Can you explain what you plan to do with tooltips? Oh and I suggest making a cumulative log abot balance![]()
Can you explain what you plan to do with tooltips? Oh and I suggest making a cumulative log abot balance![]()
zack fair now im talking just about three units repairing bug. Necrons are realy supposed to have stealth!
What i'm already doing with the .ucs files (which contain most of the tooltips) is to correct all typos and wrong references possible.
For example: The IG Leman Russ Conqueror's tooltip stated that it can be upgraded to the Vanquisher variant. Not anymore.
I'm also keeping a log of every single change i made, even minor changes like: Line 18122242: Erased an extra "s" (actual quote)
btw, I'm testing Necrons and i just saw something that got me to say "Mother of Emperor". Stealthed AEONIC ORB. It just lasts some seconds, but those seconds can feel like ages if you are fighting it. Just equip the Cloaking Generator Artifact on the Doomsday Phalanx and activate it near the Aeonic Orb. Then see your enemies RAGE upon their despair.
PS: I think i do not get a clear concept of what a "cumulative log abot balance" is. Is it a common (by everyone) log of stuff-that-could-use-correction?
edit: Necrons have stealth. But it's completely dependant on two units as far as i know. The Necron Lord can--- WE'RE ALL DOOMED. When Necron Lord has the Veil of Darkness artifact it... it can make... the invisi-Aeonic Orb. without any time limit.
the other unit is the Doomsday Phalanx + Cloaking Generator Artifact. requires activation and lasts for some seconds, but it's a legit stealthed titan.
Last edited by PsykoTenshi; 4th Sep 11 at 9:19 AM.
Necrons are supposed to be such powerful..However I didn't get the aeonic orb in a game..always finished before..For the cumulative log: Write an all-round log about your suggestions for balance. So it's easier to mod for hanov (he doesn't have to read informations spread between the various pages). Example: You wrote about balancing civs until DH. Write about every faction you did (just copy-paste from the previous pages) and not just abot IDH
Bug?
IDH Stromptroopers and Bodyguards if issued the attack-move command break their formations. Few go forward alone and it seems they cannot be killed. Can anyone actually confirm this bug? (This happened late-game)
Last edited by .:Zack Fair:.; 4th Sep 11 at 9:52 AM.
Ahhh. The "bug/imperfection report" gets up to the IDH and some stuff on the Necrons because i was testing the races in the order they are on the selection menu.
So i completely ignore what's needed to report about the Orks for example.
Of course Necrons are supposed to be powerful. But, the unit that's made to humiliate titans, stealthed?! That's gotta be OP.
Going to confirm the IDH infantry Bug in a few moments.
Here's all the stuff i found 'til now (elegantly copy-pasted from notepad. That's why words in CAPITALS and not in bold).
Spoiler
General:
-The Heavy flamers on vehicles are QUITE effective. It's most noticeable when equipping 4 or more Leman Russes with all sponsons/front flamers. Then is just a matter of getting them close to ANY unit/building (specially buildings)for a few moments. They EAT heavily fortified structures as snacks. It MAY be a balance issue, but it requires to know how to use it properly (basically how to not get the tanks blown up on the way).
-Squads that have more than one unit and can be repaired get only one of the units repaired, being no way to repair the other units in the squad. (bug found by BIG BEAST)
-When there are many vehicles (4 or more Leman Russes for example) standing by on a relative small area the sound of their engines "sums up" and gets LOUD. Personally i would love to get a solution to this.
-I'm quite sure that this is an imperfection on the game mechanics, but... When a unit is ordered to attack ground/use an instant effect targeted ability, and the unit is within range to do it but facing another way= It will start firing before aiming. This can be even catastrophic when using powerful units, be them the Stormblade firing a huge plasma ball to allied infantry, up to the Aeonic Orb wasting it's Solar Destructor by firing it to the wrong way (both happened to me).
Chaos:
-Plague Marine Champion, Raptor Aspiring Champion, Noise Marine Champion & Skull Champion tooltips state that they can be posssessed by the Bloodthirster, but they can't. I can't fix it with my knowledge right now.
-When the Bloodthirster is ready to be summoned on an Aspiring Champion or Commander, the wargear upgrades button for the Chaos Lord disappears.
