@Warboss Gorgutz - you do mean chaplains lack the "squad_attach_receive_ext" in their sbps right? ebps are the units in the sbps loadout.
@Warboss Gorgutz - you do mean chaplains lack the "squad_attach_receive_ext" in their sbps right? ebps are the units in the sbps loadout.
@Warboss Gorgutz: You think it is THAT simple. Sure just throw that "squad_attach_receive_ext" in there, let the Assault Marines be attached, c'mon! Um, no. You are forgetting that the other commanders like the Emperor's Champion does not have a jump animation (I'm not talking about teleporting here!) So the commanders will be bugged, along with Skull Probes, Banner Bearers flying through the air in a stiff pose...
Also, the movement speed of the commanders\attachers are much slower, causing pathfinding issues and squad break. While you insert something cool, along with it you add bugs.
give the emperor's champion an ability that makes the squad unable to jump while he's attached.
PS Cylarne u got my PM right?
Err... god dammit, how do you think of this stuff? That's clever.give the emperor's champion an ability that makes the squad unable to jump while he's attached.
I got yer pm.
I didn't think of it. The FoK mod team did. I don't use it however. It also prevents termi teleportation which is kinda out of place. I mean I just want the Emperor's Champion to stop doing its motionless jump but allow it to teleport.
edit: so it wasn't that simple but yet it is that simple, my problem was I made Meganobz able rto jump by themselves, I tried to make it with the addition of a Mig Mek could they jump(I allowed attachments also)
Make the ability have a target filter that only applies to the armour type of the normal space marine infantry (infantry_heavy_medium) and not Terminator armour.Originally Posted by Whiteshield
-It's not the fall that kills you, it's the sudden stop at the end (Douglas Adams)-
-Make something idiot proof and nature will create a better idiot.-
-Me fail English? That's unpossible!-
@Warboss Borgutz: It's not that simple. Moving on.
@Whiteshield and Corncobman: I like idea! Thanks a lot!
Chaplain changes are noted.
What about me?Just kidding!
For Corncobman's idea to work, you will have to make the ability have an "area effect circle" as armour filtering wouldnt work with "area effect squad", of course this could create a lot of other issues, like squad members getting out of the ability radius for whichever reason, disabling jump on any squad that comes nearby the commander...etc.
So another possible solution is giving terminators the opposite ability, with a modifier that enables teleport/jump with the "exclusive = true" tag, that way terminators will always have their teleport ability enabled no matter what. Now i dont know if this is good for your mod, as you might have other stuff that disable teleport/jump.
-++Orks!...Burn the beast!!!...++-
tech-talk....I don't understand what's going on. Curse my inferior knowledge!
@Cylarne : Will all commanders have wargear options like FoK? I mean, ALL commanders including secondary, tertiary commanders and so on.
An example ; The chaplain being upgradable with wargear options as stated by Gorgutz before everything got too complicated for me to understand
@testers : -sighs- okay, I don't know why but you guys are sending bugs in teeny bits and pieces. Like ONE race at a time. Frankly, it's overflowing my PM. I kindly ask you to withhold all bug list UNTIL you have ALL races tested and neatly listed in ONE PM. HOWEVER, I also KINDLY request that you send them over 3 days before cylarne's deadline. Your cooperation is appreciated.
If I understand right, will commanders that have "jump" ability be able to attach to squads that can "jump", right? meaning that a librarian upgraded with the jetpack thingie can attach to assault marines, aye?
Profman96 (High Primary mod tester) - joined 12/24/10
NOW RECRUITING. PM ME OR MOD LEADERS FOR MORE INFORMATION.
NOW BACK UP AND KICKING! BETTER STORIES AND MORE KICK ASS TRIBUTES TO COME
EXACTLY what I was thinking. One to encounter the effect has to counter it to be neutral! So to say I just shortened my "essay" about squad jumps.
@Pfrofman: Ya, every commander will get possible wargear.
EDIT: Send bug list to me by tomorrow so I have time to back it up on two computers.
Last edited by Cylarne_04; 23rd May 11 at 9:48 AM.
@Cylarne Hey Boss who is getting shot?? hehhee seriously.. another question will IDH have GreyKnights Blibliotecarie, technomarine or paladins??
@thewidgo: ?Ask the IDH team.will IDH have GreyKnights Blibliotecarie, technomarine or paladins??
O_o!! i dont know if u know this but necroms can actualy capture StormBlades!!!! thats must e a bug right???
Noted. Yeah super-heavies are not supposed to be captured, along with any other relic unit.
EDIT: Once I get the mod back along with Corsix, I'll go through every relic unit and switch the can be possessed to off. Don't waste testing time pinpointing down the possessed stuff.
Last edited by Cylarne_04; 23rd May 11 at 3:44 PM.
