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Ultimate Apocalypse - 1.72.5 Released!

  1. #2801
    very very good,questions

    1where is his head??
    2wil you add that weapon on his back???

  2. #2802

    It gets better and better!!!

    Ah,
    wil you add that weapon on his back???
    ^^ Good point.



    This is HUGE!

    All thanks to Thudmeizer, the guy you all know and love has spent his good heart and soul making the Daemons ai possible. Without Thudmeizer, the Daemons ai could be wimpy or even not finished. All thanks to Thudmeizer, Daemons have ai.

    The Daemons ai is more epic than I ever hoped to imagine. They are tough like they are supposed to be, and they do everything like a normal player would. Spawning the creatures from the Warp, the Daemons truly lay waste to all who oppose them, except a selected few.

    Everything seems to be perfect and now with the ai, the Daemons are truly bad ass, and you know... EPIC. AI seems to be 100% done, and amazing. Code is more like 95% done and little patching is left to resolve. The only major thing left to do, is testing them over and over again, and making their very own art.

    One day, the Daemons race will be in play. I can feel it.
    Last edited by Cylarne_04; 14th Jun 11 at 12:54 PM.
    Mods In Progress: Ultimate Apocalypse | Daemons Mod

    Beware, my Ultimate Apocalypticinator!

  3. #2803
    Resident AI guy thudmeizer's Avatar
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    I'll be around for tech support if need be.

    I was truly impressed with the Daemons' gameplay and unique ideas. Croax would be interested in trying them out as his Daemons mod started in closed beta back in '07 (which I wrote AI for also).

    Hopefully, the Apocalypse will clean up all the other little console and *message.txt error messages which can be easily debugged to make a truly CLEAN project.

    As mentioned, I'll be around to offer help.

  4. #2804
    question reguarding all races AI,i saw the ai build his mashine pits in corners fo map,he build units but they are blocked by the machine pit and surounding buildings and AI dont no to delete machine pit and release vehicles,can this be fixed??

  5. #2805
    Resident AI guy thudmeizer's Avatar
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    Nope.. DoW1 AI will never be able to delete buildings or intelligently jump-out from an enclosed confining spot (well the jump out can happen if threatened but we've had issues way back on this so if a jump-capable unit gets stuck its not smart enough to jump to a safe place).

    Yeah DoW1 AI can get stuck thats why there is a buffer between buildings so they don't get stuck. Apocalypse mod disallows buffers so you see massive cramming/tearing of buildings sandwiched soo close to another

  6. #2806
    Wait. Not necessarily. Buildings get crammed, yes, but vehicles and units seem to be "on the move" far better I see. I mean, a 2m extra no build buffer is too wide to place about already and them vehicles basically get placed inside the buffer while the 1m extra no build for the rest of the buildings surrounds the vehicle building all the time back before Apocalypse era which I played, and are too thin for the vehicles to get through, hense stuck.

    0 build buffer: Bigger space, more room to place things and infantry + vehicles get relocated to a different spot anyway if a building blocks a spawning point. All other games are like this, all except DOW which I've seen. Rescaling vehicles is no problem too.

    Ai is dumb. Lol

  7. #2807
    Resident AI guy thudmeizer's Avatar
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    Its not a big deal but when testing all the Apoc AIs over this week of dev-crunching your amazing project I did notice a bit of cramming of AI units (mostly back @ HQ area). Its not major of course but keep up testing everything boy-os.. PS. Apoc has the MOST and some of the absolute UBER SUPERWEAPON explosions ever seen in DoW1! Woop!

  8. #2808
    Lol true. Yeah I hate that sometimes. But what can anyone do? It is RTS... disappointment? (Can't think of a good word)

    PS: Yeah use that against the Orb if you encounter it.

  9. #2809
    Member RevanFan's Avatar
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    Whenever the AI uses the Tyranids, the bigger units (Trygon, Carnifex, etc.) always get stuck in between buildings and can never move after spawning. I assume this can't be fixed?
    Go DeMarcus Ware!!!
    Go 'Nids!!!

  10. #2810
    It's head is that small guy in the middle of the main part.(bad description, I know)

  11. #2811
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    I just needed to say thanks, to all they guys behind this great mod.
    Thudo is now a paragon modder for DOW, and I think he deserves gratitude from all the community.
    Thanks again guys!!!

    P.S. Cylarne, your effort is unparalleled. Keep up.
    -In search of Papasmurf...

  12. #2812
    Could I make one small request?

    If you deploy an Ultimate Superweapon at the end of the game to finish off the last remnants of resistance, the game pretty much ends as soon as the last unit is destroyed and you can miss out on some of the amazing FX. Would it be possible to allow the game to continue a little longer so we can savour the FX (and victory) a little more?

