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caseyhurd
caseyhurd May 9 2014, 9:02pm says:

Okay, I have finally got the chance to get on the game, and I did raise all the settings to max, though I am unable to set the screen res to 1920X1080.

But I am still getting a bright neon glow around the entire model for the Reaper capital ship factory and the Reapers ships themselves. I have made one discovery though, the glow changes to match my player color.

I am also getting some weird texture glitches with the space background in game. I can see sheering and seam lines in the skybox, and some background objects appear as white boxes.

+1 vote     mod: Dawn of the Reapers
caseyhurd
caseyhurd May 6 2014, 12:36pm says:

Okay I have turned off Bloom, lowered the settings and deactivated/reactivated the Dawn of the Reapers mod, but I am still seeing Reaper structures and ships with a bright neon blue glow. I am playing as the 'Harbinger' faction.

Is anyone else having similar issues?

+1 vote     mod: Dawn of the Reapers
caseyhurd
caseyhurd May 3 2014, 10:25am replied:

Yes they are replacing the old model?

or

Yes they are in addition to the old model?

+1 vote     media: Batarian Capital Ships
caseyhurd
caseyhurd May 3 2014, 10:15am says:

Are these ships replacing the Batarian capital ship you had shown earlier; the one from the Marauder Shields comics; or in addition to it?

+1 vote     media: Batarian Capital Ships
caseyhurd
caseyhurd Apr 28 2014, 10:14am replied:

I'll have to give that a try. I only just installed the mod.

Excellent work for the whole DotR team, all around though.

+1 vote     mod: Dawn of the Reapers
caseyhurd
caseyhurd Apr 28 2014, 7:47am says:

Please forgive me if this has already been asked before, but when I play as the Reapers all of their ships are a bright neon blue. Not just the team color sections, but the entire model, is this something that is the result of me installing the mod wrong?

+1 vote     mod: Dawn of the Reapers
caseyhurd
caseyhurd Apr 15 2014, 10:35am replied:

We mostly do annihilation matches, and we both have the latest patch for UA installed.

I'm not sure what it is, but the Necron AI seems to refuse to make anything higher then Flayed Ones and one or two destroyer squads. That and the AI is very slow; my brother and I have our Titans out and the Necrons only have one or two Monoliths, several power cores, and a Summoning Core and occasionally a Greater Summoning core.

+1 vote     mod: Ultimate Apocalypse mod
caseyhurd
caseyhurd Apr 15 2014, 9:02am says:

Is it just me, or does the Necron AI not use any of their high end units and titans?

Me and my brother like to do comp stomps, and even at Harder difficulty the Necrons only seem to build Flayed Ones.

+1 vote     mod: Ultimate Apocalypse mod
caseyhurd
caseyhurd Mar 28 2014, 8:33am replied:

True, true. My post was more of a "what if" scenario then something I would actually expect both teams to fully commit to. Creative people are like Voltron; the more you get together the better it gets.

I know one thing though, if you could pry the secrets of in game animation from the Armada Team, you could implement Reapers with moving legs/tentacles.

+1 vote     mod: Dawn of the Reapers
caseyhurd
caseyhurd Mar 27 2014, 8:10pm says:

Maybe this has already been discussed, but I was just talking with my friend and we both think that if the Dawn of the Reaper team was able to team up with the Star Trek Armada team.....

That would be amazing lol.

-2 votes     mod: Dawn of the Reapers
caseyhurd
caseyhurd Mar 19 2014, 8:24am says:

Hey if any aliens deserve enslavement/eradication its the Navi lol.

Go Cardassians! Go!

+9 votes     media: Meanwhile at Pandora...
caseyhurd
caseyhurd Mar 18 2014, 12:06pm says:

Loving the Mod, and I can wait for the Dominion/Cardassian expansion.

One question about the Borg, would it be possible to insert the Borg Queen sound clip at the start of a game when choosing the Borg, similar to how it plays in the Sacrifice of Angels 2 Mod?

I'm not sure if it would clash with you design intentions with the Borg or not, but I absolutely loved that clip when I played as the Borg in that mod; it sent chills down my spine every time I started a game with them, and really helped drive home the intimidation the Borg radiate in the setting.

