@cylarne: i have one thing to say! FUCKING EPIC!
@Cylarne: Petty awsome changes man! but just one little request its a necron complain about that Pillar/Tower thingui that the necron Lord puts went hes transformed into a C'tan God, i dont complain about the armor class reduction it does what is petty much and i dont even complain about it to be steal just that vision reduction it does its petty much imbaness, it makes my army stupid make them even stop atacking C/C melee and sometimes cant be even detected beacause it "blinds" my detectors so chances to destroy it are like 8% besides during that time my army its petty "soft" for the necrons to freely rape them... T_T
*So?? Oficio Assesinorum for the IDH???
* Any news about Tyranids?
-removing to much upgrades for turets,i love base builiding which i hate the lack of it in dow2,but in certian way,i would put only 1 upgrade on turet???
-addding turets to idh??
-1 click all squad upgrade with desired weapon??
@cylarne: i have one thing to say! FUCKING EPIC!There is still sooo much to do too.
@whitewolfmxc: That's not the XP2 list.
EDIT: Whoah, what the? Page 52? Lol, last comment I saw was like 2550! So...
Yes, I'll get to that when I'm per-fecting the Necrons. Orks, Sisters and Necrons remain, + Daemonhunters, Tyranids and Daemons. Oh I forgot to include that all of those races are balanced. (Unconfirmed by testers yet)Originally Posted by theWildgo
@demetrius: I'll see what I can do, but when you mean 1 upgrade, are you talking about leaving out the researches? Because I like my turrets to get stronger every tier than just upgrading with a missile launcher. For example, increased range of turret weapons, increased health and better armor. Can't say no to that, or else, turrets won't be that much of a problem to take out. This would help the defensive players A LOT.
However, simplistic turret modifications are not involved, I see what you mean by upgrade rules...
Last edited by Cylarne_04; 19th May 11 at 10:36 AM.
Hmm... ah ha! Sure, consider it done.1 click upgrade to max strong turet
They already have turrets, Purification Decrees.will idh have turets??
@Cylarne: can i be a tester? what it takes for? i have plenty experience with RTSs
No IG General beep noise fixed?
@ Cylarne - I honestly love these changes. Lots of chaosy bits, plus otherwise. Are there changes to the 'New races' bit too?
Otherwise I only have one question about one of the abilities changes. ''Kinetic barriers''; is this some sort of defence system thingiemagig? Not that I mind.
''I will see the galaxy burn.'' -- Magnus the red, Primarch of the Thousand sons, post Burning of Prospero.
You know, that bug is unfixable, I don't know how to fix it myself, I tried everything.No IG General beep noise fixed?
@Void Dragon:
Patience. It's not the XP2 stuff, just the Actual. I'll get to XP2 eventually...Are there changes to the 'New races' bit too?
Kinetic Defense Shields...Otherwise I only have one question about one of the abilities changes. ''Kinetic barriers''; is this some sort of defence system thingiemagig? Not that I mind.
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O_O sooooo shinyyyyy love the shinyyyylol awesome!!
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
@Cylarne - ... Sweet. Does it defend against such things as nukes?
@Cylarne : I assume that blue shield radius thingy shows exactly what's going to be shielded right? Will units benefit from this buff as well? I love the effects.
@Voidragon : I think that would be to much. Maybe damage could be reduced but it shouldn't be immune to nukes.
@dante : yes, shiny is awesome
@thewildgo : PM-ed you.
And the races are being balanced as much as possible. My team of testers are working as best as we can to detect and eliminate any imbalances.
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
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@Profman make more room for Menssage ^_^
At last a counter Super weapon...How much is the duration.
sniff.sniff It almost remember me the stasis field of the scrins in c&c 3 ...good times
Shame EA kill the saga with C&C4 twilight....
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ah ah ah about AI tactics..
Remember in some maps the vehicle stuck in the base or captured points because the AI build in narrow places were vehicles pass.T_T
Can be fixed D:?
