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Destroyer 40k (Grey Knights COMPLETED)

  1. #151
    Member Bloodravage's Avatar
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    Kool im glad you got it working

    In other news, ive gotten the thunderhawk working and ingame. For the next release, ill include this as a deep strike option for the grey knights land raider. I should also be able to add this in as the default graphic for when other marine vehicles spawn at the hq, instead of arriving by drop pod, they will be dropped off by the thunderhawk next to it.

    Here is a video of the thunderhawk in action
    http://www.youtube.com/watch?v=Inyj9...ature=youtu.be

    I should also be able to add some weapons to this thing, but I could see this vehicle being a little overpowered

  2. #152
    WOW. I have long wanted something like this! It could fly down and hose an area with weapons fire then let off a big BOOM with that giant cannon on the back, then fly away. Hover, attack, then fly off ... would be cool to get the Valkyrie to do something like this too, perhaps with a new model to represent the Vendetta gunship.

  3. #153
    Member Bloodravage's Avatar
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    Adding weapons to this thing wouldnt be too hard actually. Just need to make one animation where it flys in and shoots lascannons, heavy bolters, the main cannon, and a bunch of missiles, and youve got an air strike

  4. #154
    I would use the gunship more the the orbital strike
    Now you see, Here at the Imperium of Man. We only use, propane fueled Promethium. Thats a flame burning heretic i tell you Hwat!

  5. #155
    Member Bloodravage's Avatar
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    I think I may do that, and have that as the last global ability for the inquisition.

  6. #156

  7. #157
    It would be too much to ask to make a version of this mod without population limit? It would really help in recreating the feeling of massive warfare of Warhammer 40k. Thank you in advance, if again it is possible and it would not require too much work.

  8. #158
    Member Bloodravage's Avatar
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    Hmm, well the 400 pop cap is pretty insane really. Ive had it higher before but it seems to cause problems for everyone but me, so i ended up lowering it. besides, 400 is high enough as it is that even at 400 you still can have 3-5 units that dont show up along the squad tab on the right. Im probably going to keep it at 400 for now, with room for change in the future. I have been testing out a theory on making the ai more difficult. Normally when you set the difficulty higher, the computer gets an increased resource rate. I figure that if they are able to spend their resources they have faster, it would make them more difficult. Right now im testing out some races with their unit produce times halved, and vs an expert cpu, they seem to be a lot more difficult than normal.

    In other news, the Brother Captain is just about done. Need to teamcolor the cloak still and i may make a seperate shoulder shield just for him.


  9. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #159
    Retired Compliance Fairy Gorb's Avatar
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    You made Avitus look . . . noble.

    Y'know, instead of having that perma ANGRY FACE on.

    Impressive
    I am an Iron Warrior! Iron Within, Iron Without!

  10. #160
    Avitus GK? What heresy is this?!

    Good Captian Indeed

  11. #161
    Holy Crap! Must own with Grey Knights

  12. #162
    Member Bloodravage's Avatar
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    Yea I thought he'd make a good choice for a gk captain. I originally repaired the face of thule, and removed his eye piece and gave him his eye back, but he just didnt quite do it. Right now he has weapon upgrades for a halberd and deamon hammer, and ill be adding nemesis falchions soon, just need to finish some animations. And for a 4th weapon I was going to add either a master crafted nemesis sword(because the 2h sword stuff is pretty neat) or a staff of warding, which would be easy to add in but might not be a kool as a 2hand sword since youd normally be getting rid of the one he starts with. For armour ill have him start relatively close to stats as the force commander, but upgrades at tier 2 and/or 3 to turn it into actual terminator armour(with suppression resistance, super heavy infantry type, and a teleporter pack). For accessories i was going to do the ranged weapons, that way you can mix and match the weapon combos since they are all compatible together. Currently I have the psycannon and incinerators complete. May add in a MC stormbolter with some special grenades as an ability or even a Psilincer(which I still havent found too much on and it would be a rather complex model to put together. Now I just need some ideas for abilities and whatnot that all of this wargear would give him.

