Sometimes I have great Ideas about mods, or how I would create them, but later it turns out that I lose interest and stop working on a project, sometimes never to return.

Comment History  (0 - 30 of 36)
Zweistein000
Zweistein000 Jan 20 2014, 3:34pm says:

So is this the mod that uses Open Jedi Project code as a basis and enhances it with manual blocking? I think I saw such a mod a long time ago, but can't remember if it was this mod or some other.

+1 vote     mod: Serenity Saber Systems EoC/SJE
Zweistein000
Zweistein000 May 27 2013, 5:46pm says:

Question: are there any builds that will work with this game AND add text to speech. I'm finding it Very hard to follow the story and dogfight at the same time?

+1 vote     mod: Blue Planet: War In Heaven
Zweistein000
Zweistein000 May 27 2013, 5:41pm replied:

Wait, code injection isn't illegal. Why would they shut you down. Not like you're trying to sell or compete with them. Also ask them, that way you're sure and even then, if you are looking for a job and do something incredible, you might find it. Just look at Mechwarrior Living Legends mod, when they went down Crytek and Piranha games were practically fighting over them.

+1 vote     mod: Freespace: Sins Of A Blue Planet
Zweistein000
Zweistein000 May 26 2013, 12:53pm replied:

God damn it you guys need to steal the the source code... ehmn I mean You guys need to find a way to inject your code into the engine to try to overcome these restrictions.

+1 vote     mod: Freespace: Sins Of A Blue Planet
Zweistein000
Zweistein000 May 23 2013, 9:31am replied:

" I really wish to see a mod that would do that."

I just realized that I forgot to state what. A mod that starts in T-V era and moves up to Blue planet would be awesome.

+1 vote     mod: Freespace: Sins Of A Blue Planet
Zweistein000
Zweistein000 May 23 2013, 3:42am replied:

Awww about the era part. I really wish to see a mod that would do that. Ty for the answer. Perhaps someone will do that later, post release. Still looks awesome though.

+1 vote     mod: Freespace: Sins Of A Blue Planet
Zweistein000
Zweistein000 May 22 2013, 8:21am says:

What era does the game start in: T-V War, The great war, Hades rebellion, Reconstructin era, Capellan era or Blue Planet? IMO I'd like it to start T-V War (With angel fighters and Anubis, etc, Shivans could start with the craft seen in the mod about the fall of the ancients).

Also Since I tried the FS2 mod for vanilla SOSE, I have a suggestion here: How about old fighters get replaced with the new ones. For example scout fighters: Angel gets replaced by Valkire, which gets replaced by Loki, Loki by Pegasus and Pegasus by the Blue planet fighter. That way you aren't forced to do things like build Valkires in the Bule planet era, because you have build a Fenris class cruiser.

Another question: Will Vishnans make an appearance.

+1 vote     mod: Freespace: Sins Of A Blue Planet
Zweistein000
Zweistein000 May 22 2013, 8:11am replied:

Nah keep them. OR of you do, downscale every ship.

+1 vote     mod: Freespace: Sins Of A Blue Planet
Zweistein000
Zweistein000 May 10 2013, 7:45pm says:

Man I so want to play this, but I think I'm gonna wait till WiH is fully released and polished (like AoA is). Seeing what you did with AoA this truly deserves the title Freespace 3.

And I have a haunch they will return in part 3, bringing with them the lost juggernaut fleet that jumped away second before Cappella supernova, nearly 2 decades ago.

+2 votes     mod: Blue Planet: War In Heaven
Zweistein000
Zweistein000 Nov 25 2012, 7:59am says:

I have just downloaded this mod and have played a couple of missions vs AI. Although they seem to respond more intelligently overall they seem easier to defeat (I've gone against hard Giles and hard Naomi). They reacted nicely against my attack, but way too late (no scouting). It didn't help Naomi to put up 6 defender cores of I had 20 hammer tanks and 30 conscripts rolling into her base. Also Giles went for exclusively air and WAY overcommited on that after I shut it down (I think he lost about 10-20 vidicators and 5-10 heavy bombers against me) thus allowing me to crush him with 5 sickles, 5 flak troopers, 5 bullfrogs, 2 hammer tanks and 3 bears :P

I will report more after I test them all.

+1 vote     mod: Red alert 3 community patch 1.13
Zweistein000
Zweistein000 Nov 21 2012, 6:20pm says:

Question: Dies AI still have omnisence? While the mod does look Interesting on it's own, what I really hate is the fact that AI instantly reacts to your strategy and tactics, before "seeing" them. I know he sees then as I build it, because it takes the data from the engine, but it shouldn't send bombers to kill an expansion, he hasn't scouted (or building AA units before seeing your Air units). This makes Sneaky rushing and ninja expanding impossible.

+1 vote     mod: Jonny's Superior AI
Zweistein000
Zweistein000 Feb 4 2012, 8:29am replied:

TY :D

+1 vote     mod: Freespace: Sins Of A Blue Planet
Zweistein000
Zweistein000 Feb 2 2012, 12:07pm replied:

what?

