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Ultimate Apocalypse - 1.72.5 Released!

  1. #3701
    Member BIG BEAST's Avatar
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    leman russ
    burp.you realy do this?nooooooo!!!

  2. #3702
    Member dowman's Avatar
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    hanov:I think you will make good mod but you mod going to be not apocayptic.
    Ultimate Apocalypse mod is great because it has a lot of units it is realy apocalyptic mod.

    Apocalypse battles are amazing and mad!

  3. #3703
    Member BIG BEAST's Avatar
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    its no chanches to survive when capture can just commanders and raiders.And less units?what is that?!no hanov no this is not apocalypse!I think you going to wrong way hanov.

  4. #3704
    Member Tyrantarmy6's Avatar
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    @Hanov: well, I agree with them. Changing the purpose of every single unit like that, and above all removing units is not how the apocalypse works! There is only 1 completely useless unit in my opinion... the necron flying scarabs! they will be replaced if it comes to me, but I would never remove any other units, unless there soooo buggy that they have to be removed.
    These changes would completely change the entire gameplay of this mod. If you want to include this, I'd suggest that you make this a wincondition so that players can choose if they want this on or not. except for the important changes which have to be done of course. ... If there are any.

  5. #3705
    I agree with the others. There's specified in LUA of modifications of Apocalypse that you cannot completely revamp the mod..The idea is interesting...But it would be like playing a new game, not playing apocalypse anymore.

    Maybe you can make that as a wincondition or as optional thing..Like XP2 is normal and XP1 (don't think is used by anyone) is like you said. Because surely your idea is good and I would like to try that out...But I want to play also apocalypse

  6. #3706
    The best solution would be that you(Hanov) create this as a separate expansion of the Apocalypse mod like how the Apocalypse Mod included The Apocalypse Mod with New Races and also the default Apocalypse Mod. So there would be 3 versions packaged into the future build of the Apocalypse Mod eg:Vanilla Apocalypse,New Races Apocalypse and Competitive Multiplayer Apocalypse.

  7. #3707
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    Well hold on a minute. Let's be patient and let Hanov release the mod. Everyone can judge it from there. I don't think Cylarne would appreciate put downs on a guy who is willing to improve 1.62 for the crowd.

    Quote Originally Posted by Tyrantarmy
    There is only 1 completely useless unit in my opinion... the necron flying scarabs!
    I wouldn't say useless though, even though they don't do crap except attack air units ONLY and get stuck everywhere. However! They make an excellent distraction like the Deceiver and like all other aircraft, they can scout out an entire map with their jump ability. I like to just build them, jump them directly into an enemy base or critical position and sacrifice them to see what's going on over here or there.
    Last edited by ProfessorGenius; 18th Sep 11 at 8:59 AM.

  8. #3708
    we're just saying that he's completely revamping the mod...I will feel like playing a new game...not that I don't linke the idea, surely I will try it out when it will come out

  9. #3709
    All you read is just tech stuff, that can help to write a guide for example, but if you wouldnt know about that you will just see that there are less units and the game is balanced.

    but based on your opinions probably the patch will be stay in my hands for private use only since terms of conditions of UA, clearly forbid me to release this as a diferent mod.
    So i guess thats all from me, have fun and enjoy.

    On a bright side it seems that original team is back so maybe more official patches get released.

  10. #3710
    Member Chaosbringer's Avatar
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    Zack Fair,im the one using XP1 and XXP1 all the time,cause im tired of limited units and vehicles,exept for commanders,whitch would be so weird if i had hordes of them.Im just suprised that you,hanov,dont do any changes on them,so plz,if you can,do the same thing like u did on Actual UA and XP2.
    PS:if the UA team is operational again,tell them that fix patches should be released around 11 mb or so,not 500.Its like you are releasing complete collection every time.

  11. #3711
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    We're not back yet. Cylarne still has to show up remember.

    @Hanov: If you don't mind, I would like to test out your new version myself. PM me for the link! I am very, very, VERY busy however Monday-Friday but I'll try to get the test results soon.

