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Titanium Wars Mod. New view on Dark Crusade.

  1. #701
    Me and my friend just tried a few games online of this, and we keep getting sync errors, does this only work on lan or can the normal online work as well? Any help would be helpful Thank you guys for your time.


    Edit: Hamachi works just fine Thank you for the suggestion.
    Last edited by Satiodelf; 10th May 12 at 2:26 PM.

  2. #702
    Member Rytlock's Avatar
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    I never play online, so I can't really help you. Maybe it would help using hamachi?
    The mind is like a parachute. It doesn’t work unless it’s open.

  3. #703
    Member GrOrc's Avatar
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    I temporarily stopped my DoW modding activity the last three months. However I start my work over TS LoC yesterday. I have good progress now. 90 percent of the work was done. Maybe new update of TWM coming soon. Dark Crusade version of TWM will have a release status after appearance the LoC in it. At last we will see version 1.0.xx...
    >>> Titanium Wars Mod <<<

  4. #704
    Member Rytlock's Avatar
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    Yay! Good work GrOrc, I'm really looking forward to trying out the LoC.

  5. #705
    Ya! This is great news, really looking forward to it.

  6. #706
    Member GrOrc's Avatar
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    Version 1.00.15. First version with true release status.

    Version 1.00.15 was released today. This is first version with release status! At last we see first true release version of the Titanium Wars Mod. It was already uploaded to ModDB today. Just wait authorisation of new content on Mod's pages there.

    Change Log
    ===========

    - Lord of Change was added in true form. Great thanks to TS Mod team for model. Thanks to Andrei354 for base complex animations. Additional animations, needed markers, events, OE- and AE-code were made by Grumbling Orc. No placeholders in this Mod now. Now we can see first release version of the Titanium Wars Mod (for DC). Number of current version is 1.0.15. And 1.0.xx in future development...
    - New Ork Stompa was added. It was named "Grot Stompa" because it is not enough big as normal Stompa and piloted by Grot (as part of model). Great thanks to Maestrorobertus for model and its base animations. Thanks to Andrei354 for die animations. Additional animations, needed markers, events, OE-, AE, AI-code, and many other things were made by Grumbling Orc.
    - New idle turn animations were added for Revenant (by Grumbling Orc).
    - Whirlwind battery can be upgraded now. Old upgrade was renamed to "Hunter-Killer Missile Launchers for Rhino based vehicles, and improved Whirlwind Missile Battery". New function: increases range of fire for Whirlwind Missile Battery.
    - Now "More Sluggas" research increases maximum number of heavy weapons Slugga Boyz, Shoota Boyz, Kommandoz, and Grotz Gang squads can carry. It was renamed as "More Sluggas and Dakka".
    - New rational binding system for Necrons abilities.
    - Mark of Khorne ability was added (and OE-coded) for Bloodthirster and Bloodletters. Additional sound effects for Mark of Khorne were added to OE-code of other Khorne units.
    - Fixed bug with disappearing Mark of Khorne ability icon after reinforcing of Khorne Chosen Champion Squad. Bind "S" for this button now.
    - Avatar, Bloodthirster, and Keeper of Secrets were rescaled.
    - Fixed bug with incorrect transformation of some fire tracers from muzzles of enemy weapons to Kustim Stompa and Keeper of Secrets.
    - Improved OE-code for Ork Dreadnought and Killa Kan. Correct move animation for both, and improved aim behaviour for Ork Dreadnought.
    - File "autoexec.lua" was changed.
    - Fixed bug with disappearing Rail Rifle within Pathfinders Squad interface (ver.13 and 14).
    - Some bugfixes and rebalnce changes were made for synchronization with SS version 0.99.2.

  7. #707
    Member Rytlock's Avatar
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    Looking good. Will try it out as soon as I can get my dow: dc to start working again

  8. #708
    Hi loved the mod
    but can't find the download for 1.00.15 on moddb site or the (SS) 0.99.02.
    are you still uploading them to the site?

