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[ Tabletop Round-Up SS + Skirmish AI 3.0: 1.4 released, Page #55 ]

  1. #451
    John1918
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    Ok, now I remember where I saw that error before. Do you have the Heroes mod installed? That causes problems for me with this mod.

    I think it has something to do with that mod not recognizing new units well, does the same thing with some race mods. Deactivate it, or any other special "options," you might have going.

    If that doesn't fix it, upload some screenshots/reports/logs and maybe somebody can figure it out.

    -John
    (P.S. Boss, that warhound is sweet!)

  2. #452
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    Couldn't play the mod at the moment, but concerning the stance of units that don't "take care" of building stance, it is localized in the RGD, in the data/attrib/spbs folder. If you have an RGD editor (AEP v1.2 from Gniarf, that's what I'm using), open it, go the the data/attrib/spbs folder, then, for any unit (infantry or vehicle), open the tree - you should have several "files" concerning the unit - it should be the first one, in the lines, look for something called "ignore building stance" and set it to false instead of true, and here it is
    That's very helpful. I'll look at this when I get back.

    AirborneOrk - Wait 10 seconds ingame for the thing to kick in.
    Does It actually double the HP of things though?


    Peacemaker - play City Of Titanic Tales (4). If it doesn't work (which sometimes DOES happen), then tell me. It requires you to hold the Point for about 10 minutes I think.

    Takalth - I'm gonna make fast-firing weapons a bit less powerful again.
    As for building times - I still want long building times, though I did reduce upgrade times from before as they pissed me off.

    Would it be an idea to practically remove re-inforce times for weaker things? Or have researches that reduce production & reinforce times for such things?
    I prefer the idea of making tier-shifting upgrades reduce the costs of really crap infantry such as guardsmen or slugga boys. Not vehicles though...
    Leader & (a) modeler/texture artist/animator of the

    Closer-to-codex mod files - To expand your mod.
    Codex Toolbox project - for furthur mod expansion!
    One more thing:

  3. #453
    well i know that one time i was using support sentinels and they had 1700 hp. the next games they had 850. its like the hp modifier wasnt working. i also noticed that having necron in the game causes a scar error when it starts so i cant have anything on random.

  4. #454
    alright tried out the hp modifier more and its definatly buggy. some games it works some games it doesnt and on some units it works while it wont on others. i just played that surfing map and i saw my infantry barracks go from 2000 to 4000 hp but the same never happened to my vehicles. i also got a scar error in the middle of the game and that might have caused it to stop working.

  5. #455
    Would it be an idea to practically remove re-inforce times for weaker things? Or have researches that reduce production & reinforce times for such things?
    I prefer the idea of making tier-shifting upgrades reduce the costs of really crap infantry such as guardsmen or slugga boys. Not vehicles though...
    That would be interesting. When you hit late tiers, there would be extreme massing of t1 units supported by smaller numbers of elites and vehichles (kind of like what the free sluggas upgrade in DC does, except perhaps to more of an extreme.

  6. #456
    dataeatingwolf
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    Help my game crashes when I try to run TTRU mod version 1.2... and it now it also crashed another mod I was working on for myself, because I copied the data files from the version 1.2 of the TTRU mod ... I didnt
    make a backup of the mod since I figured that the TTRU
    mod would work fine, since the last version, version 1.1
    worked fine... help.. what do I do? I am running version
    1.4 of WA.

    The game crashes at startup.. both when I try to run
    the TTRU mod alone or my now crashed mod

    is this mod not compatible with version 1.4 of DOW and WA? and if not, why not? what can I do do make it compatible again?

    damn.. I just read the readme.. it is made for version
    1.41... what has changed between 1.4 and 1.41?

    I tried installing TTRU version 1.1 to overwrite it but it still doesnt work.

  7. #457
    azreil1
    Guest
    zany great work on the warhound titan it rocks!

  8. #458
    dataeatingwolf i have version 1.51 running and it works fine. most new mods are for this and 1.50 because....well...theyre the latest patch. you really should have the latest patch anyways IMHO.

