Cylarne,could you release a quickfix patch for some of the tiny errors that were detected and fixed in the latest release?
Cylarne,could you release a quickfix patch for some of the tiny errors that were detected and fixed in the latest release?
A new patch is coming in 3-4 days mate.
@Zack Fair: You both have different maps? Maybe one of you downloaded new DOW maps changed up by me to allow the Apocalypse on every map?
@Cylarne: I mean the Tyranid Superweapon Planetary Bombardment has to be researched. Said research costs 3000 requisition after researching the Obliterator Gene. That's all the research says. I remembered it wrong and checked again right before posting this. No name, no description, no hotkey, nothing.
Not so much a bug as a request. The Raveners teleport, right? Is it possible to change that to "burrow" or does that change all of the teleport names?
One more thing, The Gauntii Brood Hive doesn't have a hotkey but the other buildings do. A "G" would be fitting for this one.
I wish to join the Tau are OP bandwagon. I don't even need Kroot or Vespid. I can breeze through Hard difficulty with just a Stealthsuit team, Fire Warrior team, and a Pathfinder team. If you made the second to last research for the range and damage output the final upgrade, it would be pretty balanced I think.
I'll try to find more bugs in the meantime. This mod is freaking amazing and I can't wait for the grand release.
Last edited by Xpwn3ntial; 12th Jan 12 at 11:24 AM. Reason: Additional Information
As well as agreeing with previous posters about how OP the Tau are, I would also like to comment on how underpowered Space marines are now... I played a 4v4 standard MarinesVOrks. I normally win these easily, but seriously... The friendly AI is JUST AWFUL even on standard and began to be 1 by 1 defeated. As the battle raged on I found my whole army to be nothing for just one of the enemy AI orks army of battlewagons, Kommandos and Mega Nobz who my Marines and naughts struggled to the sad defeat against.
I have no idea what was changed from the previous version to now. But I am sorry to say I am unable to play as my favourite chapter, and I really hope this gets fixed.
Thanks for reading UA team.
We both deleted the maps..Still got sync error@Zack Fair: You both have different maps? Maybe one of you downloaded new DOW maps changed up by me to allow the Apocalypse on every map?
Clyarne; You know anything bout this, UA loaded up 4 me but the new races version didn't. Damn, i really wanted to play nids.
P.S., would you be able to send me ur UA techmarine model PLS
The C'tan of Modding is HERE!!! Own:3ds Max 10, Milkshape, Mudflap, DOWDC mod tools v1.2
VoIdDrAgOn, in order to play as all races listed in this release; Daemonhunt & Tyranids. You must first download the 'nids and Daemonhunt mod from the first post in this thread, install them as you would normally, then run Ultimate Apocalypse NR, simply meaning (New Races).
This enables Ult Apoc mod to run along side 'Nids mod and Daemonhunt to include all races.
Mwa ha ha ha ha ha! Ok, so is there anything else I need to know (bad) about 1.62.59? Or did we just sum up wihat the patch will contain? You have two more days folks to post what you wish for me to include or the patch, (giant actually, omg!) will be released. Thanks!
@xaitan: Hmm... I don't find Space Marines "UP" though. If I play against them, I usually get slaughtered.
@Zack Fair: Yeah I can't help you anymore then. I SURE HOPE uninstalling is not the option?
@Xpwn3ntial: Yup all set bro.
aswesome mod cylarne you are now my personal jesus/god
'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
awsome mod thanks ua team the only 2 things i saw while pakying i mention early 1- pink box on portrait of idh gk champion 2- pink box on last upgrade to eldar listing post space marines and the ig seem ok havent
played other races yet
I've always been a lurker, but this time I have to say awesomeness brougth me out of the shadows!
And Cylarne, don't let the comments “WHAT, THATZ IT?? NO SEE NEW UNITS! ME WANTZ TITANZ MORE TITANZ!!!!!” get you down, thats always the wave of people that does not read the instructions, news, features, forum pages and the like. And from what I see, you also got a very good feedback, heck I'm testing the mod for two days and returning seems like everybody already reported almost all the bugs I've also encauntered.
Very good beta! So many improvements I don't even know where to start.
With the space marines very interesting giving them the commander choice, and was a dream made true to see the force commander model replaced by fok's brother captain one(no wonder I'm always using captain gladeus heh), however I think the option's names should be revised; it does not make much sense to have a blood raven or raven guard captain when your using a whole other chapter, they could be renamed like (simple examples) “2nd company captain” and “force commander” or something along those lines. Also noticed you removed the grey knigts squad, good moove it was a bit odd when they faced other SM or IDH and see GK figthing each other. If their role is still needed, you could also add as anti daemon/monster squad to replace them the alienhunters veterans like the IDH mod did, it wouldn't be bad!
