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[Retribution] Campaign Realism mod (v.1.3)

  1. #301
    You have never been able to build librarians in SP to my knowledge.

  2. #302
    uh,does no one care?

  3. #303
    Hi!

    I liked your mod a whole lot, and saw that you, as a player, still had access to an infinite amount of troops (as you regain all Req and Power you invested in a troop/vehicle upon it's death). I halved the value you get back, making it possible to run out of resources. I haven't yet tested the addition completely, but when I have done so, I would like your permission to make the addon + your mod available as a package - if more people would find interest in this variation, which in my mind, adds a tension which is not available when infinite resources are available.

  4. #304
    Man i want to use this mod but i dont quite understand all the things ou got to do to get it to work lol. oh well

  5. #305
    Loving this mod. I made a a walkthrough video as well.http://www.youtube.com/watch?v=pYTYqyYXkgw
    But I do have some problems. One, actually. After completing a level I`m stuck at the loading screen. Is there a fix or have I done something wrong?

  6. #306
    Dead-body-remain feature makes loading process enternally slow.
    Can somebody tell me how to turn that feature off?

  7. #307
    Agreed (the loading process for the dead body) and somehow the daemon body (bloodletter & juggernaut) still remain in the battlefield. I thought they are warp based creature, suppose when die they will banished to the warp. Maybe you can change only the chaos unit so their body won't remain at the battlefield after die. Between i'm really enjoy the mod and hope you will keep on updating the mod.

  8. #308
    he has abanddoned his spiritual son...
    We are doomed!

  9. #309
    I find chaos to be delightfully overpowered. I don`t need anyone except my heroes. The same thing in vanilla. Good thing as well because chaos is the only faction I really like.

  10. #310
    Member Defenseplayer's Avatar
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    hey, when i play as the eldar and i use the warlock as a offensive unit the grenade button is sticking whit the pshyco blast. can someone help me?

  11. #311
    Member trintong's Avatar
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    Will this Mod continue by someone ? I hope this Realism Mod not go to waste.
    Great Tactics come with great sacrifice.

  12. #312
    Anybody know if this mod still works after the new patch?

  13. #313
    Member jaylo138's Avatar
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    Quote Originally Posted by Calon001 View Post
    They'll be separate units. It was the only way I could ensure the hero's blueprint wargear wouldn't override the retinue entity's. While having them spawn from both abilities and spawnpoints, then being attached to the hero, I still found that their images were overwritten. So having them separate is the best solution.

    Also, the new version should be out tomorrow sometime.
    As i've finally decided to make The Squad Mod for Retribution i ran into the same problem when adding units to heroes, they all looked like the hero.
    The solution was to make sure the units ebps didn't have the leader_ext &, this is a biggie, all hero wargear including default that changes the model has to have a couple of changes made.
    The leader_equip_type has to be leader_only & the squad_wargear_count has to be 1.
    Last edited by jaylo138; 28th Oct 11 at 2:39 PM.
    Remember.... no matter where you go, there you are.

  14. #314
    Member Defenseplayer's Avatar
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    cool. but are the mod creator still working on this mod?

  15. #315
    Can anyone confirm that this mod still works for them. I as far as I remember didn`t change or do anything, but when I try to play with this mod, it`s as if it just isnt there

  16. #316
    I merged Calon001's ucs file changes with the latest retribution ucs file (with complete dlc, I think it might crash unless you have all the dlc) and I think it is working. Calon001 had left plenty of headroom with the ucs numbering in the mod so I copied and pasted his/her entries over to my own updated ucs. I briefly tested it on the 1st tutorial mission and the bodies are staying as well as the chaos marines being hard as nails and squads look bigger. I haven't actually played this mod before so if someone else could test it and see if theres anything broken:

    http://www.mediafire.com/?uj795y84yrg9g25

    I'm not exactly sure if it will crash if you don't have all the dlc. I think the game might just refer to the dlc ucs entries only if you have dlc. Best to make a backup of your own ucs file first. I read on here that the dkok dlc changes some of the lasgun effects for the guard and the other dlc changes more things (I'm new to Retribution ^^) so more things might be broken in the mod than just ucs entries...

  17. #317
    I don`t have any dlc whatsoever. I`m going to test this out soon.

    EDIT: Where exactly do I have to put it, since when I searched for the file that has the same name I replaced it, put no changes occurred. Still vanilla game. Under GameAssets-Locale-English?
    Last edited by Sartek; 2nd Nov 11 at 12:57 PM.

  18. #318
    yeah thats the right location. I have only played vanilla for the 1st chaos mission last night, then I wanted to get a mod that makes bodies stay and squads larger so I'm not sure where vanilla ends and mod starts...
    you could look though the ucs file and remove any entries that have anything to do with dlc that you don't have, if you know what the right entries to remove are. Make sure you have the original vanilla ucs backed up. I'm going to get playing properly now and see if the mods working for me.

    edit: the mods campaign seems to be working fine for me. I finished the 1st mission with the space marines and the devastors have the correct load out of two HB's, one lascannon and one missile launcher. The ancient only has a retinue of 1 marine. the bodies are all staying (even bloodletters! ) and the wargear drops have increased. The combat is definitely a slugfest now also power and requistion seems lower than vanilla.

