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Titanium Wars Mod. New view on Dark Crusade.

  1. #401
    Member GrOrc's Avatar
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    To Thudo. I'm older than you are for one year. We're both old bisons...
    I'm surprised with your problems because no one is not exposed its usually with this mod. Check your DoW DC. Check directory structure of mod. Even an experienced person is not immune to simple errors. Then we say: "Ha-ha!" when we see them in the end. This thread is almost empty because there is nothing to discuss in TWM. Almost no errors in TWM, and players just can only play and rejoice. Now many people play with TWM 0.95.11 without any critical problems. No any critical problems so long time of history of TWM. Almost no errors even in such difficult areas as the new SCAR-code of campaign programmed by me. Very lo-o-ong new code, and so little errors. This is a matter of my pride.
    Last edited by GrOrc; 3rd Jun 11 at 2:53 PM.
    >>> Titanium Wars Mod <<<

  2. #402
    Resident AI guy thudmeizer's Avatar
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    Thudo I get the render anim errors all the time, but pink boxes don't show. Usually this happens to soulstorm for me when I try some chaos models, but never run into any eldar problems.
    You should not get those in the warnings.log file but artmessages.txt I might expect. Understandably some models are inherently broken.

    GrOrc.. umm.. you do know thudo's been here like forever right? he basically does most of the AI for every mod I can think of. then the edited ones are also modified by a guy named Arkhan, but don't know who that is. I don't know why'd you pack it via ZIP. RAR usually works perfectly for me, and those who can't open RAR files are... well I think are kinda mentally retarded for computer lovers. RAR has been around like forever too... No offense meant though.
    No no GrOrk can abuse me thats ok as GrOrk, like Jones or Karandras and others have literally moved many projects which have stagnated for years. People like GrOrk get things done man and progress DoW1 months forward on items which took years. We need him even if we sometimes have personality clashes.

    I'm older than you are for one year. We're both old bison...
    Your older then me you gramps? Gawd.. I sell my soul to the Chaos Gods to be half my age..

    I'm surprised with your problems because no one is not exposed its usually with this mod. Check your DoW DC. Check directory structure of mod. Even an experienced person is not immune to simple errors. Then we say: "Ha-ha!" when we see them in the end. This thread is almost empty because there is nothing to discuss in TWM. Almost no errors in TWM, and players just can only play and rejoice. Now many people play with TWM 0.95.11 without any critical problems. No any critical problems so long time of history of TWM. Almost no errors even in such difficult areas as the new SCAR-code of campaign programmed by me. Very looong new code, and so little errors. This is a matter of my pride.
    Hence why something is seriously wrong with the art assets as AE points currently to folders. I've looked and only thing I could try as a test is substitute art assets for another. Oddly, all Commanders for all factions work fine but their regular troops and some vehicles do not. Bizarre.

  3. #403
    Member Whiteshield's Avatar
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    Hey GrOrc do you have the Reaver or Warlord model? PS Thudo, was just stating matter of fact-ly

  4. #404
    Member GrOrc's Avatar
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    To Whiteshield. I have no titan's max-files from Winterdyne.

    ----------

    Quote Originally Posted by thudmeizer
    You should not get those in the warnings.log file but artmessages.txt I might expect. Understandably some models are inherently broken.
    This is strange. I'll reload mod special for you in other arc-format and you will try TWM from it. See link by e-mail in near future...
    Quote Originally Posted by thudmeizer
    No no GrOrk can abuse me thats ok as GrOrk, like Jones or Karandras and others have literally moved many projects which have stagnated for years. People like GrOrk get things done man and progress DoW1 months forward on items which took years. We need him even if we sometimes have personality clashes.
    Many thanks Thudo. However you know well that I am not a conflict person. Never had any problems between us. Only mutual respect.
    Quote Originally Posted by thudmeizer
    Your older then me you gramps? Gawd.. I sell my soul to the Chaos Gods to be half my age..
    Maybe Emperor give us some additional years.
    Quote Originally Posted by thudmeizer
    Hence why something is seriously wrong with the art assets as AE points currently to folders. I've looked and only thing I could try as a test is substitute art assets for another. Oddly, all Commanders for all factions work fine but their regular troops and some vehicles do not. Bizarre.
    Strange glitch. No idea how you did it.

