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[CR] Wrath of the Blood Ravens mod

  1. #1

    [CR] Wrath of the Blood Ravens mod

    Hello, I made a private compiler mod, using the following great mods by :

    Project WARhammer v0.2 Alpha by Aliblabla
    Link to thread : http://forums.relicnews.com/showthread.php?t=224149

    The Squad Mod 2.2 by Jaylo138
    Link : http://forums.relicnews.com/showthread.php?t=216937

    Brothers of the 4th 1.5.1 by Zetrial
    Link: http://forums.relicnews.com/showthread.php?t=217580

    Thanks to Shuma's great models and textures:
    http://forums.relicnews.com/showthre...tible-Mods!%29

    NOW MOD DOWNLOAD LINK HERE :

    3.00 Beta NEW Dreadnoughts

    http://www.gamefront.com/files/21530...WotBR+40kCR.7z

    Old mod

    http://www.gamefront.com/files/21249...+Ravens+295.7z

    Warpstorm Over Aurelia by Horusheretic, Mirage Knight and Fleshp0int :
    http://forums.relicnews.com/showthre...weaopnry&pp=10
    I have been given permission to use the Chaos Raptor and SM tank lascannon models, which I will put in the mod soon.

    Thanks to Kresjah and Chaos Godstone for the Listening posts mod:
    http://forums.relicnews.com/showthre....0-RELEASED#12


    My aim was to get all these great mods into one, so that I could play them all. Switching between 3 mods is especially hard.

    The new Chaos Rising release is almost ready.
    I am not sure about all this legal lawyer talk.
    So if Relic Entertainment is offended about some of the units I put in, than please contact me here , in this forum. I do NOT check my email, so please write any complaint here.
    I will try NOT to make anything exploit-like, so it should be safe.

    This mod now officially needs Chaos Rising.

    You must have Chaos Rising in order to play this mod, and every release.


    (Unless I specifically release a non- Chaos Rising version, with CR stuff cut out, but than I will notify it.)

    Copyright and other wierd lawyer stuff here :

    This mod might have a few new stuff, but will NOT unlock the Chaos Race or Chaos Campaign, unless you have Chaos Rising installed.
    This also works backwards.
    If you do not have vanilla game, than you will NOT be able to play with any other race beside Chaos, and you will not be able to play the Bughunting vanilla campaign.
    The Last Stand heroes will not be unlocked.
    So this mod is not a cheat.

    I am only resposible for the mod I upload here in this thread that I made.
    I will try to do everything legally, but if by some mistake or misunderstanding I do something I should not , please notify me here, and I will take down the download, cut the trouble making content, and upload the editied version.

    I am taking only responsability for what I do with this mod, and I also only volunteer to correct my mistakes.
    I am not responsible if someone edits my mod, and uploads it with some explicit content.
    (Of course I will never give permission to do such a thing.)
    Any permissions I give only refer to legally correct modification and distribution of my mod.
    My permission does not authorise anyone to upload anything not legal.

    Warhammer 40k is copyrighted to Games Workshop, so this mod must be distributed for FREE. No one can be charged money for downloading this mod, or using it.
    (Unless of course Games Workshop buys it and decides to sell it, but that is extremely impropable.)

    I hope I covered every confusing lawthing. Please tell me if I missed something out.

    I am not responsible for damage done to your computer.
    Games Workshop, Relic or THQ did not endorse this mod.

    Legal rant ends here.

    2.9 Normal mod:

    http://www.megaupload.com/?d=U3VKYQVB


    2.8 Normal mod:

    http://www.megaupload.com/?d=54AJI52T

    2.7 normal mod:

    http://www.megaupload.com/?d=PJ4Q8H3M

    2.7 alternate mod:

    http://www.megaupload.com/?d=5FS9Y0YZ

    2.6 normal mod:

    http://www.megaupload.com/?d=SHO9VLGM

    http://www.easy-share.com/1913220616...oodRavens26.7z

    2.6 alternate mod with few enemies:

    http://www.megaupload.com/?d=OUHOGB3O

    http://www.easy-share.com/1913247470/26%20alt.7z
    REAL 2.5 mod:

    The Wrath of the Blood Ravens 2.5 for 2.5 Chaos Rising.

    http://www.easy-share.com/1912897349...dravens25cr.7z

    http://www.megaupload.com/?d=XNWD9JEB

    Alternate 2.5 mod with less enemies:

    http://www.easy-share.com/1913000839...25alternate.7z

    http://www.megaupload.com/?d=1TYS3DUL

    The Wrath of the Blood Ravens 2.4 for 2.4 Chaos Rising.

    http://www.megaupload.com/?d=RZR2HCWC

    http://www.easy-share.com/1912719449...oodravens24.7z

    Patch fix, a more harder Primarch and Captain difficulties for campaign, and the new Shuma Chaplain!

    The Wrath of the Blood Ravens 2.3 for 2.31 Chaos Rising.

    http://www.megaupload.com/?d=4MBOJ26P

    http://www.easy-share.com/1911797253...ens23normal.7z

    2.4 quick fix module: put it in the main DoW2 folder and replace the old module, after the mod is installed.

    http://www.easy-share.com/1912306123/DOW2.module
    http://www.megaupload.com/?d=K8JW96LN

    Extract to DOW2 main folder. This is only the normal mod.

    The alternate mod crashes to desktop, I'm trying to fix it.

