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Ultimate Apocalypse - 1.72.5 Released!

  1. #4551
    Loving this version so far
    just finished a round as SoB an I have to say the angels' aura is a bit broken as they are now. Alone they (the Saint and Arch Angel btw) are perfectly fine, but if you get 2+ together with their Aura on its just "A+click and win." Maybe making it so the aura completely excludes the Saints and Arch Angel altogether instead of excluding themselves will fix it? I don't think changing the Faith consumption would help much since I feel like most people would have the unit caps boosted to the point that they generate faith faster than they used it (I'm one example).

  2. #4552
    Member Ewokz's Avatar
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    Hey I uploaded the installer to Megaupload the links below:

    http://www.megaupload.com/?d=OLJZO3QR
    (Formerly "The Herald")
    "The bible is like an EULA. People just scroll past everything and click "I agree" without reading it."
    -Moe

  3. #4553
    Member Arkagunner328's Avatar
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    is this link the same as tyrantarmys or is it different?
    '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

  4. #4554
    Member Kandras's Avatar
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    different bud
    i was a bit hasty, Slowly getting used to the new version, just wished there was a XP version

  5. #4555
    Banned Hellboy's Avatar
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    And here you can rob the caravans?

  6. #4556
    Thank you Ewokz. You sir are a huge help in all ways.

    I like your theory behind the click to win idea knuckles. I'll look into it.
    Mods In Progress: Ultimate Apocalypse | Daemons Mod

    Beware, my Ultimate Apocalypticinator!

  7. #4557
    If we find bugs is it worth reporting them or should we assume they will be squished in the grand release? If so what's the best way to do this? Mod is good so far seems well balanced.

  8. #4558
    I didn't check...But a friend of mine said that to get the final vehicle of the Eldar you need waagh :O

  9. Child's Play Donor Forum Subscriber  #4559
    When I get home Cylarne, if you want I can host it on my private site for a bit.

  10. #4560
    Member Ewokz's Avatar
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    Just been playign for today, my thoughts so far:

    The balance is fairly good, Ork tank rushes early t2 do seem to dominate rather easily but its not much of a problem for most races.

    Necrons are tough as nails, probably a little over powered to play against at the moment, mostly due to standard infantry armies having no chance vs them due to the lords 3 or 4 anti army abilities. The lightning lift one is cool but against a space marine or any army that isnt all armour during t4 its a gg ability. not really counter able at the moment with anything. Maybe make it moral based (lifted when moral hits zero) so people can actually avoid it instead of it nuking armies.

    The other thing was guard, at the moment they are really underpowered. Russ's specifically need some type of a buff or a major cap and cost reduction. Lost a company of 9 vanquishers fighting a single squiggoth (not the giant one either). Suffered similar losses again againest one monolith, was quite annoying as my opponent had another 4 being built and I couldn't even take out one with a tank company.

    Other than that its decent enough, guard are much too weak, 'cron are abit strong, but the rest are fairly even if played right.


    EDIT: I've played a few times as and against Orks so far and I need to add that Lootas need some sort of major nerf. Currently unless you faction sports arty in some form you buggered vs them. Long range, extremely high damage output, that cheese'y immobilize ability and the option to spam them makes them basically unstoppable. Had 4 squads of them eat there way through 4 squads of grey knight terminators and 2 Land raiders in about 20 seconds with them suffering 2-3 losses. Maybe cap them at 2 squads and make the immobilize thing an ability not something that constantly happens?

    I'll keep posting balance stuff everything I play a few games, some stuffs not too easy to notice vs the ai (apart from IG being really weak), but vs other players it becomes a bit more evident.
    Last edited by Ewokz; 9th Jan 12 at 2:35 PM.

  11. #4561
    Member Arkagunner328's Avatar
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    remind me why there is no XP1 or XXP1? o.o

  12. #4562
    Member Ewokz's Avatar
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    There's an XP1 option in as a game-mode, its called "Total destruction", it adds tons of resources and a larger cap. It may remove the hard cap on hard capped units but I'm not sure. I'm guessing the team will have XP1 back in the full release, but this was just a beta after all.

  13. #4563
    Member laharl03's Avatar
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    Hello Guys!

    Awesome mod! I really love the new AI, the additions and changes game-wise made the mod much more fun to play

    I noticed that some eldar models have been changed, that adds up to the bling of the mod in my opinion

    I just got a few suggestions regarding the latest public version, visual ones in fact, the ones I have noticed in my first play-through of the current public version:

    -Ork boy, Nobz and Killa Kan models are good, but there are better ones out there. For example, the ones used in the FOK/POK mod. I also noticed that the SM Scout is using the "vanilla" model, there are also better ones, again in FOK/POK mod.

