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Comment History  (0 - 30 of 503)
K05T4R
K05T4R - - 503 comments @ Nuclear missile silo - FMV Still

Great angle of view. I was kind of wondering why the rails/post break in this front view as opposed to being continuous all the way around.

Good karma+1 vote
K05T4R
K05T4R - - 503 comments @ Nuclear missile silo - RA2

Its interesting as this looks almost like "praying hands", like maybe, "pray this thing does not target you!"

Good karma+2 votes
K05T4R
K05T4R - - 503 comments @ Nuclear missile silo - FMV Still

It looks awesome and yet simultaneously formidable!

Good karma+2 votes
K05T4R
K05T4R - - 503 comments @ Nuclear Missile Ready - RA2

I wondered why no one commented on this fantastic structure and texture yet but then thought, maybe they are "AFRAID!" :D

Good karma+1 vote
K05T4R
K05T4R - - 503 comments @ Walls Mod for C&C 3 Tiberium Wars 1.09

A bit late but Merry Christmas! And also a Happy New Year! ^_^ It'd be nice if this could be implemented into other mods that for some reason left out buildable walls. :/ Tiberium Essence also has the gate tho, which is very helpful.

Good karma+2 votes
K05T4R
K05T4R - - 503 comments @ Fan-Made TE Scrin Missions 1-2

Thanks for this video IvanderLim! I don't normally play Scrin either and I don't recall using the "Dominators" before, have used the Mastermind. I was wondering if something was odd about these Dominators when I played this map. For some reason they kept wanting to move into range of other GDI units and switch between them, like if there are 2 GDI units in range, they would target one, then target the other and back again so it was constantly switching between them every second. -_- Idk why because I've played on "normal and hard", I thought maybe it did that on "hard" because obviously its more challenging that way. At any rate, I like the map, the colors etc., now if it were just made longer say, by "taking control of that third faction!" to have them "on our side" for the next encounter, either with a much larger GDI base OR against NOD!

Good karma+2 votes
K05T4R
K05T4R - - 503 comments @ A little goodie WIP screen

This looks wonderful Gnio! ^_^ Have you considered adding another image or two, this time with more zoom like looking around the base from inside at street level or something like that...

Good karma+4 votes
K05T4R
K05T4R - - 503 comments @ Shotgun Retexture/Remodel Blender Render (V2.5)

Yea, to me it gives a sense of better stability.

Good karma+1 vote
K05T4R
K05T4R - - 503 comments @ Manhack Arcade Interior Revamp 02 (V2.5)

I like this and the other revamp pic.

Good karma+2 votes
K05T4R
K05T4R - - 503 comments @ New tank

Sweet!

Good karma+1 vote
K05T4R
K05T4R - - 503 comments @ New map

Nice! I like the props and trees.

Good karma+1 vote
K05T4R
K05T4R - - 503 comments @ Tech 9 Maps and Mutant City remastered

Yea sorry -_- I didn't even make the connection that it meant only technology to that level was available. :\ I only saw these maps as an "Update". Now that I look under the "addons" page, I can see "TE MapPack" so it looks like these "unlocked" maps are in there, I never saw these. Thanks!

Good karma+1 vote
K05T4R
K05T4R - - 503 comments @ CivilianBuilding

Nice civi building, I like the detail!

Good karma+2 votes
K05T4R
K05T4R - - 503 comments @ Tech 9 Maps and Mutant City remastered

Thanks for the maps! I just downloaded this pack and so far I played a skirmish as GDI against AI in the "Beatdown T9" map.

My question is, why are technologies locked?

These things were locked:
Ion cannon
Kodiak II (at the airfield)
Mark II (at the Orbital Deployment Center)

Good karma+1 vote
K05T4R
K05T4R - - 503 comments @ Half Life 2: Raising the Bar REDUX: Update V2.4

Jan's map looks so good and I think Owen's rearrangement went very well. I have a question on the first two map images (underground), why does it look almost like the character is sunk into the ground a bit or then squatting? To me that is how the camera view looks.

Good karma+1 vote
K05T4R
K05T4R - - 503 comments @ Work in Progress

Love the mechanics/physics of this tank, the suspension, the plates and barrel!

Good karma+1 vote
K05T4R
K05T4R - - 503 comments @ New Concept Art

That is a fantastic picture, the artist has great imagination!

Good karma+1 vote
K05T4R
K05T4R - - 503 comments @ EuropeanUnion RocketDog

Nice looking vehicle!

Good karma+1 vote
K05T4R
K05T4R - - 503 comments @ Trees

I ♥ these trees! And I ♥ that tank if I could only see more of it..

Good karma+1 vote
K05T4R
K05T4R - - 503 comments @ Oil Field

It is a really nice model(s) but it makes me think of a very different type of game. IMO, where this might work would be IF this structure was connected to a large oil refinery plant or something. Like where you have large pipes, tanks etc., and this was the structure, maybe in the middle of the tanks/pipes. You run to it and attempt to capture. As for like a stand alone structure to capture like you would an "oil derrick", it doesn't quite work for me.

Good karma+1 vote
K05T4R
K05T4R - - 503 comments @ SD

This looks really nice! I wish I could get some of my own ideas from my mind to reality without having to learn how to use 3D tools first :\ Those large cylindrical containers look very interesting. The visible end caps really caught my attention.

Good karma+1 vote
K05T4R
K05T4R - - 503 comments @ Return to hard work

Thanks for this update and now some explanation on these vehicles! ^_^ Hopefully you can find additional help where its needed.

Good karma+1 vote
K05T4R
K05T4R - - 503 comments @ AUT Tanks

When you post these images of vehicles/buildings etc, do you have ideas in mind as to what they are so that you can maybe give a description? Like the vehicle on the left is "x" and it does/has "these abilities".. and so on.. This might help with discussion, Idk, just sayin..

Good karma+1 vote
K05T4R
K05T4R - - 503 comments @ Updates: Horde of the Red Army Part 2

Nice animations VectorIV :D

Glarg, if you're wondering, you don't have to have an account or be logged in to see the animations on FB.

Good karma+1 vote
K05T4R
K05T4R - - 503 comments @ TiberiumSecrets 1. 2 Full

Guest is correct, build time is long, its actually longer than the posted time in the descriptions. So you may want to look at reconfiguring that. As I said, I like to grab an enemy building using the Synthesizer so I grabbed Nod's.

I used the timer on the "Temple of Nod" to check build times. I build several Nod structures and they built accordingly with the TON countdown clock. I used this also to test build times for ASI faction. The first time value is what the description states as the "time to build", the second value is my actual time building.

Nod:
TON - 0:50 is 0:50
Obelisk - 0:18 is 0:18
Tiberium Chem Plant - 0:30 is 0:30

ASI:
Four Horsemen - 1:20 is 2:00
Airscraper - 0:30 is 0:84
Antimatter Research Station - 0:53 is 1:20 AND the upgrade for the station has a time of - 1:30 is 1:68

I didn't try every structure/unit but just checking these, clearly these are quite a bit off.. I know there are more "options" in the "Four Horsemen" but I wondered why it builds in more than twice the time (in the description alone at 1:20 versus 0:50) that Nod's nuclear bomb TON builds..

Good karma+2 votes
K05T4R
K05T4R - - 503 comments @ TiberiumSecrets 1. 2 Full

Well I haven't tried timing build times against other factions but I felt like some buildings took quite a bit of time to build but I also thought more Designers would help build faster because I wondered, if they don't, why do all of the little drones rush to a structure/unit nearby if they don't lessen time for the build/repair/heal jobs.

And yes the neat thing is ASI can build anywhere! I ♥ the fact it is not constrained to a given radius. One thing I have noticed is that there are some positions where structures don't like to be placed BUT you don't know it until you see no progress being made by the build drones on the progress bar. As I said elsewhere there are even some buildings which do not even display a progress indicator so you have no idea where it is in the stage of construction or perhaps IF its necessarily building at all from a glance. One of those was the Matrix building.

Anyways, the difference is, a Designer must be somewhere within distance for the structure to begin construction. With other factions, you don't have to wait to begin the build process because this happens in the menu. Now IF its local enough, that is all you have to wait for, BUT if you're going to place that structure "anywhere" on the map (like the ASI can), then you have to send out a MCV/mobile expansion vehicle and wait for it to deploy. Then you have the advantage that IF you have air support you can digitize? the transport function of your Designer to eventually end up anywhere on the map to start building and it usually only takes well maybe a minute or so for the aircraft to get to the waypoint, then click that digitize function and place it within the aircraft's radius, then wait for teleport to complete, then wait till its able to move.. So it seems like it probably works out IMO. One thing I haven't yet tried is being in very close proximity on maps to enemy AI for example and test how fast can I build infantry to defend my base versus how quickly can AI build his infantry (and even vehicles) to attack my base.

Setting attributes to "Hard" and "Guerilla" on a 4 player map with normal AI factions spread out to the 4 corners of the map, I just did get infantry built/upgraded and some vehicles built around the time enemy infantry AND vehicles (air and ground) showed up attacking my base. So its cut very close. It SEEMS like if we were in closer proximity, they might've destroyed my base, Idk.. Honestly because I like walls, I'm using the Synthesizer? a lot to capture an enemy structure so I can build their MCV and build some walls around critical structures etc.. Anyways, its a great mod and I hope to see additional fixes and progress in the future :D

Good karma+1 vote
K05T4R
K05T4R - - 503 comments @ TiberiumSecrets 1. 2 Release

Yes I want to make a correction please on my last paragraph, about the building structures being buggy. It was actually a function of the (trainer) being used to test other things. So without it, the structures build correctly! Sorry for that..

Now (absent the trainer) the one thing I wanted to add from before were the two structures I noticed which did not have build progress indicators, these were the ASIM Matrix and the Airscraper.

I also noticed the Synthesizer was able to capture enemy (in this case Nod) husks. It was also able to capture the (domed) Tiberium Silos as well as Spikes but can't seem to capture any enemy buildings nor random expansion points around the map.

I notice units, vehicles/infantry have a power value associated with them so when power is low on the base, the low power "lightning bolt" hovers over vehicles and infantry, however the "power mode" icon used to power down structures to restore power to others temporarily, cannot be used to power down anything. It has the red square with a line through it when hovering over any structure or unit in this case....

Finally, I wondered if there was a reason why Dark Energy Generators cost $800cr but sell for $400cr even when you upgrade them. I know that structures generally sell for half their build cost and some structures have upgrades available, the Airscraper and Antimatter Research Station, however when upgrading these buildings, the upgrade is retained even if all such buildings are sold and then rebuilt, you don't have to repurchase the upgrade. With (power plants) however, each is upgraded individually so I wondered why an upgraded DEG still sells for $400 when it costs $800 to build, $700 to upgrade it, in total a cost of $1500 for that upgraded building but still only sells for $400 instead of $750.

Good karma+1 vote
K05T4R
K05T4R - - 503 comments @ TiberiumSecrets 1. 2 Release

I like this mod! I PM'd the developers some issues I encountered playing as the ASI faction in a Skirmish map. I'll also post them here and this is also using the latest version 1.2.

War Drone Facility - building icon does not appear in the structures tab, its just blank, as if there was nothing to build. When I first played, I wondered "where are the vehicles?" So I clicked that blank box and saw it was the WDF for vehicles.

Assimilation Chamber - typo in the description under "Abilities:" it states "Assililates Converted Infantry" when should be "Assimilates".

Mouse pointer does not "see" certain infantry as clickable, you have to drag a selection box around them. Those infantry are Conscriptor, Inquisitor.

Units of all types, infantry, vehicle, etc., can veteran-up BUT the level icon does not appear next to the unit on the map, you have to first select the unit, then you can see its veteran status in the unit's attributes dialog. The ONLY unit I've seen which does properly display its veterancy next to the unit on the map is the Anubis.

Spy bot - it does repair/heal aircraft and infantry and it detects stealth but it doesn't seem to do anything else. Description states "Suicide/Repair Aircraft, Strong vs Infantry, Vehicles, Structures" but it doesn't seem to do anything to enemy infantry, vehicles, structures.

On the FHM bombs, I simply noted that the FHMDeath bomb does very little damage to a Mutant Hovel. It took 7 of those bombs in quick succession, (using a trainer for testing) to destroy it. Using the bomb against other structures is fairly effective though in creating a good bit of damage but there are some structures like other superweapons which you'll NEVER be able to destroy anyway using FHMDeath because it doesn't do enough damage, contrasting that with normal superweapons which normally almost completely wipe out the health of other superweapons. Now oddly the FHMDeath bomb doesn't make a "BOOOOMMMMM" sound like you'd expect, just a sort of "crumpling metal" sound. YET the FHM? - the one where enemies attack each other, the enemy units begin attacking each other before the bomb impacts the ground and when it impacts, it actually makes the "BOOOOMMMMM" sound like a regular nuke makes.. The other two bombs work pretty well.

I did notice something else whilst placing structures, sometimes it gets buggy where the small "build bots" don't actually build the structure (and I've had at least two structures vanish after they appeared to be built). Anyway, the bots just kind of hover around it but no progress is made in building it. I've had to sell many unbuilt/partially built structures and try rebuilding them again and again. And there are a few structures, sorry didn't make note, which don't actually display a build progress indicator. The building just shows as its being built but you're unsure how close it is to being completed without a progress indicator.


Good karma+2 votes
K05T4R
K05T4R - - 503 comments @ Soviet War Factory

Thanks for that info, I guess I should've picked up on that. I never played RA2 but I recall some discussion on this. I had to look back and it was nearly 4 months ago where I thought it "natural" for helis to come from an airfield or helipad instead of out of a WF then to say, go land on the airfield/helipad. I know not all helis necessarily have to land, just as cryo-copters didn't in RA3 but they were still built at the airfield.

Good karma+3 votes
K05T4R
K05T4R - - 503 comments @ Soviet War Factory

That is pretty sweet Madin! :D I could see something slightly different though like replacing the small dome at the back with the symbol on the door by making it a 3D symbol and slowly rotating atop the building.

I actually had a question though, what did you mean by this:

"(The answer to the question is: They are still built from the airfield)."

Good karma+1 vote