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Inquisition : Daemonhunt. A mod for DC 1.2

  1. #251
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    To compiler and the crew:

    Congratulations on a successfull release, this will be a worthy successor to the classic demonhunters mod, downloading now
    - Scope


  2. #252
    [Exo]Elite
    Guest
    will there be a way to make it compatible with 1.0 because i dont like patch it nerfs all good things PLZ

  3. #253
    NOT Relic Stormsong's Avatar
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    Sep 2005
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    Compatible with DC 1.0? Probably not, but there's no reason not to update the game anyway.

  4. #254
    [Exo]Elite
    Guest
    oh man

  5. #255
    Member Evistro's Avatar
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    Aug 2006
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    Thats more like an expansion than a mod, awsome job. My ONLY gripe is the grey knight squad size. It would be easier to manage if they came in squads of six, terminators too. The marines (knights included) always believed in quality over quantity.

  6. #256
    Retired modder compiler's Avatar
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    "will there be a way to make it compatible with 1.0 ?"

    Nope, sorry.


  7. #257
    Wolfwood
    Guest
    But they do come in squads of six, or do you mean their maximum size should be six?

  8. #258
    RoNsTaR
    Guest
    This is strange, now i have the zoom-problem too, which I definatly didn't have earlier this day o_O

    Edit:
    Okay it was Xfire

  9. #259
    Retired modder compiler's Avatar
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    This problem seems connected to Xfire : see above posts.

  10. #260
    Macca
    Guest
    Well, the reason we made the weapon specialisiation 2 so expensive is to avoid tech rushing. Giving the STs meltaguns too early during testing made base rushing too effective. Currently it is timed to coincide with every other races ability to produce its first vehicles(which is what they are supposed to help counter). The meltaguns themselves are some of the best weapons in game capable of dealing enormous amounts of damage to any unit/building type.If they were available too easily and too early there would be no need to make GKs.

    As for the termies their cost reflects the fact that they are simply the best unit ingame and as such should not be easily built/replaced. If properly suppported stoping that squad is quite a feat!

    Gks do have a Cap4 so you can get 2 marines for each GK.So you can never have many GKs really and can't spread them around like you would if they were in squads of 6 at lower cap ...not to mention fluff...

  11. #261
    Hiro Protagonist
    Guest
    Well, the only real complaints are (as far as my settings):

    The one typo on the front screen.

    Lack of full voices. Though I understand you guys will give em original ones, not having responses for capturing points most importantly bothers me.

    Can't really tell the area of effect for the Purity Marker things (you know).

    Needs a (X members remaining) thing for the Bodyguards.

    Blueprint for the Watch is hueg like ps3. Granted, it can deepstrike troops and produces transports but its still hueg.

    Astropathica launched things. Maybe its because I'm so used to commanders launch things.

    You're using the Thule voice.

    What I really liked in this Mod:

    LP upgrades. They look spiffy, and watching a bunch of Raptors jumping into my base during a match at Quest's Triumph only to get repeatedly blown to bits made me laugh.

    Rapid Deepstrike.

    Rhino self repair.

    The Scream mask thing in The Grey Knight Commander's abilities (purge I think).

    Keep it up, can't wait for next version.

  12. #262
    Wolfwood
    Guest
    Well, the reason we made the weapon specialisiation 2 so expensive is to avoid tech rushing. Giving the STs meltaguns too early during testing made base rushing too effective. Currently it is timed to coincide with every other races ability to produce its first vehicles(which is what they are supposed to help counter). The meltaguns themselves are some of the best weapons in game capable of dealing enormous amounts of damage to any unit/building type.If they were available too easily and too early there would be no need to make GKs.

    As for the termies their cost reflects the fact that they are simply the best unit ingame and as such should not be easily built/replaced. If properly suppported stoping that squad is quite a feat!

    Makes sense, if you need a hard stop to vehcs you can go heavy Storm and win, instead of pushing for vehcs of your own. I'm just not used to seeing the giant power costs (reminds me of first DoW, good times), so I can see why Termis are priced like that.

    I wasnt argueing about the GK thing BTW, I was just trying to understand what Evistro was saying.

  13. #263
    i cant launch the mod one bad thing to another anyways can someone help i have the 1.2 patch installed but it freezes and says i dont have DarkCrusade_.exe so ummm huh
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  14. #264
    I'm on a little daemonhunt myself trying to increse the commander's ranged damage :P
    Where is the folder with that data?
    "Repent! For tomorrow you die!"