  12. #3712
    Member Chaosbringer's Avatar
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    Oh,right XD

  13. #3713
    Im back and moah better the ever and rady to unleash all my pain >
    I was once like you thriving on life, living large is what i used to say but now im a necron and all i can say is: I can never be bargained with, I won't see reason, I don't feel pity, or remorse nor do i feel fear and i will never stop until you, my human friends are dead

  14. #3714
    Member PsykoTenshi's Avatar
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    I was forced to not-stalk this thread for a little while since I had to do a little service to my system. Unfortunately for me, I won't be stalking much in the near future either ... I seem to have lost my antivirus and I don't like the idea of being online without some decent security.
    But I will connect for some stuff I really need, like checking if there's a new version of the apocalypse .
    Also I see our hero, hanov, has returned... And he seems to now believe in Tzeentc-- change!, I meant change!
    Quote Originally Posted by hanov
    So all races have:

    1-2 Raider (some raiders are slower, faster, stronger etc than their counter parts)
    1 Elite-Raider
    1 Riot
    1 Assault
    1 Elite-Assault
    1-2 Artillery
    1 Skirmisher
    1 Anti-Armor
    1 CLASS RACE SPECIFIC (EXAMPLE TAU HAVE AN ELITE Skirmisher)
    So, every race has (counts)... 9 to 11 units (ouch, gonna miss the unit variety) ...buuut I guess they will able to build many of them... Right?
    Also, that sounds like a truckload of work you've done, as they say in the internets: Your awesome.

  15. #3715
    @PsykoTenshi

    Yeah units will have no limit. (except commanders).

    But then again i need some time before finishing it.

  16. #3716
    Member Dante551's Avatar
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    ive been gone for three months because i was moving but im back now heheh and ready to get back to bug hunting
    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

  17. #3717
    Member ProfMan96's Avatar
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    @Dante551 : Well, to get you up to speed, there shall be no bug hunting until Cylarne returns. Since, he clearly states that the oncoming mod version will be drastically different, I see no reason to test the current realease, especially since the community are doing their own things to the mod great work BTW guys.

    @hanov : What you're saying goes completely against the Apocalypse. HOWEVER, I think that your changes would make for a cool mod. My suggestion would be to start your own mod with those basic ideas. And perhaps you could obtain permissions to use certain (new) units/textures/etc.

    @Cosmocrat : You, sir, impress me HUGELY. I mean, wow. I CANNOT wait to see those bad boys in action. Although, take as much time as you need in perfecting those badassedness

    @Tyrantarmy : THOSE SCARABS ARE USELESS then again...I rarely play as Necrons so...yeah...
    Last edited by ProfMan96; 20th Sep 11 at 11:21 PM. Reason: Because Divinity told me to
    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

  18. #3718
    Fly scarabs aren't useless at all -.- they can defend yourself from air harassing and act as an explorer u.u

  19. #3719
    Member Whiteshield's Avatar
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    When will the Reaver be ingame? saw the pics at moddb.

  20. #3720
    Member Tyrantarmy6's Avatar
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    Air Scarabs may be able to scout very well, but they die veeeerrrryyy quickly especially against weapons like D-Cannons! and, I don't see that many air craft, but if I do, they die very quickly without me having to spend power on those scarabs. So, I don't really use them.
    @Hanov... well, of course as others have stated, the idea isn't bad, it's just not the way of the Apocalypse... that's all.
    @Cosmo... and of course... well.... I don't know what to say! it's just AWESOME as always!

  21. #3721
    Member dowman's Avatar
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    I agree with .:Zack Fair:. every race should have flying units.

  22. #3722
    Member Tomb Deathwing's Avatar
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    Gentlemens .before comming with each argument ...let's do this.:

    the future patch of hanov, one of the tester download and examine the package...he will deliver the judgment of proceed and download or give the order of stop right there and arrange...

    by the way...seriously....this mod NEED Assault maps...I tested with a assault map i found called the fortress and it APOCALYPTIC for the attacket TvT.....Slaughter at 150%....My wishlist will be really try to create a new generation of those assault maps for this mod....

    That to me have the same appealing like new units...

  23. #3723
    Member PsykoTenshi's Avatar
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    @ Tomb Deathwing
    You mean that Assault renegade fortress 1v1 to 4v4 map? (where you assault a mother-of-the-Emperor-that's-huge Imperial Guard fortress, and both your team and the enemy's can be from one to four players)
    I played it once. I got sick of not being able to beat the fortress (even when I flattened nearly all the base) at the three hours of combat. The automagically spawning troops make it difficult (i.e.: interesting). Was some epic 10 or less fps action.

