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Dawn of War 2: Codex Edition

  1. #2801
    Anyone who wants to be the Emperor's Cartographer can feel free to supply us with new maps. I for one would like to see some of the dow1 maps that were good get a remake for CE.

  2. #2802
    shadowninja0069 where you downlaod those big maps for dow2??

  3. #2803
    Member shadowninja0069's Avatar
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    demetris and all this is the link for the community map packs enjoy.http://http://www.cinemablend.com/ga...?fbc_channel=1 this link works just itl say did you meen this site in short click this link then click the one in blue itl take you to the right site. also look for the filefront in orange once your on the page to dl the maps,
    Last edited by shadowninja0069; 26th Feb 11 at 4:56 AM.

  4. #2804
    The link didn't show up. Also, you have to modify the .module file to use it with CE, and you can only use it with others who have it installed.

  5. #2805
    Member shadowninja0069's Avatar
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    try that budy what i do is put the all sga files in mods folder and it works then put the module file in dow2 directory,then the ucs file in local and then do what you said.

    BTW gabreail is it ok to use your mod in my Blood Angels Mod

  6. #2806
    While this may have already been said I think it would be a good idea to give the chaplain his voice from DoW1 instead of just the force commanders voice.

  7. #2807
    I'm having a bit of a problem with this mod, all of the heroes names and description have random letters and numbers.

    Sorry if someone already asked.

    ----------

    Ok nevermind I figured it out, my bad.

  8. #2808
    As soon as I can edit voices, I will give the new heroes the appropriate voice. I can do voices pretty well myself, and I wrote out a lot of good lines for the new guys.

    Stuka you need to remove any other mod .ucs files from the english/locale directory when you add dow2codex.ucs. If you have multiple mod .ucs files in there, they will conflict with each other and you won't get to read them in-game.

  9. #2809
    Update: Looks like we can get voices into the mod. Look for all-new voices for Krieg and Catachan, as well as the older/better CR voices for the other characters to return.

  10. #2810
    Member General Kong's Avatar
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    nice job gabe, to be honest, i dont like the force commanders new voice, it sounds like he has something up his ass
    Damn It Ravenor, im a chaos worshipper, not a loyalist
    They mapped for our sins: http://mapsofwar.info/
    Chocolate?

  11. #2811
    re: CR voices, i've had those for a while, you can literally just take the sound.sga's from CR and dump them into your mod folder and the work fine

  12. #2812
    The new FC sounds to me like a drunk Sean Connery doing a Santa Claus impression. Rest assured, we will fix it.

    Look for the new CE to be released about 7 to 10 days after retribution comes out.

  13. #2813
    It would be awesome to change the FC's voice to DOW1 Gabe's voice

  14. #2814
    I downloaded and installed the mod over the weekend. Love it. One question: I had read on Steam that the mod included persistent bodies (i.e. dead corpses staying). After playing a few games, none of the dead bodies are staying for me. Is persistent bodies not in the mod, or am I doing something wrong? Thanks.

  15. #2815

    Retribution is out on steam :)

    Woot - retribution is here - meaning it's released on steam today - so hopefully we'll get the wheels spinning on the work on retribution update for CE - I for one am up for some work

    Damn I am happy man today...
    He saw streaks of fire dropping through the clouds and closed his eyes as he realised that they were the first salvoes of an orbital bombardment..... - Ben Counter "p. 403, Galaxy in Flames"

  16. #2816
    w000000000000000000000000000000000000000000000000000000000t RETRIBUTION FOR THE FU&*ING WIN

  17. #2817
    We tried persistent bodies, but they slow down the game and cause players to lag crash and drop from team games. So we had to scrap persistent bodies.

  18. #2818
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    Just sayin i cant wait till the Retribution CE comes out.

  19. #2819
    I am working on it. I have a lot of new content to cover with IG, but I will wait on the other new content until later, so I can get a working version out asap. Anything more complicated than some new wargear or unit clickies will wait till the next update after the retri CE release.

  20. #2820
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    I'm realy exited for the Trygon callin thats going to be fun...

  21. #2821
    I'm looking forward to a workable CE for Retribution!

    Just curious, but have you thought about making the Valkyrie a purchasable unit in tier 3? If that's even possible?

  22. #2822
    Can you do the persistent blood at least? Cause without this the battlefield looks empty.

