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Commissar_Floppa
Commissar_Floppa - - 462 comments @ New tree tops

I've found 4

Good karma+1 vote
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Rise of the Reds

Compatibility with Win7, vista or XP sp3, and a NoCD for the first decade (found it on C&CLabs;, IIRC. Took me some time. There are separate files for every game in the collection). It helped in my case.

Alternatively, you can revert windows updates and try some magic with the libraries, but I won't recommend it, as it took a good chunk of my nerves and my old pc's stability.

Good karma+2 votes
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Rise of the Reds

That is also the reason I stated "partly-compatible".
You can also use the Quickstart option to skip the shellmap.

Good karma+2 votes
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Rise of the Reds

Cheap early-game anti inf/light vehicles defence with decent range/ early-mid game supply depo protection. (PVP gameplay ofc)

Good karma+1 vote
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Rise of the Reds

1.8 and below were partly-compatible with Mac version. 1.85 and higher are not, and there is no officialy supported Mac versions of them. Most of the recent ROTR stuff uses mechanics the Mac-publisher had ported poorly, especially so called "bike-logic". The most recent Shockwave version also has some troubles wigh Mac.

Good karma+1 vote
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Mental Omega

Actually, there is one. In the Soviet covertops mission "Eclipse" the Pacific Front has units which look exactly like it, and act similar (without the transformation of course). They are even called "Tengu". It can't be built or controlled by the human player. That is why that person mentions it.

Not sure who or what is Dr Floyd tho.

Good karma+5 votes
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Mental Omega

Run as admin and try a different render. You can change that in the client.
(If you are using Win10, then DDrawCompact is the most optimal choice)

Good karma+3 votes
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Mental Omega

1) AlexB managed to properly return savings with the new ARES version, which means that since v.3.3.3 you can save-load now.

2) There are no "vanilla" factions in the mod, and so, no proper German faction. But there is a sub-faction called European Alliance, which uses more options from the original RA2 assets and focuses itself on defensive operations. Also, there is no old tank destroyer available for skirmish, however throughout Allies' campaign you can sometimes use the campaign-exclusive Paladin Tank Destroyer - a very powerful successor of the original TD from RA2.

3) The Soviet Union: Russia; Latin Confederation; China.
Allied Nations (Allies): United States of America; European Alliance; Pacific Front.
Epsilon (basically, Yuri's faction): PsiCorps; Scorpion Cell; Epsilon Headquarters.
Foehn Revolt (considering campaigns' events, the (somewhat) successor of Allies and USSR (won't spoil more in case you want to try the story)): Haihead; Wings of Coronia; Last Bastion.

Here is the link for the mod's site, where you can find nearly all info about the mod and its factions, mechanics and units: Mentalomega.com

Good karma+5 votes
Commissar_Floppa
Commissar_Floppa - - 462 comments @ A blast from the past

I though it looked similar to an old German "Hetzer" tank destroyer, but now I can't see anything but "Heinz" bottle XD

Good karma+2 votes
Commissar_Floppa
Commissar_Floppa - - 462 comments @ A blast from the past

IMHO, tank killer's model from 2.0 looks better and similar to the original concept than that one.

Good karma+3 votes
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Rise of the Reds

Nothing changed yet. You still can get 1.87 test built on SWR forums if you are registered there in the "1.87 Public Build Testing" topic.

Good karma+3 votes
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Revolt

"The Revolt is strong."

Good karma+2 votes
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Perisno

What Leonion said below. Although, straight access to the "Cheats" was scrapped, so you should use the original, Warband's way to enable them.

If you don't know how to do it: 1)Enable cheats in the launcher; 2)On the global map, press Ctrl + ~ (tilde), or Shift + ~ , and in the console type "cheatmenu" and press Enter. After that, it appears in the camp menu.
To turn them off, do the same, and type "nocheatmenu".

Good karma+1 vote
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Rise of the Reds

Because the build is not finished yet and there are other things tested to be implemented in the next version. About those renders: technically, they are still "to be decided" whether they stay or not in the final version. Plus, it is better to upload them closer to the actual release then warming people up for nothing.

