Yeah not sure whats going on. I'm pretty darn good by now with the logistics with DoW1 mod projects considering the # I coordinate.
Yeah not sure whats going on. I'm pretty darn good by now with the logistics with DoW1 mod projects considering the # I coordinate.
Bad idea.Originally Posted by Thudmeizer
This is correct operation.Originally Posted by Thudmeizer
Maybe your DoW DC is broken. Titanium Wars is very high quality Mod. You know well about my good modding skills.Originally Posted by Thudmeizer
Last edited by GrOrc; 12th May 11 at 11:34 AM.
>>> Titanium Wars Mod <<<
To brother Gr0rc:I'm sorry to say this but you are the one who's disrespect other modders!Every mod has it own unique game play and units it contain spirit,blood and tears of the Mod team.You has no right to judge another mod even how good you are and how bad they are!With that selfish and disrespectful attitude,the mod is going to dustbin is your not us!You'll see our Apocalypse mod team is stronger than ever,I promised!
I'm very sorry for this off-topic post.
-Little sister Setsuna
@GrOrc - dude, your mod is kickass, but saying its the best is kind of disrespectful to other mods. for example, the Steel legion mod, Inquisition Daemonhunt mod, Witch hunters mod. Your mod is pretty good in its own way. Saying its the best means that your work is better than other people's work who are obviously churning out better models, skins, textures, ideas in their mod. No disrespect intended, its just that its not the best, that's all. Oh.. and Cylarne's mod is not a combiner mod its basically like the same idea as yours, so this might be where the bad blood is - practically the same idea, but not wanting anybody to be boss. Its me doing the "combiner mod", not cylarne, but do not confuse this with the existing Combiner Mod, since its not named as such. Its DAWN OF WAR COMMUNITY MOD I can't claim credit for it, since its the entire community's work, not singularly mine.
@Cylarne and Setsuna - I remember telling this to Cylarne back then in the earlier apocalypse mod days, although the mod back then really was pretty shabby for calling itself the best, now it has vastly improved. lol. anyway, GrOrc has been around the forums longer, and his mod has been around longer than yours (not sure whose mod came first, sorry can't remember), but yes, its not the best. But I'm not saying it sucks. So.. a little respect to GrOrc maybe?
To GrOrc again, dude don't say other mods will go to the dustbin, its just plain bad luck. You want FoK to die? That's where most of the community gets their textures and models!
So to speak, it seems all modders are proud of their mods, but they shouldn't say they're the best of the best of the best because truthfully, the best of the best of the best is not here in the forums. He could be a regular farmer boy who didn't discover a computer or modding yet for all we know. Oh and you guys should check out Purgation of Kaurava mod. It has plenty of new bits and pieces you might want to use. http://forums.relicnews.com/showthre...load-Available
Hehe. So strong reaction on my grumbling joke. My joke was initiated some early incident and some aggressive PMs to me. Now I explain my true position. I respect only those mods where we can find good new models and textures, good work over OE-code, scar-code, AI-code, gameplay as a whole. And I'm not interested in mods which are only the combination of work from other mods. This is my own position on this issue. For example, I very respect mods listed in my Titanium readme: TTRU, FoK, Steel Legion and others. I very respect WH and DH mods. And some others. However I am neutral to all combiner mods. I do not even look at them. It's disrespectful? None. This is neutrality.
Last edited by GrOrc; 29th May 11 at 2:25 AM. Reason: Change one letter in one word.
It not.That corporation,we are not stealing anything from another mods we even make new unit for them.And why we must make whole new Tyranids and IDH race while we can work with them.Also we are have whole new thing for remaining races and create a new race Daemons.Beside there are another mod successful with that like Corncobman fun mod,we not the only one.It end here,I don't want to say anything more without premission.Originally Posted by GrOrc
-Little sister Setsuna
To Setsuna269: Please, stop spam about your mod here. And I never need with disrespectful PMs from your team-mates anymore. (Krronus first so long time ago, but I think he realized his mistake. Cylarne next now. Who is next? You? Your attacks on me explain my grumbling joke above.) Your mod is not interest for me. I never looked on it.
Last edited by GrOrc; 12th May 11 at 1:36 PM.