    OLD STUFF:

    The Wrath of the Blood Ravens 2.2 for 2.3.0 Chaos Rising.

    http://www.megaupload.com/?d=Q9WV9HDQ

    The Wrath of the Blood Ravens 2.1 for 2.2.2 Chaos Rising.

    http://www.megaupload.com/?d=Y9HI3PKB

    Here is the quick fix for 2.2.3 patch module.
    Put it in your main dow2 folder.

    http://www.megaupload.com/?d=XWNUT6S8

    Here is a quick fix for the 2.2.3 patch. A new few error fix patch is coming, but I posted the module file here just as a temporary solution.


    Put the dow2.module in your main dow2 folder.

    You can open them with 7-zip, a better version of the windows zip. I use it because it compressess twice better.
    http://www.7-zip.org/

    Now, select the archive you choose. Ignore the other one.

    Installation:

    1. Make a back-up copy of DoW2.module You can do this by making a zip file of the DoW2.module file.
    2. Copy the files and folders from the mod into the Dawn of War 2 main folder.
    2. Alternately simply extract the archive into your dow2 main folder.
    3. Play the game!

    Help with errors:

    If the mod is not running, check these:
    0. Is your module the correct one?
    1. Did you extract the archive correctly into the DoW2 main folder?
    2. Make sure everything is in the right folder where it should be.
    3. Did you try to lower your graphical and/or sound settings?

    How to play with the normal game again?

    1: make a back up zip file of the moded module file.
    2: restore the original DoW2.module from the back up.

    How to make the mod run again:

    1: make a back up of the original module file again.
    2: Extract the moded module file from the back up into the DoW2 main folder

    THIS IS THE NORMAL MOD WITH HUGE ENEMY SQUADS!

    Unit roles




    CHANGELOGS:

    Release 2.9

    It has New Chaos helmets, Aspirign Sorcerer for Rubric Marines, Zoanthrope Alpha, new Ravener Alpha looks, and an upgrade on pvp tyranid weapon boost.


    Release 2.8

    SM Lascannons for Predator sponsons and Razorback.
    CSM plasma gun for Nurgle Champion hero and plasma cannons for Havoks (little glitchy).
    CSM Raptors are in, Tier1 and can get 2 powerfists.
    Carnifex Alpha is now limited to 3, instead of 2.
    Barbed Stranlger for Hive Tyrant.
    Eldar grenade boost.
    Minor balance and typo fixes.




    RELEASE 2.6

    SP:
    Spelling and wargear fixes.
    New helmets for CR and DoW2.

    MP:
    Better supression resistence for heroes and some non-sm units.
    Improved fire prism damage.
    Termagaunt ability added.
    New helmets for FC and Chaos Lord wargear.
    Frag grenades for Chaos marines, Blight grenades for Plague marines.
    Plasma grenades for Aspect warriors and rangers.

    RELEASE 2.6 : Patch fix.
    SP:
    -Angel Gate mission 2 crash bug fixed, thanks to Chaos Godstone.
    -Campaign wargear descriptions fixed.
    -Campaign is now harder on Primarch and Captain difficulties.
    MP:
    -Eldar and Ork healing abilities fixed to heal the units properly.
    -Eldar tank shields can now absorb 1000 damage.
    -Eldar platforms come now with 3 per squad, instead of 5.
    -Brightlance, pulse and scatter laser dps drastically increased.
    -Plague Marine health increased.

    RELEASE 2.5: Patch fix.
    Campaign Meltas and grenade launchers do more damage, shotguns always knock back.
    PVP:
    Charge improved for all melee units.
    Predator autocannon fixed.
    Lightning claws added for ASM and Vanguards.
    Some Chaos Sorcerer and Plague marine spell damage improved.
    Apothecary can now heal himself properly.
    RELEASE 2.4: Patch fix.
    Captain and Primarch difficulty is now harder.

    RELEASE 2.3:
    MP: Techmarine plasma gun cost reduced.
    Librarian Ignite Soul ability does less damage, but effects larger area.
    Chaos and SM anti-tank turret upgrades are cheaper, and no longer need tier 2. Turrets are cheaper too.

    SP:
    Tarkus formation fixed.
    More squad members added.
    Healing kit bug fixed.


    RELEASE 2.2:
    Crash fixes.
    Chaos Terminator voice fixed.
    Avatar, Berzerkers and Plague marines are tougher.
    Bloodcrusher is weaker.
    CSM and SM anti tank turrets now has 360 firing arc.
    Greater Unlcean one no longer costs population.
    Plague Champion power fist damage increased.

    RELEASE 2.1 :

    Crash fix.
    Small bug fixes.
    Predator fix for SP.
    Spelling errors fixed.

    Alternate mod added.
    The Alternate mod is made for obsolete computers.
    The alternate campaign has less enemies (25% of normal mod).
    The alternate multiplayer has smaller squads (around 33% of normal mod, close to DoW2 original).

    Hints, tips and errors.

    -For some reason the CR corrupt campaign Traitor mission does not appear for me.
    -Disequip all wargear from Tarkus before doing the first angel gate mission. Do not use terminator armour on this mission.
    -Do not use terminator armour on the second Angel Gate mission.
    -There is a bug with the first CR mission when you reach Tarkus. It only happens around 50% of the time, and with a re-try you can finish it.
    You can also solve this bug by sending Cyrus and Avitus back to the start point, out of weapon range from the traitor guardsmen attackign Tarkus. After that, attack with only the Commander. That should be fine.

