They havn't eveen figured out how to rework the campaign yet, so I doubt it
They havn't eveen figured out how to rework the campaign yet, so I doubt it
I was wondering if the mod team was needing people to help further test the balance of this mod (since I understand another version of it may come out rebalanced and reworked to some small extent). I was just wondering how I might go about offering any help to go about balancing the DH for competitive/multiplayer games?
Oh man, its finally here, I've been looking forward to this for a long time. Just downloaded it and had a blast, feels just like how the daemonhunters should play.
but....how come the 1600x1200 wallpapers are better than the 1024x768?
Xbox Live/GFWL/Relic Online/Steam: Saberdark
Has anyone mentioned a missing fx for Stormtroopers melta guns? Playing against DH I noticed their melta guns produced purple boxes with "bad fx" in them.
[talking to children voice]That means there's a bad FX[/talking to children voice]
seriously though, try reinstalling. or - if you haven't - patching to 1.2. or maybe checking the warnings log to see exactly what's wrong. or umm.. I think I've exhausted my "or" quota for the day.
Sorry, I May Have Asked this Question Before (I can't remember):
Are you thinking of Teaming up with Palii to do a Night Version of the Daemonhunters? That'd Be Truly Awesome (although It is already Amazing!). Imagine all that Inquisitorial Fire!
I guess day 1 DLC was too casual for EA, so let's start doing 8-month-early DLC! - Shuma
Eagerly awaiting DoW3 with mod tools. You hear me Relic?!
Ira, I think that's just an XPI issue... It's on the MP bug reports page, in any case.
compiler,your mod is...awesome!
But nothing is perfect in the world.
For some reason,Maintenance Servitors and Grey Knights(both normal and Termie) have battlecries of SM squads...
Does anyone else get this?
At the moment DH_ID uses IG or SM voices as placeholder - custom voices are planned for the next version
Quick question, is there a log where I can see all the changes that have been made for the mod? I noticed when I was fighting Marines that they had Death Watch vetertans in their army. Any other easter eggs?
Only one of us is going to leave here alive and it ain't gonna be me!
No one is above the law...of physics.
Inquisitorial version of the campaign:
Let's see... we have reports of aliens, heretics, daemons, space marines with possibly heretical motivation, and a bunch of guardsmen who are probably already tainted by the rest of them: Exterminatus it is.
I'm sure we have a cyclonic torpedo here somewhere...
Inquisition wipes Kronus clean from space.
Well, i don't have time to download this now, but i have to say that it looks absouletly amazing!
noone else seems to have had that problem.Has anyone mentioned a missing fx for Stormtroopers melta guns? Playing against DH I noticed their melta guns produced purple boxes with "bad fx" in them.
Ira: Sounds like a good idea to reinstall THE MOD, if that doesn't work, try re-DLing, then, if that doesn't work, try reinstalling DC.
This was done to avoid having ID grey knights Vs Relic grey knights when playing ID versus space marines, which would be kinda stupid as they're supposed to be the purest of the purest and only one chapter in the whole galaxy, which doesn't let much space for betrayal and intra-fights.Quick question, is there a log where I can see all the changes that have been made for the mod? I noticed when I was fighting Marines that they had Death Watch vetertans in their army. Any other easter eggs?
So the mod replaces Relic GK by death watch veterans, with the exact same caracteristics.
So AFAIK that's the only "major change" to a unit (as the more you modify the the core of the game, the more it may result in bugs and conflicts when playing with other mods). For other easter eggs, you'll have to stare closely at some units , btw :
I'm glad someone noticed this one so fast I was wondering if anyone would notice cuz' the picture is moderatly blured...Here's one: The GK Commander's favorite book is 'Death or Glory', one of the adventures of Commissar Cain.
Nice book serie BTW, a nice breath of "fun" in the grim darkness of the 41st millenium (as much as I like this grim darkness ), whether it was inspired by Flashman or not, the 40K background in the cherry on top of the cake (or whatever that expression may be in English).
Oh and, thanks y'all for all the praise and kind words towards the mod and the units I did
Mod works great, plays well with others (BA, WH...haven't tried SL or Tyranids yet).
I've only noticed a few minor graphical issues that I'm sure either you guys are aware of or other posters have already touched on (rapidly spinning Dreadnought and some goofy sync kill animations).
