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[CR] Wrath of the Blood Ravens mod

  1. #601
    Member baz443311's Avatar
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    yep

  2. #602
    First, this version is still unstable, and for some reason the "module file and SGA.s" version is still causing crash on start up for me.
    Make sure your module files loads the pw_c.sga, and that it is in the corret folder (dow2/gameassets/archvies)

    FC can not pick up med packs: I am not yet sure why this is.

    Galan is a known error. However his bug can be bypassed by pressing the Pause button a dozen times. It is irritating, but it does not brake the game.

    Galbro, you can always release your mod, someone is bound to like it .

    Spardason, the difficulty level does not affect squad sizes.

    BrotherMo, I'm not sure why is that. I'll replay the vanilla campaign, and see what I can do.
    Last edited by DeusImperator; 11th Apr 10 at 3:08 AM.

  3. #603
    Member baz443311's Avatar
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    unstable yes most surey.. what you need is bug hunt to get it working with no problem. but just releaseing it is just as good.. everyone will give you feed back. you should set up a team of testers. like we have in the fok mod. make release less bugy

  4. #604
    i am liking this mod seems stable so far except for what i posted early. i havent had any start up problems

  5. #605
    Member baz443311's Avatar
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    its carsh for me every time i try to do start up.

  6. #606
    About Galan earlier I sort of fixed the problem, I just closed DOW II and restarted the mission using only the FC commander to destroy the generators

    Then, I brought up my other squad, but I destroyed every generator first except the one near Galan before apporaching where he would spawn

    No more SCAR error, I am now at the part where I control the predator tanks, but the plague marines are a *cough* pain

  7. #607
    Deus, when I was talking about massive numbers of exploding Orks, I was referring to
    a. your increased squad sizes for enemies (Orks are now a proper horde)
    and
    b. on Recruit Space Marines are as overpowered as Movie Marines.

  8. #608
    Member Panzer VI Tiger's Avatar
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    Is there any way you can fix the duplicate abilities for Thaddeus and Thule? Also, are you planning to fix the "Usable By:" text?

  9. #609
    Same as Before,
    game is working with the current patch..
    but the intro of CR campaign first mission cant be ended
    even with hitting the pause key "inf" times
    shows the drop pod without marines then does nothing

  10. #610
    [global]

    Name = DOW2
    UIName = $1081
    Description = Dawn of War 2
    ModVersion = 2.1
    ModFolder = GameAssets

    ; Note: the engine mounts the following automat(g)ically:
    ; movies: GameAssets\Data\Movies
    ; folder: GameAssets\Locale\<lang>

    [attrib:common]
    folder.01 = GameAssets\Data
    archive.01 = GameAssets\Archives\pw_C.sga
    archive.02 = GameAssets\Archives\GameAttrib.sga

    [sound:common]
    folder.01 = GameAssets\Data\Sound
    archive.01 = GameAssets\Archives\210_sound.sga
    archive.02 = GameAssets\Archives\200_sound.sga
    archive.03 = GameAssets\Archives\GameSoundContainers.sga
    archive.04 = GameAssets\Archives\GameSound_DELTA.sga
    archive.05 = GameAssets\Archives\GameSound.sga

    ; 210_ prefix defined in //DOW2/Tech/Tools/Build-dev/Targets/Framework/Config.py

    [sound:english]
    folder.01 = GameAssets\Locale\English\Sound
    archive.01 = GameAssets\Locale\English\English_210_speech.sga
    archive.02 = GameAssets\Locale\English\English_200_speech.sga
    archive.03 = GameAssets\Locale\English\English_GameSpeechContainers.sga
    archive.04 = GameAssets\Locale\English\English_GameSpeech_DELTA.sga
    archive.05 = GameAssets\Locale\English\English_GameSpeech.sga
    archive.06 = GameAssets\Locale\English\English_EldarMPSpeech.sga
    archive.07 = GameAssets\Locale\English\English_OrkMPSpeech.sga
    archive.08 = GameAssets\Locale\English\English_SpaceMarineMPSpeech_DELTA.sga
    archive.09 = GameAssets\Locale\English\English_SpaceMarineMPSpeech.sga
    archive.10 = GameAssets\Locale\English\English_ChaosMPSpeech.sga

