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Comment History
RedStar2017
RedStar2017 - - 22 comments @ OBSOLETE - Revamp Expansion Mod 2.0 Alpha 1

So, i see- the economy now is not rate based, and i cant install Eco-mod because Mithy's Mod Support MiniMod v7 conflicts with RVE 2.0. Is there any way to enable rate-based economy in RVE 2.0?

Good karma+1 vote
RedStar2017
RedStar2017 - - 22 comments @ OBSOLETE - Revamp Expansion Mod 2.0 Alpha 1

Do i have to install Eco-mod to have a rate- based economy?

Good karma+1 vote
RedStar2017
RedStar2017 - - 22 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

I have a problem- some ingame descriptions contain "string not found". I ve heard that this can occur when dlc is missing, but i have all dlc and i ve never had this issue in other mods.

Good karma+1 vote
RedStar2017
RedStar2017 - - 22 comments @ Hutt Planechanga

"planechanga" sounds kinda....orkish style, if you know what i mean)

Good karma+4 votes
RedStar2017
RedStar2017 - - 22 comments @ Ultimate Apocalypse Mod (DOW SS)

I have a quite strange problem, however it concerns not only UA mod but FoK too.
Enemy AI behaves extremely badly irrespective from settings- it most time ONLY builds buildings and most basic infantry(commanders sometimes) which stays on its base most of time and attacks mostly only while being attacked, doesnt use abilities. Rarely in the beginning it behaves not this bad- captures points, attacs etc, but after some time becomes stupid again. Reinstallation of Soulstorm didnt help.
I dont have this issue in vanilla or when i run daemonhunters or tyranid mod separately - only big mods like UA or FoK

Good karma+1 vote
RedStar2017
RedStar2017 - - 22 comments @ Fan Made Addons

Is it possible with a overhaul of tyranids to keep new models and units but return numbers and strenght as it was before? What edits in files should i do to make it happen?( i presume deleting some attribs in UA crosslune tyranid can do this or no?)

Good karma+2 votes
RedStar2017
RedStar2017 - - 22 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

At least on the last video i see that you have underscaled ships and structures, arent you? Will it be implemented in the release? Because i really, really like it. The scale of ships has always bugged me in vanilla sins and mods- this made sins look very cartoonish and unbelievable which i didnt like(i really dont understand people who like it cause i ve seen many disliking Soge solely because of scale). And(if you ll leave the scale of course) i like that there is another mod(with Soge, Infinite space and SoP to some degree) to implement realistic scale.

Good karma-2 votes
RedStar2017
RedStar2017 - - 22 comments @ Sins of a Galactic Empire

I have a serious problem- at a certain moment(late game usually) game begins to freeze really badly- LAA applied and lowering settings doesnt help at all.

Good karma+2 votes
RedStar2017
RedStar2017 - - 22 comments @ Sins of a Galactic Empire

I know, just there these particle effects from HTLS when in right direction. So i think that this answer means no damage variabilities.

Good karma+1 vote
RedStar2017
RedStar2017 - - 22 comments @ Sins of a Galactic Empire

I have an issue- i ve noticed that ISD s do not fire their main HTL while facing the target- they fire them only when turning their side to target. Is it intentional? Does it affect damage output(i.e targets on the side receive more dmg) or just visual? If its intentional there are issues- first ships always try to face chosen target forward and do that again if i turn them so it is hard to maximize damage, and second- its not logical cause placement of HTL turrets allows them to shoot forward.

Good karma+1 vote
RedStar2017
RedStar2017 - - 22 comments @ Brutal Doom v19 Derp Edition (On hold+ MUSIC WAD?)

I have a minor issue - it is not important but still interesting- when i kill smaller enemies with double shotgun or secondary dire of quad shotgun it usually results in tearing apart half of their corpse or even competely- i.e a lot of gore, while the primary quad fire from quad shotgun doesnt do this or does very rarely- popped head or severed hand is usually the biggest effect of quad shot unlike double shot which is really odd.

Good karma+1 vote
RedStar2017
RedStar2017 - - 22 comments @ BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1

I ve also noticed that unlike blood on floor, with this addon blood on walls disappears after while

Good karma+1 vote
RedStar2017
RedStar2017 - - 22 comments @ BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1

thanks for mentioning this mutator- ive found and installed it- it works.
What about "nice blood on the walls" addon? It is integrated into painkiller but is there any way to disable it cause of what i ve mentioned. And more - i ve noticed that at least for me there are no blood splatters on the walls after explosions.

