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MasterStarKiller
MasterStarKiller - - 91 comments @ Jedi Redemption

oh cool, yea I didn't think I "needed" jk2 enhanced (but I did want it too, so I installed it naturally) I just thought it was recommended but yes I think that was the issue because where you placed this mod and the jk2 Enhanced mod and the launch.exe had some kind of issue so basically we had to move one and use the custom.exe and not the generic steam one. But that was all in the past I guess. Anyways is this mod not ready for release yet? or is it somewhere and I am blind to see it XD Also amazing work seeing this really makes me want to get in jk2 again

Good karma+2 votes
MasterStarKiller
MasterStarKiller - - 91 comments @ Jedi Redemption

Hey I got a question? soooo was this ever released anywhere? Cause I just checked my downloads folder and I have this mod. I'm assuming I got it from JKHUB but its not there anymore? I ask this because I believe it was this mod I had some trouble with and in the comments someone had the same problem and were able to come up with a solution.

Good karma+1 vote
MasterStarKiller
MasterStarKiller - - 91 comments @ An Ugly for Uglies

This one doesn't look ugly it looks like a really cool pirate/hutt ship

Good karma+1 vote
MasterStarKiller
MasterStarKiller - - 91 comments @ Rise of the Mandalorians

Every time I check back the amount of work I see being put into this truly amazes me. You are doing more than most rts game devs who are getting payed. I never once thought the addition of those 3d ambient sounds would be added to this game. That's truly an amazing addition it really makes this game feel more next gen and puts yet another unique feature onto this mod.

Good karma+4 votes
MasterStarKiller
MasterStarKiller - - 91 comments @ Fallout Tactics Redux

Thanks for reading, I have downloaded this mod three times on different pcs and the text file was always the same, maybe there is a view setting I can click on that would change it? Its just wierd becuase its not like MS word where everything shifts down as something is indented or added its just everywhere, well that doesn't really matter. It must be something with moddb becuase I had a similar problem with a SW EAW FOC txt file that was supposed to be all nice and organized.

Anyways the one thing maybe you could do next update is up the lootable ammo for what enemies carry in encounters? I went digging through and found that average everyone carries 75 rounds of ammo, which they normally shoot off all at once and even then it almost seems randomized, like it will be between 0 and 75 of lootable, which makes killing supermutants kinda pointless as they shoot all their lootable rounds in the first couple "turns" I upped their loot for the 14mm and 8mm and 7mm (although I still have yet to ever get any 7mm from an encounter?) to 400 lootable rounds and even with that I still dont always make back the ammo spent on the fight only looting around less than 50 to no rounds, but there is a chance for some loot. Yea I agree with removing the 6mm weapons, I'm saying it would be kinda cool if you could give raiders weapons that use 7mm ammo like e3s and e9s and even that other type of pistol ammo that you cant find anywhere in the world (not the ones beast lords carry but like those other rounds that would go with the magnums in previous games, the cartridge looking things). I tried adding it but it just broke the random encounters. I guess adding an item and saving it doesn't work? there is another step? I can't find really any tutorials at all on how to do stuff for this game with the FTtools :/.

Yea I really like what you did and lowered regular stims and replaced it with first aid, field kits and doctor bags much more than using basic stims, it makes those doctor perks like lowering the ap cost of accessing inventory, moving and applying first aid useful, now it actually makes sense and is useful to have dedicated medic in your squad, but only for during missions. I tried to add those kits to the loot pool for raiders along with 'oil can'which I assume is like a vehicle repair items although I have never seen it? It seems as though there are a lot of items missing from the FTtools. lots of drugs like psycho aren't there and lots of foods missing but around half the things this mod added are?. I wanted to add tool kits cause I like using vehicles but they break apart so easily, but they are also missing :(. Adding things like food, chems, oilcans (if it doesnt actually exist then I guess toolkits), ammo and other stuff to the raiders ( raider is a general term for random encountered enemies) in random encounters would make it feel more lively as each encounter brings out tons of individuality to each raider and encounter along with curiosity as to what you might get, could be junk or valuable supplies. See that's where I think adding this stuff would be really cool to super mutants because they just completely shred through your vehicles and people and using doctor bags and first aid kits and drugs in random encounters in the hopes of getting some of it back would add a whole new level to playing this game beyond just doing missions. Your mod does this better than most, these are just some ideas how it could be taken a step further by editing a few things in the FTtools.

