This member has provided no bio about themself...

Comment History  (0 - 30 of 41)
GamerCas
GamerCas - - 41 comments @ Red Alert 20XX

For all allied factions, will the icarus raider replace the rocketeer?

Good karma+1 vote
GamerCas
GamerCas - - 41 comments @ C&C Generals Zero Hour: Enhanced

Does the mod also fix the lag issue with Zero Hour skirmush with AI? I ubderstand that it exists for v 1.04

Good karma+1 vote
GamerCas
GamerCas - - 41 comments @ Retro Generals

Thanks for the reply. Good luck on your work.

Good karma+1 vote
GamerCas
GamerCas - - 41 comments @ Retro Generals

In addition, what does the US detention center do? I've built it but dont seem to see any effects. Apologies if asking so much, this mod is so much fun.

Good karma+1 vote
GamerCas
GamerCas - - 41 comments @ Retro Generals

Also, I noticed that after playing into the skirmish round with at least 6 players, gameplay starts to slow down. Is it due to engine limitations or is there a solution to this issue? Any help would be greatly appreciated.

Good karma+1 vote
GamerCas
GamerCas - - 41 comments @ Retro Generals

Thanks for the feedback.

Good karma+1 vote
GamerCas
GamerCas - - 41 comments @ Retro Generals

Nice mod. I've been having fun with it. One question, though. When playing against GLA, I noticed that some my vehicles got depiloted. I tried to put infantry inside to re-pilot them, but they only just attack them. Is there anyway to place infantry inside abandoned vehicles or is it simply not possible?

Good karma+1 vote
GamerCas
GamerCas - - 41 comments @ Red Alert 20XX

Never mind what I said before. I had to restart the computer a couple of times and now I can play skirmish again. Weird though.

Good karma+2 votes
GamerCas
GamerCas - - 41 comments @ Red Alert 20XX

I've been playing this mod for a while. It was working fine last night but now every time I try to play skirmish or load game it kicks me out into the main menu. This has not happened before. I even tried reinstalling it but it still does not work. Any idea what is going on?

Good karma+2 votes
GamerCas
GamerCas - - 41 comments @ Tiberian Sun: Rubicon

I just downloaded the alpha. According to the change log, the missions are supposed to be in acts on the client menu. However, in the campaign menu, there is nothing there? Where can I find the missions?

Good karma+1 vote
GamerCas
GamerCas - - 41 comments @ Red Alert 20XX

Thanks. I also noticed that if i just use an original save file instead of saving over existing ones, performance appears to improve as well

Good karma+1 vote
GamerCas
GamerCas - - 41 comments @ Red Alert 20XX

Nice game. I did notice that my game slows down if i have a lot of twinblades (8+ i think). Is this a bug or something else?

Good karma+2 votes
GamerCas
GamerCas - - 41 comments @ OpenRA - Schwerpunkt

Yes it did. Thanks.

Good karma+1 vote
GamerCas
GamerCas - - 41 comments @ OpenRA - Schwerpunkt

Regards to my previous note, do you have any tips that I can use to resolve the issue?

Good karma+1 vote
GamerCas
GamerCas - - 41 comments @ The Second Tiberium War

I definitely love this mod, especially the new campaign. I have one question. I remember that you temporarily removed the armadillo from a previous version game for balance reasons. Is it gone for good or will you put it back in? Just curious.

Good karma+2 votes
GamerCas
GamerCas - - 41 comments @ Tiberium Wars Advanced

Loving the mod so far. I'm trying the GDI campaign and have finished Munich. I've noticed that when saving game on next missions and reloading, the game crashes. I did hear from one of the earlier comments that it may be because the save file is too "big" of something. Could that be it or is there something else?

Good karma+1 vote
GamerCas
GamerCas - - 41 comments @ MustaphaTR's D2K Mod

Nice mod so far. I noticed that when trying to set groups, the number is set one below the number I type on the keyboard. (i.e. I press 2, group # is set as 1, I press 3, group # is set as 2, etc.) Is it a bug?

