@gambit most of the team including me are either in school or at work -_- thus they probally cant post every 10 minutes and i think some of them are in east coast or in another country to....If they had anything to say they would say it.
@gambit most of the team including me are either in school or at work -_- thus they probally cant post every 10 minutes and i think some of them are in east coast or in another country to....If they had anything to say they would say it.
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
Don't have time to surf the web anymore. I'm on RelicNews for like 5 minutes, then I go to college, work, and mod for the rest of the night.
-Fatal Scar Error
Is it supposed that take-control over ally cpu function appear during gameplay without Allies? (it was checkmarked in the win condition settings), just accidently clicked it during gameplay because didn't see it as it's just like a square without icon.
"Crush,Kill and Destroy"
Hi everyone, i tried using Tau and found that there are 2 types of broadside battlesuit with similar price and same cap requirement.
But the other one comes in pack of three with more awesome fire effect plus one leader can be added.
The question is, are the "vanilla" broadside battlesuit was kept on purpose?
this also applied on crisis suit, one is the original and the other one comes in pack of three.
btw, this is most epic, balanced and wh40k-ish mod i've ever played. Salute to the team![]()
i think its personal choice for the broadsides i use the single ones as turrets ^^ and the three pack when i cant get a hammerhead to the front quickly
Both the Broadsides and Crisis suits need a bit of balance work if you ask me. The single unit broadside has massively powerful railguns but that's the idea, since it has to entrench and has a minimum range. However the railguns on the three pack have awesomesauce fx but they deal tiny damage. The single unit Crisis suits are ok, so is the three pack... until you upgrade them with (I forgot the name :P. I think it was plasma rifles) which takes their firepower to over nine thousaaand!
But really, 3 or 4 three pack crisis squads with that upgrade can take on almost anything, even take down hq's in record time. Specially difficult to fight with 'infantry only' win condition.
Another balance issue I've noticed is that most imperial flamers are possibly one of the best close range weapons (four Leman Russes with three flamers each have beastly morale damage, take down almost any building as it was made of paper, and they deal decent damage vs infantry), but orky burnas have really little firepower in comparison, specially vs buildings (a full sized burna boyz squad is less powerful than one three flamers Leman Russ).
HELLO. After I make all the improvements of the unit Howling Banshees, his armor should not be elite heavy armor instead of just heavy armor
No, Witch Hunters will be incorporated instead with Demons, making 4 new races playable, Tyranids, Demonhunters, Demons, Sisters of Battle. I don't want the 2012 release to include FIVE required race mods. It's too ridiculous if you ask me. Sorry.Originally Posted by Zack Fair
Hmm... I'll see what I can do.Originally Posted by Psycho
I don't know why hanov hasn't answered that question yet, I'm not really sure.Originally Posted by mcdimm
We work on all expansions and the base mod.Originally Posted by Chaos Bringer
?Like,there is always an empty cube near hero icons.When i press it,Fatal Scar error.
Restricting the Brass Scorpion when you research the Mark of Tzeentch is Bull Sh**? So you will use the Chaos Land Raider when exactly? Oh! When you research Tzeentch, right.Brass Scorpion
Speaking of BS,he cant be created if i research Mark of TzeentchTzeentch gets selected a lot by my licking, now only half the time.
Behold, now the Land Raider has a point in existing in the mod.
Not anymore.I would like to point out that Autarch is really weak compared to what he should be (and his cost)
Define slowed down.Originally Posted by Gambit
Well, it is now different in the 2012 release. But yes, the Broadside "vanilla" was kept on purpose because I liked the Broadside Battlesuit entrenching and stuff... so yeah.Originally Posted by mcdimm
It's not elite heavy infantry, it's just heavy infantry armor class the Banshees possess when you apply that upgrade. It was like this in vanilla as well.HELLO. After I make all the improvements of the unit Howling Banshees, his armor should not be elite heavy armor instead of just heavy armor
So when you say SoB as new you meant the witch hunters, that will be DIFFERENT from the sisters already ingame right?
I know that, im just saying that you put it as a new mod, but the vannila soulstorm already has the sisters of battle, so im a little confused about the new there. Also, non-topic whats the difference between with hunters and daemon hunters? besides their obvious naming
You want me to combine Inquisition Demonhunters with Sisters and Witch Hunters?
i did for my personal mod because in effect they are all the same sect from the imperium at least i think so anyways??