  9. #459
    dataeatingwolf
    Guest
    well that doesnt help me at all, since the rest of my mod is made for version 1.4 and most likely (knowing how "fond" relic apparently is about backwards compatibility, it won't work in 1.5)

  10. #460
    azreil1
    Guest
    well the mod works on my WA and that is ver 1.0 so dont no why you are getting a problem

  11. #461
    patch version not game version. in order for WA to even begin installation you need to be patched to 1.4, so i guess that means youre on 1.4.

  12. #462
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    Help my game crashes when I try to run TTRU mod version 1.2... and it now it also crashed another mod I was working on for myself, because I copied the data files from the version 1.2 of the TTRU mod ... I didnt
    make a backup of the mod since I figured that the TTRU
    mod would work fine, since the last version, version 1.1
    worked fine... help.. what do I do? I am running version
    1.4 of WA.
    Oh crap. This hasn't happened to me before.
    Please post your warnings.log file here.

    I run the game as version 1.41 interestingly, & if version 1.51 doesn't break the mod, then that's cool.

    Necrons WILL ALWAYS cause SCAR errors, or rather - AI errors, for they're not properly integrated. THat won't matter when the DC version appears though, as these Old Necrons will be removed.
    Yes, that's also probably another cause of the bug in the HP modifier. ANYTHING that causes a Fatal SCAR error will stop it, as it's a SCAR script.

    Just avoid playing that Surfing deep trouble map for now. It's a bit buggy, though I thought that I removed that SCAR error that paused the mod up.

    *sigh* That HP modifier has issues. It worked when I tested it a couple of times though (that was only on one map).

    Ok, so please make a list of where it doesn't work so far...


    As for that Stompa - the head's nearly ready for another screenshot! I've put the banner pole in as well.

  13. #463
    Zaney,

    You gotta do something with the walking animations of the warhound. It's pretty unrealistic. It looks as if its shuffling across the map. It needs to lean a little bit when it walks. Put a little weight on the legs as its taking a step. Aside from that everything else is good. Especially the firing animations.

  14. #464
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    I did actually improve the Warhound movement animations a bit, but I can't remember whether that was before or after this version...

    As of such - the reason that I haven't made it lean much is because I don't wish to severely screw up the firing animations (or should I say - the aiming position).
    The weapons move with the thing, don't they?

    Well, if so, then the aiming would look stupid ingame, for the tracer projectiles would point in the wrong directions etc.

    Unless you wish to suggest that I make a special movement animation for when the Warhound isn't shooting?

  15. #465
    dataeatingwolf
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    well the sad part is that it doesnt come with any errors.. it just quits the game without warning...

    now this is odd... it is almost as if there are little elves or something in my computer...now the ttru mod version 1.2 works fine... damn... this is strange

    perhaps it is a memory problem then? very strange...

    here is the log:

    23:55:17.67 W40KWA started at 2006-12-13 23:55
    23:55:17.67 OS NT 5.1, 1024MB Physical Memory
    23:55:17.67 RUN-OPTIONS -modname gigax
    23:55:17.67 WORKING-DIR C:\games\DoW
    23:55:17.67 USER TSJ
    23:55:17.67
    23:55:19.92 MATHBOX -- Version=5, Cpu=unknown:f=6,m=13, Mode=SSE
    23:55:19.92 GAME -- Warhammer, 1.40, Build 78258.63110
    23:55:19.92 GAME -- Available memory: 1023MB RAM, 2412MB Pagefile
    23:55:19.92 State::State - set socket send buffer to 131072
    23:55:19.92 State::State - set socket receive buffer to 131072
    23:55:19.92 HostState - 192.168.1.100:6112 / 192.168.1.100:6112
    23:55:19.92 Session : Now Host
    23:55:19.92 Session : We are now a Host
    23:55:19.92 PeerState - 192.168.1.100:6112 / 192.168.1.100:6112
    23:55:19.92 PeerState::ConnectCallbackHost - connecting to host at 255.255.255.255:6112
    23:55:19.92 GSTransport::Connect - GT2AddressError
    23:55:19.92 SPOOGE - Driver[Dx9 : Hardware TnL] on adapter[0], version[4,32]
    23:55:19.92 SPDx9 -- Driver Name = nv4_disp.dll Device = \\.\DISPLAY1 Desc = NVIDIA GeForce Go 7300
    23:55:19.92 SPDx9 -- Driver Vendor = 0x10DE Device = 0x01D7 SubSys = 0x12121043 Rev = 0x00A1
    23:55:19.92 SPDx9 -- Driver Version Product = 0x0006 Version = 0x000E SubVersion = 0x000A Build = 0x200C (8204)
    23:55:19.92 SPDx9 -- Driver GUID = {D7B71E3E-4297-11CF-FF53-183200C2CB35}
    23:55:19.92 SPOOGE -- 299.00MB available texture memory
    23:55:19.92 SPOOGE -- 299.00MB available texture memory
    23:55:19.92 GAME -- Beginning FE
    23:55:19.96 MOVIE -- Opening movie 'movies:dxp_relic_intro.lua'
    23:55:22.14 MOVIE -- Closing movie 'movies:dxp_relic_intro.lua'
    23:55:22.14 MOVIE -- Opening movie 'movies:dow_intro.lua'
    23:55:23.75 MOVIE -- Closing movie 'movies:dow_intro.lua'

