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Comment History  (0 - 30 of 64)
Vodric Nov 15 2014, 11:33pm says:

Armored Personnel Carrier

+1 vote   media: Redone Units
Vodric Oct 5 2014, 12:41pm says:

Reminds me of a Hammerhead tank from 40K. Still awesome.

+3 votes   media: Annihilator Class Heavy Tank
Vodric Sep 7 2014, 2:12am says:

Better AI is good.

+2 votes   download: Alliance at War (September 2014 update)
Vodric Jul 30 2014, 9:34pm replied:

I managed all of that (I admit I cheated), but I didn't have an option to do so. I was Gil-Galad and added the legendary_craftman trait, for what it's worth.

+1 vote   mod: CK2: Middle Earth Project (CK2:MEP)
Vodric Jul 29 2014, 9:40pm says:

What's required to rebuild the Gwaith-i-Mirdain?

+1 vote   mod: CK2: Middle Earth Project (CK2:MEP)
Vodric Dec 8 2013, 3:45pm replied:

I don't know, but I've got the same issue.

+1 vote   mod: Chaos Daemons Mod (Soulstorm)
Vodric Aug 21 2013, 1:03am says:

Can we get a tech tree, or at least a list of units for each faction?

+3 votes   mod: Warhammer 40,000: Epic Legions
Vodric Jun 12 2013, 9:38pm replied:

Ghost Love by Nightwish.

+1 vote   mod: Empire At War: Re
Vodric Apr 15 2013, 2:57am says:

Does having DLC enabled break the mod? I get a crash on startup, just when it would normally load the main menu (after it's finish displaying the whole list of things it's doing "worshipping daedra", etc). Alternatively, this might be a Steam error. Any ideas

+2 votes   mod: Elder Kings
Vodric Jan 16 2013, 9:51am replied:

Unfortunately, sometimes players using mods get these, too. Some mods are worse than others in this regard (this is not one of the bad ones). Yeah, though, these are a pain.

+1 vote   media: Every Empire at War modder's nightmare!!!!
Vodric Dec 20 2012, 9:37pm replied:

Ah, I guess I sort of missed that. >.>
The weird thing about the space stations is that it seems to be a problem only for the Droid Empire. Speaking of which, does the droid empire have any way to advance in tech?

+1 vote   mod: Super Star Wars: Rise of the Droid Empire
Vodric Dec 19 2012, 10:46am says:

There seems to be a bug with the Droid Empire in GC - you can't build up most planets' space stations to the levels that the planet display says you should be able to. Also, there are Defilers but no corruption - what's the point?

+1 vote   mod: Super Star Wars: Rise of the Droid Empire
Vodric Dec 19 2012, 9:35am replied:

Do you plan for more releases after Groundhog Day, and if so, do you think you'll ever include the Confederation?

+1 vote   mod: Legacy Era: Second Imperial Civil War
Vodric Dec 13 2012, 4:12am replied:

In TIE Fighter, my recollection is that you could use the TIE Defender's tractor beam to slow down light cargo ships of the same general size class as the Millennium Falcon.

+1 vote   media: Pure DEATH
Vodric Dec 10 2012, 7:29pm replied:

It says its length is greater than 752 meters, and the article mentions that it was probably a "larger warship".

+1 vote   media: Rothana Battlecruiser
Vodric Dec 10 2012, 7:27pm says:

I'm not crazy about the open flight deck - it looks silly, having a runway on a spaceship.

+4 votes   media: Rothana Battlecruiser
Vodric Dec 9 2012, 3:02pm says:

Will there be more content in the future? I really like this mod, although the GC tends to lag and the skirmish battles need higher income rates.

+1 vote   mod: Phoenix Rising
Vodric Dec 4 2012, 3:14am replied:

Yeah, that's what I did in the end.

+1 vote   mod: The Reckoning: Dark Lord of the Sith
Vodric Nov 29 2012, 11:52pm says:

I'm not crazy about my computer's capabilities, and it has heat trouble. Is running this mod at low graphics settings likely to cause it to crash, and if so, why? I saw that you're supposed to use higher graphics settings.

