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Titanium Wars Mod. New view on Dark Crusade.

  1. #651
    Member GrOrc's Avatar
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    Quote Originally Posted by ProfessorGenius View Post
    I'd like to disagree. There is one more modder in the UA mod like Cosmocrat who is REALLY GOOD at 3D design. I'd like to also concur to the fact that the UA mod is no combiner mod. If you play their mod, you'll see that there are SEVERAL things that came from no other mod.
    I almost agree about Cosmocrat. He is only one person who made interesting work among new modders. But his work still not enough quality (like quality work of Medes, Horus Heretic and other old modders).
    Quote Originally Posted by ProfessorGenius View Post
    100% respect to GrOrc and his team.
    I have no team. I work solo.
    Quote Originally Posted by ProfessorGenius View Post
    More on topic:
    I got a sudden crash to desktop on TWM. I was playing Tau and I was in the middle of a battle and the ai must have ruined my game by reading an unrecognized blueprint linked in their system which GrOrc coded.
    Heh! "...unrecognized blueprint..." LoL TWM has no such errors. If such an error was present in code of mod, you would not be able to run the mod and play it. DoW engine do not run a mod whitch have AE-links to unexisting stuff.
    Quote Originally Posted by ProfessorGenius View Post
    Enemies were: Tau, Necrons, Space Marines.
    Me and Allies: Tau, Eldar, Eldar.
    Wow!!! Player + 7 opponents at one time with HUGE TWM-data!!! Heh! My condolences to the your DoW, OS and computer. Poor old DoW-engine did not suffer such harsh treatment. I play at most 4-5 opponents. Original DoW sometimes crush too with many opponents on one map... This is DoW engine problem. TWM is not guilty...
    Last edited by GrOrc; 12th Feb 12 at 12:03 AM.
    >>> Titanium Wars Mod <<<

  2. #652
    Member GrOrc's Avatar
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    Some more screenshots of KoS with new features that I had made for this unit. New OE-code was created by me with proper anims, motions, actions, events, FX, and sounds. I had made some rework on 3D-level too. New death animation, special abilitiy animation, some new markers that must be present in any model of DoW. Now this model have true release playable form.

    Some more screenshots of KoS


  3. #653
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    Titanium Wars Soulstorm version was released today.

    Titanium Wars Soulstorm version was released today. Now you can see two new races in the Titanium Wars Mod framework. Please do not write more about the SS version of TWM in this topic. Go to appropriate topic.

  4. #654
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    Ver.0.99.13 essential update.

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

    Version 013

    - Keeper of Secrets was added in true form. Great thanks to Catwell for model. Additional animations, needed markers, events, OE- and AE-coding were made by Grumbling Orc.
    - The Kroot Shaper had no Feral Leap like Kroot Carnivores. The Feral Leap parameters were added from the Kroot Carnivores to all Kroot Shapers. Kroot Shaper model was OE-coded properly with needed animations.
    - Pathfinder Shas'ui was added as leader for Pathfinders. Solo unit present too as before.
    - Some new icons were made (especially for Greater Daemons).
    - Some bugfixes and rebalnce changes were made for synchronization with new SS version. Now two Titanium Wars Mods (DC and SS) will be live in synchronized manner with respect to bugfixes and rebalnce changes.

    Moreover AI improvements were made during the last tests of both (DC and SS) versions. In addition some SS bugfixes were made for DC version too. Soulstorm by Iron Lore has inherited some bugs from DC.

  5. #655
    Member Godlike_Power's Avatar
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    So are you going to update both SS and DC versions together or is this the end of the road for DC version?
    All is dust...

  6. #656
    Member GrOrc's Avatar
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    Quote Originally Posted by Godlike_Power View Post
    So are you going to update both SS and DC versions together or is this the end of the road for DC version?
    Quote Originally Posted by GrOrc View Post
    - Some bugfixes and rebalnce changes were made for synchronization with new SS version. Now two Titanium Wars Mods (DC and SS) will be live in synchronized manner with respect to bugfixes and rebalnce changes.
    Read the posts carefully...

  7. #657
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    Ah thanks. Sorry it didn't seem clear at first.

  8. #658
    Member GrOrc's Avatar
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    Dawn of War: Dark Crusade is the best game in the series of DoW games. The TWM for DC will never lose relevance. Especially with regard to improved campaign with new scarcode stronghold's scripts.

