Results 1 to 46 of 46

Laurentian Hussars Mod

  1. #1

    Laurentian Hussars Mod

    Laurentian Hussars Mod for Soulstorm 1.2

    Hello friends and comrades.
    I recently started developing a new modification on the Laurentian Hussars. I noticed that in the industry of modding DoW there is no modification, where the this not very famous IG regiment would have appeared as a new race.
    Models and textures are from the mod Fire Storm Over Kronus. I need's some help with ideas and it is desirable to help in modding.
    So far only announced the alpha version of the update Laurentian Hussars. Very high quality and cool AI made in all vanilla races by corncobman - my partner. Bonus race Adeptus Mechanicus has not AI. Also, there are also many new units in the remaining races. Changelog you can see above.

    Changelog older versions
    1.New updated Imperial Guard race with new units, textures, buildings and skills of heroes.
    2.new units of other races
    3.new balance of game
    4.New AI from Corncobman
    5.new superweapons
    6.Bonus race - Adeptus Mechanicus

    In future:
    New addon of Laurentian Hussars race - Kalaman Hussars headquarters (with new units)
    New battle tanks
    Cavalry units (yes! yes!)
    New heroes of LH - Inquisitor Roustaveli and Laurentian King-Vicegerent
    new hero of SM - Uriel Ventris (from books of Gram Macnill) and new units - Mortifactor marines, Laurentian Auxillary psyker and etc.

    LH Team

    Count Bagatur - teamleader, coder, skinner
    Corncobman - coder
    Sataman - fx-editor
    Mhotep - author of the plot

    Betatesters team of LH:
    Nick Frost - prime-tester
    Anjelo Jo - beta-tester
    Andrija Stanisic - beta-tester (bug report early version is ready)
    Nunally Britannia - beta-tester
    Anjela Hall - beta-tester

    Moddb page:
    http://www.moddb.com/mods/laurentian-hussars

    some screenies:

    Kalaman Hussars Inquisition Guard


    King-Vicegerent


    Comissar-bistos


    Ormester


    Auxillary laurentian psyker


    Mortifactor marines

    Yours faithfully Alexander

    Project is renamed from DoM to LH
    Last edited by Count Bagatur; 17th Aug 12 at 7:43 AM. Reason: Rename of mod
    My own mods for Dawn of War game

    Awakening of Evil Mod
    White Scars Mod
    Spirit Storm Mod (Dies Irae)
    Rise of Imperium Mod
    Eldar Rebalance
    DoW Rebalance
    Laurentian Hussars
    Emperors Children (w.i.p.)

    co-author of:
    DoW Realism SS
    Perun Warhounds
    and a lot of other mods :)

    also i was tester of Ultimate Apocalypse mod (in august 2011)

    Tester and skinner of Codex Mod :)

  2. #2
    Member Sataman's Avatar
    Join Date
    Aug 2010
    Location
    Serbia
    Sounds interasting
    If you need my help with anything,just pm me as usual

    Good luck.

  3. #3
    Sataman, lets go PM and speak there about development
    Last edited by Gorb; 8th Mar 12 at 12:00 PM. Reason: cleanup

  4. #4
    Member Melooo's Avatar
    Join Date
    Nov 2005
    Location
    Venezuela, Caracas
    Hi xD
    not quite sure what im supposed to see here (Count Bagatur invited me to look around with scarce instructions xD) but its nice to have new people with new projects
    -++Orks!...Burn the beast!!!...++-

  5. #5
    Thank you Melooo. Sataman how is about fx-effects of eldar race?

    p.s. look at new screen

    its new eldar avengers (attack 80-90)

    p.p.s. Unfortunately, the member of our team Iomen (from Sich studio) is absent now. We are waiting new eldar textures.
    Last edited by Count Bagatur; 9th Mar 12 at 12:49 AM.

  6. Modding Senior Member Dawn of War Senior Member  #6
    Father of Death Croaxleigh's Avatar
    Join Date
    Jun 2006
    Location
    A forgettable little corner of southwestern Kentucky
    Out of curiosity, why are you adding units to the existing races in addition to creating a new race? Not saying that you can't, of course, just seems like it would be easier to focus on a single race instead of a single race AND rebalancing everything else.
    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.

  7. #7
    Yes, I understand you. It's just what to do Mechanicus is still very long, this race requires completely new (not borrowed in other mods) models (i mean absolutely new models). While our modelers are late. And so we have to deal with other races. Mod is work in progress now. But the development of new race Mechanicus is stopped. =(

  8. Modding Senior Member Dawn of War Senior Member  #8
    Father of Death Croaxleigh's Avatar
    Join Date
    Jun 2006
    Location
    A forgettable little corner of southwestern Kentucky
    Oh, believe me... I know what you mean about needing new models for the AdMech.

  9. #9
    No, we don`t borrow the models of new Mechanicus race from FoK in future. I mean, we are waiting NEW models.
    (sorry for my english)
    Last edited by Count Bagatur; 11th Mar 12 at 2:34 AM.

