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The Squad Mod 2.5 for DoW2 v2.2 & CR v2.3[Updated 01/09/2010]

  1. #201
    Member †TYRANICK†™'s Avatar
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    No-one ever answered my question from before...

    What are the colours available for wargear? I've only Had White (common?) Green (uncommon?) and Blue (Rare?) items drop...is this it or are there other colours? If there are I've never seen them drop...

    My mate said he found an Orange sniper at one point but...not sure if i believe him ha ha, if there are Orange drops, would be nice to actually see some :P!
    Embrace the dark gods...in the might that is CHAOS!
    Better crippled under the hands of chaos...than corrupt in the minds of others

  2. #202
    Nellum
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    @†TYRANICK†™
    i suggest you see this http://dowcodex.com/Category:Campaign_Weapon_Wargear
    color is tell about value of wargear example red is pre order wargear :]
    i never see orange color but i see shinning gold :]

  3. #203
    there's an orangey sort of "fire" looking wargear. and im pretty sure there was a sniper rifle in there.

    @ jaylo: sweet. waiting to see what you give us.

  4. #204
    I'm guessing that every time your mod is updated I should restart my campaign?
    Where's the Bloody Taanks!!??

  5. #205
    Member jaylo138's Avatar
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    If it's only a small update or fix, it should be ok, but i would recomend you do for a standard update, especially where wargear's concerned.
    Remember.... no matter where you go, there you are.

  6. #206
    Hello there. I`ve downloaded your mod, but it won`t work. I pasted the Data folder in "GameAssets/Data" folder and added the -dev to the shortcut and the campaign is still the same. Is there something else to do?

    Vietnam|Glory Obscured Beta-Testing Lead

  7. #207
    Also the app launch line.

  8. #208
    Member jaylo138's Avatar
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    @Ranger_Logan
    If you put the folders in the correct place & add -dev to the end of the steam shortcut which starts the game it does work.
    If you could post your shortcut entry so i can make sure it is correct.

  9. #209
    Looking at what he posted Jay I'd take a rough guess that he placed the data folder in the data folder.
    Ranger jsut double check you don't have gameassets\data\data now, if you do just cut that last folder and paste it in gameassets
    Brothers of the 4th Dow 2 Mod

    If I charge, charge with me
    If I fall, avenge me
    If I retreat, kill me

  10. #210
    It seems I had the same "rev.ini" thing that you mentioned earlier in a post. Adding the necessary info there worked. The new stuff is great! Thanks for the great job!

  11. #211
    Member jaylo138's Avatar
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    Not another pirate copy!

  12. #212
    In the name of the Emperor. Would it kill people to buy the damn game?

  13. #213
    I actually bought the game, just too lazy to install it. Couldn`t wait for a release around here and got it from elsewhere. Didn`t knew there were so many differences between legal copies and other.

    Will you add scopes to the Veteran Marines` bolters?

  14. #214
    Member jaylo138's Avatar
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    That scoped bolter is a whole model, only the techmarine has it to keep it unique.

  15. #215
    He's got the edited guns I suppose =) He has better ranged damage than regular marines, right?

  16. #216
    Tarkus gets a scoped Bolter in the Sternguard Wargear Set, it might be possible to access that (at least it shows one in the ads for it).

  17. #217
    Deathtrooper
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    @Ranger
    I actually bought the game, just too lazy to install it.

    That the most ridiculous thing I've ever heard! Further more u shouldn't talk or post anything here about a pirated version of this great game! Use PMs er something!

  18. #218
    Member gambit51's Avatar
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    I actually bought the game, just too lazy to install it.
    that the most stupid thing i ever read here
    A good general does not lead an army to destruction just because he knows it will follow

  19. #219
    Since you`re going to add Angelos` armor to the FC, is it possible to make some of the FC`s unique armor type available for other squad leaders?

  20. #220
    Member †TYRANICK†™'s Avatar
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    Get out logan.

    @ Jay.

    Awesome! If not a little too much so :P.

    Thule himself still needs a little buff to his dread.

    Tech marine still dies first lol, dunno why, bit his HP is still a bit meh even at level 14.

  21. #221
    Normally the TM does seem to buy the farm first but I have had the Apothecary die first twice. One of the times was when I was purposely trying to lose "The Last Stand" at the final battle, I killed off all of the squads but the FC. The Apothecary died just before I captured the last beacon. Somehow he got stuck between the beacon and a piece of terrain near the beacon. so he was actually the last man standing in the final fight since he was half a map away during the battle. Once the FC got to he last point of health, the Apothecary went down pretty quick though.

