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DOW2R - Reincarnate - No longer working on mod

  1. #51
    Have you got the latest patch? I will move my current files and download these ones and see if it all works for me

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    I just downloaded the files and it works for me, I'm patched to 2.5. Try removing the command lines from the steam and use the launch.exe provided, I don't why it wont work :/

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    Can anyone confirm they can actually play my mod?

  2. #52
    Member Dazz's Avatar
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    Yeah after reinstalling steam applies the latest patch afterwards. It loads via the shortcut but no other units are present etc.

  3. #53
    That's weird. I really don't know then, um ok try this. Make a new folder somewhere you will remember and make a copy of the normal DOW2 module in that folder. then open up both my module and the normal module in your DOW2 folder, copy and paste all the coding from my module into the normal one, replacing everything in there. Now see if that works, If it doesn't you still got a copy of the old one save. Basically this will hopefully make your normal DOW2 game my mod.

  4. #54
    Do you have any old mod files conflicting at all??

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    Add this lines in to launch properties: -dev -modname DOW2Reincarnate

    Just that no others, and add it into both DOW2's

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    Add this lines in to launch properties: -dev -modname DOW2Reincarnate

    Just that no others, and add it into both DOW2's

    ----------

    Add this lines in to launch properties: -dev -modname DOW2Reincarnate

    Just that no others, and add it into both DOW2's

  5. #55
    Member Dazz's Avatar
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    Thanks it works with the -dev -modname DOW2Reincarnate command line.

    The one i was trying before -modname DOW2Reincarnate didn't work.

  6. #56
    OK good, I will include that information on the next version, thanks for the help Dazz.

  7. #57
    OK, I made a non-Live email account so I could make a Relic account just so I could ask this question...
    How and where does one change the launch properties as referred to above? I really want to try this mod out and provide what feedback I can.

  8. #58
    Member Dazz's Avatar
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    In steam, right click on the game, in this case "dawn of war 2" then goto properties, then "SET LAUNCH OPTIONS...." which is in caps and which point you can add command lines to games short cuts.

  9. #59
    Thanks man! That did it. I'm off to see how the new units and balancing work!
    On a side note, what code must I enter to just revert it back to normal DoW II again should I want to play a match of Last Stand?

  10. #60
    Member Cozmo's Avatar
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    Oct 2006
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    just remove the stuff you put in launch options.

  11. #61
    Oh yeah, I see.
    Thanks guys for being so helpful.

  12. #62
    Feedback would be much appreciated Again sorry to all for making my mod so annoying to play, in the next version I will make the install work 100%, and will probably tell people how to make 2 short cuts so they don't have to keep entering the launch properties.

  13. #63
    Member Dazz's Avatar
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    I wouldn't worry about it i have 3 mods installed at the moment and they only seem to work with the command lines, only expection in the level60 wargear. I have a note pad with all the commands so i can copy and paste them in when needed. I am quite likly the mode i noticed nothing lasts very long which is relistic in a sence.

  14. #64
    I've given it a few playthroughs now, and one thing that strikes me is that there's an ability in the Hive Tyrant Alpha's command bar that is labeled "No Range" in the game. It doesn't seem to actually do anything, but maybe that's just me not being observant enough.

    Other than this I've enjoyed it a lot so far. Chaos Terminators are awesome beyond belief, and the Space Marines' ability to recruit Terminators and Veterans now makes them truely an elite force.
    I found it amusing to swarm the enemy with Tyranids. I just spammed gaunts, warriors and Carnifexes to finish the opponent off in the end, which was very satisfying. They're not overpowered though, as the space Marines were competent enough to deploy Flamers, which was death to the gaunts.
    But I liked my Eldar playthrough most. It was intense and engaging, because you had to control your units very elaborately to make proper use of them. That was always so with Eldar, but the mod further enhanced this.

    All in all, very pleased with the mod. If you can keep up work like this I'm confident the mod will grasp the fluff perfectly when it's finished.