  9. #659
    Member Rytlock's Avatar
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    When you say "improve" the campaign, I hope you don't mean making it harder. Don't get me wrong, I love the new, harder campaign, but increasing the dificulty more would be insane.
    The mind is like a parachute. It doesn’t work unless it’s open.

  10. #660
    Member Godlike_Power's Avatar
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    When you say "improve" the campaign, I hope you don't mean making it harder. Don't get me wrong, I love the new, harder campaign, but increasing the dificulty more would be insane.
    Well you know what they say...SANITY IS FOR THE WEAK!!

    Dawn of War: Dark Crusade is the best game in the series of DoW games. The TWM for DC will never lose relevance. Especially with regard to improved campaign with new scarcode stronghold's scripts.
    Huzzah!

  11. #661
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    To Rytlock. Don't worry. TWM already has the good improved DC-campaign as you know. I mean just that...

  12. #662
    Member Claw of Lorek's Avatar
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    I just wanted to thank you for all the effort you put into this(and SS version). It is actually more effort than some "companies" put into their "games"...

    Anyways, I have FINALLY beaten Thur'Abis(lasted 9 hours-lolz) and there were no immortal Flayed Ones on the map(which means that was a bug with previous versions). Though after few saves/loads O Kais did get strange ammount of health(153k lol) and he was Speedy Gonzales with OMG range(no, seriously he had more range with Plasma Rifle than Necron Pylon has with Gauss Flayer Beam lolz). I think that some incremental function within your implementation of Heroes mod into the campaign is borked up...unless you can explain 153k+ health.

    I'll conclude this with two simple words: Thank You!

  13. #663
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    To Claw of Lorek. Hmmmm... Never see this bug. Heroes System works properly. Mayby you made save-load procedure 10000 time. New load makes new level-up-s. This feature of Mod is joy for munchkins.

  14. #664
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    Claws of Lorek
    Ah, that's not a bug. It is, as GrOrc said, a product of massive save-and-load procedures. You see, the commander gains levels, and with each level his strenght, speed and range is increased. How much it increases depends on his original stats. Now, you're only meant to be able to reach level ten or something like that, so there is a limit to how strong your soldiers can be. However, this can be bypassed by saving and reloading.

    Imagine this: Your commander has 1000 health, and with each level he gain 10% extra. That means that at level 2, he gain 100 extra health, giving him 1100 hp. I'm not completely sure how the system works, but imagine that his health now constantly increases with 100 lives every time he gains a level. That means that at level 10 he should have 2000 hp. However, when you save-load a game, all your units levels are set back to 1, with their stats still intact. So if your commander had reached, say lvl 5, and then save-load, then the computer now reads his standard health as 1500. 10% of 1500 is 150, so now his health constantly increases with 150 instead of 100, and since he already has 1500 hp, you can see how quickly he become overpowered. Do this procedure 10 or 20 times, and you get a seriously OP commander. Keep in mind that his power and range also increase in a simmilar manner.

    And Since you played it for 9 hours (what difficuly where you playing on, and with what race?), I imagine that you saved and loaded many times.

    To be honest, I have somewhat abused this sometimes. Doing it the the SM commander is just great, and if you have him equiped with a Melta gun, then he's a god. Monoliths? Pff, they have nothing on my Davian Thule.

  15. #665
    Member Claw of Lorek's Avatar
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    Hey GrOrc!

    Would you Like to hear my new idea?
    (note to self:Heroes)

  16. #666
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    What?

  17. #667
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    Ver.0.99.14 essential update.

    Change log
    =========

    Version 014

    - Some bugfixes and rebalnce changes were made for synchronization with SS version 0.99.01.

    A lot of hidden changes...
    Last edited by GrOrc; 24th Feb 12 at 11:59 AM.

  18. #668
    Member Claw of Lorek's Avatar
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    Aha...

    How about changing how certain Heroes get upgraded with Wargear in campaign? Farseer could get improved or AoE spells(Runes of Warding could improve Fortune by making it AoE), Alexander could upgrade its Command squad as well and Tau/Necrons would have dual Wargear upgrades(Tau would be similar Like how you made it in skirmish and Necrons would upgrade both Necron Lord and Destroyer Lord at the same time-similar to O'Kais/Ar'Ro system).
    I suggest all of this because I hope that Commanders can be made even more distinct. If you Like this idea, be warned that Necron/Tau systems would require extensive Hero panel edits...

    edit:Forgot to say something. I wouldn't propose this idea to just anyone. I'd propose it to you(after witnessing all the changes)/FoK team(they are not interested in campaign...)/Hollow and DoWPro team(also not interested in campaign...). It is a major undertaking so I'll understand if you say that you can't make it.

