This member has provided no bio about themself...

Comment History  (90 - 120 of 138)
Temeter Mar 20 2012, 3:09pm says:

Got a weird problem: I cant select profile in the main menu and therfore not safe. Has anyone else this issue?

+1 vote   mod: Fairy Empire(Yaodu) Mod
Temeter Mar 19 2012, 1:17pm says:

Aside from the Atlos Empire the other new races cause the game to crash.
And btw, the Abaddon Class is one of the most awesome ship designs i've ever seen!

+1 vote   download: yaodumod0.9
Temeter Feb 10 2012, 1:01pm replied:

Win7 shouldn't cause problems for the update or at least ask if you allow changes to the system. If you want to avoid problems, just deactivate uac and run the update as admin.
Problems where the game won't start are usually solved by using the german crack (no joke).
That said, i use win7 and never had problems. Got the german version, though.

+1 vote   mod: R.E.A.R.M. - The Unofficial Homeworld 2 Expansion
Temeter Jan 30 2012, 3:53pm says:

Awsome work, even more if it's coming to soulstorm. Finally a motivation to play the campaign^^
I know you're still at balancing, but i found two really op abilities:
First, couldn't see where it came form, but the orcs have some kind of small nuke. Totally overpowered, it can kill half your army, even more in norrow battlefields. When you hear the timer, it's usually to late.
When i played imperials, chaos used some ability to disrupt moral and brought my guardsmen to run panicky around. Over the complete map.

0 votes   mod: Titanium Wars Mod
Temeter Dec 28 2011, 2:13pm says:

Now where you "solved" the problem, let's go over the more interesting things.

I think it was already mentioned in the past, but what about subsystems? Some parts like destroyable engines, fire-control systems, sensors and of course single weapons would be a nice addition.
Just imagine how awesome it'd be to send in bomber to disable the front weapons of a sathanas and then let your colossus deal with it?
Most fighter-roles are occupied by more than one ship anyway, so there are also enough ships to give some of them anti-subsystem-equipment. Might be a bit to much to give conventional bombers the ability to wreck destroyers and destroy their systems at the same time. For example the Herc I might be more useful for disabling smaller destroyers or corvettes, since the Herc II is more effective against fighters anyway, and maybe a strike bomber like the Zeus for Systems of heavier destroyers?

Aside from that, i noticed that bombers have a bit more health. Good thing, but 10 Boanerges still had a very hard time even killing a single demon, and few of them survived, although i distracted his fighters and corvettes. And most aborted attacks result, at least for me, in the loss of every bomber while a considerable number of fighters survive.

+2 votes   mod: Freespace:Fleet Command
Temeter Dec 26 2011, 12:51pm says:

Nice work, whatever you did seemed to fix that problem. Tested the mod as always, reloaded and everything still worked fine. I'm further going to test something including a ridiculously big space battle against Vasudans, anyway, for now it looks good. And really, your description sounds just like it's one of the weird issues hw2 sometimes has.

+1 vote   download: FSFC no team color 3.3
Temeter Dec 9 2011, 6:05am replied:

Second that part about the Halcyon. I played Halo after your mod and there are some differences, most notable the thickness. Your model is epic but i think you still can improve a bit. For reference, two pictures, one from halo and one from reach

+2 votes   download: Halo Homefront Release Candidate 1.05 (No Shaders)
Temeter Dec 9 2011, 5:56am replied:

So you planned already that far? Then there isn't much more to say. Can't wait for the new ships.

+2 votes   mod: Homefront
Temeter Dec 8 2011, 8:20am replied:

Seems like a actually reached the chrachter limit. Whatever, i'll just continue here. Well, until i waited a minute...

The fighter and bomber are also interesting. They can hold up against frigates, but only until corvettes come. Under AA-Fire, they just die like flies. They also do little damage to frigates and just nuke every cruiser. I think it would be better to balance their damage a bit between these ships. Or are they just planned as anti-cruiser? Then we could need smaller bombers against smaller ships. For now, i can't really see much use in them aside from the Kindjhal countering cruisers.

Aside from these things, the balancing seems to be surprisingly good for a first release. And by the way, the ai really does a good job. Until now, i had much fun with the mod.

+1 vote   mod: Homefront
Temeter Dec 8 2011, 8:18am says:

So, i played this mod a bit now and want to comment on the balance. I usually just play singleplayer, but that way it's easy to compare the ships.

