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Titanium Wars Mod. New view on Dark Crusade.

  1. #451
    Member MrBlazzar's Avatar
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    I have never had this bug in the normal game. And I have beaten this game about 8 times.
    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!

  2. #452
    Member Ewokz's Avatar
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    The bug isn't anything to do with water but in fact a problem caused by implementing line of sight into a game where the maps aren't designed for it. Personally it doesn't bother me much but I agree it can be annoying when positions designed for defense are more of a problem to defend than a flat patch of earth.

    EDIT: Damn gateway errors make this the third time I have re-written this
    (Formerly "The Herald")
    "The bible is like an EULA. People just scroll past everything and click "I agree" without reading it."
    -Moe

  3. #453
    Does the AI Panel really work ? I was pissed off because of the necron monolith butchering my whole army in two flashes so I disabled the relic units in insane difficulty. They still manage to get their awaken monolith anyway.

  4. #454
    Member daffy96's Avatar
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    Hi guys!
    I have some ideas to become the titanium wars mod THE BEST MOD EVER!!!!

    PS: English isn't my mother language, so don't kill me if i commit some language heresy...

  5. #455
    I'm fed up with that mod anyway. This is the only one with wich I get constantly problems. Firstly it worked perfectly and I couldn't have dreamt of a better DC mod, then I began to get crashes when there were to many different AI on the battlefield, even with that "AI highspeed" thing, now I can't even try to play on the biggest maps.
    Anyway this mod is badly balanced.

    It is really a shame that a mod that could be the best ever, is eventually such an unpleasant thing to play. Not to harm you, seriously. You have made an enormous and amazing work, but there's still a lot of job to do in order to make this mod, the awesome one it should be.

  6. #456
    Member GrOrc's Avatar
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    To Ahzek Ahriman: This Mod almost never crush in skirmish. Tech problems are identical as in classic DoW DC. I never see any critical problems in my tests and skirmish games. This is high quality Mod. There is a small problem with AI only in new TWM-like DC campaign (very rarely appear -- error 633 -- just restart game and replay). It will be fixed later.
    About balance. I am almost satisfied with the balance of Titanium Wars Mod now. Balance is unusual for classic-DoW-lovers but TWM balance have good W40K-Codex-like concept. Players have to adjust and develop new tactics of their battles.
    >>> Titanium Wars Mod <<<

  7. #457
    Well, I'll try to re-install it, then. I was really jaded since I find this mod to have the potential to beat any other mod for DC.

  8. #458
    Member daffy96's Avatar
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    Probably your DoW DC crush you have a slow CPU or an almost full Hard disk or a slow video card... try to empty your C: folder from unused objects

    ----------

    PS: the mod is perfectly balanced: If played well, every race can be the best! This mod brings the DoW's Warhammer 40000 closer to the Games Workshop's Warhammer 40000! this isn't a 'more-balanced mod' but a 'Closer-To-Codex mod'!
    It is a bird! It is a plane!
    NO!
    IT IS THE BANEBLAAAAAAAAAAAAAAADE!

  9. #459
    Member daffy96's Avatar
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    hi now I have read the post relative to add the DH, WH and Nids mods. If someone tells me how to contact them, I will ask if they can give you permission to add them to your mod (as you know, i am very good at bringing people to exasperation).
    ok?

    ----------

    PS: this is for GrOrc

  10. #460
    Member Ewokz's Avatar
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    PS: the mod is perfectly balanced
    In terms of balance there are a few major flaws I've noticed from extensive playing, most noticeably being broadside battlesuit spam. If you fill your infantry cap with them you cannot be defeated, full cap will one shot titans, even filling both tank and infantry cap to max makes it impossible to dent an enemy with them entrenched. I played a match a week ago where my brother did such a thing and despite deep striking my whole cap at them I failed to kill 1. Personally when edited them I capped them at 5 and lowered there health to 1500, and doubled the reload time, stops them being spam able to the point of GG, but still enough to ward off even super heavy tanks who don't want to die instantly. In terms of online play though they were still over powered even with these major nerfs.

