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Comment History
TyeDyeGuy
TyeDyeGuy - - 13 comments @ NHC Mod

Thank you for your continued work! This mod just won't die!

Total side note here, are the easter egg tanks spawnable in a skirmish game? I've never figured it out after the many years playing this.

Good karma+1 vote
TyeDyeGuy
TyeDyeGuy - - 13 comments @ Ultimate Apocalypse Mod (DOW SS)

I was disappointed with that too, they were hit far too hard. They're still fragile and now lack the range to keep safe and the damage to outperform anything in their stage of the game.

I'm not sure how to defend against titans anymore. The monoliths never seemed to stack up against them. Maybe I'm not very experienced with them yet, but I don't know any other vehicle/building that would be good enough. The Pylons are fantastic but take far too long to reach, cost a ton, and take relic resource. The Pylons are in a good place, but there are are no good options before you reach them.

Good karma+5 votes
TyeDyeGuy
TyeDyeGuy - - 13 comments @ Ultimate Apocalypse Mod (DOW SS)

Does anyone else feel like the A.I. feel a lot worse this patch?

They'll start strong but then completely peter out, maybe producing one or two titans but not using their resources at all.

Good karma+2 votes
TyeDyeGuy
TyeDyeGuy - - 13 comments @ Fear The Dark Side

Are you planning to post this mod onto the Steam Workshop?

Good karma+2 votes
TyeDyeGuy
TyeDyeGuy - - 13 comments @ Fear The Dark Side

Darth_Raius:
"That is a well known bug that has been fixed in the upcoming release."

Good karma+2 votes
TyeDyeGuy
TyeDyeGuy - - 13 comments @ NHCmod v2.700c (outdated, Please use newer version)

This was unexpected, what a pleasant surprise! I checked back at this out of some vague hope that there would be an update and, well, here it is! Thanks!

I read that you lost a lot of your data, but could you give some general detail on what has changed?

Good karma+2 votes
TyeDyeGuy
TyeDyeGuy - - 13 comments @ Beta Patch 1.3

So what does this change?

Good karma+1 vote
TyeDyeGuy
TyeDyeGuy - - 13 comments @ Star Wars SciFi at War 2.0 Alpha

I tried it by itself with no success, it seems you do need them, but I don't know where to start.

I also could have just messed up.

Good karma+1 vote
TyeDyeGuy
TyeDyeGuy - - 13 comments @ Reborn 2.0 (Old Random Mod)

For Steam users, the path is C:\Program Files (x86)\Steam\SteamApps\common\Star Wars Empire at War\corruption to get to Forces of Corruption, but when I run the .bat file it takes me to Empire at War, not Forces of Corruption for some reason.

EDIT: I fixed it! For Steam users, right click on the game in steam, then click "Properties." Then in the menu that pops up, go to "Set Launch Options".

Then type in this: MODPATH=Mods/Random_Mod

And save it.

Good karma+2 votes
TyeDyeGuy
TyeDyeGuy - - 13 comments @ NHC Mod

Although I have never experienced your problem before, an important thing to note is that the combiner does not work nearly as well anymore.

Fatal AI errors in general have been fixed before by doing clean installs of the mod and/or the game itself.

Good karma+1 vote
TyeDyeGuy
TyeDyeGuy - - 13 comments @ NHC Mod

I do love this feature, but in longer games this does take its toll. It would be nice to switch on or off.

What would be even nicer is an update!

Good karma+4 votes
TyeDyeGuy
TyeDyeGuy - - 13 comments @ Blitzkrieg Mod

Although I should mention that this 'fix' is very limiting, and far from perfect. It only means that you can play the game in single player instead of not at all.

Good karma+1 vote
TyeDyeGuy
TyeDyeGuy - - 13 comments @ Blitzkrieg Mod

I deleted Locale\English\Blitzkrieg_SP.English.ucs when I had the same problem.

Good karma+1 vote