-The GUO icon looks like a Necron Deceiver icon (but this has been like this since the GUO is in UA).
-I got the plasma pistol, but i couldn't get the daemonic lightning power claw for the Undivided Chaos Lord.
Dark Eldar:
-When the Shadow Superheavy tank enters the Dais' protective energy field, the Shadow's defense lowers from 2 to 1... shield thingies.
-At least it's intended to be this way, the Night Field researches do not affect the Shadow Superheavy tank's HP.
Eldar:
-The Farseer can (at least partially) combine Fortune and Focus. The resulting is always the power from Fortune + Entanglement and Mind War.
-The Revenant Titan can jump while using Eldritch Regeneration. The storm (with it's consequent damage) and the wraithbone fx stays where it started but the Titan (still inmobile) keeps regenerating where it landed from the jump.
-The Nightspinner isn't affected by the Farseer's cloacking (with Fortune).
-I believe that the Revenant Titan being able to get stealthed (with Farseer's Fortune research) is a bug, since an invisi-titan is kinda OP.
-Brightlance and Shuriken Support Platforms have markedly weaker armor compared to D-Cannon, Shadow Weaver and Vibro Cannon teams (indirectly thanks to BIG BEAST)
Imperial Guard:
-The Warhound Titan's Vulcan Mega-bolter muzzles are "invisible".
-The Hellhound main gun does no damage to heavily fortified structures.
-Leman Russ Conqueror isn't affected by the "Heroes" wincondition.
-When double clicking on Imperial Conscript Guardsmen it also selects "the other" Guardsmen. This doesn't happen the other way around.
-I believe that the limit for the IG superheavy tanks is bugged or something. while it says "Limit 3" when three have been deployed, they can only be deployed on the following combinations: 1 of each, or 2 of one and 1 of other (for example: 2 Baneblades and a Stormblade). Also, when having deployed 1 of each, if one is destroyed, only that same tank is available, instead of any.
DaemonHunters:
-Rhino missile has huge range and really good damage. It could be toned down a bit. Or not. But 4+ rhinos firing that at a same target should have a clear advantage vs most units, even some meele relic units, like the Bloodthirster.
-Daemonhunters can deploy FIVE Land Raiders (3 Land Raiders and 2 Crusaders), but they all got 5000 HP. In my opinion, it would be better if they were less with more HP.
-Naval Mega melta is cannot be used anywhere.
-Bodyguard squads reinforced with an Acolyte and near a Scholar squad with Exorcist will have their maximum morale switching from with and without bonus constantly.
-Maybe it's supposed to be like this, since it's four Multi Meltas + Hellguns... But just one squad of Bodyguards with all four weapon servitors with all upgrades is ultra-deadly.
-Four Stormtrooper Flamers are as effective vs heavily fortified buildings as four Stormtrooper Meltas. And the Meltas were quite effective.
-Grey Knight Terminators meele attack doesn't do ANY damage to heavily fortified buildings. I think it should.
-The Land Raider Crusade can hold three squads but the "normal" Land Raider can only hold two. But considering the size of the Grey Knights, two makes more sense.
-Support Dreadnought missiles are rather innacurate (therefore innefective), specially if compared with the ones the Rhino has.
-The Lascannon on the support dreadnought has lower range than the missile launcher, and when ordered to attack a target out of range, it will close only the distance needed to use the missiles. The same happens with the Plasma Cannon.
-I have shredded ANYTHING that walked (including commanders, even Tyranid Trygons) in a matter of seconds by massing Assault Dreadnoughts with Psycannons on ranged stance. Only vehicles and buildings are safe from this shooty psychic fury.
-I know it's part of the original Daemonhunters mod but... A Dreadnought... INSIDE a Land Raider. I'm not saying it's bad, but it's kinda bizarre. At least that would explain why the IDH Dreadnought is so small...
-Inquisition Tribunal requires both Inquisition Watch AND Librarium, while the other races require just one building to research Tier I.
-The Domus Astra Telephatica is Limited to one per HQ, which i find rather pointless since the Exterminatus Incipio is a global ability. So, this only limits Land Raider Production and mostly LR deepstriking capability.
