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Dawn of War 2: Warhammer 40.000 ( Bloody & Epic ): v3.0 released!

  1. #1
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    Dawn of War 2: Warhammer 40.000 ( Bloody & Epic ): v3.0 released!

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    W40KMOD Steam Community

    Steam Group W40KMOD





    Greetings Relic Forum,

    i've taken the liberty to create my own variant on a Table-Top-ish approach. I wanted MultiPlayer to be more akin to Warhammer40k, sadly without it being turnbased, because that's way out of my knowledge how to make that happen. Anyway, i've taken my own approach, there are more mods out there that are trying to make the game more like w40k and this is what i think it should be like. I will adress all the edits i made and throw in a few vids for those with a visual apetite, which can be viewed here:

    EPIC ALL OUT BATTLE @ YOUTUBE

    SPACE MARINE Preview @ YOUTUBE

    That should suffice, though in short, if you like bloody, messy epic large-scaled battles, then this mod is for you.

    (and yes, strangely the sound is out of sync)

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

    Abilities



    Projectiles



    EBPS PVP Races



    Formation & Squad Distribution



    RACEBPS



    SBPS PVP Races



    Tuning



    UPGRADES



    WEAPONS



    Please keep in mind, this mod will provide you with the most fun when played against other real people. The AI is shit, so don't suspect any form of challenge when playing against these guys, although, 1 real player vs 3 AI controlled, might be interesting, or FFA can stil be fun.


    Final Note towards people i'd like to thank:

    -Copernicus: it's his tool and his tool alone that provided me with the will to actually make this mod, if i had to do this with the old tools, i would have cried myself to sleep, with a repeat action set to 0.

    -OneProduct: is there anything this guy doesnt know? seriously, i've learned alot thanks to you and in a way, if it werent for you, i probably would never have completed the mod in this state it is now. Most importantly, thank you for your work in enabling my mod to let players choose how much population cap will be used in the game through the menu.

    -Shuma: your models are the craziest, and well, the only models available hehe. Thanks alot for your awesome models, especially the amazing Thousand Sons and devilish Khorne looks.

    -Hanger8: for his superb looking badges mod, no selfrespecting w40k fan can do without!

    -3RaZoR: for showing the error of my ways regarding the supression of heavy bolters. May the Emperor never spank me for this!

    -Myself: well, what did you expect, i`m a narcissist.

    -You: if you decided to play and have fun with my mod

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

    CLICK ME TO
    DOWNLOAD THE DAWN OF WAR 2:
    WARHAMMER 40.000 MOD v3.0


    (mod version updated @ 18:00 - 10/7/2010)

    The downloaded zip/rar file will hold a Dawn of War 2 folder. Simply extract this folder ontop of your own Dawn of War 2 folder and select the supplied .exe file to start up and go crazy. Important to note that the zip file also holds a folder named English, which has a DOW2.ucs file inside it; should you be from another country, you`ll have to copy paste this UCS file into the language folder you are currently using in order to see the renewed squad descriptions. If you're experience -no range- descriptions, please (temporarily) remove all other .UCS files (except DOW2.UCS) before placing the Warhammer_40k.UCS in your language folder.

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

    SPACE MARINES




    ORKS




    ELDAR




    TYRANIDS




    CHAOS


    -----------------------------------------------------------
    Last edited by Z405; 10th Jul 10 at 9:05 AM. Reason: (mod version updated @ 18:00 - 10/7/2010)
    Dawn of War 2: Warhammer 40.000 MOD

    *your commander requires aids*

  2. #2
    Good work
    I love Warhammer

  3. #3
    Member Z405's Avatar
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    Btw i`m open for any suggestions regarding balance, which perhaps may be in order if somebody feels a certain unit/army is too strong or rather too weak. Everything else should be working fine; no bugs, no weird crashes. If you perhaps want to play a game against me, my steam profile name is Z405 and adress i think zaosss666, feel free to add me and we can play a game if im online and not too busy.
    Last edited by Z405; 27th Jun 10 at 2:53 PM.

