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Comment History
RodriguesSting
RodriguesSting - - 23 comments @ Fall of Barad-Dur

Small insert from your export_ancilliaries.txt

¬ Lines that begin with the ¬ character are comments
¬ and should not be translated
¬ Items with curly brackets are tags and should not be translated
¬ The text following tags either on the same line, or the next line
¬ should be translated
¬---------------------

¬---------------

{actor} Актер

{actor_desc}
'Актер?! Актер? Я трагик! А на сцене я будто Колосс Родосский!'

¬---------------

{agriculturalist} Земледелец

{agriculturalist_desc}
Хорошо обработанная земля - залог достатка.

Good karma+2 votes
RodriguesSting
RodriguesSting - - 23 comments @ Fall of Barad-Dur

All the Ancillaries are in Cyrillic, title and text. Something I also noticed in Pendragon, although the issue there is in building and unit descriptions too, unlike here.

Maybe it is a quirk of modding the game in a Russian copy? Maybe you need to ship more localization files?

Good karma+2 votes
RodriguesSting
RodriguesSting - - 23 comments @ Fall of Barad-Dur

Will the translation be finished?

Good karma+1 vote
RodriguesSting
RodriguesSting - - 23 comments @ Invasio Barbarorum

The mod is overall pretty interesting, and seems to have less bugs than other, less extensive mods out there. However, it does have a couple of design issues.

1 - The Roman build tree seems to be designed around building up early for later benefits. That's clear on the Forum tree, for example, that starts off giving large penalties in happiness and income on the first building, but right after that, starts giving bonuses. Problem is, when you upgrade a building, it's bonuses don't overtake the previous', but rather, add to it. Considering how large the maluses of the first building are, by the end of it, you are *still* taking a malus in happiness and income. Also, the forum insists that it can be upgraded to Estates, which is the last step from the farm build line, even when said building is already present. That's more of a bug.

2 - The culture sistem is a bit odd and I think it would be better off if it returned to a modification of the vanilla religions. As changing to Roman as a Barbarian doesn't give you access to roman buildings and units, or vice versa, I think the three current cultures (Barbarian, Roman, and Eastern, plus "Pagan" that is being used to represent nomads") should be changed to three following religious branches, respectively: Non-Nicene (early heresies, compromising the Arianism followed by the Germanic invaders, as well some controversial denominations in the East), Nicene (the Roman church proper), and Eastern (a bit awkward as it starts off with Zoroastrian and Eastern Christianity, but it's a start). That way you can freely switch religions without expectations of significant mechanical changes.

3 - Finally, the Barbarians. The rooster and buildings are clearly inspired in the Germanics, which is fine, however, this culture is used by a much larger group. So it is awkward to see "Germanic Chieftains" in the Picts or Alans or even Armenians. I think the names would benefit from being something a little more generic, like swordsman, axeman, etc.

Good karma+1 vote
RodriguesSting
RodriguesSting - - 23 comments @ C&C: ShockWave

Edit: Nevermind, found out how to read the files.

Good karma+1 vote
RodriguesSting
RodriguesSting - - 23 comments @ C&C: ShockWave

Been a while I had that much fun with an RTS. Excellent mod guys, GLA has been fantastic. Just a question, is it possible for me to find the unit stats on a readable format? I would like to study the units more in-depth.

Good karma+1 vote
RodriguesSting
RodriguesSting - - 23 comments @ Sands of Faith

All banners on the campaign map have been changed to what appears to be building textures. How to fix?

Good karma+1 vote
RodriguesSting
RodriguesSting - - 23 comments @ Warsword Conquest

Would be possible to add an alternative download link? Mod DB has been failing me a lot lately.

Good karma+1 vote
RodriguesSting
RodriguesSting - - 23 comments @ Ultimate Apocalypse Mod (DOW SS)

Would be cool if the inquisitors god Crusaders. They seem like an ideal tanking unit, and would be a nice pre-elite infantry. Besides that, amazing mod, I loved all the new things. Except for the somewhat indestructible Space Marines' bikes.

Good karma+1 vote
RodriguesSting
RodriguesSting - - 23 comments @ Europe at War

I thought the Italian Front had the same extent of modifications as the African Front, but I was mistaken. I am also almost sure the Brazilians never got into the German front, so yeah, they might end up never added, unless the creators decide to add them (infantry or airborn support) in the American doctrines for the Italian war.

Good karma+2 votes
RodriguesSting
RodriguesSting - - 23 comments @ Europe at War

Does the mod feature the Brazilian Expeditionary Force (even as auxiliary units) in the Italian front?

