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Comment History
PDubb
PDubb - - 25 comments @ Contra

I noticed this while playing the challenge mode, I set Nuke cannons and long range options to guard certain parts of my base but their engagement range for enemies is much lower than their max range. This is more of an issue for the Nuke general considering his cannons are his main way to intercept enemies before they can do damage. Is there a way to fix this or is it just a script change that is more likely to do more harm than good?

Good karma+1 vote
PDubb
PDubb - - 25 comments @ Contra

I've been playing this mod on windows 8 with no problems for several months now. You should be fine.

Good karma+1 vote
PDubb
PDubb - - 25 comments @ Sins of the Fallen

I always wondered about the textures on ships and why they seem to be underwhelming.Is it an issue of space/ram limits, lack of tools or simply a small team stretched over an already massive mod?

For the record, this is tied as my favorite mod for Sins right next to Maelstrom. The scope of this mod is astounding and has captivated me for days with the diversity of the races (btw, love the changes to nephilim models and textures). The textures are really the only thing I could possibly complain about.

Good karma+1 vote
PDubb
PDubb - - 25 comments @ Maelstrom

Considering the elimination of the pirate faction, would it be ok if I were to continue trying to flesh them out a little bit. I've done some offensive balancing, changed flight behavior as well as research for the pirate faction to make them more of a playable race and I can see how they can be a fine addition. If it's ok with you I would like to see what I can do and send it your way. I agree that the plug and play ease is a great asset others can be much more difficult (sins of the fallen--also my other favorite).

Good karma+1 vote
PDubb
PDubb - - 25 comments @ Maelstrom

That's odd. Do you have the DLC?
I found that I could colonize every planet with the new races except with the unfinished pirate faction (but even with them a couple edits to gameinfo folder and it appeared).

Good karma+1 vote
PDubb
PDubb - - 25 comments @ Maelstrom

Just curious, but why are you taking them out?

Good karma+1 vote
PDubb
PDubb - - 25 comments @ Sins of the Fallen: Reb 1.82.36 (Full Version)

Could be order of the files. It could also be that you are exceeding the memory limit. If this is the case try making the exe Large Address Aware and that should fix it.

Good karma+1 vote
PDubb
PDubb - - 25 comments @ Contra

Hmmm, that's odd. I obsessively play almost all the generals challenge pairings and I have beaten nuke with these generals.

What exactly is the issue you face? Also, what version of ZH are you using and how did you install the mod?

Good karma+2 votes
PDubb
PDubb - - 25 comments @ Maelstrom

I think he said he may edit that but its easy to do yourself and takes about a minute if you are speedy. In the game files you can go into the gameinfo folder and search for the pirate ships one by one
There should be a line that governs flight behavior. I think its "strikecraftflightbehavior" or something like that
set it from true to false. I've been playing with this change enabled for months now

Good karma+1 vote
PDubb
PDubb - - 25 comments @ Contra

It allows you to destroy anything which potentially detects stealth and could allow enemies to attack your stealth units. The anti radar missile is a stationary variant. So it would selectively target radar vans, sentry drones, dark stars, etc

e.g. Stealth vs nuke challenge, I send out pairs of stealthed radar vans into the map and they use the ability to detect and destroy the hidden listening posts. I can then use these avenues to send in stealthed units to directly attack points like the nuke storm without being detected.

Good karma+1 vote
PDubb
PDubb - - 25 comments @ Operation: Firestorm

Every time I try to download this mod and extract it via 7zip it says it can't recognize the compression format and fails. I can't tell where this issue would come from but any assistance is appreciated.

Good karma+1 vote
PDubb
PDubb - - 25 comments @ Rise of the Reds

Google "bibber1 c&c launchers." It will replace the launcher to ones which are mod friendly and allow you to launch directly and skip the selection screen.

