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Ultimate Apocalypse - 1.72.5 Released!

  1. #4201
    Member Cosmocrat's Avatar
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    Art Mini update with pix

    For those who haven't looked over there on moddb already you might want to do now as some nice pictures were added through the last weeks showing off work of wheter RT 2, Demetrius and even myself :P.

    Look over here

    http://www.moddb.com/mods/ultimate-a...taff-reworked3

    (Model and texture by me; yay i managed to do some awesome texture the first time :3 a huge hug goes to diddley squat for showing me that awesome tutorial for Photoshop)

    Else i feel with you beta testers as i see that huge wall of work coming towards you. You might not know yet what's awaiting you in the future but be warned... ;-)


    But having a nice day is still vital anyway!

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

  2. #4202
    @Tomb Deathwing: The ai gets cramped because they move ALL their units to their HQ position which is closed in with little space to move. If I get arid of that command it can easily be fixed.

    Unless you want me to expand the build radius doing up less and less room for your build space which is highly UN-AC-CEPTABLE for this mod. Thudmeizer agrees with you. I despise this idea for many reasons.

    EDIT: Oh hi Cosmo.
    Mods In Progress: Ultimate Apocalypse | Daemons Mod

    Beware, my Ultimate Apocalypticinator!

  3. #4203
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    Else i feel with you beta testers as i see that huge wall of work coming towards you. You might not know yet what's awaiting you in the future but be warned... ;-)
    Cosmo, the UA team has achieved... marvels, through VERY hard work. We are all perfectly aware of this (and the same stands for Cylarne's Daemons MOD). The LEAST we can do as playtesters, is to "hunt" as hard as we can for even little tiny issues, to ensure that YOUR work is flawless when freely distributed to the public. It is our task to HANDLE WHATEVER YOU "THROW" AT US!!!
    Last edited by Gambit; 1st Dec 11 at 6:11 AM.
    -In search of Papasmurf...

  4. #4204
    @Testers: Ok, I'm getting many PMs about "when you will receive my feedback about your buglists" and other stuff. ONE PM is enough and I'm already half way done. Remember, I'm reading the buglist bug by bug, so it will take a while like my usual days.

    Again, I'm sorry you have to wait for the BETA even though it is done. Please blame my security crap going on about my uploads/downloads.

  5. #4205
    Member Mistico's Avatar
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    I saw a mod which enabled the Orks to build walls,kind of wooden walls. So I'm just wondering,are you gonna add walls to the Ork race?

  6. #4206
    Member Tomb Deathwing's Avatar
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    @ Cylarne "Unless you want me to expand the build radius doing up less and less room for your build space"

    No sir I will never ask such thing...

    But
    what I wanted to recommend is that if you could shrink the building model to one tile but keeping the blue square size intact were I will put the building or expand to one tile radius the same square but keeping the model size intact... like the original game, you can build the buildings near to to one to another ,in the exit ,and a narrow path an at least the infantry will not stuck because they can cross between the buildings for the extra space ,I think it will help the ai with the mob infantry even if the ai is still stubborn to build alot to block himself.....I hope this is understandable ^^; LOL

    ----------

    Of course the vehicle is another Story LOL

  7. #4207
    I saw a mod which enabled the Orks to build walls,kind of wooden walls. So I'm just wondering,are you gonna add walls to the Ork race?
    Yes, static with no animation, or not.


    @T Death:

  8. #4208
    Member Tomb Deathwing's Avatar
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  9. #4209
    Member Tomb Deathwing's Avatar
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    and Sir there is a last thing i want to ask for change...

    Wargears.

    they are too cheap...I like to ask if you can make them more pricey...the original wargear mod for soulstorm have the gear at least 3 ,4 , 6 time the price than UA...this update I want the Wargrear at least spend with 3 digits in requisition above the 300 requisition or energy ...if you approve of course.

  10. #4210
    Wargears.

    they are too cheap...
    above the 300 requisition or energy
    That's insane.