  13. #163
    Member Templar1's Avatar
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    love the mod! But ive been having issues with steam error code 41. Basically when you try the launch the mod from desktop, steam attempts to update retribution and than an error code pops up after 1%. The error seems to come and go, but now I cant get the game to start. Ive changed the UAC settings, reinstalled retribution, and tried running the game as admin. I was wondering there was anything else i could try?

  14. #164
    Member Bloodravage's Avatar
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    Ive had this problem in the past with pretty much any mod. I usually have UAC disabled but i turned it on then back off again and that resolved it for me. Before that, in order to get it to work, id end task on steam, restart steam, then exactly 2 seconds later run the mod from the shortcut. Strangely enough it worked every time for me. Ill check into it more when i get home later tonight too see if there have been any other things that can be done to resolve this. I believe i also reinstalled steam which helped as well.

  15. #165
    Member Dazz's Avatar
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    I had this problem also posted it just the other day, only work around i had was within steam right click dawn of war 2 then properties then go to set launch properties then add the command -nomovies -modname destroyer40k

  16. #166
    wow man what epicness and what amazing stuff!! what about nwes to download the grey-knight stuff? my pc works again, and i want to play this amazing things!!!

  17. #167
    Ok, so I keep trying to play your amazing mod, but I keep getting the same response when I try to play it, it first begins to install it after it has installed then Steam says "The Steam Servers are to busy to handle your request for Dawn of War II Retribution Error Code (41)" Got any idea what this could mean.

  18. #168
    i had the same problems, you have to start the destroyer40k-application as admin, then it will work(right-klick an app, then chose admin) and put that into the dowII game starting-options: -nomovies -modname destroyer40k

  19. #169
    hey bloodravage, what about a dreadknihgt, model got out for soulstorm: http://www.moddb.com/mods/ultimate-a...developer-tomb

  20. #170
    Fantastic mod, had to create an account just to say how amazing it is!

    Just played a match with Tau and SM, my only complaint would be sounds for the Tau, is there anyway you could import the voices from Dawn of War Dark Crusade? And perhaps made the Kroot a melee unit to balance them out a bit? Other than that, really impressed and hoping there will be even more releases!

    If I was you I would try and make the mod more readily available if you could? I happened to stumble upon it through a comment on a dead mod of Moddb, just a heads up! Great work!

    Also in terms of error 41: -nomovies -modname destroyer40k
    enter that into launch properties and it works a charm.

  21. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #171
    Retired Compliance Fairy Gorb's Avatar
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    Importing voices from another game is making content available for free, which counts as warez (and is thus illegal). So that's not going to happen, I'm afraid.

  22. #172
    Ahhh did not know that Gorb, fair enough!

    One other little thing, the Tau heavy weapons team, the heavy weapon handlers if you will are tiny!

  23. #173
    Well Gorb, there's nobody working left at the Warhammer IP from Relics End, so who's gonna find out? I doubt they'd go through the hassle anyway. LoLz ;P

  24. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #174
    Retired Compliance Fairy Gorb's Avatar
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    It's not like THQ holds the license or anything, right?

    Please, we enforce our IP guidelines for several reasons. Just because DoW II isn't supported anymore doesn't mean we can turn around and go "lol let's ignore national and international copyright laws". I realise you made a throwaway comment, but rules are serious business

  25. #175
    Member Bloodravage's Avatar
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    Irontemplar - Well I dont want to get anyones hope up by providing inaccurate eta's, although I must say ive been working on this with the equivalency of a full time job The things that are complete, and just need some basic abilities and balancing still are the main troops (strike,interceptor,and purgation squads, as well as the brother captain, librarian and rhino) Easy things I need to do, still which shouldnt take long at all is as follows: need to add a rhino lascannon upgrade, teamcolor the landraider, add in a purifier squad, nemesis falchions for marines, spice up a terminator squad with an apothecary and brotherhood banner to have them as paladins, and id like to add in an inquisitor as well as another tier 2 unit. There are some other things that I would like to add in which may take a little longer and require some new animations would be things like nemesis falchions for terminators, Kaldor Dragio, and if I can find someone to do the textures, the Nemesis Dreadknight. The dreadnought shouldnt be too tough, I just need to re-do a bunch of stuff on the dreadnought model to make it accurate. There is also the option of the thunderhawk strafing run, which would need a coupple animations to work properly.