Maybe you could make the SoB as reseachable chapter/race spezialisiation. Wanna purge heretics with fire? Choose fancy fire biotches! Ya wanna smash demons with psyonical power of Inquisitors and Grey Knighst? Chose Demonhunters! I dunno if this appeals to anyone and this is only a first approach possibly as i do not see why there should be Witchhunters be incorporated as a seperate Race yet. I would be rather for combining them with the Sisters of Battle vanilla race and swap the cooler looking models out and use the better ones from the Witchhunters Mod. But i dunno if that is allowed by the Mod Team do seperate their content that hard and use in different purpose as the origin Mod Team intended. If that's not the case then i would definetely approve for combining SoB with Witchhunters as a subchapter or combine them already completely with the SoB and wish the borders of the two "races" away entirely.
Just mythough ^^
is there anyway to ask teh other mod teams about that or are they gone completely??
#4016
The SoB team made it quite clearly that there models were to be used in by no other mod UNLESS the SoB mod is downloaded separately and you included it in the module.
combine Inquisition Demonhunters with Sisters and Witch Hunters?
so what's the point of the word "sisters" then?
I dont know exactly but in the saga itself..they're all in different "astartes" right?
technically the sisters are an Ecclesiarch force, they are called Adeptas Sororitas. The inquisition daemonhunters (i think) is composed of the grey knights and imperial inquistors and the witch hunters are a special branch composed of sisters and imperials. I agree with cosmocrat about his specialization ideia, its very interesting, i do remember having seen that type of specialization(not exactly that) on other mod. About joining sisters and witch hunters, either join them or dont use one of em, because(help me here) they are the same, i dont see much difference.
Daemon Hunters and Witch Hunters are different codexes. I suggest to keep it that way, but of course it would be a great addition to Vanilla Sisters of Battle race, if models, abilities and buildings were taken and implemented from AS.
@titlams: Are you sure about this?: "The SoB team made it quite clearly that there models were to be used in by no other mod UNLESS the SoB mod is downloaded separately and you included it in the module. "
I think this http://forums.relicnews.com/showthre...hunters-for-DC simplifies the matter. (especially posts #6 and #7)
-In search of Papasmurf...
#4021
If the Witchhunters assets were to be made by the Apocalypse mod team (which they are well capable of judging from the models already in development) it would be a different matter.
However I'm pretty sure that mod teams that have released full standalone races in the past (Inquisition Daemonhunt and Witchhunters for example) were very much against having their work taken out piecemeal and incorporated into other races, even if the races were to be downloaded separately. It has been expressly stated by the mod teams in their respective mod threads and I have not seen any hints or otherwise from the development teams of said mods to suggest anything different.
-It's not the fall that kills you, it's the sudden stop at the end (Douglas Adams)-
-Make something idiot proof and nature will create a better idiot.-
-Me fail English? That's unpossible!-
My point exactly, friend corncobman.
Yup Corncob that will be pretty much the main reason why we'll see the Witchhunters end up as a seperate race in the end (Depends on the fact if we could manage to retrieve some permission but hell damn there were several people before us who had the same idea as well and also had the same results as we actually have :P).
The problem is either not the model itself (Which is fairly easy to do if you have enough practice :P) but these awesome textures they have done for them are simply outragous and it's still a mystery to me how to make awesome textures out of nothing in Photoshop or any other 2D program. I simply suck in drawing stuff that's another point to add on that long list of "Why Cosmocrat sucks at texturing:...".
But thanks for your trust in our modelling capabilites anyway bro ;-).
Hello.
Yes, both team members have stated already about integrating their mods as Corncobman said, however in the case of the WH mod, they made two exceptions: One to Jaguar-Lord´s mod and the other for Korbah, as they both were fairly helpful in the development of many balance and gameplay decisions (even there was about for the WH faction in DC to include a Faith-esque system). For the rest, well...it would be just a matter of putting it up separatelly.
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Well fine then, I guess the creator of the Witch Hunters mod left me with no choice then, I'll eliminate the Sisters race completely, add in the Witch Hunters as the primary SOB race and everybody still remains happy. It's just everybody has to download one more faction for XP2 to work is all, not to mention my Demons race coming in later, (oy 'a vay!).that will be pretty much the main reason why we'll see the Witchhunters end up as a seperate race in the end
Fried P has made his choice, pretty sucky one if that.