  11. #4211
    Member Tomb Deathwing's Avatar
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    Come on Lord of UA I think I'm not asking new units?.....in necron example....

    the wargears selection spending like, 300 ,650 ,350 and 850.....like those prices....I don't understand why must be insane Good Sir?
    a little spending of what buy first can hurt.

    beside in the end , the requisition flow will come anyway good sir.

  12. #4212
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    @Tomb Deathwing: I recall (many posts before) me, suggesting the same thing. Cylarne replied that, in UA the wargear is no big deal due to the proportions of Apocalyptic armies, thus the reduced resources cost. And I very much agreed.

    On the other hand, I would like all races to be able to enhance their primary hero with wargear (the two additional races in XP2 have no "native" wargear support). But then again, what I imply here is WAY TOO MUCH to ask....


    -But, chief Cylarne, what about wargear for DAEMONS primary hero? It is your project (YOU are god there), so is it doable/desirable?
    I mean, NOT anything much, perhaps two weapons, two armors (breast-plate, helmet, etc.) and three or four body mutations.... (or, ONLY mutations).
    Remember, DC and SS implement wargear as standard for all races, so why not for all non-vanilla races? (starting with...Daemons?)


    P.S.: Sorry for posting Daemon suggestions in UA thread, but I think that it is not irrelevant.
    Last edited by Gambit; 2nd Dec 11 at 6:05 PM.

  13. #4213
    Member Tomb Deathwing's Avatar
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    @ Gambit

    Yes Mr Gambit I recall I make the petition before, At least It cannot hurt to ask when a new version appear, beside that little thing wasn't a huge inbalance, it's just a few mods in the value cost I was asking ...because honestly....


    I like to spend a lot of energy in upgrade new things(in necron example) no just reinforcing like a maniac LOL....At least is the commander wargears I was asking,

    not just all apocalypse project :lmao:

  14. #4214
    Quote Originally Posted by TD (Not Total Destruction)
    Come on Lord of UA I think I'm not asking new units?.....in necron example....
    I know.

    850
    You can get a Baneblade for 500. And it can shoot.

    But, chief Cylarne
    Where's the but on that?
    Quote Originally Posted by Gambit
    wargear for DAEMONS primary hero?
    You're forgetting the Tyranids and IDH.

    I'll leave you both to think on that. Wargear is redone in 1.63.31.

  15. #4215
    Member Tomb Deathwing's Avatar
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    @Cylarne

    Adknowledge Sir..

    We will wait to see 1.63.3.1

    "the patient one will have the rewards"

    ----------

    1.63.31 LOL

  16. #4216
    @Tomb Deathwing: I change my mind, your request is done bro. Now the wargear is redone again just with the extra cost. xD

  17. #4217
    Member PsykoTenshi's Avatar
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    Ow. More expensive wargear. I really liked it inexpensive... Exactly how more expensive?

    In other news, the internet connection in my house went down two days ago, and seemingly won't be coming back anytime soon (we need a rage smilie).
    If things go just as planned I should be receiving another, faster connection the 10th.

    Resuming, at least my actual provider decides to resume its activities, I'll be offline until the 10th-11th.

  18. #4218
    Ow. More expensive wargear. I really liked it inexpensive... Exactly how more expensive?
    100/100 for first weapon stages. 75/75 for miscellaneous wargear (helmets, gauntlets). 150/150 for second wargear stages (last weapons and armor based wargear). 200/200 for the extra special wargear (Gaze of Flame, Soulstone, etc.). And then some are varied. (125/125 (Teleporters or special grenades))

  19. #4219
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    100/100 for first weapon stages. 75/75 for miscellaneous wargear (helmets, gauntlets). 150/150 for second wargear stages (last weapons and armor based wargear). 200/200 for the extra special wargear (Gaze of Flame, Soulstone, etc.). And then some are varied. (125/125 (Teleporters or special grenades))
    Excellent approach (and exactly as I see it, as well)

  20. #4220
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    greetings I would like to make a suggestion: it would be possible to increase the health of Flash Gitz, increase the size of Mega Armoured Nobz squad to a +2 and the number in units of honor, for example the honor TankBustaz Squadto 6.

