"Skill is when luck is customary to"

Comment History  (180 - 210 of 1,472)
Astor Sep 28 2013, 12:23pm replied:

The Tiberian Sun egnine is not able to do that. Westwood added that feature with Red Alert 2.

You may wait for a Tiberian Sun mod for OpenRA which is free and open source, I myself really like it (played same games here and there).

It does already have a Dune, Tiberian Dawn and Red Alert 1 mod. It does include such improvements like multiple build queues, much bigger maps (up to 16 players/AI + additional spectators) The AI also doesn't cheat and there is better hardware support (OpenGL).

It's just a matter of time, when you will see a Tiberian Sun mod for it, if that happens I may port my mod to it too, which would allow me to add complete new features!

But yeah thats music from the future xD

+1 vote     mod: C&C Tiberian Sun Crystallized Doom
Astor Sep 24 2013, 4:52pm replied:

I have to survive this week with work. Then I have finished it and can focus on studying for the University for Applied Science completly.

But of course I will also have some free time for modding in fall & winter :D

So this will start rolling soon with updates!

+1 vote     mod: C&C Tiberian Sun Crystallized Doom
Astor Sep 23 2013, 8:03am replied:

They announced Mount & Blade 2 Bannerlord this year...you may like to wait for that game. As for the first game. I played Warband a lot, it's a fantastic game!

+2 votes     group: Total War Game Series Fans !
Astor Sep 10 2013, 12:53pm replied:

No, it is indeed at 4,5Ghz (100x45 1,28V with Offset) but for some reason 3D Mark11 does not recognize the specs from my CPU, also it did just read only the 2D clocks of my HD 7950 instead of the 3D ones.

About that 80-20 FPS, that was not for 10.000 units :P (80FPS when not any units visible in landbattles or when looking at sky xD)

With 10.000 units in City I would get about...hmm 10-30 FPS maybe :D.

There are two possibilities in siege battles:

High FPS but units stumble
Low FPS but units move

None of them is good for playing x_x
btw I recommend Radious Total War mods (stops super fast units and fixes some annoying stuff)

+2 votes     group: Total War Game Series Fans !
Astor Sep 9 2013, 4:52pm replied:

13.2 also improves crossfire support for Rome II

+2 votes     group: Total War Game Series Fans !
Astor Sep 9 2013, 4:43pm replied:

I get the following ingame benchmark results

average FPS 40
max FPS 66
min FPS 27

1920x1080 16xAF +Ultra SMAA via SweetFX

Ingame AA off
Texture Ultra
Shadows Medium
Water Extreme
Particles Extreme
Sky Extreme
Vegetation Alpha off
Trees Extreme
Grass Extreme
Unit Size Ultra
Build Details Extreme
Unit Details Very High
Terrain Extreme
DoF Low (I prefer this over high)
Vignette On
Heat Distortion on

With optimized settings I get:
Max 70 FPS
Average 48 FPS
Min 37 FPS

Gras/Trees on High and Particles on Very High, everything else like above. BTW I have a CPU bottleneck (only 85% used in Rome benchmark)
While benchmarking I had Rome II in background xD

btw you are using an old driver 9.12 get 13.12 Beta11! It has optimization for Rome II

+2 votes     group: Total War Game Series Fans !
Astor Sep 9 2013, 6:27am replied:

If you want high graphics in Rome II you will need 3GB of VRAM, Rome is using 2,7GB of my GPU.

I had never any graphical glitches or big performance problems. But yeah I see people complainging with a GTX 650 that they can't handle the game at very high+ settings. What do they want, it's not a high end GPU!?

Also my CPU can handle battles with 10.000 units (FPS never go below 20, but if all move in siege battles they start to stumble a little)

But Rome II is far better with performce than Shogun 2, the multicore support nails it really. I have 50-100% CPU activity, and an i5-2500K @4,5Ghz is not one of the slowest CPU's for gaming. I get with OC about 20 FPS more in average.

+2 votes     group: Total War Game Series Fans !
Astor Sep 8 2013, 5:11pm replied:

Playing Coop campaign...my friend as macedonia and I as awesome Sparta ;)

btw game is running fine on 1920x1080 @ extreme (unit details at very high & shadows at medium) with 80-20fps
+ using custom SweetFX SMAA (performace friendly post AA)

on an i5-2500K @ 4,5Ghz, HD 7950 OC @ 1Ghz and 16GB RAM

+1 vote     group: Total War Game Series Fans !
Astor Aug 29 2013, 12:37pm replied:

Yeah...but BI did a great job with Altis. It has indeed an imersive enviroment with love to details.

Of course there are plain fields, but in real life there are also a lot of plain fields too. In the end it's a large scale sandbox military simulation. Tanks have a high range, so the battlefield must be in propper scale :)

+1 vote     media: This is scale Arma 3!!!!
Astor Aug 27 2013, 1:28am says:

Either you just deleted your updates or your last visit was 1min ago xD

Thanks goes to feillyne which provides me with 1 to 1000 updates a day :P

+2 votes     media: First time in Months
Astor Aug 27 2013, 12:35am replied:

I have no advanced experience with the SAGE engine when it comes to modding. I am a good mapper (maybe now a bit rusty) but that's the end of the story.

