View Poll Results: When would you like our 2nd expansion finished?

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  • As Soon As Possible!

    3 12.50%
  • The more work put into it, the better it is; I can wait!

    21 87.50%
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The Mods of Simple (Titan Wars, DOTA, Conquest)

  1. #1

    SCIENCE! The Mods of Simple (Titan Wars, DOTA, Conquest)

    PS: Ignore above poll.

    Hello. You all once knew that I was the first developer of the Apocalypse mods, but now I am letting my awesome team member, Cylarne_04 take over the whole thing as he is doing a pretty awesome job. And yes, DOW is still not old to me as I continue to... mod.

    So now, I plan on doing something a little more simple. I decided to create mini mods, mini mods of all interesting ideas I can think of. DOTA, Titan Wars and perhaps conquest will be made at first. Screenies will be up soon. I'll make up the description of each of these to let you know what these mini mods are about.

    Titan Wars is already available so go ahead and download that whenever. It's an ok mod thus far, but it'll improve in time greatly. Any interesting suggestions, share away.

    Titan Wars Mod version 0.4

    Last edited by Krronus; 7th Mar 11 at 12:20 PM. Reason: Apocalypse mod created by Krronus is no more
    JT - The awesome!

  2. #2
    Member Whiteshield's Avatar
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    So what exactly does the mod do apart from no limits?... and won't it lag much? and will the AI use the new abilities and units if there are any?

  3. #3
    This mod enables you to do what you can't do in Dawn of War Soulstorm. There is hardly any lag and the ai works fine along with advanced structures and new ability types. The mod was tested over and over and the mod is one of the best mods out there I assure you. The Apocalypse has its name. Also I am quite talented so the ai won't be a problem.
    Last edited by Krronus; 2nd Sep 10 at 10:25 AM.

  4. #4
    Member jONES1979's Avatar
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    Whiteshield, ... or just read a description http://dawnofwar.filefront.com/file/Apocalypse;115051

    Krronus, Good to see quite talented people here! Cheers!
    Last edited by jONES1979; 2nd Sep 10 at 3:54 AM.

  5. #5
    Member Whiteshield's Avatar
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    Also I am quite talented and the ai won't be a problem.
    Quite the humility you have there Krronus

    Also is this another one of those mods that takes models from other mods?

    ahh well.. suggestion: remember the FoK mod?... Use the marshall model and replace the force_commander_TGD so you have a cool commander for the campaign

    also you said that the wargear in the skirmish were not properly "researched" in the 1.19 readme. Are your researches addons like in FoK?... The AI can use wargear via research, its just a matter of adding them in the race's buildbasestrategy AI

    an example:

    -- Dynamic research
    -- Item-Syntax: ResearchName, MinTier, RequisitionCost, PowerCost, MinSquadCap, MinSupportCap, SquadName, SquadMinCount
    selfynamicResearch("eldar_ranger_infiltration_research", 1, 50, 50, 0, 0, "eldar_squad_rangers", 1)
    selfynamicResearch("eldar_warlock_ability_research", 2, 150, 75, 0, 0, "eldar_guardian_squad", 3) --mysticism
    selfynamicResearch("eldar_warlock_ability_research", 2, 150, 75, 0, 0, "eldar_squad_seer_council", 1) --mysticism
    selfynamicResearch("eldar_plasma_grenade_research", 2, 25, 75, 0, 0, "eldar_guardian_squad", 2)
    selfynamicResearch("eldar_exarch_ability_research", 2, 100, 100, 0, 0, "eldar_squad_banshees", 1) --Call of War "warshout"
    selfynamicResearch("eldar_haywire_bomb_research", 3, 50, 100, 0, 0, "eldar_squad_warp_spider", 1)
    selfynamicResearch("eldar_wargear_autarch_wings", 1, 100, 20, 0, 0, "eldar_squad_autarch", 1)
    selfynamicResearch("eldar_wargear_autarch_warp_jump_generator", 1, 100, 20, 0, 0, "eldar_squad_autarch_winged", 1)
    selfynamicResearch("eldar_wargear_upgrade_01_witchblade_research_sp", 1, 120, 120, 0, 0, "eldar_squad_farseer", 1)
    selfynamicResearch("eldar_wargear_upgrade_02_singing_spear_research_sp", 1, 240, 240, 0, 0, "eldar_squad_farseer", 1)
    selfynamicResearch("eldar_wargear_upgrade_03_shuriken_pistol_research_sp", 1, 120, 120, 0, 0, "eldar_squad_farseer", 1)
    selfynamicResearch("eldar_wargear_upgrade_04_twin_shuriken_pistol_research_sp", 1, 240, 240, 0, 0, "eldar_squad_farseer", 1)
    selfynamicResearch("eldar_wargear_upgrade_05_ghosthelm_research_sp", 1, 250, 250, 0, 0, "eldar_squad_farseer", 1)
    selfynamicResearch("eldar_wargear_upgrade_06_wraithbone_armor_research_sp", 1, 280, 280, 0, 0, "eldar_squad_farseer", 1)
    selfynamicResearch("eldar_wargear_upgrade_07_gauntlets_research_sp", 1, 250, 250, 0, 0, "eldar_squad_farseer", 1)
    selfynamicResearch("eldar_wargear_upgrade_08_rune_warding_research_sp", 1, 320, 320, 0, 0, "eldar_squad_farseer", 1)
    selfynamicResearch("eldar_wargear_upgrade_09_rune_witnessing_research_sp", 1, 300, 300, 0, 0, "eldar_squad_farseer", 1)
    selfynamicResearch("eldar_wargear_upgrade_10_rune_aura_research_sp", 1, 260, 260, 0, 0, "eldar_squad_farseer", 1)

