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Ultimate Warfare (retribution) Released!

  1. #1
    Member laszers's Avatar
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    Ultimate Warfare (retribution) Released!

    Hello everyone and welcome to the thread .

    This mod is not online compatible, meaning you have to have the same version of the mod as the other people to play online with them.

    Team
    me (laszers) coder, some mapping, and lore.
    Shadowninja; models, textures, fx, animation and the like.

    Steam Group
    http://steamcommunity.com/groups/ultimatewarfare

    Information
    Currently the mod is designed for multiplayer/custom battle games and not the campaign

    This mod aims to bring realism along with massively scaled battles, and in the process bringing plenty of lore/fluff. Now i know what some of you are probably thinking "uhhhhh, another one of these mods, are people running out of ideas?" well, this mod is different and very original imo. "How?" may you ask. for one, the amount of fluff/lore incorporated into this, many mods of this type (that i have seen) do not bother with fluff or lore which really takes away from it being 40k. also you may wonder how this mod is realistic, well, lets take a bolter for instance it generally will kill a lot of infantry with 8 or less bolt shots. but dont worry it is balanced, ork slugga squads have 20 troops in one squad!!!! perfectly enough to help counteract a space marine fire team (the replacement for tactical squad as a true tactical squad is 10 troops, the fire team is 4 troops, including; fire team leader and the men with bolters that are able to be upgraded.) you also start out with a huge amount of resources which include max wagh for orks, command for imperial guard, and max stuff (cant remember the name) for eldar. the space marines however only start out with 200 zeal as they have much more powerful abilities. The orks have max wagh because most of their abilities dont call down troops and the like, plus they are wagh incarnate. the imperial guard start with max due to the fact that their infantry units cannot stand up to many others. and the eldar because they rely on their abilities a great deal in this mod. anyway there is still many other things that can only be seen, not explained.

    Key Features

    • Monumental battles
    • Buildable bases
    • Tactical battles with some less swarmy factions
    • Realistic weapon damages and health (related to lore)
    • All factions begin with huge amount of resources (that is on high resouce starting)
    • reworked squads
    • Buildable cover and turrets for most factions
    • new units that relate to lore/fluff
    • huge caps for all factions; space marines, 400, orks, 10000, tyranids, 100000, imperial guard, 5000, eldar, 500 or so cant remember at the moment, chaos, 400.
    • and an extremley emmersive gameplay experience!
    • increased values for cover ie, heavy cover does much more for your soldiers than in vanilla
    • took away upkeep from all units


    Ambitions for the future

    • Ammunition; now, this part is extremely ambitious and for all i know not even possible, but i am still looking into it.
    • direct fire; shouldn't be to hard as most of it is already implemented in game, along with direct movement.
    • squigoth; it shouldn't be extremely difficult, the only problem is i cant model.
    • warlord titan; for space marines. maybe add a certain class titan for ig
    • basilisk for ig
    • whirlwind for sm
    • wartrakk for orks
    • looted predator; also already made by horus, just need permission (will not replace vanilla looted tank)
    • obliterators for chaos
    • defiler for chaos
      and plenty more!


    Help
    for anyone that would be kind enough to help just pm me, but before you do please make sure you can do at least one of these AI code, SCAR code, mapper, model, skin/reskin, fx, or if you could look up some lore/already know about it. thank you in advance to any of those who help.

    Screenshots

    http://steamcommunity.com/profiles/7...764?tab=public Small Tyranid horde
    http://steamcommunity.com/profiles/7...01/?tab=public space marine standard bearer (made by Blood Ravage), with two fire teams.
    http://steamcommunity.com/profiles/7...62/?tab=public ork slugga squad, still working on a better formation
    http://steamcommunity.com/profiles/7...46/?tab=public drop pod that spawns two fire teams
    http://steamcommunity.com/profiles/7...90/?tab=public remember what i said about the battles, yea.....
    http://steamcommunity.com/profiles/7...04/?tab=public small ork force in ai battle.
    http://steamcommunity.com/profiles/7...20/?tab=public ork flash gitz
    http://steamcommunity.com/profiles/7...728?tab=public New sternguard veterans

    sorry about the crapy flash gitz but i cant model worth a darn and the best modeler i know and imo one of the best modelers on the forum (blood ravage) is currently dealing with some computer issues

    Trailers
    http://www.youtube.com/watch?v=E3Q_F...=youtube_gdata

    Download
    http://www.gamefront.com/files/21589...arfare_1_4_rar
    or you can go to the website, and register for early access to the latest version of the mod.

