I'm into the command and conquer series, halo series and just about any battlefield game that has helicopters period. i enjoy using unorthodox tactics to fool my opponents into total chaos. my current gaming status is somewhat unfortunate. i am now operating off a MAC, and that being said, i can no longer play most games. i have an alternate PC for any mods i download however so i can still do some reviews and comment with due intel. right now i play games via steam. Borderlands 2 and Star Conflict are on the list as well as Alpha Games such as Interstellar Marines. If anyone would like to group up on BL2 or team up on Star Conflict, my Steam Username is TiberiumWolf. Oh and btw, for those that i consider friends on Borderlands 2, i tend to create and hand out Legendary Rare guns that the creators were either too lazy or too useless to come up with on their own. And I'm talking gamebreaker damage without it being counted as illegal or crash worthy.

Comment History  (0 - 30 of 623)
Tiberium_Exposure
Tiberium_Exposure @ Vong Invaders Expansion

When this mod is released, could a version please be uploaded in .zip format? so those of us without winrar or 7zip can still play this mod. the sites that contain winrar and 7zip are plagued by hackers and trojan downloads. and the main winrar download itself auto-installs software that supplements viruses and spyware. (no site is safe anymore) It would be extremely helpful and Greatly appreciated if a .zip format of this mod were released.

Reply Good karma-2 votes
Tiberium_Exposure
Tiberium_Exposure @ Republic Assault: The Clone Wars

Would it be possible for in a future version of this mod for a "hijacked" Republic ship be used as a trojan horse bomb by the separatists? like the one shown in Season 5 Episode 13 of the clone wars T.V. series "Point of no Return"? It could be a highly costly unit to be produced and have a production timer like that of the death star or death star II? It would be very useful for cracking fleets or completely wiping out everything that is currently in orbit around a specific planet, station, fleet, etc; (the following link is of what i am talking about: Youtube.com ) The ship would contain the exact same explosive material as in the series, known as "Rhydonium" and should have the same or a similar effect, capable of wiping out nearly everything that is within spitting distance of said ship when it blow's. Just an idea, but it would play to the Separatist's combat style, and make for an interesting "super-weapon" to be used when combating a severely large fleet or when threatened by a large fleet orbiting a(n) needed planet.

Reply Good karma+3 votes
Tiberium_Exposure
Tiberium_Exposure @ Flood Mod v1.0

could you possibly release a .zip variant? not everyone has access to winrar or a .rar extractor and since nearly EVERY site that allows access to a .rar extraction program is riddled with malware and viruses, it would be nice to have a version of this mod to download without the need to "play pool with a rope" to play.

Reply Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Play as The Flood

Just an idea, but if you've ever played the game Command & Conquer 3: Tiberium Wars, or the Expansion, Kane's Wrath, one of the Scrin faction infantry units, known as the "Buzzer" could be a good placement for use as the flood spore clouds, just smaller in scale. Since both work in relatively the same way, and have similar designs, If you could use the model for the Scrin Buzzer cloud, with a texture update, color change and replace the animation of the buzzer cloud with that of a scaled down variant of the flood spore cloud, it could work as an infantry unit, and create a Literal "Cloud" when traveling in large groups. Give it maybe 35-50 HP per "Flood buzzer", and though it would die quickly on its own, in groups it would fit the flood's "drowning in numbers" tactics. It would take a decent clip of work to port the "Scrin Buzzer" texture model over and into something that Halo Wars can use, but it would be well worth it.

Reply Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ More imperialized Empire of the Hand

"Can you please release a .zip version of this add-on? I'd really like to try it out, but i do not have access to ANY form of extractor program, and any attempt to link to a site to download one usually ends in both my anti-virus and anti-malware triggering and ejecting me before i can link to the site itself. downloading a mod directly from this site is deemed "safe" and "virus free". Please take this into consideration, as there shouldn't be that many xml files to take up Too much space." (this is a re-post of the same question and opinion from the mod download page itself)

Reply Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ More Imperialized Empire of the Hand (Standart)

Can you please release a .zip version of this add-on? I'd really like to try it out, but i do not have access to ANY form of extractor program, and any attempt to link to a site to download one usually ends in both my anti-virus and anti-malware triggering and ejecting me before i can link to the site itself. downloading a mod directly from this site is deemed "safe" and "virus free". Please take this into consideration, as there shouldn't be that many xml files to take up Too much space.

