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 556)
Tiberium_Exposure
Tiberium_Exposure 11hours 47mins ago says:

i can clearly see that you got your inspiration for your Type-224D class destroyer from the Star Gate: SG1 deadelus cruiser. your ship and that ship look damn near similar, both in shape and general design.

+1 vote     mod: Earth Conflict
Tiberium_Exposure
Tiberium_Exposure Aug 3 2014, 10:37am says:

Any news on a possible release 6?

+2 votes     mod: Command & Conquer: Tiberian History
Tiberium_Exposure
Tiberium_Exposure Jul 16 2014, 9:21pm says:

why does the titan look like its based off of Metal Gear Rex? or a Gecko from MGS4?

+1 vote     mod: Command & Conquer: Emerald Prophecy
Tiberium_Exposure
Tiberium_Exposure Jun 11 2014, 2:58am says:

I apologize for the past comment i have made. I have yet to find the cause for what disabled all further use of star wars EaW FoC, but what I said was unjustified, and entirely rude in every sense. I was out of line and so was my unjustified rant/ complaint.

+3 votes     mod: The Reckoning: Dark Lord of the Sith
Tiberium_Exposure
Tiberium_Exposure May 24 2014, 5:58pm says:

your damn mod destroyed the DirectX on my laptop. i attempted to run the mod on my gateway laptop, i run a vista OS. it crashed the laptop upon mod startup, and when i restarted the computer, it was telling me that Foc as well as Eaw standard were incompatible with my computer because directX was corrupted. even after uninstalling the games, i cannot re-install them without it crashing again.

+1 vote     mod: The Reckoning: Dark Lord of the Sith
Tiberium_Exposure
Tiberium_Exposure May 14 2014, 10:14pm replied:

The best thing you can do for everyone now is to stop typing altogether. Your points are invalid if you cannot understand the idea behind the mod itself or the creativity required to start, let alone continue such a project. it does not require a story as it is NOT canon. timeline-based facts from the halo universe are invalid here, and if you have a problem with that, then suck it up and rant about it elsewhere because nobody here wants to see you try to make sense about something that does not. don't question why something exists if there is no reason for it existing other than to and allow others to enjoy its existence. its that simple. you don't have to like it if you don't want to and nobody is trying to tell you any different, but please, if you're not here to support the idea, then please leave this page to those of us who do support it. refusal to do so would be pointless on your part since based on all of the comments responding to what you said, few here care what you think or believe and those who do care, only care enough to talk you into leaving so others don't have to see someone with disappointed eyes trying to put down a mod simply because it is different.

0 votes     mod: Evolutions: Real Time Strategy Evolved
Tiberium_Exposure
Tiberium_Exposure May 7 2014, 11:53pm says:

that hot fix patch of yours made the forgotten way OP. their guard towers have a small build radius around them and they don't seem to be programmed to stop building those damn things until they run out of funds... in a skirmish match on gardens redux, the mutants built a stream of those towers right into my base next-door and spammed defenses, power plants & refineries like a plague. it is nigh impossible to contain and they work fast. this is a nightmare on multiplayer matches when against more than one forgotten faction. Can this be fixed?

+1 vote     mod: C&C Tiberian Sun Crystallized Doom
Tiberium_Exposure
Tiberium_Exposure May 7 2014, 7:24pm says:

please fix the water crash glitch. (rather enjoy maps where I am as far away from my opponent as digitally possible.) also, water maps = less space for the enmy to build and more aircraft/ less tanks....

+1 vote     download: Crystallized Doom 1.9.40.1 [Outdated]
Tiberium_Exposure
Tiberium_Exposure May 1 2014, 12:34am says:

can you also try to figure out how to make the mod able to have more player slots? so you can have a 1v1v1v1, 2v2v2, 1v1v1v1v1v1, 4-6 way FFA, or just a means for larger mirror skirmish battles? i have already asked this on multiple mod pages and since this is an evolved version of the first game, maybe this can be accomplished in this? new factions, as i have said in the past is always fun, but it dies out too quickly. the ability to have multiple opponents of all of the factions even multi-mirror play is something that is envied in any RTS mod and promotes longer sustained gameplay that leads to more interesting battles that last, much, much longer than usual. think of a GC that has both era's factions duking it out on the same map? or the ability to have more than 2 factions over a single planet for a space-battle? or even a ground-battle. players are too used to the standard 1v1 gameplay and to have a 1v1v1 or 1v1v1v1 type skirmish over a single planet where 3 are invading the one while at the same time trying to wipe out each-other's fleets would make for a much more random and hectic space-based/ ground-based environment in GC. it would make for longer campaigns, bigger battles and allow a larger group to develop larger maps that are usually unheard of on EaW or FoC. it would be something 100% new for once. not just upgraded units, or detailing, but up-to-date gameplay types. please consider it.