    If you got error:

    -Check if the mod is installed correctly.
    -Start a new campaign!
    -Check if you do not have other mods equipped.
    -Make sure "-dev" is NOT enabled. This mod should be run like normal DoW2.
    -Check if your game is up to date!
    -Check for damaged files!


    RELEASE 2.0 :

    SP:
    Your marines now have helmets, except for Cyrus.
    A lot of wargear is added (around 30 new items). The list is very long, and I should better let you find all of them out yourself .
    Some pure, and a lot of corrupted wargear is added.
    If you have DoW2, be sure to carry over the Armour of the Demonslayer and the Arcanatum Energis to Chaos Rising, as these items will spawn a new and more powerful Chaos Rising version if donated.
    Bug fixes.
    Chaos Marines and enemy tanks are more powerful.
    Chaos Marines drop more loot.
    Tank drop pod is added.


    MP:
    Chaos Terminators are added.
    Bolters for normal Tacticals and Chaos Marines are a little more deadly.
    Chaos Missile Launchers can launch a devastating frag missile.
    Resource gain rate is slightly increased.

    CREDITS:
    Aliblabla, Jaylo138, Zetrial for making their super mods and support.
    Special Thanks to Shuma for his unit models.
    Netrogor and Rodzaju for their inspiring modding.
    Predi and Leves for the faithul testing and ideas that they provided.
    Predi (Malcador) again for the help with the item descriptions!
    Corsix, Exo Elite and TheEndlessGrey, Copernicus and Dekhranic for their great tools and wisdom.
    Buguba, Miguel and Gorb for advices.
    Darrius86 for his Chaplain.
    Shuma for the wonderful Chaos Terminators, Rubric marines, Khorne berzerkers and Space Marine Helmets.
    Nerevarine for his help with the corrupted Chaos Marines.
    Kolaris for the Sternguard Ammunition mod.
    Chaos Godstone for fixing the angel gate bug.


    All the helpful players who supported the mod and/or gave feedback.

    1.9 version. THIS VERSION REQUIRES YOU TO HAVE CHAOS RISING.
    You must have bought Chaos Rising to play this mod!
    Chaos Rising patch 2.2 is required.
    http://www.megaupload.com/?d=2O0TR1X6

    http://www.easy-share.com/1910031903...ng%20WotBR.zip

    1.8 version. THIS VERSION REQUIRES YOU TO HAVE CHAOS RISING.
    You must have bought Chaos Rising to play this mod!
    Chaos Rising patch 2.2 is required.

    http://www.megaupload.com/?d=IRKJQSQG

    http://www.easy-share.com/1909801054...%20CR%2022.rar

    Now it should work with CR campaign.

    Installation:

    1. Make a back-up copy of DoW2.module
    2. Copy the files from the mod archive into the Dawn of War 2 main folder.
    3. add the " -dev" extension to your DoW2 shortcut and play.

    It should look like this :

    "C:\Program Files\Steam\Steam.exe" -applaunch 20570 -dev

    4. Optionally, you might use the pre-made shortcut included- If you have installed Steam to the standard folder. If you installed Steam elsewhere, please adjust the file, or make your own as in step 3.

    Credits: Thanks to Jaylo, Zetrial, Aliblabla and Darrius for their help and permission to use their mods and Chaplain Crozius.

    Thanks to Horusheretic for help.

    Special thanks to Predátor, Leves and BloodRaven121 for testing.

    You should start a new game!

    1.9 changelog:

    Several ability, wargear, spawn and scar errors fixed. Including Angel forge, I hope!
    Elite eldar enemies were made more powerful, such as warp spiders, howling banshees, warlocks and ranger who will now come in fewer numbers.
    Librarian is now stronger. Dreadnought has more health, but lower damage.

    The old files are meant for the 1.9 release. They don't work with Chaos Rising.

    Download the normal Mod:

    http://www.easy-share.com/1909481345/WotBRnormal16.rar

    http://www.megaupload.com/?d=3F2V1GV3

    Download the Alternate mod with fewer enemies:

    http://www.easy-share.com/1909481457...lternate16.rar

    http://www.megaupload.com/?d=IF7LW43B

    Installation:
    1 Extract the files from the rar to the Dawn of War 2 main folder.
    2 make sure pw_c.sga is in the Wrath of the Blood Ravens folder. (It should be there.)
    3 Use Astartes.bat to play!

    CHANGELOGS:

    RELEASE 1.6 :

    Changelog 1.6



    Version 1.5 :

    http://www.easy-share.com/1909175311...odRavens15.rar

    Filefront:

    http://dawnofwar.filefront.com/file/..._Ravens;110005

    RELEASE 1.5 :

    Changelog 1.5





    Version 1.4 :

    http://www.easy-share.com/1908735004/WotBR14.rar

    Changelog 1.4



    Version 1.3 download:

    http://www.easy-share.com/1908496851...avens13sga.rar

    Changelog 1.3



    Here is the newest 1.2 version:

    http://www.easy-share.com/1908408726... Ravens 12.rar

    Changelog 1.2



    Here is the 1.1 version :
    http://www.easy-share.com/1908379596...vens%201,1.rar

    Changelog 1.1



    1.1 Changelist:

    Changelog 1.1



    The old 1.0 version:

    http://www.strategyinformer.com/pc/w...mod/33378.html

    http://www.strategyinformer.com/pc/w...mod/33378.html

    http://dawnofwar.filefront.com/file/..._Ravens;105843
    http://dawnofwar.filefront.com/file/..._Ravens;105843

    Installation:
    1 Extract the Enlgish.rar into : Dawn of War 2\GameAssets\Locale\English
    2 Extract the Data.rar into: Dawn of War 2\GameAssets\Data
    3 Make a back up copy of your own original DoW2.module file.
    When done, replace the original with the DoW2.module provided with the mod.
    4 Download Project WARhammer mod from here:
    http://forums.relicnews.com/showthread.php?t=224149
    5 Put pw_c.sga from the Project WARhammer mod into : Link to thread : Dawn of
    War 2\GameAssets\Archives
    6 Use the " -dev" parameter to start the game.

