Page 99 of 139 FirstFirst ... 498990919293949596979899100101102103104105106107108109 ... LastLast
Results 4,901 to 4,950 of 6914

Ultimate Apocalypse - 1.72 Released!

  1. #4901
    Member Tomb Deathwing's Avatar
    Join Date
    Feb 2011
    Location
    Milky Way tomb-World
    This patch ,OVO THIS PATCH!!!!!!!!!!!!!!!!!!!!!!
    that's it!

    I will search for them..

    HEED ME UA FOLLOWER...I will search them, search those maps of defense and assault maps compatible with UA.....this beauty scream enemy blood and those maps will provide....

    By the way a little favor Mr. Cylarne and UA crew...

    Dark40K....http://forums.relicnews.com/showthre...eleased-2.0%29 he has make a beautiful assault maps ,one of them called fortress. http://dawnofwar.filefront.com/file/..._Assault;97866 , it is compatible with UA , I learn he is the creator of battlefield assault too...I was wondering if any like the idea of contact him if he can (if he has time) to make maps like this ones http://dawnofwar.filefront.com/developer/Dark40k;27302 compatible with UA mod?...only that good sir

  2. #4902
    well, i didnt demand something :o
    bt just according to previous spoiler u posted, [Tyranid tap] there is a sentence 'carnifexs synckill and special attacks are improved.'
    i just wondered about what 'improved' means in that sentence..
    im sorry that if you upset about that.

  3. #4903
    I said in a previous post they were "improved" by me swapping the Carnifex synckills and special attacks from the 0.51b onto the BETA mod XP2, bro.

    @TD: Goog, good.
    Mods In Progress: Ultimate Apocalypse | Daemons Mod

    Beware, my Ultimate Apocalypticinator!

  4. #4904
    aha, so you mean the tyranids are based on 0.51b ver.
    Thanx for UA teams efforts, i relly enjoy this mod anyway.
    i hope can see the tyranids great biotitans someday ><

    Good job, all of UA makers.
    You guys are BEST ever.

  5. #4905
    AI difficulties for Harder and Insane are easier to play against.


    why??

  6. #4906
    Member Tomb Deathwing's Avatar
    Join Date
    Feb 2011
    Location
    Milky Way tomb-World
    LISTEN LISTEN LISTEN!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    I FOUND ANOTHER ,ANOTHER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    Dark fortress assault 2.2 is compatible TvT http://dawnofwar.filefront.com/file/Dark_Fortress;91622 test ,testem gentlemens, and drink extermination of enemy troops ,

    Only don't put Daemonhunters and tyranid as the defender AI....

    ----------

    correction :/

    is this one http://dawnofwar.filefront.com/file/...1_EZScar;90859

    the former have unlimited requisition.

  7. #4907
    Member Crinvo's Avatar
    Join Date
    Jan 2012
    Location
    Germany
    I don't know what it does, but the Eldar Wave Serpent got a "Weapon Upgrade" without any title.

    UCS errors


    -The Eldar Storm Guardians doesn't change their weapon model if equipped with the power sword

    Thats it for the moment =D *can't stop playing*

  8. #4908
    Anyone else having problems with the necrons? IDH vs. Necron AI, standard Difficulty. It sent 8 necron warrior squads into my base straight away and wiped out everything. My army were dead within seconds, and 3 necron warrior squads take out a T3 LP, with the Fortress option on, in 5 seconds.
    I know they've always been OP but that's just rediculous.

  9. #4909
    Member Chaosbringer's Avatar
    Join Date
    Aug 2011
    Location
    Sparta
    Hey,whatever you do guys,dont touch the Chaos marks,they are as good as they are now,cause i can build all units,exept for Lord of Change and Keeper of Secrets(There was a description that says that i can build them if i research the Mark of Tzeentch and Mark of Slaanesh,so i now mention these Daemons now).
    The tide of Chaos stretches even further!