    Building health is another problem, mostly down to the fact where 2 companies of space marines and Armour support can't take on 15 wooden buildings manned by grots without dying to a man. Might be good to put a sub mod with lower building health or much lower building dps, currently in multi player you cant harass a tier 2 strategic point without tanks and at least 5-10 minutes on your hands.
    Basically a none-siege mod for this mod would be much appreciated.

    Still enjoying it though, just a pain to have to manually edit every buildings health/dps every time you produce a patch.

  11. #461
    Member daffy96's Avatar
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    Space Marines

    to kill the broadside toy can use infiltrator (space marines scouts, IG snipers, etc...), long-range tank(shadowsword, etc...), artillery(basilisks, etc...) or a constant assault of armoured units or close combat jump/teleport troops.
    finally the broadside can use their railguns only if entrenched and because the pop cap is full the enemy can only use vehicles so build many anti-tank units to defend your base and/or put them in a position of strength and/or build anti-tank turrets.
    to eliminate the building use anti-tank units to destroy all the buildings that can fire on your troops, kill all the enemy units that guard the nemy base and finally raze the remaining buildings.

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    i have found a site where you can download models for units
    NB: i dont know i they are really models but they resemble it...

    the site is thishttp://www.mechmaster.co.uk/cg-lair/40k_page1.htm

    the site where you can download models is:http://www.mechmaster.co.uk/40k/

    i have found the models for a reaver titan and various mk1 vehicles...
    Last edited by daffy96; 21st Aug 11 at 3:54 AM.

  12. #462
    Member Rytlock's Avatar
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    @daffy96

    those don't look like DoW models. And even if they were, they'd have a to great polygon count to be used in the game efficiently.
    The mind is like a parachute. It doesn’t work unless it’s open.

  13. #463
    Member daffy96's Avatar
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    @Rytlock

    someone can try to add them in a beta-version and then decide if add them or not.

    the vhiecels are so 'edgy' because they are the old versions of the new tanks, called MK1

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    and i have heard of a mod in progress called adeptus mechanicus mod and they have a reaver model (i don't remember very well).
    if they give the permissions to use it... BOOM!

  14. #464
    Dear GrOrc: personally i like this mod. yuo have made it well balanced and fun with some TT flair involved personally i find that this is a well made and fun mod and i would like you to know i am availible for Beta/alpha tesing if u need it :3

  15. #465
    Member GrOrc's Avatar
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    Quote Originally Posted by Ewokz
    In terms of balance there are a few major flaws I've noticed from extensive playing, most noticeably being broadside battlesuit spam. If you fill your infantry cap with them you cannot be defeated, full cap will one shot titans, even filling both tank and infantry cap to max makes it impossible to dent an enemy with them entrenched. I played a match a week ago where my brother did such a thing and despite deep striking my whole cap at them I failed to kill 1. Personally when edited them I capped them at 5 and lowered there health to 1500, and doubled the reload time, stops them being spam able to the point of GG, but still enough to ward off even super heavy tanks who don't want to die instantly. In terms of online play though they were still over powered even with these major nerfs.
    Broadsides are not IMBA.
    1. They have heavy infantry armour. Therefore they can be killed easily then vehicles.
    2. They have short sight radius. Therefore they unable to search enemy target without other types of squads (infantry for example).
    3. They have minimum range of fire (they don't shot in near enemy). Therefore they unable to defend themselves without other types of squads.
    4. They have slow moving and onerous entrench. Therefore their manoeuvrability is very low.
    There are many tactics against Broadsides spam. Broadsides spam is not effective tactic against experienced player.

    Quote Originally Posted by Ewokz
    Building health is another problem, mostly down to the fact where 2 companies of space marines and Armour support can't take on 15 wooden buildings manned by grots without dying to a man. Might be good to put a sub mod with lower building health or much lower building dps, currently in multi player you cant harass a tier 2 strategic point without tanks and at least 5-10 minutes on your hands.
    Basically a none-siege mod for this mod would be much appreciated.
    Firepower of armies is very high in this Mod. Buildings' health is high too (as adequate answer). It is more realictically (W40k Universe and its hard materials for structures). More balance between offence and defence.