    "C:\Program Files\Steam\Steam.exe" -applaunch 15620 -dev

    It should look like something as this.

    7 Play the mod, and remember to start a new campaign.

    Full readme for this mod and used mods is in the RAR file.

    Known bugs:

    Bugs






    MP SM army


    Campaign pictures



    Astartes


    Space Marines


    "Ere komes da boyz!" Defense mission, wave 2.

    Here comes WAAAGH!


    "Too much dakka!" Neverending Hail of Devastation wracks merry havoc on the orks.

    Green tide


    SHOW SCREENSHOTS



    2.4 Chaplain by Shuma

    Last edited by DeusImperator; 9th Apr 12 at 6:33 AM. Reason: Update to 3

  2. #2
    Member
    Join Date
    May 2009
    Location
    Malaysia
    Yeah, I don't really mind you having an edited version of my mod inside. Go ahead

    However, keep in mind that you're supposed to use the Private Messaging system to make requests.....

  3. #3
    Thank you very much for your gracious offer.

    I offer in return the files I did (like Sternguards, plasma grenades etc.) I can also give my Single player items like shields. Feel free to ask me if you need any help in some of the more boring aspects of modding (like changing all Heavy bolters setup time )

    A Full credits list with a link to your mod (or to be precise, its thread), comes naturally.

    I can send my MSN contact if you would like me to send you the mod.

    I used this way so that it is public knowledge that I do NOT intend to steal anything.
    And it looks better this way. PMs would be small to such a wall of text.
    I am prone to cause misunderstandings, so please forgive me.

  4. #4
    Assassin2135
    Guest
    hmm all the strengths of these great mods under 1 roof nice

    btw will you be expanding the pop cap for the pvp Deus?

  5. #5
    Member
    Join Date
    May 2009
    Location
    Malaysia
    Well, right now the main thing I'm interested in is for somebody to make a Vortex Grenade....

  6. #6
    I think I could look into the vortex, it is the least I can do... however, what effect would you like for it?

    Eldar black hole? fiery doom? plasma blast? IT will be for PVP right?
    I might work on it tomorrow(Now it is midnight), just give me some directions please ... I'll add it to campaign in the compiler mod eventually I think. (in PVP plasma grenades are imba enough ).

    The popcaps, I forgot.
    Nids got 2000.
    Orks and eldar got 500.

    I am currently trying to rework it.
    SM got 100. However all SM troopers count for 1 point, tanks included, so it gives you a full company.

    Oh and the mod needs /Works with 1.8

    I did not consider uploading it anywhere until now, because I always made changes to it every second day. Now it is a bit more stable ( only changed in every 4 days ).

  7. #7
    Member
    Join Date
    May 2009
    Location
    Malaysia
    Vortexes are instantaneous-black-hole devices. So go with that.

  8. #8
    Assassin2135
    Guest
    2000 nids

    my god im gonna love this mod

  9. #9
    Make sure they are not metallic nids.

    I have 2giga ram, dual 2giga Core, and 640 megas of a videocard.

    And two metallic tyranid players can make me lag like a modem user watching youtube.

    However I do not advise more than two nids/orks per game. Unless you got a better CPU than NASA, or turn down the graphics.

    Corpses stay for a time.

    I'll be back in 12 hours, but it is not certain.

  10. #10
    Member IGBoy's Avatar
    Join Date
    Sep 2009
    Location
    Philippines, Butuan City
    Wow, all those three great mods(my personal favorites) merged into one....It's like a dream come true. I've been trying to merge them too but I had no luck and abandoned the idea. Can't wait...
    "Faith is my SHIELD, my fury is my SWORD!!!"

  11. #11
    While your idea sounds extremely wicked sweet, but like Aliblabla pointed out, you need the mod makers permissions before using their work, and Zetrial hasn't been heard from on here since July 16th.

    I think his campaign mod has some of the coolest touches I've seen, unique troops etc, and I'd love to see that in this mod, I wouldn't want to see you get in trouble on here becuase you didn't get his permission.

    But best of luck, maybe you'll be able to pull this off, I really hope so, looking forward to it.

    P.S. If you need a tester, someone to test it in co-op and/or PvP, let me know, I'll gladly help. lol

  12. #12
    I already pointed out that I will ask for a permission. I sent PMs.
    If that does not work, I'll send e-mails.

    If Zetrial will never return... well lets just say that 'We'll burn that bridge after we crossed it." or something like what the Space Wolves say.

    If he never comes online again, than what should people do? If I for some reason became unable to do my modding, I would be glad if someone else took it up, as long as he gave me credit for my part.
    (And of course not runing the mod by making SMs appear as gretchin in pink dresses ).


    I'm now working on plasma/vortex/krak grenades... would you like to see vortex grenades in campaign ?

  13. #13
    All I can say is, I hope Zetrial does pop back on at some point, because murphy's law dictates that someone will say use his stuff, give him credit, and THEN he turns up and says no. lol.