    -The units are not using the same "shadow" type. An example is that the space marine squad uses "detailed" shadows while the SM scouts use rounded or "default" shadows.


    Those stated above are only my opinions about the mod, no harm intended.



    Thank you for sharing this AWESOME MOD to us!

  14. #4564
    Member Warboss Gorgutz's Avatar
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    Karoova preparin' fer a new WAAAAGH!
    After playing them mod, I honestly say I love it.

    but here's one little problem I ran into: Eldar are seriously OP, they build too fast, and there's too many of them even compared to Orks, or Guard.



    we were playing on Total Destruction option yes, but it makes Eldar waaaay to OP.

  15. #4565
    Banned Hellboy's Avatar
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    Why eldar scorpion named gauss pylon?(It's joke ucs file?)

  16. #4566
    Member darktetor's Avatar
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    I loved the necrons *w*, althought I can't find the void dragon path, and also if you got through the deathbringer path the jump ability button hides the lighting field ability so you cant use it even if pressing "L".......but yep I am loving the mod so far, tomorrow (well, in 6 hours since its 3 am here) I will try the other races :3

  17. #4567
    Is there any optional download link? I can't seem to download from megaupload :[

  18. #4568

  19. #4569
    Member dowman's Avatar
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    Now necron gameplay is interesting.Immortals are too effective against vehicles.
    And the ctan-Its realy anoying when I have to chose only one ctan god in all battles.The old ctan system I liked much more.
    I like anti gravity ability its very useful
    Sorry for bad speaking

  20. #4570
    Amazing work UA team. As a beta release, I assume you are taking bug/glitch reports and any enquiries we feel should be improved.

    As a keen Ultramarine player, I find that the;

    - Scout Marine squad textures could really be improved taking note of FoK/PoK models and how the scout marine system works in the case.

    - As well as the Force Commander, Chaplains should have the ability to wear/upgrade to Terminator armour upon referring to the codex.

    - I dislike how we are now forced into selecting between the Blood Angels or Blood Raven chapters. (Although I'm sure fans of these chapters are pleased) I would rather have a generalised commander than be forced into selecting between chapters that don't fit with me playing as Ultramarines... OR if you wish to have it like this, then chapter select for all the chapters must be created, not just two.

    - I miss walls... They were really great for survival maps and made it more realistic in terms of creating a fortified strategic location as one would in a war. However! If they are to be re-released, I have a few suggestions. 1. Making different textured walls for all armies, for example; Space marines have the concrete logo'd walls, Eldar a brightly coloured wall, probably oddly shaped. 'Nids would have a hive type, infested style wall. AND the build time is increased, as a 3000hp construction piece it should not take 4 seconds to knock up...

    - Upon saving the game on a survival skirmish, as ultramarines I returned to my save game to find that my Listening Posts have retured to there first form (Weaponless) even though I had them fully upgraded before hand. There is no option to re-upgrade them either, I had to destroy it and rebuild in order to fortify it once again...

    General issues I have found about the game itself;

    - All races could do with some re-balancing, more testing needs to be done.

    - Necrons aren't in my opinion OP at all, Tomb Spyder's can be a pain with only infantry and a fully upgraded Obelisk takes an army to destroy, but in all honesty, they were much more threatening in the previous version. They didn't even use a single monolith against me, it seems they turn to Nightbringers much more and although they are strong by ability, once immortality wears off, they are nothing against my army of marines.

    - The inquisition Daemon Hunters race seem to have a few texture issues; Scholars seem have missing body parts as you can clearly see in Army painter, and assault Termi's arms don't appear either.

    - I obviously realise the daemons will be removed from the Chaos race upon the grand release and into a race of their own. But why have them as part of chaos for Beta? They give the Chaos race far too much to play with and obviously doesn't follow codex.

    This is all I have found so far, and I will continue to post any bugs/glitches I find to assist toward Grand Release.

    Would just like to say thank you for putting so much time into this amazing mod, can't wait to see what occurs in the Grand Release.

    Keep it up UA team.

  21. #4571
    Member Ewokz's Avatar
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    Necrons aren't in my opinion OP at all, Tomb Spyder's can be a pain with only infantry and a fully upgraded Obelisk takes an army to destroy, but in all honesty, they were much more threatening in the previous version. They didn't even use a single monolith against me, it seems they turn to Nightbringers much more and although they are strong by ability, once immortality wears off, they are nothing against my army of marines.
    I'll admit the ai isn't, but a human foe can reduce an army of marines to nothing in a single battle with the anti-gravity ability of the lord, as it disables your infantry units, and freezes them in place for a decent amount of time; finally scattering them after the end of the timer. If you sent necron warrrors into that mess, those marines just die and have no way to escape or recover; allowing you to wipe a t4 army out without suffering any losses.

