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Ultimate Apocalypse - 1.72.5 Released!

  1. #4751
    Member Tomb Deathwing's Avatar
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    By far....we like campaign with this mod....no secret to that...we adore it :heart:


    By for me by far....one of the wishlist i will really like ..((Even more than add new units ,titans, etc.etc.)) ...Will be the creation of assault maps compatible with apocalypse mod....like "assault of the renegade fortress ,battlefield assault of assault of dark fortress" those maps really give you many reason to blast unit to oblivion

  2. #4752
    Member PsykoTenshi's Avatar
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    Some bug reporting (screenies included!)

    I believe there's an Eldar AI strategy that's a bit borked, since I just played a skirmish with an Eldar ally and it never attacked, just kept massing Guardians and Grav Platforms. Though now that I take a look to the screenshot, I see it had an Avatar in progress. But in minute 40, that's a bit late (note: wasn't playing on -dev, so no logs. sorry)
    Screenie link
    Additionally, I got color bleeding on my IG warhound on that batttle, so it was painted on the enemy Chaos colorscheme.

    I was fooling around with the army painter and noticed that among the randomized wargear, there's a black disk thing on the XV89 Commander. I don't play as Tau very often so I'll suppose that's a shield generator.
    Screenie link

    Hopefully this helps on something.

    Also: At this point, I take this for granted, but this mod never fails to provide massively awesome epictastic battles. Great job.

  3. #4753
    Duuuuude assault and / or defence maps... GENIOUS!!!!! Ive had a little mapmaking experience with starcraft 2 but i dont know what to use for DoW i think theres a dark crusade map editor but i dunno how to make those soulstorm compatible. If someone could point me in the right direction, i could make an attempt

    Ive had the same problem with the eldar, but only on occasion. Cylarne we have a biggy!
    Another personal problem with the space marine and imperial guard AI. TOO MANY TURRETS!!!! They bloody block themselves in (and in confined base areas, block me too!) And the IG love to build mars pattern command, in multiples, im MY base. Ill grab a couple of screenies to post in a couple days once i can post links again.

    Also with the space marine AI, far too slow. dark eldar is very fast, necron is slow to start but once they have power they rly steamroll you.
    Last edited by Sumajin; 22nd Jan 12 at 6:59 PM.

  4. #4754
    the chaos space marines squad melta gunner displays a pink icon when built. found this out when he became sole survivor of a squad

  5. #4755
    I have a problem with Noise Marines.

    The heavy blast master does jack all against vehicles, or anything for that matter.
    The regular blast master is also rather useless.

    Anyone else have this problem?

  6. #4756
    Member Kandras's Avatar
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    I really like the Assault / Defense map idea also i agree with Sumajin regarding SM AI and turrets they build them like crazy and block themselves in also i have noticed sometimes with AI team mates, they mass a huge army then hide at the side of the map until about 10 mins in then they send them to attack then sometimes they take a small amount of damage then they turn and run back to their base and not move again at all. damn cowards lol

  7. #4757
    Member PsykoTenshi's Avatar
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    Apparently there's some confusion caused by that Eldar screenie. I wish I had mapmaking knowledge, I just google a lot of stuff.

    Anyhow here's the zip file I originally downloaded, includes the map from the screenie and an awesome (and the best I've found so far) 8 player version of Kasyr Lutien as well.
    http://www.gamefront.com/files/6380604/Fort_Veux
    Please don't ask me how to install those...-- ok. Unzip the thing. Look for the "MP" folder in it (it's several folders in). Copy it, and paste it in "\Dawn of War Soulstorm\BETA_Apocalypse\data\scenarios\". Merge folders if needed, won't replace a thing at least you already got this maps.
    That's it. I still don't understand how installing maps can be difficult. Tired. Must sleep.

    Edit: Now that I think of it, I played vs 4 Chaos AI on that 8 player Veux map, and they were quite difficult to beat (played on Hard), specially considering I didn't see any Chaos Land Raider or any Greater Daemon.
    Last edited by PsykoTenshi; 23rd Jan 12 at 2:41 AM.

  8. #4758
    omg kandras they will send in an army of space marine squads and dreadnaughts and shit, then as soon as the first squad starts dying, THE WHOLE THING RUNS BACK TO BASE, and they barely, BARELY build enough units to fight.. well.. practically anyone except themselves.

