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 588)
Tiberium_Exposure
Tiberium_Exposure @ Yuuzhan Vong at War

The only questions that i have that I'm concerned with are, When this mod is finally released, how big is it going to be? Meaning, how many GB's? Even with 7zip, the size for as much data composing of all of the new and updated models, XML packs, maps, mission logs, audio files, etc; not to mention the sheer amount of time spent so far on this mod (hell it should be called a TC, or even its own game by now), its gotta be in the 5GB+ range at least... so how big are we talkin? And if it is that massive, are you going to plan on releasing it all at once? or in parts to be pieced together to reduce the time to download it all? I hope this isn't as aggravating as the plethora of people raging and demanding to know when the mod is going to be released.... kill them with fire, but these are rather more important questions to ask.

Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Star Wars Empire at War Epic

could just ask to borrow the XML files for that from the modding crew that made the Legacy Era mod for foc. they already took care of that. Moddb.com

Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ worm

.... reminds me of the gravemind from halo 2...

Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ YR:NW Open Beta 0.35 Stable Released

reaperz, u nee an alt download link for the patch. the moddb link is compromised. damn piggyback malware.

Good karma+3 votes
Tiberium_Exposure
Tiberium_Exposure @ The Hutt Forces

I think you're missing one. Remember to bring Sarge with too, that way you have the set.

Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Tiberium_Exposure

found it on Deviantart. they have thousands of Gif's that the creators allow you to download for free, and use.

Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Tiberium Essence

This is just a suggestion from a fellow C&C player. Having played C&C games over the years and mods that have been applied to those games, I've noticed something that very few players have attempted to modify for other games. Back in C&C Red Alert 2, as well as its Expansion Yuri's Revenge (yes i know this isn't part of the tiberium Universe, but please bear with me here), there was a curious in-game option for skirmish games, and it was also implemented in one other C&C title, but I forget the name. This option was the ability to host skirmish or online matches with Super Weapons turned off, forcing players and/or A.I. to re-evaluate tactics without being able to utilize the devastating advantages granted through super-weapon usage. The option to turn off super-weapons made matches rather interesting, not to mention longer since you were unable to strike at the heart of enemy compounds without having any units near said base. I am simply asking if such an option could be implemented in a future version of this mod? Especially since Tiberium Essence is not only one of the bigger mods for Tiberium Wars, but this idea has yet to be tested on this game in general. It would make for some rather interesting outcomes and force players to come up with alternate strategies to what they are used to if the option is selected.... not to mention make matches slightly more challenging.

Good karma+3 votes
Tiberium_Exposure
Tiberium_Exposure @ Commander AI

Why would this be the Last release? Sure, few people are paying attention to this mod, but that is only because not too many people that play this game are keen on setting up GDI as an opponent. they tend to spam mammoth tanks and juggernauts very quickly. If this mod was re-calibrated for NOD use, and if you could somehow fix the mid to late-game glitch with the NOD harvesters (A glitch that affects EVERY other mod that is made for Tiberium Wars & Kanes Wrath respectively, regardless of difficulty settings), then I promise you, this mod will gain a lot more support, very quickly. or if you could fully Design a Scrin A.I. that would actually summon the mothership in mid-game before the P.A.C's, and continue to re-summon that mothership when the previous one dies, to make for a greater onslaught of alien forces, I'm sure Modders from other C&C TW mod projects will take interest in this. Please don't give up just because of a rough start.

Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Mass Effect at War V.1 4

because the mod is in German. when you attempt to run a German mod in English, when that German mod has no translated software from its original format, it prompts an exception error and forces the game back to default. So when you run the game and attempt to run the mod, the game defaults to vanilla. there is no way around this until an English version of the Master-text file is created and added to the mod itself.

Good karma+3 votes
Tiberium_Exposure
Tiberium_Exposure @ Tiberium Wars Advanced

should report his account. Crystal_Nova is releasing stolen files and data under his own name. this violates Moddb's copyright rules. especially since you didn't grant open consent for him to do so. he linked the download through a 3rd party german file-upload site. I'll pm you the link, maybe you can get this shut down.

Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Evolutions: Real Time Strategy Evolved

nah, more like Nod = Forerunner Tech. for example, there is a WIDE variety of sentinel types and monitors based through the entirety of the halo series, as well as structures and technological upgrades to boot. also if you add-in the sentinels from Onyx, and their ability to combine together to become even more powerful machines of war, with the capacity to utterly annihilate an entire UNSC frigate in one shot... the flood simply hijack and control stolen technology & units from both factions.

Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Tiberium Essence

In my opinion, it would be kinda cool if certain units were taken from the Red alert games and given to the forgotten, with heavy modifications of course to support tiberium-based weaponry. such as the Soviet Kirov, or mirage tank (blended in as a large tiberium growth perhaps?). a Tiberium-powered prism tank would also be neat to see, as that would simply be a highly-modified disruptor with a sick tiberium-colored pulse. Another neat thing to see would be jury-rigged scrin technology. since the forgotten would have full mastery of tiberium-based life-forms and weaponry, they should be able to easily make a jury-rigged tiberium radiation emitter right? so by that extent, if that type of upgrade were researched, they could have hybrid scrin tanks and aircraft at their disposal with varied capabilities, like devastators that fire tiberium missiles, or hybrid storm-riders? maybe even a modified Devourer tank on old-school behemoth treads that fire a tiberium-based beam as its main and only weapon? instead of thinking older reclamated tech from past wars, what if some of their tech was improvised with new stolen goodies from the third super-power that everyone seems to be forgetting more than the forgotten? the forgotten are known to take anything they can modify for their own use, so alien hybrid-tech, with the help of the tacitus, wouldn't be that far flung.

Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ CnC Blast Out

Slightly related to the mod... in your description is this sentence: "This ended up in an full scale nuclear war which made 81% of the world inhabitable." I do believe the word you were going for was "Uninhabitable". Just in case you didn't notice this typo that effectively confuses the rest of your description, here it is for you to see. just hope that its fixed for when future mod trackers come to view this page.

Good karma+2 votes
Tiberium_Exposure
Tiberium_Exposure @ Star Wars: Empire at War: Rebellion

Just out of curiosity, but I'm not sure if you guys keep up-to-date with that cartoon series "STAR WARS: REBELS". was wondering if you guys could add the Prototype B-Wing Blockade Buster class from the latest Rebels episode? the one with the quad-point beam cannon? (like a mini red death-star beam that is used to bust interceptor and blockade frigates?) they are used as single-ships and not in a squadron so it would be an awesome fleet addition? also, the burnt-orange paint job would be cool to see in-game. Just wondering if it could be a possible future add-in since the standard B-wing model is already In-game in a 3-wing squadron...

Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Legacy Era: Second Imperial Civil War

just a few quick things that I'm sure many who have played this mod have run into. 2 of the kryat Empire anti-fighter frigates/ fast-attack craft have absolutely no hard-points (one of them a merchant vessel and the other comes standard with the tier 2 space station. furthermore, the GC map that comes with the mod is bugged. it doesn't resolve, as two of the planets are unreachable/ they have no form of space lane connecting them to any of the other planets. These issues are post-patch application, so i will simply ask that your team look into them. the only other minor bug that i have run into on 3 planets on GC (fondor, Mon Calamari and mandalore). when those planets are attacked with a star dreadnought class ship already in orbit, said star dreadnought doesn't spawn in-map when the battle begins. It's sitting just off-map outside of clickable range, and it cannot be ordered to attack any specific targets or move in-map. i consider this a minor issue as it tend to move in-map of its own volition when hostile ships come within range. but as i believe i have said before, other than these few bugs, this mod is flawless. nice work.(only side note i would ask for a future version if possible: would it be possible for you guys to attempt to develop a functioning 4+player skirmish map for multi-mirrored gameplay? it would make things damned more interesting, especially for those of us with computers that can handle that much chaos)

Good karma+2 votes
Tiberium_Exposure
Tiberium_Exposure @ Vong Invaders Expansion

anybody home? is this on hiatus? or completely gone?

Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Tiberium Essence

repeat of the message I posted on Sept. 3rd 2015: "So in other words, you are giving us a bunch of little "palpatines" to play with, A Command & Conquer Generals: China Faction Overlord Tank with the bunker upgrade, and the equivalent of one of said overlords bunker being packed with Red Alert 2 Soviet Tesla Troopers? (just to compare for understanding.) on this note, would it be possible for a future update, that the mutant hovels/ factories to include an out-modded version of the repair drone to be produced? like for example a land-based EOD bot equipped with a repair torch, like that of the EOD bots in Battlefield 3-4 to drive around said structure repairing nearby vehicles, like the aerial repair drones used by certain key base structures? it would add to the look and style of how the mutants take out-dated tech and use it for their own ends."

Good karma+4 votes
Tiberium_Exposure
Tiberium_Exposure @ Equinox Mod

guess you didn't get the memo. EALA ceased all production on Generals 2 about a year ago. its dead.

Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ June News

So in otherwords, you are giving us a bunch of little "palpatines" to play with, A Command & Conquer Generals: China Faction Overlord Tank with the bunker upgrade, and the equivalent of one of said overlords bunker being packed with Red Alert 2 Soviet Tesla Troopers? (just to compare for understanding.) on this note, would it be possible for a future update, that the mutant hovels/ factories to include an out-modded version of the repair drone to be produced? like for example a land-based EOD bot equipped with a repair torch, like that of the EOD bots in Battlefield 3-4 to drive around said structure repairing nearby vehicles, like the aerial repair drones used by certain key base structures? it would add to the look and style of how the mutants take out-dated tech and use it for their own ends.

Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Tiberian Sun Client

There wasn't a \Maps\Custom Directory present In the specified section, so I created one. I just hope It works.

Good karma+2 votes
Tiberium_Exposure
Tiberium_Exposure @ Yuuzhan Vong at War

i understand that you are attempting to stay as close to the books as possible, but it would still be neat to see, even if it was a cut-scene or even cooler, a mission, with the Yuuzahn Vong facing the Ssi'Ruuk. a race that is nothing but biological warfare and hates technology, against a race that is almost entirely machines who want to convert biological beings and organics into cybernetics... would be interesting to see which one comes out on top, since both would despise each-other even more than any other species in the galaxy, or outside it for that matter.

Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Tiberian Sun Client

How do you add newly created maps to this to run in-game? I keep trying different folders and get the same results each time, being unable to play the map I created using the map editor. assistance would be appreciated. (please note, I reloaded a few of my older created maps using this client and edited them a bit and I get the same results with them as well. nothing I try works)

Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Equinox Mod

please don't allow this to fail. with EA fully ceasing production of future C&C titles, and not allowing the rights to the series to be taken up by other companies/groups, these mods and standalone freeware projects are all that remains of the C&C Franchise.

Good karma+6 votes
Tiberium_Exposure
Tiberium_Exposure @ SymBioz

well, so much for your deadline. its the 31st, still no download...

Good karma-1 votes
Tiberium_Exposure
Tiberium_Exposure @ Yuuzhan Vong at War

Centerpoint station?

Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Tiberium Essence

If you successfully integrate the forgotten as a playable faction, then you may want to look into another mod. there is only one other mod that has the forgotten as a playable faction in TW and thats the "The Forgotten" mod developed by CnCLabs. however, there was one little flaw with their mod that i hope you do not end up inadvertently creating in this mod. when the forgotten mod was run, you were unable to access any of the GDI, NOD, or Scrin Campaign missions. Any attempt to would crash the game and sometimes force a complete HDD restart. So before continuing with extending this mod, i would ask that you attempt to play-through and beat this other mod, since it is similar to yours, except it has its own fully integrated campaign that runs with the cannon of the C&C universe. who knows, maybe by playing it, you could also gleam some nice ideas for your own units for the forgotten faction in this mod of yours.

Good karma+3 votes
Tiberium_Exposure
Tiberium_Exposure @ Generals: Annihilation

Why does it look like some of these models are taken from the Rise of the Reds Mod developed by SWF?

Good karma0 votes
Tiberium_Exposure
Tiberium_Exposure @ Rise of the Reds

Found 2 songs online that reminded me of this mod. one of the American faction and one for the GLA. the links to both are as follows:

GLA: http://incompetech.com/ (first song on the list, "Vadodora")

USA: http://www.premiumbeat.com/royalty_free_music/rock/2 (bottom of the list on the second page, "Ready To Strike")

Not sure why, but they reminded me of this mod while i was browsing music online for friends to add-in to their gaming videos on youtube.

Good karma-2 votes
Tiberium_Exposure
Tiberium_Exposure @ Command & Conquer 5 Return of the Scrin (MOD)...

now this is what i simply cannot understand. if you are basing this history and branching off into the future.... you do realize that GDI is a bi-product of a enhanced branch of the U.N. formulated to combat NOD right? so a futuristic version of GDI is essentially the UNSC from the halo franchise. if you are going to persist and continue this, whatever it is, at least get that much right.

Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Command & Conquer 5 Return of the Scrin (MOD)...

dude, if this mod is going where i think its going, your better off scrapping the idea of it being C&C5; and change it to a "Destiny" RTS mod for C&C3;. most of the "artwork" and designs you posted already look similar to bosses in Destiny, plus nobody has attempted a mod based off of that game yet. this could be the first.... think about it. Dragons & C&C dont mix, this isn't the movie Ring of Fire....

Good karma+1 vote
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