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[CR] Wrath of the Blood Ravens mod

  1. #251
    The UI is in scaleform or some other pansy wretched thing that can not be edited by RBF converting. Damnation upon it! So in short, no. Sorry. Same damn thing limits the accesories to 3 I think. (We hates it! We'll poke its eyeses out!)
    It might be possible to mod in drop pods that would spawn your squads... but I think that would not work without SCAR.

  2. #252
    Senior Member horusheretic's Avatar
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    its likely to be more scar based and the graphics will probably adapt. the extra squad functions are already there considering PvP can show a few more.

    its just a case of looking through the files that determine how many squads are controllable.
    Tutorials_And_Helpful_Sites_Here <-link
    Want a 3d model commissioned? I may do so. Pm me!
    http://steamcommunity.com/groups/dow40k2-woa Join up for updates and view other members.

  3. #253
    Hm I tought the campaign main screne where you could drag the squads was scaleform.
    If not, than I'll look into it sometime.

    Thanks, Horusheretic.

  4. #254
    in the last mission you get all of your squads, though no hotkeys seem to be given for them, so potentially you could just use the event from the last mission to drop in the remaining teams at the begining of every level? I'm kinda stabbing around in the dark here i know, when i have some more free time maybe i'll have a look at it (or i'll continue to play this awesome mod :-p)

  5. #255
    I think someone with better SCAR editing abilities than me could do it, but it would take a long time at the moment.
    I'll look into it after my exams are done (1 month).

    New Tyranid units: (not 100% ready yet) For tier 3.
    Warrior Alpha : 5 man squad, very nasty melee attack. Can use Toxic cloud and Toxic explosion to deal even more damage in melee. I'm not sure on limits and such stuff yet.
    Carnifex Alpha : tougher version, can be upgraded like normal Carnifexes.
    However it has the multiple bioplasma attacks from campaign. I think it will have a limit of 1 or 2.

  6. #256
    Can you upload the mod to filefront, it downloads a lot faster than the current one, well without the membership which don't really want to pay for.

  7. #257
    The UI is a separate copyright from the main game due use of Scaleform... don't expect much in the way of tools.

  8. #258
    Oh I think the thing I hate most in the world is copyright. Nothing caused humanity as much pain as it did .
    May the wrath of the Dark Gods torture whoever invented it forever.

    I'll upload 1.4 to filefront than.

  9. #259
    Member Dukko's Avatar
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    I'm stuck at Angel Gate's Secrets.
    However, none of those fix you mentioned on the topic worked. .__.
    lol'd

  10. #260
    That happens sometimes. I'm not sure what causes it. Is your DoW2 installed as English?




    Devastators re-construction:
    Now starts with 2 heavy bolter marines, who can upgrade their gear to Missile Launchers or Plasma cannons.
    The squad can add either two plasma cannons, or two missile launchers or 2 heavy bolters.
    The sergeant equips the weapons used by the two original squadmates .
    I hope this Devastator squad is more "customizable" , while retaining the fluffly awesomeness of Long Fangs or Avitus-style BR Devastator squads (every sm has a heavy weapon).
    Heavy bolters are good against infantry whenever they are bunched toughether or drawn out.
    Krak missiles are good against vehicles, Frag missiles against blobs of infantry. Both missiles knock back the target.
    Plasma cannons are awesome in every way, but they are inaccurate against moving targets (and I can't fix it yet).

    New Units:
    Ork :
    Burna boyz, tier 1, 15 members. These burna boys are good at both melee and ranged damage, but they are not exactly durable.
    Tyranid:
    Carnifex Alpha : This is a more powerful carnifex, in tier 3 you get two of them.
    They have the Seismic Roar, Psychic Scream, and a fast-recharge charge and Bioplasma abilities.
    They can have all normal Carnifex upgrades, but do more damage with them.
    Warrior Alpha : You can have three of this elite shock squad. 6 members, each tougher and better than normal warriors, with the same upgrades,but they do more damage with them .
    They have the Flesh Hooks, Toxic burst and Toxic cloud abilities, all to be better melee combatants (although their ranged weapons are better too).



    MP overhaul:
    Larger squads have been reduced to smaller ones. This does NOT effects overall army size.
    Extra gibbing added.
    Wargear effectiveness for Eldar, Tyranid heroes and Mekboy and Kommando are increased to be balanced with the gear of SM heroes and Warboss.

