I've been interested in programming since I was young, and in playing since even before then. When I was 13 I started by writing scripts for the chat program mIRC; channel watchdogs, file sharing tools, server stat reporting, etc. I became a Dungeon Master for an IRC network's Multi-User-Dungeon game, which got me other DM gigs for MUD's while I learned Basic and VB in high-school. I also mapped for Total Annihilation and more-so for it's spin-off TA:Kingdoms. I also became a world champion player for team "hi-" in a Half-Life mod called Frontline Force. I took a year of software engineering in college where I honed my language skills (and learned some C), and started Beta Testing and doing media for Frontline Force. I took up mapping for Half-Life, and joined the Source version of Frontline Force's team as a mapper. That mod was never released, so I made that FLF map into a basic CS:S map. Later, I became a top 10 Supreme Commander 2 player, and now spend my time modding that game.

Comment History  (60 - 90 of 133)
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 10 2013, 4:39pm replied:

Someone seems to think it happens mostly against Aeon, on Fields of Isis, with nukes enabled. Try tweaking any of these settings and see if it still crashes.

I am not entirely sure what causes this; apparently vanilla does not suffer from it, but most if not all mods do.

+1 vote   mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 9 2013, 3:49pm replied:

Our mods have different goals, and in fact other than using the same game engine and a few of the same units have very little in common. SupCom2013 Mod is meant to be a stand-alone mod offered to players as a new perspective on their old game by using modified, but existing, game content in order to try to 'fix' what many people saw as short comings in the vanilla version of the game, while at the same time adding 'new' content that is in fact quite similar to, or a tweak of, existing. I have also had many other competitive (or formerly competitive) SupCom2 players
give their input into balance, and gave it thorough competitive 1v1 playtesting (and even two pre-release 1v1 tournaments) resulting in a mod that maintains tight 1v1 human versus human balance (arguably better than vanilla).

ReVamp Expansion (from what I can tell, I have never bothered to download it as the projectiles and scale are still off in a similar fashion to vanilla SupCom2, and that was pretty much the entire reason behind me quitting vanilla to start modding SupCom2013) on the other hand seeks to add more content than they modify/tweak. They also appear to be trying to appeal to those that play mostly against AI, and I only extrapolate this argument because balancing the number of mini-mods and units they have planned for any competitive level of gaming will undoubtedly be nigh-impossible (or at bare minimum take months).

+1 vote   mod: Revamp Expansion Mod (RVE)
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 3 2013, 9:44am replied:

It is a segment from:

Q-Factory - Heroic Ascension

All copyrights respective to their owners, the mod team makes no claim.

+1 vote   mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 2 2013, 4:27pm replied:

Yes there is definitely something magic about FA, but I enjoy many of the elements of SupCom2, so much of it will stay.

I plan on writing a short article (after the strategy guide I am working on) is done outlining the changes I want to make heading towards 2.0, a short list of which would include: the extra models I have used placeholders for, remixing some of the maps (having multiple copies of the same map with vastly different start/mex points), more bugs fixed, tweaking colors/scale/projectiles further, adding storage (though *probably* NOT rate economy), shrinking the scale of buildings and even possibly on some more units (effectively making maps bigger), adding a couple more units, tweaking the AI to play better (though I think I can only change build orders for the most part).

Also I should point out this game is best played 1v1 against a human opponent (Have not had a chance to try anything bigger really more than 1 or 2 games when all the playtesters happened to be around). The AI will never be able to use any of the abilities that I have added (and in fact do not use too many abilities at all, they are hardcoded into the engine apparently and I can't edit that), which is where a lot of the fun comes in. The AI will never build air from an air factory, then when outmatched by anti-air switch to engineers/field engineers/SCUs. They will probably never use a forward Loyalty Gun under shields to steal your research buildings and will certainly never upgrade themselves with point defenses on what used to be your structures to kill your armies. Just 2 of the dozens of examples I could think of.

