OH! Awesome, thanks for the reply!
OH! Awesome, thanks for the reply!
when ever i try to play the demon hunters there comes a critical mistake and then i cant play them what should i do
Last edited by Black Templer; 27th Jul 12 at 7:28 AM.
NB! Don't use previous version 0.99.03 in campaign. That old version must be deleted and replaced with new version 0.99.04.
>>> Titanium Wars Mod <<<
I'm having a hard time downloading this mod, is there any chance it can be divided so can it be downloaded easily?
how do i get rid of the custom camera angles? Normally they're in the Data folder for the mod but i can't seem to find them - i prefer the normal cameras tbh
I love the mod, but I seem to have some issues. The game sometimes randomly Ctd's most commonly after and/or during a stronghold fight. Any hints as to what can be causing this ? Everything else looks beautifull!
Now I work on SS-campaign. SM and Orks Strongholds were updated recently. Now I work on Tau Stronghold...
In future first release version of TWM for SS, SS-campaign will be not so radical as in TWM-DC-campaign. Now I only add some TWM-features on SS-Strongholds' gameplay (new units, new weapons, new buildings, updated intro/outro, and etc..). I do not make new strong offensive/defensive algorithms (and many other gameplay features) as it was made in TWM-DC-campaign. Therefore TWM-DC-campaign will have best quality long time in future (maybe forever).
hey, i came across this mod a few days ago, and my gf is much fan of the warhammer 40k franchise, specially about the keeper of secrets unit, before i show this to her i'd like to know, is this mod multiplayer compatible? either the soulstorm or the dark crusade one or both?
sorry if this was mentioned before, i dont think i came across it in the readme/logs
Perhaps reading the starter of this topic will help any intelligent guys...
I just want to say i agree with you GrOrc.
Too many silly rules in this world that prevent the advancement of mankind. (kinda overblow example as were talking of a mod here not the cure for cancer but the same principle applies)
This is not to mean i am in any way encouraging you to break any rules offcource, just saying. Hehe.
GrOrc i recently add the Dark Prophesy mod in my pc and i see that they use many models from WH mods at there Inqusition race maybe you can ask them where they find them or were they take the permision to use them. About IDH mod i dont see why they don't give you permision.
If you want my opinion i see all this thing with permisions stupid, we have all the same passion for tha same game the only thing for me that is needed for using other moders models is only to add them at your credits nothing else, it is cooperation not stealing and boost other moders job if they stuck somewhere.
For the Greater Good.
I think that this guy it is retired, maybe all community must retire with him... forget it it is my opinion and only mine.
GrOrc i think that Codex mod have some nice models of GK maybe you can ask use them.
Compiler retired, but He left clear instructions about his legacy.I think that this guy it is retired,
GrOrk copied IDH mod content into TWM (with some modification), in spite of the fact that GrOrk can not offer any valuable for IDH mod. Unequal, one-sided "cooperation"
Your suggestions are naive and incompetent. Especially considering that GrOrk himself monitors all community mods for new models, and if they (models) do not appear in TWM, then they are just not good enough
Last edited by jONES1979; 18th Nov 12 at 1:31 AM.
That, or he couldn't get the permission to use the models. Getting permission tends to be harder than finding good models.
The mind is like a parachute. It doesn’t work unless it’s open.
When i Play the chaos campaign, it uses the word bearers scheme rather than the alpha legion's
Titanium wars is great mod. I have to say, its exactly the mod I've been looking for long time. I would like to ask few questions about it...
When did you start work on this mod? How long are you working on it?
Have you any luck with IDH and WH mods premission? I think premission for art of WH mod is rather unobtainable, but i hope your mod will be exception.
And one last. Huge team of Ultimate Apocalypse allows their models to be used? (Wracks...)
Keep up the good job and good luck!
Last edited by LethalRacer; 25th Nov 12 at 5:10 AM.
The new version will be coming soon. Global campaign update was finished yesterday...
Can you please buff the Melta weaponry of the SOB? it takes about 2-3 Melta Immolators to kill a single Leman Russ tank, and after about 30 seconds of continous fire. Celestians have an even harder time, you need about 4-5 full melta squads to kill a Leman Russ. I tried the campaign (my mistake, didn't know it was unplayable)and got to the IG stronghold, took me about 2-3 hours including my second attempt to win, and only after spamming melta stormtroopers in Valkyries and building a Titan. (after which it duly crashed, much to my frustration)
First full version of TWM-SS-campaign is released in new ver.0.99.06. Global campaign update was completed. The SS-campaign was fully updated within TWM-SS framework. Now the new TWM-SS-campaign has true TWM-style in all scripted missions in Strongholds for all races. Also many-many gameplay changes were done.
