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Comment History  (0 - 30 of 46)
BeefBacon
BeefBacon - - 46 comments @ Divide and Conquer

Playing as Gondor you killed Rhun off after 8 turns? Well, good for you, but it wasn't Rhun that was fielding the army, it was Mordor.

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ Divide and Conquer

Mordor has fielded half a stack of Loke-Rim and it's not even turn 30. Not sure that's quite right. Gondor can't really counter that.

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ The Elder Scrolls: Total War

Sure. I'll compile my thoughts and send them your way. I'm sure you're aware of various bugs, but I'll include those anyway.

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ The Elder Scrolls: Total War

Oh, excellent. Thanks.

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ The Elder Scrolls: Total War

Is there anywhere I can provide feedback? I don't really want to spam the comments.

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ The Elder Scrolls: Total War

Playing as Daggerfall ~turn 150. Pushed the Orcs out ages ago and now all they have is Solitude. I've pretty much won the game, but taking Solitude by any means causes the game to enter this weird limbo state where nothing happens. I noticed that the last Orc general's flag flickers weirdly. I think the game has a problem with the Orc faction being destroyed for some reason. This is the only major issue I've run into so far.

Though as a side note, the Altmer might need rebalancing because they are super cavalry happy. Like 70% of their armies are just lancers.

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ The Elder Scrolls: Total War

Most of the problems I have with this mod are super minor - mostly stuff like unpolished unit models and models which don't seem to properly reflect their status (Knights of the Dragon, for example, look awful. They should be in full plate) and metal armour isn't shiny. I've edited a few skins to better match my own preferences but without knowing anything about how unit models in Medieval 2 work there's not much more I can do. I actually remade and polished a heavy legionary model a while back but didn't know how to actually add it into the game.

Aside from that, there's a couple of unit stats that seem to be a bit off (units that don't have a shield stat which should, archers that do insane damage and so on) but nothing game-breaking. I've had zero crashes, though performance can sometimes suffer.

In all, great work.

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ Dead Air

I was under the impression that he gave some kind of quest? Is the key not important? If not I guess... Agroprom?

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ Dead Air

Started a new game, sprinted to the Clear Sky base. Nothing. Sprinted to the tower. Nothing. Sprinted to the cave. Nothing. Sprinted around the outskirts. Nothing. I'm at a loss. Can I even continue the game if I can't get the quest or whatever it is that I'm supposed to get from him?

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ Dead Air

Where is the ******* doctor? I've looked everywhere, all over the swamp, at the Clear Sky base, in the cave, night and day, on two separate saves, he's nowhere to be found. It's ******* me off now. Whose idea was it to make a vital character wander around without any kind of quest marker?

Good karma-1 votes
BeefBacon
BeefBacon - - 46 comments @ Dead Air

I've looked for him everywhere, day and night, on two separate saves - one on day 1 and another several days in. Nothing.

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ Dead Air

I've looked everywhere but I can't find the Doctor. Could it perhaps not be a brilliant idea to make a vital character roam around the map without any kind of marker? I'm also told he can be killed.

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ Dead Air

I've got a partially upgraded Clear Sky suit and a partially upgraded black gasmask. Finding an oxygen tank shouldn't be too difficult, but I've not seen anyone selling a Sunrise suit yet - not even at Rostok. I'll see if I can find this doctor guy. Odds are pretty good that he's dead, though. The bleeding mechanic is great, but the human NPCs tend to bleed to death if they get bitten even once by a dog.

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ Dead Air

So I've got some semi-decent gear. What now? Do I go to Agroprom? I went in there and after a couple of minutes my suit broke and I died. Is there a main quest?

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ Dead Air

Human enemies are pretty brain dead. I was able to wipe out all the bandits in Dark Valley without incident. They don't seem to spot me until I'm right next to them, and they won't shoot unless I'm quite close. They'll aim their weapons, but they won't actually fire. Makes picking them off with a Mosin very easy. Mutants, on the other hand, seem to be very alert.

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ Dead Air

I shot a chimera with about 60 Mosin rounds, 20 shotgun slugs and about 40 buckshot at point blank range. No effect. I have to assume I'm not piercing its armour or something, but that seems a bit excessive.

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ Dead Air

I concur. I don't even use sights now, I just crouch and hipfire. It's reasonably accurate and your vision isn't randomly thrown about all over the place. The sway needs to be either massively reduced or removed.

Good karma+2 votes
BeefBacon
BeefBacon - - 46 comments @ Dead Air

Tush... tankos? The little hamster boys. They don't seem to be very good at attacking - they miss more often than not. Also the rats are plain annoying. I'd much prefer it if they just ran away from the player. They're always pushing me around, and I have to crouch down and swing wildly with a knife to get rid of them.

A proper form of fast travel would be really nice - either by paying someone to take you to a specific location, or by tagging along with a group. I think they might have done that in Misery, but it was a really good system.

Also, it keeps reverting to the Russian version, so I keep having to reinstall the English translation.

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ Dead Air

I've done that now, reluctantly. We'll see how it goes. I didn't want to initially since I figured the game is already fairly balanced without me having to tweak numbers, but there does definitely seem to be an overabundance of all mutants, but especially dogs. I've not seen a bandit in days.

