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python92
python92 - - 20 comments @ OUTDATED

I found a (temporary) workaround. You can reset AS2 to the previous version in Steam. Go to Properties (of MoW:AS2)>Betas> previous patch. Then go into the mod.info file for GaW, open it with notepad, and edit the mingameversion to 3.260.0. Load the mod normally, and play in the editor.

P.S. Great work on the new units and everything, Devs (though the elbows on some still give me goosebumps)!

Good karma+13 votes
python92
python92 - - 20 comments @ What about the building system ?

I know I'm a bit late to the party, but here's my two cents:

Come out with a units- & weapons-focused alpha version, using the vanilla bases with option 1 (or option 2 if it requires little to no extra time/effort) as soon as possible. I don't know about everybody else, but I'm dying to just pit some rebels (with blasters, rockets, and thermal grenades, of course) against an AT-ST and stormtroopers, or some such. From the pictures, it looks like this wouldn't be too far away, at least for an infantry-only version.

While all of us players are sated with that, and not banging on your digital door for content, the next step can be the environment and/or a version with option 3 in it.

Personally, I would think the Empire can operate in one of a couple ways, depending on doctrines. They can have vanilla-esque base area where all separate buildings can be put down; or a central, upgrading fortress (like DoW2) that produces everything for the 501st doctrine. With the navy doctrine, have the base be a communications building that the player can use to call down transport ships from an orbiting star destroyer (to balance this, the ships can only land near the antenna, and small forward drop zones could be established as an expensive, high-tier ability in the doctrine). Large landing craft can be used for normal units within the antenna radius, and smaller shuttles can do a touch-and-go anywhere without fog of war to "paradrop" special forces.

For the rebels, the defensive doctrine could set up safe houses (like vanilla buildings that units can turn into an HQ), but they could have defenses, or explode or something when Empire forces try to storm them (unless an Empire sapper/engineer dismantles them?). The guerrilla doctrine could set up "tunnels" that allow units to transport (possibly after a short delay) from the base or HQ buildings to any captured point with an outpost on it. Obviously this would not be feasible for mechanized units, but maybe the doctrine could allow engineers to build camouflaged "garages" on the front that can store one unit. The armored doctrine could be more like the vanilla British, with mobile, armored production trucks.

By the way, I know this is out of the scope of this discussion, but have you given any thought to changing the resource system? I know it's not a critical thing, and maybe you're happy as it is, but I'm not sure it makes a lot of sense in the SW universe. Does the empire ever run out of manpower? And did anybody have to reload a weapon during the entire movie series (I know you need to reload in the game series' but that's because of game mechanics, right)? So why are manpower and munitions good resources? Fuel is understandable. My suggestion would be to change manpower to something like "intrigue". Basically, the more of the map that each side discovers with enemy influence over it, the more reason there is to requisition troops from the larger war to fight in this battle. The narrative in my mind is that both sides are paranoid, so when the Empire captures a "manpower" point, they see all the territory around it and notice all the "suspicious" civilians (they are fighting what amounts to a terrorist organization, not that I don't like the Rebels, but you get the idea) so they report these findings up the food chain as evidence to get more troops. The portions or territory that have intrigue points on them could have particular evidence of enemy activity, as opposed to the other resource points territories. Munitions could be turned into some space-age material that is essential to producing/powering advanced weapons such as tibanna gas deposits. Just an idea.

Good karma+1 vote
python92
python92 - - 20 comments @ Sins of the Prophets

I get that, trust me. Like I said, I wanted to provide constructive criticism, which is what I think you are looking for to improve the alpha.

I can live with the faster speed, I just wanted to provide my reaction to it, which is that while it might provide a more authentic Halo experience, it detracts a bit from the strategy of the game.

Anyhow, still loving it, thanks for all the hard work!

Happy holidays.

Good karma+1 vote
python92
python92 - - 20 comments @ Sins of the Prophets

Hi guys. First of all, HALLELUJAH! I have been following this mod for a while and am very happy with what has happened so far. I am greatly enjoying the Rebellion alpha so far.

That being said, I noticed a few things that I would like to mention, hopefully to be taken as constructive criticism.

