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Oddball_E8

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Everything posted by Oddball_E8

  1. I don't know... It feels wrong taking donations for something like that. I mean, someone already paid for my game since I can't afford it. And that feels weird enough. :/
  2. Hmm... It does appear that BFC is pretty good at retaining customers tho.
  3. Unfortunately, I'm broke enough for 5$ to be a major expense... especially for something that gives me no money whatsoever in return.
  4. I have been trying to make a trailer/promotional video for my soundmod. But despite being relatively prolific in video editing and such (I upload at least one video every week on my sw:tor channel) I just don't find that I can muster up enough creativity to make a trailer for my soundmod. So I'm asking if there's someone out there who would like to make a video showing off my soundmod in a better way than my pretty static "soundmod comparison" videos.
  5. Not to be "that guy" but I'm pretty sure panthers were slave labor made in many cases
  6. Hehehe and over on swtor.com they are whining about not getting any updates about the game progress for almost a week
  7. Well, I can't speak for tactics, but there are a few things that someone new to this game should know. 1: Tiger tanks are fragile. Yes, that's right. Fragile. Don't expect a lone Tiger tank or even a King Tiger tank to hold up for long against anything bigger than a T-34. (and that includes the T-34/85). 2: Halftracks are NOT APC's... Treat them as trucks with a machinegun mounted on them. 3: Never, and I mean NEVER, clear a forest unless you absolutely have to. Just supress the occupants if they fire on you, but don't go in there. 4: Do NOT move your tanks ahead of your infantry unless it is completely open terrain for several hundreds of meters (remember, panzerschrecks have a range of 200 meters). 5: Don't treat your russian tanks as long range "snipers". These beasts are to close the distance as much as possible and then knock out german tanks by brute force (their guns are massive for a reason)
  8. So does that mean a new soundset or what? I'm still not following.
  9. possibility of refreshing sounds? What does that mean?
  10. Just do what I do. Pretend that there never will be a patch, that way you don't have to wait and when (if) it finally drops, you'll just be pleasantly surprised.
  11. Well, my Final Mod - Standard version is not included in that comparison, so you might want to check that out after all. Still haven't gotten the energy to make a trailer for that one.
  12. Here's a comparison of my old mods at least. My final mod "heavy" version should pretty much sound like my "Oddballs soundmod" one there.
  13. Heavy and standard only affect the small arms. Cannons are the same in both versions. The difference is pretty much in the name The heavy has louder, more heavy sounds. Standard uses sounds that are more "tame".
  14. No problem man... I originally made it for those who couldn't use soundmods because of old computers, but some seem to like the original game sounds so it's for them too.
  15. Did you try the lightweight mod? It only uses the stock game sounds but rearranges them after caliber instead of weapon.
  16. Heh, yeah, thanks. I felt that waclaws mod just didn't work for me because it was all just a cacophony of sounds and I couldn't figure out if it was my guys or the enemy shooting, and definately not what weapons were firing at the time. So I stuck with my own mod instead from previous versions of CM.
  17. Hmm, well that depends on your tastes. There are several versions. The descriptions are pretty... well... descriptive, so they should be looked at first But, the general versions are as follows: There's the lightweight mod that only uses sounds from the game. No modded sounds at all, just a rearrangement of the sounds in the game based on caliber instead of weapon. There's the Final Mod - Heavy version which uses many of my older sounds, but it is a very loud soundmod which I (in my old age, I guess) have stopped liking. There's also the final mod - Standard version. This is the mod that I use myself. Then there's a couple of versions of that. One with ONLY the small arms sounds, and one with cannons, explosions, vehicles and plenty more. The latter is the complete mod so to speak. And if you pick either of my "final mod" full versions, you should then update with the final mod - patch 1 (or later patch 2 when it's done, which is pretty soon). The simplified and fathers brothers bla bla bla are my older sounds so use them if you prefer those sounds. The simplified is like the lightweight one in that it sorts the sounds after caliber and not weapon, but uses my own sounds instead of the games. I hope that made it at least a little clearer :/
  18. Well then me making a video wouldn't help you anyay since it'll probably look different on your computer anyway
  19. I recall, back in the days of CMx1, that if you used a mission file as your quickbattle map, you got the forces that were already on the map as well. Something like that might work if it still works the same way in CMx2. Haven't tried that tho, so I can't comment on that.
  20. Yeah, but the difference being that the graphic mods usually have preview pictures. Soundmods usually don't
  21. No problem man. Check them out at your own leisure. I'm considering making an actual "sound mod trailer" some day... but it'll take a bit of creative editing and recording. And that takes time.
  22. Yes it is. Both me and waclaw have reload sounds added to the cannons (although 3 of mine don't have them yet)
  23. I've played a couple of the realism mods for Medieval Total War and they are pretty good. Mount and blade is nice too, but as womble said, it's not a strategy game exactly.
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