-The Bodyguards still cost 30 power when the apocalypse has been researched. (notice that this is due to the "Elite Bodyguards" researches)
Necrons:
-The Doomsday Phalanx gets it's "escorts" on the way, and the formation get stuck on itself. This doesn't necessarily happen every time.
-Holy Terra. Stealthed AEONIC ORB. Both the Necron Lord (with Veil of Darkness artifact) and the Doomsday Phalanx (with Cloaking Generator Artifact) can make the Aeonic orb vanish from enemy sight. Now that's OP. (the Doomsday Phalanx is ability activated and lasts some seconds but the Necron Lord lasts as long as it doesn't get killed/away from the Orb)
-Global Resurrection, Greater Chronometron and Greater Veil of Darkness CAN be used at the same time. There's even a tooltip specifying to remind the modder (Cylarne?) to fix this.
That's it for now.
Edit: Couldn't replicate IDH infantry bug. Do you remember which leaders they had been reinforced with? Maybe it has something to do with that bug thing.
Tried Bodyguards with an acolyte and 3 weapon servitors, and Stormtroopers with leader & 4 plasma guns on a saved game with 1 hour 50 min progress. Still nothing. Maybe it was some exception-ish thing?
Last edited by PsykoTenshi; 4th Sep 11 at 12:33 PM.
IIRC an acolyte and 3 weapon servitors..For the storm troopers the general and 4 plasma guns...It could have happened cause of scholars' members' protective aura, but they were away, not close to that members.
Last edited by .:Zack Fair:.; 4th Sep 11 at 11:28 AM.
ok, Two things:
The XV88 Broadside has had a weird animation bug that makes the hand, or missile pods, go up to his face. this has been in the mod for quite some time, is it really that hard to fix?
And secondly, when I tried to use the Necrons super attack (big green laser blast) and didn't have enough power, it says something about the ork super bomb attack.
The mind is like a parachute. It doesn’t work unless it’s open.
@PsykoTenshi:
I tried your link (900 or so megs), extracted files to Soulstorm, overwriting and stuff, and still nothing; XP2 & XXP1 will fail to activate.
I have Tyranids mod installed, as well as Daemon/Inquisition/whatever the fuck it's called mod.
DoW Pro, CornCobMod, Fuggles Survival and Random Win Conditions are also installed. They all work fine.
But so does Apocalypse Mod and XP1! They're fuckin' really cool!. I wish I could play the others though!!
Destroy to create. All for the hunt to dominate.
![]()
I think that may be your problem.overwriting and stuff,
The recommended installation (for a full pack version) is to erase the all four Apocalypse folders and four .module files, and then paste the new ones.
If XP2 and XXP1 still don't work after that, the reason goes beyond my knowledge.
I've deleted the previous files (4 folders and modules) and extracted the files from the newer download link (900 megs or so) to my game directory. All of the files transferred successfully except for Apocalypse_XXP1\data\scar\winconditions. XP2 and XXP1 still will not activate successfully.
If you do have Tyranids mod 0.45 for Soulstorm and the IDH mod beta 2 with it's included "objective_points" thing on your Soulstorm directory... I don't know.
Just checked the directory "Apocalypse_XXP1\data\scar\winconditions" and it's an empty folder, you can create it yourself if you need it.
in TT the crusader are able to transport more space marines/grey knights/termies than regular land raiders so i think this was done on purpose to represent that.The Land Raider Crusade can hold three squads but the "normal" Land Raider can only hold two. But considering the size of the Grey Knights, two makes more sense.
The Melta gun for IG has a worthless dmg compared to the Melta gun of the inquisitorial storm troopers. Should modified to be somewhat on the same level (maybe have stormtroopers higher anyway to represent their skill compared to the reg guardsmen).
Last edited by zervostyrd; 5th Sep 11 at 2:20 AM.
Ohhh. I have only played the videogames so i have no idea of how the tabletop rules are. Just out of curiosity, Land Raiders can also transport Dreadnoughts in tabletop? They can in the IDH mod (just one dread per LR, but still is a vehicle in a vehicle, so you can roll while you roll... sorry, couldn't help it.)
Regular! That's the word i was looking for! Spanish is my native language so...
I'm not sure about dreadnoughts. though i dont think thats possible sounds really wierdMaybe someones mistake or something
as said sounds really wierd...
