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Comment History
tiberazure
tiberazure - - 24 comments @ Red Alert 2 YR: New Horizons

Idk seems like its unplayable for me. Client stops working around 5-10 in skrimish match vs brutal Ai. No matter what map, what enemy type etc.
Its the same, honestly no idea what causes it.

Good karma+2 votes
tiberazure
tiberazure - - 24 comments @ Red Alert 2 YR: New Horizons

Hello i tried the mod, but there seems to be some bugs in offline mode.
1) Repair speeds are at snail speed.
It takes 5 minutes or more to repair a barracks.. i mean wut? And i am not going to even talk about bigger structures.
2) Building some units in skirmish mode causes it to crash and the client to not respond , needing to end task via task manager.
3) Lot of high tier units cost a lot. Far more compared to regular Ra setting, which with few factories / airfields makes them build really long and take ton of credits. Not sure about that balance.

Good karma+2 votes
tiberazure
tiberazure - - 24 comments @ Heroes IV - ULTIMATE

Hi where can i see the changes to advanced classes, i tried it and saw some new ones, any suggestion where can i see them before getting them ingame. Thx.

Good karma+2 votes
tiberazure
tiberazure - - 24 comments @ Apocalypse

Interesting mod, after playtesting it thoroughly , i see some cool ideas, but the balance and the rosters are just so off.

I am not going to go into great detail, i wanted to at first place but i thought, the mod is pretty old and if the author wants the game to be this way, he or she had plenty of time to do the necessery changes already.

Anyways Tldr: Soviets seem to be the flavour of the day and heavily favoured in any warfare form. Best Air units in game, best ground defense , best infantry( could argue that Allies can contest but in general they have the most optimal infantry), strongest ground vehicles, and generally the better naval units.

Going into a bit detail of examples why i think so :
Russias vtols and borg tech is just not on par what any other faction can bring to the table. Also their heavy bombers pack far more punch compared to those of Allied or Yuri faction.
Their Ground defense has far more upsides compared to the rest. Upgraded teslas and chaos towers with tesla troopers charging them are unparalled to allied defenses, yuris brain schocher have some good parts of it, but its very fragile and has no killing power of its own. And allied Advanced prisms are pretty meme, the dmg over time is too slow vs strong heavy attacks and Gap generators do nothing vs AI..
Oh and best part , soviets have stealth which hides all of their units, structures, so if u want to plan a strike.. good luck u gotta get next to the building to see it and then u have already lost most of your forces already.
And Naval well: Soviets fixed their anti air problem with Cruisers, which are literally better allied Aegis cruisers. And their infantry problem in the waters with tesla cruisers. And their artillery problem with Supersonic Dreadnaughts, which have literally no counters if u guard them with said ships vs anything that be thrown vs them.
These are just some examples, i just think soviet is favourited with silly reference roster and over the top performance in all areas.
Also there are bugs that some of the super weapons do not work, like the super defence weapon countdown ones and air strikes stolen from yuri and such.
And overall the building dmg for some units is far too high, literally killing whatever structure in 2 hits, which for ofcourse if u have tech building on map, which do not respawn or can be rebuilt suck, cuz it is very hard to defend them in general.

Anyways , cool take on Red alert 2, but could clearly be better and if utilizing phobos engine would be even better.

Good karma0 votes
tiberazure
tiberazure - - 24 comments @ Carry weight slider up to 10000kg + Take All X button [1.5.2] [Upd]

The script for inventory does not work. It causes instant crash to desktop, the carry weight one works fine, but the loot all one, causes crashes when interacting with any inventory your or the one you are looting.

Good karma0 votes
tiberazure
tiberazure - - 24 comments @ Warfare ALife Overhaul 1.4.2

Hi is there a standalone version script available for 1.5.2 for the faction traders? That is the main thing i am looking for. But the mod author is MIA i guess.

