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[CR] Wrath of the Blood Ravens mod

  1. #501
    DEUS 1 MORE REQUEST HOW DO I USE THE MARTINJ DOW 2 LAUNCHER...PLEASE HELP AS I AM UNABLE TO START IT

  2. #502
    I do not know. Try using your steam shortcut for the one I uploaded, and add " -dev" without the " " -s .

    Also, for MP , I'll make a Chaos Terminator squad. These will look like the Chaos Lord, just with not as good wargear.

    Terminator Lightning claws are also good for vanilla wargear.
    The only wargear that can not be given to SM is Lightning single claws, since those are CR SP exclusive.
    I hope Relic will include them in MP or LS sometime tough....

    Non-hero SM in SP are now tougher.
    Wargear drop rate reduced.
    Last edited by DeusImperator; 29th Mar 10 at 3:22 AM.

  3. #503
    hey deus what are the changes in the cr mod.......i am playing it but the squads sizes are as the vanilla sizes and cant seem to find any new upgrades or the grenades that were in 1.6 or the previous versions

    something is weirdly wrong in the second stage of the game in sp a single wraithlord destroyed my entire 4 squads and i lost the stage?????????

    the only changes are that the firepower has increased

  4. #504
    You must have unpacked it wrongly.
    All previous content is still in.

    I changed nothing in the campaign. It is as it was, the only change is that the FC can speak.
    So CR campaign is vanilla CR campaign, just with FC talking.

    CR campaign is hard to begin with.
    Last edited by DeusImperator; 29th Mar 10 at 12:53 PM.

  5. #505
    Still wont work for me.

    The mod is loading now, but there are no actual changes to the MP games.

    But playing the campaign while the mod is active makes the campaign skip all movies, hurries through all the voiceovers (just the text), cuts out all voices themselves, and cuts out the animated artwork in the topleft of the screen when characters are supposed to be talking too.

    (Yours is the only mod I have installed by the way)

    I've installed and reinstalled DOWII and CR so many times now to try to get this to work.
    Last edited by Zkyire; 29th Mar 10 at 1:07 PM.

  6. #506
    Installing and reinstalling won't help I think.

    Try checking the integrity of your files with Steam.

    Also, be sure to use the correct Steam shortcut with the -Dev command.
    Mine looks like this :

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

  7. #507
    From a fresh DOW2/CR install, I:

    - Open the DOW2 shortcut properties and change the target to: "C:\Program Files\Steam\Steam.exe" -applaunch 20570 -dev".

    - Move your mod into the DOW2 directory.

    - Move the "dow2modlauncher" program into the DOW2 directory.

    - Launch the "dow2modlauncher" program.

    - Select your mod.

    - DOW2 loads.

    - I play the game and there is no actual change to anything.


    *edit*

    In the deusmod.module it says:
    "archive.02 = Deusmod\Archives\pw_c.sga"

    But there is no pw_c.sga in the Deusmod\Archives folder. Only the data.sga and attrib.sga


    *edit #2*

    I thought if I copied the pw_c.sga file (from the 1.7 version you linked to earlier) into the deusmod archive folder that it might work, still no change in game.
    Last edited by Zkyire; 29th Mar 10 at 4:11 PM.

  8. #508
    Great mod and it works, to a point. Up until the end of the second mission of the original campaign (rescuing Avitus) it worked fine. When the mission was over, it did not allow me to use Cyrus or Avitus at all, and when i tried to do the next mission, I got a fatal scar error. I also got a fatal scar error when trying to do ANY mission in the Chaos Rising Campaign. I installed it just the way you put it in the readme. I'm on steam btw.
    Again, kickin' mod.

  9. #509
    First off, AMAZING mod bro. Me and a bunch of friends reinstalled this after we got bored of vanilla.


    But we got only one issue, please, please, PLEASE put running speed back down to normal. WE know that in the 40K universe they move that fast but for a game it sucks the fun out of it.


    But that's our 2 cents thanks and hope you change it, if not...great mod either way.

  10. #510
    deus sorry m not clear about what u said.......do u mean that the cr campaign is just normal vanilla campaign with no changes in it like in the previous versions we got imperial,tank and apotochery droppods and several pieces of wargear and grenades?