  10. #10
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    Hi so apparently I am now a member of the mod team and I'm supposed to make some sort of comment in this here thread here.
    -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!-

  11. #11
    Oh yes, corncobman =) Your AI is best!

  12. Modding Senior Member Dawn of War Senior Member  #12
    Father of Death Croaxleigh's Avatar
    Join Date
    Jun 2006
    Location
    A forgettable little corner of southwestern Kentucky
    No, we don`t borrow the models of new Mechanicus race from FoK in future. I mean, we are waiting NEW models.
    I understand. I was just agreeing with you about the AdMech needing new models to be implemented into DoW.

  13. #13
    I was just agreeing with you about the AdMech needing new models to be implemented into DoW.
    All right!

  14. #14
    Member Mhotep's Avatar
    Join Date
    Mar 2012
    Location
    Podolsk
    Greetings to all
    Bagatur, this is Mhotep... Good work!

  15. #15
    Oh, hello old friend! Thank you. Lets talk =)

  16. #16
    Member Mhotep's Avatar
    Join Date
    Mar 2012
    Location
    Podolsk
    Oh, hello old friend! Thank you. Lets talk =)
    well then... what progress with this version?

  17. #17
    Mod is work on progress now. I am waiting Iomen texture work (eldar reskin). I will release beta soon.

  18. #18
    Member Pragmatic's Avatar
    Join Date
    Mar 2012
    Location
    the deathworld known as Australia
    Umm.......

    I grabbed it earlier on today, installed it.

    Crashed back to desktop once. 2nd go it fired up

    A few things missing

    *Builders can't build anything, apart from that it looks like its gonna be fun to play

    Kind Regards Prag

  19. #19
    Thank you Pragmatic. I made new link for download the mod

  20. #20
    Member Pragmatic's Avatar
    Join Date
    Mar 2012
    Location
    the deathworld known as Australia
    Awesome, I will grab that next week.

    Can you tell me anything about new content???

    Just call me Prag

  21. #21
    Yes please. We are waiting new models and textures of Mechanicus and eldar, and also new effects of Sataman.
    I will create now new superweapon - Ragnarok Gun. It will be awesome, i think) xD

  22. #22
    Member Pragmatic's Avatar
    Join Date
    Mar 2012
    Location
    the deathworld known as Australia
    Pardon my asking, what is a Ragnarok Gun do??

  23. #23
    Ragnarok Gun is like a orbital bombardment SM. This superweapon destroyes all enemy base.

  24. #24
    Greymane pack-father Lleman's Avatar
    Join Date
    Dec 2005
    Location
    On my way back to my cubs, eternally.
    Hi all. Good to see mods being worked on on this rotten old carcass (j/k). I'll however play the usual party-pooper: i know it's easy to get carried away with awesome war-/death-engines in the 40K settings but can't you guys try to stick a bit more with the (once and current) AdMech fluff, especially when it comes to naming weapons and tools of war to perhaps avoid some confusions? I.e. 'Ragnarok' is used for a boxy armour used by some famous IG siege regiments (see the Epic system).

    The AdMech is known well enough for their insane Ordinatus war engines/platforms variants without having to resort to world-end naming.
    I know it sounds very anal-retentive but i guess that's the price to pay to set your work in the 40K universe.
    We look to the heavens so that one day our children may look back towards home.

  25. #25
    Yes you are right. AdMech will not use superweapon Ragnarok Gun. We will create this weapon to IG. Now i am working with AdMech race. AdMech race now haven`t got any superweapons. I an thinking about new ideas for AdMech race. Can you help me?

  26. #26
    Member jONES1979's Avatar
    Join Date
    Dec 2008
    Location
    Нижний Тагил
    Quote Originally Posted by Count Bagatur View Post
    I an thinking about new ideas for AdMech race. Can you help me?
    You are too lazy to be a modder http://forums.revora.net/topic/72736-mechanicus/
    Last edited by jONES1979; 30th Jun 12 at 11:42 PM.

  27. #27
    Oh, i didn`t know about another Mechanicus mod. Well, i wish successes for the author of another mod (goldenhorde).

  28. #28
    Greymane pack-father Lleman's Avatar
    Join Date
    Dec 2005
    Location
    On my way back to my cubs, eternally.
    You could always grab the NetEpic Armageddon lists which display quite a few unit types and lists their armament types, as well as browse through some of the 40K AdMech blogs (if you don't find any, which'd surprise me, PM me, i'll link to a few).

    I'm a bit nonplussed however, why would there need be superweapons? If your mod is intended for play on-par with other 'regular' mods you'd totally unbalance things... *shrugs*

  29. #29
    Ok, Lleman, i PM you. I think superweapons will be cool in DoW gameplay. (Remember UA mod!)

  30. Modding Senior Member Dawn of War Senior Member  #30
    Father of Death Croaxleigh's Avatar
    Join Date
    Jun 2006
    Location
    A forgettable little corner of southwestern Kentucky
    The UA mod is not DoW gameplay. The UA mod is UA mod gameplay. There's a difference.

