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Ultimate Apocalypse - 1.72.5 Released!

  1. #4651
    Member PsykoTenshi's Avatar
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    @ demetrius: That..... Ork..... Stompa.... Simply magnificent. Aside from the orkyest unit I've seen yet, including DoW II. My sincere congratulations. You sir, you are a splendid 3d model craftsman.

  2. #4652
    Looks like the only difficulty I can actually win on now is Easy haha.

    Difficulties; (Using UltrasVOrks)
    Easy - Too simple for me, not enough challenge. Only produced Kommandos, Megas, Gorgutz and Big Mek and a few vehicles.

    Standard - Has jumped from being a good battle on the previous version, to now a really difficult battle. They seem to rush within 10 minutes and completely destroy me every time. They produce far too quickly! This difficulty really needs to be looked at! They produce all leaders, and get to final tier far too quickly in comparison to before.

    Hard - Too hard.

    Harder - No point in testing further.

    Speaking of abilities, why was 'Auto-Abilities' removed? Made it more simulated, please add it back in guys!
    Last edited by Xaitan; 16th Jan 12 at 5:01 PM.

  3. #4653
    I'm agree with Xaitan! Please, get back the auto abilities!!!

    By the way...I've just found a new bug! The GUO Biotoxic Spit ability has a strange effect: a strange purple square with FX written on it appears, gets bigger and then disappears!

  4. #4654
    Member Ewokz's Avatar
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    @Xaitan

    I was referring to the Deathwatch veterans the DH mod replaces the Greyknights with. Marines in the fluff come back from their time in the deathwatch and continue to wear the silver shoulder guard and are able to use the ammunition they got when working for the Ordos Xenos. Would be within the realms of the Fluff to have squads of them, they aren't in the Deathwatch anymore so they bear their chapters colors and just have the silver plate, plus their usually incredibly bad ass due to their time with the inquisition. Wouldn't be too hard to include them as the DH mod already did it and has them included.
    (Formerly "The Herald")
    "The bible is like an EULA. People just scroll past everything and click "I agree" without reading it."
    -Moe

  5. #4655
    wrote a long message but then my net cut out and i lost it so now im pissy and ill make it short

    same guy from moddb, agree with wartraks being normal vechs not armourd, agree with honour guard being added as its own squad that can have a leader attached to it, i think i read sumwhere that you have permission to use PoK's models, if so i think you should use the scout marine model, apothecary model, banner bearer model, vindicator model all for space marines. I also think you should add company and chapter champions to the game from PoK's mod using their models. Probs put apothecary and banner bearer at 2 considering thats alot of command.

    4 land raiders is like... rly? i know its fluff but SM chapters only have 1 land raider, codex astartes. maybe make it 2 land raiders and when you research the next tier instead of getting the different land raider types, make the land raider weapon upgrades pictures of the diff types of land raiders, and then upgrade them into those ( i dont think it would be that hard to change the model when the tank upgrades ( obv i could be very wrong )). anyway off to play some more, sorry for pissy fast random post.

    EDIT: btw can i use a custom avatar sumhow? where is the option?
    EDIT 2: TO whoeverdidtheORCMODELS i love the ork tank, was looking at the resin model on forgeworld not long ago, spot on

    Realization: Reading over the past few pages since beta release gotta say i agree pretty much with everything Xaitan has said.
    Realization2: shoulda read cylarnes list.
    Last edited by Sumajin; 17th Jan 12 at 12:40 AM.

  6. #4656
    @Ewokz - Ah, I do apologise, may I ask for a link to this 'DH mod' you mention? I agree, it would be pretty 'bad ass' but it still doesn't change the fact that the Deathwatch is controlled by the inquisition, and have there own codex 'Ordos Xenos - Deathwatch Killteam'. They have nothing to do with the Space Marine chapters other than the chapters are forced to supply marines to become Deathwatch Veterans and when the Deathwatch team is sent to assist in battle. There have been Techmarines, Libs, Sergeants, Termis, dreadnoughts and marines who have been key figures that have joined the ranks of the Deathwatch. I feel it would require to be it's own Inquisition race; like the Witch Hunters & Daemon Hunters for example.

