Student Animator 2D/3D. Computer Animation.

Comment History  (0 - 30 of 57)
EmpireTotalWar
EmpireTotalWar - - 57 comments @ FX: Commander (Classic HW2)

Excellent mod. However I have a question.

With the Taiidan, why is there so many ships you have to research to unlock anything? It seems so cumbersome. You need to build a research ship. You have to build research modules. Oh, and than you have to build a research station too and than modules. Two research ships to unlock everything? It seems like an handicap...

Good karma+1 vote
EmpireTotalWar
EmpireTotalWar - - 57 comments @ R.E.A.R.M. - The Unofficial Classic HW 2 Expansion

Question about your mod.

With the Hiigaran, they have the modular destroyer. You can attach anything to this and make it a beast. However, will you put a Vaygr custom destroyer version?

Good karma+1 vote
EmpireTotalWar
EmpireTotalWar - - 57 comments @ Homeworld 2 The Dark Wars

What is the song name that is played in your latest video preview? It's very catchy.

Good karma+1 vote
EmpireTotalWar
EmpireTotalWar - - 57 comments @ FX: Commander (Classic HW2)

Is this compatible with mac?

Good karma+1 vote
EmpireTotalWar
EmpireTotalWar - - 57 comments @ Homeworld 2 The Dark Wars

Hello, I have been eyeing your mod for awhile and have a few questions.

What are the differences between the Dark Progenitor and regular Progenitors in terms of units and ship builds?

Will this be mac compatible?

Are there plans for any more new races after the first four are completed?

Excellent mod by the looks of it. Keep up the great work.

Good karma+2 votes
EmpireTotalWar
EmpireTotalWar - - 57 comments @ FX: Commander (Classic HW2)

Is there any update to this mod and when the 2.0 is either being worked or or when it will be released. There hasn't been an announcement or update in more than 6 months.

Good karma+1 vote
EmpireTotalWar
EmpireTotalWar - - 57 comments @ R.E.A.R.M. - The Unofficial Classic HW 2 Expansion

Out of curiosity, what are your plans for the future for this mod within the upcoming months?

Good karma+1 vote
EmpireTotalWar
EmpireTotalWar - - 57 comments @ Tactical Fleet Simulator

What mode within your mod allows you to have the highest unit count? I played on unrestricted and found that it's still very low with 24 population count for most of the ship builds. How do I increase it?

Good karma+2 votes
EmpireTotalWar
EmpireTotalWar - - 57 comments @ Operation: HOMEFRONT

Got this mod to work and I absolutely love it. I really love Fire Fight mode, where, you can withstand wave after wave of enemy fighters and gain resources after destroying ships. Extremely enjoyable with a lot of replay value. My two questions are,

Why does this mode lag during the later stages of the waves? Like Wave 10 and beyond? My PC can decimate playing this game and yet I still lag during the larger portions of the waves.

How many waves are in Fire Fight?

Good karma+1 vote
EmpireTotalWar
EmpireTotalWar - - 57 comments @ R.E.A.R.M. - The Unofficial Classic HW 2 Expansion

Is there any plans to make a, "Fire Fight" mode within your mod? Like in Halo Homefront Mod, you build a fleet and surive wave after wave of enemy ships? The more enemies you destroy, resources are granted so you can build more ships for the later wavves. I really enjoyed playing that mode within Halo Homefront and would like to see it within your mod if possible.

Good karma+1 vote
EmpireTotalWar
EmpireTotalWar - - 57 comments @ Operation: HOMEFRONT

In relation to my question, yes, I have the latest version of Homeworld 2 updated. The only other mods I have installed are,

BSG Fleet Commander.
REARM
FX Mod.

Good karma+1 vote
EmpireTotalWar
EmpireTotalWar - - 57 comments @ Operation: HOMEFRONT

This mod is not working for me. I put the big file into the Homeworld 2 folder and add the shortcut though I keep getting ******** Homeworld 2 default settings when I launch in. What gives?