  21. #4221
    Wow, Cosmocrat's already working on 5th ed Necrons stuff? It seemed like yesterday when people didn't know what to make of them.

    Looking forward to seeing some Deathmarks.

    Keep up the good job.

  22. #4222
    Member Dante551's Avatar
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    hopefully the beta comes out after ten days then ill be on Christmas break muwhahahah
    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

  23. #4223
    Banned Hellboy's Avatar
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    Why i not in comand?
    \

  24. #4224
    Member Dante551's Avatar
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    Why i not in comand?
    and what does this mean?

  25. #4225
    Member PsykoTenshi's Avatar
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    @ Lord Cylarne: Yeah, those prices are ok-ish . I was just not wanting to pay 250-250 for a meele weapon upgrade.

    In other news: Yay! I'm back from the grimdark zone of offline-ness!
    And I come with a sorta bug report: Unlike all other IG vehicles, the Stormblade can be repaired by two Techpriests at the same time in the current public version.

    Quote Originally Posted by Gambit
    Where did PsykoTenshi see a 250/250 for a mere WEAPON upgrade?
    I didn't. Tomb Deathwing initially suggested prices way above that (300/650 and 350/850, if I understood correctly) and I approximated 250/250 as a middle term thing between the current values and his suggestion.

    I don't remember this very precisely, but last time I played as Orks (a loooong time ago) and I used Flash Gitz, I thought they were quite fragile considering they're Nobz with big guns.
    Last edited by PsykoTenshi; 7th Dec 11 at 6:31 PM.

  26. #4226
    @ Lord Cylarne: Yeah, those prices are ok-ish . I was just not wanting to pay 250-250 for a meele weapon upgrade.
    I'm now with you, I'm starting to dislike my changed prices. Ik, too expensive... too expensive for a weapon, and teleporters.
    Why i not in comand?
    and what does this mean?
    ...means he's not BETA testing for obvious reasons. That is if he gets my PM.
    greetings I would like to make a suggestion: it would be possible to increase the health of Flash Gitz, increase the size of Mega Armoured Nobz squad to a +2 and the number in units of honor, for example the honor TankBustaz Squadto 6.
    Maybe.

  27. #4227
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    Cylarne, you initially said:
    100/100 for first weapon stages. 75/75 for miscellaneous wargear (helmets, gauntlets). 150/150 for second wargear stages (last weapons and armor based wargear). 200/200 for the extra special wargear (Gaze of Flame, Soulstone, etc.). And then some are varied. (125/125 (Teleporters or special grenades))
    And I agreed. Only a 200/200 appears here and you said that, such prices would only address to special wargear. Where did PsykoTenshi see a 250/250 for a mere WEAPON upgrade?
    Am I missing something?

    P.S.: Profman sir, I am waiting PT orders (I know the next beta is not yet ready for us, just wanna make my availability clear)...



    EDIT: Never mind, just got it....
    Last edited by Gambit; 7th Dec 11 at 3:31 PM.

  28. #4228
    Member Tomb Deathwing's Avatar
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    I like those prices.....adequate Good Sir...

    Now about the other thing ...about this one is the one I really like :
    what I wanted to recommend is that if you could shrink the building model to one tile but keeping the blue square size intact were I will put the building ,or expand to one tile radius the same square but keeping the model size intact... like the original game, you can build the buildings near to to one to another ,in the exit ,and a narrow path an at least the infantry will not stuck because they can cross between the buildings for the extra space ,I think this will help the ai even if the ai continue to build to close to the point it block himself ,that extra space will help at least the infantry to navigate between the buildings...this one is what really like

  29. #4229
    Hi.

    Apocalypse Mod Team



    In other news too, my "online security sealed system of blah and blah blah" will be fixed this upcoming Tuesday. What does this mean? I can finally upload the ALPHA-BETA to my testers. So testers, look up there in the Apoc Mod Team, if you see your name with (Status: Pass) Then you are in the BETA to test.