While here I can do mostly anything what the engine is possible to do. I can edit the whole game. Hell even the AI is written from scratch, I included a modular base for it (easy expandable for new units etc). I started messing around with the game since 2008. By the end of 2009 I started a mod by the name Project Nemesis which later evolved into Crystallized Doom. After a few months stopped development I released 3 new versions - which improved stability and did a lot of bugfixes and balance changes. But now I am coming to a point where my allrounder skills are stopping me from pushing releases mostly because of lacking time.

The only thing I may consider is doing a mod with the more advanced Red Alert 2 engine (compared to TS), or start working on my Total War Shogun 2 or Far Cry Horror mod (zombies/monsters + penumbra music/sounds and an intense story) again or any other Cryengine mod (yes I am quite familiar with the Cryengine).

But yeah, maybe I surprise myself in the feature - who knows!?

PS: that was a little too much text xD
PPS: Such a pitty that I never finished my Far Cry mod :/

+1 vote     mod: C&C Tiberian Sun Crystallized Doom
Astor Aug 26 2013, 11:13am says:

2003? Man times passes quite fast :(

Had a lot of fun on my Xbox with the MP mod (via cheats enabled)

+3 votes     game: Enter the Matrix
Astor Aug 26 2013, 8:52am replied:

I thought of making the icons with colored boarders ->

Red = AP
Blue = AA
... etc

This would help ingame a lot I think.

btw thanks for the hint!

+1 vote     article: Crystallized Doom 1.9.32 / Recruiting
Astor Aug 24 2013, 7:33pm replied:

I think that would be best, uploading the whole mod+game as standalone.

About the ini tweak...I haven't included a modded SUN.ini as it would overwrite all personal settings. I have posted the settings for working 3rd & 4th loading screens + highres modes some time ago.


+1 vote     download: Crystallized Doom 1.9.31 [Outdated]
Astor Aug 24 2013, 7:26pm replied:

Yes this also works for Win8, as I have it right now too.

+1 vote     article: [C&C 3] How to enable mods in Worldbuilder
Astor Aug 8 2013, 5:17am replied:

This Ntcore.com

Work's perfect (helped me in a lot of other games too)

+3 votes     mod: War Realism Mod
Astor Aug 7 2013, 4:24pm says:

Just want to say that this mod is not dead!

I just got a hard time to work on this mod (lot of other work to do)

+2 votes     mod: C&C Tiberian Sun Crystallized Doom
Astor Aug 3 2013, 6:52am says:

If you the game crashes because of max graphic settings just google the 4GB patcher. This fixed it for me.

+3 votes     mod: War Realism Mod
Astor Jul 19 2013, 3:56pm says:

Multicore CPU and 64 bit support, this is how it should have been years ago for PC games!

+2 votes     media: Planetary Annihilation and 64 bit
Astor Jul 7 2013, 5:24pm replied:

Thank you!

+1 vote     mod: C&C Tiberian Sun Crystallized Doom
Astor Jul 7 2013, 5:22pm replied:

I have to include the Forgotten and Cabal (maybe some Tiberium effects + Cybernetic sounds and sparks?) to the intro also. You may see this intro when clicking on the Crystallized Doom selection screen.

+2 votes     media: WIP Intro Test
Astor Jul 6 2013, 5:59pm replied:

I have to investigate this problem.

+1 vote     media: Main Menu
Astor Jul 4 2013, 7:13pm replied:

Veinhole is working! It's just the on/off feature for Floaters etc.


This is how it does look in this mod ;) I think that is your visualized image of a veinhole monster :P

+1 vote     mod: C&C Tiberian Sun Crystallized Doom
Astor Jul 3 2013, 12:57pm replied:

Thanks, nice quote with Rome btw :)

+1 vote     article: Slow Progress
Astor Jun 30 2013, 6:02pm replied:

It should be 1.9.3...if it says 2.03 than you haven't used the modded exe provided by the mod.

+1 vote     article: Information and known problems
Astor Jun 28 2013, 3:00pm replied:

The original campaign does not work with this mod, there will be a custom campaign with feature releases.

+1 vote     download: Crystallized Doom 1.9.3 Beta [Outdated]
Astor Jun 22 2013, 7:49am replied:

What version of TS do you have? (Free,TFD,Original)

Is it my modded language.dll, it does only change some ingame menus. Maybe the file is corrupt, tried downloading the mod files again?

+1 vote     media: Main Menu
Astor Jun 20 2013, 5:52am replied:

It's not possible with the TS engine. I would love myself that features (and others like teams/choosing AI difficult and factions) like in RA2.

BTW sooner or later a RA2 mod will follow ;)
(But I focus first on this mod)

+2 votes     media: New menu
Astor Jun 19 2013, 7:04pm says:




Finally they give up!

+1 vote     group: 8TH Generation Gamers
Astor Jun 19 2013, 10:37am replied:

Actualy the Harbingers did destroy most of the units/buildings. The Core Defender wasn't never able to attack air units. It isn't as strong as the FS campaign Defender. This one has 7000 less health and the rate of fire is 50% slower.

+1 vote     media: One Core Defender & three Harbinger
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