@Corncobman: Thank you for taking an interest in our modeling capabilities. Textures were our only downfall?
@Cosmocrat:You're insane."Why Cosmocrat sucks at texturing:...".Perhaps a bit harshly judged by your doings.
In other words I can finish the Witch Hunters mod, hence great access to their material? That would be awesome! Yet there is a reason why I'm not allowed to...Yes, both team members have stated already about integrating their mods as Corncobman said, however in the case of the WH mod, they made two exceptions: One to Jaguar-Lord´s mod and the other for Korbah, as they both were fairly helpful in the development of many balance and gameplay decisions (even there was about for the WH faction in DC to include a Faith-esque system). For the rest, well...it would be just a matter of putting it up separatelly.
Nope, just because both mods have given permission doesn´t mean you can finish it, they just have the exclusive to include the models but not to give them away to other mod teams, sadly. That´s how things are.
texturing! aaaargh! nightmare!
there are loads of tutorials out there, but i find it sooo hard and time consuming. there seems to be fewer texturers on here than anything else.
Fried P's work is... just.... amazing!
M | WS | BS | S | T | W | I | A | Ld
1 || 1. || 1. || 1 | 1 | 1 | 1 | 1 | 1
So after all that, the existing SoB will be replaced by the Witch Hunters and we will be REQUIRED TO DOWNLOAD THE WITCH HUNTERS SEPARATE JUST FOR THE MOD TO WORK? if so it really is a hard choice, because stay with the vanilla SoB or have the new ''SoB'', which are cooler, but would require its download and more wasted space. There's no other way around this?
Sharphawkx has a point. It looks like I'll not waste my time on Witch Hunters after all. It's better to be safe than sorry.
Damn, oh well.![]()
Last edited by Cylarne_04; 27th Oct 11 at 12:40 PM.
"wasted space"? WH:AS is 150MB and in 2011 that's the last of our concerns. Heck, DoC is 26 GB worth of stuff, most of which is not even available yet. I know some people don't have very good internet access but still, anything better that 56k will do fine.
If anything WH:AS's main problem is that you probably don't have green light to edit the mod's assets, meaning that you can't make units for it or make the textures TCable. Somebody clear this out for me, because I thought WH:AS was off-limits for everyone but the Custodes
sorry if you have a 10k Tb HD but i only have a 1Tb HD which is full because of games i own and mods i have. I'm sorry, didn't meant to offend you. Its just that unfortunately some people cant download something bigger than 10gb (which is fortunately not my case, but im not the only player). What i actually meant is that needing to download another mod for this one to work is not something very good, because it might give the impression that they're not good enough to make their own mod work(Not that that's the case of many mod teams and surely isnt the case of the apocalypse team, just saying)
May I beg for Witch Hunters to be included?Originally Posted by Cylarne
Personally, I wouldn't mind downloading 7 other mods and editing a truckload of data in the modules or whatever if that's required to see the best textures in DoW 1 fighting in the apocalypse.
It wasn't clear for me if the WH mod is included, the data regarding damage/health/etc can be altered or not to play them in UA (as it seemingly was done with IDH and 'nids).
If this is allowed, it's completely worth the effort, though some spots left by units not present in the current WH beta would have to be filled with the notoriously inferior textured Soulstorm SoB units. Retexture them maybe?
Anyways, I'd LOVE to see the beyond-the-definition-of-awesome Witch Hunters in UA.
to everyone that may be wondering to say somethign against me. I have nothing against the WH nor any other extra race. In fact i love em all, the more the merrier, all i meant was for downloading issues and space required, but then again as our good friend RMX stated ''is 150MB and in 2011 that's the last of our concerns''. Anyway if he could include the witch hunters and other mods i wouldn't mind, as i said i'd love it, but then my argument on the mod requirements stay the same.
Psykotenshi its very easy for you to add the witch hunters for yourself.......just copy both of the mods and then add them i can create a tutorial for you if you wan ^^
I too would like to see WH included. All things aside, I really would like to thank the team for everything you have done and still are currently doing. Infinite thank you's are still not suffice for what has been implemented.
Side note: I was hoping for a long time to see the WH:AS Incarcerator Tank and Throne of Judgement. Ohhhh how I wish it was possible...