  5. #405
    Resident AI guy thudmeizer's Avatar
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    Yeah I'm kinda stumped on this one bro.. I've seen a hundred mods come and go but this is elusive.

  6. #406
    Member GrOrc's Avatar
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    Quote Originally Posted by thudmeizer
    Yeah I'm kinda stumped on this one bro.. I've seen a hundred mods come and go but this is elusive.
    Just wait RAR-file from me. And I think we must move this discussion to our e-mails.

  7. #407
    Member Rytlock's Avatar
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    Go into the Army Painter once Titanium Wars is loaded and you'll see whats not working.
    oh, so THAT´s why I haven't noticed anything. checking now...

    I got nothing. the only thing close to a bug is that the Plague Marines aren't surrounded by a poison mist.
    The mind is like a parachute. It doesn’t work unless it’s open.

  8. #408
    Member GrOrc's Avatar
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    Quote Originally Posted by Rytlock
    the Plague Marines aren't surrounded by a poison mist.
    Where you see this: in game or in AP? I see poison in both places. They have poisoned green breath as I remember. Cloud of breath looks like an aura.

  9. #409
    Member Rytlock's Avatar
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    I can see it in-game, but not in the army painter

  10. #410
    Member GrOrc's Avatar
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    Quote Originally Posted by Rytlock
    I can see it in-game, but not in the army painter
    Hmmm... What I have seen so many times in all version of TWM? (Thanks to FoK.)

    Poison aura


  11. #411
    Member Rytlock's Avatar
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    yup, that's what's missing. only in AP though.

  12. #412
    Member Rytlock's Avatar
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    hey GrOrc, I'm always reading that you have balanced stuff out in the campaign and such, but I was wondering: how balanced are the honourguards when compared to each other? as far as I can tell, the chaos honourguard is the most powerfull when it comes to attack, a fully uppgraded chaos HG army can steamroll anything but the strongholds. on the opposite, SM seem to be the best in defence. close to nothing can get trough the wall of fire their HG's can produce. so, when looking at things like this, I really can't see how the HG's can be equally good. I can't imagine that the IG HG for example has any chance against either the Chaos HG or the SM HG.

    so the question is: are they really balanced, compared to each other?

  13. #413
    Member GrOrc's Avatar
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    Quote Originally Posted by Rytlock
    so the question is: are they really balanced, compared to each other?
    We speak about campaign. Question of balance in the campaign should not be as acute as in multiplayer or skirmish. Players play against the hapless AI. This is not eSports, it is fun only.

  14. #414
    Member GrOrc's Avatar
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    Quote Originally Posted by Rytlock
    yup, that's what's missing. only in AP though.
    Poison aura is not missing in AP as you see on my screenshots in post #410.

  15. #415
    Member Rytlock's Avatar
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    We speak about campaign. Question of balance in the campaign should not be as acute as in multiplayer or skirmish. Players play against the hapless AI. This is not eSports, it is fun only.
    very true, but my point is that the campaign become harder or easier depending on which race you choose to play with. even if that was true in the original campaign as well, the difference in power between the races is even greater now. for example, defeating the IG stronghold on hard with space marines was quite hard, but thanks to the powerfull honourguards it was possible. now, I haven't fought the IG SH on hard with necrons, but I can imagine the serious amout of asswhooping that I would recieve.
    to be honest, I think that you somehow managed to weaken the Necron HG. the Tomb Nercron Warriors (or whatever) have less hp than a standard squad of necron warriors.