    Credits
    Woa + FoK Modteam -http://fok.dow-mods.com/index.php for many of the models used in game

    blood ravage for some of the models (standard bearer)

    shadowninja for upcoming grey knights


    MAKE SURE TO VIEW README
    contains important notes.

    Notes

    if you are getting a ctd at hero selection do this;
    in the vanilla game change the hero selection in multiplayer to either the farseer, chaos lord, hive tyrant, captain, warboss or lord general accept the selection and then restart the mod.

    Website

    www.ultimatewarfare.smfnew.com


    Thank you to everyone.
    Last edited by laszers; 26th Apr 12 at 2:00 PM.
    Ultimate Warfare
    Realism, lore based, and fun!

  2. #2
    Member Konfi's Avatar
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    Good idea!)
    Continue workinng)

  3. #3
    Member laszers's Avatar
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    thanks man! keep the feed back coming

  4. #4
    heyyyy lol man this mod looks sick cant wait to try it out
    I was once like you thriving on life, living large is what i used to say but now im a necron and all i can say is: I can never be bargained with, I won't see reason, I don't feel pity, or remorse nor do i feel fear and i will never stop until you, my human friends are dead

  5. #5
    Member laszers's Avatar
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    Hey, thanks man!

  6. #6
    good mod
    I love Warhammer

  7. #7
    With the IG special abilities, can we have a wide variety of artillery strikes? For fluff's sake!

    This looks good. Hope that you don't run into any difficulties when making it, because I think that it'll be quite fun to play.

  8. #8
    Member laszers's Avatar
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    yes, i am working on getting some more artillery abilities but first i am going to add the basilisk as recruitable.

  9. #9
    Member laszers's Avatar
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    the only problem is i need a freaking modeller ahhhhhhhhhh!

  10. #10
    Member laszers's Avatar
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    Random question but how do you guys feel about the fire teams, would you rather have full tactical squads? Thanks for the feed back.

  11. #11
    Senior Member horusheretic's Avatar
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    chaos rhino; already made by horus, just need permission.
    anyone can do that, it's just the predator without a turret weapon and visual, and then you add the space marine rhino doors to it

    It's nothing that original
    Tutorials_And_Helpful_Sites_Here <-link
    Want a 3d model commissioned? I may do so. Pm me!
    http://steamcommunity.com/groups/dow40k2-woa Join up for updates and view other members.

  12. #12
    Member laszers's Avatar
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    oh well then, i guess i will give that a go, honestly i tried modelling a good 7 or 8 times but could never get it working properly. thanks

  13. #13
    Member laszers's Avatar
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    @horus i have all the proper wargear however i cant put troops into the rhino, i have the doors for animator attachment.
    also a bit of an update, i am working on the ammo system and have made good progress but i am having to use sim_vars which are very difficult to use so i have oneproduct (the god of modding) helping me out with it.

  14. #14
    Just a warning, that much popcap will crash the game. We've incrased squad sizes from 6 to 14 and still had some people crash out during Codex games in 3v3 with swarmy races. It doesn't happen to everyone at 160 pop, but 10000+ will definitely crash most computers.

  15. #15
    Member laszers's Avatar
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    the thing is i have yet to see someone get that much, while i am not doubting that is possible i counter that by having the more swarmy races such as orks or tyranids die a bit faster, like tyranids die extremely fast (or at least the hormagaunts/termagants) especially from fire. as for the orks you wont play like that generally your orks will always be fighting the enemy as that is the best stratagey due to their large numbers
    but, i am not saying that it is impossible its just hasn't happened yet. but i will take your advise into hand and to check that out. the thing is you have to actually get there to have it crash, but with something like a 3v3 i wouldnt be suprised.
    thank you for the advise.
    Last edited by laszers; 8th Jan 12 at 11:31 PM.