    Or by any chance the Bunker 151 map? (a 4v4 big flat map with huge fortress walls for each team and the 1st four players have nearly twice the strategic points and slag deposits)

    Both are great if you ask me (but renegade fortress is way more epic).


    Multiplayer Coop Assault 2.0... Mmhhh... Interesting
    Can be played as a singleplayer skirmish?

    It seems it can. And it's quite awesome. However I think Assault renegade fortress was by far more difficult (but I played Coop Assault 2.0 on Standard and I don't remember on which difficulty had Renegade fortress back then).
    Magically spawned enemy troops came in much bigger packs on Renegade fortress as I remember it.
    Still, this is not my ideal map... My fantasized map is about EPIC clashes between apocalyptic-sized armies. Haven't seen that yet (I guess it's because the DoW engine wasn't designed for that from a beginning).
    Last edited by PsykoTenshi; 19th Sep 11 at 4:21 PM.

  24. #3724
    Member Tomb Deathwing's Avatar
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    @ psykoTenshi

    Renegade assault map is compatible yes....

    Bu i found this one called "fortress multiplayer coop assault 1.0" is 3 vs 3 ......chaos is controlling an endless wave of troops.....

    IN THE NAME OF APOCALYPSE AND THE SLAUGHTER ...I MEAN WHAT I SAY DOWNLOAD THIS MAP...!!!!!!!!!!!! http://www.gamefront.com/files/13319..._Assault__2_0_

    I don't give me ai scar error at all TVT and it has critical point and ......you could go apocalypse ......the ai use titans

    TO EVERY SOUL HERE .....DOWNLOAD THIS MAP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    ----------

    AND PLAYED NOW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

  25. #3725
    Member Yay scarabs's Avatar
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    Btw have a problem. maybe you can help me? I went to install the patch. even installed SL SS and what not. deleted and replaced folders and now NONE of my apoc mods work. any help? it was the .535 patch.


    Edit: first time poster, wanted to add, LOVE the mods keep it up <3


    Edit edit: I tried EVERYTHING i could think of. my comp just hates me >.<

    Edit edit edit: heres what i did EXACTLY. I copied the folders over(like i did every patch) and it gave me some problems during the overwriting/copy process. something like cant find blah blah blah /Apocolypse upon i RECOPIED it all AGAIN 3 times. then i went and install SL figuring itd work. nothing. so i manually coipied every folder to replace the old ones. THEN giving up i deleted the folders, and replaced with patched ones and STILL nothing.

    P.S. Im done with the edits. you can be happy now. ^-^

  26. #3726
    Member PsykoTenshi's Avatar
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    Quote Originally Posted by Yay scarabs
    it was the .535 patch.
    I don't like being the bringer of bad news, but the best solution you've got is to download it ALL again from the post in the link below (it's another, unofficial but working version).
    It's 961Mb btw...
    http://forums.relicnews.com/showthre...post1045287658

    edit: lol, Yay scarabs... Wouldn't be more win if it were Yay sky scarabs?
    But beware, if my understanding of the forums rules is correct, changing user names is a rather limited option with a maximum of usable times per year, and must be requested to an admin... or something like that.

    edit 2: (evil laugh), made ya cry jk.
    If I remember correctly, there was an issue with the .module files (a "0" instead of a "1" in the 'playable' line) among some other bugged stuff... I think. But the version I pointed you to has some extra balancing and it's less buggy, so it's your best choice.
    Last edited by PsykoTenshi; 19th Sep 11 at 6:51 PM.

  27. #3727
    Member Yay scarabs's Avatar
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    That made me cry.....


    but thanks anyways........

    Just wondering, whats the cause of this?

    Edit: YAY i love you. your now my fav. tyvm im at 447 mb atm. <3333-bows down-

    Edit to your first edit. I actually made my account name upon seeing sky scarabs mentioned. Go me!
    Last edited by Yay scarabs; 19th Sep 11 at 6:58 PM.

  28. #3728
    Hmm... boo! 5-6 pages behind, not bad, not bad.