My favourite units are the the Scholars and Inquisitor's Bodyguard squads - four types of specialists, reinforceable basic troops, and you can even attach a commander! This type of squad code would not have even been possible in the original Dawn of War.
I've fought against Grey Knight Terminator squads (my IG buddy uses them) in tabletop battles many times, and I appreciate how they are depicted in this mod. Definitely more fun to play than play against!
(Quote KotCr) 1.) The Inquistor. He's the best hero in the entire game at T1 (by a long way). This is silly (and unfluffy). There's no excuse for beating the Chaos Lord one-on-one, I'm afraid (if you've ever followed Commander balance discussions you'll know why this is) - and the Inquisitor manages this.
(Enochian)Actually the lord has a good chance of this in fluff as well. Anointed Daemonhammer anyone? The way its set up if you dont have the Inquisitor your dead. Kasrkin sure are not going to pull it off. Besides last night ON NORMAL my inquisitor got smoked by raptor/ lord rush over and over.
The biggest problem is he takes the role of a advanced combatant hero (which he also excels far too well at), rather than a support caster hero like he should be. His role should be less similiar to the Chaos Lord and the Force Commanders, and more similiar to that of the Farseer. Instead he beats all these quite easily all by himself - in T1 (and if I'm not mistaken wasn't it for a cheaper price to than the Force Commander/Chaos Lord? And he certainly comes out earlier).
(Enochian)Again he excels at all combat in fluff and would NEVR be caught on the back lines. And he needs to be tough. Chaos by the way SHOULD be the easiest army for daemonhunters to beat, And they are easier than many other races so it fits.
2.) The Storm Troopers - they are also too strong in T1. Flamethrowers without needing an armoury (or similiar structure/research)? That is poor balance. Maybe it'd be permissable if they were weak flamethrowers (such as those on Scouts - which also need an Armoury, btw), but they are not. They are basically as strong as Tactical Flamethrowers.
Later on, both Frag Grenades and Melta Bombs is over-the-top also - there's a reason relic didn't give lots of other units both these abilities together in the game originally - despite how, Codex wise, several units can take both.
(Enochian)Hmm if i remeber correctly MARINES have flamers from the get go.
3.) Transport vehicles in T1? This renders anybody but the most mobile of armies (I.E. Eldar) completely useless against the Inquisition Forces early game (no vehicle shutdown availiable in T1 for any side, except for the Big Meks Tank Zappa I believe). Looks like the potential of these vehicles is greatly underestimated by some.
(Enochian)WOW a transport vehicle that does not shoot that does me alot of good unless i want to expose my weak Kasrkin.
4.) I haven't really taken a proper long strategic look at the Bodyguards yet, though they seem to have potential and if others say they are too strong, then there's a good chance they are right. What I do know is, their potential as an very-early game harrassment unit seems pretty phenomenal. You can wait for your Storm Troopers to start capping. Again look at the number of other units all others have to choose from its still SMALL for the DH
5.) Finally, their defensive structures also seem a bit over the top (though its less of an issue, as vehicles will still generally plow through them later on - just have to hope the Inquisition doesn't take an aggressive bunkering playstyle on).
(Enochian)If not they would be dead since the real power never hits the board until tier 4.
Hmm...until the T1 is more reasonable, not really worth discussing the T2 and beyond stuff too much. This is a game that balances the DH the way they should be with just a few minor mods. But nothing like what you sugest, it is EASY to beat them early on, And they take much more abuse from NON chaos armies incase you did not notice.
However THE GOOD:
Great work on the models, I appreciate you put alot of hard effort, time and work into this mod. They are simply draw dropping.
The Tecthree is pretty well thought out, as is the race's general organisation - however it needs a great many tweaks before I'd be willing to play against someone using this race competitively.
Unit role concepts and ideas are also pretty clever and unique, giving the race its own feel, certainly. It's the kind of variety that makes one race an interesting change to play from another.
It's great that the Grey Knights infantry units themselves seem to have been added into the game with fair moderate thought put to their balance (except maybe the GK Commander) . Now work on the non-GK stuff.
The documentation was also a fantastic idea, kudos on that.
This is going to sound like I'm being a bit mean - but, try and get people who aren't Daemonhunter fans to help you balance the mod. The big problem with using fans of a race to balance a race, is they have a tendancy to make them stronger than all other races just because they "like them".