    Space Marines:
    FC jump pack is fixed.
    Stern and Vanguard graphical update.
    SM squads are more expensive. (+10% to 30% cost )
    SM Tacticals upgraded with missile launchers can now change krak/frag grenades like a Fire Prism changes its firing mode.
    Krak missile damage reduced.
    Plasma cannon charge-up time removed. Overcharge ability added. Reload time increased due to IMBA.
    All sergeants have helmets added, and more ornate armour.
    Venerable Dreadnought can have an Assault cannon upgrade, which is stronger than regular one.
    SM weapons have more devastating FX, I'm not sure if I'll keep it tough.
    Sm have 5 per sec health regeneration. Terminators got 8 per sec.

    SM Teleporter wargear replaced with Master Crafted Helmet. Adds 500 health and increases detection radius by 50 (so the detection radius will be the same as normal Line of sight).

    Tyranids:
    Tyranids got general weapon damage boost.
    More HP for tyranid warriors and raveners, lictors.
    Carnifex moved to tier 2.
    Tyranid gaunts move in small swars, have adrenal glands /Toxin sacks upgrades, and are extremely fast.
    Gaunts have increased health regeneration, 3 per sec.
    Other tyranids have very fast health regeneration, 8 per second to 25 per second.

    Eldar:
    Eldar units are faster and deal more damage.
    Fire Prism has the same shield as the Falcon.
    Bright Lance, Fire Prism, D-cannon, Pulse and Scatter laser range increased.

    Orks:
    Mek hero starts with big shoota, and can get rokkit launcha.
    Small orks have medium health regeneration 4per sec), Nobs and Flash Gitz have 8 per sec.

    Plans:

    Giving the CommanderTerminator Thunder hammer and cyclone missiles, with teleporter.
    Making power armoured troops immune to flame attacks.
    The third and fourth Tyranid slot is free. If somebody got advice, I'll consider it.
    New upgrade for shootas : rokkit launcha, it gives them a few rockets for light anti-tank firepower.
    Make the Brightlance and D-cannon an upgrade for Suriken platform.
    New Eldar units? Dire Avengers would be nice, but the WS already has the shooty role.
    Making buildable heroes ressurectable.

    NEw units in consideration:
    Zoanthrope Alpha. Ranged and Melee warlocks, and Banshee / Ranger hero.
    Last edited by DeusImperator; 15th Jan 10 at 1:02 PM.

  11. #261
    Member Dukko's Avatar
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    Yes, it was in english, however the problem doesn't exists anymore, as my savegame has corrupted.

  12. #262
    Always make a backup. Even with normal DoW2.

    But I never heard my mod, or any other mod, corrupting a save game. I would use my anti-virus software for a full-scale scan if I were you.

  13. #263
    for the extra tyranid slots you should make super squads, not really strong squads but maybe move some stuff around and make terma and hormagaunts with some ridiculous number of troops.

  14. #264
    For a Zoanthrope Alpha, would there be any way to give it some kind of close range shockwave & line shockwave similar to what bosses have in the campaign?

    Also, what about adding Guardsmen & Storm Troopers as auxiliary units? At least until we can get IG in as their own race. I love watching the SM's and Guardsmen fighting together.

  15. #265
    The Carnifex and Warrior Alphas are are already elite squads. The Warriors can go 1vs1 on Vanguards (at least I think statwise, I don't think CPU builds custom units).
    They use the same weapons as the orignal units, but they got a "damage modifier" for both melee and ranged combat that confers at least +40% damage.

    The Zoantrhope Alpha could get a shockwave like that. It could also have some other spells, like the "Life leech" ability that the new Zoant Hero gets in codex, which damages enemy unit and restores health to to Nid.

    I'm also planning on making spore mines deadly again by increasing speed, numbers and detonation damage.

    I would like to get IG into the business, but I'll have to figure out a way to put them in the already full SM build bar. They can use bolters and plasma guns, but that looks a bit awakwardly big in their hands (those SM guns are HUGE for humans).

    I actually made Gaunt swarms smaller, because a lot of small squads causes less pathing errors than big ones. Hormagaunts are also insanely fast, and are good for overwhelming gun emplacements like Shurican Cannons before the more important tyranids come to finish the fight.