Very good job on the race in general, only complaints are that terminator squads lack sergeants and the final weapon could have a sligthly more ample radius and damage (I've bombarded the chaos base and the stronghold DID survive! -but ALMOST got destroyed). Regarding the army painter, GK are still there even if they had being removed, and I think it would be better to have there also the assault termies and terminator fc(speaking of wich, the black templars mod has the termie castellan that has an awesome armour, more decorated and more fitting with the captain's class, you could ask permission to jones, at least maybe to use some parts).
Now passing onto chaos, very good! The new models are a piece of art! The warpy flames\fumes on the predators really give atmosphere to the game. Nothing to report in particular with them, apart from the pink icon on the portal and sometimes CM.
The eldar, a part the scorpion bug are really strong now, at least the AI. In a game (that I lost to them) they conquered the map only to be stopped by chaos(that had a warhound, brass scorpion and two LR, and won unleashing a warp storm).
The only bug I've found in orks is a pink icon on the listening post, sorry I don't remember wich, it should be the 5th/4th. Lootas seem WAY too powerful, with support two or three squads can wipe out land raiders, squads and relics easily and the immobilizing ability is as useful as annoying(too much!)
Tyranids seem much more balanced now, the trygon is more killable wich is a good and more fair thing, however the carnifexes lack the variety they used to have, it was more enjoyable to chose cc and ranged alike. And also I found something! The carnifex bioplasma ability generates a purple fx icon once it hits the ground. And why should the tyrant research be located on the broodlord? It would fit better as if it was wargear options on the tyrant himself in my opinion. Other than that they seem ok but I didn't use them at 100%. Same goes for DE and tau (lol I'm terrible using dark eldar), sisters are shaping good and I really loved the changes in IDH! They always lacked some form of more brutal defences, the new GK squad is nice and the dread is awesome! The new GK squad seems to need a little buff because they fall like flies in combat and a name to distiguish them more from the other knigth squad (maybe something like calling one gk “support squad” and the other assault\combat\whatever squad, don't know I'm not really a GK expert).
And finally the crons; seems a good idea to remove the path options if you want to fallow the new codex, and speaking of details, I really really liked that finally the last blade upgrade on the lord made them look like some sort of warscythe, but why not making it completely a warscythe? It would look more like in the minis and the fok team should have already added the model. And about models, speaking of new units check out here http://forums.relicnews.com/showthre...Ancients/page4 ,shuma is doing some excellent work!
Sorry for the interminable post, hope it can help with the mod!
Keep up the amazing work!
I mentioned this earlier but not sure anyone picked it up.
I noticed the Tyranids no longer have Hellfexs and Uberfexs, but thought this may be to bring them in line with W40K rules, perhaps someone could clarify?
If they are going to be removed I'd have thought it was better if they could have upgradable weapons at least (I mean on each unit rather than global), the weapons upgrades don't appear to show on the Carnifex models unless i am blind!
Also, one of the Grey Knights champions has a purple hammer!
@Metalstorm: Though somewhat extensive (), your report is quite detailed!!! Thanks for the contribution and the constructive comments man!
Note to all UA fans
Thanks for your input friends. Rest assured, ALL your comments will be: taken into account -> processed -> integrated to UA (to the best extend).
-In search of Papasmurf...
I've just found a little error:
In the Tau Command post, in the description of the Teaching of Kauyon (Tier III), there's the description of a power up for the Tomb Stalker.
Anyway, you're doing a very good job! Now this game is really Apocaliptic!!!
PS: if it's possible I would like a win condition which lets your cap to be greater without having too much resources right at the beginning. I think that Total Destruction win condition is far too exaggerated.
Now I like those necron models and such, it's just too bad it's for retribution and so I doubt it would be compatible with SS. Not to mention getting permission to do so.
The models are not for a game. Models can be adapted. I think the permission will not be a problem. Generally modders are kind persons
Another little bug:
While playing with Chaos and using the mark of Khorne, Chaos Overlord Dracolith has a weapon (similar to a Crozius) with uncompleted texture.
I noticed that he also seems useless: during the fight he just wanders pointlessly on the battlefield without fighting.
Well, I think we covered everything. I think, I think.
Just let me play test all 11 races once (to ensure the game is not broken. I don't want my fans to receive a broken patch), upload this thing, and we're set.
Great feedback everybody, especially the people with detailed descriptions. Change log will be posted upon release.
HA! You're funny.Originally Posted by Zack Fair
Guess I'm late, but there is something I wanted to re-confirm: Just as knukls928 said, SoB's Saint and Arch angel ability, Angels' Aura, is truly quite broken; When you put 2+ of them together they become practically unstoppable, so spamming them makes of victory an easy task. Maybe reworking the ability migth be of help?