  19. #669
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    He could probably do it, my question is: why would he? Maybe I missunderstood your post, but I'm not sure what this would acctually do to improve or change the game. You give your commander a few extra uppgrades. Is that it? Alexander and his team already have something like this, you can uppgrade the commisar with a power fist and plasma pistol, and you can give the kasrkins plasma guns. As for O'Kais, what more could you do with that guy except maybe giving him even more drones?

  20. #670
    Member Claw of Lorek's Avatar
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    You misunderstood. The point was to tie upgrading mini-Commanders to Alexander's upgrades. Concerning O'Kais, the point was to upgrade O'Kais AND Ar'Ro(XV-89 Commander) with Wargear upgrades(as in Skirmish). The same would apply for Necrons. SM/CSM stay the same and Orks... I haven't got any ideas about them(Gorgutz).

    Read: The point of all of this is to add a wee-bit more fluff in game's feel.
    Call me Ixim

  21. #671
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    To Claw of Lorek. Perhaps you are not well studied this Mod. Titanium Wars already have powerful wargear system. This system works for all types of game: campaign, skirmish, and multiplayer. All heroes (old and new) have many wargear upgrades. I do not see anything new in "your idea".

  22. #672
    Member Claw of Lorek's Avatar
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    Perhaps you are right(certainly). I just added few scraps here and there that I thought were missing(like Ar'Ro always starting with Cyclic Ion Blaster+Missile Pods vs. all the possibilities in Skirmish mode/improvement of spells at Farseer's).

    This would add additional layers of strategy to campaign me thinks(such as do you give headstart to Ar'Ro or O'Kais while "levelling" or such as do you enhance physical{gen. stats such as HP/dmg} or do you enhance metaphysical{i.e. spells} abilities of Farseer first?). Perhaps all of this is rubbish and I am giving it a lil bit too much thought.

  23. #673
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    While we're kinda on the topic, why does Ar'Ro have to get uppgrades paralell to O'Kais? I don't know about you, but I don't consider a battlesuit with just one gun (however awesome it is) and a shield to be a fully uppgraded commander. Maybe it's just me, but I prefer my battlesuits with Moar Dakka, so it would be nice to be able to uppgrade him yourself.
    I mean, it's not like any other secondary commander in the game that gain wargear when your primary commander does.

  24. #674
    Member Claw of Lorek's Avatar
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    See?

    That's what I'm talking about Ryt! Would that not be simply grand?

  25. #675
    Hi,

    I tried installing this mod earlier on and ran into some difficulties. I've patched both DC and SS up to patch ver 1.2, and used 7-zip to extract both this mod and the SS one to their respective file directories but 7-zip couldn't extract them properly, giving the message: "can not open output file [file name]" for every single file being extracted from the mod into the games directories. Any idea why this might be, I'd really like to play both this and the Soulstorm mod.

  26. #676
    Member Rytlock's Avatar
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    @Claws of Lorek

    Oh, that's what you meant? In that case I agree with you.

    @am138

    You should try to do install it like I do: Unzip the file on your desktop so that you can see all the files, and the simply drag-place them inte the /THQ/Dawn of War - Dark Crusade (or Soulstorm) folder. I find that it's much easier to place the files where they're supposed to be yourself if you want to make sure that the files go where they're supposed to.

  27. #677
    Thanks a lot, this actually worked. Just to clarify, do I copy the folders inside the Engine > Data subfolder into the same subfolder in Dark Crusade?

  28. #678
    Member Claw of Lorek's Avatar
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    Yes that's what I meant(originally). In the middle of writing it I changed my mind because I wanted it to be easy to implement and that's how dual Wargear idea was born.

    I'd LOVE to see additional screen with equipment specifically for subcommanders(i.e. Ar'Ro/Destroyer Lord). Unfortunately, that could be rather difficult to implement, but the possibilities of such system are VAST(to say the least) .

  29. #679
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    NOTE TO THE TITANIUM WARS TEAM

    Effective Immediately and based on team feedback, the Thousand Sons team is handing over the Lord Of Change model to GrOrk to be worked on for the benefit of BOTH teams. The LoC model is mostly in-game but regrettably not finished to our satisfaction. GrOrk has more than proven he can progress the model and add spit/polish in the animations/OE/FX department. This will be a collaborative effort between the two teams so the LoC will exclusively used for both the official Thousand Sons Mod Project and Titanium Wars. We will be in constant discussion with GrOrk as the LoC is moved forward so it looks the part which is expected of a Greater Daemon of Tzeentch.