First of all, relatively minor things (I am looking at Covies now since much of UNSC is similar to what was already released):
-You might want to take another look at the thrust effect on the Covenant capitals. I saw radial flares coming out of the hull by the engine section.
-Also, one of the cruisers, I think it was the little CRS (but I'm not sure, sorry) has little blue cones sticking out of its engine ports in addition to the thrust effect. Looks really weird.
-Please tell me the model for the super-destroyer is not finished and that is why it looks like the Covenant at War corvette (which looks like a souped up Ghost).

Now, to the bigger thing. The battle speed. I really like the phase I & II idea. However, I think that the speed of the battle progresses too fast to be able to adjust strategies once a fight has started, which is something I like to be able to do. I get that the pace plays to canon, but we are also trying to play a strategy game. When I am fighting, it feels like 90% of the outcome is due to fleet composition and numbers. In vanilla and other mods, I can rotate capital ships to the front or back if they take too much damage, or kite a fleet along until backup arrives, or have one of those epic moments where I hold off an enemy fleet with one capital ship and the few frigates I can spawn during the fight. None of this can happen when everything is sped up by such monumental damage and little mitigation.

Anyhow, those are just my observations and comments so far. I will report back if I find anything else amiss. I hope you find this helpful.

P.S. Did I miss something, or have you taken the flood off the table as a playable race?

Good karma0 votes
python92
python92 - - 20 comments @ Cerberus supremacy

Everything for Rebellion, including the game, dlc's, and packages are already 50% off on Steam. Just thought you'd want to know.

Good karma+2 votes
python92
python92 - - 20 comments @ Stargate Invasion

Sweet! Thanks for the heads up, I'll keep an eye on the page. I've been hankering for an update since I was watching a few SG-1 episodes recently.

Speaking of which, does anyone know if there are any plans (even in some distant future or alternate dimension) to include the Ori as a race? I know it would be a balancing nightmare, though I do have a few ideas to mitigate that, but I would love to see them in game. And if not as a playable race, perhaps as elite militia guardians for special planets/supergates (the wormholes)/the victory planet.

Good karma+1 vote
python92
python92 - - 20 comments @ Stargate Invasion

Okay, thanks. It's just good to know that we will be getting some more material to play with instead of waiting for the whole mod to be finished. I was getting scared there for a while...

Good karma+2 votes
python92
python92 - - 20 comments @ Stargate Invasion

Hey guys, I'm a big fan of this mod and I'm wondering when the next update will be. Even if it is just an update on a few of the races, improving them or bringing them into the Rebellion mod, it would be great.

I was salivating over some of those Wraith screenshots when they came out, but I was disappointed when no update was released to include them in Rebellion.

I realize that modding is a lot of work and takes a good amount of time, but if you've already got the material ready, why not give it to us, especially since you put out the beginnings of the Rebellion mod.

I usually find that modders either put the mod out piecemeal until complete, or wait until it is finished to give players anything. I personally enjoy playing even incomplete mods, so I was happy with the Rebellion 0.1.4, but I'm hoping you'll continue with the decision to give us pieces until the whole is ready, and not leave us hanging halfway between the two methods I cited.

Good karma+1 vote
python92
python92 - - 20 comments @ SoGE R1099 patch for SOASE Rebellion 1.52+

Help please! First of all, I have been playing SoGE (and other mods) for a while now, so I (sorta) know what I'm doing. I recently downloaded 1099 and replaced my 1088 files. However, whenever I try to start the mod now, whether from opening the mod files in-game, or directly from the EnabledMods.txt file, Sins starts with the regular metallic fist showing instead of the SoGE opening warships picture, then takes a few seconds before giving me a minidump error and an app crash. This is the first time this has happened to me with SoGE, and I've tried everything I could think of, including re-installing the game, re-downloading the mod files, and opening the mod in the two ways I mentioned before. Advice/help would be greatly appreciated, thanks!

Good karma+1 vote
python92
python92 - - 20 comments @ Covenant at War - 1.2

Hi there! First, nice job on the mod, I have been playing past versions and it was great. However, I can't seem to get this version running. At first, the mod couldn't find my file path, so I reinstalled the game. Now, it starts, I see the Covenant facing off against the UNSC picture, then a black screen with "Loading..." (and I can move my mouse, so it's not completely frozen or anything), then I hear about one drumbeat of the intro music before the whole thing just disappears. No error message from the game or windows, it's as though I never started the game.

