Page 1 of 2 12 LastLast
Results 1 to 50 of 71

Renegade Guard race?

  1. #1
    Member Whiteshield's Avatar
    Join Date
    Mar 2009
    Location
    In an abandoned Imperial Stronghold

    Renegade Guard race?

    Anybody here know of a separate Renegade IG race? I found this on moddb, but apparently, the author said the AI is pretty whacked out.

    http://www.moddb.com/mods/renegade-guard

  2. #2
    It would be a great pity not to pursue such a job well done ...

  3. #3
    Member xhunkx's Avatar
    Join Date
    Jun 2010
    Location
    frejus ,france
    there is one on dawnofwar filefront with good AI and nice work
    http://dawnofwar.filefront.com/file/..._Damned;120647
    there is 2 part and u don t need codexmod for using it
    It roxx !

  4. #4
    Member Whiteshield's Avatar
    Join Date
    Mar 2009
    Location
    In an abandoned Imperial Stronghold
    xhunkx - what kind of mod is it? does it use chaos marines as well? if so, not interested. looking for separate renegade race. plz reply asap.

  5. #5
    Ah yes, boothy p.

    looking for separate renegade race. plz reply asap.
    Then boothy p's mod isn't it. The one made by Torzel on moddb is BINGO for you, Whiteshield.
    Mods In Progress: Ultimate Apocalypse | Daemons Mod

    Beware, my Ultimate Apocalypticinator!

  6. #6
    Member xhunkx's Avatar
    Join Date
    Jun 2010
    Location
    frejus ,france
    it s a mix between chaos and IG .last version is very good you should try it anyway
    Try the vanilla grey knights from booty too ..they roxx
    Fix the ai problem on torzel mod could be great
    Last edited by xhunkx; 22nd Apr 12 at 12:44 PM.

  7. #7
    It does have Chosen Marines, Sorcerer, Evil Isador Librarian and a couple more. They are good mods, and L&D has a working AI, but I personally prefer Renegade Guard mod over Lost and the Damned, because like Whiteshield says it feels more separate from Chaos. Now if only it had an AI. Would it be too much to beg the AI lords in this forum to consider it?

  8. #8
    Member
    Join Date
    Sep 2011
    Location
    Europe, Mostly.........
    well, in the spirit of co-operation and giving people choice, I went through the AI for Torzel's Renegade Guard and got it loading and gave him some pointers to get the rest of it working, so he's going to look at that some more when he has time. Hopefully he'll get it working fully, and I've got an open offer to him if he wants any more help with that.

  9. #9
    Awesome. I noticed he basically uses the IG AI with most everything renamed. I hope this mod gets a playable AI sometime in the future.

  10. #10
    Torzel's mod is just great! I just wish somebody could give the mod a working AI. His units are top quality.

  11. #11
    Member _Warsmith_'s Avatar
    Join Date
    May 2012
    Location
    Medrengard, Clockwork Citadel
    Do not forget that all models are taken from my mod (Dark Prophecy)

  12. #12
    Member Green Tide's Avatar
    Join Date
    Nov 2004
    Location
    Zaragoza, Aragón, Spain
    Quote Originally Posted by _Warsmith_ View Post
    Do not forget that all models are taken from my mod (Dark Prophecy)
    Which is another excellent mod in itself.

    It's a good thing that DoW modding is still flourishing like this.

  13. #13
    Actually I didnt know that. Congratulations, man, DP seems to be a great mod and some great models for sure. Anyway what I really like about Torzel's mod is that it is a standalone for a renegade guard mod and this way I can easily add it to any other compilation Im using like Ultimate Apocalipse, for example. By the way, the current version of DP is only in russian, isnt it?

  14. #14
    Member _Warsmith_'s Avatar
    Join Date
    May 2012
    Location
    Medrengard, Clockwork Citadel
    No, my mod was always in English.

  15. #15
    Im dowloading it right now. I mistook it for another mod, my bad. It looks very interesting.

  16. #16
    Warsmith, I downloaded your mod. Some great material man! The damned marines squad is very cool! May I ask you something pls. How can I increase the cehicle cap when playing as Space Marines? I couldnt get past the 10 limit. Thanks in advance.

  17. #17
    Member _Warsmith_'s Avatar
    Join Date
    May 2012
    Location
    Medrengard, Clockwork Citadel
    Simply build Listening Posts.
    Each LP = +2 vehicle cap

  18. #18
    I noticed a few random crashes and some repetitive crashes too. Are you still working on the mod? Any chance for future fixes?