    All efforts appreciated!

  13. #2813
    Resident AI guy thudmeizer's Avatar
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    Whenever the AI uses the Tyranids, the bigger units (Trygon, Carnifex, etc.) always get stuck in between buildings and can never move after spawning. I assume this can't be fixed?
    Nope. That would very unlikely happen in vanilla DoW1 but thats because there are few choke points to cause this especially with enough space between buildings. I'm sure it doesn't happen often in Apoc but it can if a) a unit spawned is massive and stuck in-between buildings where not enough movable space exists and b) other units are then created stuck in behind it.

    @Gambit -- at yours and the community's service, always.

  14. #2814
    Member RevanFan's Avatar
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    I just noticed that the Tyranid Hive Nodes are invisible for me. You can only see a faint outline. I'll play through further and see what happens, but I know it's not supposed to be like that.

  15. #2815
    Member Tyrantarmy6's Avatar
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    well, about units getting stuck between buildings. what I always find very amuzing, is how stupid the AI is. I play with Titan Wars on... the orks are my allies. (for exemple) they won't move the Squiggoth in the beginning, and then start building all around him! xD and I also like the Fex's sinc-kill! Psycic!!! killing and lots of blood, and he just looks at it! xD

  16. #2816
    Well, i wouldnt call the ai "stupid" exactly considering how it has improved with this mod and even the original dow ai is great compared to the shit we get in DOWII. Also, is it possible to make squads spread out a bit more instead of taking that dumb 3 by 3 box formation ( if squad has 9 ppl) or some other kind of machinegunbait? Im planning to do a mod and if it is possible, the mod would be much better.
    --
    MY FACE IS MY SHIELD!
    MY URINE IS MY SWORD!!

  17. #2817
    Resident AI guy thudmeizer's Avatar
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    Considering how much time we INVESTED since, oh, 2004, on DoW1 AI developed thats kinda 'loaded' calling the Adv. AI "stupid". You will never fathom the no. of man hours of testing and tweaking the Adv. AI has done collectively (and THATS JUST on vanilla factions and doesn't even come close to the work done on customized single factions AND then 10+ balance mods over the years).

  18. #2818
    Ur talking to him right? Bcuz i was defending ur mod.

    ----------

    also, is it possible to make squads spread out a bit more instead of taking that dumb 3 by 3 box formation ( if squad has 9 ppl) or some other kind of machinegunbait?

  19. #2819
    Resident AI guy thudmeizer's Avatar
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    Mostly Tyranny.. just trying to put dev work and testing in perspective.

  20. #2820
    Also, are you guys gonna mod dow2 ai? Or keep doing dow1?

  21. #2821
    Resident AI guy thudmeizer's Avatar
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    DoW1 for now. I might just wait til 2013 when DoW3 arrives to make a determination then. Frr now. DoW1 has much left to do.

  22. #2822
    Member Tyrantarmy6's Avatar
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    I don't mean that the AI is stupid at all. I just say that it is funny to see how it does a stupid action of closing their own units in between buildings. xD

  23. #2823
    I have an issue with the Tau that I thinkshould be looked at. The walls are too big and I cant find a map where I can place them strategicaly unlike the other walls which are just the right side. Also the *90 rotation wont work unless you try and connect it to another wall which is near impossible in most maps.

  24. #2824
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    Greetings. I had a problem with the AI playing with demon hunters against chaos (severe error scar AI) or something. I've also noticed that the AI on easy mode does not produce vehicles, units relic ... and that I put it to the AI control panel. My game is in Spanish. Is it possible to affect the language mod? Sorry my English

  25. #2825
    Yeah Tau Walls are bugged. It has to be reworked.

    I think Cosmo or Tyrant knows the solution to METAL GOD's problem. I think you have to put the English.ucs files from Apocalypse/locale into whatever language you use. As for the Easy ai, I'll re-fix it. They actually don't gather a lot of resources at all. And for the Fatal SCAR Error, I think that issue will be resolved in 1.62.52 coming soon too. Thanks for mentioning.

    Question I got to ask: Why play on Easy?

  26. #2826
    Member Arkagunner328's Avatar
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    2 things: 1 most important: PLS DONT GET RID ON INSTALLER FOR MOD! i dont know how to work zip and all that..........2: COULD SOMEONE PLS GIVE ME THE LINK TO THE DAEMONHUNTERS? pls? pretty pls with a cherry on top?