    Poison aura is not missing in AP as you see on my screenshots in post #410.
    ok, I must have made a misstake.

  16. #416
    Member GrOrc's Avatar
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    Quote Originally Posted by Rytlock
    very true, but my point is that the campaign become harder or easier depending on which race you choose to play with.
    That is right and natural. Race is very different for different players and all players to play them differently. For some of them it is easier to play one, and for someone else it is easier to play another one. However, the overall differences are small. I played new campaign for Tau, SM, IG, Eldar and I felt very small differences of the complexity of the game.
    Quote Originally Posted by Rytlock
    even if that was true in the original campaign as well, the difference in power between the races is even greater now.
    I think this is a purely subjective perception. Of course there are differences, but they are not critical to victory in the ability to play.
    Quote Originally Posted by Rytlock
    for example, defeating the IG stronghold on hard with space marines was quite hard, but thanks to the powerfull honourguards it was possible. now, I haven't fought the IG SH on hard with necrons, but I can imagine the serious amout of asswhooping that I would recieve.
    I played necron stronghold by IG. No problem. For the Eldar it was some more difficult for me, but not so much.

    However, this question is very interesting for me. Play all races in new TWM DC campaign and give an opinion. What race was easier in campaign and what race was harder? This is request to all players. Express your observations.
    Quote Originally Posted by Rytlock
    to be honest, I think that you somehow managed to weaken the Necron HG. the Tomb Nercron Warriors (or whatever) have less hp than a standard squad of necron warriors.
    No. For example,
    Necron Warrior, HP = 530
    Crypt Warrior (this is elite Necron Warrior), HP = 900.

    All Elite have more HP than ordinary troops. See my HTML balance info file for details... And remember about Heroes System (experienced troops after battles), it's working permanently in TWM DC campaign...
    Last edited by GrOrc; 6th Jun 11 at 7:27 AM.

  17. #417
    Member Rytlock's Avatar
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    No. For example,
    Necron Warrior, HP = 530
    Crypt Warrior (this is elite Necron Warrior), HP = 900.
    interesting... maybe this changes depending on the dificulty level? I am currently playing necrons on medium, and the Crypt warrior squad, when fully uppgraded and on level 4, still had about 1000 less hp than a regular Necron Warrior squad on level 1.

    when I think about it, ignore what I said about weakening the HG. it's weakened in the way that I use it, but as you say, I'm only stating my own oppinion.

    sorry for taking up your time.

  18. #418
    Member GrOrc's Avatar
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    Quote Originally Posted by Rytlock
    interesting... maybe this changes depending on the dificulty level? I am currently playing necrons on medium, and the Crypt warrior squad, when fully uppgraded and on level 4, still had about 1000 less hp than a regular Necron Warrior squad on level 1.
    Crypt Warriors do not upgrade with ordinary warriors. They have ready upgraded HPs. This was done deliberately. However you right. I must make some more HPs for Crypt Warriors.
    Quote Originally Posted by Rytlock
    sorry for taking up your time.
    Never mind. Balance observations from players are very interesting for me. Keep your activity.

    However, the balance issues are very delicate issues. They must be well thought about. And we need to give most accurate arguments for their discussion.

    All those people who interested in the balance of TWM need to learn special HTML-file with balance info. Look on it near readme files. Well-thought-out arguments about the balance of TWM are welcome here.
    Last edited by GrOrc; 6th Jun 11 at 1:41 PM.

  19. #419
    What do you mean by that the heroes system is permanent in campaign grOrc? If your hg unit get to say level 4 in one map will they be lvl 4 in the next map and so on aswell?

  20. #420
    Member GrOrc's Avatar
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    To Pedro. No. This simply means that the Heroes System is enabled by default in campaign. It's working on each campaign map as in skirmish.

  21. #421
    Ah yes, that i knew, thanks for clarifying.