  22. #4572
    I hear you, and as I do not play against human foe I cannot pass judgement on your opinion. However in terms of AI, anti-gravity was used on some of my squads as it happened, both of my termi squads were involved. But this was no matter as the rest of my infantry and vehicles simply barraged the Lord(s) and the anti gravity didn't really come to much. I took my army into the necron base and I was really disappointed at the battle that ensued. AI needs to be encouraged to use far more monolith and building attacks like in the previous version of UA.

  23. #4573
    Member Ewokz's Avatar
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    You really should try insane difficulty, had a damn Orb and 5 monoliths outside my base by the 30-40 minute mark of my last game; although it was online so that might have come into it. Ai always seems beter online in dawn of war for some reason.

  24. #4574
    Wow, this is VERY NICE FEEDBACK. I think I struck gold. Keep going folks!

    Quote Originally Posted by Titlams
    When I get home Cylarne, if you want I can host it on my private site for a bit.
    By all means, go ahead.

    ----------

    Wow, this is VERY NICE FEEDBACK. I think I struck gold. Keep going folks!

    Quote Originally Posted by Titlams
    When I get home Cylarne, if you want I can host it on my private site for a bit.
    By all means, go ahead.

  25. #4575
    Member Tyrantarmy6's Avatar
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    I don't think the necron AI isn't challenging at all! I don't like fighting against them so much because they are the most difficult to fight to me. But I did yesterday, and only on standard with an ally to make it a bit easier for me, and still... my ally was unable to break through their army! They had about 4 monoliths up rather quickly!
    Also, the Shroud of Anti-Gravity... it's range isn't that insane, so if you have your forces far away enough they won't be affected, and the lord cannot move while using it! which means it won't be able to engage in close combat which is his most powerful combat!

  26. #4576
    EDIT:

    It seems moving up to the hard difficulty is much more of a challenge, playing 2v2 (2xUltramarines, 2xBad Moonz)

    However, the AI I am paired with is useless... He crumbles within 10 minutes of the game, is this normal?
    Last edited by Xaitan; 10th Jan 12 at 1:21 PM.

  27. #4577
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    The broadside xv88 shas'vre unit only has one member, this is deliberate or a bug ?. I noticed that the new super-heavy vehicle TAU shoots through a single canon.Sorry my bad english.

  28. #4578
    Member jacks 3d world's Avatar
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    knox tenn.
    hello all while playing eldar i found pink box on listing post cant remember the upgrade opition but its the last upgrade new option i guess you have added also in the vehicles i think it is the gauss couldnt purchase it
    it sad i didnt have enough waagh needed 2 more isnt that a ork thing all in all this mod is badass.

  29. #4579
    I guess this might be a deliberate omission rather than a bug but Tyranids no longer can get Hellfexs and Uberfexs. I appreciate this might be because they techincally aren't different units in W40K, though i think this is a bit limited, I think it would be better if Carnifexs were at least upgradable to have different weapons. All in all the mod is very good.

  30. #4580
    Member Arkagunner328's Avatar
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    this is fantastic....who are gladeus and dracolith? :3

  31. #4581
    Member Ewokz's Avatar
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    Tyrantarmy6 the problem with the shroud aprises when the Lord can teleport into your army and use it, hes much less of a problem when hes walking up to your army.

    Nice work with the Tau and space marines by the way, their infantry when combined with upgrades are useful for the entire game which is always good. Really liking Tau at the moment, those double rail gun tanks are pretty cool

  32. #4582
    God, I really want to download and play this, but I'm completely baffled by this Source Code could not be read issue, I've never had any issues before. I managed afterall to download the Daemonhunter + Tyranid modification without that much problem ;|

  33. Child's Play Donor Forum Subscriber  #4583

  34. #4584
    Doesn't seem to relate to the website when it comes to the download. I re-downloaded the .exe like 30 times until I managed to get it. So i'm good now. Had a blast playing it, it's probably one of the best mods i've played, and I've played quite a few.

  35. #4585
    The Eldar in this release sucks, Tau otherwise are kinda OP.

    Eldar's scorpion can't be built..It requires 2 orks resource :O
    Their Apocalypse (if it can be called like that) SUCK!!!

    Please don't take it as an attack...But that should be fixed u.u

  36. #4586
    Member Ewokz's Avatar
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    Suck, really? man they own practically everything on hard+ or at least the Ai does. Watched one Eldar wipe three 'crons with a massive army around t3-t4, was just lucky they were my ally.

  37. #4587
    I'm talking about mp u.u

    Oh and why orks don't have superweapon? Is this intended? (I believed it is, because they have really strong units t4)

  38. #4588
    Member Tomb Deathwing's Avatar
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    Milky Way tomb-World
    I found error in the necron army >.<

    When you chose the path of deceiver.....he is in the great summoning core.

    but when you chose him for train ...it is asking for 1 ork waggghhh resource :/

  39. #4589
    Could anyone upload some insane and intense gameplay videos of this awesome mod on Youtube???? And what maps would you recommend playing???