  22. #222
    Member jaylo138's Avatar
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    In the next update i've moved the techie to the tac squad & removed a bolter tac marine.

    I've replaced the techie in the comm squad with a chaplain.

  23. #223
    Nellum
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    that sound great Jaylo , I can't wait :]

  24. #224
    wow jaylo, thats actually a decent idea. pretty cool.

  25. #225
    Great mod, I'm trying it out on Sergeant difficulty now.

    The only problem this far seems to be the Predator's guns, which do almost no damage.
    It takes the main autocannon 4-5 shots to kill of a guardian squad.
    Could you please make its guns a little better?

  26. #226
    jaylo138, that is a good way to handle it, poor TM is gonna be sad though when the rest of the squad has Terminator armor.

  27. #227
    By the way, I noticed that the apothecary and techmarine don't speak in the campaign. Are there any plans to give them battle chatter?

  28. #228
    Member jaylo138's Avatar
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    @temprus\mred\Nellum

    This also solves the problem of the techie model having no 2-handed hammer\thun hammer anims as Tarkus doesn't use those weapons.
    I will prob up the techies armour wargear to be more in line with tac termies, so there won't be to much of a difference.

    @guardsman lover

    The reason for that is because they're just tac squad marines with different models\weapons. They're squad members, not individual units. Although i havn't looked at speech yet, too much to do, i would have thought that speech is determined by the squad type. If anyone has any info on speech i would be happy to hear it.

    @DeusImperator

    I will prob up the pred's base weapon damage by 25% to match the bosses increase, but i will not make it any tougher untill i can do a proper playthrough.
    There has been complaints that DoW2 in general is too dumbed down from CoH so i don't want the pred to simply be something that you can throw at the enemy & forget about just because it's a tank, the pred needs infantry support!

    @†TYRANICK†™

    I'm not going to adjust Thule himself until i've had a proper playthrough. If i find that he does fall too easily, even with reasonable tactics, then i will adjust him.

    As part of the next update i will be including a drop pod with a kasrkin squad, but at the moment even with the reinforce_ext added to the squad i can't get them to reinforce.
    Last edited by jaylo138; 15th Mar 09 at 5:50 AM.

  29. #229
    Member †TYRANICK†™'s Avatar
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    Speaking of whcih thules termi's don't seem to re-enforce properly anyway =z. They sorta will and sorta won't :S.

    Reasonable tactics eh? hehe :P. Well usually I use him to brake the bounds of very heavy infantry and light vehicles to try and push em back, either that or i used him to flank then charge from the sides or behind (like in the opening clip). But the issues just seems to be with his armour i think, he seems to take rather too much damage from infantry.

    None the less w/e .

    Oooh kasrkin .

    Also, would be nice to see some new wargear for 21-30 :P.
    Last edited by †TYRANICK†™; 15th Mar 09 at 4:59 AM.

  30. #230
    Nellum
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    ok i'll test soon :]

  31. #231
    The reason the Apothecary and Techmarine have no chatter is that they were never meant to be in the SP on the field and so they don't have any recorded (that I know of). Actually, Gordian was at one point in "The Last Stand" according to bits of stray notes in the luas.

  32. #232
    Ah, I see. So I'm guessing there's no way to move their MP dialogue into SP?

  33. #233
    That would also be great for the Force Commander, because he seems mute in the Campaign. The only line he speaks is "For the Emperor" when I trigger Battlecry or Rally (not sure witch).

  34. #234
    Strief
    Guest
    This looks awesome - many kudos for the hard work.

    (Currently trying to decide whether to try out this mod or Xetrian's "Brothers of the 4th". Both look great, with some similar features. Ever thought about a partnership?).

    A couple quick and dirty questions:

    1) Is there any way to keep the unit selection circles? Although I agree that not having them makes for great screenshots, I really find them useful for actual game play. This is mainly due to shoddy AI / unit cohesion -- I like to see when my squad is getting split up - Avitus being the perfect example.

    2) Your Ultramarines settings. I need them. And they look spectacular. My TT army (retired now for 10 years) was Ultramarines. I know I can pick the badges using your mod, but can you provide me the instructions for getting Ultramarines colors?

    3) If you manage to get a Chaplain Terminator in the game somehow, you'll be the god of all modders. Chaplain Terminator was my favorite TT model (or maybe just the one I did the best job painting). He's basically the intersection of all things that are awesome about space marines. Of course putting him in Ultramar colors just puts it over the top and people will gouge out their eyes when they see him, because they know they'll never see anything that cool again.

