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Domaithianus

Fedaykin
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About Domaithianus

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    Sandwalker

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  1. @Striking Drekavac Having checked the fix I mentioned on three separate Windows 10 machines now, I can confirm I haven't had a single crash in 3 weeks. The one time I forgot to quit from the initial launch, and start up using the separate application though, my game crashed within minutes, as if to emphasise I had the right solution. Happily, however, I've got my Windows 7 PC fixed, and it's running more smoothly than any Win 10 machine I've ever touched.
  2. Woah, those things really go off. Like a devastator self destructing.
  3. @Cm_blast @Fey Thanks for the warm welcome back. It's a great community on this forum, which I feel is a tesament to the game itself. I find the same when I play online, D2K players always seem to be good natured and friendly. I've been looking at the new stuff available, though I have yet to download any - my main PC is down at the moment, and I'm trying to save it, so I'm having to borrow a laptop for now - but it all looks extremely impressive. I remember when I was last on here, thinking it looked like the tools had really advance a lot since people began modding this game,
  4. I return. Sorry I haven't been around for a couple of years or so. I actually started work on another project, and promised myself I wouldn't log back on until it was done so that I wouldn't be tempted to post bits before it was complete... then the small project turned into a large project... then the large project turned into a huge project... then I kept reaching a point where I thought 'Hey, maybe just a couple more months of work, and it'll be done.' which turned out to be wrong every time... and I kept having more ideas, and then I burned myself out creatively. The project really is
  5. I recently tried a fix that seems to be working, but only time will tell if it really does. I'm launching the game from the application in the folder instead of using the gruntmods launcher, just in case the compatibility mode isn't applying. So far, so good - I've gone from regular crashes within the hour to two days of gameplay without a crash. If it's a mission that can only be launched from the mission launcher, I've been starting up there, saving immediately, quitting, then launching again from the folder application, and loading from the game main menu. A little roundabout
  6. Oh yeah, I noticed that before, then forgot to fix it. Thanks for pointing it out, it's now in the new update, which is ready here: OrdosCampaign200.7z This also contains the bonus mission 'How to Build a Deviator' as well as all missions (including the bonus one) playable as allied sub-houses.
  7. Oh, hey, I didn't notice those edits, I had notifications on for replies on this post, but they didn't come up, so I didn't realise you'd replied. Sorry about that. I hadn't noticed that with the merc AI, thanks for the heads-up. They'll now start with one light infantry, and one trooper. Hopefully that'll do it. Haha, that'll be my loyalty to the original there. You expect the Starport to be attacked, until consistent attacks on the main base lul you into a false sense of security. Then, right at the end, when the player might have moved their defences, they come gun
  8. Just had one thought... you could avoid coming out and saying it, but hint a lot more strongly if the player thinks there's a pick-up, or reinforcements coming at the end of a timer, or just at an undisclosed time, like 'on their way'. Give the player a feeling that they're still working toward a clear objective. But at the end, have swarms of Imperials come in, and a message along the lines of 'It's too hot, can't come, just run!' or something like that. If you don't wanna put a timer in, maybe just say they'll be there soon, and trigger the end the same way as you do, when they player ru
  9. By the second reload, I was fairly convinced that I was supposed to be overwhelmed, but I'm stubborn. I also had far too pretty a base to let it get crushed. I have indeed played Freespace. I wondered if you may have been inspired by some of the twist ending in that. It is very reminiscent of that. I would say, S2V1 is more clear as to what's supposed to happen than S2V2. V1, I'd clearly hit the objective, and then something almost comically overpowered hit me. In V2, the overpowering is a bit more subtle, and gives off more of a feeling that it's supposed to be beatable. Espec
  10. OK, I've got my write up of the first 4 missions ready. That's all I've had time to write up so far, but I'll be sure to post more in the near future. Hoe you found it useful.
  11. Glad you're enjoying it. I'll probably tone O3V3 down a little for the next update. Was meant to be surprisingly hard-hitting for a mission 3, but I may have gone overboard That's a good point, I'll get that in the next update too. Thanks for playing and reviewing Blast. Always nice to get feedback.
  12. I've also realised I left a few structures in control of a separate AI for SOV4, so here's fix for that. Subs.7z
  13. Whoops, I checked all the others, and then tacked on the Smuggles ones as an afterthought. That'll teach me to get lazy :- P @Fey Thanks for fixing that. As for your Smuggles campaign, I'm playing through it. Taking my time though, wanna get the most out of it, and actually have something useful to say about it at the end.
  14. The new maps. Like what comes with Gruntmods for the originals, but for mine.
  15. @WolfHound As requested, here are the missions playable as sub houses. Smugglers for mission 6, and Mercs for missions 7, 8, and 9. Subs.7z
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