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MasterDall
MasterDall - - 76 comments @ Republic at War 1.3 Official Trailer

Continue with the Great Job.

Good karma+1 vote
MasterDall
MasterDall - - 76 comments @ Comeback for Republic at War

Keep on it! And I can say to reach out also for other content creators who can agree to share some of the content they create for their mods. That way its possible to improve even more than what we already have.

Good karma+3 votes
MasterDall
MasterDall - - 76 comments @ Galaxy at War: The Clone Wars

At the appropriate time, would you give a demonstration on ships and effects/textures in game?

I'm asking because i'm hoping that this mod could be a "merge" between the republic at war and the clone wars mod. Both are good mods, but lack some certain aspects, as for example, i would like to have the type of munificient and the same laser textures from the ships canons from de TCW mod because they feel more real and similar to the movies(i have been trying to adapt this(mainly from TCW to RAW, as this one is much better complemented than the first), but i think i lack the necessary instruments and knowledge to make those changes xD).
As far from what have been displayed, i'm liking and hoping for more news about this.

Regards, and good luck!

Good karma+2 votes
MasterDall
MasterDall - - 76 comments @ Republic at War

A curiosity i would find interesting to apply on the mod would be the factor of increasing the size of some providence-class destroyers, preferably the heroes one's, of course this being only for show.

I'm talking about this because i came to see the evolution of this mod and crossed my mind the factor of existing enhanced versions of ships mainly used by high ranking generals. As for example is admiral trench ship being the double size of a normal providence (checked also for the invisible hand, but both canon and legends segments describe the ship to being only 1088mts). Apart this factor these "enhanced versions" could get more shielding or health points (Can also be applied for Admiral Yularen ship for the upcoming 1.2 version).

I gave it a try, and it is a interesting experience. The first try i used on general grievous invisible hand, with doubled size (according to the code) and seemed to me to be an little exaggerated (almost the same size of an lucrehulk xD) but using the original size plus 1/2 of that size i think it could fit with the rest of the ships.

Opinions can be given.
Respect

Good karma+2 votes
MasterDall
MasterDall - - 76 comments @ Republic at War

Maybe i'm repeating myself, but in my case i didn't succeed yet to fix it..
I cannot fix the problem of the AI not responding, playing as the republic. I also checked the everythingeaw.com for the possible solution, but only to see that i already did the same steps..
I have readed somewhere that a possible correction for this problem was changing the GRAPHICDETAILS.xml file, but i don´t know for shure the right steps for it..
Can someone give a hand?

Good karma+1 vote
MasterDall
MasterDall - - 76 comments @ Star Wars - Clone Wars

Where can we give opinions about issues/opinions about the demo?

Good karma+1 vote
MasterDall
MasterDall - - 76 comments @ Another cool pic

And what about some few moving torrents like the one's of the venerator's on the malevolence? :D

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MasterDall
MasterDall - - 76 comments @ Republic at War

Just an idea that came by..
If the admiral, instead of coming in transport (considering the factor of unity that we want to appear first in the battle map for both sides), come in venerator keeping the same abilities?
Since presumably the expansion will have the tactical droid for the CIS, this unit could also arise in the same way, but using either a lucrehulk battleship or a providence.. Opinions
(And i posted this here because i dont want to create an account, on the supposed site to put this ideas)

Good karma+1 vote
MasterDall
MasterDall - - 76 comments @ Republic at War

It is possible to put some more images of the official units that will como with the 1.2? Please

Good karma+4 votes
MasterDall
MasterDall - - 76 comments @ Republic at War

It's just a little crazy ideia, but what about having underwater battles?
It could bring some more unit tipesm like the aqua droids or clones with underwater equipment..Give opinions :)

Good karma+3 votes
MasterDall
MasterDall - - 76 comments @ Edain Mod

Ahhhh.. ok then xp

Good karma+1 vote
MasterDall
MasterDall - - 76 comments @ Edain Mod

Some while ago i asked about on how to get the ring hero for the goblins. Some people sayd to me to use shelob to "eat" the ring and then deliver it to a dragon like building. I check the only two dragon like buidings and didn't get the ring hero.. There is maybe a problem on that..
Another thing that i also checked is that, if whe are figthing agains the goblins and we are using a faction that can use walls, the goblins don't scale them, as the original.. They simply pass trow them, as if the walls weren't there at all..
I also would like to sugest a change for the command points..
For my opinion, both ring heros and siege weaponds shouldn't have any command points, cavalry and monsters have a minimum of 5cp(even if, talking about the cavalry, have 10 or 20 units) and infantry to have only 1 cp (even if the horde has 20 or 50 units).. With this changes, in my opinion, we can have armies as seen in the movies..<-- GIVE OPINION ABOUT THIS..
A final thing.. I suggest an increase on the cp, in buildings that give them on each faction. To me, giving an example, I am always working with only half of the cp's that can be used.

Good karma+2 votes
MasterDall
MasterDall - - 76 comments @ Edain Mod

And so, if we are playing on the fortress skirmish maps (like helms deep or minas tirith), as we cannot build the fortress we can not recruit theoden, rigth?
Happened to me a while ago..
(To gnomi or Chernobog)

Good karma+1 vote
MasterDall
MasterDall - - 76 comments @ Edain Mod

i meant in english.. I do not speak german and can't understand it very well.. I do some guessings and deductions, nothing more..

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MasterDall
MasterDall - - 76 comments @ Edain Mod

Can you or someone else make a list for this situations(what to do with the ring, for every faction (if there isn't diferences for the factions on how to catch and use the ring)?
Its a little better to work with..

Good karma+1 vote
MasterDall
MasterDall - - 76 comments @ Edain Mod

-But you could try to use the type of weaponds of the fanished units, as upgrades for peasants (but its just an idea);
-Yes two drogoths.. I was playing with the goblins in skirmish Rivindell and i could summon two drogoths.. First as a hero buildable in the fortress, and them as the unit of the upgrade "dragon nest"..
- AH, a thing that i forget to say.. Where the hell can whe summon Theoden, i didn't find him in any of the buildings, when i played with rohan..

Good karma+1 vote
MasterDall
MasterDall - - 76 comments @ Edain Mod

A few problems that i liked to share..
-In the campaing, the second (and new) mission where we need to gain the control of gundabad orks, there is a problem on the counter..
Many of the goblins we kill don't count and it seems that if we kill orks the counter blocks somehow i cannot understand as well as the hero we use, doesn't have the same level that we reached on the previous campaing map. Another thing is that the hill troll get stuck after you change the formation (the original unit acts normally, but with the change of formation appears some new ones that get stuck)..
-Also can you give an update about the newest version of the mod?Because in this one, with rohan there was a serious cut on foot units (3 units that appeard in version 3.6.1, do not appear in the new version as well as the infantry building)..
-The ring hero of the goblins, shelob, doesn't have any new powers or seemed to me, that didn't do nothing.. Also with this faction, there are 2 Drogoth's, instead of one that it is more correct (i think).
-When in skirmish, the enemy catches the ring, they go to the fortress instead of the ring hero. Can you guys change that, or there is a problem?
I will check more issues if i find them..

Good karma+1 vote
MasterDall
MasterDall - - 76 comments @ Edain Mod

Well, the first time i played on minas tirith, the ground and some houses where pink, didn't understand why since i instaled bot versions on therms of realease..
Yes i already understand the way to get the ring to the respective hero..
That problem of repeated factions was on skirmish.. Since the list of playable factions is either on german or english.. For example i played with rohan, next game i choose another faction with german name, and happened to have the same faction i chosse earlier again..
The map without all the buidings i think it was fornost(one of the news maps, not destroyed fortress version).. I was playing isengard inside walls..

Good karma+1 vote
MasterDall
MasterDall - - 76 comments @ Edain Mod

ok then.. just asked.. xp
But a GOOD THING that i have been wishing since the games have been realeased was the control of the 9 ringwraiths.. not 3 or 4 but all 9.. If you have this on the mod it would be completly awesome..
I can help you in therms of finding the remaining names and possible abilitys..

Good karma+1 vote
MasterDall
MasterDall - - 76 comments @ Edain Mod

I think there where some ocasion that i delivered the ring to the fortress.. But i will try it again on the way you say and see what happens ;)
(to yamsinacan)

Good karma0 votes
MasterDall
MasterDall - - 76 comments @ Edain Mod

I think there where some ocasion that i delivered the ring to the fortress.. But i will try it again on the way you say and see what happens ;)

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MasterDall
MasterDall - - 76 comments @ Edain Mod

For both original and expansion of bfme 2 i have patched then with the latest..
But you can also may consider the fact that the mod you (or other/s) put here maybe have the minas tirith with pink floor, as i did not touched in any of the files, just install the game as the notes say..
The cair andros is an error/bug, i realized now that didn't put it in the proper place, but the cirith ungol IS an suggestion.. If you remember playing karsh(the special wraith of angmar, on the original expansion) he have an ability to do damage to the units surronding him, and that is the ability that im talking about, by apllying it on the statues of the gate of cirith ungol..
You may not understand, but those are sugestions (of my own, no need to apply them in the mod .. I put them here to get a general idea of opinions and not to be demoted, so it seemed to be giving these suggestions willingly..) I don't know if you readed it all, or you simply read one or two and do not care for the rest, but i would advice to do it again, if you please

Good karma+1 vote
MasterDall
MasterDall - - 76 comments @ Edain Mod

(continuing)
-The new HELMS DEEP is very nice, but there is something wrong. The deeping wall connects to the fortress, and don't have a rock there to block the way(my opinion).
-The HELMS DEEP invasion map, i think there no need of existing the secret door on the deeping wall(but can have the slot to built it). There the defender(pc) do nothing. The isengard army that comes it would be nice to be of the control of the attacker.. not as a separated "faction". I would sugest that the wall near the invader would be like the wall that rohan can built(idea only)..
-Finally there is a MINAS TIRITH with doors at the second level and acess to the third(there is a glintch.. the units pass throw the wall instead the passage next to it.. It would be great if there was a minas tirith invasion map(similar to the helms deep), where we can acess all seven levels and battle on them..
-Loved the new map of osgiliath.. It would be nice to have it, but with ruins like the original and not as a mission..

i would like ti share some more ideas but not today.. Tell me opinions to debate this..
Greatings,Master Dall

Good karma+1 vote
MasterDall
MasterDall - - 76 comments @ Edain Mod

Hello there,
I just started playing this mod recently, and i became a little addicted to this one, because it makes rotwk far more better than the original, but i detected some errors that have a need to be treated..
And also i would like to sugest some ideas..

Errors:
-Its not possible to use the ring by all the factions.. The unit that catches the ring cannot delivery it to the respective fortress;
-there maybe exist some repeated factions on the skirmish..;
-there are some maps where all the factions buildings aren't availiable;
-the minas tirith map is pink.

Sugestions:
-the new map for CAIR ANDROS have a glintch on the building slots on the walls. If i am an attacker, the computer (defender) don't use the gates and the building slots.. And after destroy all units and building i cannot win.. And the computer, mainly, makes is camp outside the island, not inside;
-CIRITH UNGOL, the statues on the main gate could cause some damage in addiction to the fear ability they already have;
-i would suggest that the ered luin map should be called blue mountains.. it is the same map of the campaing of the second game;
-In the new FORNOST map (original rotwk last campaing level) is very good, but i didn´t like the huge concentration of towers next to the secret doors.. I would advice to spread them over the outer wall.. Also in the acess ramp my units stuck there and cannot leave. It more easier to the main fortress to be the one of the map instead of the faction, but being available. Try to add the repair option to walls..

Good karma+1 vote
MasterDall
MasterDall - - 76 comments @ Republic at War

Try to streamline the use of several ships available .. Not always the same type.. Because on that battle times i'm always overrun by fighters and cannot stop them.. They are to many

Good karma+2 votes
MasterDall
MasterDall - - 76 comments @ Republic at War

Hey Z, can you try fixing the IA for de GC's.. im doing the "the fall of the jedy" and im at level 4, but i'm freaking out because i'm being attacked every 30 seconds.. I cannot breath for a moment and cannot advance.. And for every time the cis is attacking, always uses fleets of about 10 providence and 2-6 lucrehulk and a fey droid carriers..
Im holding my position on the region of the core, but if the battles takes place on a planet with planetary weapon defense, despite im able to destroy all capital ships before the reach the space station, im attacked by swarms of droid bombers and starfigthers that destroy my space station..

Good karma+3 votes
MasterDall
MasterDall - - 76 comments @ RaW 1.2 "Rush to Victory"

Bring also the B2-RP. It is the same as a B2 battledroid, but have rocket propelers, resemble them to the jet troopers..
(http://starwars.wikia.com/wiki/B2-RP_battle_droid)

Good karma+1 vote
MasterDall
MasterDall - - 76 comments @ Republic at War

Just Played some battles and the mod is great..
But i find at the moment 2 lags in game..
Also i liked to debate on some points of interest, that i disagree a little..

Good karma+1 vote
MasterDall
MasterDall - - 76 comments @ Admiral Trenches Flagship

Aren't you forgetting the simbol/emblem of admiral trench?
I'm associating to the clone wars series

Forums.spacebattles.com

Good karma+5 votes
MasterDall
MasterDall - - 76 comments @ Star Wars - Clone Wars

okidoki.. (nice image xp)

Good karma+1 vote