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

  1. #2301
    I played a much older version of this before and it was cool, ive just come back to dawn of war and played your latest one and wow man, good stuff.
    Ive been playing the campaign using this mod and its a lot of fun, i like that units reinforce faster when they are not in combat (at least thats what the rule appears to be).
    And i love the speed at which things die, i hate seeing units take 50 million bullets before they go down.

    the only problems ive had with it are ones that i dont think you can do anything about (ie pathfinding).

    oh wait there was one thing - sometimes units forgot their command list (shift - clicking). but meh.

    edit: my vote - 2 aswell. Perhaps you could increase the griffons range but decrease damage? it is really short ranged atm
    Last edited by Whut; 25th Feb 08 at 3:29 AM.
    What could have been...

  2. #2302
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    Whut - Hi there.

    Nice to see you enjoyed the mod. The re-inforce gimmick was introduced to keep infantry useful, seeing as they otherwise get killed extremely easily. It's like what DCpro did, but I didn't know that they had used it as well (though on a less extreme scale).

    I have no idea what causes the pathfinding problems. It's an inherent problem in Dawn of War, but I hear that it's worse in TTRU for some reason. Maybe it's to do with the scaling system? I don't know, but I've scaled everything up slightly, so I'll see what happens there.

    Of course, scaling everything up will make bigger things, like XV88 crisis suit teams, have worse pathfinding. That is, if I increase their footprint. But I don't think I'll do that! Same applies to broadsides - they'll visibly look bigger ingame, but in actual fact, their collision footprint would be small. This can lead to 'unit-tearing,' but that's less frustrating than pathfinding problems.

    Command list? I don't know what that is :S

    Vote 2 again... Wow, no-one has voted for 3, interestingly enough. Meh, I guess I'll use 2 if the next few more votes go for 2 as well.

    Ugh, one person wants the Griffon's range to stay short, the other wants it to be increased! I'll leave its range alone for the moment. As Firewarrior1705 said, IG get the basilisk which effectively replaces the Griffon's role, barring the fact that Griffons don't take up any cap! I might consider hard-capping them at one however, just to make them like a 'special extra.'

    Anyhow, thanks.
    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. #2303
    bloodrage_tau
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    i think no. 2, as long as you keep the ranges in relation to the model changes. I mean, I liked the ranges you have atm, so keeping things similar wouldn't be a bad thing, but if you're going to scale the models, I would have thought scaling the ranges aswell would make the most sense.

  4. #2304
    Very nice work on getting your MOD up and running. It seems that it took alot of hard work and alot of people are enjoying it. I have yet to download it because I am in the process of building a new rig.

    I just had a question. The question is that I see you have cut the speed of units dieing to a faster rate. I know this is probably a dumb question but how fast are we talking? I know probably not too fast but I do like to see units duke it out for awhile instead of 3 hits and they are dead.

    Just was wondering and I am looking forward to downloading this MOD as soon as I get my warmachine up and running.

    Cheers.

  5. #2305
    Zany, here's another inconsistency with tt that I discovered some time ago, but forgot to mention it so far

    The SM in tt have only 3 HQ choices, in TTRU they get 5! How? Simple: 1 FC + 1 Librarian + 1 Chaplain + 1 Command squad + 1 Damocles(yeah, it seems that in tt this is an HQ choice) = 5

  6. #2306
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    bloodrage_tau - Yeah... This is instead of the range scaling. Whilst it would make sense to increase the weapon ranges in proportion, that might brign things nearer to what the case was back in TTRU 1.2, where ranges were so long that even a typical space marine boltgun could fire from one end of the screen to the other.

    If ranges were scaled by about 20-25% bigger than they are now to accompany the current size changes, then missile launchers would be able to fire from one end of the screen to the other, heavy bolters (& equivalent ranges) would nearly be able to do that and smaller short-ranged weapons (like pistols) would probably lose out in comparison.

