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[SS] CornCobMan's Fun Mod version 1.75 (07/05/2013)

  1. #1451
    Member ProfMan96's Avatar
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    @RMX : Thanks for the CamStudio program. Works fine, might take a while for me to get the vid done propely though...so unused to editing videos.

    well, for now I'll do some screenshots :P Since Cob has been using the same ol' screenies in post one since...well...ever I'll be working on some (epic) screenies.

    @Corncobman : hey is it possible to allow the Eldar to upgrade different kinds of Exarch? like the FoK mod where you have to choose between 3 Exarches for Dire Avengers, each with their own respective functions.
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  2. #1452
    played campaign so no heroes me think. And the master of the forge is in fok 3.6 i think.. i also seem to remember ive seen him somewhere else. Its really no biggie, but having him as a hero would open up for having normal techmarines as builders. (no servo harness for them offcource) if corn want to do that. Would be cool to give them and the techpriests servitors though, whether in the form of buildable units or as attached units to the character.

  3. #1453
    The flying one corncobman's Avatar
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    Sure. I'll do that now.

    @Profman96 - It's possible for units that don't have a lot of weapon upgrades, like most of the Eldar infantry but I'm not sure what that would bring to the game.

    For Dire Avengers maybe I could do something since they are quite limited in utility and are eclipsed by both Storm Guardians because or their upgrades and Guardian Defenders because of Grav Plaforms. Not sure about the other Exarches.
    -It's not the fall that kills you, it's the sudden stop at the end (Douglas Adams)-
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  4. #1454
    Member ProfMan96's Avatar
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    well as for banshees, the Exarch with the Executioner could be better against armor, or able to strike multiple enemies at once (if that's possible), and the one with the Mirror Swords could have insane melee damage against lightly armored units. The rest well, I'm too lazy to figure out right now :P

  5. #1455
    Member Rotlung's Avatar
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    I think having several variants of squad leaders will overcomplicate the game while really bringing much to it. If they have weapon alternatives that could be made superior to another, they could be incorporated into one of the Eldar ranged damage researches.
    Quote Originally Posted by chelovek_veliki
    Three FW squads plus Pathfinders plus snares and your base will be as unapproachable as I was by girls in high school.

  6. #1456
    I came up with another thing. now that chaos has several spells to play with, its time for the space marines librarian to get some new toys aswell. Fok has several of those, it goes like this: you choose a path for your psyker they are like, ranged, close combat etc. And then you have some powers that belong to each path. Something like that. Im so tired of the battered old smite. hehe.

  7. #1457
    The flying one corncobman's Avatar
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    Where the leaders' weapons change the role of the unit, e.g. Dark Reapers and Fire Dragons I think it's a good idea, since upgrading from a Fusion Gun to a Flamer, or vice versa, doesn't really make much sense.

    For units like Banshees it doesn't really make sense since the only upgrade is for the melee weapons and therefore they would be similar in role and it would be hard to distinguish them from each other.
    Last edited by corncobman; 3rd Sep 10 at 2:11 PM.

  8. #1458
    well the weapons may excel in different areas still. Like one beeing effective vs heavy armor but slow and one beeing deadly to light armor, fast but dooing little damage to heavier. would be like a missile launcher vs a heavy bolter, two distinctly different roles.

  9. #1459
    Member Rotlung's Avatar
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    Different roles are okay I guess. I personally never quite liked the Dragon's Breath flamer, and if I remember correctly it resulted in some additional micro for the Fire Dragon because it's possible for the Exarch to outrange the whole squad, resulting in just the flamer firing and the rest of the members doing nothing.

    Pedro: They aren't really that different because it affects one unit (we aren't talking about the difference between a power sword and a power fist here) and because the mod doesn't use a very heavy hard counter system like in vDoW.

    Also, you can select individual psyker powers for the Librarian in the current FoK build, though the packaged spells is more streamlined to me, unless of course customisability is only available for one power (eg Smite).

    Edit: May I also request that the (guard researches) Storm Bolter, Plasma Pistol, Master Crafted Power Claws, Power Fists, Aegis Armour, Smoke Grenades, Personal Teleporter and Furious Charge researches be given unique hotkeys? Currently the Aegis Armour and Furious Charge research shares the same hotkey as the Space Marine research.