  9. #709
    I dont wish to seem rude but can anyone please post a picture of the new stompa?
    I wont be online for a bit but i really want to see the new model

  10. #710
    Member GrOrc's Avatar
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    To lootedcarnifex. Just look on screenshots in parallel topic about SS version of TWM.

  11. #711
    Member GrOrc's Avatar
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    New version available on ModDB right now!

  12. #712

    Marines

    Looks awesome, by the way, are you still planning to add new playable races in future? It would be really great, the other races mods work fine with TWM, but there is a bit of unbalance... However pyramids could be added as they are, as they are quite strong...

  13. #713
    A big thank you for this. Great to have a big comprehensive mod that's fully compatible with the campaign. Tried a game as Tau on normal difficulty. I'm not the best player, and I like to turtle before attacking. Got totally swamped by a massive seemingly neverending WAAAAGH! on the first map. Great stuff! Started a new game (on easy I'm afraid) as the Necrons and I've been mixing it up with Chaos. A real ding-dong!

    Thanks again!

  14. #714
    Member jacks 3d world's Avatar
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    loving this mod thanks grorc for all your work its like having a new game

  15. #715
    Member GrOrc's Avatar
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    Quote Originally Posted by hhhdan View Post
    Looks awesome, by the way, are you still planning to add new playable races in future?
    Yes. I plan to add all 11 classic W40k races from tabletop game to Titanium Wars Mod (TWM). But only for SS version. I plan to use some of SS engine features for new races.
    Quote Originally Posted by hhhdan View Post
    It would be really great, the other races mods work fine with TWM, but there is a bit of unbalance...
    Other mods can not be combined with TWM by simple combiner. It is strongly not recommended. TWM have unique balance scheme. Any races from any other mods will be significantly weak within TWM framework. Just wait until the new races will be developed in TWM as TWM-like playable races.

  16. #716
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    Necrons Necron Pylon Bug.

    A new bug I have found is the Necron Pylon shooting before it is fully deployed. My units or other units are being hit from the pylon but it has no beam coming from it witch makes it harder to notice. The pylon is invulnerable to all fire during this time so my units are just dying with no possible help to them.

  17. #717
    What's the 11th race? Chaos Daemons?

  18. #718
    Member Rytlock's Avatar
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    halymor
    That's not a bug, it's been that way for a long time. I think it's so that it won't be destroyed the moment it's deployed, but I would like to see a removal of the attacking before fully deployed thing. Anyway, I'm sure GrOrc will explain it more completely.

  19. #719
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    To halymor: This is Relic (DoW-engine) bug. Any unit are shooting while spawn (special spawn procedure: deep strike, summon, etc.). Necron Pylon have long time for spawn animation. This is not a bug. This is bug-feature. Good for Necron-lovers.

  20. #720
    Member Cucaracha's Avatar
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    I love playing against Necrons they are hard to beat. recently I played Orks Vs Necrons to be honest I made about 20 Stompas, Battle Fortress Squiggoths ets, but I only managed to get rid off twice the Night Bringer and Deceiver, they regenerate incredibly fast and sometimes invulnerable to some attacks. Is this a bug? I noticed this on replay.

  21. #721
    Member GrOrc's Avatar
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    Quote Originally Posted by Cucaracha View Post
    the Night Bringer and Deceiver, they regenerate incredibly fast and sometimes invulnerable to some attacks. Is this a bug? I noticed this on replay.
    No. This is not a bug. C'tans have some abilities. Just play for Necrons and learn their abilities.
    Last edited by GrOrc; 20th Jun 12 at 12:05 AM.

  22. #722
    "Any races from any other mods will be significantly weak within TWM framework"

    Three tyranids can create a very good obstacle however =)
    Can't wait till the new races in SS...

    ----------

    By the way do you plan to split the space marines into legions or chapters, similarly to the chaos division into gods? At least few legions differ significantly: space wolves and blood angels have some unique types of soldiers...

  23. #723
    I was playing SM last night and I noticed that the AI for the regular squads are, pardon my French, pants-on-head retarded. I had them in a defensive line waiting for an Ork attack, and the orks charged with a bunch of melee-oriented infantry. My SMs, armed with plasma weapons, charged them even though I had them set to ranged stance (while firing on the move). They would see them and instead of staying still and shooting because they were in range, it looked like they were trying to run past the ork army. Devastators also do this sometimes I think. IIRC, this also happens on the SS version. I had AI high speed on if that matters.

