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Comment History  (0 - 30 of 35)
Sevrun
Sevrun - - 35 comments @ 40 000 Sins

I'm not one to be easily impressed, but your mod shows a great deal of potential. Very interested to see how the rest of the races come along.

Good karma+2 votes
Sevrun
Sevrun - - 35 comments @ Star Trek: Sacrifice of Angels 2

Thanks for the heads up, was curious about why ya'll weren't looking to support the next update. :)

Good karma+1 vote
Sevrun
Sevrun - - 35 comments @ Sins of a Galactic Empire

Suspected that the way the game handled fleet formations wouldn't be adjustable, which is a pity since some ships are best held back. I'll just have to adjust how I handle the ships, likely squadrons of 3-4 vessels.

And while I'm thinking about it, the one game I've played with this mod so far actively blocked me from using the Praetor supercap even though I had the resources and research done. Said I already had one queued...

Good karma+1 vote
Sevrun
Sevrun - - 35 comments @ Sins of a Galactic Empire

Any idea on whether they're going to try condensing the fleets a bit? you get 10-12 Venators together and you get a very long and unwieldy line.

Probably not workable, but better to ask and be certain.

Good karma+1 vote
Sevrun
Sevrun - - 35 comments @ Dawn of Coalescence

It's been quite a while since I've looked into mods in general, but I like what you're trying to do. Really hope it works :)

Good karma+2 votes
Sevrun
Sevrun - - 35 comments @ Codex

After spending two days with this mod, I've learned something very valuable... If this is in line with the Codex, then they need better writers for the codex.

2 Basilisks not even scratching CSM squads is kinda silly.

1 squad of warp hounds utterly RAPING two squads of Grey Knights AND the supporting Stormtroopers, really?

I could go on, but I really don't want to sound mean. Mod's got some major flaws in my opinion, and if this is what the current GW Codex dictates... you're not going to find the solutions in the GW Codex.

I'm not trying to flame ya guys, I'm REALLY not. Two days, 0 wins against a standard AI no matter what race I use or what race I fight against, even in situations where everything I know says I should have a clear advantage.

Good karma+3 votes
Sevrun
Sevrun - - 35 comments @ Tyranid Mod

ok, set it up like you instructed, got a null key for the nids in race selection and a crash once the game started. noticed a couple things, first thing being no button to access the build menu. Second being only half the Influence abilities showed up on the bar. No idea what went wrong, but it's not too great a concern. Awesome piece of work!

Good karma+1 vote
Sevrun
Sevrun - - 35 comments @ Tyranid Mod

Awesome, thanks!

Good karma+1 vote
Sevrun
Sevrun - - 35 comments @ Tyranid Mod

how'd you install it in another mod?

Good karma+1 vote
Sevrun
Sevrun - - 35 comments @ Tyranid Mod

Would the combiner mod work with 5b2 so I could use it with PoK? And if so, where would I find said combiner. Wife and I play PoK from time to time and I'd LOVE to watch the Tyranid breach the perimeter ;)

Yes, I'm a sick, sick man.

Good karma+1 vote
Sevrun
Sevrun - - 35 comments @ Salvation Prophecy

I'll take a look at the demo this weekend, but my calendar is pretty crowded and pockets pretty empty. It'd have to rival my enjoyment of the original Starcraft for me to pick up any time soon.

Good karma+2 votes
Sevrun
Sevrun - - 35 comments @ UFO: Alien Invasion

You're doing a better and more true job of an X-Com sequel/remake than Firaxis, that's for bloody certain.

Incredible work guys, keep it up. I love X-Com, but refuse to pay Firaxis to make it into a kiddie pool :p

Good karma-1 votes
Sevrun
Sevrun - - 35 comments @ Star Trek: Sacrifice of Angels 2 [Diplomacy]

I find it very well designed -FOR IT'S INTENDED GOAL-

It's not a failure in gameplay by any stretch of the imagination. It does require certain strategies to succeed, however. You'd be aware of these if you read up on the mod ;)

Good karma+1 vote
Sevrun
Sevrun - - 35 comments @ Star Trek: Sacrifice of Angels 2 [Diplomacy]

I'm happy for him (gettin employed) and I'd offer to help... but I make simple boxes look bad when I build models :(

Good karma+1 vote
Sevrun
Sevrun - - 35 comments @ 2073 AD

utilizing those new weapons and vehicles will require a lot of AI work. All in all a very daring mod, looking forward to seeing you complete it though :)

Good karma+2 votes
Sevrun
Sevrun - - 35 comments @ Titanium Wars Mod

'for hardcore gamers' is a phrase I see thrown around a lot. The issues I'm seeing aren't really covered in 'hardcore' Hitting a stronghold and getting spread across the floor before I've even built an Infantry Command is a little much for this hardcore tactical/strategy gamer. The way you've engineered the campaign, one must effectively secure most of the planet before even considering a Stronghold assault (i.e. get armored vehicles as honorguard) which doesn't really do much for the replayability you're touting.