Didn't you combine the models and textures from other mods :3
Steam: Supernaut (with the pic of the spy achievement)
http://whileishouldbeworking.wordpress.com - Just a blog.
To Supernaut: Yes. I combine many-many good stuff from other Great Mods in the Titanium Wars... ...but with my own unique work on many-many DoW-modding aspects. I am universal modder. See Titanium readme and chagelog for details...
Moderator note: please can people retreat to their various mod threads and stop taking this one off-topic?
I am an Iron Warrior! Iron Within, Iron Without!
Firstly great mod, really enjoyed playing it. Just one thing. Ive noticed my game lags slightly when i have built many units, only when the camera is over the army, once i move it away everything speeds up again. Is this normal?
i have a Intel core 2 duo 2.5ghz
Geforce 9800gt 512mb ram
Not the best rig but surely more than enough to run this mod? Thanx. Keep up the good work.
Thanks, Jones. You're right.Originally Posted by jONES1979
However many-many special TWM features are obviously for most modders and gamers. For example, my new build and special ability anims for "new-old" relic buildings are visible to the naked eye. This buildings were not animated by Relic's developers (as in TWM) because they were used only in campaign without plans for free construction by player.
Now (in 10th version of TWM) DoW-gamers can see new DC campaign gameplay features. For example, the players will experience a new scar-code in Strongholds on their own skin. Any DoW-gamer who plays in the Titanium Wars Mod can feel a special spirit (W40k spirit of course! ) and a special quality of this project.
GrOrc I noticed that the general sturnn TGD model had shorter claws, can you give the original alexander TGD model shorter claws also?
You must be very skilled at coding. My Space Marine Stronghold kept crashing until I removed the capture relic SCAR where they start to lose morale. Meaning there's one less objective in the marine stronghold map
To Whiteshield. 1) I think that those models are identical. I just added Sturnns head (and its anims) to Alexander's torso with all wargear. I didn't change any scales on 3D-level. 2) Now new scar-code of Strongholds are very complicated. I added many new functions and algorithms. I didn't remove any objectives but I reprogrammed some of them.
You sure? I used the General Sturnn TGD model and its claws are in fact shorter than alexander's.
Got a scar error on sm and necron stronghold so far, but nothing game breaking for sm just froze game for a sec -unpaused and kept going, completed sm stronghold and felt good abouth it, when i tried necron stronghold hovewer my commander got the bomb bugged and the icon got ehrr replaced or something, with farserrs prediction or whatnot. I wasnt stuck to the seer trouple either so <shrugs> tried to join a squad, disband, enter and leave a vehicle, and reloaded my game, nothing worked i cleaned out the necrons and stood atop the place where you normally place the bomb and found no button to push anywhere.
Besides that ive tried almost every other map and i like it, the blood relic needs alot more kills which is good etc.
1 litle thing, could you maybe implement some sort of focused ray for the fire prism to maybe let them skip the disruption and fire a beam that is non aoe, the way they are now you have to keep them miles away from eachother or any troops or micro them with an inhuman accuracy. They do massive collateral damage now, not the way i tend to imagine my eldars "loose cannons who just blow away, lifes be dammed lol"
I think some other mods have that abbility. corncobmans fun mod among them.
Besides the necron bomb bug all was sweet, good job.
I encountered the same necron bug as Pedro when playing 0.95.9, real pain the ass that one.
amazing work GrOrc, I have really enjoyed playing the mod so far. just finished the IG stronghold on hard, and boy howdy, where they hard! the sheer amount of tropps and tanks trying to get across that river truly was astonishing. I would've never defeated that base if you hadn't added those new deepstrike abbilities. took some time, but I did manage to backstabb those numerous bastards eventually.
there is one thing I have to say. I've said it before, and if you don't aswer, I'll have to say it again: why is it impossible to attack units that stand on negative terrain? I'm not sure if it's just on the IG stronghold, but for some reason, you can't use ranged attacks on units that stand in negative cover. surely you must understand what a huge problem this causes, espesially since the Guard send their vast armies over a river that is almost entierly negative cover. you can't blast something apart before it reaches you if you can't even attack it.
The mind is like a parachute. It doesn’t work unless it’s open.
