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Titanium Wars Mod. New view on Dark Crusade.

  1. #151
    Member GrOrc's Avatar
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    Needs List

    I still seek a modeler(s) who able to make some models from TWM "Needs List". Titanium Wars Mod is extremely needed:

    Greater Daemon of Nurgle
    Greater Daemon of Tzeentch
    Greater Daemon of Slaanesh
    Spawn of Chaos
    Chaos Warhound Titan (extremely needed true Chaos-style!)

    Eldar Titan Revenant and/or Eldar Titan Phantom

    Macharius Heavy Tank

    Ork Stompa
    Ork Gargant (this model have high priority as new necessary stuff)

    Some type of Imperial Titans.

    Full "Needs List" see in TWM txt-files set. Who able (and want) to make these model(s) (or want to give ready-made model(s) for TWM as gift for DoW gamers), please, contact with me.
    >>> Titanium Wars Mod <<<

  2. #152
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    Hotfix 005

    New small hotfix. Change log:

    - Fixed bug with speed of Space Marine Scout Squad.
    - Fixed bug with speed of IG Command Squad when multiple priests were incorporated.
    - All Eldar Warlocks (any type) have commander type of armour now. Their health
    were increased. Upgrade bonuses are remade.
    - Titanium UCS-file is updated.
    - Titanium readme files are supplemented.

    I publish in Titanium readme the weapon's ranges system is adopted in Titanium Wars. This is useful info for betatesters and modders.

  3. #153
    This is a great mod... I've been playing it almost everyday, keep up the good work... Thanks!

  4. #154
    Hey GrOrc

    Love the mod man, Just a question

    Any chance of combining the tyranids, deamon hunters and witch hunters in with your mod?? I'm using a mod combiner but at the moment All the normal races get the numbers and no range instead of a name and description in game. Any Idea how to fix this???

    Love the mod mate

  5. #155
    Member GrOrc's Avatar
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    Quote Originally Posted by den1982
    Any chance of combining the tyranids, deamon hunters and witch hunters in with your mod??
    See post #132. I am needed permissions from corresponding teams.
    Quote Originally Posted by den1982
    I'm using a mod combiner but at the moment All the normal races get the numbers and no range instead of a name and description in game. Any Idea how to fix this???
    See post #136.

  6. #156
    Thanks for that.

    Been having a look at the UCS files and I think the problem is that unit numbers from the other mods are used with numbers from your mod also.

  7. #157
    if all races are going to be moddified then are you going to moddify the heretics texture like adding armor or other thing...well i see a post that says you aren't texturer but maybe you could ask someone that knows... it will be cool a new texture for heretics(in my opinion).

    cheers. Titanium wars mod = AWESOME
    "Crush,Kill and Destroy"

  8. #158
    AWWW!!! Y CANT IT BE COMPATIBLE FOR SS??!!
    War does not determine who is right- only who is left~Bertrand Russell

  9. #159
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    I can create SS version easy. However I don't want to use only classic models. See post #132.

  10. #160
    Member GrOrc's Avatar
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    I still waiting DoW Community reaction to post #151. In addition I ready to work with 3D-modelers as OE-coder for realize listed models (if its exist as incomplete stuff).

  11. #161
    some files are corrupted , i just downloaded it , the rar file ends all the time ><
    Obama - A champion of Tzeentch
    Fear him =P

  12. #162
    Member GrOrc's Avatar
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    You first who complain about it. All TWM files are intact. I guarantee their integrity. Many people download its and enjoy with TWM.

  13. #163
    ... re-downloading it , i think my internet went down and the file was not complete
    sorry for any trouble
    Last edited by X290105; 10th Apr 10 at 6:55 PM.

  14. #164

    Guardsmen = Pinkboxes?

    Probbably an error on my end since everything else is comming up A-OK but regular guardsmen not conscripts are showing up as pink boxes, the log is as follows

    error log



    Would have put it inside a spolier box but it all came up as a large wall of text sorry
    Last edited by Bowkers; 31st May 10 at 8:17 AM. Reason: Added spoiler tags
    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.

  15. #165
    great mod iam loving it. great work i have played campaign and skirmish mode i have not encounter any problems.