  10. #4910
    Member Arkagunner328's Avatar
    Join Date
    Jun 2011
    Location
    Wisconsin, United States
    i dont know if you fixed this in 1.62.6 but in the last version (i havent gotten 1.62.6 yet) the space marine stronghold HQ says in its description 'titan, unstobbable juggernaut of wrath'
    '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

  11. #4911

    Imperial Guard Inquisitorial Statement :P

    Alright now ill probably ramble on for while in this post but i feel if its worth me typing its worth you reading lol.
    Now before people blast me with my fluff inconsistencies and the like id just like to make a proposal, and find out some info.
    Ive missed a couple of convos and havent played some of the previous versions with certain units included. So i have some questions about these units as for their plans in the future. Im assuming that UA has permission to use PoK models, if not then its FoK models (which i THINK the person in charge is also in charge of PoK, ss extension i know, so it doesnt really make a differnce)

    To give a brief explanation on my though process, and gameplay style. I love the space marines, my chapter being the ultramarines (only cause they have the most info about them), and i like to feel as though im leading my full 10 companies into battle. Having all the little perks of a whole chapter going in would be quite the experience. Sadly, nearing the 25 min mark, space marines and scout squads become almost irrelevant. Veterans becoming the average troop. Sometimes i play with relic units off to get more of a battlefield experience, rather than an apocalypse, but thats not the aim of the mod so im not implying that part in my suggestions.

    In my opinion the space marines dont have the variation in units that some of the other races do. Vanguards and Sternguards are pretty much stronger Tactical and Assault squads with better options/visual goodies (dont get me wrong i love the lot of them, i just feel they are kinda "the same"). Now i dont have a problem with this, its just that i dont feel like the veterans are as a unique a force as the fluff describes them. In saying that, i would leave them as they are, but add a couple of command-like squads and command units. I know this sounds a little OP but a few elite squads wouldnt make them that powerful in a full scale battle. Especially with a few tweaks to the current command system. In saying this, by no means would i know if this would be balanced.

    The tweaks being:

    Apothecary: Seperate limit of 1, slightly larger AoE on heal.
    Banner Bearer: Seperate limit of 1, much larger AoE on dmg.

    What i am proposing are small, sturdy, powerful, elite squads such as:

    Honour Guard: I believe i read that this squad was in game but removed, i was curious as to why, and if they would be making a return? I love the eagle face they have (PoK model). What i would personally like to see from this squad is a unit of 4, 3 with swords and bolters and one with honour blades. If its possible, id love to be able to add a sergeant-like leader which is the company champion (another PoK model). If they were at a limit of 2 i think they would represent the (almost) most elite squad the space marines have to offer.

    Deathwatch Kill Team: A limit of 1 but the strongest of all squads, their armor black and with a random colour scheme on their chapter origin shoulder pad (i dont know if its possible but if you can vary heads then why not). Maybe make it a 5 man squad with a sergeant upgrade. I would give them similar weapon upgrades to a devastator squad (heavy bolter, TL lascannon). I dont know if this model exists but it would be cool to see.

    And Command units such as:

    Chapter Champion: Limit of 1, PoK model, would act like a captain.
    Company Champion: Limit of 2, PoK model, would act as a leader like a chaplain. (i mean the strong melee not fluff stuff)

    A little something i noticed whilst looking at some GW models is that grey knight terminators have an apothecary upgrade. Now wouldnt it be cool if it were like that for all space marines chapters, Terminator apothecaries! (would kinda look like a deathwing terminator but cooler). Again a model like this doesnt exist but would be cool to see. Speaking of terminators, the 2 paths that space marines choose (2nd company and the other one) a) names need a change but its UCS so i dun care. I was thinking about not having the 2 paths in the sacred artifact, and just merging that into the original path options. (you probs have your reasons as to why they are seperate which if you explained to me over a few hours i still wouldnt understand ) In saying that, one option gives you the chapter master and lib/chap with jetpacks, the other, giving the captain/lib/chap terminator armour (again, no models for lib or chap i think).

    Sorry for how long this is considering it really isnt all that much, its just my point of view and what id like to see in future
    I hope that people read this properly and non-judgmentally, responding in a respectful manner. These are just ideas, constructive criticism is appreciated.
    Last edited by Sumajin; 30th Jan 12 at 11:00 PM.

  12. #4912
    Well....

    @Sumajin: I agree with maybe two things, and the rest is maybe a "interesting to know" thing, but I strongly disagree with the Vanguard and Sternguard veterans being... not unique enough or just showing off in front of the assault marines and Tactical squad.

    #1 They are tier II units, just like Chaos Possessed Marines, Ogryns, Pariahs, Nobs, Flash Gits, Warp Spiders/Striking Scorpions, Kasrkin, blah blah blah.... bottom line is they are the tier II elite infantry so OF COURSE they are going to be stronger.
    #2 Their squad cap is a three, and the others are a two, except Devastators, but they are equipped with all heavy weapons and are available at TIER I.
    #3 Sternguard have different weapons than Tactical Marines.
    #4 Vanguard prefer to engage armored vehicles or heavy infantry then engage infantry, and have different weapons.
    #5 Cost of them is much different.
    #6 I like them better now than before. Power Sword action + heavy weapons combination = Oh Gawd.

    I will change on them however, decrease weapon loadout by one, and give the Tactical Marines their Heavy Bolters and replace the meltas (as nobody uses them).

    @ChaosBringer: Ok, noted now.
    @demetrius: Because it is now beatable at least.
    @Wolfways: Well a 24 squad cap of ANY RACE is actually VERY powerful.

  13. #4913
    Member Ewokz's Avatar
    Join Date
    Dec 2005
    Location
    Bristol, UK
    Possible to give the Stern guard plasma guns? maybe its just me but I feel they should have one or two small powerful weapons which aren't outright heavy weapons, plus there's already a gap for them. Or maybe combi-plasma's? that should keep them unique as well as keep them in-line with how they are in the fluff. Having only heavy weapons limits them to a very stationary role, plasma or possibly melta might allow them to perform as a decent front line attacking force, as well as holding and supporting the battle-line with heavy weapons (which they do well at now).

    Balance wise I'm quite happy with marines, tactical's are still good in the later tiers if you use them correctly, by t4 their meant to be a supporting force. Staying back behind the raiders and preds, while the terminators, vanguard and dreadnoughts spearhead the assault. With luck most of the enemies fire will focus on the assault elements, tanks and heavily armored terminators while your marines pour fire onto the foe.
    (Formerly "The Herald")
    "The bible is like an EULA. People just scroll past everything and click "I agree" without reading it."
    -Moe

  14. #4914
    I haven't played 40K for a loooong time, so it's probably a bit late to ask this but did GW change marine squads?

    When i played squads were:

    Tactical squad: 10 marines (including sergeant) - x1 heavy weapon, x1 special weapon.
    Devastator squad: 10 marines (including sergeant) x4 heavy weapons.
    Both squads could be split into 5-man combat squads.

    But then again, back then Dark Angels never had veteran squads as the Deathwing always wore their terminator armour, and were the only chapter to have enough for the entire 1st company.

  15. #4915
    Member jONES1979's Avatar
    Join Date
    Dec 2008
    Location
    Нижний Тагил
    Quote Originally Posted by Wolfways1969 View Post
    I haven't played 40K for a loooong time, so it's probably a bit late to ask this but did GW change marine squads?
    But then again, back then Dark Angels never had veteran squads as the Deathwing always wore their terminator armour, and were the only chapter to have enough for the entire 1st company.
    http://www.games-workshop.com/gws/ca...Id=prod1060236

    It seems they have more veterans than is necessary for 1st company

  16. #4916
    Hmm, well they aren't Deathwing (the sword isn't broken). I'd assumed that all veterans were 1st company but i guess every company has veterans.

  17. #4917
    Labels, ranks, and numerics aside i've always understood Ravenwing and Deathwing to be fundamental Dark Angel force organization and tactical doctrine?

  18. #4918
    Can i ask one thing though,
    are there units in xp2 trailer supposed to adopt in game someday? (such as Tyranid's biotitan/Tau's own titan)

  19. #4919
    Member
    Join Date
    Mar 2011
    Location
    Athens, Greece.
    Off-Topic
    Jones is absolutely right - the Inner Circle (and thus, the DA veterans) is also part of the 1st company.
    Structurally speaking, the 1st Company is composed by the Deathwing and the Inner Circle (while Ravenwing, is the WHOLE of the 2nd company).
    Note that the Inner Circle is a special separate "sect" of the DA (and of course does NOT belong to the Deathwing). It is considered as the "peak" of all the battle companies (while Ravewing and Deathwing are considered "separate".... wings).
    -In search of Papasmurf...

