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wolfprophet
wolfprophet Mar 17 2015, 2:46pm replied:

You have to finish the soviet one before you can play any of the other campaigns. I'm currently on the German one myself

+1 vote   game: Men of War
wolfprophet
wolfprophet Jan 19 2015, 9:28am replied:

Or not, since that would kill tons of mods that get at least partial functional releases.

+1 vote   mod: The New War Order
wolfprophet
wolfprophet Dec 16 2014, 5:52am replied:

So what you're saying is.... CHEEKI BREEKI.

+1 vote   mod: ZombieMod
wolfprophet
wolfprophet Oct 22 2014, 9:58pm replied:

It's released.... it's even green-lighted on steam. And it's fantastic. Well worth the years of wait.

+2 votes   mod: The Great War 1918
wolfprophet
wolfprophet Oct 20 2014, 7:46am says:

Really glad to see this released. Thank you to the mod team for all your hard work.

+2 votes   mod: The Great War 1918
wolfprophet
wolfprophet Oct 17 2014, 5:46pm replied:

Thanks. Can it be applied to to a game in progress? I don't really want to restart but I'd have no problem selling off the bizon and acquiring a new one or two to upgrade.

+1 vote   mod: Arsenal Overhaul - Clear Sky
wolfprophet
wolfprophet Oct 15 2014, 8:23pm says:

I found a slight error. The Bizon's caliber change is broken. I presume it's supposed to be from 9x18 to 9x19, but the upgrade sticks to 9X18 and then can't swap between various ammo types. It's stuck to FMJs.

Is there any fix for this?

+1 vote   mod: Arsenal Overhaul - Clear Sky
wolfprophet
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
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
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
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
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
wolfprophet Jan 23 2012, 9:01am says:

oh my. Very very nice work so far.

+1 vote   mod: Campaign Commander
wolfprophet
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
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
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
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
wolfprophet Dec 8 2011, 3:02am says:

good luck! this should be really interesting.

+2 votes   mod: Halo:The First Encounter
wolfprophet
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
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
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
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
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
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
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
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
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
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
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
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
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