  16. #166
    Member GrOrc's Avatar
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    To Souske22: Check your Graphics Settings in game. I recommend to use only "High" in all positions for units. Many new models were made only as High-level Graphics 3D stuff. I (and many other people) have no problems with TWM and many other mods using new models.

  17. #167
    working in high graphics mode, though I think it might just be something that happened in the dl which I will try again as soon as I stop getting unexpected ends in the archive

    Edit:
    Seems that megaupload as decided to hate me and ends all my dls at 14kbs so whenever they decide to get back to me on the issue i'll let you know if I just got a screwy dl or if the issue persists.
    Last edited by Souske22; 13th Apr 10 at 1:27 PM.

  18. #168
    ok guess it was nothing more then a corrupt file that megaupload gave me, asked someone else who had a copy to send it and it works great now sorry for the trouble

  19. #169
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    Chaos Greater demons

    A little shape changing birdy told me that the FoK team are working on greater demons. Maybe you can get some help form them.
    A Follower of the Chaos God/Goddess Slaanesh. For he/she is the god/goddess of Sex, Drugs and Rock 'n Roll!

  20. #170
    So while your waiting for some models to be finished, what have you been up to Grorc? Anything brewing?

    If your bored waiting you could always stick in a few new honour guard units for the various factions, im getting tired of the stock ones.
    Last edited by Pedro; 17th Apr 10 at 3:10 PM.

  21. #171
    Member Rotlung's Avatar
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    Just curious, are you true scaling the units, ie Space Marine Predators are larger, or individual Space Marines are smaller?
    Quote Originally Posted by chelovek_veliki
    Three FW squads plus Pathfinders plus snares and your base will be as unapproachable as I was by girls in high school.

  22. #172
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    I saw many mods with scaling. We can see many troubles within its. I don't use rescale ideas and I keep classic Relic proportions as more compatible with DoW engine. For true scaling we need with new engine (not DoW 1). No rescaling is my paradigm for TWM. Less realistic but more quality gameplay.

  23. #173
    the hotfixes have been down for a day (ive been trying to download em since yesterday) only able to download file number 5, but maybe its just a temporary problem with the site.

  24. #174
    Member Rotlung's Avatar
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    I won't say it's impossible... if the problem you're thinking of is vehicle clipping if too large or pathing if its footprint is correspondingly increased, consider reducing the size of infantry instead.

    Oh, I have been trying to download the main file since yesterday, ha.

    Edit: Just a suggestion, since the hotfixes are not that big in size, you could consider uploading them on Mediafire. They normally don't have that many restrictions on downloading.

    Re-Edit: Put everything together, browsed the Army Painter and read the readme. Looks promising, will get around trying it proper once I have time.

    Re-re-edit: Okay, some comments. The AI is really challenging. I'm not sure if it's due to good optimisation (numerous War Walkers and Wraithlords!) or some imbalances. Had a quick game as Chaos vs Eldar. Some things you might want to consider to improve on:

    1.) Space Marine Scouts could use the updated FoK equivalents. Same goes for Chaos Space Marines, Havocs and Eldar Guardians.

    2.) I notice you restored the missile launcher for Chaos Space Marines. Why not restore their flamers as well, just like in the original DoW?

    3.) Eldar Eldritch Storm is waaaay too powerful, completely wiping out Chaos Space Marines in seconds. It might need a nerf.

    4.) The helmet on one of the Chaos Bikers is missing a texture. He becomes literally faceless.

    5.) SINDRIIIIIIIII.
    Last edited by Rotlung; 19th Apr 10 at 7:03 AM.

  25. #175
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    To Pedro: No problem as I see. Use Megaup's notice.

    To Riotlung: See Titanium readme for details about models. All model's functionality was used by me to the maximum. Graphic notice must be sent to their authors. AI was adapted to TWM as much as possible. AI in any Real-Time Strategy game never be perfect.

    About damage for all weapons and abilities, HP, AP, and etc.: I don't finish my work over balance in TWM. All weapons and abilities must be reworked in future development of Titanium Wars Mod. Now I temporary stop this work and I accumulate suggestions from DoW gamers. I must be thinking carefully about new balance conception of this Mod. In present time TWM still exist only as beta-test...

  26. #176
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    That's pretty fair. I'll probably be able to provide more comments on gameplay and stuff sometime at the end of next week (a lot of work now).

