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UncleRisech
UncleRisech - - 65 comments @ The Protectors of Etheria

Strange, does that mean that you've encountered the bug i didn't? Cause yesterday i've created a knight of a guardian order to make sure i remember correctly, and attacked palmyr at start. I took couple of knights and went straight to the hill ignoring base building and passive hero's resistance, then I roamed the hill for a few seconds, lost my potions, but won the game.

edit. Maybe there's a particular unmarked spot on the hill you should step on to trigger the victory.

Good karma+2 votes
UncleRisech
UncleRisech - - 65 comments @ The Protectors of Etheria

Speaking of Palmyr: if you mean the conquest of the Silvamane, you need a hill to the east of your starting position, surrounded by towers (purple) hostile to both you and the defender. You don't even need to fight there, just step on the hill like i did.

Good karma+1 vote
UncleRisech
UncleRisech - - 65 comments @ The Protectors of Etheria

Is it normal that my knights lvl.50 squire was somehow reset back to lvl.7? Is that why we can lock retinue exp?

Good karma+1 vote
UncleRisech
UncleRisech - - 65 comments @ The Protectors of Etheria

Found the same bug while playing allied Lindenloth Barbarians - their wyverns needs T3 Hall of Plague and nest still have upgrades for pegasi.

Good karma+1 vote
UncleRisech
UncleRisech - - 65 comments @ The Protectors of Etheria

Playing Knights/Longbowmen of Elenia and our griffons refuse to hatch without imperial T3 Palace. So i can only hire them for army points.

Good karma+1 vote
UncleRisech
UncleRisech - - 65 comments @ The Protectors of Etheria

It worked. Now i can congratulate you with 0.9 release and thank you for it.

Good karma+2 votes
UncleRisech
UncleRisech - - 65 comments @ Unification Mod - Dawn of War: SoulStorm

Oh, so it is "tau psi corps" game rule enables the gue'vesa - truth be told this was last place i'd try to find them in. So this squad have:
- way less HP than fire warriors, but humans are physiologically tougher, no? Highlock Freemen for example
- special kauyon HP research doesn't affect them (should've?)
- 1 less soldier than fire warriors - i'm that guy, that hires 2 shas'ui instead of drone
I DO like gue'vesa and want them to stay, but don't see the point of choosing humans instead of fire warriors. Yeah, they can mark enemies, but i need pathfinders anyway cause of their detection ability. Why not give gue'vesa more soldiers? Balance?

Good karma+5 votes
UncleRisech
UncleRisech - - 65 comments @ Unification Mod - Dawn of War: SoulStorm

Press F to pay respects to WH Tempestus Scions. Pity they weren't placed behind the game rule like Bourbonian's Finest. Thunderhawk is great though.

Good karma+5 votes
UncleRisech
UncleRisech - - 65 comments @ Unification Mod - Dawn of War: SoulStorm

Ordo Hereticus Chamber -> Holy Light (Tier III) -> Officio Assassinorum Inquiry Research (in the Chamber) -> Tempestus Scions Squad

Good karma+4 votes
UncleRisech
UncleRisech - - 65 comments @ Unification Mod - Dawn of War: SoulStorm

I've seen it in survival mode while fighting against SoB with Death Guard, Firesword always spawned every time i tried to counterattack between the waves. So it could be their special unit from "Take and Hold: Reinforcements" game rule.

Good karma+4 votes
UncleRisech
UncleRisech - - 65 comments @ Unification Mod - Dawn of War: SoulStorm

Got a strange crashes while disabling some races: can't launch the mod nor directly, neither from vanilla via mod manager without Dark Angels and Ynnari. I've tried both ways: the one that recommended in module and by relocating sga's out of game folder - didn't work in patched version, though Blood Angels, Daemons, Damned, Salamanders, Wolves, Tyranids and Harlequins were disabled w/o problems (matter of taste... and Potato Computer).

Good karma-1 votes
UncleRisech
UncleRisech - - 65 comments @ Unification Mod - Dawn of War: SoulStorm

Krieg's lascannon bunker with garrison deals 0-1 damage to enemy vehicles and buildings.

Good karma+2 votes
UncleRisech
UncleRisech - - 65 comments @ Unification Mod - Dawn of War: SoulStorm

Ynnari Trueborn can't use the Webway Gates.
Btw Corsairs, Trueborn and Shadow Dancers descriptions says i can deploy 3 squads, but their limit is 2.

Good karma+1 vote
UncleRisech
UncleRisech - - 65 comments @ Necromantic Conduits

So i can add it to my lil foothold near the hostile Undead base and their conduit won't be able to ruin this idea. Very nice, especially with these new islands maps.

Good karma+1 vote
UncleRisech
UncleRisech - - 65 comments @ Necromantic Conduits

What about distance between selected conduit and that one on the left, is that minimal, or this restriction works for each player separately like with towers?

