Because they are Spess Mehreens?![]()
Because they are Spess Mehreens?![]()
- sincerely, the Sign Painter
Because FC equip with Jump-pack, When FC jump other in squad will jump to that direction too.
(Yes, even they didn't have jump-pack)
Watching the FC's Squad jump with out packs is cool. Even cooler when using a mod that allowed Terminators to use the Jump Packs.![]()
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This mod is great. I am glad you guys helped my download it.
I get a weird crash whenever I play the mission in Angel Forge when you get to kill Idranel. Did anyone else witness this? Or do I have to start a new campaign?
"Faith is my SHIELD, my fury is my SWORD!!!"
First thing you need to check is............. Do not use terminator armour before that mission.
(Mission that you need to defence Angel gate and in the end Tarkus is go on investigate.)
If you use terminator armour already and not have backup save........Yes, you need to start new campaign.
@IGBoy
If you installed my mod then started a save game from vanilla, earlier versions or a different mod then you will have to start a new campaign.
Heh yeah FC with a jump pack is cool but I don't ever use one because it's too weird watching the others fly without them. I never use them much anyway, on anything above captain jetpacks just make rocket propelled suicide marines.
Knife King of Doltland
I'm not surprised. Anything within three feet of you seems to end up full of knife shaped holes.
This mod is truly nutty Jaylo, hard as nails, very challenging, but a whole lot of fun, especially with the Imperial guard units along side the expanded sqauds, but is there any possibility of you making different version for different chapters?
Good things come to those who wait!
Even if in my case it was down to a graphics card problem...IT DIED?!!
Now i find that after a new graphics card and playing version 2.0, not to mention picking both thaddeus and tarkus shortly after him off the floor more than twice,
...stay stood brothers, in the Emperor's most holy name, Pleease!!
that you've added more than just that impressive chaplain that i was looking at before the fall of graphics?!!
"Blessed is the mind to great for stopping" and i've just downloaded version 2.2.![]()
@jaylo138
Just one quick question, what mission will the Imperial Guard be available? Is it the part when you get Thule's Dreadnought?
Jaylo could I suggest you edit in links or quote the posts with useful info like how to edit Chapter colours? So we have all the cool information in the OP, nice and easy like![]()
No, the mod isn't dead. I'm just a tad busy at the mo, so things are a little slow with it but i will return to it soon.
Last edited by KOKO; 11th Oct 09 at 6:17 AM.
or : replace it wiv da powah of da Waaagh. (Gorb)
"They're not blue coloured Blood Ravens, they're Ultramarines."(jaylo138)
Cool pictures KOKO.
@ Mike - have a little faith, the author not posting in little over a week isn't something to fret about, we all have lives!
I do?Originally Posted by Pocktio
<_<
>_>
I hope Jaylo138 will return with new mod patch
that fix tarkus blow up cover problem,
rebalance his "Grenadier" ability's EN cost
or change it with "Venerable" ability instead
and come with other adding thing like wargear.
Untill new mod version come, I will play in online then.
ps. As I have seen "Firestorm Over Kronus" mod for DoW
It make me think, Why Relic is so much downgrade their game ?
You know what that mod is lack off from Dow2 ?
Just some cool light&glowing&bombing effect and PhysX !
Other thing than that they do their mod quality above DoW2 already !!
At first I just a bit upset about they concern on their game rate too much
and cut out custom badge&banner then still got some kind of M rate from EA&Microsoft
And now they cut a most "Don't you dare cut it out" feature like mod support system
to able to be in "game for windows live" just because Microsoft said modding is cheating and evil !!!
sorry if this seem like trolling or something but as I asking
"Why they do this when it will turn out to be worst for customer, sponsor is god now aday huh ?"
Last edited by trintong; 13th Oct 09 at 12:34 PM.
Hello io have a question/problem with this mod
this is i have followed your instructions to the letter with placing both the data folders AND local folder in the correct areas Steam/Steamapps/common/dawnofwar2/gameassets
i have also done the -dev command on the shortcut
heres the problem now when i go to start it the mod proceeds just fine to the loadin screen that cleary displays SQUAD MOD and promptly crashes giving me the generic "DOW2 has encountered a problem and needs to close we are sorry for the inconvenience"
Note game is 1.6 clean install
There must be a other part involved.
Clean Install means you delete anything before ? Also old or other mods ?
no other mods nothing
I´m sorry for you - it must be on your side. Check the folder omcemoore,plz.
alright 2 questions here may be on to something
The Dow2 Module file does that have to be modified in any way shape or form (currently un altered)
second question i extracted the full squad mod folder to the dow 2 folder and also copy and pasted the local and data to the specific areas do i need the squad mod folder in that directory anymore?
L O L, u have to extract the zip before, and then u have to put the folders inside to the right areas.
This IS NOT a selfextracting mod !
READ THIS : http://forums.relicnews.com/showpost...postcount=1040
Last edited by KOKO; 13th Oct 09 at 1:57 PM.
lol as i stated in my FIRST post i did that everything is where it is hence the line of I SEE THE CUSTOM MOD LOADIN SCREEN. then it sit on THAT screen for 5 mins not loadin and promptly get a black screen followed by a boot to desktop
Update: ive decided to try this once more and i also would like to apologize to you koko if my last comment came off a bit harsh will use the link you provided to help me along
just letting dow2 finishin its updates (again) b4 i go and try this
Keep trying man. It's worth it.
