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  (60 - 90 of 565)
Tiberium_Exposure
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
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+1 vote   download: Crystallized Doom 1.9.40.1 [Outdated]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 Oct 15 2013, 5:06pm replied:

Afraid there aren't too many pictures available as it is from a book series. try googling it as there are some paintings from book covers that you might be able to use for a general idea, as well as passages from the books for greater detail.

+1 vote   mod: Star Wars : Epic Maps
Tiberium_Exposure
Tiberium_Exposure Oct 13 2013, 3:04pm says:

Would it be possible for in the future that you could make a map along the lines of the "new Jedi order" era? a space map with a clash within an large black-hole riddled asteroid fields taking place above a yuu'zahn vong world ship? It would be something kinda neat and who knows it might also still be in use when that mod team making the yuu'zahn vong at war mod is actually released in 2015.

+2 votes   mod: Star Wars : Epic Maps
Tiberium_Exposure
Tiberium_Exposure Apr 12 2013, 2:34am says:

just going to ask about an old New Vegas mod of yours called Phoenix Rising. can you at the very least go back to it and release a mini add-on modification for FoNV that allows the incorporation of those custom weapons that were viewed in those screen shots? they would make for some pretty interesting gameplay types, and they could replace other in-game weapons such as the plasma rifle with that laser sniper and the d-class power armor with the Phoenix armor. not the whole mod itself, just the equipment? the idea behind it and the references to C&C peaked the interest of myself and a few friends and it would be really neat to use those items while in-game. furthermore, if you do happen to take this idea into some consideration, would you happen to be able to change the logo on the Phoenix armor to that of the GDI logo? it would look even more badass. i understand that the rest of your old mod is highly boring and its impossible to focus on coding the thing as there is too much and it takes too long, so all that i am asking is this small request if it can be done. to see C7C in a fallout game is a dream sought by multiple people who are fans of both franchises. (another thought, if you could go into the coding for the in-game weapons and replace the name for the "all american" with the name "GD-2" or even the 10mm with "nighthawk" would be awesome. it would give homage to the actual names of the weapons used by GDI troops in the command and conquer games. this is only a request, that i hope you will consider.

+1 vote   member: HaydenB
Tiberium_Exposure
Tiberium_Exposure Apr 12 2013, 1:16am says:

dead?

+2 votes   mod: Downfall
Tiberium_Exposure
Tiberium_Exposure Feb 1 2013, 1:34am says:

will we be able to buy shirt's like these anywhere? or is this just for show?

+1 vote   media: TI-Shirts
Tiberium_Exposure
Tiberium_Exposure Jan 19 2013, 8:01am says:

another idea, how about a way to put water into the nether? i know the only way right now is to go on creative and place ice blocks, but there is no way to mine those same ice blocks in survival for use in the nether. (only reason i bring this up, is because the bottom of the nether is all fresh lava. when water hits it, it is the ultimate source of obsidian for mining. one block of ice can easily make a plateau of obsidian in the nether's lava floor. (if you wanna see what i mean, spawn a ice block in the nether and surround all sides but one with glowstone (glowstone melts ice faster in the nether for some reason.). it would also help with traversing the nether without supreme fall damage and it could make for some interesting ground-based builds in survival.

+1 vote   mod: HydroCraft
Tiberium_Exposure
Tiberium_Exposure Dec 17 2012, 6:08am says:

please make each of these tier 4 turrets cost between 2500-4000. if you make it cost in the 4500-5k range, then the players wont be able to build enough to consistently outmatch the epic units. a sufficient price range so that players are able to build them with ease, but still not able to get them out too early. also can you make the build time for one of these turrets the same as how long it takes to build a Tech center? that way, just like the cost, they are able to be brought out in due time, but not fast enough to mass produce them on a large scale?

+3 votes   media: Defense structures Tier 4
Tiberium_Exposure
Tiberium_Exposure Jul 18 2012, 12:42am says:

with the executioner be in the mod as a bonus unit? or is this just a joke image?