    I wish it would write something if its a memory problem, but it must be since ttru v.1.2 now works on my computer
    Last edited by dataeatingwolf; 13th Dec 06 at 3:59 PM.

  16. #466
    thats just the thing zany the hp modifier works on a map and then on the same map it doesnt, or some do and some dont. but whats causing the scar errors in the middle of the game?

  17. #467
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    Necrons cause SCAR errors. This' partly why one shouldn't use the random selection of player thing with the mod (yet).

    Also - someone on another site told me that the take & hold objective could be linked.
    What maps & conditions are you using? I need a pattern!

  18. #468
    im not using necrons and i play on destroy hq. though it only seems to happen when i have units with custom speech. i highly doubt theres a connection but...

  19. #469
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    I highly doubt that there's a connection between SCAR errors & custom speech too.

    Hmmm... Like I said - I didn't get this error, so I'm not entirely sure of the issue.
    I usually don't get these SCAR errors anymore.

    You say this happens on any map right?

    I'll have to make a list of the current bugs some time later, so I can check back on them.

  20. #470
    dataeatingwolf
    Guest
    A bug report, I dont know if this is fixed in v.1.2,
    but the gunwagon ork kannon weapon is missing, when
    upgraded to the kannon, the gunwagon carries no
    weapon on the model. Its an easy fix though.

    One thing you should consider with this mod, is the scaling of the ork models...

    the battlewagon should be larger than the gunwagon,
    the battlefortress should be larger than the battlewagon,

    the gunwagon is a troop carrier that can carry 10 orks,
    I guess that translates to a capacity of a single squad,

    the battlewagon and battlefortress are also troop carriers
    that each can carry 20 orks, so that should translate to
    being able to carry 2 squads I guess.

    I like that you set the chimeras carry capacity to 1, it
    didnt make any sence that the original dow chimera
    could carry 3?! squads.

    Finally, the crew members on the gunwagon,
    battlewagon and battlefortresses should be the same size and scale as the slugga boys.

    Other than that.. awesome mod. Sorry for my weining, but it really did think the mod didnt work on 1.40, but apparently it does and the other problem is some kind of weird memory problem. I started again using v.1.2 as a base,

    I am considering putting it in a seperate mod that requires the ttru mod, so I can update the ttru mod when you release new versions of it, without affecting my own experimental mod.



    Keep up the good work and sorry for any inconvenience I might have caused.

  21. #471
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    Ok - my replies:

    The Battle wagon IS bigger than the Gunwagon, & the Battle Fortress is MUCH bigger than the battle wagon, about 2ce the size actually. I don't know what you're on about.
    Check the screenshots at the 1st page.

    It's true that the gunwagon should be able to carry 10 troops, but I didn't implement that as I wanted it to be more of a support vehicle rather than assault.
    It'd make the Trukk even less useful than it currently is (though the trukk still has a big speed advantage).
    So are you suggesting that I implement this anyways?

