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Comment History  (30 - 60 of 88)
Tiberius666
Tiberius666 Dec 31 2009, 11:37am says:

another minor problem i found, with GDIs dropship command abilities, the mammoth stomp etc, these can all be activated at once if you have the money, and causes 4 dropships to descend at once, and the models overlap. Like i said its just a minor thing as in a real game it's going to be unlikely you have over 12000 credits available, but could there be some kind of 'lock' on the abilities until the dropship has re-ascended from the structure to prevent this?

+1 vote   mod: Tiberium Essence
Tiberius666
Tiberius666 Dec 25 2009, 11:22am replied:

a similar thing happened to me, i just reinstalled and re-patched to 1.09 and this fixed it

+1 vote   mod: Tiberium Essence
Tiberius666
Tiberius666 Dec 24 2009, 4:43pm says:

You forgot about the mutant pitbull and the new mutant marauder models in the readme, which by the way are pretty cool!

Also how amazing is the scrin assault mothership, fantastic work Carnius!!!

+1 vote   mod: Tiberium Essence
Tiberius666
Tiberius666 Dec 21 2009, 6:53pm says:

To give the GDI engineer uniqueness perhaps give him an ability to create repair drones that can 'attach' (follow) itself to an infantry/unit? If this isnt possible perhaps just give him repair drones that heal nearby vehicles?

just an idea, for future (1.5+) versions...

p.s i voted this!!

+1 vote   mod: Tiberium Essence
Tiberius666
Tiberius666 Dec 1 2009, 8:34am replied:

if the hovel had an anti infantry gun on top, how would engineers capture it without being shot down?

+1 vote   mod: Tiberium Essence
Tiberius666
Tiberius666 Nov 19 2009, 8:00pm replied:

isnt someone working on a KW SDK?

+1 vote   mod: C&C 3: The Forgotten
Tiberius666
Tiberius666 Oct 18 2009, 11:03am says:

they should have a phrase when the ability is activated, something like: 'Everyone hold on tight!', 'Strap in soldier!', or just yell 'YEEEEHAWWWWW!'

+3 votes   media: Tiberium Essence v 1.4 media
Tiberius666
Tiberius666 Aug 28 2009, 4:40pm replied:

yea now that i think about it, firing dual miniguns from a jetpack would blow you the hell outta the sky from the recoil and stuff, so a smaller gun may be more realistic. But then again it is the future and jetpack technology has probably come a long way...

+1 vote   media: Tiberium Essence v 1.4 media
Tiberius666
Tiberius666 Aug 28 2009, 4:36pm replied:

an upgrade of missiles to the predator, as well as the railguns and Carnius's machine gun upgrade. Total ownage to tank, unit, and aircraft (providing the missiles are AA)!!!!

+1 vote   mod: Tiberium Essence
Tiberius666
Tiberius666 Aug 20 2009, 6:02pm says:

'Tiberianised', what a cool word!

+1 vote   media: The Anomolous Zone
Tiberius666
Tiberius666 Aug 9 2009, 7:25pm says:

sorry for double post again,

ideas for kodiak and montauk:

Kodiak could be a bit like the PAC, with a squadron of orcas perhaps, as well as long range missiles?

Montauk is like an underground train i think, so why not make it like the mechapede in KW. Have each section of the 'train' upgradeable to have different weapon modules?

Just my imagination wandering, tell me what you think....

+1 vote   media: Tiberium Essence v 1.4 media
Tiberius666
Tiberius666 Aug 9 2009, 7:17pm replied:

I was thinking that GDI could use the Kodiak, but i dont think either of those were combat vehicles. I suppose they could be redesigned to have weapons, imagine bombarding a NOD base with a MkII and aerial support from the Kodiak!

+2 votes   media: Tiberium Essence v 1.4 media
Tiberius666
Tiberius666 Aug 9 2009, 2:34pm says:

is the shredder turret new model an upgrade? lasers like in KW? or something else?

+1 vote   media: Tiberium Essence v 1.4 media
Tiberius666
Tiberius666 Aug 8 2009, 10:41am replied:

and also, does this just build out of warp sphere, or get its own build queue like the other uniques?

+2 votes   media: Tiberium Essence v 1.4 media
Tiberius666
Tiberius666 Aug 8 2009, 10:35am says:

so now, in effect, scrin have two 'epic/unique' units. The mothership and this crazy monster. And i suppose the mastermind commando too, why not make a second epic for both NOD and GDI as well?

0 votes   media: Tiberium Essence v 1.4 media
Tiberius666
Tiberius666 Aug 4 2009, 4:53pm says:

Kane (tiberium story) should meet Kane from RA1!!!!!

+1 vote   media: C&C Timeline
Tiberius666
Tiberius666 Aug 4 2009, 4:45pm says:

i spy meteor support power!

+1 vote   media: Tiberium Essence v 1.4 media
Tiberius666
Tiberius666 Jul 19 2009, 5:25pm says:

stupid question, can it carry juggernauts?

