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-=DoW40k2:WOA=- (ret) - Tau updates #1459

  1. #1351
    Senior Member horusheretic's Avatar
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    A mod like this never gets finished.... :?/
    Tutorials_And_Helpful_Sites_Here <-link
    Want a 3d model commissioned? I may do so. Pm me!
    http://steamcommunity.com/groups/dow40k2-woa Join up for updates and view other members.

  2. Forum Subscriber  #1352
    good stuff HH lookin forward to the release

  3. #1353
    2 days horus mate and i live in the uk and it will be in my time sweet so i actuaslly no what time it is when it is offically reasied
    I was once like you thriving on life, living large is what i used to say but now im a necron and all i can say is: I can never be bargained with, I won't see reason, I don't feel pity, or remorse nor do i feel fear and i will never stop until you, my human friends are dead

  4. #1354
    Excellent news matey. Many Thanks. I hate to say it, whilst I love the idea of it, its not really playable at the moment as anything other than SM. Really looking forward to seeing the new version.

  5. #1355
    Keen on getting my hands on the release version.

  6. #1356
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    My congratulations to the team for the good work.This mod looks awesome.

  7. #1357
    Senior Member horusheretic's Avatar
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    getting the release ready now

  8. #1358
    yay its too bad my good grahpics card decided to die on me today so i resorted on using this sort of good one but not capable of running retribution in full hd

  9. #1359
    Senior Member horusheretic's Avatar
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    Check the first post

  10. #1360
    Member Searcher64's Avatar
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    "This video is private" for youtube video?

    And awesome release This is my first time checking it out, and it was 10 minutes before release time

  11. #1361
    Senior Member horusheretic's Avatar
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    Ah because it was an out dated pre CR video

  12. #1362
    I guess I will start off the bug reporting for you

    Not sure if this is just me but I can't actually set up a game lol.

    Soon as I try to host a game it just sends me to desktop with usual relic error warning.
    KHORNE - When life gives you lemons.......BLOOD FOR THE BLOOD GOD!!!!!!!

  13. #1363
    Senior Member horusheretic's Avatar
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    make sure you've selected one of the main codex heroes in the vanilla MP game and not any of the subheroes. Then reload the mod.

  14. #1364
    Member Searcher64's Avatar
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    Hmmm...I've noticed a bunch of things that might or might not be worth changing ^^

    1. On the character select screen for MP games, the tyranid is very large...almost off the screen. Lol. Same for Orc Warboss
    2. On character select screen, the Imperial Guard General's shoulder-cover thing doesn't move with the character
    3. No Avatar/Land Raider Redeemer restriction for Eldar/Space Marines? :o
    4. Some things are red'd out, like the Librarian and Terminator armor for the SM Commander for some reason with the message, 'Not available in this version'
    5. Not sure if this is just me, or do the Dire Avengers for Eldar do nothing?
    6. Dire Avengers & Fire Squads (forgot name) have no upgrades, even though in the description it says they have upgrades
    7. Land Raider Redeemer for Space Marines can't attack turrets?
    8. When I was playing offline match as me Space Marine vs. Space Marine, the enemy couldn't capture power points that were reinforced
    9. Assault Marines melta bombs upgrade doesn't really give anything...as far as I'm concerned it's just there to trick you :P (I'm not sure if I imagined this, or if this was really found)

    This one isn't really a problem, but I just wanna mention it. Space Marine tactical squads and assault squads can't attack vehicles which is kind of...unrealistic. While a dreadnought is attacking an enemy vehicle, the rest of the tacticals/assaults squads nearby just stand there and watch as if it was a movie :P

    So far I've only played Space Marine and Eldar, so this would be my report

  15. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #1365
    Retired Compliance Fairy Gorb's Avatar
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    "The Steam servers are too busy to handle your request for Warhammer Dawn of War II - Retributionâ„¢. Error code (41)"

    Fixed. Steam doesn't like it when you create and edit shortcuts. If you are making a desktop shortcut and changing the "Target" path, change it to the following:

    "E:\Program Files\Steam\Steam.exe" -applaunch 56400 -modname Dow40k2WoA -nomovies -dev

    Replacing "E" with your drive letter, of course

    --------------------------------------------------------------------------------------------------