I believe it's on purpose. It's on the tooltips and everything:
But i do agree with you, it's really weird.16021340 Land Raider Crusader
16021344 - Can transport several Grey Knights units.
16021345 - Can embark Terminators and Dreadnoughts.
aw, right, the tabulation spaces don't show up...
Well, if it doesn't work... could you post the Warnings.log file here? your error should be displayed there.
land raiders should definitely not be able to carry dreadnoughts - the only thing that can without going into Imperial Armour units is the Stormraven
is it right? IDH drednouhgt cant be posses by necrons.
I figured the problem out. I had the DC IDH mod instead of SS beta 2. Everything works now. This mod is fucking awesome!
Now that you got that problem solved you may want to install the Steel Legions SS mod, and add this line at the end on the XP2's .module file (you can open it with notepad).
Steel Legion, for a total of Twelve races. It works flawlessly for me, and despite different unit limits they're well balanced (not OP, not UP).RequiredMod.6 = steel_legions_ss
It should? work on XXP1, but i never tried, i only played Apocalypse and XP2 so far.
Definitely loving the Necrons after playing this mod. Pylons, Doom Phalanxes, and the uber-sexy Aeonic Orb.
Also definitely going to collect them when they come out later in the year, and once my Salamanders are further along.
I found bug on necrons Essence of the Deceiver .when he posses infantry with attached commander,I can detach commander. then commander is all time with necrons.
Aeonic orb should cost less looking at 1.6.535 changelog..Look at the regeneration nerf also![]()
Last edited by .:Zack Fair:.; 8th Sep 11 at 5:01 AM.
Can you add to deceiver monolith mirage because this one of most unique deceiver ability
Last edited by dowman; 7th Sep 11 at 10:05 AM.
The tooltip wasn't lieing about the Aeonic Orb's destructive death. I tested it last night and detonated three of them at once. Wiped out one whole AI player!!
Now onto some requests. If any of these cannot be done or are already present, then just disregard them:
[Chaos]
Reaver Titan, Brass Scorpion, Blood Slaughterer, Blight Drone, Sonic Dreadnought,
[Eldar]
Phantom Titan, Wraithseer, Shadow Spectres, Lynx, Wasp Assault Walker, Warp Hunter, Hornet, Avatar spear upgrade
[Tau]
XV9 (all configs), Tigershark AX10, Knarloc Riders, Heavy Gun Drones, Remora Drones, Piranha TX42, Tetra Scouts
[Imperial Guard]
Elysian Tuaros Assault Vehicle, Tallarn Rough Riders, Praetor Armoured Assault Launcher, Crassus Armoured Assault Transport, Malcador Infernus, Macharius Heavy Tank (many big weapons), Valdor Tank Hunter, Hades Breaching Drill
[Orks]
Meka Dread, Grot Mega Tank, Ork Battlewagon w/Lifta Dropper, Ork Stompa, Chinrok Warcopta
[Tyranids]
Hierophant Bio Titan, Barbed and Scythed Hierodules, Hive Guard, Pyrovore, Tervigon, Tyrannofex, Swarmlord, Old One Eye, Tyrant Guard, Venomthrope
[Dark Eldar]
Reaper, Raven Fighter, Lhamaean, Sslyth, Medusae, Ur-Ghul, Wracks, Grotesque, Scourges, Beastmaster (with various beasts to choose from), Talos Pain Engine, Cronos Parasite Engine, Razorwing Jetfighter, Ravager
[Grey Knights/Inquisition]
Paladins, Purifiers, Strike/Interceptor Squad, Nemesis Dreadknight, Stormraven Gunship
[Space Marines]
Reaver Titan, Land Raider Achilles
@ ShasVa
The following units are already in the mod:
-Chaos: Brass Scorpion.
-Eldar: Wraithseer (the Wraithguard can reinforce with a "warlock", i hope that suffices).
-Tau (they aren't in this mod, but they're already in others, they could get permission for a future release): Knarloc Riders, Tetra Scouts.
I want a Macharius too... but nobody's done one afaik...
-Orks: Ork Stompa (Kustim Stompa in-game, i think i remember the devs commenting about upgrading that model).