ROGUE NANITE SWARM!

I appreciate your feedback, hook up with us sometimes to get a game going if you want to play 1v1 (the guys we play with are mostly 'just-for-fun' types so no huge pressure). You will see the potential for how this game can be played.

+1 vote   mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 2 2013, 2:15pm replied:

Awesome tip thanks man :D

+1 vote   download: ARCHIVED and OBSOLETE - Version Beta 4
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 2 2013, 1:55pm replied:

Awaiting ModDB authorization...in the mean time check the SkyDrive here:

Sdrv.ms

+1 vote   mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Feb 24 2013, 7:48pm replied:

I would say so too :D

However it does play quite differently from either SupCom, FA, or SupCom2, sort of falling somewhere between all 3.

+1 vote   media: Supreme Commander 2 0 1 3 Mod - Version 1.0
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Feb 21 2013, 8:17pm says:

That is also now has a 'Repulsor' ability that will push nearby units out of firing range (like the Magnetron but less force to it, and only repulse, no attract). Pretty much if used correctly it can make the Cybran Turtle a decent option (whereas before it was not really, in either vanilla or earlier 2013 versions.).

+1 vote   media: Supreme Commander 2 0 1 3 Mod - Version 1.0
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Feb 21 2013, 3:48am replied:

Yes enemy units only.

+1 vote   media: Supreme Commander 2 0 1 3 Mod - Version 1.0
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Feb 20 2013, 11:59pm says:

Recyclers now auto-reclaim living units before seeking out wrecks to suck up (they only sucked up wrecks in 'vanilla', or manual reclaim of living units, now its automatic).

Also the Recycler has been named the Repulsecycler, anyone want to guess why? Muhahaha!

Also worth mention are the new colours of units on the battlefield, which have been adjusted in the mod to not look as toy like as they did in the original version of the game.

+1 vote   media: Supreme Commander 2 0 1 3 Mod - Version 1.0
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Feb 19 2013, 5:55pm says:

All the purple 'fuzz' are actually stealth fields from the Research Stations.

There are a lot of shields too, but my opponent was Aeon, so the Buhbledow would have been ideal for him to use. Or a space temple with experimentals, and lots of Rogue Nanites to back them up to heal the experimentals and swarm their base defensed (they 'suicide' for 5000 damage against enemies or 5000 healing for friendlies each). Rogue Nanites are a more important part of Aeon's strats now, with both their SCUs and ACUs as being able to make them, and a cool new upgrade that allows your research stations to turn extra research into Rogue Nanites.

Also, when you turtle you tend to not get as much resources as someone who spreads out because of the ratios involved with mass conversion (it costs 20% more to go mass convo for Cybran over expanding to get mass extractors). This means my opponent could have expanded to take the whole map, which is dangerous when facing Aeon because of their Mass Extractor Overdrive and strong economy upgrades (structure, acu).

+2 votes   media: Supreme Commander 2 0 1 3 Mod Version 1.0
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Feb 15 2013, 1:59pm replied:

I think it has to do with some of the more juvenile aspects of the game, such as the unit's color schemes, the scale of the battles, and speed of projectiles, etc. The mod 'fixes' a lot of these things (though I will admit some will remain in v1.0, but I plan on working on it some more post-release).

+2 votes   mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Feb 13 2013, 8:38pm replied:

Ya, he was using his SCUs to make Rogue Nanites, as well as using an upgrade on this research station to do the same. His used his SCU blast to take out my T1 and rushed my Megaliths with a swarm of Nanites. It's a great strategy, exclusive to the SupCom2013 Mod.

This game went on for some time afterwards; I still lost though (as blue Cybran), but not until I released a MonkeyLord on his heavily shielded base. The ML was supported by Microliths (the renamed MegaLith2), Stealth Bombers (new to 2013), my own SCUs (also new), and artillery.