    I think the Termagaunt's attacks will slow enemy units, which will be handy against fleeing or fleet of footing enemy troops. (Eldar are fast. So fast that you can barely see before the Banshees until they are already mincing your heavy weapons.)

    I think an update will be ready in two weeks. Sorry, but my exams will last another week. Last will be on 27th of January.

    Orks big shootas are a bit IMBA at the moment. I think I'll have to reduce their damage a little, they are way to powerful against heroes (and they also slaughter infantry, but that is what they should do).

  16. #266
    Man relax, most ppl are gettin' exams these days. So they haven't even enough time to complain about "no progress" on mod. =)
    Please check out my mod for Warcraft 3: The Frozen Throne
    http://www.moddb.com/mods/circle-of-war

  17. #267
    What about making Ork ranged weapons accuracy worse? When I think of 'Ork' marksmanship, I think 'couldn't hit a broad side of a barn'.

    As for IG, what about a call-in ability on the commanders? Stormtroopers should get an off-map artillery barrage call-in as well -- if you add them in MP.

    I don't have internet at home, so i'm really pissed! I really want to use the Chaos Lord & Bloodletters! The mod's file is too large to put on my flash drive too, so i'm screwed

  18. #268
    Steel Faith, that is also a good idea, and that is what I did for DoW1. There every weapon has its own accuracy value.

    However in DoW2 you can not do it as far as I know since accuracy and armour piercing is the same set (like "power weapon pvp") for every weapon of the same type (like bolters, shootas, suriken pistols, devourers etc etc) so I would have to set up new accuracy ad armour piercing types.
    It can be done, but it will require a lot of work.
    Or I could take the easy way like any good little Sith fan, and simply add a buff to ork units that reduces accuracy in general (but then I'll need to make shootas better).

    I'm also thinking on making ork Slugga/shoota/busta/bomma/storm-boy squads a little smaller , and Kommandos tougher. You can micro more with more ork squads, and they are also harder to suppress by those pesky heavy bolters or suriken cannons.

  19. #269
    Kommando health increased by 20%.
    Ork squad sizes reduced by 25%
    Big Shoota damage reduced by 20% (it is still dead shooty!)

    I'm planning on removing the retreat option from Space Marines.

  20. #270
    I'm going to install the mod today. I just wanted to know if this was compatible with 1.9, or is it currently out of date?

  21. #271
    Member Brother Lucius's Avatar
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    Thats what I'd like to know

  22. #272
    I'm not sure about the current one.
    The 1.5 will be compatible with 1.9.
    My last exam is on the 27th. After that I'll need 1-3 days to polish it off.

    Space Marines seems to be defeatable now. Devastators are a "necessary" units if you play against Orks or tyranids. Because if you don't have heavy weapons, the hordes will swarm your marines and it will be game over.
    The CPU also spams vehicles without considering limiting them.
    Unfortunatly my multiplayer games showed that DoW2 is highly unstable with mods, and this is no different.
    Too big or too long battles (30+ minutes) can cause crashing sometimes. Alrhough it might depend on your settings.


    Edit: I'm currently working on addig descriptions to the SM missile ammo switch ability, and I'm also randomising the SM Tactical and Assault Marine appearance.
    ASM might also get power weapon upgrades.
    Last edited by DeusImperator; 30th Jan 10 at 2:18 AM.

  23. #273
    Updates:

    SM Tactical and Assaults squads will now have 3-3-3 custom looking marines. Their statistics are unchanged.

    Global : missiles are more accurate, power weapons do slightly less damage against heavy infantry.

    Assault Marines can now have 2 power fists.

    Force Commander in Terminator armour can equip Thunder hammer as a melee weapon, and have a Cyclone launcher as accessory.

    However if the Thunder hammer is researched than the Cyclone is lost forever. I'm working on solving this.

    Update:

    New ideas for Terminator wargear:

    Terminator Helmet : More health.

    Heroic Visage : Open headed FC, which makes nearby troops heroic.

    Advanced teleporter relays: Better teleportation.



    I'm not sure that I can make the Librarian and Chaplain heroes ready in 2 days.


