Page 3 of 33 FirstFirst 12345678910111213 ... LastLast
Results 101 to 150 of 1631

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

  1. #101
    Member jaylo138's Avatar
    Join Date
    Feb 2009
    Location
    I'm an Englishman!
    It's not possible without editing the termie armour model, as i've just tried giving termie Avitus a hb as default weapon & he ends up not having a weapon.

  2. #102
    Deathtrooper
    Guest




    Getting the Predator in Thules' squad is possible. Just need to work with a few files to make it have guns cause right now it just looks like a transport!

    EDIT** I also just experienced a bug splat crash when it got attacked. I'm sure it can get worked out though. I just wanted to post a few pics so u guys do know it's possible!





    Unlike the Predator, this extra Dread actually will attack right out of the gate!
    Last edited by Deathtrooper; 4th Mar 09 at 8:35 PM.

  3. #103
    Hmmm if it looks like a transport could just skip the pred and throw a Rhino in straight away, I remember just after I first got Thule was thinking, damn so missing a Rhino or 2 for the campaign.
    Brothers of the 4th Dow 2 Mod

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

  4. #104
    Member †TYRANICK†™'s Avatar
    Join Date
    Aug 2007
    Location
    The Plane of Chaos, England
    Huh, where did I say add another 6 dreads? Lol "L2R" people .

    No, my primary ideas was would it be possible to add the venerable dreadnaught to the sqaud after hitting a certain level, would be awesome as I love the look of that thing, glad to say adding pred is viable too.

    Oh I see...well I'll see what level I can get to .
    Embrace the dark gods...in the might that is CHAOS!
    Better crippled under the hands of chaos...than corrupt in the minds of others

  5. #105
    Blood Reaper
    Guest
    What about adding the Blood Raven leader (I forgot his name but you get him in the end when you set the beacon so an army of Space Marines help you) to your squad list? He was sick, his armor with that cape was badass.

  6. #106
    Member Dukko's Avatar
    Join Date
    Feb 2009
    Location
    Italy, Florence!
    Gabriel Angelos is the name.
    lol'd

  7. #107
    Blood Reaper
    Guest
    Ahh thanks, just completed it so I forgot. :P

  8. #108
    Member †TYRANICK†™'s Avatar
    Join Date
    Aug 2007
    Location
    The Plane of Chaos, England
    Your not gonna beleive this...I know why i've been kicking ass on the hardest mode, seemingly never loosing units (cept once) and being pretty much unbeatable.

    I was having issues with other mods and decided to scour my root and game folders...only to find that i was running both this mod AND the campaign tweaks mod X_X!!!

    Which probably explained the reason why i had squads with 1300-1800 health at level 10 ><!!! Whilst alos explaining why I seemed to take down 68000hp in 15 seconds!!!

    Only issue now is i've lost all the pre-order bonus gear and my commander no longer has his health packs .

    So 1 method is to start all over again (not that I care, love the campaign hehe) or...have someway to RE-ADD my wargear/accessories into my inventory?

    Anywho yeah, I got some more suggestions for you .

    Like in the campaign tweaks mod I really liked the:

    Enemy Health on Easy: 100% -> 70%
    Enemy Health on Medium: 100% -> 100%
    Enemy Health on Hard: 100% -> 120%
    Enemy Health on Legendary: 100% -> 150%
    Drop Rate from Chaff: 4% -> 15%
    Drop Rate from Swarm: 1% -> 10%
    Wargear Level Variation: Max 1 min -3 -> Max 1 min -5

    I reckon these are two more things you can adjust in your mod, enemy health at higher levels and also a greater variety of wargear drops (I assume those last 3 mean that?).

    Would be nice, as w/o mods I was pretty much getting the same stuff or common items and not enough variety of uncommon and rare stuff (green/blue).

  9. #109
    If you really want terminator Avitus with Never ending hail of devastation, you could edit an assault cannon to give it the neverending stats.
    Visually it would be an assault cannon, but it would have the desired effect.

  10. #110
    Member jaylo138's Avatar
    Join Date
    Feb 2009
    Location
    I'm an Englishman!
    Mod updated to 1.4.

  11. #111
    Looking very nice there Jaylo, I'll keep poking around on the thunder hammer issue and see if I can come up with anything.
    Atm top priority is seeing if I can shrink units >.<

  12. #112
    Member jaylo138's Avatar
    Join Date
    Feb 2009
    Location
    I'm an Englishman!
    Why would you want to shrink units?