+1 vote   media: V38 Bision
Tiberius666
Tiberius666 Jul 8 2009, 5:16pm replied:

this is highly unlikely, they would have done so before now i would have thought

+1 vote   mod: Tiberium Essence
Tiberius666
Tiberius666 Jul 7 2009, 5:38am says:

wish those boats were usable

+3 votes   media: In-game shot
Tiberius666
Tiberius666 Jul 5 2009, 5:41pm says:

hmm if Nod has nuke already, who gets to keep it, ie to keep superweapons unique, or will Soviets and Nod have it?

+1 vote   media: Planned Structure Trees for Allies and Soviets
Tiberius666
Tiberius666 Jul 5 2009, 5:39pm says:

This looks like a great idea, but the way the maps are looks a little strange. I think the combination of the two universes is cool (Apocalypse Vs Mammoth!!!!) but it just looks like 2 maps stuck together.

I understand this is a concept but could the 'divide' be a little different such as a more gradual approach instead of that blue line, i.e. a faded transition of Tiberium-ness to Red Alert-ness

And perhaps a rare resource where tiberium has combined with ore occurring in the 'rift' areas....

+3 votes   media: Concept Battlefield Map
Tiberius666
Tiberius666 Jun 20 2009, 11:28am says:

just played a round and have noticed something. I was on one of the maps where you start near a mutant hovel, and so i captured it obviously. From there i could build the mutant commando from tier 1, and then went forth to take out the enemy base while they were also tier 1. Could a tier system or pre-req not be created for the mutant commando to prevent players from doing this as he can be a bit overpowered in an early game?

+1 vote   mod: Tiberium Essence
Tiberius666
Tiberius666 Jun 20 2009, 11:03am replied:

mutant vehicle sounds cool, will it have the rockets and mortar like GDI had, or another weapon?

+1 vote   mod: Tiberium Essence
Tiberius666
Tiberius666 Jun 17 2009, 6:27am replied:

well GDIs uber unit is a vehicle class, NODs is a soldier(ish) class, therefore i agree, Scrin should have a super airship, with that said, isn't the Scrin air force already OP?

+3 votes   media: Tiberium Essence v 1.4 media
Tiberius666
Tiberius666 Jun 13 2009, 8:27am replied:

to fit two squads in the retarded mod had to remove the apc mine ability, so the 4 abilities were call for transport, drop off, and evacuate squad A and squad B. This was cool when using retardeds engineers as they had repair drones, alongside another tsquad, self repairing apc with extra firepower! Have you thought about adding repair drones to the engineers?

+2 votes   media: Tiberium Essence v 1.4 media
Tiberius666
Tiberius666 Jun 12 2009, 5:00pm replied:

My AA defense is APC with rocket squad so i never found a use for hover MLRS, but i get you know, nice model btw

+1 vote   media: Tiberium Essence v 1.4 media
Tiberius666
Tiberius666 Jun 8 2009, 7:38pm says:

could it not be replacement for pitbull, ie early anti air unit?

That would mean a turret change i guess though...

+1 vote   media: Tiberium Essence v 1.4 media
Tiberius666
Tiberius666 Jun 8 2009, 7:37pm replied:

in the cnc retarded mod im sure they managed to get two squads in, and i do recall some smaller mod titled super APC i think, where they claimed to have something like 6 squads in an APC

+2 votes   media: Tiberium Essence v 1.4 media
Tiberius666
Tiberius666 Jun 3 2009, 3:36pm replied:

ah i get you now, these models look absoultely fantastic btw, keep up the good work!

+1 vote   media: FutureTech: Barracks
Tiberius666
Tiberius666 Nov 22 2010, 12:19pm says:

With regards to the new harvester design, i think it looks ok. However if the community doesn't like it as a harvester, and you decide to create a new model for it, how about changing this slightly for a mutant transport vehicle? Maybe lengthen the model, re-skin, and make it a futuristic battle bus? I know the 'battle bus' has been done in generals and cnc4, so maybe a different name, but it would make the mutants even more of a useful force, although, if any more mutant units are added, they can soon be referred to as a true mini-faction!

+1 vote   article: MOTY and Mod News
Tiberius666
Tiberius666 Jun 3 2009, 10:56am says:

in the description it says it works by converting energy to matter to produce the units, so does that mean no 'human' infantry, for example are they robot infantry?

+1 vote   media: FutureTech: Barracks
Tiberius666
Tiberius666 May 21 2009, 5:06am replied:

you should show a video of the dogfighting code in action

+1 vote   media: Achillies In Action
Tiberius666
Tiberius666 May 15 2009, 7:21am replied:

maybe this guy spells it the english way?

+2 votes   media: FutureTech: Satellite Centre
Tiberius666
Tiberius666 Apr 15 2009, 7:14am replied:

i just looked it up, its in this directory

C:\Program Files\EA Games\Command & Conquer The First Decade\Command & Conquer Red Alert(tm)\RED ALERT they're called tesla1 and tesla2

+1 vote   media: Red Alert 3 Paradox - Rules of Acquisition
Tiberius666
Tiberius666 Apr 15 2009, 6:49am replied:

you can get the original sounds in the file directory in cnc the first decade i think, and probably in the original red alert as well.

+1 vote   media: Red Alert 3 Paradox - Rules of Acquisition
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