Any help please?

Good karma+1 vote
python92
python92 - - 20 comments @ Sins of the Fallen

Pre-Script: Cuz I have a bit of a story to tell, this post is actually two posts since there is a 2000 character limit.

Hey ZombiesRus5, hopefully you can help me out here. I don't know if I should be posting directly the Fall of Kobol/Blood and Chrome forum, but I'll do this here for now unless you want me to move over.

So, because I am a BSG fan, I got SotF, then got the FoK(intended as abbreviation, not curse, please don't mark this down for that)/BaC files from the forum. Initially, I just started with the straight download from the forum for Rebellion, as I have version 1.1. I went directly into my enabled mods text file, wrote in the ones I wanted (just cylons, colonial, and core), and started Rebellion up. Neither selected race were there, it was just vanilla. So I went back and, after some thinking, decided to download the Diplomacy version. That game worked like a charm. I compared the contents of the Diplomacy and Rebellion mod folders that I got from the forum and found some missing in the Rebellion folders. (This past part has been to let you know about the download and missing files.) So I went back to the forum, and followed the SVN instructions, and everything seemed okay. (Note: In case you haven't noticed, I am no stranger to mods. However, this is my first time with SVN.) I update those three folders again, and put them back into the enabled mods text. I start up Rebellion, but it gets stuck on the SotF loading screen with the dead-looking texture with partially erased yellow text in it.

Good karma+1 vote
python92
python92 - - 20 comments @ Sins of the Fallen

Eventually, I force Rebellion to close, and get an AppHangB1 error. I look this up, and follow advice by cleaning my computer out of malware and viruses, then using msconfig to reboot as clean as possible (I am on bootcamp on a Mac, so I need some startup programs for my computer to work). I retry it, but Rebellion still gets stuck. So I take a look at the folders again, and SVN is giving me the red exclamation point (at this point, it feels like the red exclamation point of doom!). I look this up and it is supposed to mean that the local files have changed, so I try and follow online advice to clear it up, but the main fix seems to be uploading my modified files back to the original cache, which is not something either of us wants me to do. And, needless to say, I have not been tinkering with the files themselves, and the game has not even really been able to run them, so I doubt that changed it. Anyhow, I've tried updating the files and everything, even going through the modification checker and reverting files manually, but its no good. The really weird thing is that when I open the mod folder, the Core file has the red mark, but the other two are green, then, as I try to fix the red, the other two turn red one at a time.

I know this has been something of a long-winded story, but can you help me figure this out? As much as I like the mod, I don't think I can take only playing it on Diplomacy when the Rebellion version is there taunting me. Any ideas? Recommendations? My next move was going to be deleting all the mod folders and re-downloading them. Don't know what else to try.

Please help, and thanks for reading.

Good karma+1 vote
python92
python92 - - 20 comments @ How To Install Sins of the Fallen

Try going back to the forum/website for the Blood and Chrome additions and reading/following the instructions listed under the SVN option. Look at the pictures at the bottom before you begin, since the URL is shown there, it is not the generic one he lists in the text. I am updating the core file and the cylon and colonial files first to try them and see if they work, then I'll go back for any others I want.

I was having the same problem with Rebellion, so I tried the Diplomacy version, and it worked fine. I then compared the mod folders between the two versions and found a bunch of files missing from the Rebellion mod folders. I am actually in the process of downloading them now using the SVN method.

I will let you know if it DOES NOT work, otherwise, if I do not add to this comment later today, you should take it to mean that I succeeded and am too busy kicking space *** to come back and reply to you :)

Good karma+1 vote
python92
python92 - - 20 comments @ Wraith Turret Concept

I have two ideas, not sure which is better:

The first is easier to explain -- giant space stunner! Take the shoulder-mounted stunner and make a space version, or maybe mount some on a platform?

The second idea involves a particular scene from the SGA episode (sorry, can't remember name) where the wraith start building the superhive. The Atlantis team shows up in a cloaked puddle jumper, but is surprised when the superhive detects them and starts shooting. If memory serves, there is a quick close-up shot of the hive's cannons/plasma launchers as they are shooting. Maybe you could mimic that structure in some way. I thought it might look cool if that type of structure was arranged like the advent turret.