    I'm having already enough trouble with the Terminator, and my creativity comes and goes on its own Warp-twisted accord. Some days I only mod, others I watch tv, or paint my miniatures.
    Last edited by DeusImperator; 30th Jan 10 at 6:39 AM.

  24. #274
    I have updated my dow2 to 1.9 via steam, and the mod works fine with it (at least in my case).

    1.5 update is ready

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

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

    Updates:

    I don't really think shoota boys need rokkits in them.

    I think I'll just add a few Terminator FC upgrades and upload the mod to Filefront and easy share.

    Plasma cannon reload time increased from 4 to 6 seconds.
    With the overcharge and the Focus Fire ability it can still be deadly, but without them it is now easier to evade.
    The mod will be more balanced.

    The Chaplain and Librarian heroes will wait until 1.6 I think, since they would add at least a week more time to complete.


    Terminator new wargear:

    Accessories:
    Cyclone launchers: Gives the ability to launch missiles.
    Void Shields : Adds the shield that drains energy instead of health.

    Armour:
    Crux Terminatus : Boosts nearby SM like Sacred standard.
    Enhanced Actuators: Gives the TFC the Sprint ability.

    Weapons:
    Thunder hammer and storm shield : Powerful melee weaponry.


    BUG : For some reason, wargear abilities stay on the Terminator commander even after the wargear in question is replaced with another.



    EDIT:

    Plasma cannon projectile changed back to normal.
    Eldar plasma grenade explosion animation added to plasma cannon hits.

    For some reason, the SM Terminator FC's flamer, iron halo and missile barrage abilities won't remove themselves when their wargear is replaced by another one.
    The armour-given abilities work fine.


    Plasma cannons in action


    Devastator Marines with heavy bolters


    Tactical Marines with plasma guns


    Assault Marines with power fists


    SM army


    Martellus and Gordian in Campaign




    Hello, by the way I know that SM Dreadnoughts and Eldar Wraithlords use power weapons.

    I think Killa Kan uses them too.

    But what about the Carnifex? And the Tyranid Schything talons?
    I know boneswords are power weapons, but not much else.
    Last edited by DeusImperator; 2nd Feb 10 at 3:05 PM.

  25. #275
    Member TDATL's Avatar
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    Thanks for the update. I really like playing SP with this mod. I haven't been able to get past angel gate yet because of the cutscenes but I'll see if I can work around it.

    I thought I would mention that a number of wargear pieces have some issues.

    One of the most common is two items that have the same written "stats" function differently. The easiest to see this on is the "stalwart companion" bolt pistol. I get two of them while playing in the campaign. However, only one of them actually provides the +1 stamina boost.

    There are also quite a few pieces of war gear that say +1 to a stat and give way more than that. "Rite of Marksmanship" is one of the first I tend to find like this. Since a number of items do this I figure it is the description that is bugged.

    Other than that my only suggestion would be to balance the wargear as far as level and stuff if you get around to it. There is quite a bit of low level stuff that is better than stuff above it and lots of gear that is just not worth using.

    Edit: (was typing with steam browser. had to edit in rest) The main gear that comes to mind as being so much better that is basically makes everything else worthless is the red power armors you get early on. "unmovable," "armour of purity," and the "armour of purgation" are all much better than most of the other gear you get around their level and even past it.

  26. #276
    I see, but those are armours that were powerful in the original game too.
    I'll see what I can do for 1.6

    With Angel gate, try restarting it. Or try to equip only vanilla dow2 gear, nothing made by me or pre -ordered stuff.
    Also try using stuff that could be used in vanille (like no heavy bolters for tarkus).


    I'm not sure how I can fix the stats to properly say +5.

    I'm not sure on the double wargear issues. I'll look into it.

  27. #277
    Member TDATL's Avatar
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    I found something else. The charge speed on Thule is the same speed as his walking speed.

    Considering how short range it is he actually slows down to use it.

    Thanks for the tip on the wargear for angel gate. I had already done the no termie armor and stuff after that crashed it. Didn't think about the other stuff.

  28. #278
    I heard it on Filefront.

    I'll look into his charge speed.

  29. #279
    I have to post a bug report, when I got to the second Angel Gate mission, when it got to the cutscene where the Eldar blow their way through the gate, the game just stayed there, with them firing repeatedly at the gate, and the stationed Imperial Guard shooting at the Fire Prism Grav-Tanks, but it didn't move from there, I left it running for about 5 minutes.

    EDIT:

    Anyinformation anyone can forward to correct this please, it would be appreciated.

    And Deus, great mod, I think it works really well.
    _______________________

    Zombie Airplane! uuuurrrhhhhggg......neeeeeeYOOOOWWWW!!!

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  30. #280
    Member TDATL's Avatar
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    That is a known bug. I have it also. They will eventually destroy the gate. You can watch it by moving the camera. You do that by hitting esc and moving the mouse to the bottom of the screen at the same time.

    afterwards however, the farseer runs to the foundery and the camera stays on the gate till it is just one banshee squad and one wraithlord. Then the game freezes. You can unfreeze it for a few seconds by hitting the pause/break key. I have done this for quite awhile and it doesn't seem to move past even if you mash the key alot. I'm going to try it with no wargear at all next playthrough.

  31. #281
    Try equipping only vanilla wargear. Try restarting the mission, that fixes it for me.

    I don't know what causes it.


    Balances changes:
    Snipers and Plasma cannons deal way too much damage to Terminators. They go down like sluggas. I'll fix it.

  32. #282
    Member Einheriar's Avatar
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    First, thanks for this great compiler mod.

    Just, a few things that are quite annoying, though.

    First, while launching the mod via the .bat file, the wargear is bugged, as it constantly says "Tyrea" "Thaddeus (Terminator)" "Avatar" etc. I read somewhere it's a matter with dev mode or something when modding the rbf files, can't remember where.

    Secondly, even if my laptop is up to date (Win 7 with 6Go RAM, iCore7 2.67GHz, with latest nVidia GTX 295), they are way to numerous enemies (~50 per squad ?!?), but most importantly, wether I use the normal version of your mod, or the "fewer enemies" one, well, there is no difference at all !

    And finally, two more bugs, with Eldars, during the first encounter of the Farseer Idranel, when her health is low, she should disappear (with Cyrrus saying she's escaping). First time I played this mission, she never disappeared, she was wandering here and there, waiting for me to come back into the fray, but she never escaped, so I quitted the mission, and I came back later (after some missions on Calderis and Typhon), only then I managed to make her flea. Go figure.
    The other bug is during the second part on Angel Forge, but unlike the other, it keep saying me a "fatal scar error" or something like that, after the gate re-opens, so I can reach Tarkus and is squad. My guess is that the game didn't like at all Tarkus already wearing a Terminator armor before he should be able to do so in the campaign.

    Over than that, great mod, very enjoyable, very fun, all this slaughtering Keep up the good work !
    "REJOICE, Brother. Your slavery to the False Emperor ends today!"

  33. #283
    Oh. maybe I did a little wrong with the Alternate mod. I'll check it out soon.

    "up to date" is a very biased and subjective term. You will need a very good AND up to date computer.
    My one, for example, is very good, but not up to date. It can only run the mod lag-less on "High" settings, the "Ultra" will lag it. Without the mod, I can play on Ultra without problems. (Or play smaller battles on Ultra).

    If you use the SGA versions, there is no need for -dev mode. That is the whole point of the SGA and .bat thing.

    I heard about the FArseer not fleeing the first time, but it never happened to me.

    The only bug I get is second Angel Forge, but then I restart it and it works fine.


    At the first Angel Gate mission, you can not have terminator armour equipped, or it will crash.

    At the second Angel Gate mission, it sometimes freezes. This problem seems to be completely random.
    For me, restarting the mission will fix it.
    For others, pressing the ESC button repeatedly while cinematics play, or using only Vanilla dow2 wargear (no modded or pre order) will fix it. No terminator armoour either.
    Some people doesn't even have this error.


    EDIT :

    Update:

    Damage done to Terminator type armour is reduced.
    Flamers weapons now do crazy damage to infantry, but little damage to other unit types.
    Eldar Deathspinners are now flamers, their damage is reduced to match their new weapon type.
    Brightlances in general do more damage.
    Spore mines are now faster, tougher, and come in 15 packs.
    Fleet of Foot tooltip fixed.
    Tactical Marines can now upgrade to carry two heavy bolters, or one plasma cannon.
    Sternguard Veterans can now upgrade to have two of these weapons: Plasma cannon, missile launcher and Heavy bolter.
    Many of these heavy weapons have a unique look.