    Sources;
    http://warhammer40k.wikia.com/wiki/Deathwatch
    http://wh40k.lexicanum.com/wiki/Deathwatch#.TxU24W89XiQ
    http://warhammer40k.wikia.com/wiki/Ordo_Xenos

    @Sumajin - I completely agree, PoK have some amazing models UA could take advantage of and the fact that they keep amazingly close to Codex is just great. I think the Space Marine race in UA could learn allot from that of the PoK version.

    Erm I'm sorry dude, but im checking my Codex as we speak and I can confirm that Space Marines have two variants of Land Raider... Crusader & Ordinary. I agree that four is perhaps seen as over the top, but taking them away at the moment would make the marines even worse.

    Small icon error found; (Sorry if already mentioned)
    One of the Ork listening post upgrades is bright Pink, the icon is clearly not working correctly. I do not play as Orks often so I can't be more specific, I was simply testing if they were OP.
    Last edited by Xaitan; 17th Jan 12 at 2:23 AM.

  7. Child's Play Donor Forum Subscriber  #4657
    The DM mod he is talking about is the demonhunters mod and they replace the vanilla Space marines Grey knights unit to DeathWatch

  8. #4658
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    Hi. Have developers of this mod ever thought of including Steel Legion and Black Templars Mod? That way, final release can include 15 races total.

  9. #4659
    Quote Originally Posted by titlams View Post
    The DM mod he is talking about is the demonhunters mod and they replace the vanilla Space marines Grey knights unit to DeathWatch
    Thank you for clearing that up, but it still doesn't change the statement I have already made. The DH mod was clearly just using it as a quick fix for the Grey Knight issue.

    ----------

    Quote Originally Posted by zulmetefza View Post
    Hi. Have developers of this mod ever thought of including Steel Legion and Black Templars Mod? That way, final release can include 15 races total.
    Of course they have, but acquiring full permissions from said mod's isn't a simple task when most are difficult to contact now; Steel Legion, Witch Hunters. The addition of Black Templars has been mentioned by the UA team before hand in this thread, so just keep your hopes up. They know we want more races, trust me.

  10. #4660
    DIRECTED AT (cant use the a symbol lol) -->Xaitan <--yea sorry bad presumption by me. 1st company veteran squad always has 1, thats what i read lol. a CHAPTER can have more than 1 but is lucky to 5 so i guess 4 isnt bad.

    Also, dunno if this has been brought up, but i think it would be good for the grand release as well

    Grey Knight Nemesis Dreadknight

    Due to being a recent user i cant post a link but if you go on the games-workshop website there is a picture of a painted resin miniature in the grey knights heavy support tab.
    I think that would be a great addition to the Daemon hunters, stronger than a venerable dreadnaught, but not as strong as a land raider.
    ALSO, no offence i dunno if someone of UA made the inquisitor or if its part of their mod, but holy crap man.... what happened to the black guy from DoW vanilla?
    i loved his INQUISITORIAL BOOT comment so much, but i havent heard it in so long... I FORGOT THE WHOLE THING. would like him as the inquisitor lol.

  11. #4661
    Member PsykoTenshi's Avatar
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    @ Sumajin: I'm quite sure there's a Dreadknight in progress by now, as I've seen some images of a wip in 3d max several pages back. I agree with you on the black Inquisitor, the guy's awesome.
    btw, I'm pretty sure you can use the '@' symbol if you put a space right after it, regardless if you are a recent member or not.

    @ zulmetefza: About including Steel Legion and Black Templars:
    Quote Originally Posted by 1st post, credits section
    - jones1979 & Meloo - For the future use of the Black Templars race in XP2.
    I'm also certain I read the "Steel Legion will be worked on in the future", if my memory serves me right.

  12. #4662
    sadly a thing isnt working but a week is orite.

    Im not sure how it is according to fluff. But is the Emperor's Champion only for the black templars? or could it also be included as a space marine for any chapter?
    well that is, if black templars is added.