Cylarne, I disagree. Any vehicle should be able to be captured. I mean I made my warhound capturable by necrons and its coool
@Cylarne : :oogle: once my team sends them over, you'll have it....if only they responded to my PMs.
@Whiteshield : I agree. Do not underestimate the badassery of the Necrons. Plus, them being able to posses heavies makes them more interesting to go against. You have to think twice before you send your heavies against them.
What of this ability possessing buildings and structures, will it work?
buildings and structures? hmmm... I like that idea, however I think it should then be a little bit diffrent than really capturing them. for exemple... send a unit which can capture them... but the building won't be yours... if it is a listening post or something like that, half the resources will go to you! but if it something like chapel barracks, it will double the building time! and you'll be able to see what "it" sees! xD of course there should be a way to get it back if the enemy captured it, like making it temporary, or give each race 1 unit which can use an ability to get the possessed building back, like give the builder units that ability.
what do you think about that? or do you want it tor completely capture the building? xD
My idea would be:
If production buildings (barracks/vehicle facility/etc) are captured, they get a decrease in building time. Meaning that units will not take as long as they should.
If listening posts/generators are captured, resources...maybe 50% goes to the player.
Reason being, I don't want to see sisters of battle fighting with crons.That's just downright blasphemous.
@Cylarne - in theory, yes. just need to edit the target_filter_table to use the building's armor type. then its a matter of changing false to true in the entity's can_be_possessed thingy.
I know many people in this mod love the Urbercroms but making them more OP its not the aswer, some say that they have a "weak" start i wonder if that applies in a map that is not 1v1 plus at the start they have a leader that can kill about 5-7 turrets withou get a scrach. Those possesion scrabs makes the IG and any team who goes Heavy armor with 0.01% possibilities to win agains necroms, if the necron its conserned about their scarabs to be killed just need to put dont that oblelisk thingui of their c´tan god and posses your whole armie pacefully... That thing its really game breaking it makes your whole army stupid!! and useless...
by the way its fun when u are the necrom... =)
yeah, well... I like them a bit, but they're really easy to kill. xD I would more like to see it more like this though... the beacon of the Void Dragon addon, allows the beacon to possess 1 enemy vehicle, no matter which one each... 300 seconds or something, and it will stay captured for as long as it remains in the ability range. and maybe... eventually at Tier V or something, allow it to be used on global scale! xD though I think that would be OP, but fun. xD
Ehh. My thoughts to this aren't much; only that 'possessing' another titan when the crons already have two on the field is very annoying by first glance. I just spent 1750 Requis and 1750 Power on something, and now it's instantaniously destroyed because of ONE teeny unit that had extra HP and spazzish speed. Possession of vehicles is pointless to me, especially when you can already blow them up in less than three seconds due to actual firepower that the necrons have and most other races at the point of time lack; aside from their own titans.
''I will see the galaxy burn.'' -- Magnus the red, Primarch of the Thousand sons, post Burning of Prospero.
What is this unit you described?instantaniously destroyed because of ONE teeny unit that had extra HP and spazzish speed.
I guess I'll try it then. But I can't until I get Corsix back, so I'll try then.Originally Posted by Me
Ideas are good except that Tyrant's and Profman's ideas are close to impossible to make and do. I was actually thinking about adding a possession ability to ALL races and adding like an "engineer" from C@C3 who captures structures and what not. The problem is, Necrons only possess power, Tyranids only possess requisition, and Daemons could have their own way of cheating if they get ahold of a power generator. Because of those three races, this idea could be met at its downfall.
However, if I could probably make a "story line" or something, saying that only the Imperium has the proper technology to sabotage and commandeer structures of other races, it could work. Yet again, ai wise, wtf. Is there any code I could use to make the Lord Destroyer ai for example possess a vehicle?
That's what I would like to do, but maybe more or less turn the vehicles in a way that the Dark Eldar "Crucible of Maledictum" ability does. Maybe not in control by the player, but at least it'll turn against the army tide.the beacon of the Void Dragon addon, allows the beacon to possess 1 enemy vehicle, no matter which one each... 300 seconds or something, and it will stay captured for as long as it remains in the ability range. and maybe... eventually at Tier V or something, allow it to be used on global scale! xD though I think that would be OP, but fun. xD
EDIT: Written down on the todo list.
no leave for those races who olread have it,i maybe once used that ability,only necron lord destroyer have this ability as i remember.
I wan't to say sorry to all my big brothers,especially brother Cylarne and brother Profman.I'm doing my job so bad because I need more time for study.I know that I haven't do anything yet for our team but can I have another change?I'll free in next month so I can do my job with my best.
-Little sister Setsuna
last week of school thank goodness!!!!
Former Play-tester/Beta tester for the APOC mod team.
