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Comment History  (0 - 30 of 109)
GenesisAria
GenesisAria - - 109 comments @ Firestorm 1.7

An area that could use improvement is the game start MCV deployment by AI if possible. If the drop is on top of something else and the MCV doesn't have an open unpack where it starts, it never will unpack. Would be nice if it sought an open space to unpack nearby.

This only happens on maps that have some kind of obstruction near the spawn (mappers that expect the conyard to be unpacked by default).

Good karma+1 vote
GenesisAria
GenesisAria - - 109 comments @ One Vision 0.95

Playing as Traveler against Steel Talons Brutal Turtle on 1v1 maps has resulted in consistent crashing.

Good karma+1 vote
GenesisAria
GenesisAria - - 109 comments @ Stargate Races

The ancients faction as AI tends to build millions of Tantillus and not much else in my experience, especially late game.

Good karma+1 vote
GenesisAria
GenesisAria - - 109 comments @ Maelstrom Rebellion Expansion v1.96 R18 (+DLC's)

Encountered something that ruined a play... a player that was my ally but turned on me late game the way the ai does, they were pirate rebels, but all their planets became unable to incur any damage at some point, no matter how long i bombard or with how much. Planet health drains to nothing, but every simple planet they have is invulnerable.

Can't find any info on this, there's no indications or anything i can find that conditions this. It's not they're prevented from loss like starbase, they stay full health no matter what. I was replicators, so no means of destroying or stealing the planets.

Good karma+1 vote
GenesisAria
GenesisAria - - 109 comments @ Maelstrom

Would be really nice if there was Sins Remastered compatibility!

A lot of planets get bugged out with their shaders when using Sins Remastered in tandem with this mod.

Good karma+1 vote
GenesisAria
GenesisAria - - 109 comments @ Tiberium Wars: Firestorm

Scrin is pretty OP with 2 epic ground units, because corruptor self-heal strat, can make each one effectively invincible unless in pvp focus-firing the corruptors.

Good karma+1 vote
GenesisAria
GenesisAria - - 109 comments @ Firestorm 1.7

desync a lot with hard ai online

Good karma+1 vote
GenesisAria
GenesisAria - - 109 comments @ Tiberium Wars: Firestorm

Don't think there is any auto-evasion ai for player units in C&C3;. Have to remember these games always had very straight forward reactive attack or defend ai, never evolving or intelligent.

Good karma+2 votes
GenesisAria
GenesisAria - - 109 comments @ Tiberium Wars: Firestorm

GDI Campaign is playable normally (with added challenge and good fun), but Nod first mission, the fanatics do too little damage to the walls and always fails.

Every other mission seems to work fine (Ayer's Rock was hard lol! Had to sacrifice my avatar to distract and run my engineers into the base like a maniac.)

Most mission are made challenging by the fact that the ai churns out units from all production structures at an accelerated rate, and maybe even sometimes when the ai is supposed to be relatively idle.

Good karma+1 vote
GenesisAria
GenesisAria - - 109 comments @ Sins of New Eden: Rebirth

You should be able to stretch that closer to 4GB if you use Large Address Aware
#32bitProblems

It's impressive what is already in the mod considering.

Good karma+1 vote
GenesisAria
GenesisAria - - 109 comments @ Sins of New Eden: Rebirth

Maybe the Jovian, and debatably the Triglavian as well, yards should be part of the supercap toggle. The Jove ships have such ridiculous damage numbers for their size class, late game it kinda becomes pointless to use anything but those as your primary fleet arsenal. It's a very convergent gameplay loop that limits tactical creativity.
...Sure they are expensive, but late game money is easy to come by in heaps, and with good spider tank you can preserve them well. It just makes sense to fill your limited fleet capacity with more capable ships, especially if they have good survivability.

I've been enjoying playing with supercaps disabled as it provides a more engaging experience, contrary to the, while accurate to actual eve, very slow drawn out titan and dread slugfest that the fully enabled game provides. But with supercaps disabled, the Jove ships are just stupidly overpowered.

Aside from this concern, and the other issue i mentioned with the ai's titan hordes i will leave a positive note that i don't have a whole lot else to critique, aside from some things i mentioned in a feedback ticket about improving research accessibility (making more clean what does what and what you are supposed to do, like mining barges being made at the belts), i have been enjoying Sins of New Eden a lot. Overall this is an extremely comprehensive and immersive mod, it almost feels like i'm not even playing sins anymore at times.

