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Comment History  (0 - 30 of 65)
Kodasa
Kodasa - - 65 comments @ Empire at War Expanded: Thrawn's Revenge

Eh, comment went screwy, ignore this one.

Good karma+1 vote
Kodasa
Kodasa - - 65 comments @ Empire at War Expanded: Thrawn's Revenge

Right, so if you have someone who knows anything about audio editing, you should be able to at least clean up static'y audio.

I can see the cohesion thing being a problem. Have you got lines in mind or do you still need to write for various ships? I am capable of pulling of a couple of different accents, and they're more convincing if it's only a few words XD.

I ask because I'd be keen to volunteer help in some way, to take this from top 100 to top of the 100 where it should be.

If need be, I have a sample of my writing ability up on a wordpress I can link to and a youtube channel where my voice can be heard as well as my current mic quality. I'm not linking to them already because I don't typically self promote but obviously if I'm going to offer help you should be able to check that I'm capable.

Good karma+1 vote
Kodasa
Kodasa - - 65 comments @ Empire at War Expanded: Thrawn's Revenge

So, Question for the Creators. I love the mod and everything I've seen from it except for one, rather glaring imperfection. The audio, specifically the fact that the units don't have unique voices. The New Republic Star Defender uses the ISD voice, the Jedi Master uses Obi Wan voice, so on and so forth.

Have you considered updating to add in custom voice work? Republic at War managed it by ripping sound bytes from the show, I understand you couldn't do that here as there isn't a show for this era, but perhaps some willing volunteers from the mod supporters?

I know I'd be more than happy to lend my voice to some recording if it helped this mod have it's own audio.

Good karma+1 vote
Kodasa
Kodasa - - 65 comments @ Sins of the Gothic Galaxy

Alright, that sounds pretty good. Chaos shall rule over all XD.

Good karma+1 vote
Kodasa
Kodasa - - 65 comments @ Sins of the Gothic Galaxy

Oh absolutely, my only concern, which you have addressed here, is that boarding shouldn't be about capturing ships. In Vanilla sins, boarding is about capturing ships.

BTW, will Chaos or a similar faction be using things similar to the advent mind control? I like to think of the influence of chaos infecting the guard ships and changing their sides.

Meanwhile a faction like the Tau would be immune to the influence of chaos. I've never really seen Lore to suggest they can be corrupted the way men can.

Good karma+1 vote
Kodasa
Kodasa - - 65 comments @ Sins of the Gothic Galaxy

So basically, the space marines will work a lot like the Kodiak Cruiser, short range but powerful. The problem with boarding that I can see, is mainly lore focused. The Imperium of man would never capture a hostile ship to use it, that would be considered heresy. So boarding would likely need to lead to destruction.

Good karma+1 vote
Kodasa
Kodasa - - 65 comments @ Sins of the Gothic Galaxy

Necrons are... overpowered. Tomb ships are just brutal.

Good karma+1 vote
Kodasa
Kodasa - - 65 comments @ Sins of the Gothic Galaxy

So I noticed you guys have a list of things you need. I don't exactly have the right kind of voice for a space marine but I am capable of doing some interesting accents "Russian, Cockney British, Posh British and my own Kiwi accent." If you have software for adding filters and such to my voice, I could probably do the voice for mechanical units too.

Can arrange something like a skype chat. I'm a big fan of the 40k universe and sins so I'm keen to help in any way I can. Also capable of writing out information and, have an over active imagination so I may have ideas to throw at you.

For starters. Imperium of Man Navy: Main navy (The Guardsmen) do the main navy stuff, battles and such. The Inquisition control the bombardment ships for effectively wiping planets clean. The Space Marines control the boarding ships. Using things like assault marines or Teleported terminators to board and destroy ships from within.

All are doable within the context of sins. For comparison to the TEC:
Inquisition = Basically Marza Dreadnoughts and Korsov Frigates. Exterminatus is cooler than capturing via drop pods

Space Marines = The Robotic repair and demolition Frigate, instead of the boarding capital ship, the aim is to destroy, not capture. Drop pods optional if exterminatus is too much for you.

The above only applies if they're small parts of the faction, instead of their own sub faction.

Good karma+1 vote
Kodasa
Kodasa - - 65 comments @ Sins of the Gothic Galaxy

The Space Marines own and operate their own fleets of battle barges and such though. Diversity could be really interesting actually.

The Imperium of man hides behind numbers, heavy guns and heavier armor. The Space Marines charge into the fray, fewer in numbers but capable of boarding enemy vessels and destroying them from within.

Good karma+2 votes
Kodasa
Kodasa - - 65 comments @ Republic at War

So, ya forum links in the launcher don't work, nor does your homepage link so I'll leave this post here instead. Not sure if it's a one time bug or something re-occuring but earlier when I was playing as the Confederacy, during a Republic land assault, the list of units which I looked at before battling, included Kit Fisto, no big deal I thought, then I saw the "x5" under him, I thought it couldn't possibly be right... It was a battle I knew I couldn't win as they had artillery and AT-TE's as well, I only had the basic garrison forces, so I auto resolved. Their loss table showed Kit Fisto x2.

