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

  1. #2001
    Woohamer40
    Guest
    i like the gun cannon karts

  2. #2002
    Member
    Join Date
    Jan 2006
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    I'm not stupid enough to tell you that I'm British!
    Finally, time to reply!

    whitewolfmxc - Well the issue with the patch, is that you should just overwrite the installed TTRU folder with the one in the zip file. If you're running Windows 2000 or better, then it should do its job.

    I can't easily fix the army painter bug however. If anyone knows then that'd be good.
    The only solution would be to re-scale all the unit sizes again, but also scale vehicles in addition, which'd require more work than last time. However, it might be rewarding as a result.

    Would you agree?


    Woohamer40 -
    1) I was in 6th form as well, & this isn't really a proper release as filefront bollocked it up (so these are temporary links).
    2) The pylon is built in the energy core, but you must first complete the 'siege & supremacy' research, & then capture a critical location.
    3) I don't. The guns are somewhat ugly now. I really need to replace them with Maestro's guns.

    thudmeizer - Indeed, Chaos apparently is the weakest faction, although I can't really see that for myself as my sense of balance (in the mod) is flawed.

    As for Gorb, he's currently working on another task I've set him as well as your list (eventually). I've derived a damage/HP formula however that is superior to the commonly used one (you know, the 100 * wounds * toughness one)!

    To the rest - Many thanks for downloading/taking an interest. I sure as hell hope you enjoy it (I know one person who didn't due to the unit sizes).

    ---------------

    (pre-release replies)

    vol_907 - Ah hello. I know that Riker is the head, but I'm assuming that he wouldn't want us to merge anyways seeing as the daemonhunt mod is currently being incorporated into dowXP (at a slow pace though).
    However, would you support the merge with TTRU (if it happens)?

    TheBeastWithin - Well it looks like the wait for you is over then! Enjoy the release.
    Filefront will upload it eventually. Either that, or they'll block my E-mail address.

    Kou Uraki - Since when were you looking for an upload site, lol?
    I indeed don't like Rapidshare though. It's annoying. Megaupload is also annoying, but at least it's reliable.

    UrbanMonkey - Yousendit.com was my first upload site used, & I've stopped using it due to the MB limit. Thanks anyways however.
    Same with Corncobman's Zshare net suggestion (sorry mate).

    jamesraykenney - We don't need to use Bittorrent. Anyhow, the mod's released so you can see why
    Last edited by Zany Reaper; 23rd Nov 07 at 1:50 PM.
    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. #2003
    Grimskull44
    Guest
    so far i've only played two battles,but in the first one the ork AI took the warhound down to about half it's hitpoints,AND they managed to take control of it when it was almost too close to my home base(This was on the City of Titanic tales map with me playing IG,and a Chaos,Eldar,and Ork AI,never did get that titan back,despite using about 9 kasrkin squads and chimeras,it took the Shadowsword,3 Support sentinel squads,the command team,and several turrets to even stand ground against the contiuous Eldar & Ork assault(Chaos had been defeated at about 15 minutes in),jetbike swarms,ork tankbustas,the Avatar,and twice they got the Custim Stompas in,still suprised it survived...).
    With the second one i played chaos vs Orks in "Brumelton's Nature Reserve restored." because i chose normal troops instead of ones that could detect infiltration,that ended shortly after the Bloodthirster and the Daemon Prince got themselves killed

  4. #2004
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    Grimskull44 - Sounds like you had a lot of fun then!

    Many people have actually told me that the warhound is too easy to destroy in the mod, despite having nearly the same HP as the gargantuan squiggoth.

    That shadowsword should have annihilated the warhound however.

  5. #2005
    Woohamer40
    Guest
    no i meant those little cannons those little grotz walk around with

  6. #2006
    Member
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    I'm not stupid enough to tell you that I'm British!
    Yeah, the 'big gunz batteries.'
    They may pack one hell of a punch, but the models are somewhat unrealistic.

    I need to make the kannon & lobba better, & I know exactly how.

  7. #2007
    Member whitewolfmxc's Avatar
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    yeah it might be rewarding to rescale everything again XD

    so is there any plans to include the war gear stuff in the champaign into skirmish ? or is it already in ?

  8. #2008
    SDFarsight
    Guest
    Thanks and congrats to Zany and the team!

    The models are very nice and I like what you've done with my two fav armies (Tau and Orks). The Broadsides look so badass walking around with those plasma rifles, and the Grot Tanks are so cute!

    So far, my only criticism would be that the voice acting doesn't sound as authentic as the Daemonhunter ones IMO. But some of them have some good lines and it's nice that you made the effort instead of just using the default voices.
    Last edited by SDFarsight; 23rd Nov 07 at 3:53 PM.

  9. #2009
    Member TheBeastWithin's Avatar
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    Jun 2007
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    Earth....I hope!
    Things die a lot faster than I expected in this (after starting a new CP as chaos, my marines got owned by IG flashlghts in a matter of seconds ). I can't quite get my head round the faster gameplay yet, or that there never seems to be enough squad cap to go around, but otherwise it's going ok-ish

    As for the re-scaleing, it might be rewarding, if you want it to be Speaking of the army painter, any chance you could add all of the units.
    Death stands above me, whispering low
    I know not what in my ear
    Of his strange language all I know
    There is only pain and fear.