    Bug: Full Scale War removes the Inquisitor's Smite ability.
    Heavy Weapons Team tooltips still reflect that it upgrades to anti vehicle weapons, when it should reflect that it upgrades to anti infantry or anti-heavy infantry/light vehicles.

    The unit info section (where it indicates what it's good against) also indicates that it's effective against infantry despite being unupgraded.

    Both the Colonel and the Inquisitor stand still when performing a sync kill (tested on Cultists).

    Chaos AI seem to be having issues. They sometimes skip building the Chaos Lord at all, and some have issues with selecting a mark (you see them running around with mainly Cultists). Nurgle and Khorne don't appear often, and I saw a Nurgle AI build 2 Chaos Temples (the second temple arose in early midgame). The Nurgle player also accumulated resources without spending them, and hardly teched. I have yet to see a Tzeentch AI...

    Also encountered a Nurgle AI and Undivided AI (could tell from their Chaos Lords) not teching up at all, so they were stuck at T1.

    Managed to get a 7-player all-Chaos AI game to give a fatal AI error. Here's the screenshot:



    In any case, I investigated line 467, and it seems related to chaos_berserker_fear_research. Checking the ebps, I found that modifier_15 and modifier_17 are the same (Undivided Rubric Marines are left out).
    Last edited by Rotlung; 4th Sep 10 at 6:27 AM.

  10. #1460
    The flying one corncobman's Avatar
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    I don't think it's going to make that much of a difference as Riotlung mentioned it's only for one unit. In the case of Banshees, they do reasonable damage against vehicles anyway so the Exarch is only going to make a negligible difference. The Striking Scorpion Exarch has so many weapon upgrades that it's not possible to have as many leaders as there are possible weapon combinations.

    Regarding the AI, depending on the strategy the AI uses it will sometimes go for a vehicle strategy and therefore skip infantry and try to go straight to teching.

    It shouldn't do it in a 1v1 situation though and it's supposed to be for team games and large maps.

    I'll have a look at the AI and the other stuff soon.
    Last edited by corncobman; 4th Sep 10 at 6:36 AM.

  11. #1461
    Member Rotlung's Avatar
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    Noted. I didn't know that included the delaying of the commander. I was under the impression they always got a Commander in T1. Anyway what I observed happened in a 7-player FFA (minus I who deleted HQ to observe), not 1v1.

  12. #1462
    Could you by any chance lower the cost of most new units maybe even the squad/support cap like for an example Plague Marines. They look weaker than a 3 squad cap and are weaker than Khorne Beserks and they are expensive and I hardly play as Plague Marines, Noise Marines, Plague Bearers, Bloddletters, Daemonettes and Wraithguard which is too expensive and costs like 450 requisition. I like the new units but they are unbalanced. I'm not trying to give a bad impression because of course I am one of your biggest fans, I'm just saying that if you would change up those things then that will let me download your mods more.

    Orks are good along with most Eldar units and Tau.

  13. #1463
    The flying one corncobman's Avatar
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    Yeah even in the Dawn of Skirmish AI mod, it only builds the commander in tier 2 for a vehicle strategy. I may have forced it to build too many Cultist squads though so it could be hampering the AI's ability to tech properly.

    I've fixed the AI fatal error bug (was a really stupid mistake). If you want to fix it yourself you can open

    data\ai\races\chaos_marine_race\strategies\

    Open chaosbuildbasestrategy.ai, look for iMarkSquads and replace it with iChosenSquads


    @Krronus - I've already reduced the cost of Wraithguards and also increased their strength quite a lot. The cost should now be slightly higher than a Terminator squad. I'm not sure about Plague Marines though, they are quite good at range as well as melee but they are not supposed to be equal to Khorne Berserkers in melee. The Daemons are supposed to be equivalent but only on a squad basis, i.e. a fully reinforced squad versus another fully reinforced squad. If a lot of people want it I could maybe reduce their cost slightly or something.
    Last edited by corncobman; 4th Sep 10 at 6:59 AM.