Good karma+1 vote
tiberazure
tiberazure - - 24 comments @ UA 1.89.51

You are better off playing unification or crucible. This mod is unstable as fk

Good karma+1 vote
tiberazure
tiberazure - - 24 comments @ Might & Magic: Heroes 5.5

Is the development for this mod frozen? Last update was 1 year ago. Just wondering should i look forward for new updates or this is mostly abandoned :/

Good karma+3 votes
tiberazure
tiberazure - - 24 comments @ Better A-life Overhaul 1.4

Well zombified stalkers in zombie mode act a bit weird. They take positions of previous faction posts, for example they guard/salute Military colonels door, they eat food on boxes, chill in cantina etc. It is like their code is carbon copy of military.
Also zombie stalkers do get choppers sometimes, at least i saw them being friendly to zombies and shooting military guys :S.
And finally zombies like when i kill other factions when capturing or taking points lets say from bandits or such. Aka i get reputation with them and eventually become neutral so they are not hostile to players , kinda strange ^^.
Plus zombie mod bugs lab scripted events , like in x18 where u need to fight pseudo to open the door for documents but it doesnt spawn and the quest doesnt finish and the door stays shut even with the right code looted from the scientis. Probably more examples like that but yeah probably a side mode anyways.

Good karma+1 vote
tiberazure
tiberazure - - 24 comments @ Better A-life Overhaul 1.4

So i fully "finished" a run with this. Things i noticed: If there is an essential npc in a base: You can not capture it and if u move away the offline mod kicks in and spawns squad friendly or neutral to the base.
You can not buy squads, the only way to get squads is to spawn them in and sometimes spawning them crashes the game. I mean u can buy helicopters, sure but they are kinda useless.
And if zombiemode is enabled, zombies can get helis too which is weird.
Also helis can get too much , one time i had 6 helis out by npcs in Apogram, and if they are hostile to regular faction the guys just cover and will never move to locations to capture or attack.( Kinda broken)
Some places will overstack squads, after helping duty take the base back from loners or mutants, they fortified it so hard that each point had 6 squads and they never really assaulted anything, just kept fortifying their base locations.
Also a weird bug with faction commander feature, yes you can send squads but if u make a location a "target" it instantly crashes the game. How can you tell your faction to focus a location then?
And finally if u select your base and send all squads it sends out medics and stuff like that who do not fight. Which is really annoying.

Good karma+1 vote
tiberazure
tiberazure - - 24 comments @ GTA Vice City VHS Edition (Remastered, Definitive Edition)

Also why on fkin earth did the demolition rc chopper mission got lowered to 4:30 minutes from 7. This is really fkin hard now, unless you are professional rc chopper flyer and have done this mission over 100x it is okay. But for me who is new to vice city.. well this seems really hard i always keep missing it with 10-20 seconds.. is it a way to tweak it to be 6 minutes at least?

Good karma+1 vote
tiberazure
tiberazure - - 24 comments @ Better A-life Overhaul 1.4

So i got it to work finally with no issues, but some things are far too crazy and imbalanced. Examples:
Started a monolith run, monolith can not even expand through pripyat and to Radar or pripyat outskirts. Why?... Well..
Because the balance of mutants up north is Insane, I saw squads of 4-5 chimeras with 2 black ones( elite guarding base/resource locations) 4 burers, 6 snorks, 2 pseudogiants, 2 controllers +5 zombies on each.
( These were on default mutant settings). Without using debug mode i could not even try to help monolith, 30 bullets to help defend their main base from that... eh. xD. Bit crazy
Also fun fact, essential npcs can cause mutants to stack on them. A good location: the mercs in pripyat outskirts( Trunk, meeker and Grifftih) When going near them they are constantly being attacked by hordes on rare mutants, so taking that base over is pretty much a death sentence plus if u want to work for Mercs.. well lets just say unless u have ton of explosives which will kill the npcs there as well..its kinda hard to utilize that location.

Good karma+1 vote
tiberazure
tiberazure - - 24 comments @ GTA Vice City VHS Edition (Remastered, Definitive Edition)

Hello are there any cheats for this, for example i wanted to lose my wanted lvl with LEAVEMEALONE, but it doesnt work? Are there different conditions to use regular vice city cheats here? Ty :)

Good karma+1 vote
tiberazure
tiberazure - - 24 comments @ Better A-life Overhaul 1.4

For example my save is ruined again as it will crash no matter what i do: X-Ray log:
TIME GLOBAL 104338
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] .../anomaly-1.5.1.2\gamedata\scripts\sim_smart_alife.script:432: attempt to index a nil value
! [SCRIPT ERROR]: .../anomaly-1.5.1.2\gamedata\scripts\sim_smart_alife.script:432: attempt to index a nil value

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: .../anomaly-1.5.1.2\gamedata\scripts\sim_smart_alife.script:432: attempt to index a nil value

stack trace:

Good karma+2 votes
tiberazure
tiberazure - - 24 comments @ Better A-life Overhaul 1.4

Man this feels really unstable. It CTD after clearing out mutant packs, enemy camps, taking over points. Spawning new troops. Tried multiple factions, played on patch 1.3 and 1.2 both crashing alot. It does not always crash but when it does it is so common it becomes very infuriating :(. Mods i have enabled is better-a-life overhaul; Boomsticks and trader overhaul mod.