    Whoops...
    Now about the other thing ...about this one is the one I really like :
    what I wanted to recommend is that if you could shrink the building model to one tile but keeping the blue square size intact were I will put the building ,or expand to one tile radius the same square but keeping the model size intact... like the original game, you can build the buildings near to to one to another ,in the exit ,and a narrow path an at least the infantry will not stuck because they can cross between the buildings for the extra space ,I think this will help the ai even if the ai continue to build to close to the point it block himself ,that extra space will help at least the infantry to navigate between the buildings...this one is what really like
    Kk, well, I'll do something soon enough.
    Last edited by Cylarne_04; 8th Dec 11 at 6:14 PM.

  30. #4230
    Member PsykoTenshi's Avatar
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    I'm not graded... Does this mean that I should offer some bug reports in sacrifice to the Apocalypse gods to gain some favor?

  31. #4231
    @Psychoochoo: No. No need bro, I just didn't get to you yet.

  32. #4232
    Hello, Cylarne. How your successes with modding Ultimate Apocalypse?
    My own mods for Dawn of War game

    Awakening of Evil Mod
    White Scars Mod
    Spirit Storm Mod (Dies Irae)
    Rise of Imperium Mod
    Eldar Rebalance
    DoW Rebalance
    Laurentian Hussars
    Emperors Children (w.i.p.)

    co-author of:
    DoW Realism SS
    Perun Warhounds
    and a lot of other mods :)

    also i was tester of Ultimate Apocalypse mod (in august 2011)

    Tester and skinner of Codex Mod :)

  33. #4233
    Member Tomb Deathwing's Avatar
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    @ PsykoTenshi ...

    Sir ,in my POV there is no need for gain favor as individuals, even I don't want one (I'm Happy to stick in the shadows)...We are here for the Greater good...

    We are here to support the ways of Apocalypse as a collective, as a group ,our reward will be improvements in future release !!!!

    Cheer out sir to do one's bit is all wishes of each individual

  34. #4234
    Hi everyone! Just a few things I've noticed while playing this awesome mod:
    1- Tyrannids don't build Hive Nodes (turrets)
    2- While playing in Hero Mode, if you attach a commander unit (i.e. the ork warlord) with a level different than Regular(1) to a squad, and then separate him, the level gets back to Regular(1). The same thing happens even if I turn the Necron Lord into the Nightbringer or the Deceiver.

    I have some advices too:
    1- I've seen a strange chaotic structure from another mod (can't remember the name. There's the same structure in Winter Assault - Chaotic Campaign - third level, I think). It has a circular shape with a pool of blood in the middle. You can use it as super-structure for Chaos, instead of the portal (I think it could be much more appropriate).
    2- Mark of Khorne can't summon Tzeench's Daemons and vice versa. Mark of Slaneesh can't summon Nurgle's daemons and vice versa.

    Anyway, you are doing a GREAT JOB!!!

    PS: forgive my VERY POOR English... I'm Italian

  35. #4235
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    While playing in Hero Mode, if you attach a commander unit (i.e. the ork warlord) with a level different than Regular(1) to a squad, and then separate him, the level gets back to Regular(1). The same thing happens even if I turn the Necron Lord into the Nightbringer or the Deceiver.
    It depends on the version/implementation of the heroes mod. I remember having encountered this issue, but not anymore (I was too unrelated to modding back then, so I didn't check what was wrong).
    There surely are some issues with the heroes win condition... Too pity, it is a MUST for serious multiplayer and skirmishes!!!!

    I have an other one. Try:
    Upgrade a commander unit to a high level (4th for example). Attach him to a squad of lower level. Send them to a fight, and try to lose the whole squad, but not the commander. Recheck his level. It is 1st!!! His stats remain upgraded, but his level RESETS!!! He can now freely re-advance, anew! I managed to get my chaplain to .... 50000 hps!!!!
    It seems, if the detach is forced (and not selected though the detach button), the level resets....

    @Cylarne: My AE skills are also improving (thanks to Chiu and Thudo), so I could also slightly assist you in AE.... But I am sure you guys are PORFS!!!

  36. #4236
    What is the latest heroes mod version? How do I know what version we have?