- Fragmentation Grenade was added for Vox-Caster Operators.
- Celestian have 6 units per squad now.
- Global campaign update. The SS-campaign was fully updated within TWM-SS framework. Now the new TWM-SS-campaign has true TWM-style in all scripted missions in Strongholds for all races.
--- Stronghold's scripts and maps were essentially remade.
--- More agressive behaviour of campaign opponents in the Stronghold's missions.
--- All TWM-units, TWM-weapons, and TWM-upgrades are used in campaign Stronghold's missions, updated intro/outro, etc... many-many changes...
--- True single player enemy heroes fight in Strongholds with own wargear. Enemy heroes really present on the battlefields and fight against player forces.
--- Almost all TWM-skills for troops are used in Stronghold's missions.
--- More static enemy defence on the Stronghold's maps.
--- Campaign textures were made where they are needed.
--- New markers on Stronghold's maps for good initial placement of player's Honour Guards.
--- More correct algorithms for good behaviour after save/load procedure.
-- Chaos: New attack algorithms. Khorne shrines produce many troops and daemons. All Greater Daemons will appear there.
-- Dark Eldar: Intensive attacks. Vect vehicle jump back after combat. Other DE vehicles can jump into combat.
-- Eldar: Jump attacks on player base. Intensive attacks in first phase of battle. More intensive attacks from gates.
-- Imperial Guard: Randomize supertanks. Good attacks from different directions. Drivers get into the tanks more quickly. Main base active now.
-- Necrons: New Monoloth attacks. Three peripheral Monoliths can attack player. Relic base active now and produce elite troops. More intensive defence algorithms.
-- Orks: More intensive attacks on player base. Strong static defence.
-- Whitch Hunters: New attacks waves from new locations. Landing troops from different vehicles. Inquisition forces on the battlefield. Confessor stay on the battlefield after crusades and he help to defence main base in final stand. New sound events during mission.
-- Space Marines: More intensive attacks on player base. New defence algorithms by drop pods.
-- Tau: More intensive attacks on player base. Strong static defence (turrets and invisible units).
- Jump animations were OE-coded for Apothecary, Banner Bearer, Emperor's Champion, Reclusiarch, Force Commander, and Force Commander campaign variant. It was done for correct behaviour in jump state with attaching into jump-squads (Assault Marines).
- Fixed some little bugs.
- Titanium UCS-file was updated.
Note: Knowing problem with campaign playing. Old DoW engine is not truly compatible with Windows 7. (Maybe Windows Vista and Windows 8 too. No any problems under Windows XP 32bit.) The problem is only in the end of some Strongholds in campaign. Sometimes DoW game crash after playing outro before end-mission-screen. Resolving: Use DoW in compatibility mode with WinXP. Save game in the end of Stronghold mission (before outro). If game crash after outro then reload game in compatibility mode and load save. If game crash again then try compatibility with Win98/Me. (Do not use Win98/Me mode for play. Sometimes game work incorrect in this mode. Use it only for resolving problem.) In this mode we can avoid this problem with more probability (irregular crash). This is software problem. DoW1 is very old game now without any support from Relic. TWM is not guilty...
Last edited by GrOrc; 25th Dec 12 at 7:06 AM.
Great work !!! but please upload the file in another site. Moddb servers are offline.
Tks in advance
For all. If you have problems with downloading on ModDB then ask ModDB's admins about it. I have no any problems with ModDB site.
Other way to download TWM. Just wait when TWM will appear on some torrents. This is fan activity. Don't ask me about this.
First I'd like to congratulate you for the development of this mod (it's awesome) that took me back to playing this game. I have some feedback that I hoped could be of help (both from playing and watching AI vs AI battles):
-After playing as SM against chaos or watching SM vs chaos AI battle the outcome is usually defeat of SMs, imo this is for those reasons: there are some powers chaos use (one in particular is similar to the farseer's eldritch storm) that is bane to infantry they are both slowed and damaged/killed; SM AI does not build devastators or other new units from chapel barracks and, towards the end, chaos can deploy BOTH terminators and obliterators making them too powerful;
-Sometimes SM AI researches pop cap increase but it's irrelevant (example: AI has researched pop cap to 37 but only uses 5) wasting resources;
-AI units sometimes get stuck behind buildings the AI itself builds (example: I've seen an Eldar Avatar of Khaine get stuck behind webways).
For all that's it, once again congratulations for the mod!
EDIT: there's a crash after you beat Tau fortress so you can't go on from there (at least here and I'm using copmpability mode).
EDIT2: Ork fortress is not OP as I previously thought.
Last edited by Ultramarine1; 2nd Feb 13 at 8:27 AM.