  15. #265
    Member CommodoreKitty's Avatar
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    I'm on a little daemonhunt myself trying to increse the commander's ranged damage :P
    Where is the folder with that data?
    I don't think you can edit anyway, but if you want to know it's in Data/attrib/weapon/inquisition_bolt_pistol_inquisitor_lord
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  16. #266
    Member Ewokz's Avatar
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    Dec 2005
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    yea, you can if you manage to extract the data.sga file with the mod packager, then you can change the file. The only problem with doing this, is that currently the packager keeps erroring everytime I try
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  17. #267
    Wolfwood
    Guest
    Had an awesome fight against Orks. Went heavy Storm tech like suggested, and totally owned an armor rush, with Grey Knights leading the charge against the CC mobs. Meltas are really powerful, as I saw, that combined with the Melta bombs really ruined their day. Barely got into late Tier 3 when I won. Awesome mod, glad to see you guys balanced this perfectly.

  18. #268
    Senior Member horusheretic's Avatar
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    May 2006
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    yea, you can if you manage to extract the data.sga file with the mod packager, then you can change the file. The only problem with doing this, is that currently the packager keeps erroring everytime I try
    not really that hard to break through. i had a look at the textures for the gk termies and troops.

    i would of thought the terminator hero would of used his own texture. i noticed some of the had up to 3 txtures (mainly the terminator and commander)
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  19. #269
    Ironguard
    Guest
    Is any else get a failed to active when tring to do so?

  20. #270
    I mean I have no clue where the file is in the DoW DC index.
    I want to upgrade the Grey Knight commander.
    I know how to mod, and I would like to know where the mod data is for daemonhunt.

  21. #271
    Senior Member horusheretic's Avatar
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    its packed in its sga archive. just the same as dow's sga archives.

  22. #272
    why is no one helping me come on its like everyone is not helping me on purpose

  23. #273
    Because you don't use periods.
    .......
    .........
    ...........
    you talk like this:
    why dont you type normaly everyone else types normaly including me thats why they help me see

    Normal people talk like this:
    If you type normaly people will listen to you. That is why I have gotten so much help.

  24. #274
    gee thanks i really don care about how great you think you are ok so just stop being a jerk im asking for help not jerks

  25. #275
    You know what? I'm going to save all your sentences so I can laugh at it later. They are all so fun to read!
    Did you drop out of first grade?

  26. #276
    Senior Member horusheretic's Avatar
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    hey dont start off on a flame war.

    why is no one helping me come on its like everyone is not helping me on purpose
    you gotta understand that:
    everyone is there own things to deal with, (like life issues)
    people dont know how to help you because they may not understand how to deal with the problem you have.
    and also the people that are able to help may not be online.

    i would help, but as i have no experience in that area i just cant.

  27. #277
    ahem now can anyone help with with my problem? "DarkCrsade_.exe can not be found" can anyone help?

  28. #278
    Senior Member horusheretic's Avatar
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    maybe you have the mod installed to a different directory to your dow installation.

    if not, and you can run normal dow try activating it from there. if so and it gives same error then reinstall may fix it.

    thats all i can think of.

  29. #279
    how do i activate it from the desktop

  30. #280
    Certifiably insane Kresjah's Avatar
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    Little thingy I noticed. You haven't gotten the squad formations all sorted. Especially noticable on fully upgraded squads. Take a GK termie squad, give it the leader upgrade, and attach the GK commander... soon you'll see siamises in there.

    Also, as noted by others earlier, you should set some more is_display_requirements.
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  31. #281
    I can't find the data.sga file with attrib data. The one I did find was IDData with all the AI info.
    Thanks!

  32. #282
    Senior Member horusheretic's Avatar
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    IDData holds all the info for the mod

  33. #283
    Really? It's just not extracting properly I guess...
    I am unsure how to use the ModPackager.
    Just need a bit of help :P

  34. #284
    Liger
    Guest
    Wow, this mod is just amazing. Having recently taken an interest in TT Daemonhunters, I was really looking forward to this mod, but I can honestly say that I really didn't expect it to be so fantastic. I really love everything about it - especially the attention to detail and sense of completeness. Though other mods are also fantastic, it just amazes me how every model in this game is completed - and to such a high quality at that.

    Right now I'm just getting my head around the tech tree. I hope there will be some ID only games online too, so I can try playing with and against them with other players.

    Anyway, truly fantastic job. Easily the best mod I've ever played (perhaps tied with the Tyranids).

  35. #285
    hey this is the error message that shows up heres link.

    http://img375.imageshack.us/my.php?i...messagerk0.jpg

    thanks

  36. #286
    Certifiably insane Kresjah's Avatar
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    halo: Have you tried launching Dark Crusade the normal way, then switching to I: DH in the game manager?