Good karma+1 vote
RodriguesSting
RodriguesSting - - 23 comments @ E L I T E (ver. 12.3)

Okay, having a bit of a hard time now. I am on the missions that I need to find Strelok's stash and get the documents on the military base. Thing is, I am finding myself severely outgunned. Most enemies on the Agroprom research institute area (military) are armed with AKM-74/2S at best, and higher tier weapons at worst. Though I can get those weapons (and sometimes, I get them even before leaving the Cordon), the only ammo I can buy from the Sidrovich (at big numbers and small [compared to what the other stalkers give] price) is 5.45x39mm and 9×19mm, which means I will only have ammo for AKs and Vipers, which are inadequate against the already mentioned military, and terrible against the mutants on the tunnels. I can, of course, break the bandits barricade to get to the bar, but sadly, there, though they sell higher tier weaponry, they still sell just AK and Viper ammo. So, any suggestions on how to proceed? Must I muscle my way trough everything or am I missing something?

Good karma+3 votes
RodriguesSting
RodriguesSting - - 23 comments @ The Great War 1918

I understand and I support this decision. You guys might be working at the frenchies then.

Any release date for them? Also, how long till you start working at another Central Power faction? The only thing this mod is missing in my opinion is more factions.

Good karma+1 vote
RodriguesSting
RodriguesSting - - 23 comments @ The Great War 1918

By the way, this mod depicts which phase of the war? If it's the early one (and if the game mechanics allows it), do you guys plan to add cavalry?

Good karma+1 vote
RodriguesSting
RodriguesSting - - 23 comments @ The Great War 1918

I like how this game is more centered around infantry. I like tanks, but let's be realistic: few stationary defenses can stand to them, so as soon you see the enemy fielding tanks, you better get yours rolling too. Theoretically, this should motivate a mobile warfare doctrine, but I usually just see both forces, one trying to spearhead the spearhead of the other one ad nauseam.
In this mod, tanks are uber units, and you can just field quite a few of them, which I find realistic and neat in a gamer standpoint. Basically, I am luving it.

Good karma+1 vote
RodriguesSting
RodriguesSting - - 23 comments @ Forum registration issues

Having the exact same problem, even though not by months. Can't contact them in the forum because Windows 8 don't know what program to use to open java scripts (IT'S JAVA). Maybe this page administrator would be kind enough to allow us to pm him our user ID and activation keys for him to pass them to the right hands?

Good karma+1 vote
RodriguesSting
RodriguesSting - - 23 comments @ The Great War 1918

Well, I like the Canucks, and would be realistic having them in-game. But I like balance and unique gameplay better than realism, and because of that, I accept this decision.

Good karma+1 vote
RodriguesSting
RodriguesSting - - 23 comments @ The Great War 1918

How about adding Canadians? If not as an army by itself (probably no), at least as a special infantry available to the Brits through a command tree. Their assault troops where quite influential, to the point Hitler referred to them in the same way as he referred to the Reich's most elite infantry (Stormtroopers).

Good karma+1 vote
RodriguesSting
RodriguesSting - - 23 comments @ Blitzkrieg Mod

Man, infantry ALWAYS end up freaking slaughtered against vehicles here. Axis infantry have some value because they can either swarm the opponent's position and instakill tanks (Wehrmacht), or increase the effectiveness of (the already powerful) transports (panzer elite). But even then, as soon they face a vehicle mounted machine gun, they are as good as dead, and snipers can't do **** to save them.

With the Brits, I simply don't build infantry at all (even though they, supposedly, have one of the best basic infantry of the game [probably lost this title, since Panzer Grenadiers now come on 6]). I simply fortify as much territory as I can, and wait for the Stuarts to show up, because they have no viable anti-armor vehicle available before then. Didn't tried the Americans yet, but I am not optimistic.

How I am supposed to use infantry in this mod? ALWAYS at green cover? Static warfare? Did assault tactics have become completely nonviable? Must infantry ALWAYS be accompanied by vehicles to be effective? If it is, did "behind the lines" action completely lost it's use?

(this huge post is because, even though I am registered at the forums, no administrator bothered to confirm my subscription)

Good karma+1 vote
RodriguesSting
RodriguesSting - - 23 comments @ *Outdated* Blitzkrieg V4.8.1.0 BKCMPIV Patch

Is there a manual or document detailing every unit of this mod? I want to check the veterancies to see how will each unit fare later in the game.

Good karma+1 vote
RodriguesSting
RodriguesSting - - 23 comments @ Ultimate Apocalypse Faction Strategies (Outdated!)

Do you ever plan to release faction guides/manuals, with detailed information bout each unit? Would be nice to know what is the intended role for each of them, for both roleplay and tactical reasons.

Good karma+4 votes
RodriguesSting
RodriguesSting - - 23 comments @ FAQ (Frequently Asked Questions) - Updated 6, October 2016

Could someone tell me the practical difference or uses for Eldar Guardian Defender and Storm Guardian? Both units have the same cost, but Storm Guardian seems to be better than the Defender variant in every aspect, specially because the readily available weapons.

Good karma+1 vote
RodriguesSting
RodriguesSting - - 23 comments @ ChivTW 1.051 (re-release)

Works beautifully here. Challenging, and pretty unit graphics, and the best, don't makes my processor go boom. I just wanted the Sub-mod, which I can't download anywhere.

Good karma+1 vote