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-Defender0-
-Defender0- Dec 5 2014, 10:14am replied:

we will get there!... eventually

+3 votes   mod: Sins of the Prophets
-Defender0-
-Defender0- Nov 28 2014, 4:04pm replied:

there are already pelicans in the present, check the bombardment particle

+4 votes   mod: Sins of the Prophets
-Defender0-
-Defender0- Nov 25 2014, 12:58pm replied:

there is no way to limit how many of a specific ship you can build in sins (barring capital ships due to capital ship crews), except by adjusting fleet supply cost.

+1 vote   mod: Sins of the Prophets
-Defender0-
-Defender0- Nov 15 2014, 9:36am replied:

the covies stripped it of weapons thousands of years prior, it would be useless to them. also, its a keyship, not a dreadnought

+1 vote   mod: Sins of the Prophets
-Defender0-
-Defender0- Oct 30 2014, 11:55pm replied:

*slow clap*

+8 votes   mod: Sins of the Prophets
-Defender0-
-Defender0- Oct 22 2014, 7:12pm says:

i love when people complain about a lack of progress (mostly shown in pictures) when the next patch/update for a mod is 99% coding. how many poeple really want to look at pictures of text files?

+2 votes   media: Assuaging the Fears
-Defender0-
-Defender0- Oct 17 2014, 9:52am says:

i like this new guy already

+2 votes   media: Things can get pretty weird
-Defender0-
-Defender0- Oct 16 2014, 2:51pm replied:

i almost expected the "dramatis personae" to be updated :P

+1 vote   mod: Sins of the Prophets
-Defender0-
-Defender0- Oct 16 2014, 2:50pm replied:

its not exactly easy to find something with a 1 in x (x being very large) chance of spawning, sometimes its simply random chance and being a lucky SoB

+1 vote   media: Halogazing
-Defender0-
-Defender0- Oct 4 2014, 7:52pm replied:

mod plzkthx

+2 votes   mod: Sins of the Prophets
-Defender0-
-Defender0- Sep 30 2014, 9:13am replied:

truck confirmed for mystery machine

+2 votes   media: Community Poll
-Defender0-
-Defender0- Sep 16 2014, 10:31am replied:

About the insurrectionist thing: sins assigns planets with a random name from the string file. What most likely happened was there was a regular planet with the normal militia force (insurrectionist ships) but the planet ended up being named sanghelios. These little RNG goofs happen quite often with planet and capital ship names.

+2 votes   mod: Sins of the Prophets
-Defender0-
-Defender0- Sep 13 2014, 10:42pm replied:

when its ready.

+5 votes   mod: Sins of the Prophets
-Defender0-
-Defender0- Sep 4 2014, 12:57pm replied:

human faction split would have been ONI and the MIC (military industrial complex), though that is, as far as i know, no longer going to happen. the covenant at this time is on the backburner so how the entire faction works atm is a WIP.

+2 votes   mod: Sins of the Prophets
-Defender0-
-Defender0- Aug 26 2014, 10:30am says:

Well done Anni

+1 vote   media: [WIP] UNSC Infinity
-Defender0-
-Defender0- Jul 27 2014, 10:26am replied:

clearly you do not understand the meaning of the word "hotfix" in this context then.

+5 votes   media: Hotfix 0.56.1
-Defender0-
-Defender0- Jul 23 2014, 9:22pm replied:

SMACs arent supposed to be a be all end all defense, you need a supporting fleet to protect the SMACs

+1 vote   mod: Sins of the Prophets
-Defender0-
-Defender0- Jul 22 2014, 10:10am replied:

you forgot the blank line below the enabledModName line... :P

+3 votes   download: Sins of the Prophets Rebellion Alpha v.0.56.1
-Defender0-
-Defender0- Jul 21 2014, 11:50pm replied:

thats either a bug with sins or a RAM issue (i forget which at the monent), highest setting will automatically crash the game. if you run on high, you should be fine

+2 votes   mod: Sins of the Prophets
-Defender0-
-Defender0- Jul 21 2014, 8:18pm replied:

ships are supposed to be invisible in slipspace, theres actually a video a little bit back that demonstrates this. as for shock and awe, i personally removed that, so something is wrong there that needs to be fixed obviously.

+2 votes   mod: Sins of the Prophets
-Defender0-
-Defender0- Jul 16 2014, 2:39pm says:

om nom nom nom nom nom nom nom nom nom nom nom nom nom nom nom nom nom

+10 votes   media: Hunger
-Defender0-
-Defender0- Jul 10 2014, 12:19pm replied:

damn... i mean, oh sweet

+2 votes   mod: Sins of the Prophets
-Defender0-
-Defender0- Jul 6 2014, 10:17pm replied:

turn them off if theyre too hard for you, theyre supposed to be tough as balls, and pretty much everyone on the mod team will say the same thing

+2 votes   mod: Sins of the Prophets
-Defender0-
-Defender0- Jul 5 2014, 9:19am replied:

forerunners dude, losing to them shouldnt result in getting glassed by covie ships

+2 votes   media: New Human Defeat
-Defender0-
-Defender0- Jul 3 2014, 5:15pm replied:

all that consists of is AI manipulation, it could be done in vanilla sins if the ships you were fighting didnt have side weapons

+2 votes   mod: Sins of the Prophets
-Defender0-
-Defender0- Jul 1 2014, 7:46pm replied:

yeah... the CPV (the covie destroyer from halo wars) is a little on the upper end of about half as long as the SoF. 1600 meters compared to 2500 meters

Halopedia.org
Halopedia.org

+1 vote   mod: Sins of the Prophets
-Defender0-
-Defender0- Jun 30 2014, 7:03pm replied:

5/4 people have a problem with fractions

+3 votes   mod: Sins of the Prophets
-Defender0-
-Defender0- Jun 27 2014, 11:08pm replied: +13 votes   mod: Sins of the Prophets
-Defender0-
-Defender0- Jun 22 2014, 12:09pm replied:

...what forerunner carriers? the forerunners as it is have only 4 "actual" ships, the rest are just buffed up advent ships

+1 vote   mod: Sins of the Prophets
-Defender0-
-Defender0- Jun 20 2014, 1:55pm says:

Vanguards.

+1 vote   media: Flood Pure Form Carrier
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