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Comment History
Jyrai
Jyrai - - 18 comments @ Interior?

Are air units deactivated on these maps? Or how will they handle the black areas?

Good karma+3 votes
Jyrai
Jyrai - - 18 comments @ Allied Mission 6

How so? Yes, both campaigns have a pearl harbor mission, but the map layouts between the two have quite substantial differences.

Good karma+2 votes
Jyrai
Jyrai - - 18 comments @ TiberiumEssence 2.0 Alpha

Oooohh, first Contra, now this. 2019 starts out pretty strong with C&C mods.

Good karma+7 votes
Jyrai
Jyrai - - 18 comments @ Red Alert 2: Intelligence Tech (v2.0)

Ok, the new installer works now, and I switched from my retail version over to the origin version which I downloaded and there it worked properly. Which is strange, because my retail version itself never had any mods installed, I always copy a new verson of it before I use that copy for a mod.

Anyway, thumps up for the quick response. Everything is good now.

Good karma+2 votes
Jyrai
Jyrai - - 18 comments @ Red Alert 2: Intelligence Tech (v2.0)

When I first installed the mod, I got confused that there were no new files at all in the copy of the vanilla RA 2 folder I've set up for it. Then I did go data hunting, and sure enough, I've found the files then in the default location (/westwood/RA2 on C-Drive). I tested to uninstall/install two more times, and everytime, despite making sure my custom-location on my D-drive is selected, it always installs to the default location on the C-drive anyway.

When I then tried to copy the installed files over manually and started the mod, it loaded up and I started a skyrmish as japan. All the new buildings/units have missing cameos in the build menu, the attack dogs had no animations at all, and the refinery was 1x1 build foundation despite taking more space. That made me not playing further.

So yeah, I'm not impressed. The problems might have to do with me copying the files over manually, but you should know not everyone uses the default-location on C:\

tl;dr: fix the launcher

Good karma0 votes
Jyrai
Jyrai - - 18 comments @ GC starting locations for the 1 planet start scenario

It's possible for mods to have more than 3 factions in GC? Are there other mods that also do this?

Good karma+2 votes
Jyrai
Jyrai - - 18 comments @ Lizard Brain

From the steady frecuency of the dev-playthrough videos recently, I assume 3.3.3 comes pretty near.

Good karma+2 votes
Jyrai
Jyrai - - 18 comments @ All Tech Buildings (incl. Tech Reinforcement Pad)

That got me an idea for a similar video (or at least an update for your website), a short brief overview of the different gamemodes.

Good karma+1 vote
Jyrai
Jyrai - - 18 comments @ Proposed 3.3.2 Changelog

I really like that one point that scripted paradrops will now use the faction-specific planes. The neutral planes really caught my eyes while I played missions.

Good karma+1 vote
Jyrai
Jyrai - - 18 comments @ Mental Omega

Honestly, I'm giddy as hell now, watching the mod page every single day!

Good karma+3 votes
Jyrai
Jyrai - - 18 comments @ USA Valkyrie Drone

I agree, the more "typical" darker grey tone for US units would fit it better.

Good karma+5 votes
Jyrai
Jyrai - - 18 comments @ Survey: Original Soundtrack

Oops, that's my post, I forgot to login

Good karma+5 votes
Jyrai
Jyrai - - 18 comments @ Mental Omega

My personal guess right now for the release date of 3.3 is 30.11.2016, because speeder said he want to still release it this year and that would be on the day 3 years after the release of 3.0.

Good karma+3 votes
Jyrai
Jyrai - - 18 comments @ Map: [4] Twisted Tunnel Training

My question, I forgot to login.

Good karma+2 votes
Jyrai
Jyrai - - 18 comments @ Tiberium Essence 1.6 Beta

OMG YES!!! :D

Good karma+2 votes
Jyrai
Jyrai - - 18 comments @ Tiberium Essence

Meanwhile my F5 key looks like after an ion strike :/

Good karma+12 votes