I wrote Titanium Wars FAQ (first edition). English is not my native language. So help with editing welcome here. Look on starter under corresponding spoiler.
Last edited by GrOrc; 21st Mar 13 at 4:27 PM. Reason: FAQ was updated several times.
Hey, been a long time since I was on this forum, I used to play the DC version of this mod a few months back...
I remember you mentioning back then that you were planning on finishing the mod on SS first (All the factions) and I was wondering if this was still your plan or not....
Cause I can't wait for the Nids to become playable, I loved playing the old Nid mod and just trying to survive the endless wave after wave. xD
Anyway.... I hope this question isn't breaking any rules, if it is just kindly inform me and I will edit it.
To Satodelf: Active development of TWM in a pause now. Pause indefinitely. The immediate future plans are to develop WH race with more details...
"Technical issues" section of FAQ was updated today.
Can anyone attest to the "feel" of the Dark Eldar in this mod with the changes (as in, they are faster, have better harassment options, etc)? Is the Dais of Destruction a good Titan substitute, or merely a competent super-heavy tank?
Also, is it possible to play races like the Daemon Hunters in the campaign with a little footwork, or is that a large modding project?
To thedawnstrider: Dark Eldar is not complete as TWM-like race. Dais of Destruction is analogue of heavy tank obviously. "DH in campaign" is a topic for separate project (hardwork). I do not plan it.
I'm sorry to hear that the mod is paused, but I can completely understand your situation, GrOrc. You've made one hell of a mod, period. It takes a lot of dedication to do mod work on this scale with no funding. Huge props on your work, GrOrc.
To Firstborne. Thank you for your understanding. However, this Mod will be developing in this year for some time. First release version of TWM for SS -- ver. 1.00.07 is coming soon. At the same time, the project will be gradually phased out.
I've been playing through the SS and DC campaigns and really enjoying them. I'd like to hear people's opinions on the best way to destroy turrets with overlapping fields of fire or other well-guarded buildings in the strongholds. I'm aware of the obvious answers to this - brute force, Tau massing Krootox and Greater Knarloc to attack and soak up damage while Fire Warriors and Battlesuits kill infantry, Necrons using Heavy Destroyers, and so on.
What I'd like to hear is advice on campaign strategy for races other than Tau and Necron (I feel okay about those). The increased infantry volume provided by this mod has definitely proven challenging when I try to bust through stronghold fortifications and am met by multiple powerful turrets and a whole lot of infantry. In particular, I have a very hard time playing Dark Eldar on strongholds, and I'd like to know if they're still tactically viable despite not being a complete race in TWM mod.
Conversely, does anybody have an opinion on the race best suited to stronghold-busting? So far, I've just jetpacked my Tau commander into turret blind spots and had him go to town, but this feels cheap after a while.
Last edited by thedawnstrider; 21st Mar 13 at 9:40 PM. Reason: Clarity
Okay, maybe the above post wasn't quite what I meant to say. A simpler question is: does anyone else feel the 4x building health drastically changes the feel of campaign mode due to the immense amount of static defense present in strongholds?
Necron Ghost Ark under Soulstorm engine. More details about loading transport.
5 Necron Warriors ready to load in Ghost Ark.
5 Necron Warriors inside Ghost Ark.
7 Necron Warriors ready to load in Ghost Ark.
7 Necron Warriors inside Ghost Ark.
10 Necron Warriors ready to load in Ghost Ark.
10 Necron Warriors inside Ghost Ark.
7 Immortals ready to load in Ghost Ark.
7 Immortals inside Ghost Ark.
9 Pariahs ready to load in Ghost Ark.
9 Pariahs inside Ghost Ark.
Thanks to BoyChaos for good model, textures, and FX. Final integration in DoW, OE-, AE, AI-codes from GrOrc.
Last edited by GrOrc; 8th Apr 13 at 9:31 AM.
Wow, that's really impressive.
The Ar'ka Cannon in SS! how come you haven't added to the Tau, I'm sure you could have made it unique or TWM style. Regards Cucarcha
Thanks for the reply GrOrc, BoyChaos has phenomenal models many fan love those models in the mod and I would like to give him my thanks for his great work, I don't want to take much of your time because I know you're busy.
Last edited by Cucaracha; 6th Apr 13 at 3:37 PM.
Making new true W40k-Codex units is more interesting for DoW gameplay. BoyChaos can make Tau Manta for example. He has a preliminary version. Maybe he'll do it with good quality.
