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  (150 - 180 of 250)
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 Oct 28 2012, 5:49pm says:

I have a feeling that these guys may be just a smidgen overpowered :P

+1 vote   media: China Nuclear Tank Hunter
magiguy101 Oct 15 2012, 4:56pm says:

Ah it's funny 'cause they have no tech...

0 votes   media: GLA Aircraft Radar
magiguy101 Jun 26 2012, 2:01pm says:

I know this mod makes the ai better and the game harder, but is it possible to still have an easy arcade experience? because I'd really like to use the new units, but I suck at total war games...

+3 votes   article: DarthMod Napoleon v2.5 "Mythos Edition" Released! (and new hotfix)
magiguy101 Apr 30 2012, 1:41pm says:

Damn... nice work :)

+2 votes   media: Hornburg map overview
magiguy101 Feb 7 2012, 6:49am says:

Good work

+4 votes   media: Playable Gastornis Bird
magiguy101 Jun 13 2011, 8:23am says:

The chaff exploded twice? And it exploded on contact with the ground? (unlike your chaff video...) I like the lasers, but the alarm sounds a bit off... You mentioned being able to dive through lasers, but wouldn't that just destroy any need for the lasers? I think the merc should be told if their laser goes down, (I'm assuming the taser is silent). I don't know much about the multiplayer system itself. If you are planning on having a level system where you unlock new abilities/equipment then diving through lasers could be a late unlock ability, and a laser that tells you when its broken should also be a late ability. I think of this like the powers in assassin's creed brotherhood: You can only choose a couple of powers, but you also get passive perks (two). The morph ability blends you into the crowd, but the templar vision power renders it useless as the pursuer can pick you out from the crowd. They are both late unlocks, but morph comes first. Giving people the ability to dive through lasers at the beginning would lead to no-one using them. Hope this helps :)


+1 vote   media: Lasers
magiguy101 Jan 27 2011, 4:46pm says:

This game is awesome, but needs mods...

+4 votes   game: Worms 4: Mayhem
magiguy101 May 19 2011, 4:10pm says:

Judging by the initial design sketches it's a 'tech node' which gives upgrades... I assume it will be like the strategy center in zero hour...

+1 vote   media: renders
magiguy101 May 18 2011, 7:20am replied:

Vodka and bears on unicycles?

+5 votes   media: Plasma Assault Craft vs. Soviet Base
magiguy101 May 17 2011, 5:58pm says:

I don't really get the mushroom cloud thing... I think it should be a rounder explosion like more traditional fps games. Love the after explosion smoke though, it's perfect :)

+4 votes   media: Frag Grenade
magiguy101 May 11 2011, 12:15pm replied:

You know if I get round to making a pros and cons list of getting a new computer, this game will be on the pros list :)

+1 vote   media: Chaff Grenade
magiguy101 May 11 2011, 12:13pm replied:

Cool. Assassin's creed brotherhood multiplayer is great for sudden shocks. You should look into it :)

+1 vote   game: Project Stealth
magiguy101 May 10 2011, 4:44pm replied:

Veni, Vidi, Investigatum? :P Google translate is a wonderful thing for situations just like this :)

+1 vote   game: The Ancients
magiguy101 May 10 2011, 11:03am says:

The smoke should come out of the grenade gradually and the canister left on the ground and still affected by gravity for a couple of minutes. But it's very good for WIP. I was expecting something much less realistic :)

+1 vote   media: Smoke Grenade
magiguy101 May 10 2011, 11:00am replied:

Sorry if this is already mentioned, but if you die in the game, is it permanent or do you respawn? I can imagine games being very short if its a permanent death...


+1 vote   game: Project Stealth
magiguy101 May 9 2011, 5:32pm says:

I love it! Maybe increase the size or quantity of the particles, though. I really like the binary system in particles :)

+5 votes   media: Chaff Grenade
magiguy101 May 7 2011, 6:10am says:

Wow... ummmm...