    This' why a global addition of 2/3 metres to the range is probably more favourable - to take things like charge range into account (you can barely kill things once they're charging something in TTRU), just so that shorter-ranged weapons are a tad more useful.

    ImperiumsHand - Hi there.
    Dumb question? Not at all. The higher damage values are one of the primary focuses of making the mod more like tabletop (unlike firestorm, which ruins the entire feeling).
    It's difficult to compare with standard DC, but I'd say that things die roughly twice as quickly as they do in DC.
    Vehicles however are far more extreme, in that most take almost no damage from typical anti-infantry weapons, but anti-vehicle weapons will also toast them comparatively easier.

    Anyhow, good luck with your rig, if you even need luck.

    Firewarrior1705 -
    Ah, but those are HQ choices, and HQ choices are useless!
    So it wouldn't really make much difference other than annoy people if I had a soft-cap for HQ choices.
    Besides, it'd make things more confusing to have yet another hidden cap in the game, don't you agree? Furthurmore, this would also annoy chaos players, because the bloodthirster is also a HQ choice :S

    Your suggestions aren't totally disregarded however. Remember that you mentioned a thing about devilfishies (and hammerheads) being able to have smart missile system upgrades?
    Well, I've put them ingame. I just need to test them. Only Kau'yon players will be allowed the pleasure of benefitting from this though.

    I've also shoved a storm bolter marine onto the Vindicator too. Keeps things more like tabletop, as vindicators get a storm bolter. Ideally, the whirlwind would get one too, but I haven't bothered with that yet.
    Last edited by Zany Reaper; 25th Feb 08 at 3:57 PM.

  7. #2307
    great, it will be awesome to have devilfishes and hammerheads firing SMS at enemy infantry. The devilfishes will upgrade on kau'yon and hammerheads on mont'ka right? Because you don't have hammerheads in kau'yon. Or are you planning for a small surprise?

  8. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #2308
    Retired Compliance Fairy Gorb's Avatar
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    Vehicles however are far more extreme, in that most take almost no damage from typical anti-infantry weapons, but anti-vehicle weapons will also toast them comparatively easier.
    True, dat. I blinked when I realised my Monolith had disappeared

    Zany - I'm still around to help with code as well, if you ever need another pair of hands.
    I am an Iron Warrior! Iron Within, Iron Without!

  9. #2309
    cool thanks for replying

    what i meant by command list is when you shift+click a bunch of orders to units.

    anyways, cool mod want wait for the next release.

  10. #2310
    However, what I really need is for targetting priorities changed to use the new armour values.
    OK sounds good , I've modified the armor types of every mod out there with classes similar to those used by you and the FoK team.........so I'm familiar with it


    only that it can be done with CORSIX TOOLS, cause I don't use the AE from relic very much since I'm kind of new to computers alltogether...

  11. #2311
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    Firewarrior1705 - I haven't given the SM. system to hammerheads yet as they don't need it as much. Rest assured, I aim to put these on them, but they will NOT be a replacement, they'll be an upgrade (rather like those on the Crisis suits, but upgrading 2 guns rather than just one).

    The devilfish will have the gun drones completely replaced with the SM system once the 'teachings of Kauyon' research is done, coz the pulse carbines otherwise are somewhat useless.
    The hammerhead however can get more shots out of its burst cannons than with the smart missile system. The only advantages the SM system have are that it's slightly longer ranged, & can also fire indirectly. That's it.

    Whut - Sure thing.
    You mean the hot-keys right? Oh uh, I never really cared about those. On the other hand, I might be able to get someone else who DOES care.

    Gorb - Well, it'll be slightly less extreme in 1.36...

    In the mean time, help-wise, It'd be good to have some organisation with the hotkeys. I don't need them actually assigned into the lua files, but I need a list of what should be assigned.

    By the way, as hot-keys are effectively in the form of a 'name' in the lua files, which correspond to a keyboard letter in some certain defining file (I forget its name, but I'm sure you can find that out. It's not hard).
    Seeing as so many have already been defined, we can just use existing ones.