    Quote Originally Posted by Ewokz
    Still enjoying it though, just a pain to have to manually edit every buildings health/dps every time you produce a patch.
    Maybe you will try original parameters with greater attentiveness to true balance in this Mod.

  16. #466
    Member Rytlock's Avatar
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    Firepower of armies is very high in this Mod. Buildings' health is high too (as adequate answer). It is more realictically (W40k Universe and its hard materials for structures). More balance between offence and defence.
    It's true that the buildings should have much health, but it's unrealistic that a single Ork building with a grot on it can take out whole squads of Space marines who don't happen to have a rocket launcher or a plasma gun with them.

  17. #467
    Member daffy96's Avatar
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    hi, like itachihero I am always ready to test new beta

  18. #468
    Member Ewokz's Avatar
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    Firepower of armies is very high in this Mod. Buildings' health is high too (as adequate answer). It is more realictically (W40k Universe and its hard materials for structures). More balance between offence and defence
    It's true that the buildings should have much health, but it's unrealistic that a single Ork building with a grot on it can take out whole squads of Space marines who don't happen to have a rocket launcher or a plasma gun with them.
    The firepower aspect is understandable but the nature of the buffs you've used are too much, while buildings are made with denser materials a titan while realistically take much less than 3 shots of its weapons to destroy a wooden waagghh banner. The idea that you could destroy a single ork building atm even with a full squad of devestor's with lascannon's is debatable, while realistically they should annihilation the building in quick order with minimal/no casualties in-game they would all die before managing it.

    The points you've made can all be addressed an counted with smart play rendering the balancing methods non existent.
    e.g.

    Broadsides are not IMBA.
    1. They have heavy infantry armour. Therefore they can be killed easily then vehicles.
    2. They have short sight radius. Therefore they unable to search enemy target without other types of squads (infantry for example).
    one pathfinder will be sufficient to give line of sight, or tanks, or 3 commander units. Stelathed drones/commander works best.
    3. They have minimum range of fire (they don't shot in near enemy). Therefore they unable to defend themselves without other types of squads.
    Spread them out over a small area.
    4. They have slow moving and onerous entrench. Therefore their manoeuvrability is very low.
    With a good scout and time this is no problem, they have time to entrench and fire long before an enemy is within range.
    There are many tactics against Broadsides spam. Broadsides spam is not effective tactic against experienced player.
    If you would like me to post a replay of a game where I deploy 40/40 cap of space marines, terminators and dreadnoughts deepstriking, with predator and land raider support against 13 broadsides and hammerheads/ion cannon support I will, though I can assure you the space marines will not win.


    Maybe you will try original parameters with greater attentiveness to true balance in this Mod.
    Currently it would be unwise, one of my friends has started turret creeping which with there current low cost, high health and damage is enough to win most games. At 90 requisition, the same health as a land raider and the same damage per second as a squad of karshin fully reinforced, there not much that can contend with them tier 3+

  19. #469
    Member daffy96's Avatar
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    use a combo of super-heavy tank, titans, infantry armed with long-range weapons, infiltrators, spotters and meat shield!

    Imperial Guard Example: Warhound titan with fully weapons upgrade, shadowsword, basilisk, infiltrated sniper squad, 3 Psykers(for detecting eventualy infiltrators), all the conscripts squad you can build fully reinforced and upgraded with plasme guns (meat shield: victory require some sacrifices).

    tell me what race you use and i'll try to give you an anti-broadside strategy

  20. #470
    Member jONES1979's Avatar
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    You better propose him to play on-line with you

    GrOrk wrote before, that he very interested in reports from net-game players.