    Lastly, I'd like to reoport that I can draw decently, so if you're short on designs for any new units or objects you'd like to add I could perhaps do some concept art. Not sure how useful that is, but it's all I can offer to help.

  15. #65
    Thanks for the feedback, I'm glad you liked the Eldar, took me a long time to get them balanced due to them having low health and high damage, but yeah everything you said is the feeling I wanted to get across. The "no range" ability for the alpha hive tyrant is so annoying, I can't seem to get rid of it, it's not listed in the abilities section of the unit so I have no idea why it's there. Thank you for the offer of the drawings, but I'm not a modeller so wouldn't make much use of them. Next thing on my "to do list" is get some new units in for the Orks and Eldar.

  16. #66
    I'm replacing the Chosen marines with Rubric marines cus that made more sense, at the moment I'm experimenting with using sorcerer armour for the Rubric marines, I tried using Shuma's Rubric armours but I couldn't get them to work :/

  17. #67
    man that sucks i was loocking forwerd to that

  18. #68
    Oh don't worry they will be in the mod, just got better ideas with them that's all

  19. #69
    Coool i was disapointed for a minute there

  20. #70
    Hopefully get khrone berzerkers in aswell

  21. #71
    Hm yeah, those Chosen don't really add much. Rubric Marines would.
    Wouldn't it be cool if you could turn your normal Chaos Marines into special cult marines by choosing the related mark? For example, taking Mark of Tzeentch would show the Marines burning to dust within their armor before it morphs into the Egyptian style and seals off. And you could see your marines rotting and decaying as the Mark of Nurgle upgrade takes effect.
    I don't know much about modding, but I don't think such a thing is very feasible to ask of a one-man team though, lol.

    I'm glad to hear about the Berzerkers. They're some of my favorites! Wish you luck man!

  22. #72
    Yeah that sort of thing isn't in my field at the moment lol. Haven't updated in a while because of my uni work, but should be back on track soon.

  23. #73
    In the next few days or so I'm planning on releasing version 4.0.0, which is going to be one big update. The feedback I have got from my friends playing the new version so far has been great so hopefully will get it out to you guys soon.

  24. #74
    Testers wanted look at the first post for more details.

    Hey Voltyr would quite like if you volunteered, you provided good feedback last time, and maybe you Dazz, since you really helped in getting the last version to install right.

  25. #75
    Mod is practically ready, just waiting for testers(if any). If none come forward I will just release the mod after I have given it a good play through.

  26. #76
    Big update, check first post

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    If anyone finds any problems/ errors then please let me know, I added in alot of stuff so was bound to miss a couple of things

  27. #77
    Update

    heres the new steam group: http://steamcommunity.com/groups/DOW2-Reincarnate?

    Still needs some work but people can still join and arrange games etc

  28. #78
    I have heard of someone trying to play as the chaos sorcerer and having the game crash each time. Has anyone else experienced this problem??

  29. #79
    Please can people report any problems if they encounter any, or even good feedback. Communication between me and the mod with everyone else seems dead at the moment.

  30. #80
    I have tried to launch the mod without much success, the badge and army painter addons load, but all the mod files/changes refuse to load. Going to attempt a reinstall tonight of the entire game anyway.

  31. #81
    Oh ok, sounds like you put in the command line in the game launch properties wrong.Copy and paste following in:

    -dev -modname DOW2Reincarnate

  32. #82
    Just silly me putting in -devmode instead of -dev. Working fine now, thanks for the great mod. Looking forward to Eldar.

  33. #83
    Thanks, and yeah so am I. I think i will be going for these sort of unique upgrades for the eldar commanders.

    Warp spider - ranged upgrades(damage and distance)

    Warlock - Allowing squads to have powerful seer council warlock leader units.

    Farseer- Upgrades to increase energy supplies and increase the rate units receive it.