  10. #2010
    Member whitewolfmxc's Avatar
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    OMG the orc Grot tanks are SO CUTE XD they keep reminding me the German Panzer 2's in WW2 XD (the black uniform of the commander on top did contribute XD)

    A) And i so like the 0 morale retreat game rule XD but wouldn't it be better if necrons dont have any morale value at all ? It doesn't sound right ><

    B) The IG weapon teams cant be refilled once lost ? only the weapons can but not the personals

    C) also i think the infiltration's system is .........over rated......how can units at point blank range in front of your units and not been seen even when firing ? its just if you dont have anything that detects your doomed........period....and for newbies for this mod its sometimes hard to remember what units do detection and such.... ,

    anyway can it be considered that a certain range (close up) infiltration / stealth units will be seen when firing at least ? its just so unfair right now ><
    Last edited by whitewolfmxc; 23rd Nov 07 at 6:58 PM.

  11. #2011
    our sm and ig got owned big style by eldar, ork and sm army need to do better but the units look fantastic

    great mod zany, keep up the good work

  12. #2012
    Member HiveMind's Avatar
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    1. The Chaos Dreadnought alternates between sounding like Strong Mad and a crazed duck. It's a touch disconcerting.
    2. What exactly are the detectors? I could never figure them out, so my game against Eldar was killed by Shroud.
    3. The Chaos Dreadnought says that any Icon can use it. What does this mean?

  13. #2013
    Resident AI guy thudmeizer's Avatar
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    I think Zany would have been the first to admit that all new units needed better voiceovers. If anyone wanted to step up.. well.. there ya go.

  14. #2014
    Member sunray's Avatar
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    Oct 2005
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    Queensland, Australia
    Zany Reaper,

    A big congratulations on the release of the mod. You have done a magnificent job, and rightly deserve every bit of praise that you get.

    I, and many....many others will be playing your mod for quite a long time.

    Once again, a big thanks go to you, and all the members of your mod team!!!

    Well done Zany!! Now have a well earned rest, and bathe in the glory for a while.

    best regards

    sunray


  15. #2015
    The Vandalizer
    Guest
    How come wen u pick the possessed marines it says limit of 3 and you cant select?
    I thought there were going to be different chaos troops for the different faction such as deathgaurd=nurgle/ wut about the other things that were in the WA version?

  16. #2016
    Kurgan2
    Guest
    Hey there, having some trouble with the mod. I reinstalled DOW, WA and DC, then ran the mod installer. After that, overwrote the Engine and TTRU_mod folders with the ones in the archive. Copied in the ttru_DarkCrusade.exe file. When I ran DC from it's normal shortcut, it started with no problem and let me play an unmodded skirmish. When I try and run ttru_darkcrusade.exe, it crashes. Error log follows.

    ttru_DarkCrusade.exe caused an Access Violation in module Localizer.dll at 001b:00bd1fc7.
    Error occurred at 11/23/2007 23:52:48.
    ttru_DarkCrusade.exe, run by Steven.
    Microsoft Windows XP?.
    1 processor(s), type 586.
    2048 MBytes physical memory.
    Read from location 3f7f9dee caused an access violation.

    MiniDump saved to file 'C:\Program Files\THQ\Dawn of War - Dark Crusade\11-23-2007_23_52_48_MiniDump.dmp'

    Registers:
    EAX=3f7f9dee CS=001b EIP=00bd1fc7 EFLGS=00210206
    EBX=00000000 SS=0023 ESP=00b5fe04 EBP=00d124f0
    ECX=067a4ec8 DS=0023 ESI=067a4ec8 FS=003b
    EDX=00d13b90 ES=0023 EDI=ffffffff GS=0000
    Bytes at CS:EIP:
    8b 08 e8 72 65 00 00 89 06 8b c6 5e c2 04 00 cc

    Call Stack:
    0x00BD1FC7: LocString::LocString (C:\Program Files\THQ\Dawn of War - Dark Crusade\Localizer.dll)
    0xCCCCC300: ()

    Stack dump:



    Module list: names, addresses, sizes, time stamps and file times:
    C:\Program Files\THQ\Dawn of War - Dark Crusade\Debug.dll, loaded at 0x00240000 - 38488 bytes - 450d14ff - file date is 9/17/2006 04:15:20
    C:\Program Files\THQ\Dawn of War - Dark Crusade\STLPort.dll, loaded at 0x00280000 - 503384 bytes - 450d156a - file date is 9/17/2006 04:15:42
    C:\Program Files\THQ\Dawn of War - Dark Crusade\Memory.dll, loaded at 0x00310000 - 66648 bytes - 450d1509 - file date is 9/17/2006 04:15:32
    C:\Program Files\THQ\Dawn of War - Dark Crusade\Filesystem.dll, loaded at 0x00340000 - 206936 bytes - 450d1583 - file date is 9/17/2006 04:15:24
    C:\Program Files\THQ\Dawn of War - Dark Crusade\Platform.dll, loaded at 0x00390000 - 94808 bytes - 450d1573 - file date is 9/17/2006 04:15:34
    C:\Program Files\THQ\Dawn of War - Dark Crusade\Util.dll, loaded at 0x003c0000 - 135768 bytes - 450d1599 - file date is 9/17/2006 04:15:44
    C:\Program Files\THQ\Dawn of War - Dark Crusade\ttru_DarkCrusade.exe, loaded at 0x00400000 - 3112536 bytes - 45fb2f0b - file date is 11/17/2007 19:03:00
    C:\Program Files\THQ\Dawn of War - Dark Crusade\GSLobby.dll, loaded at 0x00b60000 - 331352 bytes - 450d16c0 - file date is 9/17/2006 04:15:24
    C:\Program Files\THQ\Dawn of War - Dark Crusade\Localizer.dll, loaded at 0x00bd0000 - 58968 bytes - 450d159e - file date is 9/17/2006 04:15:26
    C:\Program Files\THQ\Dawn of War - Dark Crusade\seInterface.dll, loaded at 0x00c00000 - 245336 bytes - 450d15a4 - file date is 9/17/2006 04:15:38
    C:\Program Files\THQ\Dawn of War - Dark Crusade\DivxMediaLib.dll, loaded at 0x00c60000 - 86016 bytes - 40299282 - file date is 9/17/2006 02:27:04
    C:\Program Files\THQ\Dawn of War - Dark Crusade\DivxDecoder.dll, loaded at 0x00c80000 - 413696 bytes - 40299280 - file date is 9/17/2006 02:27:04
    C:\Program Files\THQ\Dawn of War - Dark Crusade\FileParser.dll, loaded at 0x00cf0000 - 86016 bytes - 40299281 - file date is 9/17/2006 02:27:04
    C:\Program Files\THQ\Dawn of War - Dark Crusade\UserInterface.dll, loaded at 0x00d10000 - 974424 bytes - 450d15cf - file date is 9/17/2006 04:15:42
    C:\Program Files\THQ\Dawn of War - Dark Crusade\MathBox.dll, loaded at 0x00e20000 - 40024 bytes - 450d156a - file date is 9/17/2006 04:15:30
    C:\Program Files\THQ\Dawn of War - Dark Crusade\SimEngine.dll, loaded at 0x00e50000 - 766552 bytes - 450d166c - file date is 9/17/2006 04:15:38
    C:\WINDOWS\system32\ctagent.dll , loaded at 0x02000000 - 7168 bytes - 44dc2a02 - file date is 8/11/2006 13:56:02
    C:\Program Files\THQ\Dawn of War - Dark Crusade\luabind.dll, loaded at 0x08290000 - 106584 bytes - 450d15f0 - file date is 9/17/2006 04:15:28
    C:\Program Files\THQ\Dawn of War - Dark Crusade\dbghelp.dll, loaded at 0x0b560000 - 894464 bytes - 4047b322 - file date is 9/17/2006 02:27:04
    C:\Program Files\THQ\Dawn of War - Dark Crusade\spDx9.dll, loaded at 0x0f000000 - 755800 bytes - 450d170c - file date is 9/17/2006 04:15:40
    C:\Program Files\THQ\Dawn of War - Dark Crusade\PlatHook.dll, loaded at 0x0f100000 - 11352 bytes - 450d1a17 - file date is 9/17/2006 04:15:36
    C:\Program Files\THQ\Dawn of War - Dark Crusade\WXPMod.dll, loaded at 0x0f200000 - 2819672 bytes - 450d1827 - file date is 9/17/2006 04:15:46
    C:\WINDOWS\system32\rsaenh.dll , loaded at 0x0ffd0000 - 152576 bytes - 40eb5d28 - file date is 8/4/2004 05:00:00
    C:\Program Files\THQ\Dawn of War - Dark Crusade\LuaConfig.dll, loaded at 0x10000000 - 187480 bytes - 450d158c - file date is 9/17/2006 04:15:28
    C:\WINDOWS\system32\xpsp2res.dll , loaded at 0x20000000 - 2897920 bytes - 411096b9 - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\d3d9.dll , loaded at 0x4fdd0000 - 1689088 bytes - 41109693 - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\uxtheme.dll , loaded at 0x5ad70000 - 218624 bytes - 411096bb - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\comctl32.dll , loaded at 0x5d090000 - 617472 bytes - 44ef1b36 - file date is 8/25/2006 08:45:58
    C:\WINDOWS\system32\hnetcfg.dll , loaded at 0x662b0000 - 344064 bytes - 411096a0 - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\DrvTrNTm.dll , loaded at 0x6bc00000 - 54272 bytes - 457597da - file date is 12/5/2006 17:01:32
    C:\WINDOWS\system32\DrvTrNTl.dll , loaded at 0x6bc20000 - 106496 bytes - 457597c6 - file date is 12/5/2006 17:01:12
    C:\WINDOWS\system32\d3d8thk.dll , loaded at 0x6d990000 - 8192 bytes - 41109692 - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\mswsock.dll , loaded at 0x71a50000 - 245248 bytes - 41109758 - file date is 8/4/2004 05:00:00
    C:\WINDOWS\System32\wshtcpip.dll , loaded at 0x71a90000 - 19968 bytes - 411096fd - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\WS2HELP.dll , loaded at 0x71aa0000 - 19968 bytes - 411096f3 - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\WS2_32.dll , loaded at 0x71ab0000 - 82944 bytes - 411096f2 - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\WSOCK32.dll , loaded at 0x71ad0000 - 22528 bytes - 411096ff - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\msacm32.drv , loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\wdmaud.drv , loaded at 0x72d20000 - 23552 bytes - 411096c6 - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\KsUser.dll , loaded at 0x73ee0000 - 4096 bytes - 411096ad - file date is 8/3/2004 23:56:44
    C:\WINDOWS\system32\dsound.dll , loaded at 0x73f10000 - 367616 bytes - 411096d4 - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\MSCTF.dll , loaded at 0x74720000 - 294400 bytes - 411096ea - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\msctfime.ime , loaded at 0x755c0000 - 177152 bytes - 411096eb - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\IMM32.dll , loaded at 0x76390000 - 110080 bytes - 411096ae - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\WINMM.dll , loaded at 0x76b40000 - 176128 bytes - 411096d6 - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\WINTRUST.dll , loaded at 0x76c30000 - 176640 bytes - 411096b9 - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\IMAGEHLP.dll , loaded at 0x76c90000 - 144384 bytes - 411096a9 - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\iphlpapi.dll , loaded at 0x76d60000 - 94720 bytes - 446dc13d - file date is 5/19/2006 05:59:42
    C:\WINDOWS\system32\DNSAPI.dll , loaded at 0x76f20000 - 148480 bytes - 44a01b46 - file date is 6/26/2006 10:37:10
    C:\WINDOWS\system32\WLDAP32.dll , loaded at 0x76f60000 - 172032 bytes - 411096bb - file date is 8/4/2004 05:00:00
    C:\WINDOWS\System32\winrnr.dll , loaded at 0x76fb0000 - 16896 bytes - 411096b3 - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\rasadhlp.dll , loaded at 0x76fc0000 - 8192 bytes - 44a01b46 - file date is 6/26/2006 10:37:10
    C:\WINDOWS\system32\CLBCATQ.DLL , loaded at 0x76fd0000 - 498688 bytes - 42e5be90 - file date is 7/25/2005 21:39:44
    C:\WINDOWS\system32\COMRes.dll , loaded at 0x77050000 - 792064 bytes - 411096b4 - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\OLEAUT32.dll , loaded at 0x77120000 - 553472 bytes - 411096f3 - file date is 8/4/2004 05:00:00
    C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.2982_x-ww_ac3f9c03\comctl32.dll, loaded at 0x773d0000 - 1054208 bytes - 44ef1b33 - file date is 8/25/2006 08:45:56
    C:\WINDOWS\system32\ole32.dll , loaded at 0x774e0000 - 1285120 bytes - 42e5be93 - file date is 7/25/2005 21:39:48
    C:\WINDOWS\system32\CRYPT32.dll , loaded at 0x77a80000 - 597504 bytes - 41109691 - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\MSASN1.dll , loaded at 0x77b20000 - 57344 bytes - 411096e3 - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\midimap.dll , loaded at 0x77bd0000 - 18944 bytes - 411096a9 - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\MSACM32.dll , loaded at 0x77be0000 - 71680 bytes - 411096cf - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\VERSION.dll , loaded at 0x77c00000 - 18944 bytes - 411096b7 - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\msvcrt.dll , loaded at 0x77c10000 - 343040 bytes - 41109752 - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\ADVAPI32.dll , loaded at 0x77dd0000 - 616960 bytes - 411096a7 - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\RPCRT4.dll , loaded at 0x77e70000 - 581120 bytes - 411096ae - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\GDI32.dll , loaded at 0x77f10000 - 281600 bytes - 45f02d7c - file date is 3/8/2007 08:36:28
    C:\WINDOWS\system32\SHLWAPI.dll , loaded at 0x77f60000 - 474112 bytes - 45091361 - file date is 9/23/2006 11:12:50
    C:\WINDOWS\system32\Secur32.dll , loaded at 0x77fe0000 - 55808 bytes - 411096c1 - file date is 8/4/2004 05:00:00
    C:\WINDOWS\WinSxS\x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.762_x-ww_6b128700\MSVCR80.dll, loaded at 0x78130000 - 626688 bytes - 45712238 - file date is 12/1/2006 21:54:32
    C:\WINDOWS\WinSxS\x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.762_x-ww_6b128700\MSVCP80.dll, loaded at 0x7c420000 - 548864 bytes - 457122c8 - file date is 12/1/2006 21:54:34
    C:\WINDOWS\system32\kernel32.dll , loaded at 0x7c800000 - 984576 bytes - 46239bd5 - file date is 4/16/2007 08:52:54
    C:\WINDOWS\system32\ntdll.dll , loaded at 0x7c900000 - 708096 bytes - 411096b4 - file date is 8/4/2004 05:00:00
    C:\WINDOWS\system32\SHELL32.dll , loaded at 0x7c9c0000 - 8453632 bytes - 45885f0b - file date is 12/19/2006 14:52:18
    C:\WINDOWS\system32\USER32.dll , loaded at 0x7e410000 - 577536 bytes - 45f02d7c - file date is 3/8/2007 08:36:28


