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 610)
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;)

Good karma+1 vote
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)

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?

Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Mental Omega

what about No Rest For The Wicked?

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)

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.

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.

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.

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....

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....)

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....

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.

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...

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.

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.

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?

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).

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

yes. I normally keep a clean pc and anytime malware is detected, i wipe my computer memory and start over with a pre-load i have saved to a Toshiba 1TB portable HDD. it takes about 3 hours to re-install everything (another 2 hours to re-download any mods i previously had) before i post a response on moddb. too much time on my hands being unemployed.

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

Please Release a .Zip format version of this mod for download. The sites that allow us to get the extraction programs required to run this mod from a .rar format have nothing but Heaps and Heaps of remote-download/install malware and general viruses. Same with other types of extractor programs' sites (ex: IZarc, Zipline, Winzip, 7zip, freerarextractor, peazip, unziprar, and softonic). Though it may take a long time, compressing the mod into a standardized .Zip format is not only safer for you guys, but its also safer for those of us testing it as .Zip's are difficult to piggyback any external programs onto it from 3rd parties, and they usually (98.3% of the time) do not contain virus add-ons. So please, please release a .Zip Variant. It would be worth it. (I say usually, because 1.7% of the time, and this has happened through mods installed via install .exe's downloaded from this site in the past, have contained add-on 3rd party auto-installer programs such as "fake" anti-virus systems used to torment the downloadee's.)

Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Elite's Conflict Mod v1.2 Beta

{HEROIC}Doci, That site has nothing but Heaps and Heaps of remote-download/install malware and general viruses. Same with other types of extractor programs' sites (ex: IZarc, Zipline, Winzip, 7zip, freerarextractor, peazip, unziprar, and softonic). Though it may take a long time, compressing the mod into a standardized .Zip format is not only safer for you guys, but its also safer for those of us testing it as .Zip's are difficult to piggyback any external programs onto it from 3rd parties, and they usually (98.3% of the time) do not contain virus add-ons. So please, please release a .Zip Variant. It would be worth it. (I say usually, because 1.7% of the time, and this has happened through mods installed via install .exe's downloaded from this site in the past, have contained add-on 3rd party auto-installer programs such as "fake" anti-virus systems used to torment the downloadee's.)

Good karma+4 votes
Tiberium_Exposure
Tiberium_Exposure @ Elite's Conflict Mod

what file was that, if i might ask?

Good karma+1 vote
Tiberium_Exposure
Tiberium_Exposure @ Awakening of the Rebellion

just going to suggest this. Having extensively tested this mod with multiple different scenarios on several custom maps as well as on GC, I recommend that the owner of this mod should remove the Hapan Battle Dragons from being one of the ships that can be built by the Black Sun. rather have them show up in GC on random planets as a Pirate raid that happens in the outer rim worlds space maps. in skirmish, all it takes is 6-8 of the ships and any enemy fleet, regardless of faction is effectively reduced to spaced molecules within 30 seconds - 2 minutes depending on enemy ship classes and number of ships. 3 can effectively reduce an entire enemy space station to rubble in less than 3 minutes when there is no other opposition. having faced a fleet of these ships spawned by enemy AI, i effectively lost as no fleet of ships can counter the extreme fire-rate of the battle dragons in formations greater than 2 ships. ( in all honesty, it made me feel like i had human ships against Ori destroyers in Stargate SG-1. not a good feeling).

Good karma+3 votes
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
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