC]Start with only one planet
 Necroe
02-24-2006, 4:06 PM
#43
yea i'd rather let him half the galaxy while i set up defenses for my sector and do hit and runs on his weak links, taking out his stations, taking out a 600 credit station may not be much but if i dont lose anything im the winner!...  [Read More]
Posted in: [GC]Start with only one planet
 Necroe
02-24-2006, 4:51 AM
#37
hopping is useless if u dont have the defense to back it up!...  [Read More]
Posted in: [GC]Start with only one planet
 Necroe
02-24-2006, 1:27 AM
#35
yea i was looking at the xml and noticed the emp was at tech 0 while reb at tech 1 when it apparently should be the other way round!...  [Read More]
Posted in: [GC]Start with only one planet
 Necroe
02-23-2006, 1:28 PM
#31
k ill try that odd that they start at a tech lvl so low....  [Read More]
Posted in: [GC]Start with only one planet
 Necroe
02-23-2006, 12:10 PM
#28
no, i was imperial, i had coruscant and all i could build was a research facility and mine!...  [Read More]
Posted in: [GC]Start with only one planet
 Necroe
02-23-2006, 10:34 AM
#25
the problem is building it wont let me build barracks or anything other than a mine or research facility....  [Read More]
Posted in: [GC]Start with only one planet
 Necroe
02-23-2006, 9:22 AM
#23
can u add pirates in? and does it replace an existing campaign or create a new one?...  [Read More]
Page: 2 of 2