Reply Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Rise of the Crime Lords 3.0

can you please release a .zip format version of this mod? itd be useful for those of us who either dont have winzip or 7zip, or cant get an extractor program due to the sites being swarmed with hackers.

Reply Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Rise of the Crime Lords

can there be a separate .zip or .exe release of this mod? the .rar may make the upload easier for you, but trying to find a .rar extractor that doesn't also auto-install malware or spyware is nearly impossible now-a-days. even 7z extractor programs are corrupt-able now and their sites are hacker playgrounds.

Reply Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ The Red Alert 1.2 Full Version

did you try copying said file from an earlier install of an earlier version of the mod into the install for the later version? it could simply be an over-writing error where the file was not replaced properly.

Reply Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ VS_INI

furthermore a separate .zip release would be very much helpful as ALL of the sites now that allow a free .rar extractor are corrupted beyond measure.

Reply Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ VS_INI

Would it be possible to alter the in-game A.I. so the late-game focus is more on naval warfare if there is larger bodies of water, or ground warfare, such as late-game infantry/ land vehicles? The reason I am asking this, is because once the Soviets max out their tech tree, they send in almost nothing but Kirov airships and small tank battalions. The Yuri A.I. also does the same thing, but with floating discs. I REALLY would like to see a higher naval response, and possibly navy units attacking land-based structures from off-shore, like more frequent use of aegis cruisers and aircraft carriers from the allies, flak P.B.'s and dreadnoughts from the soviets and a larger response of boomer submarines from Yuri's bases to attack shore-based targets and more frequent use of hover transports for sneak attacks like in the campaign for cross-map island warfare. The standard A.I. doesn't do any of this, with the exception of the pre-update vanilla A.I. where if you give the enemy Yuri A.I. 3-5 MCV's from any faction and 10 minutes of free-time, they become utterly impossible to beat, to the point of the game crashing because of mass unit and structure spam....

Reply Good karma+2 votes
Tiberium_Exposure
Tiberium_Exposure @ Rise of the Crime Lords

Will there be a .zip release for those of us who don't want to run the risk of downloading a .rar extractor from a corrupted or hacked site? several of the extractor program sites piggy-back self-installing malware along with the program that's intended to be downloaded, defeating the purpose.

Reply Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Tiberium Wars Community Map Pack Project

actually that's not needed. another bypass would be to simply load the maps to a "new folder" and then copy the maps from there to the Tiberium Wars folder located in "ApplicationFiles" (to get there you open your windows menu on windows 2000,Vista,7,8 in the bottom left corner of your screen and in the search box, type %appdata% and hit enter. not sure what to do with windows 8.2 or 10) once at the tiberium Wars folder, find the Maps folder, and if there isn't one, make one and copy the maps to said folder directly. the mods are loaded via the control center and because of this, any maps that are located in the maps folder via appdata, are automatically compatible with EVERY mod that you run separately. (Certain mods will also change in-map structures to match against the specifics for that mod automatically, so no harm done. ex. Tiberium Essence, Tiberium Wars Advanced, "The Forgotten" mod, etc;)

Reply Good karma+2 votes
Tiberium_Exposure
Tiberium_Exposure @ Evolutions: Real Time Strategy Evolved

Another problem people ahve with .rar file's/folders is the fact that if they dont have an extracter/converter for that type of file, all of the sites that have the "free" versions are crawling with scammers, hackers, and self-downloading/installing malware redirects. .zip is the safest and easiest form of conversion for both the modder and the testers/players, not only because EVERY computer is able to extract from that format, but also because it does not require a risky download for a 3rd-party extractor program to open said file. unless of course, the mod is installed via a .exe (it is possible, several other groups have done it for this game as well as several other RTS games) which would eliminate the middle-man entirely, (i.e. .exe installers allow for the mod to be directly extracted from the .exe into the designated folder without the need for any form of base or 3rd-party external extraction program) and would thus be even more secure than just the .zip format on its own. (ntm, with how popular this mod is getting even before its release, a .exe installation for this mod, inside the .zip folder would actively prevent future downloads from being corrupted or having piggy-back malware and spyware from being added on at a later date from an outside source)