    What should be taken into account are things like conflicts with other units in the same building that are produced (that's what hot-keys are for, am I right?).
    So, you able to write up a list of which new units get the relevant hot-keys?

    spartan_x -
    Okay, I'll see if I can get the sbp lua files, along with the armour names packaged by the week-ends for you to fix the targetting names on.
    Oh, and the armour types have obvious names relating to the tabletop stats (toughness followed by armour save, or armour value for vehicle), so it should be easy to see what goes where.

  12. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #2312
    Retired Compliance Fairy Gorb's Avatar
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    By the way, as hot-keys are effectively in the form of a 'name' in the lua files, which correspond to a keyboard letter in some certain defining file (I forget its name, but I'm sure you can find that out. It's not hard).
    Seeing as so many have already been defined, we can just use existing ones.

    What should be taken into account are things like conflicts with other units in the same building that are produced (that's what hot-keys are for, am I right?).
    So, you able to write up a list of which new units get the relevant hot-keys?
    Should be able to. I may need to get the unit names of you again, as I can't remember what I did with the previous attrib files you gave me.

    EDIT: Doesn't matter, still got the old attrib files.

  13. #2313
    Huh, I just played the map containing the Wardog, Scout
    Walker for the Titans.

    WOW, it impressive.

    Stuff I wanna see more of.

    One thing though si the walking animaion looks alittle strange and sometimes pauses before stepping on enemy units.

  14. #2314
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    Gorb - Okay, cool. Guess I won't have to send you anything then ^^

    FleshHammer - Yeah, the movement animation is dodgy. I aim to fix this for the next version however. Infact, that's probably the next thing that I'll do before I do the FX for the Chaos melta torpedoes.
    ___________________________

    Range decision:

    Alright, I've got a new idea on the range scaling:

    After testing the current ranges in the new scaling system, infantry are largely useless when it comes to shooting (melee > range ATM, until vehicles arrive), unless they're supported. As charging units take minimal damage now, most infantry cannot gun down things effectively when being closed in on, and hence eventually get cut to pieces.

    I therefore propose a combination of things, being a 15% increment to all ranges, and a fixed addition of 2 metres to every gun.

    This will bring the heavy bolter's range up to 43.2. That's almost off the screen, but not-quite. However, it should also bring pistols up to a range of 15.8, which will make them a lot more useful for actually shooting things, rather than just being a playful accessory.

    Unsurprisingly, flamers will NOT be changed for weapon range, but have been changed for area of effect instead.

    So, who's alright with this?
    ___________________________________

    Oh, & here's a screenshot of a small modification I've put to the Vindicator:



    I have yet to take a piccy of the devilfish's missiles in action, but that will happen eventually. Tau is sorta boring me however, so I'd have to do this quick!

  15. #2315
    fu12
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    Question! I just got the mod, so here are some things i noticed.

    Why do ork shoota boys outrange just about every other infantry w/ their guns? TT-wise, normal shootas have a range of 18", as opposed the 24" of bolters and lasguns. Yet, I find my infantry constantly getting shot up by shoota boys and unable to return fire when I'm attempting to hold a position.

    Also, can you decrease the infiltration detection range of heroes w/o decreasing their sight range somehow? On the Into the Breach map, its kind of annoying when suddenly the minefields i put up to stop jumpers start flashing visible for no apparent reason other than a mek started walking up the gap. (minefields are protecting the bit around the rear sp that is closest to the ridgeline)

    And the Tau need........tweaking. I know they're supposed to have insane firing ranges in TT, but its kind of unbalancing to have the sight range that they now have AND the long range hitting power.

  16. #2316
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    Hello there.

    Those rules are relatively recent for Orks, newer than the recent version of the TTRU mod. I've made this ammendment for the next version, along with a few other things from the Ork codex, namely slugga boy changes, hard cap of one for Ard boyz & such.
    No new model changes yet, as I haven't got the time.