    Plans:
    Adding abilites to Seer Council.
    Last edited by DeusImperator; 7th Feb 10 at 9:02 AM.

  34. #284
    Member Einheriar's Avatar
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    Well, sure, when I say "up to date", I mean, for the time being, computers are always "evolving", we could possibly compare them to the Nids ^^
    I just played a few missions, including the one where you collect sample from the reclamation pool, with swarms of Tyranids, there was here and there some lag, but barely noticable (with ultra settings, though I do not have my FullHD screen back yet, cannot tell if it works fine in 1920*1080).

    Concerning -dev mode, I do not use it, I use your .bat file included, still, the wargear thing is always bugged, especially the "usable by <squad type>" thing, but also some other things, like description : Stormshields for Terminators (the one that replaces the firing weapon) are "level 10 bolt pistol", some other wargears not usable with Terminator armor say "not usable with bolter", and on the contrary, when it needs Terminator armor, it says "recquires bolter" and so on. Am I the only one to experience this ?

    The whole mod is fun, but it could benefit from a real fewer enemies version, maybe more codex aligned (like 30 orks per mob, ~32 nids per swarm, and half of this for the fewer version, just a suggestion though, for old computers ^^).

    I did not experienced the Farseer bug twice, but I did experience the Angel Gate one. The Eldars managed to smash it and once they passed it, it freezed, so I'll try it once more. By the way, how can you tell a piece of wargear is a vanilla one or a modded one (especially when you have UCS issues...) I wonder ?

    Anyway, thanks for the great mod, and sorry to bother you with my "complaints", I would mod it myself, but I didn't begin studying the thing (I can barely do it in the first DoW ^^)

    Cheers



    Edit : Another bug, in the army painter, on the Devastator Marine with bolter, it shows a heavy bolter ^^

    By the way, two things, where can I find any saved game (SP or MP) ? And could it be possible for you to include Hangar8 chapters mod ?
    Last edited by Einheriar; 7th Feb 10 at 9:06 AM.

  35. #285
    Member jaylo138's Avatar
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    Deus, could you clear some of your pm space so i can send you a message.
    Remember.... no matter where you go, there you are.

  36. #286
    Vanilla wargears were in the old game.
    Modded wargears are new.

    If you can find all the original wargear here : http://dow2.info/Category:Campaign_Wargear
    There is only a few new wargears in the game. 1 armour, 1 sword, 4 shields, and a few new grenades I think.

    At Angel Gate (Both of them), try using wargear that is usable by that squad in vanilla.

    FC: Do not use Iron halos or standards or heavy weapons.
    Tarkus: Do not use Iron halos or standards or heavy and melee weapons.
    Thaddeus : Do not use iron halos, standards or thunder hammers.
    Avitus: Do not use iron halos or standards.
    Cyrus and Thule, and all the others : Do not use mod-wargear, custom accessories like Artillery barrage. Try using only purity seals. Never, ever use terminator armour.

    Don't worry, I accept complaining. It is how I get to know new bugs.
    I'm not sure what does the UCS error. Mine works fine.

    If you have only slight lag in Campaign, than you have a good and up to date computer.
    The alternate version uses 1/3 of the normal squad sizes. That one should not be much bigger than vanilla. (Biggest squads around 20-15)

    The Alternate version should work fine, since I did not touch the files responsible for less enemies (They are in the WotBR_Data.sga , and this update only changed WoTBR.sga).
    Perhaps I should re-write the entire Alternate mod squads (the current version is only different because I editied a SCAR file to spawn less enemies).

  37. #287
    Member Robatech's Avatar
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    Before I start off with the problems let me say that i love the mod, i wouldnt restart it 5 times with out being able to finish it if not Dx

    Quick question as well, has anyone played through the campign with all of these mods sepreatly? Maybe one of them has the angle gate issue all alone.

