This member has provided no bio about themself...

Comment History  (60 - 88 of 88)
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 Aug 4 2009, 4:53pm says:

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

+1 vote   media: C&C Timeline
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 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
Tiberius666
Tiberius666 Jun 2 2009, 9:27am says:

please tell me that the support airfields are in 1.6, they look awesome.

+2 votes   mod: Tiberium Wars Advanced
Tiberius666
Tiberius666 May 16 2009, 8:49am says:

you should put this in a background of one of the cutscenes

+1 vote   media: iNod.
Tiberius666
Tiberius666 May 15 2009, 5:31pm says:

in the tib wars retarded mod there was an unholy alliance faction, will this continue in red cocaine?

+1 vote   mod: C&C Retarded: Red Cocaine
Tiberius666
Tiberius666 May 15 2009, 4:54pm says:

i havent downloaded 3.0 yet but in 2.9 im sure these only took 1 second to build, not sure if this was intentional or not but just thought id bring it to someones attention

+1 vote   media: Aircraft Carriers
Tiberius666
Tiberius666 May 15 2009, 4:50pm replied:

that shogun power is seriously OP. I used it on an enemy base, the initial shockwave wiped out half the base, then when i used the executioners secondary, the rest crumbled away and i won. Is this not a bit too OP?

+1 vote   mod: Red Alert 3: Shock Therapy
Tiberius666
Tiberius666 May 14 2009, 8:17am says:

this model looks absolutely amazing!!!

+3 votes   media: FutureTech: Satellite Centre
Tiberius666
Tiberius666 May 14 2009, 8:16am says:

sounds awesome!!!

+1 vote   media: FutureTech: Satellite Centre
Tiberius666
Tiberius666 May 11 2009, 10:21am says:

so now we have seen the infantry and vehicles, but no barracks or war factory as of yet. Will we see these structures soon?

Also this looks even greater than before, keep up the excellent work guys!!!

0 votes   mod: C&C 3: The Forgotten
Tiberius666
Tiberius666 May 5 2009, 4:56pm says:

or they could 'beef up' when you put units in like in RA2, providing it does that in this

+1 vote   media: Bio Reactor
Tiberius666
Tiberius666 May 4 2009, 12:21pm says:

theres no build limit? wtf?

+1 vote   media: Red Cocaine Alpha Shots
Tiberius666
Tiberius666 May 4 2009, 12:19pm says:

i wanna see the profile vid for this like the shogun and gunther!!!

+1 vote   media: Red Cocaine Alpha Shots
Tiberius666
Tiberius666 Apr 28 2009, 8:41am replied:

point taken, i can dream though...

+1 vote   mod: Tiberium Essence
Tiberius666
Tiberius666 Apr 26 2009, 3:38pm says:

i was thinking about the base defences you have, and remembered the build system for gdi in tiberian sun. Where you built a component tower then placed the gun piece on top.

Would it be possible to implement a similar thing in essence, where instead of building different defence structures, they could have the component piece, and then use its upgrades to build either vulcans/rpgs/AAs or an advanced defence like that ion cannon defence someone mentioned on here when the tech centre is built. This would be pretty cool, although it seems like it would be difficult to actually do, but what do you think anyway?

I suppose it would only really apply to GDI to be fair, but it makes the factions a little more unique with different build styles.

+1 vote   mod: Tiberium Essence
Tiberius666
Tiberius666 Apr 11 2009, 6:47am says:

could you weaken it, but add purifying flame upgrade like in kanes wrath? this would counter its unbalanced-ness (thats not a word, i know) but require an upgrade to power it up

0 votes   media: Tiberium Essence v1.3
Tiberius666
Tiberius666 Apr 11 2009, 6:44am replied:

or air units, he cant attack air, which balances it as 4 orca fighters took him out no bother when i played (upgraded with miniguns though...)

+1 vote   mod: Tiberium Essence
Tiberius666
Tiberius666 Apr 3 2009, 10:04am says:

the squad on the top right kinda reminds me of angry mobs, what infantry is this?

+2 votes   media: Tiberium Fiends
Tiberius666
Tiberius666 Apr 3 2009, 9:26am says:

so what happens to the mutant hovel now that they have their own faction? Will it be the barracks model for them, or will it be a tech building still, maybe yellow zone civilian renegades or something?

+1 vote   mod: C&C 3: The Forgotten
Tiberius666
Tiberius666 Apr 2 2009, 12:00pm replied:

and a longer travel time? I think it travels too fast underground

+1 vote   mod: Tiberium Essence
Tiberius666
Tiberius666 Apr 1 2009, 4:58pm replied:

and more maps, the current ones are great, but there are only four, which is a little limited.

But great mod, love the Ark, freakinn huuge!!

+1 vote   mod: MidEast Crisis 2
Tiberius666
Tiberius666 Apr 1 2009, 4:49pm replied:

perhaps a disruptor upgrade, harmonic resonance, increases damage of all sonic weapons, which could possibly overpower sonic emitters in that respect but would make the disruptor more powerful?

+1 vote   mod: Tiberium Essence
Tiberius666
Tiberius666 Apr 1 2009, 7:14am replied:

so can these be re-garrisoned, ie can units who are in come back out, or is it permanent like the epic units in KW?

+2 votes   media: Longhorn Render
Tiberius666
Tiberius666 Apr 1 2009, 7:04am replied:

with an almighty chaingun on top, shreds infantry and light vehicles!!!

+1 vote   media: Tiberium Essence v1.3
Tiberius666
Tiberius666 Apr 1 2009, 6:55am says:

wow, been playing 1.3 and its fantastic, especially the new warhounds drop, finally a use for the predators!

Also love the new stalwart unit, although i think a squad of 2 is a little small, perhaps 3 in a team would be better, and to counter it maybe increase the cost to 1200? Not a criticism, just a suggestion, but great work, keep it up, i look forward to 1.4!!!

+1 vote   mod: Tiberium Essence
Level
Avatar
Avatar
Offline Since
Aug 13, 2014
Country
United Kingdom United Kingdom
Gender
Male
Member Watch
Track this member
Comment Statistics
Posts per day
0.0
Games
1
Mods
45
Articles
3
Media
38
Downloads
2