Good karma+3 votes
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Tiberium Essence

- Mod's creator states that it is an Alpha (not even Beta) several times;

- "Unfortunately Alpha version means that it contains bugs, incomplete assets and possible performance issues. I will try to fix it in future but for now it is what it is.";

- Keeps complaining about the release because of bugs, while all content from the previous version can be played normally and is working almost the same way, without new bugs besides one upgrade and a few sounds missing, having mostly already known issues, even less than it was in 1.6.

"G" - loGik

- Threatens to leave.

"U" - matUre.

Good karma+1 vote
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Rise of the Reds

Wow, the Great [text]Wall of China indeed :p

Good karma+1 vote
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Rise of the Reds

There is no Havok currently ingame, and its RL-specifics is not an argument for ROTR (not to mention all that is subjective). Besides, if my Comanches are not enough to handle enemy tanks, I shall use Hunter-Killers, and if I need AOE, then Nighthawks and Enforcers are my friends.

If you mean the Hind, whics is an assault helicopter then I shall say a word: divercity. Factions, while sharing common features, should have different designs, both around tactics and units. Tere is no need to have absolutely equal measures against each other, because it not only makes opponents pretty the same, but also dulls the gameplay IMHO.

Explanation using the example with those two units:
-Hind: Assault multipurpose AOE gunship\transport, with ugradeable armor/manual protection ability; available at Tier 2; 2380.
-Combat Chinook: Assault antiground gunship\transport\effective resource gatherer, with upgradeable AOE, armor and automatic anti-missile countermeasures; available at Tier 1; 1400

-Unlocking Hinds also gives you the ability to reinforce your other helicopters, and call-in lght APC for the individual infantry: basically - focus on aerial and rapid-deployment tactics.
-Unlocking Chinooks also gives you ability to get 900$ every minute for 1800, additional supply-gathering drones in case of possible heavy AA from the enemy; basically - mostly economical focus.

Russia is a straightforward faction, suffering early game from high costs\slow productions, yet in the late game it shines with its bruteforce (sometimes you just can order "guard" on enemy base - and that's it; while USA is a precision faction, with theme of accurate, surgical strikes, and its units truly show themselves with enough micro-control, which means that giving them a straightforward storm-units is excessive, yet the combat Chinook is pretty able to do some nasty stuff middle-game - when the USA shines the most.

Also, both factions have other decisions for the assault, like tanks\artillery\bombardiers\MORE HEAVY TANKS FTW for Russia, and bombers\nimble helicopters\enforcers\strong attack\control GP's for USA. All it works good in PVP, and that is what the balance is being focused around.

*About Russian artillery: currently, it is one of the most effective artys in game, with pretty great range, fast rate of fire, strong punch and AOE (and without deployment-delays, like Maelstorm has admitted earlier). For long-range you can also arguably use Sokols, though they are GP-locked. But don't forget: Russia is designed in such manner, that what it can't reach fast, it is capable of marching towards it under heavy fire, survive, and bury it later.
(If you like to use artillery, then in 2.0 Zhukov is your guy)

Good karma+2 votes
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Rise of the Reds

Actually, Viper is capable of AA (just as I wrote above), and its AA missiles are the most powerful after the Laser-guided missiles upgrade.
Adding a plane capable of mass antitank is absolutely counterproductive, because the faction already has all the instruments it may need for all kinds of job, and adding another one, especially with such powers, is going to not only shift the balance for units-usage, tactical approaches and economics, but also cause so called "feature-overbloating" (which is,in some way, already presents within some aspects): either bombers or that plane would become too niche, or other planes like Hunter-Killer and Raptor won't be necessary (no need to use pinpoint strikes when you have better AOE), making such decision a huge design flaw. Not to mention that concept contradicting with faction's theme - PRECISE and powerful.

Also, F35 (Widowmaker ingame) was actually added in the test build as a substitute for Raptor, with the same gameplay role and same stats; while Raptor is currently out of the game, and will return in 2.0 with better stats or special abilities\upgrades as the general-specific planer for airforce general.