    [sound:french]
    folder.01 = GameAssets\Locale\French\Sound
    archive.01 = GameAssets\Locale\French\French_210_speech.sga
    archive.02 = GameAssets\Locale\French\French_200_speech.sga
    archive.03 = GameAssets\Locale\French\French_GameSpeechContainers.sga
    archive.04 = GameAssets\Locale\French\French_GameSpeech_DELTA.sga
    archive.05 = GameAssets\Locale\French\French_GameSpeech.sga
    archive.06 = GameAssets\Locale\French\French_EldarMPSpeech.sga
    archive.07 = GameAssets\Locale\French\French_OrkMPSpeech.sga
    archive.08 = GameAssets\Locale\French\French_SpaceMarineMPSpeech_DELTA.sga
    archive.09 = GameAssets\Locale\French\French_SpaceMarineMPSpeech.sga

    [sound:german]
    folder.01 = GameAssets\Locale\German\Sound
    archive.01 = GameAssets\Locale\German\German_210_speech.sga
    archive.02 = GameAssets\Locale\German\German_200_speech.sga
    archive.03 = GameAssets\Locale\German\German_GameSpeechContainers.sga
    archive.04 = GameAssets\Locale\German\German_GameSpeech_DELTA.sga
    archive.05 = GameAssets\Locale\German\German_GameSpeech.sga
    archive.06 = GameAssets\Locale\German\German_EldarMPSpeech.sga
    archive.07 = GameAssets\Locale\German\German_OrkMPSpeech.sga
    archive.08 = GameAssets\Locale\German\German_SpaceMarineMPSpeech_DELTA.sga
    archive.09 = GameAssets\Locale\German\German_SpaceMarineMPSpeech.sga


    [sound:russian]
    folder.01 = GameAssets\Locale\Russian\Sound
    archive.01 = GameAssets\Locale\Russian\Russian_210_speech.sga
    archive.02 = GameAssets\Locale\Russian\Russian_200_speech.sga
    archive.03 = GameAssets\Locale\Russian\Russian_GameSpeechContainers.sga
    archive.04 = GameAssets\Locale\Russian\Russian_GameSpeech_DELTA.sga
    archive.05 = GameAssets\Locale\Russian\Russian_GameSpeech.sga
    archive.06 = GameAssets\Locale\Russian\Russian_EldarMPSpeech.sga
    archive.07 = GameAssets\Locale\Russian\Russian_OrkMPSpeech.sga
    archive.08 = GameAssets\Locale\Russian\Russian_SpaceMarineMPSpeech_DELTA.sga
    archive.09 = GameAssets\Locale\Russian\Russian_SpaceMarineMPSpeech.sga


    [sound:spanish]
    folder.01 = GameAssets\Locale\Spanish\Sound
    archive.01 = GameAssets\Locale\Spanish\Spanish_210_speech.sga
    archive.02 = GameAssets\Locale\Spanish\Spanish_200_speech.sga
    archive.03 = GameAssets\Locale\Spanish\Spanish_GameSpeechContainers.sga
    archive.04 = GameAssets\Locale\Spanish\Spanish_GameSpeech_DELTA.sga
    archive.05 = GameAssets\Locale\Spanish\Spanish_GameSpeech.sga
    archive.06 = GameAssets\Locale\Spanish\Spanish_EldarMPSpeech.sga
    archive.07 = GameAssets\Locale\Spanish\Spanish_OrkMPSpeech.sga
    archive.08 = GameAssets\Locale\Spanish\Spanish_SpaceMarineMPSpeech_DELTA.sga
    archive.09 = GameAssets\Locale\Spanish\Spanish_SpaceMarineMPSpeech.sga