  34. #84
    Sounds good.

  35. #85
    Member Ltdead's Avatar
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    Your mod looks really good unfortunately i dont have chaos rising XD. I have been thinking about getting it tho but i dont know if its good for 20 bucks sure chaos seems tempting but...
    "Only in death does duty end" Colonel Schaeffer
    "BLOOD FOR THE GOD!!!" Pretty much everyone who worships Khorne maybe even Khorne himself :O
    What happens when you combine a bored German trooper, 2 panzershrecks, 2 stucka bombs and a donkey? you get the eschelshreck

  36. #86
    I reckon it is Other peoples mods use chaos rising as well so your missing out on some good mods. Bet if you get it you won't regret it :P

  37. #87
    hey u dont need chaos rising for this to work ...

  38. #88
    Member Ltdead's Avatar
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    im going to get chaos rising some day but idk right now im busy making maps for the 85th cadian mod right now... so far the first map of about 20 is complete lol

  39. #89
    Yes you do need chaos rising, and lol good luck with your maps. Ok guys my computer has busted so I won't be able to work on this mod for a bit of time, right now I am typing from my girlfriends laptop. So just give me time and I will be back. I will try my best to post on this forum from other peoples machines whenever I can.

  40. #90
    Adratus .. it works for me without chaos rising .... so u realy dont need it.

  41. #91
    I can't get it to work. New units just don't show up. I have CR 2.6. Maybe the issue is in the game version?

  42. #92
    @ CrTy- ok fair enough I misread your post anyway

    @Krios- you probably havent put in the correct command line, make sure it's exactly right its:

    -dev -modname DOW2Reincarnate

  43. #93
    Member liniv's Avatar
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    sweden
    great work on the mod its looking really nice. if you ever need help with some fluff you can ask me or just go to some wiki site + i doubt you'll evere need help.

    BTW i love what you've done with the Adeptus Arsates its really nice keep up the good work and if you evere need something ask me and i could probably help you

    /liniv AKA Guilliman
    "We are the Ultramarines, the Sons of Guilliman. Whilst we draw breath, we stand. Whilst we stand, we fight. Whilst we fight, we prevail. Nothing shall stay our wrath."
    - Marneus Calgar - Chapter Master of the Ultramarines.

  44. #94
    Thanks alot, I'm hopping on having a terminator chaplain in the next release and maybe another unit I don't want to give details on yet. A next version for the mod should be out early 2011, as I, like most people are busy with Christmas etc

  45. #95
    Has you can see there hasn't been any updates for a while, just to let everyone know I have sorted out my life and now I'm back in action with the mod.

  46. #96
    Member shadowninja0069's Avatar
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    looking great budy i hope my blood angels mod turns out as good when it gets done.

  47. #97
    Thanks a lot, just a quick question for anyone really, has anyone had any problems with the Librarian and chaos lord armour just appearing black? I can't seem to make their armour just go back to normal. It happened after I reinstalled windows and everything :/.

  48. #98
    Big update will be happening soon so keep an eye out

  49. #99
    Thought I would give a quick preview of some of the changes in the mod.

    The apothecary commander has been removed for something else to take its place.

    The apothecary and chaplain can now be built by both the techmarine and the force commander.

    Tyranids have had lots of little tweaks to balance them more, mostly upping the cost of units.

    Relic(super) units now cost 200 waaaagh points in addition to their costs.

    Eldar commanders now have unique upgrades(units)

    the bloodfrenzy ability now costs 90 energy instead of 60(it was too powerful before)

    ork stinkkbombs have reduced in damage and waaaaaaaaaagh cost

    and a few more bits and bobs

  50. #100
    I've just installed this mod but I don't understand some of the changes you've made, could you re-summarise for me !?

    I've fired up a multilpayer skirmish against the computer and there seems to be a lot of armies to choose from, does the mod increase the pop cap or add any more units to the squad !?

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