Or Graion Dilach. No more needed to be said, because I used this name everywhere I turned up and nobody ever else used it. Who knows who I am, knows what shall expect. Who does not, well, google then. :P

Comment History  (0 - 30 of 230)
GraionDilach Apr 14 2015, 7:22am replied:

The effect of the upgrade is given instantly when you build the Industrial Plant, so nothing to miss.

+9 votes   mod: Rise of the Reds
GraionDilach Apr 13 2015, 9:17am replied:

Yes. There will be 6 factions. I started planning out Oppressors lately... although getting their units will be a slow process.

+1 vote   mod: Attacque Supérior
GraionDilach Mar 21 2015, 5:09pm says:

That looks damned nice.

+1 vote   media: Building Soviet economy!
GraionDilach Mar 11 2015, 2:33pm says:

Machine apocalypse.... niiice!

+2 votes   feature: An old guy's story
GraionDilach Feb 19 2015, 5:05pm replied:

Do not worry, Jem - this is something I can very well see the benefit of. Let's say it this way. ;P

+1 vote   news: Rise of the Reds Blog Update 20
GraionDilach Jan 24 2015, 9:06am says:

Turret looks dark and has too much contrast. Pretty certain I seen the Warpshop animation at Starkku before.

0 votes   media: New Gun Turret + Experimental Warpshop
GraionDilach Jan 24 2015, 8:29am replied:

They call their apple a chair, dude. Or you mean that because it's not an RTS, they can't be compared?

Both can be modded, both has a "source game" which has a layer of engine, rules, graphics (TTD: exe, grf-nfo, grf-pcx, RA: exe, ini, shp, OpenTTD adds grf-nml next to nfo, OpenRA substitutes ini with yaml).

OpenTTD concentrated to recreate the logics first been in TTD, then went on to add new ones, OpenRA loosely recreated logics then added new ones, meanwhile adjusted balance according to them.

Technically speaking, while they are different genres, they still can be compared, just due to the similarities of their original engine setup, their feature development history and principles and accuracy of their source game.

You're either ignoring the facts or you just don't want to see what I talk about because otherwise I couldn't be classified just into "haters gonna hate".

But hey, you tried.

-3 votes   game: OpenRA
GraionDilach Jan 24 2015, 7:56am replied:

You're comparing yourselves to OpenTTD. And that IS the ********. OpenTTD CAN 95-99% imitate the TTD gameplay (excluding the AI when they implemented their NoAI framework instead of their TTD AI reimplementation (tho there's SimpleAI) and some pathfinding stuff (fixes in NPF)), every other change in OpenTTD can be disabled. Yes, you can disable drive-through bus stops, etc.... you can play Transport Tycoon Deluxe in OpenTTD.

Heroes 3 VCMI is also a project which aims to recreate Heroes 3... and it also does not try to shovel it's own stuff to the base game.

These are engine recreation projects, not game recreation projects. Back to OTTD terms, OpenGFX and OpenSFX contains no actual changes in gameplay.

My personal hate towards OpenRA comes from the fact that you treat OpenRA as "the RA equivalent of OpenTTD" and that's simply not true. You have changed everything under the hood due to your personal preferences and without an option to revert, it's quite not what OpenTTD did.

When OpenRA introduces it's own equivalent of OpenGFX and OpenSFX, then I probably will stop bitching about it, but until then, I'll keep my opinion. Because until then, you just abuse the availability of the RA graphics to make your own game.

TS Rewire might be a good solution to prevent something like this at TS anyway, with axing "retro" TS completely and simply using the Rewire art to differ the hoods as well.

-2 votes   game: OpenRA
GraionDilach Jan 21 2015, 10:46am replied: +1 vote   mod: Mental Omega APYR
GraionDilach Jan 21 2015, 9:32am buried:


They never will do that, never even tried. Matthias went on to classic C&C communities, tried to sell OpenRA as better and demanded classic RA fans to support ORA and agree with their changes without any option. When fans told him he's doing bad, he axed classic RA support idea entirely, blaming the community for everything.