    [sound:italian]
    folder.01 = GameAssets\Locale\Italian\Sound
    archive.01 = GameAssets\Locale\Italian\English_210_speech.sga
    archive.02 = GameAssets\Locale\Italian\English_200_speech.sga
    archive.03 = GameAssets\Locale\Italian\English_GameSpeechContainers.sga
    archive.04 = GameAssets\Locale\Italian\English_GameSpeech_DELTA.sga
    archive.05 = GameAssets\Locale\Italian\English_GameSpeech.sga
    archive.06 = GameAssets\Locale\Italian\English_EldarMPSpeech.sga
    archive.07 = GameAssets\Locale\Italian\English_OrkMPSpeech.sga
    archive.08 = GameAssets\Locale\Italian\English_SpaceMarineMPSpeech_DELTA.sga
    archive.09 = GameAssets\Locale\Italian\English_SpaceMarineMPSpeech.sga
    archive.10 = GameAssets\Locale\Italian\English_ChaosMPSpeech.sga

    [sound:czech]
    folder.01 = GameAssets\Locale\Czech\Sound
    archive.01 = GameAssets\Locale\Czech\English_210_speech.sga
    archive.02 = GameAssets\Locale\Czech\English_200_speech.sga
    archive.03 = GameAssets\Locale\Czech\English_GameSpeechContainers.sga
    archive.04 = GameAssets\Locale\Czech\English_GameSpeech_DELTA.sga
    archive.05 = GameAssets\Locale\Czech\English_GameSpeech.sga
    archive.06 = GameAssets\Locale\Czech\English_EldarMPSpeech.sga
    archive.07 = GameAssets\Locale\Czech\English_OrkMPSpeech.sga
    archive.08 = GameAssets\Locale\Czech\English_SpaceMarineMPSpeech_DELTA.sga
    archive.09 = GameAssets\Locale\Czech\English_SpaceMarineMPSpeech.sga
    archive.10 = GameAssets\Locale\Czech\English_ChaosMPSpeech.sga

    [sound:tchinese]
    folder.01 = GameAssets\Locale\TChinese\Sound
    archive.01 = GameAssets\Locale\TChinese\English_210_speech.sga
    archive.02 = GameAssets\Locale\TChinese\English_200_speech.sga
    archive.03 = GameAssets\Locale\TChinese\English_GameSpeechContainers.sga
    archive.04 = GameAssets\Locale\TChinese\English_GameSpeech_DELTA.sga
    archive.05 = GameAssets\Locale\TChinese\English_GameSpeech.sga
    archive.06 = GameAssets\Locale\TChinese\English_EldarMPSpeech.sga
    archive.07 = GameAssets\Locale\TChinese\English_OrkMPSpeech.sga
    archive.08 = GameAssets\Locale\TChinese\English_SpaceMarineMPSpeech_DELTA.sga
    archive.09 = GameAssets\Locale\TChinese\English_SpaceMarineMPSpeech.sga
    archive.10 = GameAssets\Locale\TChinese\English_ChaosMPSpeech.sga

    [soundolish]
    folder.01 = GameAssets\Locale\Polish\Sound
    archive.01 = GameAssets\Locale\Polish\English_210_speech.sga
    archive.02 = GameAssets\Locale\Polish\English_200_speech.sga
    archive.03 = GameAssets\Locale\Polish\English_GameSpeechContainers.sga
    archive.04 = GameAssets\Locale\Polish\English_GameSpeech_DELTA.sga
    archive.05 = GameAssets\Locale\Polish\English_GameSpeech.sga
    archive.06 = GameAssets\Locale\Polish\English_EldarMPSpeech.sga
    archive.07 = GameAssets\Locale\Polish\English_OrkMPSpeech.sga
    archive.08 = GameAssets\Locale\Polish\English_SpaceMarineMPSpeech_DELTA.sga
    archive.09 = GameAssets\Locale\Polish\English_SpaceMarineMPSpeech.sga
    archive.10 = GameAssets\Locale\Polish\English_ChaosMPSpeech.sga

    [sound:hungarian]
    folder.01 = GameAssets\Locale\Hungarian\Sound
    archive.01 = GameAssets\Locale\Hungarian\English_210_speech.sga
    archive.02 = GameAssets\Locale\Hungarian\English_200_speech.sga
    archive.03 = GameAssets\Locale\Hungarian\English_GameSpeechContainers.sga
    archive.04 = GameAssets\Locale\Hungarian\English_GameSpeech_DELTA.sga
    archive.05 = GameAssets\Locale\Hungarian\English_GameSpeech.sga
    archive.06 = GameAssets\Locale\Hungarian\English_EldarMPSpeech.sga
    archive.07 = GameAssets\Locale\Hungarian\English_OrkMPSpeech.sga
    archive.08 = GameAssets\Locale\Hungarian\English_SpaceMarineMPSpeech_DELTA.sga
    archive.09 = GameAssets\Locale\Hungarian\English_SpaceMarineMPSpeech.sga
    archive.10 = GameAssets\Locale\Hungarian\English_ChaosMPSpeech.sga


    [movies:common]
    folder.01 = GameAssets\Data\Movies

    [movies:english]
    folder.01 = GameAssets\Locale\English\Movies

    [movies:french]
    folder.01 = GameAssets\Locale\French\Movies

    [movies:german]
    folder.01 = GameAssets\Locale\German\Movies

    [movies:russian]
    folder.01 = GameAssets\Locale\Russian\Movies

    [movies:spanish]
    folder.01 = GameAssets\Locale\Spanish\Movies

    [movies:italian]
    folder.01 = GameAssets\Locale\Italian\Movies

    [movies:czech]
    folder.01 = GameAssets\Locale\Czech\Movies

    [movies:tchinese]
    folder.01 = GameAssets\Locale\TChinese\Movies

    [moviesolish]
    folder.01 = GameAssets\Locale\Polish\Movies

    [movies:hungarian]
    folder.01 = GameAssets\Locale\Hungarian\Movies

    ; 210_ prefix defined in //DOW2/Tech/Tools/Build-dev/Targets/Framework/Config.py

    [data:common]
    folder.01 = GameAssets\Data
    archive.01 = GameAssets\Archives\210_data.sga
    archive.02 = GameAssets\Archives\200_data.sga
    archive.03 = GameAssets\Archives\GameArt_DELTA.sga
    archive.04 = GameAssets\Archives\GameArt.sga
    archive.05 = GameAssets\Archives\GameArtEnvironment_DELTA.sga
    archive.06 = GameAssets\Archives\GameArtEnvironment.sga
    archive.07 = GameAssets\Archives\GameArtEnvironmentTextures_DELTA.sga
    archive.08 = GameAssets\Archives\GameArtEnvironmentTextures.sga
    archive.09 = GameAssets\Archives\GameMaps_DELTA.sga
    archive.10 = GameAssets\Archives\GameMaps.sga
    archive.11 = GameAssets\Archives\GameDefault_DELTA.sga
    archive.12 = GameAssets\Archives\GameDefault.sga

    guys try using this module with 1.8 game assets folder.................of the mod......for me it works and even the cr campaign is running pretty smooth

  11. #611
    Member baz443311's Avatar
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    thank you Xeno that worked perfect. very much appreciate.

  12. #612
    u are always welcome buddy

  13. #613
    what exactly do i have to do?
    i exchanged the dow2mod file with the text you posted...
    takes longer to load ingame... and has the same scar error in intro with no marines...
    do i have to install oder download something? (i dont want to play cr campaign from the middle with just level 15 and no secondary missions to push my squad -.-)

  14. #614
    just copy this content to your module file and put the game assets folder supplied with the version 1.8 to the proper path and it will run..........i am still playing the campaign and it is running without a glitch

  15. #615
    Sorry people, I will not be much use until Thursday.
    Monday, Tuesday and Wednesday I am at university all day, so when I get home I am sometimes too tired even to play.

    Thanks for the feedback.

    The new module file is simply the 1.8 module file, but any other module files that work should work as well.

    Basically the only thing I did to module was modifying this :

    [attrib:common]
    folder.01 = GameAssets\Data
    archive.01 = GameAssets\Archives\GameAttrib.sga

    to this :

    [attrib:common]
    folder.01 = GameAssets\Data
    archive.01 = GameAssets\Archives\pw_C.sga
    archive.02 = GameAssets\Archives\GameAttrib.sga

    You can do it by opening the DoW2.module file with any TXT editor. It is simply a text file like SCAR, while the RBF files are encrypted text files .