    AND WE HAVE ANOTHER PINK BOX!!!!! Chaos space marine melta!! Take note pleaz!

  9. #4759
    How did I miss this stuff?

    Ok, it looks like I THINK the patch is getting released this week FOR SURE... I KNOW IT, I THINK. I'm having some team members run around relic news to gather up the last of the bug reports from EVERYBODY possible. Wishlists is pretty much done... I think or denied.

    I apologize for this bugged version as it is so bugged. But if it isn't bugged anymore then well bam! That is my goal.

    @Psyko: Woooo! Man awesome. Stupid Eldar, I'll fix 'em, I think.

    Races definitely done for patch: Space Marines, IG, Dark Eldar, Orks, Necrons, Tyranids, Sisters, Tau, IG.

    Eldar, IDH and Chaos is on my do do list. And the damned mystery ctd.
    Mods In Progress: Ultimate Apocalypse | Daemons Mod

    Beware, my Ultimate Apocalypticinator!

  10. #4760
    Cylarne take a note about my post...Chaos can choose all of the five sigils!! It just need to queue a unit and then click on all the five sigils!

  11. #4761
    Member Tomb Deathwing's Avatar
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    A bug or an odd thing the necron AI can do...

    the Necron AI can chose the path of deceiver and summon the deceiver. even when the requirements are not present like waaaggghhhh resource

  12. #4762
    Member PsykoTenshi's Avatar
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    It's not so much of a big deal, but I just posted a crude and simple UA gameplay video on Youtube. Mainly motivated because the background music got epic and it was Space Marine-ish, so it matched the situation nicely.
    Link to Youtube
    It is way nicer on 720p HD

    Also, I think somehow I got a different AI since I keep pwning them on Hard difficulty. Still gotta try a 4 vs 4 against Orks though.

  13. #4763
    Im actually quite enjoying this wait/pushback of the patch. Cylarne is making it quite obvious that hes listening to our comments, and working very hard Thanks again man!

    @Tomb Are you saying that a) necrons need waagghh resource (bug lol) and b) the AI sumhow gets this waagghh resource or bypasses it? Sounds similar to an eldar tank bug that should be getting fixed, which means this could probably be fixed too.

    Also this has been brought up before, and its being fixed, but id just like to say it again cause it annoys me repeatedly. A WARTRAK IS A GUY STANDING IN THE OPEN, HOW IS THAT ARMOURED!!!! RRRRRRAAAAAAAGGGGGGGGGGGGGGGGGGEEEEEEEEEEEEEEEEEEEEEEEEE!!!!! sorry.

    Le space marines need... wait a minute i know why PoK or whatever didnt use bikes cause landspeeders do the same thing.. BUT WHO GIVES A FUCK? LETS MAKE BIKES!!!! Squads of 2, can add 1 and 1 sargeant (who has one of those side mounted seat thingos). Ye... thats my stoned rant
    Last edited by Sumajin; 24th Jan 12 at 12:08 AM.

  14. #4764
    How do you use the IG Valkyrie transports? I was using the Infantry doctrine, but I couldn't make any units load into the Mars Pattern Command, even after I upgraded it to a superstructure. Am I doing it wrong or is this feature yet to be implemented? The strafing Valkyrie works just fine and is awesome.

  15. #4765
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    It would be nice modify the Valkyrie transport and change it to aircraft with autocanons and misile launchers

  16. #4766
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    I think if bikes must be included, they should use 1 vehicle cap and 1 squad cap at the same time (if that's possible.) that way, they could be more differentiated units. (example: land speeder)

    I am not saying that we need them.

  17. #4767
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    If that's possible...
    It is possible for a unit to cost both vehicle and squad cap. But I think that Bikes should ONLY have a squad cap cost.
    Consider this: Should the bikes be repairable? I think NOT, this is purely a vehicle's "advantage"... So the unit should ONLY be considered "infantry with a bike gear" and NOT vehicle/infantry...
    -In search of Papasmurf...

  18. #4768
    Member Tyrantarmy6's Avatar
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    Yeah I agree, yet didn't we already go through the bikes discussion multiple times? And if I remember correctly the answer was no bikes everytime again.

  19. #4769
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    Yeah I agree, yet didn't we already go through the bikes discussion multiple times? And if I remember correctly the answer was no bikes everytime again.
    Of course, brother. It's just that I offer my services to the Dark Angels mod as well (where Ravenwing bikes are considered as "cornerstone"), and I wanted to clarify a few things for our friend zulmetefza...