Kinetic Defense Shields? hahahahaahahaha!Titans are getting that kickass shield fx too right
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Thats probably a OE related bug, either the general trying to play a non existing sound file or the sound file itself was corrupted.You know, that bug is unfixable, I don't know how to fix it myself, I tried everything.No IG General beep noise fixed?
when does this beep happen?
-++Orks!...Burn the beast!!!...++-
To brother Melooo:While he moving,either his voice and beep noise are happen same time.
@Melooo - dude check your thread often, as I reply there. update on the Renegades are up again
Specifically When you order the General to move or while he is performing the action(moving)?
If its only when the model is moving, that could be either with the footfalls sounds "Data\sound\races\orks\orks_shared\ork_footfalls\footfalls_(insert terrain type)" or maybe General's charge voiceover "Data\sound\speech\races\guard\captain\charge" (although this last one is only played when moving to charge)
Does the mod has custom sounds? cause sometimes the "_default.rat" files found in the sound folders can cause problem, best solution in those cases is to replace them with the game originals.
Ye if someone could fix this bug, this person would =. I certainly can't.
@Melooo: The primary commander, General *someone* has a beep bug. The beep bug occurs whenever you click the ground on move when the General speaks. But the General does not speak, at all because he himself initiates that beep noise. Foot steps are fine, _default.rat is fine, because they were never messed with. But I can tell you right now that after I separated the General from the Command Squad, making him a separate and strong commander; upon upgrades like the commander campaign wargear, his icon turns pink, if he attaches to other squads, a beep noise occurs, and if you click the ground for him to move (No attack move, attack move is fine) a beep occurs.
:OKinetic Defense Shields? hahahahaahahaha! Titans are getting that kickass shield fx too right
Cylarne_04:
Awesome shields! Will it be a global ability ie. Tier 4/Apocalypse? or will it have to be researched?
When fighting for their homes and loved ones, the meekest civilian will stand their ground like a Terminator.......
I guess you're using lukas alexander voice right? (DC/SS default for the Captain)
Relic didnt make attach/detach voiceover for him as they have no use in vanilla, you can solve this by duplicating any of the other voice command folders, like for example "loadtransport", and rename it "join" and then repeat the process and rename it "detach".
About the icon turning pink, be sure his ebps has this code line:another way to solve this would be creating icons versions for each of the upgrades, you know like for example "guard_general__power_fists.tga" and well as __multi...i hope you know of what im talking about.Code:GameData["combat_ext"]["complex_upgrades"] = true
About the ordered to move beep, this one is odd, sure you guys haven't changed anything on the sound folder?
Ah, icons were fixed long ago, sorry about that, lol. But OMG, I never knew that complex upgrades could... remove the pink icon madness! Mwa ha ha ha!
As for the join thing, Wazza! Thanks dude! I can finally attach the General Vance Stubbs to squads without beeps!
I have once, to try to randomly fix the attach beep problem. It wasn't fixed, but then upon the release of 1.62.5 I think, someone reported a bug where the General beeps on the move or something. ^^ I then deleted the General's speech folder, and that didn't fix the problem either...About the ordered to move beep, this one is odd, sure you guys haven't changed anything on the sound folder?
Secret research.Tier 4/Apocalypse? or will it have to be researched?
Well, know that Complex upgrades only works for single entity squads, like commanders and vehicles.
About the General beep, i suggest you remove everything from the sound folder, and then again put the captain voice folder structure "data/sounds/speech/races/guard/captain" and inside just have the "join" & "detach" folders with their respective .con (of course the .FDAs and .RAT inside the folders).
Alternatively you could use general Sturm voice files, and these DO have attach and detach voiceovers![]()
i havent noticed it......but then i dont buy the commander units
@ Dante -I've found commanders to be useful for drawing enemy fire or countering daemons/single units when fully upgraded. And the Necron Lord/C'tan as a spearhead, Inquisitor as a disruptor, etc. etc.; They're very useful when you know how to use them.
I still wonder...could enemy unit walk through the shield?
@void i dont buy them because of how long it takes to get one......i do get psykers and secondary commanders alot because of their support abilitys
@Dante - Psykers die easily. I'd rather have a grindhouse who can dish out reasonable damage and take on even more damage; even though I play Thousand sons regularly. But it depends on the commander you have, but the Necron Lord is a must due to the fact he has so many useful abilities you can upgrade him with. Plus the c'tan.
