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Comment History
Popevader
Popevader - - 26 comments @ Conquest 2 - Frontier Wars Forever ™

Hi,I'm excited to get back to playing this game, lots of great memories here; however, I'm having some issues getting it to run.
It launches fine but whenever I click on any button the game crashes back to windows (I'm running 10 64 bit).
I've tried the Direct Play fix that was posted elsewhere but no dice.
Any other ideas?

Good karma+1 vote
Popevader
Popevader - - 26 comments @ The Last Stand

Thanks for the update! Just glad to see you're not dead. One thing I would suggest, which you may or may not have already heard of, is Large Address Aware, I'm not particularly well versed in the black magic of how it works, but my basic understanding is that it lets a computer allocate more than the usual 2 GB hardcoded limit of RAM to Sins, and, since I've started using it, sins hasn't crashed once due to minidump, even with mods (such as distant stars or the BSG mod) that used to crash my comp every 20 minutes. No problems since using this, hope it helps, or at least, hope i didn't waste your time. Also, voted for MOTY.

Here's a link explaining it a bit... Forums.techpowerup.com

Good karma+1 vote
Popevader
Popevader - - 26 comments @ Freespace 2 Sins Mod Demo

Ok, I've played it for a bit and have some hopefully helpful feedback:
1.) I agree with the above: ship speed, instersystem jump being awesome, and to remove orions from the frigate factory, and to increase Hecate HP.
2.) I thought frigate survivability was a bit low, along with their cost (both supply and resource)- too many ships to too few fighters in my opinion.
3. Bombers seemed a bit week when attacking destroyers, but that's a subjective note.
4. Haven't gotten to play it enough to say much beyond that though.
5. maybe give ships the ability to spawn gun platforms for defense against fighters/light cruisers?
All in all, excellent work. I'm impressed.

Good karma+1 vote
Popevader
Popevader - - 26 comments @ Sins of a Solar Empire: Revolutions

That's too bad, if I knew anything about texturing I'd volunteer to help, but, that's unfortunately beyond my current skill-set.

Good karma+1 vote
Popevader
Popevader - - 26 comments @ Sins of a Solar Empire: Revolutions

I realize this may be asking a bit much, but, any chance of version 0.02 coming out? and by 'version 0.02', all I really want is to see the titan in action. i mean, uh, find balance issues... yeah. no, that may spoil some of the fun of a full release, but yeah, can't wait to actually see this mod released!

Good karma+1 vote
Popevader
Popevader - - 26 comments @ Shattered Origins - Guardians of Unity

will there be a demo?

Good karma+2 votes
Popevader
Popevader - - 26 comments @ ZombieMod

You could take some cues from the Resident Evil games and just have some insane infected that have giant axes or chainsaws, maybe call them survivors that're infected, but not totally 'turned', that went insane and can still use basic weapons like axes, chainsaws, etc... or, of course, the classic zombie dogs.

Good karma+1 vote
Popevader
Popevader - - 26 comments @ Dune: War of the Spice

Do you guys have any intention of expanding the game into the later books, or going into the prequels at anypoint? I feel like there could be some really sweet gameplay there, especially with space battles, but I also realize that's a TON more development, but I can dream.

Good karma+2 votes
Popevader
Popevader - - 26 comments @ Freespace 2 Mod Project

The 0.6 version of the mod only works with Sins version 1.12-1.15 as far as I know. I don't know how to revert Sins back to older versions though, sorry.

Good karma+1 vote
Popevader
Popevader - - 26 comments @ Freespace 2 Mod Project

System Requirements should be about the same as normal sins- no noticeable difference.
Version Requirements.... dunno, when it's released I'd assume the newest version, but 0.6 worked with 1.12-1.15 i think.

Good karma+1 vote
Popevader
Popevader - - 26 comments @ size comparison pics

This is all looking absolutely amazing, excellent work.

Good karma+1 vote
Popevader
Popevader - - 26 comments @ The Last Stand

This mod looks absolutely, absurdly beautiful and I'm definitely going to play it when it's released, my only concern is the 2GB max memory limit of Sins which other mods have been easily reaching and consequently having the game crash instantly (rendering otherwise excellent mods essentially unplayable); however, there is the Sins Optimization Project which is aiming to reduce the amount of memory used by the game- will you be incorporating that into the mod, or haven't there been memory crash issues? I'm just curious, because I really want this mod not to crash every time i play it like some other mods I've played.

Good karma+2 votes
Popevader
Popevader - - 26 comments @ Freespace 2 Mod Project

would it be too much to ask for a screenshot of aforementioned awesome colossus? maybe in comparison to a stock soase cap ship?

Good karma+1 vote
Popevader
Popevader - - 26 comments @ Freespace 2 Mod Project

Awesome to hear.

Good karma+1 vote
Popevader
Popevader - - 26 comments @ Freespace 2 Mod Project

Call me blindly optimistic, but I don't think this is dead yet, I just await that day when I'll check here, and see an update, and then see a download, and then all will be right in the world; there will be no more hunger, heath care, Hungarians, hippopotamus, hibiscus, or hyperbole.

