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[SS]Daemons Mod (0.96) - Released!

  1. #151
    The resource thingy is pretty much set for Daemons as Gambit already agrees also. LP idea is all set as this... is golden.

    The Daemons mod hasn't been worked on recently though so it is being delayed in progress for the moment which is why no progress goes on here anymore for a month at least. Corncobman hasn't received anything new yet because the Daemons mod for SS is not worked on since with the new updates everywhere. The mod is moving along like a glacier.
    Mods In Progress: Ultimate Apocalypse | Daemons Mod

    Beware, my Ultimate Apocalypticinator!

  2. #152
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    Man, DAEMONS RULE!!!

    Spoiler: Cylarne has already made his miracles here, so fear not guys...!

    @Cylanre: Master, It would be more proper, if the race was named "Chaos Daemons". The official GW site has it that way. Do you agree?
    -In search of Papasmurf...

  3. #153
    ucs will all be reworked.

    EDIT:
    Uh... I mean professionally accomplished by great awesome text!
    Last edited by Cylarne_04; 27th Dec 11 at 1:09 PM.

  4. #154
    Member VoIdDrAgOn's Avatar
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    It is not possible by game engine, (the only way to do such kind of thing -> the use heavy SCAR scripts, which easily will break multiplayer game)
    well jones1979, actually i've seen it done before, but with chaos marines, and it doesn't look hard, just time consuming
    1. set all power values for the army to zero
    2. use scar or something similar to change the name POWER in the HUD to Favor when you are playing as army. something like when daemons played,player daemon power = favor, but in scar language.
    3.set up some scar in the mod studio saying you recieve the power gifts from enemies, like as if you built a power generator, you gain a gift of 100 power, right?
    4.the most time consuming step, create in each and every unit the power_gift_when_killed_ext child, set this to 1, 2 or 10 etc depending on the unit, include daemons as well.
    Use scar to have the option power_gift_when_killed_ext only apply to daemons when hey are player, and no-one else, like daemons benefit from it, no-one else.
    5. If you really want to, set daemons to give no FAVOR by setting the power_gift_when_killed_ext when killed. Recommended if 2 chaos daemons players are on the same team, so if your units die, they don't get the bonus from your dying units.

    Got an hour to waste, try it!
    Couldn't such a resource be implemented using the soul resource somehow? For example, having a building that acts as a harvester automatically with an infinite range.
    Yes RMX, the warp rift, us scar to nullify the loopover in body harvesting when playing on teams, or do the solution above

  5. Modding Senior Member Dawn of War Senior Member  #155
    Father of Death Croaxleigh's Avatar
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    Using SCAR to enable things like that can run the risk of causing sync errors during gameplay.
    I has a Blurb. And one of those Tweeter things.
    Quote Originally Posted by roflmao
    I'd run with a shotgun to go hijack a private airplane and fly to Belgium. Nothing interesting ever happens in Belgium, so there's definitely no zombie apocalypse there.

  6. #156
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    Cylarne said:
    Uh... I mean professionally accomplished by great awesome text!
    YEAH!!!!!!!! I WANT IN!!!!
    Cylarne, I can contribute to the UCS!!!

    OFF TOPIC
    My impression so far about Daemons is EXCELLENT!!!!
    Man, they are so different (YEAH!), and kinda difficult to master (YEAH!), but once you get used to their system/deployment, things get.... "Horny"!!!!


    TOTALLY OFF TOPIC
    I may delay my report to the ALPHA UA (orcs) a couple of days. Is that acceptable, Oh Dark-One??
    Last edited by Gambit; 27th Dec 11 at 3:16 PM.

  7. #157
    Member jONES1979's Avatar
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    This is most interesting part.
    Quote Originally Posted by VoIdDrAgOn View Post
    4.the most time consuming step, create in each and every unit the power_gift_when_killed_ext child, set this to 1, 2 or 10 etc depending on the unit, include daemons as well.
    Use scar to have the option power_gift_when_killed_ext only apply to daemons when hey are player, and no-one else, like daemons benefit from it, no-one else.
    5. If you really want to, set daemons to give no FAVOR by setting the power_gift_when_killed_ext when killed. Recommended if 2 chaos daemons players are on the same team, so if your units die, they don't get the bonus from your dying units.
    Can I ask, what is power_gift_when_killed_ext extention? What place to add it? Where I can see example of using this extention? Or maybe you invent this extension by yourself?