    A few problems ive noticed that i havent seen anyone else post about though. 1. somtimes tarkus will switch from a bolter to melee weapons for the whole squad if you use taunt or the tactical advance. 2. if by chance you start up regular dawn of war and try to play the modded save file it erases it. Neither modded or regular dawn of war will be able to find/play any saved games. I had the problem with Idrenal not dieing or going away in the Threat to Angel forge mission. I restarted, played it a few times with diffrent wargear and she eventualy left. I only got to try the second part of angel forge and they still wouldnt blow the gate down, was gona try again but i started the wrong game and bye bye save T_T

    A few things that i think would be nice or make for somthing a bit more intresting is that i think the Tech Marine should be able to build walls. In Cope's Defense Mod he can build simple walls and turrets for the defence, might be a bit over powerd on defence missions but then again me calling down 4 drop pods filled with troops isnt exactly fair =P
    Another thing would be to have random orks in squads, I get sick of seeing the exact same ork shooting at me in a gaint mob so often. I know it would take alot of codding and work but having a few diffrent skin types in a shoota mod would be a nice change.
    Also the last thing is the space marines are a bit over powerd, the damage could be tweaked a bit, but when i can send in my FC in all alone and have him destroy every enemy easily its a bit far fetched, even for marines.

    Sorry for any typing errors, Gl with the mod, cant wait to see more!

  38. #288
    All right , let me get analysing.

    1: I never encountered it, and I'm not sure what does it. I must say that I use taunt rarely, but I'll try to use it more to see if it is bugged for me too.

    2. With Angel Forge, read a few of the earlier posts which are connected to it. Use original vanilla wargear, and don't equip items that the squad can't equip in vanilla. Do not use modded items. Never use Terminator armour in angel forge.
    Try restarting it, or hitting the escape button during the cutscene.
    Also, modded saves are only compatible with the same exact version and type of mod they were started with.

    3. I can't make him do walls I think. But I could give him the turrets...
    4. Random orks : Good idea, although it will take a lot of works.
    5. Movie marines are scions of the Emprah after all. What difficulty do you use?

  39. #289
    Member Robatech's Avatar
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    Well ive tried a few of the angle forge ideas with the gear n such, havent tried them all because i keep starting up the wrong game DX gotten a bit tired of playing the first set of missions so many times. With the save thing, the last version didnt have any problems like that, the regular dawn of war couldnt Play them, but it didnt delete them.

    Meh the walls thing i thought would just be kinda fun, one of the imperial guard mods has them able to build bunkers as well so just put it out there =P

    i just play on normal, Ive already seen the plasma gun/cannon issue on here so not gona repeat it, i suppose in multiplayer the marines are pretty balanced. Its a bit more realistic in singleplayer (yes man armored tanks running around with swords that were ment for trees is realistic xD) a guy shoots at an ork or nid or what have you, it normaly dies... However that is the fun of single player having marines running around and shooting everything they see and killing them in an instant.

    For the Random ork thing maybe you could look at tarkus, his squad has random models in it from the begining and you have even set that for the rest of the squads.

  40. #290
    I know how to make random orks, and I will make them, however making customised squad members is a very tiring process, so it will take time for me to code it.

    Especially If I want to randomise other ork and eldar squads too.

    In the campaign, it was Zetrial (not me) who already made all SM squad members unique.

    Which is as close to "randomised" as this game's engine will allow us.
    I also made TSM and ASM more randomised in the MP, so I can do it too.

    Also, before Angel Forge, go to your Documents/My games /Dawn of war 2 / save games.
    There, make a copy of your save before angel forge.

    I also have a new idea. During the first angel gate mission, try not to use Tarkus, and disequip ALL his gear. Perhaps that would work.

    Well the orks and tyranids do tend to die, since the Marine in question is a superman and is firing a gun that shoots armour piercing explosive rockets like a machine gun.




    For Chaos Rising:
    SM Chaos Lord summon ability will be removed. It will be replaced with summon IG.
    In the Chaos Rising campaign you will be facing Chaos Marines, who will be every bit as tough as your marines.
    So a 5 man Chaos squad will be more dangerous than a hundred orks. It won't be unbeatable, and it will have its swarm fight against the other races too, but mostly it will be a battle against an equal foe.
    Flamers will be anti-deamon weaponry.

