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CR Chaos Marks (The Gods of War)

  1. #1

    CR Chaos Marks (The Gods of War)

    The Gods Of War



    --------------------------
    --Description-
    --------------------------

    This mod is based on the idea of Chaos Gods or Marks, which has been an integral part of the Warhammer universe since it was first created by GW. Depending on what Chaos Lord you choose as you start a new PvP game, different units and abilities will be available in-game. This is both to further expand the game experience and to make the mod more chapter specific. The idea is to separate all three Marks before you start a new game instead of having them all at once. To make the mod more balanced I had to include new abilities specific to every Chaos Lord and the Mark he represents. Every unit has now special abilities that will only unlock if you choose the Mark which will affect it. Khorne stands now for melee units and close combat, Tzeentch for fire power, whereas Nurgle would be a combination of the other two (both fire and melee power).

    Download: FileFront See below for updates

    Nurgle



    Tzeentch



    Khorne



    --------------------------
    --PvP Cangelog: 1.0.0--
    --------------------------

    Nurgle:



    Heretics: have Nurgle decay ability instead of rocket launchers

    Havocs: have been reduced to one unit at 4 pop cap each, include Nurgle fall back ability and no setup is required.

    Plague Marines: can be accessed at Tier1 and include aspiring champion and Nurgle ability.

    Nurgle Dreadnought: with power claws, knock back and throw-up ability.

    Chaos Dreadnought: both the Tzeentch and Khorne abilities have been removed but the autocannon remains the same.

    Chaos Predator: will only unlock the Mark of Nurgle ability.

    Note: the Mark of Nurgle won't unlock Khorne daemons or Juggernaut unit and tactical marines have been removed.

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    Tzeentch:



    Heretics: have Tzeentch ability instead of rocket launchers.

    Chaos SM: Tzeentch firing ability instead of Khorne Berzerkers. The squad's units have been increased to 5.

    Havocs: have been reduced to one at 4 pop cap each, Khorne ability is not included and no setup is required.

    Chaos Dreadnought: will only unlock the Mark of Tzeentch ability.

    Chaos Terminators: have been included at Tier3. They´re equiped with the Chaos Lord bolter and include flamers and the adrenaline ability.

    Chaos Predator: will only unlock the Mark of Tzeentch ability.

    Note: the Mark of Tzeentch won't unlock Khorne daemons, Juggernaut unit or plague marines.

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    Khorne:



    Heretics: have Khorne exploding ability instead of rocket launchers.

    Chaos SM: have Khorne Berzerkers instead of Tzeentch fire power. The squad's units have been increased to 5.

    Havocs: have been reduced to one at 4 pop cap each, Tzeentch ability is not included and no setup is required.

    Chaos Dreadnought:will only unlock the Mark of Khorne ability.

    Chaos Predator: will only unlock the Mark of Khorne ability.

    Note: the Mark of Khorne won't unlock plague marines.

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

    My idea is now to include a specific firing power Chaos dreadnought unit with some kind of anti-vehicle plasma gun upgrade (but no rampage or missile abilities) and include Termies at Tier 3 for the Mark of Tzeentch. For the moment I am using the Chaos FC ebps with a terminator power fist, but I'm not quite convinced yet. It would be lovely if I could include some raptors or Daemonetes, but these units are nowhere to be found in the RBS subfolder. A Bloodthirster for Khorne and a Chaos Daemon Lord of Change for Tzeentch would round things up quite nicely, but I know this is only a hope. Feedback is welcome as this mod is only in its early stages.

    ---------------------------
    -Compatibility-
    ---------------------------

    To make this mod compatible with the Community Map Pack mod just cut the following code and paste right at the end of you chaos_marks_the_gods_of_war module file. Make sure you don't repeat any numbers and that you don't insert any of your own.
    Code:
     
    archive.17 = GameAssets\Archives\DoW2MapPack.sga 
    archive.18 = GameAssets\Archives\DoW2MapPack2.sga 
    archive.19 = GameAssets\Archives\DoW2MapPack3.sga
    Also, this mod is compatible with any champaign mod which does not include any PvP modification list. To add this mod to your favourite one just copy from the Data and DataAtrib folders and paste onto your choosen destination but making sure you respect the same path directory. As you cut and paste the engine will ask you whether you want to overwrite existing files, but dont' worry: you won't be doing that if your mod isn't for PvP. So click "yes to all". Just make sure your mod don't have any modifications in the PvP folder.