+1 vote   media: Kane vs the Shogun Executioner
Tiberium_Exposure
Tiberium_Exposure Jun 16 2012, 8:10pm says:

THANKYOU!!!!!! its been far too long since thae epic tank-TROLL fest has been allowed. i have been waiting for someone to make something like this for a long time. no i just ogtta tell some of the fellahs on tib wars online so we can use this online and bring back rapid tank and tier 4 scrin spam.... troll-lol-lol!!!!!!!!!

+1 vote   download: C&C3 Original
Tiberium_Exposure
Tiberium_Exposure Apr 23 2012, 12:21am says:

DEAD! DEAD! DEAD! DEAD! DEAD! DEAD! DEAD! DEAD! DEAD! DEAD! DEAD! DEAD! DEAD! DEAD! DEAD!

+1 vote   mod: C&C Tiberian Sun Ultimate Mod
Tiberium_Exposure
Tiberium_Exposure Apr 19 2012, 11:55pm says:

cant wait, that ship is freakishly awesome in a good way. will he be available in skirmish matches as well as GC and campaign if there is one?

+3 votes   media: Empire Hero - Lord Cronal/Blackhole - Singularity
Tiberium_Exposure
Tiberium_Exposure Jan 19 2012, 1:16am says:

now that is the true meaning of adding insult to injury. both eclipse and DSII in orbit over a planet. not even the emperor is that evil, only Darth Caedus would intentionally pull something like that.

+2 votes   media: The remains of Bothawui
Tiberium_Exposure
Tiberium_Exposure Dec 26 2011, 8:26pm says:

when is the planned releqase of the next version of the mod? what i mean to say, is that you obviously must have a hint of an iade as to when you might be done. i al;so hope that this isnt too much to ask. if it is, just forget that i asked and please do your best. also, as part towards your senior year, good luck and i hope you graduate at the head of your class.

+1 vote   article: Two Years, 250,000 hits and Counting~Merry Christmas!
Tiberium_Exposure
Tiberium_Exposure Dec 9 2011, 8:50am says:

if you pay close attention to Star Wars History, most imperial commandos were once Republic commandos. a small section of those were also known as the ARC NULLS. and these that were once republic commandos were trained by the galaxies most feared bounty hunters. the alpha, beta, delta, and theta class republic / imperial commandos are the most to be feared, as they know a wealth of knowledge about every possible vehicle, species, and or structure they come across, as well as how to infiltrate it and if need be, exterminate it. these 2 are only a small percentage of the total population of this class of unit. some in the star wars history are equipped with jet-packs and vacuum sealed armor to be able to operate in Zero-G. they are like the U.S. Navy seals of the star wars universe. you do not want to **** with them. if you spot any of them on a planet in this mods campaign, use raid parties on that planet. do not risk going in head on. use raid parties until the commandos die then do as you wish. wookieepedia only tells you what people have posted. if you want to know everything abut them, screw wookieepedia and read the novels and tech booklets.

+1 vote   media: Why you should avoid Infiltrators & Stormcommandos
Tiberium_Exposure
Tiberium_Exposure Dec 4 2011, 7:30am says:

that secret unit is gonna break the game. no mastermind is supposed to do that without crashing the game completely.

+1 vote   mod: Domination
Tiberium_Exposure
Tiberium_Exposure Jul 23 2011, 7:06am says:

i have a funny question, what's with the matrix background behind the campaign loading area?

+2 votes   media: Screenshot main menu
Tiberium_Exposure
Tiberium_Exposure Jul 23 2011, 6:59am says:

this is something that should have been in yuri's revenge but wasn't. hell it still isnt even in CnC3. not until red alert 3 that mission select was made available. WTF is with that?

+1 vote   media: Missions selection screen (old v1.0 design)
Tiberium_Exposure
Tiberium_Exposure Oct 12 2013, 11:52pm says:

when this game is released in alpha, can a version of it also be released for MAC? there has been an apparent Extreme lack of star wars of any kind for the Apple Community, and for those of us who no longer own a PC (not by choice) it would be a spectacular change of pace. furthermore it would allow those of us in the Apple community to interact with those in the Dell and HP community on a more even level. but that aside, it would also be a real test of coding skills, and just awesome in general. So please, at least give it some thought. Kinda sucks to only be limited to creepy pasta or medieval fantasy games instead of true combat. and the only other games in the way of Sci-fi are a few MMO games on steam and Borderlands or other 2K games...