I can't wait to see the backlash when they finish the rape of OpenTS.

-5 votes   game: OpenRA
GraionDilach Dec 19 2014, 9:33pm replied:

Now that I see it - it's too much hidden. DTA's position was much more convenient. Or maybe it should have a line separator between maplist and that - not pairing it with maps.

Also, the fact that somehow I bought a glasses which ultimately didn't suit my eyes last year is none of your business, honestly. I'll keep it regardless because I won't pay another fortune to replace it just after a year - it's still better than what I had before which got so many scratches in the long run that it ruined the lenses forever - but iirc I got that in 2006, and 7 years are 7 years.

+2 votes   media: Client Updates & New Options
GraionDilach Dec 19 2014, 4:16pm replied:

And in DTA such are... oh, the Classic/Enhanced dropdown list. Now I remember.

Where iz ze dropdown list then? :P

+1 vote   media: Client Updates & New Options
GraionDilach Dec 19 2014, 3:18pm says:

I don't see the "Allow Twisted Dawn units" option.

+2 votes   media: Client Updates & New Options
GraionDilach Dec 19 2014, 3:16pm replied:

Tech Airports housing aircrafts are not my style, especially that every side has fixed-wing aircraft. I do plan to increase the worth of Tech Airports, by adding them country-specific basic tank drops as well, where each tank drop will consists of 2 tanks for atm one's cost.

I like this tank artwork much enough to not repurpose the Reinforcements Pad into an 1:1 copy of the one featured in Zero Hour.

+2 votes   media: Tech Reinforcement Pad
GraionDilach Nov 21 2014, 6:00pm says:

Where is the Like button?

+3 votes   media: My Papercraft Collections
GraionDilach Nov 19 2014, 12:34pm replied:

In BR1 it's a limitation. No idea if it'll work in BR2.

+1 vote   mod: Mental Omega APYR
GraionDilach Nov 14 2014, 5:34pm says:

Nice retex of the oooold variant.

+2 votes   media: Paladin Itineris
GraionDilach Nov 14 2014, 5:55am replied:

In the latest video. And pretty much in the internal's country selection screen.

I forgot my design documents three years ago and have no time to redesign it from the ground atm. Probably early half of the next year will be about it, because I'll be semi-free after my uni ends.

+1 vote   mod: Attacque Supérior
GraionDilach Nov 7 2014, 6:20am replied:

Except that Iran is an outsider at PPM. He's the CnCNetv5 spawner creator, just sayin'. :P

+1 vote   media: T3 Reaver commanding a troop of husks
GraionDilach Oct 29 2014, 5:49pm replied:

Hehehehe. :D

+2 votes   media: Nod Demotrap T2
GraionDilach Oct 26 2014, 5:12am replied:

It only needs a bit unsharp, more contrast and less brightness imo. On the other day m666 showed how he's doing cameos - I learnt a lot in like 10 mins...

+2 votes   media: GDI Sidebar + first stuff from T2
GraionDilach Oct 23 2014, 8:11am says:


I read on the HC forums that you plan to drop most of the WoG features and concentrate to the core. May I request that Commanders would be kept? I don't mind stack experience or henchmen getting dropped (they were mostly bonkers anyway) but the Commander feature was IMO one of the most defining moments of Heroes 3 modding (faithful Heroes 3 implementation of 4's fighter heroes) and it'd be pretty sad to see it gone.

+2 votes   mod: Heroes of Might and Magic III: The Succession Wars
GraionDilach Oct 23 2014, 5:19am says:

Nice, however this works. DoTA Phantom Lancer much but I dun care.

+1 vote   media: Paladin Ensis
GraionDilach Oct 13 2014, 7:44am replied:

You never could unlock country-specific stuff by stealing a side's MCV. Considering that most of the advanced units are subfaction-specific... guess why. There is a way to make that happen in a later Ares than 0.4 but there is a bug with it and Speeder also dislikes the way how that feature works.

