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Comment History  (0 - 30 of 244)
darkmessenger
darkmessenger - - 244 comments @ Rise of the Reds

GLA has been always weaker due to the lack of military technology, however they compensate this with their cheaper units and guerilla tactics.
Nevertheless can you make them stronger to match up better with other factions? If the gap will be to big between them then it could be a problem for GLA.
I also have to mention GLA players must be always skilled of course. No doubt. It needs a lot of practice to play well with them.

Good karma+1 vote
darkmessenger
darkmessenger - - 244 comments @ Rise of the Reds

Many thanks for your fast response and clarification.
I like the idea you described for version 2.0
I can hardly wait for your next release and after that for the final version :)

Good karma+3 votes
darkmessenger
darkmessenger - - 244 comments @ Rise of the Reds

Hi!

I love this mod, I think this is almost the best Zero Hour mod which has ever been created. I really like the additional two factions and the diversity you created for all 5 factions.
The amount of work you have done here is just incredible!

I have one remark regarding the russian federation.

I do not know if it possible after so many years but can you just remove the tesla technology from the russians and replace it with something else?

Do not get me wrong, the implementation is perfect but for me it just does not fit the Zero Hour atmosphere.
I mean this is a very red alert-ish thing which was a special invention by the soviets in the cold war setting. The technology is already more advanced now and generally I would leave it for the Red Alert universe.
Just because it is about russia I think we do not need always tesla weapons. This is here not the soviet union anymore.

With that in mind I would swap the tesla tank and tesla tower with another units and technology. (or I would completely remove it from the mod if possible from a balancing point of view, I think Russia is already pretty powerful :) )

Thanks for your answer in advance!

Good karma-1 votes
darkmessenger
darkmessenger - - 244 comments @ Rise of the Reds Navy 2.0

Hi!

This mod is really awesome and I like that now we have a navy mod for ROTR.

Please take this as a positive critic:
Some of these models look pretty half-baked for me. (for example I do not like the look of the submarines at all, or the russian and european ships)
Would it be possible to rework all of the non-standard naval units to look more unique and diverse?
As an example for my enquiry we can take the Zero Hour Contra mod.
Also a little scaling changes would be also recommended.
You could make the Aicraft carrier bigger and slow like in that mod with similar functions.

What do you think about that?

There were some early models for russian naval units in the past.
Where they gone?
We had awesome photos of epic submarine models back then.

Thanks for your response in advance!

Edit: sorry, I remembered wrong on the subs. these were some models from the mod Shockwave for China.
Moddb.com

Good karma+1 vote
darkmessenger
darkmessenger - - 244 comments @ Wrath of Cronos (Hard, unofficial version)

How can I choose skills and distribute stat points in the game? I already tried almost every button and key combinations but nothing happens. It is really annoying since I am already level 5...

Another question. Do the enemy monsters level up as well? I read that on an old forum and this was mentioned there as a negative feature of the mod.

Besides that this is the most awesome mod what could be done for this classic retro game!

Good karma+1 vote
darkmessenger
darkmessenger - - 244 comments @ Improved Nuke Damage

Cool updates! I can hardly wait for the next patch.

Just a short question:
Will you change the damage rate of the Chrono Vortex and Ion Cannon as well?

Good karma+3 votes
darkmessenger
darkmessenger - - 244 comments @ Command & Conquer - Tiberian Origins

is this mod dead?

Good karma+2 votes
darkmessenger
darkmessenger - - 244 comments @ Dawn of the Tiberium Age

Thank you for your detailed answer!

A minor graphical improvement for every aircraft would be maybe recommended in the future.
Plus I miss mainly the rotors from your helicopter models. If you could make it for the apache, longbow, transport helicopter, and later for the soviet Hind then they will be perfect!

Yes I deployed the cruiser and when I was shooting the enemy base I could barely cause significant damage even against the smaller base defenses. But I can not decide if the repairing is currently too fast but because of that I expect a higher damage from a cruiser, but this is just my opinion of course.

By the way I think the idea you can deploy ships and subs to have alternative attack is epic. I was quite surprised when I've found it out. The soviet super sub is so cool..
Deploying the GDI aicraft carrier to make the A-10 possible to take off is also brilliant.
Could you make the aircraft carrier a little bit bigger? Just for better realism and because the A-10 would look better on it if it would have bigger place while reloading.
Btw is it possible to have more planes on a carrier at the same time?
One more minor change came here to my mind.
Could you change the route (and maybe the look) of the little drones to return to the carrier after every attack?
For me they look like little starfighters or something like that.
They are not bad at all. It is rather about optics and a matter of taste :)

I was thinking of what do I miss and I noticed that the Iron Curtain and teleporting with Chronosphere are missing.
These are minor things but GPS Satellite and Sonar Pulse etc. are not available as well.
I accidentally found a crate which had an air strike support power in it with an A-10. Would the paraboms work also like this? (But as a fix support power for the soviets or allies)

What are the plans and which possibilites do you have concerning the secondary superpowers in the future?
It would be great if you could add these things in the next version of your mod too.