    I'm not exactly sure, from the readme it appears that you find that it's not necessary to make use of updated models (those that I suggested are available from the FoK team, unless the Scout model was not done by them, on which I am not sure). However, it does result in a bit of inconsistency, especially for the Scouts since the Tactical Marines are using high-quality models/textures while the Scouts are using the lower-quality default Relic ones.

    Chaos Space Marines is just a matter of taste... Most mods make use of randomisation to make the units more varied (different helmets for CSMs for example) but I noticed that there was no such randomisation for CSMs (there was randomisation on the Chaos Bikers however).

    Apart from that, keep up the good work!

    Edit: I notice that Stealthsuits are still classified as Infantry. Codex-wise, they actually have better armour than the Fire Warriors. Perhaps consider making Pathfinders their starting cappers and bring Stealthsuits more in line with the Crisis Suits?

    Also, Space Marine Scout Sergeants are not granted power armour I think, so they still use a non-power armoured model. Their armour type correspondingly could be changed to Infantry instead of Heavy Infantry.

    Space Marine Sergeants seem to be using a model of a different quality from the normal Space Marines (the helmet is of the same colour as the rest of the armour if I remember correctly).

    Also, any plans to add the Techmarine?

    Not too sure how much I like the ability to fit 2 10-men squads into a Rhino, though that was how I think it was for DoW1 anyway.

    Orks could use some randomisation, like in the case for sluggas and shootas.

    The Ork Dreadnought is called a Deff Dread. Speaking of which, FoK has Killa Kan models which you can use to distinguish the Kans from the Dreads.

    Sorry for the list of comments... it happens when I run into stuff that I think could be improved on!
    Last edited by Rotlung; 20th Apr 10 at 7:24 AM.

  27. #177
    Member GrOrc's Avatar
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    Any comments and suggestions are welcome.

    I don't use FoK SM scout model. I use Relic classic scouts but with strong SM veteran sergeant in scout squad.

    There are many FoK models in TWM but many models from other mods too. I use models with best functionality. Unfortunately, sometimes best high-quality model's graphics are not equal best functionality.

    Stealthsuits exist in two variants: XV15 (old-style) and modern XV25. Both squads present in TWM. XV15 as base and XV25 as elite.

    Scout sergeants are 1) veteran warriors and instructors for SM recruites, 2) advanced recruites are appointed to sergeants for encouragement. See help text in TWM for understanding what variant I use in TWM.

    Yes. Techmarines will be added in TWM.

    Capacity of vehicles may be not realistic in TWM. This is game convention.

    I use Relic models for some Orks squads. Some Relic models are enough functional.

    "Ork Dreadnought" is true Codex name for this unit. See Ork Codex. I use Relic model for Killa Kan and new model for Ork Dreadnought.

    Thanks for comments. Keep your activity. However I should see more carefull and more reasoned arguments and suggestions.

  28. #178
    I think some of the marine types are lacking randomiced heads. Now was it chaos or marines <ponders> anyway: more random heads is good!

    I think fok are working on termi armor for captain/librarian. If they could be uppgraded with that it would be a very cool upgrade to have in this mod.

    Change the sound of the titan for the various factions to some other faction related unit, like use chaos marine/dread etc for "chaos" titan. It may not be perfect and i know you want real models eventually but that may take ages so if its not to much hassle id prefer to have them with a different voice. Meaning:some tau voice for the tau titan, some chaos voice for the chaos titan. sm and ig is good as it is.

    Also i would very much like to see more factions without the same titan. Taus doctrine resolve around fast deplyable units, it would be much better to just give them extra hammerheads or sumthing. But hey thats just my taste.

    Change the captain with the model used in fok with a helmet. Much more realistic and better looking aswell.

    Beef up psychic powers, psykers are supposed to be powerful in warhammer. Right now most of their offensive powers are kinda lacking -not all though.

    When you add techmarine make him able to build servitors for retinue. Attachable or not up to you. Much more cool than having him run around acting like a regular marine shooting with hes bolter all the time, it would give him some flair.

    Fix the stealth system, either give all units a 3-5 detection range or make units visible when attacking (my favorite)

    Give the titan a "rampage" like abbility where he charges through other units, as it stands now he can too easily be locked down by a bunch of meles all around him. Either that or let people close to him take damage. Etc many ways to implement such a thing. In reality you dont want to get close to a titan as you will get stepped on.