  16. #16
    Member blooder12's Avatar
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    Nice! Can't wait till it is ready for download. Keep up the work!

  17. #17
    Member laszers's Avatar
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    @blooder the download will be up soon, just got to make some touch ups suggested by some of my testers.

  18. #18

  19. #19
    Stupid question, but will that mod be playable at all? I mean concerning average computer and graphic card.

  20. #20
    Member laszers's Avatar
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    yes, all tester have average computers, (a couple may have above average) like i said before many of your troops are always dying and you are always in a fight .
    however if in a online match you are playing as the lets say space marines vs. the orks then chances are you will experience lag due to to the shear amount of troops, besides you could always lower graphical settings if needed. also, if you play pretty much any other faction (other than tyranids) chances are you will be playing tactically until you have the options needed to mobilize your massive force.

  21. #21
    so wen is this getting realsed exactly?

  22. #22
    Member laszers's Avatar
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    um, honestly i cant say for sure, i depends if i can get the ai ready, i have some custom maps ready (including a very cool looking ork city) i really just need some touch ups.
    a conservative estimate is Saturday, but i plan to get it out earlier.

  23. #23
    Member Claw of Lorek's Avatar
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    Release it when it's truly ready(but not necessarily in the CE's time spans....). My best advice to you!

    Looking forward to seeing what you've done with retribution
    Call me Ixim

  24. #24
    Member laszers's Avatar
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    Thanks for the advise Lorek

    http://cloud.steampowered.com/ugc/61...EB60AF6E75590/

    new black templars by shuma.

    there will be a new trailer up today or tomorrow, make sure to watch it

  25. #25
    sweet sweet
    Now you see, Here at the Imperium of Man. We only use, propane fueled Promethium. Thats a flame burning heretic i tell you Hwat!

  26. #26
    Member laszers's Avatar
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    thanks

    we are doing two videos, one is a tail of an imperial guard regiment fighting against the xenos (i hope to make multiple videos)

    the other is a large battle between orks and space marines.

  27. #27
    Sounds badass man, cant wait

  28. #28
    Member Plort's Avatar
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    Hello! I'm the co-Creator of the mod and the primary Tester. Anyway, sorry about the trailer delay, we are doing the editing as we speak, we got a bit of a late start on filming, so it will be released soon!

    ----------

    Because of youtube upload times video will not be ready until tommorow

  29. #29
    Member laszers's Avatar
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    hey guys, here is ork vs. space marine video.

    http://www.youtube.com/watch?v=E3Q_F...=youtube_gdata

    i did this kind of late and i just through it together.
    hope you like it.

    btw this is really just showing off the battle aspect not the realism.
    Last edited by laszers; 20th Jan 12 at 9:54 PM.

  30. #30
    Good Emperor.....i....cant....wait..... By the emperors holy bawls does this mod look sick

  31. #31
    Member laszers's Avatar
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    lol thanks much

    mod will be out by at most saturday.

    ----------

    but before the release the mod i would like to go ahead and make a video showing off the realism, tactical combat and new cover aspects.

    remember to join the group for online matches here

    http://steamcommunity.com/groups/ultimatewarfare
    Last edited by laszers; 21st Jan 12 at 5:56 PM.

  32. #32
    Member laszers's Avatar
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    new sternguard veterans view first post.

    currently making the realism video.

  33. #33
    Member Niftyeye's Avatar
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    I would love to download this, would really bring back that 'Epic' feel that I felt Dawn of War had, but I could see my computer exploding trying to run this :S

  34. #34
    Member laszers's Avatar
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    dont worry just turn down your graphics settings. there are many things to balance that plus it really only happens with orks, tyranids units are to small to cause any problem.

    plus if i have to i will make a version to downsize it a bit.

  35. #35
    Member Niftyeye's Avatar
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    Ill give it a try when its released

  36. #36
    Isn't there a way to unlock an ability when a squad deals enough damage? If I remember correctly (and I could be wrong, modding was never my strong point), you could use this to enable an ability that stops weapons firing to simulate running out of ammo. I may be wrong, though.

