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Inquisition : Daemonhunt. A mod for DC 1.2

  1. #451
    Retired modder compiler's Avatar
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    Thanks for the kind words. They are very much appreciated.

    *****************************************

    I edited the first post to add some links to wallpapers and a userbar, following requests by some users.


  2. #452
    Member s1_ONE's Avatar
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    May 2005
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    sometimes here, sometimes there
    wow, 3/4 1024 screenshots are based on my map ones.
    So, compiler, do you still guess my shots posts on ur thread was useless & offtopic?

    However for the performance problems i have to spend 2 words:

    In rts games, as all recent games its important the gpu, but the main work is done by the cpu, so having a good gpu but an old cpu doesnt help the engine much more.
    Again, if you set texture details on high you must have at least 1gb of ddr @ 400mhz to avoid fps drop.
    For who uses (like me) all the details on high + fullres_teamcolour=1 & forcehighpoly the minimum specs need to be increased, or you will suffer a very (and predictable) lag, especially on maps with 6players or more.

    Another point: if you plan to play offline with hard/harder/insane AI remember they'll drain a noticeable amount of cpu res.
    (in fact with a northwood 2.67GHz i lose 5-10 fps, depending on maps).

    Last but not least, maps like Inner Strength (where my mate equipped with a monster-machine Core2Duo E6600+2gb ram ddr2 667Mhz+X1950XT on 10280*1024 has a lag drop of 35fps on the chaos starting position, where usually he gets 70 stable all around the map)

    ^[but this odd issue is related to his buggy gpu. My reliable 6600gt 128mb has constant fps]

    and Autumn Forest, due to the amount of details, decals, and shadows, are heavier to run, compared to the other standard maps (probably because Autumn Forest have also some scripts).
    But IMO in this situation all the fps lost are worthy in relation to the game experience..

    For the other maps i dont think there are problems, because crimson spire is a 2p map, so even with some scripts doesnt represent a problem for the pc, and also Bray, the 8p map, though is polished, doesnt have any particular amount of decals or scripts.. -but keep in mind its a 8p map-
    - Rem tene verba sequentur -



  3. #453
    Lordoftheflies
    Guest
    Are there any plans to make the banners and badges used in the mod publically available?

  4. #454
    FIG
    Guest
    Genius! Time to uninstall CnC 3 and reinstall Dawn of War with all the expansion packs.

  5. #455
    YankeeBlueJeans
    Guest
    man i have not touched dc sisnce the last update, this looks awsome time for a reinstall

  6. #456
    Dhammpaha
    Guest
    Holy holy

  7. #457
    jeddy00
    Guest
    Are there any plans to make the banners and badges used in the mod publically available?
    no, as compiler has pointed out a thousand times, you, or anyone else, are not allowed any individual part of the mod.

  8. #458
    cards344
    Guest
    I have 1.0 of Dark Crusade is there anything I can download to make this mod work.

  9. #459
    The 1.2 patch will make it work.

  10. #460
    Retired modder compiler's Avatar
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    "do you still guess my shots posts on ur thread was useless & offtopic? "
    Eh eh. Yes, at the time they were.
    But even something which is useless at one time can prove to be worthy of interest on another occasion : never lose faith !

  11. #461
    pigeonmafia
    Guest
    im not sure if this has been mentioned:
    it might be my pc skipping frames, but one of the assault dreadnought's attack animations seems a bit... jumpy. when he does the spinning attack with the blade, he lifts it... stops.. then suddenly spins round so fast you cant see anything, stops again, and carrires on. its looks a bit odd compared to the smooth animations that the other attacks have.

  12. #462
    Deathwatch
    Guest
    *glomps compiler*
    Hells yeah! I have been waiting for this mod for an AGE! Kudos to the Daemonhunt team.

    I'll post up as soon as it's DLed and running. Thanks!

  13. #463
    me99
    Guest
    Some sig-bars i made, feel free to grab them


    Last edited by me99; 24th Jun 07 at 5:52 AM.

