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Comment History
ProMasterX7
ProMasterX7 - - 16 comments @ Halo Wars Leader Overhaul Mod

Hi, been watching this mod ever since it first appeared. A couple of my friends and I have quite honestly had the most fun we've ever had and even got everyone to drop the idea of buying Halo Wars 2 because of this mod.

Like with every mod that exists, we can't wait to see the future updates and fixes that come with this and will be having our eyes on this page moreso now that we have a great idea of what an enjoyable Halo Wars experience is. Thank you for the work and time. If there is anything that can help out such as playtests or patreon, don't hesitate to tell.

There were a few very very noticeable bugs among all of them we experienced both in skirmish and multiplayer so it's all around. I hope you don't mind if I list them here as I'm sure others will notice these the most as well.
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AI Wise: We're pretty sure you'll continue to work on the AI so no major things to list here other than where we feel like the AI ended in their logic.

1. Obvious Flood AI under construction. Nothing noteworthy since that's new.
2. Grunts. AI looks like it can only construct Deacons and warehouses in most
cases.
3. Rebels. Assuming since relatively hard to make with all the diff units there
is no surprise that they don't use a barracks at all. Rebels we have seen will
mass hogs and maybe on some occasions if given enough time build a few tigers.
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General Issue Wise: Not balance mind you just moreso to make the game smoother.

1. The huge Flood problem. As you can guess any Halo fan would probably want to
immediately head towards playing as the Flood. Well the infection forms need a
massive change I can't tell if HW: DE is 32 or 64bit but I assume the former.
1 person can quite literally lag and halt the game with the little ones. Even
a massive Flood lover of mine said it was too much with its current
implementation. We don't know if you came up with an idea for them yet but we
thought it may help the stability if you put a leader limit
capacity type of restriction on the ones you just flat out build without other
units making them. Say 1 Flood player can only make 40-50 infection forms at
once? It would massively improve the smoothness of the game. Possibly install
a similar code for the bombers as well since they spawn infinite forms till
they die? Maybe a 4-5 egg drops only and it resumes dropping eggs after one of
the egg squads die? It would still give the Flood the feel of an infinite tide
but drastically reduce the issues in stability that accompany the faction. As
it stands in the current implementation, I can not see people wanting much
Flood unless there is just 1 player as them.
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Little Change/Request (Only putting this here bc I had 1 guy that kept complaining about it)

A guy was wanting me to ask you if you had plans to re-instate the old Flood forms for some of the infected that had the forms in the original game such as the grunt, jackal, and marine to make it still feel Flood-like while keeping the basic infected forms created from the mod.

Good karma+1 vote
ProMasterX7
ProMasterX7 - - 16 comments @ (OUTDATED) Ultimate Apocalypse - Patch v1.86.3

With some more in-depth looking and watching the video over, even though I watched it multiple times and read the stuff before I made the post..... I noticed that it didn't say anywhere (that I could tell) that Chaos Daemons needed to be updated to 2.0.2 and I guess out of habit continued thinking (ONLY install if you don't have the other factions) that it would have continued as normal.

I still have the races installed all the way from the links on "The Hunt Begins" patch download page bc I haven't had to re-install anything from the beginning. You should really make a note that old players need to update their factions as I found out that was the only issue for it to start working again.

Anyways, love your mod Cylarne and looking forward to that game you are going to create! Cheers ;)

Good karma+1 vote
ProMasterX7
ProMasterX7 - - 16 comments @ (OUTDATED) Ultimate Apocalypse - Patch v1.86.3

Cylarne, I don't know what to do anymore and I don't know how to fix it. Ever since 1.86, my game won't even get past the Ultimate Apocalypse loading screen to the main menu without crashing. I've tried verifying and re-installing the mod etc... but it still won't get past the UA logo loading screen without crashing.

I did not see any errors when installing the patch and I installed 1.86 and 1.86.3 properly. If it helps to get me an answer, I have been running NTcore 2.0 and New Factions. Any advice to get me somewhere will be helpful. Thank you in advance.

Good karma+1 vote
ProMasterX7
ProMasterX7 - - 16 comments @ Republic at War

I played a space battle. There was a platform that could build 3 little sub buildings like the ones in ground battles. I made a RHC on it and I could unlock prototype MK1 TIEs and Star Destroyers to fight the confederacy a bit easier. I'm wondering how the heck I get one of those platforms to spawn again cause it has only happened once. And fighting hard Confederacy AIs is much much easier when I have these to call in.

Good karma+1 vote
ProMasterX7
ProMasterX7 - - 16 comments @ Republic at War

Does anyone know how to get the sub building space platforms to spawn in a space skirmish? I had 1 spawn at one point where I made it a Republic High Command but every game I start now I no longer find those little outposts???

Good karma+1 vote
ProMasterX7
ProMasterX7 - - 16 comments @ Republic at War

I start the game and it gets an infinite buffering circle on the Republic at War pic.

Good karma+1 vote
ProMasterX7
ProMasterX7 - - 16 comments @ Republic at War

I'm sorry, you are implying that you can play it but you didn't post any info how to so I'm going to have to agree with the other guy.

Good karma0 votes
ProMasterX7
ProMasterX7 - - 16 comments @ Ultimate Apocalypse - THB Patch v1.85 (OUTDATED!)

Ever since the patch I am having major issues with the game loading half way and crashing with ais and the game loading so far behind others in MP that I get sync errors is there a temp fix for this???

Good karma+1 vote
ProMasterX7
ProMasterX7 - - 16 comments @ Republic at War

IS there any way to play MP with this??? My friend and I tried GameRanger but it is loading FoC.

Good karma+1 vote
ProMasterX7
ProMasterX7 - - 16 comments @ Forged Alliance Enhanced Campaign AI

Is there a certain way to install it or just drop in mods

Good karma+1 vote
ProMasterX7
ProMasterX7 - - 16 comments @ Forged Alliance Enhanced Campaign AI

Bug: Mission 5 after I destroy Hex5 the area does not expand. Tried 4 times over still didn't work.

Good karma+1 vote
ProMasterX7
ProMasterX7 - - 16 comments @ Forged Alliance Enhanced Campaign AI

I installed Campaign mod enabler and it starts up like you describe but the mods still don't work it only says modded campaign? Did I mess up somewhere?

Good karma+1 vote
ProMasterX7
ProMasterX7 - - 16 comments @ Elysian Fields Mod

Just wondering but is this still getting updated? It has been 2 years and I still see the video and demo from 2010?

Good karma+2 votes
ProMasterX7
ProMasterX7 - - 16 comments @ Campaign Commander

This is the best halo mod ever and better then Halo Wars by a longshot but I was wondering Farseer two questions. Will we see a unit cap increase? and when could we expect the next update to come up not an exact answer just a guess cause I know your very busy.

Good karma+1 vote
ProMasterX7
ProMasterX7 - - 16 comments @ Land Beta Feedback

Btw Farseer have you ever thought of when everything works making flood and forerunner ingenious creatures on certain levels that would be great!I got EAW and FOC just for this mod big halo fan. Keep up the good work!!!

Good karma+1 vote
ProMasterX7
ProMasterX7 - - 16 comments @ Land Beta Feedback

I was playing Covenant when my Research Center got destroyed it reset all my upgrades back to lvl 1. Is it suppose to do that?

Good karma+1 vote