  21. #471
    Member Rytlock's Avatar
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    Ewokz, since you seem to use space marines against them, I'd suggest that you use scout squads with plasma guns on the broadsides, and equip them with some skull probes to just to make sure they don't have an infiltrated spotter ahead of them. If you can't batter you enemy to death, kill him when he's not looking or can't see you.

  22. #472
    Member daffy96's Avatar
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    @ jones: Can you explain to me how do I start an on-line game?
    I have tried to play on-line with a my friend but I could not...

    Ps: sorry for my incompetence

  23. #473
    Member GrOrc's Avatar
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    To daffy96: Use a program named "Hamachi" for on-line game. Don't ask here about it. Use internet search.

  24. #474
    Greymane pack-father Lleman's Avatar
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    @daffy: read your manual, 'Online Game' section, profit.
    We look to the heavens so that one day our children may look back towards home.

  25. #475
    Member daffy96's Avatar
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    to Grorc and Lleman: thanks, guys.

    to grorc: i have tried to find some instructions on the web but i haven't found any good answer...

  26. #476
    Greymane pack-father Lleman's Avatar
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    However practical Hamachi might sometimes be (i.e. LANs of sorts) it meets some limits due to the fact that the host computer sometimes slows down while having to act as both a server and a playing station, or that you'll only play with people from your virtual network, thus limiting the online experience.
    That's why the 'Online Game' choice is so much better for you, in both the fluidity of game and choice and diversity of opponents, and if you want to play with selected people only nothing prevents you from setting your games to private...
    Last edited by Lleman; 26th Aug 11 at 3:43 AM.

  27. #477
    Member daffy96's Avatar
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    Thanks for all Lleman

    ----------

    @ GrOrc: My Dark Crusade inexplicably does not start up and then I try to use your mod on soulstorm.
    I know that this mod is for Dark Crusade so I wanted to ask what would happen if I used on soulstorm (Ex: work normally, damage the game, just do not find it in the game manager, etc. ...).
    thanks

  28. #478
    Member GrOrc's Avatar
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    To daffy96: This Mod only for DC now. SS version is under development. Please, don't ask FAQ-like question about DoW-modding here. See another special threads. There are many reasons why special DC-mod does not work under SS.

  29. #479
    Member daffy96's Avatar
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    Ok, sorry...

  30. #480
    Member GrOrc's Avatar
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    DC version is almost complete now. Some placeholders are still in Mod. Work are in progress over them. This Mod gets version 1.0.x after the withdrawal of all placeholders. Further development of the Mod will deal with other races. In particular, now I'm seriously thinking about creating the SS version. Developments in this direction long ago already. It will be easy to restore. However, the SS version will have a long way before it receives the same quality as the existing DC-version.

  31. #481
    Member Rytlock's Avatar
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    Sounds promising.

  32. #482
    Member Arikaas's Avatar
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    Looking forward to the final DC release, mod is great.
    Coding Help Thread

    Need Any help via AE, AI or Scar code, any questions perhaps? Use the above link.
    My coding tutorials
    (currently unavailable)

  33. #483
    Member Rytlock's Avatar
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    GrOrc, would you mind telling us about some of the paceholders that will and won't be in the mod in the next version?

  34. #484
    Member GrOrc's Avatar
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    About placeholders. Now only 4 in TWM: Eldar Revenant, Ork Stompa, two Chaos Greater Daemons (LoC and KoS). I have good models with textures: Revenant (originally from Craftworld mod) and Ork Stompa (Robert Lechl) models. This models are needed with some final work (adding some animations and creating good OE-code for corresponding units in game). Therefore 2 placeholders can be replaced in the near future.

    Question of the daemons is more complicated. It depends on the goodwill of the holders of 3D-content. LoC model -- Thousand Sons Mod (private unfinished mod). KoS model -- Catwell (his private work).

  35. #485
    Ohh got two more models. Thats nice to hear, cant wait to see em in game. Always wanted a real eldar titan to play with! And for the Orc, well my titan need something to kill. Hehe.