    Is this just a bug or something? Or do I just not remember vanilla that well?

  24. #724
    Member Rytlock's Avatar
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    @bigwall11
    Just out of curiosity: were your squad standing in negative cover? I've found that ranged units sometimes don't do what they're supposed to.

  25. #725
    Rytlock:
    Nope, just regular terrain.

  26. #726
    Member Rytlock's Avatar
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    I found a minor bug. If the Chaos Gods Temple is destroyed, the glowing effect coming from the ground will still remain. Nothing serious, and I supposed it can be explained by saying it's the chaos energies still lingering in the place where the temple once stood.

  27. #727
    Would it be possible to use a different mirror to download this? Gamefront is giving me the finger everytime i try to download it from that site.

  28. #728
    Hi this mod is amazing, but i'm having a bug right now, so i play with Witch Hunters faction, and i've killed all Imperial Guard, but when i kill their last base on the planet, after the cinematic where their commander flee with a starship, the game Crash! i tryed the save 5 times every times it still crash, i use a trainer to have unlimited ressources and Population im at like 140/40 vehicules Cap, is this the source?

    bug report:
    http : // img338.imageshack.us/img338/5259/bugtvu . png
    http : // img713.imageshack.us/img713/1263/buug . png

  29. #729
    Member Rytlock's Avatar
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    @Divinatus
    It could be the reason, though I can't guarantee it. Mixing two mods together, and use them in the Campaign can cause some big problems, especially since GrOrc has yet to modify the Soulstorm campaign to the same extent as he has with the Dark Crusade one. To put it simply: expect trouble while using mods in the campaign when said campaign has not been modded to work flawlessly with said mod. Use two mods that where not made for each other or the campaign and you can expect to run into some trouble.

    Since I'm not a modder per se I can't really help you, but start by removing the "unlimited" thing and try again. I'm guessing you've allready tried that, and if it still crashes then my only suggestion would be to simply re-start the SoB campaign without ever using the Unlimited mod. Now, even if you were to go through all that trouble and it STILL crashes, then you've either found a serious bug or there is some kind of problems with your files. If you REALLY want to kick those Guardsmen in the nuts, you can always re-install everything and hope that fixes it.

    Alternately, just ignore the IG base and go on to obliterate the other factions.

    PS: If you're like me and mostly play the campaign, I would recommend the DC version of this mod if you haven't already. It makes the campaign FAR more enjoyable, but play on easy if you're not a DoW veteran. Unmodded, I can beat the DC campaign on hard with any race (And I have. Multiple times.) without breaking a sweat, but with GrOrcs mod I can barely get past any stronghold on hard. I've done it with Space marines, but that's the only race. For the other races I play on medium.

  30. #730
    To Divinatus

    This is one of two stable errors. To solve it we need to write to win - to get out of the game - a game to run in compatibility mode for Windows ME. This mode is slow, so after passing the wrong section of the game, you must go and disable compatibility mode. In addition to the Imperial Guard, this error occurs in several strongholds.

    I know English bad, so he wrote with the help of an interpreter.

  31. #731
    thanks for your replys but i still have the CTD problem, i'm gonna try to kill another Race's Stronghold if it still crash i'll just go play DC, but is there another awsume mod like Titanium for soulstorm, which don't have the CTD issue?

  32. #732
    Member Rytlock's Avatar
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    The only other mod I can think of is Ultimate Apocalypse, but as far as I know they have made little to no work on the campaign. They also change gameplay somewhat, which is why I don't really favor that mod. It's good, but not for me. If what you're looking for is a stable campaign with lots and lots of new units and challenges (as I said, this mod makes the strongholds in DC wicked hard), then the DC version of this mod is by far the best. If you want game-changing mechanics and units that focuses on huge single or multiplayer battles, then UA is for you.