    4) Do the Apoc / Techie do anything in particular or just look amazing? Looking amazing isn't too shabby, though.

    Idea re: (4) -- could the Apoc armor or TM armor be a drop (armor or accessory) that actually gave the appropriate ability? I guess the limited abilities of the actual unit model would be a problem. Just as an example ... the "Rites of Repair" wargear could turn the unit into a techmarine or add a techmarine to the squad. Sort of fits the fluff (or something).

    I won't embarass myself with more odd ideas until I get some more playtime in.

    Again - amazing effort + accomplishment.

  35. #235
    The FC does say some random stuff during battles. Anytime you hear Gabe's voice on a mission except for Gabe's special video voice overs and during The Last Stand, that is the FC not Gabe speaking (same actor did both). It has been just long enough since I played SP that I can't remember any of the non-battlecry lines off the top of my head.

  36. #236
    Member jaylo138's Avatar
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    I've updated the mod to 1.6 & posted new screenies.

    @Strief

    If you wish to play with selection boxes simply delete the "Data\ui\textures\generic\selection" folder.

    My team colour settings are now included with the update.

    The problem with that is i'd have to overwrite an exsisting termie armour to colour it black as we currently can't point copied models to new textures. Ideally what i'd like to do is have the apothecary, company vet & chaplain all change to termie armour when the FC does.
    Also power armour melee weapons don't quite fit into termie hands properly.

    The apothecary has now got a healing aura, the techie has increased armour.
    Last edited by jaylo138; 18th Mar 09 at 1:10 PM.

  37. #237
    What mission drops the kasrkin drop pod?

  38. #238
    Member jaylo138's Avatar
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    The same as the pred, Thule poisoned mission.

  39. #239
    Ah, okay. Time to restart the campaign then =D

  40. #240
    Strief
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    Wow, amazing update Jay.

  41. #241
    Member gambit51's Avatar
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    amazing update thanks for the karskin , only one thing you should keep the blood raven color in the campaing only a suggestion

  42. #242
    very cool. dl'ing now.

  43. #243
    wow
    i am playing this (well a previous version ) for a while now and its great.
    with this update a new campaign-start seems in order *g*.
    Thanks for making this mod!

  44. #244
    Martaq
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    Love your mod just stared playing it the other day makes it alot more fun

  45. #245
    Member jaylo138's Avatar
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    Quote Originally Posted by gambit51
    amazing update thanks for the karskin , only one thing you should keep the blood raven color in the campaing only a suggestion
    If you want the blood raven's colours either edit the first marine entry in Data\config\defaultchaptercolours.lua or delete this file. If you delete it you will also lose the enemies changed colours in the campaign.

  46. #246
    Hi Jaylo

    I just wanted to check something... in the stock campaign it is almost impossible to survive using 'regular power armor' variants on my squads. I always have to use Termie armor.

    Does using your mod in the campaign up the survivability of the SM's even when using non Termie armor? Reason is I don't always want to deploy using Terminator armor and I would like to use it sparingly ( Roll playing a bit here)

    Also does your mod up the stats of the 'normar power armor variants' and if so does it also include the pre-order power armor.. I do actually have the legitimate pre-order codes.. so I am not asking for something to be unlocked if I am not entiteled to it but rather if it is there can it be boosted as well?

    I would really like to see a sort of codex breakdown in that the regular armor does not differ that much in terms of armor value but rather have perks differ.

    Of course if you have Articficer crafted armor it should be better than the standard armor or rather have differnt perks....

    But I still would like to use armor from a lower level and still survive late battles. THe ability to be able to choose most of the armor suits later in the game without getting owned would be nice... Otherwise replatying the campaign you also look the same.....

    Hope I am making sense..... rambling on here..

    Thanks for listening!
    Last edited by Khyron; 18th Mar 09 at 5:30 AM.

  47. #247
    Member jaylo138's Avatar
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    I will look at adding more wargear, so its prob better to make custom than change exsisting.

  48. #248
    Maybe you can add regular guardsmen in addition to the kasrkin. jk jk, the kasrkin are fun enough as is. You are a god, sir!

  49. #249
    Nellum
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    great update Jay :]

  50. #250
    cmacq
    Guest
    NVM figured it out
    Last edited by cmacq; 18th Mar 09 at 11:19 PM.

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