View Poll Results: What race of enemies should I add next?

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  • Eldar

    27 19.01%
  • Tyranid

    83 58.45%
  • Space Marine

    32 22.54%
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[Dawn of War 2] Killteam v1.72 - Last version update in post #344

  1. #301
    As far as using bunkers and buildings goes I have tried this with Killteam recently and overall it's currently very dull. Even with 5 ranged heroes your damage output is very low and so is the mob's meaning you can garrison all your heroes and go afk and come back at wave 10 or so to change building. I obviously understand you haven't paid much attention to it, just reporting how it's working at the moment.

    My immidiate thought about garrisons in Killteam is that certain mobs (such as tanks, walkers, granade and rokkit launchers) would primarly target (similar to how they target turrets) and destroy buildings -very- quickly if there are heroes in there whilst other mobs would ignore and/or deal very little damage to heroes in bunkers. The idea would be that bunkers/buildings mainly play the role as an escape route from certain waves but do it at the wrong time or without thinking and you'll quickly be popped.

    /random Does the enemies use countdown granades of any kind at the moment? I could have sworn I saw one the other day but haven't noticed any since.

  2. #302
    Hello, i have been creeping around this forum for a while and the modding and modeling talent around here has never ceased to amaze me so I have decided to become a member. My life story short:-), I am just wondering if, in case there is another version of the KillTeam mod coming out, Shuma's Khorne Lord in his Rank 60 armour as well as the Chaos Dreadnought could be added to the list of heroes. That way we would have five SM and five CSM heroes to choose from, for people that like to play as a factional team.

    This is just a thought, thanks for the mod, it's a blast.

  3. #303
    U.U
    I dont demmand a factional team
    One tyranid
    Only ONE!!!

    Click'em please...

  4. #304
    Hehe, hang in there, you will get your Tyranid, I hope. You just have to keep asking for it;-).

  5. #305
    I belive OneProduct has already stated that a summoner tyranid hero is on the drawing board. Everything in due time.

    As far as the additional Chaos heroes goes there's already a Khorne Lord hero, and the problem with the Chaos dread is that not only would it be hard to make it much diffrent from the current dread hero but it would also diminish the current one's uniqueness by adding another dread. If anything would be done to equalize the amount of SM vs Chaos heroes would be to add a Havoc hero instead of the before mentioned Devestator but that one isn't moving due to lack of ideas for interesting skills.

  6. #306
    Member OneProduct's Avatar
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    @Moltior
    The problem with garrisons is that while I can change how much protection they provide in terms of cover on a global scale, mappers have a large selection of buildings they can place in the map for cover and I'd have to change the health for each one manually. I also have no way of knowing if one garrisonable building should have less health than another, like if one is near the front lines and another one is a fallback point (and thus should be stronger for last stands). Basically, when I thought out the mechanics I hadn't really planned for garrisoned buildings and since I'm not doing the mapping myself it's tough to deal with them properly. I'll likely just reduce the cover modifier and the damage AV weapons do the buildings themselves so regular weapons can hurt the people inside and AV weapons don't knock down the buildings too fast.

    @SargeX
    I don't have plans for another chaos hero at the moment but its always possible in the future. Usually I make heroes based on what I can think up or what other people suggest, so if you have ideas for specific abilities for a hero you'd like, writing them here will greatly increase the likelihood of me making it. The venerable dreadnought and iron warrior both came about that way and I'll be making the warp spider exarch that was suggested a few pages back in the next hero patch.

    @Chronoid
    I'll be making that nid summoner not for this patch but the next one, which we be another hero patch. Hold your horses.

  7. #307
    @Moltior

    I did not come across a Khorne Lord in the current version of the mod, only the Plague Lord is available so far. You do have a point regarding the Dreadnoughts, the chaos version would have to be a lot different from the SM Dreadnought in order to keep their uniqueness.