-Dark Eldar: Reaper. And the Raven, Scourges, Talos, and Ravager were in-game since vanilla Soulstorm! There's also Warp Beasts with a Beast Master squad leader, not the same, but it's something.
-Inquisition (on XP2/XXP1 only): I remember some Dreadknight 3d rendering several pages back... someday... we'll have mechs in w40k!
Nothing else. Just letting you know you don't have to wait for those.
PS: -Space Marines: I saw (ages ago) a pic where a Warhound (in-game), a Reaver and even an Warlord can be seen in development. So my guess is that we'll have to be patient for the Reaver and... the Warlord.
@ demetrius: (drools)....... ...ah! Yeah, is that one. Are you making it?
@ people: Should I change my location info to "Most probably, creeping/stalking (choose one) the Ultimate Apocalypse mod thread"? lol, I'm a stalker.
Last edited by PsykoTenshi; 8th Sep 11 at 4:58 AM.
I assumed he's very busy (?). idk.
Whoa, 20+ guests on this thread.
Hi,guys.Im back to play this mod once again.
So,the Mark of Tzeentch restriction is removed in XP2,but why is it not in XP1 and XXP1?
Last edited by Chaosbringer; 8th Sep 11 at 6:25 AM.
where is void dragon updates? Pictures or something
@ Chaosbringer
If you're using hanov's version, he said that he didn't support XP1 nor XXP1 a couple of pages back. So i'm guessing he didn't make any changes on those.
@ kirbanator
from page 47:Sorry, it looks more like it was decided not to add them (the devs have the final word, though).(Apocalypse) I think Krronus said no to traitor guardsmen, not that this would be a good idea because imo it would be redundant due to the fact you may as well play as guardsmen if you want to use their large numbers of them and Chaos already have cultists that cover that area and even act, in a fashion similiar (large numbers, low hp, grenade launchers) to them.
(ProfMan96) @kirbanator : (In my point of view) traitor guardsmen are useless. You already have cultists as your sacrifices.![]()
If you're interested in my opinion, it will also require new voices for the chaosy Guardsmen, at least you're okay with them saying: "For the Emperor, you will have it!" and other loyalist lines.![]()
Last edited by PsykoTenshi; 9th Sep 11 at 4:05 AM.
Got a question. Are traitor guardsmen being added for chaos? I thought that it was decided to add them.
The best version right now (in my opinion) is hanov's, since it addresses some flaws on the latest "official" version. But seemingly it only covers Apocalypse "standard" and XP2.
Hello guys!
After my two week long absence from the forum i just wanted to bring you up-to-date what's going on in my modelling section. I might been away but i've been not idling at all! But honestly i didn't managed to make all the units i had on my shedule but i think that 4 out of 6 is a fair deal uh? So enough spoken let us get things started!
For all Ork lovers out there who dare to have more units i provide you first of all (To start with the smalles Unit i've made you see where the scale goes?)
The LIFTA DROPPA!
If that ain't enough for your Orky dare for biggah boom i provide you a lil' bit biggah tool for deztruction:
The STOMPA (Remade, honestly...!)!
I think that one should let beat your heart faster!
Of course i've made also some toys for the servants of the mighty emperor who all thought yet that a Warhound is not enough. So i give you:
THE REAVER TITAN!
And in the case that you belong to those people for whom the reaver is just i tiny toy i present you the next stage of god machines for the Emperor. So for all those the Reaver ain't big enough comes the:
WARLORD TITAN!! BEWARE!! (WARNING: I can't make promises that such a huge unit might do it in-game by 100% so don't be dissappointed if teh engine Limits us, but we're looking for smart "workarounds")
Else enjoy the tool for utter imperial desctruction
If you still think that this is too small then... i can't help you anymore.
That's all i've been doing the last two weeks and i hope i was able to satisfy you lads. Please leave suggestions and ideas as the models still need refinement and optimisation. The Polycount is by the way for every unit fo the list ranging from 8.000 To 10.000 in total including the Weapon options i hope that i can reduce it furthermore.