    Any thoughts? I really want to play the mod, it's why I reinstalled DOW.

  17. #2017
    Chaos Prince
    Guest
    Great mod zany, I know you heard it from many many people but you did not hear it from me, any way can't wait to see if any mod can rival this one

  18. #2018
    Woohamer40
    Guest
    i just tried the pylon but i can't teleport it. it just goes into its cannon mode thingey and then fires its gauss turret. those grot gangs look cute with those shotguns, speaking of shotguns, can you add them for scout marines and guardsmen

  19. #2019
    Member
    Join Date
    Jan 2006
    Location
    I'm not stupid enough to tell you that I'm British!
    whitewolfmxc -
    1) Yeah, I might consider that in the future. Same with adding a few more wargear options.

    2) Necrons have morale in tabletop, & a very good one. It's just that they still fall-back. Think of it as a 'tactical retreat' when Necrons run away. Hell, they even recover very quickly too.
    Necrons do however, have the most fearless things ingame (but that's probably because they also have the least vehicles in the mod too).

    3) If a heavy weapons team re-inforces whilst entrenched, a nasty bug arises unfortunately. As a result, they start in squads of 3.

    4) Hmmm... So you want me to make things unable to infiltrate & shoot like with the situation with Chaos marines in the mod?
    Well I can do that, but it might make infiltrating units really crap!

    SDFarsight - Pleasure's mine. Voice acting indeed is hard to do (well, getting the right people for them). The one who did the Ork voices is pretty good IMO, & the SM veteran guy (sheiney, if that's how you spell it) made some decent voices, which I added some effects too as well.

    TheBeastWithin - Yeah, it'd probably work. Infantry would be scaled to 80% rather than the current 60%, & vehicles as a result (most of them) would be scaled to 120%. Vehicles (in comparison) will look slightly smaller in comparison to infantry than what they are now, but the effect will probably be overall an improvement.

    It would require a complete overhaul however, of well... Every model ingame, apart from the buildings (of course). My only worry of course is that pathfinding will become well... Shite?

