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Ultimate Apocalypse - 1.72.5 Released!

  1. #101
    Member ProfMan96's Avatar
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    I am loving the new additions to the mod Cosmo expecially the one with the Eldar Cobra Super Heavy bye-bye pesky lil' enemies *evil laugh*
    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

  2. #102
    Member Cosmocrat's Avatar
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    Oh yeah i love them too! Many may not agree to me but i say: Bigger IS Better!!! But the only thing keeping me away from having it actually in-game are my rather novice Object Editor skills so that would take some time to sort things out. But then i'll pumping the hell out of MAX in a way i never thought to be possible! So keep tuned on how that mod evolves during the next weeks, as it's already really cool! So i hope we can serve your high demands/wishes to the mod.
    Last edited by Cosmocrat; 20th Nov 10 at 6:48 AM. Reason: Typos
    Join the Ultimate Apocalypse Mod on STEAM today! LINK TO STEAM And our mod on

  3. #103
    Woah, holy f'in crap! All of this happened while I was gone! Yeah, yeah, yeah... questions, questions, how am I popping up here while I'm in the military? Long story, I wish not to discuss it in public.

    @Cylarne_04: Unbelievable man! You're getting many hugs from me.

    @Cosmocat: Unbelievable man! You're getting lots of air hugs from me.

    @Tyrantarmy: Unbelievable man! You're getting lots of air hugs from me.

    I worship you guys, and thank you so much for continuing my... unfinished work. 1st post of this thread is outstanding! Especially the very first words Cylarne introduced. Screenshots look almost better than mine! Kidding they are better and the changes you have made really impresses me with unbelievable satisfaction. However, I am only staying home until thanksgiving is over.

    @To the rest of everybody reading: Cylarne_04 and I are going somewhere for a few days starting tomorrow. My developer will not be modding until Monday I think so sorry about that. You all must be just, holy f*** Krronus is back, Krronus is back! Well news for you I still serve military, aka air force my father sent me away to. So I still won't be modding. I think that's it. Very awesome to be back... for a few days but you get the gist.
    JT - The awesome!

  4. #104
    Member Cosmocrat's Avatar
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    Necrons The fallen strike back!

    WOOT! Never thought that i would see that divine intervention from above come true! It's good that the previos absent mod creator is back to support us in our efforts making that mod faster,stronger and better! So you don't have to worhsip what you've summoned on yourself ;-). We simply couldn't let that mod die in vain! So we've revived it give it some upgrades and will be soon unleashing it's powers to the community to strike back from the fallen! It would be epic then to see you more often from now to help us out in tricky situations as you know the basics of your work better than anyone else here!

    Else spend some good day with your buddies back at home!

    -Cosmocrat

    P.S.: I finished today the Great Beacon and made it implementation-ready! You guys see that progress is going on persistant.

  5. #105
    I am just as shocked as you to be honest.

    What's this Great Beacon?

    @ Profman96: The super structure's end of the line self destruct sequence was actually my idea. It's an ability that can be created after tier V. It does good damage but not fatally unfair and stupid. Most vehicles already have on death explosions.

    Somebody mentioned about Necron squads not teleporting to Siege Monoliths. I did this on purpose so they can sort of act like an ordinary elite monolith. Far different from the Restored Monolith, it is cheap and can be deepstriked. Though both have the same armor and are not titans like the Bloodthirster and Land Raiders. I didn't like the unbalancing attributes for the Necrons in version 1.19 so I changed the Restored Monoliths up a bit. I liked many Bloodthirsters and Land Raiders especially so they're no longer titans.

    @ Cylarne: Please consider making many tier III titans like two Bloodthirsters and two Squiggoths please. Bloodthirsters are too weak for their size. Restored Monoliths I guess you can limit. Make them share limits with the Pylon.
    Last edited by Krronus; 20th Nov 10 at 11:58 AM.

  6. #106
    I've actually found out a way to really help out. SCAR files! Win conditions, oh yeah! That is something I can definitely accomplish in a weeks doings. Be prepared folks for there are going to be some interesting win conditions yet! Maybe upgraded maps!

  7. #107
    Member ProfMan96's Avatar
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    Praised be the Emperor, you're back?! So the lost Primach of the Sons of Apocalypse returns...your first post Krronus was almost similar to my first post in this thread these guys really are something glad to hear that you are back. Now I am sure this mod will kick @$$

  8. #108
    And with a bit added news, I have created seven new win conditions for the Apocalypse Mods. I'll have somebody test them out as they are really kick butt good. The seven win conditions are... Restrictions to tier 1-6, and a starting army. I'll decide on other things to do.