I can't help but feel like they cloned Kit Fisto, and I can just see him making this face at me: Vignette4.wikia.nocookie.net

Good karma+1 vote
Kodasa
Kodasa - - 65 comments @ Rise of the Reds

if I'm reading the lore of the series correctly, although it wasn't explicitly stated, they probably got their hands on them during the time of the Eurasian Unity League or whatever it was. Where China spent billions of Remnibi to help the European Union rebuild after the GLA ravaged Hamburg and detonated a dirty nuke in the city. In the lore it states that China funded the rebuilding of the EU, which in turn used the money to buy resources from Russia. So it's not too much of a stretch to think that China reached out and bought some old prototypes from the Russians.

Since this was before the African Resource Rush, which was the tipping point where China and Russia went to war with one another.

Good karma0 votes
Kodasa
Kodasa - - 65 comments @ The End of Days

Alright. So just skirmish mode at the moment. I've been playing other mods and they're all limited to Skirmish only. I'm hoping to find one that can give me a story mode to play while still using modded units and stuff.

Consider yourself having earned a watcher.

Good karma+1 vote
Kodasa
Kodasa - - 65 comments @ The End of Days

I like to find out about stuff before I try, hence my asking. I've looked through the pictures, and the videos. I looked through most of them before I posted my comment. Which is why I asked. What I saw looked like a reskinned Patriot system, a new crusader based on the M60, and what I assume was a paladin tank based on the M1A1. Since you've made the paladin into what it's supposed to be, a self propelled artillery piece.

I've seen a few more there now that I didn't notice before. All USA units. They look nice. So the next question is. Are the new units and such compatible with the Campaign and Generals Challenge, or is it limited to skirmishes only? Oh and do the specialized Generals still exist? Also I couldn't see it there, but have you changed the US super weapon to be more realistic and less... space laser...y? Maybe change it to something like a Rods from God system. Also your pictures contain navy, lots of Russian ships and, a submarine, which piqued my interest. Is the navy currently implemented and will the AI take advantage of it?

Good karma0 votes
Kodasa
Kodasa - - 65 comments @ Rise of the Reds

So I was wondering guys. You've been re-modelling and redesigning as well as adding new units it. Do you guys have any plans to remodel the Chinese air force? Specifically the MiGs. The helicopters I know you've completely changed up.

I was looking up some information about the current RL Peoples Liberation Army Air Force (PLAAF) and the types of fighters they use. It looks like they use a lot of SU-30MKK's at the moment, and the future predictions for their airfleet include a large number of the Shenyang J-11
En.wikipedia.org
Which is based on the soviet SU-27.

It's possible I just haven't looked closely enough, but the current Chinese MiG just looks weird to me. It doesn't look like an SU or a Shenyang or anything the PLAAF is using these days.

Good karma+1 vote
Kodasa
Kodasa - - 65 comments @ The End of Days

So I'm curious, because I always enjoy a good Zero Hour mod. This adds in the Russian faction, as well as rejigging the existing factions right? Is that just a remodel or have you actually implemented different units for the factions?

Also, with the Russians. Is there something this mod can give me that say... Rise of the Reds cannot?

Good karma+1 vote
Kodasa
Kodasa - - 65 comments @ Ultimate Apocalypse Mod (DOW SS)

I'm running the mod manager executable from the executable file. BUT. Everything is still installed in the steam directory including the game itself. You're suggesting I drag the whole game, mods and all, out of the steam directory and into it's own folder somewhere else?

Good karma+1 vote
Kodasa
Kodasa - - 65 comments @ Ultimate Apocalypse Mod (DOW SS)

Ok so I looked through the FAQ and couldn't see anything but. I installed 1.86 without the daemon hunters and then installed the Daemon Hunters separately. I installed the 1.86.3 patch and then attempted to run the game. From the 1.1 Mod manager clicking the start button just opens my steam library. When I click the launch button on steam it tries to run through the "first time set up" which it always does, but then it gives me a window stating.

Fatal Error: Steam must be running to play this game. Try again by launching game from steam.

I don't understand how to make it work and as I said, couldn't find anything on it in the FAQ.

Good karma+2 votes
Kodasa
Kodasa - - 65 comments @ Covenant Defenses - The Patrol Station

I wasn't suggesting it was the same system. But since he showed you that it could work, the coding would need to be somewhat similar. Not necessarily the same, but somewhat similar. Otherwise his showing you that it works would be a moot point since you'd be completely creating something completely and utterly different.

I was more suggesting the logic behind it would function similar to the DotR setup, with ships not just despawning or jumping out in the middle of heavy combat.