But really, it's been almost a month, I know midnightjoker said he'd see it completed, but... an 'I'm alive, check back in X weeks for maybe a release or a new update' would be awesome, or even just the 'I'm alive' bit....

Good karma+1 vote
Popevader
Popevader - - 26 comments @ Sins of a Solar Empire: Revolutions

That'd be sweet, kinda like a 'mothership' class, but would the ships be permanent, or more like a uber version of the illuminator's ability? Or an alternate variant for a carrier that can function like a normal carrier but also spawn specialty strike craft (antimatter cost) for certain situation (ex: interceptors-anti strike craft, very heavy bombers-anticapship and structure, space superiority- anti frigate, heavy assault- anti cruiser, planetary asssault, maybe a gunship class-I've seen it done not sure how it would work though maybe defense) granted, these would have to be very specialized and have huge bonuses against their intended targets, but, it'd be a cool variation on carrier usage, make carriers high value targets like they should be and make strike craft more interesting to use. maybe work in other bonuses to go with spawning these craft (inc fire rate, shield mitigation, something) so that they're not sacrificing normal ability type benefits too much.

Good karma+1 vote
Popevader
Popevader - - 26 comments @ Sins of a Solar Empire: Revolutions

Well, bigger ships are always a popular option. But, maybe smaller, cheaper more defense oriented cap ships? (maybe something that could block missiles and torpedoes) The science vessel could be a unique idea for a cap ship. maybe a more advanced robotics cruiser type idea, a 'dismantler' class? An extra long range weapons cap ship? (maybe also antistructure?) Antistrikecraft/frigate? (a capship counter to LRM spamming would be welcome) Anything beyond the 'ship with guns' idea is basically just abilities and roletype, really just adding variety and options for strategies/counters. I think defensive ships options are lacking and carriers and their strikecraft are currently generic and uninteresting for the most part (in terms of combat, not abilities).

Good karma+1 vote
Popevader
Popevader - - 26 comments @ Poll for Revolutions' TEC Titan's Name

Dunamis. It sounds like it fits best with the established names for the TEC.

Good karma+1 vote
Popevader
Popevader - - 26 comments @ Freespace 2 Mod Project

At this point I think we should all be happy that this mod's not dead and actually stands a chance of being completed; regardless of what's in it. What you said would be nice, but, at this point, a playable release is all I'm hoping for.

Good karma+1 vote
Popevader
Popevader - - 26 comments @ Sins of a Solar Empire: Revolutions

Starbase specialization and variety sounds great (like choosing military, trade or research starbases in GalCiv2), and the mothership idea reminds me of homeworld, which is a good thing, and would be a really interesting idea. And to me it makes sense to have some form of strike craft that can bomb planets, just don't give them to light carriers. But on that line, to me it makes sense for more ships to carry strike craft (like HC's which also seem really underpowered to start with), just have specialized carriers carry more and have related abilities. Also, more variety in strike craft would be great too, like gunships, interceptors, heavy assault, etc. Maybe also have a structure or colonizable/capturable thing like a supply depot that reduces the upkeep of the fleet, making it highly valuable, both as a resource and a target.

Good karma+1 vote
Popevader
Popevader - - 26 comments @ Freespace: Evolution

You have no idea how nice it is to see a Freespace mod, for ANY game, that doesn't look like it's going to die before a playable release... good work, keep it up.

Good karma+1 vote
Popevader
Popevader - - 26 comments @ Sins of a Solar Empire: Revolutions

Pulsars would be sweet, or any other type of celestial body that could emit ship crippling damage or other adverse/positive effects; it would make the game much more interesting in terms of how you move fleets around and add the ability to have clearly defined 'borders' to territory via highly hazardous areas. There was a really old game, Conquest Frontier Wars, that had nebulas that had very distinct effects on ships in them, ie: disable shields, amplify weapons, slow or speed up ships, disable weapons/abilities, maybe add that type of effect to some ion storms or something, again, more interesting terrain choices would be awesome.

Good karma+1 vote
Popevader
Popevader - - 26 comments @ Sins of a Solar Empire: Revolutions

I think I read that the Distant Stars mod has that feature, or got it to work somehow, so you may want to check in on that... just sayin.

Good karma+1 vote
Popevader
Popevader - - 26 comments @ Sins of a Solar Empire: Revolutions

How about planets that arn't really 'planets', like the pirate base, only, say, intergalactic trade stations, ancient space cities, abandoned military bases, smuggler bases, or even really abnormally large asteroids/asteroid fields as bases. Each could have it's own bonuses/tradeoffs, and one feature i'd like to see is surface to space weapons for planets, or even 'surface launch bays' for planet based fighters, which would really make sense with say, a colonizeable abandoned military base, but that could screw with balance, so... yeah... you wanted ideas.

Good karma+1 vote
Popevader
Popevader - - 26 comments @ Freespace 2 Mod Project

yeah, it even looks like they had something playable too... maybe not balanced, but... better than nothing.

Good karma+1 vote
Popevader
Popevader - - 26 comments @ Freespace 2 Mod Project

Any news on an update of.... anything...?

Good karma+1 vote