And I guess if some people don't like this idea it could just be in a cheats folder, basically a modified entities folder that would just go over the base one. That way both types of people can play the game, those that just want to do missions and others that want to explore and roleplay by smoking cigs and eating food and drinking water and stuff that gets looted and regular maintenance on vehicle when at base.

Good karma+1 vote
MasterStarKiller
MasterStarKiller - - 91 comments @ Fallout Tactics Redux

By the turret exploit I mean in Peroia where you can give them drugs and have them overdoes. You mentioned somewhere that you were going to get rid of that exploit. (RIP) I just wrote a huge long thing about 6mm weapons thinking that they were 7mm >.<. Well anyways I very much like your weapon diversity and what you did with the different types of ammo. I'm one of those people that likes to do random encounters and grind weapons, ammo, and supplies One thing though is that (to my knowledge) You cannot find every single ammo type in the wasteland (like 6mm) so using 6mm is very risky and only used for missions that I'm sure ill make it back on. That's one of the things I very much like about your mod is how you combined some guns ammo types so it is more easily accessible. With the ability to grind ammo (well it is always a gamble if you will make it back to begin with) you can then use tons of different weapons and ammo types and try different things out for different scenarios and have more fun with each mission :P.

You can then go on to expand this with adding drugs to the raiders. I know drugs in the original fallouts are a bit op as they can stack but it could then be countered by reducing their effectiveness. So like you can find psycho on raiders now (obviously it would be rare) but instead of 50% damage resistance it could be halved to 25%. Making taking 3 of them no where near as effective as before but you can actually grind for them now) Also I noticed that there doesn't seem to be any medx/morphine in the game, that could be something you could add :P as psycho kinda replaces it morphine/medx could only provide 10% damage resistance and like +2 endurance and -1 perception or something along those lines. Something like this would also make it interesting in the sense that people may actually start to risk using drugs in random encounters as well if they think there might be good loot or really want to survive. Grind raiders for little bits of gear and a chem every now and then use those ammo and chems on harder encounters to get exp. No need for exp switches for people who need help and are trying to play realistically and not reload saves every time someone gets ****** up in a tough encounter. Also would give people more of a chance to experiment with all the new drugs you added to the game. :P

(personal opinion) I would love if stimpacks were also added as loot to random encounters but I understand as then the game may become too easy as someone may then play the game carelessly just running and gunning and the whole tactic aspect of the game could be lost making the game kinda meh... especially since the reason your mod is so popular is that you brought back the whole tactical aspect to the game and made it the way it was meant to be played. Maybe that could be a "cheat file" add stims, doctor bags, and tool kits as loot in really hard encounters for people who may want to take risk to play the game differently.

Ok, I wasn't sure about the objective things like holodisk, I very much like that you added that feature as it makes the game feel much more lore friendly. When playing original you kinda feel like your a peaceful faction of the enclave as you just go and exterminate when playing this game and that little thing with recovering tech does make you feel like brotherhood.

Also I don't know if this is at fault from moddb (I think it is sadly :() but the weapons text document in the extras folder is really messed up, many things are tabbed in twice or not even once, some have extra spacing, some need to be minus a space, nothing is aligned at all and looking at it when I first played was quite confusing as the damage values were in range etc... Basically I went through and re aligned everything and made a save. Would you like a copy of it? :P Took like 30min not that long. I think I got everything right the only thing is there may be a burst only weapon whos value I might have accidentally backspaced to single shot. I see what you were doing and it is quite nice and organized which leads me to believe that moddb might have screwed it up :(. If you would like me to send you a copy of it I would gladly although you might have already been working on a new one, in that case... well yea nvm then. I am curious to see if the one that I re aligned looks like your original (what it was meant to be) and if moddb messed it up.

But yea I'm really enjoying your mod (again) and I got a couple of my friends who bought this game just to play it with your mod. It's really nice and I appreciate all the time you have been taking on it and how open you are to any kind of feedback :). It's your mod to do with however you see fit. These are just some ideas I'm throwing out. :)

Good karma+1 vote
MasterStarKiller
MasterStarKiller - - 91 comments @ Fallout Tactics Redux

First I just want to say I love your mod it and makes this game so much better to the point where I would pretty much never play without it but I have a couple questions. I've been picking up items like a tech manual and medical info holodisk and they often have the definition that they should be turned into a scribe, but I have not found a scribe or anyone who will take it? (It's been awhile but I'm pretty sure these things were added by the mod as the wiki provides no info on these things). Are these just for like imaginative purposes? Because my tech manual that I believe I got from the librarian in macomb just flat out disappeared from the game :(. Also Do you think in the next update you could add like stats to the definitions to all the new chems in the game (or put them in like one of the readmes please), cause I'm basically using them, writing them down on a sheet of paper, and then reloading the save XD. Also I like the turret exploit. If people don't want to cheat then they just shouldn't use it but doing that mission (especially for first time players) can be very hard to do without it, I use it as a last resort if things get to difficult. Also what exactly is happening with 6mm guns? your getting rid of them? Thank you for taking your time to read this and answer a few of my questions if possible :).