@ASD3232: Are you ABSOLUTELY SURE the Saints are invulnerable when they both are next to each other when the ability is activated? I just looked at the code, and it seems that the Aura should NOT have any affects towards Daemons, aka Living Saints.
Can somebody please suggest me some tactics/upload a video of them using Space Marines effectively against (Orks, Chaos). I would be really grateful, and also interested to find out if anyone else is struggling to use marines in comparison to the previous version.
Just checked the ability again, and both; the Arch Angel and the 2 Living saints DO receive damage, but in a really slow rate (consider I was using 3 squads of avenging angels -who seemingly weren't receiving damage- as a sort of meat shield). And I wanted to note that using An Archangel + 2 Living Saints + 3 (or more) full-squads of Aveniging Angel = Easy victory; combined like that they are kind of broken using (or not) the Invincibility ability of the Arch angel (Which can be used indifinitely when having an 4,1+ of Faith Income, by the way). Seriously, I had no problem beating a big army of Orks and Necrons (both allied, and the Orks having their Uber Truck and a Squiggoth) with that combination (Well, terrain sometimes helps).
Edit: Also, SoB's Living Saint and Arch Angel abilitys that cost Faith can be over-used if having the right amount of faith-generating-units and structures.
Last edited by ASD3232; 15th Jan 12 at 8:34 AM.
But.. why chapter master haven' t honour guard?
chapter master doesnt have honour guard?that sucks.I dont know because i havent played the latest mod cause my computer is filled with virus XD.Ill play it as soon as possible
Yeah that's what I mean, no offence Cylarne, but just because Space Marines are a worthy opponent, doesn't change the fact that they are awful as Friendly AI and in comparison to when I use to play them in the previous version it seems like they have lost allot of brute force and the whole chapter master/force commander thing really sucks. We should not be choosing between them.
@kaizer - Yeah missing the honour guard is pretty sucky too!
Please fix my marines amazing staff
Tomb Stalker is indeed mentioned in the kauyon upgrade, also the path to destruction tier IV says it allows the commander to use tactical explosives, but these are allowed as soon as you upgrad on the mont ka path. (and indeed Tau are overpowered xDD)
But liking this mode over most >3<
I'd prefer the Honour guard be its own separate unit to be honest, its annoying having a squad instead of a single hero and a squad. I also quite like the mechanic where you pick either chapter master or 1st company captain, its quite unique and it adds a bit of diversity to the marines.
For space marines would it be possible to add some deathwatch marines to replace the removed greyknights? Using them would be very cool :LOL:
EDIT: I'll add that I agree with everything in Metalstorm's post, its worth a read as its got a lot of useful info about balance and a nice amount of compliments
(Formerly "The Herald")
"The bible is like an EULA. People just scroll past everything and click "I agree" without reading it."
Anything else I missed before I release this patch? 78.6555875878% of the information provided is complete. I'm struggling on 3 things I can't resolve like the Necron ability bug, pink icons or textures, and a Fatal SCAR error I am unable to fix. The patch is almost complete folks, VERY CLOSE. But did I miss ANYTHING AT ALL from the list provided below? You have 24 hours to comply folks. Over and out.
The patch is taking A LOT more than 3 days to fix, lol I underestimated how difficult this would be... you guys are awesome! Thanks.Originally Posted by Everyone from the UA mod
Hi, i DL'd this mod yesturday and after a quick play about with a couple of races it looks great
One thing though. When playing chaos i noticed i couldn't summon a bloodthirster. Has it been removed, or is it because i choose the Slaanesh mark?
Btw, i love the harlequin squad. Trying to grab one as she bounced around in combat was very annoying
The bloodthirster remains in there, I don't remeber which other marks grant acces to it but I am pretty sure khorne mark does
Edit: is the shield ability on buildings supposed to drain health on said buildings? (shield generator and ar'ka cannon)
Edit 2: THANKS for you effort, I really appreciate it, and rest assured I will donate as soon as I get a job so I can have money to donate n-n
the only thing i saw missing was a pink icon in eldar listing post the very last upgrade
Ah yeah, just had a game and chose the Khorne mark and the bloodthirster was there. Are the other gods getting their demons in aswell, like the Keeper of secrets?
Oh, and why do the demonettes have hands?
hello to all have a good day this mod is awsome thanks again ua team i try to send a donation when i get a chance must go to work now
"I'd prefer the Honour guard be its own separate unit to be honest, its annoying having a squad instead of a single hero and a squad. I also quite like the mechanic where you pick either chapter master or 1st company captain, its quite unique and it adds a bit of diversity to the marines.