    Quote Originally Posted by VoIdDrAgOn View Post
    3.set up some scar in the mod studio saying you recieve the power gifts from enemies, like as if you built a power generator, you gain a gift of 100 power, right?
    This part also looks doubtful.

    ---
    I see only you have no any AE-coding or SCAR-coding experience but have a good imagination, lol
    Last edited by jONES1979; 27th Dec 11 at 11:14 PM.

  8. #158
    @VoIdDrAgOn: Sorry bro, but I can not risk this idea for multiplay and the total revamp from the Daemons resource already.

  9. #159
    Please dont let this die

  10. #160
    Member Rytlock's Avatar
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    Why do you think it's dying? They haven't said anything like that, have they?
    The mind is like a parachute. It doesn’t work unless it’s open.

  11. #161
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    Dying??? No brothers,... FAR FROM IT!!!!!
    It is just that Cylarne is currently preoccupied with the UA core, so Daemons are not "First" priority. Rest assured, the Daemons race is alive and kicking, but not ready for the public just yet...

    Moreover, Daemons is my favourite EVIL race (DA are my favourite good) so I will NOT LET CYLARNE alone!!! In fact I have "bugged" him so much with daemons that he had to restore me back to order!!!

    Hint: If you want to witness the Daemons Race as well as ALL the goodies of the UA ALPHA, you can APPLY FOR BETA-TESTING, and if deemed worthy, you can join the ALPHA team!!!! But be warned, Cylarne and Profman have HIGH standards for ALPHA!!! In any case, BETA-TESTER status is also rewarding, though )

  12. #162
    What blasphemy. Die?

  13. #163
    Member Jaguar-Lord's Avatar
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    daemona never die actually and they can wait eons between two heartbeats, we are just not living on the same time scale.....

  14. #164
    If it helps speed up progress for our watchers here, I've just started to add the 183 new icons for our Daemons race all thanks to my buddy RT2, you go man! After the icons are done, I can ship it off to Corncobman so we can get to work on the balance matters for vanilla Soulstorm and we can finally provide the Daemons with hardly any fx errors or pink icons later on.

    The Daemons mod might see a public release this 2012 T2.

  15. #165
    Corncobman will be given lots and lots of new Daemons mod stuff today, so he'll be taking over until I get back from my injuries.

    Icons are done, new things in game, it is almost PERFECT. Until I get back, we hope to make our first release TBD (To be determined). By by for many months! And Corncobman, thank you.

  16. #166
    The flying one corncobman's Avatar
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    Yeah, so I have made the Daemons mod stand alone based on the Apocalypse stuff that Cylarne_04 sent me and I've reached a point where it no longer crashes when the mod is loaded.

    I can probably use the Keeper of Secrets model by GrOrc along with the abilities and effects from my mod without too many problems, and then there are a couple more pink cubes of doom to fix as far as the graphical things are concerned. Balance wise it's probably still a long way off.
    -It's not the fall that kills you, it's the sudden stop at the end (Douglas Adams)-
    -Make something idiot proof and nature will create a better idiot.-
    -Me fail English? That's unpossible!-

  17. #167
    Member Jaguar-Lord's Avatar
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    this mean i still got time before the frontend an main menu becomes necessary .....

  18. #168
    I should keep an eye on this.

  19. #169
    Member Cucaracha's Avatar
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    I hope the fatal scarr error is fixed. The mod worked properly once, since everafter the error scarr has been going on. I can still play it, I just go to menu and resume the game, I also save the game and then load it up and the scarr wording is not longer in screen. Just a suggestion for those discontinue the game when they get scarr error in skirmish.
    Last edited by Cucaracha; 28th Feb 12 at 1:06 PM.

  20. #170
    I hope the fatal scarr error is fixed. The mod worked properly once, since everafter the error scarr has been going on. I can still play it, I just go to menu and resume the game, I also save the game and then load it up and the scarr wording is not longer in screen. Just a suggestion for those discontinue the game for those who get the scarr error in skirmish.
    ? Scar error, lol

    Not sure wghat you mean... the daemons mod is not relewased yet...
    JT - The awesome!

  21. #171
    Member Cucaracha's Avatar
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    I know the full version not release but a beta version is around. Here's a link where you can find it. Give some feed back if know about it. http://www.gamefront.com/files/listi..._War_Soulstorm

  22. #172
    That's a different Chaos Daemons mod. It is mentioned in this thread and I think the author has been contacted and whatnot.

  23. #173
    Member Cucaracha's Avatar
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    Yeah I figured something like that was going on.

  24. #174
    Member Cucaracha's Avatar
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    Sorry I made some mistyake

    Quote Originally Posted by Cucaracha View Post
    Yeah I figured something like that was going on.
    I notice I had some mods missing, with those other mods the codex deamon work fine. I apologized if I confuse anyone.

  25. #175
    (...)
    Well.....
    I hate to complain but... How much time is this thread going to be "on hold"?
    That mod loocks really neat so it makes me difficult to wait....

    Click'em please...

  26. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #176
    Retired Compliance Fairy Gorb's Avatar
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    For as long as it needs to be. The mod team will release updates when there are updates to release.

    Please, re-read the forum rules and regulations to refresh yourself on "asking for update" and "when will it be done" posts.
    I am an Iron Warrior! Iron Within, Iron Without!

  27. #177
    Mod back in progress

  28. #178
    The flying one corncobman's Avatar
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    As I said to Cylarne I had some ideas for abilities for the Lord of Change and I've started work on getting them in game.

    Warp time - slow enemy units

    Nightmare Reality - disabled ranged damage and force to melee

    Orb of Reflection - reflect damage to attacker

  29. #179
    Orb of Reflection - reflect damage to attacker
    Nice abilities in total, are these replacing the current abilities of the LOC? As for the ability in quotes, how does that work?

  30. #180
    The flying one corncobman's Avatar
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    Sorry, I'm not sure what you mean by ability in quotes.

  31. #181
    Member PsykoTenshi's Avatar
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    I think Cylarne meant the ability he quoted from comment #178 (using the [quote] tags).

    I, despite am quite not-knowledgeable on DoW modding am sort of curious to know how this Orb of Reflection works too. I assume it's something similar to that act of faith the sisters have (they all have imperial "ecclesiastic-y" names so I honestly don't remember which one) that returns part of the damage to the attacking squad.

  32. #182
    The flying one corncobman's Avatar
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    Yeah PsykoTenshi is correct, my idea is to base it from the Sisters of Battle Divine Retribution ability, i.e. damage is done to whoever attacked the Canoness, in this case it would be the Lord of Change instead.

  33. #183
    Sorry to bump my own thread, but I'd like to announce that the Daemons mod is officially being worked on instead of stalled by August 1st. Can my Daemons mod team plan by that date... or...

    In fact who da heck is on this team again, I can't keep track? Corn, Gambit, J-L, boothy_p?

    So yeah stuff like that... for those who don't have the mod by then, feel free to ask! It is spiffy clean now, no textures missing... no models with pink boxes... no Bad FX anywhere. Just missing voices and minor stuff all thanks to Gambit.

    Good day!

  34. #184
    Member Jaguar-Lord's Avatar
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    count me in,i also have the Skull Throne map to the mod, if you want it....but i think the map is for SS only due to the presence of SS objects in it.

  35. #185
    Ok.

    Yeah don't worry about the map then...

  36. #186
    Awesome. I'm really looking forward to this. So, iis the artsy part of the mod mostly finished? Even the buildings?

  37. #187

    Marines A Nice Daemons Mod Update

    WARNING!!! WALL OF TEXT IMMINENT!!!

    For the past two weeks, for most of the free time I had available I was able to do up a lot of Daemon stuff. You all remember the progress of how it was some months ago?

    AI = 99.5% done.
    Coding = 85-90% done.
    Art = 30-40% done.
    Beta Testing = 10% done.
    Balance = 60% done.
    Split from the Apocalypse Mod = 1% done.
    Theme = 70% done.
    Matching Most Qualities Of The Codex: 65-70% done.
    Comfortable With Public Release = 40-50% positive.
    Granted Permissions To Release To Public = 0% done. <--- "Now wait a minute, what?" The Demons race so far includes lots of new material no one has ever seen before in any release. Friends distribute models freely, but they feel the models are not yet completed and are not ready to be displayed. Until I get the permissions from EVERYONE that requires permission to use some model place holders, we will then be good to go.
    Well in just two weeks, I have worked very hard on this mod, and shed some light onto it quite a bit. I feel that the Daemons mod is this far done now...