Good karma+1 vote
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Rise of the Reds

USA already have pretty good multirole fighters;
Permanently stealthed bombers;
Fast attack helicopters with AA, capable of hit&run;
Fast gunships with automatic countermeasures and upgradeable stealth;
Cost-efficient powerful AT snipers which can get stealthed;
Cheap (for its capabilities) flying stealth-detectors, which are also can become perma-stealthed;
GP-locked assault helicopter - Combat Chinook (public test-build, also unlocks additional supply-drops);
Gp-locked ability to summon vehicle/infantry transports directly into the battlefield (no one else can transport units in such amount (besides GLA tunnels, but it is another matter), and IIRC, it is free);
GP- locked nimble Littlebird for backdoor seal-ambushes.

It is doubtful they need anything else, because their airforce already covers all the roles you could need, and is much more efficient than any other.
Besides, for 2.0 the team had plans to reintroduce Aurora (which will be slightly different than expensive unstopable, yet usually - a suicide, bomber) for the airforce general, introduce another gunship (working name used to be "Cherokee") for two generals; while the current Comanche will go to the air-gen; and make Raptor return for the air-gen with better stats overall (while the other two get the current version).

Good karma+2 votes
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Rise of the Reds

Because he is a part of the team.

Besides, you can grab the beta on forums if you are registered there. It was available for a long time already.

(It was not announced because it is still not a full version yet, but the team needed some feedback and help with bug reports from a wider playerbase than internal-testers, and so - made it available for a small part of the community).

Good karma+4 votes
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Contra

There are no campaigns currently, but you can always try the updated Generals Challenge (with maps for 3 new generals included).

Good karma+1 vote
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Tiberium Essence

- Mod's creator states that it is an Alpha (not even Beta) several times;

- "Unfortunately Alpha version means that it contains bugs, incomplete assets and possible performance issues.";

- People complain about the release because of bugs.

Again, "G" - is for loGic

Good karma+1 vote
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Tiberium Essence

- Mod's creator states that it is an Alpha (not even Beta) several times;

- "Unfortunately Alpha version means that it contains bugs, incomplete assets and possible performance issues.";

- People complain about the release because of bugs, and tell 1.6 was better, while all content from the previous version can be played normally and is working almost the same way, without new bugs besides one upgrade and a few sounds missing, having only already known issues (actually, less than it was in 1.6) peole are accustomed to play with for 4 years alrerady.

"G" - is for loGic.

Good karma+5 votes
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Tiberium Essence

A couple of others:
- Forgotten Tiberium Silo spawns Nod Militia squad when destroyed or sold.
- Tiberium Fiend's deathsound can be heard all over the map (don't know about the situation for allied and hostile human players, because I haven't tried it in MP yet, but I always hear them dying even when they are on the other side of the map).
- Reclamator quite often ignores enemy units on its way until direct attack order, even with the aggressive behavior enabled.

- It seems that Tiberium Boost (seeding blue tiberium on top of the green one) is not broken at all, but on most fields it still has no affect.

Good karma+2 votes
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Tiberium Essence

Was staring at tiberium fields for a long time on different maps, both half-empty and fully harvested, and yet only the green one is growing. And I know I am not alone with that thing.

Maybe it is a random issue or has to do something with different mapping props.
What map is it? I want to try and see if it will work for me.

Good karma+2 votes
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Tiberium Essence

Yes, i meant that. I've written just that in the description.

Never could think about those guys in the scrap yard being like repair drones, but now it seems pretty logical (but yet ridiculous). Thanks for the clarification.

Good karma+2 votes
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Tiberium Essence

Update:
- Seems that Guardian Squads (basic infantry of the Forgotten) can not get veterancy not only by "Lifetime of War" upgrade - they can't get veterancy at all: neither in combat nor by veterancy crates.
- Reclamator also seems unable to get veterancy.
- Crusher sometimes spins around when attacking.
- On some maps (for example, Black's bigger battle) Forgotten SW can't be fired on random terrain, and sometimes its AOE-icon turns into the one with Scrin symbols.
- Forgotten MCV sometimes has half of its model missing after being heavily damaged and then repaired.
- Mechanics (Forgotten engineers) do not capture enemy-built structures, but do it normally with tech structures, both neutral and captured by enemy.
- Pillbox gets some sort of radar dish when turning into its damaged model, which seems totally out of place (and just in case - no, it does not look like opened hatch cover at all, because it is placed centrally and has quite tall base and shape of flat round trapeze).