    Oh and I guess Cylarne and I are not going anywhere upon this last minute notice. So... team, let's get to work!

    P.S.: Tyrantarmy, Cylarne, Cosmocrat. If you got time, test out the win conditions or sometime before the release of 1.6. It's worth checking out.

  9. #109
    Ha ha! Can this day get any better! 1.59.24 got done today, Krronus is back today, two new units got done today, 7 new win conditions got done today... Despite what happened two days ago I think today makes up for it now that you're back from the military. I need help too whenever you get a chance to test out the races of the mod.

    And of course I'll test out the win conditions tomorrow since I got the time.

  10. #110
    Member Cosmocrat's Avatar
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    BAM!!! Now that's progress! That blows me somehow outta my shoes! Did you also managed to retrieve the new units Krronus wanted in his PM Cylarne? And are the sample files working which i've send you? If yes we could split the work-progress for new units in a half! That would double the unit output then and would buffer my absence during the week as studies really munch my time away :S. To the community i can just say if everything goes on as planned you'll experience an Apocalypse you couldn't imagine even in your dreams! So this your last time to state some suggestions here as the mod is going faster towards the release then ever!

    Else have a good Day

    -Cosmocrat

  11. #111
    Member Tyrantarmy6's Avatar
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    YEEEEEEEEESSS!!! The mod team is complete ones again!!!
    Unfortunately just temp. but the longer Krronus stays the better!!!

  12. #112
    Oh, even if I do go away again. You won't need me. You guys are doing fine. Fabulous I should say...

    I just tested out 1.59.22 and it was better than what I expected! Even better bigger battles with new stuff all over the place. It's awesome. Still, it needs to be worked on a bit more before the release... but, holy crap my jaw dropped a couple times.

    Bugs:
    Pink icons to... Bird herd, hey se... dang cret!
    Dark Eldar never seems to level up to tier two. I'll look at the ai.
    Could use a lot more upgrades and units and research. But I know you already plan on doing that. <-- Not bug
    ------------------------------
    May I suggest testing out the Triolith soon, see if it can fit within the camera limits. However, test it but don't release it until ALL races have something it's challenge rating. Unless you want unbalance then sure go ahead and throw it in for the public. I just made another win condition, lol. Infantry only! I'll think about doing Commanders only next. But who will capture strategic ponts? Hmm... Fine, I guess I'll unrestrict Scouts, Cultists, Missionaries, Mandrakes, Stealth Suits, Sluggas, Guardians, Guardsmen...!!! no! <-- Cylarne, we need Conscripts here if you work on new units! You know what, I'll work on Conscripts. You work on... whatever, PM me for an update please. Cosmocrat too, he seems lost.

    PS: 1.59.25 ai bugs removed and I have new icons at the ready. PM me and I'll PM back.

  13. #113
    Yeah, I know sorry. Been doing everything all at once. Thanks for testing Krronus. Thanks for the new win conditions as well. I'll fix up the bugs soon. I gotta PM you guys later, I gotta go in 5 minutes.

  14. #114
    Member Cosmocrat's Avatar
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    Yeah i could get used to an update, if there's a stable version available yet. As i am really curios about what you've done focusing your powers on a shared goal!

  15. #115
    Ok, I pmed both of you. That's everything I did so far.

    Krronus, dude thanks for the ai fix and icons for bird herd se... dang cret!

  16. #116
    Well, impressive. Thanks for doing what I suggested too.

    @ Cylarne_04: For the icons that were pink, you mispelled missile. You spelled it as "missle", you forgot the i. Most win conditions I gave you were from fuggles. Don't worry, I've asked permission. I made Infantry Only win condition and removed the commanders only because... well it's a horrible win condition. The Conscript Guardsmen can be built at the HQ in place of the normal Guardsmen. I advise that Guardsmen can still be created at HQ, but after the infantry command. Build orders will be complex but at least we get less complaints for this.

    The mod version 1.59.3 <-- is actually 1.59.5. We're actually a lot farther than we thought. Cylarne_04 is going to get 1.59.5 done this week. That means the basics will be done and all we need to do is insert new units into the game along with new animated structures and then... behold! The wait is over. We definitely confirm that mod 1.6 will be done before Christmas. Give it take 5-10 days before it. XP2 will be worked on by Cylarne_04. I will be working on a mod separate. I'll announce it when it is finished. Mwahahahaha!!!