I like to add something about link of my comment above there.
When I put those mod files&folders in place I use my mouse to drag&drop.
Because it may have some bug for extract command that you need to fix something first.
If I remember right, Jaylo138 have comment how to fix that extract problem which I forgot where it is.
We ask only to serve
Pain is an illusion of the senses, despair is an illusion of the mind
If a job's worth doing, it's worth dying for
As BossHroth1 says : keep trying...^^ and NEVER give up.
Alright boys and girls little update
have succesfully reached checkpoint 1 and have added the -dev command to my shortcut
bout to reboot and continue on will talk to you all soon
http://img96.imageshack.us/i/modw.jpg/
link to show my files in the proper area
11 folders 8 readmes
bout to test this heres to hope
"Priority Message From Planet Typhon
Brothers we have recived reinforcements against the hive mind
a Massive Ultramarine fleet has dropped out of the warp and is now orbiting calderis...."
And now it works..... thanks all and 2 words for ya
AWESOME MOD
now ive noticed something with cyrus and his squad when a supply crate drops i get the following
high powered shot
satchel
flamer ability (sorry forget name)
now when i go to use the flamer ability cause i love bbqing orks i notice it doesnt show up on his command bar
is this a glitch or did i miss something
Hi guys, i'm back.
I guess it's about time i got onto that update list, do you guys have any other sensible ideas that you would like to see?
@Assassin2135
Cyrus's squad has access to high explosive shot & immolate when Cyrus learns his first ranged upgrade. Until then munitions picked up will show those abilities but won't be usable.
Last edited by jaylo138; 14th Oct 09 at 4:43 AM.
As i like to play with cyrus (yes,i´m scared by so much brutality^^), you should shrink him back to 5 squadmembers.
Makes no sense to loose ONE member,but 3 abilitys.
Cyrus squad spread around the hole map until u didnt hold them together.Which make them very vulnerable.Or you designed them one by each ability.(Which include cyrus for the designed weapon.)
As you designed the squads with moore weapons (abilitys), they cant get all termys. This looks weird to me.
Maybe ALL get in termy armour and use the same weapon like tarkus or avitus. I know there is a prob with ther endurence, maybe go back a step.
Maybe you can spend some decals to the termys, at the moment they looks flat.
Watch your chap, he looks splendid^^ Also the standard bearer^^
But this is all cosmetic style.(Which i love)
After all-clear the readme´s to their folders.Make the extras as a extra folder and decide which weapon the chap have to wear from start.This will makes thing easier to "usual user".![]()
Wow take it easy you guy, let Jaylo138 fix some bug I mention about first.
http://forums.relicnews.com/showpost...postcount=1070
Other than that I think it all will be O.K. to do something more.
question for the apothecary mod folder tghat file thats in it gives the healing aura back does it not where do i place that file??
If you wish to have it then copy the "sm_apothecary_2.rbf" in the "apoth_with_aura" folder to "Data\simulation\attrib\ebps\campaign\playable\race_marine\troops".
This sentence is in "Readme_main_mod.txt".
righto mod is set the way i like it with that file thank you for the tip and grats on a good mod to you jaylo
just got a fatal scar error on the first eldar mission for meridian it came out like this
http://img205.imageshack.us/img205/9...oubleshoot.png
i belive it is because i used the imp guards not sure though.....
confirmed it was the imps that caused the scar error possibly cause they got tied up with banshees and butchered very quickly ...
Don't sent Imperial guard squad to go in action alone, support them with other range squad.
You can try to make them just a support firing line and keep them a bit far from direct attack.
Edit:
Behold the awesome of steam update, for Dow2 Version 1.8.0.0 is out now with last stand !!!
Last edited by trintong; 14th Oct 09 at 1:46 PM.
does any1 know if this squad mod works for 1.8 yet?
it should my mod still works, theres just a few bugs
namely the Ogryns dont use the badge you select they use the badmoonz
Does this mod interfere with the Last Stand? I have it on the main menu but I can't play it.
Remember....the .dev mode breaks online playing.
Make a copy of the shortcut and delete the -dev, so you can choose playing booth, vanilla and mod. ( bcs then you have two shortcuts, so one should rename to "TSM"( TheSquadMod) to get two different Shortcuts)
Thanks Koko.
Whoa! 1.8 is out and that means........MORE RESOURCES TO USE FOR SQUAD MOD =)
Absolutely ! I see some new traits and abilities in Last stand mode for spacemarine too.
(And yes, new wargears)
Talk about Last stand mode, did any one can point me to report bug section for this mode?
I found a big annoying bug when I equip space marine with 2 hand bolter.
He can't swing bolter or punching anything in close combat, he stand there and take every demage.
Unlike the other 2 they know their job well, Ork with big shoota smack his gun to enemy when he being melee.
whatever...TheLastStand is only fun. Seems they get the curve at relic.
New abilitys....change squads ?
As the Apo is a Standalone now, is it possible to build a squad around him,jaylo ? (Yes,he looks stronger then the FC).![]()
Only just in mind.
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