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 565)
Tiberium_Exposure Dec 5 2014, 10:42pm says:

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.

+3 votes   mod: Tiberium Essence
Tiberium_Exposure Dec 5 2014, 10:31pm says:

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

0 votes   mod: Generals: Annihilation
Tiberium_Exposure Nov 22 2014, 3:13pm says:

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.

-2 votes   mod: Rise of the Reds
Tiberium_Exposure Oct 17 2014, 6:24am says:

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.

0 votes   mod: Command & Conquer 5 Return of the Scrin (MOD)...
Tiberium_Exposure Oct 5 2014, 12:13am says:

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....

+1 vote   mod: Command & Conquer 5 Return of the Scrin (MOD)...
Tiberium_Exposure Sep 1 2014, 5:11pm says:

a warning to anyone using this mod. Do Not, i repeat Do Not! use this mod while running the 1.09 dev mode trainer. it WILL cause a game crash. apparently the altered Ai mindset does not work well with the ability to create units instantly.

+1 vote   mod: Rush To Supremacy
Tiberium_Exposure Aug 25 2014, 10:17pm replied:

since these comments are highly out of date, then you should know. origin and gamespy have both cut funding and support for ALL C&C titles.they no longer support or host multiplayer servers and you can no longer receive updates via their site-links or via their databanks. HOWEVER, a relatively new group has taken up the mantle in terms of online multiplayer and has begun hosting servers for the generals, tiberium wars & red alert 3 multiplayer (yes this includes each of their respective expansion packs) go to revora.com for more details. you'll need to make an account on their forums to access the multiplayer and gain instructions on how to regain your lost information from the gamespy shutdown.

+1 vote   mod: C&C Crazy Mod: Revived
Tiberium_Exposure Aug 25 2014, 10:07pm says:

is centerpoint station going to be available in this mod? possibly as a(n) replacement for the deathstar since that impirial battlestation was not active during the vong war.or would it be in the mod as a map with the battle raging nearby the station and it would be seen in the back-drop of the map blasting away at vong ships at random?

+1 vote   mod: Yuuzhan Vong at War
Tiberium_Exposure Aug 25 2014, 9:54pm says:

do you think you'll be able to do this to work with other mods? if given permission? for example, the TW3 mod "The Forgotten" which is essentially a DLC in itself?

+1 vote   mod: Rush To Supremacy
Tiberium_Exposure Aug 21 2014, 1:01am 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 Aug 3 2014, 10:37am says:

Any news on a possible release 6?

+2 votes   mod: Command & Conquer: Tiberian History
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?

+2 votes   mod: Command & Conquer: Emerald Prophecy
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 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 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 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 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 [Outdated]
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 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 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 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 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 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 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 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 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 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 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 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 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 Jul 9 2013, 10:42pm says:

3-week awkward silence..... HELLO???? Are you still there????

0 votes   mod: Crossfire
Tiberium_Exposure Feb 23 2013, 6:26am says:

on terms of ground combat.... will the replicators be featured at all in this mod? as like a hazard on the battlefield?

+1 vote   mod: Stargate for BF2
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