    I can't really comment on how much UA changes the campaign, but they did at one point release an addon that apparently made it very hard, and I think I remember some talk about at least removing all the bugs and crashes. For more info visit their thread.

  33. #733
    I have a compatibility mode with Windows ME eliminates the problem of flight after the passage of the IG stronghold in 100% of cases.

    Sometimes even a bug that caused crashes. It happens if the card settings antialiasing and anisotropic filtering set manually, and not exhibited in the mode to "use application settings". But the error occurs in other places.

    Of the good mods I can recommend CornCobMan-s-Fun-Mod. I like it more than this, but there is no RPG system.

  34. #734
    Member GrOrc's Avatar
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    Quote Originally Posted by Divinitatus View Post
    Hi this mod is amazing, but i'm having a bug right now, so i play with Witch Hunters faction, and i've killed all Imperial Guard, but when i kill their last base on the planet, after the cinematic where their commander flee with a starship, the game Crash! i tryed the save 5 times every times it still crash, i use a trainer to have unlimited ressources and Population im at like 140/40 vehicules Cap, is this the source?
    Perhaps you play in SS version of TWM. Here topic about DC version. Don't make offtopic here please. Go to appropriate topic and read it carefully before write anything. Campaign is not developed yet for SS version of TWM. Just wait while it will be developed. In the meantime, play campaign in DC version of TWM where it was developed very well.

  35. #735
    oh sorry for the offtopic Grorc, you've done a wonderful job,i really like your mod, and i should have read more carefully, i'm french so i don't like to read if there's too many english words lol

  36. #736
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    To Divinitatus. I am Russian and I have more problems with English than you. However, we are talking about the care and accuracy. Read starters in any topics carefully...

  37. #737
    GrOrc, do you know about the "Ultimate Apocalypse" mod? There are many things in common between yur mod and their, why not to combine your work? as they have cool inquisition and tyranids race (it is rebalanced and made stronger), but they have quite weak sisters of battle, which in titanium wars is really done well...)

  38. #738
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    To hhhdan. Stop spam and offtopic here. Read the credits of any mods carefully...

  39. #739
    Member GrOrc's Avatar
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    Version 1.00.16. Second version with true release status.

    Version 1.00.16 for DC. This is second version with release status! No placeholders in this Mod now. New units, new features, new original code will appear in new DC versions (although the main progress is focused in the SS version now). Now we see new updated Heroes system and new type of Leman Russ Tank.

    Change log
    ==========
    Version 016

    - Heroes System (scar-script) was updated by GrOrc. Attached squad problem (no XP for attached units) and garrisoned attached squad problem (XP and level loss for attached squad in garrisoned state) problem were fixed. Now with new Heroes system, attached units gain XP and levels correctly.
    - Leman Russ Annihilator was added. (Old FoK model was updated by GrOrc.) This unit was inserted in campaign scripted maps too.
    - Titanium UCS-file was updated.
    - Some bugfixes and rebalnce changes were made for synchronization with SS version 0.99.3.

  40. #740
    Member jacks 3d world's Avatar
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    where do you find files to update to ver dc-16

  41. #741
    Member GrOrc's Avatar
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    Quote Originally Posted by jacks 3d world View Post
    where do you find files to update to ver dc-16
    Look on ModDB right now. New DC version already there...

    New content on ModDB does not appear immediately. It must undergo authorization procedure (1 - 3 days usually).

  42. #742
    Member jacks 3d world's Avatar
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    thanks grorc i found it this mourning on moddb page before i went to work keep up the great work on these mods its like having a new game dawn of war -1 has always been my favorite

  43. #743
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    Version 1.00.17.

    Change log
    ==========

    Version 017

    - New Heroes scar-script was updated for compatibility with campaign.
    - Some bugfixes and rebalnce changes were made for synchronization with SS version 0.99.04.

    NB! Don't use previous version 1.00.16 in campaign. That old version must be deleted and replaced with this new version 1.00.17.
    Last edited by GrOrc; 15th Aug 12 at 10:04 AM.

  44. #744
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    Sorry I may have missed something here but I stumped as to how you can use the Thunderhawks, Orcas etc. to drop troops onto the battlefield? I just cannot find the ability. I just want to try and experience this mod in the best way possible.