    Initial gameplay/balance concerns:

    1. Complete lack of any form of documentation, though perhaps I missed it. People expecting DoW II mechanics are going to be surprised, as Retreat is non-existent, in addition to healing your Commander at base, etc.
    2. Upgrades are incredibly non-descriptive; what does all my Commander wargear do, what bonuses does it grant? I have no idea what units are effective against what, etc.
    3. Unit costs are also somewhat random; 880 Req and 80 Power for a Warp Spider squad but 400/200 for an Avatar? Again, the lack of documentation makes play difficult.
    4. Having only played as Eldar (in a 3v3 against the AI) thus far, here are my concerns:
      • Commanders are inherently unbalanced, throwing up a Farseer against a Hive Tyrant is a derp scenario (7200 health, presumably with a different armour type, against 2700 health).
      • Pathing is odd; larger squads (especially the Guardian squad with the inbuilt Shuriken cannon) will repeatedly move around a particular spot instead of firing. Probably not helped by permanently-invisible Gaunt units that can't be attacked even when I detect them by walking up into the middle of them.
      • Power is incredibly sparse and horribly limits your economy; maps need to be reworked or Power gain tweaked.


    Has the SP Campaign been changed at all? All my existing (i.e. vanilla) saves are accessible and I don't want to screw them up, so is there any point in starting a new Campaign and seeing what's what? I know you managed to do some work on the vanilla DoW II Campaign ages ago, you see
    Last edited by Gorb; 7th Jan 12 at 8:04 PM.
    I am an Iron Warrior! Iron Within, Iron Without!

  16. #1366
    Unable to download the file. Keep getting Source File could not be read. (Tried multiple browsers and re-installing Firefox).

  17. #1367
    for some reason it installs correctly and all that but when i got on it it didnt change a thing all the vanilla commanders were there not only the fc wasnt changed at all it looked like nomral rank 1 fc
    i mean whats happping does it need anythnig to play with it or is it just my retribution
    plz reply horus

  18. #1368
    thats how mine is. just normal retribution. didnt change at all.
    Now you see, Here at the Imperium of Man. We only use, propane fueled Promethium. Thats a flame burning heretic i tell you Hwat!

  19. #1369
    figured out y it not working the "launch Dow40k2WoA" shortcut doesnt work for this particallar version of woa so instead to go launch options in retri and put -dev -modname Dow40k2WoA that fixed my prob

  20. #1370
    Member Tyron's Avatar
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    I'm getting a bug which, blacks out parts on chaos units, dunno if you know anything about it?











    Apart from that played my first game, it was awesome.
    Youtube of Dow2 Mods
    Lords of the Warp [Closed]
    Black Templar Campaign

    Tyron: Creator of:
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  21. #1371
    make sure you've selected one of the main codex heroes in the vanilla MP game and not any of the subheroes. Then reload the mod.
    No as in I can't even get into a game to select a hero. I click on say local server, name the host game then it crashes

  22. Forum Subscriber  #1372
    have you tried running as a test using copes tool? that works for me

  23. #1373
    Senior Member horusheretic's Avatar
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    The only real differences in this version are the upgrade systems and directory changes, so its best to delete the old mod before installing the current.

    4. Some things are red'd out, like the Librarian and Terminator armor for the SM Commander for some reason with the message, 'Not available in this version'
    Because it's not available and because it probably doesnt work as intended yet.
    6. Dire Avengers & Fire Squads (forgot name) have no upgrades, even though in the description it says they have upgrades
    You'll probably notice a lot of the descriptions aren't true.

    Complete lack of any form of documentation, though perhaps I missed it. People expecting DoW II mechanics are going to be surprised, as Retreat is non-existent, in addition to healing your Commander at base, etc.
    There is a little bit of a readme on the first post above the mod link, though i felt i had to push this release as it was a long while ago since the last :/

    Upgrades are incredibly non-descriptive; what does all my Commander wargear do, what bonuses does it grant? I have no idea what units are effective against what, etc.
    Ucs is only basic at the moment and there is still the hotkeys to sort out too. Though wargear upgrade system may change a bit again and getting this right has been the most time consuming thing ever >.<
    I've also tried to get the ai to use it with no avail atm :S

    Unit costs are also somewhat random; 880 Req and 80 Power for a Warp Spider squad but 400/200 for an Avatar? Again, the lack of documentation makes play difficult.
    Costs were more basic balanced when they were still all 4 man squads. Costs are more arbitrary but i wasnt too bothered about balance, more core mechanics.