  22. #422
    Member Claw of Lorek's Avatar
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    I have two questions if you could answer them GrOrk.

    1. Why is there like two squads of invincible Flayed Ones in Thur'Abis(Necron stronghold)?
    and
    2. Why is Eldar colour in campaign Green-White(i.e. Biel-Tan) instead of black-beige(i.e. Ulthwe)?

    I remembered 3rd. On Deimos Peninsula(Chaos Stronghold), could you perhaps make Khorne Chaos Lord say that line: "And with mighty axe of Khorne we cut open the world for them"{Khorne despises sorcerers you know)

    I'd appreciate if you could resolve first problem as quick as possible.
    Awesome mod by the way(strongholds never felt so..... difficult I guess).
    Call me Ixim

  23. #423
    Member GrOrc's Avatar
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    Quote Originally Posted by Claw of Lorek
    1. Why is there like two squads of invincible Flayed Ones in Thur'Abis(Necron stronghold)?
    Where on the stronghold map? Describe your problem in more detail. I played new Necron stronghold many times (for Tau, SM, IG, Eldar) and I never saw any problems.
    Quote Originally Posted by Claw of Lorek
    2. Why is Eldar colour in campaign Green-White(i.e. Biel-Tan) instead of black-beige(i.e. Ulthwe)?
    1) This is most true colour for Eldar. (The aesthetic argument.) 2) Biel-Tan is most aggressive faction among Eldar race. (Fluffy arguments.) This Eldar can fight anywhere. Ulthwe live on the west of Galaxy near the Eye of Terror. This Eldar must not fight on the east of Galaxy. Kronus obviously on the east because we see Tau enclave on it.
    Quote Originally Posted by Claw of Lorek
    Khorne despises sorcerers you know.
    However, sorcerers do not know anything about it. They can exploit anyone.

  24. #424
    Member Claw of Lorek's Avatar
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    Well I've been playing for like a hour and an half saving games(and loading them-if that means anything) intermittently. Sometimes when Necrons launch one of those big attacks with a lot of destroyers they just waltz towards my base and I can do nothing. I even tried using Warhound Titan against them but nothing. The problem lies in the fact that I play map as an IG and my own Basilisks would carpet my own base because they stand there scratching my buildings. That duo were such a downer(I finally managed to get the Relic and they showed up). Anyways campaign difficulty is normal,Necron province strength is 11 and am attacking it from that province due north of Deimos.

    Concerning Eldar-well it says Craftworld Ulthwe on player name yet it's Craftworld Biel-Tan(I do know a lot about Eldar actually). Just wanted to point such an enigma(the game says that you are of Ulthwe yet you aren't?)

    And the last point does not stand. They CAN NOT exploit Khorne(because he wouldn't give his powers/knowledge to sorcerers anyways).

    I remembered one more thing. Sometimes when you take wargear the damage on the commander screen goes down instead up(i.e. you take Storm Bolter upgrade for Alexander and damage goes down from 89 to 81, the same happens when you upgrade chainsword of Thule's to Alexian's Blade).Why is that? A bug?

  25. #425
    Member DannyLee94's Avatar
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    Hi, its been a while,

    I recently restored my laptop to factory settings as I was having some strange problems, anyway I'm having some trouble reinstalling your mod. I have just installed dark crusade and extracted all titanium wars files to the DC root folder using 7zip. I then looked for the mod in the game manager but I cant find any options to choose from there (No titanium wars mod and no DC original version). Now it seems rather strange that the original, nor the mod are there.

    What could be wrong?

    Could it be the fact that I haven't installed the version111 and version120 patch that you need to install in order to play online? Well I don't know, what can I do to play your mod?

    Thanks in Advance,
    D.

    I shall purge them with both blade and Bolter! For the Emperor and Macragge!

  26. #426
    Member Whiteshield's Avatar
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    patch the game to 1.2

  27. #427
    Member Claw of Lorek's Avatar
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    Any news concerning problems I found Grorc?