On a somewhat related note... Why does the Whirlwind have the range of a heavy bolter?? shouldn't they be putting more fuel in those bloody rockets?

Good karma+2 votes
Sevrun
Sevrun - - 35 comments @ Warhammer40k: Battlefleet Nexus

I greatly enjoyed Nexus, have to say I'm very curious to see what you turn out with this mod of it. I'm more of a ground pounder type (infantry) But I've had a growing curiosity about how everyone gets to these fights and what's going on overhead while they're kicking in each other's teeth down below ;)

Good karma+2 votes
Sevrun
Sevrun - - 35 comments @ Titanium Wars Mod

I wouldn't really call it an improved campaign. It's been weighted against the player on the scripted maps rather heavily but that doesn't make it better. Harder? perhaps, certainly more irritating. It would help immensely if the estimates of enemy force were remotely accurate before the fighting starts. telling me he's got two bases and elite infantry when I'm finding 3 bases and preparations for armored production 4 minutes in... yeah. BAD intel.

That being said I like the UI overhaul, so I don't have to hunt all over the keyboard for various hotkeys and the wider selection of Imperial SuperHeavy tanks is very nice.

Good karma+2 votes
Sevrun
Sevrun - - 35 comments @ Titanum Wars Mod 0.99.01 (SS)

this thing is going to beat me bloody...

but maybe I'll actually be able to play with something other than just spam'n'charge tactics.

Good karma+5 votes
Sevrun
Sevrun - - 35 comments @ Dawn of War: "Realism"

Could be good. Curious to see how it turns out. Think trying to balance it will be the real challenge.

Good karma+1 vote
Sevrun
Sevrun - - 35 comments @ DoW40k: Firestorm over Kaurava

google Firestorm over Kaurava and you'll get a hit for their forums.

As far as what's going on, not much last I checked, which was back in December. Some of the new guys got a little offended when I pointed out that the community behind them had done a lot of drying up waiting for a 3.7 that never arrived.

Lot of talk about it, but nothing actually appearing outside the internal teasers, I mean testers.

Good karma+3 votes
Sevrun
Sevrun - - 35 comments @ Dawn Of Warhammer 40k 2: Warpstorm Over Aurelia

Ummm, no docs with the download, and having a hard time getting back into the forums (long time FoK player). My point being, I dunno how to install this thing ;) I'm going to try a few basic (bad) ideas, but some guidance would be much appreciated

Good karma+2 votes
Sevrun
Sevrun - - 35 comments @ Dawn Of Warhammer 40k 2: Warpstorm Over Aurelia

Sure sign of professionals, they actually produce results! Checking this bad boy out... Right NOW

Good karma+8 votes
Sevrun
Sevrun - - 35 comments @ Bolter update

you forgot one big freakin mess ;)

Good karma+1 vote
Sevrun
Sevrun - - 35 comments @ SoA 2 v0.5D.1 for Diplomacy 1.37

ok, it's official, this ROCKS.

Just stay away from the D'Kora... those Ferengi play rough!

Good karma+3 votes
Sevrun
Sevrun - - 35 comments @ SoA 2 v0.5D.1 for Diplomacy 1.37

Thanks, I'll take another swing at it in a bit. Be good to unwind to the sounds of disruptor fire.

Good karma+2 votes
Sevrun
Sevrun - - 35 comments @ SoA 2 v0.5D.1 for Diplomacy 1.37

I just want to be idiotically clear here. You want me to remove and reinstall Diplomacy and remove the Ironclad folder in order to ensure no data fragments?

I only ask because I just dumped the old SoA mod and got a crash about 45 seconds in. I'd honestly rather ask a question that seems foolish than get frustrated with it and show how stupid I never needed to be lol

Good karma+2 votes
Sevrun
Sevrun - - 35 comments @ S.M.R.T.E.R. Pripyat

think you went overboard with the blood in my eyes routine, there are better ways to represent bleeding than blinding me. (Dealing with bloodsuckers is already a big enough pain in the backside) And I'm glad that radiation isn't really as lethal as you've made it in the game... It'd make getting an X-ray a death sentence. If you were looking to make something to challenge the master stalkers out there, then I think you've succeeded, but you put the rest of us in big trouble in the process. Just a bit of constructive criticism, though some will undoubtedly find it offensive.

Good karma+2 votes
Sevrun
Sevrun - - 35 comments @ S.M.R.T.E.R. Pripyat

Gotta say, not too sure about this mod. It's got some issues, but they're the same issues I've had with the entire Stalker series. REALLY hate people hiding behind bushes where we can't see each other and they can still hit me with 9 out of 10 rounds. Not cool. btw, how do I get to all those other areas that aren't vanilla CoP?

Good karma-2 votes
Sevrun
Sevrun - - 35 comments @ SWFOC: Campaign Extension V1.1

so does it work or doesn't it? I'm confused.

Good karma+1 vote