First, the Hermes Carrier. I actually like that ship because it stays in the back and makes a good fire support. But that's pretty much everything the ship does. Sure, it jumps with four squadrons, but it's often to much micro-management to use that ability on a greater scale. Aside from that it's more expensive than the Paris-Class and the mac is pretty much the only effective weapon aside from a few rockets. The fusion torpedos hit seldom and make almost no damage, the AA-Guns are nice, but on a ship that's pretty much artillery? Not that useful. Considering the price of that ship, i think it would be better to give her a mac with faster reloading time or making the torpedos stronger and give them a better aim/speed. That way the Hermes could better fulfill his roles.

Then the other frigates: The Orthrus does a great job with it's front armaments at the beginning, but most battles are more drawn out. Although I couldn't really test this, from the descriptions and statistics the orthrus has far less effective weapons for close quarter combat than the paris, aside from the stronger hull. I'm not to sure about this, but shouldn't the Orthrus, considering it's price, have more effective tools to defend itself on short range? When you later add new ships more suited for dogfights, the Orthrus might also loose the much of it's purpose. Or am I just using it the wrong way? I really don't know.

+1 vote   mod: Homefront
Temeter Dec 7 2011, 8:34am replied:

I didn't test the shader 2.0-version, but weren't the narwhal-files corrupt in that version and the no shader-update supposed to have a fix for that problem?

+1 vote   download: Halo Homefront Release Candidate 1.05 (No Shaders)
Temeter Dec 6 2011, 8:21am replied:

By the way, when i had performance issues during battles it didn't matter where the camera was. I could look at the quiet other end of the map and the framerate hardly improved from being close to the battle. If it's not just for me that ways the lod might not have much effect.

+1 vote   mod: Homefront
Temeter Dec 6 2011, 8:08am says:

Very fun mod, you got my vote^^

I posted already a few technical problems, but there is on thing bugging me. If you give your frigates attack order they always prefer corvettes to enemy frigates. That way they usually waste the few shots with the mac on small fry instead of ripping a few enemy frigate into pieces. If you control your ships yourself, you always have a big advantage against the enemy ai.

@halfgod85: Yeah, the refinery and collector have some scaling/lod issues. If it isn't anyway, try to deactivate nlips. Homeworld 2 is much better without it.

+1 vote   mod: Homefront
Temeter Dec 6 2011, 7:23am replied:

No, it's not related to nlips. I tried already every setting and multiple resolutions, always the same result.

+1 vote   download: FSFC no team color 3.2
Temeter Dec 5 2011, 10:38am says:

So, tested it, bad news. But i'll post it a bit more exact, maybe it's somehow helpful.
I sent a Enrienyes and a Aries squadron to a attack a Typhoon. Interesting is that the flashing didn't occur on the first attack-run, but on the second one when the fighters were more spread out around the enemy ship. The flashing also occurs more frequently if i look from greater distances. I'm not a modder, but the whole thing reminds me on a lod problem.

By the way, if the problem is so hard to solve, would it be so bad to use a more primitive method than fixing? Like exchange the weapon causing this problem? Or making a new one?

Nice to see you're still motivated to fix it. It would be sad to see such a great mod to die because of such a small problem. So thanks for that.

+1 vote   download: FSFC no team color 3.2
Temeter Dec 3 2011, 5:46pm replied:

but you should be able to make single parts rotating, or? for example you could let the dark grey area between the brighter inner and outer ring spin. rise the structures with their connection to the outer rings a bit and let them stay still and further make the inner section with the windows rotating at the same pace as the ring.
i think that could make quite a nice look.
although i don't know how much work it is, since you are already single-handedly massproducing awesome models.

and just btw, great model. makes easily clear why the valeron isn't the colony ship.

+1 vote   media: Norlaminian Colonizer
Temeter Dec 3 2011, 5:24pm says:

at first glance i thought you made a new capital, but such a design is just the new lr-frigate? awesome work!

+1 vote   media: Farscape Frigate
Temeter Nov 27 2011, 12:18pm replied:

Oh, i thought you some time changed the names because of legal reasons and just kept it that way. Seemed a bit weird with also having the real bucket. Still, looks already better if you know there is a reason for the name, so no problem.

+1 vote   media: Galactica
Temeter Nov 26 2011, 1:23pm says:

I really came to like this ship after some time. But really,you should change the Name. This feels somehow just wrong if you have the actual galactica-class ingame.

+2 votes   media: Galactica
Temeter Nov 21 2011, 9:40am replied:

Noooo.......... :(

Not that it changes anything for me. And making a copy of a game isn't allowed anyway.