  11. #511
    Great Mod, but i didnt manage to play it in CR...
    vanilla game runs well but some major laggs in ork defence missions (maybee reduce vanishtime of corpses)

    and movie scar error on 2nd angelforge mission

    in addition the item droprate is too high i got all the wargear in game u let drop at level 9, so i have a long way for equipping the good stuff

  12. #512
    I screwed second mission in Angel Forge too)))I forgot about that bug with Tarkus and terminator armour when i defended the Angel Forge, so if you won't say how to make it work i'll have to wait version for CR campaign

    Please, help me, somebody!!!

  13. #513
    I said this is a beta.

    I could reduce Ork and Tyranid unit speeds.

    What I mean with CR is that CR campaign is the same with and without the mod. I can't make it clearer in English. Non moded and moded CR campaigns are the same.

    using MY Files : Just extract the RAR into the DoW2 main folder, and use the "C:\Program Files\Steam\Steam.exe" -applaunch 20570 -dev
    thing and it should work.

    Check that the PW_C.sga is in DoW2/Gameassets/Archives folder, and the Attrib and scar folders in doW2/Gameassets/Data folder.

    When I play the Tyranid Campaign, it works fine for me. I did not reach Angel forge yet, I admit.
    Last edited by DeusImperator; 30th Mar 10 at 9:03 AM.

  14. #514
    well i cant even start cr campaign with your mod... due to scar error in first ingame movie

  15. #515
    to akogooth
    Try to unpack pw_c.sga and place it to the Gameassets folder. Also use vanilla DOW2.module and start game in -dev mod. This helps me.

  16. #516
    17:34:29.26 -- DOW2 Warnings Log --
    17:34:29.26 c:\program files\steam\steamapps\common\dawn of war 2\dow2.exe started at 2010-03-30 17:34
    17:34:29.26 OS NT 5.1, 3071 MB Physical Memory, 1955 Mb Physical Available, 1364 Mb Virtual Available
    17:34:29.26 RUN OPTIONS: -logs -applaunch 20570 -dev
    17:34:29.26 WORKING DIR: 'c:\program files\steam\steamapps\common\dawn of war 2'
    17:34:29.26 USER: 'Owner'
    17:34:29.39 MOD -- Initializing mod 'DOW2', version '1.0', locale 'english'.
    17:34:29.42 APP - Multi-threading Enabled
    17:34:29.42 XTHREAD: Detected 2 core(s) with 2 hardware thread(s)
    17:34:29.45 ParentalControls: No Games Explorer found.
    17:34:29.78 NetworkManager::Create - creating network manager
    17:34:32.85 Transport::Connection request to live://255.255.255.255,0.0.0.0?port=1001?mac=AAAAAAAA?abOnline=AAAAAAAAAAAAAAAAAAAAAAAAAAA=?XnKid=AAAAAAAAAAA=?XnKey=AAAAAAAAAAAAAAAAAAAAAA==
    17:34:32.85 Transport::Connection request to live://0.0.0.1,0.0.0.0?port=1000?mac=AAAAAAAA?abOnline=AAAAAAAAAAAAAAAAAAAAAAAAAAA=?XnKid=AAAAAAAAAAA=?XnKey=AAAAAAAAAAAAAAAAAAAAAA==
    17:34:32.87 Net::ThreadFunction - Entering network thread function...
    17:34:32.87 MessageInternal::CreateChannel: Created channel GSTP
    17:34:32.87 Session::Initialize - info, initializing session object, using threads.
    17:34:32.87 Transport::Connection request to live://255.255.255.255,0.0.0.0?port=1001?mac=AAAAAAAA?abOnline=AAAAAAAAAAAAAAAAAAAAAAAAAAA=?XnKid=AAAAAAAAAAA=?XnKey=AAAAAAAAAAAAAAAAAAAAAA==
    17:34:32.87 AutomatchInternal: Instantiating
    17:34:32.87 PartyInternal: Instantiating
    17:34:32.87 MessageInternal::CreateChannel: Created channel PRTY
    17:34:32.87 MessageInternal::CreateChannel: Created channel QCKM
    17:34:32.87 Session::Initialize - info, initializing session object, using threads.
    17:34:32.87 Transport::Connection request to live://255.255.255.255,0.0.0.0?port=1001?mac=AAAAAAAA?abOnline=AAAAAAAAAAAAAAAAAAAAAAAAAAA=?XnKid=AAAAAAAAAAA=?XnKey=AAAAAAAAAAAAAAAAAAAAAA==
    17:34:32.87 MessageInternal::CreateChannel: Created channel STEM
    17:34:32.87 GAME -- Dawn of War 2, EXE Version: 2.1, Build 4679
    17:34:33.70 ShaderDatabase : shader [DATA:Shaders\TERRAINOVERLAY.SHADER] specifies an undefined inputlayout terrainbasemesh.
    17:34:33.70 VIDEO -- Driver Name = nv4_disp.dll Desc = NVIDIA GeForce GTS 250
    17:34:33.70 VIDEO -- Driver Vendor = 0x10DE Device = 0x0615 SubSys = 0x11563842 Rev = 0x00A2
    17:34:33.70 VIDEO -- Driver Version Product = 0x0006 Version = 0x000E SubVersion = 0x000B Build = 0x200E (8206)
    17:34:33.70 VIDEO -- Driver GUID = {D7B71E3E-4555-11CF-FC7B-5D3103C2CB35}
    17:34:33.70 VIDEO -- Frankensteined 2.1.1
    17:34:33.75 VIDEO -- Unable to start graphics driver. [Invalid call]
    17:34:33.75 VIDEO -- Error: D3DERR_INVALIDCALL
    Desc: Invalid call
    Code: 2156, Facility: 2166, Severity: 1

    17:34:33.75 VIDEO -- Error:[D3DERR_INVALIDCALL]
    17:34:33.75 VIDEO -- BackBufferWidth = 1280

    17:34:33.75 VIDEO -- BackBufferHeight = 1024

    17:34:33.75 VIDEO -- BackBufferFormat = 21

    17:34:33.75 VIDEO -- BackBufferCount = 1

    17:34:33.75 VIDEO -- MultiSampleType = 1

    17:34:33.75 VIDEO -- MultiSampleQuality = 1

    17:34:33.75 VIDEO -- BackBufferCount = 1

    17:34:33.75 VIDEO -- SwapEffect = 1

    17:34:33.75 VIDEO -- hDeviceWindow = 329166

    17:34:33.75 VIDEO -- Windowed = 0

    17:34:33.75 VIDEO -- EnableAutoDepthStencil = 1

    17:34:33.75 VIDEO -- AutoDepthStencilFormat = 75

    17:34:33.75 VIDEO -- Flags = 0

    17:34:33.75 VIDEO -- FullScreen_RefreshRateInHz = 0

    17:34:33.75 VIDEO -- PresentationInterval = -2147483648

    17:34:33.75 VIDEO -- DevType: <1>; HWND: <329166>; Behaviour: <66>
    17:34:33.75 VIDEO -- PANIC: Clearing and disabling reservations!
    17:34:33.75 VIDEO -- Could not set up D3D device.
    17:34:33.75 GRAPHICSSETUP -- Failed to set desired mode, falling back to defaults.
    17:34:34.54 VIDEO -- Detected Display Video Memory [1024 MB]
    17:34:34.54 VIDEO -- 32bit OS Detected
    17:34:34.57 VIDEO - NVIDIA card version [65552], memory, dedicated [1024 MB], system [0 MB], shared [0 MB]
    17:34:34.57 VIDEO -- Dedicated Video Memory [1024 MB]
    17:34:34.57 VIDEO -- Graphics Card Memory [1024 MB] Texture Memory Available [1251 MB].
    17:34:34.57 VIDEO - Using shader profile 'sm3'
    17:34:34.59 SHADER -- variable [g_bPostProcessingEnabled] declared in [effectpool.shader] but not in .fx.
    17:34:34.59 SHADER -- variable [g_useTerrainLightmap] declared in [effectpool.shader] but not in .fx.
    17:34:34.64 SHADER -- variable [textureSize] declared in [terrain_splatongeometry.shader] but not in .fx.
    17:34:35.03 VIDEO -- Texture Memory Start Device Reset: Video [1024MB] Total [1251MB] Available [1251MB] Used [0MB].
    17:34:35.04 VIDEO -- Texture Memory End Device Reset: Video [1024MB] Total [1251MB] Available [1247MB] Used [4MB].
    17:34:36.00 Largest sent is now 56
    17:34:39.45 RTREF - Creating RenderTarget <shadow texture dummy>
    17:34:40.31 SOUND -- FMOD System Initializing...
    17:34:40.31 SOUND -- Speaker output configuration set to Stereo
    17:34:40.32 SOUND -- FMOD System Initialized on device C-Media USB Audio .
    17:34:40.34 SOUND -- SIR Filter 1 initialized
    17:34:40.34 SOUND -- SIR Filter 2 initialized
    17:34:40.34 SOUND -- Initializing ...
    17:34:40.34 SOUND -- 96 voices selected, using 96 LOD settings
    17:34:40.53 SOUND -- Initialization completed!
    17:34:40.54 1 GameObj::m_loadState = LOAD_None
    17:34:40.54 GAME -- Beginning FE
    17:34:40.56 starting fe
    17:34:40.56 ScaleformFrontEnd - Loading Front End
    17:34:43.29 starting fe done
    17:34:43.29 APP -- Resetting fp control word.
    17:34:43.46 HttpRequestAsync::Initialization - sending 0 bytes to dow2stats.relic.com///reports/get_statslevel.php?name=DOW2
    17:34:56.81 LastStand -- Adding heroPBG sbps\core\race_eldar\survive\farseer_hero at index 0.
    17:34:56.81 LastStand -- Adding heroPBG sbps\core\race_ork\survive\mekboy_hero at index 1.
    17:34:56.81 LastStand -- Adding heroPBG sbps\core\race_marine\survive\tactical_marine_hero at index 2.
    17:34:56.81 LastStand -- Adding heroPBG sbps\core\race_tyranid\survive\hive_tyrant_hero at index 3.
    17:34:56.81 LastStand -- Adding heroPBG sbps\core\race_chaos\survive\chaos_sorcerer_hero at index 4.
    17:35:00.15 PBGM Loaded in 14.040001 seconds.
    17:35:00.82 GAME -- Using player profile HOME-142E3B8990
    @DeusImperator - I deleted the Deusmod folders and replaced them with the 1.7 rar version.

    The above is what I get. Crash at menu. That's the warnings log file.

  17. #517
    hey deus thnx a lot for clearing it up....sorry to have bothered u....hope yur next release will change the cr campaign............m really looking forward to it coz yur mod is the ultimate best buddy

  18. #518
    I deleted the racebps folder and the mod is working now.

    Mod is working now, but:

    - The voices that play when you select a squad no longer play.

    - While the mod is active, any attempt to play the campaign causes the "cutscenes" to go super fast, and no voices play during the characters talking.

    Other than those two problems the mod is working fine.
    Last edited by Zkyire; 30th Mar 10 at 11:21 AM.

  19. #519
    I do not know what causes the error.
    Today I played the Warp Spider and First ork defense missions, and they seem nice.

    Except for Warp Spiders, who butcher all and any SM squad in a single volley. I have reduced their damage drastically, hopefully it fixes the bug.

    THE GOLDEN AURA on retreating enemies in campaign is fixed!!!

    Don't use my mod yet for CR campaign. Nor Last Stand, neither is yet supported.

  20. #520
    Been playing 1.7 on Sergeant and just faced off against the Fire Prism. Didn't even have enough time to run to cover. One hit squad was down for the count.

    This was with Avitus and then Thaddeus when I went to try revive Avitus.

    Apart from that it plays well no crashes or anything yet.

  21. #521
    Mordecai, Fire Prism will kill them all even when you'll have a terminator armour)))
    Does anybody have and idea what shall i do to make second mission in Angel Foge work fine?)))I don't want to start campaign again))

  22. #522
    So fireprism is too powerful ? Keep these info coming please !

    Go to your save games folder and make a back up copy of your save game before getting to angel forge.

  23. #523

  24. #524


    Dat iz sum kool fighta!
    I just realised someone made an IG AT-AT walker already.
    A pity, as I want a Looted AT-At as the Orky Mega looted unit. Perhaps a looted Land Raider would be enough..

    Don't worry, after the normal mod is released, I will release the alternate mod with less enemies in both MP and SP.

    http://www.youtube.com/watch?v=aPmn_Fn41sI

    Boreale sacrificing himself to kill Metal Boxes Carron.
    Last edited by DeusImperator; 30th Mar 10 at 3:19 PM.

  25. #525
    I meant speed as in running speed, it just seems to fast in MP kinda too fast for my taste. I liked it slower but its just personal preference.

    I did like the new units, the ordo xenos were especially cool.

    How did you get the IG? Was their a added faction of them or are you just talking about the units?

    The single player was awesome, I liked the campaign with the numbers because you got about 5 times the weapons and xp each round and it felt like a survival game when the whole screen literally goes green with orcs.

    I think the numbers should be toned down a bit if anything just so it can be playable online for the masses. I got a brand new computer and i can run it fine, but I noticed neither of my friends could even on low settings.

    I think this mod would be awesome with a slightly slower pace (Unit speed not death, i like the kill rate, i just want everything to move at normal speed).

  26. #526

    scar error

    Hi love the mod played the first campain
    but on the playing CR i got a fatal error.data
    {
    },
    SCAR Init: Populating Encounters
    ENCOUNTER: mkr_Chaff60
    ENCOUNTER: ChooseEncounter( table: 6C9012C8 chaos_marines region table: 6C901200 )
    ENCOUNTER: FilterEncounters() markerType = smlChargingArmor maxRadius = 70 nearestEncounter = 100000
    ENCOUNTER: 2 encounter definitions found.
    ENCOUNTER: Building Encounter
    Cannot find the role - lightArmor for race:
    chaos_marines
    -- FATAL SCAR Error! --
    (null)
    Lua Encounters.scar Ln 847 (BuildEncounter)
    Lua Encounters.scar Ln 352 (ChooseEncounterByWeight)
    Lua Encounters.scar Ln 298 (ChooseEncounter)
    Lua Encounters.scar Ln 65 (SpawnChaffUnits)
    Lua ProceduralBackend.scar Ln 420 (Rule_Populate)
    Lua ProceduralBackend.scar Ln 290 (Rule_StartMeUp)
    Lua ProceduralBackend.scar Ln 130 ((null))


    -- FATAL SCAR Error! --
    FATAL Scar Error calling init function <>. Execution has been terminated!
    hope this helps.

  27. #527
    I have a fatal scar error when Gabriel Angelos speak the first time at the beginning of the campaign.
    I noticed that "No ranged" replace all informations. It is probably an ucs problem. We had the same problem before but a simple copy in the correct language folder (French for me) permits the game to work fine.

  28. #528
    Member IGBoy's Avatar
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    Uhm...I believe DeusImperator has mentioned several posts above that this mod doesn't work with the Chaos Rising campaign yet.
    @DeusImperator
    The Eldar in the CR campaign are way too IMBA. My entire squad was pwned before I could even respond, which was when the Drop Pod just arrived!!!
    "Faith is my SHIELD, my fury is my SWORD!!!"

  29. #529
    IGBoy, please could you clarify for me? The Eldar in CR campaign are IMBA, you mean the normal non moded eldar, or did you manage to make the mod run?

    I am not sure what would cause the UCS problem. Although my mod only works with English language.

    I think the CR campaign's problem is with the proceduralcontent.scar file.

    When there is a stable release that people can all play, I will make the New Alternate mod, which will have 1/3 of the enemy numbers, so in Campaign 40ork squads will be 15 ork squads, in MP 9SM squads will be 3 SM squads.
    Does that sound OK?

    gamer88: I can slow down orks and some tyranids. Cultists and IG will also be slow.
    You can manually adjust the mod with the RBF editor and helper files. You need to edit the unit EBPS files (RBF) , find the "moving_ext", and edit the speed max to lower number.
    Carbine1944 also tried to make a slower version, you might ask him for it.

    How does it looks?



    I personally don't like SM who move slower than local real life old women running after the bus, but well, tastes differ.

    Chaos Terminators are under way.
    New Tyranid SP wargear : level 5, 10, 15, 20 Lascannons, Meltaguns, Terminator Lightning claws and multi meltas.
    These are all MP gear, so should be fine for DoW2 users to have.
    These wargear will all be plain new by myself. I already have a nice Angry Marines Lightning Claws in mind. A pity I can't give them built in multilasers....
    Unfortunatly I can't put in new singl Lightning claws, since those are CR SP campaign only, and it might be a hack to do that.