    @OneProduct

    Thanks for the info, I fully understand the need for a solid basis of hero abilities in order to realize a hero. Cheers

  8. #308
    Member OneProduct's Avatar
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    The vanilla chaos lord is labeled as the Khorne Lord in the mod as he's Khorne aligned in vanilla and I wanted to separate him from the Plague Lord a bit more (naming wise). The abilities I made for him are related to Khorne as well, or at least some of them. I didn't use Shuma's model because I had made the hero before Shuma made the model and I'm also not personally a fan of the elite one (I love the rare one though and use it for enemy Khorne berserkers). I wouldn't mind using it if there was a good hero to go with it though.

  9. #309
    Hi,

    I will look into getting the map packed and uploaded, Ill have to see what remains of my set up for doing maps.

    As for the Garrisoning of buildings, yes theres quite a few buildings on my map but if you requested all buildings to be removed or reduced to 10% health or something like that its easily enough done. It takes less than a minute to edit a building and type in 0.10 or something like that.

    I never thought about the effect the buildings could have on this mod, I just saw that noone appeared to have mentioned any maps being made for the mod when I skimmed through the thread so I thought I would offer up my old map seeing as its sitting in limbo anyway.

    Ill try and get the map packed and uploaded for tomorrow night, if not I'll make a point of getting it uploaded by wednesday at the very latest.

    I'll post with the link in this thread once its done.

  10. #310
    Ok, I have uploaded the map to Filefront and it is now available for download (link below). OneProduct, if you like the map, you have permission to supply it with the mod (if it is deemed worthy ).

    I have done a quick play test using the mod, however I was playing solo. I tried playing with the drop pod in the centre of the base and holding that position.

    I have to point out the use of shot blockers here, in my pic of the map in the world builder you could see lots of them surrounding the base. This was due to the AI simply shooting from outside of the base and hurting your units, in the old defence mods we were trying at the time this wasn't very "entertaining" so using the shot blockers forced the AI to come inside the base.

    There currently arent any for the walls that are inside the base, I mentioned earlier that this may be an older version of the map, I could have swore I placed shot blockers in these spots but they arent there at the moment.

    I think at the time it was a choice between, being able to shoot down on the horde or wait untill they climb the stairs for the fight, but it was a while ago so I honestly cant remember.

    Anyway, feedback is welcome, the whole point of the map is to be fun and if something is annoying you, let me know and I will try to improve it. This is perhaps not the thread to bring up any issues with the map (I dont want to hijack a mod thread though I doubt my map would take attention off this mod), for now, PM me any issues unless OneProduct says otherwise. I will look to making a standalone thread for the map so any suggestions can be made there.

    Please remember, the map is called "Broken" for a reason, It is NOT what I would call a finished map but you certainly may persuade me to finish it up.




    DOWNLOAD: FILEFRONT - Broken v0.5
    FILE SIZE: 1.65 MB




    If you are wondering if this map would work for a standard skirmish, Yes, it will but the area outside of the "fortress" is wasteland with nothing special apart from capture points and bases.

    The Map was designed with a Defence mod in mind, not normal skirmish games.

    Having said all that, I hope you enjoy the map.

    INSTALLATION:

    For those not sure how to get the map to work, its simple:

    The map is contained in a RAR file, you simply open it (I use winRAR) and take "Broken.sga" and place it in:

    Steam\steamapps\common\dawn of war 2\GameAssets\Mods

    It should now appear on your map list in game.

    If for some reason you cant open the RAR file, or simply demand a "zip" file, if you ask really nicely I may just upload a zip version for you.

  11. #311
    Some ideas.
    Warning: LOOOOONG Post. Spoilers added for convenience.

    (Stnd) = Standard Ability
    (AI) = Anti Infantry
    (KB) = Knockback
    (CD) = Cooldown

    Sorry for the poor formatting. It's 3:30am here and i copy pasted most of this from a .txt file i use to jot ideas down in.