The roar of engines, the recoil of cannons. That is where the true joy of battle lies
Last edited by Whiteshield; 25th May 11 at 9:45 AM.
What's this?! I didn't give you permission to reveal that to the crowd, remove it!
lol''And I jizzed, in, mah pants'' I mean, oops I wasn't supposed to see this. I am blind, this message does not exist. Do not look at it. Wait, you're still looking at it.
Last edited by Cylarne_04; 25th May 11 at 10:01 AM.
''And I jizzed, in, mah pants'' I mean, oops I wasn't supposed to see this. I am blind, this message does not exist. Do not look at it. Wait, you're still looking at it.
ahh crap. sorry dude didn't mean to show it, honest.
lol whitesheild fail
Before I forget, Melooo has Renegade Militia in his mod, REAL Renegade Militia (by that I don't mean the original guardsman models with "Renegade Militia" written on the UI", but Guardmen with Leather Masks and using the codex guardsman model setup, will you guys include that too?
Renegades? What of this atrocity? I'd actually much enjoy seeing those guys in the mod. Maybe with a better look to them, but it really gives the feel of Chaos 'Corruption'.
Renegades? I've heard that they are weak Chaos meatshields (Guardsmen). I don't see any point to them whilst we got Cultists. Titans however, those will be useful in the Apocalypse mod.
EDIT: Eh, why not? Sure I'll include Renegades.
I was wondering... would it be possible to include a troupe of harlequins (with a death jester and a troupe master) as an elite team for the Eldar? From my point of view, Eldar is the race most "neglected" by most, and would possibly be more intriguing with some harlequin reinforcements.
Moreover, Thudo and his team have made a great deal of progress concerning harlequins - a cooperation would make wonders.
Sorry if I was kinda off-topic, or even impolite by taking things for granted that were out of my jurisdiction.
Well. A lot of players impliment psykers into renegades, or fire support teams; like mortars or lascannons. But the basic renegade, with IG rules, is just another imperial gaurdsmen that looks fancy.
I second gambit. adding harlequins (well....their troupe) would make the Eldar slightly more interesting to play as. Relying more towards speed and illusions, ridiculously (but not too) expensive. I mean dude, they are clowns with weapons that can shred you to PIECES. How can you say no to that?
On the renegades, I think you should add them just for the heck of it. Maybe, you could add "corrupted" psykers to them. A slightly weaker version of the IG psyker.
THERE is a Chaos Psyker model you know
YEY!! Eldar improbemen! i alredy put that idea on pages before there are all arlequins troupes (mimes,arlequins,deathjesters,and even a solitarie) in Geberman´s SS Legions mod, and he alredy give the permison to use his resourses by this mod.. On other hand i think darkeldar should have them too, at least its code wise
For me just simple fix I will ask for the necron for example...
If is possible to add this
When the Necron Warrior reach the Maximun disruption field available, the range of the gauss flayer will be the same like the necrons immortals.
And Increase a few more the range of the weapons of the heavy detroyer,I still too close...T^T Beside the rate of fire take long ...so it's balanced i think
This is off subject-- I say so in all honesty, but I'm planning on buying the new Space Marine game that's coming out in September. Looks great, especially the fact that online features either chaos or loyalist SM that you can customize, from what I know. Looks nice, very nice.
On subject -- I second the eldar aswell. Harlequins make me laugh, for the moment before they shred my poor marines to ribbons. But then I hit them a couple times and they die. Sad fact about eldar: They die very easily if someone shoots at them.
Make sure you preorder from THQ to get Darksiders for free. I don't have the game, but if you do, then you'd be better off buying it on steam or that other site. Steam gives you the Blood Raven skin pack while the other site Space Wolves and Black Templars.
off topic again sorry rest of the team.....was the warhammer 40k movie good??
Ive been following this mod for some time. Ive just registered but Ive been checking the forums for quite some time. I have to say I really like the quality of all the mods here specially ultimate apocalypse. i have the opinion that the more units the better (obviously they have to be part of the codexes). Im for the inclusion of renegades as well as other units and other factions like Black Templars, Steel Legions, for example.
@Dante: That's enough off-topicness. The movie was... ok. There are other threads to post this stuff in ya know?
@Everyone who says MORE: The mod might become more buggier than ever and we shouldn't risk that just yet.
11 questions for the crowd.
@Dante - no it sucks ass. not worth 40 dollars (it was 40 dollars right?) they said the trailers were not using the final models. BUT THEY WERE. 1/3 of the movie is a walking scene.
@paradamed - Cylarne's right. My Dawn of War community mod took me like 4 years to compile and still there are plenty of bugs. SCAR, AI, etc.
@Cylarne - to make things easier for you, use the Cultist script in the AI in unitai thingy and copy the weapon ratings from the IG. Renegades would be a good T2 support unit.
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