  4. #4
    Well spank me and call me Mary(or not) this mod sounds incredibly awesome, hopefully i'll find some free time to try it, then again i have already bought like 6 steam games that i haven't played due to making the Khorne Lord.

    Anyway, this mod sounds incredibly awesome.
    Pro-Skub, supporting the idea of new heroes for the Last Stand as DLC since 1967.
    Mod forum: SWR

  5. #5
    Member Z405's Avatar
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    Well spank me and call me Mary
    -->

    Btw i`m open for any suggestions regarding balance
    but every now and then i need to evolve, so yeah, these sorts of suggestions might be interesting as well

  6. #6
    Member ChaosReigns's Avatar
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    Wow, this is a really great mod!

    Do you think that you might add Chaos Terminators to it? If you do I'd be much obliged.

  7. #7
    Member Z405's Avatar
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    Do you think that you might add Chaos Terminators to it? If you do I'd be much obliged.
    Not sure, seeing how they don't really work properly in Gabriel's mod as in, the weapons and targetters; i don't want squads to look silly while fighting; so maybe i could get it to work properly, but don't count on it anytime soon. That, or i`ll just equip them all with dual lightning claws. Though i must say, that, considering i've played a couple of times against and with Chaos; they don't really need the Terminators.

  8. #8
    there's only one thing i can say.. EPIC!
    i can sense great things to come.. ^^
    It is as thou a thousand mouths cry out in pain

  9. #9
    Member Z405's Avatar
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    Hopefully if there are more people with an apetite for grand epic battles perhaps a group of people could become a steam community and play a couple of matches against each other as there still might be some balance issues, but this can only be decided when a large group of players repeatedly mention there is something wrong with the strength or weakness of unit x, y or z.

  10. #10
    Member Crandoman345's Avatar
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    oh man, this is quite simply the most fun mod I've used in a long while

    One quick suggestion however, is it at all possible to a)increase the amount of damage dealt by Orbital Bombardment, b)Make it a bit more obvious as to how far away you can be from the base in order to upgrade, c)Reduce the ranges on some of the heavy weapons (its kinda annoying getting a wraithlord to slowly waltz towards their base, only to be taken out by 3 predators with lascannons who are sniping from half the way across the map) and d)make terminators slightly less impossible to kill as orks?

    Thanks anyway for making this truly excellent mod!
    "Thou shalt not tap the small glass panel on the dreadnought"
    - Rules of the Imperium #109

  11. #11
    Member Z405's Avatar
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    a)increase the amount of damage dealt by Orbital Bombardment
    I`ll look into it, but then i suppose every army nuke should have their damage increased.

    b)Make it a bit more obvious as to how far away you can be from the base in order to upgrade
    Once you are too far away from your base, the upgrades will simply have dissapeared (with a couple of seconds delay) from the units untill you are back at a location which allows you to upgrade. Generally speaking, if you are within reinforce radius, you are within upgrade radius.

    c)Reduce the ranges on some of the heavy weapons (its kinda annoying getting a wraithlord to slowly waltz towards their base, only to be taken out by 3 predators with lascannons who are sniping from half the way across the map)
    Then it wouldn't be W40k. Every weapon is using the W40K approved weapon range. Remember that the Eldar themselves can build the FirePrism at the same time Chaos or Space Marines can build Predators with Lascannons and while i've set the Maximum range of the Lascannons to that of 48" (192 range in dow2 language) the FirePrisms fires up to 60", thats 240 range in dow2 language and you can also use Brightlances which can already be built in Tier 1 in order to try and destroy those long ranged Tanks. I could however consider, instead of doubling solo units their hp, to triple or if must quadruple it.

    d)make terminators slightly less impossible to kill as orks?
    Did you try to kill the Terminators with normal boyz? I would suggest using Killa Kans (a group of 3) and Rokkit Launchas (a group of 15!) and the occasional Boomcannon wielding Tank; that should do the trick.
    Last edited by Z405; 28th Jun 10 at 4:37 AM.