    A personal opinion of mine is that the space marines dont look er different.. enough. They have plenty plenty options as far as weapons and tactics are concerned. sorry this really is me being picky i just feel that terminators and elite teams could be a little more.. spiffy, extra trinkets and relics and crap ( not to say they dont already have em ) gosh i hope that doesnt sound like im taking the work put in for granted. WELL DONE GUYS

  13. #4663
    Found something more! Also the chaos dirge caster research for land raiders has a pink incon and carron's melta appears completely black. Also, for some strange reason the genestealer's and ripper teeth now appear “in block” with the unwanted texture surrounding them. Thinking it was something in the alpha channel I owerwrigthed the textures with others done by me that didn't had the problem before but it manifests even on those so it must be something else.
    For the alien hunter's thing, well lexicanum won't open for some reason but I checked at least the wikia and Ewokz you're rigth, it states that afther their service in the inquisition dw marines DO make return to their respective chapters to bring their experience and strength, so it won't be aganinst the fluff to have them! (However to clear up things NOT the inquisitorial killteam itself -the ones with the black armour- , just the returned veterans with the chapter's color scheme, otherwise it would be like having the GK vs GK problem all over again lol)
    And for the debate of having them or the honour guards (wich I was disappointed to see removed too), I say why not have them both? This way we could have our antimonster squad AND the cool honour guard( maybe making them available after the grand promotion to chapter master)
    What do you think?

  14. #4664
    i completely agree with everything however how would the DW squad differentiate from a sternguard veteran for example.

    OH and PoK mod has renegades in chaos, i wouldnt mind seeing them incorporated in the future
    Last edited by Sumajin; 17th Jan 12 at 6:19 AM.

  15. #4665
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    Guys, the incorporation of more races is not an easy task. And with Daemons on the way, I think it would be time-DEVASTATING for Cylarne to presently agree in undertaking such a task...
    I am sure he is still considering the possibilities, though. The final decision will be made based upon factors that none of us can foresee.

    So, please stop asking "new races", it is perfectly clear that we ALL (Cylarne must be the first) would like them...
    -In search of Papasmurf...

  16. #4666
    well they arent necessarily new races, just some new units to look forward too

    Im playing space marines vs orks (2v2) 3 sternguard veteran squads and a devestator squad cant kill a bloody wartrak... ITS A GUY STANDING IN THE OPEN ON WHEELS!! ITS INFURIATING!!! and yes i realise cylarne and others are putting in the effort to bring us a new patch and are listening quite well to the community, and have already noted that they are doing something about its armored vehicle status.

  17. #4667
    Member BIG BEAST's Avatar
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    will it be only variant of this tank?There are more variants like kil krusha tank( http://www.moddb.com/members/bigbeas...k1#imagebox)OR kil blasta tank( http://www.moddb.com/members/bigbeas...#imagebox).And andrei pics are nice!
    Last edited by BIG BEAST; 17th Jan 12 at 7:50 AM.

  18. #4668
    Quote Originally Posted by BIG BEAST View Post
    will it be only variant of this tank?There are more variants like kil krusha tank( http://www.moddb.com/members/bigbeas...k1#imagebox)OR kil blasta tank( http://www.moddb.com/members/bigbeas...#imagebox).And andrei pics are nice!

    ,kill bursta is done,check prevous page,i can do kil krusha.

    @psyko is orc mega dread.




    good that AI is improved as i didnt play the new version of mod.
    Last edited by demetrius; 17th Jan 12 at 9:54 AM.

  19. #4669
    Member BIG BEAST's Avatar
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    thanks for answer!

  20. #4670
    Quote Originally Posted by Gambit View Post
    Guys, the incorporation of more races is not an easy task. And with Daemons on the way, I think it would be time-DEVASTATING for Cylarne to presently agree in undertaking such a task...
    I am sure he is still considering the possibilities, though. The final decision will be made based upon factors that none of us can foresee.