    I'm not sure why my mod needs pw_c.sga, since I extracted every file from it... but it still needs it.

    This 2.2 version also has a slight scar modification that might fix angel gate second mission bug.
    My theory, helped by Horusheretic:
    Tarkus kills orks while the movie plays, so it ends. The same is the error with guardsmen in the first CR mission. I might be able to fix that too by spawning a huge number of IG.
    Now, if I edited SCAR correctly , there should be more orks, hopefully enough to last until the screenshot ends.

    Also, an important note :
    Delete your previous Steamwhats..../Dow2/Gameassets/data/simulations folder before overriding it with the new 2.2 one.
    I know that the new module should override all files, but for some reason not deleting the old files first causes problem.
    I'm not sure why it is needed, but it is needed non the less.

    I will be able to work on Thursday, so until than have fun!

  16. #616
    indeed after deleting and copying the files in the simulations directory
    the cr campaign works well....
    i love it.. ^^ but due to the level problem and increased xp gain i got l30 for my squad after mission 1 ^^ luckily only traitor guards give that ammount of xp ^^

    thx

  17. #617
    Member baz443311's Avatar
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    I played the first campain and no pronlems with the mod. i would just like to make a suggestin. make the Eldar squads smaller and stronger. leave orks as is same with the tyranids. this would be more closer to warhammer 40k world. and for CR make the CMs the same size squads as the SM. think thats it.

  18. #618
    Hm CSM squads are only a bit larger than the SM squads. And I think they are quite deadly (I am bad RTS player tough).

    baz443311 Hm... I might agree on the Eldar bit. Although Guardians are not any more deadly than orks or the average nid, but Aspect warriors can be made tougher.

    akogooth: Did you start with a dow2 save with level 20, or a normal game with level 10?
    Because if you start at level 10, and if you kill ALL traitor guard on the map, you might make it to level 15.

  19. #619
    Get 'Fatal Scar Error - Execution Paused' after spending 5 minutes waiting for the Eldar to blow down Angel Gate on 'Secrets of Angel Forge', vanilla campaign

  20. #620
    Did you start a new campaign after the latest version?

    I got this error today :
    23:27:14.21 SOUND: streaming buffer overflow: sound:wav\sfx\destruction\collapse\brush\x_x_debrie_bush_05.fsb
    23:27:14.26 SOUND: streaming buffer overflow: sound:wav\sfx\destruction\collapse\brush\x_x_debrie_bush_07.fsb
    23:27:40.93 VIDEO -- Texture Memory: Video [640MB] Total [1057MB] Available [383MB] Used [674MB]. Unable to create

    and


    SGroup_GetPosition: Warning! - Getting position of empty SquadGroupObs sg_x02_dread. Position will be (0,0,0)
    SGroup_GetPosition: Warning! - Getting position of empty SquadGroupObs sg_x02_dread. Position will be (0,0,0)


    I should really find someone who knows what to do with this SCAR thingie.

  21. #621
    Member PreMike956's Avatar
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    Mar 2010
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    Russia, Tyumen
    I've started oroginal tyranid campaigh with a new version, and in angel forge eldar can NOT destroy angel forge gates.

    I've tried sqads withoutn any gear, i ve tryed to press ESC all th time while cinematics - NOTHING helps.

    Any suggestions?

  22. #622
    No , the mod needs help of someone who can edit scar.
    And I can't edit scar.

  23. #623
    I've found that the gate is destroyed very slowly

  24. #624
    @ mike: did u delete the simulation folder before unpacking the data? it helped me a big thing...

    @ deus: yes ofcours i started at level 20 and i know that you made the big xp for the level problem with your mod.
    but i cant believe that starting with level 10 you only achieve level 15 by finishing the mission? you get more than 400xp per kill ^^
    level 15 cyrus to level 28 in that mission and the other squads
    level 20->30 (exept avitus only 29 -.- stobbern old avitus)

  25. #625
    Hm... Xp received increases with level.

    The best fix for this would be getting a Scar-coder who can make the SM spawn at level 20.

  26. #626
    Member PreMike956's Avatar
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    to akogooth
    Tnx for advice, i'll try!
    But what exactly do you mean by "delete the simulation folder before unpacking the data"?
    Should i delete simulation folder and then unpack it again?