BR2 will have such Tech Powery gamemode.

No, AI conyard is the same as yours. But instead say, you build two warfactories one after another, an AI builds a warfacto, and a building which acts/looks/functions as a warfacto, but it has a 10% buildtimemultiplier on it, etc. - this is an AI buildingclone I meant.

+1 vote   mod: Mental Omega APYR
GraionDilach Oct 12 2014, 12:27pm replied:

THe Facebook profile of Red Resurrection's with new WIP images imply otherwise. But nice try regardless.

+4 votes   mod: YR Red-Resurrection
GraionDilach Oct 11 2014, 1:34pm replied:

You didn't installed your YR right (or it's from UC) and the installer cannot detect the installation.

+2 votes   mod: Mental Omega APYR
GraionDilach Oct 10 2014, 1:04pm replied:

The next step is to normalize Yuri arsenal, now that Allies and Soviets are done. Then Pacted and Confederates come and then finally Oppressors.

This will be a bit slow process due to the fact that I'm finishing my university in this semester, and I had big plans with my diploma thesis.

In the meantime, I'm still looking around for voice actors. Gladly some of my beta testers (led by Tyhednus) also help me develop unit personalities, so it's a lot easier on that part, not to mention that August many of my friends hop in for a role or two and some still keep their interest of persuading other roles.

Overall, yes, there was a lot of progression done in every area in August-September and I'm pretty certain that I'm on the right track with AS - which was certainly not the case when the first streams happened. And this is a nice feeling.

+2 votes   mod: Attacque Supérior
GraionDilach Oct 10 2014, 12:31pm says:

Too light imo, I can see that great details are there, but the brightness ruins it. :(

+2 votes   media: Nobody's here but us trees!
GraionDilach Oct 10 2014, 11:17am replied:

18) Spy Satellite and Reveal are too much the same, so it was decided that the simple reveal fits more to Allies, so the Crow was introduced.
19) What do you mean limiting?
20) Because the faction's theme is specialized around infantry and this was something which would make the faction more interesting and different. You can still use Basilisks as well.
21) The railgun damages everything on it's path. In Mental Omega, collateral damage is given, so most possibilities of friendly fire will not be changed, according to the principle of "a projectile does not know what should it damage, what not".
22) Saboteur radiation will be removed in BR2. Infiltrators cannot be stealthed by Chimera in BR1 and you can't abuse transports to keep them stealthed in BR2. Don't forget, Infiltrators are the bridge-destructor infantry in MO. AFAIK Spy can't swim.
23) It was considered too imbalanced besides that it too much streamlined the subfaction. Considering the divergence of subfactions in 3.0, this was unnecessary anyway. You can have that feature in 2.0, tho.
24) AI has different distance for placing naval yards than humans due to the AI having problems with overall building placement and this was made to help the AI finding a location to deploy it's navy. There is a low chance when Ai can abuse this bug. You probably should post the list of maps where this happened to Forums.revora.net topic.
25) I don't know how AI building is set up in Mental Omega, but I guess this is right and this was made to balance the AI base progression: because unlike humans, the AI cannot build a defense and a regular base building at the same time. Usually modders clone some buildings with smaller building times for the AI to counter this issue. Likely you seen some of the cloned buildings deployed.

+1 vote   mod: Mental Omega APYR
GraionDilach Oct 9 2014, 12:02pm replied:

10) Colossus damage relies much upon the target's speed, it delivers more damage vs standing or hovering targets than Gatling.
12) AI sees through the diguise. Nothing can be done with that.
13) It is interceptable, technically, but indeed goodluck intercepting that. Aeroblazes can. That's the missile's counter vs AA. Kep in mind that Russia has no other artillery.
17) Considering that you could set up a free for all in Battle (just set all teams to ---), the separate mode for Free for All deemed unnecessary.

+1 vote   mod: Mental Omega APYR
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