  14. #464
    To Compiler: congratulations my friend!
    I've finally played your mod and all i've got to say is that it was a wonderful experience
    I really had the feeling of playing a new and unique race, i like also very much the population cap system.
    To be honest, i liked everything!
    Both "thumbs up" to you and your team.

  15. #465
    Member the_hunger's Avatar
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    Dec 2004
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    Here's some feedback for Compiler & co., which hopefully helps in some small way (though it is probably redundant given the 31 pages of this thread!):

    I downloaded this mod into Dark Crusade 1.2 without a hitch. The installer worked fine. I also appreciate the instructions and faqs that opened as soon as the installation was complete (all mods should have this). The mod appeared in the Game Manager and could be easily selected or de-selected. There is no tutorial, but playing the new race on "Easy" is roughly equivalent.

    First, I played a DH game vs. Chaos on "Easy" on a custom 2-player map called Sandstorm. I must say that the visuals are just plain excellent. Professional quality. The one I remember most vividly is when a listening post is completed, two rockets launch back into orbit. Very nice! Although quite attractive, the buildings are rather large. It would be nice to see them re-sized to about 75-80% of their current size. I have no gripes about the unit appearances. They will be perfect once the placeholder voices are removed. Okay, on to the actual skirmish.

    The Daemonhunters remind me of a very religious mix of the SM and IG (I suppose they actually are in the codex, though I haven't read it). They play in this way as well. Dreads, Land Raiders, Deepstriking--it's all there. Although I beat the "Easy" Chaos--fortunately, they never really left their base, it took me a while to figure out the tech tree, which is scattered among a few buildings. I'm not sure if their tech path is any more complicated than, let's say, that of the Tau or Eldar. However, it felt like it was (I'll have to play some more before deciding).

    Next, I played a game as Chaos vs. the Daemonhunters on "Hard" difficulty. Although I'm a decent Chaos player, I didn't know what to expect. Overall, the DH played well. I won after a scrap in which the DH tried to gain map controlled, rebuilt its base 2-3 times, harrassed effectively, etc. (again, thanks to Thudo & co. for the AI skirmish mod). I don't think that the DH fielded any vehicles--I must have destroyed their vehicle building early though I'm sure they probably rebuilt it. The really good thing is that the DH don't seem overpowered, which is definitely a compliment to the mod team (I think the temptation is usually to make a new race too strong and then balance later--a la Relic in Dark Crusade). In many ways, the DH felt like a true defensive race. For example, I was rather shocked to see my Defilier slow to almost a standstill when invading the DH base, thanks to one of the DH abilities that slow down enemies. They have a few other surprises in their headquarters as well. Generally, I really liked the skirmish experience both with and against the DH.

    Other comments:
    1. I know others have probably said it a thousand times, but do fix the voices in a future release. This mod is of high enough visual quality to have its own distinctive voices (I loved the new music, by the way!).

    2. I suppose the mod team knows that the Hero mod is somewhat broken and does not display the level of units correctly. Should be an easy fix.

    3. Again, I love the buildings, but do think about slightly shrinking them. At the current size, the DH will be unplayable on some maps.

    4. If you are thinking about buffing the DH, please do so cautiously and modestly. They feel good right now, though a somewhat more straightforward tech tree might be helpful.

    5. Many thanks for attaching that stormbolter to the Rhino. I don't know why Relic never did this.


    I greatly admire the work and dedication of the mod team. I look forward to the next release. For what it's worth, I would give this mod a 9/10. Some minor fixes would make it perfect (10). Many thanks, Compiler & co.!
    Download my DoW maps "Redemptus Reloaded" (8p) and "Shrine of Sephreus" (2p) here.

  16. #466
    mumbling marine
    Guest
    This mod reminded me of one that I stumbled across here ages ago, the Horus Heresy mod. I got the demo for it and it was great, but I never found the completed thing, if it was actually completed. Does anyone know what happened with that mod, and where I can find it?