    Dear fans all over the place, I am baaaaccckkkkk! Mwa ha ha ha ha! Well I mean for two days, then I gotta go back to college and finish x, y, and z, and crap, but I'll be back PERMANENTLY after that!

    I was gone for a month at college leaving my base computer behind along with history of stuff and awesome such. I was popping in a couple times recently on lesser busy days, but I didn't do much as of those times like knowing what was going on. For more information, please read my big speech!

    Now some of you were wondering, where is Cylarne? Oh no, no more updates! Where are the devs.? Please read my big speech. I do apologize for not reading any of your comments and not paying attention to recent events from 8/22 til now (9/19/11), but I was not here. And no, this does not mean you are ignored today! Please give me the full two days to get myself caught up and reply to all comments that need commenting as necessary.

    As for the 1.62.535 patch, shit! I feel soooooooo bad right now, ha ha, sorry folks, it'll get updated at top priority!

    And as for Cosmocrat and Hanov: Yeah baby!

    Cosmocrat, your models are impressive, I CANNOT wait to fully unleash these Apocalyptic Mother fu**ers.

    Hanov, we'll talk later. Later as in tomorrow, I got lots of crap to update.

    That's all for now!

    Oh wait, team, your breaks are over. I'm sending you a new ALPHA mod and I want you to gimme feedback. That's an order! I'll get to more private PMs later, ta!

    EDIT: Title is updated but Mega Upload is being a doofus. I can't add the link to the first post download until it properly loads. Are there any other mirrors? Thanks.
    Last edited by Cylarne_04; 19th Sep 11 at 10:54 PM.
    Mods In Progress: Ultimate Apocalypse | Daemons Mod

    Beware, my Ultimate Apocalypticinator!

  29. #3729
    Yes of course.

    https://docs.google.com/leaf?id=0BzF...YzlmYzJi&hl=es

    And sure we talk later, send me a PM cause our times might not meet, i will reply as soon as i can.

    EDIT: BUT REMEMBER GOOGLE DOCS STOP WORKING WHEN THE FILE IS DOWNLOADED 50+ TIMES, AND IT WILL NOT WORK UNTIL 24 HOURS LATER.

  30. #3730
    Member Whiteshield's Avatar
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    Downloading now. Thanks hanov. Do these contain the NEW titans?

  31. #3731
    Member Cosmocrat's Avatar
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    Uh if you speak about the Reaver and the Mako it's yet a clear no as they're not read yet.The reaver is even not fully textured yet not speaking about a proper rig and FX helpers ^^ the Mako is then way more advanced in progress but also needs several adjustments AND on top i have Eldar Phantom Titan fully textured laying around here needing a rig, FX helpers and finally OE work. The Stompa and Warlord haven't received yet any work as i first want to test the Reaver and how to get the almost twice as big Warlord in-game but the stompa would be added before the Warlord. So this will be ideally 4 new all original Titans once i get them in-game, because bigger is better!

    Now only the other Races as IDH, SoB and DE need some love as for IDH and DE i am working together with Demetrius whos doing a Tormentor and a Nemesis Dreadknight. The models are yet awesome but way too high in Poly with 300K of Faces. We had a council yesterday about how to reduce most effectively unecessary Poly because i really want these models inside DoW because they look awesome ^^. So there's a huuuge crapload of work for new units in tray as this is the spirit of Apocalypse: A Huge array of Weapon Systems to chose from whom one is more awesome then the other! It's like this; Player - "Goddammit!! I wished i had a freekin Warlord/Nuke/Uber Weapon to beat the crap outta these!" Apoc Dev - "Uh and the Point is? Get your mouse onto that button and blow these mofos off the surface of history forever now!" Player - "".

    This is the Truth of how having a nice day

    -Cosmocrat
    Join the Ultimate Apocalypse Mod on STEAM today! LINK TO STEAM And our mod on

  32. #3732
    @Cylarne Why isn't the mirror working? It works to me http://www.megaupload.com/?d=P2GN5ZO1

  33. #3733
    @Zack Fair: The Mega Upload link has stalled in the "receiving connection" part for almost 2 hours last night and I simply do not have time to wait that long to start downloading it. However, I'll add this in the main download for everyone right now.

    EDIT: It is now in.