    ---------------------------
    -Installation Instructions-
    ---------------------------

    Place the Chaos_Marks_the_Gods_of_War.module file and the Chaos_Marks_the_Gods_of_War folder in your Dawn of War 2 directory (which is normally located at <your_steam_path>\steamapps\common\dawn of war 2\). Now right click in your CR DoW2 icon and select "create shortcut, send to descktop". After doing this, right click on your new generated icon, select "properties" and paste this "C:\Program Files\Steam\Steam.exe" -applaunch 20570 -dev -modname "Chaos_Marks_the_Gods_of_War" where it says "target" including commas. Select save and you're ready to go.

    Important Note
    : I've included Hangar8's badges and banners, so you will need this mod to be able to install it appropriately. If you haven't got it yet, you can download it here Hangar8's badges and banners If for some reason you don't want this mod, just open my module file and delete this line:

    Code:
    archive.01 = GameAssets\Archives\DLC_badges.sga
    And make sure you re-number all files or else the game will crash.


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    Enjoy Smeckma

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    -------------------------------------------------------------
    --Edit 18/10/10
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    New module file for version 1.0.7 + CR TGOW + Mapack 1.0.7 FileFront
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    Enjoy Smeckma

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    -------------------------------------------------------------
    --Edit 11/10/10
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    -------------------------------------------------------------
    New module file for version 1.0.7 FileFront
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    Enjoy Smeckma
    -------------------------------------------------------------------------------------------------------------------------
    You need to substitute the previous module file (1.0.7) with this one or else the game will crash

    -------------------------------------------------------------
    --Edit-- 19/07/10
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    1.0.7 Update. FileFront you need to delete any previous versions for the mod to work propertly.
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    xenanator has given me permision to use his icons but this is going to be done with the next update. For the moment the mod contains my own icons.

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    Enjoy Smeckma

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    -------------------------------------------------------------
    --Edit-- 06/07/10
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    -------------------------------------------------------------
    1.0.6 Update. FileFront you need to delete any previous versions for the mod to work propertly.
    -------------------------------------------------------------

    -------------------------------------------------------------
    --------------------------
    --PvP. 1.0.6--
    --------------------------

    -Nurgle:

    Nurgle: Dreadnought has been updated with its own squad icon and portrait.

    Nurgle: Champion has been updated with its own squad icon and portrait.

    Nurgle: Almost all Nurgle descriptions will read within range.

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

    -Tzeentch:

    Tzeentch Terminators: have been updated with its own squad icon and portrait.

    Tzeentch Tacticals: have been updated with its own squad icon and portrait.

    Most of the Tzeentch USC descriptions will read within range.

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

    -Khorne:

    Khorne Terminators: have been updated with its own squad icon and portrait.

    Khorne Tacticals: have been updated with its own squad icon and portrait.

    Most of the Khorne USC descriptions will read within range.

    Note: see post #35 for picks.

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

    Note: This is pretty much the last update before I release in the “completed mod section”. I have to include a few more icons for particular abilities I have created and edit a few more entries in the USC document, but apart from that, the mod would be more or less finished. If Shuma releases more units I will try to include them in the mod, but this is insofar they don’t break the aesthetics of it.

    ---------------------------
    -Installation Instructions-
    ---------------------------

    I’ve included my own DoW2 UCS document, so you will need this file in order to be able to have all the new description appear in-game. To install it, just copy the gameassets folder and paste in your DoW2 directory. And please, just remember to back up your own module file before you do this. I am not touching any of the old descriptions in this document, but please do if this worries you.
    -------------------------------------------------------------

    Enjoy Smeckma

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    -------------------------------------------------------------
    --Edit-- 03/07/10
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    -------------------------------------------------------------
    1.0.5 Update. FileFront you need to delete any previous versions for the mod to work propertly.
    -------------------------------------------------------------

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

    --------------------------
    --PvP. 1.0.5--
    --------------------------

    -Nurgle:

    Nurgle: is the only Chaos Mark which will unlock the Great Unclean’un.