  36. #486
    Played through chaos and founds some small issues. A few gramatical ones and some others.

    chaos uppgrade furious charge: reads: ..become imbued with the fury of... shouldent it be "becomes"

    mark of khorne: reads: ..and khorne chosen champion.. should be "champions".

    chaos energies: .. and the brings blessings of the chaos gods... should be "then"

    chaos sorcerer of nurgle: can be ascended as great unclean ones. should be: "as a great unclean one".

    when buying the great unclean one himself, making him ready to be summoned, it reads: great unclean ones, should be "great unclean one", seeing as you only summon one.

    nurgle chosen champion squad: a leader of chaos forces who rose to power by the blessings of the
    plague god, nurgle. should be ... with the blessings.." or "..through the blessings"

    corrupton or wind of chaos research reads: ..Depends from mark of chaos. should be: Depends on mark of chaos or depends on the mark of chaos chosen.

    chaos vindicator need a new voice, now it has the chaos rhino, "transport ready, best way to travel etc" when it has zero room for passengers and is in effect a siege tank.

    chaos terminators have their teleport located the same place as the ability from any banner ability from any of the icon bearers, this means that if you attach a icon bearer to a termi squad he cant use hes banner ability. Suggest changing the terminators teleport ability to a different slot.

    Daemonettes of slaanesh has the exact same voice as the eldar. Suggest just modulating the voice to a different tone, listen to the sound meloo has for them in purgation of kaurava. Seeing that is free source you could just grab that and give credit unless you fancy trying your hand at some voice acting.

    And as always the chaos warhound titan need a new voice too. So unfitting that it has the same as the loyalist titan. hehe.
    When im at it i might aswell mention the chosen champion squad and the sorcerers, they could use a slighly different tone aswell. Slaanesh could have a whiny high pitch one, nurgle a more burbling unclear one etc. Hasnt this allready been done in fok or someting? If so should be easy to just use theirs and give credit, same goes for the mark troops ofc. hehe.

  37. #487
    space marines: you can purchase two space marine captains for the chapter masters retinue if you buy the 2 one before the 1 one is finished.

    Also ive noticed that the chaplain and the reclusiarch has the same number of hp and do the same damage according to your list. They cost the same aswell so wondering whats the difference? Chaplain has a jetpack so i assume the reclusiarch has something else going for him...?

    I would like to propose that you give the adeptus astartes techmarines for build units and that instead of having a techmarine for a special character you change hes name to Master of the Forge which is like a techmarine boss. I also propose that you add servitors that can either be built by the techmarines, or by a building. The models allready exist in for instance fok, or meloos purgation of kaurava so would only have to put them in. This is standard warhammer rules and also fits with fluff so i see no reason why it should not be implemented. hehe. When speaking of servitors the techpriest of the imperial guard should also be able to build them. I am not saying that you should make all techpriests/techmarine uber powerful with a retinue of uber servitors with multi meltas and plasma cannons, they should take up cap as normal and cost resources like any other troop.

    The techmarine hero of the space marines are too suishy, he has 1000 hp when other heroes has like 3000. This gives the impression that the techmarine is some kind of squishy nerd-boy when in reality hes one tough hombre.
    I say increase hes hp to atleast 2000 hp to better respresent him for what he is and not the gimp he is currently. I only intend this change for the stand alone character offcource not for general techmarine builder units.

    Also noticed that land raider laser cannons has shorter range than predator laser cannon, but i assume this is intentional, I dont mind this really, gives the preds something special going for them.

    Didnt really come across any other bugs with the space marines.

    Besides... as ive said often before: remove that durn titans from them, who ever hear of the space marines owning and deplying titans, it fits their battle doctrine not at all. Hehe.

    No but seriously too many factions have the same ulltimate unit now, imperial guard, space marines, chaos and tau all have the same warhound with the exact same specs/voice. Its pretty booring and make the factions seem to much alike. In reality all these factions have their own way of operating, making them have the same ultimate unit makes them seem alike when they are not. There is alot of good reasons for why the titan unit simply dont belong to several of the factions, but the most important reason is because its booring. imo that is.