  14. #1464
    Member ProfMan96's Avatar
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    er.... thats a weird texture for SM Vanguard Squad. The squad members are all white.

  15. #1465
    The flying one corncobman's Avatar
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    Could you take a screenshot with a comparison with other squads? Thanks.

  16. #1466
    Member ProfMan96's Avatar
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    ok, that may take a while. but I'll do it.

    EDIT : I can't seem to get the same texture error, that's odd. Must have been a one time thing. Oh, and I forgot to mention, the Vanguard Veteran Marines had a Librarian attached. Maybe some upgrade caused the glitch? I'll take a screenshot next time it happens.

    Oh and I had a crash when playing a skirmish agaisnt 2 Chaos Ai on Standard, with a rather generous amount of win conditions set is it possible that too much win conditions causes crashes to happen? I'll try to "recreate" this bug and see if it happens. guess that's it
    Last edited by ProfMan96; 4th Sep 10 at 9:37 AM.

  17. #1467
    Well I just got your 1.51 attributes and art and I play the Wraithguard like crazy now, thanks for that. Shoot, I think I unbalanced 1.58 on the new units then. Hopefully by any chance, people won't notice. Alriht Daemons and Plague Marines, Bearers and all who I've mentioned stay at 3, but the cost should be simular to Khorne Beserks and even something like Terminators or Space Marines with jump jets, I forgot who they were called.

  18. #1468
    Member Rotlung's Avatar
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    Noted, I guess I wasn't observant enough when playing in the vanilla DoS mod.

    Krronus: If you think of Khorne Berzerkers as melee hard counters (they are close to it), you should expect them to eat any other units of that class in melee.

    Plague Marines strike a better balance, and are generally tougher than Khorne Berzerkers, though the Berzerkers will still wipe them in melee.

    ProfMan96: You can apply the fix CCM mentioned above regarding iMarkSquads.

  19. #1469
    Alright so slightly more expensive than Khorne Beserks but less than the terminators. I don't care how things go, I just want balance.

  20. #1470
    Here are a few things ive picked up:
    -Seems like the new honoue guard units youve added are missing the circle around them.
    -Sternguard veteran marine has the voice of grey knights, sounds strange when they go all "ordo malleus this and ordo malleus that" maybe just use some other voice, maybe make it a bit darker or something.
    -heavy armor deployment uppgrade for sm says that it allows whirlwinds to be bought but they allready can so it must be an error it says it.
    - the sm commander dont show all the uppgrades when you purchase them, in the first window (the one with your stats) it only shows the champ gauntlets and veterans pauldon and the weapons while in the other (the only where you actually purchase wargear it shows everything but the melta pistol shows up as a bolter, seems to work when you play though.
    -space marine still have grey knights as honour guard, seeing you removed em and gave em to ig, maybe remove em and add in saysternguard vets or whatever really.
    -the sm drad honour guard is the old hellfire dread, maybe change it to your new type dread instead.
    -mobilize for war with eldar, reads kimmer at the bottom, should be skimmer.
    - eldar autharch has an untextured huge weapon after the middle uppgrade i think.
    -all the honour guards youve added are missing the big portraits when you mouse over them on the world map screen.
    -warp spider aspect stone cost 120,30 while all other aspect stones cost 50, 0, is this intentional? are the warp spiders uber or sumthing, maybe i need to start using em more hehe.
    - Why does the avatar loose hp like a demon? the demon looses hp to represent its unstable hold on this reality, it litterally has to fight to stay here, the avatar is not a daemon, it is an eldar warrior transformed into the avatar of khain in a ritual.
    -the maps, parmenian heath and skerries show no honour guards listed for the sisters of battle, i dont know if they are there or not they just arent visible.
    - the honour guard nightspinner weapon is not textured, dont know if this is true for the bought one aswell, sorry i didnt check. it also seemed to lack some proper coulour on the tank itself.
    - got a fatal error message when playing sm vs chaos inb the morrholt range in campaign, i could still finish it so no biggie.
    - suggest letting sm "havoks" ive forgotten name, buy 2 of eithet laser or plasma weapon and not only 1, that way you can tailor your team better.
    - suggest giving the techmarine hero a better end ranged weapon than combi flamer, shoudent combi plasma or combi melta be better? this might be moot anyway if you are going to change him to the more impressive mastah of da forge model.