    [edit] what the heck?... all the are supposed to be ":" and the letter "d" so its DynamicResearch

    Plus the Dark Eldar and Canoness texture problem you had in 1.19, the soulstorm wargear mod has textures to fix it. Just find it in filefront and ask permission from the creator.
    Last edited by Whiteshield; 2nd Sep 10 at 3:25 AM.

  6. #6

    Ah I see!

    To: Jones, thank you and thanks for your support.

    Well we don't take work without permission unless of course the creator is letting the modders globally use it. Besides people wanted new stuff and that we gave them. We make our fans happy or at least we try and the Apocalypse still strives on as a fine mod. Are you calling me a thief?
    Last edited by Krronus; 21st Nov 10 at 4:02 PM. Reason: I never liked this message, so I made it sound better

  7. #7
    Member Whiteshield's Avatar
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    @Krronus - I didn't call you a thief. what I meant was there are so many mods nowadays using the same models. and by that, seeing the models over and over and over again can become a bit... boring?... although I acknowledge the creators for their hard work, just trying to point something out. I mean how would you feel if every 40k game used the same space marine, guardsman or tau model over and over and over again?...

    [edit] Dynamic Research bit is for the SKIRMISH game. It lets your enemy AI use wargear in skirmish. Its also good when you want an enemy AI to use a custom research.

  8. #8
    Huh, woops. I thought you were attacking me. Yeah I see what you mean and I'm sorry.

    Ok Whiteshield I did what you requested, the errors were fixed and the Dynamic research was fixed. Anything else you find wrong? Go brutal on me here.
    Last edited by Krronus; 4th Sep 10 at 10:42 PM.

  9. #9
    So where is the mod?

  10. #10
    The flying one corncobman's Avatar
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    It's not available yet due to uploading problems according to the first post.
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  11. #11
    hehe okay, with all the bragging i need to try it out and see for myself.

  12. #12
    Hey Corncobman, back a long time ago when you posted your fun mod, how much trouble did you have when attempting to post your mod?
    Last edited by Krronus; 3rd Sep 10 at 8:42 PM.

  13. #13
    The flying one corncobman's Avatar
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    Trying to get version 1.47 up was a nightmare. I renamed it twice, resubmitted to the website about 3 times, uploaded it about three times in total to Filefront, not to mention trying to link to external file hosting web sites since it was larger than the 200Mb limit. In the end it took over a month, not counting the rejected attempts at uploading previous versions.

  14. #14
    Why not use another file host? Like mediafire.

    I'm still downloading, but I didn't see a mention of auto abilities in the readme. If this game lets you build much more units, shouldn't that be included to lessen the micro?

  15. #15
    To Corncobman: lol, really! Ouch, hopefully the same doesn't happen here. How long exactly were you waiting for your older versions? I mean what version of your Fun mod were you about to post before 1.47 got posted?

    To Darth0Vader: Are you referring to me or Corncobman? The auto abilities which you have mentioned threw me off.
    Last edited by Krronus; 4th Sep 10 at 11:10 AM.