  40. #4590
    That ork resource is everywhere :O

  41. #4591
    That ork resource is everywhere :O
    Yeah I'm very sorry about that mate. It is a Grand Release addition, and you'll see why this "Ork Resource" is everywhere when it comes out.

    Any reports on Tyranids or Dark Eldar? I hardly got any complaints/suggestions from them. I'm assuming they are the best playable races? (And Space Marines, Tau, Sisters, IG)

    Eldar is now fixed by a lot. Orks is now all good, IDH is all good, Necrons are getting worked on... I'm removing the Ctan Paths.

    Could anyone upload some insane and intense gameplay videos of this awesome mod on Youtube???? And what maps would you recommend playing???
    I +1 that vote

    Hey Titlams, thank you for that new mirror link.

  42. #4592
    Cylarne..can you answer the pm? Do you know why sync error?

  43. #4593
    Nids seem a lot better balanced, though see my post above. They seem to use the gaunts a lot better in the game though i miss the versatility of the different types of carnifex in the old version and the vanilla tyranid mod.

  44. #4594
    I have a Tyranid problem.

    The superweapon is researchable, usable, and has full effects/animation.

    It doesn't have a name or a description. It shows the resource cost and the Upgrade/Research title.

    Other than that, no problems yet. Can't wait to see what the Ork Resource is all about.
    Last edited by Xpwn3ntial; 11th Jan 12 at 5:24 PM.

  45. #4595
    I'm assuming they are the best playable races? (And Space Marines, Tau, Sisters, IG)
    Tau imo are way OP, they win every skirmish game I play, troops just can't touch them in time, they do way too much ranged damage, even deep striking troops doesn't work as they only last like 5 seconds.
    KHORNE - When life gives you lemons.......BLOOD FOR THE BLOOD GOD!!!!!!!

  46. #4596
    Member Ewokz's Avatar
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    Hey I'm wondering if I should post some error logs in here? I've been crashing mid game most of the time with my friends, yet they seem to not be effected by it. I've deleted all my dawn of wars from steam and am reinstalling them and then the mods, is it ok to post the logs here if the errors keep cropping up?

  47. #4597
    92 pages.... 92 pages....!

    Cylarne..can you answer the pm? Do you know why sync error?
    List your winconditions you selected. The PM was not really helpful. What version do you both have? Did you mod or change up files?

    @Adratus: What specifically makes Tau OP? More detail needed.

    The superweapon is researchable, usable, and has full effects/animation.
    It doesn't have a name or a description. It shows the resource cost and the Upgrade/Research title.
    Not sure what you mean... in corsix, there is description about the superweapon and name so I see.

    Hey I'm wondering if I should post some error logs in here? I've been crashing mid game most of the time with my friends, yet they seem to not be effected by it. I've deleted all my dawn of wars from steam and am reinstalling them and then the mods, is it ok to post the logs here if the errors keep cropping up?
    I'm having trouble discovering your issue myself.

  48. #4598
    Ultramarine player here, again I have found that friendly AI on hard and harder are just plain awful, insane is the only difficulty my team-mates can actually hold their own...

    The trouble is, I find insane too difficult to keep up with, by the time I start getting settled with defences & a small army, in this example; Chaos had sent in an army of commander units and an army of infantry and vehicles.

    I will keep practising trying to hold my own on Insane until the grand release is out, and hopefully then when all races are balanced (Necrons, Tau, Orks, Chaos) and daemons are removed from the chaos army and into their own, I will hopefully be owning up the place! Hopefully...

  49. #4599
    List your winconditions you selected. The PM was not really helpful. What version do you both have? Did you mod or change up files?
    We have the exact same mod. I installed everything, then copied it into an external HDD and put onto their pc. Victory conditions were Annihilate and Game Timer.

    Dark Eldar: They still have fast bikes which makes their rush pretty much uncounteareable
    Tau: Horribly OP. New very long range. New ranged protection for all of them. New shield generators!!! HOLY CRAP THIS ARE BUGGED!!! They don't diminish power income, units and reasearches can be done while it is active. Holy God..This is impossible. (Though I need more testing)

  50. #4600
    Member
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    Thanks for all the feedback guys. ALL your observations/suggestions/findings are very helpful!!!

    Just a short note:
    Please write all your finding in point-form if possible and try to be as specific (but also as short) as possible...

    This way, you make Cylarne's job A LOT EASIER!!! (and the fixes come A LOT FASTER!!!)
    Remember, EVERYONE's contribution will bring UA even closer to perfection!!!!
    -In search of Papasmurf...

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