    Also, as for the battle wagon's current capacity of one squad - I'd prefer to keep it that way for realism, & comparison to the Battle Fortress which CAN carry 2 squads (as in tabletop), but again - shall I increase it?
    It'd make the super units less useful transports though!

    Chimeras are set to carry one squad like in tabletop. DOW made them carry 3 squads for some bizarre reason. Probably as a good selling point as a transport...
    Although in this TTRU mod, remember that Chimeras also are rather powerful!

    The Ork crew will stay the same size, in case I wish to scale down ALL infantry in the mod if I get too many complaints about weapon range issues...


    Stompa update:



    I need a bit more detail on the head of the bitch though. Any ideas?

  22. #472
    it doesnt happen all the time, ive gotten through games without any trouble, but it does happen most of the time. ill try a 1vs1 map and see if it happens there as its the only type i havent tried yet.

  23. #473
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    Alright.

    This hammer on this Stompa conversion is the close-combat weapon I plan on having for the Stompa:



    And the gun from this as a starting weapon:




    And finally, the large scary cannon on the left stompa as the upgrade:


  24. #474
    Member Slash's Avatar
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    Zany, sorry for the long wait...but the file is uploaded on dowfiles

    http://dawnofwar.filefront.com/file/;73649
    THE BEATINGS WILL CONTINUE UNTIL MORALE IMPROVES!
    Former staffer of Filefront : DoWfiles.com

  25. #475
    Very nice shaping up he is getting... I find the hammer much cooler than a chain saw be cause of that whole orky stompy feelin', and you're right about the head, I think you should make a sort of eye (an orky mech eye style, possibly red) and the zap gun should represent the other eye (that should be that gaze of the orky gods kind of thing) and I think the 'jaws' should be a little bigger too like that proeminent lower canines like an ork effigy...
    That gun is amazing looks like a giant uber grenade launcher, really good stuff, maybe some muzzle supressor holes kind of thing (think big shoota), great work man...

    It's getting awesome, gratz

  26. #476
    John1918
    Guest
    Hammer-Time! Ok, ok, bad joke...I must say that looks like it would hurt allot. Of course the automatic grenade launcher wasn't made to tickle either.

    As for what to put on the head...Perhaps horns? Err, maybe a hatch somewhere about um. Can I post a version of your picture that has some modifications to it? Then I can show you arrows pointing to suggestions. Please!

    -John

  27. #477
    well i was playing nature reserve and everything was going fine. then i decided to build a squad of bloodletters. i summoned them and just before they appeared i got a scar error. so i think its definatly related to units with custom sounds as i made havocs and chaos bikes before them without any trouble.

  28. #478
    dataeatingwolf
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    zany:

    the gargant is shaping up very nicely

    I really like the ideer with giving it a 'Uge 'ammer to
    Bash 'em all

    I would suggest that you give it a demolisher cannon eye, since most gargants I've seen, have a demolisher cannon as either the left or right eye

    Also a gutbursta mega cannon (in the belly, it is a kind of a mega demolisher cannon) would be
    a great addition imo

    (the ork stompa titan has such a cannon in the belly aswell as a demolisher as an eye)

    When all the details are in place, then another cool thing, would be if there were orks and gretchins crawling around on the titan.

    "It's true that the gunwagon should be able to carry 10 troops... implement this anyways?"

    Yes, the trukk would still be used due to speed issues.

    As I see it, the battlewagon should resemble more or
    less the space marines land raider (just with slightly worse armor and cost).

    Perhaps you could limit the number available to one. There are certain ork armies that can have up to 6, but vanilla orks can only have one.

    "Also, as for the battle wagon's current ... but again - shall I increase it?"

    Yes, if a vanilla ork army only gets a single battlewagon and a single battlefortress,

    then it would matter that much, since an
    army needing to transport
    more than 4 squads,

    would then still need to buy trukks and gunwagons

    And it would also be closer to codex since the units that can transport units indeed can transport units plus the number of units available would also correspond to the codex

    I guess the scaling of the gunwagon, battlewagon and battlefortress are okish atm. I just seem to remember that the gunwagon and battlewagon looked to be very similar in size and iirc, the gunwagon should be smaller (about the size of a rhino plus a little bit)

  29. #479
    Axel_of_sweden
    Guest
    Is the Russ turret ruined like all other mods?

