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Comment History
Iceman443
Iceman443 - - 14 comments @ Hyrule Conquest

I agree with this.

Good karma+2 votes
Iceman443
Iceman443 - - 14 comments @ Hyrule Conquest First Demo

Switch the load order around. If you enable both AD and Hyrule in the mod manager, Hyrule should be on the bottom. Otherwise it loads both with the original taking more control. It causes a ton of errors if both are loaded and most of the Gerudo/Hylian textures glitch out a massive amount (It also disables leaders and a few other things).

Good karma+3 votes
Iceman443
Iceman443 - - 14 comments @ Star Trek: Armada 3

Ah ok, thx for replying. I can elaborate a little bit more if it helps. I did notice normal ships are faster but the main issue is caused from the two militias themselves (say my own vs. neutral/enemy). They are just the right speed to where one can always be just a tiny bit out of range of the other and by that point they are normally 30 minutes or so out of the gravity well. I think maybe just giving militias higher range on all their weapons could help (I don't think it would be too game breaking either).

Another possible solution is maybe making it so they don't ever try to maintain a certain distance away from an enemy. I'm still not sure what causes it in the first place but it seems to be from them attempting to get out of range of a pursuing vessal but since they are going the same speed, they just keep going on forever.

I have no idea why the Unknown probe ended up breaking by going way out of the gravity well. As far as I know, they don't ever target ships specifically.

Good karma+1 vote
Iceman443
Iceman443 - - 14 comments @ Star Trek: Armada 3

Is anybody else having an issue where the outlaw DLC/Events (such as probe, Doomsday Device, Borg Cube, etc.) are flying really far out of the gravity well and breaking the AI? Now I've only tested this in multi-star systems with about 80 planets or so but some of the militia (normally neutral) seems to just run away from a fight but they just keep going past the gravity well. This isn't a big deal as player since you can stop your fleet from chasing but the AI can't, I've seen entire fleets get stuck chasing down one frigate while I basically burned their empire to the ground. Pretty game breaking honestly. This normally doesn't happen on planets but it seems to happen about 50% of the time on wormholes. I've found unknown probes and the other events break quite a bit around wormholes and just wander off somewhere which again, breaks any AI's fleet if he decides to fly there.

I think it might have to do with the multi-star system and maybe the AI is trying to use a wormhole but doesn't have the required tech. Same for star warping. So I'm just going to guess the pathfinding is finding the only acceptable path to get to the other wormhole entrance which is by flying out of the gravity well to it. Not sure why militia can break and do the same thing though.

I don't believe I've ever seen this happen in vanilla (though i don't play that much) or in other mods so I think it specifcally has to do with how the AI pathfinds in this one. Anyways, it's still one of my favorite mods for games but I've just been seeing this bug pop up in my games quite a bit lately which is rather annoying since it makes fighting the AI insanely easy (basically just their defenses since their fleet is stuck out in the middle of nowhere).

Good karma+1 vote
Iceman443
Iceman443 - - 14 comments @ Maelstrom

Hey man, nice mod; this is definately one of the better ones on the site. Got to admit the Homeworld models for pirates is kind of odd but it is kind of cool to have Homeworld ships in-game even if they don't act anything like the source.

Anyways, I feel that the normal AI pirates (not the faction) are a bit too strong at the start. I could be wrong but it seems they get a fleet of 20 or so ships and 2 capital ships in their first attack wave which is roughly 15 minutes in. I actually like their attack waves later in the game and like how they take over planets but the capital ships seem overkill right at the start. I feel like the first 30 minutes of the game they shouldn't have a capital ship, then they get one at 45 minutes, then maybe an hour in they get two and from there add another one in every 15/30 minutes until they hit the max of 6 or 7.

I get it would weaken them a fair amount but it kind of sucks when half the galaxy is owned by the pirates because they got cheap shots right at the start of the match. I get I can turn them off but I like the militia and pirates on as it adds more variety. I just feel the pirates shouldn't be as strong as they are at the start as they feel more like the Huns (an invading force) rather than a neutral faction out for plunder.

Good karma+2 votes
Iceman443
Iceman443 - - 14 comments @ Hyrule: Total War

You probably found this out by now but yeah he did.