Good karma+1 vote
tiberazure
tiberazure - - 24 comments @ Better A-life Overhaul 1.4

Could you post a screenshot? ty :)

Good karma+1 vote
tiberazure
tiberazure - - 24 comments @ Better A-life Overhaul 1.4

So does warfare mode not work with this mod? It states i need "special rank" to command a faction. What does it entail. I am at max reputation but i still can not control anything. (Playing as UNISG).

Good karma+1 vote
tiberazure
tiberazure - - 24 comments @ Dawn of the Tiberium Age

Great mod , and i can see the value in it. But there are some very weird balancing and nerfing inconsistencies. 1)Lets start with Allies:
Where is the allied Gap generator, they have short range base defences and Gap generators were the only way to defend vs siege and sneak attacks. So it being gone, they are in a very vulnerable state.
Their cruisers are a joke or am i missing something, i understand in regular red alert Cruisers were strong. But this iteration and seeing what Soviets got in this mod, is a bit pathetic. 5 Deployed cruisers can not even destroy a tier 2 tower when being repaired. 5= 10k credits..meanwhile in vanilla it took only 1 and it had double the range and it did not need to deploy.
Meanwhile soviets got missile subs and Ultra sub, that does anything the cruiser do , but better. Talk about nerf( even though in lore it clearly stated that the only strenght of Allied forces had was their navy) .Their artillery is the worst of all factions, the basic artilley is really bad when it is not promoted to highest rank.
Their super units are fine, can't complain about those too much.
2) Gdi:
In its current state i firmly believe that Soviets > Gdi in most scenarios.
Their mainline tanks are better, as heavy tank is just better medium tank, and light tank is just for kiting but here the shells are much faster for heavy tanks so the light tank cheese do not work as well.
Disc throwers are worse V2 in most aspects, other than to deal with mass infantry.
On land maps capping a-10 to 3 is pretty harsh, as that is their main nuke and 3 of them can barely take out a Con yard, but they are literally made of paper so 2 AA can take them out before u wasted 6k credits.
Moving on to naval: their Carriers are really weird, i am not sure as if their targeting is bugged or they are on the same boat as cruisers to enjoy weakened state just "because why not", they can not sometimes hit anything with their mini bombers, i had 6 of em barely take out a flamethrower turret while 2 of them took out large building like powerplant; also if there are multiple enemeis the mini bombers start spreading their ammunition between each target, basically shredding their damage between each target.
And their super unit The proto suit, is okay but it really is a glass cannon andseeing as Gdi has no mobile repair units, which it really needs to do anything spectatular. Nods super units are just better, their infantry hero unit and their tank. Tldr Gdi feels very generalist faction, but when facing a good Soviet or very high difficulty soviet Ai , they just can not do much vs them.
Nod feels fine besides their ground artillery , it is honestly worse then Alliance, it is only good vs sniping infantry but vs anything else, i do not see the use of it. Could use maybe better mainline ground units , as light tanks and flame tanks vs other factions besides Alliance feel quite underwhelming in this mod.
Soviet feels quite powerful, besides their money hungry playstyle and powerhungry base defences. But overall they do feel they are the most "balanced faction when facing any other faction in the game".

Good karma+1 vote
tiberazure
tiberazure - - 24 comments @ A.R.E.A.

I think i have played almost every COP , SOC , Clear sky mod and finished all of the main games multiple times. But this mod is too unfair,in some criterias And you can't tweak any settings. I wanted to remove the headbob and change some perks for more personalized start, and edit that traders buy broken stuff,so i can actually make some cash via looting and scavenging.But there are no files to be changed or modified.
Unless i have to uback db files and tinker with core files.I just wish it was bit more user friendly seeing as this mod is taken from call of chernobyl and uses its assets modifed for sure, but still.

Good karma+1 vote
tiberazure
tiberazure - - 24 comments @ A.R.E.A.

Curious, show me a video of your first 2 hours with a bandit start from the main bandit base.
I would love to know how u deal with miltary and loners right from the getgo with a pistol and couple of mags , vs rifles.