And finally for all those asking for the Void Dragon, The Tomb Stalker and the Triolith. I havent't worked on the Tomb Stalker and Void Dragon both yet as the Triolith is almost ready. It's just a pain adding all the nifty little effects and condition within the OE as it unfortunately lacks several comfort functions. But it'll make it's way into the Mod on the one or other way for sure. The Void Dragon though needs some complete tweaking as it refuses to get exported at all. The Tomb Stalker is another problem yet. I've got some problems with the style i wanna animate it and i need to make a new rig for it as the old one obviously sucks badly. The other part is that i still have to texture it which is honestly spoken not my best discipline. I hope someone from the forums or my team might texture it someday or i get it managed to texture actually ^^.
So a huge wall of text from me and i hope that you can still have a nice day
-Cosmocrat![]()
(girly squeal) AWSOME, Cosmocrat! So much that doesn't even need me to spell "awesome" right.
And that Ork Stompa looks specially menacing! Proppa orky stuff.
A comment on the Reaver: It has been said, long time ago, that the reaver "needs" to have its legs separated, in a non parallel way. My deepest apologies if you were already planning on doing that and I'm just being annoying.
A Warlord would be... picture Homer Simpson while he's in one of his "donuts..." moments. That's me right now.
Now that I think of it, I'm kinda curious of how the lifta droppa works and how it's going to be implemented in-game...
I am impressed, I never expected to see such effort from the fansyou guys never cease to amaze me. Keep up the good work to all of you working on the mod. Let's hope you can keep the fans happy while the "Boss Man" gets his gears together and work on the NEW APOCALYPSE mod version
. Until that day comes, however, it is your responsibility (well, actually it isn't but...you get the point) to keep this mod going
@Cosmocrat : I WILL NOT say anything about the new models...simply, I think this emocon fits my feelings(VERY well done, old friend. Nice to see you've been busy bringing more EPICNESS)
Profman96 (High Primary mod tester) - joined 12/24/10
Proudly apocalyptic
http://forums.relicnews.com/showthre...elease-2-15-11
NOW RECRUITING. PM ME OR MOD LEADERS FOR MORE INFORMATION.
http://warhammerfanfiction.blogspot.com/
NOW BACK UP AND KICKING! BETTER STORIES AND MORE KICK ASS TRIBUTES TO COME
![]()
wow awesome units!when do you think units already be finished?i cant wait!cosmocrat you're awesome.
I really think the new models are amazing, but I'm disappointed about the titans..Right now the mod is balanced, it makes no sense to have another tier..More the units will become bigger and bigger..Am I the only one who think that?
good job cosmocrat,power of textures,power of textures.
1 LIFTA DROPPA-excellent
2 STOMPA-excellent dont no for others,but i like more ranged stompa,i like mostly this version
3 REAVER TITAN-excellent
4 WARLORD TITAN-excellent,i assume u used this version for third picture,like mostly that version??i can send you my but is 30k big,why we dont put same size for all titans???
http://www.mytoptrailer.com/action/s...1FQ&exp=111011
invictus titan
will we have the option to choose version of weapons for stompa(melee+ranged,2 melles,2 ranged) and warlord titan??
Last edited by demetrius; 11th Sep 11 at 12:56 PM.
wait a min is the new stompa and titan released? im way behind been busy for the last 2 or so months pls update me![]()
'You have ruled this galaxy for ten thousand years, yet have little of account to show for your efforts. Such failure must be as depressing to bear as it is pathetic to behold.'
- Imotekh the Stormlord to Marshal Helbrecht during the battle for Schrodinger VII
That's just... ... ... APOCALYPTIC!!!
Lol... "Thank the Machine god"... is funny that the machine god is the same as the Void Dragon.(or am I wrong?)
OMG..Dark Reaper are disgusting! They do the same damage as upgraded fire warriors, they don't require setup time, they shoot continuosly and their range double tau fire warriors..Shouldn't tau be the strongest ranged faction?
Do not suggest to use kroot (even with leap they cannot reach the target..and vespids are less but still useless)
.:Zack Fair:. What are you saying.Dark eldar dont have a lot of powerful ranged weapon units.Reaper not effective agains vehicles.
For now dark eldar are realy balanced
I think he's talking about their craftworld cousins.
Im sorry but i must ask how will the lifta droppa function game wise like how exactly will it work?
Will the player command it to attack an enemy vehicle and that unit is instantly destroyed?
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