Anyhow, just something to consider. Keep up the excellent work so that I can get to procrastinating more!

Good karma+1 vote
python92
python92 - - 20 comments @ Sins of a Galactic Empire

First, I'd like to complement the work you guys are doing. My childhood fantasies of enacting space battle scenes from one of the greatest series of all time are being brought to life due to your travails.

I have only one complaint. As much as I enjoy the visual and gameplay updates provided by the rebellion version, it puts a serious damper on my inner power-hungry, egomaniacal supervillain because I can only build one titan (supervillain referring to my favorite: super star destroyer). In the entrenchment version, I could pump out super star destroyers, or other titan-esque class ships, to my heart's content. Now I'm stuck with one lonely supercap. It feels so inadequate when compared to the 6 supercap fleet I was proud to command in entrenchment (If you consider this overkill, I would like to refer you to my earlier power-hungry, egomaniacal statement).

So I am wondering if there is something in the works to get us back on track to true galactic domination via multiple titans, and if there isn't, respectfully requesting that someone look into it. Or, is there any way to port the new Star Wars planets map back to the entrenchment version. I wouldn't mind that if it meant going after 551 planets with as many supercaps as fleet command allows.

If other readers have made it this far into my post, I invite you to give this a "+" vote as a sort of petition. If not, and you just don't care, that's cool too.

Good karma+3 votes
python92
python92 - - 20 comments @ Sins of a Galactic Empire

Hey SoGE Team,
First off, awesome job. I am barely able to tear myself away from the rebellion mod for midterms studying (gonna bite me later, I know.)

The only complaint I have is that I cannot seem to get a supercap factory to show up at my home world on the Star Wars Galaxy map. It has shown up on other maps; both large and small, both quick-start and regular, and a bunch of other variables I've tried playing around with haven't changed anything. Is this purposeful or is there a known fix? (And if it is purposeful: whyyyyy oh whyyyyy??? I really need an executor to feel fulfillment here guys, help me out!)

BTW, I came across a fix for the minidump crashing, or for anyone who wants to get back to good ol' "highest" effects setting (This fix #2, but has all kinds of fixes for anybody else) (Also, if using fix #2 with a 4GB RAM computer, you can change the value from "3072" to "4096", I think that is the value. In any case you can use 40-something-something and it works cuz I did it with great results. Check your computer first by running "dxdiag" to check your RAM just in case. Note that I still sometimes get a minidump crash, so still save a lot, but they are far fewer and less frequent):

Gamebooze.com

Good karma+1 vote
python92
python92 - - 20 comments @ Sins of the Prophets

(Part 2, read other Python92 post first.)

2. (Request/question) Would you consider releasing a "half-way point" mod? Before you possibly misunderstand me, this is what I mean: I recognize that good mods take a long time to produce and test and correct and test again and get a product out, so perhaps you would consider finishing the UNSC (if you haven't already) and the Covenant, and then release the mod with those two races before going on to complete the other two. This would let all us fans have something more tangible and fun to play with, and give us something more tangible to spread the word with (I have some friends who would definitely be interested, but I would be happier, as would they, if I could go to them and say, "Hey, download this, give it a try, tell me what you think and we can get some multiplayer going!" instead of "Hey, look at this website of this mod that looks cool but we can't touch it yet.") Plus, and I personally think this is the best argument, and I think this goes for everyone, I REALLY WANNA PLAY!!! Anyhow, please consider this to provide us gamers with a holdover until the complete project comes out. (Also, I got this idea from Halo Homefront, the Halo mod for Homeworld 2, where enough fans were insistent enough that the developers released a beta version of the mod with at least most of the UNSC that you can play with the normal game factions. This gave me something to play with, yay!, and got me completely hooked on their mod, so I even more eagerly await the rest of it. I think something similar for SotP would be good for everyone, getting more people hooked for you to release the final product for.)

Anyhow, that is all I can come up with for now. Some of my questions were already answered in the comments, and I'm sure I'll come up with more for you to waste time on later :) I hope you'll respond positively to my questions and I look forward to hearing from you. Don't let us down!