+1 vote   game: Star Wars: Battlecry
Tiberium_Exposure
Tiberium_Exposure Oct 12 2013, 11:31pm replied:

Ah..... sorry my memory is fuzzy as of late. too much homework and essays, its clouded my clear thinking...

+1 vote   member: Tiberium_Exposure
Tiberium_Exposure
Tiberium_Exposure Oct 12 2013, 11:30pm replied:

thankyou, but i meant every word of it.

+1 vote   member: Tiberium_Exposure
Tiberium_Exposure
Tiberium_Exposure Jul 31 2013, 9:10pm says:

DEAD

+1 vote   mod: Deathtrap Revolution
Tiberium_Exposure
Tiberium_Exposure Jul 12 2013, 2:52am replied:

Also to add-on to the no naval comment, why not deploy defenses off-shore? deriving off of C&C3, the Scrin ignore that rule completely by swarming with massive ships in the "AIR". the idea of not expanding the defenses so they can properly defend a base off the coast is a bad decision if the Scrin are still able to sue massive amounts of air-based artillery like the devastator warship. one of those aircraft alone, can decimate an entire base from offshore as seen on C&C3 on multiple water-based multiplayer maps. Ignoring that threat will once-again, like EA, offset the capabilities of the faction and make the Scrin overpowered in a sense that WILL make them stupid again. You cannot properly defend against that type of threat without defenses in the "water". Btw, bear in mind that The planetary assault carriers are also at fault with this type of warfare. 1-3 of those "ships" deployed in aggressive mode with ion storms offshore back in C&C3 made it nigh impossible to kill them efficiently without recurring heavy losses. Also, its not just with the scrin, Nod's peek-a-boo tactic's with the stealth bombers and venom blitzkrieg (venom spam) can throw off any anti-air system without a early warning system. On island-based maps, it was impossible to detect or even deter sufficient fleets of those craft because water-based defenses were not possible on C&C3. I understand that you are attempting to make this mod as close to a C&C3 conversion for RA3 as possible, but a little bit of improvement where EA went horribly wrong, would be a good idea in the long run.

+1 vote   member: thejafhar
Tiberium_Exposure
Tiberium_Exposure Jul 12 2013, 2:50am says:

you mentioned no NAVAL in your RA3 TIBERIUM Mod. Actually, the "NAVAL" type-combat could be transferred to "hover" warfare, out over open water or, since its supposed to take place in a time-space that tiberium blankets most of the planet, it could be liquid tiberium. the coding for amphibious units could be modified to transfer not from land to water, but from land to hover modes. On that note, it would be rather neat to see a sea of liquid tiberium on maps and how it would affect the harvesting and combat of the 3 factions. Maybe it could open up new ideas on the lines of harvesting liquid-T for extra credits, or even make for territory for "tiberium lifeforms". Why completely eradicate the "naval" gametype from the game, when it can be altered and be useful on so many other levels. (btw, last i checked, back in C&C2, Tiberian floaters were found over water MORE than they were over land. Just something to keep in mind.).

+1 vote   member: thejafhar
Tiberium_Exposure
Tiberium_Exposure Jul 9 2013, 10:42pm says:

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

0 votes   mod: Crossfire
Tiberium_Exposure
Tiberium_Exposure Jul 9 2013, 10:40pm says:

Honestly, when i first saw this mod's name, it was thinking back to the classic ARMY MEN games. the green vs tan plastic armies in C&C generals format. then upon seeing that this mod was not that, my little dream was crushed in an instant. though, i hope that this mod gains a better story and an "english" description so that we can all see what it is about.