    Lower the health of the turrets, having tough buildings are good imo, but when a turret lasts longer than a heavy tank its pretty strange. Tough is fine. just not as tough as they are right now.

    Inncrease the speed of the eldar and dark eldar vehicles to be faster. When i read codex i see that eldar tanks like the falcon can move at like 300+ km while leman russ humps forward at 30-50.

    Give melee units a snare effect when they hit something, like 4 sec 30-40% snare effect, so they move slower allowing them to be hit more often. As it stands now melee units are pretty bleh, you mostly use em to chase 1 unit round and round or attack a stationary target.

    Please keep supporting the campaign. Its the feature i like the most. <grins>

    These are the only things i have in my head right off the bat.

    Ill play a little more and come back with some real thoughts.

  29. #179
    Member GrOrc's Avatar
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    To Pedro: I agree with you about sounds. I'll work over its.

    Captain model in FoK have low functional (less wargeared). In TWM all heroes must have large wargear set. I use only best wargeared heroes models.

    Psy power must be considered within global balance scheme of TWM. Balance tuning is in process...

    You have very conservative view on stealth system. Blizzard-style stealth system (your favorite ) is not my concern. I think that stealth in 40k millennium have more possibilities. Especially for Tau with their technomagic.

    I wrote about model of Warhound Titan. I am not able to edit this model now (tech problems and without support from Winterdyne). I am needed to add special anims for rampage ability in WHM-file before coding in Corsix.

    All HP will be reworked as part rebalance work.

    Speed aspect of units is a part of global balance scheme... I'll think about it.

    No. Your "snare idea" is like FoK "slowdown weapon". I disliked it.

    What do you want to see in campaign more than now? I rework some global map elite units. I think that all other units and buildings must be available in any type of gameplay.

    Thanks for suggestions.

  30. #180
    Hehe yeah i do see that the tau stealth tech works differently than hiding behind a bush and popping up opening fire, beeing invulnerable to enemy fire no matter how close hovewer is a little over the top. You can always see the muzzle flashes in real life, or hear sounds, or see what direction people get hit from. Many signs that will allow you to engage the stealthsuits. A small detect stealth radius on every unit (3 fir instance) would allow stealth to be very usefull but still might give people the abbility to engage them. The stealthsuits can always just move away if they get spotted and engage from safe distance again. Hehe, just thought id come up with a little more on that point.

    Oh, just some new honour guard units would do it for me, so many new cool units and so few and booring old ones. But ill think more on campaign and see if i come up with something.

  31. #181
    Some more stuff here:
    Add tank traps and barbwire. I know that dawn of coalascence among others have that. It adds a fun new feature to the game, they are like permament placable objects that have to be destroyed to get past, although tanks could prob go over the barbwire without to much trouble.

    Make characters equipped with force weapons more deadly to infantry, in tabletop a force weapon is n-a-s-t-y. Only reason for dooing it is to stay true to rules and fluff hovewer, but for some thats worthy enough cause. I know this would be part of the global balance scheme. Just tossing it out there.

    IG: maybe change the name of the kasrkin troopers to stormtroopers seeing the armies you run there are not solely cadian armies and kaskrkin are cadian stormtroopers only.
    Make the kasrkin/stormtroopers able to deply to any point on the battlefield in a valkyrie gunship. As in load them into a building and let them land and deploy, just as in deepstrike with SM or make a valkyrie pick them upo where they are currently and deploy them to the target destination, i know one or several mods has this cant just remember which, fok..?
    Let the techpriests build servitor retinues, either that are permanently attached to them or that can be attached to whatever units. In TT, they can have servitors and it also fits fluff very nice. Some might say it will be op compared to other builders but building the servitors will cost money just like buying another unit so not op in my oppinion.
    Also give the techpriest melta bombs, he can have that in tabletop aswell.
    New units for IG: psyker battle squad from FOK. Commisar lord and primaris psyker also from FOK.
    Add hunter killer missiles to IG and i guess space marine`vehicles? Dont quite recall who has them in the rules.