  17. #117
    Member Cosmocrat's Avatar
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    I might admit that if i can get enough spare-time during the christmas vacations i'll beat the crap outta my Modelling skills and hope to provide a new mass of new models then! As i have now during the week only some decent time at the weekend to do some serious modelling beside of just adding new animations to buildings. I think that one of the first new models will be the Doomsday Monolith as i've simply have to add the extension on top ^^. Then the Mortar for HWT and the D-Cannon for the Eldar Super Heavy upgrade follows. It's not as hard to model them either but the lack of experience with units withhin the OE as the choice of tutorials is limited and does not cover all problems coming up for me. So i'll have some serious google job to be done then ^^. But none the less problems do exist to be solved! Hope that i can fulfill my promises then xD. But if i find it out how it all works then it's OMG! I would be able to pump units more faster then ever! For this purpose i am glad of any help from anyone with OE experience here i could need some informations about how units beeing implemented in the OE for Example: Fire animations (Lasers hitting the enemy and not the ground, Cannons, Artillery), Thread animations, aim and tracking animations, upgrade visibility and the required structure within MAX and many other questions! It would be cool if someone finds his way down here to assist me abit .

    Else have a good Day!

    -Cosmocrat

  18. #118
    @Cosmocrat: Take your time.

    @Krronus: Well didn't see this coming. Thought it would be out after XP2. You sure you're going to finish the mod in four days? Perhaps three?

  19. #119
    Absolutely, I'm already half way done. It'll be announced... Tomorrow night! But not here no, it belongs within the proper thread where all the downloads are.

  20. #120
    I guess I can't wait then.

    UPDATED NEWS:
    One new tank for the imperial Guard is done. God it took forever and unfortunately it's the only unit newest as of yesterday.

  21. #121
    Member ProfMan96's Avatar
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    @Krronus : proper thread? are u referring to the original Apocalypse thread? I'm a bit confused

    @Cylarne : and that totals up all the IG tanks to...?

    All this talking is getting me excited! I can't wait for the mod to be released.

  22. #122
    @Profman96: Yeah that thread, the original I mean. I guess Krronus is posting new maps along with it. I think he said he's patching up XP1: Total Destruction as well. New win conditions = maybe. That Enhanced Guide he's been longing to release = yes.
    Correct me if I'm wrong.

    Yep two tanks done now.

  23. #123
    No corrections, you're dead on.

    For anyone who played XP1 (Total Destruction 1.59) I need any errors you find so I can patch them up for 1.59.#.

    Alright here are the fixes for XP1 1.59:
    - Massive Battles and Extreme Battles win conditions when played together no longer spams a fatal SCAR error.
    - Ork population was sort of fixed.
    - Ork Squiggoth no longer requires squad cap.
    - Orks Super HQ limit was removed properly.

    Is that it?

    I'm releasing the new mod, maps, Enhanced Guide and patched XP1 in less than seven hours. Stay tuned.

  24. #124

    Necrons New Mod - Titan Wars Released!

    Alright everyone, the moment is here! Give me a half an hour to update the first post with new stuff please then I'll be set.

    ----------

    Everyone! Team, audience alike! The new Titan Wars mod has been released along with new Apocalypse maps, the Enhanced Guide and the patched up version of XP1: Total Destruction. If any links don't work let me know. You can find them within the first post in... http://forums.relicnews.com/showthre...ead-By-Krronus

    Good day, have fun!

  25. #125
    Member Cosmocrat's Avatar
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    Necrons The End of Days has arrived

    Ok today i've done, so many already dreamt about. So many yearned for. So many waited for. It's a small step for me but a huge for the Necron forces out there!

    Wait i better put it in Spoiler Brackets to safe lifes:

    Spoiler



    Else have a good Day

    -Cosmocrat

  26. #126
    Member Slimbuddha's Avatar
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    Today I was playing XP1 and I noticed that my chaos terminators has the same voice as the normal space marine ones. Would it be possible to change it to a different voice maybe the chaos marine or berserker?

  27. #127
    Member Tyrantarmy6's Avatar
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    Ok. I can't upload the Doomsday Monolith screenshots here, but I can upload the links. So here they are!



    I think it still needs some changes, but it is progress.

  28. #128
    @Slimmywhattyhutty: Cylarne can do that.

    Oh Cosmocrat. My e-mail to you says what I want to say here. ANYTHING at all I can do for you, let me know. Cylarne_04 is having trouble getting those screenshots up, photo shack is being all screwy today.
    Last edited by Krronus; 24th Nov 10 at 12:51 PM.

  29. #129
    Yes, sorry about the trouble with the screenshots. It'll pop up within the first post I think too.

    @Krronus: Slimmywhattyhutty?

    @Slimbuddha: I'll definitely do that for XP1 and Ultimate Apocalypse.

    To all: I just made a Doomsday Phalanx and readjusted the stats for the Doomsday Monolith. But I'll finish it off later, new commanders will be donE TODAY i THINK.
    ^^ Woops darn caps lock.^^

  30. #130
    Yeah, I had trouble remembering his name.

  31. #131
    Member Slimbuddha's Avatar
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    lol don't worry about it anyway the necron doomsday monolith looks incredible!!

  32. #132
    What!?!?!? Is that the Doomsday Monolith !!!!!!INGAME!!!!!! Mwahahahaha! Oh good f'in lord, my dream is fulfilled before I go back to the air force even. Cylarne!!!!!!! I know you have it! I want it! I want it, I want it now!!!!!!!! Dang it, reply!

  33. #133
    Surprise. Don't kill me please, I'm sorry. I was perfecting it... for you.

    I saw your e-mail yes, yes, yes. Hold on, I'll send you the mod.
    WARNING! The Necron, Sisters and Dark Eldar ai crashes since the wargear research isn't valid. So don't play against them yet.

  34. #134
    Ah screw them! I'll play versus Eldar. GIMME! MINE, MINE, MINE!!!!!!!!!!!!!! Good bye enlarged 'Apocalypse Monolith.' Thank you! Mwahahahaha!

  35. #135
    ...Welcome.

    Yes, so... I'm a little behind and I might get the wargear done by Friday. By Friday however, we're officially half way done before version 1.6. By then like Krronus said, new everything. Oh wait shoot, ok, Necron Energy Beacons then new everything.

  36. #136
    Member ProfMan96's Avatar
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    Half-way done by Friday? and that's for the unreleased version right? Oh well, I'll guess I'll SLAUGHTER time playing Krronus Actual Apocalypse 1.59 mod :P It's bloody amazing

    What the heck are Energy Beacons, Googled em but found nothing, or too lazy to check everything (I'm not really a Necron player). Are they like turrets or sumthin?

  37. #137
    Member Cosmocrat's Avatar
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    Energy beacons are the structures you've encountered when you've played the DoW DC campaign and invaded the Necron stronghold. They spread the dark energies of the necrons within a considerable radius providing some significant advantages for the necrons standing close to one of these. And vice versa some disadvantages for the attacker! For example: Upgrading your energy beacon with a chronometron would set up a permanent field of warping space and time that slow down every enemy unit that enters it. Hope that cleared your uncertains.

    -Cosmocrat

  38. #138
    Member ProfMan96's Avatar
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    that was helpful! I thank you Cosmocrat, that will be a scary addition to the undead legion. Guess that means more challenge for my Eldar warhost. No matter, we have driven them back before, we shall do so again!

  39. #139
    Member Cosmocrat's Avatar
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    Yeah but...they learned from their previous faults and won't do them again and even if they fail again: THEY'LL BE BACK!!!

    And that time they might be really angry



    -Cosmocrat

  40. #140
    Though there might be major changes to the Energy Beacons. I might add in the add-on for the Beacon of the Void Dragon, Deceiver, oh shoot what are the other ones? They will be like campaign style instead of the "artifact" like beacons with the Chronometron and such. Krronus and I had a long conversation about this and we agreed. Also, after the Beacons, every possible basic of the Apocalypse for 1.6 will be done.

    PS: Your welcome Tyrantarmy6. They will be done by Friday.

  41. #141
    Member Tyrantarmy6's Avatar
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    Thats very good to hear!

  42. #142
    Resident AI guy thudmeizer's Avatar
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    Wow.. Doomsday Monolith looks great! My gawd man.. thats an UBER's UBER unit!! I though Monoliths were bad enough roaming the lands (apart from a C'tan which I might as well die massively if I saw one) but hot damn you need 4 Relics to make a Doomsday??!!? Well done.. You could likely scavenge parts and make an Aeonic Orb (alot easier to make then a Crypt Stalker, Abatoire, or Warbaroque all of which are waayyy too big -- each would easily cover a 1vs1 map) if you felt daring but the firepower of the Orb in one shot would be... eshhhhhhhhhhhhhhhhhhhhhh!

