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Ultramarines Courage and Honour MOD (were back in bussiness)

  1. #201
    Oh darn, but what about the second idea?
    Retired Kmod beta tester.

  2. #202
    Retired modder compiler's Avatar
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    Thats was the one I was commenting about.


  3. #203
    Oh sorry not to clarify it. I meant as attachable leaders.

  4. #204
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    You would have to build them seperate and then it would be a max of one, people wouldn't be asked to do that, it would be the same as using the leader extension and setting the leader cap to one

  5. #205
    Why would it be a max of one? it could be a max of 5 each. I get those numbers because with full cap you can have 10 sm squads so 5 flamers 5 plasma.

  6. #206
    Member DarknessKnight's Avatar
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    Attachable chars are limited to one only, so we have our own ideias in how do circunvein that limitation, but compiler and skills are right, we cant limit the weapons like that unless we make the weapons upgrades and that matter is still being discussed by the team, for now we have DOW/WA type squads in the alpha.

  7. #207
    Ok I understand what you mean, but I thought you could have multiple attachable leaders(ala priests, commissars, etc. not in the command squad), but only 1 per squad. Ex. If you make plasma and flamers attachable leaders, you could build a certain number of each and heavy bolters and missle launchers are upgrades for the squad like it is currently, so attach 1 plasma or flamer to a squad with the heavy weapon UPGRADE and voila you have 1 assault weapon and 1 heavy weapon. Also, what do you mean make weapon upgrades? You already have the icons and models(correct me if I'm wrong).

    I like this mod and am just trying to think of stuff to make it "fluffier" and I know it's going to be great no matter what you guys do.

  8. #208
    Member DarknessKnight's Avatar
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    That problem was circunveined in the beggining. 2 choices arose (thanks to shin's help, THANKS SHIN!) 1 we could stick with the DOW/WA/DC type upgrades or 2 create them as sargeant upgrades what means that models had to be in junction with coding BUT we would lose something in the way since acording to my memory the squads have only 5? slots in AE for weapons i believe. So we are going to leave that for the player to choose, not that fluff but some compromisses some time have to be achieved.

  9. #209
    Amon
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    Forgive me if I've asked this before but, do you guys have a release date you are aiming for? Just curious.

  10. #210
    Québec Dug
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    yup i'm still alive , only stuck in the immaterium

    humm release date ....

    nope

    we're doing what we can with what we have at the point we're at

    and i have to skin for a BF2142 mod so that their animator can animate our model so understandably work has slowed down

    + i'm in shipping departement now ( NO MORE PENUTS ROASTIN YIPEEEE ) and chrismas is comming. Overtime ahead
    overtime the week-ends

    kill me now

    THANKFULLY this project ( well the main project of the 3 cuz i'm working on 3 now ) is the one that's keeping my sanity. So EVERYBODY , THIS ULTRAMARINES MOD SHALL PREVAL BY THE WORD OF THE EMPEROR HIMSELF ( hehe not me lol him ).

    As soon do we have a working beta ( or even perhaps .. alpha ) we're gonna most probably release it . Would be nice to have something out by chrismas.

    Keep faith
    and
    COURAGE AND HONOUR

  11. #211
    darkflame599
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    good to hear, and even better models

  12. #212
    Member DarknessKnight's Avatar
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    dont worry we got "good" models mwhahahaha... Nice to see ya Dug!!! :bow2: Been trying to talk to ya this weekend but didnt remember that ya gonna to shipping :joy: Btw we really need to have a signature about our mod... Yep its like Dug said we are going to try and have a working alpha with 2nd Company operational (no termies and only DOW/WA captain model standin while we do Sicarius). Has i always said we hate to lauch something out that doesnt pleases us as gamers so our work is being done in the shadows mostly but dont get the wrong ideia, we are still well alive and kicking. :sneaky:

  13. #213
    Amon
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    Quote Originally Posted by Quebec Dug
    yup i'm still alive , only stuck in the immaterium

    humm release date ....

    nope

    we're doing what we can with what we have at the point we're at

    and i have to skin for a BF2142 mod so that their animator can animate our model so understandably work has slowed down

    + i'm in shipping departement now ( NO MORE PENUTS ROASTIN YIPEEEE ) and chrismas is comming. Overtime ahead
    overtime the week-ends

    kill me now

    THANKFULLY this project ( well the main project of the 3 cuz i'm working on 3 now ) is the one that's keeping my sanity. So EVERYBODY , THIS ULTRAMARINES MOD SHALL PREVAL BY THE WORD OF THE EMPEROR HIMSELF ( hehe not me lol him ).

    As soon do we have a working beta ( or even perhaps .. alpha ) we're gonna most probably release it . Would be nice to have something out by chrismas.