  13. #113
    For my army painter, tanks, carni's and the avatar all too big to be seen properly

  14. #114
    Member jaylo138's Avatar
    Join Date
    Feb 2009
    Location
    I'm an Englishman!
    Of course, i'm eagerly awaiting the finished product, anything i can do?

  15. #115
    Make pm room Jaylo lol

  16. #116
    Member jaylo138's Avatar
    Join Date
    Feb 2009
    Location
    I'm an Englishman!
    I've been helping out a guy or gal called ShaggyDog, with various modding questions plus chattin to you, guess it does need a good clean

  17. #117
    I've been doing the same, back and forth with a few, just need to keep it down or it screams no more pm's for them at you

  18. #118
    awesome that we can now put in a predator, very cool.

    one thing i wanted to ask. what's the techmarine's HP like? i find that he tends to die a lot during play. ok sure, i rush in head long sometimes, but i've seen him drop rather quickly while his other command squad buddies are pwning enemies left and right.

    i'm not complaining or anything, just curious if he's somehow weaker or something...

  19. #119
    Pretty sure Jaylo did what I did and stats wise the guys in the command squad are as tough as your standard tacts. So nothing extraordinary but still better equipped.

  20. #120
    Member jaylo138's Avatar
    Join Date
    Feb 2009
    Location
    I'm an Englishman!
    That's right, they are reworked tac marines with the apoth & techie having the same armour with a defence of 46 which is 2 higher than the tacs vet armour.

    Although the apoth & techie are unique & good to look at the down side is that the models encompass everything, so they can't be added to visually.

    Also you have to take into consideration that the techie only has ranged attack with a minor fist melee, whereas the others have stronger melee weapons.
    Last edited by jaylo138; 6th Mar 09 at 10:36 AM.

  21. #121
    Member †TYRANICK†™'s Avatar
    Join Date
    Aug 2007
    Location
    The Plane of Chaos, England
    300% on primarch...25% more boss damage...predator...adjusted drop rates..50% bigger squads...:O!!

    I think I love you...as quoted from an Ork:

    "Dat's mor like it!! Gud job boss!!!"

    Gotta try this out hehe...300% sounds like total lulz ^^!

    Now all you gotta do is add the Ven Dred and the Rhino

    Omg hey! Imagine a 7th sqaud...of the Pred/Rhino/Dred...that would be epic!! Maybe as a very high level upgrade or drop (15/20+?). :P

    Of course...my real dream mod would be to have the Pred/Rhino/Dred squad to have there own "windows" in the Armageddon ship so you can customise them and add stuff to them with brand new traits and all...that would just be totally BEYOND epic.

    Anywho, i shall try these changes straight away as this is still my fav mod ^^! Superb job jaylo, keep it coming .

  22. #122
    jcde7ago
    Guest
    Jaylo...what can I say, awesome work man, you've made single player a lot more enjoyable for me...

  23. #123
    Member jaylo138's Avatar
    Join Date
    Feb 2009
    Location
    I'm an Englishman!
    Glad you guys enjoy it!
    Remember.... no matter where you go, there you are.

  24. #124
    Captain Thule-> Insta crash, so into the hive crashes out
    + because of the plus inv. slots u can loose things if u accidently reload the game without the mod

  25. #125
    same thing happened to me. got to the extraction point, and thule dropped in his drop pod and came out as a razorback. which was strange, lol...

  26. #126
    Member †TYRANICK†™'s Avatar
    Join Date
    Aug 2007
    Location
    The Plane of Chaos, England
    You know when you said "all enemy units health is xxx on the difficulty xxx" does that include boss's?

    Just fought the 1st ork boss on captain mode, he has 12650 health. Took me a good few minutes this time to take him out...although he still seems a little weak as I no longer lost any squad members from his quake...maybe his damage + health needs upping a bit, possibly upgrade/increase the knockback range?

    Or maybe I'm just too good :P.

    Gonna try it on Primarch now to see if any changes mite be needed

    Wow brilliant, much more competition on Primarch! 15k+ health and he wasted almost all my squads...then again i was being careless but still heh. Will play captain first to see how things pan out .

  27. #127
    Here's the problem with mine:



    he walks out of the razorback, but it follows him and eventually catches up with him, and then there's some clipping as it surrounds thule. i can see the 2/2 on the squad size, but was that intentional, or left in by mistake?

    also, his barrage doesn't work, but i guess thats related to the other thing lol...

  28. #128
    jcde7ago
    Guest
    Jaylo, i am also getting a crash with Captain Thule/the Predator. is there any way to keep the other mods you made but get rid of the tank in version 1.4?