    Dev Marine



    Notes: i wanted this hero to have the feel of a semi mobile turret. Like a weapons platform almost. Also, i wanted to have termi armor as an option, but still make the other wpns appealing choices too.
    I think that by offering 2 pre-set wpns with Termi armor and a higher armor value, this will offset the lack of choice and Speed reduction making termi armor a feature rather than a requirement.
    I really REALLY like the idea of getting Explosive Bolter Rounds in from Codex Edition. Gabe the creator has already said it's ok, i asked him personally this evening. It's such an awesome visual effect and i feel that, with a lil dmg tweak added, it would be a great game-turner when deployed.

    Another Hero Idea.

    Scout



    Notes. I don't think the Sniper rifle is in it's best place on the Tech Marine currently.
    I wanted to add another utility hero, but make him combat effective as well.
    To balance this, i decided not to allow him to heal teammates with any abilities, but to assist in other ways.
    He is a tactical choice, in that he has a lower armor class to all other heros, but stealth provides other defensive bonuses too.
    I wanted to be able to synergise with the Dread, i also think the Tech Marine should be able to repair as well, but at a much faster rate, maybe twice that of the Scout.



    Also, had an idea for a boss fight too.
    I don't have much atm, this is what i got so far..

    Boss Fight



    There is already a long standing connection between your work and The Last Stand, OneProduct.
    Seems like a brilliant way to have a laugh with that as well as add an interesting boss fight.

    Last edited by Axyl; 25th Aug 10 at 8:06 PM.

  12. #312
    Member Dofd's Avatar
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    I'm working on a new big Killteam map
    Its settled in an imperial camp/hold somewhere on a desert ice planet
    Here a WIP screen where i got so far today


    Now my question is what would u suggest me to add here to make it more intressting for Killteam
    Off course i know that there is a huge lag of cover but its WIP
    I hope u got some suggestions for me

    Cheers
    Coming soon to the sector near you!

  13. #313
    Looks good but quick question is there a way to script events to happen like the terrain to change as the battle rages on? Just a thought and maybe at the final boss the terrain all over the battlefield shifts and twist's just thinking aloud. But im not a mapper so whatever works for you m8
    =][= "We are the hammer!" =][=

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  14. #314
    Member Dofd's Avatar
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    "moved"
    Last edited by Dofd; 31st Aug 10 at 5:59 AM.

  15. Gamers Lounge Senior Member Modding Senior Member  #315
    Green Grow the Rushes Ira Aduro's Avatar
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    Dofd, please make a new thread for your map in the maps section of DoW2 modding. You can link to it in this thread but any discussion of it should be done in its own thread.

  16. #316
    That map does look well fun for killteam tho.

  17. #317
    Hm if inquisition(Grey knights included) are added in the X-pack will you be adding Grey Knights?

  18. #318
    Bring forth the bugs! That I may smite them with righteous fury!
    For the Emperor!

  19. #319
    "INCOMING!" -Dreadnought pops out barrage- "No matter how many we kill a hundred more come to take their place"


    Edit : Maybe make Avitu's ultimate be "reinforcements" or "Drop pod beacon" A drop pod descends from the sky to deploy 3 Sternguard veterans which have special ammo. The drop pod after afew seconds detonates so that way there isn't a random drop pod in the middle of the battlefield?
    Last edited by -Delta-; 5th Sep 10 at 8:44 PM.

  20. #320
    Member OneProduct's Avatar
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    @-Delta-
    I'll very likely make new heroes with whatever Retribution brings along, but that's a long time from now (assuming I'm still working on this ).

    Figured I'll post a little progress update because of how terribly slow I'm going. School starts tomorrow for me sadly, but I should be able to put some time into this still, especially during the first week which is usually a joke.

