Hey I'm Duncan. Currently in my last year at university doing business studies. That'll probably stay up for the next 5 years even though i'll have graduated as im terrible at updating. Im here because i want to show my support to the people who put the time in to create the game they want to play and share it with others for no benefit to themselves. To all you modders out there, i salute you

Comment History  (0 - 30 of 274)
Kerensky
Kerensky - - 274 comments @ The Road to Limansk

Thanks man, seems to have done the job.

Good karma+1 vote
Kerensky
Kerensky - - 274 comments @ The Road to Limansk

I've installed the latest version of the mod and played around a little in the swamp. Enjoying it so far but I do miss having my health on the hud. It's a bit annoying having to flash up my inventory to check on it in the middle of a battle. Is there any way to restore the original hud with all the icons and minimap?

Good karma+1 vote
Kerensky
Kerensky - - 274 comments @ Black Mesa: Uplink

Im getting a crash with this mod. I am at the dome and the scientist says "wait a moment and I'll let you in". The door opens and I hit a loading point. It crashes here every time. No explanation, just hl2.exe has stopped working and must close.
I installed with the exe first and thought it may be a problem with the instal so I used the rar file the second time and still get it.
Anyone else got this and any suggestions?

Good karma+1 vote
Kerensky
Kerensky - - 274 comments @ Alternate Warfare v0.4

Also getting the ability spot target bombard error.

Good karma+2 votes
Kerensky
Kerensky - - 274 comments @ C&C Coalition War

Does anyone else get the problem with 1.851 that it will not run?
Yuri's revenge patched to 1.001, installed 1.85 then the patch but when I click runares it brings up the command prompt which disappears pretty quickly and then nothing.
Any ideas as to what is wrong?

Good karma+2 votes
Kerensky
Kerensky - - 274 comments @ [OUTDATED] Coalition War Ares v1.851 Beta Patch

Running the runares file brings up the cmd screen and then closes. The game does not start. When I got to start the game normally there are a lot of missing errors for the game types and countries.

Good karma+2 votes
Kerensky
Kerensky - - 274 comments @ Gargant Size comparsion

The biggest gargant is only 36 metres?
I thought the Warlord was about 80 and the Emperor was close to 150 metres.
I know the size doesn't always mean much but in this case that's a lot of extra space for more power, weapons, armour or void shields.
Are these the sizes you'll be using in game?

Good karma+2 votes
Kerensky
Kerensky - - 274 comments @ New sizes...

Going by ZMS's comment and the picture I think what is happening is that the Reaver here has the Warhound inferno flamers, which if my memory serves is allowed. That is why they look small, they are scout titan weapons. The Reaver can also mount the battle titan weapons which are the same as a Warlord.
In other words, they are to scale. Give the Reaver his real armament and you won't have to worry about it.

Good karma+2 votes
Kerensky
Kerensky - - 274 comments @ Ultimate Apocalypse Patch (1.62.6) Released!

I have no suggestions for how to get the mod on to ModDB unfortunately.
The only other download option I can think of would be to set up an SVN that we can download from.
You us something like tortoiseSVN to look at a folder on the web and compare your files too it. It then will download any changes.
Means we won't have to download the whole mod every time.
I don't know much about this though but maybe someone else can say if this is good, bad, easy, whatever.

Good karma+1 vote
Kerensky
Kerensky - - 274 comments @ The final step is taken

The right hand weapon looks like either a gatling blaster or a Hellstorm cannon.

Good karma+1 vote
Kerensky
Kerensky - - 274 comments @ One weapon layout texture - complete

Not sure if I've read this comment wrong but the Warlord is only about 50% bigger than the Reaver.
The Emperor Titans are the ones who have legs the size of Reavers so I think thats the one you mean.

Good karma+1 vote
Kerensky
Kerensky - - 274 comments @ Talos WIP

Same here V3L0. I play Redguard and all I get from the Stormcloaks is, "We don't like outsiders in Skyrim."
The I find they are oppressing Argonians and Dumner so I figured to hell with them.
Back on topic, looking good. Can't wait to see more.

Good karma+1 vote
Kerensky
Kerensky - - 274 comments @ Operation: HOMEFRONT

Just to let people know if they are desperate to play 1.05 for the Halcyon and use the Narwhal then it is possible if you replace the mobile refinery .hod file with the one from 1.0.
Just tried it myself and it seems to be working.
You probably don't need experience modding HW2 to do this as it is essentially the same as extracting a zip file but with more specific tools. I used unfbig 1.41
You then just replace the file and repack it.
Alternatively we could be patient and wait for the real fix but I had some free time so...yeah
If anyone else is interested in doing this I could post up a link to the instructions I used?

Good karma+2 votes
Kerensky
Kerensky - - 274 comments @ Tactical Expansion Mod

Not a problem dude.
If worst had come to worst I would have just kept swapping my vehicle or done it on foot.
Quite interested in trying out the gauss rifle seeing as how I just got it. Loving the options this mod gives.
Thanks for the help anyway, I'll get the fix installed now.

Good karma+1 vote
Kerensky
Kerensky - - 274 comments @ Tactical Expansion Mod

Got this mod installed no problems. Had a slight glitch with the Barrett but nothing major (could not select the standard ball ammo even though I had full. Fixed now).
The only problem I'm hitting now is on the tank level (onslaught?) I try to use the repair torch and it crashes ever time.
I get out of my tank, use the torch and it freezes. Windows says it has stopped working.
Patched to 1.21 and the tank is empty, no gunner or anything as I got in the gauss tank.
Any ideas as to why this is happening?

Good karma+1 vote
Kerensky
Kerensky - - 274 comments @ Guess What...

I can barely make anything out but I guess that's the point.
Still it looks to me like something from Babylon 5 or the Shivan Dreadnought in Freespace 2. Looks like some pointy claw bits on it.