+1 vote   mod: Material Wars
Tiberium_Exposure
Tiberium_Exposure Jul 9 2013, 10:35pm says:

just tossing this in because it needs to be brought up, but wont adding this new entrance interfere with the story plot-lines a bit? when you first get to the checkpoint and are about to speak to the securitrons for the first time you are stopped and made to watch a civilian run past the "open" checkpoint and try to make a break for the doors only to be cut down by security. wont the fence walls interfere with that plot-line thus causing the game to freeze?or is the door that leads into the checkpoint always open? this is really confusing me because i have had companions get in the way of that civilian before and ended up getting suck at that area because the civilian couldn't get through and die, allowing the distraction to stop. it made for a very interesting, albeit a very annoying glitch in the game.

+1 vote   media: New Vegas Restoration
Tiberium_Exposure
Tiberium_Exposure Jul 9 2013, 10:04pm says:

its a shame that a version of this mod cannot be cooked up for the PS3 version of fallout New Vegas. This would be absolutely badass on there. Guess i'll just have to buy it for pc..... i really do hate that mods cannot be applied onto console games, it sucks.

+1 vote   mod: The Courier's Stash
Tiberium_Exposure
Tiberium_Exposure Jul 9 2013, 9:47pm replied:

also to add-on to the no naval comment, why not deploy defenses off-shore? deriving off of C&C3, the Scrin ignore that rule completely by swarming with massive ships in the "AIR". the idea of not expanding the defenses so they can properly defend a base off the coast is a bad decision if the Scrin are still able to sue massive amounts of air-based artillery like the devastator warship. one of those aircraft alone, can decimate an entire base from offshore as seen on C&C3 on multiple water-based multiplayer maps. Ignoring that threat will once-again, like EA, offset the capabilities of the faction and make the Scrin overpowered in a sense that WILL make them stupid again. You cannot properly defend against that type of threat without defenses in the "water". Btw, bear in mind that The planetary assault carriers are also at fault with this type of warfare. 1-3 of those "ships" deployed in aggressive mode with ion storms offshore back in C&C3 made it nigh impossible to kill them efficiently without recurring heavy losses. Also, its not just with the scrin, Nod's peek-a-boo tactic's with the stealth bombers and venom blitzkrieg (venom spam) can throw off any anti-air system without a early warning system. On island-based maps, it was impossible to detect or even deter sufficient fleets of those craft because water-based defenses were not possible on C&C3. I understand that you are attempting to make this mod as close to a C&C3 conversion for RA3 as possible, but a little bit of improvement where EA went horribly wrong, would be a good idea in the long run.

+1 vote   mod: Tiberium
Tiberium_Exposure
Tiberium_Exposure Jul 9 2013, 9:35pm replied:

aren't "squads" and "groups" pretty much the same thing? btw, in C&C3, NOD soldiers were spawned in groups, just like GDI's rifleman squads, so answering my own question, yes they are. Interesting idea, why not start small, like asking if the C&C3 sniper's will still come in pairs (spotter and sniper)? Or even asking if the Riflemen will get to keep the peacekeeper riot shields? Hell, why not even ask if the Grenade squads grenades, the scrin buzzers, Black hand flamethrowers, corruptors liquid tiberium, will be able to clear out buildings? so many other interesting questions, why does the number of soldiers per $$$ amount even matter? serious question: did you even play C&C2? the soldiers in that game and C&C1 (both made by Westwood btw) came out not in groups, but in single units and were rather effective individually.

-1 votes   mod: Tiberium
Tiberium_Exposure
Tiberium_Exposure Jul 9 2013, 9:27pm replied:

Actually, the "NAVAL" type-combat could be transferred to "hover" warfare, out over open water or, since its supposed to take place in a time-space that tiberium blankets most of the planet, it could be liquid tiberium. the coding for amphibious units could be modified to transfer not from land to water, but from land to hover modes. On that note, it would be rather neat to see a sea of liquid tiberium on maps and how it would affect the harvesting and combat of the 3 factions. Maybe it could open up new ideas on the lines of harvesting liquid-T for extra credits, or even make for territory for "tiberium lifeforms". Why completely eradicate the "naval" gametype from the game, when it can be altered and be useful on so many other levels. (btw, last i checked, back in C&C2, Tiberian floaters were found over water MORE than they were over land. Just something to keep in mind.)