    So, please stop asking "new races", it is perfectly clear that we ALL (Cylarne must be the first) would like them...
    I know full well the addition of new races isn't an easy task. We did not ask directly for any new races, well at least I didn't. I simply stated that if Deathwatch were to be added they should be there own separate race and not part of the space marines. As for when we mentioned Templars, Steel legion and Witch hunters, I was then just stating that contact is an issue and as for Witch Hunters, there would be no hope of getting permission haha.

  21. #4671
    Something is obviously broken somewhere.
    Just had a game (Marines vs. Dark Eldar AI) and i got 2 scout squads out and my base was attacked by a force mainly of scourges and raiders. The AI had already taken the whole map apart from the 3 points i had just taken.

  22. #4672
    @Wolfways1969 Then Chos would be even more OP, as in a match I had (Eldar vs Chaos AI vs Dark Eldar AI) Dark Eldars were whiped out by the Chaos AI.

  23. #4673
    I think you'l find guys, rather than any race being overpowered or underpowered. It's actually the AI's capability that has been raised quite substantially.

    They build and produce far quicker than before. Especially on standard where the comparison between the older version and this can really be spotted. The AI rush with quite an impressive army usually within 10 minutes of game play... Particular units may be slightly overpowered ofcourse; Some Ork vehicles and Chaos units especially, but no whole race is.

    I'm sure staff have realised by now and changes are being made.

    Source;
    Have been seriously playing and testing most races since I lost my first standard battle.

  24. #4674
    i have aquestion isthis mod still online playable?

    and wats with the nb1 .mod where do iget the correct one to put in
    You will quake at the wrath of the emperor.
    Dawn Of Coalescence Mod

  25. #4675
    @Xaintan Agreed, even on easy AI can be dangerous (at least for some not-so-expert-players, like me; and not like its a bad think).

    @death_incarnet

    1.- I think it is (or at least it worked for some of us).
    2.- I don't understand

  26. #4676
    Member dowman's Avatar
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    Some people sayed necrons are OP but I tested them and I dont think they are OP.

  27. #4677
    they are not OP they just have awesome stuff lol

    the new tyranids mod i dl form moddatabas and it sid tht the .mod file is not right does urs work great? and can it be played online too?

  28. #4678
    Same with Eldar

    @death_incarnet Yes, but had to download a new,fixed .module file the creators posted (check the Tyranindmod in Moddb, in the 0.51b download section)

  29. #4679
    would it b too much to ask u to forward me alink tothe fix i dont c it?


    ok so wen i click the link they have for the bug fix i get this http://tyranids.gameapollo.com/Tyranids.module

    i dont get a dl link wat do i do?

  30. #4680


    Uh... can someone provide a quick summary? from page 93-94
    Mods In Progress: Ultimate Apocalypse | Daemons Mod

    Beware, my Ultimate Apocalypticinator!

  31. #4681
    Quote Originally Posted by Cylarne_04 View Post


    Uh... can someone provide a quick summary? from page 93-94
    A summary of all suggestions, glitches and bugs reported? Of course sir.

    - I mean the Tyranid Superweapon Planetary Bombardment has to be researched. Said research costs 3000 requisition after researching the Obliterator Gene. That's all the research says. I remembered it wrong and checked again right before posting this. No name, no description, no hotkey, nothing.

    - One more thing, The Gauntii Brood Hive doesn't have a hotkey but the other buildings do. A "G" would be fitting for this one.

    - I wish to join the Tau are OP bandwagon. I don't even need Kroot or Vespid. I can breeze through Hard difficulty with just a Stealthsuit team, Fire Warrior team, and a Pathfinder team. If you made the second to last research for the range and damage output the final upgrade, it would be pretty balanced I think.

    - 1- pink box on portrait of idh gk champion 2- pink box on last upgrade to eldar listing post

    - In the Tau Command post, in the description of the Teaching of Kauyon (Tier III), there's the description of a power up for the Tomb Stalker.

    - While playing with Chaos and using the mark of Khorne, Chaos Overlord Dracolith has a weapon (similar to a Crozius) with uncompleted texture.