  30. #480
    i dont know if this has already been brought up (coz i dunno how to use the search feature) but i been on the website and it says you guys dont know what the necrons would have against titans etc... have you thought about the pylon? it appears out of nowhere and is powerful enough to take out titans
    stewie - "this is almost as good as when the emperor came up wth the forumla for great star wars dialogue"
    *cut to episode VI*
    Emperor - "something something something DARKSIDE"

  31. #481
    azreil1
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    i think the pylon has already been mentioned hasnt it?

  32. #482
    Ouch! Stop calling me Peter! Peter's Avatar
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    Allright, I've just Dl-ed the mod. I think the AI is hard (played an easy match, got rushed like a hard match), and the Warhound's walking is a bit weird.
    ... and the World is no longer what it used to be.

  33. #483
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    Slash - Thanks, though due to fears of the SCAR error that I don't know of, I'll check a long time later.

    KHannis - I'll add 2 circular eye sockets like on that Gordystomp one. Can't be bothered with different types since I've already got that lens thing below the Zzap gun.

    John1918 - YES! Horns are cool! I'll steal some from the Bloodthirster.

    Airborneork - Narrows it down! Please test this theory more.
    I did actually make mods to the sound files - notably custom ones, though NOT speech files. Again - I have no clue why this'd cause SCAR errors.

    DataeatingWolf - For cannons, I'm sticking to what I have at the moment. No stompa variants that I know of have chest-mounted cannons.

    Prove to me that the Battle Wagon has a limit of one.
    If it DOES, then I'll increase the squad capacity of it.

    I'll make the Gunwagon have a squad capacity, but this'll only happen when I get an elites capping system implemented.
    Once that happens, I'll introduce fast cap.
    This'll essentially make wartraks even less useful.
    UNLESS I put them into squads.
    Guess what? I'll do that when the time comes! Wartraks will be built as squads of 3 vehicles to make them annoying.
    That'll screw up pathfinding though, so I'll considerably cheapen them too.

    Oh yes - the battle wagon is indeed only slightly bigger than the Gun wagon. That didn't really matter much to me though.

    Axel_of_sweden - we use the C2C leman russ variants - so from what I heard you said - yes, they're "ruined."

    Why should that matter though? THere's a vast selection of units in the mod anyways, including the other 3 Leman Russ variants which are just as useful as the original.



    The Necron Pylon is a thought, though I hear that Winterdyne has already started modeling one.
    We have a partnership that he might give it to me in exchange for the Stompa.

  34. #484
    John1918
    Guest
    Horns FTW!

    I'm going to be liberal with your yes. So here are some visual suggestions.



    Yes I know, I am just such a great artist. Can't wait to see the Necron Titan released, that will put other titans in their place.

  35. #485
    a necron titan...well THAT should be intersting

    also to what units have you made mods to the sounds so i can check them out?

  36. #486
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    AirborneOrk - I am of course assuming you're talking about speech files, correct?
    Those are what're causing the errors?

    Also - Necrons don't have titans, but they DO have some nasty war machines. The Pylon happens to fall into that category.

    John1918 - If I put horns where suggested on that diagram, the Stompa would look more like a donkey!
    I've put some modified squiggoth horns on the sides, as like on a bull instead. Looks kinda demonic now though.

    A ladder is impractical IMO, & so is an entry hatch if the crew are to get into the stompa via the entry hatches in the torso & then climb up.

    However, I COULD include an escape hatch on the head as a random object...

  37. #487
    ok now for some other bugs. i cant seem to upgrade any of my space marine vehicles with melta guns. it doesnt say that it requires anything but its always blacked out. this is on any vehicle that has a melta gun. also there are 2 rhinos, one at each machine cult. is this really neccesary? theyre not the same rhino either.