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

    -Tzeentch:

    Tzeentch Terminators: have been included. I’ve included the meleemash, roar and frenzy abilities. All terminator squads can now be upgraded with leaders.

    Tzeentch Terminators



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

    -Khorne:

    Khorne: tach squads have all been rigged up in a Khorne body armour.

    Khorne Tactical Squad



    Terminator squads: can now be upgraded with leaders.

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

    -------------------------------------------------------------
    I think it would be nice to work on a heretic’s specific firing squad for either Khorne or Tzeentch. I think this is going to be my next step, but I’d like to further customize their leaders. As for the havoc squad, I would certainly do a faction for each Mark. But there aren’t any more ui boxes available. With this polishing, this mod would be coming to an end, but if there is anything you think it might be worth including, just let me know. Shuma has released new weaponry for the Termi squad and it is all very tempting.

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

    Enjoy Smeckma

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    -------------------------------------------------------------
    --Edit-- 02/07/10
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    -------------------------------------------------------------
    1.0.4 Update. HotFix you need to delete any previous versions for the mod to work propertly.
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    --------------------------
    --Bugs 1.0.4--
    --------------------------

    1. The Chaos Lord's combi flamer ability does not interfere with the terminator's anymore.

    2. The Terminator's combi flamer ability works properly now.

    3. I've sorted out a funny bug whereby the AI could not start a Tyranid's PvP match.

    Note: All known bugs fixed. Feedback is welcome if you find something wrong with the mod or any other bugs.

    --------------------------
    --PvP. 1.0.4--
    --------------------------

    -Nurgle:

    Remains the same

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    -Tzeentch:

    Tzeentch Terminators: have been removed

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    -Khorne:

    Khorne Terminators: have been included.

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    Enjoy Smeckma

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    -------------------------------------------------------------
    --Edit-- 30/06/10
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    1.0.3 Update. Download: FileFront you need to delete any previous versions for the mod to work propertly.
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    --------------------------
    --Army Painter--
    --------------------------

    Your Chaos army is now on display in the army painter. I've also edit the USC document so all readings are within range.

    New Army Painter Picks



    --------------------------
    --PvP Changelog: 1.0.3--
    --------------------------

    -Nurgle:

    The Nurgle Tactical Squad: has been fully customized with different body armour parts and a squad champion with a Nurgle powefist and knockback (pestilent flies) ability. It comes out with the \tyranid\poison_aura ability and can be researched at Tier2.

    Nurgle Champion



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    -Tzeentch:

    Tzeentch Terminators: have been fully customized with different body parts.

    Tzeentch Tacticals: have now epic armour plates.

    Rubric squad



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    -Khorne:

    -Tactical squads: I have removed the rubric armour and added a champion with a rare horned helmet.

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    --------------------------
    --Bugs 1.0.3--
    --------------------------

    I've sorted out the bug with the Chaos Lord, but the Rubric armour has a glitch. You will only notice it in the army painter or if you zoom in in-game. For the rest, no bugs or funny crashes.

    --------------------------
    --Note--
    --------------------------

    And again, just to remind you this mod contain now Hangar8's badges, so you will need this mod in order for this modification list to work appropriately. See "edit 28/06/10" for instructions and a link to Hangar8's badges mod. And if you don't want this mod for whatever the reason, see bellow for instructions.