    Thanks.

    P.S. I haven't played Daemon Hunters yet, but the screenies look slick as hell.

  17. #467
    Why only 2 builder units? They don't seem to build that amazingly fast and it just seems annoying.

    However I just got a new processor (2.5 up from 1.3) so maybe now they do...
    Runs like a dream now, before it needed to be quite low details! The looping grenade toss animation glitch on the deathwatch is annoying though!

  18. #468
    Resident AI guy thudmeizer's Avatar
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    Why only 2 builder units? They don't seem to build that amazingly fast and it just seems annoying.
    Well its an original idea, it balances the fact they move superfast, they jump.. don't see a problem. Its balancing and Compiler's beta team felt it was cool.

  19. #469
    Macca
    Guest
    They are also highly resilient. See how long one lasts against a squad of cultists and how long any other building unit lasts against them....

  20. #470
    Member Visitor13's Avatar
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    Mumbling Marine - the Horus Heresy mod is still being worked on and re-worked. The demo mission, however, has been scrapped. They have a thread in the "Mods in Progress" section.
    Very thankful to all who make mods for the Dawn of War series and the Homeworld games.

  21. #471
    Retired modder compiler's Avatar
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    OK, I have to make a personal announcement (sorry mods).


    I'm going on vacation for a week, so I won't be on line untill July 1.

    (well, I may be able to snatch an hour or two on wednesday or 29-30 june, but that's not sure at all. I must admit I need a break from modding and, more generally, computers ).


    So please direct your technical questions to other team members, or just wait until I come back.

    For balance suggestions, you can keep on posting (I'll make a review when we prepare v 2.0) but please, please, please, if you want your post to be taken into consideration, you need to add in your post the following informations :


    - state precisely what seems wrong to you (general comments such as "this needs to be rebalanced" are not really helpful)

    - give an example where the problem spoiled the game
    - tell us what your player level is (rookie, intermediate, experienced, up the ladder...)
    - if you were playing agaist a human or against the AI
    - how many players there were on the map
    - which map it was
    - if you were playing the Daemonhunters or against the Daemonhunters
    - if you won or lost the game
    This will be very helpful in designing improvements.

    Many thanks in advance.

  22. #472
    Understood Compiler! Still at the OMG it's pretty! stage I'm afraid.... on a related topic...the builders can jump?!?!? o_0 That would help an awful lot.

    PS - Have a great holiday!!

  23. #473
    First of all, really good mod
    After playing it for 3 days I think that maybe you could make the GK a little bit stronger.
    For balancing you could increase theyr cost and limit the normal GK to 2 or 3 squads, cause in the fluf thay're suposed to be near the strongest warriors of the Imperium, but they're only the size of one standard chapter.

  24. #474
    w00t i finally got ID to work i just had to merge DXP2 and ID and tada
    Show me a fortress and I'll show you a ruin+++ Captain Eddan Bourne,
    No. 2 Assault Company, Silver Skulls +++

    Fear me, for I am your apocalypse



  25. #475
    Daddo
    Guest

    "The best day of my life"

    Hmm, response from son - combination of favourite dinner AND this mod .....

    Personally I'm still battling GKs at Deadmans Crossing as SM(!) (first game). Having let them tech'ed I'm wading thru human wave GK attacks and rolling dreadnaughts / Landraider.

    At the moment the only way I am holding them in the river is via turret farms using 2 x HQ, OB and my own rolling armour builds.

    ... must take their relic ......

    Seems like rush and targetting generators is best bet - cause once the inquisition gets rolling ...

    Fabulous mod. A heretical thought but it really should be commercial because no one should be this charitable!!

    Thanks a ton.

  26. #476
    "First of all, really good mod
    After playing it for 3 days I think that maybe you could make the GK a little bit stronger.
    For balancing you could increase they cost and limit the normal GK to 2 or 3 squads, cause in the fluf thay're suposed to be near the strongest warriors of the Imperium, but they're only the size of one standard chapter."