    So if you see the Thousand Sons Mod Project's LoC appear in Titanium Wars its been allowed for expressed use for that project and ONLY that project.

    We're at a point in DoW1 where beggers CANNOT be choosers so old assets will remain dormant unless someone takes the bull by the horn and progress things because DoW3 ain't coming up any slower and this royally old battle-hardended veteran modder has some serious eyes focused on it as it approaches in Q1 '13 (if humanity lives past the Mayan forecast he he heh)..

    Cheers folks and PLEASE keep your mods beautiful because gawd knows we're doing some INSANE SH*T of the ages where no digital/interactive game in history will remotely come close to encompassing the raw scope of all of Warhammer 40k like DoW1 can!

  30. #680
    Member Rytlock's Avatar
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    @am138

    Glad that it worked.
    I'm not sure, but I'll say this: Just place everything you unzipped into the /Dawn of War - -Dark Crusade folder. Don't remove or replace anything in the Titanium_Wars_Mod folder. If you recieved an Engine folder when you unzipped, then you should combine it with the one that already exists.

    Edit: Just saw thudmeizers post, and I gotta say: AWESOME! Congratulations to everyone, since all of us will benefit from this. And when it comes to DoW 3, I can only hope that Relic make it the best game in the series, since right now, Dow 1 has that title. DoW 2 looks good and all, but game-play wise, it has nothing on it's predecessor.

  31. #681
    Member Claw of Lorek's Avatar
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    Why are we talking about DoW3 again? Have I missed something?

    Concerning LoC:AWESOME!!! Tzeentch himself(?) knows that GrOrc deserves these kind of acknowledgements by senior modders. Good luck with it GrOrc .

  32. #682
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    Celebration of Tzeentch!

    GREAT THANKS to TS team!!!

    Great news above! LoC from famous TS Mod is available to my mod from this moment. Now I able to make release version of the Titanium Wars Mod. At last I can write "version 1.00.xx" on TWM...
    Last edited by GrOrc; 26th Feb 12 at 2:11 AM.

  33. #683
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    Hey GrOrc, I once told you that I couldn't attack enemies in negative cover on Victory Bay. I know this to be an engine error, but you said that you didn't have that problem. As far as I know, we should both experience the same thing

  34. #684
    Member GrOrc's Avatar
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    To Rytlock. I can only say that I've played many times on that map to success and without critical problems.

    DoW engine errors can be fixed only by Relic programmers. However they are not as good care of their games as Blizzard, for example... It's sad...

  35. #685
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    How strange, because I've heard other people mentioning this problem as well. It's very odd that some suffer from this "bug", while some don't.

  36. #686
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    To Rytlock. What concrete location on the map with that bug? Specify in details, please. For example, I kill anybody on a river without any problem.

  37. #687
    Member Rytlock's Avatar
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    I'm not sure if there is a specific location. I can't target anything on the river, except in melee. It runs very near my base, so it's hard to defend it when the enemy can basically just walk into my camp. It became very clear that this was a problem when I played as Space Marines on hard in Vicrory bay. After destroying the enemies first base I quickly founf myself overwhelmed by massive armies driving across the river, but since I only could attack them on the few areas where it isn't negative cover it became very difficult to stop them. I only managed to win that map because the enemy was spaming so many units that their tanks and most of their infantry got stuck. After that I just went ahead and sent wave after wave of infantry directly into their base on the other side.
    I'm uncertain if I can target enemies in the Titan guns valley.

    I read about this in the UA thread recently. Apparently, some other guy had this problem to, but with a skrimish map in Soulstorm. Thay claimed that it was a problem with the DoW engine, but I only encountered this bug after I started downloading mods. And if it's and inherent fault in the engine, why aren't you experiencing it?

  38. #688
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    To Rytlock. I never saw this bug in my tests of TWM. I play DoW DC and SS long time since their release and I never saw this bug in original versions and/or any mods. No idea about it. I have platinum disk version DoW, DoW WA, and DoW DC. I have ordinary license disk version of SS. Such bug is not present in my games as I can see...