A combined arms strike is often necessary in the mod to be able to take the lead and finish the enemy off, and I like that :D.

+3 votes   media: Supreme Commander 2 0 1 3 Mod - Version Beta 4
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Feb 13 2013, 7:00pm replied:

Correction, we have enough people now that we can even play 2v2!

+1 vote   mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Feb 13 2013, 6:59pm replied:

There will be a "Release Play Party" coinciding with your birthday party (all weekend actually)!

+1 vote   mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Feb 12 2013, 5:10pm replied:

Despite the fact that the game plays totally different there is not much that is new in the way of artistic content. There are only 7 new units, accounting for about 5-8MB each. However once zipped up into .rar files they only take about 3MB a piece.

Most of the changes come from tweaking variables for individual units, or adding new scripts for abilities and whatnot. All of that is done in plain text, so the amount of data is negligible.

+1 vote   download: ARCHIVED and OBSOLETE - Version Beta 4
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Feb 12 2013, 5:05pm replied:

All partied involved in the multi-player game must be running the same mod/mods, or else you will get "DeSync" errors.

Installing a mod means either a) getting the mod manager (simplest, easiest way), or b) backup up a couple of your SupCom2 files, then overwriting with the mod's files.

Instructions are included in the download files, be sure to follow them very carefully or the mod will not install properly, and you; wont be able to use all the features, may crash, get other errors.

In order to open the file you download you will need a program called WinRAR or WinZip. After that just extract the files to your /gamedata/ folder located in your SupCom2 directory. ALWAYS back up your files before overwriting. If you happen to accidentally delete/overwrite a file, you will need to 'Verify Game Cache' thru Steam.

If you need more help, friend me on Steam (there is a link to the Steam Group found above ^^^, I am an admin so I'll be easy to find.

+3 votes   mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Feb 10 2013, 6:53pm replied:

Ya the final release is shaping up, not a lot changing gameplay wise (fixed nanites being capturable, fixed cybran anti-nuke totally failing, couple other small things) and only one addition, a cybran land build rate upgrade for their engies and SCUs. A few new visual things though, including exploding wrecks, and stealth/healing field effects for cybran and aeon structures respectively.

If you want to give it a shot we are always looking for people to play 1v1's online. Friend me on Steam, and come into the Teamspeak channel! We usually use a non-publically released playtest version, so you will be amongst the first to get to use all the new toys and features, and help squash any new bugs.

This offer goes for everyone else too!

+1 vote   mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Feb 9 2013, 9:45pm says:

What an Armored Command Unit's pilot would see if he poked his head out of this front windshield (that's his gun in the bottom right).

+2 votes   media: Supreme Commander 2 0 1 3 Mod Beta 4
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Feb 9 2013, 12:29pm says:

Step 1) Jump-jet
Step 2) Unit Detonate
Step 3) Win!

+1 vote   media: Supreme Commander 2 0 1 3 Mod - Version Beta 4
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Feb 6 2013, 11:25pm says:

Adding Factions is not possible as far as I know for SupCom2.

However adding units and coding is not 'too hard' in that game. I am not sure about how to import models yet (for my SupCom2 mod SupCom2013 I have only used differently scaled existing models), but I am sure there is plenty of help on the GPG forums.

+1 vote   article: Modding :D
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Feb 5 2013, 8:42pm replied:

Against AI, yes gunship spam will most likely win.

However the real fun in the game comes from playing against humans, where gunships will get taken out a little easier by Aeon Electroshock, Cybran Structure Detonate, or UEF Domini-Guns.

+1 vote   mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Jan 18 2013, 5:27pm replied:

SupCom2 is not very good for mod installation, and should you misplace any files, or have any corrupted it will often crash.

Re-download, and make sure you follow the installation instructions very carefully. I am not sure about compatibility with any other mods, so you should probably make sure there are no other mods installed.

Follow the installation instructions carefully.