    Tyranids
    -Scripting = done
    -Balancing = done
    -Abilities = in progress

    Mad Dok
    -4/7 abilities done

    Seer Council boss
    -Balancing = not started (this is quick to do though)

    Changelog so far


  21. #321
    I approve of this patch! Very excited about the changes and I'm very much looking foward to playing with the new game customization options

  22. #322
    Patch notes looking great many balances are done and more enemies to come. Can't wait to hear more

  23. #323
    Member Dofd's Avatar
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    Getting allways at lvl 21 an error crashing my game instantly
    Seems to try creating a dump file 1811 or something but fails epicly xD
    Hope u gotta fix for that in v1.7

  24. #324
    Just tested it out today and yeah im getting crash's at wave 21

  25. #325
    Member boneless1's Avatar
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    Hey I messed up with my DOW2.UCS anyone can upload one. i was trying to fix the damn no range crap, for this mod. And it still does not work, can anyone upload their DOW2.UCS?

  26. #326
    Member ThatOtherGuy's Avatar
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    I really cant remember
    This is a great mod, but I cant seem to kill the Librarian at the end. Any tactics or solutions?

  27. #327
    Member OneProduct's Avatar
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    @Dofd & Delta
    That's odd considering I haven't changed anything for a long while. I played the game to completion twice this weekend as well. Can't imagine why it would suddenly start crashing on you, but I'll try to take a look at it sometime. Any extra information about the crash would be helpful.

    Considering I haven't changed any code lately, I don't think it's on my end and likely has to do with Dawn of War 2 itself or Games for Windows Live. If you crash again, the SCAR-trace.txt and warnings.txt files from C:\Users\YOUR USERNAME\Documents\My Games\Dawn of War 2\Logfiles would be useful if you could either upload it somewhere or paste me the contents in a private message.
    Last edited by OneProduct; 21st Sep 10 at 1:41 PM.

  28. #328
    Member OneProduct's Avatar
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    Not sure if anyone is still interested in Killteam anymore, sadly I haven't had much time to touch it much for the past 5 weeks since school started and the next patch is just sitting there on my computer half-finished. Whenever one bunch of assignments ends another one seems to hop up in its place. The next batch ends on the 18th and hopefully I'll have some quiet time to get back into things.

    On a bright note, in addition to the things I mentioned, I'll also be adding Shuma's chaplain and Dharkhar's angry marine combined with Shuma's weapons for him, which I've imported into the mod but haven't had a chance to fully set up yet. If you have ideas for either of these heroes I'd be glad to have them, I'm not too sure what a chaplain does in terms of lore, much less 7 abilities I could make for him. Instead of weapon options, he will likely stick to the crozius and be able to switch between power armor + jump pack or terminator armor. I've also brought in SargeX's fantastic ork models, which add a lot of extra flavor to these often neglected heroes. I'll probably even change one of the warboss's abilities to one based around the guns on his back to give him a range attack option, particularly since a lot of people don't really enjoy his "warshout" sort of central mechanic. There's also a something like 3 or 4 new custom maps which people have showcased in this thread which will be added to the mix, and they look to be quite promising.

    For those waiting for a tyranid or imperial guard hero, it'll still be just for the patch after this.

  29. #329
    Chaplain swapping between terminator armor and power armor. What comes with those is up to you cause im not too sure of what would go with that. Maybe make power armor = buffs for teammates and terminator armor means buffs for chaplain instead. Like the way neccestic chaos sorcerer works in TLS?

    + np there are still a bunch of us who keep playing your mod we still have a blast with it

  30. #330
    Space Marine Chaplains are the spiritual leaders of Space Marine chapters. They are also warriors, and live and fight alongside their battle-brothers. In battle they are frequently found in the fiercest fighting, chanting the Chapter's sacred battle creeds, and inspiring their brethren to further feats of bravery. They are spiritual leaders as well as Marines, which means they fight with as much savagery as any of their brothers. To enemies they appear as terrifying and sinister figures in black power armour and skull-visaged helmets.
    http://wh40k.lexicanum.com/wiki/Chaplain
    Pro-Skub, supporting the idea of new heroes for the Last Stand as DLC since 1967.
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  31. #331
    Member Dofd's Avatar
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    Tau