Good karma+1 vote
MasterStarKiller
MasterStarKiller - - 91 comments @ Galaxy at War: The Clone Wars

There are quite a few mods (that I won't mention) that upload new screenshots every week but its either for a mod for a different game or just new screenshots of the released versions mod and then get mad at people when they didn't read the 2 year old thing saying its abandoned asking if its still in development? Then why upload screenshots? Though yes this mod is active and always uploading new stuff

Good karma+1 vote
MasterStarKiller
MasterStarKiller - - 91 comments @ Expanding Fronts

It works thank you

Good karma+1 vote
MasterStarKiller
MasterStarKiller - - 91 comments @ Expanding Fronts

Thank you for getting to me, but I have the Steam Version of it and every time I attempt to run the game through gameranger it always kicks me and my friends out and whoever is hosting gets their .exe deleted. But I'm actually no sure if we did it with the mod yet. Thanks for the reply I'm gonna go test it again

Good karma+1 vote
MasterStarKiller
MasterStarKiller - - 91 comments @ Expanding Fronts

But how exactly? it always launches the original weather my friend is in the lobby or not. We currently use voobly since we can't get the game to work with gameranger (trying to find away around it). It always wants to launch the original exe and even if i tell it to select the modded exe or even change the name of the modded exe to that of the original it still reads it as "being corrupted" and not willing to launch it :(

Good karma+1 vote
MasterStarKiller
MasterStarKiller - - 91 comments @ Expanding Fronts

Also is it possible to play this mod with multiplayer?

Good karma+1 vote
MasterStarKiller
MasterStarKiller - - 91 comments @ Expanding Fronts

So whenever I run this mod the ground and trees have tons of red and green pixels which is very annoying. It doesn't look anything like in the screenshots so I assume this is a bug. Is there anyway to fix this as it makes the game look so ugly its almost unplayable :(
Edit: after awhile I was finally able to find that it was some DirectDraw error. here is where I found the fix for it Aok.heavengames.com

Good karma+1 vote
MasterStarKiller
MasterStarKiller - - 91 comments @ Company of Heroes: Modern Combat

I'm so glad to see that this mod isn't dead. I don't think there are any more major mods still being worked on for this game

Good karma+2 votes
MasterStarKiller
MasterStarKiller - - 91 comments @ Blitzkrieg Mod

So real quick, when I download the base mod do I have to download every single patch and apply or just the latest one?

Good karma+1 vote
MasterStarKiller
MasterStarKiller - - 91 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

That doesn't work though? I'm used to that being in most rts's but whenever I right click it just makes a noise but nothing happens :(. The golem or whatever will still be there wanting to be placed. Do you know if its a specific keybind that might be undone for me?

Good karma+1 vote
MasterStarKiller
MasterStarKiller - - 91 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

on this game when you click on a structure (like a shipyard or research facility or any structure) and you don't want to build it is there anything you can press to cancel it? I've always had this problem with the game and its minor but is extremely frustrating. If I accidentally click on something I shouldn't be forced to place it down and then scuttle it in order to remove it. I checked the key bindings and the only thing to show for it was Cancel Construction and it had 0-10 (I think maybe more). Is that even what I want? and if so am I just supposed to guess what keybind (which I have to put in) will cancel what I want?

Good karma+1 vote
MasterStarKiller
MasterStarKiller - - 91 comments @ Empire At War Remake: Galactic Civil War

Hey Admiral Akbars Home 1 only has ion cannons for me? Is this a bug that can be fixed on my end? I have played other mods that have had this problem where a ship will only have ions even though it says it is supposed to have turbo lasers on it.