    So at this rate with the current ideas and projects I have left, a rough estimate would be 2-3 weeks, seeing that I got the hard parts out of the way. it also really deppends on how much stuff I want to add in for release, vs just adding in stuff later on. Right now they are techincally working as a seperate playable race, but Id still like to add in some more content of course.

    And as far as for the Dreadknight, id love to add it in, i have some tricks to get it in and working relatively easy, I would just need someone to texture it, beause I feel my texturing isnt the greatest, and this is a pretty big model. If anyone would be interested in taking up the task of making textures for it, I can get it ingame and working. Just let me know.


    -Britisheagle - Yea I wish it was as simple as adding in voices from DOW1, but like Gorb said, the backwards compatibility wouldnt be legal unfortunatley : / I have however, been messing with sound lately, and I successfully zipped up on of their compressed sound bank files, using some of my own mp3 music files, and the game only appears to load it 50% of the time. If there were of couse some seperate voices for the tau that someone could put together, and I were to be able to understand the speech folder layout a little better through practice, im sure i could add it in as well. The only other thing that comes close is the tau commander voice from last stand. Again, the only issue with using this is that since it was designed for last stand, there arent as many voices as there would be for a mp unit. This means that the tau commander voice would only say something when you right click on someone to attack them, and i think thats pretty much it. He wouldnt say anything while being created, dying, no idle combat voices, etc.

    Oh and for the heavy weapons squad I hadnt really noticed the size. Ill look into it and I can always just add a scale modifier and reposition the markers, should be an easy fix.

    - For the 1% error message that keeps popping up, I'd like to thank those who have been posting the fixes on previous posts. Ive managed to re-create this error message and ive noticed that it will also pop up if you are running the game, alt tab out, and try running it from the shortcut again. This leads me to believe that if it is giving anyone this error message, that steam could be detecting it as running or that it was recently ran. I would have to say that things such as clearing out the steam cache(available in steam options) possibly even emptying out temp folders/scandisk/defrag/reinstalling steam, and other general steam related troubleshooting tips may resolve the issue permanently.

  26. #176
    hey bloodravage, the time-size is better then i hopped, 2-3 weeks sounds good, but nobody, especially me wanted you to get pressure. i swear i will tell all my friends in steam(82), that u created such a nice and beautiful mod, and i thank u really much for what u did. do how you can do and how u have time,we will wait for and the dreadknight sounds pretty good, it would be nice to see it in-game

  27. #177
    Member Fallen Angel Ez's Avatar
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    Hi, is this for campaign or multiplayer?

  28. #178
    Member Bloodravage's Avatar
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    This mod is currently available for multiplayer only atm. I havent done much work with editing the campaign, but once the models are complete, thats something that could be added in in the future.

    Irontemplar - its no prob. Id like to get it done sooner than later tho too. I can always add stuff in later on. My goal is to get this released with the gk being a seperate 'race' from the others, where not only do the units look different from marines, but have different spawnable units at the hq, upgrades, abilities, ui, globals, etc. Ive been working on this for about a month, and as much as i dont want to rush on it so that quality or accuracy would be lacking, I would like to get it out there. I still have a lot to do for the other races, and theres still the necrons project, which is on pause for the moment. 1 new race at a time

  29. #179
    Member Fallen Angel Ez's Avatar
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    Okay, thank you for the quick reply.

  30. #180
    Member Bloodravage's Avatar
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    Sure thing. This place feels like my second home as of late

  31. #181
    Member shadowninja0069's Avatar
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    well from onw modder freind to next "YOU KICK ASS BUDY"gk looking sweet as hell.Proud as can be of my freind BloodRavage.

  32. #182
    Member Templar1's Avatar
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    Thanks everyone for the advice for getting past the steam error code 41, finally got it working!
    I was wondering if there was any way you can have the dlc skins compatible with this mod, such as death korps of krieg, word bearers', or dark angles pack?

