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Cobber
Cobber Jun 3 2012, 10:00pm says:

Couple more issues I've noticed; 1st issue is that the Orca Carryall has the image for the Firehawk Stratoboosters upgrade in its upgrade boxes in the top left-hand corner of its unit info/picture popup but no actual ability button to activate it; not that it needs that ability anyway. 2nd issue is that the Sniper Teams have an ability button to do a scanner sweep once scanner packs is researched but it is greyed out; I.E. it cannot be activated even if the upgrade has been researched. Finally I've now done 2 GDI campaign missions in which my Firehawks have not gained any levels of veterancy so it must be some sort of bug or something; possibly something to do with them no longer having a bombing ability perhaps? Oh and the outposts build radius is quite a bit smaller than the previous version of the mod; just wondering if that was done intentionally or not? Very good job otherwise, keep up the good work.

+4 votes     mod: Tiberium Essence
Cobber
Cobber Jun 2 2012, 12:37am replied:

Also for some reason Engineer was unable to capture Mutant Outpost in GDI mission where you lay siege to Temple Prime; cursor would not change to the arrows showing it can be entered by engineer. And also found in all GDI missions so far that NOD SAM turrets hub was replaced by another turret sometimes and that the turrets were not connected to the hub by the wires or whatever they are I.E. could not take them all out at once like normal by only taking out the hub. That seems to be all that I've seen being unusual so far, will post if I find anything else. Great Work!!

+2 votes     mod: Tiberium Essence
Cobber
Cobber Jun 1 2012, 9:50pm says:

In the GDI mission where you have to retake Cologne in Germany from the Scrin my Firehawks were not gaining any veterancy at all despite the fact that I must have taken down something like 10-15 devastator warships with just 1 Firehawk during the course of the mission. Another issue is the NOD infantry being visible on the map but somehow are still "stealthed" and therefore not auto-targetable by either units or base defences. I would like to add that it wasn't only Militia squads but also Black Hand squads and Militant Missile squads which appeared to be affected by the same issue.

+3 votes     mod: Tiberium Essence
Cobber
Cobber Jun 14 2009, 8:06am says:

Just a suggestion: is it possible that you could code the orcas to only fire their chaingun once upgraded with it at infantry. Its annoying as hell to have them fire their missiles at infantry when realistically all they need to turn them into mincemeat is their chaingun, not to mention it wastes the missiles which would be better to be used against vehicles/buildings. Just asking cause in TWA it was set up like that, it worked without a hitch (least it did when I last played that mod, which was ages ago now) and it made a big difference for anti-infantry firepower, particularly with dealing with Black Hand squads or Masterminds. If not I understand. On a different note can't wait till your next release with the new skins for the Mammoth Mk II etc.

+1 vote     mod: Tiberium Essence
Cobber
Cobber Jun 14 2009, 7:43am says:

I like to try and play a challenge in this mod but always seems to crash after I finish the first mission of a challenge no matter which General I choose. So my question is, is there something I can do to overcome this or is it something that is unable to be overcome for whatever relevant reason? I understand if its something that cannot be fixed but it'd be nice to know nonetheless. Always loved this mod, makes the skirmishes much more diverse and challenging than vanilla ZH.

+1 vote     mod: Destructive Forces
Cobber
Cobber May 11 2009, 6:56pm says:

Looks like the sort of thing that only a tactical nuke could deal with, unlikely that a human or AI player would have enough choppers to deal with this many T90's, at least not before they do significant damage anyway.

+1 vote     media: T-90 charge
Cobber
Cobber May 11 2009, 6:55pm says:

Ouch, wouldn't wanna be standing in the crosshairs then lol

+1 vote     media: TOS-1 barrage and effects
Cobber
Cobber May 9 2009, 12:26am says:

The Russians sure do have some sweet as aircraft that they fly, and your efforts to bring them to ZH in this mod are legendary bro. Best of luck with the remainder of your projects for this mod and can't wait till its all together and ready for full use.

+2 votes     media: Su-37 & Su-30MK2 takeoff
Cobber
Cobber May 9 2009, 12:20am says:

I'd hate to be the poor sucker who has to take that lot out in a multiplayer or skirmish game. Looks fantastic bro, keep up the great work.

+1 vote     media: T-90 column
Cobber
Cobber Apr 26 2009, 9:22pm says:

Sweet as, can't wait for the beta release to give this all the attention it clearly deserves. Can't wait to see all these units in action. Keep up the top marks work there bro.

+1 vote     media: USA tactical weapon system
Cobber
Cobber Mar 31 2009, 10:23pm says:

Sweet as. Keep up the good work bro.

+1 vote     download: Tiberium Essence v1.3
Cobber
Cobber Jan 19 2009, 8:17am says:

Can't switch between missiles and bombs with the Firehawks in the GDI missions to destroy the NOD vehicle supply base in Albania I think it is and Bern Switzerland, the missiles in both of these missions were greyed out. I also noticed the orca's didn't have their machine gun in the Bern mission either. No other issues to report though and I really enjoy playing this mod, can't wait for next version and keep up the great work. :D

+2 votes     mod: Tiberium Wars Advanced
Cobber
Cobber Dec 16 2008, 11:03pm says:

Got a bug report for ya XitArS, playing the USA Assault general in challenge mode causes the game to crash with a 'technical error' when your about to start the 5th challenge mission, and for the USA Rogue general an identical crash occurred when I was about to finish the 3rd challenge mission. I'll double check again soon just to make sure I have got the right info about which general challenge missions are crashing it and post back on here with that info. Other than that it is an awesome mod and no further bugs to report. Keep up the great work :D.

+1 vote     mod: Destructive Forces
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