Good karma+1 vote
GenesisAria
GenesisAria - - 109 comments @ Sins of New Eden: Rebirth

Well i mean if a player/ai has a lot of planets and puts a lot of supercapital factories down, and they have high resource multiplier, they can respawn them all almost immediately after they are dead, because it's a trigger on cooldown complete, the cooldown doesn't start when the titan dies, it starts from when the last one was built. It means you'd have to defeat 2 waves of titans and then blitz all their stations before the cooldown is done... Perhaps i do need to rethink the resource multiplier setting, i'm used to setting it high because it's so painful early on when you are dirt poor and the ai is out-producing you.

Also sure, if a titan is on it's own, a handful of dreads will eat it... but when there's 20 titans, 40 dreads, and a zillion battleships, your dreads are swiss cheese before they can kill many titans, and you essentially have to just choose to either focus the titans and lose most of your stuff, or burn all the small stuff and leave their titans for last.

It takes me like 30-50 mins to burn down their titan horde fleets using primarily subcapitals and maybe carriers kiting (whenever i used dreads they dropped like flies), only for them to have another swarm of the same size by the time i finish recovering from losses and repairing stuff.

I was just saying if you ask me it seems like it would balance better if titans had to be made the old fashioned way, not with an auto-castable instant respawn if the cooldown is up when one dies (or just build another factory to sidestep the cooldown altogether).

Good karma+1 vote
GenesisAria
GenesisAria - - 109 comments @ Sins of New Eden: Rebirth

Imo the ability for titans etc to be instantly replaced is a bit much... the ai just builds a ton of capital factories and auto-activates the spawner, and with the speed fleets are replenished, it's extremely difficult to make any proper pushes, because by the time you kill their fleet, they have an equal sized one ready to go. The idea of burning down their resources is not realistic because it would take an eternity due to the huge multipliers, and you'd be forced to meta cost efficiency, making most of the arsenal pointless.

Good karma-1 votes
GenesisAria
GenesisAria - - 109 comments @ Stargate Races

There is a lot i like, and a little i don't like overall, especially when comparing back and forth between this and SG-Invasion.

The biggest thing i prefer about SG-I over this is the asymmetry in gameplay, where the asurans were almost entirely focussed on careful use of rugged self-sustaining capital ships (the orion/aurora being the mainline capital ship), whereas the goa'uld were more about swarming as they could make a lot more ships, doing diversions, needing to play more guerilla with your vastly weaker ships.

The thing i don't like about the ancients in this mod is the overuse of the beams on everything. They look hokey and out of place (especially when they come from the tips of the needles which are probably supposed to be sensor equipment). They should be just pulse guns and drones, with beams reserved for siege and specialty. The use of mini-drones for anti-fighter purpose in SGI was cool, as it balanced them vs the fighter swarms of the wraith.

That stuff said, i like the design of the Asurans in SGI, but there's a lot of immersion breaking (wrong audio) and limiting factors overall in that one, and ofc it's not supported anymore. It's a very incomplete experience.

The idea of using the replicators as pirates was kinda cool, but i know this mod uses them as a random event dlc thing.

In the end i find myself going back and forth between the 2 mods for various reasons, though it would definitely prefer this mod to be my only go-to for my stargate fix (the stargate mods have been my favourite mods for sins thus far, the other ones like prophets and new eden are pure suffering lol even though they're great mods)

Good karma+2 votes
GenesisAria
GenesisAria - - 109 comments @ Stargate Races r1.081

that may have done it, seems stable... just turned down ship quality from extreme to higher. thanks

Good karma+1 vote
GenesisAria
GenesisAria - - 109 comments @ Stargate Races r1.081

i seem to crash a bit less often, but it doesn't seem to be solved. the crashes seem random. the 1.07 of this mod never crashed. seems to happen most often when zooming in or out.

Good karma+1 vote
GenesisAria
GenesisAria - - 109 comments @ Stargate Races r1.081

Well i had 2 carriers (level 3 or 4), 2 revenants (level 3 or 4), 4 aurora warships, and a few of those hull repair ships and 2 starbases on a star full upgraded for offense (punitive, defence and hanger with bombers)... the ragnarok ate through all of it in one go by itself, not separate. it was level 6 or 7. it just feels a bit powerful on the shield recharge. it's firepower is fine, it just would not take enough damage.

Good karma+1 vote
GenesisAria
GenesisAria - - 109 comments @ Stargate Races r1.081

Also, what's with the Ragnarok gaining like 300 shields every 5 seconds... i throw so much at it and it never dies. It destroyed a huge ancient fleet and starbases at the same time with hardly a scratch.

Good karma+1 vote
GenesisAria
GenesisAria - - 109 comments @ Stargate Races r1.081

Stars are always invisible for some reason. I see lens flares and the CME effects, but no star itself.

Also crashing a fair bit (but not for my friend). Perhaps because AMD? 6700XT.