Good karma+1 vote
Iceman443
Iceman443 - - 14 comments @ Empire at War Expanded: Thrawn's Revenge

To elaborate more (I tried to edit the comment, 5 minute limit got me) there just isn't any visual feedback that the ships are actually fighting. A ship with all but one hardpoint destroyed looks exactly the same as a normal undamaged version of that ship and that honestly kills most all of the immersion for me. I mean, you don't have to go all out and make the pieces fall off like in the base game since I'm sure that would be very hard to do, but can you just put maybe fires or something on hardpoints that are destroyed, even if that doesn't realistically make sense, it sill looks really cool. And about the death animations, it kind of feels like missing out on the climax of a fight, one of my favorite thing about space RTS games (like Sins and Homeworld) is watching large capital ships slowly start to blow up and go down (or break apart in the case of this game). I really hope you do plan on adding this feature, the space combat to me just feels empty without any damage feedback at all.

Good karma+1 vote
Iceman443
Iceman443 - - 14 comments @ Empire at War Expanded: Thrawn's Revenge

Great mod. Were you planning on adding actual "death" animations to ships in space? The space combat looks great but half the effect is taken away when incredibly large ships or space stations just "poof" and basically disappear. I loved how in the base game the ships break apart and have many explosions on them before they fully blow up. Do you plan on adding anything like this?

Good karma+1 vote
Iceman443
Iceman443 - - 14 comments @ Warsword Conquest

I think I found another bug and am unsure if it's been reported since I don't feel like reading through all the comments. Everytime I have attempted to train the peasants at a village for the bandit attack, 25+ trolls show up. I can't possible think of a way to beat that low level and even high level with a good army it's hard since it only lets you spawn about 10 troops during those and the rest is just villagers. I've attempted that mission in many different territories (Chaos, Goblin, Tomb, and Orc) and every single time it spawned those damn trolls. I get the mod is supposed to be hard but I think that quest would be better if it spawned night goblins or undead or something, trolls are ******* crazy for that.

Good karma+4 votes
Iceman443
Iceman443 - - 14 comments @ Warsword Conquest

Ah ok, never really knew how about that whole freelance mod, got to say that was helpful so thanks on that. One more question though, what do I do when the orc lord I was with got himself captured? I can't seem to join any other orc lord. Do I just wait for him to get out of captivity so I can tell him I want to leave his army or is there an easier way to do it?

Good karma+2 votes
Iceman443
Iceman443 - - 14 comments @ Warsword Conquest

Is there any hints or anything of how to play as the orcs? Everytime I've tried I either get kidnapped by deserters or more likely kidnapped by a band of dwarfs and taken deep into dwarf territory (generally happens on the 2-3rd day and the dwarves have always gone through the orc territory with the actual orcs themselves doing very little to stop them). I am enjoying the mod so far but I really want to try out the orcs. Maybe I am just very bad or unlucky or maybe it's just nearly impossible as orcs. Anyways, it would be nice to know how to actually get started decently as them if it's at all possible at the moment.

Good karma+2 votes
Iceman443
Iceman443 - - 14 comments @ Hyrule: Total War

Great mod and best Zelda mod I've ever seen for a game, but is there a way you can fix the random crashing in the campaign? It keeps crashing when they attack the custom settlements (like you said in the description for the download) but loading a save game before they attacked does nothing, they still attack every time and it crashes every time.

Good karma+1 vote
Iceman443
Iceman443 - - 14 comments @ Unbirth Infected+Dog from Penumbra to Amnesia

This is probably a pretty dumb question, but do these models replace the grunt/brute, show up on their own randomly, or only spawn for a certain custom map?

Good karma+1 vote
Iceman443
Iceman443 - - 14 comments @ Amnesia Hill

I have a pretty strange problem, i can open this mod but i cant play the campaign in it. It just loads the normal Amnesia campaign (I have all the files there) the main menu screens, loading screens, and music are all working for this mod, i just cant open the campaign for it (I have Justine btw and i have about 3 other full conversion mods that work perfectly so im not sure whats causing this at all)

Good karma+2 votes