+1 vote     mod: Star Wars: Empire at War II
Tiberium_Exposure
Tiberium_Exposure Apr 28 2014, 9:41pm replied:

kh@til, if you view the C&C3: The Forgotten mod, that's where you can see the tick-tank brought back. this mod is placed After C&C3 perhaps even after KW, so using TW2 vehicles in THIS mod would be impractical not to mention highly ineffective against the supposed new scrin units. (in the forgotten mod, the tick tank did not fare well even to scrin gun walkers.) however this being said, there is only one TW2 vehicle that would have a practical application in a mod such as this and that would be the Mammoth MK2 walker, except resurrected in small numbers as a Forgotten unit. (rust spots and tiberium erosion and all. at least that unit would be able to do them some good against units both on land, over water, and in the air.)

+3 votes     mod: Command & Conquer 5 Return of the Scrin (MOD)...
Tiberium_Exposure
Tiberium_Exposure Apr 24 2014, 12:24am replied:

why the empire? kane is nothing like hitler or the emperor or even yuri for that matter. in RA1 he was the main advisor to stalin, kane's russian not totalitarian, and not sociopathic, but fundamentalist religious-crossed militaristic. he worships tiberium in many ways akin to tyber zann worshiping credits. and the realistic fact is, kane isn't evil, he's pragmatic, doing his own thing fighting the powers that be much like the rebellion. I'm a dedicated command & conquer fan and have been following not only the games, but also the lore behind the games for quite some time and if your basing your facts on the belief that kane is evil, you need to go back and view how kane is seen in all of the games from both sides. if there was a animated short with kane joining the empire with yuri and hitler there, kane would kill hitler, the emperor would find out and send yuri to control him where kane would smuggle-in and detonate a liquid-T bomb inside the deathstar simply because it exists. the dude isn't the sort bent on world or galactic domination and has shown this in C&C4 when he switched sides simply to complete his own ends, his mission.

+1 vote     mod: Videogamer13's FoC Mod
Tiberium_Exposure
Tiberium_Exposure Apr 24 2014, 12:06am replied:

Don't work on changing the rules of the game or the background coding until you actually know what each coded section does to the game overall. some sections support others like a chain-link fence. Cut out and/or replace one of the links and it may completely fall apart or not hold together properly.

+1 vote     mod: Command & Conquer 5 Return of the Scrin (MOD)...
Tiberium_Exposure
Tiberium_Exposure Apr 22 2014, 10:03pm says:

Furthermore as an add-on to my previous statement, these "new" factions that you stated would be in the 2.0 are not present and i do not understand why. Genesis is present, but only partially as is is overlayed with a "MISSING" message, a sereies of numbers with :GenesisFaction labeled next to it. i do not know if this is because of a problem with first decade or not, and also be aware that i am running this game on a vista laptop that is fully updated.

+1 vote     mod: The Rise of genesis
Tiberium_Exposure
Tiberium_Exposure Apr 22 2014, 9:57pm says:

overall, your mod is absolutely amazing, but i ran into quite a few errors that i believe you should know about and hopefully you can fix. (I am running first decade on a windows vista laptop.) first off, there are several missing cameo's as well as models for structures that have no effects of any kind on the overall gameplay (iwo-jima memorial, lifeguard tower, etc;) not to mention a few of the models for your units such as the tesla tank for the genesis faction are missing turrets. next up, you might want to go back and edit the build costs and timers on certain units so they aren't mass-spammed on multiplayer game modes and skirmish. (such as the gunship that both yuri and the soviets can build. on brutal skirmish, they pump out these air vehicles more often than even basic infantry and it causes serious in-game lag because of the sheer number of the vehicles accompanied by how many missiles they produce each. I myself suffered in-game exception errors not just once or twice, but on 18 separate occasions testing on vanilla maps, random generated maps and fan-made. only once did the game slow to the point that it caused my computer to suffer a blue-screen crash.) and lastly for some reason the mod on occasion, upon successful game-exit, causes the computer to freeze and become completely unresponsive, even to holding down the power-button. (i had to resort to unplugging the charge cord and disconnecting the battery pack from the laptop while it was active.) but other than these minor-to-major issues, the game ran nearly perfect and was rather fun while it lasted. i hope you can edit what you can and release a revised version of this mod before you complete the next stage. (where the possibility that these errors may still be within the coding of the mod.) p.s. If you require a packet of in-game screen shots aiding the explanation of what i mean about the brutal factions in skirmish gameplay, send me a note and i will post the packet to mediafire for download.

