I'm an amateur writer currently in college. My work includes Starcraft, Sins of a Solar Empire and Starship Troopers. My Starcraft and SOASE work can be found on my homepage

Comment History  (0 - 30 of 83)
LPJGPR 11hours 25mins ago says:

Hey guys. I uninstalled Codex last year when I wanted to clear room for another game, and came back to it last night. This time I figured I'd not just have this and the BT mod but also the Tyranid mod, and thus the Objective Points mod.

Now since then I've had nothing but trouble. I can't remember the mod path for extractions, I keep booting up the game and not having Nids or BT's be listed on armies even after putting them on the Codex Module File, and then everytime I loaded the game it crashed back to the desktop. On a scale of 1-Martian War, how badly have I displeased the machine spirits?

Edit; I should also mention that despite BT not being available as an army, the opening cinematic was still that of the BT mod.

+1 vote     mod: Codex
LPJGPR 12hours 23mins ago replied:

Can it be shot down anyway before it makes the run? Everytime I've used a bomber or a mine-dropping plane in either ROTR or vanilla ZH the plane seems to be invulnerable until after its run, and even then are only rarely shot down.

+1 vote     article: Rise of the Reds Blog Update 7
LPJGPR 14hours 26mins ago says:

Hi, quick question. I downloaded the 0.5b2 version to use with the Codex mod and Tyranids aren't available in the list of armies to choose from in skirmish. Is this a bug with the mod or is it likely to have resulted from an error in installation?

+1 vote     mod: Tyranid Mod
LPJGPR Apr 7 2014, 12:20am says:

Seriously, we're all begging you; don't make the units tiny. They're hard enough to see as it is now in all their glory, and shrinking them so much is just going to irritate a lot of players.

+1 vote     article: Finishing Line and beyond
LPJGPR Apr 6 2014, 11:03am says:

Seeing the bomber reminds me of something I've been wondering; while the default bombing run doesn't allow you to choose the direction it comes from like the Typhoon's tear gas strike, have the team considered implementing such a thing for the B-52? It would make a nice change to just selecting a circle and only seeing a few targets get hit.

+2 votes     article: Rise of the Reds Blog Update 7
LPJGPR Apr 4 2014, 9:51am says:

Okay, I'm curious. Does the English language file turn the entire mod into English, or just the start-up screen? I've put it in the correct folder and everything is in Cyrillic.

+1 vote     mod: C&C World War II
LPJGPR Apr 3 2014, 2:55pm says:

How on earth is this supposed to work? I've done as it says, extracted the file and copied it to 'Data\English' and everything beyond the initial start-up screen is in Russian.

+1 vote     download: English Launcher
LPJGPR Mar 25 2014, 3:10pm says:

Hey there, got a question. I downloaded the Fall of Kobol mod on its own, managed to install it and get it working after half an hour last night, but today if I try and open Rebellion I'm getting a message up saying something about 'it came from above', which I presume is to do with Sins of the Fallen, and then says I need to restart the game after initially activating the mod. The problem here is that every time I reopen it, I'm just getting the same message.

+1 vote     mod: Sins of the Fallen
LPJGPR Mar 19 2014, 5:08pm says:

If you'll pardon the reference; "What is this?! A mod for ants?!"

While it may be thought necessary, I implore you, please either keep them at 75% of original size or just keep them at the original size. The sheer added variety in units more than makes up for it.

+2 votes     article: News from the Bunker
LPJGPR Mar 9 2014, 10:56am says:

Okay, I tried the mod earlier and it does say report any bugs back, so here goes; I booted up a Gentlemen's Islands map with the mod enabled. My ACU only had build options for the three factories, and engineers couldn't build anything other than the three factories as well.

In addition, I noticed that the small pop-up that tells you the progress of construction is hidden beneath the toolbar, which in turn has an invisible background. Hope this all helps.

+1 vote     mod: Orbital Wars : Reborn
LPJGPR Mar 8 2014, 2:30pm replied:

As far as I know, you'll need the official 1.04 patch. Most ZH mods require it.

+1 vote     mod: A Global Crisis
LPJGPR Jan 24 2014, 11:37am says:

Question for the team; is giving the AI enhanced artillery range part of the boost over vanilla ZH AI? I only ask because I noticed that the AI's artillery always seems to outrange mine.

I've seen Mortar Tracks outrange MSTA-S when I'm Russia, MSTA-S outrange Mortar Tracks when I'm ECA, and Mortar Tracks outrange Nuclear Artillery when I'm China.

+1 vote     mod: Rise of the Reds
LPJGPR Jan 11 2014, 11:35am says:

Fantastic to see another mod being made for Original War.

+1 vote     mod: Original War Overload
LPJGPR Dec 20 2013, 11:41am replied:

It would have been nice if you'd replied to GrOrc with that, since it looks like you're arguing with me :P

-1 votes     article: A Word on Ownership
LPJGPR Dec 19 2013, 10:39am replied:

Okay. If I take your entire mod, after you've said to me 'no, don't use it please', and put it into a mod combined with one I've made, then I've stolen your work. Just because you cannot understand this doesn't make your actions right. I hope you do the morally and legally right thing here and withdraw all stolen data from your mod and apologise to the Tyranid team.

To use a more accurate comparison; I draw a lineart of a tank, with my name on it and I also say in the description that it's not to be used without permission. Let's say you then take that lineart, change some things on it, and post it yourself. What you have done is taken the work of someone else, or in other words, theft.

You might be asking yourself now, 'how is that theft? I left the guy's credit on'. Now, that is true. /But/, you've still not asked me permission first, and when I ask you to take it down, you refuse arguing that since you credited me, it's still perfectly fine.