Good karma+1 vote
GenesisAria
GenesisAria - - 109 comments @ Tiberium Essence

Personally, i would really like to see a non-crashing version with the forgotten, even if just as is for now. The existing forgotten faction is great, but it spontaneously crashes when playing against AI as Forgotten.

Good karma+4 votes
GenesisAria
GenesisAria - - 109 comments @ Garage

It shouldn't be that hard to do a repair pad... Just have a field like the repair pads in TiberiumHistory? Or an invisible superfast repair drone... Possible to make it spawn from a child object that appears at the pad location which has the drone origin location in a small circle? But yeah those tech outposts in RA2 were annoying.

Good karma+2 votes
GenesisAria
GenesisAria - - 109 comments @ Tiberium Essence

ps: can't repair bridges or air transport anything, so forgotten is pretty much unplayable on maps with bridges... i found myself stuck on a map for ages cuz i had my arsenal utterly debilitated, waiting for the AI to repair it for me.

Good karma+3 votes
GenesisAria
GenesisAria - - 109 comments @ Tiberium Essence

Only thing i could ask to fix in TE2 is just a hotfix for the random crash that happens when playing as forgotten against any AI.

Good karma+2 votes
GenesisAria
GenesisAria - - 109 comments @ Tiberium Essence

But it is so much fun... did that with a friend and it was bloody hilarious! Plus it gives your enemy units shitloads of veterancy.

Too much spam though and the game bogs down hardcore lmao.

Good karma+2 votes
GenesisAria
GenesisAria - - 109 comments @ Tiberium Essence

TW is a better game, it runs better, it's less buggy, it doesn't desync all the time when multiplayer vs bots, and all that. A lot of core assets to TW would have to be reconstructed for KW as well. KW's only merit is that conquest mode.

Good karma+1 vote
GenesisAria
GenesisAria - - 109 comments @ C&C: Red Alert History

After a long time i finally figured out why this is happening, but that leaves me at no way to solve. Having modern AMD graphics drivers, and a 64bit OS results in crashcrashcrashcrash. Out of memory happens in 64bit OS, and E_FAIL etc are due to modern drivers not working properly with the older game, but this happens from too much assets being present ingame. If there's too many different textures and objects it stops being able to render them, so some are invisible or chunks of the terrain vanish before just flat out crashing. But it is the truth that with Tib History and Red History (especially Red History) i get it WAY more than other mods or the stock game.

Good karma+3 votes
GenesisAria
GenesisAria - - 109 comments @ C&C: Red Alert History

Having tried to play it a decent bit, i get plagued with "E_OUTOFMEMORY" and "E_FAIL" almost constantly. I'm basically never able to complete a match even 1v1. Your Tiberian History mod also has this issue, but not nearly as bad. It also seems to depend on the map, some maps just out of memory crash before even finish loading. I have to wonder if maybe you're using too many high-res assets etc. We have to remember, while this game can run pretty well it's a 32bit application and it's very easy for it to break in 64bit os environment when using a lot of memory, and this game's engine is particularly weak for handling that. I have a feeling the only way i'd be able to play this fully without it dying on me is to run an old-*** gpu on a 32bit os.

Edit: with more experimentation it definitely does seem to be a limit it gets to. by this i mean i managed to get in a map where i was just BARELY in the okay without memory crash, but then i went and tried using some flame troopers i hadn't used yet that game, and as soon as i told them to fire, boom out of memory. before that happened my refinery disappeared(invisible) when low damage, unable to load the damaged model.

Good karma+3 votes
GenesisAria
GenesisAria - - 109 comments @ C&C: Red Alert History

Sovs are overpowered as hell in this mod lmao!

Allies are overpowered in RA2, but that's because of all the chrono stuff and IFVs, especially them legionnaires are basically superweapons in of themselves.

Good karma+3 votes
GenesisAria
GenesisAria - - 109 comments @ TiberiumEssence 2.0 Alpha

Game crashes a lot for me in skirmishes. Not using any forgotten ai, just playing as them myself against gdi/nod, but after a seemingly random amount of time the game just disappears. I haven't placed any particular cause. For alpha, the faction's actual design and playability is pretty damn sturdy and bug-free aside from the crashing issue.

Also, the floaters are pretty op, especially when loaded full of troops lol. Main concern i have with forgotten in this mod, is that they feel kinda like another scrin, with lots of op units and air superiority, they're less like ragtag insurgents, and more like a super-military.

Harvesters also seem to sometimes default to the wrong tip field, such as hunting down a blue field in the middle of map instead of the closer field.

Good karma+2 votes
GenesisAria
GenesisAria - - 109 comments @ The Mammoth Tank

The TD/RA1 mammoth had a scope or machinegun or something on top of the turret.

Good karma+3 votes