  12. #12
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    DOW2 W40K MOD v1.2 update





    download version 1.2 in the opening post.

    ps.

    I've created a Steam Community Group:

    http://steamcommunity.com/groups/W40KMOD

    Steam Group W40KMOD

    Last edited by Z405; 28th Jun 10 at 8:50 AM.

  13. #13
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  14. #14
    Aaaaaawesome!!!

    Are you going to be adding more units? Id love to see
    1. Dire avengers, vypers, wave serpent
    2. Tyrannofex, gargoyles (yeah impossible to animate, but I can dream right?), hive guard
    3. Land raider, land speeder, whirlwind
    4. Da squiggoth!

  15. #15
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    Hey Vengefulnoob;

    well, i will only add units when there are proper models for it; i dont want to use placeholders as i personally think this kinda rips you out of the fantasy image. Some of those things could be done, like the LandRaider shoudn't be too hard, but i`m not modeler and i`m just a 1 man team

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    DOW2 W40K MOD v1.4 update

    Last edited by Z405; 28th Jun 10 at 2:09 PM.

  17. #17
    Alright... Though a trygon could essentially be a larger screamerkiller with a gun for a head.

    Another thing: can you make the mod run as a .exe file please? Itd be simpler!

  18. #18
    Member Z405's Avatar
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    Another thing: can you make the mod run as a .exe file please? Itd be simpler!
    Doesnt it already do that?

    The downloadable .rar file provides you with a Launch Warhammer_40k.exe file;
    or am i misunderstanding you? cant be more convenient than my launcher.

  19. #19
    Err i thought it said sonething about .win?
    Ill try again tomorrow

  20. #20
    Member Z405's Avatar
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    Err i thought it said sonething about .win?
    Que?

    Anyway, noticed a major bug lol regarding hero abilities bought through their wargear upgrade system. How did this get past me? Dunno, but i`ll update this tomorrow.

  21. #21
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  22. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #22
    Retired Compliance Fairy Gorb's Avatar
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    Quote Originally Posted by Z405
    * Ork base requisition gained from HQ has been tripled, Tyranid base requisition gained from HQ has been tripled and Eldar base requisition gained from the HQ has been doubled. This is done since the backbone of these armies consists of rather squishy units that die quite easily, which made it unnecessary hard for players choosing these "swarmies".
    But point-for-point, as you've based this on Tabletop values, 100 Requisition would buy about 7 Space Marine Tacticals. The same amount of Req would buy about 20 Termagants.

    Of course, you probably haven't assigned every infantry unit to the value of one "Wound", so your decision makes more sense. I'm just saying beware of changing things because it feels like "something is dying too much"; sometimes their job is to die.
    I am an Iron Warrior! Iron Within, Iron Without!

  23. #23
    Nice mod, thanks a lot, however there is just one thing that spoils all the immersion... Damn lags! Seriously, you need godlike hardware to run it smoothly, sometimes I have major slowdown even in 1on1.
    My suggestions:
    1. Reduce squads to about half of their current max sizes (and double single units hp instead of quadruple), not only for optimising, but also for gameplay purposes. Codexes are codexes, but there we have: 1 - an RTS; 2 - with small maps; we should also follow genre rules not only tabletop ones. Mb just make 2 separate versions of mod with different squad sizes.
    2. Reduce amount of corpses and blood spots, mb set limit, mb set fade time, don't know
    Anyway thanks again for great mod
    The closer you get to LIGHT the greater your SHADOW becomes

  24. #24
    Member Z405's Avatar
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    Gorb: Of course, you probably haven't assigned every infantry unit to the value of one "Wound", so your decision makes more sense. I'm just saying beware of changing things because it feels like "something is dying too much"; sometimes their job is to die.
    Well, i played a couple of games as Orks and Nids vs Chaos and Space Marine AI and it seemed like these 2 heavily armoured army choices can more easily achieve victory since their units don't die as quickly. Most of the time playing as Orks, is reinforcing untill you're quickly out of resources, which didn't seem quite fair. If more people would play as Orks, or Nids, or Eldar vs other real players that chose to be Space Marines or Chaos and win every match with ease because of the changes i made to the requisition gained from the HQ i`ll glady review the "error" in my thinking and re-adjust it for the sake of balance.