    I noticed that he also seems useless: during the fight he just wanders pointlessly on the battlefield without fighting.

    - Re-Introduce Honour Guard... "I'd prefer the Honour guard be its own separate unit to be honest" "With enough people mentioning marine Honour Guard units as a separate unit (hopefully replacing those damn Grey Knights) I'm sure it will happen sooner or later."

    - Vanguard Veterans should be equipped with jump packs according to Codex and Lexicanum so I'm sure they will fix this eventually.

    - Any chance to see Eldar Swooping Hawks and Autarch with wings in the next release?

    - Noticed that in the main screen the Tau commander colors are inverted to the Tau commander colors in the army painter :3

    - Difficulties; (Using UltrasVOrks)
    Easy - Too simple for me, not enough challenge. Only produced Kommandos, Megas, Gorgutz and Big Mek and a few vehicles.

    Standard - Has jumped from being a good battle on the previous version, to now a really difficult battle. They seem to rush within 10 minutes and completely destroy me every time. They produce far too quickly! This difficulty really needs to be looked at! They produce all leaders, and get to final tier far too quickly in comparison to before.

    Hard - Too hard.

    - Speaking of abilities, why was 'Auto-Abilities' removed? Made it more simulated, please add it back in guys!

    - I've just found a new bug! The GUO Biotoxic Spit ability has a strange effect: a strange purple square with FX written on it appears, gets bigger and then disappears!

    - agree with wartraks being normal vechs not armourd

    - PoK's models, if so i think you should use the scout marine model, apothecary model, banner bearer model, vindicator model all for space marines. I also think you should add company and chapter champions to the game from PoK's mod using their models. Probs put apothecary and banner bearer at 2 considering thats alot of command.

    - I think you'l find guys, rather than any race being overpowered or underpowered. It's actually the AI's capability that has been raised quite substantially.

    They build and produce far quicker than before. Especially on standard where the comparison between the older version and this can really be spotted. The AI rush with quite an impressive army usually within 10 minutes of game play... Particular units may be slightly overpowered ofcourse; Some Ork vehicles and Chaos units especially, but no whole race is.

    Hope this helps Cylarne.

  32. #4682
    @death_incarnet Use Right-click (on the link) to save the file, then replace in your Soulstorm folder (the one with the executable) the old tyranids mod module.
    Last edited by ASD3232; 17th Jan 12 at 4:07 PM.

  33. #4683
    ahhhaaaa ok thnk u ASD

  34. #4684
    Marines vs. Necron AI (standard)
    I said to my wife "Necron warriors have been buffed. Watch how fast they kill these scouts. Four...th...what?!" I know they were crap, but are they supposed to kill a scout squad instantly now? lol

  35. #4685
    It use to be that all units are useful in battle, as they are in tabletop. But it has become a race to tier 4, and with the AI having the superior speed to construct and such they will obviously win, and this is the problem occurring.

    But yes, I do find marines to be suffering much more damage than previously. A single DH Listening Post took out two squads of scouts and a full space marine squad. I found it extremely amusing.

    turret

    Apologies for my mistake.
    Last edited by Xaitan; 17th Jan 12 at 2:38 PM.

  36. #4686
    wait Inquisition has torrents now?

  37. #4687
    technically they already had one
    the original IDH turret is the the Purification Decree (i think thats the name) with the anti-infantry damage aura (hilarious to watch raptors pop as they land from having a bunch of those piled up) and UA adds in a reskinned copy/paste from imperial guard that I'm assuming is for anti-vehicle since the decrees are worthless against them.

  38. #4688
    I think necrons are ok as now (why did you get the bad old model back for Necron Lord?)..Not played sm..Orks Lootas are too strong (mostly because that stop-hit), IDH/sm grey knights (what are they doing there?) Inquisition still lacks a tier 2 anti vehicle...they have to push the enemies and gain map control to advance and live if they wanna stay in the game. Dark Eldar/Eldar jetbikes rush is still too strong...In this mod such fast vehicles (tier 0/1) ruins the fun (mostly because nothing can counter them)

    Also make it compatible for multiplayer games please..Now it doesn't work

  39. #4689
    Also make it compatible for multiplayer games please..Now it doesn't work
    Very compatible. I suggest you look into...
    1. Do you and others contain the same maps?
    2. Mod version of UA?
    3. Soulstorm version?
    4. Modded files are the same?
    5. Tyranid and Inquisition Daemonhunt versions and files the same?