  37. #287
    Senior Member horusheretic's Avatar
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    "C:\Program Files\THQ\Dawn of War - Dark Crusade\DarkCrusade.exe"
    thats my instalation path.

    DarkCrusade.exe is what the exe should be called so obviously you have changed something. best bet is reinstalling the game

  38. Child's Play Donor Forum Subscriber  #288
    Member MagosMechanicus's Avatar
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    Excellent mod, and I have to say the Grey Knight Terminator/Commander armour really made me chuckle first time I was using the Army Painter and spotted the easter egg. Stercus accidit, indeed. Great work all round.
    Winter is coming.

  39. #289
    Certifiably insane Kresjah's Avatar
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    Ok compiler, some more notes on the mod.


    Bug: Deathwatch Vortex Grenades... you throw a grenade, no vortex turns up, and also, every nth second after that, a projectile that no one (animation wise) throws is launched from the squad towards the target location... regardless of whether or not you have moved the squad at all.


    Compatibility issue: Well, considering you were advocating compatibility, I must admit I am surprised that you actually made a change to a vanilla race. I can understand it from a fluff perspective and artists perspective, but if every mod was to change vanilla races, we'd be having compatibility hell.

    However, I do have a suggestion for a way to solve it in a future patch. First, split your mod into two mods/mod folders, one with only the I: DH race, one with only the Deathwatch units. Now, create three modules:

    1) Mod that links only to the I: DH only mod folders
    2) Mod that links only to the Deathwatch only mod folders
    3) Mod that refers to a non-existing mod folder (if DoW accepts that... if not, create a rather empty mod folder), but has both module 1 and 2 as RequiredMods.

    If you now set 1 & 2 as Playable = 0 (if I recall the name of that module option correctly), it shouldn't be selectable in the game manager, yet it should still be possible to set as RequiredMods.

    By doing it this way, it allows people to use your mod as intended through the game manager (with both I: DH race and DW for SMs all in one), while people doing other mods and wanting to integrate the I: DH by using the RequiredMods method, can safely inherit module 1 (I: DH only mod folders) without compatibility issues since module 1 doesn't contain any changes to vanilla races.

    Hope this might be of some help.

  40. #290
    haloelite52:

    Are your trying on XP or Vista?

    Is your Dark Crusade installed properly? And is so, did you experience any blue screen or system crashes tham might result into a loss of registry data ( I think Dark Crusade works even if you loose all it's registry data, the only thing you can't is install patches )

    I think there is no DarkCrusade_.exe on my system either. There is only DarkCrusade.exe.

    Now when you right click the inquisition_daemonhunt_mod.exe file and select properties.. does it show 205*868*576 bytes?

    Please describe what exactly did you do after downloading the inquisition_daemonhunt_mod.exe

    Claymore

  41. #291
    Easter egg?
    Has anyone found out how to get to the mod files of Daemon.

  42. #292
    Senior Member horusheretic's Avatar
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    ive already done it. but im not sure how compiler feels about that so i wont let you know how i did it with out his approval

  43. #293
    Well compilar is it ok to mod your mod?

  44. #294
    xxxdarkflame666
    Guest

    Problem!!!

    Im getting kinda frustrated with this mod. It looks cool, but guess what? It wont start up! Whenever I use the game manager to try to open it it says "unable to open game". So if anyone has any info or anything to help me out, it would be much appreciated, thx.

  45. #295
    caster316
    Guest
    Don't know if this has been mentioned yet but most of the craters around the fortress in the map "Autumn Forest" have pink boxes in them...


  46. #296
    ok ill try reinstalling the whole thing sigh

  47. #297
    xxxdarkflame666
    Guest
    Okay I reinstalled the mod twice and I still get same message, anyone else gettin the same?

  48. #298
    Darkflame: What does you warnings.log say? (located in the Dawn of war - Dark Crusade dir)

  49. #299
    clonestyle
    Guest
    Kudos for the great mod.

    A small suggestion: Those playing on a widescreen are forced to play in an extremely zoomed in view. Any chance at adding a functionality like DowXP where you can zoom out further?

    Also, I'm having some trouble getting the Naval Melta to work. Does it have to target a specific enemy vehicle or is it an area-effect like Exterminatus? Couldn't get it to fire at all. (One playthrough though so I may just be doing something wrong.)

  50. #300
    xxxdarkflame666
    Guest
    Shrp,Cant find that file, whatcha mean?

    All the error says in the game is "Unable to open Game!"

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