Hey all... I do very basic ini coding occasionally, and 2D art alot... My favourite games at the moment are just cause 2, Mount and blade: warband, and Skyrim. All have been modded to within an inch of their stability :D Also CnC generals: Zero Hour never gets old... I like a lot of music... Blue October, Cage the Elephant, Muse, Prodigy, Rise Against, MCR... whatever I'm in the mood for really...

Comment History  (30 - 60 of 242)
magiguy101 Jun 15 2013, 3:16pm says:

Could Bethesda softworks appreciation for the modding community be used in anyway to our favour?

+16 votes     article: MERP Campaign
magiguy101 Jun 14 2013, 6:50am says:

That's a whole bunch o' people :)

+2 votes     media: The Team
magiguy101 Jun 13 2013, 6:57am says:

Are there any plans for procedural generation?

+2 votes     game: Pok√©mon Survival Island
magiguy101 May 29 2013, 11:27am says:

This is a great mod, but there are a few things I would change, namely the accuracy of enemy ranged troops. They are too good but due to a bug they can't hit you if you crouch. It's a temporary solution, but it feels a bit cheap to exploit the crouch bug when you play... a more 'random' element to their accuracy would be appreciated :) Also, it's probably been asked before, but are you planning on making anything more based on star wars? Star Wars Conquest for the original M&B adds some great effects, but I don't know how hard it would be to port it...

+1 vote     mod: Full Invasion 2
magiguy101 May 25 2013, 9:39pm says:

'Its only a model.'


+3 votes     media: Lannisport and Casterly Rock
magiguy101 May 23 2013, 2:22pm says:

It looks a bit... small?

+9 votes     media: Lannisport and Casterly Rock
magiguy101 May 4 2013, 6:42am says:

Nice, but maybe curve the tusks less? If you charged with those, the points wouldn't really help... but then if it's (pre)historically accurate then stick with it :)

+4 votes     media: Raging Mammoth
magiguy101 May 3 2013, 1:49pm replied:

Haha you could swear your tits off instead of reading lines and they would have no idea :P

+1 vote     article: We are searching for GLA voice actors
magiguy101 Apr 29 2013, 12:29pm says:

Well after the latest episode of Doctor Who, I guess your work with the Tardis just got a whole lot harder :P

+1 vote     mod: Skyrim - Doctor Who
magiguy101 Apr 19 2013, 10:20am says:

Damn I really wish this could happen...

+3 votes     mod: MERP | Middle Earth Roleplaying Project
magiguy101 Apr 7 2013, 9:11am says:

For a ninja, those footsteps are rather loud, but the game looks great :D

+2 votes     media: Work-in-progress gameplay footage
magiguy101 Mar 24 2013, 4:37pm says:

Will definitely play... The nostalgia is strong with this one...

+3 votes     mod: Crash Bandicoot: The Return of Dr. Cortex
magiguy101 Mar 23 2013, 12:01pm says:

It looks like it's trying not to smile but something's being funny off camera... :p

+2 votes     media: Stone Rage Mammoth
magiguy101 Feb 16 2013, 5:21am replied:

Fair enough :P

+3 votes     article: Valve have broken every Half-Life mod
magiguy101 Feb 15 2013, 9:31pm replied:

Minecraft manages it without all this hate? Every new version means that modders have to update their work. I don't really see any level of respect for valve around this comment section what with all you entitled people complaining left, right, and centre. Yes they ****** up here, no you do not have to abuse such hard working developers with a golden track record of community support. Cut them some slack, it'll get fixed. Please think before voting this down (hurr durr he gave a balanced argument... Death to the heathen!)

-3 votes     article: Valve have broken every Half-Life mod
magiguy101 Feb 2 2013, 8:21am says:

Lol the thumbnail says 'Better shaows' heads up

+3 votes     article: Increased Light mapping Quality
magiguy101 Jan 22 2013, 1:13pm replied:

One must not argue with star wars fans. They know EVERYTHING about clones :p One of my friends is like that, it's worrying :D

+3 votes     media: Screenshots
magiguy101 Jan 9 2013, 5:08pm replied:

You want me to join a forum? God dammit... The things I do for love :p

+3 votes     media: Animal Classes Concept Art
magiguy101 Jan 9 2013, 1:14pm replied:

Oh and I almost forgot: danger scent markers should be visible to humans close up (due to very strong smell of fear :p) and removable by either certain humans or all... Animals have different scent marker detection radii. Bird has lowest, cat highest, play with the values I don't know :p

+1 vote     media: Animal Classes Concept Art
magiguy101 Jan 9 2013, 1:08pm replied:

To promote teamwork in animal side, they should have a scent mark system, with a danger scent that can be applied to any trap without setting it off except trap fire (there should be no way except inspection to tell them apart from normal fires.

