24 years old Male, Basically wasting away but modding gives me joy thats why i do it. The homeworld series really touched me as far as a good story went, it was epic and the gameplay was great. I hope that a true sequel or prequel to the homeworld series because it would be a waste to let the series die out

Comment History  (0 - 30 of 728)
LeviathansWrath
LeviathansWrath 9hours 15mins ago says:

For those that are crashing with HWU in windows 7 take a look at this thread you may find a solution here
Forums.relicnews.com

+1 vote     mod: A Homeworld Universe Mod
LeviathansWrath
LeviathansWrath 9hours 36mins ago says:

For those that are crashing with HWU in windows 7 take a look at this thread you may find a solution here
Forums.relicnews.com

+1 vote     download: HWU v 1.0.2
LeviathansWrath
LeviathansWrath 10hours 22mins ago replied:

do you have any way of running the mod in 32 bit support cause i think that may be the issue, Windows 7 doesnt like change all that well.

+1 vote     download: HWU v 1.0.2
LeviathansWrath
LeviathansWrath 12hours 45mins ago says:

Question for the Mod devs of this fun looking mod. Is there a pre-defined limit of the number of playable races you can have in sins? Im just curious cause i have never played Sins or any of its expansions before and I played homeworld 2 and that game has a pre-defined limit of 7 races, but a mod i worked on was about to get around that limit by slotting everything on one slot and now i got 22 races working in homeworld universe mod for hw 2. The script that allows this was written by a former clanmate of mine and the original mod leader of the team got together and formed the mod that came to be. In the end thou i ended up basically finishing the mod on my own and got the number of races from 8-9 to 22. Would like to hear back on would it be possible to get around that kind of limit here.

+1 vote     article: STA3 CTA DEV DIARY 9
LeviathansWrath
LeviathansWrath 12hours 54mins ago replied:

So blaze bumbum did ya get your comp fixed yet?

+1 vote     article: Looking to recruit people to help HWU grow
LeviathansWrath
LeviathansWrath 13hours 14mins ago replied:

Problems corrected thank you for finding those.

+1 vote     mod: A Homeworld Universe Mod
LeviathansWrath
LeviathansWrath 16hours 47mins ago replied:

well let me know what you think and stuff, also have your friends try it out.

+1 vote     download: HWU v 1.0.2
LeviathansWrath
LeviathansWrath 17hours 59mins ago says:

well here is why for you.
Moddb.com

+2 votes     download: HWU v 1.0.2
LeviathansWrath
LeviathansWrath Jul 29 2014, 9:28pm replied:

Those 2 are ships you are talking about pouk are Enterprise E ships that he modeled for Requiem War and those 2 cruisers are all that is left the Requiem. However i cannot give permission for their use at least as far as they being released in another mod for public download, now you can use them for private stuff. But if you want them in a mod for download you need Enterprise's E's permission and you can find him on deviantart.

+1 vote     mod: R.E.A.R.M. - The Unofficial Homeworld 2 Expansion
LeviathansWrath
LeviathansWrath Jul 29 2014, 10:20am replied:

I see someone could not resist redoing that carrier =) Now would you kindly point those guns away from me =)

+1 vote     media: Advanced Supercarrier
LeviathansWrath
LeviathansWrath Jul 28 2014, 1:54pm says:

I uploaded a patch of sorts to fix the AI, i noticed that as well and finally found the cause, turned out it was trying to find research items that dont exist anymore in the CPu build list file so i edited it and the AI works except for the kushan and taiidan teams atm.

+1 vote     download: HWU 1.0.1
LeviathansWrath
LeviathansWrath Jul 27 2014, 1:24pm says:

3 questions, first can you send me a screen shot of what your VS cpu screen looks like when you are setting yourself up in game, 2nd did you watch the video tutorial and last what is your OS that you are using?
Moddb.com

+1 vote     download: HWU 1.0.1
LeviathansWrath
LeviathansWrath Jul 26 2014, 11:35pm says:

no modules except for Fire control towers for kushan and taiidan, however the Ai is ****** up for those teams and also i noticed that there are problems with the others i may need to start over from the 0095 version and port over the other races from this version one at a time to nail it down, but thats just a possibility.