  27. #2827
    PLS DONT GET RID ON INSTALLER FOR MOD! i dont know how to work zip and all that
    @ArkaGunner: Dude, we have to. You will find that my (Krronus's) installation instructions are quite useful. Apparently not useful when that installer came along unfortunately, getting everybody lost in the dark with XP2.

    Link to Daemonhunters

    Again, a link is already there in the XP2 requirements.txt in the main SS folder.

  28. #2828
    Why get rid of the installer now?

  29. #2829
    Cmon guys, it is so easy to unzip files and then copy and paste them. If you dont know how to do it wont take more than 5 minutes learning it.

  30. #2830
    Member RevanFan's Avatar
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    I've known how to unzip since I was 4 years old. Trust paradamed, it's quite easy to learn.

    I thought the installer was convenient, but if you have to go back to unzipping, I don't mind.

  31. #2831
    I don't mind unzipping, I'm just lazy

  32. #2832
    1.62.52 patch new updates will be shown in-thread tomorrow. Lots of new changes, and lots of bugs were removed. Some things were cleaned as well from the error log like nil .ucs text and so fourth.

    The installer will be kept for version 1.61.51, but when moving onto 1.62.52, the installer will be forgotten because of XP2 installation difficulty, my personal inside files like bonus features, readmes and XP2 requirement.txt unorganized and scattered within the DOW SS: Folder, and finally manual install. I like the installer a lot but it is limited for this mod.

    Unfortunately/fortunately (Depending on how you look at it), 1.62.52 will be the final (hopefully) full release. Bugs will occur and remain unfixed because of needed file deletion if only a patch was released. Expect the "patch" very soon.

  33. #2833
    Cylarne_04: Ok so by final full release do you mean downloading a whole 400mb file again? Or did you imply something else? I have a mobile hub so I usually go to a internet lounge for faster and free internet use for big downloads. Will this patch be a small or large download? What did you mean by bugs will remain unfixed because of needed file deletion?

    Oh I forgot to ask if there could be some way to have the "hardcore" opthion in skirmish activated in the campaign mode. After playing hardcore I just dont find regular gameplay to be as fun or realistic. I love how tanks blow up after 2-3 direct hits by a shell or infantry die in one shot.
    Last edited by Savako; 17th Jun 11 at 12:34 AM.

  34. #2834
    Member Tyrantarmy6's Avatar
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    Wait... no installer for the patch? but that means (if I'm correct) that everyone needs to put the files in mod folders like for exemple data\ebps...etc. won't that cause even more difficulties and missunderstandings? If so, then that would be much more work. except of course you can find a way to keep it easy. xD

  35. #2835
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    Cylarne_04. OK. Thanks for taking a look at the AI. With the 1.62.52 Will Be the final. You mean the end of the progress of the mod? I thought the mod would have included the four greater demons of chaos. In any case it is a great mod. That the blessing of the dark gods be with you.

  36. #2836
    METAL GOD: I dont think he meant the end of pregression. Possible something else to do with the installation because if it is then his post on the first page wasnt correct. He stated a that they would create a load of small patches which add units and fix bugs while the final version is being worked out.

  37. #2837
    Wait... no installer for the patch? but that means (if I'm correct) that everyone needs to put the files in mod folders like for exemple data\ebps...etc. won't that cause even more difficulties and missunderstandings?
    Tyrant? Seriously?

    I mean this is the final Complete Collection, 1.62.52 will again be a Complete Collection, after that we hope to have it short and simple with like a mb download . New list is comming up, just let me reorganize here...

    I THINK the patch should be done in... 3-4 days?

    Quote Originally Posted by Savako
    I dont think he meant the end of pregression. Possible something else to do with the installation because if it is then his post on the first page wasnt correct. He stated a that they would create a load of small patches which add units and fix bugs while the final version is being worked out.
    That is correct, the mod is not going dead. After this it will be a definite small patch for here on out... (I so hope, and sort of guarantee)

    Quote Originally Posted by Savako
    What did you mean by "bugs will remain unfixed because of needed file deletion"?
    further read......
    Quote Originally Posted by Me
    deletion if only a patch was released.
    Meaning bugs will be in the mod probably noted if only a patch was released. I need to delete files to fix the problem.

    Oh I forgot to ask if there could be some way to have the "hardcore" opthion in skirmish activated in the campaign mode. After playing hardcore I just dont find regular gameplay to be as fun or realistic. I love how tanks blow up after 2-3 direct hits by a shell or infantry die in one shot.
    Yeah, that's my usual win condition too. Except if you enable it in campaign, there is no on or off switch like in skirmish.

  38. #2838
    Maybe you could send me the version with hardcore mode activated in the campaign. Sort of a seperate version of the mod just so it makes the campaign more realistic and fun. Im just throwing it out there see if you could :P?