    ^^^^^FOUND IT^^^^^. it isnt related to speech at all its related to transport like webway gates and drop pods. try it zany, load up a game as eldar build a webway gate and put the bonesinger in it. i also got it when i put my venerable inside the orbital command. it happens when its almost ready to be deployed. ill check and see if it happens with imperial guard buildings as well.

    ok tried it as ig and sure enough, i built an infantry command, put my enginseer inside my field command, and as soon as i clicked on its icon to move it into the infantry command, got a scar error.
    Last edited by Airborneork; 15th Dec 06 at 4:09 PM.

  38. #488
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    Very well done AirborneOrk!

    I probably didn't find it because I rarely use such transports...

    However, what could cause this?
    There're only 3 Scar files...

    I have an idea: Try deleting the SCAR directory in the TTRU mod folder. See what happens (other than the loss of 2 new objective functions).

    Ok, so the melta thing is common then. I'll have to look into that when I return the word to the mod for DC.

  39. #489
    ok i moved the scar folder to my desktop and i no longer recieve error messages with transport. i have six files in the scar folder unless of course you arent counting the ones with the word local after them.

    with the infantry war condition on it says no armor yet i can still make chimeras and hydra aa tanks. these are definatly armor and with the chimera and its possible autocannon is more than a match for the other transports(well other than the falcon) funny though because i only discovered this condition when i looked in the scar folder!
    Last edited by Airborneork; 15th Dec 06 at 5:36 PM.

  40. #490
    John1918
    Guest
    "John1918 - If I put horns where suggested on that diagram, the Stompa would look more like a donkey!
    I've put some modified squiggoth horns on the sides, as like on a bull instead. Looks kinda demonic now though."


    A donkey with a big dang hammer!

    But really, I was just floating a bunch of suggestions to you, I never expected you to copy such crummy work.

    I passed Art class in high school, but that was because they couldn't grade me on the quality of my work, thank god for participation grades!

    I agree that the bug is inside transportation, when I tried to put a heavy weapons team inside anything I got a bug.

    Finally, there is supposed to be a Necron Titan. These quotes are my only proof. From the Medusa V Campaign.

    "Their forces included many Obelisks, waves of Destroyers and a large – and never before seen – mechanical spider-like creature with a massive glowing thorax. The fighting was fierce, with the Imperial Fists acquitting themselves well by destroying at least five of the Obelisks. Unfortunately the Baneblade was lost due to the destructive might of the spider-shaped abomination."

    May I point out that there is one "Tomb Stalker" and dozens of monoliths in this quote.

    "Despite apparently crushing defeats inflicted on the Necrontyr in Edethor the metal skinned warriors continue to press their relentless assault. The gargantuan monster dubbed “Tomb Stalker” has forced a break in the adhoc (and completely unsanctioned) alliance between the Space Marines and the Eldar. Reinforced by scores of Monoliths and innumerable hordes of Necron warriors, the Necron force seems truly without end."

    "The Tomb Stalker has engaged the defenders of Sybilla Tertius Hive; despite ferocious artillery barrages, it still marches onwards and green fire is decimating our forces."

    -John

  41. #491
    doing a search in google for a pylon i saw one of the pictures was a spider like thing with 4 legs. though after clicking on the link i wasnt able to see a large image.

  42. #492
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    John1918 - The Crypt stalker was indeed a Medusa 5 thing, but Medusa 5 only. Furthurmore, was there even a model made for it, or tabletop rules etc?

    I think that it's supposed to be a giant tomb spyder with a large crystal in its thorax. I may've seen something similar to them, but those were monolith-sized.

    AirborneOrk - Good! Now, try to see which of the 3 objectives are causing the problem please!

    I find it funny that you get the wrong match for the Pylon yet I actually own a ForgeWorld model (& it's pretty big too).
    For a start, they have 6 support 'legs,' & they don't move.