Good karma+3 votes
PDubb
PDubb - - 25 comments @ Contra

Also, how did you get cheatengine tables to work, I can't seem to get it right

Good karma+1 vote
PDubb
PDubb - - 25 comments @ Contra

I've played that same mission several times with different generals and that never happened. I did encounter something similar when I played nuke challenge 2. I added money via cheat engine after failing 9 times and immediately within the 1st wave I faced Luna artillery and heavier forces. It seems to me that cheat engine can mess up challenge mode.

Good karma+1 vote
PDubb
PDubb - - 25 comments @ Contra

Ive been trying to get my nvidia card to operate with the contra mod and despite setting it to run with all generals.exe files it keeps reverting to the integrated card. When I check which exe's are running it says I have 2 generals.exe's and 1 generals origin.exe (which seems to be the dominant one considering thats where all memory for the game is).

Also, is the game supposed to crash if you switch windows? I assume it's ingrained with the launcher and more advanced set up and have just dealt with not being able to look up guides during challenge mode but I have lost a couple hours due to low charge messages popping me out of game and making me lose all progress.

Good karma+1 vote
PDubb
PDubb - - 25 comments @ Contra

Forums.cncnz.com

These are some fixed launchers that help deal with "origin interfering." (if I understand correctly what the issue is) I recently got it up and running and these did the trick.

Good karma+1 vote
PDubb
PDubb - - 25 comments @ Contra

I enjoy playing the challenge obsessively so I would be happy to comment on any changes or the balancing as I come across them. I am mainly asking because I have encountered a couple situations which seemed particularly unbalanced even aside from the inherent advantages/disadvantages with each general.

Good karma+1 vote
PDubb
PDubb - - 25 comments @ Contra

Is the generals challenge officially done. I understand its "finished," but does that entail no future tweaks or balance changes?

Good karma+1 vote
PDubb
PDubb - - 25 comments @ Maelstrom

I have the same troubles even with disabling resource boom. Using the Dev exe works fine for and plays exactly the same after a couple settings changes.

Good karma+1 vote
PDubb
PDubb - - 25 comments @ Maelstrom

After many games I still can't help but feel like there is some balancing that needs to be done with the capital ships. (Frigates and Cruisers seem ok) I have taken it upon myself to try some balancing using values used by both the Maelstrom team and the developers(this includes the pirates). I'm trying to stay within the theme of the races but you are the expert. Could I forward you my excel sheets to get your opinion?

I am changing the GameInfo files to test my number crunching but a second opinion would help.

Good karma+1 vote
PDubb
PDubb - - 25 comments @ Maelstrom

So it sounds like if we want at least some temporary stability we can disable random events.

Good karma+1 vote
PDubb
PDubb - - 25 comments @ Maelstrom

I tested it again this time ensuring that I allowed the Dev version to use up to 4GB and there seems to be no issue. I played a full game as pirates with no problems.

Good karma+1 vote
PDubb
PDubb - - 25 comments @ Maelstrom

I was trying out the mod again and it seems to be more functional if you use the Developer exe application. Where normally with 1.82 pirates will crash the game with a minidump after about 15 seconds I was able to play for some time before errors appeared. I did get notifications about not enough memory however at the time RAM usage did not exceed 1.65 GB.

Good karma+1 vote
PDubb
PDubb - - 25 comments @ Maelstrom

Underneath Rebellion-->Properties-->Betas I have selected to opt out of all betas but thanks for the heads up. I will try to figure out what is going on

Good karma+1 vote
PDubb
PDubb - - 25 comments @ Maelstrom

It seems that the 1.82 update may have "broken" his mod. It seems that vanilla factions still play fine while newer factions cause game crashes. Pirates are completely bust while Norlamins, Replicators and Trade Alliance can be quite finicky. The game will run briefly when I test a race for at least a few minutes however upon trying to exit I will get a crash or when I try to load another game with a different added race the game will crash.(Apologies if this post is redundant and you are already working on this)

Good karma+1 vote