    I agree with you that buildings should be tough and have much hp, it fits with the universe in my view in which buildings are fairly tough and can withstand a blast or two, but there are some buildings which should not be so very tough, among others.. waagh banners.. The issue now is that a titan need several blasts of hes plasma blastgun to deal with one wooden banner as one so aptly described it earlier in this thread. So my point is: not every building need to be super tough, built of rockrete with a solid core of adamantium and void shields. :O Having diversity would enhance the mod and make it more realistic and fun, right now every single building is a nightmare to take down, even the inconsequencial ones: like the wooden banner, lol. This brings me over to turrets, the turrets deal either to much damage or have to much hp. Or both. The game as it stands now is a turret feast, if you creep with turrets you beat everything. Rush with your build units, get up a few turrets at strategic locations and box your opponent in, denying him the resources he need to counter them. Its all to easy and it makes the game way to one sided. Either you use turrets and have it real easy or you dont and you have it hard. I like my turrets strong dont get me wrong, but right now they are too strong. So i would humbly ask that you either reduce their damage or lower their hp or both. The point beeing that they become less powerful. For my part i would prefer to lower their hp somewhat, like 20-40% maybe and keep their damage as it is or close to it. That will make them easier to take down but they will still be a threat. Also how realistic is it that a cheap turret is that hard to take down? We are not talking of some huge bunker with meter thick walls here, we are taking of a single mounted turret that can turn around 360 degrees. Its armor will neccesary be limited.

    Another thing that could be done would be to take the universal fortify research and make it individual for each turret. I mean: you are not ordering a brand new turret type here, you are fortifying an allready existing turret position, and as such having it be a universal research is kinda weird. If you make it individual it would serve to make turrets weaker overall but stronger where you decided to spend extra resources.
    Last edited by Pedro; 26th Sep 11 at 7:16 AM.

  38. #488
    Member GrOrc's Avatar
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    Quote Originally Posted by Pedro
    Also noticed that land raider laser cannons has shorter range than predator laser cannon, but i assume this is intentional, I dont mind this really, gives the preds something special going for them.
    Thank you for your attention. It will be fixed. The old parameters stay there by accident.

    About turrets. I thought long before come to the current version. Now turrets stronger gradually. The balance between offense and defense is present (approximately) in different Tiers. For fine-tune of the balance will require many-many real tests in real network games. I don't have good team of real network testers. This is good game. The game is not only for W40k fun. My goal is to make a good real strategy game with W40k spirit. That is why the "wooden" building are strong in TWM.

  39. #489
    Hi, could you possibly put up another mirror please? My country just banned Megaupload

    Thanks in advance.

  40. #490
    I dont mind playing some network games with you you old bison to prove my point. :P

  41. #491
    Member GrOrc's Avatar
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    Quote Originally Posted by CoLdZ View Post
    Hi, could you possibly put up another mirror please? My country just banned Megaupload
    Use internet search: "Titanium Wars Mod". It lives on some torrents.

  42. #492

    Chaos

    hi
    first your mod is awesome congratulations to the team
    second
    i want to propose a new units for the chaos faction(if you made a new version obviously)
    the renegade militia
    i found that unit in meloo's "purgation of kourava" unfortunatly is a "closer to codex" mod and i don't like the the warhammer
    table game rules
    the model is done
    here a pics (from meloo's "purgation of kourava")
    http://www.moddb.com/mods/purgation-...hots2#imagebox
    need only a re-texturing,and i found it here
    pics(look at Alternate Renegade Militia Skins to see it made by Whiteshield and "some russian guy")
    http://forums.relicnews.com/showthre...-%28UPDATED%29
    i hope you like my suggestion

  43. #493
    I second Derdys suggestion, but why not go one further and create a new "mark" : Renegade. Give them traitor guardsmen and some ig vehicles in addition to some demonic/chaos marine support. Hehe.