  20. #4770
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    Thank you for your kindness.

  21. #4771
    Member jacks 3d world's Avatar
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    mega upload site has been seize by the FBI check out link for download

  22. #4772
    K so bikes r a no-no, all gewd. Valkyries arent implemented yet... why dont people read things D:

    megauploads video site megavideo also got shut down no more free movies with a 90 minute limit

  23. #4773
    I am currently experimenting on editing/adding stuff to the survival mod(s) scars to make them add apocalypse units into them. I tested my new ork.scar and the waves do come out perfectly. I also changed the generic commanders so that they are replaced with those from UA. For those who don't know what these mods are about, you should try them. They are the creation of Argonaut before Fuggles edited them to add in the daemonhunters and tyranids. I am just making them apocalypsed. I could package them later on after testing has been done and permission granted from the modders. I am no modder and am doing this because I admire the work done by all the modders, etc in making DOW an enjoyable w40k experience so don't expect technical support when I'm done.
    (1) Original survival maps patch 1.3 by Argonaut. http://dawnofwar.filefront.com/file/...ps_Patch;96223
    (2) Unofficial survival mod 1.5 by Fuggles. http://dawnofwar.filefront.com/file/...val_Mod;101799 (daemonhunters/tyranids) addon

    ----------

    The general idea of what I'm doing is to make the survival scenarios escalate from the initial vanilla waves to increased waves from UA units and finally UA super units (titan!) What I completed now is for chaos is level 1-5: normal survival mod waves, level 6 khorne themed wave: brass scorpion, berserkers,etc., level 7 Nurgle, level 8 Slaanesh, level 9 Tzeentch and final level the forces of chaos undivided: daemon prince, terminators, the overseer guy from UA and warhound titan. The basic coding is already done by Argonaut and Fuggles so it is quite simple to change the unit variations and add more units to your preferences. You could probably even script enemy nuke strikes,etc. but I won't touch that for now.

  24. #4774
    Cylarne needs to read the above post

  25. #4775
    experimenting on the guard now. currently no idea how to spawn the hvy wpn teams with their full squad strength. However with the many units the guard now have, it is going to be much more interesting. 1st few waves are going to be like sacrificial guard scouts, then an armoured fist "company" mounted assault with sentinels in support, then armoured tank company then finally the "heavies" of the guard. I'm using rather modest numbers for now for fear of balance and map space. It would be great if somebody could make an apocalypse sized map for survival. I am also using a jury rigged version of the survival mod by installing both the 1.3 patch and 1.5 unofficial and copying some folders into the BETA_Apocalypse_NR folder. I am not sure which are the exact folders (don't copy all or you will CTD upon launching) but I 'm sure they are the map stuff, scars (but not winning conditions folder to avoid conflicts) To be safe, it is best to backup your soulstorm directory before attempting. AFAIK everything works so far but I have not done any online tests yet. I'm sure there's a better way than running the survival mod directly from the NR but I'm more interested in making the waves work for now.

  26. #4776
    Member PsykoTenshi's Avatar
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    @ etherealtau: Now that is interesting. And if my understanding is correct, it should be possible to make something similar to DoW II's Last Stand (though idk about the leveling) but with superheavies and apocalypticness?! This mod just keeps getting better.

  27. #4777
    I won't touch the heroic defense (vehicle_attacks.scar) winning condition yet, its complicated but its the only winning condition that doesn't conflict or ctd. You could try it with the jury rigged UA survival but you would definitely get fragged on level 1 as the ai is scripted to rush you with vehicle mounted troops and special characters.

    ----------

    @PsykoTenshi: I haven't played DOW II so I'm not sure, the survival mod is like a tower/base defense mode where each player faces 10 waves/levels before advancing to destroy the enemy base. Rushing to the enemy base before the waves are complete will result in a massive force of (usually) relic units spawning and attacking you with extreme prejudice. True you could immolate the enemy base in UA with a superweapon attack but honestly where's the fun in that? You would definitely want to restrict/refuse to use the superweapons or use them on your ally's enemy wave + your ally! XD for pure fun. i have been playing the survival mod since DC when each map was coded individually. It is much easier now. More details here: http://forums.relicnews.com/showthre...f-Defence-v1.3. I am still pending approval from the mod creator but i doubt it would be a problem.