@Melooo: Well, thanks for the advise, I wrote it down on the to-do list whenever I get Corsix back and DOW SS and my mod files.
@Setsuna: Before I lost the latest version which contained the shields, the shields actually knocked back all infantry who came close to the shield. Vehicles I left as "immune to the effect", so does titans, because you need at least a 80-2000 mass throw back, which in that case made infantry fly sky high.So then I just made it infantry effected.
Shields are a tierIII/IV ability. Shields drain the structure's health and power resource because of its power source need. Shield's make everything around the radius immune to ranged fire. Or at least it used to, but I don't mind making it again...
@Setsuna: Where are your testing results hmm? Profman is very frustrated.
You know you can make enemy units able to go through the shields and make it instantly kill anything as long as its an enemy.
I'm sorry,too much works to do this month,only spending few hours for DowBut don't worry,I'll post the complete bugs list as soon as I can in next few days.I won't let you down I promised.
And I seek advice...How can I open the list of Errors.
the patch I'm playing right now 1.62.51 has give me some AI and SCAR eoors..And i like to upload that view
the last map resposible of AI error was 6 players comfrontation with
Extermination
AI donation
Small battle
Titan wars
Take and hold
And Low requisition with 5 ai.....
How can open that list for upload here for your knowledge :?
@Tomb Deathwing: CTRL+SHIFT+~ then take screenshot.
@Whiteshield: But then it'll be too uber.
@Cylarne: maybe it you make it work kinda similar to the chaos stronghold warpstorm in the original campaing? unit that enter get damage over time :O
@setsuna dont post it pm it instead![]()
@Cylarne-ummm... no it won't. make it like a timed ability or make it so that it takes the health of power generators giving it a global recharge time.
Question: why are Chaplains forced to have a jetpack, couldn't it be an upgrade like the Librarians have? I honestly don't like using jetpacks if it effects everyone(like Librarians jump packs, I don't like it much because it effects every Librarian, rather than being a wargear upgrade) would there be any turning Jump Packs into wargear options?
Chaplain has no such wargear. Believe me when I say, I want the same idea to exist.
I just updated my backup Placeholder text file today, guess how many placeholders are left?
Spoiler
8,
Eliminated from 1/1/11 = 14
Last edited by Cylarne_04; 21st May 11 at 11:17 PM.
the new races mod doesnt start in the game manager but the other two do. help![]()
Did you read the XP2 requirements?
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XP2: |
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- Dawn of War: Soulstorm.
- >= 23MB hard disk space.
- Apocalypse Actual version 1.62.51.
- Tyranid Mod 0.45SS. (Link in XP2 required mods)
- Inquisition Daemonhunt 1.0SS. (Link in XP2 required mods)
- Does not require any previous versions.
What about an option like that for the librarian's? where you could either choose to keep them without, or upgrade and force it upon all?
I remember in FoK, Chaplains had a limited wargear section(auspex scanner's, combi weapon, jump pack) you if you researched anything else after the jump pack you'd have to re-research it.
but you said, Wargear is not an option, so would making them like Librarians(jump pack research) be an option?
I never said "wargear is not an option", wargear is always the option.
in FoKThat's good to know.Chaplains had a limited wargear section(auspex scanner's, combi weapon, jump pack)Correction about the Chaplain with no such wargear.
oh you need those too?oops sorry my bad i thought this had all of them :3
Talk about the Chaplain,can you make him attachable to Assault Squad,brother Cylarne?
It's fairly simple to allow the Chaplain to attach to the squad, the Assault Marines lack the "squad_attach_receive_ext" in their ebps, I allowed Meganobz to allow attachments from like the Warboss, or Big Mek, but I also have to give them that jump ability(or their stuck there even with a big mek)
but since Assault Marines already have the jump along with the Chaplain, you'd just have to allow Assault Marines to have an squad_attach_receive_ext.
Oh!I'll try that,thank you brother Warboss![]()
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