    Infiltration is currently overpowered in TTRU, because of the lack of detectors. Infact, only a few heroes actually detect. It's been nerfed in the next version as all infantry now have small detection radii (based on initiative). Likewise, detectors have also had minor buffs to their detection too.

    Sorry about that contrast, but things like sniper armies have a somewhat unfair advantage against other races, particularly ones which have piss-poor detection (namely Necrons and Orks).
    If it helps, I can make mines a tad cheaper & quicker to build however, even though their prices are lower than in DC anyhow.

    I always felt that Tau were too powerful in TTRU 1.35, but it turns out that's only because certain things were too powerful at shooting. That's sort-of been fixed in 1.36 (unreleased) as things are far closer to tabletop there.

    What do you suggest? That I slightly nerf their sight radii, or make their things more expensive? I suppose I could slightly worsen the sight radius of fire warriors, but the reason that they have decent sight at the moment is to reflect the fact that they are a technologically-advanced race

    But for balance's sake, I can do that if you like.

  17. #2317
    May I ask which race gets the Vindicator and what exactly does it do? Looking from the screen shot, the tank seems it can be mighty scary... If that is a tank?

  18. #2318
    fu12
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    ImpHand, the Vindicator is the SM's version of the demolisher-pattern leman russ. Except it has less armor and guns. Its probably faster tho.

    Zany, I'm not saying that you should really nerf the tau....that range is really the only thing going for them besides the massive power of rail cannons, but....i think maybe the sight no firewarriors needs to be lessened slightly.

    Necrons = super-no-need-for-a-fight-cause-I've-already-won-uber race. I realize that necrons are supposed to be ridiculously powerful in terms of toughness and sheer firepower, but seriously? I just did a game against comp necrons on the Into the Breach map and they just walked up the breach at around mid-game with only half casualties. Also, those heavy destroyer guns seem to have a little too much reach in comparison to other heavy anti-tank weapons.

    And I know it takes effort to put in your own voices............but...............I'm sorry, the voices for the new units are terrible. It could be the mic you're using....or something........but.......the sound quality is rather flat in comparison to other mod's voices. Even disregarding the tone and inflection of the voices, the sound just doesn't come across as very clean. (Also, 'ard boyz and vehicle ork voices need to be more...gutteral i guess. Imp vehicles.....while the words are there....the, i guess its a quasi-british accent, needs more.....fanaticism would be a word close to what im trying to say.....like the Steel Legion voices)

  19. #2319
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    Sight ranges could be nerfed slightly for FWs I suppose.

    What exactly was going on with Necrons in the breach map? Please explain, coz from my experience I've had few problems with necrons.
    Heavy destroyers are also shorter-ranged than most anti-tank weapon equivalents, but are faster to make up for it. They are still slightly overpowered though, as are destroyers. I'm looking into giving them cost adjustments, or hard-caps to prevent abuse of them.

    As for voices, I can't get any help. No-one will help out with voices, & I don't know where to look. They're not my voices either, other people did them.
    However, I don't know how the hell other mods managed to get better voice samples. Until I find out how they did it, or if I get outside help, then the current voices will stay.

    Perhaps you'd like to help out on this, get some outside support?

  20. #2320
    I know this point might already be MOOTED, but.....

    I was wondering if you intend to allow the Wardog to spin it's head around to look and fire while it's legs, and feet remain
    where they are. Only moving them when it needs to walk or walk and fire at the same time.

    Otherwise it's really superb.

    Strangess thing about the unit is that I have always found it standing there after taking and building on the two points in the centre of that map. I've never seen it arrive.

    Is it deep striked or does it just appear there.
    Last edited by FleshHammer; 1st Mar 08 at 4:34 AM.

