This member has provided no bio about themself...

Comment History
Eliminatus
Eliminatus - - 7 comments @ FAQ (Frequently Asked Questions) - Updated 6, October 2016

Ok. I too have the dreaded failed to activate game bug after three reinstalls. I also have the latest version of Tyranid fix. 5b.

Still same problem. Does the location of the tyranid fix matter? does it need to be in a sub folder? mine is just in the generic UA top folder.

Thanks!

Good karma+1 vote
Eliminatus
Eliminatus - - 7 comments @ Dawn of War

I think you're link to donate is broken. my comp kept saying bad request. I dunno. It might have been on my end. either way amazing work fellows. Love it to death. Breath of fresh air on one of my favorite games of all times.

Good karma+2 votes
Eliminatus
Eliminatus - - 7 comments @ Maelstrom v1.34 R8 (Diplomacy SoaSE)

Will you be supporting this for sins rebellion in the future? Just wondering.

Good karma+1 vote
Eliminatus
Eliminatus - - 7 comments @ Maelstrom

I absolutely love this mod. Expands on Sins exponentially. Having said that I do have one gripe and I see it has been brought up before and also saw your answer. I will of course keep playing for this mod is awesome but a bit more balancing would be great. It's about the upgraded pirates. Now don't get me wrong, I love a challenge, but I do believe they are a bit powerful, especially in early game. We all know that in RTS's the first ten minutes are critical. So whoever gets attacked first by the pirates are literally bombed back to the stone age and there is no catching up after that. Effectively making the first atk recipient of the match a non issue for the rest of the game as they try to build back up. I was the first one to be attacked the first time I played this. I was swarmed by 6 conquerors and 12 subships. There is no way I have found to stop that kind of atk that early in the game. they blew my home planet away and I couldn't recover from that blow. Now, mid to late game it would be awesome so I propose a rework on how their stat increases comparable to everyone else's. Make them weaker early on when everyone has one cap ship and maybe a few subships so they have a chance of beating them off and THEN upping their abilities in response to an adequate amount of game time. just a suggestion. I'll close with adoration on the rest. This is a top notch mod. Keep up the goodwork mate!

Good karma+1 vote
Eliminatus
Eliminatus - - 7 comments @ Maelstrom

Im sorry SoASE. I think I found the answer on another comment. I was unaware of the 2gb Ram issue. I'm pretty sure that's what it was. Ill try fixing that and see if it works

Good karma+1 vote
Eliminatus
Eliminatus - - 7 comments @ Maelstrom

Btw I'm running Trinity v1.011 if it's pertinent

Good karma+1 vote
Eliminatus
Eliminatus - - 7 comments @ Maelstrom

Absolutely awesome mod. I just discovered this place a few days ago. Good to see there is still a lot of support out there for this awesome game. I've had a great time with this mod excepting one fact.....I can't finish a game. I've tried four different times and each time it crashed on me. I'm not sure what the problem is. Ive tried everything I know. It crashed at different times as well. Once I made it bout 7 hrs in before it ate it. And suggestions out there anyone??

Good karma+1 vote