Vines around map used as ladders, can be harvested (but remain) to let trapper refill on nets (number of nets depends on net trap upgrade)

Rockfalls of some kind, maybe triggerable by a mammoth interacting with certain boulders (don't want to make those humans too OP)

I hope this helps in some small way, and I'll be sure to have more ideas in the future, best of luck to all of you at mountainwheel :D

+1 vote     media: Animal Classes Concept Art
magiguy101 Jan 9 2013, 1:07pm replied:

Trapper/bushman character: equipped with a short bow, few arrows, a sling, a hatchet, and a net. Builds traps: trap fire provides all cosmetic effects of normal fire :flaming arrows, but do no extra damage; visually impair animals at night, but doesn't let people see better from far away (low light to humans); decloaks enemies though. Deals a lot more damage to enemies that trample it, can be distinguished from a regular fire only under close and calm observation. (wouldn't realize in the middle of combat)
Tripwire: placeable up to a set distance, choose beginning, end and trap to link it to. When moved over, triggers trap, can be seen, but hard to see.
Signal fire. Fire nearby covered by screens (so it cannot be easily seen, but also provides no bonuses whatsoever) with a bough of green leaves suspended above it. When triggered, bough falls in, creating thick white smoke seen from far away.
Bow trap. Short range, inaccurate, but deadly. Can be upgraded to shoot more arrows. One arrow will kill a boar, two a saber tooth, and three a bear. Consumes the bow in the trappers inventory. Hard to use but powerful was the idea. Quite visible so needs to be hidden in foliage.
Net trap: net suspends animal if placed on leafy ground (leaves mean trees, right?) does not work on large game. Uses net in inventory. Upgrades to carry more nets. Net retrievable.
All traps take time to set.
Trapper is stealthed, but fairly useless in a fight against an enemy that can move. Net is throwable, and retrievable, hinders movement if mid range, pins enemy at short range.

+1 vote     media: Animal Classes Concept Art
magiguy101 Jan 9 2013, 1:06pm says:

So is it animals vs humans? I think that could work nicely... Also, last night I couldn't sleep and my mind wandered to this game. I came up with a few ideas, which are probably terrible or already done but here goes:
Shaman support character can build fires. Friendly units within certain distance of fire gain regen bonus when not under attack (hit in last 10 secs?) obviously helps in darkness to see near the fire, but reduces visibility of all units near it in darkness. Archers within range of fire shoot flaming arrows (fires more slowly, but still higher DPS) Enemies within range of fire are uncloaked (stealth). Fires can be trampled by the larger animals (rhino, bear, mammoth) causing a small amount of damage, or can be put out safely with a water jet from mammoth. Fire goes out after short time (90s?). Fire can be upgraded to make it visibly bigger, have larger effect radius, last longer.

+1 vote     media: Animal Classes Concept Art
magiguy101 Jan 4 2013, 3:02pm replied:

Design Technology, Physics, History, and AS Maths resits... sorry about the late reply, this site needs a thing to tell you when you get a reply...

+1 vote     game: Star Wars: Battlecry
magiguy101 Dec 26 2012, 3:00pm replied:

You can install them together? I thought it would mess with core files like the ini files... meh guess not, thanks for the info :)

+1 vote     mod: C&C: ShockWave
magiguy101 Dec 22 2012, 8:05pm says:

Question that's probably been asked a few hundred times: Why isn't rise of the reds and Shockwave content just merged? I can only install one mod at a time, so why make me choose? Just seems illogical to me to split your fanbase like that...

+3 votes     mod: C&C: ShockWave
magiguy101 Dec 22 2012, 8:01pm replied:

I kinda found it hard to get used to the mod when they wiped me out in what felt like seconds, but I shall persevere... Shockwave (bring on the hate) was more accessible to me that way, and I chose to play it even though I prefer the features of contra...

+1 vote     mod: Contra
magiguy101 Dec 22 2012, 7:54pm replied:

I should elaborate: If I even had the game :p I just got here because I spent too much of my childhood taking down AT-ATs in a snow speeder and throwing rocks at scout stormtroopers... Ah the good old days of no A level exams and a functioning copy of battlefront 2... :p

+1 vote     game: Star Wars: Battlecry
magiguy101 Dec 21 2012, 7:32am replied:

tee hee... poop...

but seriously, I would love to help if I knew anything at all about the engine and its dev kit :(

+6 votes     game: Star Wars: Battlecry
magiguy101 Dec 18 2012, 12:14pm says:

Why is the AI so damned hard :( I have no l33t skills... :p

+1 vote     mod: Contra
magiguy101 Dec 18 2012, 12:09pm says:

Just to clarify, is this singleplayyer as well? (bots)

+3 votes     mod: Project Reality: Battlefield 2
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