To all. If you see real scar-error, than please open console, take screenshot and send it to me or post here. You really help me for removing remaining scar-errors. I was testing all Strongholds and I was going through them without any errors. However it is not true (100%) guarantee. Only 99%. Some scar-errors rarely occur. Gamers can help me to remove remaining errors. Please report about any scar-bugs by console screenshots.
To Pedro. Necron Stronghold have no bug for bomb ability. You must kill Necron Pylon and go on top pyramid. Bomb button will appear without problems. However I didn't test Eldar. Maybe so many abilities for Farseer conflict with scar-button. I must see on it...
To Rytlock. No problem with cover as I see. I was killing IG on the river from high ground without any problems. There is some problem only with no shoting turrets at some positions (on a water). So little problem.
Yes offcource, i knew abouth the scar reporting really, just been some time. Ill do it the next time.
This is true. I went through the entire campaign with Eldar and then I couldn't win because the Bomb button disappeared. You have to not attach Taldeer to any squads so that she has one free skill button to place the bomb
ok, I just noticed something while playing orks. their deep strike abillty don't have a drop animation like the other races. when clicking to drop a squad, all that happans is that a red flare pops up, followed by the selected squad just popping up. is this supposed to happen?
Flare is marker for ork's deepstrike. This is done on purpose. No other marker.Originally Posted by Rytlock
I'll fix it together with the experience for some Eldar campaign units (as noted by Pedro above). Fix for 10th version will be released soon...Originally Posted by Icezera
Last edited by GrOrc; 18th May 11 at 3:00 AM.
Yes, that's the version that is publicly usable.Thanks. I saw some other variant in TTRU mod (with new walk cycle and idle anim [Do you speak about it?]). This variant have restless behaviour with new anims.
I don't. I think it sucks, Zany Reaper (who did those animations also thinks they suck). Get rid of it. There is no permission given for the older version as both the creators are not proud of it.I like older variant. It has more titan-like behaviour on my opinion. Solid, tranquil, and mighty.
Now taking commissions! PM me for information.
Vote for my stuff on CMON: http://www.coolminiornot.com/artist/winterdyne
Check out my blog: http://winterdyne.blogspot.com/
Follow on facebook: https://www.facebook.com/winterdynecommissionmodelling/
To Winterdyne. I'll look on it again. Maybe I'll do something. You did not send me your max-files of Warhound, as I asked, so I was not working on your model on the 3D-level (I have some problems with import/export Warhound titan by Santos Tools as so I am needed with your original max-files). I ready to work on this model for its good quality on 3D-level and OE-code. ...And you ignored my question about your model of Reaver-titan. How about your another titan, Winterdyne?
The reaver's not rigged or animated yet. The warlord's UV mapping and texturing has been started, but not finished. I don't have access to the .max files for any of the titans - they're on a server, which is buried under a pile of junk. As and when I get that server out again (some... eh, reorganisation of my workroom is needed), I'll pass on the .max files for you to have a play with, also the teamcolour files I did.
Just to reiterate - I really, really hate that walk animation. Drop the idle anims if you like (the restless dog styling), but for gods sake get the right walk cycle in.
OK, Winderdyne. I must look on it first. Thanks for your work. I am waiting files from you. And your Reaver-titan are welcome in Titanium Wars. I hope for the future...
I just want to make sure you're not missunderstanding me, because what I meant was that there is no ork fighta bomma that delivers orks to the battlefield. the reason why I'm asking this is because there is a fighta bomma delivering orks in your screenshots.Flare is marker for ork's deepstrike. This is done on purpose. No other marker.
To Rytlock. Usually Fighta-Bomma drop bombs or rockets of course. However it can drop a container with troops. Maybe this is unfluffy but it does not contradict the W40k universe (theoretically ). I took it upon myself to do it. This is already done. Use it well or do not use, if you think it wrong from the standpoint of the W40k universe.
Given Orks drop Stormboyz en masse from their Bommas and use Roks as 'landers' (!!!) in planetary assaults there's no reason for them to think container-delivered troops from Fighta-Bommas is unsound; it's just filling the gap in between both delivery methods, just as long as it's painted red...
We look to the heavens so that one day our children may look back towards home.