    Commanders are inherently unbalanced, throwing up a Farseer against a Hive Tyrant is a derp scenario (7200 health, presumably with a different armour type, against 2700 health).
    It would be very herp derp in TT too. Its:

    TT*wounds * 3 for commanders so they dont instantly get wasted by squads. Damage and wargear provide normal things as usual for them. Hive tyrant gets extremely nasty later when fully upgraded but will cost you a bomb to fully upgrade.

    Pathing is odd; larger squads (especially the Guardian squad with the inbuilt Shuriken cannon) will repeatedly move around a particular spot instead of firing. Probably not helped by permanently-invisible Gaunt units that can't be attacked even when I detect them by walking up into the middle of them.
    The gaunts system is very new IT wasnt that long ago i implemented it and beyond it working i havent tested it yet. But thats what your all for.

    Power is incredibly sparse and horribly limits your economy; maps need to be reworked or Power gain tweaked.
    Noted. Though i already initially increased it by half a while ago :s

    Has the SP Campaign been changed at all? All my existing (i.e. vanilla) saves are accessible and I don't want to screw them up, so is there any point in starting a new Campaign and seeing what's what? I know you managed to do some work on the vanilla DoW II Campaign ages ago, you see
    Nope.


    Unable to download the file. Keep getting Source File could not be read. (Tried multiple browsers and re-installing Firefox).
    Try getting from the moddb site then

    I'm getting a bug which, blacks out parts on chaos units, dunno if you know anything about it?
    I'll take a look but it looks more like the old version may be conflicting somehow. Delete the mod and reinstall. I hate winrar haha.


    No as in I can't even get into a game to select a hero. I click on say local server, name the host game then it crashes
    Can you do ai games? If not try a fresh install (deleting the mod and and install)


    Next version should hopefully be a massive text and ui update.
    Last edited by horusheretic; 8th Jan 12 at 8:15 AM.

  24. #1374
    Hmmm, loads of comments and bugs to report - firstly on the Eldar (will do more when I play the other races).
    Firstly, it works if you select Force Commander in vanilla, but not if you choose farseer.
    Secondly, alot of wargear is missing for eldar.

    Dire Avengers are missing their battle equipment. They also have a truly pitiful fire rate and DPS (they seem to fire their shurikens almost less regularly than the brightlance ).
    No exarchs for any of the aspect warriors? Not sure if thats a bug, something you intend to implement or have left out intentionally - if so I think thats a big mistake IMHO.
    Banshees have no warshout - which means they die easily and are not much point in getting them.

    Rangers have no special abilities, even infiltrate, though I will admit they put out a significant amount of dps at long range. Still, i think slightly less dps and infiltrate at least might be wise.

    Warp Spiders, again, ridiculously overpriced. Their DPS is pointless, and their teleport range is so small as to never take them out of danger. Their range is not nearly long enough considering their dps, as they have to be so close to melee range they can never do any significant damage to their targets before they are taken out.

    Falcons Energy field is disabled. And I cant work out its DPS and what it does vs Infantry of all types and vehicles. What weapon load out have you decided to go with it for.

    Fire Prism fire rate is very slow, but its range is insanely large. Kind of evens itself out so no real problems there. Its targeting seems screwed though. It stayed on the same target for 2 - 3 bursts, despite me retargeting it manually after the first one.

    I cant see the point of the avatar at the moment, without any special abilities it isnt really a very good tank, nor is its DPS particularly good. However, it is cheap, so I suppose that is its point?

    Fire Dragons are spot on perfect (although I foresee them being complained about no end), which is good because they make up for the entirely useless Wraith Guard. The WG range is too small, their targetting ground is too delayed and their damage too little to make them of any use. WraithLords I am undecided about, and may have to play with them a little to see if they are of any real use. They seem to be a relatively good tank though.