The mine layer is currently not available.
Is it possible to lay land mines manually and to return to a service depot to reload as before?

Could you add the invisible phase Transport with the rocket launcher to the allies? I think it is an unique unit and a personal favourite. It would be a cool addition for diversity.

I noticed I can not set the waypoint with naval yard/sub pen on the water for newly produced units. Is it an engine limitation?

In Ra1 they were fake buildings.
Do you plan to add them later?

Could you add separate tabs for infantry, vehicles, buildings etc like in Ra2? Would it be possible?

This is more likely a personal request but can you add capturable oil derricks as optional income to some of your maps and to the map editor?
This would be cool in situations where you are forced to fight for these oil derricks otherwise you will slowly fail because your funds run out faster than your opponents'.

Good karma+1 vote
darkmessenger
darkmessenger - - 244 comments @ Dawn of the Tiberium Age

I tried this mod and I must say I really like it.
I tried every faction. The new ideas and units are awesome.

I do not know what is possible and what is not but I would have some questions:

1. Can you replace the current Nod helicopter with the original apache model from the old game (C&C1; Nod / RA1 allies)? It fits better the base game.
2. The same about the Orca model from C&C1;, though the TS model is maybe not so bad. I prefer the old one in this C&C1;/ RA1 universe.
3. Where is the Hind for the Soviets? I would keep it for them with the machine gun attack. It is a true russian cold war combat helicopter, it is a must have :)
4. I miss the Paratroopers, but maybe I miss the Parabombs more. Can you add these things to a specific faction? Like the superweapons with cooldown etc. (for example unlocked by building an arfield as in the base game...)
5. I understand that the gap generator does not work in this engine but could you then use the gap generator model as a base defense? I do not know, Chrono or "Prism" attack or something from TS.. It is currently a huge drawback and it bothers me if I play the allies :/
6. It is just a personal idea, but could you add a bomber or fighter jet to the allies? An older cold war plane.
7. I think the superweapons have low damage. Because of the quick repairing they are almost ineffective against buildings or base defenses, especially the allied superweapon. I am not talking about ultimate destruction but at least an instant kill of about 3 smaller powerplants.
8. Why is the Chrono Tank limited to 1? It is not that op. I know it comes now with stronger special attack instead of rocket launchers but still..
It had a huge potential for the allies back then when Aftermath came out.
9. As others said earlier the allied cruiser has very weak firepower. I think it must be changed for a better naval balancing. (Russian missile subs are much stronger)
10. What is the standard resource in this mod? Tiberium or Ore? I am little bit confused and I have not played on lot maps yet.

Thank you in advance!

Good karma+1 vote
darkmessenger
darkmessenger - - 244 comments @ Might & Magic: Heroes 5.5

Hello!

I would appreciate a little change in your mod.

I am using this mod in my vanilla game:
Nexusmods.com

I think it fits the undead much more as Tier 6 unit and it brings of a classical heroes 3 feeling, moreover it is awesome that you can still have the Wraiths on the battlefield as neutral units.

Could you make a similar change too?
I do not know if you could use the death knights from this mod in yours.

We would be very happy.

Thank you in advance!

Good karma+1 vote
darkmessenger
darkmessenger - - 244 comments @ Might & Magic Vv: Frax

Hello!

I would also appreciate this little change in your mod.

I am using this mod in my vanilla game:
Nexusmods.com

I think it fits the undead much more as Tier 6 unit and it brings of a classical heroes 3 feeling, moreover it is awesome that you can still have the Wraiths on the battlefield as neutral units.

Please make this minor change for us. We would be very happy.

Thank you in advance!

Good karma+1 vote
darkmessenger
darkmessenger - - 244 comments @ Crash of War

Hi!

How does the mod progress? When can we expect a new release?
Is there any chance to see and use these badass navy units in the game?

I still did not try the current version because I am waiting for further releases so maybe I missed something here.

Thank you for your answer in advance!

Good karma+1 vote
darkmessenger
darkmessenger - - 244 comments @ Rise of the Reds

What kind of technical issues do you mean? I haven't been playing for a while because I have been waiting for new versions.

It's too bad because I love this mod. Currently I am playing Contra but I would rather play a full version of this mod instead of Contra.

Good karma+2 votes
darkmessenger
darkmessenger - - 244 comments @ Contra 009 FINAL PATCH 3 Hotfix 2

Hi!

Everytime I start the Contra Launcher from the game directory I receive the following error message:

"Found .wnd files in the Window directory. They may corrupt the mod."

Then I can press "OK".

I updated everything so I have the latest patches etc.

What does it mean? Can you help me with that?

Thank you!

Good karma+1 vote
darkmessenger
darkmessenger - - 244 comments @ Contra 009 FINAL PATCH 3 Hotfix

Hi!

Everytime I start the Contra Launcher from the game directory I receive the following error message:

"Found .wnd files in the Window directory. They may corrupt the mod."

Then I can press "OK".

I updated everything so I have the latest patches etc.

What does it mean? Can you help me with that?

Thank you!

Good karma+1 vote
darkmessenger
darkmessenger - - 244 comments @ The Protectors of Etheria

Okay perfect!

Good karma+1 vote
darkmessenger
darkmessenger - - 244 comments @ The Protectors of Etheria

I have encountered a bug after the completion of mission Gifts of Couatl #1

My backpack was full and the game offered me the possibility either to drop an item from my backpack or not to take the quest item.

As I clicked on it I could not change between the window of the reward item and the window of my backpack/stash. The first window did not disappear and fully covered the other window, so that I could not see anything...
Because of that I had to drop the set item I wanted to keep to proceed.

I need this item but I do not want to start over because of this bug.
Can you tell me, how can I get it despite of that?

I am open for any cheats or editor.

Thanks!

Good karma+1 vote
darkmessenger
darkmessenger - - 244 comments @ Robot Storm 2.0

Hi Apollo!

When can we see a new update? How does the mod progress?
We would gladly play a newer version, even if it is not fully balanced.
Would it be possible to put out your latest work as a new release?
The videos are awesome and it would keep us alive easier 😉
I hope you are doing well man.

Good karma+1 vote
darkmessenger
darkmessenger - - 244 comments @ The Protectors of Etheria

Hi!

I wanted to start the Knight Chapter and after I clicked on the mission name to start the first mission I received an error after a few seconds at the loading screen as follows:

Debug Assertion Failed!

Program D:\Program Files (x86)\The Protectors\The Protectors.exe
File: D:\Microsoft Visual
Studio\2017\Community\VC\Tools\MSVC\14.10.25017\include\vector
Line: 1740

Expression: vector subscript out of range

For information on how your program can cause an assertion failure, see the Visual C++ documentation on asserts.

(Press Retry to debug the application)

If I retry it freezes and the game closes automatically.
So I can only click on Stop then I quit as well. I can not play.

What could be the problem? Any advices?

Thank you in advance!

Good karma+1 vote
darkmessenger
darkmessenger - - 244 comments @ The Protectors of Etheria

It works now. Thank you for the answer!

Good karma+2 votes
darkmessenger
darkmessenger - - 244 comments @ The Protectors of Etheria

Hi!

I was playing a skirmish game with Dark Elves and I wanted to create the Kargoth titan.
As the production bar reached 99% it has stopped and the unit was not ready. I tried it in other gameplays but the same problem and the unit cap was not full!

What could be the problem in that case?

Thanks!

Good karma+1 vote
darkmessenger
darkmessenger - - 244 comments @ Serpent Resurrection

Hello!

Can you help me? How does this mod work?
If I want to start it with the bat file as the mod txt says the small dos window aborts every time.
Which files (Gzdoom directory?) I have to put in where?
I would be really thankful for any replies.

Is it possible to play this mod somehow combined with Brutal Hexen mod?

Thanks!

Good karma+1 vote
darkmessenger
darkmessenger - - 244 comments @ Warcraft III : Rebirth

Hi dear modding Team!

First of all, I want to tell you it is an amazing job you have done to this game.

I would have to questions to your mod:

What is the current state? About how much percent roughly if I may ask?

Wich Update fits this mod the most? I am talking here about stable gameplay experience with the less glitches and errors.

Thank you in advance for your answer!

Good karma+3 votes
darkmessenger
darkmessenger - - 244 comments @ Robot Storm 2.0

I am sorry to hear that.
Do you have problems in your private life or does it have something to do with the progress of your mod? I mean for example difficulties with development, not enough support etc.

Good karma+2 votes
darkmessenger
darkmessenger - - 244 comments @ Operation : Retaliation

Hi!

When will you release your mod? How does the mod progress? It is awesome!

Good karma+1 vote
darkmessenger
darkmessenger - - 244 comments @ Robot Storm 2.0

Hi Apollo! Is your mod dead?

Good karma+1 vote
darkmessenger
darkmessenger - - 244 comments @ Total Annihilation: Escalation

Thank you very much. It works now! :)

Good karma+1 vote
darkmessenger
darkmessenger - - 244 comments @ Total Annihilation: Escalation

Ok I got it but in your link is only one file, like an installer or something with an .msp extension. Here is no folder or zip file. It named "Esc818.msp". Unfortunately I can do nothing to it...

Good karma+1 vote
darkmessenger
darkmessenger - - 244 comments @ Total Annihilation: Escalation

Oh then I understand. It was "MI - Platform River" from the MI map pack. I downloaded the installer you linked but I can not run this update because it wether does not detect the program or there is problem with an installed version. Any ideas?

Good karma+1 vote
darkmessenger
darkmessenger - - 244 comments @ Total Annihilation: Escalation

Thank you for the instruction. I tried to start a skirmish game and after the crash I got the following error message: Record "d3vent3" missing from feature files. What should I do now?

Good karma+1 vote