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caiusmisus
caiusmisus - - 9 comments @ SeeFar2020 - increased draw distance and minor improvements

Is there any point in adding resolutions above 1920x1200? Would like options for 1440p, specifically 1920x1440 and 2560x1440.

Or will the UI become unusably small?

EDIT:
Nevermind, just used DgVoodoo, forced 1920x1440, worked like a charm.

The SeeFar mod works great. Will enjoy playing through the game without fog creeping in around everywhere. Thanks a lot. Also going to use the Time of Day mod. Longer nights are definitely welcome.

EDIT 2:
After playing for a while, I can safely say that the 100 version of the See Far mod is too much. For example, while in the Wesring Cross dungeon, I can in several places hear ambient sounds from the outside (birds, crickets etc). Which I assume is because the above ground sectors are also loaded and the game think you are in that area, so plays the sounds. Just a bit immersion breaking. But the Ice Caves suffer from the same problem as was reported on the multiplayer map - chunks occasionally loading on top of one another, especially near the first mana shrine. It was really bad but managed to make it through. First spot where I encountered it. Not going to restart now, hopefully the game can be finished. Just an FYI for anyone interested that the SeeFar50 is probably the safer option.

Good karma+1 vote
caiusmisus
caiusmisus - - 9 comments @ Unification Configurator 1.0.4

A "pure vanilla" preset for the settings would be handy.

Could someone list what should be enabled/disabled to achieve the exact same state as the vanilla game with just fixed bugs? Haven't played for a couple years, so can't really remember.

Things I'm uncertain with:

Necron Pyramid
Necron Pylon
If I remember correctly, these 2 were not originally in the game?

Enable New Vanilla Squads
I assume this should be disabled, correct? If I want the original vanilla squads?

Titans
Are these the Relic units or something else? Otherwise, I'll probably disable this.

Fall_Back
I don't think units auto-retreated in the vanilla? So probably disable this.

Fortress
Should probably disable this?

Hazards
Also disable I'd assume.

Heroes
Pretty sure units did not level up originally, so probably disable.

Good karma+1 vote
caiusmisus
caiusmisus - - 9 comments @ foxMod

Awesome mod. What the AI can do now is truly jaw dropping. One thing though... The mod disables the kills sounds and they now only play on multi kills or reaching killing spree or more. Any way to make it so they play on every kill again?

Good karma+1 vote
caiusmisus
caiusmisus - - 9 comments @ Unification Mod - Dawn of War: SoulStorm

Thanks for the clarification. Great to hear that :D

Good karma+1 vote
caiusmisus
caiusmisus - - 9 comments @ Unification Mod - Dawn of War: SoulStorm

I have a question. The description says it includes the Dawn of War skirmish AI mod. But that mod used to have an AI configuration panel, where you could set some things regarding the AI. Like how much it dances with units, how fast does it tech up, how early it attacks etc. I've found no way to configure the AI in this way with this mod.

Could someone provide details about how the AI mod is implemented in the Unification mod?

Thanks.

Good karma+1 vote
caiusmisus
caiusmisus - - 9 comments @ RTCW Venom Mod

The trick is to stay in the central arena. He doesn't spawn the ghosts then.

Good karma+1 vote
caiusmisus
caiusmisus - - 9 comments @ RTCW Venom Mod

Sorry for the delay.

You already touched the enemy HP and there are many complaints about the difficulty because of that. Would increasing HP for an enemy that is in only one level of the entire game do that much? And if it is a question of balance, then I think that an enemy that was originally very tough should be made correspondingly tougher to reflect the changes done to all the other enemies. Consistency is much more important I would say.

I will also clarify 2 things.

Elite Guards in the level before the first boss. Take the final room of the level for example. There are 5 (I think) of them. In vanilla, you could open the door, run in, shoot (so they know you are there) and retreat. But even then, they would usually wait for you and not rush you. Or they would open the door but wouldn't go after you. I know that you increased the sensitivity of enemies to noise, but this is not it. It is probably because of the increased aggression of enemies. Just try playing through that level in vanilla and observe the difference. It should be pretty obvious.

And the Mauser rifle. There definitely IS a difference in damage between shooting normally and scoped. It can be seen on enemies with these weapons. Enemies with normal Mausers deal 20 damage to you I think and enemies with scoped rifles (like the level where the paratroopers are for the first time) deal close to 50 per hit. I know that hitting different body parts doesn't matter (except the head), but I see 0 reason for the same weapon, using the same ammunition to do very different damage depending on wether you are looking through a scope or not.

Good karma+1 vote
caiusmisus
caiusmisus - - 9 comments @ RTCW Venom Mod

Left a 10 review here but still have to thank you in the comments. This is easily the best mod for any game I have played. Makes the game look awesome graphically and addresses the extremely easy difficulty of the vanilla version of the game without modifying anything else and thus keeping the spirit of the original.

Seeing this mod still receiving updates is an awesome feeling.

I noticed one thing though. Enemy soldiers who have coats (the level after leaving the rocket base) seem to have the old, extremely low HP. It feels really strange that they are so much more fragile than the rest of the enemies in the game. Are they a different enemy type that didn't get their HP buffed? Or is that intentional?

I also have one minor complaint. In the level before the first boss, the elite guard in the vanilla were actually waiting you out. They wouldn't attack you unless you went into their room, which felt as if they were setting ambushes for you. With the changed AI, they just berserk you and it is pretty simple to dispatch them as they open a door, enter a doorway etc. Any chance of keeping the original behavior(waiting the player out) of the elite guards in this level to keep it in the vein of the original?

Also a suggestion. A quirk of mine that has been bothering me ever since I first played this game. For some reason, the scoped rifle does extreme damage if you aim through the scope. It is completely nonsensical as it is still the same rifle, same ammunition and you just have a scope on it. Could it be done so that the damage is the same for both unscoped and scoped rifle? Or average the scoped and unscoped damage and make that number the damage in both cases. This discrepancy is extremely obvious and not in a good way. The way it is now the unscoped rifle is near useless and when scoped, it is too strong.

And one more balance suggestion. The mummies in the last levels (not the regular ones but the paler ones (Ghouls I think)) should get an HP buff. They used to be one of the toughest enemies HP-wise in the vanilla and now they don't feel like anything special.

Once again, thanks for your work. This mod brought new life to this game.

Good karma+3 votes
caiusmisus
caiusmisus - - 9 comments @ The Ball Hueca Released

You are not the only one, i have the same problem. When i play Teotl 2 for a minute or 2, the game suddenly freezes and i have to reset my comp. I really want to finish this game. Any tips? I have Original uncut version of the game where are all levels.

Good karma+1 vote