  16. #16
    The flying one corncobman's Avatar
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    I don't think I had a previous version uploaded prior to the website being taken over by Filefront, but it was way back in 2008, version 1.21. Anyway I've dragged this topic off track enough already so I'll shut up about it.


    I think he means that you should include a feature so that units do abilities automatically so that the user doesn't have to click the buttons on the same type of unit lots of times. If I recall correctly the autoabilities win condition was included with Cuttershane's Heroes mod, you might be able to find it if you search for it.


    I'm not sure about this myself since the auto abilities may not happen at the exact time you want.

  17. #17
    Wait a minute, Soulstorm Ultimate, my first mod has that. I deleted the win condition a long time ago back in Apocalypse 0.6. I don't remember why. What the hay, I'll put it back in. Anyways...
    Well Darth0Vader, it won't be out in 1.58 Actual but it could be out in XP1 1.58. I'll search for it now, or not and I go straight to Soulstorm Ultimate and add the guy who created it into my credits. Like I said above and all other Apocalypse mods, got ideas wants and needs just ask and we'll be happy to do what you request. Oh and thanks Corncobman for rephrasing that. I also hope too that Darth0Vader did not read the part where I first replied no comment because I thought he was referring to you Corncobman. Then I reread and woops, I replied wrong. I hate it when that happens especially on Filefront when you couldn't edit back your own comments. I think there are at least 10 I would like to change.

    Ok Whiteshield I did what you requested, the errors were fixed and the Dynamic research was fixed. Anything else you find wrong? Go brutal on me here. Same to anyone else, I want brutal and small mistakes, large ones especially. Please bring down a rain of ugly on the Apocalypse mod team.


    And again Whiteshield I do apologize for comment 5.
    Last edited by Krronus; 4th Sep 10 at 10:50 PM.

  18. #18
    haha np, ty for adding it. It gets way too intense sometimes for me to click on every ability myself. -.-

    I hope you do it for both as I don't really go for "no limits". Upgradable ones are fine, but no limits imo degenerate to a spamfest xD

  19. #19
    Sure and np. Um for 1.58 Actual... it is an iffy because it is done and pending on DOW filefront, sorry. I wish I can do more. However, when XP1 comes out then go into data/scar/winconditions and select auto abilities, cut and paste onto 1.58 Actual. Or go to the hero mod Corncobman mentioned and download it from there.

    (1st post updated)
    Last edited by Krronus; 5th Sep 10 at 3:44 PM.

  20. #20
    Member Whiteshield's Avatar
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    @Krronus at Post 17 - no prob dude, I get that sometimes. Also if you added the Wargear to Skirmish mode, remember to rename their UI properly. For example, the Helm of Alpharius, rename it to Helm of the Primarch and give it proper info. This is not crucial or too important, but it makes the mod seem more professional.

    NOTE: Wargear Icons can be found in the SWF section when you extract or explore a certain SGA file. Convert the DDS to TGA so you can easily edit it.

    A little something from my mod. It uses the FoK mod team's Marshall Model, and with a little editing with the UCS and the space_marine_race.race file, I got something like this: (please note that the SWF files for my mod aren't 100% complete)


  21. #21
    Thats cool stuff whiteshield.

  22. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #22
    Retired Compliance Fairy Gorb's Avatar
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    It'd be cooler if he hadn't just taken all the UCS lines straight from Dawn of War II

    Should be interesting to see the final version of this mod, keep up the good work Krronus.
    I am an Iron Warrior! Iron Within, Iron Without!

  23. #23
    haha, oh well

  24. #24
    Member Whiteshield's Avatar
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    @Gorb - its cooler coz my araghast the pillager unit has araghast's own DOW2 voice also can you blame me for copying DOW2's cool UCS lines?... they're too SaUcY!

    The FoK Techmarine also has the DOW2 Techmarine voice. I'm gonna get the devastator voice next

    Here's a spoiler on the space_marine_race.race file in the scenarios/sp/races folder. Changing the Wargear part:

    Wargear Part



    Also to Krronus - my mod uses many models and other stuff from other mods and other games (company of heroes, starcraft, starcraft 2 voices). I look around the forums for new stuff to "integrate" into my mod, hence my first question back there

  25. #25
    To Whiteshield: Interesting stuff you got here Whiteshield. I can try, it will take me a while to figure out but I can try. Though, I do have Cylarne_04 to assist. Plus if I can do something heavy like turning ordinary abilities into superweapons and creating commander nukes for 1.58 then this is definitely possible. One thing though, how is the new Force Commander supposed to wield all of those weapons. Like the Storm Bolter, the shield and Lightning Claws? Where's the Daemon Hammer? One more thing too. How did you get that clickable text box to expand and pop up a lot more lines that says "show spoiler on wargear parts"? I'm still new at this forum site.