Reply Good karma+2 votes
Tiberium_Exposure
Tiberium_Exposure @ Mental Omega

hello, its been a while since i installed 3.0 mental omega and i just tried to uninstall it, but the uninstaller ceased function. can someone please help me with a fix or how i can manually uninstall it without removing the entire game?

Reply Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Mental Omega

what about No Rest For The Wicked?

Reply Good karma+2 votes
Tiberium_Exposure
Tiberium_Exposure @ Mental Omega

well would it be possible to have the psi-corp utilize mind control much like the old pre-patch yuri faction did? like they can not only mind-control other faction mcv's, but gain a build-speed and income boost when they deploy? it would make for some seriously interesting matches....(ntm glitch the a.i. into gaining the ability to insta-build con-yards without the need of an mcv)

Reply Good karma0 votes
Tiberium_Exposure
Tiberium_Exposure @ TALON Mod

Just wondering if its possible to code tiberium to propagate and spread across the map, much the same way vein-hole veins would steadily creep across the map back in tiberian sun? so instead of staying isolated in a single tiny regulated field (keep that for blue and red tiberium), the Green tiberium can actually follow the lore behind the deadly substance and spread like a cancer without a cure across the battlefield, into bases, up streets and over hills/mountains... it would allow for a greater need for collecting resources and perimeter control. (if the enemy troops don't kill yours, the tiberium you harvest will.....eventually.

Reply Good karma+2 votes
Tiberium_Exposure
Tiberium_Exposure @ Tiberium Essence

Just wondering if its possible to code tiberium to propagate and spread across the map, much the same way vein-hole veins would steadily creep across the map back in tiberian sun? so instead of staying isolated in a single tiny regulated field (keep that for blue and red tiberium), the Green tiberium can actually follow the lore behind the deadly substance and spread like a cancer without a cure across the battlefield, into bases, up streets and over hills/mountains... it would allow for a greater need for collecting resources and perimeter control. (if the enemy troops don't kill yours, the tiberium you harvest will.....eventually. not to mention, provide a more urgent need for walls and gates, as well as sonic resonators.

Reply Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Command & Conquer: Mystery of Arca

Just wondering if its possible to code tiberium to propagate and spread across the map, much the same way vein-hole veins would steadily creep across the map back in tiberian sun? so instead of staying isolated in a single tiny regulated field (keep that for blue and red tiberium), the Green tiberium can actually follow the lore behind the deadly substance and spread like a cancer without a cure across the battlefield, into bases, up streets and over hills/mountains... it would allow for a greater need for collecting resources and perimeter control. (if the enemy troops don't kill yours, the tiberium you harvest will.....eventually.

Reply Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Mental Omega

is there any way to turn back on the engineer's ability to capture enemy structures? just so you can ca an enemy command center and spam their buildings? its kinda irritating that its no longer an option, especially on maps tailored specifically for infantry and aircraft only....

Reply Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Rise of the Reds

Fair assessment and response. It's just why cant the A.I. obey the same rules and restrictions that a player has to? regardless of the game, it just doesn't seem fairly balanced against the experience of said player that is playing. However, I fully understand the dislike for having "smart" A.I.'s that are self-adapting in a game like this, that understand the rules. (I had an issue with this back in the day coding custom mods with friends on Yuri's revenge. We gave the A.I.'s too much leeway once and instead of trying to win, the Custom "Maniac" A.I. would spam units until the game crashed forcing an auto-loss, not to mention what the enemy Yuri A.I. would do once they were able to produce MCV's....)