Good karma+1 vote
Kerensky
Kerensky - - 274 comments @ New Cybran ACU

Looking good but I didnt mind the new Cybran ACU. Still looked pretty cool.
It was the UEF one that annoyed me with its giant fist for no reason.
The FA model was much better

Good karma+1 vote
Kerensky
Kerensky - - 274 comments @ Modern war

Well its working on mine so I don't know what to suggest.
Maybe I just haven't explained it well enough but I'm not sure how else to put it.

Good karma+1 vote
Kerensky
Kerensky - - 274 comments @ Modern war

Ok I got it working.
I'll try a step by step guide as to how.
1. Download the mod and extract it using winrar or 7zip.
2. Go to supreme commander - forged alliance/gamedata
3. In here you will find many files of file type .scd e.g. lua.scd, units.scd
4. Using winrar/7zip unpack the ones that match the files in the download.
These should be env, lua, projectiles, textures and units.
5. You should now have 5 folders with those names.
6. Move the contents from the mod folders to the game folders e.g. put the stuff from the lua folder from this download in to lua folder in your gamedata folder.
7. Once this is done you will need to repackage the folders using winrar/7zip. You will end up with 5 zip files.
8. Rename the 5 zip files to .scd e.g. lua.zip becomes lua.scd
NOTE: you will want to move the original .scd files to a safe place to restore the normal game later.
9. Run the game and test it out. I am unsure if all factions have the units as I have only found them for the UEF. All units appear to be T1 so do not upgrade your factories if you want to use the new units. I know you can select lower tiers but its a hassle to do it every time.
Thats how I got it working. Pretty major hassle but fun to play with for a bit.

Good karma+2 votes
Kerensky
Kerensky - - 274 comments @ Modern war

I'm not sure either. This is a total guess based on what was said.
I've almost finished setting it up so I'll give it a test and see if I've done it right.

Good karma+1 vote
Kerensky
Kerensky - - 274 comments @ Modern war

Well what I'm doing is extracting the .SCD files with the same name as the ones in the mod. That creates a folder with the same name, say, lua.
Then I'm moving the stuff from the lua mod folder in to this new folder and then repacking that folder.
The only problem I've got is that I can't repack as .SCD so I'm going to try as a zip and then rename it.

Good karma+2 votes
Kerensky
Kerensky - - 274 comments @ Modern war

Ok, I'm guessing here but from what I can gather you should have several .SCD files in gamedata.
The mod consists of folders which match the names of some of these .SCD files.
What you have to do is unpack the .SCD file, then add the data from the mod to the new folder before repacking it as a .SCD
Use winrar or 7zip for this.
You might be able to skip the unpacking stage and just add a new folder to the .SCD's but not 100%

Good karma+1 vote
Kerensky
Kerensky - - 274 comments @ Unit abilities

Thats good. As cool as destroyable hardpoints are it can lead to balance issues against shielded ships.
I was thinking that a MAC like barrage ability would work for the Mercury class as well. They have large, forward facing bow cannons. I see they already have barrage but im assuming thats using their smaller cannons?
Could move that to Columbia class if you are looking for more variety?

Good karma+1 vote
Kerensky
Kerensky - - 274 comments @ Unit abilities

My thoughts are maybe looking at replacing some of the power to weapons for BSG. Just to get a bit more variety.
How about a nuke ability for the Galactica as it did have some in the show?
Also they could probably use a repair ability on a ship too, like ST's Nebula. Having no shields means they always take damage so repair would suit them well. Could have it on a Cylon ship seeing as how they can auto repair and they did help repair Galactica with that weird goo stuff.
Just wondering as well, is it possible to code in rebuilding hardpoints on ships? I'm guessing no or it would probably have been done. Just a thought because I remember when fighting BSG as ST I would move in and target the hardpoints then retreat to allow my shields to recharge. Eventually they had a crippled fleet and couldnt bring in more ships. I guess a human opponent would have sacrificed them but still, I feel bad about doing that just so I can bring in a fresh ship.

Good karma+1 vote
Kerensky
Kerensky - - 274 comments @ SFAW

One of the Independence Day fighters?
That or maybe an Alkesh.

Good karma+1 vote
Kerensky
Kerensky - - 274 comments @ SOA2 & DIP 1.19f (rc)

I think the patch is already out guys.
Mine updated yesterday to 1.2.
Is this release and the Stargate mod release compatible with 1.2 or should I just wait for you guys to release a 1.2 build?

Good karma+2 votes
Kerensky
Kerensky - - 274 comments @ Huge AI base wiped out

I thought veterancy only went up to 5 in SupCom2?
You have a mod that lets you go higher?

Good karma+1 vote
Kerensky
Kerensky - - 274 comments @ Revamp Expansion Mod (RVE)

Hey guys. Was just playing and I noticed that the UEF destroyer and frigate don't have an automatic health regen like other units. The cruisers regenerated fine but nothing from the others. Don't know if any other naval units have this problem. I'm assuming this is a bug?

Good karma+1 vote
Kerensky
Kerensky - - 274 comments @ New opening menu

Traditionally yes it is.
In C&C3 however it changed to this blue one.
Even the desktop icon for launching the game is now the blue GDI logo.
I prefer the gold one myself and always choose gold as my colour when playing as GDI but times change I guess.

Good karma+1 vote
Kerensky
Kerensky - - 274 comments @ Human Achilles Class Battleship Rebuild.

Looking good.
As for the turrets, I am torn between wanting the extra detail they provide but disliking the fact that they can't rotate and so weapons fire comes out of them at odd angles.
I would probably leave them off as I doubt many people will be zoomed in far enough to see them in most large fleet engagements.

Good karma+3 votes