    To all: (1st post updated) Take a good look at the recent news section.
    Last edited by Krronus; 6th Sep 10 at 10:25 AM.

  26. #26
    Member Whiteshield's Avatar
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    You see the quick reply box? underneath it is the "Go Advanced" tab. You find the spoiler tab thing there. NOTE: You gotta highlight your text and then press the spoiler tab

    Also on commander nukes, that's a good idea, never really thought about it that much before. I wanted it to be unique to only the 'Cron stronghold though so good luck with that. I'd create a new ability if I were you. For the IG, I have a "Heavy Artillery Barrage". Think of it as Orbital Bombardment except its 20 earthshaker rounds that pound the area.

    Back to topic. The commander wargear screen in the campaign is a bit tricky at first. You see the spoiler thing with the wargear?... Copy it and compare it with your default one. That way, its easier to change. If you use a different model, chances are that model has different wargear choices. You need to create new RGDs for them. Usually copied from existing ones and modified as you go. Surprisingly, the requirements to get certain wargear in the campaign is editable in the research RGD, not in a LUA/SCAR file.

    And use a different UCS file. You wouldn't want to ruin your default one like I did. And research different mods in the community. Not only will you get different models and art files, there's plenty of other data waiting. I got new win conditions from many other mods and tweaked them up a bit to create new ones. My favorite Win Condition is from the Switched Reality Mod: http://www.moddb.com/mods/switched-r...ed-reality-mod

    PS Its 1:15am here, so I'm still not getting skype

  27. #27
    To Whiteshield: Oh boy, I hope I remember all of this. Still I do like not having to take from other mods. I'll check out the link anyways right now. Oh and do you want 1.58? I thought I updated the first post but I can't check now because I'm not in quick reply. Ah well, I'll go to link first. 1:46 PM here, you must be in Japan?

    Ok got the link. Looking not too popular Whiteshield.
    Lol, ha it's probably brand new.

    Wait! What DOW game does this mod belong to?

    SPOILER



    Ha! got it to work! Mwahahahahaha! Thnx.
    Last edited by Krronus; 7th Sep 10 at 3:09 PM.

  28. #28
    Member Whiteshield's Avatar
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    @Krronus - just because I like to mod doesn't mean I'm japanese. and no I definitely am not japanese. I love katanas though. Also the fact that the mod I showed you isn't popular is because its in KBs not MBs, not many people check out what seem like minor mods. However its a powerful Win Condition that lets you SWITCH players (allies only) in skirmish. Think of the winter assault campaign where you can switch from IG to eldar in a certain mission and chaos to orks.

    [edit] by what dow game does the mod belong to, you mean the SCAR mod I showed you or my mod?... the SCAR mod is for ALL dow games, it can run with any race mod, that I know is 100% confirmed. my mod is clearly labeled Dark Crusade in the picture :P

    you can do it for soulstorm too.

  29. #29
    To Whiteshield: Great SCAR file! By the way, the reason why I was saying you're japanese was because of the time zones. You said 1:34 AM, it was 1:40 pm something over here. Dig a hole directly beneath me, keep traveling and I end up in Japan at night. Dig a whole to New York, it's day.

    So yes I checked out the SCAR file and thanks, but I don't think I'll ever be using that. I don't even know how to start. Unless you just want me to play it. Sweet win condition, but not right for Apocalypse. What exactly were you suggesting I do?

    As to your mod, did you link that already?

    To all: I need to know if it is against the rules to post a link to something like for say... Apocalypse 1.58 download.

    To Gorb: Is it true that you were working on the Tyranid mod? I was just clicking stuff and I ran into your link and I noticed this...
    "The Tyranid Painter/Hive Mod modification which brings Tyranids into the Dawn of War Currently on hold as I am occupied with other projects, though I have been working on conceptual design for this mod of late."
    (1st post updated.)
    Last edited by Krronus; 7th Sep 10 at 4:30 PM.