    Keep faith
    and
    COURAGE AND HONOUR
    Well, I applaud your dedication to our divine Emperor, and apreciate all the work you guys are putting in to this mod, but I have two more questions.

    Question One: Is this mod the same as closer to codex? Or is that a different mod entirely?

    Question Two: Which expansion is this gonna be for? Or is it gonna be for the original?

  14. #214
    Member DarknessKnight's Avatar
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    Thats exactly the reason why we changed our mod name, we are now "Ultramarines Courage and Honour MOD", yes we have medes as a team member BUT this is not like the closer to codex mod despite the fact that it was in the beggining our sister mod, we have branched and gone another way STILL being codex. Our release will be for DC but if all goes well we will have for all versions or at least WA/DC.

  15. #215
    Member DarknessKnight's Avatar
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    This version of our mod as been outdated but still can show ya off some of our early work (tks to our tiresome coder). ITS A EARLY WIP VERSION BETA 1 NOTE (we are working on beta 2 now :blow: ) version 2 will start to lose placeholders.












    Last edited by DarknessKnight; 11th Nov 06 at 4:41 PM.

  16. #216
    Dude.. bit low resolution screenshots .

    Care to show us bigger size?

  17. #217
    Member DarknessKnight's Avatar
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    Done go check it out...

  18. #218
    Amon
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    This looks nice. It's gonna be one hell of a mod. Are you gonna be able to custom paint it though? Like in skirmish and multiplayer?

  19. #219
    sweet, but please update the force commander icon as it looks really out of place now! So demanding...

  20. #220
    Member DarknessKnight's Avatar
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    ahhh its a place holder??? (slaps head because he didnt read the post...)

  21. #221
    I did, but, well, how was I to know that was a place holder?!

    Why has no-one else replied in this thread? The work is great! Hmm...

  22. #222
    Member DarknessKnight's Avatar
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    No custom paint sorry, we are going codex all the way in painting and badges and rank. You're going to see 2nd company and the Vet 1st company as they were real and living, thats the goal of this mod. Fugg, if ya read my post in the pics i said that this was WIP, so LOTS of place holders, our techmarine is still an commander until the model gets out, and so fort.

  23. #223
    that's fair enough, but you are sorting of creating an army that is based on an existing one so it's hard to gauge how much is going to be new or not.

    Anyway, now that that's covered. Keep up the good work!

  24. #224
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    Are you going to be faithfull to the codex? I mean. Are you going to follow the caps set in the Table Top game?
    I mean. Are you going to set a three elite cap, and three heavy support cap using the cumulative squad cap?
    We are the Imperial Guard, it is time we start acting like it.

  25. #225
    Member DarknessKnight's Avatar
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    with some tweaks to that ideia but yes mostly thats right, the many options of elites and heavy support will be unbloqued by tiers but we will only make the techtree, the player is going to have to choose what will he use AND some things work better againts some races then others, and we have still the work to be done after the beta of the "heroes" concept.

    cheers

  26. #226
    Québec Dug
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    Are you going to be faithfull to the codex?
    well we don'T have any choices there. The Ultramarines ARE the living embodiment of the codex. Not following it is considered heresy and grant ya the honour of beeing kicked out of the Chapter and sent on a Death Oath ( kinda like a death sentence )

    we're trying our best to go BY THE BOOK. Should get some interesting result.

  27. #227
    imho you ought to (at least) allow for team coloring of trim and weapons. depending on whom you ask, you may be told that red or black weapons are more codex-y than the other and while some like their ultras to be painted blue and gold, others like theirs to be purely blue and white. -and there is such a wide range of hues possible for each of these colors in the army painter (i've personally been going for lighter shades of blue and gold for a more realistic, worn out look and i frequently change the color of my ultramarines' weapons to be a brighter or darker shade of red). please reconsider your decision to disable team coloring or at least allow for team coloring of weapons and trim.


    EDIT: i personally have -at least- 3, different, codex-y ultramarine team colors with a slightly different feel for each one (i lose track of how many i really have since i repaint them each time i install an addon or mod -and i occasionally go back and tweak the colors). i have also seen the emergence of ultramarines with green eyes, although i don't really know how codexy that is (i experiment with white, red, green, light blue, light gold, very dark red and black. i probably change weapons and eye color the most although i do occasionally alter the hue of their trim). i play around with team colors because it's relaxing

  28. #228
    Québec Dug
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    well for the team coloring , you can forget it for now , as it will take a lot more work to do ( and i'm already submerged deep in it ) . BUT they'll not have all that gold trim. Scout - white for exemple ( 10th company ) , devastator will also have their own trim color since they came from another company.

