nothing of intrest

Comment History  (0 - 30 of 1,298)
Starfox100
Starfox100 Feb 2 2015, 8:11am replied:

You can point it out 2 ways.
"Can this work with origin." (would be nice)
OR
"Can origin work with this mod?" (origin got no mod support, so barely any mod can be played)

On the forum 2 persons made a few possible ways. but thanks to origin not the easy way. Moddb.com

+2 votes   mod: Tiberium Essence
Starfox100
Starfox100 Feb 2 2015, 7:56am replied:

I think you guys need to search for ships turrets sounds more then tank turrets. I mean, this thing is WAY bigger then a regular tank.

+2 votes   media: Tiberium Essence 2.0 Forgotten
Starfox100
Starfox100 Feb 2 2015, 7:47am replied:

looking at it like, "whaaaat O_O"

+3 votes   media: Tiberium Essence 2.0 Forgotten
Starfox100
Starfox100 Dec 21 2014, 1:16pm says:

I was thinking last day, and something is troubling me.
(WARNING THE NEXT FOLLOWING IS A PRETTY LONG TEXT BUT SHOULD BE CONSIDERED)

It is about the Tiberium(transformed)-lifeforms of the C&C series.
The known fauna creatures we all known.
- visceroids: a brainless being that stands up out of the dead tissue of any being that died in close contact with it and spread Tiberium kinda like "Ophiocordyceps fungus" (search it, it comes really close to what Tiberium kinda is)

- Fiend: a dog, a pig or maybe a over-sized mole? nobody knowns that it ones was. we all just know it adapted on its environment to survive.

- Floater: a kinda jellyfish being that raise out of the water and floats around on the gas it produces.

- mutants: even though I found these the strangest one since they adapted on the Tiberium environment, by mine known knowledge the environment normally needs to adapt to the humans and their destructive behavior. (although, this can be thanks to Kane)

But what about the most creatures that are KNOWN for adaption. large amount of bugs (reason why the Scrin had so much of then in the vanilla version i believe), lots of lizards (they are much older then humans can know), birds(example the crows family) and a lot of marine life.

The "C&C bible" forgot IMHO a lot of the world with what they could had worked with.

+3 votes   mod: Tiberium Essence
Starfox100
Starfox100 Dec 20 2014, 12:11pm replied:

unknown probe... you mean the crystalline identity?

-2 votes   mod: Star Trek: Armada 3
Starfox100
Starfox100 Dec 10 2014, 10:54am says:

I have seen that there are some notes to the quad cannon punisher.
Maybe that turret would look cool for a T3/T4 defense turret instead of a tank? or at least the mechanics.

+3 votes   mod: Tiberium Essence
Starfox100
Starfox100 Dec 10 2014, 10:51am says:

Quad cannon would be awesome to have as a T3/T4 def turret. just my opinion.

+3 votes   media: Tiberium Essence 2.0 - Forgotten
Starfox100
Starfox100 Dec 7 2014, 3:44pm replied:

That; With the ability after destruction that there will stay a (neutral) husk behind where you can put troops into. think that would made it pretty different from the other APCs.

the game(engine) got problems with that troops disappear if you a unit changes into something else that also can carry troops.
that's the reason for neutral. the troops are dead after the destruction (like in any APC would happen). but a husk remains for anybody to re-purpose.

+2 votes   mod: Tiberium Essence
Starfox100
Starfox100 Dec 7 2014, 10:44am replied:

"is it done Yuri?"

+2 votes   mod: Tiberium Essence
Starfox100
Starfox100 Dec 4 2014, 10:45am replied:

movie style guns.. they never deplete out of ammo until the moment you come face to face with your nemesis.. so, that can take a while before they run out.
(most movies they fire AT LEAST 30/40 shots before they reload.. while the pistol they use can normally just hold 9 till 15 shots)

+2 votes   media: Tiberium Essence 2.0 - Forgotten
Starfox100
Starfox100 Dec 1 2014, 9:27am replied:

Idk.. not really well armored for a MBT.
Now mutants do not have super strong units indeed. but I would see this more as a good anti-inf/-garrison unit. (plows most of the time do well VS civilian buildings)

but yet, i might have it wrong.

+2 votes   media: Tiberium Essence 2.0 Forgotten
Starfox100
Starfox100 Dec 1 2014, 9:22am says:

wait, do i see an old TD prison? and TD nod turrets. o.o

+4 votes   media: Tiberium Essence 2.0 - Forgotten
Starfox100
Starfox100 Dec 1 2014, 9:21am replied:

Well, I guess a lot of people their wishes come true. What made you into making the forgotten a faction for themselves?
Just out of curiosity. :)

+4 votes   mod: Tiberium Essence
Starfox100
Starfox100 Nov 14 2014, 12:36pm says:

If they just protected them better...

+2 votes   media: Brutal AI likes their Airfields
Starfox100
Starfox100 Oct 28 2014, 11:16am replied:

^ wrong place posted. there is already been working on.
|

+1 vote   download: Star Trek Armada 3 1.0 Hotfix 1
Starfox100
Starfox100 Oct 28 2014, 11:15am replied:

Well, were going to do one last salvation, that is sending the whole mod folder towards each other. see what turns out.