    DOW needs to be persistent with EXACT files.

    Thanks Xaitan, yes it did, all the way up there.

  40. #4690
    Quote Originally Posted by Cylarne_04 View Post

    Thanks Xaitan, yes it did, all the way up there.
    Glad I could be of some assistance.

  41. #4691
    @ Cylarne some more bugs not mentioned also at post #4663
    (some graphical issues)

  42. #4692
    Very compatible. I suggest you look into...
    1. Do you and others contain the same maps?
    2. Mod version of UA?
    3. Soulstorm version?
    4. Modded files are the same?
    5. Tyranid and Inquisition Daemonhunt versions and files the same?

    DOW needs to be persistent with EXACT files.
    As I said you..it is the exact same copy. I took my soulstorm folder..put it onto an external HDD and copied onto the others pc..just to be sure we had the same files u.u So it doesn't work now sorry

  43. #4693
    As I said you..it is the exact same copy. I took my soulstorm folder..put it onto an external HDD and copied onto the others pc..just to be sure we had the same files u.u So it doesn't work now sorry
    about to try this at my girlfriends house i can play there too, ill let you know if i encounter any problems

  44. #4694
    Quote Originally Posted by Metalstorm View Post
    @ Cylarne some more bugs not mentioned also at post #4663
    (some graphical issues)
    Sorry I didn't mention your posts, you just lay them out as a huge paragraph, would be easier for people if you would bullet point and condense the amount of writing.

  45. #4695
    @Zack Fair: I obviously can't help you then. It is multiplayerable, just look at some people's posts.

  46. #4696
    Member darktetor's Avatar
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    Another bug...I think....There seems to be no limit to turrets buildable for space marines.....or at least for the techmarine (althought Its funny to see the necron lord trying to get up when attacked by a barrage of 20 misile launcher turrets XP)

    Ohh and its fully multiplayer, Zack Fair does the mod gives you any error when trying to play mp?

  47. #4697
    Another bug...I think....There seems to be no limit to turrets buildable for space marines.....or at least for the techmarine (althought Its funny to see the necron lord trying to get up when attacked by a barrage of 20 misile launcher turrets XP)
    Uh... no not a bug bro like with sumajin in the 4 Land Raiders "bug", all races have unlimited turrets.

    Yup more relic units... ever since 1.6. Unlimited Terminators, Predators, Wraithguard... etc...

    @MetalStorm: I believe you will be happy with the next patch like many others.
    Last edited by Cylarne_04; 17th Jan 12 at 11:36 PM.

  48. #4698
    Uh... no not a bug bro like with sumajin in the 4 Land Raiders "bug", all races have unlimited turrets.
    I didnt say 4 land raiders was a "bug". I said it wasnt close to fluff. That makes me sound silly!! :P

    However either way im still wrong lol.

    EDIT: I know im bringing up the BT mod again, but it was updated today, and the creater jones1979 is still active. If its within the interests of the UA mod team to incorperate them into game sumhow then i would be quite pleased.

    One of the interesting things that was updated is that a techmarine could slow-repair a rhino/razorback/landraider whilst inside. what do you guys think about it? Obv we would need the owners permission to use that idea, assuming anyway.

    EDIT 2: Just read a post on MODDB from cylarne saying no black templar race ever. SO.... could still ask permission for use of ideas and/or models?
    NOT a seperate race.
    Last edited by Sumajin; 17th Jan 12 at 11:05 PM.

  49. #4699
    Banned Hellboy's Avatar
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    Dear cylarne are you can upload this is image on Mod db?

    Original

  50. #4700
    Anyone else have a map called "Test"? It's blank and the game crashes if you try to use it.

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