+7 votes     article: A Word on Ownership
LPJGPR Dec 19 2013, 10:33am says:

Never mind, used wrong reply button.

+1 vote     article: A Word on Ownership
LPJGPR Dec 19 2013, 6:16am replied:

Alright, let's get a few things sorted here.
- Dawn of War is copyrighted to Games Workshop.
- Mods are generally made without permission of the original IP holder.

Now, to me it seems you're using these two facts to justify your unethical use of someone else's work. Let's look at some other facts here;
- Tyranids are owned (copyrighted) by Games Workshop. Anyone using Tyranids to make money is in breach of that copyright.
- Mods are free, therefore the IP holder cannot claim 'violation of IP for financial game'. They could claim 'violation of IP' like GW often does when their legal department need to justify those oh-so-long expense reports.

However, say I were to draw with pencil and paper, an image of a Carnifex, and put it on a website so people can use it as a wallpaper. I credit it in the corner with my name, and also mention it cannot be used without permission.

I have now created something that belongs to /me/. Not to anyone else. I am the person who created that image in that medium, no-one else. If someone takes it, modifies it, then posts it, despite the 'no use without permission' sign, it is a breach of my IP, and could in some rare cases, be considered theft.

Now let's further the analogy. I want to use the drawing for a portfolio to show potential employers. Meanwhile, you have taken the image, modified it, and taken the credits off. Now it looks to any employers like I've taken an image off the internet and photoshopped my name on. Some people could probably try to make a case for damages if they got a lawyer who believed that they had a strong case.

Think about that, won't you?

+6 votes     article: A Word on Ownership
LPJGPR Dec 16 2013, 5:36pm says:

As with DeWhit, it would be nice to know what this mod does.

+1 vote     download: Derelics mod
LPJGPR Dec 13 2013, 9:18am replied:

Thank you for your answers guys. I've been merrily playing both for two days now!

+1 vote     mod: Rise of the Reds
LPJGPR Dec 10 2013, 3:55am says:

Quick question for you guys; is it possible for me to install both the fully patched (1.802) version of ROTR as well as the Shockwave mod at the same time? I'm hearing 'yes' when I look online, but I'd rather get an answer from the people best-suited to knowing.

+4 votes     mod: Rise of the Reds
LPJGPR Dec 2 2013, 5:25am says:

It's always great to see more screenshots, but maybe you should look at posting occasional status updates on how the mod's going as well?

That said, any chance of more ground shots? The space stuff looks good, but your mod is the only one for ME that will offer ground combat.

+1 vote     media: Screenshots of mod version 1.15
LPJGPR Nov 27 2013, 2:49am says:

If the mod plays as well as the screenshots look, then this is going to be good.

+3 votes     mod: BABYLON-5 THE LOST TALES MOD -ESP-
LPJGPR Nov 23 2013, 7:49am replied:

I finally figured out what the unit I was thinking of was called! It was a LOSAT Tomahawk, carried two missiles. I've seen something similar on the Tomahawk General mod for ZH, but the one I played was much more developed.

+1 vote     mod: General Enhanced
LPJGPR Oct 24 2013, 8:37am replied:

Sadly, 40k mods seem to have a tendency to die for this game. I think the only thing that could come of it is if the team release their assets and someone tried to finish it.

+3 votes     mod: Warhammer 40,000: Universal War
LPJGPR Oct 18 2013, 3:04pm says:

Just wanted to say how fantastic this is. I reinstalled KOTOR II for the first time in years today, downloaded the mod, and it's just made Peragus much more fun than I remember it. New weapons, more loot in the early stages of the game; fantastic, and a great resolvement of what was one of my main problems with the basic game.

(I also appreciate the fact that I can now actually hear the voice-actors dialogue! That alone was worth it for the quality.)

+1 vote     mod: The Sith Lords Restored Content Mod (TSLRCM)
LPJGPR Aug 25 2013, 11:20am says:

Hey guys, just thought I'd post a few thoughts on my experiences after reinstalling the mod.

1. I've noticed that both the Raven Guard force commander and High Chaplain get jump packs, which is cool and fluffy. However, I also noticed they both came with unit attachment buttons which don't work. The Chaplain can't attach to anything, and the FC can only attach to non-jump pack wearing units.

2. The FC, despite having his jump-pack, only uses the walking/running animation instead of the 'hovering' one the Chaplain and assault/Assault Vanguard get.

Also, the Deathwatch assault squad taken as Ordos Xenos allies seems a bit wishy-washy when it comes to upgrades. Will we see upgradeable wargear like the Vanguard to replace the plasma marine?

+2 votes     mod: Codex
LPJGPR Jul 30 2013, 12:12am replied:

Almost dead certain of it. I'm positive that the icons for the two downloads above, the flames wrapping around Generals Enhanced, were the same as well.

+1 vote     mod: General Enhanced
LPJGPR Jul 29 2013, 3:36am replied:

Hi, just a quick question for when you get back; Is this the same mod as the original C&C Generals Enhanced one? The one I've played before had a rather fun but crazy unit for the USA which fired garrison-clearing missiles, gave the Chinese a 'nuclear assault gun'.

+1 vote     mod: General Enhanced
LPJGPR Jul 18 2013, 4:22pm says:

Is it me, or is this story based a little off the Rise of the Reds one? I don't really care if it is provided you've got their permission though, since your ideas for new factions do actually look pretty cool.

-1 votes     mod: Deep Impact
LPJGPR Jul 14 2013, 10:48pm replied:

The John A Warden isn't in the currently available mod. I believe Starside was looking at including that ship and the Alesia-type ships in the next edition.

+1 vote     mod: Starship Troopers: 1st Interstellar War
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