+1 vote     media: Revamped Kushan
LeviathansWrath
LeviathansWrath Jul 26 2014, 2:05pm replied:

when it comes out and when they feel that it is ready. Cant expect them to release when you want them to ya know. As a modder from another game series i know the burden of having to work on a mod alone, takes a lot of time.

+2 votes     media: The Odyssey
LeviathansWrath
LeviathansWrath Jul 26 2014, 2:01pm replied:

I understand the burden of working on a mod as i worked on one for homeworld 2 for over 4 years if you ever heard of homeworld universe for hw 2 and i rarely had a team to work on it at all, so believe me gotta chill out and wait.

+3 votes     mod: Star Trek: Armada 3
LeviathansWrath
LeviathansWrath Jul 20 2014, 1:55pm says:

you could just use the PM feature here for that.

+1 vote     article: HWU 1.0.1
LeviathansWrath
LeviathansWrath Jul 20 2014, 12:33am says:

well i suppose i could use someone to help out cause atm i got no one but me.

+1 vote     article: HWU 1.0.1
LeviathansWrath
LeviathansWrath Jul 18 2014, 9:02pm says:

I have touched the mod since the 1.0.1 version and i am the only person that worked on the mod for the last 4 years, well i did have some help but the team that existed before i got involved back in 2009 basically vanished due to RL issues and i managed to release the mod back in 2013 and most of the races that got added in which total 22 i did most of the porting over. We are about over 550 ships in this mod alone. Anyways when i get a chance to i will go and edit the build descriptions i never really touched those.

+1 vote     article: HWU 1.0.1
LeviathansWrath
LeviathansWrath Jul 17 2014, 6:22pm replied:

i guess you have to lose the entire squad but maybe not.

+1 vote     mod: Republic at War
LeviathansWrath
LeviathansWrath Jul 17 2014, 2:08pm says:

-mod HWUniverse-1.0.1.big

+1 vote     download: HWU 1.0.1
LeviathansWrath
LeviathansWrath Jul 17 2014, 2:08pm says:

put the mod into your data folder and then edit a hw 2 shortcut to include this at the end of the command line.

+1 vote     download: HWU 1.0.1
LeviathansWrath
LeviathansWrath Jul 15 2014, 1:30am says:

Bug encounter when i took Endor from the CIS i lost mace after i took the planet and i mean he was erased from the GC match, was tech 1 at the time mind you.

+1 vote     mod: Republic at War
LeviathansWrath
LeviathansWrath Jul 12 2014, 10:25am says:

did you set up your race slots like in the video tutorial?

+1 vote     download: HWU 1.0.1
LeviathansWrath
LeviathansWrath Jul 10 2014, 10:06pm says:

How do you fix the GC freeze?

+1 vote     download: Republic at War v1.1.5
LeviathansWrath
LeviathansWrath Jul 10 2014, 1:55pm says:

Downloaded file is corrupt.

+1 vote     download: Star Wars The Clone Wars Version 4.0
LeviathansWrath
LeviathansWrath Jul 5 2014, 7:15pm replied:

if you want zero i can help sort them out for ya if u want, bored outta my mind these days im out of material for HWU now lol at least until HW 2 HD comes out.

+3 votes     mod: Homefront
LeviathansWrath
LeviathansWrath Jul 5 2014, 1:55pm says:

Love the mod guys nice to try something different for a change, only thing i would note is that dockpaths may need editing for fighter and corvettes, they got problems docking for repairs.

+2 votes     mod: Homefront
LeviathansWrath
LeviathansWrath Jul 2 2014, 3:56pm replied:

outta increase the exit speed of the ship =)

+1 vote     media: Jumpgate Effect
LeviathansWrath
LeviathansWrath Jun 30 2014, 10:53pm replied:

That would be a string used for ship names etc that the game uses needs to be listed in a script somewhere for the actual name to show up.

+1 vote     mod: Homeworld:@
LeviathansWrath
LeviathansWrath Jun 30 2014, 10:32pm replied:

That system exists for Rearm but only for capital ships.

+1 vote     article: FX Q&A: Your questions answered (#1)
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