    Tum di dum.

  21. #1471
    The flying one corncobman's Avatar
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    Honour Guard aura circles will be fixed
    Sternguard and Vanguard voices fixed
    Heavy Armour Deployment tooltips fixed
    I'll have a look at the Campaign model thing
    Space Marine Grey Knight Honour Guard removed
    Mobilize for War tooltip fixed
    Autarch cannot be fixed by me
    Big icons are missing because I am too lazy to take screenshots for them all. I really should fix that but I keep putting it off.
    Warp Spiders are the equivalent to Terminators (along with Wraithguard).
    Avatar loses health because I felt like it
    Nightspinner texture I'm not sure what is happening
    Chaos fatal error should be fixed in the next version
    I'm not sure about giving Devastators the ability to upgrade to two of either
    Techmarine upgrades to better weapons when you tech up

  22. #1472
    Member ProfMan96's Avatar
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    I could help with the screenshots for the honour guards. Though it may take some time, I'm not that good with taking 'em screenies . Just volunteering my services

  23. #1473
    The flying one corncobman's Avatar
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    You know, you made me feel bad so I went ahead and did them all. I hope you'll be happy with them because I couldn't be arsed to do them again.

    *grumble grumble*

  24. #1474
    Member Rotlung's Avatar
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    Glad to see the Tankbusta Infiltration icon is placed elsewhere. However, the Loota icon still does not appear until you've built a Boyz Hut. The icon does not disappear after you lose this Boyz Hut though.

    Another request: Could you please switch the icon locations for the Slugga Boyz and the Gretchin on the Ork HQ? This would make them consistent with the Imperial Guard (Guardsmen before Techpriests in HQ) where icon positioning is concerned. It would also make it easier for me to implement gridkeys for Orks without errors.

    Thanks!

  25. #1475
    See there. Thank you person at line 1470. All of those mistakes you found, those little mistakes you found, I wish some people could do that for me for Apocalypse but, I could be wrong and there could be not that many errors.

    Oh and Corncobman, lol I found an AI_Think error for the Necrons within 34:58 of gameplay. I been playing against them for so long and all the sudden they finally crash. But I can't get the error again, shoot I wish I had a computer that takes screenshots. I'll inform you again when this happens.

  26. #1476
    Haha. good ol Corncob.
    I am sure they are excellent.
    I know youve missed my long walls of text so ill start giving em more frequently, now why didnt i wait so i could deliver something way longer. /grumble

  27. #1477
    The flying one corncobman's Avatar
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    @Riotlung - Usually the builder icon is first in the build menu so for consistency I think I will swap the IG icons around instead.

    Loota will be fixed.

  28. #1478
    Member Rotlung's Avatar
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    Noted. Would it be possible for Slugga Boyz and Shoota Boyz to switch places on the Boyz Hut UI then?

    If Guardsmen build icon locations are going to be changed, could you please change them for both the HQ and the Infantry Command?

    Also, if anyone is particularly interested, I can upload the keydefaults.lua I use as my personal implementation of gridkeys. They are generally for builder build menus (Bonesinger, Earth Cast Builder) and for training troops in some cases. It's far from perfect but it's good enough for me.
    Last edited by Rotlung; 5th Sep 10 at 9:38 AM. Reason: Typo

  29. #1479
    The flying one corncobman's Avatar
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    Ok, done.

    Here's a jumbo collection of the large campaign images I've done (the white background is transparent in game).


  30. #1480
    Corncobman, I can't find Cuttershane's hero mod anywhere? Could you link it for me plllllzzz
    Last edited by Krronus; 5th Sep 10 at 4:01 PM.

  31. #1481
    Oh nice. looking forward to seeing em in game.

  32. #1482
    vanguard marine HG starts with 3 members but can immediatly build 2 more, suggest changing it so you start with 5.

    typing error on land raider redeemer, says addition firepower. should be additional.

    suggest giving tau turrets, there are absolutly no reason for them not to have turrets, and the model does exist, titanium mod has turrets for tau. Not like turrets unbalance the game in any sense after all .

    suggest giving tau 1 kroot HG squad instead of 2 vespid squads, (hg =honour guard)

    xv81 crisis suit is brown and not red in campaign they also have pink icon instead of picture.
    xv88 are also brown, the colour of Tau both, the colour they were in dark crusade.