  29. #129
    Looks like Jaylo forgot to remove his predator in Thule's squad tests and packed them in the release.

  30. #130
    ZeroGDarius
    Guest
    any chance we will be seeing an SGA for this? as i realized when in dev you can't get achievements. or i don't.

  31. #131
    Member jaylo138's Avatar
    Join Date
    Feb 2009
    Location
    I'm an Englishman!
    Zetrial is indeed right, i did forget to remove the test pred from Thule.
    Sorry about that guys, redownload the mod as it's sorted now.

    Update 1.4.1
    Reduced marine health to 150%
    Last edited by jaylo138; 7th Mar 09 at 4:35 AM.

  32. #132
    small suggestions:
    - Make 3 points available each level up instead of 4
    - Command squad should consist of FC and Gabriel + Apot OR Techmarine (depending on you use ranged wpns, or melee)

    Also:
    - + 1/2 acc. slots for scouts so they will have a bigger purpose
    - Maybe include the cyclon missile mod but with team damage
    - 2 version of the mod one should be the overpowered, the other is the somewhat balanced
    - Fixxed drobs (as I only get grey drops from mobs)

    and also:
    -If u will include the cyclon missile barrage mod up the number of rockets but decrease their dmg
    - Increase the damage of demolition charges (the remote cotrol one ) 50%

  33. #133
    Can't add more accessory slots they are hard capped at 3 max, and scouts have massive purpose if you know how to use them, high powered shot can save you from being overun by nids easy.

  34. #134
    Member jaylo138's Avatar
    Join Date
    Feb 2009
    Location
    I'm an Englishman!
    I was considering dropping points per level up to 3 anyway, as you max attributes by level 20 currently, so i will change that.

    Gabriel is too similar to the FC for me to include him in the comm squad & i've just changed the loadout of the company veteran to pure melee. I have the apothecary & techmarine in the squad because they are both unique.

    Accessory slots cannot be raised above 3, ui issue.

    Cyclone is a possibility.

    It's enough to work on one version , let alone 2!

    I have increased the drop rates, but there is more to look at there.

  35. #135
    Member †TYRANICK†™'s Avatar
    Join Date
    Aug 2007
    Location
    The Plane of Chaos, England
    Don't touch the att points please, 4 is plenty!

    At the moment the mod is pretty much perfect for me, of coure i still have suggestions .

    Would still love to see the venerable dreanaught added to thules squad later on....
    Last edited by †TYRANICK†™; 7th Mar 09 at 9:37 AM.

  36. #136
    vanintherogue
    Guest
    i was wondering if you could tell us non modders how you got the armor paint a different color, is it a mod?
    cuz i've always hated the blood ravens armor color scheme


    also as craft says below, 3 should be good.
    mebey you could set it up, so that if your FC equips a melee then you get a apoth, if he goes ranged then he gets the tech.
    Last edited by vanintherogue; 7th Mar 09 at 9:30 AM.

  37. #137
    Oh and also thule is underpowered compared to other squads. And i still have to say that having both apoth + tech is not good as apoth sucks at range and techm. dies in an instant at close. + If u could do it apoth should have a constant +1-5 health regen to nearby squads.

    So i think command squad at 3 would be plenty with the option to have techmarine or apoth.

  38. #138
    Member KOKO's Avatar
    Join Date
    May 2008
    Location
    Berlin,Germany
    I like the way you go with this mod,JAYLO . This looks serious to me.
    Thanks a lot for sharing and my respect.

    or : replace it wiv da powah of da Waaagh. (Gorb)
    "They're not blue coloured Blood Ravens, they're Ultramarines."(jaylo138)

  39. #139
    Member jaylo138's Avatar
    Join Date
    Feb 2009
    Location
    I'm an Englishman!
    @craft-star

    I will improve the techmarine's melee attack as he is using the most basic bolter melee.

    As for the apothecary being rubbish at range, if you equip the FC with any range weapon the apoth switches to the Purifier of Tombs pre-order plasma gun which you might say isn't that great, in the hands of a commander maybe so.

    But, as Zetrial informed me earlier, non_commander squad members get nearly 5x more scaling damage than commanders to counter act their low damage weapons which don't ever change during the game. (exclu. tacs)

    Commanders get their higher damage from better equipment, so it evens out somewhat.

    I will have a look at Thule, maybe add a second dred.