    And as for Vortex Grenades in the Campaign, yes, but only if the player can use them, not if Eldar do. lol.

  14. #14
    I am willing to wait for a while... SM will have vortex grenades, not eldar. Eldar never even had vortex grenades, or any analogue.

    Well I hope he comes back too. Or at least tells me "yes, you can use that".

    BY the way, where can you set the "countdown time" of grenades to zero?

  15. #15
    I'm pretty sure back in second edition TT, Eldar had all sorts of funky gear including Vortex Grenades, though I'm not certain. But I do know they had holographic cover/armour saves and stuff like that, pretty cool for space elves/hippies. lol

  16. #16
    OMG! that' whay we all are looking for! those are the 3 most awesome mods! and if you'll combine em...that would be just awesome!

    Edit: also if Zetrial will never return i think he'll not be angry if you will use his stuff. You already asked him a permission + u gave him a credit. And after all, by making this mod you'll only increase the reputation and fame of all the 3 modders, whom mods you will use.

    So i really hope that you'll release this mod!
    Only 1 sug. Don't make the FC alone. Put in with him some squadmates like Jaylo did. Perhaps the same loadout as Chaplain, Apoth, Lib and Champ or anything other.
    Last edited by miketwistam; 24th Oct 09 at 1:19 AM.

  17. #17
    I think back than Eldar had stuff like Hallucinogen grenades, and other "sneaky" gear which made the enemy insane, stunned, etc. I know the Harlequins have Hallucinogen grenades, and Dark Eldar got Terror grenades. I'll check it tough.
    I am sure Imperium had "tanglefoot" grenades (gravity grenades that slowed down enemies), Vortex, Plasma (Hellfire ), Melta (now Melta bomb I think), radiation, Virus (now Toxin grenade for Apothecary), Blind, Emp, Smoke, and a wierd "plant clearer" that only destroyed foliage to prevent enemies from cover.

    And Craftword/Clowns still have holographic armour.

    I do not remember vortex tough.... and anyway, their D-Cannons do exactly the same stuff with their singularity .

    http://xrealitysandwichx.deviantart....oper-141238964
    This is the new secret weapon from Coruscant !

    Oh and does anyone know if the "two weapons in one" can be done like it was did to the Obliterators in DoW1?
    I mean it would be great for Krak/Frag missiles and Sternguard bolters.
    Could it be done in a similar fashion as the Fire Prism's beam switch ? To load frag and krak missiles?
    Last edited by DeusImperator; 24th Oct 09 at 2:17 AM.

  18. #18
    Part of me agrees with Miketwistam, maybe you should just do it anyway. lol.

  19. #19
    I intend to wait for as long as it is logically possible. (At least 2-3 months)
    I mean that is quite a long time to get an answer.

    But I really hate plaguerism, due to over-trolling Starcraft fans and people who stole my Blood Ravens article.

    I also edited the DoW2.ucs and removed several errors:
    The miss-spelling of "Adeptes Custodes" and every Vulkan part. Somebody at Relic apparently tought Vulkan(which IS the home planet of Spock) was the home planet of the Salamanders. However I re-wrote it to Nocturne, and modified the "Vulkan's Wrath" plasma cannon description so that it is named in honour of the Salamander Primarch.
    Plasma cannons now use the ice hit FX, which makes a big blue explosion upon impact. I hope I also managed to make the THunderhammers do AOE damage.

  20. #20
    two to three months? Aw man, that sucks, I'm itching for a decent mod, but I understand. *sigh*

  21. #21
    Lets hope Jaylo and Zetrial will be kind enough to let me use their mods, and inform me soon about it.

    However be preprad, the MP balance is not as good as Aliblabla's.
    The Campaign... I'm not sure which difficulty you like to play. I think Primarch is still pretty hard.
    Well I will make it harder/easier depending on tester's views.

    Defense is extremely fun, with waves of literally hundreds of enemies with nids and orks.


    Grenades are done. Chaplain in MP gets vortex grenade.

    In SP, grenades can now be wielded by all squads. For some reason they don't get charges from supply drops, so they are a limitless ability which costs power. For some reason it takes a few seconds to throw the vortex.
    The more powerful grenades have longer cooldowns.
    You get frags at level 2, Veteran frags at 5, Kraks at 10, plasma at 14, and vortex at 18.
    Frags now have a LARGE area of effect.
    KRaks have a small area of effect, but high damage.
    Plasmas got medium AOE, high damage, but do not knock down.
    Vortex grenades/Virus grenades got high damage and large AOE, but they have a long recharge time.

    The FC now has Toxin grenades.
    Throwable stuff can be throwen for a LONG distance (50 meters). SM are known for being strong, and lobbing grenades at a very long distance.

    Oh I failed to mention it, this is a MOVIE Marines mod. Especially the campaign.
    Currently you will face an average of 750 enemies in every mission.



    http://img39.imageshack.us/gal.php?g=relic00040.jpg
    Last edited by DeusImperator; 2nd Feb 10 at 4:25 AM.

  22. #22
    Wow, looking good.

    I do have a suggestion for another mod to incorporate, if you're interested, but it's not on this site:

    http://www.strategyinformer.com/pc/w...mod/32934.html

    I've asked his permission for you, in case you want to use it, if not, no worries.

  23. #23
    Hm his mod was the first campaign mod if I am not mistaken. It was the first mod I played, and it was(and still is) awesome.