  39. #689
    Member MrBlazzar's Avatar
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    I have had the same issue as Rytlock sense version .98 or so. I just save it for last and overwhelm them immediately from the river fixing the problem. But yes I have had this problem. Have not had time to check if its in the new version as I don't attack people immediately when I start a new campaign. Will report back when I have a chance in the new .99.14 version.
    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!

  40. #690
    Member Claw of Lorek's Avatar
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    While we are the subject of invulnerable units...

    Anyone met 2x Flayed One squad in Thur'Abis that are invulnerable?
    Also, why do those tunnels not stop spamming units(it makes map uncannily hard/difficult)?

  41. #691
    Member GrOrc's Avatar
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    Quote Originally Posted by Claw of Lorek View Post
    While we are the subject of invulnerable units...
    Anyone met 2x Flayed One squad in Thur'Abis that are invulnerable?
    Where on map? Details about location, please. I never see such bug in my tests.
    Quote Originally Posted by Claw of Lorek View Post
    Also, why do those tunnels not stop spamming units(it makes map uncannily hard/difficult)?
    Some tunnels work permanently and periodically. Let necrons attack main player's base from such tunnels.

    Some other tunnels react on player's units around. Do not guard sites near such tunnels. Go-go-go away from any of them. Or players units will be attacked periodically in guard positions. It makes no sense.

  42. #692
    Member Rytlock's Avatar
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    Anyone met 2x Flayed One squad in Thur'Abis that are invulnerable?
    Haven't you already told us about this, and GrOrc said that the problem didn't exist or something? Or was it someone else?

    About the tunnels, I'd like to have some dynamite to blow those entrances to the warp. No commander with any brain would just leave those thing open... Then again, the damn scarabs would probably just dig them open again.

  43. #693
    Juust to save Gr0rc the digging and because I have too much spare time on my hands, yeah it was Lorek who reported the same problem before, http://forums.relicnews.com/showthre...post1045261383 here, though of course it could be a problem, just pointing out he has reported the problem before.
    There's three types of folks in this world, those who serve the Emperor willingly, those who serve the Emperor unknowingly, and those who stand in the way of the Emperor's armies..you better hope your the first two.

  44. #694
    Member GrOrc's Avatar
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    For All. Please write my nickname properly. I am Grumbling Orc = GrOrc. Big "O" 3rd letter, no zero.

    ----------

    Quote Originally Posted by Rytlock View Post
    About the tunnels, I'd like to have some dynamite to blow those entrances to the warp. No commander with any brain would just leave those thing open... Then again, the damn scarabs would probably just dig them open again.
    Blasting operations underground are very dangerous. All commanders with good brain understand this. And you're right. Scarabs dig up everything back.

  45. #695
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    Blasting operations underground are very dangerous.
    Probably, but not neccesarily. I'm sure Tau and the Eldar have the tech to do it safely, and the Imperium could just use some meltas. Now, if the Orks attempted to do it, then they would probably just "blow it to smivvereens".

    Never mind, I'm going of-topic here.

    GrOrc
    Edit: I just read that Catwells World Eaters have become available for parts of the community (or atleast thudmeizer). If those models ever become free to use, will you somehow implement them into this mod as extra units for Chaos, or perhaps as a new race? The models where, after all, made by one of the "Old modders" as you would say.
    Last edited by Rytlock; 5th Mar 12 at 4:47 AM.

  46. #696
    Member GrOrc's Avatar
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    Catwell's models are very good. I use some of them right now, I'll use some of them in future...

  47. #697
    Hey I just downloaded this mod and it won't show up in the game manager, I am used WinRAR to extract the files to the correct folder, (I have installed mods before) and their was one file that seemed odd an Engine file, is that the problem? and if so how do I fix it? Any help would be great. Thanks.

    P.S. Love what I see in the screenshots so far.

    update: I think I fixed it. Don't mind me I am kind of an idiot.
    Last edited by Satiodelf; 7th May 12 at 8:41 PM.

  48. #698
    Still love this I will report any bugs or anything I find. Anyway that was my two bits for now.
    Last edited by Satiodelf; 8th May 12 at 4:11 AM.

  49. #699
    Member Rytlock's Avatar
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    It will come out when GrOrc has completed it. Here's a tip: you probably shouldn't ask that question. The moderators don't like that, and I think it's one of the forum rules not to ask for new updates.

    I just wanted you to know, it wouldn't be very fun to get told off by a moderator the day you join the forum.

  50. #700
    Thank you, for the advice. and hopefully I will be able to help out this cause in anyway I can.

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