+1 vote   download: ARCHIVED and OBSOLETE - Version Beta 4
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Jan 18 2013, 12:44am replied:

If you could, run the game with this in the command line:

"C:\Games\Steam\SteamApps\common\supreme commander 2\bin\SupremeCommander2.exe" /log log.txt /xactdebug /showlog /windowed 1024 768 /EnableDiskWatch

Does it show anything in the log when the crash happens?

+1 vote   mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Jan 17 2013, 11:47am replied:

Always a work in progress as I am sure you know all too well :D

+1 vote   mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Jan 16 2013, 9:40am replied:

I have actually scaled quite a few most notably those with higher rate of fire and lower damage, or those that did not match the 'what you see is what you get' feel, such as scorch bombs, the Super Triton, or Quantum Artillery.

Many of the weapon effects (muzzle flashes, projectile meshes, and polytrails) I have left the same size, or only shrunk slightly in order to maintain visual feedback (they start getting hard to see, especially important when you need to dodge artillery, or know whether your tanks are firing).

I also do not mind a big explosion on the receiving end of the shell, as long as it represents damage done (as I mentioned I shrunk assault bot's projectile explosion scale because of their high rate of fire but low damage).

I'm not going to say I have done everything I can or want to (time is limited), but unless we are talking about different things here, I have done quite a bit more scaling than the 'none' you say.

+1 vote   mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Jan 15 2013, 6:41pm replied:

In future versions I will try to make it so that if the AA is targeting something it can not fire upon because it it's low arc then it will look for other targets (if this is possible).

+1 vote   mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Jan 15 2013, 6:38pm replied:

As for the Navy, it is a sort of technical limitations I ran into because of the projectile speeds I have chosen do not allow for arcs (the reason the Dreadnaught works is because I kept it's fire cannons on a lower projectile speed). These issues are also map dependant as some ridges can be shot over and some can not. Some hills/bridges can not be shot up while too close, but at max range the projectiles may be able to arc properly (Iskiliean Coast bridge).

For UEF: Use cruisers to bombard with missiles. Battleships are meant for domination of the sea, no longer for shore bombardment, which is left to the Super Triton Dreadnaught. Make use of the Atlantis to build up huge forces of gunships and bombers upgraded with clusterbomb to finish off the enemies base.

For Cybran: Make use of the LEGS upgrade. Also, keep in mind that Engineers can become very power land/naval support units, and can be used in your land walking naval party to great effect when upgraded with guns. Use Naval Jump Jets or engineers with JJs to jump up or over ridges that are giving you problems. The Aircraft Carrier with it's build bonuses can also be put to good use using gunships and stealth bombers to put the final pressure necessary on your enemy to make them crumble by naval supression.

+1 vote   mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Jan 15 2013, 6:38pm replied:

The chage to AA was not really a questionable decision in my opinion as there were a few reasons to do it.

Instead of just shrinking the range on AA I chose to keep it a more realistic range while making it not able to shoot targets low on the horizon. If this was not the case then units coming out from factories would often be shot down by your enemies AA before being able to do anything. Now they have a chance to fly away and join their group out of range of AA towers (unless your enemy is REALLY close).

It also allowed me to differentiate gunships from bombers since now gunships are not as easily shot down by AA (unless they get too close), and need fighters to be properly countered (or an investment in your faction's base defense tech).

+1 vote   mod: Supreme Commander 2 0 1 3
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Jan 15 2013, 4:35pm replied:

Most AA will only fire down to a certain arc, allowing gunships and transports to slip under this arc to do damage or drop troops (meanwhile fighters and fighter/bombers fly high and take fire).

As for navy, yes it is less useful for shore bombardment, however the UEF's Super Dreadnaught still has an arc fire, and all the cybran naval units can walk/jump jet onto land, meaning that arc-firing is less necessary (though I know it would be handy).

+1 vote   mod: Supreme Commander 2 0 1 3
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