    Split from the Apocalypse Mod = 100% done.
    UA XP2, New Races no longer possesses any Daemons race material and will later be reApocalyzed requiring the Daemons mod just like the Tyranids and Inquisition Daemonhunters.

    Transforming the Daemons mod to vanilla (un)Apocalypse style = 95%
    Super structures gone, commander stats restored to vanilla, weapon stats restored to vanilla, limits were placed on all elite troops + Relic units, superweapons and superstructures are gone, tier IV removed, balanced like most other races in the vanilla nine factions. All that is left is some minor little Apocalypse properties placed on some ebps blueprints.

    Dark Crusade = 0%
    I will not convert the Daemons mod from Soulstorm to Dark Crusade until the Daemons mod for Soulstorm is absolutely cleansed of unwanted flaws.

    Soulstorm = 100%
    Fully compatible with Soulstorm now.

    AI = 50% (AI is now broken after the split from UA mod, it will get fixed soon)
    The ai designed and directed by Thudmeizer ultimately went bonkers after the extraction of Apocalypse mod properties deleted from this mod. Some blueprints within the ai causes the game to crash at later tier I and the ai is not playable anymore like it was. It is a first priority after the Marks have been looked over once more.

    Coding = 100%
    Everything is in for all units, structures, abilities and needed critical balance. It's so far amazing. New ideas revamped! Ingame! Perfect! All the way up to tier III!

    Voices = 8%
    I will be voicing for the Daemons mod like I started to already for the Daemon Harald and Daemon Prince. Thudmeizer may/may not be lending voices of customized Daemons to help out. Voices will be done in the future for all units and structures.

    Art = 65%
    Some warpy essences FX must be added and model placeholders must be removed. There are some glitches in some structures and units. We are in need of a Soul Grinder DESPERATELY!!! Still awaiting stuff from Jaguar Lord and Corncobman. Some icons need to be cured by RT2's magical work, but only one or two. Need a Soul Grinder icon especially...

    Pink boxes, icons, fx, bad crap gone = 90%
    Almost complete, I saw one to two bad crap in the mod like the GUO bad FX and some ucs numbers in the help text, other than that, it is very playable and functional unlike last time with everything bad. oO

    Beta Testing = 30%
    Gambit was a huge help and cured most of the Daemons mod properties such as missing bad crap and a little extra art work that may be made in the future.

    Balance = 90%
    I have strived hard on balance, and with Daemons no longer Apocalyptic or obviously OP, the Daemons can loose sometimes against some races, and beat others. They are also supplied with a balanced gameplay system, function, and basic design.

    Theme = 100%
    They are definitely Daemonic, hands down. With new warpy FX and evil everywhere within this race, it feels a lot like Chaos only with warpy doom. EVIL bastards and the theme is solid.

    Comfortable With Public Release = 70%
    If this mod were to ever get published, I'd say I'd be only at satisfactory. The mod is playable and is kick ass already, but it is not as near good as I like it to be in the public eyes... release is not promised at a said date, nor will it be a said month or year.

    Granted Permissions To Release To Public = 100% potentital
    Permissions to use models in the Daemons mod will not be a problem at all.

    Now what was done to the Daemons mod compared to the old times blab?

    Spoiler


    Just a sneak peak taken by my friends. ^^

    The Daemons mod is at a slow pace just like the Apocalypse mod because of my time being used in Real Life, but it is not halted nor is it at the same rate as the Apocalypse mod (glacial slow). This entire week, while I had free time, new integrated gameplay, units, structures, FX, balance, splitting from Apoc mod, and finally vanilla compatibility and coding were heavily improved and finished. An all new resource system + path + gameplay improvement was added along with huge awesome applied to the Daemon Prince and Daemon Harald. More abilities were applied to all units, and the morale system thought up by Croaxleigh's mind is 100% ready ingame along with the essense of the Warp idea thought up by RMX, and Gambit.

    There are many things no other mod has in this stand alone mod that the Ultimate Apocalypse mod does not even possess, unless combined via XP2 that is. It was worked on heavily this weekend and during my hour breaks free time this week, the mod is progressing like a baby growing up. New voices were added to the Daemon Lords of Chaos Daemons and tons more... especially the structures.

    What I will do for the finale of the Daemons mod in both Soulstorm and Dark Crusade? A fully functional campaign baby!

