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RADIALTHRONE1
RADIALTHRONE1 Dec 2 2014, 4:21pm replied:

Yeah, I found that out when the enemy fleet arrived. RIP

+1 vote   download: Dawn of the Reapers V .2
RADIALTHRONE1
RADIALTHRONE1 Mar 6 2014, 5:03pm replied:

That's what she said!

+1 vote   media: Screenshots of mod version 1.15
RADIALTHRONE1
RADIALTHRONE1 Mar 6 2014, 5:03pm says:

Reminds me of a Scarab from Halo.

+1 vote   media: Screenshots of mod version 1.15
RADIALTHRONE1
RADIALTHRONE1 Jun 25 2013, 1:13pm replied:

Is it possible to create sub-menus in GC? If so, each unit could have its own menu for building variations of the base unit.

+1 vote   media: Apex Studios Update 21/06/2013
RADIALTHRONE1
RADIALTHRONE1 Jun 23 2013, 2:43pm says:

This is skirmish only right? If/When you add GC, will customizations carry over?

+1 vote   media: Apex Studios Update 21/06/2013
RADIALTHRONE1
RADIALTHRONE1 Jun 20 2013, 6:24pm replied:

Yep. I had two fully functional General Grievous units.

+1 vote   media: Grievous Fix
RADIALTHRONE1
RADIALTHRONE1 Jun 15 2013, 7:06pm says:

I remember how my game glitched once and i ended up with 2 grievous's. There was much pwnage that day..

+5 votes   media: Grievous Fix
RADIALTHRONE1
RADIALTHRONE1 Jan 4 2013, 8:43pm replied:

And Republic Commando 2

+8 votes   article: January (2013) Update
RADIALTHRONE1
RADIALTHRONE1 Dec 27 2012, 2:06pm replied:

Never mind i fixed it. Apparently i was missing the config.meg file in the games root data folder. How/Why i was missing this file i have no idea. Thankfully i have multiple FoC folders for different mods, and was able to see what was missing.

+1 vote   download: Covenant at War - 1.1 Patch
RADIALTHRONE1
RADIALTHRONE1 Dec 27 2012, 12:12pm replied:

Yeah thats what i thought as well.

+1 vote   download: Covenant at War - 1.1 Patch
RADIALTHRONE1
RADIALTHRONE1 Dec 26 2012, 10:46pm replied:

How would i update it?

+1 vote   download: Covenant at War - 1.1 Patch
RADIALTHRONE1
RADIALTHRONE1 Dec 26 2012, 10:39pm says:

I installed both downloads, and whenever i start the game i get this-
xml parse error - File.\Data|XML|GUIDialogs.xml: file has syntax errors, see log file
I've tried the shortcut and batch file, and running as an admin. Can't even find a guidialogs.xml file anywhere either. Playing Gold Pack.

+1 vote   download: Covenant at War - 1.1 Patch
RADIALTHRONE1
RADIALTHRONE1 Nov 2 2012, 8:39pm says:

An eclipse with the superlaser AND 200+ hard points?
So... Much... Win...

+3 votes   download: Lord Link's Model ReRig Pack
RADIALTHRONE1
RADIALTHRONE1 Oct 26 2012, 10:36pm replied:

I don't think combining would work, but I do think "Giant robot the size of the galaxy" could probably be arraigned

+1 vote   mod: Covenant at War
RADIALTHRONE1
RADIALTHRONE1 Oct 25 2012, 4:13pm replied:

The question is why "wouldn't" you need an even bigger ship.

+2 votes   mod: Covenant at War
RADIALTHRONE1
RADIALTHRONE1 Sep 23 2012, 12:33pm replied:

Yes there is-
1) Find the FoC folder in
C: > Program Files (x86) > LucasArts > Star Wars Empire...
2) Copy this, and paste it in the LucasArts Folder
3) Replace " - Copy" at the end of the new folder with "2"
4) In the new FoC2 folder, setup the mod as usual
5) If the mod has a shortcut in the mod folder, right click on it and select "properties"
6) On the line that says "Target" scroll left and put a 2 at the and of FoC
7) On the "Start in" line, put a 2 at the end of FoC. Click Apply
8) Right click on the shortcut and expand "Send to" then click "Desktop (Create shortcut)"

Any time you want to play RaW, you use the RaW shortcut. Any time you want to play CC, use the CC shortcut.
You can do this as much as you want to have several different mods available at once. Just change the number at the end of the FoC folder.