    UnknownLOL: Damn lags! Seriously, you need godlike hardware to run it smoothly, sometimes I have major slowdown even in 1on1.
    I`m not using an uber system, and everything works fine for me. I've got Windows 7 (64 bit), 4 GB worth of memory and using an NVidia 9800 GT. That's relatively cheap in hardware terms. I can play 3vs3 matches more than easily without any slowdowns, especially with settings on Medium and the game still looks pretty on Medium, so i`m cool with that.

    UnknownLol:

    1. Reduce squads to about half of their current max sizes (and double single units hp instead of quadruple), not only for optimising, but also for gameplay purposes. Codexes are codexes, but there we have: 1 - an RTS; 2 - with small maps; we should also follow genre rules not only tabletop ones. Mb just make 2 separate versions of mod with different squad sizes.

    2. Reduce amount of corpses and blood spots, mb set limit, mb set fade time, don't know.
    1. There is a reason why i added the option to play games with a population cap of max 500. This is that reason. Reducing squad sizes is not what i have in mind since i did extra work to make it so that large squads don't huddle together due to messed up formations. Also, the squads start with the minimum, you dont need to reinforce up to the maximum; this is your own choice.

    2. Bloodspots, which are decals, are the least of the problems; can't set a fade time on those and i deliberately editted the game to have lasting bloodsplats in the first place. As for corpses, i already editted it so that they will stay no longer than 10 minutes on the field, which should be fine. I just like a battlefield that looks like rape. ( i might consider a faster fade out time )

    But seriously, if you don't want slowdowns, reduce your visual settings and just as important, select 1000 or 500 population battles from the winconditions. I didn't add these just for looks

    thanks for playing
    Last edited by Z405; 29th Jun 10 at 10:35 AM.

  25. #25
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    DOW2 W40K MOD v1.6 update


  26. #26
    Why did you force Dedicated Transports to be Fast Attack when you could simply cap them using the Dedicated Transport rules, which only allow Dedicated Transports to be taken by squads as upgrades, and not as individual units? Isn't it possible to SCaR it so you can only have as many DT as you have units capable of taking them as transports?

  27. #27
    Not sure, seeing how they don't really work properly in Gabriel's mod as in, the weapons and targetters; i don't want squads to look silly while fighting; so maybe i could get it to work properly, but don't count on it anytime soon. That, or i`ll just equip them all with dual lightning claws. Though i must say, that, considering i've played a couple of times against and with Chaos; they don't really need the Terminators.
    They're working fine for me, so I've included them in my Gods Of War mod. The only thing is the power arm, which has a bug in it (Shuma knows about it), but for the rest, they work just as fine.
    One day I shall redeem my STRAWMAN
    DoW2 Apocalypse
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  28. #28
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    SpardaSon21:Why did you force Dedicated Transports to be Fast Attack when you could simply cap them using the Dedicated Transport rules, which only allow Dedicated Transports to be taken by squads as upgrades, and not as individual units? Isn't it possible to SCaR it so you can only have as many DT as you have units capable of taking them as transports?
    Problem is, that to my current knowledge, using a spawn squad action, cant be tied to the usage of a local entity requirement. I could only use this requirement, if i where to "attach" the Dedicated Transport to the squad itself.

    I`m not that well aquinted with the possibilities within scar, but i`ll see what i can do. I take it adding the dedicated transport to the fast attack option is not to your liking... though, in the old w40k days, when you place a tactical marine squad in say a rhino, it would become a "fast attack" choice. So this was more or less the reason why i chose this.

    I`ll see what i can do. If anything, i`ll just set a squad cap of 3 or max 6 on transports.

