Page 7 of 21 FirstFirst 1234567891011121314151617 ... LastLast
Results 301 to 350 of 1004

SS: Legions, 0.92 released for August 02, 2010.

  1. #301
    Banned sheng99100's Avatar
    Join Date
    Aug 2009
    Location
    Malaysia
    Geberman, the powerful ability of Chief Librarian seems do not have range.
    Anyway, I have a question. Why does a race with many new units same standard with those old races with no new units at all? (not all but some) Example ; when I play as SMarines againts Eldar, my race seems to as powerful as them but I have many powerful new units. Th most important thing is that you overpowered the new units of SMarines. Example: The awesome thing which shares a cap with chaplain (grey knight head) easily fall off and does not have immunity againt enemy's damage. The description is very great but its damage seems too little ; the relic blade...

  2. #302
    Richtor, the Land Raider; which do you speak of? Bearing in mind that the Land Raider is an antivehicle / building vehicle. Redeemer or Crusader a different story however. I will have a look at it though because for the sake of balance the LR's HP has been reduced to accomodate the increase from the heavy armour upgrades. And remember that you can now have TWO LR's on the field at once.

    Sheng, pink icons are many, working on that, the mod is a work in progress.

    For races having new units and still being matchable by other races, well, thats called balance. The new units races have are alternate choices, to field of which some of course are more powerful, but thats why they are more costly in resources, pop and / or support cap.

    The point is that no one race is more powerful than the others otherwise the other races would be useless against them. Not fun!

    The Chapter Champ, the guy you speak of, he has an ability which gives bonus's to the troops around him when he is in combat. This is his strength. He's also pretty damned good against other commander types.
    Soul Storm Legions Mod, 0.95, 05 April, 2013
    http://forums.relicnews.com/showthread.php?267803

  3. #303
    Banned sheng99100's Avatar
    Join Date
    Aug 2009
    Location
    Malaysia
    Anyway, it will be more awesome if every race has the same amount of new units, right? So, a race of more new units should be more powerful than the one with fewer new units. Let's balance it when all the new units in every race is equally same.
    By the way, when will the next version of your mod coming out? I can't wait...

  4. #304
    No matey! Does not work like that. Necrons, no new units. Have to be balanced against Imperial Guard who by my reckoning have the most new units. Number of new units is for purposes of choice and gameplay, small scale tactics and the wider strategy.

    New version might not be long actually.

    Keep the feedback coming though, it is good and very appreciated

    By the way, I had a close look at the Champion, his stats are exactly the same as those of the Chaplain aside one or two bits. Same armour too. No reason he should be dieing easier.

  5. #305
    Banned sheng99100's Avatar
    Join Date
    Aug 2009
    Location
    Malaysia
    Just make him harder to die...his model is just too awesome...
    Anyway, I would like too ask you where you get the new models from? Is it true that you have to wait for new models released by someone in public? By the way, can you use a awesome model (if you get it) to replace relic units? It would be great because the old relic units are very bored to see. You also have to add new things to Necron. Necron is a cool race, so makesure you add something real good and new to it. Don't continue with the old stuff. Everyone's bored, you know...

  6. #306
    Gerb did you plan too add the sniper drone team to the Tau?

  7. #307
    Sheng, read the credits list dude! And yes, it is true. This mod is utterly dependent on others for its 3D assetts.

    Necrons there is nothing new for. Their army represents everything that is available for Necrons, so unless Games Workshop decide to put new stuff out, there won't be anything apart from any new abilities or tweaks I can make.

    It really would be appreciated if you would stop telling me what I should do. Ok? Ill use what I can, where I can.

    I really can't make the Company Champ, harder to die, that would make him unbalanced. Perhaps you are using him wrong?


    Katerosk, yes, I do intend to add them.

  8. #308
    Banned sheng99100's Avatar
    Join Date
    Aug 2009
    Location
    Malaysia
    Ok, from now onwards I will not bother you. You can do anything you like to make your mod even better.
    But, I shall get a real good mod from you the next version.

  9. #309
    Sheng, your feedback and ideas are appreciated, so please do keep adding ideas. What you should stop dong is telling me what I should do! Much of what I can do is dependent on other people and you are telling me when 1) I cannot, 2) it might not work anyway (balance) and 3) I might not want to!


  10. #310
    Member Richter's Avatar
    Join Date
    Dec 2008
    Location
    Aussieland
    @gerberman, half a page up- yeah the Land Raider Redeemer was the one i used.

    Right now im having good fun with the Space Marines. Especially the dreadnaught. Heavy flamer is awesome btw.