To Lleman. Rocks are used as landing ships only in global planetary assault. However Orks are needed with some little-fast-air-landing ships in some local operations. Fighta-Bommaz can be used in this role theoretically and practically as I think. Some heavy variants of Fighta-Bommaz of course. Orks have not standards of weapons usually. Some Fighta-Bommaz can be used in non-standard role in some local situations...
In the TWM I just use ready Relic's 3D-model. If someone have true (fluffy) Ork air transport model please give me rights to use it within Titanium Wars.
Last edited by GrOrc; 18th May 11 at 8:07 AM.
Dude, i was backing your previous post... :/
alright, I'm satisfied with that answer.
sorry if I'm being annoying for asking so many questions, but I have another. this question has always been bugging me, even in the unmoded DC. when defeating one enemy, the other strongholds get higher numbers. I know how these numbers work on the normal maps, but how do they change the strongholds? let's say that I attack the Ork stronghold while it has 10. when winning, the other strongholds will have gone up a number, to 11. does this make every other stronghold more difficult everytime you defeat one?
To Rytlock. I ready to answer on any correct question about topic of this thread. What numbers you are interested? Maybe you speak about abstract strength of province on metamap. Those numbers indicate strength of defence. Depend on army strength and base strength in province. However it does not matter for strongholds. Strongholds are fully programmed on scar-code. Their defence reaction is hardcoded and partially depend on player strength (number of controlled province). Even elite army of AI heroes from metamap are not used in stronghold's defence within classic DoW DC. I fully reprogrammed strongholds in Titanium Wars Mod (TWM) and, in particular, I use some of those army for some race for stronghold's defence. I'll use all of them in future development of TWM.
thank you so much. now I can kick all the weak races asses without having to worry about the other strongholds getting even harder. watch out Necrons! the Space Marines are coming!
hey GrOrc, something strange happened when I played against Necrons. a little after I had destroyed the Beacon of the Void Dragon, some kind of error thing poped up. it said "critical AI error"
"AI Execution paused"
it didn't affect me game-wise. I can still play the map, but it looks kinda strange.
Remind everyone if you see an error in TWM DC campaign, please, open console (Control+Shift+Tilde) immediately, take a screenshot, and send it to me or post here. Thanks.
Hotfix 011 for 0.95.10. Installation: simply place SFX-archive in DoW: DC root directory and extract with overwriting old files. See TWM_Change_Log.txt in DoW: DC root directory as log of changes. Rejoice in the new version 0.95.11.
- Banshee Exarch Council and Reaper Exarch Council were added to Heroes System.
- Fixed bug with bomb ability scar-button for Eldar Farseer Taldeer in Necron stronghold.
- Fixed some rare appearing bug in SM stronghold.
- Some other changes.
Good stuff grOrc. Just downloaded it, gonne try necron stronghold again now.
By the way i think tau skyray missile gunship should have longer range, arent they supposed to be a very long range missile platform which uses stealhsuits and fire warriors to do target aquisition before launching missiles from very far off (in tt and fluff) even the description in game lists their missiles as very long range but its merely medioce range and it dont really feel like a missile tank at all with its up close and personal range. What do you think?
Last edited by Pedro; 29th May 11 at 5:56 PM.
To Pedro. Range of all weapons are established in accordance with the W40k Codexes. See my table of ranges (in readme) and W40k refsheets. I have clear well-developed system of range weapons, and these parameters will not be changed in future development of TWM.
Maybe you speak about Tau seeker missile (very long range weapon). I don't realize this weapon in TWM now. Maybe I will make it in future as special upgrade and special ability. However it requires some work on 3D-level, FX, sound and others. Also it requires balance considerations.
Yeah i was thinking abouth its seeker missiles, i seem to recall that one of those tanks carry 8 or so of those, but maybe i am confusing it with another unit.
I noticed that the shadowsword super tank costs 10 cap while the other ig super tanks costs 8, just figured id say so incase its a bug.
Also i noticed that i can only hear the hydra tank and the griffon mortar tank on the left headphone, i got no problem with sound otherwise so its pretty strange.
By the way i enjoyed the new ig tank you added, the stormsword, it was a welcome addition, a real close combat beast hehe.
Speaking of super units, i thought the harlies/craftworld mod were nearing completion like 6 months ago, and i seem to recall that they would let people use their models when they released. They had some really nice looking models including a titan. Did that mod die or something?