  37. #4237
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    Hi all. Is it normal that appear in the installation folder of the game? 12-8-2011_22_25_16_ErrorLog.txt and 10-11-2011_21_45_18_MiniDump.dmp.
    Appears every time I play. The txt delete them, but the 10-11-2011_21_45_18_MiniDump.dmp keep them, for if I change the installation

  38. #4238
    Member PsykoTenshi's Avatar
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    @ METAL GOD: A set of those (one of each) is generated every time Soulstorm crashes. You can safely delete all of them, though I like to take a look at the ErrorLog.txt files, to find out which .dll or .exe failed me.

  39. #4239
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    Cylarne said:
    What is the latest heroes mod version? How do I know what version we have?
    Cylarne, let me check, and I will report tomorrow. I am sure I will have to search a lot...

  40. #4240
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    @PsykoTenshi : then, remove the txt and dmp. there are lots of dll file in the text. In the installation folder and also dWindows \ system32 ... But apparently the game does well, does not leave the desktop or block it. the game is in spain laguage and I adjust the AI control panel to my preferences. Perhaps it has something to do with it. Anyway thanks for the clarification

  41. #4241
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    @Cylarne: OK, I found this page: http://forums.relicnews.com/showthre...ying-version-2

    Unfortunately CutterShane, the mastermind behind heroes is no longer among us.... Heaven is his current home.

    I noticed that many parties that have incorporated the "heroes" code to their MODS, have made some improvements to the initial files....
    I am not by any means able to find out anything more, as things get messy with all the mods out there!!!!

    My current info is that it has been "dormant" for 3 years....

    SO, Cylarne, why don't we start a new thread, inquiring info about the "heroes" and see what can come out of this?
    After all, it is a project that can be included to ANY mod at ANY time, MANY will be intrested in this project and it is also TOO GOOD to be left out (I do not remember playing a MP/skirmish game without enabling the "heroes" condition...).


    P.S.: Cylarne, do you want me to check the UA "heroes" files to see our version status?

  42. #4242
    Member PsykoTenshi's Avatar
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    @ METAL GOD: Ah, otro jugador de habla hispana. El archivo txt muestra muchísimos dll's. Sin embargo la información importante está en la primera línea, así:
    Soulstorm.exe caused a No Memory in module ntdll.dll at 001b:7c93b3db.
    El idioma en el que esté el juego sólo influye en qué archivos .ucs son cargados y no veo cómo el panel de control de la IA podría tener algo que ver.
    (the same as above but in English)
    Ah, another Spanish speaking player. The txt file shows lots of dll's. The important info however, is on the first line, like this:
    Soulstorm.exe caused a No Memory in module ntdll.dll at 001b:7c93b3db.
    The game's set language only changes which .ucs files are loaded and i don't see how the AI control panel could have something to do with this.

    Ñ

  43. Child's Play Donor Forum Subscriber  #4243
    There is a updated heroes in the Skirmish AI mod. It is already modular.

  44. #4244
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    Thanks for the info man.

  45. #4245
    Hello friends, when will be finished new patch?

  46. #4246
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    when will be finished new patch?
    As far as I know, the "heroes" project is no longer under development. (you were referring to this, right?)
    But I would VERY MUCH like to see it resurrected again!!!

  47. #4247
    Yes i would very much like it too!

  48. #4248
    Just another thing.
    While playing with SM I've noticed that if I build the Champion, then I can't build the Chapter Master. But if I create first the Chapter Master, then I can build the Champion!

  49. #4249
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    @ PsykoTenshi : hello again, I thought I was the only Spanish speaker!!! I've been watching the source of the problem relating to ntdll.dll and to be honest I do not understand a shit. when I perform a search, the location of the file is in C:\Windows\System32 or C:\Windows\winsxs\amd64_microsoft-windows-ntdll ... And here it already exceeds my few computer skills. A question. There are no range.... texts in my game. this is why the .ucs files. you know somewhere to get . ucs in English to fix this.

    All people: happy day of the fight against animal abuse.

  50. #4250
    Member Tyrantarmy6's Avatar
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    @Khorne_1984: the Champion is for as far as I know incompatible with the Chapter Master. In other words... you have to choose.

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