+1 vote   mod: Tiberium
Tiberium_Exposure
Tiberium_Exposure Jul 4 2013, 7:07pm replied:

well can you please work out the bug with the lifeforms/ veinholes? cities can be played without, but the massive unpredictability of tiberium-based life has its positives that simply cannot be done without. also, i cooked up a mixer on TibEd that i found is able to be used with your mod and it allows the veinholes to spread much farther and last longer against constant attacks. (it also allows the tiberium to grow much, much faster and maintain a field that is close to 500% the standard size.) i can post it for you to check out if you want, once the bugs in your mod are worked out (fixed). think of a veinhole that ahs the potential to cover the entire map in veins, as well as tiberium that replicates so fast that a bail taken out of it is regrown and replaced almost as quickly as it is taken out.

+1 vote   mod: C&C Tiberian Sun Crystallized Doom
Tiberium_Exposure
Tiberium_Exposure Jul 3 2013, 12:06am replied:

thankyou

+1 vote   mod: Tiberium Secrets
Tiberium_Exposure
Tiberium_Exposure Jul 3 2013, 12:02am replied:

For the first part, ask around. there may be other mod teams that have made mods for RA3 that could give you advice on how to alter the game to remove the grid. (yes i know, stopping and asking for directions is highly undermining and very embarrassing, but at this stage, would you rather choose ignorance over such a crucial issue? ) also if you cannot remove the grid, try and find a means of replacing the boxes with a hexagonal or octagonal overlapping grid system. that way you can at least place buildings, walls included, on rough angles, or even oblique points. it may not be the same as the C&C3 system, but it would at least be close.

+1 vote   mod: Tiberium
Tiberium_Exposure
Tiberium_Exposure Jul 2 2013, 11:56pm replied:

it is more efficient, but it is not in fact "better". the ore collection system from previous C&C titles gave the play more "free will" so to speak and the RA3 system restricts everything so that the whole collection system is more refined and harder to disrupt. (like it's not even part of the overall gameplay as a whole.) in RA3, it is much easier to defend harvesters as all that is needed is to surround the refinery and the ore repository with a wall and it is safe from everything but air strikes. i made my previous suggestion as attempting to rewrite the new protocols and replace them with older ones is a very stressful and tenuous task. (not to mention bug riddled and even dangerous for the game as it could cause game-crash.)

+1 vote   mod: Tiberium
Tiberium_Exposure
Tiberium_Exposure Jun 28 2013, 3:11pm says:

Also, and i'm just gonna add this in here because from past mods, the resource gathering routine in RA3 is tenuous to say the least. Maybe you can simply remodel the ore-pit into a heavily modified Tiberium spike facility with 6 spikes (3-per side) and a primary loading dock in the middle? Of course the model would have Tiberium leakage and crystals attempting to consume the structure, but it would be able to work just like the ore dock and not require the gathering routine to be altered. the only alteration would be that the spike-dock wouldn't run out of resources. It would hold true to both the principles of TW3 and RA3, as well as open up new means of getting the same jobs done in the game.

+2 votes   mod: Tiberium
Tiberium_Exposure
Tiberium_Exposure Jun 28 2013, 3:03pm says:

it would be kinda neat if you could, later on make a campaign in this mod. but too really top it off would be if you could get ahold of the campaign cut-scenes from the cancelled game from 2008. i have the second half of the entire entry sequence on my pc and i would gladly put it on a file-share site if you ever needed it for a mod. (especially since it is just collecting dust in an untouched folder on my computer.)

+2 votes   mod: Tiberium
Tiberium_Exposure
Tiberium_Exposure Jun 28 2013, 2:57pm replied:

My point still stands. and i don't care how many negatives i accumulate for it. Both Renegade and Elite Squadrons games on the psp, though small, were rather unique tie-ins for the star wars universe. And they helped develop the new gametypes that we may see in the new Star Wars Battlefront game, like it or not. It's the hard truth, but someone has got to say it. so in more ways than one, those two games are as close to a 3 & 4, or at least 3 and an expansion pack which would make this new SWBF game a #4 or a #5. face the facts, they are all there.