    I seconded that.GKs are rare and there should be a hardcap of 2 or 3 for these Imperium's best soldiers.Besides,it prevent the Stormtroopers be replaced by GKs at late game.Maybe a buff for GK if you gonna implement a hardcap for them.

    Anyway,great mod and it's really fun to play with DH.

  27. #477
    Incredible mod guys
    I WANNA BE THE GUY! - A Game that you are, quite frankly, not man enough to play.

  28. #478
    Meneldil
    Guest
    Ok, I've been playing the mod for the few last days, and I came to the conclusion that Chaos AI opponents are far more powerful than others.

    I mainly played on the 8 players new map (Cathedral subsector), against all kind of races, in a typical 2v2v2v2 game (hard level).

    Each time, I was playing as the DH, with either the IG or SM, against team of 2 AI from the same race (ie me and IG v 2 Chaos v 2 Eldars v 2 Orks).

    Each time, Chaos AI rolled over other AI teams, until it owned half of the map (the other half being owned by me and my ally). I've never seen it lose to another AI in like 10 games.

    Don't know what the deal with that, though I'd say the fact they spam Defiler, Predator and Pink Horrors must help.

  29. #479
    Member eltroubabadour's Avatar
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    It has nothing to do with the AI because as cultists say "Chaos is strooong !"

    I have a suggestion about DH building size i think they are a bit too big compare with other race building. The scale between unit and buildings for DH race is fine but for the other races building are smaller...
    A good opportunity is to see how DH units and buildings will fit in DowXP+ where units and buildings are rescaled
    Last edited by eltroubabadour; 25th Jun 07 at 2:19 AM.

  30. #480
    chenxihao
    Guest
    Do scholar leader abilities stack?

  31. #481
    jeddy00
    Guest
    @Meneldil - try having a Necron team there, they seem very good now.

  32. #482
    Macca
    Guest
    Just a quick tactical tip vs Chaos...be very agressive against them. Your STs and Bodybuard in rihnos should own them until tier2.
    3 Rihnos with missile launchers=3Cap....and they will own any defiler/pred...plus you can transport squads in them

  33. #483
    BitchX
    Guest
    The fates are truly against me. Been waiting for this to come out for a long time, and now when I re-install DC and try to patch it up, I find out that patch 1.1 refuses to install. No errors, nothing. It just hangs without locking up and doesnt progress at all. Hellfire and damnation

  34. #484
    KPax the Second
    Guest
    Wow, downloaded it yesterday, just installed the mod.
    Great work guys , the music, the units ( Land Raider Crusader!) Awewsome mod!

    I had to get used to their style of fighting first, but dropping a DM termie squad together with a land raider crusader, the enemy has no idea .

    Thanks for the great mod.

  35. #485
    Member
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    Sep 2006
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    UK
    Looks awesome, just what i need, downloading now.

    This is why PC gaming rocks, awesome modders, great work!

  36. #486
    "This is why PC gaming rocks, awesome modders, great work!"

    Seconded that,PC rocks!!!

  37. #487
    Member Visitor13's Avatar
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    Bitch X - you mean patch 1.2, don't you ? And you're probably just being impatient. These patches take a LONG time to install, and they will seemingly hang for 10 minutes + a few times during the installation process. I really suggest that you try once again and make yourself a coffee. Give it an hour even. Good luck.

  38. #488
    IRT Macca

    rocket launcher equipped Rhinos are good until Chaos starts spawning horrors, they're just way too fragile to withstand blasts from them and usually bite it after a volley or 2. As daemonhunters i usually find myself in trouble from a combination of defilers and horrors.

    Of course I tend to play IG alot so i'm used to hanging back on the defensive rather than going for the jugular off the bat.

    That said, many a fierce battle has been fought at my chaos opponents base to prevent him from laying down a machine pit and sacrificial circle since these usually spell trouble until i get my raiders and meltaweapons.