    ----------

    I could do a proof of concept video soon. what sort of tools would I need to do the recording?

  28. #4778
    Just too much information for me to take in to make a proper comment, all i can say is that its a bloody brilliant idea and id love to have it implemented

  29. #4779
    Member Tomb Deathwing's Avatar
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    TTvTT

    @Sumajin ....Look like the idea of defense and assault map will be a extreme success yay

  30. #4780
    some initial stuff to report. utilising my new IG attack tweak, my ass got handed to me on wave 5 before it crashed the com. I was using tau too. definitely need to do some tweaking

  31. #4781
    I'm glad to see my suggestion of all races having the ability to construct walls coming into place!

    Really love the look of the Chaos ones, and the ideas i've been reading about Gates/Corners and walls being armed with fortifications and guns is genius!

    Muchas gracias UA staff.

  32. #4782
    Member PsykoTenshi's Avatar
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    @ etherealtau: Fraps is a well known option, but I prefer Dxtory as it has a much smaller impact on the framerate while recording. It has plenty of settings, many of which it's best to configure properly before recording.

    You will also need another software to re-encode the avi files into something lighter (uncompressed avi's are several Gb's big). My actual program of choice is Format Factory since it's free and quite versatile. The upload hosted at softpedia won't prompt with the Ask search toolbar install
    You can google both with ease (though Dxtory isn't free I believe it should have some sort of trial mode, like Fraps)

  33. #4783
    http://s755.photobucket.com/albums/x...relic00001.jpg

    A pic that shows UA working with survival mod and full completion for SM vs IG.

  34. #4784
    Oh what to say and do or do more.

    EDIT: I know PsykoTenshi will be horribly confused once the next ALPHA comes out.

    @etherealtau: Your efforts are MOST WELCOME good sir. Let me know when you are finished. I praise you!
    Last edited by Cylarne_04; 25th Jan 12 at 11:04 PM.

  35. #4785
    Some more good news: the mod creator Argonaut has given me the green light to release it when ready.

  36. #4786
    Member Kandras's Avatar
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    nice one, can't wait

  37. #4787

    The reason why there were no walls in 1.62.59 was because...

    100% confirmed Gates are possible, and done. Seriously really very done.

    I'm posting a BETA for them today 1/26/12 on this thread, I'd like some people's opinions or perhaps better ideas. Those who want to test out my gates are very more than welcome. Link should be up today. After I sleep of course.

    Again the link will be posted in this thread later today. I hope to release these gates to the crowd in version 1.62.6 coming this weekend.

  38. #4788
    OH FUCK YEA!!!!!!!!!!!!!!!! PRAISE BE LORD CYLARNE!!!!! I CANT WAIT TO WAKE UP

    Oh and I would love to test out the gates, ive got about a week till school starts.

    EDIT: Just read "this thread", seems a little complex for me as im not a modder myself. If its playtesting and checking for errors i can see whilst playing then i can help. But i dont think i could help with coding, data etc.

  39. #4789
    Great stuff...the walls, gates and such would help much in survival mode especially for daemonhunters(?) in the early game until they tech up. cos even in vanilla survival i struggle to survive as them against vehicles.

  40. #4790
    will try this textures for necrons in ua mod,i didnt play campgain here but.in dow 2 i see cool staff(wargear,units) that can be used in dow 2 private/mp game,can be wargear,units from ss campaign be used in skirmish????

    http://forums.relicnews.com/showthre...mp-campaign-TC



  41. #4791
    @Cylarne Fantastic news! I await the arrival of awesome-ness!

    @demetrius Amazing work on the models bro, and as for adding specularity to the Necrons, do it my good sir! Haha.

    May I ask, will Thudo be fusing his mods when they are completed with this one for example; Dark Angels, Ultramarines etc?

  42. #4792
    Member jONES1979's Avatar
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    Quote Originally Posted by Xaitan View Post
    May I ask, will Thudo be fusing his mods when they are completed with this one for example; Dark Angels, Ultramarines etc?
    You can start from Black Templars already, but if you are can read - you should know the UA mod team's answer already
    Last edited by jONES1979; 26th Jan 12 at 10:21 AM.

  43. #4793
    Quote Originally Posted by jONES1979 View Post
    You can start from Black Templars already, but if you are can read - you should know the UA mod team answer already
    I already knew BT were being implemented, I just haven't read anywhere of Thudo's future plans of fusing not yet released mods with this one.