  20. #4920
    @Cylarne Thanks heaps for that response on the vanguards, made things quite clear Along with ewokz comments i think i might change my playstyle a little, never thought of putting avg. marines behind the tanks lol, i use them as canon-fodder. Oh i love the idea of putting combi plasma/bolters on sternguards too (ewokz idea), id love that. Awesome to know i got 2 agreements, the rest is "interesting to know", and ONLY 1 BAD THING

    @Wolfways About the space marine squads, DoW space marine squads were never 100% equivalent to their tabletop counterparts. Just based upon. This sentence sounds kinda negative reading it aloud but im not trying to be

    @ironwarrior i may have misunderstood you, but i think the simple answer is yes. EDIT: According to Gambit no? i dunno im confused :P

    @baby38 i dont want to say this again, cause you arent reading or understanding, THERE ARE THINGS BEING WORKED ON STILL TO BE IMPLEMENTED IN THE GRAND RELEASE, DONT ASK WHEN ITS COMING OUT, SOMETIME THIS YEAR.

  21. #4921
    -sumajin, well i didnt know that the units are still being worked, though u dun have to answer if you were so irritated. it looks unpleasant a little
    anyway thanx to reply.

    p.s i didnt ask WHEN ITS COMING OUT dude.

  22. #4922
    sorry dude, had to tell you twice and cylarne had to confirm it that tyranids arent our job, and the when its coming out had just been a general problem with lots of ppl asking, read things, ive told you that, read the first page, read through the extra content, read through previous pages in this thread, read, and you will get your answers.

  23. #4923
    Member Tomb Deathwing's Avatar
    Join Date
    Feb 2011
    Location
    Milky Way tomb-World
    Continue in the quest of searching assault and defense maps compatible....OvO , I have a hunch I found a good lead of those maps compatible with UA (at least since campaign is out we can enjoy tear appart with waves of enemies >: D... has anytone at least try on them gentlemens...as for me ,I have no complains with necrons

  24. #4924



    it is not done yet,it is around 7,5 k editable poly without grey knight leading it,will try to decrease little more,you see 11865 because other hand and leg are hidden

  25. #4925
    Hi guys long time no see, i recently installed 1.59 complete collection and then the 1.62 update and i just wanted to ask were any new units added? i went to moddb and saw the army painter pictures for the reaver titan but i couldnt see anyhing new in my army painter

    ~p.s i havent acctully gotten to play it yet, i just opend up the army painter to look for new units

  26. #4926
    @Sumajin.
    Well i guess that if Relic made DoW exactly the same as the TT game they'd have to change it every 5 minutes like GW do :P

  27. #4927
    Member
    Join Date
    Mar 2011
    Location
    Athens, Greece.
    @demetrius: Are my eyes deceiving me? The Nemesis Dreadknight!!!!!!!!!
    WHAT A MARVEL IS THIS???????
    OK demetruis, you are THE MAN!!!!!!!!!!!
    Excellent work.

  28. #4928
    some IDH bug(?)
    champion's icon is placed \daemonhunters_icons
    but i use CDMS055 watch, champion load are \inquisition_icons
    and it not ingame disabled icon(Should not be a problem)
    Normal Dreadnought upgrade Plasma Cannon need "Heavy Armor Deployment"

    English is bad, sorry.
    And i look forward to DreadKnight,Keep up the good!

  29. #4929
    Member PsykoTenshi's Avatar
    Join Date
    Jun 2011
    Location
    non-Steam game Dawn of War: Nounstorm
    @ inharntdispoile: Wait, you mean you installed the 1.62.6 patch over a ye olde 1.59 version?!

    Because at least I'm seriously mistaken, to get the latest version you have to install the 1.62.59 complete collection, and then patch to 1.62.6 (Putting the zip and selecting "extract here" on your Soulstorm directory is an easy way to do it. Replace all asked ofc, but beware it will also replace your autoexec.lua if you have one.)


    Ah, and demetrius... Good job! Mech fans approve
    Last edited by PsykoTenshi; 1st Feb 12 at 8:31 AM.

