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Comment History
VooV
VooV - - 18 comments @ SpellForce Reimagined

Thank you for the answer. Pressing ALT to show all healthbars works. While that is occasionally useful, it unfortunately doesn’t solve my problem, I'd like the game to NOT show healthbars of every injured unit, especially enemies. I can live with my full health units not showing their healthbars, it’s weird but not too bad. Having 30+ healthbars of injured melee units over the fight seriously obscures the vision and makes it hard to see and control.

Weirdly, I can’t remember what the way of displaying healthbars in the original CD version of the game was, but it wasn’t this. In 1.6x units don’t show their healthbars unless they’re selected, and I think that’s a good way of displaying it. The way I play the game is that I have my main rune hero on 1 hotkey and other units/rune warriors in groups of 12 on other hotkeys, that way I can change between them in a fight and quickly move the ones that are stuck or injured. With everything displaying their health in a fight selecting a group doesn’t highlight the units nearly enough for me to find and control them in time. It’s just my preference, of course, but so far that’s probably the biggest issue I have.

Good karma+2 votes
VooV
VooV - - 18 comments @ SpellForce Reimagined

Brief first impressions:
Overall I'm enjoying the mod very much so far.

1. Does this mod use a different way of showing healthbars or is this a glitch? I don't think it was ever like this, nor did I have a healthbar bug quite like this before, though I once had no healthbars at all.
Nothing with full health shows a healthbar, but EVERYTHING, friend or foe, with less than full health shows them, that's ok with small skirmishes but in large fights I can't tell what's going on, I can't find my rune hero half of the time, a cloud of orc healthbars covers everything. Last I played OoD (on 1.6x) there was no healthbars unless a unit/control group was selected, I think that's better, or at least what I'm used to. Is it possible to change/fix this?

2. Speaking of large fights, I appreciate the increased challenge, I really do, anyone playing this mod will be a Spellforce veteran, but I've done Eloni and the number of enemies was like 10x (or more) of the original and they're more dangerous too, that seems excessive for this early in the game. Or is this because I have hard difficulty in the settings as a force of habit? Was the mod balanced for normal to already be the default challenging difficulty?

3. Leveling seems significantly faster without any grinding, although it's early levels and there's tons of enemies, so maybe it slows down in the mid game. Not sure how I feel about it.

4. I think the random drops from generic enemies were removed, I haven't seen a single one. I guess that's to discourage grinding and remove clutter, but as a result it's super hard to get some early game items like firesteel shield or militia helmet. IIRC a few items in the base game can't be obtained at all unless they drop from a random grunt. Maybe those should be added somewhere to early game merchants or enemies? Or random chest drops? It always bothered me in OoD that the early game locations have merchants with a bunch of late game items for sale, but most items for skill levels 1-4 are only random drops (often low chance), and then maybe show up 5 maps later when they're basically useless.

5. With the extended UI info, the production stats with the resource cost for units shows very close to the bottom, below a wall of other info, maybe that should be at the top, as in most RTS? That info is not there when I hover over a produced unit, so it wouldn't mess it up there.

6. The little aesthetic changes and additions to the maps and are very nice.

Edit: more
7. The cleaver (level 1 large blade) deals blunt damage. Should be cutting, unless it's a VERY blunt cleaver.

8. Speaking of which, weapons have stats like 80% piercing or 50% cutting, what does it mean? That x% of the weapon's damage is of that type? What about the remaining 20% or so percent?


Good karma+3 votes
VooV
VooV - - 18 comments @ TPE beta v0.9 FULL

OK, as far as I can tell it's just a false positive. Cheers.

Good karma+4 votes
VooV
VooV - - 18 comments @ TPE beta v0.9 FULL

Same issue. Anti-virus software detects something and blocks the archive. I don't believe someone would intentionally put a trojan into the download after developing the mod for years, but there is still something funky going on. False positive? Maybe, but a lot of people won't risk it.

edit: seems to be a false positive.