  33. #1483
    The flying one corncobman's Avatar
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    Mostly done apart from Tau Turrets. I'll think about it but IMO they don't really need them.

    The campaign colour thing was surprisingly easy to do.

    @Krronus - Try this link

    http://dawnofwar.filefront.com/devel...tershane;19213

  34. #1484
    Oh thanks Corncobman. Awesome too.

    Though I hate to go against your opinion Corncobman, I agree with Pedro, the Tau should have turrets to field and protect their base. When I played Tau I used to go defensive then offensive. Some people like to charge their whole army into the enemy base. I'm one of them. But without turrets to support the giant army, sneak attacks come in. During most Tau battles, as I was attacking my hated enemy, a second enemy comes in and totally destroys my base. Sure three Broadsides were there defending but they were no good and they took up 9 of my squad cap from my large army. No god damn turrets were there to at least slow the enemy down. The Dark Eldar I think should have turrets too. Though, I don't know where you could find them without working on their listening posts.

    Kind regards, Krronus.
    JT - The awesome!

  35. #1485
    I understand corncobs view by all means, to be honest i think tau are pretty dangerous with their massed firepower, so its not like they NEED turrets to be balanced. I just WANT turrets cause i personally like beeing able to build some base defence, i feel unjust when tau cant and the rest can. (well besides the dark eldar but i dont think as krronus said there are any models for them)
    Anyway, its up to corn, if he want to do it or not. Im good with whatever he chooses.

  36. #1486
    Member Rotlung's Avatar
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    To me, Tau and DE lack turrets for the same reason IG has bunkers and Eldar has webways. Tau combat doctrine has never been about hunkering down (for the most part), and DE are all about hit and run.

    And unless you change the whole balance for turrets, they are never going to have much of an impact by T3. No need to force every race into having similar characteristics for this in my opinion.

  37. #1487
    The flying one corncobman's Avatar
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    The thing is though turrets are only worthwhile if you spend a decent investment in them and even then a sizeable army can just bulldoze them quite easily. They're more of a delaying tactic than anything really.

    Going defensive with Tau is a bit of a waste seeing as they have so much offensive capability. I think I'll reduce the cap cost of Broadsides and maybe increase their damage somewhat.

    For Chaos I've thought about it for a while and decided to give each of the Chosen squads an ability instead of Berserk Fury. For now I've only decided that Noise Marines will get Combat Drugs. Not sure what to give for the others.

  38. #1488
    Member ProfMan96's Avatar
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    some of my ideas for special abilities:

    Khrone Berzerkers = you could modify the berserk fury, or use something like FoK's blood scream
    Rubric Marines = if they have an aspiring sorcerer, they could switch between Inferno bolts and the standard bolts.
    Plague Marines = Not so much an ability, but maybe they could poison everyone around them if they die, like the tyranids....err beast thing. It releases some sort of toxic that injures nearby enemy units and maybe it could be sometihng like the pariahs poison attack, but give it a time limit.

  39. #1489
    In my opinion Broadsides are fine the way they are just now. They deal enough damage, have huge range and don't have to entrench. If anything I'd like them to have one of those cooldown bars for their railgun strikes, you know like the ones most tanks or stationary weapons have

    Also, does anyone else's Archon look like this in the campaign?
    http://boonce.org/up/relic00012.jpg

    About chosen squad abilities, I can suggest:

    - Something like the Fightin' Juice for Chosen Zerkers, time and scope of effect up to you
    - Plague Marines could have something like the Dark Eldar Corrosion ability, since they can already poison and slow down with grenades
    - No idea about Rubrics. Perhaps something like the Animus Vitae, or something that increases their fire range.

    ProfMan96's ideas are good too

  40. #1490
    The flying one corncobman's Avatar
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    Ok I've decided to give Berzerkers an ability that increases their damage and make them lose control, but with a chance of attacking allied units.

    I've also given Plague Marines an ability that releases clouds of gas that do morale damage and reduce vision.