This problem was blatantly obvious in the Tau mod that was created a while back (for WA), and completely ruined the mod (their basic capping unit owned all). It appears that this mod may have the same problem with its balancing team (though I don't know who's in it exactly, so I certainly couldn't say for sure, so sorry for being presumptious), from how OTT some of the units seem to be (like, you'd have to be a little...slow...shall we say...to miss it - either that or blinded by fanboyism).
Althought to be fair the balance in this mod certainly isn't anywhere near as bad as it was in that Tau mod, but it really does need a lot of work before the side can be taken "seriously" for a fair game.
It'll be interesting to see, if they have permission to use the mods files and ideas, what the DoWPro team would come up with for it (and personally I'm not even a fan of DoWPro, I somewhat dislike it, but for the most part they seem like an unbiased balancing team
Last edited by Enochian; 26th Jun 07 at 3:14 PM.
The only easy day was yesterday.
@Enochian - I don't remotely think you have a clue how much the betatesters went through balancing these guys. In fact, Tier1-2 for DH are the weakest and in my, oh, 50+ games I have had playtesting DH_ID over the 1.5years as well as being the team's AI scripter, I can still safely say DH_ID are balanced although I more times than not find them nerfed in Tier3-4 especially against Chaos (which is their primary nemesis) but generally they are balanced.
And no this isn't a bias case of favouring DH_ID to make em stronger -- what would be the point of that where a faction always wins? Stupid. The Tau example was a mistake back in early '06 by the team by not wanting to firmly balance the faction properly. Balance police failed then but nowhere near whats going on with Tau now. Thats another story.
So I have zero clue why you think DH_ID is too buffed. Yeaaah right. They get beaten by Chaos more then they win. Defiler/Pred rushes are brutal since DH_ID has to wait til GKs arrive and by then CSM has swarms of Tier2 nastiness. Tier3 is where DH_ID starts to get the good stuff. This team had one of the best assembled beta teams in DoW history behind it considering I am on almost all DoW mod teams everywhere.
Lol Enochian - I recommend if you are going to do this that you write it down and then reread it. As I read you're post you have written:
1)Inquisitor is too strong, but keeps losing to T1 rush.
2)Flamethrowers without armory is poor balance, but marines have them.
3)Transport is too good - but has no weapons so is rubbish
4)Haven't looked but just wrong
5)Defence too good, but without it they lose
I guess you are trying to provide a balanced overview, but it's just confusing. Remember that against the PC everything seems strong. Unless it's a steel legion listening post, in which case it's just incredibly strong.
Sorry guys i was quoting (the numbers) from another thread because we were asked to move it over here by a mod. Im the one explaining that he is wrong (un numbered stuff).
I have been whooped a few times in the low tiers and agree with you all completly. Sorry for the confusion.
Let me go back and put what was me.
I've heard it mentioned several times that this would be a great mod to be played alongside the Witchhunters mod. Is that mod finished, and if so, can I get a link please?
Also, I tried playing the mod along with several others, including the tyranids mod. I was wondering how I would make it so I can keep the menu on the main menu as the the DH one, keep the music the same and get rid of that geensteeler. Also, when I tryed a game, I got a fatal scar error.
Last edited by Templar Mikeel; 26th Jun 07 at 5:46 PM.
The "Witchhunters mod" has not been released. It will work very well with our mod, they were intended to compliment each othr.
As for the menu and scar errors, this is something the mod team will not support. I would ask that you direct your question on a different thread as our legal agreement, which you agreed to when you installed the mod, strictly prohibits this type of activity.
I realize that people are going to do it but I would rather it not be discussed here.
Ok then, I eagerly await the next Inquisitorial release. Thanks.
Wow. I waited for quite some time for this mod to come out and would like to make some comments.
For starters, I am sure the team has heard this ad nauseum, but this is one hell of a nice mod. Everything seems very professional, and with the addition of a few tweaks, tucks (hotkeys) it will be even better. Too bad you couldnt get some custom professional level voice actors to do some volunteer work. The units are very detailed (look at the GK Commander in the painter!) and you can tell a lot of love went into making them.
A special note must be made to Thudmeizer. The AI team did an awesome job on the AI. I am sure that has been stated a million times before, but I have to acknowledge it.