  40. #140
    one small thing i was wondering about. i tend to use tarkus as a termie rather than avitus (as i <3 the plasma cannon). is there any way you could make the assault cannon usable by termie tarkus?

    if its bad form, me asking i mean, then i apologise, i'm just still having trouble getting the hang of the modding.

    regardless, this mod is my favourite so far (no disrespect to anyone else).

  41. #141
    Member jaylo138's Avatar
    Join Date
    Feb 2009
    Location
    I'm an Englishman!
    That shouldn't be a problem to do.

  42. #142
    you're a gentleman and a scholar (assuming you're male i mean).


  43. #143
    jcde7ago
    Guest
    Jaylo, I was wondering if you could help me out....I have your mod installed (1.4.1) and the only other one I have on is the Wargear mod...but either way, I find that there seems to be no level cap, as my heroes are gaining XP even after reaching level 20. Is this simply by design, or is there a way to cap the level gain at 20?

    Again, i am not even sure that it's your mod that's doing this, but with only the Wargear mod as the only other thing I have on, I have no idea where to look...I would appreciate any input, thanks a lot!

  44. #144
    Member †TYRANICK†™'s Avatar
    Join Date
    Aug 2007
    Location
    The Plane of Chaos, England
    It says at the bottom lol, max level is "100". He made it that high since he didn't know how high it was to possibly level in the campaign you see.

    I think he may cap it at some point though...

    Like I was thinking about maybe to 30, and have some more special items start appearing from 20+ (somehow/someway) would be cool.

    I hope when relic release an expansion they introduce another race to the campaign...I love the ork wargear and stuff, would be cool to play as em in the campaign...well my ultimate fav would be to play Chaos hehe .

    +1 hoping lol.

  45. #145
    Tyranick there is evidence in scar files and even the movie files that they may have originally planned an eldar and ork alternate campaign, so maybe just maybe who knows.
    I wouldn't mind if in an expansion you play as the guard on meridian fighting to save your homeworld, an epic stand at angel gate where our beloved marines come and save our ass

  46. #146
    Member †TYRANICK†™'s Avatar
    Join Date
    Aug 2007
    Location
    The Plane of Chaos, England
    Really? Hmmm, i remember way back they said we'd have a campaign for each race...oh well, the future is uncertain .

    Anyway i was wondering...how many pre-order wargear sets are there? Is it possible/allowed to add them to the WG loot/drop lists? I mean I have 2 sets by default, 1 from my pre-order and 1 from the THQ.com site thingy, although it's nice having them "insta earned" so to speak, i'd prefer to battle through the campaign for them heh.

    Another idea, haven't met the IG yet, which units do you see/do they have? Was thinking of a high level commander item that summoned some IG units to assist you for say 30 seconds or so...

    They could sorta run onto the map, boom bang and bash, then run off map again...would be interesting .

    Well im gonna get a few hours sleep lol, then back to smashin' humies!!! I mean err...*cough* Purging the Xenos! *shifts eyes* :P.

  47. #147
    jcde7ago
    Guest
    The problem with having it at level 100 is that you gain wayyy more attribute points than there are slots to put them in. As a result, your squads will all have the "Level Up" state "on" after you get past level 20. I was hoping there was a way to reverse this...

    I am also in agreement that having the IG called upon would quite possibly be the coolest thing...this is already my favorite mod, and having the option to have the IG as a squad/call-down would be nothing short of awesome

  48. #148
    Member jaylo138's Avatar
    Join Date
    Feb 2009
    Location
    I'm an Englishman!
    For the next update i will be adjusting points per level up, you will still get 4 per level upto level 10, as that's when you really need them.

    From level 10-29 i'm going to drop them back to 2 per level & 1 point for level 30, this means you won't max out until level 30 which will be the cap. I can't adjust them any better than that until i know around what level player's are finishing the game at.

  49. #149
    Member †TYRANICK†™'s Avatar
    Join Date
    Aug 2007
    Location
    The Plane of Chaos, England
    Yeah jcde what level are you/ what day you on? On the vanilla I was only 20 for a very short time :S.

    Thing is jay i dont really like the idea of maxing out, I spend my points purely the way i want my squads to turn out...as in it's pointless maxing out melee then going for ranged when you won't use it...but that's just me :P.

    So can you add equipment from 20-30 or modify existing stuff or...what? Would be nice :P.

  50. #150
    I just had one suggestion cause the mod is close to perfect anyway. I thought it would be awesome to add a storm shield wargear item for the FC without termi armour(like in MP) and he would be able to equip a one hand melee weapon with it. It could give benefits like +armour rating, damage resistance and/or melee dmg.


Page 3 of 33 FirstFirst 12345678910111213 ... 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
  •