Last edited by Pedro; 30th May 11 at 4:24 PM.
I noticed the same bug with the hydra and griffon, and also that the same bug happens to the Ork hard boys, and possibly the scar boys.
the ig upgrade "officers plasma pistol" says that kasrikin bodyguards gets meltaguns but they get plasma pistols. Either the description or the weapons are incorrect.
The tougher-type-turret reads "..of this type by each hq" should be something like ".. only four of these for each hq" or something similar, again im not native english speaker but it sounds odd the way it is written.
Also the honour guard ig guardsmen have a bucketload of hp when you do all the upgrades, getting the biggest boost from the morale giving upgrades, i think they hade around 50 k hp when i had every infantry upgrade done, and in comparison kasrikin honour guard had like 17. They prob have diferent armor types but it still seemed too much, i just figured id mention it incase it was a bug.
This is not a bug. This is the well-thought-out TWM parameters.Originally Posted by Pedro
Bodyguards get meltaguns in skirrmish. Other bodyguards model work in campaign.Originally Posted by Pedro
Heroes system work in TWM DC-campaign. You must compare squads on 1st level (without any experience). HPs and some other parameters rise with level-up but it is not so much as you said.Originally Posted by Pedro
Ok this is flipp'n insane: I have downloaded Titanium Wars latest build. applied it to my DC 1.20, and same issue: many of the models are pink boxes are ingame saying it cannot find the models but in fact they are there. I've unpacked using latest 7zip and do exactly what I always do with mods but I cannot figure this out except it seems the archive is corrupted. Here is the main error I get when running and going to AP to look at the Eldar units..
I am totally stumped and feel like such a jack-a*s I cannot figure this out. It just seems many of the Titanium Wars art assets are corrupted as some work and others do not. Grrrrrrrrrr.......Code:01:49:58.14 MOD -- Initializing Mod titanium_wars_mod, 0.95.11 01:49:58.14 LOCALIZER -- Failed to load file DXP2\Locale\english\DXP2.ucs due to overlapping range with Titanium_Wars_Mod\Locale\english\DXP2.ucs 01:49:58.14 LOCALIZER -- Failed to load file DXP2\Locale\english\Heroes.ucs due to overlapping range with Titanium_Wars_Mod\Locale\english\Heroes.ucs 01:49:58.14 LOCALIZER -- Failed to load file W40k\Locale\english\W40k.ucs due to overlapping range with Titanium_Wars_Mod\Locale\english\W40k.ucs 01:49:59.20 GAME -- Using player profile Thudo 01:50:00.71 RENDER ANIM -- art/ebps/races/eldar/troops/guardian: Unable to open file! 01:50:02.60 RENDER ANIM -- Art/EBPs/Races/Eldar/Troops/Howling_Banshee: Unable to open file!
I will in no way be able to help you, but could you please tell me which units are pink boxes? I'd like to see if I have the same problem, which I doubt.
Go into the Army Painter once Titanium Wars is loaded and you'll see whats not working. Oddly, all of Imperial Guard, Necrons, and Tau are perfectly fine. The others have severe issues like model does not exist or textures are missing. I cannot explain it and considering I work with mods all the time in many ways this baffles me.
To Thudo. You have strange problems with my mod. No problems for me and many other people for a lo-o-o-ong time of the existence of this mod. Maybe you do not like the Dark Crusade or Dark Crusade do not like you now. I work with DoW DC so long time. This mod have special quality without any critical glitches. You know well about my good modding skills, Thudo. Maybe you must resolve some problems with your computer or with your current installation of Dawn of War: Dark Crusade. This mod is only for Dark Crusade ver. 1.2. Do you remember that?
Yes bro I'm kinda one of the most senior members in DoW1-dom so yeah I know what I'm doing. I can only maintain your 7zip archive is auto-corrupting some files as all the mod's art assets are there. Can you rar them up somewhere differently? The logic makes no sense why this should not work bro.
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.
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.
 hey GrOrc can you UV map the Warlord or was it Reaver titan done by Winterdyne? I wanna work on giving 'im cool ass'd textures
Last edited by Whiteshield; 3rd Jun 11 at 6:47 AM.
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