Ahem, great mod. Love it.
Ahem, great mod. Love it.
Last edited by Pocktio; 31st Mar 09 at 2:20 PM.
Knife King of Doltland
I'm not surprised. Anything within three feet of you seems to end up full of knife shaped holes.
I am not sure if anyone else is having this problem but when I come up against certain harder enemies they one or two shot any of my squads including thule. I don't mean hero's I mean regular larger foe's like the elder turrets and the some of the larger bugs. Is this part of the mod or just my bad luck on easy?
dont work for me. Try to run the but and it says
Application load error 5:0000065434
Do you have Steam on?
(Lol, spelling mistake.)
So any updates for this, or do you think you've done more or less all you wanted to do? New wargear would be nice, like that other SP mod does.
Is the download link working? I can't seem to access the page.
Sounds good, do marines still die stupidly easily though, so each map is just you running back and forth from a beacon until everyone's dead?
Ehrm you say .. just install the files into the DOW2 Folder... but i dont have any folder... cant make any... Seems to be on Steam somehow -.-
Uhm cant edit my post .. well
Okay figured out where the data folder was ... but now another Problem... As the Guy few posts above mine.. i get an application error ... exactly the same ...
Can you use this mod with the -disable32bitcheck command?
Thanks it worked
Same problem for me. Unless I'm missing some other link in the topic.Originally Posted by artypoe
Zetriels page works for me. Just loaded it up.
Maybe try going directly to the download page?
This is the direct link to make it download. Hope that works for you Terenas.
It works. Thank you very much.Originally Posted by Mordecai
I have tried everything that has been posted so far. Maybe I'm just stupid and don't understand. Can someone please give me a list of everything to try so I can do one after another in an attempt to fix it. Also could you explain what the -dev thing means and what the bac. is exactly?? Thank you in advanced for any help.
I came by this:
Fatal Scar Error-Execution Paused
SGroup-GetSpawnedSquad At: Invalid
Spawned SquadGroupsObs index 1
Lua AngelForge.ObjReliquary scar
Ln 644 (Reliquary-TarkusreallyWorking)
As a matter of fact, he was. Does anybody know how to sort it out?
Been aaaaaaaages :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
The game crashes in the first mission..right when the orks are just about to show up. Is it a mod error or version 1.3.1 error? If it is the 1.3.1, I look forward to the next release.
I hope im doing this right... anyway, is this mod compatible with the latest patch? Are thes crashes that have been reported due to the mod or our private internal game problems and unrelated to this mod?
Pretty sure it's a 1.3.1, as that seems to be a growing trend with mods which alter the FC...
Curse patches for taking the fun away!
Thank you for the reply David.
When something goes wrong, you always fear, you or your hardware, is the problem. At least now, there is someone else besides my ''optimistic wishful thinking'' who thinks the problem might be the patch!
I don't seem to be able to run this mode on campaign mode anymore after Relic's new update came into place. As I start a mission I simply crash back onto the desktop.
I'm no modder, but I'm pretty sure it's the new patch that did it, by: adding things such as new sync kills, altering "invalid data written to logs", and probably changing several other mod-related things... (A changelist I found is at http://ve3d.ign.com/articles/news/46...d-Out-Tomorrow)
However, some mods seem to work perfectly fine with 1.3.1, so it did not break all modding, just some of it.
Sorry if this is off topic...
Yep 1.3.1 works fine.
A little request if you can could you add a jump pack to the champion and bearer when the FC is equiped with one. It's silly to watch them leap in the air like that.
Just tried this.
It crashes about 5 seconds after the 1st mission begins with the command squad and Tacticals running up.
So... Is there going to be a fix? Just found and downloaded this mod AFTER 1.3.1 came out and its crashing in first five seconds.... Looking forwards to playing!
They're releasing another patch next week so there no point in fixing the mod yet.
Well... patched 1.3.2 and... it still doesn't work =( I miss playing with this mod, it's my favourite. Hopefully it'll be fixed soon (please?)
^^ What he said.
Really wanna give this mod a go sometime.
Any ETA on when/if you're gonna update the mod to work with latest version?
Zetrial is probably waiting for Patch 1.4 to come out before doing any more work on the mod. Seeing he would have to rework a lot of the mod for it to work with the current patch theres really no point to do so until we know how much more work there would be to make the mod compatible with 1.4.
It could be any work done to make it work with 1.3.2 would be fine or it could be another reworking of most of the mod to get it to work.
Considering 1.4 is scheduled for a late june release and the last major patch was out on the 12th thats well over a month between the 2. If you keep waiting for the next patch thats coming then it's gonna be awhile.
Not b****ing.. it's his choice, if he doesn't wanna that's fine, im trying not to sound whiney. Just saying that there is always going to be patches in the works.
So i downloaded this mod, and like everyone else, found out it doesnt work w/ current updates. I did however find that it super level points that it add in teh mod, if used and saved will affect the campeign in when played regular( or no mod). One downside! You will loose stuff from your commander like his healing gems, drop pod, etc. all disapear over time, adn i dont know if its because som of the items that care considered commander only items in the reg game, will move it to an acces. slot and make the other items go away. Anyone else have this problem?
I wasn't so much as waiting for the next version I just hadn't loaded up DoW 2 for a few months and seen that the newer versions had broken everything, so after looking through what the changes are I went and made this old fossil compatible with 1.3.2.
Silly silly Relic making minute changes for no real reason, like moving weapon families from weapon\weapon_family\race_marine\ to weapon\weapon_family\legacy, just silly little things like that, that they put in that has no real effect but will break anything of the old layout.
Brothers of the 4th Dow 2 Mod
If I charge, charge with me
If I fall, avenge me
If I retreat, kill me
Thanks for what you are doing for us Zetrial: you are a good fella.
Thank you VERY MUCH for updating this mod. I've sorely missed it in my SP games.
Your welcome guys, I'm actually off of work for the next couple weeks in which I will be releasing an update for Brothers to make full use of the xenos larger squad sizes, no more base spawns of 2-3 orcs, they will spawn with the full compliment of 8-10 they are meant to have.
Watching the scouts stealth in and fight about 20 orcs is something worth watching.
This will throw balance out a bit but I will be tweaking that a little, giving the marines more damage and health as well as reducing the damage the xenos do. My main concern with this is making boss fights a tad too easy, though I am going to try adding additional units to bosses.
For example having the farseer run around with 3-4 warlocks to wreak havoc.
I like this mod but I wonder; Why did you take away the stun ability on the Blind Grenades? They used to combo well with the Demo Packs, and I must say in the latest version of this mod I sorely miss being able to use my blind grenades.
If you wanted to add Smoke Grenades, wouldn't it have been better to add them as an additional piece of wargear, rather than replacing the current one?
Because frankly blind grenades were as over powered as they come, that one item could take away any real danger from a fight as only vehicles were immune to them. Bosses could be torn down with no real problem by keeping them constantly stunned.
This way it gave a solution to the increased damage recieved when crossing open ground that often lead to having a squad absolutely slaughtered. So took out an overpowered item and replaced it with a solution to a problem many were having.
Fair enough; Though for me they didn't seem to work against bosses anyway. It just made dispatching the mobs easier.
Could be a difficulty level related thing I suppose; I only played the game on the higher difficulties originally.
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