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Member Since 13 Feb 2011
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Posts I've Made

In Topic: m07.mix

02 February 2014 - 09:12 PM

Almost the classic RC3 ( Renegade Co-op 3 ) style on this mod, I'm saying 'almost' because on this mod, spawns either run out or get disabled as areas get secured, which is good.

I have had 2 games on this mod so far, one of which I cannot even really call a game because by the time I joined, other players had already been close to the end.
Just now I had a game from almost the start onwards -- the other players were still gunning stuff down from the Cathedral when I joined in -- and it was a fun experience ( for me :P ), the difficulty doesn't seem exaggeratedly hard, though I can imagine that, since we were around 7 players most of the time ( out of which at least 3 were RC3 veterans ), the mod may be alot harder when attempting to play solo or as 2-3 persons only, of course also depending on wether these 1-3 players are RC3 veterans or not.

The mod definitely fits to the RC3 rotation and the mod itself has a higher standard than the RC3 mod.

Well done, now go and do some more Ren Co-op modding. :P xD

In Topic: M01 Tech-Demo

02 February 2014 - 11:05 AM

SP was way too easy imo, but with the difficulty scaler now in it sounds really promising :D

Well I do have to say that, if a Renegade Co-op 3 veteran looks for a challenge, this mod may only deliver such when you play on Easy or Medium difficulty without having enough players, which in turn could only be done on a Admin/Moderator command on IRC.

Personally, I did not aim to create a challenge for regular or veteran players with this mod, even though you might find it a bit tougher if you play Medium difficulty as 1-3 players ( assuming all of these 1-3 are veterans ).

On Very Easy, which is the difficulty you have when you play as 1-2 player(s), it will be quite easy but still different from Single Player -- it is still somewhat harder than Single Player Hard difficulty but not so hard that a complete-new-to-Co-op player cannot beat it, someone who knows the Single Player M01 will definitely feel the difference not only caused by difficulty but also the alternations that I have made ( and of course the cut content ). :3

In Topic: m13.mix

29 January 2014 - 11:57 AM

It's a nice mod no doubt, the only thing that bothers me a bit is the OP secret weapon but oh hey.. that's just me who prefers difficulty. xD

I just had a almost 2 hours game on this mod ( mostly playing by myself, no gunner, no rocket launcher, no secret weapon, Deadeye only run ) and it was alot of fun for me to do this, well of course some random players bumped in from time to time but mostly they didn't do much other than pulling enemies and dying even though I tried to keep them alive, lol.

Ah anyways, it was a fun experience nevertheless.

In Topic: M01 Tech-Demo

28 January 2014 - 06:21 PM

Here comes the next update and official release.

V1.1a to V1.2:

-Changed the Visceroid's Skin and Shield types so that they no longer get heal effects from Tiberium or Tiberium based Weaponry.

-Fixed a bug where there was a big chance for some Officers to never call for reinforcements.

-Added the Medium difficulty mode.

-Updated the Objectives command plugin with the current difficulty level display.

Updated the first post's update log.

In Topic: M01 Tech-Demo

27 January 2014 - 08:17 PM

A little update on this one:

V1.1 to V1.1a:

-Increased the pushback a bit for some area blockers to decrease the chances of getting stuck with another Player by accident.

-Added the Difficulty Scaler V3.

-This is a new version of the Difficulty Scaler that I have created specifically for the requirements that my M01 mod would have when using the Difficulty Scaler, the code has been almost completely re-written and has also been optimized a bit.

-Features the Very Easy and Easy difficulties ( for now ).

-Other minor adjustments.

Updated the update log in the first post.