    Space marine:
    Perhaps make the squads smaller? they have 10-11 man squads now and with space marines beeing powerfull troops it might better suit balance and fluff to make them have less number in a squad but beeing more individually powerful. Like maybe 6-8 in a normal space marine squad.
    Techmarine need buildable servitor retinue.
    Add some more powers for the librarian, fok has several of those aswell, like vortex of doom, might of the ancients, machne curse, the avenger etc.

    Chaos: also smaller squads like space marines. Different sorcerous powers depending on which faction you chooses. Like if you pick khorne the option of building the sorcerer vanishes because khorne hates sorcerers and want to slay them. If you build nurgle sorc he gets an extra spell: nurgles rot, if you take tzentch he gets bolt of change, if you take slaanesh he gets lash of submission.

    Remove chaos marine infiltration, it dont fit fluff or the rules at all and i dont know why it was put in. Chaos chosen on the other hand has the infiltrate special rule so i say add chosens and let them infiltrate. Also the chaos havoks also get stealth alongside chaos marines when you buy the uppgrade. Dont know if its intentional, a bug or the result of me not having the bugfixes yet.

    If you could work over the honour guard units in campaign it would be nice, removing the sillier honour guard units and adding more fitting ones, for instance having a personal command vehicle would fit any commander, like a personal command chimera for IG a <cough cough> land raider for chaos and sm (lol) we have lot of new units to pick from so im sure one could easily find more fitting honour guard units. Vaz over in fok forums was thinking abouth implementing a new honour guard system where you would add a personal retinue of honour guard units that stayed with your commander instead of the mini army that you use for early rushes now. I personally think having a big army of units that you start with make the game to easy. So toning down some honour guard units would make sense, or maybe letting them take up cap. Actually getting 1 more personal bodyguard for each honour guard unit and only that would be pretty cool, would be kinda like the staff of the IG general just a bit larger at the end. Would be more like a real command staff&bodyguard/honour guard aswell not just a random small army troddling around. Just tossing out some vague concepts. If you want me to make a more detailed precice suggestion just let me know.

    Hmm thats it for now.
    Last edited by Pedro; 26th Apr 10 at 1:24 PM.

  32. #182
    Member GrOrc's Avatar
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    Mmm... I am pressed by this wall of text. I ready to work over some ideas. But TWM is needed with skilled beta-testers i.e. network TWM gamers. Corsix skill is desirable too for beta-testers for qualified discussion about balance and Mod's parameters. One man will work slowly over balance because each idea require many real game-tests.

  33. #183
    If you need a model for the Lord of Change (Greater Tzeentch Daemon) the Thousand Sons modding team might be willing to lend it to you! Try sending PM to thudmeizer because he's always on top of things.
    "Cold and fast, Soul Drinkers!"

  34. #184
    Member GrOrc's Avatar
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    He he... Are you from Thousand Sons modding team? Of course I know about this project (and some others) and I spoke with Thudo many times about some new models from some unfinished projects. I am needed with true official permissions from corresponding mod-teams. As quick as I'll receive this permissions from authors of models you'll see new models in Titanium Wars Mod. I'll happy to see in TWM Greater Daemon of Tzeentch from Thousand Sons mod, Revenant and Cobra from Craftword mod, and any other new quality models from any other mods. I'll work quickly. Just give me 3D-assets.

  35. #185
    No but I will hopefully be doing some voice overs for their mods.

    Also, may I suggest that you make wraiths also able to capture points and be able to be reinforced to a squad of three? It makes them a bit more useful and whatnot. It was done in SS: Legions as well.

  36. #186
    Member GrOrc's Avatar
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    Wraith have own tactical role for Necrons. They aren't used as strong melee squad. Wraith is fast scout-detector unit. They move like ghosts in the rear of the enemy. This is terror unit. They can't capture strategic points and hold positions because they moving permanently in search of the enemy.

  37. #187
    I can probably help with testing by the way, also know some corsix. Just let me know what you need.

  38. #188
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    I am needed that testers play in TWM by network and report me about their real game experiments and balance observations. Arguments must be discussed on real game situations. Do you play in TWM with some of your friend(s) by network? Ideally I need with several testers who play in TWM periodically for all races. Any real experienced network DoW-gamers are welcome here.

    May be I'll make Soulstorm version of TWM if our balance work will completed within DC framework with good results...