+1 vote   media: Witcher Contest Entry
magiguy101 May 6 2011, 10:49am says:

This hasn't been done before

+1 vote   mod: Evolutions: Real Time Strategy Evolved
magiguy101 May 5 2011, 1:22pm replied:

Constructive criticism is good and should not be marked down. Shame on you...

0 votes   mod: The End of Days
magiguy101 May 5 2011, 1:20pm says:

Looks nice, but also hard to mesh?

+1 vote   media: tron auto cannon
magiguy101 May 4 2011, 12:36pm says:

I think you should have renders of the 3d units as cameos. Would look so much nicer than outlines imo...

+1 vote   media: Cameos?
magiguy101 May 2 2011, 4:47pm says:

It's looking like no one will want to play as mercenary with the amount of awesome stuff the spies have :P I hope it gets more balanced :)

+3 votes   game: Project Stealth
magiguy101 Apr 29 2011, 5:37pm replied:

Laser overlord... OP ftw! :)

+1 vote   media: tron decoder tank
magiguy101 Apr 29 2011, 5:35pm says:

Is this a supply collecting unit like a Chinook? And how high off the ground are you intending it to be?

+1 vote   media: tron data harvester
magiguy101 Apr 29 2011, 5:34pm replied:

Fair enough. I guess I should have read the description, huh :P

Still really nice concept art.

+1 vote   media: tron tank concept
magiguy101 Apr 29 2011, 5:32pm replied:

If this entire game were realistic it would be sh*t. Using the nuclear missile super weapon would destroy most of the map and you would have to wait a couple of decades for things to die down before you could safely build and live there. This is a game where a dozer can make scaffolding appear out of the ground and the thing you decide is wrong is that one of the planes is carrying the wrong sort of payload. Like the title suggests, this mod is for fun and those who like an unrealistic experience, or at least one that wouldn't require you to get permission every time you wanted to attack something.


+1 vote   media: New King Update
magiguy101 Apr 29 2011, 5:27pm says:

Type in German the things which have changed alot into google translate. Then paste it here :)

+1 vote   mod: Fun Mod
magiguy101 Apr 29 2011, 2:50pm says:

Skills. You haz them :)

+1 vote   media: tron tank concept
magiguy101 Apr 29 2011, 10:47am replied:

I agree... But it's still looking good! :) I have so much respect for people who can do things that I can't. A render of this would be way beyond my capabilities... so good luck :)

+1 vote   media: tron airfield
magiguy101 Apr 26 2011, 3:20pm says:

Agreed. Will they all have two discs? Because if they had one, it would be a way to tell Tron/Rinzler apart from other units. So Tron could be the blue hero unit, and Rinzler the orange hero. I'm not sure what part C.L.U and Jeff Bridges will play though... :P

+1 vote   media: disc fighter
magiguy101 Apr 26 2011, 3:14pm says:

Is this a dwarf fortress clone? It looks very similar but without an emphasis on history...

+2 votes   game: Goblin Camp
magiguy101 Apr 24 2011, 4:35pm replied:

Well this needs an update or it won't get any attention. Bump it up on thursday 4pm ish with a picture or something.

+1 vote   mod: BAKUMATSU: End of Shogunate
magiguy101 Apr 24 2011, 4:09pm says:

Tracking. I get the feeling the ground will be hard to tell from the units with there only being orange, yellow, blue, black, and white in the tron universe.

+1 vote   mod: TRON SYSTEM REBOOT
magiguy101 Apr 24 2011, 4:06pm replied:

Agreed. But if portal's success is anything to go by; it's a good thing :)

+2 votes   article: Possible sequel in the works
magiguy101 Apr 23 2011, 4:09pm says:

Woop Woop! Can't wait :)

+2 votes   mod: Tiberian Apocalypse
magiguy101 Apr 15 2011, 10:53am says:

This looks good. Nice models. :)

+1 vote   mod: Dark Summer'96
magiguy101 Mar 5 2011, 5:12am replied:

*cough* BS *cough* but lol yeah... I don't either :P

+2 votes   mod: SimMars Beta 3
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