  39. #489
    BitchX
    Guest
    Visitor13: Eh, no I mean patch 1.1, I never got as far as trying to install 1.2. I did wait for quite a while, like 30 to 40 minutes. I'm going to give it another shot but Im not exactly filled with hope at the moment.

  40. #490
    Member Visitor13's Avatar
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    Ah yes, the first patch was released with the game, right? In that case, I don't really know how to help you. The only thing I can think of is that if you're running a low-end system (something below 2 Ghz and 512 Mb RAM), it can really take about an hour or more to patch successfully. But if you say that the installation process only hangs without locking up, then maybe it is simply a question of waiting longer than usual?

  41. #491
    Meneldil
    Guest
    I, myself have no issues at beating Chaos, at least on Hard (haven't tried higher level). It's just that well, they are effectively much better than other AI opponents, and all games involving Chaos will end up with me/my team against Chaos AI('s).


    AFAIK, Necrons get hammered aswell. Quite frankly, this is not so much of an issue, I just don't play against chaos anymore, but well, thought it was worth mentioning.

  42. #492
    BitchX
    Guest
    I wish it was a problem with low end system, Im running an A64 3800+ with 2 Gb of ram. Anyway, going to drink a few beers and try to run it again, this time giving it a good while to run.

  43. #493
    me99
    Guest
    Quote Originally Posted by BitchX
    I wish it was a problem with low end system, Im running an A64 3800+ with 2 Gb of ram. Anyway, going to drink a few beers and try to run it again, this time giving it a good while to run.
    And do u have enough free disk space? To succesfuly patch any DoW game u need at least 2-3 Gigs of free HDD space. I had similar problem with WA game once, i couldn't patch it and I was seriously pissed untill i read FAQ again and noticed HDD requirements.

  44. #494
    Member Visitor13's Avatar
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    But does the patch installation start at all if you don't have enough disk space?

    On second thought that could be it - I don't remember what amount of disk space is stated as needed for patching, but it's by far not enough, you need at least twice that. I think 3 gigs should be fine...

  45. #495
    me99
    Guest
    Yes, patch installer launches, patching process beginns (it doesn't need much space to start, just unpacking process takes it) and then it hangs. And DC 1.2 patch require about 2 Gigs of free HDD space.Unfortunatelly i cannot remember does latest DC patchers has Free Space evaluation module or something in that manner.

  46. #496
    BitchX
    Guest
    4 Gigs free on Dark Crusade install partition, 3.5 Gigs free on my C: drive. I can probably get the free space on my C: drive up to 4 gigs but Im not sure if that'll help.

  47. #497
    Member Visitor13's Avatar
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    I'm at a loss as to what to do. Try the Technical Assistance forums.

  48. #498
    Jaron95
    Guest
    BIG "THANK YOU" to Compiler and the entire IDH mod team. This is great work, and it has definitely renewed my interest in the game. I've been pimping the mod out to my friends who play DOW too!

  49. Tabletop Senior Member  #499
    Professional Gunman Dooks Dizzo's Avatar
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    Yep, this had been a blast. I only wish the Tyranids mode worked with it at the same time. I want to see my GK termies kicking some genestealer ass!

    Quick question: Will there be campaign support for this mod? I would love to play this race in the campaign.

    Once again, kudo's to the whole team this is very professional work and I hope good things come to you from it.
    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.

  50. #500
    Member AshaD's Avatar
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    EAST MIDLAAAAANDS!
    Compiler has stated multiple times that he doubts there will be daemonhunters included in the campaign but we will have to see.

    Beta Tested:
    [Inquisition: Daemonhunt]|[Tau Mod: Exiled Union]
    [Relic Yearbook Profile 2007][Relic Yearbook Profile 2008][Relic Yearbook Profile 2010]

    Unhappy with the decision by Relic to not support modding for DoW2 sign the petition here

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