    Here some ability ideas regarding to the chaplain


    Rites of War:
    The Chaplain crys the rites of battle and war towards his brothers, motivating them in the name of the god emperor to fight harder and faster and ignore their wounds which would normally kill them
    Effect:
    Needs 2 hereos in range to be allowed to be casted
    If casted, hereos get invurnable for 10 sec nad fight 20% faster than normal
    After the 10 sec they get a HP boost of 100 HP (No increase of max HP, if complet healed = no effect)


    FOR THE EMPEROR:
    The Chaplain shouts fearsome litanies of war and fury at the enemies of the god emperor, forcing them to fall into fear and demoralisation
    Effect:
    Ememies in the sorounding area get suppresed and try to flee for about 10-15 secs


    The Holy Chapter Book:
    The chaplain stands still and begins to read loud the holy book of his chapter.
    Every victory he tells, inspires his battle Brothers to fight harder and harder, pushing back the enemies of menkind.
    Effect:
    The Chaplain gets unmoveable. An Aura which boosts speed and strengh of the sorounding heroes appears. Every 5 secs the aura gets stronger and stronger but draining exponential more energy from the chaplain until the energy is used up. The ability can be canceld every time to prevent the chaplain drain all energy.


    War Trance: (Ultimate ability)
    The chaplain enters a trance-like state, which allows him to ignore even the most horrible wounds, which would normally kill "normal" space marines.
    In this state the chaplain is not controlable and atacks every enemy of mankind in sight but also draining lots of life power from himself causing a sort of doom-loop and uses a lot of life power to exit this state again.
    Effect:
    The Chaplain enters a trance causing continueally dmg to him but also gains him unbelievable powers and strengh making him uncontroleable for 10/20 secs
    After time is used up the chaplain gets instant and pure dmg *ENTER DMG HERE* wich could kill him if not healed during the trance state.
    He attacks every enemy in sight causing tremendous dmg to them.


    The Emperor protects:
    The chaplain uses his Rosarius to project a energy field which absorbs nearly every dmg inflicted to the chaplain for a short period of time
    Effect:
    A personal energy field is generated, absorbing dmg inflicted to the chaplain for about 5-10 secs


    Atack is the best defence:
    The Chaplain swings his crozius and hits the ground in front of him, cracking the earth right in front of him, plaining a path for his battle brothers to strike direct at the heart of their enemies
    Effect:
    The Crozius is smached at the ground cracking the earth in front of the chaplain inflicting heavy melee dmg and supression to the enemies in the path and also the sorounding ones


    Foes of the Emperor:
    The chaplain concentrates his complete hate and fury on this spezial enemy and inspires his battle brothers to strike harder at this spezial one, shouting rites of hate and war into his face (in ya face dude! )
    Effect:
    Works like "Mark target", just the chaplain way with shouting and smashing in ya face


    Fearsome Strike:
    The chaplain concentrates all his power and expirience in this single fearsome strike dealing hugh dmg to one single enemy. Suprised by this suddenly fearsome strike, surounding enemys get supressed and demoralised for a short period of time.
    Effect:
    The chaplain strikes one single time at an enemy with his crozius dealing terrible terrible damage at his target. Surrounding enemys get completly demoralised and suppresed, because of this outbrake of rage and destruction.


    I hope u like these abilities
    they are just suggestions for u so use them if u want
    Would be great to see one of theese in the final version
    Last edited by Dofd; 9th Oct 10 at 8:18 AM.

  32. #332
    Member OneProduct's Avatar
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    Those sound pretty good Dofd, will definitely end up using a fair number of those, if not exactly then as templates.