  39. #2839
    Member Arkagunner328's Avatar
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    dude 1 tomb stalker is going to be in it right? 2 i need a vivid description of how to zip and unzip and all that crap im not good with comps thats y i like installer

  40. Forum Subscriber  #2840
    Greymane pack-father Lleman's Avatar
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    We look to the heavens so that one day our children may look back towards home.

  41. #2841
    Member Arkagunner328's Avatar
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    LOL THANKS

  42. #2842
    Member Arkagunner328's Avatar
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    ahhh it didnt work and how the hell is daemonhunters supposed to work i sound like an idiot but i do everything and it wont work

  43. #2843
    Global Changes:
    - All ultimate superweapons are remade and awesome(r).
    - Starting Army win condition will be rebalanced for XP1 and XP2.
    - Defensive Wall hitpoints decreased.
    - All armor types will be defined in the unit selection grid correctly. (Infantry, Elite Infantry, Armored Vehicle, etc.)
    - New bonus upcoming footage of Daemons race.

    Chaos Changes:
    - Brass Scorpion will be involved in patch.
    - Great Unclean One Fatal ai SCAR error will be fixed.

    Dark Eldar Changes:
    - Haemonculus will be equipped with 6 abilities and all abilities are fixed.
    - Slave Cannibalizer removed.
    - Soul Harvest ability position set to slot 2.

    Eldar Changes:
    - Autarch textures fixed.

    Guard Changes:
    - Kasrkin Leaders with helmets will be set.
    - IG General in XP2 on move click will not beep and is fixed.

    Necron Changes:
    - Doomsday Necron Warrior research removed.
    - Necron ai will spawn less attack scarabs.

    Ork Changes:
    - Ork Main Menu music fixed.

    Sisters Changes:
    - Living Saint research drastically increases the health of the Living Saint.

    Space Marine Changes:
    - Vortex Grenades removed completely.
    - The Chapter Master will be definitely improved.
    - Space Marine ai will spawn less Razorbacks.
    - Force Commander Melta Gun will be fixed.
    - Assault Marines weakened to Raptor challenge rating, but no longer requires armory and squad cap = 2.
    - Vanguard Veterans were strengthened.

    Tau:
    - Tau battlesuit damage rebalanced.
    - Tau leaders fixed.
    - Tau Fusion Guns will actually damage vehicles and structures.
    - Arka Ion Cannon limit will be increased to two.
    - Arka Cannon will be set with new add-ons and toys.
    - Drones will be more expensive.

    Tyranids:
    - Absent sounds for Tyranid units and structures will be present.
    - All Tyranid structures will be equipped with Tyranoformation (Corruption fx).

    Daemonhunters:

    Daemons:
    N/A

  44. #2844
    Those are all great but did you figure which new unit will be used yet?

  45. #2845
    *sigh*
    Quote Originally Posted by Me
    Chaos Changes:
    - Brass Scorpion will be involved in patch.
    - Great Unclean One Fatal ai SCAR error will be fixed.
    Savako, expect your own personal campaign change in a pm soon...

    EDIT: Here click this for if you want the campaign on the hard core mod.

    Quote Originally Posted by Savako
    Thanks a bunch Cylarne_04 you didnt have to change the campaign for me which makes me very grateful .
    Ah, don't mention it, I was editing the campaign anyways.

    btw, I screwed pming just to let you know.

    Hardcore mod for campaign above everyone ^^. Patch is still comming soon.
    Last edited by Cylarne_04; 17th Jun 11 at 10:20 PM.

  46. #2846
    Thanks a bunch Cylarne_04 you didnt have to change the campaign for me which makes me very grateful . Also I must've confused the brass scorpion for the scorpion involved with dark eldar my bad lol.

    I just tried the hardcore campaign and it works. I can enjoy the thrill I get playing in skirmish in campaing now.
    Last edited by Savako; 17th Jun 11 at 11:01 PM.

  47. #2847
    With this new patch being released, will all required separate mods (WH, Steel legion [included?], Nids) be included in the download?

  48. #2848
    @Lleman

    lol xD

    @Cylarne04

    Will there still be an XP1/2 in the latest version or can u combine them?

  49. #2849
    Member ImperialShield's Avatar
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    Cylarne_04

    Will the new Tau battelsuits and Dark Eldar super heavy be included?

    Thanks
    When fighting for their homes and loved ones, the meekest civilian will stand their ground like a Terminator.......

  50. #2850
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    Cylarne_04: (Question I got to ask: Why play on Easy?) In my house I do not have internet so I usually play against multiple enemies. At other levels of difficulty to play against several enemies is really difficult, at least for me

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