    That said, it's entirely possible to have "superweapons" in an AdMech army and have it balanced against DoW standards (though since you're making adjustments to all armies I imagine that the DoW gameplay balance point is moot; you'll have your own internal balance.) The problem lies in throwing in a bunch of big asplodey stuff just for the sake of having it, because then you either have to scale some of it down horribly or create lower tiers of generic troops that won't scale as people rush to get the 20 super huge big things in T3 and T4.

    I mean, which is more effective... having everyone rush through the army so that every AdMech player builds this ASAP:



    Or having a full balanced gameplay experience where players get to enjoy all of these:



    There are people who would enjoy both options. Some would rather have the OMGasplodey! option. Others would prefer the option that gives them a well-rounded AdMech army without the need for "gimmicky" units.

    In the end, though, the design of your mod falls down to which options YOU want.

  31. #31
    Member Rytlock's Avatar
    Join Date
    Feb 2011
    Location
    Black Citadel
    Just out of curiosity: is that a Knight in the background?
    The mind is like a parachute. It doesn’t work unless it’s open.

  32. #32
    Oh, thats good models. I`d like it to see in my mod. But it will takes a lot of work =)

  33. #33
    Member jONES1979's Avatar
    Join Date
    Dec 2008
    Location
    Нижний Тагил
    Quote Originally Posted by Rytlock View Post
    Just out of curiosity: is that a Knight in the background?
    http://wh40k.lexicanum.com/wiki/Knight#.T2XHutm3Z8E

  34. Modding Senior Member Dawn of War Senior Member  #34
    Father of Death Croaxleigh's Avatar
    Join Date
    Jun 2006
    Location
    A forgettable little corner of southwestern Kentucky
    Rytlock: It was a Knight Paladin, yes. Toyed around with the idea of doing other Knight variants as well, either as alternate T4 units for my mod or to create squads in the Epic mod (similar to the command squad used by IG.) Never did, though.

  35. #35
    Friends, when will be ready the Knight model and textures for it? I heared that this model is work in progress.
    Do you know about it?

  36. Modding Senior Member Dawn of War Senior Member  #36
    Father of Death Croaxleigh's Avatar
    Join Date
    Jun 2006
    Location
    A forgettable little corner of southwestern Kentucky
    Well, if you're referring to the Knight model in the picture that I posted then yes, I do know about it... I made it. It's not completely finished, however, and I haven't actively worked on it or my other AdMech assets in ages.

    If you're referring to a different one, however, I dunno.

  37. #37
    Member
    Join Date
    Feb 2011
    Location
    Spain
    Hello, is the first time that i know the existence of goldenhorde and Croaxleigh mech armies. If is possible, when can i track this projects ?

  38. Modding Senior Member Dawn of War Senior Member  #38
    Father of Death Croaxleigh's Avatar
    Join Date
    Jun 2006
    Location
    A forgettable little corner of southwestern Kentucky
    There's really nothing to track on my mod, as I'm no longer actively involved in modding. I had basic model work done for about 3/4 of the AdMech faction, a little done for the Dark Mechanicus and a few pieces done for a Heretek Cabal faction. Also had some work done on a spinoff mod that would feature the Steel Confessors Space Marines (who served as drop troops for the AdMech.) The mod is no longer in active development, however.

    It's also worth noting that this thread is for the discussion of Count Bagatur's AdMech mod. The only reason that I posted those pics in the first place was to help illustrate a point I was making in regard to "super units."

  39. #39
    This mod project is stopped. Because we are waiting models. I think new release will be in autumn or later. =(
    Regards
    Last edited by Count Bagatur; 24th Jun 12 at 4:58 AM.

  40. #40
    Hello all, friends. I decide to rename this mod to Laurentian Hussars and maximally update Imperial Guard Race. Mod is not dead, and also work in progress. Thanks all.

  41. #41
    Member knezekj's Avatar
    Join Date
    Jun 2012
    Location
    Czech Republic
    i wish you all good luck i hope it will be great mod

  42. #42
    i wish you all good luck i hope it will be great mod
    Thank you brother.

  43. #43
    Member
    Join Date
    Mar 2011
    Location
    Athens, Greece.
    Alex, do you have any news about the models you are waiting?

    I like the prospects of this idea and I will have a look at this thread

    P.S.: Man, you are in charge of many mods!!! And you assist many others... Be careful, or your free time will disappear!
    -In search of Papasmurf...

  44. #44
    Man, you are in charge of many mods!!! And you assist many others... Be careful, or your free time will disappear!
    yes you are right. I will continue development of this mod in the end of summer. Now, i am busy with WS

  45. #45
    Can I just say I love the sexy adverts that surround your images on whatever website you post them on

  46. #46
    Oh, sexy adverts? ah, i understand. by the way this image-uploader is very convenient for me

    and also, i changed the screens.
    Last edited by Count Bagatur; 2nd Jul 12 at 3:45 AM.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •