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BigCheese256
BigCheese256 - - 2,241 comments @ Side Ops Complete is... Complete

I've had a great time with all these missions, thanks for making these. :D

Good karma+2 votes
BigCheese256
BigCheese256 - - 2,241 comments @ Red Alert Side Ops - 62 Missions Later

Played through every single mission in this map pack and have really enjoyed it, anything to spend more time playing C&C Red Alert. Thanks GotAPresentForYa, look forward to more from you. :)

Good karma+2 votes
BigCheese256
BigCheese256 - - 2,241 comments @ The 22 Challenges

Superweapon is the one I had the most trouble with because of the tight time limit and level of micro required. Revolution was also pretty rough.
Easiest probably Freedom since you can hide behind your defences and AI partner while steamrolling the map.
Many aren't hard really they just take a long time because of the big bases and heavy defences, like Ouroboros, Iron Wall and HeavyObject.

Good karma+4 votes
BigCheese256
BigCheese256 - - 2,241 comments @ 20 AT ST vs 7 T4 B

I get that sure but I'm not sure WW2 battle chatter really fits Star Wars. What would fit better would be something like voice lines from the original Battlefront 2.

If I remember right AotR did that, but it was just the announcer lines.

Good karma+2 votes
BigCheese256
BigCheese256 - - 2,241 comments @ 20 AT ST vs 7 T4 B

That battle chatter though. D:

Good karma+1 vote
BigCheese256
BigCheese256 - - 2,241 comments @ TE Act III GDI: The Bitter End (Complete)

I was playing on normal difficulty and I don't know what is causing it either. I built a small force, cleared the nod base of units and defences and pop, mission failed.

Good karma+1 vote
BigCheese256
BigCheese256 - - 2,241 comments @ TE Act III GDI: The Bitter End (Complete)

Seems to be something wrong with mission 4 that is causing random failures. The two marked buildings I need to capture are clearly still alive, but I got a random mission failed at this point twice.

I.imgur.com

My guess is something you are supposed to protect later on outside of the playable map dies, but since I've not seen the whole mission/map I can't be sure.

Good karma+2 votes
BigCheese256
BigCheese256 - - 2,241 comments @ Command & Conquer: Red Dust

Thanks! Another one: There are a lot of dancing soviet transports in the water above the green AI base on allied mission 14. It seems they to go their landing position, but then instead of unloading they do a trip around the map and dance around in this area.

Edit: This actually completely bugs the mission since the soviets have no base, just one random power plant: I.imgur.com

Good karma+2 votes
BigCheese256
BigCheese256 - - 2,241 comments @ Command & Conquer: Red Dust

Started my play through of these missions now, enjoying them so far. General comment for all of them though is they feel a bit easy, like the AI is a bit more passive than it should be with constantly capped ore silos.

Allied 6 bugs: Allied transport at the start doesn't go off-map, just sits at the edge. Also in one of the attack waves 3 V2 launchers and a mammoth come in under the player's control.

Good karma+2 votes
BigCheese256
BigCheese256 - - 2,241 comments @ Star Wars BattleFront Commander

Played a quick space skirmish battle with each of the 4 factions, here are a few of the bugs/problems I found:

- Commandbar bloat essentially breaks skirmish mode - if you don't buy the upgrades before your starbase reaches level 5 then they're gone forever. Bigger ships like the starhawk, pride of the core and many others vanish off your starbase's command bar and become unbuildable, but can still be built by the AI
- Mandalorian cruiser and imperial star destroyer have some "[MISSING]" hardpoints
- Mandalorian battleship makes a constant and loud engine sound - no other ship has this problem
- Vanilla game issue, but could you remove the sound from rebel fighters locking S-foils? This is really annoying when you have a Rebel AI partner
- The rebels are totally invisible on the minimap - is this intentional?
- The names, strings and descriptions for some ships are a bit strange

Good karma+2 votes
BigCheese256
BigCheese256 - - 2,241 comments @ Fan-Made TE Forgotten Campaign: Forgotten Dawn

On mission 6 when the Montauk was near death I lost control and it went indestructible. No victory screen or anything, I was just left watching the Montauk kill everything near it while being un-attackable.

I.imgur.com

Good karma+1 vote
BigCheese256
BigCheese256 - - 2,241 comments @ C&C: Red Alert History

Version VIII: *releases*
AI: *Laughs in Nighthawk with Longarm upgrade*

Good karma+3 votes
BigCheese256
BigCheese256 - - 2,241 comments @ Tiberium Crisis C.5.1 Now Released

That worked, thank you sir :)

Good karma+1 vote
BigCheese256
BigCheese256 - - 2,241 comments @ Tiberium Crisis C.5.1 Now Released

"***FATAL*** String manager failed to initialise properly" - crashing at startup. Is there an installation step or addon I'm missing?

Good karma+1 vote
BigCheese256
BigCheese256 - - 2,241 comments @ TE Act I ZOCOM: The War That Never Was (Complete)

Ah, I forgot this mod has two versions now.

Good karma+1 vote
BigCheese256
BigCheese256 - - 2,241 comments @ TE Act I ZOCOM: The War That Never Was (Complete)

Having a problem in mission 4 where my camera is locked on top of the MCV and Zone Commando, and if I select the Commando I get an instant victory. Any idea how to fix this?

Good karma+1 vote
BigCheese256
BigCheese256 - - 2,241 comments @ C&C: Generals Zero Hour Contra mod (Misc)

Who knew nondescript minor improvements could make the game 6x better?

Good karma+6 votes
BigCheese256
BigCheese256 - - 2,241 comments @ Soviet Mission 9 - Sun Temple

Barrels. Everywhere.

Good karma+6 votes
BigCheese256
BigCheese256 - - 2,241 comments @ Soviet Mission 3 - Hail to the Chief

I don't know what it is but there's something heartwarming about walls around an ore field with a refinery at the entrance. Just me?

Good karma+4 votes
BigCheese256
BigCheese256 - - 2,241 comments @ Ages of the Federation

Okay, good to hear the fleet debuff is getting reduced. Maybe once the AI starts using it's ship abilities I'll start manually using mine, right now using them just seems unfair. It would be nice to have autocast as an option on the capital ships/titans though, even if it is disabled by default.

Good karma+1 vote
BigCheese256
BigCheese256 - - 2,241 comments @ Ages of the Federation

My opinions and feedback after a few rounds:

1) Not sure I agree with the huge nerf to fleets in this mod. I get that you want that as a mechanic here but "deathballs" and steamrolling has always been a viable tactic in RTS games and you shouldn't be punished for using it. Sins itself is clearly designed with this in mind thanks to the fleet system which keeps big groups close together. Doing so, at least for me, takes away from the enjoyment of the mod. It shouldn't take half a year for a max size fleet to take out a group of Andorian or Vulcan minor faction reinforcements.

The only way to fight this is to subvert it, in my case it was smashing everything with a fleet of 28 Kelvins and 6 Geronimos, for a total of 167 shuttles. Carriers/shuttles and titans are the only things worth using in a large fleet since they don't get the debuff. Behold, the strongest fleet in the game: I.imgur.com

2) Some changes to abilities I also don't agree with. The limited and non-regen antimatter meaning you need to resupply is cool. My problem is the fact autocast is removed on capital ships and starts disabled on everything else. I find myself manually setting my cruisers to autocast and never touching my capital ship abilities. This is even more true since the AI doesn't use abilities either - not using mine only seems fair.

I can only speak for myself, but I would rather attack, have my ships autocast and burn their antimatter, then fall back to resupply and repair when they're empty. The manual control isn't needed.

3) All ships costing 1 supply is an interesting choice, but it does make it hard to justify building diplomats, scouts and frigates especially late game. I mean, I want my diplomats but not if they take the same supply as a titan or capital ship. The endgame as a result just becomes "spam the best cruiser", in this case it's the Cardinas (or the Kelvin if you're going for shuttle cheese).

4) A few AI problems, like only building research starbases, their debuffed fleets being butchered by lone titans, and not using ship abilities. AI issues are to expected at this stage though so it's not really a problem.

Criticism of mechanical changes aside this mod is awesome, even if it isn't finished yet. It runs great and it feels great. I want this mod to be the best it can be, and I look forward to continuing to play it in future updates. :)

Good karma+1 vote
BigCheese256
BigCheese256 - - 2,241 comments @ Planetary Analysis HUD

Exploation? ^^

Good karma+2 votes
BigCheese256
BigCheese256 - - 2,241 comments @ Resolution Survey!

1920x1080

Good karma+1 vote
BigCheese256
BigCheese256 - - 2,241 comments @ CTA-Add-On Feature - Three New Add-Ons

Enterprise, Polaris and Excalibur and in a fleet together with all their AOE damage reduction buffs active.
Oh my...

Good karma+3 votes
BigCheese256
BigCheese256 - - 2,241 comments @ CTA Add-On Feature - RealisticBorg by Draconis

I actually modded the Borg myself back in 1.0 - giving assimilation ability to all Borg ships and reducing their weapon damage. The results were... interesting. Half the Borg fleets comprised of neutral and pirate cruisers.

Good karma+1 vote
BigCheese256
BigCheese256 - - 2,241 comments @ CTA Add-On Feature - RealisticBorg by Draconis

Question: Does this add-on give more Borg ships the ability to assimilate?

One thing I found a little strange is that right now if you want to assimilate a bunch of enemy ships you're probably best off playing Cardassians. The Janissary is a very effective capture ship available from the get-go, and when levelled up have two in your fleet can lead to a lot of captures.

The Borg are kind of missing this right now. In the mid-late game they get Assimilators and Assimilation Cubes, but don't seem as good at it as the Janissary.

Good karma+2 votes
BigCheese256
BigCheese256 - - 2,241 comments @ About TWA and fixing the broken campaign.

Almost everything you pointed out there is intentional and in vanilla C&C3;.

-Radar is force-enabled in that mission.
-Technology is locked per-mission. If you can't build Zone Raiders anyway it really isn't an issue.
-I don't actually see a problem with building Hammerheads here, since you can Build Orcas anyway. They're still going to wrecked when the SAMs spawn.
-Engineers might be a special "mission" version. If that's the case they don't actually have these new abilities attached to them.

-That's intentional - the Venoms don't actually kill the Firehawks. They fly into a "kill zone" on the terrain and self-destruct. Looks strange but that's how EA did it.
-The AI is actually pretty smart with mods - they will build any unit available to them. You can do the same of course, so it's fair enough.

Good karma+1 vote
BigCheese256
BigCheese256 - - 2,241 comments @ Human Faction Logo

Please stop.

Good karma+4 votes
BigCheese256
BigCheese256 - - 2,241 comments @ renegade shaders

Any nearby Ore Trucks are going to be very confused.

Good karma+3 votes