  21. #2321
    I agree with the +15% percent range buffs but I disagree with the nerfing of the FW's range. As you said, in the next release charging units will be much harder to kill, and therefore if you nerf their range, they'll seriously loose their combat power as they won't be able to counter these units effectively. In tt they are supossed to have long ranges and high damage, but they suck in CC and have only a 50% chance of hitting the enemy to keep the game balanced(this can be increased up to 84% through the use of markerlights)

  22. #2322
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    FleshHammer - Uh, I'm not really sure what you mean. It's head can't really move horizontally in the model anyways, it's too restricted.

    But the new movement animations definately look realistic. It really pisses me off that I have to entirely re-assign every FX to the death animations (and more) however, coz Winterdyne re-named the FX markers for some daft reason :S
    Nevertheless, his new animations are great. I added a few things however to keep in theme with the original one (namely special attacks).

    So the new death animations basically might have some wierd sound arrangements & FX placements. Everything else however will be better.

    Oh, & it doesn't deep-strike, it just appears. I can't be asked to make a suitable animation.


    Firewarrior1705 - +15% might not actually be so good with the +2 increment as well. +10% might be better, as after all, the change is mainly to correct partly for the scaling, but also to keep really short-ranged weapons useful when something's being charged at.
    I don't want a situation where as I said, heavy bolters will be able to fire right across the screen - just near it.

    Also, I don't think that FU12 was wanting a range nerf for pulse rifles. He was asking for a sight radius reduction instead, for Fire warriors. I personally like the idea of fire warriors having short-sight, as it makes spotter units more useful (like pathfinders in Dark Crusade), but I wanted things to be realistic.
    Still, sight is not really an attribute in the tabletop game. It only is when concerning night-fighting (& even then, there are only a few exceptions to the usual sight restrictions there).

  23. #2323
    It does look alittle odd when ever it has to do a ninety to one hundrd and eighty percent turn. It just spins around like it's feet are on rollers. If that is the case.

    http://img442.imageshack.us/img442/9...ingheadnj7.jpg

    In the picture I took while playing earlier. I have marked in red where I think the War-Dog should be able to turn it's head a whole one-eighty or even two sixty all around.

    Can the feet pivot, so that the dog can lift them up to spin around. Should be able to. I have seen it lift it's feet when attacking.

    I have also noticed, that when encountering stealthed enemies units it will walk around them without shooting or stepping on them. As stealthed units connot be attacked directly directly, the Wardog shoul not be avoiding them for the same reson. The Wardog should be given a chance to ealk all over them by accident. That move should be instant death.
    Last edited by FleshHammer; 1st Mar 08 at 9:42 PM.

  24. #2324
    Skarsnik
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    Hey everybody,
    Zany :you got my vote for post 2322,that suggestion suits best i think.I like the idea for the new detection system.

    (PS :Iron Lore closed it's doors... http://www.gamespot.com/news/6186848.html)

  25. #2325
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    Fleshhammer - Ah right, you wanted the torso to rotate whilst aiming, like on the defiler?

    Shit, I don't think it does that yet. Furthurmore, that would be pretty hard to do as the current aiming animations still have the separate weapons rotating whilst the head faces the front...
    Still, it's subject to possibilities of working-on in the future (if that makes any sense).

    As for the warhound's movement, there's no proper way of making it kill stuff that it walks into. Best thing that I can do is to give it a minor detection radius so that it can melee the stealthed units.

    Would that work?

    Skarsnik - I know... Sort of a shame really. Still, we'll see if soulstorm lives up to be their legacy.

    Okay, so 10-15% + 2 range increment it is then. Cool.

  26. #2326
    Do what you want

    It's your beast.

    I was just giving my two dollars worth.

  27. #2327
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    Good news - The reanimated warhound has been exported, and on the whole, it works fine!

    Problems however are that it doesn't seem to turn whilst firing (don't know why, I checked this in the OE & it acted normal). Movement animation is also slightly out-of-sync too, so that'll need to be adjusted.

    However, it on the whole graphically looks and moves way better than the original. No more dodgy warhound animations now!