  30. #30
    Just gave it a small tinker and liking what I see so far Krronus

    P.S. Your welcome for the ModDB heads up
    There's three types of folks in this world, those who serve the Emperor willingly, those who serve the Emperor unknowingly, and those who stand in the way of the Emperor's armies..you better hope your the first two.

  31. #31
    (1st post updated) - Apocalypse 1.58 released and now downloadable!

  32. #32
    Member UlrikX's Avatar
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    Just had a quick play of 1.58, but heading off for work now, so will post some comments this evening

  33. #33
    The flying one corncobman's Avatar
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    I haven't spent a great deal of time playing this but there are a couple of things I noticed when playing as Chaos.

    One of the tier upgrades mentions being able to use the Chaos Lord to summon the Daemon Prince. The icon for the Daemon Prince summoning only appeared on the Sorcerer and never appeared for the Chaos Lord.

    The upgrade icon for turrets doesn't show up even if greyed out so you don't know what you have to build in order to upgrade it. I suggest adding a requirement that requires say the HQ building and setting display requirement to true, so that the icon appears always.

    The Plague Marine Aspiring Champion and Noise Marine Aspiring Champion use the old FoK icons. I've since created new icons so suggest changing them for the improved ones.

    The Defiler, while only costing slightly more than a Chaos Dreadnought, does more damage in melee and has the Battle Cannon, Autocannon and Flamer whereas the Dreadnought only has a Flamer therefore doing much more damage at range as well.

    That's it for now.

    On a side note, deep-striking multiple Bloodthirsters is hilarious.

  34. #34
    Hmm, thnx Corncobman. Dang it, I thought I had it all perfected. OOOHHH! Oh well good thing it's not the final version ey. Every change you mentioned was noted and written down for 1.6. Find any more then let me know.

    As for Defiler, I decided to make it more expensive. I'll test out the Defiler more and balance it out a little more.

  35. #35
    Member UlrikX's Avatar
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    Just a quick one before I go in and re-play my earlier game:

    1. There seemed to be a few Tyranid files in the Apocolypse mod folder that I noticed while copying it over and I have just done a search to confirm this, however there was no Tyranids race available to either play as or against in Skirmish.

    All of the files seem to be related to sounds.

    22.4MB of files with a filename containing "Tyranids"

  36. #36
    Yeah I kept the sounds there because once you remove the Tyranid sounds for some reason, the sounds bug and do a beeping noise for some reason and bug the entire game with beeps. I wish I knew why otherwise I'd immediately remove them.

    You know what, I'll try fixing that RIGHT NOW! 22.4 MBs is really needed for many later situations.

    Oh and Corncobman, turret upgrades require the first turret. (Standard Turret) I'll fix that problem in the future.

  37. #37
    Member UlrikX's Avatar
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    Overall I think it's a very tidy mod btw and i'm looking forward to the expansions already.

    Ok a few Space Marine Errors:

    1. Hellfire Dreadnought has a pink unit icon after the Assualt Cannon is upgraded to theTwinlinked Lascannon.

    2. The Super Stronghold's Tier 6 upgrade states that it requires a relic, however further down the tooltips it states that is requires 2 captured relics

    Now I don't know about you, but 2 relics is quite a lot for 1 player on most maps that I've played on, most of the time we struggle to find enough maps with relics available for 1 each between 3 players on the same team.

    But also the build cost is 25,000 resource req and 25,000 power req, the resource req wasn't too bad as long as you have a reasonable number of SPs, but I had to have 2 HQs to get enough plasma generators to get 25k in a reasonable time.

    The Super Stronghold didn't seem to allow me any extra generators, I had to build a second normal HQ.

    Keeping all of that in mind, you need to have a quite large base area to build all of these things in, otherwise you are going to struggle.

    One last gripe with the Tier 6 is that it took ages to upgrade, could this be sped up a bit please.

    This is of course just my opinion

  38. #38
    Ok you're not the only one with Tier VI issues. Tier VI is supposed to more or less be a very difficult tier to purchase. Instead of not using your almost unlimited resources at the end, you can purchase something huge with an objective to accomplish like two captured relics. Or for v. 1.6, One captured relic, one captured Critical location. Besides you get maxed out resource caps at that tier. I'll make it better though later on.

    As for the other changes, noted. I did the best of the generators though. Maybe not. I can redo it.