Balance wise, it is easy to state the DH are unbalanced. They are completely different than any other race currently in DC if I may say so. They have some resemblance to the IG and SM but are not copies by any means. Even though I still lose quite often (on Hard) they are an enjoyable faction to play, and fits my play style very well. I imagine the losing will subside a bit when I get some strategies hammered out. In any case, it is hard to judge a race as either under or overpowered when it is not only this new, but completely different.
Thumbs up DH crew, I am enjoying the mod immensely and look forward to future versions.
I've had a chance to play it now and it is superb, great models, true to TT and great fun to play. With the Witchhunters and Ordo Xenos the full might of the inquisition shall be unleashed!
Like any other 'new race' or patch release...it will take a lot of gaming to get the most out of the race and then decide on the balance...trust me...it took us many months of extensive testing to get ID balanced against all the races.
@Thudo, awww I never knew you felt this way. Thats soooo sweet LOL
There is one thing that needs to be nerf-Exterminus.
Currently,it's way to strong in T1 and T2.My entire Stormtrooper army just got killed in 3 seconds which i dont even have the time to move my units from the burning fire.
It's pretty fine in T3,IMO.
kudos Compiler and Co. The quality of the models and textures on all the units is beautiful. I'm really happy to finally see a commander in terminator armour. Its been protrayed really nicely. He is designed and animated excellent and really does fit with what he looks like.
The beauty of it is when you team him up with the terminators and give them support with a squad of grey knights and a crusader. You can get both squads into the crusader, ride up to the enemies line laying down extensive anti-infantry and anti-vehicle firepower then disembark the squads. This has such a fluffy feel to it. Everything said about landraider crusaders, specially from the black templars makes seeing it ingame and its role excellent.
Though the voices are not in yet, strangely enough I find the grey knight commander's placeholder voice, that of the force commander, rather suiting to him. The way he looks and moves combined with that voice seems to really fit him, though I know you will most likely be changing this.
The buildings are at a high quality which is expected of this mod. Though the only issue I have is the size of some buildings. Specific to inquisition watch and the grey knight building. On the cathedral map, its quite differcult to place all buildings.
Overall gameplay gets some getting used to, but you have to re-think the way you play, daemonhunters play off each other using each unit to support the other. For example ,when you field Greyknights, a good support combo is commander + terms + squad of grey knights packed into a crusader with support dreads laying down fire and keeping off anti-vehicle units off the crusader.
Some things might need adjusting. The overall firepower of the orbital anti-infantry attack seems to devestate to quickly, its not the equal damage it does its the duration the attack remains in the area which causes problems. Though the turret/burng pyre for daemonhunters is nice to have, the overall range and effect is slightly powerful. It can pretty much shutdown a enemies armies charge, which can then be shot to pieces by stormtroopers and anti-vehicle weapons/units. It doesn't need a excessive nerf, but but the slowly effect might need adjusting so it doesn't make them all go into slow mo and die quickly.
Overall, the mod is pretty good balanced, a good rush by a enemy at Tier 1 and 2 can cause alot of issues for daemonhunters, but sould they survive to tier 3 then it becomes powerful enough to deal with the enemy. The mod does what it says on the tin, brings a fluffy feel to DC yet not making the grey knights over the top and uber powerful like they are protrayed in the codexes.
For the effort put in and people involved, this is a achievement which should be praised as it truely brings a full faction into the game without to many issues. With all first releases people must also understand there will be issues and those will be fixed in due time. Its why patches came into existance. For now, one should enjoy that a team of people who worked on a mod for a better part of 2+years for free have brought another faction into the game bring the game to a new level and keeping the life breath going into the game.
With the edition of Witchhunters, Tau, Tryanids, Blood Angels and Firestorm, Dawn of War is shaping up to finally be what it originally should have been. A true representation of Warhammer 40000 on the PC.
Skullcap speaks wisdom, I second him on 2 things that will be hopefully tune in next patch :
* DH buildings slightly oversized compare with other race buildings
* orbital anti-infantry attacks deals damage too quickly, the problem is not how much damaged is dealt but the rate at which damage is done
Last edited by eltroubabadour; 27th Jun 07 at 8:30 AM. Reason: typo and oversight
Many thanks for all the kind words : they are very much appreciated and are a great reward for these 2 years (and for all of the PM and mails I answer these days).
Just some quick answers :
- the scholars' abilites don't stack (well, they shouldn't)
- no campaign support as for now : no one knows how to properly mod a campaign in DoW at the moment, AFAIK
- making the mod nighshift compatible is of course something we're hoping to do, as soon as Palli will have worked his code out and made it available
- the patch will just correct technical mistakes and bugs. We'll look into the balance for v2.0 (and I am quite puzzled at the moment : it seems that there are as many people who want a nerf, than those who want a buff. It just seems that compatitive players find the race too easy to play while hobbyists find it to hard)
- DowXP has expressed interest in adding the Daemonhunters to the factions they portray. We are working out an agreement and there will probably be an extension for DowXP featuring the Daemonhunters, with a new balance.
I agree with the building size issue (the 2 I can think of being too big are the GK spawner and the stormtrooper spawner, apologies, can't remember the exact names right now, and didn't want to quote the wrong ones).
As for the damage of the orbital anti-infantry strike, I thought it was pretty ok considering its power is offset by the fact that its not very mobile, and can only be used within range of the building itself. If there are no strat points near your intended target, you can't build the building and can't get your orbital strike.
Personally I think that if it gets nerfed, then the range should be moved to being based on the inquisitor/GK leader position rather than the building position. But again, personally I like the way it is now because its different from the way the other races work with their orb strike-type attacks.
We had similar complains about Steel Legions' massive Tank Fabric. Its more a function of the maps we have in DoW. Any map which has a startpoint either too close to an immovable object like a treeline/map graphic or is too sandwiched together due to map topography then thats the map's fault. 9/10 times the building size is no problem. Its just those certain "sour grape" maps that ruin it.I agree with the building size issue (the 2 I can think of being too big are the GK spawner and the stormtrooper spawner, apologies, can't remember the exact names right now, and didn't want to quote the wrong ones).
The building sizes are fine as they are, in my opinion.
This is awesome news!- DowXP has expressed interest in adding the Daemonhunters to the factions they portray. We are working out an agreement and there will probably be an extension for DowXP featuring the Daemonhunters, with a new balance.
This is for Enochian mostly:
Inquisitor is too powerful in commander duels in Tier 1. He doesn't *start* with his anointed Daemonhammer, after all. Just tone down the commander damage with the power sword - it's okay if he only beats the Chaos Lord after he gets his giant hammer of doom, right?
I like the Bodyguard squad, but they're probably too cheap for what they do. Not sure yet.
Space Marines only get Flamers after the Armoury, so you remembered wrong. Having Stormtrooper Flamers require only a captured strategic point is a little over the top. It should require the Librarium.
I find it kind of odd that the Domus Astra Telepatica has absolutely no prerequisites yet has no function beyond 'detecting infiltrators' until Tier 2. Maybe make the Librarium or Watch a prerequisite, if not the Tier 2 upgrade (Tribunal) itself? Power plant even?
Exterminatus Incipio is too powerful, causes no disruption, and lasts for too long - the effect is also a bit over the top...the only good thing about it is that it causes damage to friendlies, and damages buildings less than infantry.
Naval Mega Melta can't miss and causes absolutely no splash damage. I like how it requires the Inquisitor to use.
The race will probably need buffs in some areas and nerfs in others - as a reasonably experienced player I found them very powerful early on but not as tough in Tier 3 and beyond. These are just first impressions, I have some competitive friends I played this with at a LAN party, but we mostly teamed up against the AI. Will definitely have to do some serious duels with lots of rushing.
I wonder, maybe the Inquisitor could be a command squad like for the imperial guard? He could have an interesting retinue from models already in game.
But maybe the design team have tried it and discarded the idea because of some issues.
Well, the inquisitor lord could be well a Grey knight Grandmaster, then that would make sense him being so powerful.
Otherwise,yeah..dunno why he's as great as he is.
just played the mod really quickly, and it was great!
One question though, Why couldn't I zoom in using the scroll ball on my mouse? Was it something you guys changed or is that a problem on my side?
Might be back, not sure yet.
-Join the LNA!!!!
'Well, the inquisitor lord could be well a Grey knight Grandmaster'
What universe is that again? Ok, seriously, inquisitors are some of the most powerfull imperial agents. They are highly trained in taking down the Daemonic and are not called Daemonhunters for nothing. Yes these guys are trained to take down chaos greater Daemons/Daemon Princes and the like. He was designed to be the main character of the race and as such evolve to be the most powerfull one. GKs are only called in if the Daemonic infestation is too great
I'll let you know that most of the balancing changes made in the dowxpi process were based on humans playing eachother.