  29. #229
    Member DarknessKnight's Avatar
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    Agreed, most colours of most marines will follow suite to the Eavy Metal teams minis paintings from oficial GW books for ref so expect lots of gold and whites and blues. Bolters will not be painted red but gunmetal grey, yedayedayead, bla bla and so fort. ya get the picture. As for Codex dont worry all team members are on it and if not theres the fluff police in the team leader working...

  30. #230
    Member Melooo's Avatar
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    devastator will also have their own trim color since they came from another company.
    2nd company has its devastators squads as well......

    2nd/3rd/4th/5th/6h/7th companies have all squad types except scouts

    8th fast attack only

    9th heavy support only

    10th scouts

    well at least it was like that
    -++Orks!...Burn the beast!!!...++-

  31. #231
    Member DarknessKnight's Avatar
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    thats why im here, so that structure is done but we are only going to do 2nd and 1st company (gold and white trim). As we said before this chapter is the embodiment of codex so those rules are inflexible...

  32. #232
    How much have you got left to do? Any progress that can be seen since the last screenies? You're a very mysterious mod team!

  33. #233
    Member DarknessKnight's Avatar
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    ohhh we have something to show very soon that is going to rock this forum. We are a secretive bunch because we dont like to show stuff that is not finished, so that we can shape it later because this is a never ending learning process due to the dimension of ideias we are trying to bring. Still lots to do unfortunatly and as a good friend of mine and colaborator said "slow but powerfull".

  34. #234
    Question

    Are tyranid vets going to be added (of course you can't have them kill nids better but there weapon options would be nice)

  35. #235
    Member DarknessKnight's Avatar
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    Talks were underway with the Nids team about it, they have reserved that answer until they have a finished mod so ill harass them again when they reach that point.

  36. #236
    They could kill daemons better for now...? Just a thought.

  37. #237
    Member Master222's Avatar
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    They could kill daemons better for now...? Just a thought.
    That would be not codex. It say's that they have a special skills: Preferred Enemy (tyranids), counterattack. They have also hellfire rounds, and krak greandes wich can be used in CC (lol).


  38. #238
    Member DarknessKnight's Avatar
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    you forget that some of their units are anti-demons, (not as specific as any DH member) but they can hold their own. Lucius for ex, any honour guard member or the ancient can hold his own one-on-one againts a demon.

  39. #239
    Member Master222's Avatar
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    you forget that some of their units are anti-demons, (not as specific as any DH member) but they can hold their own. Lucius for ex, any honour guard member or the ancient can hold his own one-on-one againts a demon.
    Of course but I thought we where talking about the Tyranic War Veterans only, not about the hole chapter.

  40. #240
    Member DarknessKnight's Avatar
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    By saying anything about that would mean that i was giving another secret of this mod so patience good master, patience...

  41. #241
    Member DarknessKnight's Avatar
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    Dug has posted this in the Ultramarines DC thread he made but now its in the oficial one BUT news are good, this model has gone old! New modifications were made so next is textures/skin and finnaly we'll give him to our mistery animator to rigg and animate so that he can smithe the emperors foes with the fury of the omissah.

  42. #242
    |[TDR]|Myna
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    woah thats really good.

  43. #243
    Any downloads?

  44. #244
    Rion
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    No, DarknessKnight would have told if there where someone. Oh and by the way, great mod !

  45. #245
    Member DarknessKnight's Avatar
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    We are pushing for a Public Beta release the minute we get 2nd Company ready, so all we have to do is have faith in that RL wont bog this up and some really good news awaits the community.

  46. #246

  47. #247
    Randy
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    Nifty! Looking forward!

  48. #248
    Québec Dug
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    mee too , still head bashing on the techmarine helmet tought ( sound of arbiter hellgun charging ) ehhh problem ? what problem ?

    edit : well looks like i'm gonna have to dust off my animation course note

    On another note anybody knows if it is at all possible to input some beheading or limb chopping ingame ? WOULD be nice but i think it'll take hours and hours of work to make it possible.
    oh well it was a nice idea

    ( feel of hellgun cold steel tip in the back of the neck )
    ok ok starting the techmarine modeling night

  49. #249
    Rion
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    One time you said, that your first release would be with hard locked colours, and that you perhaps might add army painter later in the releases. I think that you should make 2 texture versions: one uncolourable, this version has increased "correctness". The second version is colourable, but has decreased "correctness" (same trim for all marines, some colours are missing and so on).

  50. #250
    Member AshaD's Avatar
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    Unless you remodelled certain units its impossible to have decapitation as the Avatar is the only multi part model that can have limbs removed. Decapitation requires the model to be multi part i believe.

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