    And I also need to know. Would you guys like version 1.6 to come out first or wait for the second expansion.

    (1st post updated)
    Last edited by Krronus; 9th Sep 10 at 1:00 PM.

  39. #39
    Member UlrikX's Avatar
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    I'd say 1 Relic and 1 Critical location would be spot on, as in theory you are saying that you have some kind or Arcane Lore or Xenos Tech from the Relic along with a strategic advantage on the battlefield from the Critical location to gain that elusive 6th Tier.

    Hard to obtain is fine, but I can see quite a lot of battles that would probably end before you got there in it's current state


    Regarding the Turrets, with SM I found I could build advanced turrets without having to build the standard ones first, but they became available after tier 1 or 2 upgrades from memory as you would expect anyway. It wasn't a bug that allowed me to build advanced first or anything like that.


    To me it would make sense to do a little more testing on 1.58 and fix the little bugs that may exist before you add in additional or changed functionality in a later version number or even an expansion.

    So I guess that would mean a working version 1.6 and then expansion to expand on the 1.6 build.

    -

    Speaking of testing, i'll have a look at some other races tonight and see if it's just a few niggly things present as I found with the SM and as Corncobman found with Chaos.

    IG Errors (just the 1 so far):

    1. The Warhound Titan's Double Turbo Laser upgrade icon didn't look very detailed, just a vague outline and no definition, all it's other weapons upgrade icons were fine apart from that.

    -

    Seemed odd to be limited to having just 1 Baneblade though.

    If you can have multiple Landraiders, multiple Bloodthirsters etc. then i'd imagine Baneblades should fall into that category.

    1 Warhound Titan; fair enough, but the BBs arn't in the same league as that.

  40. #40
    The flying one corncobman's Avatar
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    UlrikX mentioned the stuff I wanted to say about the tiers. For the stuff the later tiers make available, it's not really worth the cost and time it takes them to build. When I first saw the cost of the last tier upgrade I thought "How much?!?!?!?"

    Unless you are sitting for a long time without fighting and spending resources on replacing lost units I don't think the later tiers are feasible. If you are spending the whole time actually fighting I can see it being very difficult to achieve the final few tiers. It was only possible because I was playing against the AI and I boxed it in its own base so I was free to gather as much as I liked.

    It still felt like ages though, it took me a full 30 minutes with 12 generators and about 8 listening posts fully upgraded and researched with a thermo generator in order to get enough resources to get the last tier upgrade. Bear in mind that this was doing absolutely nothing apart from just waiting around gathering resources.

    As it is I think that unless you're playing a team game with a large number of players, the later tiers won't come into play a lot. The tier system I think just feels disjointed and doesn't feel smooth enough.
    Last edited by corncobman; 9th Sep 10 at 3:20 PM.

  41. #41
    To Ulrik X:
    "1. The Warhound Titan's Double Turbo Laser upgrade icon didn't look very detailed, just a vague outline and no definition, all it's other weapons upgrade icons were fine apart from that." - That's Zany Reaper's icon. I can't fix that.

    hmm. Alright then. I'll have Cylarne_04 all over it tonight then. As for me, I'm trying to perfect XP1 still and try to decrease the lag. I'll also be working on the Enhanced Guide like mentioned in the first post. Tyrantarmy6, our new member is taking the day off and I might have him work on testing the mod much more tomorrow. And yes I will have 1.6 come out after XP1 instead of XP2. Why not XP1? XP1 requires the Apocalypse mod Actuals. Whatever Apocalypse mod version you play XP1 on, is that version. And it costs a lot less space on your drive.

    As for making two Baneblades, um na ah! No, for one reason, the hero icons in the top left corner will be jumbled up. Secondly it is as strong as it is like all other Tier III titans. If I make it stronger, then it should cost more especially if it has an equal challenge rating as the Warhound Titan. Plus it is cheap and can be built faster and earlier than the Tier V titans. That's the advantage of the Tier III titans. Secondly the Land Raiders are a little bit more tougher than predators just like in the first Dawn of War game. The Apocalypse mod team liked the idea and I thought I'd give it a try. Bloodthirsters are no longer titans either even though they are gigantic, though I wonder why what gave me the idea. Same as Restored Monoliths and Siege Monoliths. Every unit mentioned were tested and perfected for Apocalypse. Though the SM I feel bad for since they don't really have any titan challenge rating units. I'll see what advantages I can give them.