    Cheers to marstone for the ai!
    There we were, ready to charge the loyalist scum, and then suddenly we were under fire from our west flank. Batshit mental. We turn to return fire, and somehow they sneaked a bunker in, right next to us! We didn't have any meltas so we got the hell out of there. CREEEEED!

  11. #311
    Banned sheng99100's Avatar
    Join Date
    Aug 2009
    Location
    Malaysia
    I'm not telling you what you should do. I'm just giving suggestions and asking questions. Never mind if you don't accept...but I really should tell you that my words sometimes make sense, alright? I will just telling you the bugs in your mod from now onwards

  12. #312
    Member Richter's Avatar
    Join Date
    Dec 2008
    Location
    Aussieland
    sheng- There is nothing wrong with suggestions. A suggestion form me got ombrephoenix's awesome UI into gerb's mod.

    Its not the suggestions, its how you'v worded them.

    You also have to add new things
    It can just be seen as demanding which can get to people. Keep the suggestions coming, just re-word them i guess.

  13. #313
    Haha Richter, I suppose you want credit for me putting it in, and then Marstone making it fully SS updated? Thats right. Codex Evolutions for SS. Heap praise upon the man.

    :P

  14. #314
    Hey, gerberman i was just wondering what you think about these ideas;

    For space marines in "standard deployment" replace the grey knights with a unit of legion of the damned marines and have them act smiliar to the rubic marines in movement and bolter actions and deep strike like terminators do.

    For imperial guard would it be possible to give them a single or two squads of grey knights or deathwatch marines with the GK also having 1 dreadnought and the DW getting a rhino maybe, for their "standard deployment" or maybe a new command choice like the others you have.

    Hope everything is going ok with the mod and thank you for all your work, its a great mod to play with.


  15. #315
    Grey Knights live with the SoB now

  16. #316
    Member Richter's Avatar
    Join Date
    Dec 2008
    Location
    Aussieland
    damn right! *bangs chest*


    kidding, kidding... the fact that you and marstone where able to implent it is an achievement. I looked in the evolutions thread and got bombarded with code. So yeah, I just say stuff....

    Yahoo! Grey Kights with the Sob is a heck better than in the space marines. If im not mistaken iv seen a grey knights dreadnaught in another mod somewhere... Not FOK. DOWExpanded i think it was....

  17. #317
    @Richter, i know there was a GK dread in the deamon hunters mod and one in the IG campagine in the enchanced mod.

  18. #318
    Yeah great news Gerd, i love the Tau and this is the only mod for SS that add new units in them. Any other new unit for Tau exept sniper drone team in a next version?

  19. #319
    Are the units rescaled? I'm not meaning to be that annoying person but it seems to me that as space marines with all their enhancements are around ten feet tall, a regular guardsmen should be much smaller.

  20. #320
    Richter, FoK does have a GK Dreadnought. Its pretty sweet too. All gray and shiny.

  21. #321
    The GK dread is not an FoK original asset as I understand? Ergo t'is off limits to grabbing fingers like mine..?

  22. #322
    Member Richter's Avatar
    Join Date
    Dec 2008
    Location
    Aussieland
    Yeha what Raven Spire said. Enhanced. Not sure if its an FOK asset.


    Also not sure if its off limits...

  23. #323
    Gerb, did you ask the FoK team about using their GK Dread? From what I understand one of the main goals of FoK was to create a bunch of open models the entire DoW modding community could use.

  24. #324
    Member marstone's Avatar
    Join Date
    Feb 2009
    Location
    Up Near Canada
    I saw awhile ago you people (mostly Gerberman) were praising me for the UI stuff. well {X}
    There is a UI update and an AI patch for the guard, chaos, and Space marines.

    More updates coming but I haven't made them yet.

    ***EDIT*** Had a bad tactic file in the folder, re-uploaded here. Sorry if anyone DLed it.
    Last edited by marstone; 28th Aug 09 at 5:37 PM.

  25. #325
    cahal
    Guest
    Hey, just wanted to say that I love this mod and it has rekindled my love affair with DoW! Question... Is there anyway for you to get the Chaplain to be squad attachable to Assault Marines after you upgrade him to have a jet pack?

    And, did you change the stats on the Khorne Berserkers? Cause they are awesome n saved my butt from a near defeat at the cold metallic hands of the necrons. Those Berserkers are nasty!

    And just another comment... Love the The Guerrilla Tactics Doctrine for Guardsmen. Was kinda tough to get a handle on for me at first, but a lot of fun when you start sneaking your special forces around and blowing junk up!

    Anyway, keep up the amazing work!

    Oh, one more question...
    When you take the Artillery(?) Doctrine where you can field 8 Basilisks, is there a more powerful air strike are able to call in besides just strafing run? If not I think that if your vox operator/ commander had access to orbital bombardment or something a little nastier, than that would seem more appropriate and just have more oomph! Just a suggestion/opinion...

