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Comment History
hilbertlikesvoid
hilbertlikesvoid - - 17 comments @ Lord of the Rings mod for RON ver1.2

why don't you guys put this on steam workshop?

Good karma+1 vote
hilbertlikesvoid
hilbertlikesvoid - - 17 comments @ The End of Days

An astonishing mod, an ambitious one; also liked that AI building mech factory around supply sites.

however only thing this decent mod lacks is huge maps with strategic variety; personally tournament maps are just cramming battlegrounds.

Any scheduled map packs, tavarish?

Good karma+1 vote
hilbertlikesvoid
hilbertlikesvoid - - 17 comments @ Rise of the Ages

Any news, updates?

Good karma+1 vote
hilbertlikesvoid
hilbertlikesvoid - - 17 comments @ Fierce War mod

Again, I'm gonna ask; "why don't you guys put your mod to steam workshop".

Good karma+1 vote
hilbertlikesvoid
hilbertlikesvoid - - 17 comments @ SUGGESTIONS AND IDEAS

Last but not least (sorry fellas, man without coding know how is in deed a man with many many words.)

Energy

With the VI age, game could introduce energy plants (coal plants-VI, Nuclear and HydroElectric Plants-VII, Renewable Energy Plants VIII)without which some buildings cannot operate.

Therefore it could be strategic to bomb energy plants.

Good karma+1 vote
hilbertlikesvoid
hilbertlikesvoid - - 17 comments @ SUGGESTIONS AND IDEAS

Another idea;

* caravans/trade trucks could be an uncontrolled entity.
* If the trade trucks/caravans have a fixed path between two cities, those models could be reintegrated as trains and rail roads. Or maybe; for the V & VI ages; there could be a separate building - trainstation - which acts as start/end point for locomotives.
* As indicated by the above notion, same could be applied for the civilian airports

Both train depots and civilian airports could be used for a commercial gain, and even diplomatic enforcer.

Good karma+1 vote
hilbertlikesvoid
hilbertlikesvoid - - 17 comments @ SUGGESTIONS AND IDEAS

It's a long shot but...

Is there any chance for city walls? A research could trigger an automated function that could generate walls around the city radious. If any building obstructs its path, than previous building stands still.

If possible nations could get unique traits, regarding fortifications

* Greeks (Byzantine) could have more Hitpoints for City walls, Chineese could have better LoS etc.
* Depending on the age; city walls could be pallisade (I), Stone, Concrete etc.
* After Industrial age, walls could be abandoned.

therefore game could inherit a profound sense of sieging and defending the cities.

Good karma+1 vote
hilbertlikesvoid
hilbertlikesvoid - - 17 comments @ Half-Life 2: Enslavement of Vortigaunts

Quick question; would you publish the demo on steam? If,yes; then when?

Good karma+1 vote
hilbertlikesvoid
hilbertlikesvoid - - 17 comments @ Fierce War mod

Fellas, why aren't you upload your mod to steam workshop?

It will get alot more support don't you think?

Good karma+1 vote
hilbertlikesvoid
hilbertlikesvoid - - 17 comments @ Victory or Death -v- Egyptian Army

Decent mod, there I say, however few issues must be addressed:

Bugs:

* the one, I found was that while troops are entering vehicles (In Turkish and Israeli factions) they tend to stand still, rather than disappear once they entered the vehicle.

* Turkish faction lacks the mean to produce resource gatherer in supply depot.

Criticism:

* The introduction of high tier units with general's promotion is a cue to sustain balance, at least I think that's why it is programmed that way, however it kinda bums me out to not use those units with following a specific tech tree. Is there any way to achieve that?

* I think same criticism has been made in the past, but; the sound files. overally speaking it is quite decent for a mod, however listening "attack theme" from Magnificent Century over and over again kinds a psychotic.

Overally, I'm looking forward for the new update.

Keep up the good work

Good karma+1 vote
hilbertlikesvoid
hilbertlikesvoid - - 17 comments @ Evlat

Millet, harikasınız! çok güzel bir mod olmuş... ellerinize sağlık

Good karma+1 vote
hilbertlikesvoid
hilbertlikesvoid - - 17 comments @ KrazIvan777 MOD

There are map olders in ESAI folder. Put strategy (any one of them, depending on your liking) into server.zip file's ai folder, for each level(map). You may also alter the script for other ai actions simply typing the name of the script and directory in allocated lines.

Good karma+1 vote
hilbertlikesvoid
hilbertlikesvoid - - 17 comments @ KrazIvan777 MOD

put "krazIvan777 folder within ":mods/" directory.

Good karma+1 vote
hilbertlikesvoid
hilbertlikesvoid - - 17 comments @ KrazIvan777 MOD

Nice job Crazy-Ivan; yet there are few bugs, I think I found.

hostile team's medic is working his *** off, but my team's medic is not fuctioning. It's no reviving me, even he's standing right above me.

Second issue is; as the team manages to capture more flag, away from the airstrip or the carrier; air assets are not utilized by the bots. I don't know whether it's because of "pushForward.ai" or something else.

And one last thing; could you please emphasize that the users need to put ai files within "server.zip". There are gals, complaining about the desktop-crash.

Other than those; nice job.

Good karma+1 vote
hilbertlikesvoid
hilbertlikesvoid - - 17 comments @ A Wrong Turn

Velvet, Super and Colonel; nice job fellas (to be honest, it is beyond the word "nice")

You guys already declared that, you ain't gonna continue to make addendum, but promised a patch for unique units, new content (like horde's vtol, Salvatian artilery); and we're still waiting.

Please say something about that :D

Good karma+1 vote
hilbertlikesvoid
hilbertlikesvoid - - 17 comments @ Edward V (act iv, scene iii)

The game's afoot:
Follow your spirit, and upon this charge
Cry 'God for Harry, England, and Saint George!'

Good karma+2 votes