    Long time goals: Special ammunition, and Chaos marine looks for corrupted wargear.
    Last edited by DeusImperator; 31st Mar 10 at 6:54 AM.

  30. #530
    Member jaylo138's Avatar
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    I am going to add single lightning claws to my vanilla mod, well at least for the chaplain.
    The way i see it lightning claws are in multiplayer & the power armour claw is practically identical to the termie claws except just a tad smaller. I don't see why you can't just use the model on a campaign squadmate so i'm not adding any player usable CR wargear files.
    Remember.... no matter where you go, there you are.

  31. #531
    D.I., your mod works fine with russian version))It even doesn't breake the voices.All works how it should - text, voices, wargear stuff, etc. It only added few new weapon and armour and they had english description

    "Brothers of the 4th" give the ability to equip each guy in the squad.How to make it work in this mod?

  32. #532
    Brothers of the 4th is , to my knowledge, is still the same as it was.
    I am using Zetrial marines, so the non hero SM equipment should be the same as in Brothers of the 4th.

    Well Jaylo, If Relic does not mind your mod doing it, I will implement it.
    However I'm not as brave as you , and I will wait for your success ok?
    If Relic does not minds the Lightning Claws, than I will make new ones for MP and SP vanilla too. Now there is nothing to do and wait if they are upset, or not.
    Grenade launchers too, because the situation is the same.
    Perhaps I'll ask for the Permission to use your Golden Lightning claws for my MP Chaplain hero OK?

    I have a lot to mod until I can make wargear, so it is not that urgent.

    Carduus, my own wargear has my own descriptions. I'm sorry, but I would have to make new UCS files for each language, and I only speak English and Hungarian. If you will translate the text to Russian, you can upload it here for Russian players.

  33. #533
    D.I., dude, don't worry about the language)))It's work fine)))It's no ukrainian, how i desire, but ok))
    I know, that your mod has "Brothers of the 4th".Thats why everyone playing it))I just don't know how to use opportunities, which it's add in gameplay))So, please, tell me hot to do it)))

  34. #534
    I do not know what opportunities are you talking about.
    The Bot4th and my mod uses the same system, non hero SM gain better looking gear and sometimes weapons as they level up.

  35. #535
    Hmmm...i red somewhere that it adds ability to dress on not only commander and sergeants but each marine in the squad too.I need to check out information

    Damn!My mistake!I shouldn trust those fools who translated text from english.But it's a good idea to equip each marine as you want.Don't you think?))
    Also: "1.0 Changes
    Command Squad
    * Force Commander now has 2 battle brothers accompanying him, a standard bearer and a company champion."
    I'm not sure, but i think that i didn't saw this thing in your mod.
    http://forums.relicnews.com/showthread.php?t=217580

    Also (but i don't think you would ever do it) i'd like to have an ability to upgrade scout squad through experience to full battle brothers squad, as it's possible to make tactical squad a terminator squad
    Last edited by Carduus; 31st Mar 10 at 2:48 PM.

  36. #536
    The Scout to Tactical is actually a good idea... but I'm not sure I can do it, but later I might look into it.

    I think it is impossible to dress each and every squad member.

    Most mods add squad members to the FC. I don't like it , since FC has many abilites that bug with the new squad members.

  37. #537
    Member jaylo138's Avatar
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    Grenade launchers aren't the same because unlike lightning claws, there are no launchers for marines in multiplayer.

  38. #538
    D.I., i guess you're right about the FC-squad.
    But it's pity about what you sad about dressing each SM I'd like to make something like Black Templars Chapter

  39. #539
    Well you can dress them, but not in game. In the mod you can set what they were , each marine can be unique.
    In my mod they look more or less unique, with each marine having his own armour.
    Some have the same weaponry however.

    There are no single lightning claws in MP either. Only dual ones.

    Well, if everything goes to diddily, I can always make a private version I will only give to people I know they have CR... that should be fine with it.
    That should still leave new meltas, multi meltas, lascannons and terminator claws.