    I hope that was good love. Good day folks, and sorry if I seem very busy and unavailable lately.

  38. #188
    Brilliant news! Do you need a soulgrinder icon or texture or what? I wasn't sure as you seem to have one in your preview shots.

  39. #189
    Member Jaguar-Lord's Avatar
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    Still awaiting stuff from Jaguar Lord
    stuff is waiting, if you mean main screen background and menu it is ok, i haven't been able to clean up some minor things (see here), it is only a matter of time and tools.
    as for the khorne stele, i can send it to you if you are still interested.it needs only a minor fx correction.

    JL

  40. #190
    Fantastic news.

    If you really need a Soulgrinder model, the Dark Prophecy mod has a 100% working one, so maybe you should talk with Warsmith.

  41. #191
    i am looking forward to this mod, it sounds great!
    just please dont let the mod die out like all of the other great mods out there
    good work and thanks for modding

  42. #192
    Member Sataman's Avatar
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    Ok,the Soulgrinder model is now just awaiting proper head,spine and torso textures( I would very much appreciate some help with that...)
    But... my 3ds max has been deleted along with every program i had on my D disk..

    Luckely,I made a backup of all soulgrinder models and textures.So,I can send the unfinished model to Cosmo(I'll pm him),so he can finish it(if he wants to ).
    As far as i'm concerned,it's on hold again until I fix my PC.

  43. #193
    Sorry for late reply.

    Soulgrinder in the works, nevermind my plee, I was just too desperate. As for da epic main menu screen, take yer time, JL, the longer we wait, the more epic it becomes, so take your time!

    The Khorne Stele, I'll think about it... does it come with Nurgle, Khorne, Tzeentch, and that other Mark, I think I forgot the other Mark... :3 ? Because we now have a total Croaxleigh morale system topped with choosing Marks for all "Listening Posts" that grants production of Mark specific units + abilities applied to the LP itself. If not, we can always make a nice visual warpy substance... somehow.
    If you really need a Soulgrinder model, the Dark Prophecy mod has a 100% working one
    Not really given that much love however. :\ I have nothing to do really with that one.

    @Sataman:
    textures
    Deathwatch78. He is a very good man. and take care of your new PC somehow man.

    I do not intend this to die...

  44. #194
    Member Jaguar-Lord's Avatar
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    The Khorne Stele, I'll think about it... does it come with Nurgle, Khorne, Tzeentch, and that other Mark, I think I forgot the other Mark... :3 ?
    no it doesn't come with other chaos mark, it is a stand alone model used only for environment, i have concept art done for the Nurgle stele and the Slaneesh stele (but this one is PG X18+ i cant show it there...), Tzeench has a good concept art but the 3d modelling is going to be a nightmare.

  45. #195
    Slaanesh, right. xD

    No problem man. Your model, your decision, your vote. Apologies for the delay of delivery of the Daemons mod...

  46. #196
    Guys, Daemons mod team, a first testing 100% functional 100% artistic and playable Daemons mod is done. It is now uploading and will be hand delivered to you via pm shortly. Please provide feedback on it and perhaps leave some screenshots and text for the crowd.

    This mod is definitely 95% + balanced now and is going very, very well. New ai vanilla compatible is done, and now I'll be trying to get this 1.62.65 patch up here soon in the UA mod section, maybe a new version of Zombie Apocalypse :shrug:. Sorry for my absense.

    Cheers.

  47. #197
    That's a lot better than how I thought the mod was. A WHOLE LOT BETTER.

    I don't know if I asked this before, but can you disclose how the economy and building work for the Daemons race?

  48. #198
    I can tell you it will be finalized or not after the first few feedbacks of some folks but I don't dare reveal some of what we have... yet until released maybe.

  49. #199
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    OK guys, having play-tested the last daemons built, I have to admit - Cylarne never ceases to amaze!
    Thanks Man!!!
    The new version is... TOTALLY REWORKED!!! Dammit, how I am enjoying this!!!


    RMX said:
    I don't know if I asked this before, but can you disclose how the economy and building work for the Daemons race?
    Sorry brother RMX, I am not authorised to disclose any info
    But rest assured, the new economy is ... well new, and pretty much SOLID so far. And yes, it is obviously daemonic-oriented...

  50. #200
    I sure am not jealous at all

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