    So, first thoughts. Obviously its lovely to see more aspect warriors. But as a whole, most of the Eldar units are pointless wastes of time and req to build. realistically, all you need is 2-3 Fire Prisms, 1 Ranger Squad, 1 Seer Council, perhaps a WL or an Avatar to help tank melee and 2 Fire Dragon squads. All the rest are not only not needed, but are in actual fact a detriment. If you dont mind an inference, it seems that you may have transcribed the stats of the Eldar, but without taking into account how they work. The point with the Eldar is that each Aspect Warrior or Eldar unit fulfils a specialised niche - but fills it near perfectly. This is an element of Fluff that I think you may need to focus on in further development for them (as a basic example, Warp Spiders are meant to be fast assault, but they are near useless in this capacity because of their tiny warp range and small dps - and yet they cost a fortune).

    As a final note, whilst I salute you on excellent implementation of new models, and I am guessing a fair amount of AI coding to take into account new units?? The game itself lacks something. Without the units having specialised wargear for the most part - or the retreat mechanic to get them back, or the extra healing at the base which makes it worthwhile to retreat, the game does become essentially a point and click moving of troops around, without any real micro or tactical depth (please note, I say tactical, not strategic).

    To sum up, I guess this is a very polished attempt at making DOWII more like DOWI, or C&C, but frankly it lacks the quick tactical elements that made DOWII far better than DOWI for me. Obviously, I feel rude trying to second guess what your goals actually were, so I cannot say exactly how well you achieved them. But whilst some things in this are very good, the game itself feels a bit... empty - only in my opinion of course.

    Apologies if I have come across as overly critical. As I say, it is a pretty polished piece of work. But I do think it would need an awful lot of work before I would like to play it regularly. Still, many thanks for producing it and working on it. I look forward to seeing what you do with it in the future.

  25. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #1375
    Retired Compliance Fairy Gorb's Avatar
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    @Horus - I understand that putting the Hive Tyrant up against the Farseer is derp because of the TT parallels . . . but my point was in that case the Commanders are inherently unbalanced. I couldn't even scratch the HT (and getting the Power to tech up to T2 is difficult, even on a 3v3 map) and as such he pretty much wandered around the place doing what he wanted.

    Maybe the Farseer needs a witchblade upgrade to nuke the guy in 3 - 5 hits

  26. #1376
    Senior Member horusheretic's Avatar
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    Thing is with sniper and witchblade weapons is that they would get incredibly OP, unless it is coded heavily with all these target variables to have the chance to deal damage. Would probably be better to make the witchblades force weapons.

  27. #1377
    I have the same problem as Adratus, even after I reinstalled the mod. Hoping there's a fix soon.
    Imperial Guard Player
    'The men of the Imperium are arrayed before you. They are ready to destroy those who would seek to rip the Imperium asunder.'
    -Colonel McKendrick to Warmaster Fexizhaen, on his regiment of the Hadriasian 308th
    I've noticed that the number of words in an Ork naming convention is exponentially proportional to that of its destructive power... -Darklight004

  28. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #1378
    Retired Compliance Fairy Gorb's Avatar
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    Maybe switch out the Hive Tyrant for a Warrior "Alpha" (or whatever the elite bodyguard brood is called in the TT Codex) or a Broodlord?

  29. #1379
    cool hope to see more IG stuff !

  30. #1380
    Well, a couple of games, and I find this game suitably awesome. There were just various size comp stomps with different races. Is there a steam group for finding games etc?

    Few things:
    1- why do space marines start wtih 5k energy?
    2- love the upgrade system for kitting out the devestator and tac squads.
    3- my avatar squadron is delightful, as is watching one sprint for home.
    4- the energy regen system stopping retreat... is kinda lame. lone sqad surviors standing around in the middle of the map when they should be at base getting reinforcements
    5- any reason it's the same price to reinforce as it is to buy a new squad, espeically since squad leveling is still in?
    6- healing and repair. there needs to be some way to repair vehicles and heal units quicker than the speed of passive regen. else you end up with avatar squadrons sitting around at base twiddling their thumbs for half an hour :] my captain also, i'd just suicide him, because waiting for him to regen hp was a an exercise in futility, especially since i can buy him back for 250 req, which is less than what i paid for some of his wargear...
    7- I assume this is something to do with the new and awesome upgrade system, but is queueing upgrades on the 'too be added' feature list?

  31. #1381
    Senior Member horusheretic's Avatar
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    Dire Avengers are missing their battle equipment. They also have a truly pitiful fire rate and DPS (they seem to fire their shurikens almost less regularly than the brightlance ).
    They don't get anything special other than a longer ranged shuri-pult. Which fire also fires the same rate as the bolter.

    Grenades and the likes haven't been added for all races yet.

    No exarchs for any of the aspect warriors? Not sure if thats a bug, something you intend to implement or have left out intentionally - if so I think thats a big mistake IMHO.
    Banshees have no warshout - which means they die easily and are not much point in getting them.
    Just havent added them in yet. Warshout is an exarch power.
    Warp Spiders, again, ridiculously overpriced. Their DPS is pointless, and their teleport range is so small as to never take them out of danger. Their range is not nearly long enough considering their dps, as they have to be so close to melee range they can never do any significant damage to their targets before they are taken out.
    I've increased the teleport range, and made the deathspinners more death-ish by doing more damage the closer they are... The main purpose of them is to be early anti vehicle (Rhinos, chimeras, sentinels etc) Since they don't have any real anti infantry ability anyway. Thats why they are an easy tier 1 unit.
    And i've fixed a few squads prices a bit more as well.

    Falcons Energy field is disabled. And I cant work out its DPS and what it does vs Infantry of all types and vehicles. What weapon load out have you decided to go with it for.
    Weapon loadout is what you see on the tin.


    The WG range is too small, their targetting ground is too delayed and their damage too little to make them of any use. WraithLords I am undecided about, and may have to play with them a little to see if they are of any real use. They seem to be a relatively good tank though.
    Wraithguard have had their fire rate increased, since it was double of what it should have been.

    If you dont mind an inference, it seems that you may have transcribed the stats of the Eldar, but without taking into account how they work.
    I just havent worked on it. More core mechanics stuff like upgrades and such. they have taken the most time... and when you see the code you'll realise why, being on it's 3rd revision now


    1- why do space marines start wtih 5k energy?
    Dev testing oversight.

    4- the energy regen system stopping retreat... is kinda lame. lone sqad surviors standing around in the middle of the map when they should be at base getting reinforcements
    5- any reason it's the same price to reinforce as it is to buy a new squad, espeically since squad leveling is still in?
    Which is why you look after your squads. Units in tt that regroup don't magically end up at a hq and reinforce either. Squad leveling isn't actually ingame either. They show that they level true, but it doesnt actually do anything for them at this point.

    6- healing and repair. there needs to be some way to repair vehicles and heal units quicker than the speed of passive regen. else you end up with avatar squadrons sitting around at base twiddling their thumbs for half an hour :] my captain also, i'd just suicide him, because waiting for him to regen hp was a an exercise in futility, especially since i can buy him back for 250 req, which is less than what i paid for some of his wargear...
    Yes, there probably does. Though you still alreay paid for his wargear. Don't see any reason why you should pay it twice. Unless you are a lowly chaplain or librarian.

    - I assume this is something to do with the new and awesome upgrade system, but is queueing upgrades on the 'too be added' feature list?
    If i can find a way to make it so, then i would. But i doubt it :/

  32. #1382

    im stupid

    how do i install it

  33. #1383
    Senior Member horusheretic's Avatar
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    Install to the steam retribution folder.
    In the steam games window, set the launch properties with:

    -modname Dow40k2WoA -nomovies -dev

    Run the game.

  34. #1384
    i tried it but after this small steam window opens (starting dow ...) nothing happens i put the folder in E:\Program Files\Steam\SteamApps\common\dawn of war ii - retribution
    also altered the lauch properties as you said

    ----------

    got it working despite some bugs its looks really nice

  35. #1385

  36. #1386
    Senior Member horusheretic's Avatar
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    http://www.moddb.com/mods/dawn-of-wa...ricane-bolters

    New hurricane bolters for landraider. Lascannons i made ages back

    And yes i am aware that there is already a crusader and normal landaider done, but I just don't like the reused low res parts on a bigger model

  37. #1387
    hey guys, i would like to say that this mod is great but alas i have never had the oppurtunity to try it . everytime i hit private match to start a game, the game says its loading then CTD's. if you could provide any support and or help, it would be much appreciated.

