Just here to help mods by providing feedback, to ask help on the forums when I encounter issues and to enjoy the modding community.
Maybe I'll actually start modding some day too.
"Now, I know everyone has a lot of hats at Valve" Did he just integrate a TF2 reference into that question?
Looking very cool, but he needs more support for those things. Possibly something akin to the experimental exoskeleton that's been made a while ago.
On that note, with two launchers, this guy needs to be pretty expensive!
Sweet blood effects. Getting very realistic here. Now all it needs is open wounds, dismemberment, decapitations, disembowelment and so on! :D
And yes, I'm just saying this to annoy the people who can't stand blood. :p
Seriously though, great work!
It looks appropriate to me. The Alliance has very sleek, modern-looking designs as opposed to the clunky experimental look of all the Soviet advanced units.
Alliance units are in fact very high-tech, but it's more subtle. Smaller, more efficient, less blatant. Also less awesome, if you ask me, but they do seem to match the Soviets in terms of technology. It's just the the Soviets are not nearly as conservative in their designs.
1. But 2 looks like it would make a good advanced model of the tesla reactor, for in the late game when power needs rise.
Whahaha, that would be brilliant. XD
Can't find the lever for the mechanism in the water-works. Ran out of oil trying to find it, and died due to collapsing walls three times while being lost because I can't see a thing. I really like it so far, but I'm stuck now. :/
HELL. YES. My second favorite mech, my favorite being the Star Adder.
This sounds exactly like what they're talking about over at the development of Guild Wars 2. I'm still sceptic about it, because I have yet to see either you or them pull it off. If you can do it though...then damn, you're awesome. Enough said.
Sisters aren't half bad when part of a larger whole. When taken with the rest of the Witch Hunters, they become a tasteful combination, albeit not necessarily a good one.
And heck yes, Mechanicus! You could make some very interesting armies with what's out there for them.
I personally would much like to see that! I think that's one of the rather few things that can be improved on in this model. It's pretty damn sweet, especially with the trademark GK helmet.
SC wasn't the first to name a commando/stealth unit "Ghost".
Also, quite a lot of names here are 'ripped', but why would that matter so much? You have to admit that quite frankly a LOT of good names are already taken by someone for something.
On that note, if we're talking 'ripped' things we can talk about how Starcraft ripped off Warhammer 40K to make it's first game, and how Warhammer 40K ripped off pretty much everything else long before that.
Does the upper ones have blast doors leading to the high voltage part? If so, I'd love to see that one in-game with an animation involving someone in a rubber suit going in and performing maintenance and calibrations, letting us see the inner workings of the reactor meanwhile.
Unlike other people, who are of course entirely entitled to their own opinion, I quite like the arms, but question their functionality. Would they be used in close combat, to stabilize the gun or as mounts for lower calibur weaponry?
For some reason the armor doesn't look as silvery as you see on many of the Tabletop Grey Knights out there, it looks more...well, actual grey.
But I'm sure that's either intentional or temporary, knowing the amazing standards you guys maintain.
I'm glad I found this one!
Preference to this one over the other one, without a doubt.
When life gives you Martian technocratic priests....you make THIS.
You've restored my faith in this mod with this. I was beginning to worry after the usage of that C&C4 model...
But this, this is awesome.
I personally liked how the power plant was your greatest vulnerability, because without it defences shut down and production slows to a crawl. I can see how you'd want to use a population system though, RA3 matches are all about spamming units without a tweak like that.
HELL. YES. Comrades, unite against the capitalist pigs!
OK, tried, and that concludes my issue, because you two have solved it. Thanks man! ^^
Deduce that people are speechless. ;)
OK, thanks, installed it. Then I re-installed SEASmod. The game now registers SEASmod as installed, so that's an improvement! However, in the skirmish battle screen, I still can't select the SEAS as my tribe. Should I re-install the entire game?
I hate being a burden, but I'm not sure what I need to make the mod function correctly. I installed Paraworld, and then the 1.01 patch, using UK settings. Then I installed the latest version of the mod. It seemed to proceed normally, but at the end of the installation a message appeared stating that np cache files were found or something.
A shortcut for the mod was still made, so I double-clicked it. Paraworld (unmodded version) then launched. Do you know anything that could help?
Preference goes to this one.
I prefer this one. It looks a lot more mobile than the other version, but just as sturdy.