Good karma+1 vote
RedStar2017
RedStar2017 - - 22 comments @ BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1

I have a problem- blood disappears quite fast - in the BDv19 enhanced there was an option in bd special settings to disable this, but there is no such option in painkiller. Although nice blood on the walls addon sometimes behaves oddly- sometimes after heavy shooting with minigun or rocket launcher for example there is almost no blood on the walls despite enemies teared into pieces

Good karma+1 vote
RedStar2017
RedStar2017 - - 22 comments @ Has Anyone Seen the Fire Extinguisher?

Is the damage model final? It looks wonderfull but i wonder if some chunks are going to fall off from ship on critical damage like in vanilla?

Good karma+1 vote
RedStar2017
RedStar2017 - - 22 comments @ Work in progress

Hmm, it is interesting but how will it fit in modern combat enviroment? I understand this is wip, but still dont see rockets ian modern point defenses instead of WW2 anti air. If you plan to add more battleships, like Iowa, you could also make their arty ammunition TAC nuclear which is absolutely realistic and makes them usable along modern ships. I also have other idea- you ve added some sci-fi units from macross - so i think it is within your concept to add experimental battleship with naval railguns, which will be quite realistic.

Good karma+1 vote
RedStar2017
RedStar2017 - - 22 comments @ MISERY

As i see, all this is already in mod- read descriptions of helmets ingame- they already have separate protection of head, eyes and jaw which can vary with each helmet.
As for neck break well, i am not so sure.
And about armors again- in game description says, that if bullet doesnt penetrate armor, the concussion still does damage, and ingame its VERY low sometimes.

Good karma+1 vote
RedStar2017
RedStar2017 - - 22 comments @ MISERY

And whats wrong with NPC s grenades? Their prescision is so badass that i dont even know- i saw a syncronized throw of grens by two NPC and moment later they both were at the same point under me- and i was in cover.

About prices, well i can understand hight price of some stuff but price of food is just so ridicolous and illogical- bottle of water for 900 r? Some not import meat for 900+ r?

And that repair kits issue that was addressed many times- at a moment all this diverse maintenance system has NO sense- cause engineer can do it FAR cheaper and faster. I d rather pay 7000 to engineer that but kit for 15 k for a same result, or maybe i am doing smth wrong....

Despite all these problems, the game is just awesome and has super potential- the problem is only that difficulty is sometimes not realistic? but brute-forced which is bad.

And also, what about exoskeletons in Misery? Was some special work done with them or they just are the heavy armor, nothing more? Cause with revised Misery stamina and recoil, exos could become smth entirely different, and there are still many ways to make game with exoskeleton even more challenging despite all possible benefits.

Good karma+6 votes
RedStar2017
RedStar2017 - - 22 comments @ MISERY

Many ppl were complaining about tough NPC- well, the problems is armor of course- cause i kill some bandits in coats very easy and they DONT survive hits to their heads. And i ve managed to 1- shot kill two stalkers on that glowing artifact quest- 1 shot to face from L85 did the job. But guys in armor...... Howewer, i am ok with supertough exoskeletons.
I really dont know if full clip of stg 44 armor piercing bullets to the chest of a merc is realistic, really dont know- maybe it is. I don t know much about modern personal armors, but smth tells me that modern armored vests are incapable of Misery feats. And about headshots- even toughest helmet wont help, cause kinetic energy of bullet will just break the wearer s neck. Only exoskeleton enhancement might allow to tank headshots.

Howewer i am absolutely ok with tough mutants- they are mutants after all.

But what really bad is a stealth impossibility- and that merc base quest in beggining is a good example. I was sitting in a really dark corner inside the base, and a merc outside walking 100+ metres further saw me and even scored a hit. I ve tried to sneak at night, but all was absolutely the same. The same is about bandits on that wepon deal interruption quest at night- they ve seen me and hit while me..... well it really seems that NPC here are some terminators with heat and night vision with huge magnification. Its absurd, but maybe these are engine limits i dont know, its still worth fixing if possible to make gameplay more diverse cause i have no choice other than kill everybody where i logically could sneak.

Good karma+4 votes
RedStar2017
RedStar2017 - - 22 comments @ WIC: Modern Warfare Mod

Hello, is Soviet assault required to run the mod? If not, is it still better to have sov assault too?

Good karma+1 vote
RedStar2017
RedStar2017 - - 22 comments @ Up-scaling v2

Why upscaling? It is your mod, of course, but i personally will be VEERY upset if you re-scale it- i was waiting for Sins mod with a good scale for so long, and i got it. I liked scale in this mod VERY much- it gave me the real feeling of massive space battle, that i could not get in vanilla. And now it is restored..... Moreover in old comments there were ppl who actually liked your old approach to scale.

Good karma+2 votes
RedStar2017
RedStar2017 - - 22 comments @ Homeworld 2 Ultra High Graphics

Thats amazing- very few HW mods have such visuals. But theres one thing- will the ship s damage effects suffer from this?

Good karma+2 votes