P.S. Again, thanks and keep up the good work!

Good karma+3 votes
python92
python92 - - 20 comments @ Sins of the Prophets

I originally had the following posts under the "State of the Mod" news update, but since I haven't gotten a reply and it's been a while, I'll copy it here in the hopes it gets a faster reply:
-------
A couple things: First of all, although I think you get this a lot (or at least hope you do), AWESOME JOB. Love the idea and the progress and cannot wait to get my hands on the mod to wreak total space havoc. And let me apologize beforehand for my long-winded-ness, I hope it doesn't discourage you reading or approving this. (Long-winded-ness is especially evident since the website needs me to break the message into more than one post for character limits.)

Couple of questions:
1. Will you make a "boarding party" ability for all the races, just some, just the flood, or none? I figured it would be a good idea for most every race (although possibly forerunners could not have it and be strong in other ways?) since a portion of the fun of Halo is having the master chief fighting off covenant on UNSC ships or boarding (albeit crashed) flood-controlled ships. So UNSC could send a "spartan team" (depending on when you want the UNSC/Covenant timeline to take place for the game i.e. before all Spartan IIs go kapput or after, in which case maybe "ODST team"?) and Covenant could send an "Elite/Grunt boarding party". Of course I think there should be a "Flood Ship Infection" but I think you've got that covered if I am reading into the Flood Infector picture I saw under Images correctly.

Good karma+2 votes
python92
python92 - - 20 comments @ SotP: State of the Mod

2. (Request/question) Would you consider releasing a "half-way point" mod? Before you possibly misunderstand me, this is what I mean: I recognize that good mods take a long time to produce and test and correct and test again and get a product out, so perhaps you would consider finishing the UNSC (if you haven't already) and the Covenant, and then release the mod with those two races before going on to complete the other two. This would let all us fans have something more tangible and fun to play with, and give us something more tangible to spread the word with (I have some friends who would definitely be interested, but I would be happier, as would they, if I could go to them and say, "Hey, download this, give it a try, tell me what you think and we can get some multiplayer going!" instead of "Hey, look at this website of this mod that looks cool but we can't touch it yet.") Plus, and I personally think this is the best argument, and I think this goes for everyone, I REALLY WANNA PLAY!!! Anyhow, please consider this to provide us gamers with a holdover until the complete project comes out. (Also, I got this idea from Halo Homefront, the Halo mod for Homeworld 2, where enough fans were insistent enough that the developers released a beta version of the mod with at least most of the UNSC that you can play with the normal game factions. This gave me something to play with, yay!, and got me completely hooked on their mod, so I even more eagerly await the rest of it. I think something similar for SotP would be good for everyone, getting more people hooked for you to release the final product for.)

Anyhow, that is all I can come up with for now. Some of my questions were already answered in the comments, and I'm sure I'll come up with more for you to waste time on later :)

I hope you'll respond positively to my questions and I look forward to hearing from you. Don't let us down!

P.S. Again, thanks and keep up the good work!

Good karma+6 votes
python92
python92 - - 20 comments @ SotP: State of the Mod

A couple things: First of all, although I think you get this a lot (or at least hope you do), AWESOME JOB. Love the idea and the progress and cannot wait to get my hands on the mod to wreak total space havoc. And let me apologize beforehand for my long-winded-ness, I hope it doesn't discourage you reading or approving this. (Long-winded-ness is especially evident since the website needs me to break the message into more than one post for character limits.)

Couple of questions:
1. Will you make a "boarding party" ability for all the races, just some, just the flood, or none? I figured it would be a good idea for most every race (although possibly forerunners could not have it and be strong in other ways?) since a portion of the fun of Halo is having the master chief fighting off covenant on UNSC ships or boarding (albeit crashed) flood-controlled ships. So UNSC could send a "spartan team" (depending on when you want the UNSC/Covenant timeline to take place for the game i.e. before all Spartan IIs go kapput or after, in which case maybe "ODST team"?) and Covenant could send an "Elite/Grunt boarding party". Of course I think there should be a "Flood Ship Infection" but I think you've got that covered if I am reading into the Flood Infector picture I saw under Images correctly.

Good karma+3 votes