  44. #4794
    Member jONES1979's Avatar
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    Quote Originally Posted by Xaitan View Post
    May I ask, will Thudo be fusing his mods when they are completed with this one for example; Dark Angels, Ultramarines etc?
    You can start to ask from Black Templar mod already, but if you are can read - you already should know the UA mod team's answer
    I already knew BT were being implemented, I just haven't read anywhere of Thudo's future plans of fusing not yet released mods with this one.
    I mean, Thudo's plans matter nothing, since UA mod team does not interesting in such thing you asked. Just take Black Templar mod as example
    Last edited by jONES1979; 26th Jan 12 at 10:25 AM.

  45. #4795
    Quote Originally Posted by jONES1979 View Post
    I mean, Thudo's plans matter nothing, since UA mod team does not interesting in such. Just take Black Templars as example
    Sorry friend, I don't understand what you are trying to explain here. Could you edit your post and re-correct grammar as I assume you rushed the reply and I can't understand "since UA mod team does not interesting in such"?

    Taking a guess that you mean UA mod team is not interested in having mods implemented into it? Surely that's not true? Take DaemonHunters, Tyranids and soon to be Daemons for example...?

    Sorry if my assumption has misunderstood what you had written, but what with the grammar issues I wasn't sure what you meant.

  46. #4796
    Jone's explanation sounds prefectly clear to me - the UA mod won't do what you are asking for, Xaitan, period.
    You can however edit the module file of UA mod and "combine it" with some other mod... and forget about any balance issues too

  47. #4797
    Quote Originally Posted by Michael1980 View Post
    Jone's explanation sounds prefectly clear to me - the UA mod won't do what you are asking for, Xaitan, period.
    You can however edit the module file of UA mod and "combine it" with some other mod... and forget about any balance issues too
    Excuse me, but just because it may appear clear to you does not mean you should speak for someone else. Whether on the internet or not, that's still rude... Socrates would be proud.

    I realise I can combine the mods already sir, I have experience using DoW mods. I am asking if there is any future prospect of having Thedo's soon to be released mod(s) into UA because Thudo is well involved with the UA mod staff as well as many other mods, while likewise leading his own.

    "Thudmeizer - For a lot of things in our mod, especially ai scripts and tons of help. Corrected major SCAR errors with the addition of updating the ai to a current date and created the Daemons race especially, which is HUGE. - AI master, friend."

  48. Modding Senior Member  #4798
    Always Tired Argonaut's Avatar
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    Hello one and all,

    If you need me to help make some SCAR adjustments for UA then I'm available for some limited work. (By limited I mean limits on my time, not limited in scope)

    I can help to adjust the vehicle_attacks.scar and restrict what you need to do to stop people destroying the base with superweapons. From little I know of the UA mod, you will definitely need a UA map or two to get this to work. The whole thing can get horribly clogged up even on vanilla survival. So..

    etherealtau has my blessing to work on whatever he sees fit and knows my conditions for use, when (if?) he gets stuck I'll pitch in and lend a hand and I can rejig some of the more specialised code for UA use when necessary. I've also got 1.7 of vanilla survival very nearly done which fixes any last little bugs, so maybe I'll get that up soon too.

    Good luck with your adventures!
    "Dad, I don't want to get married when I grow up."
    "Why not son?"
    "well... I think I'd rather run my own life."
    O.o
    "Thanks for that son."
    -My son age 6.

  49. #4799
    BT are a never ever cause they aren't needed as a seperate race, they are technically still space marines. I didn't know there was an ultramarines mod... gonna find that Heard a little bit and saw a few images of the dark angels mod. Its just wrong... the DA robes aren't meant to be the same color as the armor. Anyway hope they fix that. Finally but not least important, I honestly dont see the point in adding any of them, and even if its just adding the models to space marines, not having them seperate races, how would you do that? Would you have three or even 4 space marine races with exactly the same units, just different fluffy stuff? Sorry but NOW I can see why BT wont be added, ppl would want blood angels and any other myriad chapters with bits and peices for them. Too much effort for quite minor visual change.

  50. #4800
    Quote Originally Posted by Sumajin View Post
    BT are a never ever cause they aren't needed as a seperate race, they are technically still space marines.
    I disagree, they have there own Codex, thats enough to have a race of there own. Taking note of other mods for example; Space Wolves, Dark Angels etc.

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