  34. #3734
    Member Cosmocrat's Avatar
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    Imperial Guard The Reaver art is finished

    As the headline states i today finished the Reaver's texture at last and can now focus on animations, rig, FX and finally Object Editor coding. I hope you like it and apreciate it if you would leave a comment on that one ^^. Though i am not that satisfied but i think it goes well still as it looks so far.

    So here it comes, get ready:

    Spoiler



    You can have a nice day now ^^

    -Cosmocrat

    P.S.: Yay nice to see you back in action even if it's just for a tiny while ^^.

  35. #3735
    Cosmo, the Reaver looks absolutely perfect in my opinion. Just ONE little adjustment if it won't take up too much of your time. If you add bones to it, I can definitely animate it for you. You want to see my art in awesome animations? Link me!

  36. #3736
    Member PsykoTenshi's Avatar
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    @ Cosmocrat: ... (dropped jaw)... I don't understand, exactly what doesn't get you "that satisfied" with the Reaver? It looks... looks... (drools) idk, perfect.
    Maybe it's because it doesn't have the "Reaver pose" (the one on the widely known Reaver Titan pic). Yet.

  37. #3737
    Member dowman's Avatar
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    Now im confused...
    Can anybody show new patch link please?

  38. #3738
    @PsykoTenshi: I'm not exactly satisfied with my mod, it sucks. XD

    And also I got a PM from ProfessorGenius, ring a bell? We'll talk later.

    Can anybody show new patch link please?
    Go to first post and Download the mod now XD! (Within that link there.)

    Hi, I just downloaded this mod (and love it) but I can't run XP2 because i do not have the Inquisition Daemonhunt SS mod, and the link provided isn't working (page isn't found). So if some one can give me a link that would be great. Thanks
    Oh wow. Oh wow, the link is done for. What in tarnations?

    I'll deal with the IDH team after I read the 6 missed pages of text. Meanwhile enjoy not XP2.

  39. #3739
    Member Festus's Avatar
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    Hi, I just downloaded this mod (and love it) but I can't run XP2 because i do not have the Inquisition Daemonhunt SS mod, and the link provided isn't working (page isn't found). So if some one can give me a link that would be great. Thanks

  40. #3740
    will download to see what hanov did removed,we add units to be removed,wieard,neather dont use all units in the game but is good to see how good they look,about maps i wont destructable terain,as bigger units like ig tenks,landariders and especialy titans are stocked in maps with many obstacle,maybe with this mod all maps will have destructable terain

    http://forums.relicnews.com/showthre...-Alpha-release

    why not make titans all the same size??there si not enough place on map for warlord with twice size regarding all other titans,but on destructable terain it will be ok.

    150 k still to much


  41. #3741
    Member BIG BEAST's Avatar
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    is this new patch?This mod name like in 71 page!

  42. #3742
    it the same patch i released as a complete collection. i dont know what makes anyone think about a new patch when i just said it will take longer to finish.

  43. #3743
    Member Festus's Avatar
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    nvm solved my own problem (found a working link on the 5 google page) heres the link if anyone else needs to re download the thing

    forum.lowyat.net/topic/827126

  44. #3744
    Member Tyrantarmy6's Avatar
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    That Nemesis DreadNight still looks awesome, though there's a lot of stuff on there which could be done with textures. Like those grills on the weapons or whatever they're called. that's something for textures, and it's not the only thing. if you'd simplify it so that those details are done with textures I'm pretty sure the amount of poly's should be reduced dramaticly. or well, that's what I think.

  45. #3745

    And Now I'm Caught Up

    @Cosmocrat:
    Quote Originally Posted by Whiteshield
    Cosmocrat - Let's clear some things up. You posted a couple pages back "Imperial Guard Elysian Drop/Storm Troopers (Models by Whiteshield need some work to get in-game)". I did not do any of the models. They were made by someone else in the community, but forgot his name

    on a side note, how are the models coming along?
    So...?

    Ok wow, these models are great, but I think he's not releasing them yet because they are not finished.

    Quote Originally Posted by A Thousand Sons
    and witch hunters aren't actually an army anymore... they're just SoB with inquisitors. it would kind of be redundant to add them.
    No, maybe if they were combined with Sisters on the other hand it wouldn't be so redundant after all. SOB needs lots of goodies.
    ok well i had to do it so here is patch 1.62.54.