    Ive also found it a little strange that you can only choose a mark much later in the game. Most of the traitor legions allready have a patron god, and as such it it reasonable that they should be able to specialice from an early stage. I mean its not like plague marines are an oddity in the death guard or rubric marines are odd in the thousand sons. Rather its what they solely consist off. Now i see why that cant be implemented, but it would be cooler and more appripriate to the warhammer setting to let it be choosen sooner imo.

    By the way GroRc there are several new models, like the pred tank with glowing lights, the new wraithlord etc. You gotta put those new shiny stuff into your mod imo.

    Oh yeah and the team is just groRc as far as i know.

  44. #494
    The mod is awesome!!!i m really enjoyed every second of it. Now was hoping the 1.0 can be released by this year Anywhere keep up the good work!! and thanks for the nice mod!!!

  45. #495
    Member GrOrc's Avatar
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    Quote Originally Posted by Pedro View Post
    Ive also found it a little strange that you can only choose a mark much later in the game. Most of the traitor legions allready have a patron god, and as such it it reasonable that they should be able to specialice from an early stage.
    Basically you start chaos game only as cultist. Chaotic evil alignment. Often cultist does not know much about the Chaos. Later, he learns more about Chaos and chooses his God.

    If a player starts the Chaos game with the intention to choose a particular God, then he will choose the correct color scheme in advance. In this case Chaos manifests his power gradually.

    This is just legendary interpretation of what is happening in the game.

  46. #496
    Ive probably mentioned that earlier too GroRc. I know i harp on abouth stuff. :P

    I noticed that the stormsword didnt have a colour scheme when i played word bearers.

    Also what abouth increasing the radius and blast of the eversor death explosion? It is supposed to be a quite destructive blast atleast according to what i read in the imperial armour, tau vs ig scenario. Would make him a more fun unit too if he went out with a bang and not a pif.

    Now i want that new eldar titan please

  47. #497
    Member GrOrc's Avatar
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    Quote Originally Posted by CoLdZ View Post
    The mod is awesome!!!i m really enjoyed every second of it. Now was hoping the 1.0 can be released by this year Anywhere keep up the good work!! and thanks for the nice mod!!!
    I hope you downloaded latest version from alternative site. Official link only here. Only from ver.0.95.10 this Mod have good (true TWM-like) quality in campaign. Upgrade to 0.95.11 immediately. The skirmish quality achieved long ago...

    For all. I do not know whether the version 1.0 will be released later in this year. It depends on the goodwill of other people (holders of some 3D content - post #484). Now TWM DC version is almost release state with respect to already developed 7 races. Next, it is needed to develop and add other races of W40k. I want to see DH and WH first in next versions of TWM. DH = Compiler. WH = KRMZ. Now I don't have official permissions from those persons for using their 3D content in TWM framework. KRMZ disappeared from the modding and does not respond to the e-mails. Compiler has not given permission to use DH content. Nobody knows what the future will bring...
    Last edited by GrOrc; 27th Sep 11 at 8:38 AM.

  48. #498
    Will you release more updates before 1.0 with the new models etc?

    Might aswell save the extra races for soulstorm, you can change the sisters into the ordo hereticus easy enough and the whole inquisition with alot more work hehe. I want to play the inquisition in campaign. :P

    deathwatch vets models allready exist, so do grey knights, even grey knight termies landraider etc, and sisters are in soulstorm allready. and that is pretty much the special troops of the 3 factions, ordo malleus, hereticus and xenos. Wouldent be too hard to make the faction the inquisition when i think abouth it, seeing that pretty much all the models allredy exist even without tinkering with witch hunters and demonhunters mod.

    Yeah also, have you replaced the warhound model yet?
    Last edited by Pedro; 27th Sep 11 at 8:46 AM.

  49. #499
    I downloaded the latest version. I m really enjoyed the campaign mode ! ^^

    And for sure i will wait for your 1.0 version no matter how long it take!!!

  50. #500
    Member GrOrc's Avatar
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    I make W40k race as in GW tabletop game. WH and DH have own Codexes and units' sets. I strongly oriented on the official W40k Codexes when I create TWM.

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