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mikeloeven May 8 2015, 3:25pm replied:

Are there plans for another round of bug-fixing updates anyway

+1 vote   mod: Clear Sky Complete
mikeloeven May 7 2015, 10:08pm says:

There appears to be a major AI issue at the two freedom outposts at the roads to the garbage. After doing some missions for freedom all of the freedom members in the dark valley turned green to show that they were friendly to me however when returning to the garbage as soon as you pass the fence line the green freedom members turn to red and gun you down. I tried this a second time after joining freedom and this happened a second time except this time they turned to red shot me once and than started having seizures before turning to yellow. I guess this was a conflict between whatever map trigger caused them to attack and the part of their AI designed to prevent friendly fire.

Either way once you shoot your way into the dark valley that map trigger should be removed or disabled once your attain a neutral or friendly relationship with freedom but currently i need to use guides to get in and out of the dark valley because of that stuck trigger causing the allied npc's to target me

+1 vote   mod: Clear Sky Complete
mikeloeven Feb 24 2015, 10:53am replied:

do you have a rendering of this unit in 1080P for a desktop background your link seems to have some rendering issues i cant actually see the unit of figure out how to save a rendering on that website

+1 vote   media: Aeon Angel 3d render
mikeloeven Feb 24 2015, 9:19am replied:

oh so all the basic classic units were placeholder models

oh one small request is there any chance you could also implement some sort of land based navel production factory that can be used on waterless maps once land emergence is researched

+1 vote   mod: Revamp Expansion Mod (RVE)
mikeloeven Feb 24 2015, 8:38am says:

In 2.0 do the added Cybran Navel Units now support walking animations. Was a bit disappointed since the basic classic navel units in 1.1 were not compatible with the land emergence gantry system

+1 vote   mod: Revamp Expansion Mod (RVE)
mikeloeven Dec 15 2014, 11:48am replied:

this project looks great but I think we all know realistically full dive vr is years away but that said are there any plans to utalize existing vr technology such as the oculus rift ;]

+1 vote   game: Sword Art Online
mikeloeven Jun 17 2014, 1:36am replied:

on a side note what the heck were you guys thinking when you took all the tau stealth suits made them use the stupid infiltration ability instead of a passive cloak. they cant shoot anything while cloaked and their usefulness pretty much anything especially for early game point capturing has been destroyed because unlike space marine sniper scout they have neither the dps, health or squad size to engage in any kind of combat without the advantage of invisibility.

infiltration is only for things that have a glass cannon like the snipers at least when they decloak you can gaurente you'll get at least one kill before they die
stealth suits just die XD

balance broken badly here

!!nice job !!

-2 votes   mod: Ultimate Apocalypse Mod (DOW SS)
mikeloeven Jun 17 2014, 1:17am buried:


So i get that UA campaign was removed for a rework but why is the basic karuva campaign also disabled in the main module??

-5 votes   mod: Ultimate Apocalypse Mod (DOW SS)
mikeloeven Jun 16 2014, 8:08pm replied:

+1 I think all race mods should be AE compatible XD

+1 vote   mod: Salamanders Mod for Soulstorm
mikeloeven Jun 16 2014, 8:03pm says:

Is this for DOW, DC, or SS

+3 votes   mod: Battlefleet Gothic Mod for Dawn of War
mikeloeven Jun 16 2014, 7:36pm says:

Have any of the major mod groups banded together in an attempt to contact and work with the developers at relic and get a new patch out there to fix the steam dll issues?

+2 votes   mod: Ultimate Apocalypse Mod (DOW SS)
mikeloeven Jun 3 2014, 9:44am says:

am i the only one who finds it hilarious about all the people panicking about the gamespy shutdown when a lot of the old school classics have already broken away with mods like this XD

+1 vote   mod: AvP2 - Project "Savior"
mikeloeven Oct 15 2013, 7:02am says:

The models look amazing considering the age of the engine but is there also a pack for updated terrain and map detail textures? this pack apparently only effects NPC's and weapons/vfx and the contrast between ultra high def NPC's and grainy maps is a bit jarring especially when playing on large widescreen resolutions

+2 votes   download: halflife UD model pack v1.31
mikeloeven Oct 12 2013, 10:27am says:

The New Races and Campaign modes are currently completely broken as some one on the team who wasent thinking straight at the time decided to pull down the download link for the 0.96 version of demons before 1.4 was made compatible seriously both mods are made by the same team this should not happen EVER

0 votes   mod: Ultimate Apocalypse Mod (DOW SS)
mikeloeven Oct 12 2013, 10:24am says:

can someone tell me where to download the 0.96 version i am a bit annoyed that the old version was pulled down while 1.4 is not yet compatible with Ultimate Apocalypse as missing that file breaks UA campaign and new races