Good karma+1 vote
VooV
VooV - - 18 comments @ Ultimate Apocalypse Mod (DOW SS)

Daaamn, this looks good. Gotta reinstall good old DoW one day.

Good karma+8 votes
VooV
VooV - - 18 comments @ Screenshots from the Mod

Good to see you're still working on it.
BTW: Is that a new armour?

Good karma+2 votes
VooV
VooV - - 18 comments @ Underling Character Info

Very impressive.

Good karma+4 votes
VooV
VooV - - 18 comments @ DoW40k: Firestorm over Kaurava

Hydra is WIP, will be in the Soulstorm version probably.
Don't know about the other two, but Deathstrike is pretty stupid IMO ;)

Good karma+1 vote
VooV
VooV - - 18 comments @ THE WASTES

You could use some of the F1/2 loading screens, they're really good and you see them for only a few seconds so I don't think it's worth of creating something too spectacular. But if you have something prepared then I'll gladly see it ;)
Also nice logo :)

Good karma+1 vote
VooV
VooV - - 18 comments @ Concepts of the 2 raider Bosses

Simply awesome :D

Good karma+1 vote
VooV
VooV - - 18 comments @ Speech Tree demo for Fallout: THE WASTES

It works now.
- Game lags a bit when in speech mode. Probably can't be helped, it happened to me in normal FoT in some places too.
- When choosing a text you have to run to the option. What if there is no room there?
- You can kill the dialogue options. They even bleed when shot :D
I just hope that there won't be situations in finished version when you are attacked in the middle of a speech and can't progress further because your speech tree is dead ;) This could also be exploited to avoid fights. If they have to be entities maybe they should be made damage resistant or something?

But apart from that I think it works as it should (the NPC changes to hostile on some answers)

And I can join the group why not :)

Good karma+1 vote
VooV
VooV - - 18 comments @ Fallout Tactics: Revised

He is probably working on it or is busy with something else, either way wait for an update. It's not the first time without any news for some time.
You can't rush quality :)

Good karma+1 vote
VooV
VooV - - 18 comments @ Mr Bunny's name.

'Mr.Bunny' is the best IMO, but 'Hop' is good too ;)

Good karma+1 vote
VooV
VooV - - 18 comments @ Mr Bunny the Super Mutant (concept)

Awesome! :D
He looks so random and funny but also tough

Good karma+1 vote
VooV
VooV - - 18 comments @ The map of Fallout: THE WASTES

Depends on how it looks with locations on it. I mean black and white map and bright green locations on it? Some brown colouring might be good :)

Good karma+2 votes
VooV
VooV - - 18 comments @ THE WASTES

I don't think it needs too much story on start, story should develop with the progress of missions. If it takes place just after F2 then something like "the 4 factions fight for the control over wasteland" is fine :)

Also the "lawbringers" sounds like the NRC rangers to me. It would be strange if NRC wasn't involved in the war at all.

And last questions: where will it take place? F2 territory?

Good karma+1 vote
VooV
VooV - - 18 comments @ THE WASTES

This looks really promising :)
Some questions

1 Is the player supposed to be the chosen one from F2? It kinda sounds like it from the story...

2 What do you mean by "warlord" in the chart with mission? A primitive tribe warlord? If not then what will be the difference between warlord and raider leader?

3 I see the F2 weapons in screens but what about the original tactics weapons? Some of them might not fit well (uzi?) but there is no reason the remove AK-47 or M1 if FN fal is there.

4 Any ties to the Tactics story? I know most of it is rubbish with Fallout canon, but I always thought that for example Reavers were such a cool and underdeveloped faction. Animations are already there so you might use them in a cameo or as additional team members :)

5 Will you add custom animations? (new critters, combat armour etc) I know that's A LOT of work but it's something other mods lacks.

Good luck with the mod :)

Good karma+1 vote
VooV
VooV - - 18 comments @ More-Craft

Looks great!
Maybe the heroes could stay but be non-revivable?

Good karma+1 vote