    Also, I've heard a few people saying you've made the campaign much better in your own unique way, how is this so? Sorry for being lazy and not looking through the 15 pages lol, just haven't got the time .

    By the way, do you have any plans to include the Imperial Revenant Titan model that UA mod is using in their grand release? Sorry again for all the questions .

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

  45. #745
    Member Rytlock's Avatar
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    @DannyLee94
    You use the thunderhawks by placing units inside the Machine Cult. It now works as a quick-move building like the relay. As for the Orca you do the same but with the huge command tower you get in the last tier. AFAIK, chaos and eldar lack any new transportation, and the other races works something like SM or Tau.

    As for the campaign, it's better because it's harder. The honourguard has been changed/improved and the strongholds are tough as nails. Don't play on hard unless you're very confident. Or if you play SM maybe, since they have the best honourguard.

    About the Revenant: GrOrcs relationship with UA isn't the best, and he has really high standards for what he puts in his mod, so I doubt it. But who knows.

  46. #746
    Member DannyLee94's Avatar
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    Aah thanks Rytlock, much appreciated. It's a shame he's not close with the modders of UA, their mod seemed good to me but of course I am looking at it from a non-professional standpoint. I would have liked to have seen the Revenant (I hear they have plans for the Warlord too!) but if things die down in the future we may still get the serious titans such as the Revenant if he were to contact the creator (not sure if the creator/s is part of UA) but as you say, ya never know .

    BTW, great mod! it's improved loads since the last version I downloaded!

  47. #747
    Member GrOrc's Avatar
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    To DannyLee94. Eldar Revenant Titan has been added already to the Titanium Wars Mod (TWM) long time ago. (Old Craftworld mod's model with my work on it.) Now TWM is a source of new DoW content for any other DoW-mods. At the present time I do not need collaboration with any other mod teams (low skilled especially). I am needed with collaboration only with good skilled 3D modelers and texturers. I able to make any other DoW-works with high quality. TWM contains a lot of good things by my own production.
    Last edited by GrOrc; 15th Aug 12 at 10:13 AM.

  48. #748
    This is the best mod I have played for any game since Sickel for SC BW. Congratulations GrOrc.
    Maybe V.1.00.17 campaign bug, the spaceport cannot be captured because the mission never ends, even if you have every Servitor. I notice TWM has a new model for Spaceport Servitor in campaign.

  49. #749
    Member DannyLee94's Avatar
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    Quote Originally Posted by ADest View Post
    This is the best mod I have played for any game since Sickel for SC BW. Congratulations GrOrc.
    Maybe V.1.00.17 campaign bug, the spaceport cannot be captured because the mission never ends, even if you have every Servitor. I notice TWM has a new model for Spaceport Servitor in campaign.
    Hmm... that's odd as I managed to get all 10 servitors and complete the mission with the Guard. I suggest you save mid-mission and load again or do what I do and create a main-save at the start of each deployment to a province, and then create and update mid-mission saves throughout the mission that way if you encounter a scar error, you can simply re-load. A similar thing happened to me when I attacked the space marine stronghold; their fortress-monestary would not appear so I couldn't destroy it and complete the mission. I ended up reloading a mid-mission save and there it was, ready to be destroyed.

    Perhaps these AI and scar errors appear and different points depending on your computer specs, mod installation, and the race you're playing as - but a mid-mission re-load seems to sort the problem for the most part. Hope this helped.

    @GrOrc I was actually talking about the imperial revenant titan but nevermind, if you believe that would disrupt the quality and magnitude of your current mod version, that's alright with me.

  50. #750
    Member GrOrc's Avatar
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    To ADest. Look on counter right on screen. Look on captured servitors. You must have 10. And 10 on counter. If you see less than 10 on counter, you have problem with location of servitors near your HQ. Just push them by one of your tanks. Destroy your HQ and buildings nearby for easy maneuvre.

    Don't block your HQ by other buildings in your future games.
    Last edited by GrOrc; 22nd Aug 12 at 2:05 PM.

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