  19. #19
    Member _Warsmith_'s Avatar
    Join Date
    May 2012
    Location
    Medrengard, Clockwork Citadel
    Let's move this discussion to moddb so as not to clutter up this topic.

  20. #20
    Member Torzel's Avatar
    Join Date
    Apr 2011
    Location
    Utah, U.S.A
    Well look at this, why didn't anyone inform of this discussion?
    Anyway I have great news!!! I made a working AI with Boothy_p's help
    The download is awaiting authorization at this time, but when it is authorized then you will find it in the download section of my mods forum.
    http://www.moddb.com/mods/renegade-guard
    Enjoy

  21. #21
    Member
    Join Date
    Jan 2012
    Location
    Turkey, Ankara
    This is so good. Thank you.

  22. #22
    Superb. I'll download it ASAP

  23. #23
    Member xhunkx's Avatar
    Join Date
    Jun 2010
    Location
    frejus ,france
    Thx a lot

  24. #24
    Good news! Thanks man!

  25. #25
    Super fun mod.

    However I have lots of trouble taking down buildings. Turret and missile teams do too few damage to buildings, same with T2 vehicles.

  26. #26
    Member blooder12's Avatar
    Join Date
    Jan 2011
    Location
    Right behind you!
    Amazing was looking for a mod like this in ages.

    ----------

    I get the machine gunner squad then give them laser cannons

  27. #27
    Yes but Lascannon teams are T3. I can't scratch buildings before that. Sentinels are pretty weak as well.

  28. #28
    Member xhunkx's Avatar
    Join Date
    Jun 2010
    Location
    frejus ,france
    love turrets team

  29. #29
    I just want to say this is one of the best race mods, other than Thousand Sons (Yeah they did very fu**ing well on it), and Inquisition Daemonhunters I've played. Who created the Renegades? Torzel? I want you in the Daemons mod team with Corncobman and me, please also think about texturing the Warlord too please. It would be a very nice Grand Release addition!

    Now for feedback:
    - I saw few little glitches here and there, some minor ucs stuff, cost weirdness on some of the units that are underpowered, etc.
    - Some of the weapons in the mod I find weaker than vanilla Guardsmen weapons.
    - I love the relic units.
    - The Stalk Tank seems almost Chaosy, I don't have a good feel for it to be in Renegades, but eh, I know little background info.
    - I find the Renegade Ogryns unlike commanders, I think they should be optimized down a bit.
    However I have lots of trouble taking down buildings. Turret and missile teams do too few damage to buildings, same with T2 vehicles.
    I did too ^^

    That's all I remember, I was mostly playing with the mod, not intentionally looking for anything but awesome.

    Thank boothy for me for creating the ai.

  30. #30
    Member _Warsmith_'s Avatar
    Join Date
    May 2012
    Location
    Medrengard, Clockwork Citadel
    Who created the Renegades?
    You mean models?
    All models and unit icons taken from Dark Prophecy.

  31. #31
    Hmm... Whoa there tiger, you act as if you were not credited in this?

    Anyways I was talking about the stand alone race mod, Renegades, I know especially where they came from, DP mod.

  32. #32
    Member
    Join Date
    Sep 2011
    Location
    Europe, Mostly.........
    Cheers Cylarne (and for other comments).
    The mod was by Torzel, who is active a bit on the forums, but I know it's end of school time for him at moment. If he doesn't pick this up in a bit, gimme a shout, and I'll get him to PM you (I've got his personal contacts)
    As this is popular, gonna ask him too if he wants the AI "uberring" (thats not even a word, but I think it conveys the meaning). It works at the moment, but is still relatively simple.....

  33. #33
    Stalk Tanks are daemon engines used by the Blood Pact, so they're plenty renegade-y. If anything I'd take out Hell Talons and make Plague Drones their flier unit.
    I wish this sparked enought interest so it could get a good set of icons, UI and some voices as well.

  34. #34
    Member _Warsmith_'s Avatar
    Join Date
    May 2012
    Location
    Medrengard, Clockwork Citadel
    2 Cylarne:

    Simply reminding.
    Since I have already encountered with a couple of cases where people thought that Torzel made models.

  35. #35
    I'm pretty sure Missile Teams deal no damage whatsoever to buildings

  36. #36
    Member Torzel's Avatar
    Join Date
    Apr 2011
    Location
    Utah, U.S.A
    Thanks for the feedback, I'll get started on fixing all issues in my mod.
    Now for my replies to specific comments.

    I want you in the Daemons mod team with Corncobman and me, please also think about texturing the Warlord too please.
    I'm in on the Daemons and I'll start the warlord as soon as I get a texture to work off of.