Reply Good karma0 votes
Tiberium_Exposure
Tiberium_Exposure @ Rise of the Reds

then how come the same cant be said of the allied jammer's from Red Alert 1,2, and 3? that is where the general idea comes from correct? and the a.i. in those games follow the rules governing the effects generated by said devices, so why cant the a.i. be tailored to correspond to the new implemented rules in this game? like how some abilities cant be used unless they have line of sight, cant that rule be bridged/modified to cover generals powers when contact is made with a FoW generator? for example, with the ICBM's, you have a minimum safe distance, and a boundary that the activated ability cannot be used. How come that same boundary zone cannot be implemented on the jammers and reversed, to prevent the use of ALL other abilities within a specific distance to said object? and have the drawback be that it loses its invisibility when this ability is switched on? like how you have with the european watchtower defenses, only it would be preventing strikes. This way, it wouldn't need to generate a "Fog of War" and would instead be used for its original intended listed purpose without being too overpowered, as it would still be able to be targeted by conventional means. (or make it so that it only stops superweapon strikes, like the Brotherhood of Nod's ion resonance barrier in C&C 3, which actively prevents Ion cannon strikes until the node generators are taken out, reducing its substantial area of effect. those were able to be taken out by conventional means and only thereafter were you able to strike the immediate area with GDI's ion cannon) Not every idea has to be impossible to do, considering it has already been done, just not for the currently intended idea for the current means. the materials to do it are there, just not thought about for an alternate purpose. Furthermore, this idea, could also be implemented for one of the other factions considering how overwhelming Russia already is....

Reply Good karma0 votes
Tiberium_Exposure
Tiberium_Exposure @ Rise of the Reds

the other factions need something to counterbalance Russia's use of ICBM's. the fact that you can make dozens of them opens the Gates of Hell in Late Game Battles. Recommend increasing the power requirements to 16 per icbm silo, to offset their numbers and damage. ALSO, the russian spawnable radar jammers dont block superweapons, support powers, or jam radar, they just sit there invisible.... recommend a fix if possible.

Reply Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ C&C Mashup (v.3.0)

So in other words, this mod is only compatible with the original Disk-based Version of Yuri's Revenge after it's been fully patched. The Origin variant is highly Buggy and requires alot of delving into the background files to get right, and the First Decade variant is too neat, with all of the .ini files packaged into .MIX packets for this mod to install properly, thus leaving out a severely large portion of the player-base that wish to test this mod. Way to thoroughly shoot the C&C community in the foot with this one pal...

Reply Good karma+2 votes
Tiberium_Exposure
Tiberium_Exposure @ Dawn of the Tiberium Age

I ran into a problem on v1.555 when I attempted to start a skirmish on a 8-player map with each of the 4 factions. Whenever I attempt to start a match in skirmish on any map, I would get a "KABOOOOOOOM" error message stating that the game could not locate the Settings.ini in the DTA_1.1555 (main game) folder. Since I did not touch the folder post-extraction for any reason other than selecting the start application, I would like to know what actually went wrong and if this problem is more than a random occurrence. This issue has happened every time repeatedly.

Reply Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Xenoforce:03-Bug Hunt

the download site for win-rar is compromised, is what I'm saying. sure you can download it, but as soon as you attempt to install, you get a trojan bundle that auto-installs several redundant programs that do absolutely nothing except damage your computer software. Whats worse, is that there is no way around this, it WILL happen EVERY TIME.

Reply Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Twisted Insurrection

Something I've noticed both while playing skirmish, as well as spectating, how come none of the hostile A.I. factions build walls? Regardless of difficulty, the A.I. doesn't bother to protect any of their vital tech structures with walls or gates (or put down concrete for that matter which is also a viable defense option), and its perplexing. Will this be coded into future versions of the A.I. in the game or is it intentionally left out as an option?

Reply Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Twisted Insurrection

Just out of curiosity, but will there ever be a dev client made for TI that will allow players on single-player to "play god"? Rather than be forever bound to the boundaries of the game? Like to test a large user-made map with full player count on hardest difficulty and see if the map can take that level of punishment? or something similar? (I only ask, because the base game-play tends to get boring when played on repeat for a while and it would be a nice touch to allow for some off-handed chaos for a change in pace).

Reply Good karma+1 vote
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