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    Enjoy Smeckma

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    -------------------------------------------------------------
    --Edit-- 28/06/10
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    -------------------------------------------------------------
    1.0.2 Update FileFront you need to delete any previous versions for the mod to work propertly.
    -------------------------------------------------------------

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    Hangar8's badges and banners

    I've included Hangar8's badges and banners, so you will need this mod to be able to install it appropriately. If you haven't got it yet, you can download it here Hangar8's badges and banners. I will try to include those in the mod next time so that you won't have to do anything about it, but at this point, as I am still working on this mod, I've just decided to edit the module file. If for some reason you don't want this mod, just open my module file and delete this line:

    Code:
    archive.01 = GameAssets\Archives\DLC_badges.sga
    And make sure you re-number all files or else the game will crash.

    --------------------------
    --PvP Changelog: 1.0.2--
    --------------------------

    -Nurgle:

    Nurgle Dreadnought: comes with a right arm heavy bolter (Shuma's model).

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    -Tzeentch:

    Tzeentch Marines: have been updated with epic armour and backpacks.

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    -Khorne:

    -Tactical squads: have been updated with rare backpacks and armour.

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

    --------------------------
    --Bugs 1.0.2--
    --------------------------

    The Tzeentch body armour has a glitch in it. It is not affecting the Khorne tactical squad and you will only see it if you zoom in, but if I can't figure it out, I think I will swap it with the rubric common armour instead. As for the Nurgle dreadnought, I am still trying to find the right FX for the new weapon. Not that I would not like it as it is now, but I would've wanted something more chaos like. The bug with the chaos FC burner remains unresolved, but I think I know how to sort it. As my terminators are carrying the same weapons as this unit they might be interfering with the FC's ability.

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    --------------------------
    --Credits--
    --------------------------

    Thanks to Hangar8 for his beautiful work of badges and banners, it definitely adds up fluff and colour to this mod, and to all the modders and people who got interested in my work.

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    Enjoy Smeckma

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    -------------------------------------------------------------
    --Edit-- 27/06/10
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    -------------------------------------------------------------
    1.0.1 Update FileFront
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    Helmets Mod

    This mod contains now Shuma’s excellent units. I’ve included his Chaos Terminators and reskin other units so far, so I think an update is due. I think it would be great to release a raptor squad next time. The idea is to re-skin an assault tactical marine unit and see what I can get. Here is a link to Shuma’s work for those who don’t know yet:

    Shuma's Helmets Mod

    --------------------------
    --PvP Cangelog: 1.0.1--
    --------------------------

    -Nurgle:

    Champion Lord: unit has new helmet now.

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    -Tzeentch:

    Chaos Terminators: have been re-skinned and fully customized with power axes and chaos bolters.

    Chaos Terminators



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    -Khorne:

    -Tactical squads: have now champion horned helmets.

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    --------------------------
    --Bugs 1.0.1--
    --------------------------

    I've fixed a bug where the FC combi flamer upgrade button showed in the wrong position but the ability does not work in game yet. This is affecting the Termi squad as well. It is not a bit thing though, so I'll try to sort it when I release next time.

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    --------------------------
    --Note-
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    I haven´t packed into SGA and the mod stil contains many of Shuma's unwanted units, but this is only because I am still working on it and I haven't decided yet what to include and what not.

    --------------------------
    --Credits--
    --------------------------

    Thanks to Shuma for his great job, without which thing, this mod would not be the same. I also want to thank Crandoman345 for pointing me out into the right direction, Cope for his wonderful tool (which has made my life less miserable) and, in general, all the community for the support and other minor issues.
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    Enjoy Smeckma

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    Last edited by smeckma; 17th Oct 10 at 6:24 PM.
    One day I shall redeem my STRAWMAN
    DoW2 Apocalypse
    Community Map Pack
    The Gods Of War

  2. #2
    Member LAKKSPEED's Avatar
    Join Date
    Jun 2010
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    over there
    Awesome i've been waiting for someone to do this
    Success is measured in blood, yours or your enemy's

  3. #3
    Oh thanks. I am working on the Dreadnought unit for Khorne now. In the end I have decided to include a flamer and power claws instead of the stock autocannon, but there is a small bug with the FXs. The dreadnought´s flamer only leaves like traces of fire behind whereas the weapon´s FX are more bolter like and he can melee. Here is a pick:

    Dreadnought


  4. #4
    In the end I´ve decided for a Nurgle Dread and Tzeentch Terminators. Here are some picks:

    Chaos Terminators



    Nurgle Dreadnought


  5. #5
    Member Crandoman345's Avatar
    Join Date
    Aug 2009
    Location
    Australia
    Could I possibly recommend Shuma's excellent Chaos Terminator models?
    "Thou shalt not tap the small glass panel on the dreadnought"
    - Rules of the Imperium #109

  6. #6
    Sure. Maybe I can ask him? I´ve already uploaded a preview, but I´ll include those next time if I can.

  7. #7
    No need to ask, just give credit where credit is due.
    Pro-Skub, supporting the idea of new heroes for the Last Stand as DLC since 1967.
    Mod forum: SWR

  8. #8
    Thanks man. As a matter of fact, I do follow the same policy as you. I think it is important to credit. BTW, can I ask you where those units are kept at? Did you release a mod containing those or something?

  9. #9
    Just download the .sga and open it to see the path files. Or if you're asking where to download them from then they're in the first post of my thread in the completed mods section.

  10. #10
    Yes man, I was coming from your mod. I never knew you had released but I'm gonna look it up now.

  11. #11
    Today I have been working on Shuma's models. What a great achievement this is! Now my termies look like chaos'. Here is a pick:

    Chaos Terminators



    Because he's given me permision to do so, I've included his helmet's mod as well, and the Tzeentch tactical marines do fit in quite nicely. I want to include all of his files, but one thing at the time. My idea now is to further customize Khorne and perhaps add some raptors. Here are some Tzeentch tactical marines:

    Tzeentch tacticals

    Last edited by smeckma; 26th Jun 10 at 4:11 PM.

  12. #12
    Member boneless1's Avatar
    Join Date
    Jul 2009
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    The place where life always smells bad >.<
    Lol Graphics are sooo low it hurts my eyes lol. But good progress

  13. #13
    Lol Graphics are sooo low it hurts my eyes lol. But good progress
    I really cannot explain it, but I can't take pictures when I set it up for high video quality. All I get is a black shot and you can't see anything in it. I set up the video quality for medium so that I can take shots and the fact I am zooming in does not help.

    Anyway, Shuma says he's going to release a more friendly pack for modders, but all you have to do is to delete the chaos_marine_common folder and you're happy to go. Here is a pick with csm tactical marines in horns:

    CSM Tactical


  14. #14
    Uh no, the Tzeentch pack that's friendly for modders is already released and is on the first post of my thread.

  15. #15
    Uh no, the Tzeentch pack that's friendly for modders is already released and is on the first post of my thread.
    Don´t worry Shuma, everything is under control. I know where all of your mods are, and how to edit those units. About your work, which I think is great (and it fits in so nicely with what I am doing), I think it would be nice to edit the SM tactical assault unit and reskin it to make raptors. My ideas now is to further customize all units so that they will look random (different armours, helmets, etc.). On anothe note, I am not sure I can call my mod "The Gods Of War" when I´m missing two of them. Maybe someone could use the Great Unclean One´s mesh to make a Lord of Change and a Bloodthirster, but this would put every Mark in its place and the community will love it.

    Picks

    Last edited by smeckma; 27th Jun 10 at 5:42 AM.

  16. #16
    Good job (in progress) smeckma
    I love Warhammer

  17. #17
    Oh, thanks. Now I am working on Shuma's Rubric marines. With the modder friendly version you can further customize your units in a better way. I really like the way my tactical marines do look now. In the end I have decided for the rare rubric backpack combined with both an epic rubric crest and armour. This is what they look like:

    Tzeentch Tacticals



    I think Shuma's work is great and that those backpacks look terrific. I think I might further customize my Nurgle dreadnought with his models but I haven't decided yet.

    -------------------------------------------------------------
    -Edit
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    I could not help it in the end. I am not sure that's the best FX for that weapon, but here is a pick anyway:

    Nurgle Dread



    And my Khorne tachs don't look bad either:

    Khorne Tacticals

    Last edited by smeckma; 27th Jun 10 at 7:44 PM.

