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Comment History
whitewolfmxc
whitewolfmxc - - 24 comments @ Titanium Wars Mod for Soulstorm

Hi Team

LOVE THIS MOD , especailly now its more stable for multiplayer

a few questions if i may ask :

1) Tyranid AI seems to have trouble on small maps ?

2) in certain maps the AI just starts buildings that block access to roads , anyway to help the AI ?

3)Chaos faction seems a little light on deamon units ? or is a Deamon faction coming soon ? (there are a few mods out there that you can work with already)

4)Any chance for a Gene stealer Cult faction ? (mash up of IG / Tyranid faction) it will work well agains the PDF faction

Good karma+1 vote
whitewolfmxc
whitewolfmxc - - 24 comments @ Fall of Kobol

if i use the baked version , do i still need the patch ?

Good karma+1 vote
whitewolfmxc
whitewolfmxc - - 24 comments @ Fall of Kobol: Reb 1.82.36.2 (Patch)

do i need to have this if im using the baked version ??? the notes dont really explain that

Good karma+2 votes
whitewolfmxc
whitewolfmxc - - 24 comments @ OUTDATED - Sins of a Galactic Empire - Addons Pack

humm why is making the VSD 1 usable an addon ? shouldnt this be in there in the first place for Imperials ?

Good karma+1 vote
whitewolfmxc
whitewolfmxc - - 24 comments @ Enhanced 4X Mod

Any chance in the future you guys can add more ship types to all factions ? I just feel sad when i see "empty" ship slots XD

heres some ideas on new ship types :

1) a capital ship type that is between a battle ship and a titan : dreadnaughts lol

2) a stealthy sabotage cruiser between the engineer type of ship we currently have and a envoy class (i mean using abilities in game that can be truly invisible by the radar or even visually speaking and does a lot of sabotage work on enemy space stations / structures and including laying mines / setting explosive charges behind enemy lines / systems , and has abilities to sabatage planets loyality / productivity etc (like how envoys can boast planets , but the opposite)

add ability / tech to scout ships and star bases to detect them more often (they can still be see able in point blank range but that means they usually have done what they are sent out to do and they can die now XD)

3) convoy raiding frigate (well pirate really XD) that can disguised as civilian ships until attacking (super fast and well armed compared to civlian ships and has abilities to disrupt trade , and even capture the goods on the trade ship back to you)

4) Torpedo (of all types including energy) frigates ? (of that sort of nature , need to get super close but has a very high damage output if succeed in attacking)

5) A area effect force field generating Crusier (of that nature) , a cruiser that does mostly defense work for fleets or stations (including detecting of stealthy things), this makes fleet battles more "sci fi" feel to what pp are use to

6) A Melee oriented Capital ship ? it be fun to see a ships sole design is to use mass / armour / special shields / close combat weapons to ram / eat / crush / smash etc other ships

Good karma+2 votes
whitewolfmxc
whitewolfmxc - - 24 comments @ Maelstrom Rebellion v1.1 R5

ok had a few solid hours of playing

1) auto cast on dreads (that new structure thingy on home planet) (not sure about titan yet) will go for negative fleet supplies (if auto cast , which im sure what the AI is doing hence Spam of these ships is pretty serious in my games)

can we just add those ships in the capital ships factory instead of free and auto spawn ?

2)shouldnt tractor beams and phase jump stations (and things of that nature) be range with the whole gravity wall instead of limited range ? (can up the cost for it if done this way)

3) the whole building research labs thing is kind of dumb considering it takes a lot of logistic slots , in small maps this is critical and not possible to turtle out and research as there's no space to build

can we half the cost of logistic usage (but add a bit more cost to build it) of these labs ? 2 would be reasonable i think

Good karma+1 vote
whitewolfmxc
whitewolfmxc - - 24 comments @ Maelstrom Rebellion v1.1 R5

the E4X mod method on this is very through though , basically 1 mine (equal to 10 mines in terms of how many you can buy in the vanilla game) control an area (with range effect) ,

and everytime an enemy comes close enough the area it will trigger the auto cast ability (and cause area damage) , and everytime it does that it eats antimetre (and has recharge time) and reduces hull point of the mine (so eventually that mine will "die off" if used enough , then you need to replace it)

Good karma+1 vote
whitewolfmxc
whitewolfmxc - - 24 comments @ Maelstrom Rebellion v1.1 R5

just started playing so i havent experienced any lag yet , but would let you know if that happens

PS: also the building a Embassy building system for envoy ships with the E4X mod is pretty neat as you dont need to constantly baby sit envoys or build ridiculous amount of them

Good karma+1 vote
whitewolfmxc
whitewolfmxc - - 24 comments @ Maelstrom Rebellion v1.1 R5

oh also correct me if im wrong , but does the rebellion ver has a "expansion" ver like the other ones ? ive downloaded the file and theres only 1 ver lol

Good karma+1 vote
whitewolfmxc
whitewolfmxc - - 24 comments @ Maelstrom Rebellion v1.1 R5

humm was woundering if this mod made mines not take up so much CPU power ? in the E4X mod they actually came up with a very good idea to prevent that from happening : mines have auto cast ability when enemies are near

(and they dont explode on contact visually speaking , and instead 1 mine on the map equal to at least 10 old mines , and everytime the mine uses it ability it loses its hull points)

Good karma+1 vote
whitewolfmxc
whitewolfmxc - - 24 comments @ Sins of a Galactic Empire

Thanks ill try it on entrenchment , but do hope later it will work for trinity (diplomacy)XD

Good karma+1 vote
whitewolfmxc
whitewolfmxc - - 24 comments @ Sins of a Galactic Empire

Any chance this is going to be made to work with Trinity ?

Good karma+1 vote
whitewolfmxc
whitewolfmxc - - 24 comments @ Normandy 1944: European Theater

its because Blitz mod doesnt add that much content such as skins and new units

theres a suggesting setting for this mod Forums.relicnews.com

Good karma+1 vote
whitewolfmxc
whitewolfmxc - - 24 comments @ Normandy 1944: European Theater

Were finally up team XD

Good karma+1 vote
whitewolfmxc
whitewolfmxc - - 24 comments @ Gundam Mod 3.1 *FINAL*

actually Juron , if you are continuing the mod , which the original creater said feel free to use its work but giving credit , maybe you can work with the mod team thats making a gundam mod (0079 so far) on star wars empire total war ( i know the team leader and is helping in research and such) , anyway even just a small balance version will be nice

anyway if your interested , email me

Good karma+1 vote
whitewolfmxc
whitewolfmxc - - 24 comments @ Shadow Invasion: Gundam

Good that i contributed to a idea i liked XD

well if you want more detailed ideas or suggestion or simply just want to chat to another Gundam fan (also Sci Fi fan) you can add me on MSN :

whitewolfmxc@yahoo.com.hk

PS: MS IGLOO 2 ! YEAHHHHHHHHHHHHHHHHH

Good karma+1 vote
whitewolfmxc
whitewolfmxc - - 24 comments @ Shadow Invasion: Gundam

so if you think you need to include the SW universe setting is because Gundam universe dont give you a lot of place to conquer or fight in , then you can think again after reading my suggestion XD

PS: you actually save a lot of lag too since im sure the UC Gundam map is way less complex than the SW one

and i love that you will will include MS igloo XD its awesome , and i would suggest including gundam 0083 since at that time even 0079 MS can still be used although outdated and the story line is closely related (and has more story events to bring in new factions anyway XD)

Good karma+1 vote
whitewolfmxc
whitewolfmxc - - 24 comments @ Shadow Invasion: Gundam

and if you were thinking if only using Gundam UC universe you wont have many places to fight on , heres a suggestion :

Change a certain part of the universe background (in game) to a image of earth , and has several airspace (they are actually "planets" in game terms" linked together to form the surface space of earth

there you can have at least 5 to 6 space maps to fight (north America / Asia airspace etc) and after getting control each airspace you can ground assault that prospective ground map (representing the continent the airspace you took)

for example if you took the North America airspace you can ground assault (like i said the airspace is just a "planet") North America ground map if you win you take the production ability of north America (again its a "planet")

i suggest making somewhere between 6 to 10 airspace to fight on that represents earth (remember all these airspace "planets" are linked inside ONE system to represent its actually one planet , so the distance between airspace and the position should be accurately close and positioned")

THEN of course theres a lot of Side coloneys and space fortresses and landmarks to place outside earth as fighting grounds

ps: Space coloneys should be planet where you can ground assualt to seize it

(and hell even including other solar planets meaning having the whole solar system in game is a good idea as mars / Jupiter later was used as military base anyway in the UC universe) ,

as for example you can take a good look at the game "Girens greed" on ps1 / psp for a good world map and how they did the game , it should be great help to set up the game)

Good karma+1 vote
whitewolfmxc
whitewolfmxc - - 24 comments @ Shadow Invasion: Gundam

heres a photo album of the models used in the mod and a way to contact the mod owner Ak47tzj.pixnet.net

PS: you should serious consider just make this a pure gundam mod as its much easier to do things... just for starters.......the Star wars and that original faction should be a later try if then you really want it later on

Good karma+1 vote
whitewolfmxc
whitewolfmxc - - 24 comments @ Shadow Invasion: Gundam

Choosing UC universe is a good one as the SEED / 00 "HERO" style of warfare just wastes the game engine and balance , now but i think mixing it with the original star wars faction is a

.bit.............wrong.....seriously if you would just make a mod starting from early days of 0079 till 0083 , then you have a solid story line / events / units / factions

how about that ?

now as for help , if you ever played the game homeworld 2 , theres a gundam 0079 to 0083 mod which is near finished but not yet entirely complete , if you would contact the owner perhaps you can have all the models he made (thats a lot i must add) , it might help your mod to expand fast

Good karma+1 vote
whitewolfmxc
whitewolfmxc - - 24 comments @ Awakening of the Rebellion 2.8

Humm , will there be a English in game speech version in the future ? (i know theres English text)

Good karma+1 vote
whitewolfmxc
whitewolfmxc - - 24 comments @ Gundam Mod

Please people , the GUNDAM SEED MOD is NOT a product by the original team of this mod !

this mod is considered finished and no more new versions will be out

Although i wanted to continue the project to "Sins of the solar empire" game , but the creator has not yet been contacted successfully

If he sees this can you contact me ? (im also on the relics forum with same user name)

Good karma+1 vote
whitewolfmxc
whitewolfmxc - - 24 comments @ KMOD

KMOD team is back for making KMOD for OF ! Details check our website XD

Good karma+1 vote
whitewolfmxc
whitewolfmxc - - 24 comments @ Nightstalkers Universe Mod

how to play this mod online ? i got the game patched to 1.1 , got this mod 1.5 rev , and using the mod manager 1.4 beta , when i go into game into mutiplayer , then what ? i dont seem to be connecting to servers ?

Good karma0 votes