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Comment History  (0 - 30 of 108)
JachAnen
JachAnen - - 108 comments @ Contra

I've really liked the changes made in X, except for the SW general, they really feel too weak now, especially future tech, at least until they achieve a high enough rank to unlock the good stuff, even then the defense drop is extremely weak to infantry and the anti infantry isn't powerful enough to justify limiting it by both excluding it from the drop power and not making it buildable as a vehicle like the other starting defenses.

Good karma+1 vote
JachAnen
JachAnen - - 108 comments @ Generals Zero Hour Continue

Happens frequently for me too, but I just click for it to continue and it installs just fine

Good karma+1 vote
JachAnen
JachAnen - - 108 comments @ GenLauncher1001

Played it through Genlauncher without crashing
You might need to re-install

Good karma+1 vote
JachAnen
JachAnen - - 108 comments @ Command & Conquer: Generals Universe

But GenEvo is made for RA3 which honestly works poorly for Generals

Good karma+2 votes
JachAnen
JachAnen - - 108 comments @ C&C: Untitled

I've been playing it using Genlauncher without any issues, so maybe try re-installing

Good karma0 votes
JachAnen
JachAnen - - 108 comments @ C&C3; Tacitus Revolution 0.56 Beta

This mod simply doesn't work. The out of memory is there no matter what I do. Tried a 2 player map, tried choosing different factions for myself against NOD, turned graphics down (which was needed to even get to the menu) and used the 4GB pather on the dat file as described, but it crashes just before match starts.
I imagine this is caused by the amount of content, so just maybe the mod should be split up, maybe remove the KW sub factions and let them stay within Reloaded and let Tacitus Revolution be something else, possibly make Tacitus Revolution a KW mod

Good karma+1 vote
JachAnen
JachAnen - - 108 comments @ CNC:Generals2

But RA3 doesn't work for Generals, it really needed to be C&C3; for a 1:1 recreation. RA3 has too many limitations compared to all of its predecessors

Good karma+2 votes
JachAnen
JachAnen - - 108 comments @ UA 1.89.3

Chose to patch, but DOW Mod Manager and the game menu says I'm still running 1.89.2.
Tried to install twice in case it was blocked the first time, as both Windows and my FW reacts to it when run.
So does the patching not work or was the version not changed under install??

Good karma+1 vote
JachAnen
JachAnen - - 108 comments @ Generals Project Raptor: War Commanders

Just want to add that if copying the game.dat file doesn't solve your problem, start over. I've experienced with another mod that this message still popped up until I deleted the folder and made another new copy of Zero Hour and installed it to that.

Good karma+1 vote
JachAnen
JachAnen - - 108 comments @ YR Red-Resurrection

The mod didn't destroy it, SSDs have a tendency to die without any signs, while HDDs show signs that they're close to dying

Good karma+1 vote
JachAnen
JachAnen - - 108 comments @ Contra

They mean that you should change the order.

So in their example ColorRed is above ColorOrange, so they change the order by copy-pasting ColorOrange above ColorRed

So it's like:
Before
1 Red
2 Orange

After
1 Orange
2 Red

Good karma+1 vote
JachAnen
JachAnen - - 108 comments @ C&C: ShockWave

As redman suggested, you have to copy the Zero Hour install folder, without mods, and install one mod there and the other in the original location. Or possible copy it twice so the original install stays clean of mods.

However, if you have it on Origin, this might not be possible for you and you'll have to get the disc version of the game.

Although, I know it is possible to have both installed in the same folder, I have done it, but experienced more than once that something changed to ruin one or both mods, without any updates happening.

Good karma+4 votes
JachAnen
JachAnen - - 108 comments @ Unification Patch 5.9.1 (Installer)

Moddb.com
Main mod, you need 2 other files which is written in the description

Good karma+1 vote
JachAnen
JachAnen - - 108 comments @ Unification Patch 5.9.1 (Installer)

Just for anyone reading this, the current version of UA uses Tyranids 0.5b3 as well, so that's no longer an issue

Good karma+2 votes
JachAnen
JachAnen - - 108 comments @ C&C Tiberium Wars 760 maps

C:\Users\[Your Username]\AppData\Roaming\Command and Conquer 3 Tiberium Wars\Maps
Create maps folder if it doesn't exist

Good karma+1 vote
JachAnen
JachAnen - - 108 comments @ YR Red-Resurrection

My bad, didn't run it as admin.
That said, this mod is really awesome, I feel and can relax to it as well as get a challenge from the AI.
The AI isn't lazy like in other popular mods, where they will fight forever against each other.
Only negatives at this point is that the US helicopter probably shouldn't have a longer range on their missiles than AA has. With only a few of them, you can punch a whole in any base defenses, while being out of reach of AA buildings and units.

Good karma+2 votes
JachAnen
JachAnen - - 108 comments @ YR Red-Resurrection

Just tried the mod out. It seems great, but it really slows down quite often and I have to force the game to quit as it freezes when I open the menu in-game. Is it because of the unstable Ares version the game mentions it has??

Good karma+1 vote
JachAnen
JachAnen - - 108 comments @ RotWK Patch 2.02 v8.4.0 Updater

"All Fortress siege weapons can now outrange regular siege."
Been playing as Angmar and they cannot. With the behavior mentioned below, I've had to deal with a lot of artillery from the AI's and neither the wall or fortress artillery could hit the ground artillery, so it ends up being too expensive and inefficient to build them as they might not accomplish anything before they're lost.

"- Increased Easy and Normal AI economic, special ability and offensive tactic activation probability ratios."
I think this has resulted in weird behavior from the AI. I've seen them send builders all over even near my fortress to get extra resources. And when they get away with it, either because the AI's aren't fast about destroying the structures or because they are defeated, they end up becoming so rich I'd no longer say there is any Easy AI anymore.

Good karma+2 votes
JachAnen
JachAnen - - 108 comments @ Ultimate Apocalypse Mod (DOW SS)

I've tried using them and fighting them with other races and that went fine.
I did not know of the bug, so it sounds plausible that's the cause.
Yeah, they do well at draining morale, but I've beaten them despite that with other races.

Good karma+1 vote
JachAnen
JachAnen - - 108 comments @ Ultimate Apocalypse Mod (DOW SS)

Been having a lot of fun with this mod, such great work you've done.
But one bad thing I recently encountered, is that the Inquisition Deamonhunters seems unable to beat the Dark Eldars. I had a battle where everything the Dark Eldars threw at me was so difficult to kill, meanwhile Chaos attacked me as well and quickly retreated due to the many units they lost, barely doing anything to my defenses.
I focused my attacks on the Dark Eldar, of which I did start the game by destroying some buildings of theirs, but all of a sudden, none of my elite troops or even a titan could do much damage to any of their troops nor their buildings. I did see them lose health, being knocked back, but all of their lowly units where stronger than my elites and the titan went down without any buildings or squads being destroyed, only my defenses killed some of their forces I think, and that's only when almost all of it was firing at 1 unit.
Considering my ease at destroying some buildings in the beginning and having fought Chaos and others before without issue, it would seem like the Inquisition either gets weaker against Dark Eldar or Dark Eldar somehow got stronger against Inquisition, maybe from an upgrade doing something wrong.

Good karma+1 vote
JachAnen
JachAnen - - 108 comments @ Ultimate Apocalypse Mod (DOW SS)

That in itself usually means they will not be making more. Only the movie business continues after poor reception

Good karma+1 vote
JachAnen
JachAnen - - 108 comments @ Zhukov-Russia Campaign (Complete)

I'll wait until 1.87 is actually released, have had enough issues with Zero Hour mods that I'd rather avoid test versions.

Good karma+1 vote
JachAnen
JachAnen - - 108 comments @ SWR Productions

Doesn't matter, you can see a lot of news as guest and what he's mentioning is the bug filled versions rather than those released here, so you would be testing rather than just playing as usual, might not be that interesting to you.

Good karma0 votes
JachAnen
JachAnen - - 108 comments @ ROTR Tech Buildings

Game crashes on startup with this file

Good karma+1 vote
JachAnen
JachAnen - - 108 comments @ Intego-class Destroyer Concept

So is it a destroyer as in the title or a cruiser like the picture says??

Good karma+1 vote
JachAnen
JachAnen - - 108 comments @ Yodenmod 2019

XML Parse error when starting mod

Good karma+3 votes
JachAnen
JachAnen - - 108 comments @ Contra 009 FINAL PATCH 1 changelog (part 20)

Oh, you were referring to Generals Challenge.
Maybe a difficulty setting can be changed to add it, but probably not.
Also, that would break the SW general

Good karma+2 votes
JachAnen
JachAnen - - 108 comments @ Contra 009 FINAL PATCH 1 changelog (part 20)

Remove the tick in Tournament Mode before starting the match

Good karma+2 votes
JachAnen
JachAnen - - 108 comments @ Contra

Get Bibber's fixed launchers:
Bibber.eu
Then install and use mod normally.
It's an easy way but somewhat unstable, it might suddenly stop working, running Bibber's fix might fix it but you might need to re-install the game, at least with 008 Contra and when using other mods, RotR and SW works fine with it and without sharing with Contra 008.

Good karma+1 vote
JachAnen
JachAnen - - 108 comments @ Empire at War Expanded: Thrawn's Revenge

Could do something like the Shadow Collective, like Zann's Consortium from the vanilla game.

Good karma+1 vote