  30. #4930
    @pyso
    yeah im pretty sure that what i did extracted the 1.59 into my soulstorm then extracted all the 1.62 files in the zip and then clicked replace all, do you just not see any of the new units in the painter?

  31. #4931
    Off topic
    Back in the 90s the fluff said that the dark angels were the only chapter with the full 20 squads of tda.
    and the softer PA armoured veterans were veteran srgs of the other battle companies.
    deathwing 1sy company / ravenwing 2nd company 3-5 battle companies, 6-9 reserve companies, 10th scouts.
    "Amgels of death" Codex.
    the rules change so much it isnt funny, always someone new to right a new codex, LoL.

    On Topic.
    The mod is comming along well.
    Just a few hiccups, but nothing not expected.

  32. #4932
    to demetrius
    are ANY of the new units you are showing animated or in game yet?
    and still no textures, right? just curious

  33. #4933
    Will the Keeper of secrets for Slaanesh chaos army be in the Feb-March release?

  34. #4934
    Member BIG BEAST's Avatar
    Join Date
    Aug 2011
    Location
    leman russ
    inharntdispoile@ you are funny.you called psyko tenshi pyso.In lithuania language it means f**k it mens sex lol SORRY

  35. #4935
    Member PsykoTenshi's Avatar
    Join Date
    Jun 2011
    Location
    non-Steam game Dawn of War: Nounstorm
    @ inharntdispoile: Well, that should explain why you don't see anything new. You're technically still running 1.59! (just with newer AI and such, which will most likely cause errors on the old 1.59 files) Download and install 1.62.59 (which has an installer) and then unzip the 1.62.6 patch.

    PS-ish edit: Honestly I don't remember much about the arcane old 1.59 version, but I'm pretty sure that-- You still have Looted Baneblades and Whirlwinds for DE?! New units were added to replace those. The Sisters got the Arch Angel too. Also, I'm not sure if the Necron Pylon was implemented in 1.59 already or not. Eldars got a Titan as well. Lemme think what else... IDH got a third Dreadnought and Grey Knight choice, and upgradeable wargear for the GK commander. In addition of a turret for IDH. And the new awesometastic fx! For... well almost everything.

    @ BIG BEAST: lil way off topic much? Anyhow I learned something new
    Last edited by PsykoTenshi; 1st Feb 12 at 10:10 AM.

  36. #4936
    Member Tomb Deathwing's Avatar
    Join Date
    Feb 2011
    Location
    Milky Way tomb-World
    @ to all.....

    T^T sniff ,sniff...I shame myself.

    Looks like Dark40k map "assault fortress II" give error with UA mod after all...#grumble##grumble#

    not matter I will keep searching

  37. #4937
    I guess i'm in the minority, but i like meltaguns for space marine squads, especially as its more faithful to the table top than the original DoW. May i suggest that if they HAVE to be removed they are retained by one of the other space marine squads?

  38. #4938

    The Armies of the Players Playing Ultimate Apocalypse

    Alright! It is time to boogy!

    Thousands of people throughout the world playing Ultimate Apocalypse, it is time to remove these bugs completely and make this as stable as possible right here, right now in version 1.62.61 today! I need your help, I need thousands of eyes to hunt down and test and look for the crash to desktops, fatal SCAR errors, and report the scenario EXACTLY as tested and as seen through your eyes! I like all of you to skim through the mod til the end of tier IV for each race, and report if the ai or race itself crashes the game and leaves you in ruin, while the ALPHA mod team is not enough to cure this mod at the appropriate level (Because obviously, I miss too many bugs shipping the release).

