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Zsombi
Zsombi - - 267 comments @ C&C: Reloaded

Hi. Is here or the discord Development section good for giving ideas, making suggestions or requests, or some other place? I am not on the ppm forums and wouldn't want to sign up there just for this. Thanks.

Good karma+1 vote
Zsombi
Zsombi - - 267 comments @ Phobos feature: Sidebar tooltips

For next time could you add to the tip of the Tech Center and Battle Lab notes on what they allow to be built? Now they only show what you can't build once you make one.

Good karma+1 vote
Zsombi
Zsombi - - 267 comments @ RA2 Yuri resource silos

The Slave Miner could still remain as a high tier mobile harvester/refinery made in the factory even with the Storage mode.

Good karma+1 vote
Zsombi
Zsombi - - 267 comments @ C&C: Reloaded

What causes harvesters to stop returning /docking in refineries on TS style maps? I haven't noted their names but there are several already.

Good karma+1 vote
Zsombi
Zsombi - - 267 comments @ C&C: Reloaded

The double tech tree is bugged for several factions. I don't like it anyway. There should either be just one tech center or allow both the old and new one to be built at the same time, like: first the old for the more advanced stuff, then the new for the highest end stuff. Or add all alternate tech to the neutral tech center structure so it provides several things.

Good karma+1 vote
Zsombi
Zsombi - - 267 comments @ Mental Omega

No matter whether I play campaign or skirmish, the game quits to the client/lobby after 10-15 minutes even if I do nothing. I have tried all graphic drawers and TS-DDraw is the only that doesn't stutter, otherwise the detail is set to medium.

I believe the issue lies somewhere in the mod, because vanilla RA2YR I can run with max hard AIs on large maps for several hours without even the slightest stuttering.

Good karma+1 vote
Zsombi
Zsombi - - 267 comments @ Mental Omega

Changing the renderer did not solve the issue. If I am the only participant (no AI either) the game still suddenly exits to the skirmish lobby after about 10 minutes. I tried even just leaving everything untouched, built nothing, moved nothing and the game still suddenly quit.

It looks like when Tiberian Sun used to quit when too much tiberium was on the field, due to some memory issue. Which is strange, because they solved it in RA2, so that shouldn't be the cause.

Good karma+1 vote
Zsombi
Zsombi - - 267 comments @ Mental Omega

Hello, I am new to MO. I tried a few skirmishes and it looks great so far, will try the campaign later.

I have encountered only one problem: whenever I try to play around alone (only player being me, no AI nothing) in skirmish mode, to leisurely (without any opponents) test things and look at the maps ingame.. every time regardless of side chosen or map or game condition/rule combinations.. the game freezes up after about 10 minutes or so, and without any error messages just quits to the client skirmish lobby.

Good karma+1 vote
Zsombi
Zsombi - - 267 comments @ Revamp Expansion Mod (RVE)

You not only have to have the DLC but before a skirmish match you also have to check the box on the main screen, each time.

Good karma+1 vote
Zsombi
Zsombi - - 267 comments @ Revamp Expansion Mod (RVE)

Hey, do you know on what file paths can I find the economy structure files? Fixing them (build costs incl. time and resource yields) aka the economy, would solve one of the major issues, in my opinion.

The eco. structures have to be fixed anyway, I mean a T2 PGen to cost 12k energy and take over 1 minute to make but yield 80 ?
That is so inefficient it's useless. All PGens basically cost as exactly or almost as much as they did in SCFA, but their yield is tanked. To keep with the PGen example:
T1 Cost: Mass 75, Energy 350, Time ~06 sec .. Yield: 4,5 energy;
T2 Cost: Mass 1,2k, Energy 12k, Time ~01:30 min .. Yield: 80 energy;
T3 Cost: Mass 3,24k, Energy 57,6k, Time ~04:04 min .. Yield: 350 energy.
I think everything should get a cost cut by at least "/10" but this would be the fastest if not completest method. I looked but can't find them.

Good karma+1 vote
Zsombi
Zsombi - - 267 comments @ C&C: Generals Zero Hour Remastered

Unless you really want to make an actual rts simulation/game engine, I suggest you just use/modify SpringRTS.

Good karma+2 votes
Zsombi
Zsombi - - 267 comments @ Vanilla Campaigns Restored - RotR

while many like the campaigns I prefer the challenges, both on easy so I can go "sim city" on the maps or hard for an actual tactical/strategic challenge (not the starcraft-like button mashing kind, I hate that, like Contra's challenges).

Good karma+1 vote
Zsombi
Zsombi - - 267 comments @ Rise of the Reds

Is this still being worked on? There has been no update of any kind in quite a while.

Good karma+3 votes
Zsombi
Zsombi - - 267 comments @ DoctorX Call of The Zone

So.. just so I can understand .. "standalone mod" usually means that it does not require neither the original games it is/was based on nor the original mod it was based on.
Is that the case here too? I haven't found a free version of any of the Stalker games so this seems highly unlikely, so why call it standalone?
Or am I mistaken?

Good karma+1 vote
Zsombi
Zsombi - - 267 comments @ [2] Highland Hollow

YESS !! :D Winter map, finally! :D

Good karma+3 votes
Zsombi
Zsombi - - 267 comments @ Revamp Expansion Mod (RVE)

Yeah, ok. Thanks..
I saw you tried mucking around in the files, have you figured out how to edit the base and RVE files? In SC/FA all scd's were basically zip packages with the extension renamed to their custom like scd. But from your last post here it seems like that is not as simple as renaming to zip, unpacking, editing, repacking then renaming to *.scd?

Good karma+1 vote
Zsombi
Zsombi - - 267 comments @ Revamp Expansion Mod (RVE)

I would like to thank you for creating such a wonderful mod. I've been following nearly since its release in 2010.

I have a few requests to be added if not as default then as an optional setting, something that __could be activated__ from the right side below the minimap preview or from the "exclusions" list. I haven't tried the 2017 version yet so I might suggest something in there already.

1. The option to make stuff cheaper (energy, mass; time is ok-ish) for those wishing for less than 1,3 ~ 2 hour long matches with T4~6. While the current pricing is great so such things are not thrown around like confetti, I feel they are barely ever used now in favor of much much cheaper more expendable assets.

2. Fix for the "No Shield Structures" exclusion so it does not include Aeon mobile shield. This also makes the cybran T2 mobile shield-aa-amissile unbuildable.

3. Allow the "UEF T3 Field Engineer" to reclaim & build more than the shield fences.

4. Optimize resource production. As of 2.0, T2 Energy Generators, T3 Mass Fabricators and the Cybran Brain structure are simply not worth making at all or in the case of the latter it loses its primary purpose (insane research production) by the time one has enough resources to make one.

5. Rebalance shields. Now one can sail through most situations with T1 shield bubbles only. For mobile shields.. yeah, it's pretty bad given how the game handles movement. Things push each other around like water and oil regardless of owned, enemy or ally. To date I've found that the T1 walls are everyone's best friend.

6. Allow all mobile air factories (most notably in this case navals) to produce air units from T1~3 not just 1.

7. Reduce the distance for all naval units. If they don't have enough space, like the land ones they will just push the obstruction away, no need to have them have such a wide no-go aura.

8. Widen the No-Rush zone by ~50%; change the available timers from 10,15,20 minutes (I think) to 15,20,30.

9. Make shields behave more like in SC/FA, so attacks not just diminished but let through instead are blocked, it would also make more sense.

10. This may already be a feature I don't remember, "scatter group targeting"; so if 2 or more stuff targets several things they can be given the order to divide targets equally amongst each other. The FAF mod did it quite well for SC/FA.

11. Swap T2 artillery modes and make the alternate one a manual on-off feature; so the default is the shorter ranged low arc firing mode while the researched alternate mode is the considerably longer high arc mode. With both having the same reload speed the only but major difference would be that the 1st could hit things faster & more accurately (harder to dodge) but is impeded by eg. hills, while the 2nd could hit just about anything unimpeded but due to the high arc would be easy to dodge and the first hits would take some time before impact.

11.2. I would suggest something similar to T3 artillery emplacements too, but instead their default would be the high arc and the alternate would be a high research cost medium-long range low arc big a$$ turret.

12. It may be my eyes playing tricks on me but not all T1 gunships fly at the same height, so some can get under T1 shield bubbles while others cannot.

13. AA vs. Air Durability especially without shields is really skewed. I need more than 50 flying T2 anything to take out eg. just a few Cybran mobile shield-aa-am units. When there are shields there's no point making air.

14. Excluding something from a match should make it's research cost 0 or at least reduce it. (Side note/ bug: most Cybran land units can be built before unlocked individually.)

15. Add some description or widget or something when selecting something owned that displays handy key-combinations for things such as: switching ACU abilities (if all is researched some het covered/displaced by others), or if there is or you add the "scatter group targeting".

16. Some energy generators, if they explode from being shot or Ctrl+k, don't cause damage around themselves while others are highly volatile (eg. Aeon until healing is researched).

