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  (30 - 47 of 47)
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
Zweistein000
Zweistein000 Dec 24 2010, 3:31pm replied:

one paladin.. he comes with 2 of them + 2 laser comanches so he WILL shot down the missiles.

+1 vote   mod: C&C: ShockWave
Zweistein000
Zweistein000 Dec 23 2010, 4:49pm says:

well dont get me wrong: this is a very cool mod, but how do you expect me to defeat townes when one laser paladin can take out 6 of my Nuclear bettlemasters????? I could win this one on 0.95, but now he just shots down all of my missiles (so migs aren't an option anymore), and he comes with 2 laser crusaders and can destroy 7 of my battlemasters + 2x upgrated gatting guns in 15 seconds + you have downgraded the starting cash to 13000?

+1 vote   mod: C&C: ShockWave
Zweistein000
Zweistein000 Jul 21 2010, 3:42am says:

ETA pls!!!

+1 vote   mod: WrathEd
Zweistein000
Zweistein000 Jul 18 2010, 4:09pm says:

I have played your mod for couple of hours today and it was AWESOME!!!!

But I have some Bugs to report and ideas to share:

BUGS: The new Strogg tank makes game unplayable when using its Plasma gun and Flamethrower. It just makes the game lag VEARY FRICKING HARD

IDEAS:
The Dark Matter Cannon feels weaker than Hammer Launcher, because Hammer launcher does strong AOE damage, radiation damage, EMP and it blinds you, when compared to just gravitational pull of Dark Matter cannon, much smaller AOE and the point that you can easily escape the gravitational pull or if in you're in air, you can use parachute to fall safely.

My solution is that you make the black hole stick to the ground for 2.5 - 5 sec. That way you make sure that no one escapes the hole by parachuting and that those coming towards the ground zero gave something to worry about(Nuke-Radiation/ Black hole- gravitational pull).

You should also enable people to change the mod settings by using its menu. Now I play Skirmish (yes I don't have the Reg. Key, but my friend does), and I can change the settings only by using the list of commands I have written on a paper. The other annoying thing is that you have 2 set this thing over and over agin, find a way to make the game remember your settings.

+1 vote   mod: Quake Wars: Tactical Assault
Zweistein000
Zweistein000 Jul 12 2010, 8:27am says:

Can't w8 to get my hands on that!!!

+1 vote   news: Preview of the WrathEd Tool
Zweistein000
Zweistein000 Jul 12 2010, 8:19am says:

So.. I'm having ideas of a mod and I would like 2 know when can we expect the SDK to be finished or at least an estimate of how much of the project is compleated.

+1 vote   mod: WrathEd
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