For space marines would it be possible to add some deathwatch marines to replace the removed greyknights? Using them would be very cool :LOL:"
@Ewokz - Oh, don't get me wrong, I'd much rather have the Honour Guard as separate units as... That's how they should be via Codex. Really good suggestion to be taken here UA team!
As for the mechanic of chapter master/force commander, Blood angel/Blood Raven. I completely agree the mechanic itself is amazing. But taking into account what I stated in an earlier post, it's particularly fantastic for those who enjoy either of those chapters. But upon playing as Ultramarines (My only chapter) I find it's quite tedious to be selecting between two chapters that are completely irrelevant. As I said before, the only way to make it acceptable would be to take the mechanic further by having first an icon of chapters, which then takes you to select between all currently in game main marine chapters and you get to select between them eg; Space Wolves, Ultra, Fists, Ravens... That way we could incorporate particular units for each chapter however, this would probably require to make each chapter a separate race and therefore would take far too long, proven by the modders attempting to create more close to Codex space marine chapters (Space Wolves mod and Dark Angels Mod).
So, what I suggest is rather than forcing a choice into a particular chapter that may or may not share relevance to your chosen chapter, there should be a general choice of force commander or chapter master without including chapters. While on this note; I feel the upgrades for Chapter master/Force commander take far too long and usually upon placing the leader into a group, they are usually forgotten about and not taken advantage of as much as they use to be.
As for your last point of replacing the Grey Knights with Deathwatch. I really disagree with using Deathwatch, as it's killing me seeing Grey Knights in a race that doesn't even have the units in there Codex. Grey Knights have there own Codex, they should seriously be replaced by SM Honour Guard units. The reason I disagree with using Deathwatch to replace them is because, again, they have there own chapter which does not follow the Codex astartes. They would really require to be a whole separate race.
Hope this helps enforce some suggestions.
Last edited by Xaitan; 16th Jan 12 at 7:35 AM.
Hi anyone can tell me if the unit will be added veteran assault vaguard the mod?
I have reviewed the army painter and I have not seen.
Ah! and what is the purpose of the two types of gray knights?
Please someone answer.
F...K!!! all these new textures for this beta are "LA LECHE"
Vanguard Veteran Marines are essentially what you are looking for without being tedious with variance, sir.
By two types of grey knights, I assume you have the Inquisition Daemonhunt mod active with Ultimate Apocalypse. The Grey knights found in Space Marines are the default units from DoW vanilla, they shouldn't be in the Space Marine race at all as they are part of a completely separate Codex, a simple thing for UA team to change.
The Grey Knights found in the Inquisition Daemonhunt mod are correct to the Daemon Hunters Codex.
So to answer fully, ones purpose is to be a legitimate unit of a race, the other is to be removed.
I hope this helps clear that up for you.
Then Vanguard Veteran Marines with jump packs will not be available for the following versions of the mod?
Thanks for the clarification and apologize for my English.
Space Marine Codex PDF
My pleasure, and as for your English, I'm quite capable of understanding you, no need to apologize friend.
Is there any way to half all damage? I find combat to be way too fast.
Last edited by Wolfways1969; 16th Jan 12 at 1:26 PM.
Any chance to see Eldar Swooping Hawks and Autarch with wings in the next release?
Honour Guard like separate unit sounds cool, maybe only one time the research of Chapter Master in done
@Wolfways1969 - I understand your pain, I never use to struggle with standard atleast using my Ultramarines, but I now seem to be getting obliterated by any opponent. But I'm sure this will be fixed eventually.
@kaizar - With enough people mentioning marine Honour Guard units as a separate unit (hopefully replacing those damn Grey Knights) I'm sure it will happen sooner or later.
@demetrius - Ork firepower? That's amazing, really fantastic work dude. Let's just keep them balanced please, Orks current firepower is stupidly overpowered! Hehe
@demetrius: Hehe !!! Excellent work man!!!
Sneak Peak: My overall opinion so far for the ALPHA
OK, the more I test/play the internal ALPHA, the more it becomes apparent that UA is ...a DIFFERENT GAME!!
There are so many unique models and FXes (among countless other things) that totally justify the title ULTIMATE!!!
Good work Cylarne and team!!! I knew this from the current public version (of course), but the ALPHA....
I am just a humble playtester, but I have to admit I am very lucky to play a tiny role in the "making" of UA.
P.S.: Guys, Daemons race is a marvel. Period.
I am a big fan of Dark Angels race but I had no special EVIL race choice (I mostly went chaos). Daemons have seal the breach.
Cylarne, what a Marvel you have created!
Noticed that in the main screen the Tau commander colors are inverted to the Tau commander colors in the army painter :3
Now I am going to try Orks *3*
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