"Skill is when luck is customary to"

Comment History  (120 - 150 of 1,581)
Astor
Astor Sep 9 2014, 4:24pm says:

Does it look better, or is it too much?

+3 votes   media: Trying out new stuff
Astor
Astor Sep 7 2014, 3:02pm says:

I just replaced one kind of 20 available Tiberium styles, that's why you see it mixed here with original art.

+1 vote   media: New Tiberium WIP
Astor
Astor Sep 7 2014, 2:40pm says:

Working on buildings right now, damn this upcoming update has a lot of new stuff coming.

+1 vote   media: Next Step for 1.9.41
Astor
Astor Sep 6 2014, 10:06pm says:

It looks like the last update on my modpage removed the whole description, oh I am so lucky...need to fix it.

+1 vote   mod: C&C Tiberian Sun Crystallized Doom
Astor
Astor Sep 4 2014, 7:19pm replied:

Yes custom sidebars, custom EVA's and so on ;)

+2 votes   media: WIP Sidebars
Astor
Astor Sep 4 2014, 1:43pm replied:

I know it's not perfect, but this will help at least new players a little bit.

+4 votes   media: New unit quickinfo
Astor
Astor Sep 3 2014, 4:52pm replied:

No chance, that I am dropping this gem ;)

I actually got some people on board which help me. Next version will be very polished. Official soundtrack is also coming soon, and we are also recording voices for the units with the help of ComradeCrimson (who also did some voice acting for Rise of the Reds).

So, a lot of stuff is beeing done :)

+4 votes   mod: C&C Tiberian Sun Crystallized Doom
Astor
Astor Sep 1 2014, 8:13pm says:

Next one is GDI which get's improved.

+3 votes   media: WIP Sidebars
Astor
Astor Sep 1 2014, 8:09pm replied:

Nice, that it's working at your mod! :)

I still am trieing to get it to work with my Crystallized Doom mod, but it looks like those additional factions won't make it easy to implement for me.

+2 votes   media: CnCNet 5 works with OS
Astor
Astor Sep 1 2014, 3:29pm replied:

Yes, each side use now their own uniqe walls.

GDI got their original walls back too, as the AI now finally can handle them.

The Forgotten got some new ones too, as their sandbacks where mostly a placeholder.

+1 vote   media: WIP Cabal Sidebar
Astor
Astor Aug 31 2014, 5:44pm replied:

Hmm, I thought a lot about it. ATM they are set to no. So they don't team up together against players. If I would enable it again, I think the AI will go nuts vs most players. Especially if they would have to fight against several Cabal AI's. I may need to try it, could be fun.

+1 vote   media: GDI T1 Easy base
Astor
Astor Aug 31 2014, 4:19pm says:

I may end up using this for artillery units or cluster bombs - of course with a limited ability to split and not like above untill the game stopps.

Things will get messy once I touch the superweapons, as they are only vanilla style ATM (boring and weak), but they will get a serious boost.

+1 vote   media: Testing stuff
Astor
Astor Aug 31 2014, 2:01pm replied:

yes

+3 votes   media: GDI T1 Easy base
Astor
Astor Aug 31 2014, 6:46am replied:

I have some plans for them later.

+3 votes   mod: C&C Tiberian Sun Crystallized Doom
Astor
Astor Aug 29 2014, 5:56pm replied:

Hi!

#1 Yes Superwepaons will all be redone and new ones will be added.

#2 Additional fractions...we already have Cabal and Forgotten. More would be in theory possible, but I don't think this will happen with the Tiberian Sun engine, without some proper rework of the game.

#3 Not really to happen (why should I take stuff from mods which I don't have permisson to use?)

#4 I thought about that some time ago, but I studied the Red Alert 2 codeing a bit. It's vanilla code is a pure mess. If I do something for RA2 it would be a complete new mod. I like more the idea of a port to OpenRA.

+2 votes   mod: C&C Tiberian Sun Crystallized Doom
Astor
Astor Aug 22 2014, 12:26pm replied:

Yes it stands out more than the others, at the end of the road each faction will get it's unique sidebar, but I have to live with them ATM.