Macca can back me up here.
The tricky thing with balance is that it is not always an "A>B so A must be nerfed" situation. A particular unit or ability can be unbalanced if it is kept in check by other restrictions, thus balancing it out. We balanced the race as a whole to be a good medium level. Looking at any one unit exclusively, means taking it out of the greater context of the mod. Please when thinking about balance take into account inter-unit dependency, as this is the core of our balancing efforts.
If we have done our job well you will need to play a little differently than your used to, to play effectively.
Please keep the ideas and comments coming, these things all help to hash out errors and gameplay styles. It is afterall for you to have fun with, if we can make it more fun we will.
"Why couldn't I zoom in using the scroll ball on my mouse? Was it something you guys changed or is that a problem on my side?"
This bug has been related to xfire, not our mod.
You can check it here : http://forums.relicnews.com/showthread.php?t=153187
Thanks for the info."Why couldn't I zoom in using the scroll ball on my mouse? Was it something you guys changed or is that a problem on my side?"
This bug has been related to xfire, not our mod.
You can check it here : http://forums.relicnews.com/showthread.php?t=153187
More silly soft caps to limit my speartips into Chaos. =(
Well, i must say this mod is probably the most entertaining mod i've played in a long long long time for ANY game.
It does give a whole new spin on the game, bringing new life to it and captures the TT race the absolute BEST compared to ANY of the other races.
People saying it's not balanced that's a crock of crap.
First of all, Deamondhunters ALWAYS had the advantage over chaos when it came to fighting, so it makes sense for them to do a little better against the so called "best army" in the game. Deamonhunters were developed to counter chaos.
And it's not like they have the fastest or most productive builders in the game either (damn lazy architects)
But that is what makes it interesting, deamonhunters on the table top expecially were a "I know" army.
In most cases "I know" if i'm going to win by turn 3 or not. There aren't many "come back last stand" victories for the hunters due to their low low numbers, and this reflects that aswell. althought it gives the player a larger fighting chance with the storm trooper availiblity.
and the VARIETY allowed for in this game, astounding.
This mod is great, my hats off to everyone and anyone that had something to do with this. I was really losing interest in this game in a major way due to the crowd that played it. (I just got the internet at home recently so i've been playing skirmish since DoW pre-GOTY edition, and I hop on the net come DC 1.2)
Within that month the population playing the game absolutely MURDERED this game for me...
That's all changed now..
Thank you very much people, i really appreciate this. Because right now there are no good SCI-FI RTS games on the market that can remotely compare to DoW, and DoW just got a WHOLE lot better with this mod.
I agree with Meldane and driftster. It's not unbalanced at all. If you are playing against the A.I on hard/harder/Insane... or a good human player... you would see that.
Those guys did over years of beta testing, compared to a couple days of player are calling it unbalanced?
Aaaah... so Xfire is the culprit that would explain why I randomly get the scrolling problem going on and off.
Mod's still awesome!
remember that scrollable xfire screen ingame is still in beta test jeddy00
The only reason I've had a problem with the balance of the DH is that most people say this race has it weak in T1-T2, and strong the rest of the way. Playing the AI on Hard/Harder as DH (and working mostly from T1 troops and such), I can win, every time, using the same strategy, no matter what race I'm playing against (even DH, but that's more or less a moot point). In those games I absolutely always beat/match the computer for T2, while decimating it's entire army with little micromanagement invovled (I typically play Eldar, so little micro as relative to the micro needed for Eldar).
I agree that DH is at it's absolute weakest point in T2. Walker vehicles are amazing against this race at that point. After T3, they are actually very well balanced (and due to slowness of techspeed possibly even on the weak side). If a fight gets to that stage, it's all in the strategy/effective micro/skill of the player. That is really good to see in a fresh race.
Actually the point that needs to be most balanced for the DH feels like T0-T1 and then some tweaks to some abilities inbetween.
And I'd like to say again, I really like this mod, and the critizing I put into it is me showing that I actually care and would love to see it improve. This mod is not a crap product, and since I never played TT, I appreciate the chance to see races that I never had prior experience with (especially when they are expertly done).
I just remembered you press "scroll lock+x" to turn on that screen thing. that would be the thing stopping me from scrolling.remember that scrollable xfire screen ingame is still in beta test jeddy00
*sarcasm* hehe I knew that.
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