  23. #2823
    We already use persistent blood. The trygon will act kind of like daemon prince kyras at the end of the campaign. He will pop out of the ground and attack units near him, and have a cooldown before you can move him by re-deploying him with a sort of ravener burrow clicky. The trygon's weakness will be his short range and immobility once deployed; he will be a potent area denial weapon, and great to pop up into the retreat path of enemy troops or behind enemy vehicles, but weapons such as lascannons will pick him apart from a safe distance so you will have to use him to support your swarm in a combined assault.

    I was planning on using valkyrie call-ins as a set of clickies for the Fleet Officer in the IG heroes' retinue. Why would you want it as a t3 unit, and how would we represent it in-game since it's a high-flying vehicle and not a skimmer like the landspeeder? It would be outside of visual range most of the time.

  24. #2824
    Well I was thinking that you can purchase the Valyrie, and be able to use it for free (no resource cost), but the bombing run, mine drops, smoke drops, reinforcement drops would still have an ability timer - although shorter after you requisition the Valkyrie.

    I figured this would be a good way to offer an alternative to a Baneblade super unit, and give IG fans more opportunities to use the Valkyrie in-game. So you can go either heavy ground support, or more offensive air support.

    In Retribution I don't think we get to use the Valkyrie offensively as much as we should. At the very least, how about lowering the cost of the Valkyrie so we can use it more often?

    Speaking of the Landspeeder. Would it be possible to model a Landspeeder and use it like the Valyrie for strafing runs? Same goes with Replacing the Valyrie with other races hover/flying vehicles? Every race has flying units that could be used for air support.

  25. #2825
    So how should the valkyrie unit be used - it flies to the location, hovers and shoots for a bit, and then flies back to refuel/rearm?

  26. #2826
    The only way I can see a Valkyrie unit work is basically only as a global. Probably the only variation that I can see to that would be to have valkyries obtained by building a certain structure and then have it pop up in your global ability bar like the autarch. Unless their is a way to make air units get shot down in the game much like bombers could in Company of Heroes, I really don't see any other way.
    Other ID's: HyperboleKitty and doan_m

  27. #2827
    Are you considering adding Cadian Shock Troops for the IG?

  28. #2828
    Cadia, Krieg, and Catachan will all be somewhat different from each other. Kasrkins, Krieg Engineers, and Catachan Devils will replace Storm Troopers. The Stormies will be in-game but will be a call-in and have a different set of upgrades than the specialist units for each faction.

  29. #2829
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    So let me get this straight...the different commanders will represent the different world right? or how is it going to work?
    (Im new here so forgive my ignorance)

    Just a question...will the different worlds have thier own specific abilities?...
    like Krieg(being Trench warfare based) use alot of Trenches and defences?
    and Cadia(having alot of armor and heavy units) use big tanks and heavily armed troops(like hardened Veterans?)
    and finally Catachan(being stealthy and Guerilla based) use lots of snipers and stealth?
    that may sound like a stupid question but hey...just want to know...

    also will we see Psykers?

  30. #2830
    Member Dofd's Avatar
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    Yeah a psyker primaris or somehow
    That would be awesome/incredible

  31. #2831
    Yes, both the primaris psyker and the psyker battle group will be in CE. The primaris will be an addition to the command squad and the psyker battle group will be a t2 elite infantry unit.

    There will be different commanders representing different worlds, and their units will be of that world, similar to the way chaos commanders give you different units now (Khorne Zerkers or Rubrics or Plague Marines). We will also be adding all the appropriate daemons that way.

  32. #2832
    gabriel when the mod will be aprox out so i can buy retribution??

  33. #2833
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    Yeah I'd also like to know...I'm struggling to think if I should get Shogun 2 total war or retribution...but if the CE is coming out soon then I'll get retribution straight away...

  34. #2834
    Install Europa Barbarum mod for Rome: Total war and buy retribution.

  35. #2835
    So how should the valkyrie unit be used - it flies to the location, hovers and shoots for a bit, and then flies back to refuel/rearm?
    That could be a good option. Each race could have an air unit to fly in, destroy stuff, and bail out. Question is, is it even possible to do this with the engine?