Good karma+2 votes
UncleRisech
UncleRisech - - 65 comments @ Call Retinue

Yes, yes and one more yes. That's reminds me my paladin playthrough with cavalry only retinue from both human and elven factions. I always used knights bonus XP research and cavern wars map with additional undead lairs to strengthen my honor guard. After hard training my retinue were becoming the real honor guard with one single purpose - be fabulous and nothing more.

What about their production speed btw? Does it mean that they need more time the more dangerous they are, like dragons and titans? Cause sometimes high level retinue can easily cleanse the map on their own.

Good karma+6 votes
UncleRisech
UncleRisech - - 65 comments @ Batarian Hensa Class Cruiser Remastered V2

I'm not commander shepard and this is my favourite pastry gun in the Hegemony.

Good karma+7 votes
UncleRisech
UncleRisech - - 65 comments @ Unification Mod - Dawn of War: SoulStorm

Each IF building has an armor upgrade, which is also boosts energy/requisition income for generators and LP's.

3 generators (for 3 HQ) with full energy and armor upgrades (5 for gen's, as i recall) gives you +250 income in total. Btw IF generators income doesn't decrease with time.

Good karma+2 votes
UncleRisech
UncleRisech - - 65 comments @ Age of the Ring

No, it's not. Every quality content/total conversion mod for an old game has bigger system requirements than base game. that's why there are Large Adress Awareness/4GB patches to prevent crashes and keep adequate FPS.

Good karma+1 vote
UncleRisech
UncleRisech - - 65 comments @ Unofficial Patch for The Elder Scrolls: Total War

Glad I'm finally passed this bug and can continue, thank you! About toggle_fow, guilty - I'm always curious about distant lands i can't reach anyway, cause neighbours first :)

Good karma+2 votes
UncleRisech
UncleRisech - - 65 comments @ Unofficial Patch for The Elder Scrolls: Total War

Playing full features version, Black Drake campaign, Kingdom of Cyrodil with vampires and I have a repeatable crash on Sharnhelm's turn between 117 and 118 turns. Here's my savegame and log:
Dropbox.com

Btw is there a point to reach Volkihar if i've got vampirism randomly? Should i conquer the castle or just buy it to save alliance with Undead?

Good karma+2 votes
UncleRisech
UncleRisech - - 65 comments @ Unification Mod - Dawn of War: SoulStorm

No, you're right: I moved ";;" to a center of the line after a crash because of me forgetting re-numerating ArchiveFile. And right now i fixed my inattention the proper way :)

Good karma+2 votes
UncleRisech
UncleRisech - - 65 comments @ Unification Mod - Dawn of War: SoulStorm

As i understand new races removal doesn't require re-numerating:

ArchiveFile.12 = ;;LotD.sga

And everything up and running, but tyranids removal looks like that:

;; FULLY SUPPORTED RACE MODS ;;
;;RequiredMod.4 = Tyranids
;;RequiredMod.5 = Tyranids_Art

;; CORE GAME FILES ;;
RequiredMod.2 = DXP2
RequiredMod.3 = W40k

Good karma+1 vote
UncleRisech
UncleRisech - - 65 comments @ Unification Mod - Dawn of War: SoulStorm

My method aint that drastic cause i didn't delete the mods completely, but moved them to different folder just in case. And thanks for answer, everything works fine.

Good karma+2 votes
UncleRisech
UncleRisech - - 65 comments @ Unification Mod - Dawn of War: SoulStorm

I had the same question as this guy and i just removed the sga-files (daemons, wolves, damned, blood angels) from Unification_Bugfix folder. Guess there is no way to remove tyranids in any way?

Good karma+1 vote
UncleRisech
UncleRisech - - 65 comments @ Unification Mod - Dawn of War: SoulStorm

I saw the same in army editor, but in-game model works fine.

Good karma+1 vote
UncleRisech
UncleRisech - - 65 comments @ Unification Mod - Dawn of War: SoulStorm

Yall did a great job, much appreciated. Is there any way to disable some races from being picking by random? I'd be glad to disable tyranids, space wolves and daemons, but don't see how.

Good karma+2 votes
UncleRisech
UncleRisech - - 65 comments @ The Undead arrive from the sea!

So these shipyards are like neutral temples - must be captured and can rebuild themselves over time, right?

Good karma+6 votes
UncleRisech
UncleRisech - - 65 comments @ NĂºmenorean Marine

Lightweight and that's logical - they aren't servants of the Drowned god after all.

Good karma+4 votes
UncleRisech
UncleRisech - - 65 comments @ Wars of the Gods - Ancient Wars

That's a good news. And one more moment: right now Libya and Etruria are very poor at the start - 10 and 1500 respectively. It leaves them very vulnerable to early attacks, which is usual in WotG. Especially Etruscians because of war with Rome.

Good karma+1 vote