    Quote Originally Posted by Hanov
    Fixes: Lots of stuff.
    Nice, thank you!

    Quote Originally Posted by Tyrantarmy6
    Well, there is something about the Pylon I have always wanted to see... longer range. why? well, the Pylon can't match the Phalanx, so why would you even bother building it, except if it's got a very long range! but I do like the idea of them being able to build both, though with the apocalypse researched of course.
    It won't be necessary for the grand release.

    Quote Originally Posted by Zack Fair
    Hey thinking about.. Dark Eldar are overpowered..the entire race...Jetbikes, Raider, fast Talos :O
    Quote Originally Posted by Zack Fair
    The fact is that I use them and I do not enjoy playing as them if they're so OP
    That's a first.

    Quote Originally Posted by Sharphawkx
    the DE are way too powerfull
    Well then... this is interesting.

    Quote Originally Posted by Hanov
    BTW if anyone (cosmotract come to my mind) can help me to invert 2 weapon effect that could be so nice from you. I need the help of someone that can actually use the object editor (i can use it cause i get errors and anyway im not a modeler or have any experience in that.

    What i want to do in invert the weapon effects from XV88 and XV apocalipse.
    oO, was this fixed? I'll certainly include this in the 2012 release.

    Quote Originally Posted by Joekid
    hahahaha to all members fans and surpporters of the apocolypse mod team IM BAAAAAAAAAAAAAAAAAAAAAACKKKKKKKKKKKKKKKKK!!!!!!!!!!!!!
    yay.

    Quote Originally Posted by Sharphawkx
    DE soulstorm be reverted to its version in .51, because it does no damage to buildings and vehicles, pretty much useless, and it is vulnerable, can someone explain me that, because i dont think shooting at a ''pink cloud'' will cause damage to it. In other words, make it invulnerable, damaging buildings and vehicles, and revert it to something else than a building.
    Actually, the reason why that is, is because I imported that Soulstorm from the 2012 release and onto the Public versions. It's a lot better gameplay in the 2012 release than now, sorry about that, but maybe Hanov can fix it.

    So obviously there are a lot of DE problems... hmm, I'll see what I can do for the future as I haven't touched them too much lately (I mean a month+ before the month I disappeared.)
    the only thing that i can say is THANK YOU for nerfing the DE.
    hanov, i just have 2 thoughts about you: YOUR AWESOME. And, thank you, THANK YOU for taking such an epic task making the Ultimate Apocalypse even better.
    Yup.

    About the hotkeys, i dont know where the code for that is and i havent found it yet, so i will do it but i have some bugs and the primary goal of perfect balance first so you will have to wait a little for that =)
    Hotkeys are trickey. First you have to change up the hotkey name within the ui_info child, and then do a lot of other annoying crap with people's profiles. That's already done for the Grand Release by the way. I'm not so concerned for the implementation in 1.62.542, but if you want to change that for the crowd let me know.

    Quote Originally Posted by RT2
    Random thoughts on heroes type of game.

    would it be possible to change characters in game when they get to level ??? in heroes mission. to the net level up characters?
    Yes, but why? Unless we transform a character from a Dreadnought to a Venerable Dreadnought, I don't see the point in transforming Banshees into Striking Scorpions.

    Where gone tau ethereal holographic projection ability.hanov can you add that ability to tau?
    Please nobody touch this ability yet. This was taken out because I simply could care less about making 12 other clones of squads for Tau for it to not crash to Desktop. Believe me, I reimplemented this and the game crashes to desktop on every new unit you cast the ability on. I simply replaced the ability in the Grand Release for something more awesome. It requires an icon though Master Necro.

    @demetrius: Next time can you PLEASE post a warnings.log instead of this. Perhaps put it in spoilers as well.

    Quote Originally Posted by Hanov and PsychoTenshi
    Yeah i also dont play using Superweapons.
    Oo, Why? Doesn't matter, you'll think differently about the 2012 release.

    By the way the Advanced Mines are on my list of being taken out. I'll instead apply an upgrade for Mines instead.