    The Stalk Tank seems almost Chaosy, I don't have a good feel for it to be in Renegades, but eh, I know little background info.
    I know exactly what you're saying, the texture seems like it's from a chaos marine legion, I'll give it a different texture as soon as I can.

    As this is popular, gonna ask him too if he wants the AI "uberring"
    I hate making AI, so if you would like to then yes I would love to have you give the AI some "uberring" and yes it is a word because Boothy_p said it.

    If anything I'd take out Hell Talons and make Plague Drones their flier unit.
    I didn't want to copy a air unit, and I was thinking about using the Hellblade I saw in the Apocolypse mod after I got permission of course and got released, using Plague Drones as the flier is a brilliant idea however and I'm suprised that it never crossed my mind to make it the flier. I'd like to see what everyone thinks of this though.

    I wish this sparked enought interest so it could get a good set of icons, UI and some voices as well.
    You don't like my icons? I'd make a UI but that takes a little time and is not as important as most other factors. Voices I think are pretty necessary for a race mod but again are not as important as everything else, I'll do it as soon as I learn how to put custom voices in DoW, my 7 best friends and I all were in the drama department in highschool so I have enough resources to cover any unit found in the Warhammer 40k universe considering that we all have endless accents to throw in.
    Last edited by Torzel; 4th Jun 12 at 1:56 AM.

  37. #37
    Member
    Join Date
    Sep 2011
    Location
    Europe, Mostly.........
    Hey mate, no probs, is the current released version the one I should be looking at, or you got further changes in a not released one I should look at. mail me if so,

    ----------

    doh, need to talk to you's anyway. we should really get together and make our stuff compatible........

  38. #38
    You don't like my icons? I'd make a UI but that takes a little time and is not as important as most other factors. Voices I think are pretty necessary for a race mod but again are not as important as everything else, I'll do it as soon as I learn how to put custom voices in DoW, my 7 best friends and I all were in the drama department in highschool so I have enough resources to cover any unit found in the Warhammer 40k universe considering that we all have endless accents to throw in.
    Your unit icons are fine, they are very functional. I was mostly talking about icons for buildings. The rest isn't as important, that's why I said it would be nice to have if you had an extra pair of hands helping out.

    More feedback:

    - You should rework the cost of the Heavy Weapon Teams. 450 req for turret team is very, very expensive for T1 and T2. I don't have a good enough grasp of the vehicle damage dealt by missile teams, but as they do 0 damage on buildings they are very much useless and very expensive as well. I never use mortar teams as their range isn't very good and their building damage is either very low or none, also they are very unaccurate units for what they bring to the table. What I'd do would be to tweak the cost of those units and the damage on buildings, and maybe nerf them during T1: say, cap the squad size to 3, then unlock squad size 5 on T2. Also Heavy Bolter upgrades should require Tactica Control.

    - Just like vanilla Guardsmen, Militiamen are mostly a constant spam of Grenade Launchers: they disrupt, have huge range and massed deal good damage against Listening Posts. I suggest the following: move Grenade Launchers to T2 and give Militiamen flamers upgrades in T1. The model is there and this way you'd have something else to do morale damage with, and give you a reason to make Mortar Teams early game.

    - Change the name of the HQ. 'Field Command' doesn't fit anymore

    - Forget what I said about Sentinels being weak

    - Consider introducing Sniper Squads as a long range anti-infantry/morale unit, with an Infiltration research.

    - Warlord's Airstrike ability has a pink aircraft doing the bombing run. Maybe it's just me.

  39. #39
    Member
    Join Date
    Jan 2012
    Location
    Turkey, Ankara
    Nope, the pink aircraft exists for me too.

    I must say, the generation rate of blight probe is too damn high for a light vehicle with 1200 hp.

  40. #40
    Member
    Join Date
    Sep 2011
    Location
    Europe, Mostly.........
    he meant your daemons doofus

  41. #41
    Member Torzel's Avatar
    Join Date
    Apr 2011
    Location
    Utah, U.S.A
    Yeah I actually meant your Daemons, I understand why you misinterpreted that though, I should have been clearer.

  42. #42
    he meant your daemons doofus
    Yeah I actually meant your Daemons, I understand why you misinterpreted that though, I should have been clearer.
    Guys, let's put it this way...

    So hey guys when you feeling the opportunity to combine our Daemons mods (boothy_p + Cylarne Daemons mod) work into one awesome stand alone faction? Or are we not doing that and making both of our mods separate and confuse the crowd with two of the same races on separate ends?

    I can halt my progress on Ultimate Apocalypse for a while and lend a hand.