+1 vote   mod: Maelstrom
Vodric Nov 24 2012, 6:40pm says:

The campaign worked for me, until I got to the mission to go to Dathomir. Just before that, you have to sabotage the orbital long-range scanner over Dathomir. I did that, but never got credit for that objective, which means that the campaign gets stuck there, as you can't send Tyber Zann/Mandalore and Urai Fen/Darth Nihilus to Dathomir until it registers that the scanner has been removed.

+2 votes   mod: The Reckoning: Dark Lord of the Sith
Vodric Sep 24 2012, 5:32pm says:

That looks awesome... and like my computer probably can't render it. T.T

+1 vote   media: New Corellian Destroyer barrage
Vodric Sep 6 2012, 3:35pm says:

Although you've gotten a C&D, does WB have a leg to stand on here? Are you guys making money (or even accepting donations) for this? If not, I don't see how they could hope for a judgement against you. Seems to me that this is simply harassment and intimidation - they have their own stuff that they're selling, and are afraid that your free content would cut into their profits.

+5 votes   mod: MERP | Middle Earth Roleplaying Project
Vodric Aug 17 2012, 12:06pm says:

Looks a bit like the snow/airspeeder. Does it fly or just hover?

0 votes   media: Rebel ULAV
Vodric Aug 17 2012, 12:03pm says:

That's a pretty clever solution.

+1 vote   media: How can you add more unit icons without problems?
Vodric Aug 6 2012, 11:51pm says:

I like that you're using the Tiberian Sun model.

Personally, I think it shouldn't have much of a firing effect at all. Why would a laser have a giant flare at the emitter? That's just silly. Just have it hum, maybe glow a bit (like in the original CnC and Tiberian Sun), then emit a red beam.

+4 votes   media: Obelisk of Light
Vodric Jun 13 2012, 10:46pm says:

Uh, not to be snarky, but what do you mean by "during the some"?
Also, it looks great.

+1 vote   media: New engine glow for the Dragon Battleship
Vodric Jun 10 2012, 1:34am replied:

Wait, what? Where?

+2 votes   mod: Republic at War
Vodric Feb 25 2012, 10:10pm replied:

Some more minor complaints/bugs:
The skokka turret can fire at a target regardless of where it's facing, the shell just fires from the middle of the structure. Also, the ejected case is part of the turret, causing it to move with the turret if it changes angles between shots.
The Australian commando's shots appear to come from his shoulder when he's wielding his regular (non-heroic) weapon.
The Australian MCV can move before its unpacking animation is complete, which just looks weird.

+2 votes   mod: CNC Fallout
Vodric Feb 25 2012, 9:52pm replied:

A couple of other things:
Nato level 2 veterancy doesn't display correctly on the unit display part of the HUD, the level 1 icon continues to be displayed until it hits level 3.
The Devastator Cannon seems to be smaller for pathfinding purposes than for graphical purposes - one of my harvesters drove through the side of my cannon.
NATO rangers don't show veterancy at all.

Also, a minor gripe: metal storm weapons are caseless, but the ones in the mod clearly eject casings.

+2 votes   mod: CNC Fallout
Vodric Feb 25 2012, 9:43pm says:

I've found a few bugs, although some of the graphical ones might be from my low settings for laptop play.

On Oiltown Arabia, I called a Nato nuke strike at the very top of the map, and the bomber never dropped the bomb.

You can queue multiple Liberty walkers or Australian commandos, but can only build one, so the other ones queued just sit in the queue preventing anything lower in the queue from being built until you hold or cancel the walkers or commandos. I suspect this is also true of the soviet nuke launcher but I have yet to try it.

The Australian devastator cannon and airfield don't display properly when placing them - the cannon just shows a small sandbag wall and the camo netting, and the airfield shows nothing but the rally point marker.

The Australian refinery requires a forward command post to be built, but the build menu doesn't reflect this.

The Australian Death Corps power sometimes doesn't seem to work, perhaps having something to do with where it's called. On a similar note, the Siege Insertion power dropped only one Lazarus and two Redbacks instead of two of each when I used it.

+2 votes   mod: CNC Fallout
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