  39. #189
    I dont really play network vs other players just vs the AI on my own, but i'll see what i can do, maybe i can get some friends to play.
    Soulstorm version would be cool by the way.

  40. #190
    Member GrOrc's Avatar
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    Tests vs AI are welcome too but this less quality tests. Gamers has more possibilities for different game-experiments by network game. They can do synthetic test. For example, fight with single squad vs single squad and view their effectiveness against each other. Or fight with some squads set vs some other squads set in controlled conditions. Also we can do tests for abilities against choosed enemy squads.

    Playing vs AI give only general impression about strength of concrete race vs concrete race.

  41. #191
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    SCAR error

    First of all, this is a great mod! I don't play TT so I have no idea where all these units came from or what a Titan is, but, okay, I'm good.

    (BTW, if I'm posting this in the wrong place, my apologies in advance)

    I'm finishing up the SP and got this error in the last animation where it shows the Emperor's Champion fighting against the Avatar of Khaine.

    Basically, the game pauses, I resume it, they fight until the Avatar dies and the Champion just stands there.

    (Keep in mind, in my game the Champion is actually in the orbital relay with a group of terminators waiting to be deployed)

    Error text from pushing Ctrl-Shift-~

    SCAR -- Warning! - Getting position of empty EntityGroup eg_CritPointl. position will be (0,0,0)
    SCAR -- Could not find animation 'sp_synckill_8' in any spawned squads in sgroup 'sg_FDuelist'
    SCAR -- Anim_PlaySyncAnim failed - no entity kill or death animation found
    SCAR -- FATAL Scar Error while running event - Execution has been paused. - [string "Data:Scar\ScarEventSys.lua"]:128:Function Anim_playSyncAnim cannot be called through CTRL. It is not compatible
    GAME -- SimulationController::Pause 0

    Thanks for any advice on how to resolve. I can skip the cinematic and complete the SP but we all like to see the movies every so often.

  42. #192
    Member GrOrc's Avatar
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    I didn't see this problem. May be I never see fighting between Avatar and Emperor Champion in TWM. I donn't remember it. I'll look on it. Now Emperor Champion don't have any synckills in AE-code of TWM. I didn't repack this model and I took it "as is". I must see it on WHE- and WHM-file level at first. I use old model of Emperor Champion. May be model have (or not) synckills anims and I must fix this problem simply in AE-code (or on 3D-level at first).

  43. #193
    y when i download the file it always comes up as a notebook page

  44. #194
    Great mod! Basically it's FoK without the radical gameplay changes. Nice job.

    A change you might consider:
    -Add a seperate mode that eliminates vehicles and severely weakens building. Seriously, the infantry are gorgeous and awesome, but get RAPED hard by tanks and such. Most squads cannot even take out a Listening Post without severe casualties.

    Again, GREAT MOD!

  45. #195

    Excellent!

    Nice work man! Thank you for this mod!

  46. #196
    Member GrOrc's Avatar
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    Quote Originally Posted by chosen40k
    Great mod! Basically it's FoK without the radical gameplay changes.
    Wrong words that TWM is "Basically it's FoK". Yes, many models from FoK, but some other models from other mods. I use ready 3D assets and FX, but much other work is mine. AE-code, races AI-code, some important tunings in OE-code, some icons, new buildings OE-code and anims, and many-many other work. Gameplay is positioned as Relic-style, but actually more closer to codex. Balance is remade. For example, weapons range is remade as true relative codex values. Balance is not completed. Now I work over balance more closely. This beta of TWM is essentially imbalanced. New ver.0.95.06 coming soon with many new things, but balance work will be continued.

  47. #197
    Ah I see, apologies for the misconceptions.

  48. #198
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    Ver.0.95.06 essential update.

    First big update for long time. Many new good stuff. See change log in first post. Balance work is not completed. TWM seeks good beta testers. Many next fixes will be rebalance basically.

  49. #199
    The only thing I have to say is I beg of you to make a dl mirror besides MU since it just seems to hate me and I have enjoyed the previous version of your mod (courtesy of Skype and a friend sending me a fully hotfixed copy)

  50. #200
    Member GrOrc's Avatar
    Join Date
    Dec 2008
    Location
    Grumbling Orc Great Hall
    Ok. I'll make another download URL. Where I can find another good free file hosting? Suggestions please.

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