    If you would like to cooperate on this "crusade" of killing these major crashes to desktops and FATAL SCAR errors, here is what you need to do:
    1. Get the 1.62.6 patch. http://www.moddb.com/mods/ultimate-a...pse-patch-1626
    2. Activate the BETA mod in -dev mode. How do you do this? Within the 1.62.6 patch, there is a batch file called "BETA_Apocalypse Load Mod -dev", click it. You'll notice that it directs you to the game directly.
    3. Activate skirmish, select a six player or eight player map, and set your faction as the same for all players or computers all against each other. For example everyone is Eldar on a 6p map.
    4. Start skirmish, and on starting game, please press SHIFT+T twice. By hitting this, it enables ALL AI, and that will let your current player be controlled by the ai.
    5. Through every single ai throughout the battle by clicking the buttons below on your ability screen.
    6. Test the race, and ONLY report if they are stable, fully working ai throughout the game to tier IV and beyond, like an hour or more of gameplay; or report if they are not and they crash to desktop or cause SCAR errors.
    7. If they are not stable, please name your race that is not stable you tested, report if you had a ctd (crash to desktop) or a SCAR error, and read to me the time this error occured.
    8. If they are stable, please report the races you just tested are fine, and no ctds or SCAR errors will happen AT ALL.
    9. Once reported, I'm in action, or not in action for the race you played.

    It is time to end this, it is time to make the UA mod 100% crash to desktop and SCAR error fee! Thank you for your cooperation, it is much appreciated and optional.
    Last edited by Cylarne_04; 3rd Feb 12 at 5:29 AM.

  39. #4939
    gutsy proposal.

  40. #4940
    Hmm.... I wonder if I can make the campaign work in like a months time, I just edited the Necron stronghold and it's.... Apocalypsy.

  41. #4941
    I will do as you ask. Servitor (giggle).

    EDIT: Ill make food first, then starting all races top to bottom, see how far i get.

  42. #4942
    Quote Originally Posted by Michael1980 View Post
    to demetrius
    are ANY of the new units you are showing animated or in game yet?
    and still no textures, right? just curious

    no and no.

  43. #4943
    Member Arkagunner328's Avatar
    Join Date
    Jun 2011
    Location
    Wisconsin, United States
    im so excited to see this campaign ALSO there is still an error with the sm stronghold in skirmish where it says in its help note "titan unstobbable juggernaut of destruction"

  44. #4944
    @arkagunner any text errors you see are known as UCS errors, they arent important to gameplay and are being dealt with at a later stage.

  45. #4945
    the eldar jetbike doesn't seem to be shooting anything but it seems to be causing damage!

  46. #4946
    im using corncobman's custom gridkeys, trigger friendly, hope someone can do a small modification to fit to UA

  47. #4947
    Still testing stuff, ill give a report wen im done, but something that keeps pissing me off, imperial guard will build like, 3 or 4 mars pattern command, even when relic units are disabled, they block themselves in with turrets (vech get stuck, units usually can get out tho, it has improved). I think they need a little rework.

  48. #4948
    im using corncobman's custom gridkeys, trigger friendly, hope someone can do a small modification to fit to UA
    Please elaborate your statement.

  49. #4949
    Hi everyone!
    I've an idea for all chaos player. I don't know if it could be implemented, but it could make chaos playing awesome.

    Cultists, form tierII, are almost useless (maybe could be used as spotters for infiltrates, but they die very easily). What are cultists made for? For praying the dark gods! Then let them pray! In DOW2 cultists can build shrines and then pray on them the chosen dark god improving the abilities of near units. It could be a great idea if in UA chaos could build shrines with different powers, one for every chaos mark, which improve near friendly units and weaken enemies.

    For example:
    MARK OF NURGLE: friendly units get improved health regeneration, while enemies get sick if too near and start losing health.
    MARK OF KHORNE: near infantry get fight bonuses, while enemies get negative bonuses.
    MARK OF TZEENCH: decreased recharging time for abilities of units near the shrine and fires bolts at the enemy.
    MARK OF SLAANESH: improved morale regeneration for infantry, and slow down enemies or make them losing morale.
    MARK OF CHAOS UNDIVIDED: the same abilities of the other marks but fairly reduced (e.g. only the improving effects of all the shrines but with reduced effects).

    Obviously these shrines work only if cultists (which could be killed as easily as always) pray on them. The praying animation could be the same used when cultists are capturing listening posts.

    I hope my english was good enough for you to understand.

  50. #4950
    Member Tomb Deathwing's Avatar
    Join Date
    Feb 2011
    Location
    Milky Way tomb-World
    @ Cylarn , My note has been sent Sir, waiting your veredict..

Page 99 of 139 FirstFirst ... 498990919293949596979899100101102103104105106107108109 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 3 users browsing this thread. (1 members and 2 guests)

    Array

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •