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Comment History  (0 - 30 of 341)
VeniVdVici Aug 7 2014, 4:13pm says:


+1 vote     media: Mushrooms
VeniVdVici Aug 5 2014, 2:21pm says:

Watching the mod, it looks great, but when you can do fix the campaign map up a little! I recognize the normal rome II outline.

+1 vote     mod: Medieval Kingdoms: Total War
VeniVdVici Jul 22 2014, 10:31pm says:

That improvement was well needed. Great addition Tak!

+1 vote     media: New Battle Troll
VeniVdVici Jul 21 2014, 4:02pm says:

fingers are crossed over the gameplay tweaks

+1 vote     article: Sins of the Prophets Rebellion Alpha v.0.56.1 Released
VeniVdVici Jul 11 2014, 1:16am says:

I will start by asking what the checksum should be. But failing that are there any known causes of CTDs?

+1 vote     mod: Sins of a Galactic Empire
VeniVdVici Jul 8 2014, 3:10pm replied:

Thats what she said

+6 votes     media: Flood Pure Form Carrier [Render]
VeniVdVici Jun 30 2014, 7:42pm replied:

occupation victory could maybe be reworked

+3 votes     media: Future of the Forum
VeniVdVici Jun 21 2014, 2:00am says:

Now show me a a grunt factory

+6 votes     media: Covenant Refinery [Concept]
VeniVdVici Jun 8 2014, 5:29pm says:

Also. What is the mod checksum? I can't figure out who needs to redownload it over here.

+1 vote     mod: Star Trek: Sacrifice of Angels 2
VeniVdVici Jun 8 2014, 5:06pm says:

Another balance suggestion. Mines are currently a complete and utter pain to deal with. Most of the scout ships die too quickly to be good, and they have the active rather than passive mine detection. Maybe give all the factions one combat/support ship active mine detect.

+1 vote     mod: Star Trek: Sacrifice of Angels 2
VeniVdVici Jun 6 2014, 12:01pm says:

The problem with starting the Borg in a far off corner of the galaxy is that they Assimilate all the Ferengi and Son'a. Then they arrive with a fleet of 50 and it hurts A LOT.

+2 votes     media: Son'a vs the Borg
VeniVdVici Jun 1 2014, 10:44pm replied:

Got insidious and Virulent backwards. oops

+1 vote     media: Cardassian Galor class
VeniVdVici Jun 1 2014, 10:31pm replied:

It took a lot of work to find something that worked with them. I enjoyed the challenge. It is still a little hard to fight the feds late game because of the tractor beam spam that knocks out so many of my cap ships. I might knock the Flak Frigate (that I rarely build because the dominator is same supply and better) to 6 supply, Galor to 10, Dominator to 8, Insidious to 12 (with a slight debuff to hp stats), Breen Cruiser to 20 (solid buff to health and attack), reduce stack on the Kimal damage effect, Barkus to 15 (and allow a double stack on the heal).

+2 votes     media: Cardassian Galor class
VeniVdVici Jun 1 2014, 12:03pm replied:

Your defenses are stronger than most, try to wear the Feds down some by building a closely packed set of defenses at a choke point and sticking your fleet on it. The dominion fleet is also buff based. Keldon classes are weaker but carry strong and necessary buffs for Cardassians. Dominators and Leviathans also carry easy to get buffs. The enslaver buff at lvl 6 will actually make it easy to take down small Borg fleets in thirty seconds. Galor and Barkus ships are mainly good at taking damage (the healing ability is weak). The kimal is a cheap meat shield that also reduces true damage output by enemy ships. Dominator, insidious, and breen ships will get the ability to use energy draining weapons that shut down the enemy. I find that dominators and scythes die a bit quickly so I use the cruiser classes more and scythes never. (Insidious anti cloak is useful) try balancing your buffs and debuffs to get and advantage. Your smaller ships may be the weakest, but buffs double their power and they can, unlike anyone else, take large numbers of enemy ships out of the picture with debuffs and stuns to even the field.

+2 votes     media: Cardassian Galor class
VeniVdVici May 31 2014, 10:13pm says:

IIRc these things had photon torpedoes in DS9 season 1. They don't however in game. Do you want to add them?

+1 vote     media: Cardassian Galor class
VeniVdVici May 20 2014, 4:40pm replied:

it makes a new mod folder with each patch. you will need to delete the new folder and rename the old one. Mods might be broken though.

+1 vote     mod: Star Trek: Armada 3
VeniVdVici May 20 2014, 2:57pm says:

I take it that whatever patch my pc dloaded today is not modbreaking?

+1 vote     mod: Star Trek: Armada 3
VeniVdVici Apr 2 2014, 6:44pm says:

Needs Lore, so here goes.

Highly Ionized Plasma Accelerator:
Mixes several radioactive heavy element (Radon, Uranium, Plutonium) fluoride gasses with alkalis to create ionic clouds. Radiation and a magnetic accelerator further charge the clouds to create a deadly plume. Highly charged Tungsten-Sodium cores can be inserted to some modified systems that collimate the plasma into a tight ball with medium range and focused destructive power. Regardless the large number of very charged heavy ions cause shields to weaken while the plasmized fluorine gas eats armor at a rate often measured in meters per second.

+1 vote     media: cruiser sideweapon 2
VeniVdVici Apr 1 2014, 1:56pm says:

Next year: Fed legislates mandatory feeding of all first born children to Unikraken. More to follow

+1 vote     media: Good news! We've been bought by EA!
VeniVdVici Mar 31 2014, 4:07pm says:

Is this a cross between a bird of prey and a pug?

+1 vote     media: Romulan Vengeance class
VeniVdVici Mar 23 2014, 12:27am says:

How will the cardassians be balanced? From what I understand they were technologically inferior to the federation but had a large flee.

+1 vote     media: Cardassian Janissary
VeniVdVici Mar 15 2014, 11:33pm says:

Very nice improvement, feels a lot bolder.

+2 votes     media: Romulan Z1 Nova class
VeniVdVici Mar 12 2014, 10:54pm replied:

Lavo, its fine, I will send my message by PM. was over 2k characters.

0 votes     media: M.V.A.M. Preview
VeniVdVici Mar 12 2014, 7:21pm replied:

Lavo, I watched the video multiple times, even zooming in to see how health was handled in case that was a clue and emailing it to the people I play this mod with. If you read what I was saying, it is extremely rare for me to see the AI scuttle anything. I also have been watching sins mods for a while and know that there is a very limited amount you can do, and how damn impressive what you have going is. Maxloef partially explained below how a destroyed piece would effect reintegration, which is something that comes to mind as a concern. He doesn't say though how it would effect the total health if the sub-ships took damage before reintegrating, or if the components were in different grav wells etc. From the demo, it seems to be a level one ability which means I will see it a lot. The cool down time does not seem to be very long either; so a full would be pretty effective. As an awesomesauce observes an unkillable prometheus class is an obvious concern. I observe that for an AI to have a ship stuck in MVAM (the segment selected was ability free) might have an ability and upgrade free cap ship that they can't fix. Clearly you have a death script and I am guessing it could be converted to an ability script. I am also intelligent enough to know that it would take 4 abilities on each segment to handle the destruction of other segments if you were to allow for rebuilding of segments. etc. etc. etc. Its an amazing ability you have, but I wonder what its limitations etc are.

-1 votes     media: M.V.A.M. Preview
VeniVdVici Mar 12 2014, 5:28pm says:

You might want to look into reintegration as an ability, not sure the AI would otherwise. You could also code different versions on each third for when chunks are destroyed that cost resources.

+1 vote     media: M.V.A.M. Preview
VeniVdVici Mar 4 2014, 11:05am says:

Spoons? Halibut.

+1 vote     media: More Spoons!
VeniVdVici Feb 26 2014, 2:17pm says:


+1 vote     media: Cardassian Freighter
VeniVdVici Jan 27 2014, 5:50am says:

That dome always looks like its designed to ferry popcorn to me....

+1 vote     media: USS Daedalus TOS era
VeniVdVici Dec 22 2013, 11:26pm says:

GK is updated with map pack and name clarification.

+1 vote     mod: Full Invasion 2
VeniVdVici Dec 18 2013, 8:05pm says:

GK_Lord_Veni_Vidi_Vici: chief admin, Lord, server admin, and box admin, here. We will be switching our official NA/US server to v117 tonight. However due to our machines hosting capabilities, I am forced to downgrade our player cap to 30. As is it costs us 25 USD a month to run the server; it will cost almost 100 USD a month for us to upgrade to run Fuin better and potentially with multiple in parallel. If you wish to donate, do so here and include a comment with your username and fuin in it.

+2 votes     mod: Full Invasion 2
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