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Comment History  (0 - 30 of 226)
wolfprophet Sep 19 2012, 6:28am says:

Might I suggest using the proper names for Covenant races and units in game? I've been finding with all the Halo mods it looks much better and adds to the atmosphere instead of making the entire thing feel like it's 100% from the human perspective.

Such as...while humans have "Fireteams" and "Squads" The Covenant have "Files" and "Lances", basically like the old Roman forces.

For the Unggoy units... They actually fit the Ork mobs perfectly in a sense. With them, I'd suggest that good old mob of 5-15 and where the orks have a Nob, I'd make that a Sangheili Minor. alternatively, within the confines of the game, allowing one to be attached in the way a commissar, priest or the other passive buff units the IG uses would be great seeing as that is the role Sangheili play among the Unggoy. It's their job to make sure the little bastards don't shirk their duties. *grin*

+4 votes     mod: Dawn of Halo
wolfprophet Mar 6 2012, 1:12am replied:

This was done with the early soviet model RPGs as well all the way up to the 60s. I don't know how exactly, but they fixed it with the RPG-4 and later RPG-7.

+1 vote     media: Panzerjagers
wolfprophet Mar 6 2012, 1:09am replied:

No it wouldn't. The Germans stopped using factory grey on tanks after the French campaign and painted their vehicles Dunkelgelb for Russia. Some vehicles were still grey then, but not many. The Luchs was introduced after all vehicles were being painted Dunkelgelb or gelb undercoat with stripe or splotch over coats in greens and earthy tones. Seems sad I know this, but I'm a table top gamer and I happen to have a unit of Lüchs in my Panzergrenadier force.

+2 votes     media: Panzer II ausf. L - 'Luchs'
wolfprophet Feb 12 2012, 2:13am says:

Uhm. How do I install this? o.o There's no instructions included and the instructions I've been able to find tell me "There's a special sequence, don't **** it up!" and then don't tell me much of anything aside from that.

+1 vote     mod: Sins of the Fallen
wolfprophet Jan 23 2012, 9:14am replied:

There's obviously melee for the Jedi in the vanilla game. Could just have Elites use the light saber scripting for their swords. Just need to tone it down a little.

+1 vote     media: Elite Ranger
wolfprophet Jan 23 2012, 9:01am says:

oh my. Very very nice work so far.

+1 vote     mod: Campaign Commander
wolfprophet Jan 10 2012, 6:35pm says:

Any chance we'll see another mini-mod with some of the updated stuff?

The other two are pretty fun, but....I'm sure we'd all like more. :D

+1 vote     mod: ZombieMod
wolfprophet Jan 10 2012, 6:21pm replied:

Pffft. The Emperah protects! But it never hurt to carry a loaded bolter.

+2 votes     mod: Warhammer 40000: Fire In The Sky [Dead]
wolfprophet Dec 8 2011, 3:15am says:

can't wait for the next release. just had abit of fun with the alpha. :) Wish the Elites in the Alpha would actually fire on their own though. or return fire, but hey! It's an alpha and grunts can overwhelm anything anyways. Lol.

+3 votes     mod: Elysian Fields Mod
wolfprophet Dec 8 2011, 3:10am replied:

bioko.... just shut the **** up. I'm not even going to make a logical argument here. Just shut the **** up and don't mod your game if you don't like a mod or are too ******* stupid to get it to work.

+2 votes     mod: Company of Heroes: Eastern Front
wolfprophet Dec 8 2011, 3:02am says:

good luck! this should be really interesting.

+2 votes     mod: Halo:The First Encounter
wolfprophet Oct 24 2011, 7:24pm replied:

They used conscripted Russians from all the POWs they took too.
and French, Austrians, Czechs, Slovaks, and so on. A lot of of the Soviet Cossack units outright defected intact as well as they hated Stalin. They pretty much just traded patches and went back into battle for the Germans.

+2 votes     mod: Company of Heroes: Eastern Front
wolfprophet Oct 24 2011, 6:15pm says:

Great little game. But it keeps crashing before I can do much with it. :/ Need to fix that before anything else.

+2 votes     game: UFO: Alien Invasion
wolfprophet Aug 11 2011, 10:03pm replied:

The guy stopped production on the mod in 2006 after a fan went too far with messing with the files, releasing it as 3.1 and claiming it as his own. So, 3.1 actually killed the mod. Otherwise, we'd be seeing more and bug fixes.

+1 vote     mod: Gundam Mod
wolfprophet Aug 11 2011, 10:01pm replied:

WRONG! Johnny Ridden was not in the Titans. He was a Zeon ace pilot who died during the battle of A Baoa Que.
You're thinking of that Top-gun fighter jock wannabe ****** Jerid Messa from Zeta Gundam.

+3 votes     mod: Gundam Mod
wolfprophet Aug 8 2011, 1:34pm says:

Was kinda hoping to not see this in this mod. :/ The GP03 Doesn't work in the atmosphere. It's got Rocket engines and absolutely no aerodynamics, so it always bothered me in the other mod.

+1 vote     media: New, Modified GP03
wolfprophet Jul 10 2011, 2:39am replied:

You can't tell me that didn't need to be corrected. I mean honestly, look at it.....his fingers weren't even close to the right keys on the keyboard to spell more than half the word.

+1 vote     mod: Warhammer 40,000: Universal War
wolfprophet Jul 10 2011, 12:45am replied:

I remember seeing them, but where the fawk do you build the Sabaoth from?