+1 vote   mod: Campaign Commander
RADIALTHRONE1
RADIALTHRONE1 Aug 23 2012, 2:57pm says:

Yay, this game was just added to the Steam Store!

+2 votes   game: Star Wars: Knights of the Old Republic II
RADIALTHRONE1
RADIALTHRONE1 Aug 21 2012, 7:18pm says:

Its odd to see people still making mods for this old game. Odd in the sense that there weren't many in the first place, which gives the feeling that not many people play this anymore (I've actually started playing this again after a raid on the many boxes in my basement)

+2 votes   mod: Realm of Magyk
RADIALTHRONE1
RADIALTHRONE1 Aug 12 2012, 3:28pm replied:

Pretty much, yeah.

+1 vote   mod: Halo: First Offensive
RADIALTHRONE1
RADIALTHRONE1 Aug 4 2012, 1:24pm replied:

Yeah didnt you see the post? About skipping 2-6 and going strait to 7?
XD

+4 votes   mod: Republic at War
RADIALTHRONE1
RADIALTHRONE1 Jul 28 2012, 10:57pm replied:

Wait, that means update right? RIGHT?!

+1 vote   article: Update...
RADIALTHRONE1
RADIALTHRONE1 Jun 28 2012, 2:59pm replied:

Actually because i found enough resources from various other mods, im making my own, although i only started around last week.

+1 vote   mod: Campaign Commander
RADIALTHRONE1
RADIALTHRONE1 Jun 24 2012, 9:20pm replied:

I did it by editing the Campaigns_underworld.xml

+1 vote   mod: Republic at War
RADIALTHRONE1
RADIALTHRONE1 Jun 23 2012, 8:49pm replied:

This is why i made my own galactic conquest, with the core worlds having pre-made lvl 5 space stations, those ground-to-space artillery things, and several venators and victories(i think?)

+1 vote   mod: Republic at War
RADIALTHRONE1
RADIALTHRONE1 Jun 19 2012, 8:16pm replied:

I would take a non-lethal arrow to the face.

+3 votes   mod: Republic at War
RADIALTHRONE1
RADIALTHRONE1 Jun 18 2012, 9:28pm replied:

I just used the regular swfoc.exe and it worked fine.

+2 votes   mod: Halo: First Offensive
RADIALTHRONE1
RADIALTHRONE1 Jun 18 2012, 8:03pm replied:

As i said to dart1998 above, There is no specific shortcut launcher for this mod, just launch it using the swfoc.exe in the Forces of Corruption folder.

+2 votes   download: H:FO's release
RADIALTHRONE1
RADIALTHRONE1 Jun 18 2012, 8:01pm replied:

There is no specific shortcut launcher for this mod, just launch it using the swfoc.exe in the Forces of Corruption folder.

+2 votes   download: H:FO's release
RADIALTHRONE1
RADIALTHRONE1 Jun 18 2012, 7:47pm replied:

Same with alot of the total conversion mods too. And its even worse when several mods have possible parts to a whole, like one has completed space, and another has completed land, but they're too stubborn to join together and get the whole thing finished which in turn causes their mods to die out because they don't have the ability to get it done on their own. That's partly why nobody has an entire Halo conversion mod done.

+3 votes   game: Star Wars: Empire at War: Forces of Corruption
RADIALTHRONE1
RADIALTHRONE1 Jun 17 2012, 7:49pm says:

For some reason i can't garrison ODST snipers in bunkers.

Some ideas for UNSC land units:

Give ODST's and marines, more people, maybe around 5-7, add more varied weapons, with ability to take cover, maybe multiple units for different situations (anti-armor squad, anti-infintry squad, etc.)

Maybe a transport pelican

Spartan 2 units at tech 2 in skirmish, tech 2 or 3 in GC, shields, maybe use chewies hijack ability, might sound stupid but shield flare is a possibility, assault/battle rifles, and a build limit smaller than spartan 3's

Spartan 3 units at tech 3 in skirmish, tech 4 or 5 in GC, with active camo ability, assault/battle rifles, maybe only trainable on Onyx in GC, if its in the game, and a build limit

In GC there should be some named Spartan 2 and 3 minor heroes, maybe only build-able if you have certain planets

+2 votes   article: Land Beta Feedback
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