    *edit

    an option would be, to spawn a transport, but the transport can only be spawned ONCE! and no more. so if it gets destroyed, you can no longer build a new one. Thats the only thing i can come up with and know how to do this. (atm)

  29. #29
    Well, so much for that idea.

    Will you add Vanguard Assault Squads and Sternguard to the Space Marines? I believe DoW2 already has the needed assets for those thanks to all the campaign wargear. I think Flash Gitz could be done for the Orks as well using Mek Boy or Kommando Nob wargear for their snazzguns.

  30. #30
    Member Z405's Avatar
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    So, Tactical or Devastator Squads spawning a Razorback (but only being able to do so once) is not a good alternative? I increased the Razorback health by 4 couple of updates ago, so their survivability is not really that much of an issue; if things get tough you just pull em out. Or, i could simply add a squad cap to dedicated transport, i guess 3 should be a nice option; don't think anybody will build more than 3 Razorbacks anyway and its not like maps are so insanely large that you'd need the transport, but thats more a matter of opinion, than a fact.

    As for the Vanguards and Sternguards, i dont know. It kinda depends on how the balance is already vs armies like the Eldar, Tyranids and Orks, plus, the regular Tactical marines, have their special bullets ability still from vanilla, which makes them almost a little bit like sternguards, since the best thing i could do, is add special ammunition, as there aren't any great looking combiweapons for the space marines.

    The main thing is, for Orks, or perhap even Eldar (storm guardians) which i could both make. Its just that they wouldn't look very unique. I don't want an army of placeholders, that's really not my "thing" so to speak. The only "placeholder" i used is redubbing the beamy deffgun (which doesnt even exist according to ork codex) as the kustom-mega blasta. But further than this id rather not go, unless a dedicated modeler decides to add in some goodies on his own free will.

  31. #31
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    DOW2 W40K MOD v1.7 update


  32. #32
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  33. #33
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    DOW2 W40K MOD v1.9 update

    Last edited by Z405; 30th Jun 10 at 2:42 PM.

  34. #34
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    Last edited by Z405; 30th Jun 10 at 4:23 PM.

  35. #35
    Member Phoenixlight's Avatar
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    Then it wouldn't be W40k. Every weapon is using the W40K approved weapon range.
    The problem is that heavy setup weapons work differently in the tabletop game, in dawn of war 2 you can move a setup team then have them ready to fire in 3 seconds which means the range shouldn't be as far.

  36. #36
    Member Z405's Avatar
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    The problem is that heavy setup weapons work differently in the tabletop game, in dawn of war 2 you can move a setup team then have them ready to fire in 3 seconds which means the range shouldn't be as far.
    In TT, you don't have a setup time, its simply move or fire and when not moving you can fire up to 36" (heavy bolter), which is how i programmed it for my mod. I don't understand why a setup time would be tied to a weapon's maximum range?

  37. #37
    Speaking from a realism POV, you can fire at maximum range if you set up a support weapon quickly, but the accuracy is so bad you might as well not bother firing at that kind of range anyway

  38. #38
    Member Fulcaris's Avatar
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    I had a night of playing this mod last night and it was truely epic, just a few things
    -tanks are far too durable chaos drednoughts chiefly amongst them, they just seem to tip the balance too much.
    -Terminator Captain wargear makes you lose all your stronghold tiers so you cant get anything but tier 1 units.
    -I'm not sure about the rules on tabletop about sporemines but they had an almost infinite range which detracted from the game and forces you to attack and destroy the enemy fast instead of relishing the slaughter.
    I thought some new units would be sweet too the base building options looked a little empty to me, things like vanguard veterans and sternguard would be easy to do because everything really is there just white helmets and funky wargear.
    btw this is just my 2 cents
    Into the fires of battle, unto the anvil of war!
    The Firedrakes stand read to serve.