    For Rubrics I might ask Gerberman if I can use his Wind of Chaos ability effects.

    I've increased the damage of the Broadside's Plasma Rifle upgrade not its default weapons.

    Archon campaign colour scheme will be fixed.
    Last edited by corncobman; 6th Sep 10 at 10:51 AM.

  41. #1491
    Ah ok, no turrets for Tau then. Though Tau versus Dark Eldar, interesting. I personally think the Dark Eldar offensively should be a bit stronger and faster. Otherwise, Tau might win every time. The question is though, why do the Necrons have turrets? If they are so super tough then why do they need defenses not like Tau?

    Secondly, the ai. Players playing the Dark Eldar and Eldar; sure they could win by many tactics. But the ai is stupid when it comes to the Dark Eldar and Eldar. They don't "strike and run" and they don't relocate their buildings and go into Webway Gates. The ai Dark Eldar and Eldar always lose against something like the Sisters of Battle. I would love to see yet a mod that makes the Dark Eldar and Eldar do this.

    As for Chosen Terminators, I like to see for them something like the Banshees War Cry.

    Plague Marines, Poison Bolts that increases the health degeneration of the hit squad member. Like poison, you will eventually die if bitten by a Poisonous Snake without treatment. You will eventually die if shot by a Plague Marine Bolter. Give a time limit though.

    Plague Bearers, same thing only with the sword.

  42. #1492
    The flying one corncobman's Avatar
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    In the original game, Necrons needed turrets because they were slower at getting map control so that the little control they did have needed to be protected. In addition they were very vulnerable to an initial rush.

  43. #1493
    I there !

    I would disagree on the meaning of the tau tower.

    That is not a defensive stuff The drop towers are used to consolidate the advance of the tau army Not to the defence of the base.

    Tau as a great breaking power However when the power of their rush is terminated they have to leave all the ground gained 'cos they arent so hard.

    Id like so much tau's drop tower.

    Hit and run strategy is really tipical for the DE...

  44. #1494
    let me just say this, tau uses turrets. It is true they are not huge on bunkering down in huge forts, but turrets are a cheap and easy way of securing something so that their tropps can be used elsewhere. There is absolutly no reason fluff wise for tau not to have turrets. If we had been talking huge fortifications then sure i agree, but this is meazly automated turrets. Not exactly stuff the tau would not use.

  45. #1495
    The flying one corncobman's Avatar
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    Another issue is the fact the only turrets that I've seen that are the ones from the TTRU mod by Zany Reaper and unless he actually says to me that I can use the model then I won't be able to put them in even if I wanted to.

  46. #1496
    To Corncobman: Zany Reaper is that strict huh? Hmm, I guess I'll have to deal with Cylarne_04 accordingly. I saw no posts from Zany Reaper saying that we can use his professional material. "Yeah, Zany Reaper wouldn't mind" said Cylarne_04.

    Looks like I'm going to have to tell you what Cylarne_04 added into Apocalypse 1.58 and then we'll see just how things turn out.

    Zany Reaper's Chaos Dreadnought, Necron Pylon, Tau Deepstrikable Turrets and the Warhound Titan.

    So Corncobman the question is... Is Cylarne_04 in big trouble? Or is he ok and I send him off with a warning?

  47. #1497
    I agree with Krronus: The Dark Eldar should get an offensive boost against.

    I think all that really should be done is increase the over all effectiveness of Dark Lance weapons against everything, but mostly better at destroying vehicles.
    Destroy to create. All for the hunt to dominate.

  48. #1498
    Member Jaguar-Lord's Avatar
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    Another issue is the fact the only turrets that I've seen that are the ones from the TTRU mod
    ah? why not use the vanilla tau turets ?





    JL

  49. #1499
    i too was under the impression that zany allowed use of his content as long as he was credited but reserved the right to retroactively deny mods he deemed "not worthy".........or something.........

  50. #1500
    Member Rotlung's Avatar
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    Tau, like every other race, are able to consolidate forward positions with listening posts.

    The AI is pretty much the best it can get already, the core of its behaviour fixed and improved by the DoS mod. You could perhaps improve the dancing, no idea.

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