  43. #43
    Member
    Join Date
    Mar 2011
    Location
    Athens, Greece.
    My opinion is that:
    1] The WHOLE community would like to see a combined effort!
    2] Two skilful members will ELEVATE the combined Daemons project to EXTREME quality.
    3] Members of both teams will be combined (more men to work on the single project). At LEAST I AM IN!!!!
    4] Possible design disagreements would lead to structural decisions, better than BOTH projects alone.

    So, Cylarne, Boothy_p, what do you say?
    Being a friend with... BOTH of you, I am sure you are going to make a difference here!

    And regardless me being involved in multiple projects... I WANT IN FOR THE DAEMONS!!!
    (OK, bye-bye sleep!!)
    -In search of Papasmurf...

  44. #44
    Member Whiteshield's Avatar
    Join Date
    Mar 2009
    Location
    In an abandoned Imperial Stronghold
    no. don't combine daemons and renegades. we want renegade guard. make daemons a separate race. you can have your own version in apocalypse though.. problem is, renegades are too "imperial guard". by that i mean they're not very unique compared to the cadians. maybe replace the sentinel with only the stalk tank (remove sentinel). and replace the Baneblade name to Decimator by the love of abaddon. and I think enforcers are not like commissars. i think of them as sergeants. sorry replaced the warlord with the renegade brom model and removed the placeholder "enforcers" with the chirumek. unfair to give them more leader types than the guard.

  45. #45
    Member
    Join Date
    Mar 2011
    Location
    Athens, Greece.
    I agree with Whiteshield. Daemons are not combined with chaos space marines, so no need to combine them with Renegades...

    Now, if the Chaos Renegades models are few (so that they could NOT stand alone as a race), I think that hey could be combined ONLY with chaos space marines. But this should be the the last alternative...

    So, I would like to see Renegades as a TOTALLY SEPARATE race as well....

  46. #46
    You guys are getting things mixed. Cylarne is asking boothy_p to merge their Daemon mods, not Torzel's renegade mod.

    I agree that the Renegade Guard plays a bit too much like regular IG, but the mod is nowhere near completed. If you take out Sentinels (my least favorite model) they'd need some other T2 AV vehicle. Stalk Tanks are basically Hellhounds as they are. An option would be giving them upgrade options like Immolators, but I'm not sure. I don't think there's anything wrong with the renegade Baneblade. Decimator tanks are something else (what Catwell did). Units do need more flavor. Specially abilities (Psykers should have new stuff)

  47. #47
    You guys are getting things mixed. Cylarne is asking boothy_p to merge their Daemon mods, not Torzel's renegade mod.
    Thank you freaking much, at least one person understands what I try to get at twice now. Gimme a hug RMX, I don't bite.

    No Renegades and Daemons combined, nadda.
    Last edited by Cylarne_04; 6th Jun 12 at 3:07 PM.

  48. #48
    I think you guys are approaching it all wrong. What if in T0 it's as it is, but as you progress you get more and more Chaos elements.
    Like, T0 is basically IG with a bunch of red and Chaos stars. In T1 you upgrade and have researches like an armor one that would switch the guardsmen from the default IG to the renegade armor currently in the mod, and Chaosy vehicles like the sentinel and Chimera. In T2 you get minor Daemons and really Chaosy vehicles like the stalk tank. Showing the progress of an army's corruption.

  49. #49
    Member
    Join Date
    Sep 2011
    Location
    Europe, Mostly.........
    bigwall11, there's already a mod that does that, Lost and the Damned in Codex, Torzel is building a different approach that is purely on Renegade Guard, no daemons or anything CSM like. If ya want daemons and such as they descend into chaos, go to Lost and the Damned, pure Renegade Guard, Torzels mod is the one for you!!!

    All this choice for the DOW player wow

    Cylarne, we'll talk off Torzels thread, or start a new one...............

  50. #50
    Member Torzel's Avatar
    Join Date
    Apr 2011
    Location
    Utah, U.S.A
    I will absolutely not add Chaos Marines or Daemons to my mod, it is strictly Renegade Guard just to clarify to everyone. I had enough models to make them a stand alone race, more would be nice though.
    I know that RG are too similar to the IG so I'm open to ideas but I'll tell you now that I won't remove any units except the Helltalon, I will however add units or adjust current units. So if you have any ideas to make my race more unique then throw it my way.

    Cylarne, we'll talk off Torzels thread, or start a new one...............
    This isn't even my thread, it's Whiteshield's, I just got pulled into it. Also send me a link to your new thread if you make it.

Page 1 of 2 12 LastLast

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
  •