Good karma+1 vote
EmpireTotalWar
EmpireTotalWar - - 57 comments @ R.E.A.R.M. - The Unofficial Classic HW 2 Expansion

Excellent mod as always though I do have one small issue. With the Turanic Raider, I feel that it's slightly overpowered for the Vaygr. Not only because it's like playing an entire new race along with the Vaygr, but because you can simply rush in order to get them. I always use this tactic and enjoy producing their light cruisers, which if you build in 2-3 groups early on and nothing else, you can literally destroy anything that the Higs can produce. Their kinect guns can wipe out dozens of bombers with ease. I've seen destroyers get ripped apart due to their range and rate of fire. They simply cannot match the firepower of the Raider Light Cruiser.

Good karma+1 vote
EmpireTotalWar
EmpireTotalWar - - 57 comments @ R.E.A.R.M. - The Unofficial Classic HW 2 Expansion

You're probably wondering, "Why Flak and Torpedo for every singe slot?"

Easy. Flak is extremely effective against enemy bomber and assault ships. No more mass producing gun ships to counter each group during a game. There's another reason as well and it appears out of intention. Smaller enemy ships like the frigate and missile frigates need to move closer to launch their missiles. Flak cannon should be able to attack both ship types along with a mixture of Torpedo barrage. The end result is pretty much self explanatory. Remember, the closer you can get to either missile type ship, the more effective flak can be against it!

As for the Torpedo batteries, it can be used for long range targets like the heavier frigate classes. Make sure that you upgrade the torpedo barrage to 3, and finally 4, class batteries as well. Witnessing a volley of 2 (4 class Torpedo Battery" in action every 60 seconds is extremely aw inspiring to watch.

*Do not add the kinetic gun or heavy artillery cannon. Both weapons do not do enough damage against Corvette class ships or with any other ship.

Hope this helps.

Good karma+1 vote
EmpireTotalWar
EmpireTotalWar - - 57 comments @ R.E.A.R.M. - The Unofficial Classic HW 2 Expansion

Sounds good. I made a small guide of how to use the Modular Destroyer during skirmish battle. I do hope that it puts to some use.

The Modular Destroyer is perhaps one of the biggest changes within the Hiigaran fleet and with good reason. The sheer ability to customize what type of guns you want can allow you to basically destroy whatever the enemy throws at you.

Let's start out with the basic rush.

As a Hiigaran player, your first priority is to research Capital Ship construction as quickly as possible. Once you have done that, the only thing of secondary important is to research the Destroyer blueprint construction to actually unlock the Modular Destroyer construction. Once you have all three, make sure you start construction for a single Modular Destroyer. If you cannot get resources quick enough, you should literally split your initial resource collectors into two groups and build a refinery for each group. (Usually 1-2).

Do not research anything else. Trust me. The goal is to unlock the Modular Destroyer as soon as possible with enough resource to customize it. You should be able to do this within the 10-15 minute range.

Once you're first Modular Destroyer is constructed and completed. Here is what you should customize it as.

Nose: Flak Cannon.
Front: Torpedo Battery
Top: Flak Cannon.
Back: (You're choice. I would rather go with another Flak to be honest.
Bottom: Torpedo Battery.

Good karma+1 vote
EmpireTotalWar
EmpireTotalWar - - 57 comments @ R.E.A.R.M. - The Unofficial Classic HW 2 Expansion

Can you list what units you have planned for the next patch or future update? I would love to see some type of similar customization for the Vaygr like what you did with the Modular Destroyer.

Good karma+1 vote
EmpireTotalWar
EmpireTotalWar - - 57 comments @ R.E.A.R.M. - The Unofficial Classic HW 2 Expansion

Honestly, I take everything back from the previous comment. My volume controls were too low to even hear any of the sounds and boasting it up fixed that problem. As well as seeing the Modular Destroyer. Excellent mod. I just finished a few skirmishes and the Modular Destroyer can really destroy anything if you customize if right.