Good karma+1 vote
GamerCas
GamerCas - - 41 comments @ CnC: Final War

Actually I found out that the two bugs I mentioned previously seem to disappear once you defeat at least more than 1 ai (I was playing with 8 ai players)

Good karma+1 vote
GamerCas
GamerCas - - 41 comments @ CnC: Final War

I just discovered a couple of bugs. With the remnant, once you build a scrapyard you cannot build any flayers from the production queue as it automatically cancels. Also, you constantly get the phrase "New Construction Options" without stopping.

Good karma+1 vote
GamerCas
GamerCas - - 41 comments @ CnC: Final War

I think I may have figured out the contracts situation. Apparently, if you are playing with more than 3 enemy AIs, which I did, you cannot take contracts as they are using them. Once 2 or more enemy AIs are defeated, I found out that I order contracts. Is that how the system works or is there something more?

Good karma+1 vote
GamerCas
GamerCas - - 41 comments @ CnC: Final War

Actually just played a game with Remnant. It seems you need to get all the tech buildings to able to use and order contracts. Does this apply to all factions?

Good karma+1 vote
GamerCas
GamerCas - - 41 comments @ CnC: Final War

Found this mod and have been playing it. It's fun but I have a question. I noticed that you can choose war contracts and I've tried selecting them. I played EuroCoal first and was able to choose any contract I wanted. However, it seems for other factions when I tried selecting it, it temporarily shows additional units but then cancels itself immediately. Is it a bug or am I missing something? Any advice would help.

Good karma+2 votes
GamerCas
GamerCas - - 41 comments @ Apocalypse

Actually it turns out the allied ion satellite can outrange gattling turrets. A little slow though and no ground units can outrange the turrets on the allied side it seems.

Good karma+1 vote
GamerCas
GamerCas - - 41 comments @ Apocalypse

Thanks for the reply. I can use tougher units to shield my artillery while destroying gattling turrets. However, do the allies have anything that can outrange the turrets? As i said before, the soviets katygrad and v3 rockets can outrange gattling turrets. Any help would be appreciated.

Good karma+1 vote
GamerCas
GamerCas - - 41 comments @ Apocalypse

I am enjoying the game so far. However is it just me or do yuri's gattling turret defenses have their range increased? On the allied campaign even mlrs and prism tanks cant shoot them outside of turrets range without getting hit. Artillery in the soviet campaign has no issue.

Good karma+1 vote
GamerCas
GamerCas - - 41 comments @ Rise of the East

Actually never mind, it turns out you can only put one type of infantry into the Helix for them to shoot out. Otherwise it does not work.

Good karma0 votes
GamerCas
GamerCas - - 41 comments @ Rise of the East

Regarding what I said about the Helix, I did further testing. Basic riflemen and tank hunters can shoot out of the Helix, but no other armed infantry.

Good karma-1 votes
GamerCas
GamerCas - - 41 comments @ Rise of the East

I just played a skirmish game as Vietnam. I noticed that after loading infantry into the Helix copter, they do not fire out on enemies. This issue appears to be in the beta server, whereas I could get infantry to fire out of the Helix on skirmishes in the live server. Was there something I did not do or could it be a gameplay bug? Any help would be greatly appreciated.

Good karma0 votes
GamerCas
GamerCas - - 41 comments @ Rise of the East

Thanks for the recent beta update. The problem with the Battle fortresses is fixed now. However, I noticed that when I try to capture an enemy tech building that is being repaired, once I get it repaired fully it becomes neutral and cannot be captured anymore. Hence, I dont get any of its effects. Is there something I am missing there? Also, I noticed on saved games, I sometimes cannot load the latest one but I can still load earlier saves. Is there a way to resolve this issue? Your help would be greatly appreciated.

Good karma0 votes
GamerCas
GamerCas - - 41 comments @ Rise of the East

On the mission "Trick of Treaty," the game crashes when assaulting the enemy base. This problem seems to only exist for the current beta version, not the 2.2.5.e version where I tested it before. Any information on how to resolve this issue?

Good karma0 votes