17. Certain support units have weird formation priorities; eg. the Aeon T3 armor booster always goes to the front of any group essentially being useless unless babysat.

I suspect several of these are not doable or you don't want but I still wanted to put them out here.

Good karma+1 vote
Zsombi
Zsombi - - 267 comments @ Ultimate Apocalypse Mod (DOW SS)

Has anyone ever encountered an issue where everything works fine but no firing & projectile effects and animations show up for ranged weapons/attacks?

Good karma+1 vote
Zsombi
Zsombi - - 267 comments @ Shattered Paradise

The AI is too hard. What is dubbed as "Easy" is what High-Normal should be, not even Normal. I thought this was supposed to be an expanded version of the vanilla C&C strategy game, not button mashing, that's StarCraft.
As is, this is too fast paced even for "Normal".

No, I don't play against people. I get enough of them IRL.

Good karma+2 votes
Zsombi
Zsombi - - 267 comments @ C&C: Reloaded v1.5.0

A gret fan of this mod. Sadly I can't get any version of the game to run since I had to change to win10.

Good karma+1 vote
Zsombi
Zsombi - - 267 comments @ Rain in the Night

Nice for immersion but it would be distracting at best, so if it cannot be turned off on demand then there should be a no-rain version as well.

Good karma+2 votes
Zsombi
Zsombi - - 267 comments @ Twisted Insurrection

Wouldn't it be easier for everyone if you activated the Forums section and make threads for bugs, issues & ideas/suggestions and have a sub thread for each.. or something. So less people ask the same thing for which you answer the same thing, each time. Just saying.. it's tedious sifting through 300+ pages of continuous comments to see if something has been mentioned or asked already.

Bug/issue:: skirmish; options: short game, crates, safe crates, no sup.weap., harvester bounty; AI/Opponent (Easy) captures my HQ & refinery (around 5 minute mark) and sells refinery; I recapture HQ; enemy can still build around it as if it's theirs; I relocate it a few cells over; issue persists.

On some maps the Veinhole creep can expand really far while on others it doesn't at all. Is that due to a map specific setting? On some maps harvesters get stuck after filling up; can be manually moved back though. -I say "on some" because I didn't keep track and just remembered these.

Good karma+2 votes
Zsombi
Zsombi - - 267 comments @ News 3 Of 2019

Great update! :D .. sadly it's unplayable for me ;(

Why do no projectile animations not render? It can't be a win10 issue because all other games that can run render all stuff just fine. But for whatever reason none of the W40kDoW games/expansions (WA, DC, SS) render the projectile or spell effects at all. Any ideas why?

Good karma+1 vote
Zsombi
Zsombi - - 267 comments @ C&C: Shockwave Chaos

I say there should still be a way to directly counteract the big missiles before they hit. Or make their launchers more expensive and have longer firing-prep and reload times.

The Demo challenge is still the suckiest of all for most factions.

Btw. for some reason the game crashes for me after about 15~30 minutes when taking the Chinese Infantry Gen. to the Usa Air challenge. Gives no error, just quits.

Good karma+1 vote
Zsombi
Zsombi - - 267 comments @ Twisted Insurrection

I request 2 game options: one for disabling air units & aa structures as they would not be needed; and one to disable all forms of artillery units (vehicles, infantry, regular & mega sizes, shell & rocket/missile/energy).
i can refrain from using them but the AI cannot unless "globally" forbidden.

Good karma+3 votes
Zsombi
Zsombi - - 267 comments @ PPM is ten years old

Like legos :D

Good karma+1 vote
Zsombi
Zsombi - - 267 comments @ Tiberium Essence

It uses the same maps. Each area has one or more possibilities from the official maps .. so basically the only major difference is that a script decides the map you get. You could do the same manually, just pick one randomly or use a dice.

Good karma+1 vote
Zsombi
Zsombi - - 267 comments @ Tiberium Essence

What would be the point? Additional factions/races can be added in TW too if that's what people want. Other than maybe the Global Conquest mode it doesn't have noticeably different or better stuff.

Good karma0 votes
Zsombi
Zsombi - - 267 comments @ Enderal

I would vote this up a million times or more, sadly the site allows only +1 per person.

Good karma-1 votes
Zsombi
Zsombi - - 267 comments @ Enderal

Steam is so pervasive it is just Cancer. I don't use it either (nor GOG, or any other platform that requires me to install an app through which to use stuff hosted through them for that matter).

Among other things it makes full offline play and installations whenever without internet impossible or overly tedious.

if this move was made for ease of downloads, then you could have just made a direct download or magnet link. The installation and patching process was simple already.

Go No-Steam!

Good karma-2 votes