  39. #39

    Installation help

    Ok, I did everything your installation txt file told me to do but it crashes before the game even starts. The only thing I can think of is that in the installation file it doesn't say to do anything with the GameAssets folder. Do I need to do anything with that? I'd love to try this mod

    Thanks for any help

    BTW, I have .net framework 4.0

  40. #40
    Member Z405's Avatar
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    -tanks are far too durable chaos drednoughts chiefly amongst them, they just seem to tip the balance too much.
    This problem has been adressed; noticed this as well. Dreadnoughts hp was as if they were mini Avatars. They had a health multiplier of 3, and i reduced it into 2, same goes for the Avatar as well. As for the tanks, they are in fact, very quickly destroyed with a couple of lascannons, brightlances, rokkit launchas etc, so i`m not entirely sure wether or not i should also reduce their hp again from hp multiplier 3 to 2, especially since somebody else above you posted that vehicles died TOO fast and this was with hp multiplier 2.

    -Terminator Captain wargear makes you lose all your stronghold tiers so you cant get anything but tier 1 units.
    Thats just extremely odd. I`ll look into it right away. I think this has to do with the level requirement tied to the Tier upgrades. Ow right, i already know the problem.. lol. Thats because once you become a Terminator Hero, you begin at lvl 1 again and you need to be lvl 2 for tier 2 units. ha. I`ll see what i can do to change this

    -I'm not sure about the rules on tabletop about sporemines but they had an almost infinite range which detracted from the game and forces you to attack and destroy the enemy fast instead of relishing the slaughter.
    According to the latest Tyranid Codex, the Spore Mine Launcher can shoot up to 48", which in DoW2 range would be 192, so the range is accurate; if toned down the damage from the spore mines by ALOT and ive also reduced the chance of knockdown as well as the supression it causes. Its now more of an annoyance factor then thats its a really "scary" weapon.

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

    Next patch, i`ve completely changed the BS and WS accuracy system! Its awesome; battles last longer, more fun to look at, less frustrating to play; i`ll post full details when i`m ready to upload, but ive played a few matches and i`m quite surprised how much better it has become, in balance as well

    Hi Helmut,

    Ok, I did everything your installation txt file told me to do but it crashes before the game even starts. The only thing I can think of is that in the installation file it doesn't say to do anything with the GameAssets folder. Do I need to do anything with that? I'd love to try this mod
    It should work fine, so i would suggest that you perhaps remove other installed mods for the time being; not entirely, but simply zip them into a new folder. I`m not really a computer whizzkid, so i can't tell with certainty with the problem might be, though i`m positive that my mod should work without crashing.

    You simply extract my .rar zipfile on top of your Dawn of War 2 folder. Thats it; within are 2 folders, a GameAssets folder (which has a local folder inside with a language folder that has an ucs file) and the other folder is the Warhammer_40k one with 2 .sga files, but the module file itself direct towards this folder and not the archives folder inside the gameassets folder so that should be fine as well.

    Other than that, i really can't be more helpful than this. Hope this helps.

    *edit

    Okay, the only thing i can say is, i hope the next version works out fine; i`m not sure what causes the crash, but it could perhaps be that you misplaced the folder that the .module file needs to look into in order to load the .sga archives.

    Ive adressed all problems from above Fulcaris and i guess it wouldn't hurt if i added both Sternguard and Vanguard as you are right, the buildbox for the SM, looks rather empty, especially in comparison to other armies. Then perhaps i`ll consider terminators as well for chaos, but i`ll just have to see how i`m going to do this; perhaps take a peek at how Smeckma made it work. Lazy ftw.

    BTW, I have .net framework 4.0
    so do i; i need this in order to work with ToolBox by Cope, which allowed me to make this mod

  41. #41
    hey i downloaded this mod today and when i started it worked Fine! It was so cool for about 20 seconds then every time i tried to select something i would see a black box and a bunch and writing that looks very asian. HELP!!!!!

  42. #42
    Member Z405's Avatar
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    hey i downloaded this mod today and when i started it worked Fine! It was so cool for about 20 seconds then every time i tried to select something i would see a black box and a bunch and writing that looks very asian. HELP!!!!!
    That's just odd; sounds as if certain wargear model files arent present, but i've had no such problems with any army. I can't really say anything useful other than hope that the next patch does not present these strange problems, as i`m positive all wargear model files are present.

