For me to know and you to find out.

Comment History
Selicia
Selicia - - 19 comments @ RA3 Science

I mean I get that. But it's really just annoying when doing comp stomps to have multiple of them dropped on my base with no counter measure, indication, or warning of them for how powerful they are.

Good karma+1 vote
Selicia
Selicia - - 19 comments @ RA3 Science

I really enjoy this mod a lot. But what bothers me is the tech structures having a superweapon power stronger than the original ultimate weapons and having no indicator to their countdown or anything.

Would really enjoy having a way to disable those powers because I sometimes like to use only units and armies to destroy enemies.

I usually use the "No SW" maps for those scenarios but the tech structure powers ignore that condition entirely.

Good karma+1 vote
Selicia
Selicia - - 19 comments @ ChaosFA V2.15

They are taking their time with this mod I believe.

C1CTWC has stated they planned to update bi-yearly. But it's definitely nice to see mods still being worked on.

Good karma+1 vote
Selicia
Selicia - - 19 comments @ Psysonic Omega

Could you direct me to the other platforms where I could try out the unstable betas for testing?

Good karma+1 vote
Selicia
Selicia - - 19 comments @ RA3 ChaosFA

This mod is really incredible! I really love how you managed to combine so many assets and manage to balance it to a decent level for a first release!

One thing I will say though is that AI spam their support powers far too much for my tastes and honestly some support powers are just so strong.

Not only that but the AI also seem to cheat vision and use their support powers on any kind of mass fabricator you built. And a lot of times if you try to group up any kind of attack they will just support power while you look away for one second.

I think it may be a good idea to block AI from using support powers or have an option to disable AI from using support powers and optionally ultimate weapons as well.

Which leads to my second problem which is how on difficulties past medium the AI will build multiple ultimate weapons and not only that but they can use them all independently.

That wouldn't be as much of a problem normally but the ultimate weapons in this mod will wipe out anything including a full HP construction yard so when the AI has like six ultimate weapons to use before you can even finish building your first and only one it's pointless to bother playing.

Now I like a challenge, but the AI will produce one super unit after another before any player could possibly have a strong enough force/base to deal with just one super unit. (( The Empire factions played by AI does this super unit spam at 5-10 minutes into a match on the hardest difficulty. Good luck winning there! ))

The reason all of that ruins the mod for me is because I want to have huge unit clashes, but the AI doesn't really build much of an attack force on Easy which is the only difficulty they don't build ultimate weapons.

If you could somehow make it possible to disable ultimate weapons and support powers for AI through an optional toggle or maybe an optional patch, this mod would be incredibly fun.

Good karma+3 votes
Selicia
Selicia - - 19 comments @ Recycling Technology Update 4

Pure Awesome.

Good karma+3 votes
Selicia
Selicia - - 19 comments @ Contra

So when I made a network on Hamachi and a friend joined it we both were able to get a working connection and checked with ping but for some reason it keeps mismatching the moment the game starts. Is there anything that might be the cause of that?

Good karma+2 votes
Selicia
Selicia - - 19 comments @ Generals 2: Revolution Project

This is by far one of the best mods i've played out there. Amazing work to the devs on this. Only problem is the zoom, is it possible reset the zoom to show more? A lot of the units are hard to spot and guard areas sometimes are larger than the max zoom.

Love the mod otherwise.

Good karma+2 votes
Selicia
Selicia - - 19 comments @ C&C Generals Zero Hour: Enhanced

Well I think it ended up being the fact that I never noticed some files stayed when they uninstalled, i'm doing a fresh reinstall and making sure to remove leftovers before hand and hopefully this will solve that problem.

Good karma+1 vote
Selicia
Selicia - - 19 comments @ C&C Generals Zero Hour: Enhanced

So it said for me Access is denied. Is there something I have to do to get it to work.

Good karma+2 votes
Selicia
Selicia - - 19 comments @ The_Hunter649

Just thought i'd drop by and tell you you've got some amazing work here and you have a lot of dedication to that work as well. The world would be a better place if there was more people who follow the same path in their lives and careers.

Good karma+4 votes
Selicia
Selicia - - 19 comments @ C&C Generals Zero Hour: Enhanced

I got the mod working after a lot of test running and installs but after so much work now I keep crashing at the same point mid game. And I also found out its the same reason every time.

; Reason Uncaught Exception in GameEngine::update

Last error:
Exception is access violation
WinMain at 401720
Error code: EXCEPTION_ACCESS_VIOLATION
Description: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Access address:3F8013B4 was read from.

Stack Dump:
<Unknown>(-1) : <Unknown> 0x0076B49B

Details:
Register dump...
Eip:0076B49B Esp:0018FA54 Ebp:00000010
Eax:3F800000 Ebx:00000000 Ecx:00FBEE64
Edx:0000000F Esi:3F800000 Edi:048AFE20
EFlags:00210202
CS:0023 SS:002b DS:002b ES:002b FS:0053 GS:002b
EIP bytes dump...

Bytes at CS:EIP (0076B49B) : 8B 86 B4 13 00 00 89 44 24 1C 75 06 88 9E A4 13 00 00 39 9E C4 00 00 00 8B AE 9C 13 00 00 89 5C

I have no idea how to fix this but a clean install didn't fix it. From what I could experience 5 minutes in a game its very impressive. Wish I could get to use my units >.>

Good karma+1 vote
Selicia
Selicia - - 19 comments @ Rise of the Reds

I'd rather not even guess! But I do indeed know. It relates to the comment before mine. :P

Good karma+3 votes
Selicia
Selicia - - 19 comments @ Rise of the Reds

Ah okay! Thanks for letting me know. No idea why people downvote people for asking a simple question.

Good karma+2 votes
Selicia
Selicia - - 19 comments @ Rise of the Reds

Has it ever been considered when you upgrade an ECA bunker to reinforced it could hold 4 troops instead of 3?

Also is it normal when you build a Chemical Lab as GLA when you put your Mobile Command Truck in it the radar doesn't work? Or is that just the factor to keep things balanced?

Good karma+2 votes
Selicia
Selicia - - 19 comments @ Rise of the Reds

I did not ask if you could fix it I was asking if there was any known causes of the mismatch. Stuff I could do to avoid it.

Good karma+2 votes
Selicia
Selicia - - 19 comments @ Rise of the Reds

I play this mod with a friend who comes over and we use the same network therefore play on LAN. We usually are able to play full matches without any issues but sometimes it mismatches. Could this be related to the sync of the AI? The whole mismatch issue is really annoying because I can't find any good explanation of what it even means and what causes it. I run on a 36 Meg network which rules out most causes i've read up on and wondered if the team might have any idea of what causes it.

Good karma+1 vote
Selicia
Selicia - - 19 comments @ European Fenris Cryo Tank

It's probably because defenses by default don't detect Jarmen Kel and he could just sit in a base and snipe pilots. If you think about it the ability that lets him one shot any aircraft is pretty ridiculous to make up for it. You can use it on a raptor (Did this once) And it chased the raptor until it dropped it's payload and didn't hit it until it circled to land. xD

Good karma+2 votes
Selicia
Selicia - - 19 comments @ Map Pack v1.0

Does this map pack require the mod to work?

Good karma+4 votes