+1 vote   article: Obeying the law as German / Austrian game developer
Temeter Nov 21 2011, 9:23am replied:

Sure, commercially developing takes you in another position. I just wanted to clarify that, as strict as your text sound, there is still a difference between what you do with a game you bought and something you develop or distribute in public.
Although i wonder if you really can get sued if you give a bought game to a friend. Well, actually i don't really want to know^^

+1 vote   article: Obeying the law as German / Austrian game developer
Temeter Nov 21 2011, 6:06am replied:

It just strange because you don't understand^^
For example, although I'm not sure about the exact historical origin, the law to prohibit the display of svastikas is more a result of the ambitions of allied powers which tried to erase everything connected to the nazis.The law wasn't abolished since then because there was never really a need to. Before games, the artistic freedom was more or less guaranteed anyway. And really, germany has a few complexes about the past, but in general we are more mature when it comes to the nazis if you compare it to a few other countries where many people think that nazis were just bad people and hitler a demon. In reality, their rise was a pretty normal happening compared to the circumstances.

+4 votes   article: Obeying the law as German / Austrian game developer
Temeter Nov 20 2011, 9:00pm says:

Interesting, I really didn't think the german law is still causing so many problems for developers. Still, two points of your points aren't as serious as you think. The one about symbols resembling svastikas is so that you can't do something like changing the direction of the hooks and calling that thing aztec sun cross. I think the first call of duty had black crosses instead of svastikas, didn't even notice it at my first playthrough. You can't give out games in public places to strangers, but giving a game to a friend is never a problem, or at least nobody cares about that^^
But the whole problem lies elsewhere. In german law, games still aren't considered art, or at least not to a similar extent as movies or books. And if you don't have artistic liberties, you have to be careful and might need to take precautionary measure. Which usualy means self-censorship.
Still, you can't blame developers for being unable to cope with such unclear and archaic laws. But there has been some progress on some parts. The usual problems with gore are declining. In the last years some games passed through the review when even the developers didn't expect success. It was never planned to release Clive Barker's Jericho in germany, Dead Space and Gears of War 3 where also surprises. The last one in particular, since the first two games aren't avaible in germany. Luckily, there is always still the uk and the games are even mostly cheaper over there^^
Games are more recognized as art in the last years, too. With a bit luck in near future you don't have to cope with such nonsense anymore.

Greetings from Germany

+2 votes   article: Obeying the law as German / Austrian game developer
Temeter Nov 3 2011, 10:37am replied:

You could also ask if there is a reason to have superweapons at all. Even the original Sins has none which damage structures and ships, otherwise things like the culture-spreading superweapon would be utterly useless compared to them. They were rather something like support weapons to break a possible deadlock.
But the SGI-Mod has fast ships and short battles, so there isn't a reason to have such a kind of weapon. I think it's best just to threw these weapons out of the game. Superweapon sound always like nice, but in Sins they were never really interesting anyway.

btw: I found a little bug on the phoenix class. I used their ability to stop phase jumps after conquering an asteroid, then i built yards to repair and resupply my fleet. After a while, i noticed that every phoenix class ship was spamming the phase block all the time. The ability wasn't automated and the ships had exact the same timing. Small, but kind of an game-breaker.

+1 vote   mod: Stargate Invasion
Temeter Oct 29 2011, 1:10pm replied:

I really wonder if the engine can handle that. The BSG Mod has already serious trouble with fighters.

+1 vote   media: Marauder (Render)
Temeter Oct 29 2011, 9:13am replied:

Planetary defense vessels without warp-drives. I think there were a bunch of this ships in space marine. They are supposed to be very powerful.

+1 vote   media: Defence Monitor (WIP)
Temeter Oct 28 2011, 7:42am replied:

Yep, there was a problem with the tsop. Just donwload SGI from moddb, this version is without the tsop and with a few additional fixes.

+1 vote   mod: Stargate Invasion
Temeter Oct 28 2011, 7:39am replied:

Sounds like your download is incomplete. Check your filesize, it should be around 518 MB. Downloads from Filefront sometimes stop without any apparent reason, in that case just continue or restart the download.

+1 vote   mod: Stargate Invasion
Temeter Oct 26 2011, 6:57pm says:

@cky: Nope, filesize is identical to the first one.
btw, why is the comment not below yours? This site has issues...

+1 vote   mod: Stargate Invasion
Temeter Oct 25 2011, 7:59pm replied:

Yeah, just had the same problem. Sins crashed when my ships started to attack a pirate base, which was already conquered a few times.
There is also a small part of the hud in the upper right missing and there need to be placeholder for the event windows.
Aside from that i really like the new interface. Adds really something to the atmosphere.

Out of curiosity, are the Wraith (Super-)Hives supposed to be that strong? I know they're still wip but they really stick out. Damage over 2000 - quite nice ships. But somehow the ai doesn't really know how to use them, although their description basically reads like point at enemy and enjoy the firework.

+1 vote   mod: Stargate Invasion
Offline Since
Dec 25, 2014
Germany Germany
Member Watch
Track this member
Comment Statistics
Posts per day