  27. #627
    Deus wrote earlier that the simulation folder is not corectly overwriten..
    in the rar file there is the complet folder
    so just delete the simulation folder in steam and
    unpack the rar simulation folder again.. that fixed my big scar errors
    maybee it will fix your problems with the game too

    edit: in addition i use the posted mod file text

  28. #628
    All right. Relic mixed up the SCAR's again in the 2.2 patch, I fixed the big CR errors.
    SP:
    Force Commander in CR now has increased melee resistence.
    Now heshould now NOT die from a single CSM punch.
    Few wargear errors have been fixed.
    MP:
    Tyranid population fixed.
    Tyrant Guard health increased.
    Blood Crusher damage reduced.
    Stikk bombs range increased.
    Upkeeps removed from Orks and Chaos.
    Terminator Force commander Assault cannon damage reduced.

    I can release the new version today in 4-5 hours.

  29. #629
    Member gambit51's Avatar
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    Oct 2006
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    middle of nowhere
    hi i like this compiler mod you made but you think you can make a version whit less enemies i think is too much for my computer thankyou ohh i forgot i have cr 2.1
    A good general does not lead an army to destruction just because he knows it will follow

  30. #630
    2.1? You need 2.2

    I will make less enemies when all the bugs are fixed.


    EDIT: New spawning scar bugs found. So the new release will have to wait at least until Sunday.
    Last edited by DeusImperator; 16th Apr 10 at 2:11 PM.

  31. #631
    Something very weird happened when I'm trying to allocate the 12th skill point to any of force commander's attribute in the original campaign.

    For stamina, the hit points drops from 3k+ to 600 when the 12th skill point is added.
    The same for melee, the melee skill rating also halved when adding the 12th skill point.

  32. #632
    Deus did you change the mod since I last played it? When I last played it I had a problem with the speed and unit size, did you edit that or is it still the same?

    Honestly I still think the mod is a ton of fun, but all my friends computers can't handle it. The eldar also were broken IMO.

  33. #633
    Please, be specific. I'm now trying to fix the enemy spawn rates in campaign.

  34. #634
    Some of the Spawn issues are fixed.
    Orks work fine, Eldar and tyranids almost fine.
    Chaos still has some problems, but all things considered it is now much better than it was before.

  35. #635
    QUEST: Quests:Start()
    ENCOUNTER: Building Encounter
    Cannot find the role - heavyArmor for race:
    chaos_marines
    -- FATAL SCAR Error! --
    (null)
    Lua Encounters.scar Ln 847 (BuildEncounter)
    Lua Encounters.scar Ln 352 (ChooseEncounterByWeight)
    Lua ProceduralBackend.scar Ln 1298 (SpawnEncounter)
    Lua MTO.scar Ln 190 (SpawnEncounters)
    Lua MTO.scar Ln 80 (Start)
    Lua Quests.scar Ln 193 (Start)
    Lua ProceduralBackend.scar Ln 287 (Rule_StartMeUp)
    Lua ProceduralBackend.scar Ln 130 ((null))


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




    guys, help me plz..

  36. #636
    Be patient, I have exams to study, but I'll try to give out a stable release this week.

    Sometimes there are errors, try loading it again.

    Now the priorities:
    0 Fix SCAR spawn - done.
    1 Fix some SM abilities that are doubled in CR. - mostly done
    2 Re do eldar aspects to be stronger, but smaller squads. - done for rangers, banshees, spiders and warlocks.
    3 Release the Alpha version, preferebly this week. - in progress.
    4 Make some new CR wargear, like epic pure chainswords, new tomes, purity seals, banners etc.
    5 Add Chaos Terminators to Chaos MP. Fix imbalances if fans find them.
    6 Make a version with fewer enemies.
    7 Make new gear, like new ammunition.


    gamer88 : speed is not changed. What is broken with Eldar?

    Somebody else did change the speed to slower, I wrote a tutorial for how to do it. It is really easy, you should read back and do it yourself.

    Setting shadows to low help a LOT. Also, you can downgrade shaders and Rain detail without loosing much.
    The Important settings are model detial, texture detail, and effects.

    And if it is still not enough, tell your friends to lower their settings to the bare minimum, with 600x480 resolution.

    If they still can't handle the mod with everything on low, than their computer is too old to run normal DoW2 too most likely. So they should at least upgrade a little.
    Last edited by DeusImperator; 25th Apr 10 at 5:01 AM.

  37. #637
    thx for answer, thx for great mod !

  38. #638
    But what about the angel's gate error?

  39. #639
    I have not tested my solution yet. I need to get my save there. It will take 6 more games at least.


    EDIT: Angels gate needed a new solution, which worked for me. And may work for others (more orks spawn, and Angel gate blows up instantly).

    After editing the Angel gate, every mission went well.

    The last quest is not played yet, but I'll get to it soon.
    Last edited by DeusImperator; 21st Apr 10 at 4:32 PM.

  40. #640
    This mod removes the markers around units when you select them. Is this right ? I find it confusing as to what I've selected.

    Can I change this at all ?

  41. #641
    I love this mod and always have, but the only thing that iterates me is how all units <even SM> can sprint at lightning speeds, combat becomes so fast paced that I can't tell what’s going on, all I can seem to do is spam my clickies and hope for the best...

    is there any way you <or me if you can tell me how> can change the movement speeds to the units back to how they where?

    any suggestions or tips would be great


    EDIT: I found your post, about someone making the speeds slower, looking into it now

  42. #642
    I don't see why you're so shocked about SM being fast; they're bio-enhanced super-soldiers in strength-enhancing power armor.

  43. #643
    Rimshot:
    This mod removes the markers around units when you select them. Is this right ? I find it confusing as to what I've selected.

    Can I change this at all ?
    Yes you can. You need to go in to your DOW2 folder and remove this section:

    GameAssets \ Data \ ui \ Generic

    Only remove the generic folder and not anything else in Data other wise the mod wont run right nor will the ordinary game.

  44. #644
    Thanks ^

    @Syrus.... Can you link me, that's also something I want to change.,

  45. #645
    Member boneless1's Avatar
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    Hey Dues what is the wargear your using for Thaddues is it custom made or is it a retail wargear in the campaign. Also how did you make the Power fist/ Shield and Power-sword With shield. Just that it looked very nice and I would like to know how you did that

  46. #646
    Thanks Mordecai... so the generic folder is responsible for the no selection thingie?
    Should I too remove it? Please vote on it.

    Those Shields are separate wargear. They are actually bolt pistols that deal minimal damage. Their graphical files are that of the storm shield the FC uses in MP.
    Feel free to use the method, although a credits entry mentioning me won't hurt .

    Thaddeus's armor was made by Jaylo, from different original wargear "decorators".

    1st: Imperium Astartes, Chaos Legionnaries and Eldar are inhumanly fast. I mean 6-10 times faster than a human. The same stands for many Tyranids and a very few necrons.
    Imperial Temple Assassins or advanced Mechanicus cyborgs belong here too.
    2nd: Orks and Kroot and commonplace Mechanicus cyborgs and very elite humans (like enhanced Inquisitorial agents, Death Cult assassins). are slightly faster than humans, but faster non the less. Untrained Eldar Guardians might belong here.
    I'm not sure on how fast Vespids are, but faster than humans.
    3rd: Tau are the same speed as humans. Also, most aliens go here I think.
    4th: Most necrons are quite slow. Which is, their only major weakness ( and the only reason that such small-numbered forces like SM or Eldar can defeat them). Some of the bulkier Mechanicus servitors are also much slower than humans.

    I think I'll make a release this day.
    Last edited by DeusImperator; 25th Apr 10 at 4:37 AM.

  47. #647
    in my experience, the angel gate bug only applies to tarkus, enyone else can have termie armor in angel gate, like avitus

  48. #648
    Member boneless1's Avatar
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    Any way you can tell me how to get it ? .

  49. #649

  50. #650
    Member boneless1's Avatar
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    The place where life always smells bad >.<
    The wargear , do I need to,,hand make them by fusing wargear or is there a link to it O.o?

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