  40. #540
    D.I., you've made each marine quite unique and squads made quite balanced, but .... i still hope, that you'll make that ability one day))

    "Lightning Claws are generally worn as a pair."
    http://wh40k.lexicanum.com/wiki/Lightning_Claws

  41. #541
    Member jaylo138's Avatar
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    Not always.


  42. #542
    Rofl)
    "While the players, who don't play Space Marines, are laughing at those, who play for Space Marines, everyone, including players, who play Space Marines, laugh at those, who play Ultramarines" - "Primarchs"©

  43. #543
    Member Calgar's Avatar
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    *slams fist on a table* And what is exactly wrong with Ultramarines?!
    I'm not depressed, the world's just happier than me.

  44. #544
    Carbine, I had basically the same exact nag.

    please Deus reduce ALL the movement speeds back to normal. It just ruins the mod for me and my friends (on lan).

  45. #545
    Senior Member horusheretic's Avatar
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    They are loyalist to a T. That's what's wrong with them.
    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.

  46. #546
    Ahem.Gentlemen, let's not rape this wonderful article with our word flood.Ok?))

    P.S. Ultramarines are OVERLY POMPOUS Chapter with dumb heroes, eye-destructive color scheme, poor history for young boys)))))That's what wrong with them))And also greed scenarist using as there is no other Chapter in the Imperium)))

    P.P.S. Let's return to our main theme))

  47. #547
    The Ultramarines are fine in background terms, but I do not like their more... goody goody tendencies.
    Being so "noble bright" is not Warhammer 40k.
    The Ultramarines are missing the Lawful Evil that I like in most Imperials.
    While most Imperials use the "Strong rule the weak" policy, and have a grey morality that I find charming , the Ultras are pure goody goodies.
    My Neorglottis is tingling with a heretical amount of Jedi and Federation philosophy around them. Which is Extra Extra Heretical! The Ultramarines need to "haughten" up. Or at least try to show a little cruelty.

    The Sith and the Terran Empire are just pure black morality. Chaos is Chaotic Evil in all its glory. The Imperium on the other hand, seems to have a "The end justifies the means" policy.
    A few sources try to make them seem haughty and arrogant, but there are simply too many stupidities.
    My favourite is when Papa Smurf exterminated a necron tomb world, but first he let the tau go. Why not nuke the blue blighters with the crons?
    Why? It makes no sense, unless Calgar had "gone Kyras" . Well at least Kyras did not became a goody goody. Or he played too much Mass Effect.
    "Hate the alien" is still a policy!

    But now the Blood Angels ally with the Necrons.
    I wonder if the writer was drunk and browsing TG while making that piece up?
    Not that I have anything about necrons who actually think, but aren't the Blood Angels crazy berzerkers any more?


    With the modelling tools about, someone might make a public two handed lightning claws for SM. That would be great! Not only it would not be CR specific, but twice that awesome.

    All right. New wargears are in.
    Level 5, 10 ,15 , 20 Meltas and Lascannons. Level 10, 15 , 20 Terminator Lightning Claws and Multi meltas. ALL are based on non-CR and MP wargear. All have new descriptions.
    There are a level 5,10,15,20 single claws and grenade launchers too, but I will modify them for internet release to be CR campaign only wargear. (with more level and damage)
    If someone manages to cook up a CR installer or somone makes custom models for these weapons, they will be realesed publicaly.


    I won't scale down the marines to be slow grandmas again, but I did make a tutorial "how to slow them down yourself" .
    If you find that speed too much, than slow them down, and send the modified files to your friends. I permit it. Have fun!


    Now I "only" have to make Chaos Terminators and CR campaign to work...

    New CR squads ready.
    Last edited by DeusImperator; 2nd Apr 10 at 3:29 AM.

  48. #548
    We're waiting

  49. #549
    There is a slight problem. The increased leveling of the squads in 1st crusade has a bad effect on the 2nd crusade start.
    Namely, you start with level 10 in CR.
    I think I'll try to make the reward/droppable redeemable XP award scroll give a 10 levels worth of XP.

    1st and 2nd CR campaign missions went fine. Apart from Eldar having insane damage.

  50. #550
    Yeap.But you know - in the original campaign with your mod eldar technique and walkers were quite deadly

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