+1 vote     mod: The Rise of genesis
Tiberium_Exposure
Tiberium_Exposure Apr 22 2014, 6:06am says:

if you require help in utilizing the modding tools for C&C3 effectively, i would advise that you consult the modders and support on CnmC Labz forums as well as the advanced tools use via youtube or any of the links that may be given to you on the forums pages. (also ask around the local moddb C&C modding groups and their forum links as that may also be useful. there are several modder's that have gone underground for the time being, but they still keep an eye on the forums pages from time to time and there is the possibility that they could come out of the woodwork to aid with this undertaking of yours. if you require any aid concerning data-entry later-on in the process, i probably have more free-time than anyone else on this site (currently job-hunting) and when the time comes, if i am told what is required i will see what i can do. furthermore, i am a never-ending fountain of ideas and if able, i will aid in that department if needed.

+2 votes     mod: Command & Conquer 5 Return of the Scrin (MOD)...
Tiberium_Exposure
Tiberium_Exposure Apr 22 2014, 5:16am replied:

sandtrooper, if you ever paid any attention at all to history and how it is reflected through, as well as re-interpreted through star wars, then you would understand what it means to put hitler with the "Empire". the Empire was in many ways based off of the Nazi's Reich of WWII and this was explained by George Lucas himself in several documentaries on the culture behind the Star Wars universe as well as briefly mentioned in a small number of conferences at Con's over the years. the Emperor waged a war with the intent of exterminating all "Non-Humans" in the Star Wars universe the same as Hitler tried to exterminate all of those with Jewish blood during WWII. furthermore if you were to take a look at a popular T.V. series "Justice League" and view the 3-part episode ending season 1 "The Savage Time", then imagining Hitler with an AT-AT is NOT very far off. so please, rethink your views concerning this issue and how it interferes with the cannon surrounding the mod as you are both the instigator and loser in this argument.

+1 vote     mod: Videogamer13's FoC Mod
Tiberium_Exposure
Tiberium_Exposure Apr 22 2014, 5:07am says:

i noticed you added a bunch of C&C red alert time-line characters, but how about mixing it up a bit? instead of Zhana, with the consortium, why not add a more pragmatic figure from the C&C universe that fits the role of the Consortium in such a way as to warrant more followers to this mod? the person i am speaking of is the Leader of the Brotherhood of NOD, KANE. introducing KANE into a mod such as this as well as some of the units from the tiberium Universe would greatly expand your options as well as unique units to choose from including the stealth tank, Redeemer war mech, tiberium-based explosives (far deadlier and "corrosive" than a vast majority of the consortium's technologies), and other technologies that can do a better job at "corrupting" worlds and spreading absolute havoc than anything else you might find in the star wars universe outside of Ssi'Ruuk Tech. please at the very least give this proposal of an idea some thorough thought.

+1 vote     mod: Videogamer13's FoC Mod
Tiberium_Exposure
Tiberium_Exposure Apr 9 2014, 5:26pm replied:

go to your options menu and adjust all of the video settings to minimum or very low. it could be that you're computer cannot properly compensate for the game you are attempting to play with its current equipment and that you may have to find or "buy" a new video/graphics card for your computer.