    Hm Powerswords and Strom bolters... I'm not sure would that not clip?
    If he managed to fix clipping, than it is wonderful.

    I am not sure I can use much of it... since it modifies the same things as Brothers and Squad mod already does.
    But I'll aks him for a few advice about the Terminator weapons and storm bolters.


    Jaylo138 honoured me by giving me the permission to load his mod.

    Now I'll just have to wait for Zetrial.
    I'll try to get his email/MSN.

    Oh, and there are ANGRY MARINEs inside: FFFFFUUUUUUUUUUUUUUUUUUUUUUU.......
    ...........uuuuuuuuuuuuuuuuuuuucccccccccccccccckkkkkkkkkkkk!
    They work fine with Powerfist wielding Vanguards. Pity you can't dual wield chainfists in game !

  24. #24
    Member jaylo138's Avatar
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    I'm an Englishman!
    If you are going to use the guard units i'm just letting you know that i'm improving the textures slightly at the mo, like removing the glowy lights from the psyker & replacing them with silver metal like his shoulder parts.
    Although i have got a bug to work out post latest patch, the ogryns & psykers are now showing badges that they shouldn't.
    Remember.... no matter where you go, there you are.

  25. #25
    The main thing I was thinking about from the Revamp mod was the ability to use wargear and weapons whenever you find them, not having them locked to certain levels and characters.

  26. #26
    Currently I am using the Terminator, Razorback, Predator and Karskin/Trooper drops, but thanks for the offer, I will look into it later.

    By the way does the FC voice work?


    Mine wargear has no squad restrictions for most stuff either.

    However I left leveling as it is. However you get terminator gear earlier.
    White "common" items no longer drop. I had my too much of "30 Relic Dreadnought armours" after every mission I did.
    However green wargear also drops more frequently, so you won't lack in wargear.

    Now models are added which are in game but unused.

    To balance the swarms of enemy troops, some wargears are now more powerful. All "chanced" on hit buffs have 100% chance, except with rapid firing guns like heavy bolters, where it is usually 30%. ALL sm squad members have better health.
    All armours give double defense rating.

    My aim is the "background marines" feeling, where a small force of extremely deadly warriors fight against endless swarms, killing a thousand enemy for every brother who dies.
    Last edited by DeusImperator; 24th Oct 09 at 12:03 PM.

  27. #27
    @ DeusImperator

    Have you any plans to add more traits to existing squads?
    Like Jaylo was about to do in his mod.
    I mean thing like new trait in FC enerhy tree, that makes his abilities to recharge faster.
    Oh and also, is there any way to implement the zeal system from MP to Camp? That'll be pretty awesome!

  28. #28
    Those are great ideas, but I am not sure I can do them. I'll look into it. I also have no idea what those new traits should be.

  29. #29
    Well just some random ideas:
    in ranged tree:
    1)Masters of Arms - The squad becomes highly skilled at ranged combat, slaughtering any Xeno on it's path with the righteous rounds.
    increases ranged damage of the squad by 15% and their accuracy by 10%

    2)Fury of the Angels -After years of experience Astartes acknowledge all the weak spots of any enemy.
    Each shot have small (perhaps 1-5%) chance of instantly killing any creature (not bosses).

    in stamina tree:
    1)Pain is our mentor! - Pain is one of the best mentors and one of the greatest enemies of Astartes. We shall know no fear and no pain!
    increases the HP of the squad by 20%

    2)Blessings of the Machine Spirit - by the blessings of the Machine God, the squds armor becomes unscratched even after the most horrific damage and it has the ability to restore over time.
    increases the armor of the squad by 20 and increases the Health Regen rate slightly.

    in melee tree:
    1)Masters of War - increases the melee damage of the squad by 15% and their melee skill by 20%

    2)Zealous Strikes - each strike in melee restores additional energy and health per hit.

    in energy tree:
    1)Adrenaline - each hit taken has chance to increase the energy regeneration rate by 40% for 5 seconds.
    2)Replenishment - Supply Drops also restore 15 energy.
    or
    2)We Will Never Tire! - increases the squad's melee and ranged attack speed by 20% while below 40% of maximum energy.


    just dropped in some random ideas. hope that will help =)
    i know you'll not implement them all, but i think you could use one or two of them if u wish. =)

  30. #30
    Hm they are very nice, although I'm not sure I caan make them all.

    Master of Arms and Fury of the Angels: This could be good for Avitus or Tarkus.
    Pain is our mentor and Blessings of the MS: These are for Thaddeus and Tarkus I think.
    Masters of War: great for FC/Tarkus /Thaddeus
    Adrenaline and We will never Tire: Great for any squad. I am not sure if I can code them tough.

    Zealous Strikes : Althoug ha very nice idea, but it has already been implemented for Thaddeus in Stamina and FC melee trees.
    Replenisment: i am not sure if it is even possible.

    Tactical Superiority: Tactical expertise(which increases ranged damage) is now affected by tactical mastery (which gives it to all nearby SM).

    I just found some new hidden Banner and Iron halo models



    http://img38.imageshack.us/gal.php?g=relic00060.jpg


    Ohhh... how do you exactly add new traits ?
    Last edited by DeusImperator; 2nd Feb 10 at 4:25 AM.

  31. #31
    Assassin2135
    Guest
    I must say deus after looking at these specs im quite impressed with the growth of your compiler mod so far lookin forward to testing it when all lights are green

  32. #32
    The models are all the work of Relic, and the new textures are made by Jaylo, they deserve the praise.