    I should also start thinking about making this forum a bit more attractive with more information about each mod and thanks to Corncobman about involving screenshots with eas.

    CYLARNE_04 FIXES: Tiers, SM suggestions, turrets, Tier VI, Chaos suggestions, yeah so on...
    Last edited by Krronus; 9th Sep 10 at 4:51 PM.

  42. #42
    Member Whiteshield's Avatar
    Join Date
    Mar 2009
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    In an abandoned Imperial Stronghold
    Hey Krronus, you're using the Warhound Titan?... Try this reskin I made: http://forums.relicnews.com/showthread.php?t=252281

  43. #43
    Ok, sure if you're allowing me to do so. Oh and I changed my mind too, I might be using the win condition after all. Woopy! Ha cha cha.

    (1st post updated)

  44. Modding Senior Member Dawn of War Senior Member  #44
    Father of Death Croaxleigh's Avatar
    Join Date
    Jun 2006
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    A forgettable little corner of southwestern Kentucky
    The beeping sound bug is a result of some unit trying to use a sound that isn't present, if I recall. If it appears when you delete the 'Nids sound files, then one of your units is trying to use those files.

    The sounds should be removed unless you created them yourself or have permission from the creators to use them in your mod (I don't know where they came from, but if they came from the Tyranids mod then they're pretty stringent about people not using their stuff directly.)
    I has a Blurb. And one of those Tweeter things.
    Quote Originally Posted by roflmao
    I'd run with a shotgun to go hijack a private airplane and fly to Belgium. Nothing interesting ever happens in Belgium, so there's definitely no zombie apocalypse there.

  45. #45
    Member
    Join Date
    May 2005
    Location
    Nottingham, UK.
    Just a quick note- you also need my permission to use the Warhound, which is granted, *but only for the skinned version*. The first one Zany did the animation (no skeleton - all on objects!) for has an embarrassingly godawful walk cycle. I gave him another version of the model that I rigged and animated (he did some extras) that's a lot better. Please feel free to use that one.
    Now taking commissions! PM me for information.
    Vote for my stuff on CMON: http://www.coolminiornot.com/artist/winterdyne
    Check out my blog: http://winterdyne.blogspot.com/
    Follow on facebook: https://www.facebook.com/winterdynecommissionmodelling/

  46. #46
    Member UlrikX's Avatar
    Join Date
    Apr 2010
    Location
    Belvedere, Kent, UK
    Chaos Bug:

    1. Chaos Sorcerer has the Summon Bloodthirster Icon, however he transforms into the Daemon Prince.


    The tooltip on the HQ still states that it will be the Chaos Lord that will ascend to become the Daemon Prince, however the Chaos Lord doesn't transform into either a Prince or a Bloodthirster.

  47. #47
    To Croaxleigh: Tyranids sounds was removed and the game works well with sound now. Thanks for the heads up too.

    To Winterdyne: Oh, thank you. You're going into our credits as well.

    To UlrikX: I know about it already but thnx anyways. It's not exactly a bug, it's just an icon and text mistake. It's taken care of though thanks to Corncobman for mentioning it.

    (1st post updated)

    I'm delaying version 1.6 because Cylarne_04 still needs a go. I was unable to contact Tyrantarmy6 sooner, sorry... sorry. So XP1 will be released in two days and 1.6 will be released... I don't know when. 1.59 however was released today and now we are on the go for version 1.6 and especially XP1 1.59.

    (1st post updated)

    XP1 and 1.59 are released and downloadable at first post everyone.
    Last edited by Krronus; 16th Sep 10 at 11:32 AM.

  48. #48
    hmm, I should make a first post to what's been done for the unreleased mods. Oh well, I've just inserted the Switched reality win condition along with the Exteme Battles and Auto Abilities from XP1 into version 1.59.1.
    Unfortunately, there were some things within 1.59 I've found out that were not added when I added them in I guess another 1.59 mod of mine I found, sorry. The earlier mentioned things are now in this one FOR SURE. I'll do up 1st post again tomorrow.

  49. #49
    Member Whiteshield's Avatar
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    Mar 2009
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    you DID ask permission for the Switched Reality SCAR right?...

  50. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #50
    Retired Compliance Fairy Gorb's Avatar
    Join Date
    Jul 2006
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    In the past
    It's SCaR code. It's owned by Relic and not modders. This is how game code differs from modder-created art assets.

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