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Comment History  (0 - 30 of 287)
kiprobin
kiprobin - - 287 comments @ Project Tribunal

I personally use the no awards weapon mod to prevent this from happening, and I recommend this unless you have a particular attachment to them

Good karma+1 vote
kiprobin
kiprobin - - 287 comments @ Bespin: Cloud City

It seems likely that it's a conflict with one of the other mods. None of these issues occurred in my testing. I can confirm that sleeperkillers shader patch is not at fault, as that is installed on mine as well

Good karma+1 vote
kiprobin
kiprobin - - 287 comments @ Borono Ambush at Corellia

Looks like the pink section is meant to be a force field blocking off the edge of the map, though I am just another observer like yourself

Good karma+3 votes
kiprobin
kiprobin - - 287 comments @ Borono Sullust Imperial Factory prototype

This is an extremely well designed map, but the bot count is way, way too low to prevent it from feeling far too empty. Can't wait for the full version to be finished!

Good karma+2 votes
kiprobin
kiprobin - - 287 comments @ Elin Oriac City v2

This plays very well! Thanks for the update

Good karma+2 votes
kiprobin
kiprobin - - 287 comments @ Geonosis: Spire Attack

I can confirm that it was because of the remaster sound mod. Sound is fine once I uninstalled it. Great work!

Good karma+1 vote
kiprobin
kiprobin - - 287 comments @ Seatos: Gateway to the Unknown

I'm happy to, though rn I think he's still polishing other stuff and looking for a star map model, so not sure when that'll be

Good karma+1 vote
kiprobin
kiprobin - - 287 comments @ Seatos: Gateway to the Unknown

I just made 3 maps in less than a month, and am going to take a break now. I have broken ground on a large tatooine map, and have also made non zero progress on the beginnings of coruscant. Tatooine will likely be the next one though, unless I get it in my head to do another small project like my last two. Not sure when I will resume work though. For now any spare time will be playing them rather than making them for a week or two

Good karma+4 votes
kiprobin
kiprobin - - 287 comments @ Naboo: Siege of Theed

I just noticed that running it after another map (in my case, stock naboo) causes a crash. Try to make sure to run this first after starting the game. Other than that I'm out of advice. Either a hardware issue with your device or, more likely, some conflict with another mod

Good karma+1 vote
kiprobin
kiprobin - - 287 comments @ Naboo: Siege of Theed

I havent tested this for compatibility with any of those, except for the 1.3 patch which works fine. This map has a very high polygon count, so I'd imagine the remaster is likely the problem for you. You could try lowering lod or view distance. Ultimately the only graphics mod I guarantee it works with is sleeperkillers shader patch

Good karma+1 vote
kiprobin
kiprobin - - 287 comments @ Naboo: Lake Country

The naboo guard is literally just the stock one this time. This was meant to be a small project (only spent a day and half on it really) so didn't bother doing custom sides for once. Stock naboo guard is limited as it wasn't meant to be used by the player

Good karma+3 votes
kiprobin
kiprobin - - 287 comments @ Geonosis: Spire Attack

Prob because of the soundfix mod. Never had the problem before, but shortly later I noticed the same thing happens with the old palpatine's office map, so probably nothing on your end. Strange that it's only those two maps though

Good karma+1 vote
kiprobin
kiprobin - - 287 comments @ Geonosis: Spire Attack

This is awesome! Great work! The sound seems to not work for the stock gcw era for some reason, but the gameplay is unbelievable. Now I don't think I'll ever be making a geonosis trench war map, as this is perfect

Good karma+1 vote
kiprobin
kiprobin - - 287 comments @ Naboo: Siege of Theed

I use the remaster sides too, but as I mentioned in the descriptions, this map has many high poly buildings, and loading in the remaster sides cause the map to crash because of the high polygon count. The only way I could get it to work on the required scale was by forcing the game to load in stock sides only, otherwise it would crash. The exception is the cis, the one side I don't use remaster for (I use my own), so I guess you could use remaster on that, though I don't know if it will crash or not as I haven't tested it. Sereja's City of Theed is awesome, and I know now why the unit counts and such are so small, having dealt with that kind of thing with many of those same assets

Good karma+2 votes
kiprobin
kiprobin - - 287 comments @ Naboo: Airfield

I don't disagree. Really wish the atte collision wasn't incapable of walking on the msh of the tarmac. In the editor the difference in height between the ground and the tarmac is .01, which is as low as I can make the terrain difference, but that's still too hard for the atte to cross lol