  43. #493
    dataeatingwolf
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    zany:

    I have acouple of links to you..

    gargants:

    http://homepage.ntlworld.com/andrew....rcgargant.html
    http://ca.games-workshop.com/storefr...orignav=300808
    http://ca.games-workshop.com/storefr...orignav=300808

    About the limit on battlewagons, then I could scan the section on battlewagons in the ork codex but I dont know if GW will allow this, since its copyrighted material.

    but you can download armybuilder here:

    version 3:
    http://www.wolflair.com/index.php?context=army_builder

    version 2:
    http://www.wolflair.com/rightframe.p...page=downloads

    and the data file here:

    version 3: (isnt complete yet apparently)
    http://www.wolflair.com/rightframe.p...e=army_builder

    version 2: (includes 3rd edition 40k rules)
    http://www.wolflair.com/rightframe.p...ntal_downloads

    ork 3rd edition rules are the currently newest ork rules,
    untill the new ork codex arrives.

    armybuilder contains (most) of the units available to the orks.

    other ork players might also be able to back me up on the limit=1 on the battlewagon

  44. #494
    its the hp modifier. this works out though because its buggy anyways. economic victory and infantry war are fine.

  45. #495
    Member
    Join Date
    Jan 2006
    Location
    I'm not stupid enough to tell you that I'm British!
    WTF? The HP modifier never caused SCAR errors for me.
    Do these errors occur when the modifier is activated, or do they just happen anyways?

    If it's when it's active, then that explains why I never got these errors, but if not...

    Thanks for identifying that. I suppose that I'll have to ask Incarnate (the creator of the script) to take a look at it if I can't find the issue inside.


    DataeatingWolf - for a start, Orks aren't gonna have any gargants in the mod. I read the Epic rules, & guess what I found out?
    Gargants have 8 structure points! That's nearly 3 times as many as a warhound titan!
    Furthurmore, the Stompa hasn't got any structure points bizarrely enough, yet the Supa stompa has 4. This means that I can do 2 things - Either make the current stompa a Kustim one, or just make it ordinary & have a limit of 3 of them.

    About the Battle Wagon limit - you're right! You know what? I reckon that someone should shove a cog up that limit's arse. I'm not having that limit, as the Orks need Battle Wagons!

    Or shall I just implement the limit so that players can make better use of the weaker things, & then input transport capacities for the gunwagon & increase the battle wagon one?


    Stompa Weapons update:

    Ok, a bit of a bigger update this time. Here's the hammer, though the actual hammer bit is untextured:



    Now, I think there's something wrong with the size of the hammer. How big should it be?
    Last edited by Zany Reaper; 16th Dec 06 at 2:00 PM.

  46. #496
    Minaithnir2005
    Guest
    zany, a unit i would like to see is a varient of the scorpian mkII, it has smaller armament but a warpgate at the back, u know what im talking about?

  47. #497
    dataeatingwolf
    Guest
    zany:

    I totally agree that orks needs battlewagons and that the limit is a bad thing, but I just told you what the codex says ( I still think it should be able to carry 2 squads though )

    Regarding the gargant, yes, make a custom one, since
    afterall, the orks are all about custom units so it will actually fit the race pretty good... nice looking model so far by the way

  48. #498
    yeah i use the hp modifier so it must be when its on. also that hammer looks a bit too big, maybe make the arm longer.

  49. #499
    Member
    Join Date
    Jan 2006
    Location
    I'm not stupid enough to tell you that I'm British!
    Minaithnir - you mean the storm serpent? Although it'd be a cool idea, there're 2 reasons why I don't wish to give the Eldar yet another relic unit:

    1. The scorpion is already the 2nd most dangerous super-heavy tank in the game, beating even the Baneblade in a firefight.

    2. I wouldn't know how exactly to code it to be capable of spawning almost any kind of infantry from it, unless it'd be like the Necron summoning thing where infantry can be teleported adjacent to buildings?
    Or just make it a very big transport?
    Or even create infantry out of it, like with the Monolith?


    DataEatingWolf - well, I'll either make it limit one & give the vehicles their transport capacities, or I'll leave it as what it currently is.
    What will it be?

    AirborneOrk - Ok, so I'm gonna need to shrink that hammer a bit.
    Try NOT using the HP modifier & see how many SCAR errors you rack up.


    Stompa update



    Anything a bit 'off' about the weapon system?
    Last edited by Zany Reaper; 17th Dec 06 at 9:50 AM.

  50. #500
    can we get a side shot of it?

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