Good karma+1 vote
tiberazure
tiberazure - - 24 comments @ A.R.E.A.

So i really do not know how are u supposed to survive with this mod start as a bandit. You don't get jack s*** and items are so expensive it is insane. Oh u got shot in the leg once, i guess I am dead. Unless i somehow manage to limp to the doctor of my faction to get treated.
Stashes are all almost empty with 100ish ukah drops.. Yay.
Enemies drop items that are at 10% quality, can't use nor sell. Repairing early game is out of the question.
Too bad Ai is not effected by this, they got infinite ammo, just have to reload more often than not. Oh and speaking of reloading, so i have to have multiple magazines on my belt fully loaded if i want to have a chance to win a gunfight. Because reloading in battle is so slow its actually stupid. If the ai had to reload 1 bullet at a time each of their mags and had finite ammo like the player, it would be immersive.
BUT only YOU the Player is affected by this "setting".
And volume system..that is the nail on the coffin. In other immersive games u can craft wearable backpacks, sacks, bags, etc. To help you carry items that are encoumbering, here. Well if you find a big bag u can carry a bit of items, no fast travel either to store items in your base. So loot aspect is extremely hampered by being able to pick up pretty much nothing early game.
I get the fact u want the player to start weak and "get lvls" to become someone actually useful. But some aspects are really way too hardcore to actually be able to enjoy the game. If you want to make the game immersive have the Ai be effected by the immersion as well, just saying.

Good karma0 votes
tiberazure
tiberazure - - 24 comments @ Crossfire

Fascinating mod and definetly brings out full power of factions, but so far Nod seems weaker then Gdi in most of its aspects. I really hope this will be adressed, as Nod have way less support powers, less summons, their units are weaker by a huge margin, worse base defenses. Oh and a final nail on the coffin , Gdi = infinite money, from crates and tiberium refinery that gives 100 resource per tick.. thats just insane. Nod has only stealth.. and improved flame tanks.. which get melted by Gdi defenses like butter as they detect stealth anyways.
And if u can even manage gdi tech lab free 10+k resource drops u will run out of money.. whilist gdi is just getting started.
Series seems silly with support powers too and if gets them rolling it also will steamroll through nod and scrin alike. Perhaps Gdi is the only one who can compete with its own Overpowered units and buildings. But currently Nod and scrin are not worth playing vs Series and Gdi. Imo.
The only annoying part about Gdi is its huge buildings, which take up alot of space, pretty hard to use on small maps. But on bigger maps it is really of no issue to deploy them.

Good karma+1 vote
tiberazure
tiberazure - - 24 comments @ Tiberium Secrets

Yeah well currently u pick up the same crate 3x u get max upgrades in 1.7.1, which was not the case for creating super vehicles in 1.7.0 but u could pick crates up to 3x ( which some still stayed on the ground). Their harvesters mention able to pick up salvage and upgrade, but in 1.7.1 they do not pick them up or do not get upgrades at least i have not witnesed in multiple occasions. And nods power issue is signicant, having morale boost for extra 300 tiberium is not worth it, perhaps add it as an upgrade and an upgrade for regular powerplant. So you can invest into power or morale boost, if u want to keep the theme of unique power system then make it either or for those upgrades. And scrins power yes it has multiple implications but again its 2k for power which u must place near tiberium ,a huge hazard and a major loss if u lose one.

Good karma+1 vote
tiberazure
tiberazure - - 24 comments @ Tiberium Secrets

Asi is way too expensive to play on ffa maps and their Ai is still not working right? Why does scrin take dmg from tiberium , did u guys forget scrin origins and how they need to heal in tiberium, now they have no healing for infantry lol. Buzzer hives lose health automatically.. not sure if that is intended. Also asi is bugged, if u get 3 scavenged boxes for a unit it becomes godlike with hyper armor. 1 tier 1 tank can tank entire enemy base... not sure what goes on there. Also some crates stay on ground permanently, allowing u to upgrade all ur army infinite times.Meanwhile Nods disruption towers do not hide turret bays, making them easy target for air and artillery, sure it hides the turrets coming out of it, but if the central piece is visible, kinda pointless then -.-. What i noticed Ai has problems with power as scrin, 2k power plants.. are too much don't u guys think. And why doesn't Nod , Scrin have power plant power upgrades?

Good karma+4 votes