    I mean it's been two days since you posted and I still can not play Thur'Abis Plateau because of invincible Flayed Ones(that ought to be a priority to be fixed because it makes game/mod you know...unplayable).If anyone has encountered invincible units(ones that shouldn't be,so no Eversor/Priest groups) please DO tell. I mean I've seen everything in mods(and games too...), but invincible units?

    Any chance of you modeling Soulstorm campaign as marvelously as you did Dark Crusade's? I mean it would be AWESOME.

  28. #428
    Member DannyLee94's Avatar
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    Would i have to delete the TW mod folder for the directory before installing the 2nd patch?

    ----------

    Seems I've got it installed on one laptop user (admin) but I'm having trouble to stretch it over to the other user. On the other user it's not showing any game versions.

    I think its definitely got something to do with the patches which may or may not, have installed correctly. How would i go about uninstalling/deleting the patch files?

    EDIT: Got it on i installed it incorrectly so i repaired the installation.
    Last edited by DannyLee94; 15th Jun 11 at 6:16 AM.

  29. #429
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    hey GrOrc, I was just playing with IG, and I noticed some things about the Medusa and the Griffon mortar tanks. first of all, the description says that they have incredibly long range, which they certanly don't, and second, the Griffon is both cheaper, tougher and does more damage than the Medusa. it also takes up one less vehicle cap. so I was wondering: why did you make them like this? I mean, what's the point of buying the Medusa when you can get a much better short-ranged artillery tank (Griffon)?

    And if my memory isn't failing me, the Basilisk looks different in the Army Painter than in-game. the crew have a small compartment in the AP, while it looks like usual in-game.

    Also, the Eversor assassins sync kill with necron warriors isn't working properly. the NW start convulsing, freezes, and dissapear.
    Last edited by Rytlock; 16th Jun 11 at 4:56 AM.

  30. #430
    Member GrOrc's Avatar
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    Quote Originally Posted by Claw of Lorek
    I remembered one more thing. Sometimes when you take wargear the damage on the commander screen goes down instead up(i.e. you take Storm Bolter upgrade for Alexander and damage goes down from 89 to 81, the same happens when you upgrade chainsword of Thule's to Alexian's Blade).Why is that? A bug?
    These numbers do not provide the correct information about true weapon's damage. All DoW gamers know about that. This is glitch of DoW engine, it's not a glitch of the Mod. See correct balance info in special HTML-file in mod's archive.
    Quote Originally Posted by Claw of Lorek
    I mean it's been two days since you posted and I still can not play Thur'Abis Plateau because of invincible Flayed Ones(that ought to be a priority to be fixed because it makes game/mod you know...unplayable).If anyone has encountered invincible units(ones that shouldn't be,so no Eversor/Priest groups) please DO tell. I mean I've seen everything in mods(and games too...), but invincible units?
    No problem with new TWM DC-campaign. I've tested it many times. I always won.
    Quote Originally Posted by Claw of Lorek
    Any chance of you modeling Soulstorm campaign as marvelously as you did Dark Crusade's? I mean it would be AWESOME.
    This will be a very long time. I'll be making Soulstorm version of Titanium Wars Mod only if I receive official permission for models from great Whitch Hunters Mod. Send collective petitions from DoW-gamers to WH-team about it. KRMZ did not respond to my E-mails.
    Quote Originally Posted by Rytlock
    hey GrOrc, I was just playing with IG, and I noticed some things about the Medusa and the Griffon mortar tanks. first of all, the description says that they have incredibly long range, which they certanly don't, and second, the Griffon is both cheaper, tougher and does more damage than the Medusa. it also takes up one less vehicle cap. so I was wondering: why did you make them like this? I mean, what's the point of buying the Medusa when you can get a much better short-ranged artillery tank (Griffon)?
    Maybe it's a subjective opinion. Medusa is specific siege-gun. Good anti-building weapon. Griffon is escort-gun of infantry. Anti-infantry and anti-building maneuver weapon. However Medusa is better anti-building (and less maneuver) than Griffon.