    Hornedrat - Thanks. Any particular balance issues that are annoying you with those races you've mentioned?

    HiveMind -
    1) Well it's fitting for the Chaos Dreadnought, considering that inside it is the maddened body of a chaos marine (who is insane, completely insane).
    2) Read the first page of this entire thread for a list on detectors (if they're not there then they're in one of the articles). The tooltips should also tell you which units detect.
    3) ? Please explain.

    sunray - My pleasure, sunray

    The Vandalizer - Currently Chaos probably have the least new stuff in the mod for the moment as it's too difficult to add new things (awkward to animate). If you could find a secondary modeler/animator, then that'd be very helpful.

    Possessed marines are also elites, hence are subject to a hidden cap. Read the tooltips for more info.

    thudmeizer - I never said that ALL units needed better voice-overs, but just the older ones of TTRU (I'm talking about the Chaos terminators & some of the Space marines ones).

    Kurgan2 - Ah, that's not good...

    Right, please post up the contents of your warnings.log file using CODE TAGS. That way I might be able to tell what the problem is.
    If that doesn't work, then don't use the exe supplied, just run the mod from the game manager instead.

    On a side note, have you patched DC to version 1.2 yet?

    Chaos Prince - Lol, I don't really think any mod can rival this one as it's too different.

    Woohamer40 - You can't teleport it? I'm pretty sure everyone else can teleport the pylon. Make sure it has enough HP.

    Shotguns are also terrible weapons. They really don't belong to guardsmen or SM scouts in tabletop (they're weaker than boltguns).




    ----Question----

    What'd you lot rather have?

    Decent pathfinding, or decent size-scaling?

  20. #2020
    Member whitewolfmxc's Avatar
    Join Date
    Jul 2006
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    Well infiltrate the idea is to scout deep behind enemy line and maybe lucky enough to capture a important spot or two , but its not like being invincible to being shot at at all.........currently its just mass kill if you don't have anything nearby to scout and even if you do it may be half way across the map.....

    I got a lot of bad experience with this system...its like ........dam i see you (as a player) shooting at me at 5 feet next to my space marine , and even i use grenades to smoke them i cant "See" them and shoot back at all ? >< thats wrong men........

    I mean its too overrated and wheres the realism ? (and maybe stealth suits for tau can keep its use in this way , but normal infiltration units like scout marines can be done another way like you said or any other way you think its better ?)

    since tau has tech that may really make a unit physically "blind behind light for a while" but other infiltration units isn't about that , it should be " Move and not being seen since they try avoiding it using skills not hard core tech thats prevents you from being shot at all "

    , i hope you guys can come up with something to stop this...currently about this issue i don't like it at all (But hell i love this mod more than any for sure XD)


    PS : Oh and cant you guys set a range so that all infiltration units get seen by units close up ? and if possible make a hold fire ability so that the use for these units to have more use as a scout units more effectively ?
    Last edited by whitewolfmxc; 24th Nov 07 at 6:22 AM.

  21. #2021
    Woohamer40
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    i press teleport the moment it comes out; nothing

  22. #2022
    SDFarsight
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    The Pylon does teleport, but for some reason the teleport is delayed when you first activate it.

  23. #2023
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    whitewolfmxc - Well, the best solution I can think of to this problem, is to make infantry (vehicles don't count) have really short spotting distances. Shooting opponents whilst infiltrated will make them more likely to see you too.

    Exceptions to this would be the vindicare assassin, who can shoot & stay invisible for all he wants

    Melee will have no modifiers if things can detect when near opponents anyhow.

    Pylon thing - Because of the long spawning animation the Pylon has, you have to wait about 90 seconds before teleport works.

  24. #2024
    eh,can u guy add grid hotkey to this mod,i micro not so good without that,thx

  25. #2025
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    Oh boy... I'm not good with hotkeys.

    Actually, my secondary coder might help. Perhaps you could contact GORB about this?

  26. #2026
    Actually i already know how to make grid hotkey for this mod,just change the key in keydefaults.lua but i just too lazy to do that ,anyway,thx for reply

  27. #2027
    King_Tiger
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    Hey, I don't know if this is a known issue or not...but I've found a bug. On the chaos side, the Aspiring Champion for the bikes has no head!

  28. #2028
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    [ESVN]VV@rp - Perhaps you'd like to do this for me then?
    You should be able to when I receive my 'modded lua files' from the secondary coder first

    King_Tiger - FECK! I suppose this must have passed every single beta tester playing the mod (perhaps apart from Thudmeizer, though I can't remember him mentioning it). I suppose I'll have to fix it quickly.
    Thanks for the note

  29. #2029
    SDFarsight
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    Ya, I noticed that too. It's a good thing that it is only for the Chaos bikes, as you could pass it off as a 'headless horseman' kinda thing.. :P

    Also I've noticed that the builder Gretchin sometimes have some pathing difficulty.
    Last edited by SDFarsight; 24th Nov 07 at 12:13 PM.

  30. #2030
    Resident AI guy thudmeizer's Avatar
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    All TTRU's new units need better voice/speech - someone needs to just go through each one and try to integrate the tones and make them consistent with the other older vanilla units.

  31. #2031
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    TTRU day 135 starts in 5 minutes folks! If you're attending, go to the Tartarus lobby!

    As for the Chaos biker champion, only some of the main animations seem to actually be missing this bastard's head. When does his head disappear?

  32. #2032
    King_Tiger
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    Well I only got him after I upgraded to AC powerswords, and I noticed his sword seemed to be missing as well... I shall go back and check, and report back...

  33. #2033
    Kurgan2
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    /facepalm

    Ok, been too long since I played. Zany, thanks for the suggestion, once I actually remembered to patch DC, it worked fine. Loving the mod, great work!