+1 vote     mod: C&C: ShockWave
Zweistein000
Zweistein000 Feb 1 2012, 9:27am says:

Don't get me wrong, this looks epic, but I would like to see all 3 eras packaged together.

Wouldn't it be cool if you started with apollo fighters, athena bombers, orion destroyers, lasers and fenris frigates and worked your way up to GTD Raynor.

Also looking at the rate this project is changing it's course, I am afraid it will never be finished.

+1 vote     mod: Freespace: Sins Of A Blue Planet
Zweistein000
Zweistein000 Feb 1 2012, 9:18am says:

No FS1 or FS2 mod now. I disappoint :(

+1 vote     mod: Freespace: Sins Of A Blue Planet
Zweistein000
Zweistein000 Jan 10 2012, 9:23am replied:

Would be nice, nut I would also like to see the ENTIRE FS history, that was featured in the games, form the beginning of the 1st great war to the end of the second. To me, Blue planet and Terran-Vasudan war are optional.

+1 vote     mod: Freespace: Sins Of A Blue Planet
Zweistein000
Zweistein000 Jan 6 2012, 6:24am replied:

How about compressing the research so you first have to research vertically, before you can jump to the next level.

+1 vote     mod: Freespace: Sins Of A Blue Planet
Zweistein000
Zweistein000 Jan 5 2012, 5:40pm says:

Question about this mod when it's done: Are there any plans of continuing your FS 2 mod or maybe even better continuing this mod to version 2.00 so you could play with technology that starts at the beginning of Terran-Vesudan war all the way up to the end of second great war?

That would induce massive nerdgasms.

+1 vote     mod: Freespace: Sins Of A Blue Planet
Zweistein000
Zweistein000 Jul 13 2011, 3:13am says:

so... anything happening or is the project on pause?

I need those xml files!!!!!

+1 vote     group: Kane's Wrath Mod SDK Group
Zweistein000
Zweistein000 Jul 12 2011, 1:26pm says:

Where can I get this!

+1 vote     media: ABE - Another Big Editor
Zweistein000
Zweistein000 Jul 11 2011, 8:06am says:

Guys I need to ask you something. Can someone point me in the way of a good "how to mod Kane's wrath" tutorial. I cant seem to find it and would like to fuss around the XML files (making tiberium growth infinite, making blue crystals explode, adding units). I know how to partially mod tiberium wars, but I don't know how to extract Kane's wrath files to mod them. I would also like to open other mods, to see how they did certain stuff (balance, new units, new effects, ..).

TY

+2 votes     mod: WrathEd
Zweistein000
Zweistein000 Apr 29 2011, 10:16am replied:

NVM Me and my bro tried it. Everyone must have the same files, then the game will run in MP. But players will lose even if their houses are still standing.

+1 vote     mod: House
Zweistein000
Zweistein000 Apr 29 2011, 5:45am says:

Any Chance to make it work online. Me and my friends would like to try it.

+1 vote     mod: House
Zweistein000
Zweistein000 Mar 31 2011, 2:29pm says:

Yes. My question is: Is this thing still alive? The last update was in 2010. This thing does look cool.

+3 votes     mod: Red Alert 3: Revolution
Zweistein000
Zweistein000 Feb 22 2011, 7:31am says:

Other than that, cool mod, I'm tracking. I m also experiencing crashes, some random and some when I look too close at that subspace effect.

Idea: IIRC you also made the FS1 mode (am I right?). It would be cool if you could combine those two into one ultimate FS mod.
Which era to play could be optional (T-V war, FS1, FS2, all three).

Just thought.

+1 vote     mod: Freespace 2 Mod Project
Zweistein000
Zweistein000 Feb 22 2011, 7:26am replied:

why? I would rather see entire star systems get smaller, but use a single gravity well (if that is possible). Would make everything more FS2 like.

+1 vote     mod: Freespace 2 Mod Project
Zweistein000
Zweistein000 Feb 22 2011, 7:24am replied:

No, don't speed up capital ships. IIRC in fs2 fenrises (fastest ships in the flees) had a top speed of 30-40. Orions, hecates and other destroyers had a top speed of 15-25.

+3 votes     mod: Freespace 2 Mod Project
Zweistein000
Zweistein000 Feb 22 2011, 7:22am replied:

Because in sin they didn't use "phase jumps" when going through wormholes.
Subspace nodes are actually remodeled wormholes.

+1 vote     mod: Freespace 2 Mod Project
Zweistein000
Zweistein000 Dec 25 2010, 2:27pm replied:

having similar issues with Townes as Nuke general. I can beat off the tanks now with 3 devastators, but I also noticed that he fires at least one of his laser uplink cannons before countdown reaches zero. He just blasts my supply trucks away with comanches and my AA with laser cannon, making him the toughest enemy I have faced yet.

Idea: Give people 15k starting cash instead of 13k. It's enough to buy advanced gun barrels upgrade and Isotope stability - just what I need to fend off comanches.

+1 vote     mod: C&C: ShockWave
Zweistein000
Zweistein000 Dec 24 2010, 3:56pm replied:

Just tried it. Your tactic keeps me alive for one more wave. Then he just steamrolls over me, cause I can't rebuild my forces in time.

+1 vote     mod: C&C: ShockWave
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