    Quote Originally Posted by Zack Fair
    FOR THE APOCALYPSE: I suggest leaving it as it is..But make them have much more armour penetration and building damage..It's a shame orks apocalypse cannot destroy a land raider u.u

    It's the apocalypse! Other races apocalypse destroy entire bases! so it should be with 3 of Orks' apocalypse bomb
    Ok.

    Quote Originally Posted by Sharphawkx
    I dont know if it is on the map, or if this is an error with the chaos marines but, i was playing the map jalaganda and theres the lake in the middle of the map. theres a critical point on both ends. the area in the first crit, close to the players 3 and 4 spawn. Right outside the walls, close to the entrance chaos builded some turrets and strongholds. No unit was able to shoot'em only melee units could damage them and the orbital bombardment of space marines barely scratched them. i dont know if this is a map bug or mod bug, or even if it is hardcoded but, it seriously broke gameplay and i had to spend 30 minutes at least to destroy it using marine assault squads.
    This is a bug that will never be fixed because of the DOW Engine. All weapons except artillery and Missile Launchers obey terrain line of sight. Water is terrain in this instance and if weapons, ranged weapons go under water, the units will not attack. However it is more realistic and no more units except the artillery can shoot through mountains which is very nice.

    http://forums.relicnews.com/showthre...post1045288770
    Like Thudo said, and? I don't know what this error could be. I never got this error, ever and this Commissar tactic works fine on my end.

    Quote Originally Posted by Dante
    team i is back after summer to and ready to go whenever
    Well good, I need bug lists ASAP. And Dante, make them good please.

    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?
    Ok, sure.

    land raiders should definitely not be able to carry dreadnoughts
    And that will be fixed.

    Aeonic orb should cost less looking at 1.6.535 changelog..Look at the regeneration nerf also
    Yup, 7000 power is too much now. I tested the AO over and over and 5000 power is a dead on cost. + Solar Energy research.

    Quote Originally Posted by PsychoTenshi
    (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.
    Sorry, it looks more like it was decided not to add them (the devs have the final word, though).
    Renegade Guardsmen would look perfect with our new Renegade Baneblade.
    Got a question. Are traitor guardsmen being added for chaos? I thought that it was decided to add them.
    Later, yes.

    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?
    Too bad.

    And the other stuff is recent.

    And as being overlord, this part is the best...

    Quote Originally Posted by Hanov
    Patch 1.62.55 will still be on in 10 days or so but after that i will have to put this projet on hold, until the devs come back and (hopefully) i join the project officialy.
    So fans, did Hanov do a well done job when I was gone? Do you think he could improve the Public release? Opinions needed!

  46. #3746
    Member Arkagunner328's Avatar
    Join Date
    Jun 2011
    Location
    Wisconsin, United States
    hello all i am back from a 2 month vacation (the reasons for said vacation i sadly will not divulge)
    HOWEVER what matters is that i am back good work on the mod so far guys!
    '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

  47. #3747
    @Cylarne Definetaly hanov did a good job He was so close to us listening to our tips about making it more balanced. And he is so nice, please let him enter the team

  48. #3748
    Member PsykoTenshi's Avatar
    Join Date
    Jun 2011
    Location
    non-Steam game Dawn of War: Nounstorm
    @ Cylarne: While I hadn't that much trouble with the last official version of the mod (I just adjusted the "playable" line and played without issues... yeah, I'm not sure how I managed that...) hanov certainly stood up and did a good job.

    Also, on your hueg comment: YES! YES!!! HOTKEYS FOR THE DAEMONHUNTERS!!!
    And: The renegade Baneblade will have some fancy differences with the IG one? Like chaosy bits and spikes or new unit responses. I would totally commit heresy for a couple of skirmishes to be able to try it out.
    I prefer to disable ultimate superweapons because I feel them as gamebreakers (I always did and I always will). I see it as a huge bomb that makes big zog-off forts useless...
    When my enemy has a big zog-off fort, I prefer to stomp it myself, with authentic effort and sacrifice. I think throwing a bomb to do the job from afar as an act of cowardice.
    I still fight for the Imperium and their superior tanks, I just like how the orks speak.

  49. #3749
    Awesome job, Cosmo! As I saw you've added even spec to texies.

  50. #3750
    @PsycoTenshi I already added hotkeys for IDH Do you want them? :P

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