  18. #18
    The fact your Rubrics are not in Thousand Sons colors makes my eyes bleed.

  19. #19
    The fact your Rubrics are not in Thousand Sons colors makes my eyes bleed.
    Would you like me to set it up for the right colours as I am working on an RBF file and testing it so that your eyes won't bleed next time? If you read my descriptions you'll problably realize I'm still working on it. All I wanted to do at this point was to prove Shuma's models are great, that they work perfectly and that they do fit in quite nicely with the whole spirit of what I am doing.

    Thousand Sons

    Last edited by smeckma; 28th Jun 10 at 6:39 AM.

  20. #20
    now is good color

  21. #21
    now is good color
    He's probably right, but how can you get it any other way when you're still working on it? At the end of the day, I've not even decided that's the armour I want for that particular unit yet. I am only posting as I am working on it. I do accept criticism (one of the reasons why this mod contains Shuma's is because of feedback I've been given in this thread). Anyway, today I think I am going to pull a few units out into the ArmyPainter for the kill. Shuma's work is contributing greatly to this mod's progress as he gives you options for a more chapter based mod. If he releases his Khorne Champion Lord I might as well re-skin the Khorne tachs with it. Not of all it though, but just enough to create a Berserker look like unit.

    -------------------------------------------------------------
    -Edit-
    -------------------------------------------------------------
    Here are some new picks:

    New Army Painter Picks

    Last edited by smeckma; 28th Jun 10 at 11:07 AM.

  22. #22
    Member Crandoman345's Avatar
    Join Date
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    Oh man those Thousans Sons look awesome

  23. #23
    man, that termie's chain axe is gonna fall off.. ^^
    i think shuma provided an axe for his termies.. i suggest you use those.. or those deamon swords would be good..
    It is as thou a thousand mouths cry out in pain

  24. #24
    man, that termie's chain axe is gonna fall off.. ^^ i think shuma provided an axe for his termies.. i suggest you use those.. or those deamon swords would be good..
    No man, you don't understand, that's Relic's fault. As a matter of fact, that's Relic's default axe for termies. Shuma's axe look exactly the same. Here is a pick:

    Suma's power axe



    I wasn't all too shure about the axe though, but this is what Shuma's powerfist looks like:

    Shuma's powerfist



    And this is his maze:

    Shuma's maze



    Anyway, if you come to think of it, that's not a big deal. I don't think my termies look bad ingame because of that and you don't really notice it when you're playing. Here is a pick:

    Termies in action



    And last but not list, just to say that I've been working on this. Here is a preview:

    Nurgle tacticals

    Last edited by smeckma; 28th Jun 10 at 9:24 PM.

  25. #25
    Yeah the power fist is bugged(no animations, etc, etc), and the shockmace looks like that because you don't have all settings set to high/ultra in my game the mace glows, and so do the many eyes the Tzeentch marines have.

    Maybe i'll release better Terminators in the future.

  26. #26
    i think the chaos lord's animation set doesnt have stuff for the powerfist.. although there are alternative weapons, such as the chaos lord's claws or double handed mace which would look more chaotic.. ^^
    i suggest you use the space marine termies animations if you intend to use the powerfist..

    BTW.. loving those plague marines..

  27. #27
    Yeah the power fist is bugged(no animations, etc, etc), and the shockmace looks like that because you don't have all settings set to high/ultra in my game the mace glows, and so do the many eyes the Tzeentch marines have.
    BTW, the rubric armour has like a glitch in it. The patern with veins and the like sort of flows all over. Another thing is I cannot find your link for the Nurgle Champion's helmet. I know it is somewhere, but I cannot find it. Can you send me a link?

  28. #28
    I haven't made one for the Plague Champion, i only gave him a Plague Marine's helmet before i got ahold of 3ds max and in that case the helmet can be given via rbf.

    And... The rubric armor doesn't have any glitches, post a picture of the glitch to see what's goign on.