Good karma+1 vote
EmpireTotalWar
EmpireTotalWar - - 57 comments @ R.E.A.R.M. - The Unofficial Classic HW 2 Expansion

Moddb.com

How come this was never added into the mod? To be honest, it looked extremely badass for a unit and it being scrapped seems disappointing. Hopefully it'll be made into a future unit within this mod. The only other thing I dislike about the mod is that sound quality is pretty low during combat, Some units don't have sounds while engaging enemies or while firing weapons. Otherwise, keep up the excellent work.

Good karma+1 vote
EmpireTotalWar
EmpireTotalWar - - 57 comments @ FX: Commander (Classic HW2)

Can you tell me why I can't be validated on this site:

Hwfx.divine-serenity.net

And why does it say that Commander 1.85 has been released when it clearly hasn't even been updated on this board?

Good karma+1 vote
EmpireTotalWar
EmpireTotalWar - - 57 comments @ Tactical Fleet Simulator

What mode allows you to have a huge amount of unit count?

Good karma+1 vote
EmpireTotalWar
EmpireTotalWar - - 57 comments @ Point Defense Systems (V13)

This mod isn't even worth downloading. I installed the 11 version and yet there's nothing to be impressed with. Why the hell is there such a low unit count? Fighters? 14? Max? Seriously? There's also no sound despite the fact that I had the audio set way high. Ships are decent but all I got was a soundless low unit count mod that didn't impress me. Pass.

Good karma-1 votes
EmpireTotalWar
EmpireTotalWar - - 57 comments @ "Homeworld Advanced Combat Simulation *H*A*C*S"

A few things I had with this mod.

None of the ships had descriptions.
Low unit count.

Other than that, it was alright.

Good karma+1 vote
EmpireTotalWar
EmpireTotalWar - - 57 comments @ Tactical Fleet Simulator

What mode allows you to have a high unit cap? Most of them seem to have only 48 as the max unit cap.

Good karma+1 vote
EmpireTotalWar
EmpireTotalWar - - 57 comments @ For King or Country: The English Civil War

You know, you should actually have instructions on how to install this mod. Jesus Christ, your mod caused me to uninstall and reinstall ******* Medieval 2.

Good karma0 votes
EmpireTotalWar
EmpireTotalWar - - 57 comments @ Napoleonic Era

No, you stupid ******* piece of ****.

Good karma+3 votes
EmpireTotalWar
EmpireTotalWar - - 57 comments @ BluBanana

**** you, you stupid ******* piece of ****, if I ever find you, I'll ******* kill you and rip your ******* balls and shove them down your ******* god damn ******* throat. Total War games ******* owned the **** out of your crappy Age of Empires series, you ******* piece of ****.

Good karma+2 votes
EmpireTotalWar
EmpireTotalWar - - 57 comments @ Battles of Kingdoms

It looks impressive, and I'm definitely going to keep my eye on this. I do hope that it comes into completion.

Good karma+1 vote
EmpireTotalWar
EmpireTotalWar - - 57 comments @ FX: Commander (Classic HW2)

Okay, seriously, what the **** did you guy's do with the unit cap? Before, it was in the high 200s for almost every type of unit type. However, when I installed 1.83, it goes back to a low count in general. Much to the style of Homeworld 2 unit count. I will not upgrade to 1.83 for this lousy low unit count that you implemented and I recommended that no one else do the same. I'm disgusted that you guy's did something like this. Who the **** wants to play with low unit counts in a mod?

Good karma+1 vote
EmpireTotalWar
EmpireTotalWar - - 57 comments @ Rebellion: Total War

This looks extremely entertaining and impressive. When do you think you'll have a beta form release? Keep up the good work!

Good karma+1 vote
EmpireTotalWar
EmpireTotalWar - - 57 comments @ The Lord of the Rings - Total War

This mod ******* sucks, Third Age is ten times better than this load of crap.

Good karma+2 votes