    Always think about the tactical role of any units. Each unit have own tactical role.
    Quote Originally Posted by Rytlock
    And if my memory isn't failing me, the Basilisk looks different in the Army Painter than in-game. the crew have a small compartment in the AP, while it looks like usual in-game.
    This is FoK model with specific AP anims. I can disable this anims. I have often done so in relation to other FoK-models within TWM.
    Quote Originally Posted by Rytlock
    Also, the Eversor assassins sync kill with necron warriors isn't working properly. the NW start convulsing, freezes, and dissapear.
    I must look on it first. If there is a glitch, then I will fix it.

  31. #431
    Member GrOrc's Avatar
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    Open vote

    I am thinking about the direction of further development of Titanium Wars Mod. There are two ways: developing Soulstorm version or adding new race(s) in the DC-version. Speak, what is interesting for the players in this Mod firstly (as primary next goal).

    P.S. New races will be added in any case (in perspective).
    Last edited by GrOrc; 12th Jul 11 at 2:19 AM.

  32. #432
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    Hello GrOrc, sir.
    I would like to see both included ("new races" and "soulstorm" implementation).
    But since I realize that this is too great a task, I would like to see more races in Dark Crusade (by far).

    So, I vote for more races in Dark Crusade.
    -In search of Papasmurf...

  33. #433
    Member Rytlock's Avatar
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    I have no real interest in any of those, but I'd say developing for Soulstorm. Because Soulstorm could use some extra boosting from this great mod

  34. #434
    The flying one corncobman's Avatar
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    I'd say Soulstorm as well, since there are a few things you can do in Soulstorm that you can't do in DC and adding races to DC would be a lot of work.
    -It's not the fall that kills you, it's the sudden stop at the end (Douglas Adams)-
    -Make something idiot proof and nature will create a better idiot.-
    -Me fail English? That's unpossible!-

  35. #435
    Member Claw of Lorek's Avatar
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    Depends... on which race you have on mind. Answer that and get me answer(I love speaking like that)

    edit:I just wanted to say that I'm glad that TWM moves on with whatever of those two you(we) choose. Ultimately I'd advise you to treat our votes as 60% tops with your own opinion at 40%(66/33% is good too... but you must do what you think is best unless community's opinon far outweighs your opinion)

    And here we goes again:What about me bug? Any progress?
    Last edited by Claw of Lorek; 9th Jul 11 at 1:41 PM. Reason: Forgotten words...

  36. #436
    Member GrOrc's Avatar
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    Quote Originally Posted by Claw of Lorek
    What about me bug? Any progress?
    What bug? Describe it. And look - maybe I have answered above.

  37. #437
    Member aleph777's Avatar
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    My vote is for Soulstorm for the same reasons that corncobman outlined.

  38. #438
    Member Claw of Lorek's Avatar
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    You sure as hell/Warp didn't. It was about those pesky immortal Flayed Ones appearing on Thur'Abis plateu(for more info read my posts up there).

    My vote would also go towards making Soulstorm version. I'd give the vote to DC if and only if you have some awesome race in mind(while we're at it... which one is it? Dark Eldar,Inquisition,Tyrannids,Adeptus Mechanicus,something else?)

  39. #439
    Member GrOrc's Avatar
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    Quote Originally Posted by Claw of Lorek
    You sure as hell/Warp didn't. It was about those pesky immortal Flayed Ones appearing on Thur'Abis plateu(for more info read my posts up there).
    Answered in post #430.

  40. #440
    Member Rytlock's Avatar
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    if you start working with soulstorm, will you still update the DC version when you get new models?

  41. #441
    Member GrOrc's Avatar
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    DC version is primary product. It will be maintained permanently.