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ Dead Air

Right, the number of dogs is insane. Between the Cordon's northern entrance and the bridge, I encountered a good 20 dogs, the vast majority of which I had to kill. This is incredibly difficult when armed with a Mosin and a couple of AK rounds.

I'm currently standing on the lookout tower in the swamp, and I can see 5 packs of dogs. One of them somehow spotted me from an extremely long way away, and started streaming towards the tower.

It wouldn't be so bad if they ran away after you killed one or two of them, but you have to kill ALL of them. Combine 5 dogs with slow movement and a weapon that jams every other shot and you've got a really ******* frustrating situation.

Good karma+2 votes
BeefBacon
BeefBacon - - 46 comments @ Dead Air

Oh, it's completely standalone. I was getting confused.

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ Star Trek: Armada 3

Borg ships seem to be far superior to Federation ships, and they get some pretty powerful upgrades to complement their already insane firepower and durability. I've avoided engaging them so far, but I'm not sure how I can possibly defeat them when I do decide to attack.

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ Star Trek: Armada 3

I'd like to be able to see what my own ships are at least.

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ Sins of a Galactic Empire

Scratch that, loaded a saved game and now the HoloNet beacons work. Don't know what that's about, but I'll take it.

Economy is still crazy, though.

Good karma+2 votes
BeefBacon
BeefBacon - - 46 comments @ Sins of a Galactic Empire

Black market prices seem to be kind of nuts. I've not played vanilla Sins in a while (not for years, this mod is the only reason I loaded it up, forgot how good Sins is) but I seem to recall that black market prices were usually in the hundreds, but now it's easy to sell for 1500-2000 credits a pop. I was able to just sell a bunch of metal and crystal so I could buy an Executor. Trade routes and credit income seems kind of useless when you can sell resources for so much. I assume the AI is doing some weird manipulation of the prices because I saw a video of a human-only game and the prices seemed normal.

Also, I'm playing as the Galactic Republic, have HoloNet stations on all of my planets and have all research completed, but I still can't travel between HoloNet stations. Does the Republic not get that feature? The Rebel AI I'm playing against certainly does.

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ Zombie Panic! Source

Holy crap, I had no idea this was still being updated. I used to be super involved with the forums way back in like 2009, making maps and stuff. Maybe I'll download ZPS again and see if people are still playing on Cabin. The worst map.

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ Call of Warhammer: Beginning of The End Times

I think Bretonnia is easy because they encounter very little in the way of resistance. The only non-ally I'm currently bordering is Skaven, and they're way down south. A few turns in and I was already the largest faction, and I'm currently making about 12k gold per turn.

Contrast that with Averland, where I had Vampire Counts to the north, had to deal with a Night Goblin castle early on and was facing Orc incursions from the south. Bretonnia isn't easy because their units are too good, it's easy because there's no one but rebels to fight.

I'd like a more effective, infantry unit for the sake of siege battles. Options for attacking as Bretonnia seem to be limited to either taking horrendous casualties, or just waiting it out. It'd be fine if cavalry worked properly in settlements in Medieval 2, but instead of charging they tend to just sort of lamely trot into their opponents, whereupon they are demolished by infantry. That's not a fault of the lore or of the mod, it's a fault of Medieval 2.

Good karma+2 votes
BeefBacon
BeefBacon - - 46 comments @ Call of Warhammer: Beginning of The End Times

Enjoying the game so far - great work. Few crashes here and there, but so far nothing that frequent saving doesn't combat.

I've tried Averland and Bretonnia so far, with varying success. I'm doing very well as Bretonnia, but I do have a unit request for them. It might not be lore-friendly, but can the questing knights be dismounted? Their charge is too weak to make them effective shock cav, and they get chewed up in melee. They don't seem to have a role that they can fill. I'd much prefer it if they were dismounted and had slightly better stats than the Empire greatswords, but still have a smaller unit size - in respect to the fact that they are still knights and not just regular infantry. Basically they should be a good (but not incredible) melee unit whose primary role is to attack and defend in siege battles, since Bretonnia really suffers in that regard. Their cavalry is great, but useless when attacking cities, and only useful in defending for as long as the enemy remains outside the walls.

Either that, or a new infantry unit that fills that role. The rest of their roster is great, however.

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ Call of Warhammer: Beginning of The End Times

Right, I patched medieval2.exe and had no luck. Patched kingdoms.exe AND lowered graphics settings very slightly and got it working. Might try raising graphics settings just to see if that's an issue, but it's working now.

Thanks very much.

EDIT

Though it is not a fan of being alt-tabbed. Noted.

Good karma+1 vote
BeefBacon
BeefBacon - - 46 comments @ Call of Warhammer: Beginning of The End Times

Oh, ****. Completely missed that. It could be worth making it a little more prominent - maybe have another link where it's actually talking about the patch and the need to apply it.

Generally speaking one doesn't have to jump through so many hoops to get a Medieval 2 mod working... but then again I suppose most mods don't quite have the scope that this one has. I don't think I've ever seen so many factions in a single mod.

I'll apply this patch.

Good karma+1 vote