  26. #326
    Okay, I just caught up with reading all the stuff going on above. I for one, do not like Necrons, but want to help tis mod expand them by giving them that which they lack.

    Which if you look at GW and forgeworld, are not lacking very much. However, This mod is taking it to the next level, which means Necrons should have the Doomsday Monolith or Pylon.

    Gerberman, Pylon is still WIP, but considering that Necrons lack that "special catastrophic ability". I have an idea.

    I think that if the monolith (after being fully revived), could have an ability called Doomsday, where the Monolith takes some time (becomes immobile/inactive), upgrades to a Doomsday Monolith (retexturing is super easy for one, as you would see in actual picture of one) which then unleashes multiple Gauss attacks around area (similar to Warp Storm ability), and explodes in massive Gauss hell.

    Hey, I think its worth a shot. (Wink, Wink)

  27. #327
    Banned sheng99100's Avatar
    Join Date
    Aug 2009
    Location
    Malaysia
    Gerb, how to buy honour guard (SM) which stated in the army painter in skirmishes?

  28. #328
    Hey dudes, been busy, so here I am:

    About the FoK GK dread: not asked yet, may not yet either depending on what else I am putting in. We will see.

    Marstone: I NEED YOU DUDE!! I screwed up something while updating. You have email.

    Cahal: Glad you love the mod dude, the berserkers are not changed except for their khornate chainaxe upgrades which while costly, make them chew through stuff with the gusto you would expect of a khornate guy with a khornate chainaxe... Guard remain a work in progress so stay tuned on that airstrike stuff.

    Hey Seeker, good to see you on; nice idea about the monolith but a bit too far from the fluff for my taste. What I am thinking until your pylon is up and running is to code an off-field pylon strike. Then when we get your pylon in its just a simple rejig of how the ability will work and we're sorted.


    Sheng: the HG is currently unavailable however they will be there in the next release as part of the SM First Company deployment branch.



    And finally, thanks to Marstone changing some stuff for me there will be a few more tweaks and leader options going in for most races too in the next update.

    So until then, because I am screwed as a result of my own incompetance until Marstone comes back to me and un-screws me. Maaarrrrsssttooooooonnneeee!

  29. #329
    Member marstone's Avatar
    Join Date
    Feb 2009
    Location
    Up Near Canada
    Gerberman, man you know I don't have Internet and we have a 6 hour time diff, 3:40 in the morn call for help, won't help. Bu the fix is on the way.

    And the gaint guass end game thing thing would bog down the lower end computers (I got 1). So thing of the other people.

    Also anyone come across any AI problems lately?

  30. #330
    Banned sheng99100's Avatar
    Join Date
    Aug 2009
    Location
    Malaysia
    Hey, Gerb. Why the land raider and leman tank (command) become small after lauch orbital relay or strafing run? The tau comander (new) become like statue when someone fight him on melee. Some units also become statues after their final blow to death...can you fix it? Anyway, I recommend something for you, man...
    a) why don't you find a modeller and animator lke Thud...? (can help your mod) forget it if needs money...just a suggestion
    b)many mods that i look through is very awesome with their models. Did the modellers need credit if you use them too?
    Sugestion means sugestion...stop saying me annoying...especially the *ich*er...

  31. #331
    Sheng: Gerb isn't a modeller, he's a coder. His models are mostly from the Firestorm Over Kronus Team.

    As to finding a modeller and animator... Thud's an AI guy, whereas some modellers are Horus.

    As to that, they already have let him use the models that are in FoK. So if they're not finished yet, they will be soon.

    When they go like Statues, it means they are missing animations.

    As to the use of other mods, it's generally better to ask them if you can use them, and if they say yes, then you should always put them in your credits, just as thanks, mainly.

    For cahals question, no, there isn't a way. Engine limitations means that squads can be either attachable, or unattachable. You can't limit which characters join which units.

  32. #332
    Banned sheng99100's Avatar
    Join Date
    Aug 2009
    Location
    Malaysia
    If you say so, then why don't Gerb just ask those great modders for their models and animations? Its not just FoK has great models, but i could see that other modes are pretty good too with their models...Anyway, as i said...Gerb can just ask for great modders for their help...just put their names on credits and you will get all the stuff you want...expand your mod to the greatest mod ever...must greater then FoK...i'll support this mod...don't call me busybody...

  33. #333
    It's not that simple of just asking people, then placing their names in credits. Not everyone wants to share their models around. Otherwise, what would be the point in playing your particular mod if it has nothing specially unqiue about it?

    These great modders, such as Horus, have allowed Gerb to use the models. Have a look at said Honour Guard, have a look at the command squads. They are FoK models.