    Actually, I had been doing this mod since a few months. Although I just started editing SCAR files now.

    But I had a very, very, very bad experience about the modders I asked for premissions at DoW1 (with the exceptions of Compiler, Zany Reaper , Mastro Robertus and Medes with the Firestorm team), so my initial attitude was "my mod will never be permitted".
    The Witch Hunters team did not even bother to answer a "Sorry, but no." for example. Now all their models rot on some DVD, and the mod is dead.

    However all the DoW2 modders mentioned here seemed so nice fellows, so I figured that I could asked them. I am glad that we have a friendlier attitude here.

    Some more trait ideas: (Traits are still only theories)

    Zealous Strike: it would be good for Thule.

    Melee traits for Avitus :
    "Heavy weapon smash". Avitus and his squadmates use their heavy weaponry to club the enemy, knocking back nearby melee attackers.

    These are for all SM:

    Melee: "Crippling strength": melee attacks caused by this squad reduce enemy speed or/and damage.
    Divine zeal: grants knockback chance.

    Stamina:"Lightning reflexes" : reduces damage done by enemy attacks.

    Energy:"Eyes of the Emperor": SM detects infiltrated units from long range. No more kommando nobs popping up behind Avitus.

    Ranged:"righteous purgation" : increases ranged weapons range.

    About campaign enemy numbers:
    Eldar :
    Guardians , 40.
    Aspects/rangers, 25
    Elites/warlocks 15

    Orks:
    boyz 40
    burnas, big shootas, kommandos 30
    nobs, lootas 20

    Tyranids:
    gaunts:50
    Warriors and Raveners :20

    If anyone has any information about :
    how to edit and add traits?
    or
    Make wargear such as plasma cannons and missile launchers have a "switch" button" like the Fire prism. Either that or automatically firing krak at vehicles and frag at troops !



    http://img8.imageshack.us/gal.php?g=relic00073.jpg


    UPDATE : Force commander now wears veteran Mark 7 helmet with jetpack or as standard.
    Should he wear veteran Mark 6 (white beaked) with Jetpacks?
    Last edited by DeusImperator; 2nd Feb 10 at 4:26 AM.

  33. #33
    But you ain't chainging anything with these mods, but just puting them together, so if you credit in the readme file, you should be alright.
    Last edited by smeckma; 25th Oct 09 at 4:33 AM.
    One day I shall redeem my STRAWMAN
    DoW2 Apocalypse
    Community Map Pack
    The Gods Of War

  34. #34
    WoW! it's cool that you liked my Idea =)
    and your traits are indeed very nice and fitting.(and the most importantly very useful)
    And also, what about making Orbital Bombardment Relay to be not an accessory but a trait in energy tree like pre-last trait there. and the ability to use it twice - to be the last trait. Thus emptying 1 additional accessory slot for pury seals for the FC.
    And also i've sug-ed this to Jaylo too: please, just please, remove that grenadier trait from Tarkus' energy tree, cuz, that's more like downgrade than upgrade for him, even in vanilla, when he hadn't more energy using abilities. Please change it with smth like , Battle Lust of Avitus to regain energy per kill. Considering his Tactical Mastery consuming too much energy that would fit very well to him.

    Thtat's for now, i'll wait, 'till you'll try that tinkering with traits, and if you'll manage to do that, i'll come up with more ideas.

    Plus i have some ideas about lvling and game difficulty. I'll come with em later, if u'll allow =)

  35. Modding Senior Member Dawn of War Senior Member  #35
    Father of Death Croaxleigh's Avatar
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    Please keep in mind that forum rules dictate that if you don't have permission to use another's work, you can't use it. Regardless of whether 3 months or 3 years go by. Not to rain on anyone's parade, because I'm hoping like everyone else that you get the permission that you've asked for; just pointing out that the people who are saying "Well, you asked for permission and gave credit so it should be okay" aren't correct in this assumption.

    Best of luck!
    I has a Blurb. And one of those Tweeter things.
    Quote Originally Posted by roflmao
    I'd run with a shotgun to go hijack a private airplane and fly to Belgium. Nothing interesting ever happens in Belgium, so there's definitely no zombie apocalypse there.

  36. #36
    Sorry Croaxleigh, but I thought it was ok as he wasn't changing anything but just puting the 3 of them together.

  37. #37
    Croaxleigh: I agree on asking permission, but I must say it is a very wierd policy.

    Did any one of us ask Relic about permission?
    It should be asked most, since we all use their stuff.
    See? It is quite hypocrytical.

    But don't worry, I'm trying to reach Zetrial.

    Even if I can't reach him, I can change the SM squads (the only thing I use of his mod) to Squad mods' ones.
    Or I can even recreate the squads as my own... by replacing Zetrial's squads.

    The only major difference between Squad Mod and Brothers Mod marines are that Zetrial's marines each look unique. But I think I'll do that on my own if Zetrial doesn't comes back, but lets hope it won't come to that. Jaylo's Marines look really great too, I would just need to add a little armour variety and change lascannon to plasma cannon (at least I hope RElic will give us Lascannons in CR), and give a few power weapons to ASM on higher levels.

  38. #38
    Be carefull what you say DeusImperator: Croaxleigh put a lock on an old thread of mine just because I was commenting on how cool it would be to release my Steel Legion Advanced mod I had created. I honestly did not mean to cheat as I was hinting at the possiblity to ask for permission so that I could release, but he put a lock down on it never the less.

    On another note, I think it is important to tell edited or customized models apart from the Relic ones; and if you don't change anything, I think to credit in the readme file should be enough.

  39. #39
    The only edited/customised things are textures/icons, and all are done by Jaylo.
    I am thinking of adding a Chaplain/Librarian icon.

    On hosting, I think I'll host it on sites like strategygameinformer or dowfiles.

    I'll wait for a week, and if Zetrial does not show up until than, I won't load his mod at all. I will simply use the modified Squad Mod squads. It is simply deleting and editing around .... 60 files.

    That way I won't load/use any of his mod, and there will be no need to ask for permission.
    However I am lazy enough to wait for a week.

  40. Modding Senior Member Dawn of War Senior Member  #40
    Father of Death Croaxleigh's Avatar
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    Did any one of us ask Relic about permission?
    It should be asked most, since we all use their stuff.
    See? It is quite hypocrytical.
    Except for the fact that Relic has given their permission to mod their games. Once upon a time, they even had their own modding resource community known as the "Relic Developers Network", and have released documentation such as the ScarDoc in order to better facilitate the modding of their games. Even Games Workshop has given their permission, so long as it doesn't violate the terms that they have set forth regarding their IP.

    As far as our "weird" policy goes, it's a matter of IP. If you go in and work on a mod, creating something that didn't exist in the game before (even if it's just a few lines of code or a changed texture) then you still have the right to determine what happens with your work. Many mod creators are more than happy to give someone else permission to use their work, and this is great. Some would prefer for their work not to be used by others, and this is completely within their rights. We're not going to put a time limit on the rights of someone to decide what does or doesn't happen with the modding work that they do. It's their work, they get to decide.

    Smeckma: You mean this thread? http://forums.relicnews.com/showthread.php?t=227313 I'm not even a moderator in that section, nor did I post in that thread at any point.

  41. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #41
    Retired Compliance Fairy Gorb's Avatar
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    In the past
    r.e. creating Traits:

    Traits are an upgrade that is applied to the squad. The upgrade then references an ability that a squad has. Look at the existing Trait code (in simulation/upgrades . . .) to see how the upgrade is structured; to create new ones you simply:

    1. copy an existing Trait upgrade, rename it, change the parameters (how much Will/Stamina/Strength is required, etc) and save to RBF.

    2. create a new ability if one is required and save it to RBF.

    3. if you have created a new ability make sure you have added this ability to the squad's EBPS code.

    Et voila, new Trait that may or may not unlock an ability. I'm away from my PC so I can't help you in more detail, but that's the general gist of it.
    I am an Iron Warrior! Iron Within, Iron Without!

  42. #42
    Banned Mormoran's Avatar
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    DeusImperator, have you sent Zetrial a PM yet? it should send him an email if you do, so he'll get it in his inbox and can come here and give his blessings... :O

    As for the mod, do you have ETA? it looks like awesome fun with all the baddies in the screen

  43. #43
    Smeckma: You mean this thread? http://forums.relicnews.com/showthread.php?t=227313 I'm not even a moderator in that section, nor did I post in that thread at any point.
    Sorry dude: I thought it was you. BTW, if you read this thread you will probably realize I wasn't going on about releasing without asking for permission (I'm still hurt as I am no cheater). What I am sure about though is you have put locks on my threads, maybe for other reasons, but you did. In one occasion I was going on about the map editor and micro managing my units. You said this was not going to happen, and for that reason, you put a lock on it (you said I was ranting).

  44. #44
    Anyway, lets not tempt fate and get this one locked, or someone gets banned. lol

  45. #45
    Well, I don't think Relic wants to put a lock on what people can dream of as they could take benefit from it. If you use proper language, there is no limit to what you can say.

  46. Modding Senior Member Dawn of War Senior Member  #46
    Father of Death Croaxleigh's Avatar
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    First of all, we're not Relic. Secondly, this isn't the thread to talk about what can and can't be said in the forums; I posted here to remind the OP of forum policy, not to start a discussion of the perceived injustices of the RelicNews moderators. Further off-topic posts will be deleted.

  47. #47
    Member Fulcaris's Avatar
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    just an idea
    you should try to give termies powerswords and allow power armoured marines to equip stormbolters i really dont like the idea of marines always with a pistol when using close combat weapons

    its already been done by Rodzaju
    i believe its called rodzaju's revamp
    Into the fires of battle, unto the anvil of war!
    The Firedrakes stand read to serve.

  48. #48
    It is indeed Rodzaju's Revamp, and that is a good idea, the only thing is, they don't clip correctly, Storm Bolters sit just in front of the hand of a Power Armoured character, and Power Swords sit in the wrist of a Terminator Armoured character, unless this has been fixed recently?

  49. #49
    Member Fulcaris's Avatar
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    i havent tired that mod myself but it apparently works perfectly

  50. #50
    Sorry, but I would like to avoid serious clipping. IF Rodazju managed to make his work without clipping, than I will ask his permission.

    Croaxleigh: I already sent Zetrial a PM and added him to MSN. I also sent him an e-mail .

    If he will not respond, I won't include his mod. This will give me big load of extra work, but I'll handle it.

    EDIT: I'll post an alpha as soon as Zetrial gives a word.
    If he can not be reached till Wednesday, I'll replace his stuff with mine, and upload it. That would be ready for ... about Sunday.

    Does anybody know in what timezone does Zetrial live?
    Last edited by DeusImperator; 26th Oct 09 at 5:28 AM.

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