Good karma+3 votes
Commissar_Floppa
Commissar_Floppa - - 462 comments @ TiberiumEssence 2.0 Alpha

Don't know if there are issues with enemy buildings, but mechanic certainly can capture neutral structures.

Good karma+4 votes
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Tiberium Essence

Nah, it is not normal. It never happens with MCVs of other factions, because they are counted as structures even when undeployed. (You can check that ingame).

(BTW, it is possible that it is the exact reason why Mountank can't get veterancy: it seems to share the same code).

Good karma+2 votes
Commissar_Floppa
Commissar_Floppa - - 462 comments @ Tiberium Essence

Is there a place where we can centrally report bugs?

Anyway, here are ones i've found. If there are people who know the right place for feedback, please copy all that if necessary.

For the new faction there are too many issues, including animations, messed descriptions and cameos-real appearance inconsistencies (cannons on Hind while there are rocket pods in the cameo, etc), and it will take too much space here to point all of them there, so i will point out only the major ones:

- Starting MCV gets destroyed if ordered to undeploy (no issues with the produced ones)
- Basic troops (can't yet remember their name, sorry. Those with the shotguns) don't gain veterancy after "War Age" (Is it a correct name? Sorry if i am wrong again. The one which gives veterancy for human units) is researched.
- Fiends don't get the 4th squad member after "call to arms" upgrade (honestly, I don't think that upgrade is intended for them at all).
- Thunderbird can't attack ground targets.
- Witch squad have its abilites description in its squad description (sorry for tautology), which is misleading, considering that they get it only after upgrade (which is not mentioned anywhere in the description).
- AA tower has traces flying from the structure's base instead of cannon barrels.
- "Blue Tiberium Warheads" upgrade is massively overpowered (Hydra needs only one salvo to deal aprx 80% damage to the MCV, which is frightening considering its firerate and projectile velocity; a lone Punisher can considerably wreck a squad of Avatars, and seems more powerful than Mammoth tank, and this is without any passengers).
- Forgotten's SW is instantly ready after being deployed.
- Some of the upgrades are either not presented or had their descriptions changed during development, yet they still stay in units descriptions (like, "Living Armor", which had to be researched in the Vault Of Knowledge).
- Blue tiberium support power does not look to be working at all.
- Not sure if it is intended, so that is why I am asking: are there supposed to be soldiers running around the Scrap Yard (Junk Yard? Argh, so many new names there)? Because it looks quite ridiculous and out of place.


GDI: - Kodiak and Zone Defenders (Tacitus Archive) are missing their main weapon sounds.
- AI Juggernaughts sometimes randomly shoot at aircraft.


Nod: - Upgrade for cyborgs previously called "durable materials", which now is "servo-something-i-can't-remember" (the one with legs icon, which could previously be researched in the Secret Shrine), is unavailable anywhere, and so, can't be researched.
- Montauk still doesn't gain veterancy and still has misplaced descriptions for its reinforcements (though, cameos represent the right unit).
- Not a bug, but Cyborgs don't have any bullet traces, which looks odd; it would become a positive addition (easier to see what is exactly under fire).
- Cyborg Commando still has Cabal's laughing repeating at random moments.
- (Not sure if this is intended or not, so will tell) Cyborg Commando can enter buildings and fire from them, which seems quite OP, and thus may be unintended.
- Venom (Tacitus archive) has Banshee's description for its supersonic boost ability.
- Toxin troopers (Tacitus archive) are missing their cameo.

Didn't tried Scrin yet.

After all, it is still very good to see Carnius supporting his project. Way to go, man! Again, wish you only good things - both thinkable and unthinkable :)

P.S. Please, make GDI zone commando grenade ability not only target-based, but also deployable in the targeted area: it is very difficult to fully realise its potential in combat with the current deploying method.

Good karma+13 votes