    FoK is something different - while FoK is particularly used for Table Top, Closer to Codex, Legions is mainly vanilla, with extra and different. Forgive me if I'm wrong but that may have been one of the deciding factors in it. If someone came up with "I'm going to do a Closer to Codex Mod, FoK mod team, and I would like to use your models", I can imagine the answer they'd get.

  34. #334
    Member Richter's Avatar
    Join Date
    Dec 2008
    Location
    Aussieland
    ^^ Nicely said.


    by SHENG

    stop saying me annoying...especially the *ich*er...
    Excuse me? If that was me, i can tell you for a fact that i was being very nice.

  35. #335
    Member marstone's Avatar
    Join Date
    Feb 2009
    Location
    Up Near Canada
    Okay, back with more patch tweaks and new stuff. If you couldn't tell the first line is the link. that is all.

  36. #336
    redmagi10
    Guest
    After DL'ing this mod , where do I place it ? I'm new to the forums and the whole modding thing so pardon my ignorance .

  37. #337
    Member Richter's Avatar
    Join Date
    Dec 2008
    Location
    Aussieland
    In your Soulstorm root folder. The folder with all the soulstorm stuff in it.

  38. #338
    0.6a Coming before the end of the week. Marine AI will be borked mostly because of the branching tech tree. But it will be user playable.

    Aside that, mostly tweaks and rejigg's & balance bits and bobs.


    If anyone can give me guidance on how to extract a patch from the folder I'd be appreciateive and will save you peeps another fat download!

  39. #339
    Banned sheng99100's Avatar
    Join Date
    Aug 2009
    Location
    Malaysia
    Hey, Gerb. Can you add tyranids race to your mod?

  40. #340
    Maybe, Though you can use the mods together right now, except it may be a bit imbalanced and the tyranids would not all have the keen sight most units in Legions do.

  41. #341
    Member marstone's Avatar
    Join Date
    Feb 2009
    Location
    Up Near Canada
    Hey Gerb, you also forgot the UI errors, and the fact we haven't offically asked for pemision to use either of their mods as an add-on race.

    redmagi10: for the Ai and misc. patches I make, extract them into the same base folder

  42. #342
    Yeah I know, maybe, mostly meaning to wait out until the full release and ask if I can do a Legions compatable patch for it. And UI. Meh. Ill email you later with the main research names for the SM tech trees

  43. #343
    redmagi10
    Guest
    Thanks Marstone , working out rather nicely now.

  44. #344
    I definetly use nids and IDH with legions and everything works great even though nids are a little OP in my opinion. Just change the module file to include whatever mods you want.

  45. #345
    Banned sheng99100's Avatar
    Join Date
    Aug 2009
    Location
    Malaysia
    Marstone, what the 'fixes' fix? Any new units?

  46. #346
    Member marstone's Avatar
    Join Date
    Feb 2009
    Location
    Up Near Canada
    sheng99100: Well the fixes are fixes. Small tweaks to the AI, change here and there to the UI, change the army painter file for a race, change of stance to a unit, fixing a .module file, ect. So no new units but improved gameplay.

    sonichi813: I thought you have the Steel Legion in there too.

  47. #347
    Banned sheng99100's Avatar
    Join Date
    Aug 2009
    Location
    Malaysia
    The game crashes (return to dekstop) after I unload the Force Commander from the land raider P....(something) Marstone, is the fixes fix this too? And when will be the next release?

  48. #348
    Member marstone's Avatar
    Join Date
    Feb 2009
    Location
    Up Near Canada
    That isn't rally my part of the mod but I could look into it . Do you have the Force Commander attached to anyone when you unload him from the Land Raider Prometheus?

    Also the next version is PLANNED for Thrusday. If it comes out then is up to Gerb.

  49. #349
    Ill look into this for thursday. Yes, whatever state its in (alpha remember!) it will be up'ed on thursday. Unless the internet fails or something.

    Edit:

    Looked at the FC causing a crash when dismounting from any Landraider and I get no crash at all...

    Sorry Sheng, something your end perhaps?

    When I release the new version on thursday, COMPLETELY delete any older versions you have and put the new one in.

    Hopefully this will solve it for you.
    Last edited by gerberman; 8th Sep 09 at 3:41 PM.

  50. #350
    Banned sheng99100's Avatar
    Join Date
    Aug 2009
    Location
    Malaysia
    Marstone - Yes, I have Assault Terminators attached to the FC. Can this thing causes crash? If so, then if i don't attach any units to the FC, then is this problem fixed?
    Gerb - Thanx for your hardwork. Your mod are really appreciated. And there must be some changes to the SoB, right?

Page 7 of 21 FirstFirst 1234567891011121314151617 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •