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Comment History
TheGingerbread
TheGingerbread - - 12 comments @ C&C3; Tacitus Revolution

Try saving the game and reloading it during each match before crash occurs. For some strange reason it works on my PC.

Good karma+1 vote
TheGingerbread
TheGingerbread - - 12 comments @ C&C3; Tacitus Revolution

The forgotten faction doesn't work. The game starts and ends in 3 seconds because there is no MCV.
LEGION is also unplayable because most of the buildings are greyed out and not buildable.

Scrin Ai spams Reaper non-stop as soon as the game starts. There is no way to stop the unit. It is heavily overpowered!

NOD Recon faction (I think, not sure) has its Redeemer greyed out (not buildable) due to some missing building.

GDI Russia has no voice notifications.

There were few more problems that I noticed but I don't remember them at the moment.

Old UI was better IMO. This one is a bit confusing and takes a big portion of the bottom screen which is a big problem in some specific maps.

Good karma+1 vote
TheGingerbread
TheGingerbread - - 12 comments @ KW Reloaded 1 91 FInal

I noticed something strange. It appears that Scrin units with shield upgrade combined with armor upgrades from Signal transmiter makes their armor almost three times stronger. Single Seeker tank is tankier than a Mammoth tank and a Gunwalker squad is tankier than a MARV! 10+ heroic units + Heroic MARV were shooting at a Gunwalker squad and it just refused to go down for a long time. Once shielded late game Scrin units are attacking in huge numbers it's extremely hard to defend.
This showed up with the latest update when all three upgrades from Transmiter/Ch.Plant/C.Center were enabled.

Otherwise, Mod is much more fun to play without MLRS unit spam and energy starving.

Good karma+3 votes
TheGingerbread
TheGingerbread - - 12 comments @ KW Reloaded 1.9 Final

Guardian cannon requires 100!!! energy. Ai usually goes completely nuts and builds power plants non-stop once the guardian cannon is deployed.
And I think same thing happens with the Nod turret.
This is the same problem that was in 1.55 version.

Good karma+1 vote
TheGingerbread
TheGingerbread - - 12 comments @ Kane's Wrath Reloaded

I stopped playing V.1.8. because of that stupid Nod MLRS unit. Nod was simply too overpowered to play skirmish games. So I went for V.1.5. and found that this version has some serious power consumption issues. Nod turrets require more power that the Obelisk and it is impossible to feed Terraforming Nexus because once you build it, the entire base goes offline.

Good karma+2 votes
TheGingerbread
TheGingerbread - - 12 comments @ Kane's Wrath Reloaded

No, no, you don't have to do anything. You have already done so much for us! I was just wondering if there is some sort of editor that can remove the unit.
It's just that it is very difficult to respond to them when they attack, because their range is much bigger that my sight radius and they have homing missiles with an incredible splash damage, so i don't have a chance to get even close to them. Maybe with air units, but when i was playing against my friend, he was reinforcing them with stealth tanks so my resistance was completely futile.

Good karma+2 votes
TheGingerbread
TheGingerbread - - 12 comments @ Kane's Wrath Reloaded

Can I somehow remove units? Nod MLRS with the tactical strike upgrade is a total overkill! It takes just 2 of them to wipe *** with all my heavy units and level the base afterwards. I really want to remove them. Specter artilery was quite enough.

Good karma+3 votes
TheGingerbread
TheGingerbread - - 12 comments @ Kane's Wrath Reloaded

I have this broblem on both Laptop and PC.
Workaround (for skirmish only): Start a game, build a power plant, save and reload. Continue to play. It took me a while to figure this out. The mod is less likely to crash.
What actually worked was that i reinstalled the game itself, decreased graphics settings and updated my divers. I don't know what actually worked, but no such crashes since then. Except for ''Exception in exception handler'' error which sometimes occurs when im jumping quickly from place to place in the minimap. Especially in ''End of the line'' map. I've never been able to finish that map.
Anyway, the mod is working now, and i will gradually increase the graphics settings to see what happens. Right now i'm pretty low (so low that i have a graphical glitch with Kane. On low settings he is completely invisible lol.

Good karma+1 vote
TheGingerbread
TheGingerbread - - 12 comments @ Kane's Wrath Reloaded

Nevermind, found a replay.

Good karma+1 vote
TheGingerbread
TheGingerbread - - 12 comments @ Kane's Wrath Reloaded

Found a bug.
Reaper 17 can't build Devourer and Corrupter tank squads from Warp chasm. They are getting cancelled at the time when they are finished.

Btw, is it possible to watch skirmish replays for this mod?

Good karma+1 vote
TheGingerbread
TheGingerbread - - 12 comments @ Kane's Wrath Reloaded

Oh,and the last question about the game itself - How come CPU allways sees what i'm doing all the time? It knows where my stealth units are without stealth detection ability, it knows where my engineers are on the field without scouting et cetera. This is what i noticed when i bought the game and it kinda ruins strategy planning.

Good karma+1 vote
TheGingerbread
TheGingerbread - - 12 comments @ Kane's Wrath Reloaded

Played through all skirmish maps with all factions. Few maps are crashing. But only few. Overall, the game is more fun now :) Love the Orca paladin now!

Few things that i want to mention:
GAF and Traveller factions are underpowered now since you added Salamander to Nod faction and that Missile tank to GDI. For example (Heroic) Argus goes down from a single Salamander and that seems kinda wrong considering that Argus is an epic unit and GAF air units are the main strike force of this faction. I really feel that i don't have the firepower to defend properly with GAF or Traveller now.

I noticed that Nod emissary can't be lifted by carryall.
I can't seem to understand how to use railgun accelerator. The game just doesn't allow me to use it on, for example, Mammoth tanks...
I'm not quite sure but The prodigy (or the Mastermind, don't remember) couldn't fire the EMP. I ordered it to EMP the Nuclear war head building but it didn't and got killed.
I also noticed that when you save and reload skirmish game, upgrades from, for example, Space command uplink are available again. So i'm able to upgrade two things. CPU also seems to be able to utilize this bug and becomes OP at one point.
And yeah, those Nod MLRS (sometimes) doesn't fire when heroic. Sometimes they do fire. But they are pain in the *** anyway lol.
Is it possible to deploy Reckoners or TW game engine restricts such thing? Undeployed Reckoners armor is just really weak.
Is it possible to add machine gun to Nod Redeemer since MOK Redeemer has liquid tiberium gun and BH Redeemer has flamethrower?
Oh, yeah and ZOCOM rocket pods unintentionally does friendly fire all the time. They act weird (shoots nowhere all the time) and does more harm than good.

Good karma+1 vote