    This mod is mainly ment for Sergeant/normal and Captain/hard.
    Recruit/easy is for the casual player who just wants to see waves of enemies die.
    Primarch/Insane is for the brave players

  41. #291
    Member Robatech's Avatar
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    Iam not doubting that it will be a pain to randomize units, just that it would be cool i think

    I tried the save game thing with 1.3 i think, and didnt work. Ill try the tarkus thing however.

    I was also wondering if you might be able to change the bolt pistols. Its not like there supposed to be all powerfull like a rocket but shooting 1 bullet then having the guy reload is kinda point less >.> not that he should be useing a pistol when he has an chainsword but still, why really even have it if it does nothing.

    By any chance are you going to work on the other races some more? Add some more eldar or orks or anything for multiplayer

  42. #292
    The problem is that most Eldar units would need unique models which can not be done right now. I could split guardians into "storm" and "normal" , but that is all.
    As for orks, most units are in that can be done with the current models in game.


    I'll look into the bolt pistols, as they do seemed a little useless.

  43. #293
    Have you updated the 'Alternate' mod yet, as it did kind of kill my machine running the mod before. I remember thinking, "If this is the 'Alternate' mod, how crazy is the full mod?!?" lol

  44. #294
    Member Einheriar's Avatar
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    Back on the thread !

    Well, indeed, that could be very interesting to see randomised Orks and Eldars, at least like Zetrial did with the SM. Maybe adding some units in the Army Painter for all, just to have a close look (like Dread for SM, anything else for Orks, Eldar and Tyranids), would be cool.

    On the Angel Forge matter, well, I guess I ruined my luck for the next 3 generations, I tried 4 or 5 times as you said, and I can remember I did give Tarkus a bolter, master-crafted grenades and purity seals before he stays at AF, still freezes once the Eldar are in (when the Banshees come back in the middle of the way).
    I also tried skipping the cutscenes, no luck at all. Some kind of a curse my grand-son won't get rid of easily, I fear. Shame I didn't find my saved games before that, I was killing everything in less thant 2 weeks, on Primarch level, but with this sodding bug, I must be on the 17th day now. I'm quiet bored of restarting the campaign once more, I'll wait the next version to consider this posibbility.

    By the way, the 'fewer version' of this mod, does it affect SP, MP, or both? (well, theorically speaking, cuz I still haven't noticed any difference at all, I did have the same thought as Cain the first time I played it). Still no clue on the bugged tooltip, kinda annoying as well.

    Waiting for Chaos Rising, the concept of the campaign sounds nice, hope it will unveil more on the Blood Ravens' history. As far as I can remember, we didn't learn that much, even in Dark Crusade (haven't played Soulstorm 'till the end, too bugged).

    Anyway, always cool to nuke so much Enemies of Man

  45. #295
    Chaos Rising will be a hard ride, since Chaos Marines will be every bit as awesome as Loyalist Marines.

    The biggest amoung of lore about the Blood Ravens was given in Dawn of War 2. The loading screens and wargear tooltips gave better insight of the Chapter than all the books thougether. Fortunatly Relic seems to ignore most of the "jam" coming from that source.
    It looks like Chaos Rising will continue the storyline of the game (not the very very very bad book, since Tarkus is still a sergeant and the nids were stopped at Typhon) and it looks like they are picking up the DoW1 game instead of the book too.
    I don't think they will reveal the primarch, but I'm sure there will be a lot of confusing hints in the game.

    I do not know what is causing this angel gate thing. It doesn't show up on any warning logs or other stuff. And it also appears to be quite random.
    Personally I blame the unstable engine.

    Alternate only affects SP.

  46. #296
    Has the 'Alternate' mod been toned down yet?

  47. #297
    No, and I got a "little illness" (Damn you Nurgle), so it will take at least a week to make it ready.

  48. #298
    Ok, no worries, I couldn't tell if you had or not, you'd mentioned some changes, but I didn't know if you;d uploaded a new version.

    I hope you feel better soon, I've been afflicted by Nurgle too. lol

  49. #299
    Member Einheriar's Avatar
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    Sitting on the mound of skulls I made for Him, staring at the blood river.
    March is near, so is the Great Unclean One, it just makes sense.

  50. #300
    Member Robatech's Avatar
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    If you read the books then you figure out where they came from =P Not the Dawn of war 2 book... i couldnt even finish half of that, but the first books xD
    Ill give you a hint... its from a traitor legion.

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