  42. #442
    It depends what races. If its more Imperial Guard regiments then go DC. If not the go Soulstorm. Thats my $.02. Are their going to be more Guard regiments??

  43. #443
    Member Melooo's Avatar
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    +1 to cornbcobman post, SS code offer a lot of new possibilities....and from my experience porting a mod from DC to SS is very easy, it only requires some punctual tweaks.
    -++Orks!...Burn the beast!!!...++-

  44. #444
    Member GrOrc's Avatar
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    Maybe you never saw Titanium Wars, Melooo. Simple transformation AE-code from DC to SS is easy, this is correct. However adaptation SoB and DE to Titanium Wars style of gameplay requires a lot of work. I made own style of DoW gameplay (new units, new buildings, new abilities, new upgrades, new balance (!), new AI, new scar-code of campaign, and many-many other gameplay aspects). Moreover I am often reprogramming OE-code (and sometimes remade on 3D-level -- adding new anims, correcting aims, etc.) of Relic and DoW Community models for quality interaction between AE- and OE-code. As you can see, Titanium Wars have own point of view on needed level of quality. This is requires some large, complex and complicated work. So as SS version of Titanium Wars is needed many-many modding-work-time.

    ...And I am needed official permissons for using WH Mod's models for quality realization of SoB in SS version. I worked on OE-code of this Great Mod for its good quality (in private manner of course). Maybe I have earned the right to use WH models. Only WH team can answer on it. This is an open request for it. Maybe KRMZ or Friedric P will answer someday.

  45. #445
    Hmm id say soulstorm too, then well get the dark eldar and kinky sisters to play with aswell, and i know youll do them in good style. There are certain aspects of dark crusade i like better, but i guess the good with soulstorm outweighs the bad.

  46. #446
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    I would imagine it would be a lot more work adding new races from scratch to DC though rather than changing the races in SS to suit the TWM gameplay.

    The decision is up to you of course.

  47. #447
    Member MrBlazzar's Avatar
    Join Date
    Mar 2011
    Location
    Cadian
    First off I would like to say Epic mod you have here. Love playing it.

    I did notice that on the imperial guards main city my space marines couldn't shoot down into the negative cover from on high ground. Like on top of the slopes leading into the water also sometimes they had to be like right on top of them to shoot them. Also my turrets in the water (IE listening posts) couldn't shoot the imperial guards at certain angels from them.

    I don't know if this is intentional to make it harder or a bug. It can be hard to defend some areas when my turrets are being slaughtered by ground troops and tanks massed in the water when they for some reason can't hit them when they are just above them on a slope.

    Sorry if this has already been mentioned or is there to make things a little bit harder.
    Quote Originally Posted by Godlike_Power
    Don't you know? The Birds! Dangerous enemies of the Imperium, due to their habit of flapping around and getting sucked into the holy engines, tainting them with feathers, bringing down the mighty machines of man! The age of the Squawks!

  48. #448
    Member Rytlock's Avatar
    Join Date
    Feb 2011
    Location
    Black Citadel
    I have the same bug! I have already told GrOrc about this, but he said that there is no such bug, even though there is. the bug has been in this and many other mods that I've played. Please fix it, it makes it downright impossible to mount a stable defence against the Imperial Guard.

  49. #449
    Member MrBlazzar's Avatar
    Join Date
    Mar 2011
    Location
    Cadian
    Ahh ok.

    But yes it does make it impossible. I'm not the best at this game so when I play normal its hard for he without this bug (call me a crappy player all ya want). But when I have missile turrets trying to block their waves and waves of tanks and they can't shoot at them. It's impossible to stop them from rolling through. Only way I can stop that is try and get them to come onto the normal ground and fight them there. Which they normally don't because they can shoot me from in the water with their tanks.

  50. #450
    Adapt and Overcome.
    But yeah i have noticed that aswell, water firing bugs exists in normal dark crusade aswell though.

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