+1 vote     mod: Star Trek: Armada 3
caseyhurd
caseyhurd Feb 27 2014, 8:14pm replied:

I am not sure about what you could call the credits in order to be equally satisfactory for all three factions.

What about the Garden worlds having a stat of population? This stat would be in addition to the health of the planet and would serve the dual purpose of being lore fluff for the Citadel forces and Cerberus, while at the same time providing Reaper players with bonuses to ship production depending on what population is being processed?

+2 votes     mod: Dawn of the Reapers
caseyhurd
caseyhurd Feb 26 2014, 11:34am replied:

This might have already been discussed so forgive me if I am repeating what has already been said, but one way that garden worlds could help the Reaper faction is by boosting build speed and/or reducing the about of resources needed to make a Reaper Destroyer or Sovereign class Reaper.

Maybe by either building a Reaper shipyard in orbit, or by establishing "trade" hubs, the Reaper players would be able to make new Reapers easier, since you would have surplus genetic material to smoothie into a new Reaper shell?

If you wanted to go more in depth with such a feature you could have it so that certain populations would provide bigger boosts then others. In keeping with the lore of ME the Reapers only make one Sovereign class per cycle, and only from one specific species (i.e. humans in the ME cycle).

How this could be implemented in terms of gameplay is that each world would have a status correlating to a specific species. You would have a human populated planet, a turian one, etc. These stats wouldn't really affect the Cerberus and Council players, but it could be used to set levels of priority for Reaper players in regards to offensive attacks.

A human population would provide a bonus to Sovereign class ship production, while a turian, asari, salarian, quarian population would provide a bonus to Reaper destroyer ship production. You could even have species like the vorcha provide no bonus forcing Reaper players to decide on whether to ignore such planets or spend resources and units securing it.

Granted such an idea might be a little too far fetched to be added, but I thought I would throw my ideas out there.

+1 vote     mod: Dawn of the Reapers
caseyhurd
caseyhurd Feb 23 2014, 1:55pm says:

I have a question concerning the Reaper faction and its balance with the other two factions.

I know that you are working to balance the Reaper faction so that they are slow to get the actual Reapers themselves, and I know that the process of actually building a Reaper will be an major investment. But I was interested to see what you have in mind in keeping the Reapers balanced and fun in the early, mid and late sections of a match.

Are you looking at other mods with their own 'uber' factions; like the various Star Trek mods and the Borg? If so what do you think you can take from other mods' balancing structure and what do you plan to add?

I know that maintaining balance in any game is hard, even more so in an asymmetrical RTS. Needless to say, I look forward to the mod and to eventually play as the Reaper faction.

+2 votes     mod: Dawn of the Reapers
caseyhurd
caseyhurd Feb 20 2014, 9:22pm says:

Pretty sweet!

Now just to double check Super Capital = Titan right?

+2 votes     media: Cerberus Super Capital
caseyhurd
caseyhurd Feb 18 2014, 5:54pm replied:

I thank you for your continuing efforts to balance the Borg and to the DOTR team (Lockerd) for working to implement the Reapers just right.

I am a huge fan of such "Uber" factions (mostly because I am not very good at macroing a huge force; small elite fighting force FTW) but I do dislike it when such factions are treated as "I Win" buttons in comparison to the other factions; having no fear, tension or strategy simply because the faction dominates all others sucks the fun out of playing as them.

So I just wanted to thank you (Star Trek Armada team) and (DOTR team) for working to have balance in such a drastically asymmetrical "uber" faction, for striving to make them menacing, and powerful, but not at the expense of becoming OP. I know that such balance is very difficult to manage.

+1 vote     mod: Star Trek: Armada 3
caseyhurd
caseyhurd Feb 12 2014, 10:28pm replied:

Always enjoyed that quote.

I also enjoyed:

"Human. Your species has attracted the attention of those infinitely your greater"

+1 vote     mod: Dawn of the Reapers
caseyhurd
caseyhurd Feb 12 2014, 8:07am replied:

Indeed. The Cycle must continue.

+4 votes     mod: Dawn of the Reapers
caseyhurd
caseyhurd Feb 5 2014, 1:41pm says:

I have a question about the installation process that you are going to use for DOTR once it is done. I know that Sins has a level/priority process to installing its mods, but are you going to have the installation be something that we simply extract into the mods folder and it works or is it going to be something that we will have to instal and then activate in the game?