+1 vote   media: All faction sidebars
Astor
Astor Aug 18 2014, 12:35pm replied:

Some of them maybe.

+1 vote   media: All faction sidebars
Astor
Astor Aug 17 2014, 8:22pm says:

Radar is just a placeholder. It's still WIP.

+1 vote   media: All faction sidebars
Astor
Astor Aug 17 2014, 6:14pm replied:

lol Nero ^^

Yes this time they are final - I promise :D

+1 vote   media: Nod cameos
Astor
Astor Aug 16 2014, 6:19pm replied:

And that's why custom maps will be included in future. The new maps will suit the mod very good.

+1 vote   media: Improved AI walls
Astor
Astor Aug 16 2014, 4:56am replied:

Base spacing is twice as big as vanilla. As you can see the AI has much more free room, but I mostly need it for the walls. As this stops the computer to build those single parts inside it's base. Only problem is that AI bases with high tech levels will get huge.

+1 vote   media: Improved AI walls
Astor
Astor Aug 15 2014, 5:19pm says:

In comparison to this: Moddb.com it got way better. But, AI will get very space hungry because of this too.

+1 vote   media: Improved AI walls
Astor
Astor Aug 15 2014, 5:48am replied:

I tried it once a while back, but I would need more adjustments than other mods for it to work without problems.

I won't say no, but it's a question of time. I may do it later.

+1 vote   mod: C&C Tiberian Sun Crystallized Doom
Astor
Astor Jul 28 2014, 7:09pm says:

Those new Cyborgs are called Reavers and are the counterpart of Elite Cadres and Zone Marines (also new but no images yet).

Infantry battles will get much better with the new build, as each one got an overhaul. Rookies can now also deal serious damage in big groups. If they get supported by Rocketeers (former Rocket Infantry) even Cabal can be smashed with enough numbers.

+4 votes   media: New stuff for 1.9.41
Astor
Astor Jul 27 2014, 2:16pm replied:

AI build each building only once, exception are power and defense. GDI Watch Towers for example are all cloned so the AI builds more of them. As the GDI AI defense logic works only with upgrade systems (i.e. component towers).

Actually the only prerequisite the AI follows are buildings.

As for units only their tech level is a prerequisite.

+1 vote   media: Fixed GDI AI walls
Astor
Astor Jul 27 2014, 2:11pm replied:

AI builds walls after it has finished base buildings.

+1 vote   media: Fixed GDI AI walls
Astor
Astor Jul 27 2014, 7:07am says:

ATM I have this set:

GDI - C&C3 GDI EVA
Nod - C&C3 Nod EVA
Cabal - C&C2 Nod EVA
The Forgotten - C&C3 Scrin EVA

I have also some other things like fixed WCE for lasers on high details and many more ;)

+1 vote   media: Custom sidebar and voice for Cabal & The Forgotten
Astor
Astor Jul 26 2014, 1:59pm says:

Next release will got some pretty neat features ;)

+1 vote   media: Custom sidebar and voice for Cabal & The Forgotten
Astor
Astor Jul 26 2014, 10:37am replied:

Whats so difficult about cloaked Nod engineers?

Each engineer is unique in his own way.

GDI Engi is a balanced one
Nod Engi is a weak stealthed one
Cabal Engi is a slow armored cyborg
Mutant Engi is weak, fast and heals on Tiberium

You have Watch Towers which detects stealth. The Sesno tower from Cabal also detects stealth and many more buildings like component towers and radars.

+5 votes   download: Crystallized Doom 1.9.40.21 (Hotfix) [Legacy]
Astor
Astor Jul 26 2014, 6:56am says:

Progress of 1.9.41 is going well, update will come sooner than I had expected :)

ATM I am working on AI. It's doing great steps!

AI LVL 0 (easy) is recommend for new mod players
AI LVL 1 (normal) is recommend for advanced mod players
AI LVL 2 (hard) is recommend for veteran mod players

+1 vote   mod: C&C Tiberian Sun Crystallized Doom
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