Cheers mate's
um i think they are in the mods data folders just not available in game ^^
*sigh* well I dunno. Getting permission or seeing if things will be ok is top priority right now. If it IS ok to implement SOB with Witch Hunters or at least use their material some what, you all will know what that means.
Yeah very easy to "combine" a race. But then you have to make them recognized, balanced and Apocalypse mod compatible. So far, it is a bad idea to immediately "combine" them with Tyrnids and IDH, and that would NOT be recommended for many reasons.Psykotenshi its very easy for you to add the witch hunters for yourself.......just copy both of the mods and then add them i can create a tutorial for you if you wan ^^
Thanks ^^Originally Posted by ImperiumsHand
We'll at least put in titans for them or at least placeholder titans for balance.Originally Posted by ImperiumsHand
So supposing everything goes fine, how would you make the race? a new SoB? An specialization perhaps? or don't you have the minimun ideia?
Patch 1.62.542 is huge for a patch. Does it a "must have" patch for the 400+mb complete collection?
There is no patch 1.62.542. 1.62.542 is the latest complete collection, you dont need anything else but that download
@Sharphawkx I think that if you do not want to download them you should disable their required mod..I don't want to sound rude, but IMHO it's your problem if you don't have the space, delete something :P...we all want WH included
@Cylarne I like SoB, I don't get why you should take them out to put WH in their place..can't they be separated factions?
Last edited by .:Zack Fair:.; 28th Oct 11 at 6:05 AM. Reason: typo error
Originally Posted by Zack Fair
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@Sharphawkx: I don't know, but Cosmocrat said this ever so PERFECTLY.
Keep SOB AND Witch Hunters are my intentions as well. I MIGHT include Demonhunters in there, but my point is for SOB and WH_AS at highest priority!Cosmocrat
Maybe you could make the SoB as reseachable chapter/race spezialisiation. Wanna purge heretics with fire? Choose fancy fire biotches! Ya wanna smash demons with psyonical power of Inquisitors and Grey Knighst? Chose Demonhunters! I dunno if this appeals to anyone and this is only a first approach possibly as i do not see why there should be Witchhunters be incorporated as a seperate Race yet. I would be rather for combining them with the Sisters of Battle vanilla race and swap the cooler looking models out and use the better ones from the Witchhunters Mod. But i dunno if that is allowed by the Mod Team do seperate their content that hard and use in different purpose as the origin Mod Team intended. If that's not the case then i would definetely approve for combining SoB with Witchhunters as a subchapter or combine them already completely with the SoB and wish the borders of the two "races" away entirely.
Just my though ^^
EDIT:Second priority!but my point is for SOB and WH_AS at highest priority!
Last edited by Cylarne_04; 28th Oct 11 at 7:51 AM.
@.:Zack Fair:. no offense taken, dont worry, and i already said i would love to see more races, specially the WH. I too want them. I was just thinking about their mod requirements. Having the WH would be really cool and, at least me, tottaly agree with what Cosmocrat said about the specialization, what do you think about it?
If SoB haven't any significant changes yes...Otherwise it could give them an edge in fightings![]()
I think you guys are getting a bit ahead of yourselves. You shouldn't think much about WH:AS until you get permission to mess with it.
Sun shines, wind blows, grass grows and Witch Hunters units are forbidden to use in mods. That's what I've been told to believe. I still don't know how the DoC team managed to get them, though.
they asked i believe and i think they have the rights to them now....not sure on that though however i believe that if that if the mod is dead with the WH:AS is that it really wouldn't matter if they were added or not but its understandable to avoid getting in trouble ^^
I think its tau bug.I can do ion strike from Arka ion cannon just when i start apocalypse research.Ion strike just appear when i do research.
when i downloaded apocalypse maps,it says to extract them at scenarios/mp,but there is no mp in the folder,only sp.I extracted there and no maps.
I created new folder and typed mp,extracted there and still no maps.Is is easier to just put those maps with next UA patch?
Oh the maps are there. Just play one of them like Into the Breach.You'll see some difference...
Keep in mind though, if you play on LAN, make sure your partners possess the SAME maps as you just like the Map pack you downloaded, otherwise you will get sinc errors.
Oh please not here too! Please don't discuss new Necron units here, we're not interested in most. Please visit the MOD DB page and see the results yourself within the main page comments from pages 1-3.
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