  38. #1388

    Space Marines

    I am having the same problem to, I start the mod and last stand is dark, i go to private match, instant crash, i go to public and host, also instant crash. what am I doing wrong?

  39. #1389
    simples guys uninstall the mod and then make sure that the normal game is working cos i had to reinstall retri b4 the mod cos my retri bugged out randomly on me so it mgiht be that but just uninstall and dl a fresh file then install it again
    hope that works for ya but check normal retri just to see if its the mod acting up

  40. #1390
    no it is the mod, normal retri works just fine. :/ i really want to get in and play this mod.

  41. #1391
    Senior Member horusheretic's Avatar
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    Try selecting the normal space marine hero in the normal game, and accept it. Then turn on the mod and try, I know the game has a funny habit of being awkward with the hero selections :S

    I might have to add in the old heroes back and see if that fixes anything.

  42. #1392
    that appears to have worked, this mod is interesting, when will updates be out? will you be implementing vanguard vets and attack bikes and land speeders? dare i think that you might add races for the dark angels, black templars, blood angels, and space wolves? :P

  43. #1393
    Senior Member horusheretic's Avatar
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    that appears to have worked, this mod is interesting, when will updates be out? will you be implementing vanguard vets and attack bikes and land speeders? dare i think that you might add races for the dark angels, black templars, blood angels, and space wolves? :P
    Bikes and such maybe, Vanguards will be put in. I left them out in this release as i hadn't finished their upgrades, and assault marines would have simply been better because of this.

    other races? Not so much. Instead it will be more chapter traits that unlock special units and wargear. Race visuals are kind of like the DLC where you choose a chapter and your army looks more like them. There are some BA, BT and SW stuff but file reorganisation has left them un working atm. Been slowly fixing that.

    Updates will be out wheneveer its more appropriate to do so. Usually after a lot of big changes

    Heres some current changes:

    0.3 changes:

    Eldar:
    Wraithguard no longer have reload times, As they already have a charge up and wind down duration.
    wraithguard wraithcannons now have extra range
    guardian, warp spiders, wraithguard, dire avengers, rangers and seer council units have had their price and time costs adjusted.
    Warp spider jump ability range improved
    Warp spider deathspinners now act similar to shotguns, dealing additional damage the closer to the target.

    SM
    Techmarine now has a repair option, can build tarrantula turrets.
    Whirlwind readded.

    Other:
    idle leashes and behaviours changed for units. (ai)
    all races should now build power generators and power nodes.
    Other stuff has been working on models, I've been trying to get the landraider and crusader in game, but the model editor is being a bloody huge pain in the ass >_>
    Uvmapped the vindicator a bit more so that could see its way in the next version, no hopes though.

  44. #1394
    Do the scout sentinels and hellhound variants work in-game? I see models in your gallery, but I can't get them to display when I try to use your assets in my mod.

  45. #1395
    Senior Member horusheretic's Avatar
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    Hellhound and devildog are currently using the banewolf, just not with extra visuals. apart from the tracers.

    Theres still lots of things that are unfinished etc.

    Whirlwinds now have proper firing and sound FX

    Vindicator is ingame with firing anims etc too. It just needs to be textured



  46. #1396
    That looks amazing Horus

  47. #1397
    Senior Member horusheretic's Avatar
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    basic landraider oh, and stormbolter upgrade. Multimelta is of course another upgrade But we've all seen that before :P

  48. #1398
    Looks awesome! Are the landraider pintle weapons interchangable now? What's the ETA on when this stuff will be textured and ready? I can't wait to use them.

  49. #1399
    Senior Member horusheretic's Avatar
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    It's all interchangeable
    I don't know when it will all be textured. Could probably end up a huge update on its own as i am just going to get stuf working first.

    Currently converting the vindicator and normal landraider to the darkside as well as moddelling some of those upgrades. then it's just the case of switching fx around.
    I've still got the *censored* to finish modelling too...

  50. Forum Subscriber  #1400
    happy bday

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