Good karma+1 vote
Kodasa
Kodasa - - 65 comments @ Covenant Defenses - The Patrol Station

For those asking about the ships and their despawn times. Considering the massive thanks given to Lord Set for the fact that he successfully coded and implemented the mechanic into his own mod. I'm going to hazard a guess it works exactly like or incredibly similar to Lord Set's design.

Taken straight from the Dawn of the Reapers Page: - Council Extranet Hub has passive fleet defense ability that will call in a small picket fleet if the gravity well in question comes under attack. Once the well is cleared of enemies, the fleet leaves until its need again.
Moddb.com

It would be pretty silly if the ships spawned in, battled for 5 minutes or whatever then all the surviving ones just jumped out of existence during the middle of heavy combat.

////////////MINOR SPOILERS FOR HALO 5 AHEAD\\\\\\\\\\\\


Honestly I'll be interested to see if the Forerunners get updated or get a new titan to reflect the massive Arch Angel Harbinger things in halo 5. Those seem like they would be a terrifying beast to have to fight. EMP and all that.

Good karma+1 vote
Kodasa
Kodasa - - 65 comments @ New mod Teaser - ACU Model

I'm with Tucsok2575. Status update? The tank and the ACU look sweet. Sadly so many mods are dead these days.

Wait... No.. I'm a noob. "Battle Sector: Earth" right?

Good karma+1 vote
Kodasa
Kodasa - - 65 comments @ Rise of the Reds Version 1.85 Released!

I see, so it's because the AI is cheaty mc-hax basically. I was hoping I could block those nuclear missiles -_- sick of them taking down small bits of my base. I am a pretty slow player, in the sense I like to turtle up and defend for ages. I'd be happy to play with no super weapons, but the best I can do is limit them to one a side. Otherwise I tend to get overwhelmed by the amount of AI super weapons appearing on the map and I'd be forced to fill my own base with at least 2 of mine for every 1 of theirs.

Good karma+2 votes
Kodasa
Kodasa - - 65 comments @ Rise of the Reds Version 1.85 Released!

I absolutely love the changes you guys have made, I've been playing around with the russians and oh boy the Topol is now my favourite toy.

Aside from that I do have one question. The blackout node generals power, it says in the power selection screen
"Blocks enemy radar view"
"Blocks Generals powers and Super Weapons"

When I set a bunch of them up the AI was still completely capable of dropping a nuclear missile (Chinese super weapon not topol ability) on my base. So is that just an over-sight where you forgot to remove it from the description? or is it a bug where it's not currently working as intended?

Good karma+2 votes
Kodasa
Kodasa - - 65 comments @ Rise of the Reds 1.85 Release Trailer

Dude, this is amazing, and just in time for my birthday (Tuesday next week) I've been so keen for this. Btw your Voice actor is amazing :P

Good karma+1 vote
Kodasa
Kodasa - - 65 comments @ Rise of the Reds Blog Update 21

Being a consumer of the current release I can back them up, they're right. The navy function is kind of meh, I played a specific naval mod once, that allowed you to construct a dock and such, you were even able to build an aircraft carrier, it couldn't move but it was a thing. The chinese had battleships with napalm shells and the GLA didn't get battleships. It was kinda neat but, much like the navy here, it felt kind of unbalanced and very shoe-horned in.

My point is I am not sad to see the navies go, as long as it doesn't remove the amphibious units, I love those.

Good karma+1 vote
Kodasa
Kodasa - - 65 comments @ Gattling Tank Variants

Even if they were mass produced, one would assume they were mass produced in several different factories, not just one. Different factories often leave some kind of defining mark on their product somewhere, a signature if you will. It is also possible that had access to slightly different supplies in each factory and therefore constructed a slightly different look based off the base tank.

Good karma+12 votes
Kodasa
Kodasa - - 65 comments @ Ural Truck Variants

This could be a fun challenge. I haven't had reason to use the worldbuilder in AGES. I used to make mission maps and such. I always had issues with the scripts not always working for me, particularly related to text displays, but I can sure get back into it.

Good karma+3 votes
Kodasa
Kodasa - - 65 comments @ Star Wars Battlefront Conversion Pack

That's strange, or I guess it isn't because the OS it is looking for is not on your computer at all. Didn't microsoft say something about distancing windows 8 from 7? Like... Windows 7 has the details for XP and Vista in it, and the ability to "masquerade" as them for programs that need them. I don't think windows 8 has this ability except maybe with windows 7.

Good karma+1 vote
Kodasa
Kodasa - - 65 comments @ Rise of the Reds Blog Update 20

Don't worry about it XD I'm not in it for the karma, but yes this is going to be a great release when it gets here.

Good karma+2 votes
Kodasa
Kodasa - - 65 comments @ Star Wars Battlefront Conversion Pack

Strange. I'm not sure how to fix it for windows 8, this is the problem with backwards compatibility :/

I assume all the usual things such as running as an admin don't work either?

Good karma+1 vote