  29. #29
    a very very stupid question i got to ask.
    is this mod online compatible?

  30. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #30
    Retired Compliance Fairy Gorb's Avatar
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    No mods are online compatible if they change anything involving the following; data, code, new models, new textures, new animations (not a problem here, that one) and AI.

    You can of course play against someone else who has the mod.
    I am an Iron Warrior! Iron Within, Iron Without!

  31. #31
    I haven't made one for the Plague Champion, i only gave him a Plague Marine's helmet before i got ahold of 3ds max and in that case the helmet can be given via rbf.

    And... The rubric armor doesn't have any glitches, post a picture of the glitch to see what's goign on.
    This is probably because of me doing it the wrong way. I am sure this is because of the fact the armour is interfering with the default one, but I don't know how to redirect the output so that the engine will overlook all default instruction given to it. In the end I did find the folder for the Chaos Plaguemarine Lord (chaos_plague_champion_common). If you delete this folder the CL goes back to the previous version where he is not wearing a helmet. I was trying to do this because I wanted the Plague Champion to wear a helmet and take it off one of my units at the same time, but when they read into the "chaos_plague_champion_common" folder the engine understands it has to put a helmet on both units instead. I mean this is when they read into your edited file and not Relic's. Your file will put a helmet on the Plague Champion whereas Relic's will take it off. And if you delete it, the Plague Champion goes back to normal but the other unit remains the same (that is, wearing a helmet on). I guess this is why your rubric armour glitches. The default armour is not giving up on the new instructions. There is something I am doing wrong.
    Last edited by smeckma; 29th Jun 10 at 12:27 PM.

  32. #32
    See first post for HotFix

    1. The Chaos Lord's combi flamer ability does not interfere with the terminator's anymore.

    2. The Terminator's combi flamer ability works properly now.

    3. I've sorted out a funny bug whereby the AI could not start a Tyranid's PvP match.

  33. #33
    very good work, mate but you have in program to uptade all dreadnought ( for all god's)?


    khorne pic .D



    nurgle pic
    Last edited by Hellcobra84; 2nd Jul 10 at 12:08 PM.

  34. #34
    very good work, mate but you have in program to uptade all dreadnought ( for all god's)?
    Thanks man. I've been working on Shuma's new Khorne unit. In the end I've decided to further customize my Khorne squad with these and leave the CFC as it is. Here is a pick:



    The Tzeentch squad has been updated as well, but not much. The only important changes will affect the squad leader (with epic armour plates now). Here is a pick.



    In the end I've decided to include another terminator squad for the Mark of Tzeentch, but with different abilities, and lock the Unclean'un for both Tzeentch and Khorne. Now the mod is more balanced, I believe, as both termi squads would add up to 1200 req more or less whereas the Unclean'un is like 1400 req instead. I thought that if I had to refuse this unit to other Marks, I'd have to make up for the other two races, hence the termi squads.

    About updating the dreadnoughts, I think I can pretty much do that for you guys, but that's all up to Shuma. The encoding is all mine, but Shuma is the artist. Let's hope he'll release some new stuff soon.
    Last edited by smeckma; 4th Jul 10 at 12:22 PM.

  35. #35
    Just a quick update to say I've done my own icons. Here is a few examples of squad portraits:

    Squad Portraits



    And squad upgrades:

    squad_tabs



    And this is what they look like while in-game:

    Ingame picks

    Last edited by smeckma; 5th Jul 10 at 9:09 PM.

  36. #36
    Member ChaosReigns's Avatar
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    Hey Smecka. Wow, this is a fantastic mod! Definitely to my liking. The portraits look great too, and will add to the mod a great deal.

    However, a couple small (really small) nitpicks. Would you be willing to give the leaders, Chaos leaders especially, their highest level multiplayer wargear? It really makes a huge difference, and while it would be nice for the units that have not been visually changed, it makes the most difference for the commanders (especially the Chaos Lord )

    Also, and this is really nit-picky, is there any chance you'd consider renaming the "Terminator Squad" as "Chaos Terminators"?