+1 vote   mod: Star Trek: Armada 3
Starfox100
Starfox100 Oct 28 2014, 10:55am replied:

no in that case I got all DLC's while my friend does not have those. (yet)
still odd, because you would think that suppose nothing to do with the mod and why would his checksum then be higher then mine?

+1 vote   mod: Star Trek: Armada 3
Starfox100
Starfox100 Oct 28 2014, 6:47am replied:

removed all mod files: check
verify local cache: check, double check
reinstall mod + hotfix: check (activated by text file)
LAA fix exe: check
Play game: ... Still stuck at checksum 399386573

+1 vote   mod: Star Trek: Armada 3
Starfox100
Starfox100 Oct 27 2014, 4:24pm says:

what is the current version of the mod in the game? (so called mod checksum)
My buddy and I want to play the mod together. Now I know that you need the same version to play together.
my version is: 399386573
my friend was: 399352485

Told him to get the hotfix. so he did.
Now his version is: 404922160
while what ever I do (including removing the mod total and install it again + hotfix)
I keep stuck at: 399386573

Any suggestions for this?
(and YES, i also downloaded the new files of this site just like my friend)

+1 vote   mod: Star Trek: Armada 3
Starfox100
Starfox100 Oct 27 2014, 4:16pm says:

what is the current version of the mod in the game? (so called mod checksum)
My buddy and I want to play the mod together. Now I know that you need the same version to play together.
my version is: 399386573
my friend was: 399352485

Told him to get the hotfix. so he did.
Now his version is: 404922160
while what ever I do (including removing the mod total and install it again + hotfix)
I keep stuck at: 399386573

Any suggestions for this?
(and YES, i also downloaded the new files of this site just like my friend)

+1 vote   download: Star Trek Armada 3 1.0 Hotfix 1
Starfox100
Starfox100 Oct 12 2014, 12:49pm replied:

No, Tiberium Essence is what the story needs to be. Want an other story? means an other mod.

+2 votes   mod: Tiberium Essence
Starfox100
Starfox100 Sep 15 2014, 5:57am replied:

I told Uri before why the sensor array is not with GDI but with the mutants. but seems not to have taken anything of what I said to him before.

This is not for me a reason to go hard on people for me. but makes me agree with Oaks. (text can be difference interpreted then was meant, unless you start to spray around with CAPS)

+1 vote   mod: Tiberium Essence
Starfox100
Starfox100 Sep 15 2014, 4:56am replied:

Most of what told on that site, is already been changed in TE.

But it is indeed all what's wrong in C&C3; vanilla.

+4 votes   mod: Tiberium Essence
Starfox100
Starfox100 Aug 18 2014, 5:52am replied:

please less CAPS. SCREAMING GETS LESS ATTENTION.
and try to write English a bit better. (I know this can be hard, but right now it's hard to understand with you all try to say)

+6 votes   group: Tiberium Essence Fans
Starfox100
Starfox100 Aug 16 2014, 10:12am replied:

Mobile sensor: since all defenses already got a build in stealth sensor they didn't needed the old one anymore. Mutants took it in their advance.

also this makes sure there is still balance to the game that not 1 faction got a wide range sensor advance over another. until you capture a mutant tech building.

(reason tech buildings are there)

+3 votes   mod: Tiberium Essence
Starfox100
Starfox100 Aug 6 2014, 8:29am replied:

Situation:
RA series are made to have land and sea battles.
C&C series do not focus at water at all. most (actually all) maps not not have the amount of water / dept to even add ships.

It's not worth to add time and work into something that can't be used most of the time. (in tiberian series ships were never controllable, why suddenly now?)

+2 votes   mod: Tiberium Essence
Starfox100
Starfox100 Jul 11 2014, 1:15pm says:

looks good :)

+2 votes   news: Tiberium Wars mods multiplayer group
Starfox100
Starfox100 Jul 10 2014, 5:07am replied:

The one you ask your questions to is Carnius. (although he is most of the time not here)
We here can answer a few of them.

1. Carnius does not want to make Mutants to be a separate faction. This because the use of the tech buildings is going lost then as a support faction.

2. This has been requested in the past and might be reconsidered again if this is possible.

3. not sure what you mean by this. That trees can catch fire?

+3 votes   mod: Tiberium Essence
Starfox100
Starfox100 Jun 30 2014, 4:42pm says:

@darkyuri,
First of all: This is a global site, most of us can only read English.
Also try to put the questions in to ONE comment instead of spamming the page full.

Last: Tiberium Essence is as C&C3 had suppose to be. so no big things out of other C&C series are in here (or they are next step in C&C evolution. or placed in because they were missing from the original game)
copy/paste stuff of other C&C series would just make a mess of things.

+5 votes   mod: Tiberium Essence
Starfox100
Starfox100 Jun 2 2014, 5:21am replied:

your welcome :)

+1 vote   mod: Tiberium Essence
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