Good karma+1 vote
MasterStarKiller
MasterStarKiller - - 91 comments @ Delete this

Can you explain what and why? I'm confused

Good karma+4 votes
MasterStarKiller
MasterStarKiller - - 91 comments @ Yuuzhan Vong at War

Yay! I agree with you. Stars Wars belongs to the community and fans. Not Disney because they decide to completely change a universe including its physics for the sake of money. Which had they gone the EU/legends route and re did it a little to make more sense probably could have made 2x more than they have off of star wars so far. They are a backwards failing company who fail to see how to appeal to a target audience who would literally throw money at them. All star wars lore and community aside it really gets me heated how a company could make such a chain of bad business moves with something they almost had to put no effort into for it to be success. Literally the script was already written, the fan base (who are all now adults with money) existed and were there to throw money at seeing there childhood expand and grow. Who the **** was Disneys target audience if not the fanbase?

Good karma-3 votes
MasterStarKiller
MasterStarKiller - - 91 comments @ Empire At War Remake: Galactic Civil War

Hey has anyone tried that steam fix and gotten it to work? (I am browsing through comments) My pc broke so I can't even play the game :(. I was tempted to buy it on gog for the sole purpose of playing this mod while the sale was going even if I can't play it now. but if the steam version works now that's a huge incentive to get my pc working!

Good karma+1 vote
MasterStarKiller
MasterStarKiller - - 91 comments @ Crash Fix (OUTDATED, READ LATEST NEWS ARTICLE)

oh my god you are the greatest human being ever, I cannot tell you how many old games I have that I stupidly bought on steam when the gog version is better fixed.

No eligible games found :( guess I have to wait till they have it again.

Good karma+1 vote
MasterStarKiller
MasterStarKiller - - 91 comments @ Hard Contact

I am really looking forward to this, please take your time :)

Good karma+1 vote
MasterStarKiller
MasterStarKiller - - 91 comments @ Empire at War Expanded: Thrawn's Revenge

That's what I said? That the hard points are fine and making them smaller would be more of an issue if anything

Good karma+1 vote
MasterStarKiller
MasterStarKiller - - 91 comments @ Empire at War Expanded: Thrawn's Revenge

I see a few people complaining about hard point size, if I may put in my two cents DO NOT change it, I find that it's perfect and that it's somewhat difficult to target hard points because of fighters over them or even hard to target small ships because of fighters lurking over them and I keep targeting them instead of the hard point, this is not a big issue but if the hard point size were reduced I think I would be much more difficult to target what I want. Unless for whatever reason smaller hard points makes it easier to target through ships... but that doesn't really make sense the way I see it.

Good karma+1 vote
MasterStarKiller
MasterStarKiller - - 91 comments @ 2.2 SINGLE-GC DEMO (Hunt for Zsinj)

Lol i just got done installing the first patch

Good karma+2 votes
MasterStarKiller
MasterStarKiller - - 91 comments @ Empire at War Expanded: Thrawn's Revenge

a few min, this one takes me at least 5 times longer to load.

Good karma+2 votes
MasterStarKiller
MasterStarKiller - - 91 comments @ Empire at War Expanded: Thrawn's Revenge

Alright ill post them their then, the mod loads fine, it just takes around 15+min for me and I have to be careful not to click or alt tab.

Good karma+1 vote
MasterStarKiller
MasterStarKiller - - 91 comments @ Empire at War Expanded: Thrawn's Revenge

Ok so in regards to the demo being deleted I still managed to download and play it and have found tons of bugs, would you like me to report all of these or wait until the stable demo is released? I can give the exact location and faction and try to reproduce them as well.

Good karma0 votes
MasterStarKiller
MasterStarKiller - - 91 comments @ Imperial Civil War 2.2 Demo - Hunt for Zsinj

Hmmm, I keep crashing on launch. I have modded this game for years so I'm sure I did everything right. I can see the loading screen of the two super star destroyers fighting but it won't do anything after than (most I've waited is 20min). I can't even alt tab out, have to ctr-alt-delete and open up task manager to force close (this is common thing though). I have tried doing fresh install, and completely overwriting my game files and it still crashes on startup, I am using steam so 4gb patch isn't necessary. I also tried with the previous version of thrawns revenge to make super sure I didn't screw anything up and that worked fine.

Edit: Ok I got it working, timed it on my phone took 18min to start up, it has a very sensetive loading screen, you can not alt tab, you cannot click your mouse, you cannot press keys. I know most of this is common knowledge for modding foc but just keep in mind it is very sensitive, if you click you will see mouse and it will get error and crash.

Good karma+1 vote