Please help, I am in an area where connectivity is low at best. After downloading TWM for what was the better part of 5 hours, I can't figure out what to do with it, I got no prompt to extract the files or anything all it gave me was a mile of code in the notepad. I've modded other games in the past so I'm not a virgin on the subject, but I'm far from an expert. Does it need to be dropped in one of the games files? Was there supposed to be more in the download? Or does it require a mod manager? Please assist me in my installation endeavor.
To MyNameIsDutch. Read my answer to you on ModDB page TWM for SS, forum section, topic "Technical support (TWM for SS)". Also read all txt-readme-files before asking any questions anywhere. And I suggest you to wait a bit. The new version of the Mod will be released soon... I plan it on this week...
GrOrc, can you comment on the relationship of this mod to the Ultimate Apocalypse mod? I know that you have some model overlap and some purpose overlap. You seem more concerned with balancing and single player, though.
To thedawnstrider. Before talking any comments, you need to understand the subject. Obviously, you do not understand what you talk. TWM is old DoW-mod, it is more old than many other "modern mods". TWM is the first global all-races DoW-mod with almost all (lots !!!) Games Workshop W40k-units including Titans. Many modern DoW-mods are based on TWM content now and they used many TWM ideas and concepts. Many modern (young and/or novice) DoW-modders use TWM as a visual aid for DoW-modding. GrOrc never collaborated with other modders (in one team) for TWM-making. GrOrc was always needed only new good 3D assets which made by good (enthusiast) modelers who were inspired by W40k-universe. GrOrc created his own W40k-like DoW-gameplay with good RTS-balance and true W40k Codex-like. GrOrc is no needed with any suggestions and opinions from other modders (of course except those, who mentioned in the TWM-txt-files ). GrOrc is autodidact but with high qualification. Many aspects of TWM were not surpassed in other DoW-mods until now. The real support of the campaign game for example, although good hardcore skirmish and multiplayer were the main goal of this Mod. In the TWM framework AE-, OE-, AI-, scar-codes were made with high quality. It can only wish the same quality for all other DoW-mods...
GrOrc has no interest to other DoW-mods without good modelers in their teams. GrOrc has interest only to good 3D-models with good textures. Almost all good modelers retired from DoW modding a long time ago... BoyChaos is a rare exception to this rule. New W40k-like models with true Codex-style are very rare in our time...
Last edited by GrOrc; 17th May 13 at 9:57 AM.
Thanks for your explanation - I'm glad to have some background on Titanium Mod's history.
I ask the following questions having read the FAQ, changelog, and other assorted materials:
Would you mind explaining exactly what you changed in the Soulstorm Ork stronghold? I understand that they have "stronger static defense" and more troops, but did you have some particular style for the stronghold in mind besides "more stuff?"
Also, do you have a strategy recommendation for the Sisters of Battle base, and managing the Inquisition in particular? I'm aware that excellent micro can solve a lot of problems, but I'm wondering if I should focus my early efforts on taking out the fliers, the tanks, or the recruitment centers in order to make the mass of Inquisition troops more managable. Would you recommend a mid-map turret farm around their spawn point?
Also, have you changed the effects of the alert levels in the Imperial Guard base? If so, how?
Have you considered giving the Sentinels, Hellhounds, and Leman Russ Tanks in the bases some upgrades to start with (perhaps based on . Having the pilot reach a Sentinel pre-upgraded with a plasma cannon or a Hellhound pre-upgraded with Heavy Stubbers or a multi-melta or a Leman Russ with a vanquisher cannon would be very intimidating. Similarly, replacing some of the Hellhounds with Bane Wolves and some of the Leman Russ Tanks with Leman Russ Variants (Executioner, Vanquisher, etc) seems like it might make for an interesting challenge - do you think so too?
Finally, what is the point of the middle area of the Necron map? It seems like a huge killzone with some enemy honor guard, but has nothing besides some thermo generators. The large square object in the middle looks like it could have been a unique structure like the Ark'a Cannon or the Basilisk Magnus, but it performs no function. Were you planning to do anything with this area, or is it just meant to harass players moving across the map?
To thedawnstrider. So many questions about the TWM-SS-campaign. Just play the original SS-campaign, then play the TWM-SS-campaign. Only then you can see and feel the difference. The difference is huge. I'll not answer your questions in details. All TWM-players get their own answers and experience in the game.
The TWM-SS-campaign was made with less interest than the TWM-DC-campaign. I recommend to play the TWM-DC-campaign. There's more interesting gameplay in Strongholds.
Last edited by GrOrc; 9th Apr 13 at 11:39 AM.
Fair enough, GrOrc. Can you at least comment on the Tau Crisis battlesuits? Their flamers seem very powerful - even against buildings - while the missile pods do little disruption at all. Given the mobility of the suits, the range advantage for the missiles does little to balance out the massive all-around power of the flamethrower.
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