    Teaser picture:

  33. #333
    Member kornelord's Avatar
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    @Oneproduct: if you want to make an Angry Marine Dharkhar use the voices of Duke Nukem !
    Here there is the sounds files in order to make the marine more angry:

    http://www.mediafire.com/?48ge14u4man93ln

    Just take the sound SGA. I think you can look the AM rbf in order to get the sound codes.

  34. #334
    Member Dofd's Avatar
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    Here some more suggestions out of my corner

    First i would set the pattern as it is on your teaser image
    Why?
    because it looks dark and epic, kinda mysterious and strong and with the right FX´s just "mouth opening"

    Mhh and i also got some new abilities right out of my mind
    Hope u like em


    Out of the Skys:
    Jump ability, the chaplain way.
    The Chaplain activates his holy jump pack and rises in the sky, quoting holy rites of hate, victory and war towards his battle brothers and the enemies of men. When he lands the holy fury of the emperor is released.
    Effect:
    In fact it works nearly like the normal jump ability. But this is the chaplain way This has to be a casted ability but just a short time about 1-3 secs
    After this he starts pulling a line of sparks after his body causing on the landing site a fire halo expanding, damaging and knocking back enemies in the area of effect (should look cool also, in my mind it does allready ;D )



    Holy teleporter: (Terminator armor required, replaces the "Out of the skys" ability)
    The Chaplain initiates the holy rites of teleportation, teleporting him directly into the heart of the enemies force. When appearing the holy teleporter emits a force field, evaporating every enemy in range, clearing the landing ground of the chaplain
    Effect:
    Needs to be casted 3-5 secs. At the destination point a force field appears, causing heavy and pure dmg to enemys within this force field.


    United we stand: (Ultimate ability?!)
    The chaplain is a living legend and inspires only with is apperance his battle brothers to fight harder and better in the face of the god emeror.
    But know he declares the pure and only truth of the emperor and his angels of death, making his brothers stand together and fight until the end.
    Effect:
    Needs 3 or more friendly heroes in range and less than 50% health to be activated.
    The chaplain declares the final fight against the enemies of men inspiring his brothers to fight beyond defeat and victory, only in the name of the god emperor.
    Restores health and buffs the strengh and speed of all friendly heroes in range when casted
    Lasts about 10-15 secs


    To War!:
    The chaplain storms into waves of waves of enemies, smashing them back and crushing them alone with the force of his own body.
    Effect:
    The Chaplain storms the front, pushing back, damaging and supressing enemies.


    The only truth:
    The Chaplain whispers holy and sacred words, worshiping and blessing the holy god emporer of menkind, granting him spezial powers and abilities for fighting against the enemys of men.
    Effect:
    Casted ability 5 secs, granting the chaplain spezial powers like zero CD or no energy costs for abilities for about 5-10 secs and boosted strengh

    Cheers
    DofD

  35. Gamers Lounge Senior Member Company of Heroes Senior Member Dawn of War II Senior Member  #335
    Nice to see you working on this again!

    Here's an idea for a unique trait of the Angry Marine, to make him stand out among other melee: When his hitpoints reach 0, he doesn't die immediately, but is now really pissed-off. For x seconds, he gains increased damage and movement (possibly also reduced energy cost and ability cooldown, like Providence), then he dies. Should he manage to kill y enemies before the timer runs out, death is averted and some hitpoints are restored. It mustn't be too easy to prevent death this way, else you'll end up with a perfect damage sponge

    Is it possible to have an ability knock back enemies, and have these enemies deal significant extra damage to other units they crash into? That could be a cool ability for the bat.
    One step closer to the end of the decadent Eldar race.
    [...] the reason we don’t like DRM solutions is because they punish the innocent and they have to jump through all these hoops. We don’t want to do that [...]

  36. #336
    yep, still interested.

    and still hoping for a warp spider exarch based on the suggestions i (and others) have made.

  37. #337
    very much still interested.
    1.7 patch preview notes look excellent!

  38. #338
    btw, i noticed the Angry Marine is holding a plasma gun and... Angry marines don't use Ranged weapons. At all.

  39. #339
    Codex: Angry Marines allows the usage of ranged weaponry for the Angry Marines, however considering Angry Marines are better at beating the shit out of their opponents than shooting them thanks to two attacks base and only BS3, ONLY A FUCKING HERETIC WOULD GIVE ANGRY MARINES SOMETHING THAT ISN'T USED FOR BEATING THE SHIT OUT OF THE EMPEROR'S ENEMIES. YOU AREN'T A FUCKING HERETIC, ARE YOU?

  40. #340
    Member ThatOtherGuy's Avatar
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    The audio lines for the angry marine should be from the tourrets guy

  41. #341
    Member Dofd's Avatar
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    Ok here it is
    first release of my Killteam Map "Imperial Winter"



    Have fun testing it
    Here u go

  42. #342
    Member OneProduct's Avatar
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    Just pretend he's pistol whipping them when he gets into close combat I don't have a way to make him dual wield sadly, I could just remove the range weapon though if people would prefer that.

    I noticed there's a banner of FU in their codex. Anyone care to find/make a texture for it? Looking at the texture file for the default banners they are around 160x256.

    I'm still also considering making some sort of devastator marine hero, especially now that I could make him switch between any of the SM helmets Shuma is making so you could make him be whatever chapter you liked.

    Since I don't have much time to work on things at the moment I'm considering releasing a smaller patch with what I have done, namely the mad dok, the little balance tweaks since last time and the new models/maps others have put forward, just to keep things more interesting. I might just go another inch and try to finish off the nids and throw them in there as well, just have to finish their abilities. Seer council, more customization options and the other new heroes would then come somewhat later, I figure it's better to release the patch's contents in two parts so you have something to play with rather than having to wait forever for the whole thing.
    Last edited by OneProduct; 15th Oct 10 at 2:53 PM.

  43. #343
    I'm still also considering making some sort of devastator marine hero, especially now that I could make him switch between any of the SM helmets Shuma is making so you could make him be whatever chapter you liked.
    I love you!

    I'm considering releasing a smaller patch with what I have done...I figure it's better to release the patch's contents in two parts so you have something to play with rather than having to wait forever for the whole thing.
    Sounds like a solid plan to me bud. A stale community isn't good for anyone. Tho we'll keep playing regardless.

  44. #344
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    Killteam v1.7

    MediaFire: http://www.mediafire.com/?mmi1g4k0x34rb4x
    FileFront: http://www.filefront.com/17393769/killteam_v1.7.zip

    Notable changes:
    -Added Tyranid enemies
    -New hero: Mad Dok
    -Lots of new maps (by DofD, Ira Adura and Taiyang)
    -New models for the existing ork heroes (by SargeX and Shuma)
    -Random balance changes. Kommando Nob, Farseer and Weirdboy should be a bit better now.

    Didn't do any testing yet so there could possibly be some bugs with either Tyranids or from features I had half developed and temporarily pushed aside to get this patch out early.

  45. #345
    Member Dharkhar's Avatar
    Join Date
    Jul 2009
    Location
    Nîmes, South France
    I can't wait for the Angry Marine
    As always Oneproduct, excellent work ! If I had time to make my mod ... But with "if", we could put Paris in a bottle (french expression...)
    [Dow2] Zone Control
    Once again, sorry for my poor english .. ;)

  46. #346
    Member Dofd's Avatar
    Join Date
    Jul 2010
    Location
    Some where in the north of Germany
    Man i love you
    Makes so much fun with nids now
    And btw found something in your .sga files


    Nice work man

  47. #347
    Awesome as always man.

  48. #348
    +1 to angrey marines using duke Nukem sound files

  49. #349
    Yay! Nids'! You are my personal DoW II Jesus.

  50. #350
    Is there a Steam page / chat room where people can meet up to play this? I really want to try it out with a group.

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