+1 vote     mod: Tiberian Sun Redux
Tiberium_Exposure
Tiberium_Exposure Apr 5 2014, 4:03am says:

think its possible to add more player slots and map slots on the maps for more factions? i dont mean more factions themselves, like on most mods as thats boring. what i mean is can you add more "player" slots. so you dont ahve to have a 2v2 to have more than 3 teams on the same map. so it can have a 1v1v1v1v1v1 or 2v2v2 or a 1v1v1v1 mirror play game all on the same map? it would widen the playing field, allow for larger maps for in-game use and really create all sorts of havoc on GC if 2+ factions are above the same planet with 3 fleets simultaneously. I know it's asking a lot and it'll take a lot of work, but so far no other mod team believes that this is possible or can be done on this particular game. new models are cool, new factions are great and new maps are fun, but in the long run, it tires out and grows boring over time. the more players on a map, the longer battles last, and the more fun exists. plus to add to it, it would be different. there wouldn't be any confusing this mod with any other if this were to be accomplished as that would remain the secret to this mod's team and absolutely nobody would be able to duplicate what you do since they believe it cannot be done.

+2 votes     mod: Golden Age of War: Incursion of the Sith
Tiberium_Exposure
Tiberium_Exposure Apr 5 2014, 3:37am says:

just one quick question, and been burning my mind from the inside out. but was or is there any way to make it so that there can be team-based play on this standalone unlike in tiberian sun? like in "C&C Red Alert 2" and titles after it? FFA gameplay is fun and all, but 4v4 action on a TC SA game such as this would play out kinda neat. i know its too close to Beta 5 to ask about this, but if you're not done after this release, maybe for something in the future? like a patch?

+3 votes     mod: Twisted Insurrection
Tiberium_Exposure
Tiberium_Exposure Feb 1 2014, 5:39pm says:

USA is too under-powered now compared to the other factions. think it would be possible to give USA some units from C&C3 GDI? like the juggernaut or the mammoth tank and pitbull? or give GLA something like a heavily modified bulldozer that can heavily damage structures along the lines of scrap or junk warfare? just something to balance this out a bit more so if ECA or the Russians get out their OP tanks, USA has something that can match them in terms of firepower?

-1 votes     download: ROTR Patch 1.802 Release
Tiberium_Exposure
Tiberium_Exposure Jan 16 2014, 6:13pm replied:

got it back.... turns out whoever took it from me rewired it through an alt static password so it took a little time. i don't see why some people just cant take a little criticism on their mods....

+1 vote     mod: Tiberium
Tiberium_Exposure
Tiberium_Exposure Nov 1 2013, 5:10pm replied:

but the thing about factions is it gets somewhat boring if your not able to face all of them at the exact same time on a small map. GC is always fun, but again not all of the factions compete (most go off doing thier own thing or do nothing at all). if a skirmish map could be modified to be huge and support a gametype with 4+ players in a free-for-all gametype... mirror play wouldn;t be needed anmore as it would be too fun fighting all fo the factions at once.

+1 vote     mod: Vader's New Order - Empire Surrounded
Tiberium_Exposure
Tiberium_Exposure Nov 1 2013, 5:07pm replied:

the way around that is sub-factions added onto the major factions. use C&C3: Kane's Wrath and C&C Generals: Zero Hour as examples. each main faction with 1- subfactions. but also there really isnt a need for more factions yet as long as the 4-player game-type as well as the maps work. mirror play with 4 empires or consortiums would cover the fun level for a long time. by the way if you could integrate the 4-player type into GC where 4 factions ae actively trying to dominate the whole galaxy, i can see about 9 other mod's wanting that capability. think of it this way, if you make it work for 4+ players on maps or on GC, this mod will be the pioneer and nothing will be able to take that title away. please consider this.

+1 vote     mod: Secrets of the Force: Dark Awakening
Tiberium_Exposure
Tiberium_Exposure Nov 1 2013, 4:59pm replied:

nto talking about factions being added. im talking about player slot the game and all the mods released low for 1v1, 1v2, 1v1v1 or 2v2 (but they ahve to be on teams.) what im asking if another player spot couadded so there can be 4 teams or 1v1v1v1 match with A.I. or even 5 or 6 players. the game is too mundane and even with mirror play or more factions it gets boring fast. add more player positions and more teams on maps, so you could have 4+ star bases on a map with one faction per base without the need for teams. more players = more fun. more factions = fun for a little while. now do you understand?

+1 vote     mod: Star Wars Eras
Tiberium_Exposure
Tiberium_Exposure Oct 27 2013, 12:31am says:

Im just wondering one things. sure new units is great and inspiring to see all kinds of plethora of units. new maps is great and being able to use all new and exciting abilities is fun too. but i really gotta ask, when is someone going to finally release a mod for Star Wars Empire at War: Forces of Corruption, that adds more player slots and additional teams to fight? sure its fun to have mirror mode fighting empire vs empire. but having 3-way brawls just wont cut it anymore. newer games allow for anywhere from 4-10 separate opponents to face off, and this game is kinda behind choking on dust and ashes. if a mod or even an XML could be created that would allow for more players and/or teams to operate on maps, it would be an almighty improvement on a scale that would open up a multiverse number of doors for the next generation of the modding community to use. so i ask anyone and everyone to at least consider attempting such an endeavor.

+1 vote     mod: Ultimate Galactic Conquest v.1
Tiberium_Exposure
Tiberium_Exposure Oct 27 2013, 12:31am says:

Im just wondering one things. sure new units is great and inspiring to see all kinds of plethora of units. new maps is great and being able to use all new and exciting abilities is fun too. but i really gotta ask, when is someone going to finally release a mod for Star Wars Empire at War: Forces of Corruption, that adds more player slots and additional teams to fight? sure its fun to have mirror mode fighting empire vs empire. but having 3-way brawls just wont cut it anymore. newer games allow for anywhere from 4-10 separate opponents to face off, and this game is kinda behind choking on dust and ashes. if a mod or even an XML could be created that would allow for more players and/or teams to operate on maps, it would be an almighty improvement on a scale that would open up a multiverse number of doors for the next generation of the modding community to use. so i ask anyone and everyone to at least consider attempting such an endeavor.

+2 votes     mod: Galaxies At War
Tiberium_Exposure
Tiberium_Exposure Oct 27 2013, 12:29am says:

Im just wondering one things. sure new units is great and inspiring to see all kinds of plethora of units. new maps is great and being able to use all new and exciting abilities is fun too. but i really gotta ask, when is someone going to finally release a mod for Star Wars Empire at War: Forces of Corruption, that adds more player slots and additional teams to fight? sure its fun to have mirror mode fighting empire vs empire. but having 3-way brawls just wont cut it anymore. newer games allow for anywhere from 4-10 separate opponents to face off, and this game is kinda behind choking on dust and ashes. if a mod or even an XML could be created that would allow for more players and/or teams to operate on maps, it would be an almighty improvement on a scale that would open up a multiverse number of doors for the next generation of the modding community to use. so i ask anyone and everyone to at least consider attempting such an endeavor.

+4 votes     mod: Corporate Addon Mod
Tiberium_Exposure
Tiberium_Exposure Oct 27 2013, 12:28am says:

Im just wondering one things. sure new units is great and inspiring to see all kinds of plethora of units. new maps is great and being able to use all new and exciting abilities is fun too. but i really gotta ask, when is someone going to finally release a mod for Star Wars Empire at War: Forces of Corruption, that adds more player slots and additional teams to fight? sure its fun to have mirror mode fighting empire vs empire. but having 3-way brawls just wont cut it anymore. newer games allow for anywhere from 4-10 separate opponents to face off, and this game is kinda behind choking on dust and ashes. if a mod or even an XML could be created that would allow for more players and/or teams to operate on maps, it would be an almighty improvement on a scale that would open up a multiverse number of doors for the next generation of the modding community to use. so i ask anyone and everyone to at least consider attempting such an endeavor.

+1 vote     mod: Stargate Galaxy at War
Tiberium_Exposure
Tiberium_Exposure Oct 27 2013, 12:28am says:

Im just wondering one things. sure new units is great and inspiring to see all kinds of plethora of units. new maps is great and being able to use all new and exciting abilities is fun too. but i really gotta ask, when is someone going to finally release a mod for Star Wars Empire at War: Forces of Corruption, that adds more player slots and additional teams to fight? sure its fun to have mirror mode fighting empire vs empire. but having 3-way brawls just wont cut it anymore. newer games allow for anywhere from 4-10 separate opponents to face off, and this game is kinda behind choking on dust and ashes. if a mod or even an XML could be created that would allow for more players and/or teams to operate on maps, it would be an almighty improvement on a scale that would open up a multiverse number of doors for the next generation of the modding community to use. so i ask anyone and everyone to at least consider attempting such an endeavor.

+1 vote     mod: Stargate Legacy
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