  36. #2836
    Yes, it is possible to do this, but it would be very odd. You would call in the air unit like the Autarch in vanilla. The way I envision it, you wouldn't be able to move the the air unit very far after it drops in and hovers. You could potentially have it shoot things that you direct it to shoot, or give it clickies to use, but it would basically fly in, hover for a few seconds and shoot/deploy clickies, then fly away and go on cooldown. If it is destroyed, you have to buy another. Otherwise, it wouldn't make sense if your valk or thunderhawk was just hovering a few feet over the ground and didn't fly away when in trouble. Right now I favor using air units as call-in globals, the way the valk bombing run is used now. We will have to see after the rest of the new content is in, but I don't think that a flying unit would really "work" with the rest of the game right now.

  37. #2837
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    Yeah I agree...as much as I'd like a Valkyrie unit...Idon't think it would be practical...Maybe we could have call-in global thunderhawks or something?

  38. #2838
    Awesome mod concept. I'm glad you have high aspirations on where this mod will go, that will take some serious dedication to get done. This mod indeed does seem like it'll be fit for quite larger maps than normally available especially for 1v1. It'd be cool if you'd get some mappers to do some maps specifically to fit for your mod.

    Anyways...I read you'd include the Land Raider Terminus and I just had to ask: What model are you going to use? There are quite a few non official conversion models for it that makes me quite excited at the possibility of seeing one of them used.

    http://i238.photobucket.com/albums/f...n/IMG_1680.jpg

    http://www.warseer.com/gallery/data/...m/IMG_0112.jpg

    both look better than the GW one imo

    http://www.games-workshop.com/MEDIA_...inus_Ultra.jpg

  39. #2839
    Member Dofd's Avatar
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    Will the random bug be fixed as we now have enough units in the army painter to look how they will look like ingame?!
    That would be +1 signed ^^

  40. #2840
    People, let's get some games up. I'll be in chat usually in the afternoon, under the username "Marshall Redgrave".

    ----------

    I hear that Space Marines that aren't equipped w/ melee weapons will be getting a hand to hand special attack. I assume that this also applies to scouts, but only vs. light infantry. Is this the case?

  41. #2841
    Guys I am working on it. I will get it done as soon as I can. For now, we have a perfectly serviceable version for Chaos Rising. I've had a lot of overtime at my job too, and I've been quite tired after work most nights. Lastly, I am waiting on my modeler to finish up the dreadnought arms, the techmarine, and some new aspect warrior stuff.

    IG is all designed and ready to test as well, I just need to finish the files.

    Do me a favor and get the community playing again. I want to see replays posted and all kinds of mayhem on the forums!

  42. #2842
    Member Dofd's Avatar
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    Do me a favor and get the community playing again. I want to see replays posted and all kinds of mayhem on the forums!
    *In desperat need for community forum ;D*
    Naa but i would be defenetly cool ^^
    But back to topic
    Take your time GG, as this is just a game and real life shouldnt suffer from it
    We count on you releasing this stuff in good conditions

    Cheers

  43. #2843
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    What Dof said...I think it would be best if this mod was in pristine condition...and to that we need you in pristine condition...
    Good luck...Godspeed and If your feeling dramatic the emperor...blah blah blah...

  44. #2844
    Don't rush man. Take your time. The community can wait.
    And yes. We really need to start playing more games.

  45. #2845
    Will the lasfire color be changed? Cause canonically it's blue.

  46. #2846
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    Really?...I thought it was red...

  47. #2847
    Member Kurbutti's Avatar
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    here's another fun idea for the nids. replace death leaper with a prime (basically a buffed up warrior) and ravener with doom of malan'tai. (probably the only logical choice, assuming no-one is up for modelling, sounding and animating either a tervigon or parasite of mortrex). codex would support all of this except for the doom. i think this change would make nids in dow much more faithful to their fluff, because a synapse is a must. another thing that could make prime choice more unique, would be to allow the player to get another prime for free at some point during the game.

    this one's crazy: what if every non-synapse nid that isn't within a synapse range would become uncontrollable by the player?

  48. #2848
    @Scorch

    Yeah, it should be blue. Also, they produce cracking sounds instead of the "statwars-like" in DoW

  49. #2849
    Actually lasfire IS yellow: http://wh40k.lexicanum.com/mediawiki...tionFCover.jpg Either way we have to wait for Santos's next tool to change that.
    Pro-Skub, supporting the idea of new heroes for the Last Stand as DLC since 1967.
    Mod forum: SWR

  50. #2850
    Can't we just say different lasgun patterns can have different colors?

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