For example, the Star Trek Armada mod automatically installs over the vanilla game whereas mods like sins of the fallen can be activated separately. Even though I have to re-download Sins if I want to play the vanilla version again; I actually preferred the Star Trek mod's approach, as I don't have to worry about have things turned on in the incorrect order.

If it is going to be done in the step by step approach, do you think you could post a video walkthrough of the installation process online? I have tried to read the instruction manuals for those types of mods, and I still don't understand how I am supposed to activate the mods.

+3 votes     mod: Dawn of the Reapers
caseyhurd
caseyhurd Nov 17 2013, 10:36am replied:

That's all my friend needs, if they are recruitable, he will find a way to have an entire armada :)

I am looking forward to see the Batarian and Salarian ships in game, can't wait to see what design you have chosen for the Dreadnaughts (Capital ships).

+3 votes     mod: Dawn of the Reapers
caseyhurd
caseyhurd Nov 16 2013, 1:43pm says:

Similar to Sargent Pepper's question, are you still planning to have the Batarians as part of the council, or at least recruitable by the Council?

My friend is a huge Batarian fan, and I know he would love to just make an entire fleet of Batarian ships with the intention of retaking Kar'shaun.

+2 votes     mod: Dawn of the Reapers
caseyhurd
caseyhurd Nov 10 2013, 4:31pm says:

Cool! Alliance or Cerberus?

-3 votes     media: Arcturus station
caseyhurd
caseyhurd Jul 22 2013, 10:47pm replied:

Something Batarian. Those guys always get the short end of the stick lol. But anything you can show us would be most appreciated.

-1 votes     mod: Dawn of the Reapers
caseyhurd
caseyhurd Jun 20 2013, 1:55pm says:

Are you still planing on doing an early realese of what you have finished, or is the mod still too unstable for use?

I was just curious, since the progress indicator is at 83%.

+2 votes     mod: Bloodlines: Antitribu
caseyhurd
caseyhurd May 14 2013, 11:48am says:

How are the Council dreads coming?

I saw a few images of Salarian and Batarian concepts, but nothing in game. Just wondering, as those two ships looked pretty awesome.

+3 votes     mod: Dawn of the Reapers
caseyhurd
caseyhurd Apr 30 2013, 7:32am replied:

I'm with you on the old codex vs the new one. I really didn't like how the Necrons just became Tomb Kings in space. I miss the Cuthulu-esque nature they had in the old lore, and some of the new fluff just screams "Ward!" lol.

IMHO an artistic style like they were in Dark Crusade would be the best way to go.

+1 vote     mod: DoW2 Destroyer 40k Mod 2.0 AVAILABLE
caseyhurd
caseyhurd Apr 29 2013, 1:21pm replied:

Cool thanks for clarifying that. I only just discovered Elite a few days ago, and while I love it, I think it might be dead; Im not sure, been on a year plus hiatus of anything 40 K related.

Love that you are working on adding Necrons, every other mod I was eying in the past seemed to fall through, so I am happy to see that you are working bringing them over. I'm not too sure about animations for a Necron Lord, IMO custom animations would be the best way to do the Necron commander justice, but if I had to pick an existing animation set? Hmm Chaos Sorcerer maybe? Like you said, not really anyone matches his movements.

+1 vote     mod: DoW2 Destroyer 40k Mod 2.0 AVAILABLE
caseyhurd
caseyhurd Apr 29 2013, 11:13am says:

So how is this mod, balance-wise? I was playing Elite, and I was rather impressed with how the Grey Knights faction was on an even plane with the other factions. Is that the case for Destroyer, or are there OP factions/units?

Also, I'm not sure but I think Elite is dead (just found it a few days ago) and wanted to know if this mod is still in the works, to maybe include playable Necrons, down the line.

+1 vote     mod: DoW2 Destroyer 40k Mod 2.0 AVAILABLE
caseyhurd
caseyhurd Mar 22 2013, 10:31am replied:

I am very curious to see whether the Collectors will get a dread and if so how it will look.

Also how many collector ships the army will have and how they will bolster one's fleet, but Im just thinking out loud.

0 votes     mod: Dawn of the Reapers
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