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Comment History
Saxxonknight
Saxxonknight - - 12 comments @ BrewLAN

If build time in general is nerfed after teleport that would majorly impact all else in doing so. Generally if you are teleporting in to stage a forward base you need that build power - its only not needed if its a gang teleport to send several SACU after a target (ACU).

Shields, SAMs, Stealth Gens - those things would still need normal build times. If you can specifically limit the nuke build time after teleport, that would solve it.

Good karma+1 vote
Saxxonknight
Saxxonknight - - 12 comments @ Saxxonknight

Gamer, Tester

Good karma+1 vote
Saxxonknight
Saxxonknight - - 12 comments @ BrewLAN

Hadn't tried that one, will check it out this weekend. Sounds like it would certainly be a game ender. I am assuming you are using a SACU with Teleport (Aeon or Seraphim) to accomplish this?

Something else, but obviously less likely in a base might be getting a nuke to launch thru a Seraphim Teleport Gate, haven't tried that one either.

Good karma+2 votes
Saxxonknight
Saxxonknight - - 12 comments @ Waterlag water legs

Nor only do I expect them too, they exist today. Oil derricks that are moveable from site to site are virtually exactly what you describe. Only some are mounted on pillars on the bottom, where the water is shallow it is practical. The famous disaster on Piper Alpha in the North Sea was a shallow water rig (mounted on pilings).

Google.com

In deep water, you have ones like that BP rig Deepwater Horizon that blew up in the gulf. Notice the picture in the wiki entry of the unit in water, and on the transport ship. Only a fraction of its overall height is submerged, but that fraction contains a lot of volume to provide the buoyancy.

En.wikipedia.org

I'd note also, that these rigs sit in the Gulf of Mexico and have hurricanes go directly over them. Yet each hurricane I don't hear of them blown away or sank. If you look at some of the photos of the things they are massive, so even huge storm waves they simply ride out.

Good karma+1 vote
Saxxonknight
Saxxonknight - - 12 comments @ Aeon Experimental Seige Tank

Actually first impression I had was of the Trade Guild in Phantom Menace, the hover tanks they had. Didn't have quite the same appearance, but the idea and top turret match.

The overall model on this, sans turret, is similar to a gunship design I came up with a long time ago, it was essentially a ground effect vehicle with rotating blades underneath for lift. Using the body for a base for such a gunship would be an idea with the missile attack that the Corsair has (T2 Cyb FB).

Good karma+1 vote
Saxxonknight
Saxxonknight - - 12 comments @ Waterlag water legs

Aeon/Seraphim use some type of magnetic or gravitic levitation I believe. Cybran UEF could also use pontoons/barges aside from a oil derrick type base.

Good karma+1 vote
Saxxonknight
Saxxonknight - - 12 comments @ Supreme Commander: World War II

Like many others that try to do stuff like this, they run out of free time to work on it for free. They don't get paid, it takes a lot of knowledge and an incredible amount of time. I'd love to see it too, but I don't know what the author's personal situation is.

Good karma+1 vote
Saxxonknight
Saxxonknight - - 12 comments @ BrewLAN

Cool man, getting it now. Looks like the reclaim is back in business, thank you.

The repair ship definitely spices up naval play, not just from the front line repair of units (you had to micromanage/pull your units back to a land base or spot you have engineers/drones to repair), but also in building forward bases. Since it moves at ship speed it gets there with the fleet and can begin making a base.

There is a unit that is in Black Ops or Deep Blue Naval pack, its a stationary air base. It has shields, repair drones and air platforms, torps for protection etc. Interesting idea for a center piece for the construction of a naval base.

I did note that the repair ship can build the artillery defense grid, but that it can only be built on land. Is that meant to be an aquatic building?

Good karma+1 vote
Saxxonknight
Saxxonknight - - 12 comments @ BrewLAN

That might be why I have that reclaim/dead unit issue when trying to play.

Problem is once you have FAF it redirects the original install (likely via registry).

Good karma+1 vote
Saxxonknight
Saxxonknight - - 12 comments @ BrewLAN

On the dead units not reclaimable, also buildings are dead, but cannot build there because of the unreclaim able corpse.

Good karma+1 vote
Saxxonknight
Saxxonknight - - 12 comments @ BrewLAN

I was playing the mod tonight on Seton's and noticed that the reclaim is gone, the units that were to be the reclaim are there and are neutrals (capturable), and units that die don't turn to corpses that you can reclaim. Not sure what the problem there is. Was only game mod in use, I do have some UI mods (ie mex upgrade) in use.

Also, on that repair ship idea I was trying to do, it appears to be beyond my skills, hacked at it a few times but made hash. I'd pay you to make that one :)

Good karma+1 vote
Saxxonknight
Saxxonknight - - 12 comments @ BrewLAN

Yeah that would be great. The simple things like I was saying shouldn't be overly hard. Heck, I offered a $50 reward on FAF forums for someone to make a working mod on that repair ship idea.

There are a number of things I would like to fix in some mods I like to avoid conflict. A for instance there is using several mods that add units, which then overwrite each other and certain units don't show up.

I did register now, so I don't show up as "Guest" anymore.

Good karma+1 vote