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Comment History  (0 - 30 of 132)
Ahnassi1
Ahnassi1 - - 132 comments @ Wing Commander - Alliance

Nice mod but it requires alot of work. All extractors, the pirate planet and the kilrathi refinery ship have vanilla Sins models. Most ships hull and shield stats are not rebalanced for the mod. IE why does the Kamrani corvette have more hull and shields then Ralarrad light destroyer (the Ralarrad is the worst Kilrathi ship in the mod)? Or what's the point of building a Bhantkara carrier for 14 pop cap when I can get 2 Rakshaalar light carriers for a total of 10 pop with double the ammount of fighters since all non capital-ship carriers have 2 fighter squads each? And only the Kilrathi titans have access to the Bloodfang, Darket and Strahka figheters.

Good karma+1 vote
Ahnassi1
Ahnassi1 - - 132 comments @ Empire At War Remake: Galactic Civil War

Me too, but it will probably take some years

Good karma+1 vote
Ahnassi1
Ahnassi1 - - 132 comments @ Empire At War Remake: Galactic Civil War

The space station rework isn't done either, and that was supposed to be done before ground rework if I remember correctly. So it will be a long way off I think.

Good karma+1 vote
Ahnassi1
Ahnassi1 - - 132 comments @ Unofficial Patch for The Elder Scrolls: Total War

One of the problems with the Unofficial Patch is that it tries to be everything at once (singleplayer and hotseat campaigns in many different time periods, and multiplayer battles). This simply dosen't work as balance for each are very different. That's why most Med 2 mods focus on only one. For example Divide anc Conquer submod for Third Age only has one campaign and everything is balanced around that, while Third Age Reforged is multiplayer battles an yet other submods for hotseats.

Good karma+2 votes
Ahnassi1
Ahnassi1 - - 132 comments @ The Elder Scrolls: Total War

The khajiit would not use elven armors for their troops in the 3th Era. they are client kingdoms of the Dominion, not a full member like the Bosmer. Also they distain the use of heavy armor, something that the creators of the mod have forgotten since version 1.2.
You would also have to remake Valenwood's roster. They are not a horse-archer faction and Warhammer Woodelf ripoff in TES.

Good karma+2 votes
Ahnassi1
Ahnassi1 - - 132 comments @ The Elder Scrolls: Total War

That's because the unique settlements like Imperial City, Vivec, Ghostgate etc uses the highest settlement levels and if you could upgrade to those you would have Imperial City everywhere when playing as any human faction for example.
Though most of the custom settlements are quite bad in terms of gameplay, most have one or several of the following problems, (no destructable wall/gates, can't put troops on the walls, one chokepoint grindfests, no arrow-towers etc).

Good karma0 votes
Ahnassi1
Ahnassi1 - - 132 comments @ The Elder Scrolls: Total War

Notice also that you can get ancillaries that should only be in 4th Era campaign, such as Ri'Saad, Brinjolf and Aela the Huntress in the 3rd Era campaign. This is why you should NEVER have multiple campaigns in the same mod (unless you have a solution to this). (This is also a problem that plague the Unofficial Patch submod.)

Good karma+1 vote
Ahnassi1
Ahnassi1 - - 132 comments @ The Elder Scrolls: Total War

Then why even have custom settlements?

Good karma+2 votes
Ahnassi1
Ahnassi1 - - 132 comments @ The Elder Scrolls: Total War

"- Fixed garrison script for AI in both campaigns. In case the player loses the siege, the added garrison will disappear"

No it does not, the units are still there. I attacked Torval, garrison spawned with two trebuchets (and some other units), I lost the battle, and next turn I saw a trebuchet in the city and the other in an army.

Good karma+4 votes
Ahnassi1
Ahnassi1 - - 132 comments @ The Elder Scrolls: Total War 2.0 (Full Version) + Hotfix

"- Fixed garrison script for AI in both campaigns. In case the player loses the siege, the added garrison will disappear"

No it does not, the units are still there. I attacked Torval, garrison spawned with two trebuchets (and some other units), I lost the battle, and next turn I saw a trebuchet in the city and the other in an army.

Good karma+2 votes
Ahnassi1
Ahnassi1 - - 132 comments @ The Elder Scrolls: Total War

Not if they don't make record custom voice-lines for all factions as nearly none of the lines from Skyrim they are using now makes sense in TW context.

Good karma+1 vote
Ahnassi1
Ahnassi1 - - 132 comments @ The Elder Scrolls: Total War

Redoran have a female unit: Redoran Women

Good karma+2 votes
Ahnassi1
Ahnassi1 - - 132 comments @ Unofficial Patch for The Elder Scrolls: Total War

Sadly not. It's for 1.4

Good karma+1 vote
Ahnassi1
Ahnassi1 - - 132 comments @ Unofficial Patch for The Elder Scrolls: Total War

The 2.0 version of the base mod will be released 11.11.19.
Besides a lot will need to change to make this worth while for singleplayer, as it was made as a hotseat mod first and foremost.
In my opinion it need a total rework, focusing on only one campaign at a time like Stainless Steel. Not to mention the visual mess with a lot of ESO content (that doesn't fit in Third Era). Among other things.

Good karma+1 vote
Ahnassi1
Ahnassi1 - - 132 comments @ The Elder Scrolls: Total War

At least optimize the unique settlements. The Aldmeri cities and most unique settlements are lagging as hell when having large armies on the map.

Good karma+1 vote
Ahnassi1
Ahnassi1 - - 132 comments @ TESTW 2.0 Release date announcement

Yes, I mean stats.
Random characters that have the names of the "unique" characters (Mannimarco, the Redguard pirate, Maomer king, Dawnguard, Harkon, Skaal chieftain) happen in 1.6 too because of how Medieval 2 handles names (it chooses randomly from the names in names.txt) All factions have Mannimarco in the list of male names for example. There's a way around it though Twcenter.net(and-avoiding-labels) .

Good karma+2 votes
Ahnassi1
Ahnassi1 - - 132 comments @ TESTW 2.0 Release date announcement

If you like cheating AI, garrison scripts (where the defender get to keep their spawned units if they win the battle), OP "unique generals", "mercenary armies" (that are in many cases better then the faction's own units), random characters being called Mannimarco for all factions among other problems.
If they make all custom settlements then the mod will become even worse. As most of the custom settlements that are not based on the vanilla layouts are very bad in terms of gameplay and fun. Certain factions like Valenwood and Redoran lack walls for their cities leaving them much worse in defensive sieges then the rest. Most of the unique settlements are bad because it boils down to who have the most heavy infantry win (Imperial City, Whiterun) or the settlement is to small (Solitude Windhelm), or have no walls (Vivec, Dagoth-ur, Scourge Barrow) making attacking archers having a field day.

This had so much potential
:Sadcat:

Good karma+2 votes
Ahnassi1
Ahnassi1 - - 132 comments @ TESTW 2.0 Release date announcement

Wasn't there a Skyrim mod for Warband?

Good karma+1 vote
Ahnassi1
Ahnassi1 - - 132 comments @ The Elder Scrolls: Total War

The unit balance is garbage in this mod so I'm not surprised

Good karma+1 vote
Ahnassi1
Ahnassi1 - - 132 comments @ The Elder Scrolls: Total War

Hisses in Ta'agra

Good karma+2 votes
Ahnassi1
Ahnassi1 - - 132 comments @ Whiterun

It looks cool but seems like a grindfest map, not fun to play in. The attacker have only one way in through the gate, defending archers are useless because you can't place troops on the walls (except the gatehouse).
Like with most of your custom settlements you stay too close to how they look in the games to make them enjoyable to play in.
Look at Helms Deep from Third Age for an example of a good custom settlement. It's close to how it's depicted in the movie but changes are made for enjoyable gameplay. The attackers have several points to attack from, can use siege equipment, all parts of the settlement is used etc.

Good karma+7 votes
Ahnassi1
Ahnassi1 - - 132 comments @ Solitude in-game (very WIP)

That's the problem with all custom settlements in the mod. They are either too small, lack defenses or are a one-chokepoint grindfest. Also some factions (valenwood and Redoran mostly) have a huge disadvantage as their cities don't have walls.
They look cool but gameplay wise they are bad.

Good karma+4 votes
Ahnassi1
Ahnassi1 - - 132 comments @ Empire At War Remake: Galactic Civil War

You mean the CIS? Several CIS ships can be built of certain planet by all factions.

Good karma+1 vote
Ahnassi1
Ahnassi1 - - 132 comments @ Empire At War Remake: Galactic Civil War

The pirate ambush bug is a known issue. Will probably be fixed in the next patch.

Good karma+3 votes
Ahnassi1
Ahnassi1 - - 132 comments @ Empire At War Remake: Galactic Civil War

Why does mods such as Awakening of the Rebellion stop releasing their new versions on Moddb? Seems like a **** move to those who have the disk version

Good karma+1 vote
Ahnassi1
Ahnassi1 - - 132 comments @ Empire At War Remake: Galactic Civil War

I have a similar problem. I've applied all the patches, normal FoC works but Empire at War Remake just crashes at the loading screen

Good karma+1 vote
Ahnassi1
Ahnassi1 - - 132 comments @ Fang Lair - ruins of ancient dwemer city Arkngthamz-Phng

Not if you want different visuals.

Good karma+1 vote
Ahnassi1
Ahnassi1 - - 132 comments @ Fang Lair - ruins of ancient dwemer city Arkngthamz-Phng

They do have a resource value. I've seen merchants trading "Halls of the Colossus" and the city also trades "Halls of the Colossus"

Good karma+3 votes
Ahnassi1
Ahnassi1 - - 132 comments @ Fang Lair - ruins of ancient dwemer city Arkngthamz-Phng

Having these landmarks is pointless in my opinion as they are trade resources, thus limiting the number of different trade resources to only a few elsewhere. Also having custom battlemaps for them is also pointless since you will never fight there (the Adamantine Tower for example).

Good karma+2 votes