+2 votes   mod: Chaos Daemons Mod (Soulstorm)
mikeloeven Aug 10 2013, 1:30pm says:

is there any way to fix that bug where rain and sandstorm effects occur inside buildings that have window open to the wasteland such as the lucky 38 penthouse. or where rain passes through solid objects like overpasses tents and buildings

+1 vote   download: Nevada Skies URWLified v7.15
mikeloeven Jul 14 2013, 1:36am says:

i was wondering with the sheer number of downloads for a single mod have you ever considered collaborating with the mod teams for the additional races to create a single package installer containing all the prerequisite along with the main mod

+2 votes   tutorial: Installing the Grand Release
mikeloeven Jul 13 2013, 2:25pm says:

Am i the only one who has problems getting the imperator to attack.

i belive there is some issue wether it be the targeting script or the fact that the game was simply not designed to support something that large. but the titan once spawned will not attack anything i cant get it to lock on or fire at anything at all it just stands there walking around like an idiot. i am thinking that perhaps it may need to be shrunk down a bit just for functionality sake

+3 votes   mod: ZMS Mod
mikeloeven Jul 13 2013, 12:36am replied:

i don't think in this day of cheap multi terabyte hard drives that mod size is an issue XD

+2 votes   mod: Codex
mikeloeven Jul 13 2013, 12:28am says:

For some reason the Descriptions and Balances Text for a lot of the new units are missing making strategy a bit hit and miss as i cant tell what some of the units are designed to do any way to fix this issue ???

+2 votes   mod: Codex
mikeloeven Jul 12 2013, 10:32pm says:

When codex is finished do you think the team can tackle a storyline campaign following the Horus Heresy?? there is only one mod that does this and it is very poorly done with a lot of bugs re skins and no campaign whatsoever. considering what i have seen so far of Codex your team looks like the top choice for taking on something of that magnitude

+5 votes   company: Codex Mod Team
mikeloeven Jul 12 2013, 9:38pm says:

Death to the false emperors dogs

+2 votes   media: Khrone Blood Gate
mikeloeven Jul 12 2013, 9:09pm says:

I liked this mod so far however as someone else once commented it would be nice to see the Horus Heresy as a full campaign starting with Horus's appointment as war master and following his fall as depicted in the book series. though i can see it being tricky to do cut scenes with believable voice acting and cinematic. however you might be able to get help from the animators working on the lord inquisitor project if they have time

+3 votes   mod: Horus Heresy: Operation Istvaan
mikeloeven Feb 21 2013, 9:43pm says:

has anyone tried ticking both the choose kaiden and choose ashley flags just for yucks and is there an Easter egg associated

+2 votes   download: Mass Effect 3 Save Editor
mikeloeven Nov 3 2012, 2:56am says:

I had the pleasure of getting this from a friend without reading the patch notes so it was just one surprise after another and when i thought it couldn't get any better i found out about demon strength finishing moves and nearly ****** my pants i was laughing so hard.

+2 votes   mod: Brutal Doom
mikeloeven Nov 3 2012, 1:17am says:

issue i tried to load the ROE version and the game stops responding and crashes any time i try to activate Sikkmod ROE i run through steam so the game is automatically kept up to date. any help would be appreciated

oh on a side note the crash happens immediately when the screen gets to initializing user interface

+3 votes   download: Sikkmod v1.1 - RoE
mikeloeven Oct 20 2012, 3:03am replied:

i don't think it will work with bfg right out of the box because to the best of my knowledge there is no mod menu in bfg eddition. but i am hoping there will be a new version of sikkmod comming out for bfg

+3 votes   mod: Sikkmod
mikeloeven Oct 19 2012, 7:47pm says:

i know most of the people who download this are probably die hard doom fanatics who already know every thing there is to know about modding the game but for those of us who aren't familiar with the doom engine basic installation instructions would really be appreciated

+1 vote   download: Wulfen Texture Pack 1.0
mikeloeven Aug 12 2012, 10:03pm says:

i have the older 1.62.52 version actually multiple versions of the mod xx1 x2 etc and i was wondering if there is any special procedure i need to follow to uninstall them first or will installing 1.62.59 automatically overwrite the older files. additionally i have the demon hunter and tryinid mods already loaded and have they been updated since 1.62.52 ??

+1 vote   mod: Ultimate Apocalypse Mod (DOW SS)
mikeloeven Jun 30 2012, 11:41pm says:

anyone know how to launch the game with this mod when using origin it doesent have the same launcher or launch options as the retail version

+1 vote   mod: Tiberium Essence
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