    Regards.

  37. #37
    What a coincidence you're asking me about this. As a matter of fact, I was editing the DOW2 USC document before posting. As for the squad leaders, just to say I am re-skinning them, but either in Khorne or Tzeentch fashion. The Khorne leader, for example, just looks like the pick I've included up there for the squad's leader upgrade. What I could do though is to include different wargear and armour depending on online levels but without breaking the aesthetics of the mod. My next step would be to design a logo for the mod, speaking of which, I mean to stick in the backdrop menu.

  38. #38
    Member ChaosReigns's Avatar
    Join Date
    Sep 2006
    Location
    In the thick of glorious slaughter!
    Maybe I'm misunderstanding you, but I was referring specifically to the commanders, insofar as the Chaos Lord, Plague Champion, Force Commander etc. look a lot better with their rank 60 wargear than without.

    The units that have already received visual enhancement in one way or another look great.

  39. #39
    Maybe I'm misunderstanding you, but I was referring specifically to the commanders, insofar as the Chaos Lord, Plague Champion, Force Commander etc. look a lot better with their rank 60 wargear than without.
    I might do that if you guys want me to but I've got other priorities now. I cannot help stop thinking about a raptor squad for the mod. This could be done using Shuma's textures for modders and a sm_tactical_assault unit as the base model. Another thing I'd like to include, but this is not so more up to me, is a Renegade squad:

    Chaos Renegades



    Or a Chaos Ogryn squad:

    Chaos Ogryn Squad


  40. #40

    Raptor Squad

    I have re-skined an aerial assault tactical marine unit with Shuma's textures and this is the result:

    Raptor_Squad



    And these are the squad's icons:

    Squad_Tabs


  41. #41
    Xenanator has given me permision to use his icons but this is going to be released with the next update (I am kind of bussy). See first post for current update. I've polished a few things.
    Last edited by smeckma; 18th Jul 10 at 8:07 PM.

  42. #42
    Member Crandoman345's Avatar
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    Aug 2009
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    Holy crap! Now THOSE guys LOOK like raptors! I wouldn't care about clipping if EVERY unit looked as awesome as that!

  43. #43
    Holy crap! Now THOSE guys LOOK like raptors! I wouldn't care about clipping if EVERY unit looked as awesome as that!
    I've tried to do my best, but they still look like something is missing. Here I can only hope for Shuma to release a decent raptor jumppack or else learn myself how to do it. Also, I have been working on a chaos renegade unit (just mixing suitable stuff on a scout marine unit) but I can only make do with the stuff there is in the art folders.

  44. #44

    Cant get this to work!

    I have windows 7 and the stupid properties thing is so different to xp's i cant change anything for the installation and or target!

  45. #45
    I have windows 7 and the stupid properties thing is so different to xp's i cant change anything for the installation and or target!
    Just write down your DoW2 directory and I'll make you a launch icon.

  46. #46
    I am getting a 404 when trying to download from FileFront...
    Any chance you could upload a mirror?

    Thanks in advance!

  47. #47
    The link seems to be working now. Just try again. Some times these files do get corrupted, you see, so feedback is important. In fact, I am expecting you guys to say when the mod is not working, bugs, etc.

  48. #48
    chaosmarine113 has told me there was something wrong with the new gameassets folder, so I am uploading a new update. He said the mod was crashing. I don't know why this might be as it the mod is working perfectly fine for me, but if the problem persists, just delete this folder. All this folder does is to add the descriptions for the new units and upgrades, but the mod is still playable even if a few descriptions will read out of range. This is until I figure out the problem, if there is any.

    PS. Just make sure you go into Chaos_Marks_the_Gods_of_War and then cut and paste my mod from there (the actual folder has the same name "Chaos_Marks_the_Gods_of_War". If you don't install it correctly it will crash as the module file won't be able to locate those folders.

  49. #49
    I didn't experience any crashes either.

  50. #50
    Can anybody give me any feedback on the dreadnought´s heavy bolter´s FXs?

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