+1 vote   mod: Star Wars - Clone Wars
Tiberium_Exposure
Tiberium_Exposure Jun 24 2013, 4:49pm says:

any news on a release date? i know its an annoying question, but just something to look forward too. I'm not asking you to release the mod as that would be rude, just asking on an estimated date that a demo would be released on.

+1 vote   mod: Tiberium Secrets
Tiberium_Exposure
Tiberium_Exposure Jun 24 2013, 4:45pm says:

sry dude, but i ran this mod. i installed it correctly and tested it out on 3 different versions of Windows (XP, Vista, and 7). the mod didn't work. it simply played as vanilla. might want to take down this download as it is a DUD.

+2 votes   download: AIPlay
Tiberium_Exposure
Tiberium_Exposure Jun 24 2013, 4:43pm replied:

agreed

+1 vote   mod: Command and Conquer Tiberian Revolution
Tiberium_Exposure
Tiberium_Exposure Jun 24 2013, 4:42pm replied:

Nod is actually supposed to be based around stealth and subterfuge. what ever happened to attacking from the shadows? i'm actually inclined to agree with Cauldon on the point with the Scrin. they are more organic than mechanical and some curves mixed in with all of the rough angles would give them a more organic feel. Your new series faction is all mechanized, save for GDI. rough angles are more their thing.

+1 vote   mod: Crossfire
Tiberium_Exposure
Tiberium_Exposure Jun 24 2013, 4:37pm says:

not trying to assume anything, but how come the "new" APC looks like something out of an "ALIEN" movie?

+2 votes   mod: C&C 5 Insurrection
Tiberium_Exposure
Tiberium_Exposure Jun 24 2013, 4:31pm says:

can you please release a version of the mod for each "serious" update? like after each phase of a new wave of units and/or defenses? that way we can tell the difference between the phases, and assist in bug spotting and/or errors that may need fixing. telling the populace about the mod and showing the new enhancements only increases both the anxiousness and general anxiety related to not being able to test it out for ourselves. furthermore, there has not been a serious release since sometime "last year" and that has been somewhat unheard of in the C&C modding community. (if you don't believe me, take a look at the other TW3 mods. they either have several updates stacked along or no mods released at all, or "dead" is the term.) only for VERY widely known C&C modding groups are there release times like once per-year, but those usually ending up being failures or too big to download. other than that, you see this kind of thing related to the Star Wars modding community, where most of them haven't released a mod in almost 2 years, but are still updating with plans of release in 2015. it would be depressing to see this mod turn to that sort of view in terms of "updates" rather than releases.

+2 votes   mod: Crossfire
Tiberium_Exposure
Tiberium_Exposure Jun 13 2013, 5:48pm replied:

dont you mean BF5? Especially since renegade and elite squadrons pretty much fill in the gap for 3 and 4 rather nicely, albeit being small games in comparison.

-1 votes   mod: Star Wars - Clone Wars
Tiberium_Exposure
Tiberium_Exposure Jun 13 2013, 5:46pm replied:

Why not give it decreased shield/hull strength? that'll balance it out wont it?

+1 vote   media: Imperial Vigil Corvette
Tiberium_Exposure
Tiberium_Exposure Jun 9 2013, 1:24am says:

Any "recent" updates? Its already June and based on how things are being tracked, it has been close to a month since the last page update. I'm not asking for a Mod release, as that would be rude and unconditioned, I am simply inquiring about whether or not something is in the works..

+1 vote   mod: C&C Crazy Mod: Revived
Tiberium_Exposure
Tiberium_Exposure Jan 1 2013, 7:26pm says:

why not link it through mediafire? last time i checked, that site is not blocked in any country as nearly every country uses it.it would be beneficial to anyone who cannot download via moddb or gamefront.

+1 vote   download: ROTR ECA Beta 1.8
Tiberium_Exposure
Tiberium_Exposure Apr 14 2012, 3:19am replied:

think that's taking it a tad bit too far? i mean, they aren't even done with the Asgard yet. finish this galaxy b4 starting on the Pegasus Galaxy factions is the most logical choice and works towards better end results.

+2 votes   mod: C&C Stargate Universe
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