    Take the ucs file that comes with the mod and open it with a text editor. scroll down to the bottom and then scroll up to the ucs entry "10000000". I believe this is the 1st entry of the mod as you can see theres a large gap between this number and the prior numbers. Copy this and all lines thereafter to the end and paste them into your original updated vanilla ucs file. I dont know why I never thought to tell you do this earlier as its alot easier than scrolling through and removing dlc entries from my file Sorry I'm a bit slow on it today...
    Last edited by epic40k; 2nd Nov 11 at 2:38 PM.

  19. #319
    Hello there, I have a problem, when i tried to play Tyranids in multiplayer. It is closed the game and gave me an error (crash report) . Is it known issue ?

  20. #320
    Member shadowninja0069's Avatar
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    u need to update your .module and rb2s to rbfs, with the recent patch n stuff all the mods had same errors i believe, or it may be something easier that i just cant see ...then heres what bloodravage suggest...
    ive found an easy fix for this. go into racebps, make a copy of imperial_guard and call it ' tau '. set the race id to 6, have it point to the tau icons under race_path. got tyranids working again. clicking on tau in the army painter still causes it to crash. gunna mess with tuning_info to see if i can get tau to work in army painter

    ----------

    Tau are now in the army painter, but it will crash if selected still. added them in under tuning_info and last stand. still crashing though. not that its a huge deal but i would like to get this working. does anyone know what other files might point to the army painter other than tuning_info?

  21. #321
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    nothing to do with vid but was holding rubber band inbetween my lips (?) and i pulled on the bottom and it flung up into my nostril
    Every time I go on army painter or skirmish, and click on tyranids, the game crashes to desktop, I'm very fond of my 'nids, so I'd be very grateful if this could be fixed at some point in the future.

  22. #322
    Member General Kong's Avatar
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    http://forums.relicnews.com/showthre...mmander-update in this thread is the fix i believe, hope it helps
    Damn It Ravenor, im a chaos worshipper, not a loyalist
    They mapped for our sins: http://mapsofwar.info/
    Chocolate?

  23. #323
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    nothing to do with vid but was holding rubber band inbetween my lips (?) and i pulled on the bottom and it flung up into my nostril
    Thank you

  24. #324
    woohoo it works! Thanks Calon001 where ever you are for the great mod and epic40k for the ucs file.

  25. #325
    Guess I'm reviving the thread...but... I find this to be the only "decent" campaign mod at the moment. My problem is is the freeze that happens after every single mission. It's getting extremely annoying (though at least it saves). Not sure if it's the dead body mod or not, but I'd love it if someone could take that out. I tried, but SGA modding is way over my head. I can't believe Relic didn't really make modding more intuitive.

    Maybe even better if the mod was revived... *crosses fingers*

  26. #326
    Hey does this mod work with the currrent version of retribution?

    I have experience installing mods with dow 2 before and i dont think i messed up my installation but my game is working fine, however i am not seeing any retinue units when i started a new campaign, also the very first enemies you kill in the first mission, their bodies are disappearing which makes me think the mod isnt working as it should be.

    I am going to delete my dow2 retrib folder and make a clean install + mod install and see what happens.



    EDIT: Can confirm it now works, and that you do not need to restart campaign for it to work. Also i am experiencing that annoying bug rhett seems to be having.
    Last edited by Asvinda; 8th Jul 12 at 2:20 PM. Reason: new status

  27. #327
    Yeah... I don't know if it's a bug, but for the load times alone (assuming this is the cause), the dead body mod should not be in it. Especially because of all the increased sizes of squads...

    There are also some balance issues, but it's still entirely playable. I simply enjoy having a huge increase in the amount of wargear, without using one of those all-at-once mods.

  28. #328
    the dead body mod should not be in it. Especially because of all the increased sizes of squads..
    I agree with 100%, this is a much needed change so that we can play the game with better performance, even my overclocked i7 and 590 gtx cant keep up with the increased squad sizes and persistant bodies of this mod.

  29. #329
    Sorry for thread necromancy, but Im having a little issue with this mod, just visual, and this issue is that my Force Commander wears Azariah Kyras armor with no posibility of changing it, same for Force Commander in terminator armor, which uses a termi armor with assault squad helmet xD

    Is my fault or the mod was designed this way?

  30. #330
    Sorry,but I really need an answer for my problem, I have to change the appear for my force commander, is really ugly to see him wearing librarian armor or normal space marine helmet with terminator armor. :S

    I woul like to see him wearing http://i946.photobucket.com/albums/a...0-47-26-36.jpg mod armor, but when I download it, and put in on Mod folderr, nothing happens, it remains the same. Just with someone that helps me to change FC model, I will be happy.

    Help pls.

  31. #331
    Member Defenseplayer's Avatar
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    you know this mod is for retribtuion right? not normal dow2

  32. #332
    Yes, I use retribution.

    That how the FC looks like:




  33. #333
    Hi I think this mod should go to the latest update of the game and am sto mejorlarlo it more difficult.
    but it's a great game mod that should make a lot too direct login.
    apart need to fix the overall graphical model Lord General Castor in campaign
    sorry my English use a translator.
    Last edited by Kraldixie; 26th Aug 12 at 7:02 AM.

  34. #334
    up, help pls

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