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Exakter
Exakter @ Star Wars: Thrawn's Revenge II: Ascendancy

ah never mind, i see they just dont have icons

Good karma+1 vote
Exakter
Exakter @ Star Wars: Thrawn's Revenge II: Ascendancy

yes there is. You need the map editor to cause this to happen (the out of game one).

Good karma+1 vote
Exakter
Exakter @ Star Wars: Thrawn's Revenge II: Ascendancy

I have to say... what have you done to the Sovereign.

Crack Mantle and that's it? It makes it so boring to play with, and you can't even use the laser on capital ships. I'm not entirely sure why I'd want it over the Executor.

Good karma+1 vote
Exakter
Exakter @ SGI - Goa'uld Release (Outdated)

So... why is the Ha'tak a carrier? It's the mainline Goa'uld ship and you guys make it a carrier? hmm. Weaker then a lot of other goa'uld ships it should be stronger then...

Either way it looks nice... but is very laggy. I'll give it another go as maybe I was just running too many things but I was getting this stop'n'start lag really quickly, and in other sins mods that would take hours to get to.

Good karma+1 vote
Exakter
Exakter @ Stargate Invasion

Just out of interest, what specific coding work are you talking about. Because this game doesn't actually require any coding. (Unless you are talking about the text editing, which can be tedious) If you are handling textures, modeling and the text files I can understand how it would be a lot of work. Even when you get things 100% correct they can still break because this game's files can sometimes be formatted wrong. (Which is why after lengthy experience I use notepad ++ to make my modding ;)

Good karma+1 vote
Exakter
Exakter @ Stargate Invasion

No worries. I already said I liked your work and would make my changes. I find it interesting I got negative karma for disagreeing with how you guys handled it, while respecting your effort... But hey, if you don't bend over for some modders/mods people just give you negativity.

That said, my main problem with a lot of this happens to deal with the sheer numbers of ships the Tauri put out. Im comfortable with your hero/capital equivalence, as I too recognize their power (after several seasons worth of adapting other tech). I just have problems with the fact that Earth did not have the capability or desire to have a massive space fleet.

I think they had what, 6 capital ships at one time? Obviously faction balance is huge, but if you kept the Tauri ships as individually stronger (at least the later ship classes after tech upgrades, because originally they were actually weaker), while giving them culture bonuses and the like, and smaller fighters for frigates/cruisers you could maintain balance... yet make EVERYTHING they do incredibly expensive, from structures to planet upgrades, to ships, to simulate their lack of expansion.

I just have issues when it comes to seeing the Tauri on equal footing to even the Goa'uld. Obviously this comes down to this being a game(/mod whatever ;) and balance is necessary, I just prefer to think outside the box and come to other solutions rather than watering down the entire class of ships and making new ones.

I guess it'd be a tough cookie to swallow if you just got rid of the human faction or made them a minor faction. If anything, I would have actually combined them with the Asgard as part of The Great Alliance (Nox/Asgard/Humans etc) which would have enabled you some huge work arounds on these issues. Just my thoughts however.

Again, keep up the good work and don't let my CONSTRUCTIVE (to all you negative karma voters) criticism put you off.

Good karma+1 vote
Exakter
Exakter @ Stargate Invasion

Kudos on reviving a dead mod, and doing a ton of work. I applaud you for it.

That said, I wish I could like this, but I can't.

Frankly the problem with Stargate as an RTS like sins is simple. You need to fill the ship classes to make the races playable. (or the game crashes) Yet.... that means the Tauri have dozens of ships they never have or come close to having in lore.

You also make Tauri ships comparable to other vastly more powerful races.

Balance in this game is just a made up affair which makes Star Trek vs Star Wars games look plausible.

I was really hoping for a more inspired Stargate game. Namely, I was hoping you'd turn the frigates/cruiser ships into fighters, and just leave the capitals as the big ships. It would make sense, and would even help with some of the lag issues the game has. Instead, you turned some of the rare named tauri ships into commonplace destroyers/etc and made each of their ships comparable to asuran ships? ehh...

I respect the hard work you guys have put into this, and its obvious you've done a lot. Yet its just not my cup of tea. Perhaps when you are done I'll just turn it into what I want. I've done it before (with the Star Wars and Star Trek mods) and I'll do it again. (Heck, I even once for a Star Trek mod turned the icons invisible - so the player can't see/select/build frigates/cruisers, while putting the price for the ship classes to exorbitant prices which the AI can't afford, which forced the AI to only build the much cheaper capital ships, and really made the game much more fun with every ship being a named vessel, and made balance a **** ton easier as I only had to balance a few classes - capital ships + hero style ships + prototype ships)

Good karma-1 votes
Exakter
Exakter @ Stargate Invasion

I agree with the guest. I want more races, I understand if you are taking your time for balance however.

Good karma+1 vote
Exakter
Exakter @ The Seven Kingdoms v8 Preview

Why would I use this over the much more indepth mod? Is it just because its a different time period?

Good karma-1 votes
Exakter
Exakter @ Sins of a Solar Empire: Rebellion

This is not the place for that sort of help. Go to the modding forum for Sins of a Solar Empire (they have an official one). That said, sounds like you missed an entry in the strings file. Editing existing skills is one thing, but creating new ones means creating new entries in the requisite files.

Good karma+3 votes
Exakter
Exakter @ Bethesda Announces Paid Mods Again With Creation Club

(buried)

lol. Look at this guy who hasn't yet woken up to the implications of the FCC net regulations. One of those tiny side-effects is that (good or bad) piracy is going to be a thing of the past. Educate yourselves gamers. Politics affects us all.

Good karma-33 votes
Exakter
Exakter @ Bethesda Announces Paid Mods Again With Creation Club

Technically quite different, especially to the modder who all of a sudden becomes a professional developer hired by Valve (in the case of many- but not all - of those mod developers). Speaking as both a modder and an ex developer, this idea is a top-down corporate endeavor that we will be discussing about in ten years like this... "Remember when companies made their own DLC? Nowadays all we get are these ****** mods for 10-20 dollars"

Good karma+4 votes
Exakter
Exakter @ Bethesda Announces Paid Mods Again With Creation Club

Way to **** it up again Bethesda. Paid mods don't belong in gaming. There is literally NO benefit to this, just another way for corporate to make money off of other's hard work without giving them much credit.

(From someone who has sold actual games, and has modded for over 17 years)
I remember when mod projects that became professional quality actually became games, and weren't simply sold off to boost revenue. Seriously, so ****** at this.

Good karma+8 votes
Exakter
Exakter @ Starpoint Gemini Warlords LAUNCHED!

Yay! Been waited ages for this, can't wait to try it out.

Good karma+1 vote
Exakter
Exakter @ Star Wars: Thrawn's Revenge II: Ascendancy

I can not wait for this next version. I really can't! I've been holding off on playing Sins since the major updates recently, and I'm psyched as all hell for Hapan battle fleets in a bigger than ever battle with less slow down (hopefully!)

Good karma+4 votes
Exakter
Exakter @ North & South: American Civil War

who knows, but I do know that I've been wanting a Civil War TW Campaign for a decade now. For the love of god I might have to make one myself, but if I do... I'm stealing all the graphics for other mods. (Honestly map editing is not so hard, tedious sure... I don't really understand why these guys have had issues with this at all)

Good karma0 votes
Exakter
Exakter @ Seven Kingdoms v1.0 - Public Alpha Release

Good luck with that. As one old, old TW modder to a new one, don't get your hopes up. The company has changed.

Good karma+1 vote
Exakter
Exakter @ Sins of a Solar Empire: Rebellion

I hate any argument about ST vs SW for one reason, it's pointless. They are both fictitious universes so arguing about the internal logic within either universe is a waste of time. Depending on your POV a Star Destroyer is either impossible for a Galaxy to destroy, or no work at all. If I were to ever make a mod of this you'd have to set your OWN rules and stick to them steadfast. Since people want to see it, I'd make Star Wars ships cheap and plentiful, but weak for their size (high hull points, weak armor and shields and able to target multiple vessels and focus fire) and make Star Trek ships very strong for their size but very expensive and rare (low hull points, high armor and high shields but only able to target individual vessels and not focus fire). For in-game reasons, I'd balance their ship sizes so that ST ships are about the size of corvettes. The SW factions would be well served to use SSDs, but will find that the ST factions better capital ships will absolutely wreck anything that isn't defended by a very large fleet or an SSD. Static defenses will mean nothing versus a faction that can torpedo them from out of range. I see battles in my mind of an Imperial SD going up against a Galaxy and being fairly equal. The logic I'd use is "parity through popularity" rather than attempting to use any form of science or lore (which is made up anyways).

Good karma+3 votes
Exakter
Exakter @ Exakter

sorry I never saw this.

I rebooted my computer since then and was debating restarting it... but am waiting for the new version to be released. A lot of what I did with the borg was simple... some was not (I had to fiddle with some basic things so that they'd build big capital ships more than their frigates, or they'd SPAM those... and then use those capital ships like battering rams. The Borg play as a much more defensive race, this way. Not exactly Voyager Borg (with hundreds of Cubes) but more TNG Borg, as in one or two cubes attacking together destroying hundreds of ships.

Good karma+1 vote
Exakter
Exakter @ The Final Frontier Open Beta - now operational!

If interested I'm beginning an AAR. Got a bit of a scifi bent if you can tell. Don't hate me! Forum.paradoxplaza.com

Good karma+1 vote
Exakter
Exakter @ The Final Frontier Open Beta - now operational!

hahaha,

no my friend. Abyssinia for Life!

Good karma+1 vote
Exakter
Exakter @ The Final Frontier Open Beta - now operational!

good stuff! Ill be downloading everything now! (Just a shame I finished my rewatch of DS9 two weeks ago! Man, that show is epic). Okay all set up, just waiting on you guys for the next step. I'll be idling on TS. No rush. I got some Abbasids to destroyer (CK2!)

Good karma+1 vote
Exakter
Exakter @ Star Trek: Armada 3

Sacrifice of Angels is an episode in season 6... it's one of the many times during the dominion war that we see galaxies... in fact SoA has ENTIRE WINGS of Galaxies (vastly more than any other ship class in the battle except for fighters)

Good karma+1 vote
Exakter
Exakter @ Star Trek: Armada 3

you say that, but Sacrifice of Angels says you are wrong!

Good karma+1 vote
Exakter
Exakter @ Star Trek: Armada 3

fair enough. I've begun making the changes on that for myself anyways. what about runabouts? in the game they are a bit weak I feel. Many times in DS9 those runabouts took on jem'hadar fighters (not easily mind you, but they survived and returned fire and on at least one occasion I can remember destroyed a fighter) and would a captain's yatch/delta flyer for Picard/Voyager be possible ;) I'm all about flavor.

Good karma+1 vote
Exakter
Exakter @ Star Trek: Armada 3

Hey, question...

How much work would it take to rebalance the game's capital ships to something like Star Wars Ascendancy (where some changes to entity files have enabled factions to build many many more capital ships than most mods).

E.g. In your mod here, I continually run into less capital ships. It's probably one of my favorite things about Ascendancy.

Good karma+1 vote
Exakter
Exakter @ SFC3 Upgrade Mod Patch 3.1

good question! at least its here

Good karma+2 votes
Exakter
Exakter @ Star Wars: Empire at War: Forces of Corruption

I keep trying to enjoy this game, but nearly every mechanic has something bad about it. For space combat there are better games. For Star wars there are only a few games like this, but they are out there and better.

No land combat is comparable atm, and that mixed space/land grand campaign is definitely out of the bag....

so I guess it's got something going for it. Just neither of those two things are good.

Eugh I wish this game had half the spirit that SW: Rebellion did (it's obvious heritage)

Good karma-2 votes
Exakter
Exakter @ SFC3 Upgrade Mod 3.0

I can not play this!!!! =( =( =(

All the links for all the patches don't work, so I won't install 3.0.

To be clear...

I can't get 3.1 patch. I can't get the HD patch, and I more importantly I can't get the windows 10 compatibility patch! Ouch. Save my SFC3 gaming! Save it!

(Further edit, I went to your - I assume it's you- original post on Dynaverse.net and will try your windows 10 edit you uploaded there. Still wont have your 3.1 or HD work though!)

Good karma+1 vote
Exakter
Exakter @ SFC3: Typhon Pact & MirrorrorriM 10-Race Conquest Mods

Rewatching DS9 has led me to desire good Starfleet games. Last one I had was this game in 2002, I was one of the lucky ones! Going to try this mod after trying the other one. I wonder if Bridge Commander has any modern retextures.

Good karma+1 vote