  33. #183
    Member Bloodravage's Avatar
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    Yea ill have to go through all the code and add it in. I wish I could use create a new mod and add all of my existing properties to it, that would save me a lot of time >< Also, for the dark angels, I just need to find a decent robe compatible with the space marines, and id add all the stuff back to the dark angels that i had to remove before i released this to the public. Only other thing i had for the dark angels atm was the color scheme for deathwing terminators.

  34. #184
    Bloodravage - Yeah any Tau voice is better than nothing, that being said its only a minor thing, the mod is still extremely playable! All in all loving it, and must say that all that you hope to achieve/ add for the next release is simply awesome.

    Best of luck, and I shall be keeping an eye out!

  35. #185
    can't wait to squash some chaos as grey knights, also thanks to who ever it was who helped me fix my problem.

  36. #186
    Member shadowninja0069's Avatar
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    heres that gk file you wanted you should know what it is budy any troulbe with it let me know.http://uploading.com/files/get/99487...dravages%2B…

  37. #187
    the read me isn't very detailed on where to extract it to

  38. #188
    Member Bloodravage's Avatar
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    The installer should automatically set everything up, and extract the mod folder, ucs files, and create a desktop shotcut. If you need to manually set up the install path, its under program files(program files x86)/steam/steamapps/common/dawn of war ii retribution

  39. #189
    Hurricane
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    I was wondering if there was a steam group for this mod? To get quick update info or people interested in playing together.

  40. #190
    no, I am talking about the GK stuff, after you download it, I was wondering where you place it

  41. #191
    Member Bloodravage's Avatar
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    The GK stuff isnt available for download yet. I still have a few things to work on, working on paladins atm. Once they are ready, ill release the mod as a new version with another installer. The data(textures and models)will be packaged in sga format as usual. To play as the gk, youd select marines, pick any commander, and upon entering the game, hit the grey knights upgrade at the hq.

    Shadow posted a link a coupple posts ago which is the ordo malleus base he created. This file would only be useful for other modders for the most part.

  42. #192
    Yes, I am wondering where the devil I put the base from http://uploading.com/files/get/99487...dravages%2B… also thanks, I do hope to see some stuff for nids, maby some Dark Eldar for my little buggers to snack on, but who knows, the A.D.D kid threw the clock out the window to see....can't remember how that joke went, but o well.

  43. #193
    Member Bloodravage's Avatar
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    After looking at this file, the only foler you need is the sm_ordo_malleus_base. all of the other folders are base textures and therefore you dont need them for they would be 300mb worth of duplicates. It deppends on how you want to use this. you can either create a mod in which you make a copy of a sm base and link it to this model, or replace an existing model base with this one. Personally, i wont be messing with any bases just yet, seeing that i have about 50 other things id need to finish first, and ive been lacking motivation as of late.

  44. #194
    Member hadrun's Avatar
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    Motivation?!



    I'd join the steam group!
    "I got lost like all the rest, got digitized and lost access." ~ Bernbiz

  45. #195
    Member Bloodravage's Avatar
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    Paladin Apothecary


  46. #196
    Nice Paladin Apothicary. I love the Terra on his leg. nice touch

  47. #197
    Yep. And I hadn't noticed this before until you made me look at his leg, but the "Daemonicus" just below it happens to be misspelled.

    Remember, kids, 40k has daemons, not deamons.

  48. #198
    Member Bloodravage's Avatar
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    Fixed

  49. #199
    Member shadowninja0069's Avatar
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    blood budy i had no ideah shuma made this, but i was dling files for my models, from his medifire pg.and fount this he made a gk termi head im sending it to you now.it looks cool i know you can use it for one of them for shure.
    http://dl.dropbox.com/u/90471836/race_gk.zip

  50. #200
    Um... not meaning to sound like a bitch or anything, but would be nice if you gave me at least a little credit, or at the very least pm'd me before taking the mod and neglecting to tell people who did the majority of the work.

    EDIT: For those who don't know, it's the Tau I'm upset about
    Last edited by NastyNoodle; 13th Jul 12 at 9:28 PM.
    Never befriend an Ork on Facebook without first limiting your public profile from The Emperor.

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