  34. #2034
    Member TheBeastWithin's Avatar
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    Hmmm... So you want me to make things unable to infiltrate & shoot like with the situation with Chaos marines in the mod?
    I think it would be better if the units could still be infiltrated AND shoot, but they could also be shot at, but with an accuracy reduction (very hard to target, but still shootable).

    whitewolfmxc - I thought you do that tactic using the stance?

    In other news, I still can't get my head round the apparent lack of armour for infantry in this mod! For example, in TT, 1 squad of 'Cron Warriors could hold of 2 squads of Guardsmen, each with an Autocannon attached, and 1 Command squad. Here, however, they get shot down by just the 2 squads of Guardsmen (they were destroyed before I could teleport them back to base, as by the time I actually realised they were under attack, and had selected them, there were only 2 guys left! This resulted in half my turf being taken from me, as thanks to the new squad cap, you can only have one squad of warriors per oblisk )

  35. #2035
    Member whitewolfmxc's Avatar
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    XD yeah i totally forgot , but it is easier if they just have a simple on / off button for the AI ? since i never can tell the AI changed stance..........oh well still My Bad ><


    Ok heres a new structure idea for the IG :

    Name : Imperium planetary defense system

    Back ground : Since IG to me is a defense army ( all buildings garrison able and in the story they are mostly always being attacked) , and this system is stationed on every planet the imperium holds

    ( actually read about it in the story of the war between IG / space marines between Tau , Where this planet (forgot name) secretly sold minerals to Tau , and the space marines first went in to do a raid to capture the planet governor but failed due to Tau military interference , then a year later the marines came back with a full IG army alongside to fight the Taus again , but last still failed due to "bad luck" XD

    Thats where the above structure was mentioned as being used against the space marines by the rebels / traitors stationed on that planet )

    Description : , a huge half underground missile bunker base , with several guard towers armed with huge machine bolt torrents , barbed wires and mine fields and trench around it , on the middle is a missile lunch pad buried under ground used to shoot down incoming ships or transports in orbit or coming through the atmosphere

    Idle in game preferences : Should have a size of the Orc main base structure (actually can use the model but change texture and weapon used) , it is limited to 1 (since theres one per each planet) .

    It is air drooped like the orbit pods of the space marines ( and i was wondering if the effect after the pod drops can create a "square like" impact area around the building like normal drop pads do ? cause i want it to look like a small trench was build around the building so the IG troops can take cover around the base)

    and it has several upgrades inside , when it was build it comes with some normal AT missile launchers , and several gun torrents on the structure (like the orc base but better guns) , the upgrades are better torrents ( melta or large laser ?) , then the real deal which is the orbit missile upgrade , after getting that the base can lunch missile strikes on any place of the map with their own troops line of sight (but cost every time you shoot it)


    , and garriosnable id say like 4 squads of infantry , and it can do Deep strike of IG guards men (instead giving the mars command center doing that)
    Last edited by whitewolfmxc; 25th Nov 07 at 11:53 PM.

  36. #2036
    Member `Night's Avatar
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    When I first loaded up this mod, I thought I wouldn't like this mod because I played a old version for WA once, and I didn't like it..

    Boy, was I wrong.

    The only thing I can say about this is..

    Awesome.

    Although, I can never find a place to put the build the Portal of Vaul, and I LOVE the Warhound Titan.

  37. #2037
    Member whitewolfmxc's Avatar
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    Oh and other balance issue ,

    A) the necrons always out resource their enemy especially in small maps , cause the can build generator farms plus the resrouce post they capture (which is their only resource) but their enemy only got a few resource posts to earn ><

    i think its a good way if they need to spread out their generators at least a small radius aways form the other ones (like how DOW pro mod did )


    B) Tau lacks tropp variety's especially when they can only chose they one of the both command centers , i mean they can either have the hammer head (tank) , or missile boat , but not both how is it balancing when most race can have both ? , and either melee based tropps (kroots) or battle suits relaying on fire power ,

    PS: and the tau vehicles that can really hurt buildings are very very late game units (and chose one out of two BUT if you dont have a relic and you chose the robot suits command...you dont get any hard armor to counter the enemy) , before that tau is pretty weak in siege wars........


    C) Necron lord and Necron lord destroyer........aren't they the same thing in table top , as just one as mobile version ones standard ? the necrons already have destroyer and heavy destroyer , dont think they need too much of the same kind (plus each unit can come in 3.......)

    i suggests that you either have the necron lord or the Lord destroyers but not both in game at the same time (so palyers have to chose one) , but to balance let the necrons do all the war gear ability research on the lords (both lord unit share the same special abilities) when you have more than one Monliath
    Last edited by whitewolfmxc; 25th Nov 07 at 2:06 AM.

  38. #2038
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    King_Tiger - You're right, he WAS headless in certain situations. That's been fixed now (at least in the OE it is).
    I've also replaced that annoying daemon sword with a plain chainsword. Makes him more normal, & have the power sword displaying properly as well.

    Kurgan2 - Ok then, good job!

    TheBeastWithin - Fraid I can't put in such a modifier. It'd have to either be that all infantry have a small spotting distance, or that things get revealed when they fire at a target.

    Also, you are right about certain weapons being too effective against MEQ things. A good example is when an autocannon is pitted against a necron warrior.
    Normally the warrior would only take 6% damage, but because its armour value is below 100 (it's 91), it actually takes 15% damage from the autocannon, which on average is about 110 points of damage per hit. That's a tad too much for a warrior though.
    This doesn't effect lasguns so much, but remember that the guardsmen have the advantage as they have range superiority. I know it should be more like 2.5 guardsmen to a warrior, but because of this it's a bit unbalanced.
    This will be fixed (to a better extent) in the next version though.

    `Night - Lol yeah, it's not WA on steroids anymore. It's better as you said.

    whitewolfmxc:
    A) True, although bear in mind that you need obelisk listening posts in order to get power generators in the first place, & that's 3:1 generators to obelisks.
    Though, that might be a tad too generous. Want it changed to 2:1? It makes more sense seeing as a fully upgraded listening post gives +1.8 requisition a second. 2 Power generators would give +2.0 per second.

    B) The introduction of the swordfish will take that problem away. It'll be the new relic unit, available to both Mont'ka & Kau'yon.
    It works though, believe me. At the moment, Mont'ka is more favourable than Kau'yon because of Railguns, but when the swordfish is finished then that won't be so apparent.

    C) Whilst they are the same things in TT, they're still HQ choices, so they are separate at the moment. I could of course just merge them into the same model & have the destroyer lord as a wargear option, but that is hard to do seeing as you'd have to make new animations for all the other wargear options, like rez orb for example.

    Anyhow, I've also modified Necron Time bonus for the next version too. Listening posts only give 5% bonus, & critical locations give 15% bonus (making map control more important). Additionally, the max bonus allowed will be 50%.

  39. #2039
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    *ramble* Caution: Lenghty!

    Hey there!

    Just downloaded the mod and played a few rounds as sm/ig (sadly, I'm very much lacking time to game at the moment... university takes its toll) and I have to say: Great work overall! As a non-TT player I can't say how close this comes, but the gameplay definitely is a new and refreshing one.
    I've found a few things that seem out of place in such a superior mod, though (yeah, I know, everyone's a critic.. but still):

    - First of all: the various caps. I really like how this is orientated
    towards TT; problem is that the tooltips are not always clear
    as to what cap a specific unit uses (e.g. devastators: They are
    support in codex, but what do they use in the mod? There's a
    squad cap entry as well as a support entry in the tooltip).
    Also, the caps often are not properly displayed; while squad
    cap and elite work fine, fast attack and support are almost
    always incorrect; as such, it's up to counting how many units
    one has, which is complicated by the tooltip thing.

    - Unit sizes: While small infantery basically should solve pathing
    problems, I've still noticed strange glitches here and there;
    units refusing to move or stopping halfways; and the size
    often makes it hard to discern individual units; i very much opt
    for a slight rescaling in that respect.

    - A little bug report: Some researches don't seem to work as
    they should; right now I don't have the time to look for the
    examples I noticed; I remember, though, that the heavy
    weapon prowess research (whatever it's called) is described
    incompatible to "Uncommon Valor", yet they both can easily be
    researched.

    - The new maps. Some I really enjoyed (Aridus Prime and
    the Wildlife Reserve - or whatever it was called - come to
    mind); others though are.. interesting. Desert Myth is not
    slightly, but terribly imbalanced, while having almost impossible
    pathfinding on the second river crossing (had half my army
    slaughtered by a single big mek 'cause of this), and the 2p city
    map has pathfinding issues to no end, no option to use heavy
    tanks, and a crit that only is accessible via jump/ds, which
    gives quite an advantage to races like tau or eldar.

    - Finally: Infiltration. While I do appreciate that it's useful again,
    it's almost impossible to fight infiltrated enemies. This is
    especially noticeable against eldar: stealthed base + higher
    mortality in the mod + very few and easily targetable detection
    units = win. I pot for a keen sight range for infantery; it would
    be neat to at least be able to destroy a stealthed turret one
    has bumped into instead of having a Land Raider standing right
    next to it getting shot to pieces. ;-)

    OK, now this is off my chest:
    This mod is absolutely brilliant. The amount of concentration needed to play, the fast strategical thinking required and the excellent unit selection make it unique and very, very challenging; I absolutely love the idea of limited researches; it makes for extremly diverse battles.
    I do hope my (rather lengthy) criticism does not make it seem like I don't enjoy this - the opposite is the case. Those are the things that I think need improving - otherwise, I consider this mod perfect.
    Thank you very much, Zany, for bringing this to the community!

    *ends rambling* Just my two cent, of course. ;-)
    "Here I am, brain the size of a planet...."

  40. #2040
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    Hello Marvin, glad you enjoyed the mod. I'll reply to your input on it:

    1) There're 3 displayed caps ingame, & one hidden cap (the hidden one is elites). In the case of Devastators, the entire squad costs a heavy support cap of 3. I'm not entirely sure what the problem is as everything displays correctly at my end.

    2) Cool, you agree too. Again, I don't know when I'll deal with the scaling job however, as it IS long & difficult.

    3) I've fixed the particular one with the Uncommon Valour one. That used to be there because I tried to introduce a research incompatability, but it didn't work unfortunately.

    4) The Desert Myth map is deliberately designed to give player 2 an advantage. It explains that in the map description. Nice to see you liked the other maps though.
    The City of Artrabis doesn't like Land raider-sized tanks however. I might consider removing one of those 'blockages' in the map to allow them to the enemy base. Do bear in mind however, that super-units aren't the only way to defeating an enemy. Whilst certain super-units are indeed quite mobile, they also can have explicit weaknesses too.

    5) So you think that it'd also be a good idea to give keen sight (very low however) to infantry?
    The only thing I have against that is that I'm more in favour of having things increase the chances of being spotted when firing whilst infiltrated. However, with that - melee infiltrators can't effectively tie up opponents.
    So should keen sight be added for all infantry?

    Anyhow, glad you liked the mod. Hope to see more from you soon.

  41. #2041
    James_The_Red
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    Diwnloading it now! Been following the progress for ages so can't wait to have a go. Cheers Zany

  42. #2042
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    It's good to know, James

  43. #2043
    Member whitewolfmxc's Avatar
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    Ok nice to know necrons are being dealt with in the next version XD


    A )so your saying the maximum build % for necrons will only be 50 % ?


    B) oh i found something strange bug ? is that sometimes the listening posts (even after upgrade) for tau and space marines don't shoot at vehicles at all ? they just sit there........i was sure the enemy tank was in range.............is it done on purpose ?


    C) No , Melee infiltration units will still be deadly when you give keen sight , besides whats wrong being seen when your slashing someone ? XD

    Humm how about all BASIC T1 infantry get short version of keen sight ? like normal space marines for marines , fire worrier for tau etc (unless you detach something that does increase it), and better T2 troops get longer version ? that way at least its still useful at early stage but not crucial at late game like it is now ?


    OR


    all shooting based infantry get the short version of keen sight , melee based get the long version of it ? it sounds fair ?



    D) and i don't know why the heavy support cap somtimes don't show up correctly in my game ??? its always not correct on how many ive used........


    E) the Desert Myth map , are their mines in the critical location in the middle of the map ? i always find my men blowed up for nothing ???



    PS: XD guess you didn't like my new IG structure i suggested earlier ? XD
    Last edited by whitewolfmxc; 26th Nov 07 at 5:13 AM.

  44. #2044
    Is this mod compatible with the campaign or are there issues with that? also excellent job on this release I like it alot more than any of the older versions.

  45. #2045
    Member whitewolfmxc's Avatar
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    theres no problem with the campaign as far as i can see , at least no major CTD related ones since i played it

  46. #2046
    me99
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    ooook, so maybe now some usefull hints about gaming style or something?? units move SOOOO SLOOOOOOOW that can bearly escape when fall under fire. Grot bombs (and similar weapons) anihilate whole armies in a matter of seconds (nope, tranports dont help, still too sloooow). So some general gaming info would be nice , last battle i had ended with something like 5k dead and still unresloved. oh yeah, appreciate "tick me" button in game winning conditions menu (cut down range). Any chance of adding similar button with "lower accuracy by 15%"?

  47. #2047
    Member whitewolfmxc's Avatar
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    humm game style ? each race has different and alternatives XD

    but to be very general : Use chock points too spoil enemy economy as well as take as much strategic points to do so , and use more raiding parties (expandable forces) to harass those points or production facility , also since infiltration at the moment is hax , use a lot of them XD

    And always form small tactical squads complete with all sorts of units , especially with at least one good AT unit

    and most important of all , is attack timing , always wait until the enemy has lost most of its unit due to your hold on choke points or good grounds (and havent produce more to back up) then push in in full frontal attack (also use deepstike units or summon ones so it causes confusion and distraction for a counter attack to you)
    Last edited by whitewolfmxc; 26th Nov 07 at 3:33 PM.

  48. #2048
    me99
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    anything useful for every race, :P ??. hmmm, side note: "nuke me" weapons shold have higher recharge time, right now its like carpet bombing every 5 minutes. (somehow... distracting: mega-eveel army, plop, KABOOOM....... uhmmm, why it's so quiet?)



    uhmm, and what if enemy doesn't want to attack?? :/ and sits bunkered in his base with grot launcher loaded?

    U know what? this mod would play really good on CoH engine (armour types, cover system, accuracy factors, etc.)
    Last edited by me99; 26th Nov 07 at 3:25 PM.

  49. #2049
    James_The_Red
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    First impressions after playing with Marines and Guard:

    Scaling mucho improved

    I like the sentinel squads

    Haven't played as them, but a squad of Broadsides is bloody impressive

    Marines seemed to be slower than the guard? Maybe I just perceived it that way

    Lots of Marine squads, lots of Rhinos, some bikes and a bit of heavy armour. How it should be. Really like the command squad

    Quick Q: is there a Titan anywhere in the game?

    Congrats, really enjoying it and look forward to really getting the hang of it.

  50. #2050
    Member whitewolfmxc's Avatar
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    Me99 : XD men which race your refering too ? XD

    yeah especially the IG commander strafing run which is FREE ! HAX hope the team patches it up soon with other issues XD

    PS: its easy if the Ai is bunkering ,

    A) nuke them / bomb them out , use a infiltrated unit to scout , then the unit (or building which is better) responsible to a mass kill job

    Besides it even better if they do so , before the bombing at their base deploy your units outside their "castle" then after the mass kill " Charge for the emperor style time" XD

    BUT beware since after wards the AI if survived will put everything it got to chase your down , so ALWAYS leave a small but capable force behind near base or some good defensive position thats the enemy is most likely to come at and set up good ambush / defensive battle


    B) those expandable forces i talked about , make them do the louring job in front of the enemy gates, (its always better if they can jump or teleport ) by doing melee on their units (thats why jump or teleport comes in to do it before they get slaughtered by gun fire) , becase the Ai will respond by the act if will come out and head for your base or remaining unit that attacked him , so lour the enemy to a set up kill zone (heavy AT / AP untis surrounding) , then wala as soon as you finish those enemy head straight to the enemy base (but with some extra reinforcement , and better if you have deep strike or summon) to stop enemy to reinforce in time in their base


    James the red : yeah theres a titian in one of the mods given maps , don't remember the name , but its something like "city of titanic tales" ? where you have to capture the middle critical position to get the titian after some 10 minute waiting ( a map with a question mark in the middle of the map preview) but difentally not " titans fall" map

    And really i do think its reasonable for space marines to be a bit slower than IG guardsmen since they wear much heavier armor XD
    Last edited by whitewolfmxc; 26th Nov 07 at 10:38 PM.

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