  37. #37
    Member Plort's Avatar
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    Mod will be released later today!

  38. #38
    Member laszers's Avatar
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    Mod officially released view first post!!!!

    please give feedback

    ----------

    VIEW THE README

  39. #39
    Sweet only 41 MG also hell yeah. download and OWN THEM

  40. #40
    Member laszers's Avatar
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    cool man, make sure to give feed back

  41. #41
    My launcher doesnt work

  42. #42
    Member laszers's Avatar
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    then try doing it your self by doing this, right click on your dow 2 exe and click create shortcut, once it is created right click on the shortcut and go to properties and put this line

    -modname UltimateWarfare -dev

    make sure to put a space between the line and the end quote.

    try plorts idea first maybe.
    Last edited by laszers; 21st Jan 12 at 10:47 PM.

  43. #43
    Member Plort's Avatar
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    hmmmmmm...... make sure target and start in lines are correct as to where your game is, and ensure that you installed it properly, drag everything but the UCS into the main game folder, then go to gameassets/locale/english, and put the UCS in there

  44. #44
    Member laszers's Avatar
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    hm, do all you guys who have downloaded it have problem with the launcher?

  45. #45
    Works for me. On the mod itself, I've played a couple of matches as IG vs tyranid AI. Guardsmen seem very powerful v infantry. Personally, I'd change squad size to 11 including sergeant and commissar. This would also fit the fluff better. For the IG tarantula turret ability, the ability image is broken - just link it to the SM one. The image is also missing for their new deployable cover ability. These buttons are very easy to create in Photoshop, paint.NET, ect. if you can't find a good one in the files. You may also want to replace the tank traps with sandbags, as the dragons teeth don't look very good (espcially in regards to pathfinding).

    Gameplay is very enjoyable. I set up a defence with bunkers and heavy weapons teams against 3 expert tyranid AI. Fun times! The mod really captures the 'epic' scale invoked in your description - it does not dissapoint.

    For those having launcher problems, right-click on Retribution in the steam library, select 'properties', go to 'launch settings' and type in '-dev -modname UltimateWarfare' (without quote marks). If you run the game and see that the last stand is greyed out, you're doing something right.

  46. #46
    Member laszers's Avatar
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    thanks for the feedback nathaniak, i am glad that you enjoyed the gameplay, also please test out the orks ai as it has been very fun playing against them.

    as for the pics i will get right on that, as well as the sand bags, as i completely agree, i think sand bags are more fitting, thank you.

    btw just so everyone knows this first version is just for massive scaling and realism, next version will include many new features including necrons, kasrkins, and grey knights.

  47. #47
    Thanks for the advice. I look forward to blasting greenskins!

    Edit: So, I was playing this and thinking, hmm, this is the Imperial Guard, needs moar artillery! I know that you're trying to get the Basalisk in game (looking forward to that when it comes), but in the meantime, how about an 'Artillery Liason Officer'? I'm thinking a guy with weak weapons but multiple red abilities that call in a variety of artillery strikes.

    You might also want to either increase the red cost of abilities or reduce the amout of red given - you gain it much faster than before.
    Last edited by nathaniak; 22nd Jan 12 at 3:10 PM.

  48. #48
    Member laszers's Avatar
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    good idea i will look into that, how were the orks?

    ----------

    ok so i just through together the artillery officer (replacing commissar) he has all air support and artillery abilities including an ability that allows for 4 manticores to be called down (dont worry the ability costs 999 red)

    and some more abilities to come.

  49. #49
    Member Claw of Lorek's Avatar
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    If you need ANY help with lore/fluff just ask ok? After all I DO own Like 6 Omnibus Editions(Ultramarines, Cain, Gray{Grey maybe???} Knights, Ravenor, Eisenhorn and Soul Drinkers). I am ESPECIALLY interested in Eldar so if you need any help...I'm your man!

  50. #50
    Member laszers's Avatar
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    actually i could defiantly use some help, if you wouldnt mind just pm the description of some units (of any race) that aren't already in game so i can add them, thank you vary much.

    have you played the mod, i really need feed back.

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