+1 vote     media: Battles 1.2
wolfprophet Jul 10 2011, 12:26am says:

Is there any particular fix for the lag issue on GC yet? I've been playing, switching off from side to side and the virtual memory fix only does it for some of the early lag and game crashing, but right now I'm a CIS GC, day 39, I'm tech 5, got the malevolence and full control of the outer and mid rim worlds, but the lag is so awful, it takes several minutes to even move the camera to where my fleet is to move it in the GC view.

+2 votes     mod: Republic at War
wolfprophet Jul 4 2011, 2:53am replied:

Yeah... 10 squadrons at once is rather generous given that the Luchrehulk can carry 1500 craft. Though, I still must ask. How many squads exactly does the Luchrehulk, Providence and Droid carrier have each? I know the Carrier is a little lower, since I have run out of fighters before using even 7 of them in a battle. Lol.

+1 vote     mod: Republic at War
wolfprophet Jul 3 2011, 7:43pm replied:

Indeed. I had that problem the first time too. Uninstall. Do a 100% clean install, then follow the RaW install guide TO THE LETTER. One little mishap and BAM. **** don't work.

+1 vote     mod: Republic at War
wolfprophet Jul 3 2011, 2:43pm replied:

Hmm. It would make sense to allow 5 Mandators at once, since there were five built as I recall. While there were only two Malevolence, and the second had an enormous planet destroying cannon.

+1 vote     mod: Republic at War
wolfprophet Jul 2 2011, 2:13pm replied:

The droids that cost 15 credits to produce and can afford to be burnt at enormous rates as you send them against everything en masse? :P

Who needs tanks when you have thousands upon thousands of B1s! :D

+1 vote     mod: Republic at War
wolfprophet Jul 2 2011, 12:25am replied:

Sounds like you just suck. Listen to Antillies. And people who have FIGURED OUT HOW TO WIN.

0 votes     mod: Republic at War
wolfprophet Jul 1 2011, 11:01pm replied:

Good question.... I wonder about the Droid Carrier's origins myself. I can't seem to find any info on it outside of the mod?

+2 votes     mod: Republic at War
wolfprophet Jul 1 2011, 7:23pm says:

I do have a little technical issue now.... I save games are vanishing? The game isn't crashing when it saves now (I set the virtual memory to ridiculously high numbers. 2 gigs minimum. 4 gigs max.) but, the save games aren't there the next time I start up the game. Anyone know how to fix that? :/

+2 votes     mod: Republic at War
wolfprophet Jul 1 2011, 7:14pm replied:

If you did that badly on Easy, then you must be really bad. I started kicking *** from the moment I could actually build Venators instead of having to pick and choose engagements with my only 3.

A tip though, the CIS can't attack you if you they lack ships. Don't try to wipe out shipyards early on. Do hit and run attacks with the purpose of engaging the enemy for NO MORE THAN FIVE(5) MINUTES. Set a timer, a stopwatch or something. Destroy what you can in that time if they have superior forces, then get the **** outta there. Rinse and repeat. Keep your casualties down to an absolute minimum, don't accept the loss of a Venator while you only have those three to start with. Acclamators, Light Assault Cruisers and all others are fair game and matter not in the long run. On the ground, just use AT-PTs(I think that's it? the three legged assault guns.) Before you have those, accept the loss of planets, but certainly fight the battles yourself and make the droids pay for ever inch of land they take. The CIS can win through attrition, but it doesn't mean that enough attrition won't break them just the same.

If you really want a republic ship other than the venator that works well in space though, build up Dreadnoughts. They're tough to kill. Very tough. And if used as the main line, backed up with the missile cruisers in a 2:1 ratio and with venator backed up in a 5:1 ratio by missile cruisers, you'll have a sufficient force for dealing some damage, or at least withstanding a good portion of those fighter swarms. Granted, you'll never be able to strip the fighters from a Luchrehulk, but Carriers I found don't carry as many fighters as you may think. They do run out and if you have an efficient anti-air method worked up, you can and will strip those carriers of their squadrons quickly. That doesn't mean you shouldn't try to bomb their hangar bays though.

+2 votes     mod: Republic at War
wolfprophet Jun 30 2011, 8:40pm replied:

I have to admit. I've yet to be so utterly annoyed with Ahsoka that I'd not want her in the mod. At the very least, she'd make a good meatshield for Anakin on the ground, provide another Jedi Starfighter to draw attention of vultures and you could send her to die over and over for your own amusement. That and I just want to see more heroes in GC. The GAR is after all, an outnumbered, organic army. So they lend themselves to having more heroes while their enemy is a faceless, nameless horde of mechanical beings that aren't simply evil, but tools of a few evil people.

+1 vote     mod: Republic at War
wolfprophet Jun 30 2011, 6:24pm replied:

I can live with that.
Though, micromanaging the Vultures on GC makes it easier to use them to overwhelm anything with AA guns. Lol.

+1 vote     mod: Republic at War
wolfprophet Jun 30 2011, 11:51am says:

I have one simple request of the next update....
Add the "Hunt for enemies" ability to fighter squadrons. xD It's a pain the *** when the AI hides that last fighter squadron or corvette in the middle of nowhere and you have to scour the map. Sure. It'd be easier to 'autoresolve' the rest of the battle, but I don't like using autoresolve. Ever. I always take more casualties while dealing less when I use it, so therefore it's an evil feature. >_>

+9 votes     mod: Republic at War
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