  43. #143
    Happy Thanksgiving! The End of Days is here awaiting all of you on the first post.

  44. #144
    Thanks for using my new screenshots!

    And no I didn't die. I almost did though when I was playing the game.

  45. #145
    Member Whiteshield's Avatar
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    TC-Doomsday

    Hey Cylarne_04, the mod can be downloaded now right?.. Also, is the Doomsday Teamcolourable or not?... Does it use the same textures for existing necron buildings? And if its not TC, I hope you don't mind me making it TC.

  46. #146
    Member Cosmocrat's Avatar
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    I dunno if it's downloadable but about the Doomsday i can say that it uses the same texture as the Monolith from the Winter Assault campaign Monolith. Maybe someone else wants to make it teamcolorable as i rather dunno which paint scheme i should do and of course i am too lazy struggling with Photoshop xD.

  47. #147
    Member Whiteshield's Avatar
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    I can do that for you!

    Just make sure the model has a WTP to use. If it uses RSH, I can't help there because I have no experience with the object editor and 3ds max.

    Why pick me?

    I already did some work here....
    http://forums.relicnews.com/showthre...-Model-Post-24

  48. #148
    Member Cosmocrat's Avatar
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    Painting Texturing help

    Woot! Now that's a fast response! I've seen your work and it is just exactly the kind of knowledge which is needed here! Tot the .wtp question you've stated. Do you want the .tga files? As it is really easy to access the .rsh file and thus compliling a totally new .wtp file out of the original file as i've done with the Eldar Super Webway Assembly and the Tau Ar'Ka cannon. You simply need IBB Boards Texture tool to extract the .rsh file into .dds files first and further convert them to .tga and recompile them into a .wtp file then. Just tell me what you need exactly as if you have winterassault installed, you've also the necessary textures my Doomsday uses! Hope i helped you but i would be glad to see you help me with the Doomsday and maybe even future releases? As i rather do choppy .wtp's and your experience is above mine.

    I am waiting for your reply during the next 5 mins !

    -Cosmocrat

  49. #149
    Member Whiteshield's Avatar
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    Send me the TGA files or as much as possible, just send the WTP file so that it will be easier to edit. It is possible to use the files from an RSH, but it would take more work and more time. However, MAKE SURE THE MODEL USES a wtp file. NPC units mostly use rsh and not wtp. Examples: Inquisitor Toth model, Colonel Brom model, Necron Monoliths from Winter assault. If the model uses RSH only, it cannot become teamcolourable. You need to edit that but I don't know how.

    I would also need the complete model so that I can test it ingame and get more ideas about what to edit on the model.

    Also the webway assembly and the Ar'ka cannon you speak of, what mod uses their textures?... just curious

    [EDIT] Cosmocrat, what Photoshop do you use? mine is photoshop CS5.

    [EDIT] Yup. Definitely send me a WTP file. I can finish it before the exams next week. lol
    Last edited by Whiteshield; 26th Nov 10 at 6:50 AM.

  50. #150
    Member Cosmocrat's Avatar
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    lol you can easy create a completely new .wtp out of nowhere und thus you can even give teamcolors to campaign only Units (Like i did with the Super Webway and the Tau Ar'Ka cannon which are used in our mod). You just create new .tga files from the original .rsh texture and edit them in order to make them teamcolorable. There's a cool tutorial in the tutorialssection here that describes the process very well. The problem ist that you need to define areas to be teamcolorable and those who not as all you have is the original colored texture used within the .rsh file. Then you compile them with IBBoards Texture tool which creates a totally new .wtp to be used. So i am now uncertain for how far i should go as there is i think no .wtp file present now.
    You have to add all the layers (_default;_default_dirt;_default_primary etc.) all by yourself! All i can do for you is to extract the .tga file from the .rsh file and send you my actual model for testing purpose :S. If you still wanna do that texture action for me simply send me a pm (look in my profile ) I hope i was able to help you then.

    -Cosmocrat

    EDIT: WOOT CS5!? I am flaoting around with CS1 here damn! But as a student i've got the possibility to load the newest Photoshop (dunno which version) legal for FREE muahaha! But can you tell what's new since i only have use CS now and that for ages!

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