    ---Devilfish smart missiles---




    Smart missiles which are of minor benefit to the devilfish, but nevertheless useful if you want a cheap replacement for the Skyray missile vehicle, which also has the standard burst cannon of course.

    These automatically come with the Devilfish once the Teachings of Kau'yon research has been completed. Gives players another reason to choose Kau'yon over Mont'ka.
    ______________________________

    Oh, and here's a picture of the warhound again for your enjoyment:



    Notice the changes?
    I'll try & compile a mini video later, if I have time.
    Last edited by Zany Reaper; 3rd Mar 08 at 1:59 PM.

  28. #2328
    Zany, work looks great! Your a man child for sure. Oh and I will be able to play your mod next week for I should have all my parts to build my rig. I am very excited. I have question though, all these updates that your telling us, will these be all available in the next patch for the mod?

  29. #2329
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    ImperiumsHand -
    Yeah, those updates should be available for the next version.

    Unfortunately due to release/time constraints, I may not be able to make the promised Tau Commander changes for the next version

    Still, I have the planned new Eldar unit (not mentioned yet, heh heh) half-done, the warhound basically finished, new FX for invulnerable saves, the Ork big gun re-dos, and of course - the Chaos melta torpedo airstrike.

  30. #2330
    Seriously, I can't see the changs in those pictures.

    It's all in the animation.

    Unless you have done something else.

    So, how does the Warhound turn on it's feet, now?

    Will this be in a new mod or in a patch for the present mod I'm using?

    Like I said, don't go to too much trouble on my account.

    It's really great work you've done!

  31. #2331
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    Yeah, it has new animations, especially for movement & turning.

  32. #2332
    That Warhound looks fraking awesome! Nice job Zany, you rule as always. The SMS look great too. Can't wait to play this!

  33. #2333
    Skarsnik
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    Hi Zany,how is the work going with the deciever?...because it's the new unit in Soulstorm for the necron...instead of the air unit.Altough it would be nice to see the 2 next to another(in screenshot)
    http://www.gamespot.com/video/943419...ideoplayerpop?

  34. #2334
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    Lol. Ever since I heard that people had discovered rgd files for the Deceiver in the soulstorm demo, I stopped work on it.
    TBH, I was never interested in adding it to the mod anyways. I was just working on it because others originally wanted it, & I thought that I'd use it as an opportunity to see if I could make a great specular map (which I feel was a reasonable success).

    Infact, I could probably even make a nice shiny spec/reflection map for the soulstorm deceiver, if it hasn't already got on ingame (I hope it does though. It'd be a shame if it was dull).

    Okey, I've made some components on the big gun cart look a bit more metallic, and worn. I'll show renders later on, when I've got the actual weapons replaced with Maestro's superior ones (which will have a few texture adjustments).

  35. #2335
    Ebby
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    For the warhound's invisible-crushing problems, wouldn't it work to put some sort of really short range all-targeting aura-like ability on it that dishes out damage with the same DPS as its melee attacks, instead of the attack damage?


    I'm just making shit up, since I don't know a damn thing about what's actually possible with DoW's code.

  36. #2336
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    Whilst that'd work, how would I get it to work whilst moving, whilst also perfectly synchronising it with the movement animations?

    I'm not sure if that's possible. Whilst there are infact modifiers allowed whilst moving, I am unsure whether they actually work, and even so, things would probably look silly with it in place as it would most likely be out-of-sync.

    The best thing to do is simply to give the titan a keen-sight radius. That way, it'd detect invisible things & thus would be able to melee them, provided melee is activated of course ^^

  37. #2337
    Waiting for those weapon files.......

  38. #2338
    Zany, I've noticed a strange bug lately. When ordering tanks to engage other tanks which are supported by infantry, the tanks engaged the infantry and almost ignored the enemy tanks. This happened to me playing as tau vs marines(2 hammerheads vs 1 landraider + infantry). Has anyone had this problem before?

  39. #2339
    I was wondering if there was more than one SoulStorm Demo.

  40. #2340
    Member whitewolfmxc's Avatar
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    Well soul storms out and im playing it XD , but zanny we want this mod to work on it even without new units for the new factions XD (take your time though XD)


    PS: the new air units...............kinda suck >< since they HOVER on the same ground..............dam it its like a helicopter........they are fighters and jets......they should do runs not hover...........WTF ? anyway to mod this into abilities once you bough the planes ? ( and more planes you buy you get more planes to fly in a single mission and more faster the ability recharges while costing more resources )
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  41. #2341
    Ferret
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    Hi Reaper, I am a long time fan of your mod and i just want to say GREAT JOB. I am looking forward for you to make this mod for soulstorm. I also have one request for soulstorm make the Marauder bigger its only as big as the Chimera

  42. #2342
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    Trying to find my jaw after it dropped off when i saw Galorn2's and Svartmetall's Plague Marines. And recuperating from a bolter round which Ap0k shot me with.
    Will we have the Macharius tank? With twin linked Vulcan Megabolters? If so, then i think i'll just dedicate a shrine to you.

  43. #2343
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    Dec 2007
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    In Yo Backyard Sellin CRACK
    NO twin-linked vanquisher cannons as forgeowrld says
    anyway the autocannons are NOT that powerful, in fact there somewhat pathetic, there just rounder weapons, dont make them look like the best weapon in the game as you do(dude one shot from the hydra killed my venerable dreadnought), oh and Update the models, like the stompa, they made a new and cooler model of it

    http://us.games-workshop.com/games/4...vy/stompas.htm

  44. #2344
    Legerdemain
    Guest
    So a few of my friends have been doing LAN games for a while.

    Recently, we've been having an odd problem--the last four games we've played, there's been a sync error within 5 seconds past the 30:00 mark. Any ideas?

  45. #2345
    Member
    Join Date
    Oct 2007
    Location
    Trying to find my jaw after it dropped off when i saw Galorn2's and Svartmetall's Plague Marines. And recuperating from a bolter round which Ap0k shot me with.
    *Sticks out tongue at Warforger*

    http://www.forgeworld.co.uk/acatalog...#IA-GUA-T-099p.

    Search for "Imperial Macharius Vulcan"

    >:3

  46. #2346
    Member
    Join Date
    Jan 2006
    Location
    I'm not stupid enough to tell you that I'm British!
    Wow, uhh, I wasn't expecting this much to happen in only 2 days absence...

    Okay, well on with replies. Don't expect good news though:

    spartan_x - Oh, I thought you already had them XD.
    Remind me tomorrow, I'll get them to yah.

    Firewarrior1705 - I might have had this, although the tanks wern't ignored when ordered to attack thim. They were killed, & then the infantry were re-targed whenever a tank was destroyed.

    It might have something to do with the weapon group priorities. If so, then I can't fix this

    whitewolfmxc - Unfortunately It's the game mechanics that control how air units move, not the lua files
    However, I'm hoping to make all skimmers have the aircraft movement properties. I really want them to passively move over impassable terrain. I'm unsure about melee however, coz skimmers can still be attacked in melee (although they are extremely hard to actually hit).

    Ferret - Hi dude. Buffing the Marauder's size sounds like a good idea. I'll test this in the demo, if it works...

    KFJ - If so, then I refuse to take part in modeling & texturing it as it's one hell of a thing, & I am also not majorly interested in adding it, as there's no real need (IG have enough tanks, no?).

    But if you're prepared to find a modeler to do this, then I can unwrap it. I already have a texture artist doing various things at the moment, & I can also animate tanks with ease.

    warforger - Technically the stompa in TTRU isn't a stompa, it's a kustim stompa. However, the new one looks interesting.
    Might consider doing that in the distant future, but I'm more interested in updating the current Ork vehicles. In particular, I want to replace that Leman Russ looted tank with a Looted Wagon... Much more Orky.

    Legerdemain - is it ALWAYS 5 seconds beyond 30 minutes? I've personally never had this before, so I can't really help you that easily. You could try posting up the contents of your warnings.log file however.

    Anyhow, I'm half-way through re-modeling/texturing the Ork Kannon & Lobba models, then I'll implement them into the things that use them.

  47. #2347
    Member
    Join Date
    Oct 2007
    Location
    Trying to find my jaw after it dropped off when i saw Galorn2's and Svartmetall's Plague Marines. And recuperating from a bolter round which Ap0k shot me with.
    But it's got megabolters!

    Just kidding, but if you ever find the space to add it, please do!

  48. #2348
    Zany, how about adding the sp stronghold maps in mp and skirmish? It would be nice to attack North Vandeea and the Deimos Peninsula or defend Victory bay and Ores'tash'n. What do you say?


    And I have an ideea on how to make airstrikes more balanced: you could decrease their call down range, meaning that commanders who have them as special abilities will have to get closer to be able to order them, making them more vulnerable to enemy fire and thus the targeted army will have a better chance of killing them before they could order the attack. In the current release it pisses me off that the SM FC can order the OB from outside the firing range of all my units and destroys my whole army in a few secs.
    Last edited by Firewarrior1705; 8th Mar 08 at 4:47 AM.

  49. #2349
    Member
    Join Date
    Jan 2006
    Location
    I'm not stupid enough to tell you that I'm British!
    KFJ - The warhound titan has TWO mega bolters, lol.
    But maybe. However, I am not interested in modeling it. IF you want it that badly, then I suggest that you find someone who will model it for this mod. You'll have to do a bit of searching though,

    Firewarrior1705 - Again, whilst I support the idea, I won't do it myself as it's not massively important. If you want it, then extract & adjust the maps
    I'm more interested in having a couple of new & decent 2-player maps though. I'm not sure where to find them easily (don't tell me to look on filefront, unless you have some easier route?).

    The airstrike abilities deliberately have ranges of 60 (compared to the original ranges of 40) to prevent the relevant commanders from being sniped whilst trying to use the ability.
    The force commander in particular would be instantly killed by a stray missile before he could even get into range, therefore making it very hard to overcome base defences.

    Of course, in 1.35 now, all commanders with airstrike abilites (real ones), with the exception of the ethereal, have 2+ armour saves when fully upgraded. The chaos lord & Force commander can even resist instant death (I think) when fully upgraded, if not at least having a good invulnerable save!

    So in response, I might consider reducing the range to 50. I still want it to be castable outside the range of most defensive weaponry (the Tau railgun being an obvious exception), but also not making it impossible for mobile weapons to prevent it.
    This also falls into the fact that you don't need line of sight to cast these abilities, whereas firing weapons does (so you can hide behind terrain & cast the ability free-of-fear.

    So I'll reduce it to 50 for the Ork, Chaos & SM ones. I'm reluctant to do the same for the Ethereal's ability though, as he is far more fragile.
    That alright?

  50. #2350
    Member
    Join Date
    Oct 2007
    Location
    Trying to find my jaw after it dropped off when i saw Galorn2's and Svartmetall's Plague Marines. And recuperating from a bolter round which Ap0k shot me with.


    *Sticks out tongue*



    And i have a question, does the mod have that Advanced AI mod? If so, i will have to pass it up, because i can't compete against it.

    And does the mod feature the campaign?

    Oh, and i'm an Imperial Tank addict.

    Everything with bombs and bile is better than sex to me, well, most likely not sex, but, who cares.

    I'm Downloading the mod now, is there a list of new units?


    (And is there anything Nurglish? I like Nurgle...)


    EDIT:

    Awww.... the Skirmish AI is on, i suck against it, it rushes me with forces strong enough to take over the segmentum solar!
    Last edited by KFJ; 8th Mar 08 at 6:27 AM.

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