Good karma+2 votes
kiprobin
kiprobin - - 287 comments @ Project Sullust

Were there any alterations to it? As glorious as the map truly is, I do feel it really needs additional bots and possibly cps; otherwise a map of it's size suffers from emptiness

Good karma+1 vote
kiprobin
kiprobin - - 287 comments @ CIS B1 Side mod

I'll be honest I'm unlikely to update anything. My priority is mapmaking, and this cis side works well enough for me. It's extremely simple to do a mod like this if yall want to - I literally just copied the stock sides and changed the file names so different units load in place of others

Good karma+1 vote
kiprobin
kiprobin - - 287 comments @ Scarif: Birth of a Rebellion (updated 7/2/23)

Likely not, unfortunately

Good karma+1 vote
kiprobin
kiprobin - - 287 comments @ Weyland: Advanced Science Division (update 7/12/23)

Wookiepedia says "weyland", and mentions that the SW universe has both spellings in different places. It says it went with "weyland" because it was used in "story content" in sw rather than the wayland spelling which was mostly used in reference content.

Fun fact! Since the name was not mentioned at all in the show either way, I originally titled my map "Classified Location" (hence the file name of CL8) before I discovered all this. I will change the name depending on how BB season 3 spells it in the subtitles upon release, as that will be the definitive authority. I spent too much time worrying about this!

Good karma+3 votes
kiprobin
kiprobin - - 287 comments @ Weyland: Advanced Science Division (update 7/12/23)

Thank you! worked hard on it

Good karma+1 vote
kiprobin
kiprobin - - 287 comments @ Tatooine: Canyon Assault

Most custom maps don't have minimap components. Modders would have to design them manually and many - like myself - choose not to do so. Unless there is some other issue, it's unlikely anything went wrong with installation

Good karma+1 vote
kiprobin
kiprobin - - 287 comments @ Trench War

Not for a while at least. Working on a bad batch map now, which may take a while due to modeling and other delays. With sullust it's pretty much either/or with mustafar, though Jakku is something I am likely to do eventually (as much as I detest the sequels) albeit not anytime soon

Good karma+1 vote
kiprobin
kiprobin - - 287 comments @ Trench War

Sadly not likely, at least not until after my bad batch map, coruscant, naboo, etc., and everything else. Would be a challenge as it has few preexisting assets

Good karma+1 vote
kiprobin
kiprobin - - 287 comments @ Tatooine: Canyon Assault

You install it by placing the TC2 folding in your addon folder. The unit count is a part of this mod, not another one. I hope this helps!

Good karma+1 vote
kiprobin
kiprobin - - 287 comments @ Lothal: Communications Tower 2.0

I do my best! Though this particular one is just an updated version of an older map

Good karma+1 vote
kiprobin
kiprobin - - 287 comments @ Lothal: Sacred Mountains (updated 7/2/23)

I might well update the CW balancing. As I mentioned in the description, it was less tested than my maps normally are, especially the cw era, as my time off from work was ending and I wanted to go ahead and release it. The maze of the paths will need to remain, as the ramps have to cover a lot of altitude, but ai can't cross over each other vertically. In order to have them cover the altitude without crossing over a lot of doubling back and such is needed. Thank you for your feedback!

Good karma+1 vote
kiprobin
kiprobin - - 287 comments @ Trench War

To my knowledge, the maps up until Bespin are compatible, but I am not sure 100%. The maker of that mod made a comprehensive list of all compatible maps, and I remember that most of mine were on it up until the time. More recent maps of mine likely won't be, however

Good karma+1 vote
kiprobin
kiprobin - - 287 comments @ Scarif: Birth of a Rebellion (updated 7/2/23)

It's possible this is conflicting with a side mod you have installed. I have not experienced this issue. Has anyone else had problems with this happening to them?

Good karma+1 vote
kiprobin
kiprobin - - 287 comments @ Lothal: Communications Tower 2.0

My next map is likely to be either the imperial advanced science division base from bad batch or aldani or however it's spelled from Andor. Not sure when I'll get it done

Good karma+1 vote
kiprobin
kiprobin - - 287 comments @ Lothal: Sacred Mountains (updated 7/2/23)

My next map I hope to be the advanced science division from bad batch. My hope was that the fuel depot would serve as a stand in for the imperial complex, as I originally intended to release that map after this one and for that to be the conclusion

Good karma+1 vote