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Kremblin89
Kremblin89 - - 38 comments @ Homeworld Project

So, I tried it but all the UI and text is still Vanilla, so without testing everything you have no idea what you are actually building etc. The actual ships and everything look great though.

Good karma+1 vote
Kremblin89
Kremblin89 - - 38 comments @ Maelstrom

So, is something broken with the AI in the current version. They attacked me with 10+ enforcers, a few light carriers and 40+ frigates with 2 cap ships at 6 min... post games says they spent over 20k on ships and 10k on planet upgrades... while my total credit income over that time was around 5k. Not to mention the cost of building enough labs/teching up to carriers and cruisers.

Good karma+1 vote
Kremblin89
Kremblin89 - - 38 comments @ Maelstrom Rebellion Expansion v1.96 R17 (+DLC's)

So does that mean there will be a small update in the near future or are the changes to militia spawns etc be saved for the next major update? Also good changes, thank you for sticking with this mod over the years.

Good karma+1 vote
Kremblin89
Kremblin89 - - 38 comments @ Star Trek: Armada 3

Probably kind of late, but if Falling Frontier is moddable a Star Trek based mod would be absolutely amazing in it.

Good karma+1 vote
Kremblin89
Kremblin89 - - 38 comments @ Star Trek: Armada 3

Other than the basic diplomacy research, you also need an ally to do research to unlock the later bonuses... working as intended.

Good karma+1 vote
Kremblin89
Kremblin89 - - 38 comments @ Star Trek: Armada 3

It's weird because I crash after 1 hour in sp, but played a 4 hour mp game with no issues.

Good karma+1 vote
Kremblin89
Kremblin89 - - 38 comments @ Star Trek: Armada 3

Yeah, it's weird if I use a mix of Akiras, Excelciors, Mirandas and Intrepids as a defense fleet, the Akiras always die first. I'm thinking it's because the AI builds more ships that are good vs that armor type so they get focused early?

EDIT: after playing more, it seems all the heavy cruisers, Akira, Falcon ect seem to be made of paper in fleet battles.

Good karma+1 vote
Kremblin89
Kremblin89 - - 38 comments @ Star Trek: Armada 3

Just wondering why Klingons shields/hull stats are wonky, like they have around 25% more max hull/shields than they should. EG, 11286/8000 hull on propaganda centers, 8475/6000 hull and 5812/4500 shields on turrets. This appears to affect every building/ship. EDIT: Also seems to affect Fed structures. Seems to only affect AI units as I have not noticed it on my own.

Good karma+2 votes
Kremblin89
Kremblin89 - - 38 comments @ Star Trek: Armada 3

Any chance of updating the icon replacer, really hard to choose targets / quickly see what's in a gravity well / select specific ships etc when all the icons are the same diamond.

Good karma+2 votes
Kremblin89
Kremblin89 - - 38 comments @ Are You Ready?

Any chance you guys could release the pdf with the ship stats/counters and abilities as a standalone download before the release please?

Good karma+1 vote
Kremblin89
Kremblin89 - - 38 comments @ Star Trek: Armada 3

Still seems to work fine without an update

Good karma+1 vote
Kremblin89
Kremblin89 - - 38 comments @ Star Trek: Armada 3

One QOL thing you may be able to do before the next release if it's not to difficult is please add an audio notification for when the pirates/syndicate are getting ready to attack. It is way to easy to miss the timer when you are trying to micro ships/planet upgrades etc.

Good karma+2 votes
Kremblin89
Kremblin89 - - 38 comments @ Star Trek: Armada 3

You guys may be able to fix this by giving each ship slightly different speeds, issue only occurs when fighter movement is applied to ships. This appears to be caused when one ship is chasing another of the same speed, the one being chased will not turn around because it never reaches the range to do so, then when other ships enter the gravity well, they immediately autotarget the ship that has flown off as well. (have not tested this on Armada 3 but did some testing in the base game and it seemed to remove the problem). I only bring this up because while a player can simply order his ships to turn around, the AI can end up with their entire fleet out in the middle of nowhere.

Good karma+3 votes
Kremblin89
Kremblin89 - - 38 comments @ Dawn of War: Strongholds

I think some of the maps need tuning... The DC Chaos Stronghold is almost unbeatable even on easy. The enemy gets 3 bloodthirsters, and anytime you get close to the gate you get swarmed by 2-3 times the amount of infantry that you can build. I finally beat it with 26000 units killed by sending an endless chain of defilers to keep one entrance occupied while using my heroes/infantry and 2 predators to keep the other 2 exits locked down. I ended flying a bloodthirster in to chip away at the gate as it was the only unit that would last more than 2 seconds and still be able to get in range to do some damage. It was able to get about -20% of a section each time so it took forever lol.

Good karma+1 vote
Kremblin89
Kremblin89 - - 38 comments @ Star Trek: Armada 3

I have the same bug. Basically say I have 10 creds per second. It will drop by .1 every second until I have 0 income then restart at 10. If you have any upkeep, which shows up as 0% for some reason despite upgrades, you can get a negative income. Also your income is really weird, again using 10 creds per second starting at 100 creds you will get +1 then - 9 then +1 then -9 ect. So your income looks like 100 - 110 - 101 - 111 - 102 - 112 - 103... It takes ages to save for anything like this. When you have 4-5 systems with 0 fleet upgrades it can take 5-6 min to save for one building. This does not affect metal/crystal. It literally takes 30 min to get 2 nearby planets right now if they have stronger militia or one is not an asteroid, using my first capital to slowly take one, then building a few ships to help with the 2nd. If then 2nd planet is tier 1 I cannot afford to place 2 labs + upgrade to colonize/pop on the asteroid and build ships. So I have to focus on upgrading the population to not lose income, then labs. I may have 2 frigates by the time Tier 1 is researched. Then its wait 2-3 min per ship I need to take then next planet. It's actually faster to sell excess metal/crystal early game to get credits, this continues all game.

I can save 1000 metal/crystal and sell it for 2-3k creds faster than waiting for the creds even with only a few planets.

So is the economy is set up to not use the % income subtraction that the base game uses, and instead adds the regular income then subtracts upkeep? In which case why does it subtract stuff with 0 ships/upgrades?

Good karma+3 votes
Kremblin89
Kremblin89 - - 38 comments @ Sins of the Prophets

So the Punic class Carrier you start with seems on only have Shiva Missiles as an upgradable ability... so after level 4 it is essentially useless.

Good karma+1 vote
Kremblin89
Kremblin89 - - 38 comments @ Maelstrom

So, whenever I download R11, the zip file is named R11, but the extracted file is R10. Also anywhere from 20 min to 1 hour the game freezes completely, and uses 0% cpu. I have tried lowest settings on a small map and it still happens. It also requires a hard restart as I cannot even end the sins process as apparently access is denied... Trying to play on LAN results in a desync every time as well if I am hosting, and the game freezes if I try to join a game. Both of these things never happened with the last few releases.

Good karma+1 vote
Kremblin89
Kremblin89 - - 38 comments @ Star Trek: Armada 3

Hey so playing the update for 1.85 I noticed the enemy never seemed to have any fleets despite warnings they had created dreadnoughts and it showed fleets at the planets I was attacking. After spending time trying to find out where their ships were it turned out pretty much every ai controlled ship was chasing militia ships way outside grav wells. Tried playing a 1v1 vs a cruel air and the same thing happened pretty much it's entire fleet ended up chasing militia ships. Just wondering if there is a fix or a fix planned in the next update as I don't recall it happening in last few versions I played.

Good karma+1 vote
Kremblin89
Kremblin89 - - 38 comments @ Tartarus and Lorn V Campaigns for Soulstorm

OK so after 5 hours, and killing 7500 orks I managed to finally leave the base... only to find that they have camps of 6+ tanks that you cannot get close enough to to even attempt to kill them...

Good karma+1 vote
Kremblin89
Kremblin89 - - 38 comments @ Tartarus and Lorn V Campaigns for Soulstorm

So... is the AI supposed to rush you with 100's of ork boyz, 4-5 wartrakks, 3-4 killa canz, and 2 looted tanks within the first 30 seconds of mission 3?

Good karma+1 vote
Kremblin89
Kremblin89 - - 38 comments @ Maelstrom Rebellion v1.82 R8 (+DLC's)

Hey, so I picked up this mod again after about 8 months of not playing and noticed the same bug. This was not present in R7. To fix it, replace the file AbilityEnergyWeaponBoost_Norlamins in the R8 GameInfo folder with the R7 version.

Good karma+1 vote
Kremblin89
Kremblin89 - - 38 comments @ RealMode - Another Realism Mod

Forgot to add, did you give the enemies the ability to get headshots as well? A couple times I have died now from a single shot from weapons like the G3, and PKM, at least I only hear one shot before I die.
EG, you hear a merc say something like there hes is followed by 1 shot and then death.

Also can't wait for bullet drop/speed should make things harder to hit while at the same time making it slightly easier to avoid being hit since the AI probably wont be able to compensate.

Good karma+1 vote
Kremblin89
Kremblin89 - - 38 comments @ RealMode - Another Realism Mod

Yeah I found out about the snipers when I was doing the first mission to go see the guy at the mansion. Anyways, had a shot ping past me while I was on the road, the next shot killed me instantly. It may only apply to enemies with the M1903, they tend to just take many pot shots with the Dragunov. Also, as you are replying to this, please do something about the SPAS-12... even with upgrades it's damage and range are so bad that it is essentially useless. The Homeland 37 seems like its in a good spot, can often kill at 45-50 yards if aimed at center mass, the SPAS can only do this at point blank and even then sometimes it can take 2 shots.

I also see some people mentioning the flamethrower, honestly its not bad the way it is, I have yet to see a merc set himself on fire. On the contrary they seem to use it as more of a suppresive or screening weapon, keeping a wall of flame between themselves and you, while moving forwards making it difficult to get an accurate shot at them, especially if you get caught by one in CQB.

Loving the fact that one mistake can mean instant death now, tried the reg version afterwards and even on infamous I felt like a tank lol.

Good karma+1 vote
Kremblin89
Kremblin89 - - 38 comments @ RealMode - Another Realism Mod

I tested it using a quicksave/quickload after each shot with a stationary merc about 200 yards away there was nothing in the way as he was standing a fair piece out into a field. It misses quite often for some reason until I get the accuracy upgrades.

Also... battles are way more epic with this mod, I was just in a fight to take the guard post south of Cattle Xing, and they had a mortar guy somewhere, + the sniper pinning me down behind the rocks at the top of the cliff where you come out from the safe house. (Playing Iron Man mode makes it even more fun since dying = restart)

Good karma+1 vote
Kremblin89
Kremblin89 - - 38 comments @ RealMode - Another Realism Mod

OK so after some farther testing, I have noticed the the accuracy upgrades do much more than the ones in the original game. Also is intended that enemy snipers can kill you in one hit from full health?

Good karma+1 vote
Kremblin89
Kremblin89 - - 38 comments @ RealMode - Another Realism Mod

After trying this I have a few things to point out that may need changing.
The M1903 seems to be really inaccurate now, to the point where 2/3 shots were missing a stationary target at maybe 150 yards. The G3 and AK-47 also seem to be really inaccurate past 30-40 yards. The SPAS-12 could use a spread reduction as well, since at anything other than point blank it takes 2 shots + to kill someone. Not sure on the other shotguns however

Good karma+1 vote
Kremblin89
Kremblin89 - - 38 comments @ Far Cry 2

After trying this I have a few things to point out that may need changing.
The M1903 seems to be really inaccurate now, to the point where 2/3 shots were missing a stationary target at maybe 150 yards. The G3 and AK-47 also seem to be really inaccurate past 30-40 yards. The SPAS-12 could use a spread reduction as well, since at anything other than point blank it takes 2 shots + to kill someone . Not sure on the other shotguns however. EDIT Meant to post in the Realmode thread ><

Good karma+2 votes
Kremblin89
Kremblin89 - - 38 comments @ Star Trek: Armada 3

I figured it out, the tooltip on the research says it only requires 10 pop (same as the defiant) but it actually needs 1 cap ship pop.

Good karma+1 vote
Kremblin89
Kremblin89 - - 38 comments @ Star Trek: Armada 3

So... when I research to get the Enterprise, it completes fine, but the Enterprise never shows up. Voyager and the Defiant spawn fine.

Good karma+1 vote
Kremblin89
Kremblin89 - - 38 comments @ Dungeon Siege Legendary Pack

So how exactly do you start the new maps? It installed fine but I can't find any way to start the original campaigns.

Good karma+1 vote