    Could you perhaps be more specific; what happened, how and when? Which models showed a blackbox, where it all models? Which army where you using etc etc.

    The writing looking asian has probably to do with an .UCS file. Such problems can be easily avoided by temporarily zipping up any other .UCS file (found within gameassets/locale/<yourlanguagefolder>(which is set to english by default in my .rar file) and then deleting those unzipped .UCS files before adding the .UCS files that i added with my .rar file. Then everything should work fine.

  43. #43
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    DOW2 W40K MOD v2.3 update

    Last edited by Z405; 3rd Jul 10 at 2:00 PM.

  44. #44
    Member Z405's Avatar
    Join Date
    Jun 2009
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    Lands ov Nether

    DOW2 W40K MOD v2.4 update


  45. #45
    Member Fulcaris's Avatar
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    Oct 2009
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    A little island no one has heard of (NewZealand)
    Downloading update now, Z405 this mod is truely epic on a stick, keep it up.

  46. #46
    I downloaded the Mod and placed the folders like the ReadMe said, But im getting Alot of 'No range' errors. Am i meant to put the ucs file in the actual Mod folder into the main game Locale folder?

  47. #47
    Member LokenIstvanIV's Avatar
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    May 2010
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    Central California

    Awesome Mod!!!

    I am still playing your Z405 Rising mod and loving it. I couldn't get into the DOW 2 skirmish without throwing up my hands and wishing it were DOW1 Skirm. You have made it almost that and now I can play and have fun. Thank you so much!!! If it weren't for modders and the guys like you and Shuma, among others, creating your masterpieces of goodness. I would just waste my time.

    Very well done it's 300 EPIC with a big WIN!!!

    Dance


    Cheers
    Loken, Garviel, Loyal Space Marine Captain, Luna Wolves
    Staff Sergeant (Med Ret) USMC

    LokenIstvanIV


  48. #48
    @Z405 i was using force commander space marines, pre heresy thousand sons, ally techmarine, same army and i was against a thousand son chaos lord and thousand son sorcere.
    took clocer look the writing isn't in asian, it's actually very squished up English. this glitch happened with nearly every thin, setting up and tearing down, aim arcs, the lot! even some wargear was not showing up. hope this help :/

  49. #49
    Member Z405's Avatar
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    Jun 2009
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    Guys, i`ll need to know from other players if they are receiving an UCS description error so that i can be sure where the fault could be. Has anybody else besides Col Awesome and kattwuver229 received description errors, while being positive my provided UCS file is in the correct language folder?

    Thanks for the compliments by the way; those are always welcome ^^

    This is where i place my editted .UCS file:

    Code:
    Steam\steamapps\common\dawn of war 2\GameAssets\Locale\English
    (if you're not using the English folder as your main language folder you`ll have to use another language folder availabe in your Locale folder and do make sure you temporary remove all other UCS files (DO NOT REMOVE THE DOW2.UCS file) before adding the warhammer_40k.ucs file)

    took clocer look the writing isn't in asian, it's actually very squished up English. this glitch happened with nearly every thin, setting up and tearing down, aim arcs, the lot! even some wargear was not showing up. hope this help :/
    Are you sure you're playing my mod? I removed all setting up and tearing down waiting time, and i removed the UI arcs, so they shouldn't show up. As for Wargear not showing up, if you are indeed using my mod, stand close to a spawner/reinforce location (such as the HQ or a Razorback) and see if it reappears. If it does, please tell me exactly which piece of wargear dissapears from the upgrade panel when on the field of battle. I`ll adjust this asap.

  50. #50
    no i ment it wasn't showing up as in it was upraded but it was just a black box, the aiming ark was from the turret.

    EDIT: just tried again same thing happened. HALP

    EDIT2: hehe, your gonna be pissed at the solution . i hadn't unistalled coex edition now that i have it works again. Although, some of the writing is apearing half in and half outside of the dialouge box

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