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Old 29th Jan 07, 8:06 PM Forum Rules   # 1
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Survival Maps:Map pack II - New version includes all hotfixes! Link updated.

Survival Maps:Map pack II - Release! Includes patch for map pack I

Hey guys, here is the next incarnation of the survival maps. I've tweaked the code, we've shuffled around the existing maps to allow for even better gameplay, and there's some brand new maps from members of the mapping community.

The zip file contains an installer, and when you run it, it will overwrite the existing files and update your maps to the latest versions. Simply unzip and double click to start the install wizard.

If you are new to these maps, you can check out our history and themap pack 1 thread. All of the maps from these earlier threads are included in map pack II, so this is all you need to be bang up to date. If you are a survival Virgin, you must ensure you set the maps up properly or you will suffer a SCAR error. In short, the final player slot on any map MUST be computer controlled, and you must have fixed start positions. If you don't,the maps don't work.

changelog -

++NEW MAPS++

- Kileak (1v1) By Aralez
- Flooded Tomb (1v1) By 'Tom..
- The Hunted (1v1) By Col Steel
- Lost Relic (2v1) By S1_ONE
- The Reckoning (2v1) By Col Steel
- Chaos Downtown (3v1 - converted Kaysr Lutien) By Aralez
- Pavonis (3v1 - Converted) By Aralez

++EXISTING MAPS++
- Heretic - Completely overhauled with more room to build, better defences, less obstacles and improved pathfinding.
- Slash's Demise - Edited to improve pathfinding
- Orion Base - Cosmetic and pathfinding improvements.
- Abandoned Outpost - custom Icon and Minimap.
- Last Stand - Slightly moved the base position.
Other minor edits to other maps in map pack I.

All maps should now have custom loading screens.

++Code Changes++

- The enemy AI difficulty has been made a lot more diverse. The Easy level is a lot easier (you now get 2 minutes between the death of one wave, and the spawning of the next) and insane is a little harder. The enemy now get their research upgrades based upon the difficulty level you select, and your difficulty level selection will dictate how fast the enemy progress through the Tiers.
- I've added a lot more detector units to the attacking waves to prevent the Necron abuse where they cloak and destroy everything without really taking a scratch.
- You no longer need to kill the basilisks in the IG waves to progress. You can complete the wave and leave the basilisks alone if you wish, but they could get to critical mass if left unattended for too long.
- Krootox and Crisis Suits removed from early Tau attack waves.
- SCAR error on abandoned outpost fixed.
- Tau reinforcements bug fixed.
- Ranking up bug fixed.
- Enemy will target builders at early levels.

++Installer++
the installer will now put an uninstall icon and website link in your start menu, where before it was an empty folder.


++
PLANNED IMPROVEMENTS
Enemy troops use their abilities more, such as Orbital Bombardments and Furious charge.
Differing bonuses for holding the critical locations. Possibly bombing runs or other cool stuff
Enemy Decapping more often.

++
I want to thank everyone who has contributed to this map pack, including the mappers and the guys who have posted the bugs. In particular I own a massive debt of thanks to Aralez for helping to sort out the maps and showing such support for this project. Without him this would not be such a strong release.

I hope you all enjoy it, and thankyou for your support and encouragement. I'm really looking for some balance feedback concerning the difficulty levels. I think including the researches and upgrades could overpower the enemy waves, but I hope I've compensated for this by giving the player a little longer between waves to rebuild any of their totalled bases. If any of you have some feedback, bugs, strategies or want to meet up for a game with other survivalists, you can check out our forums here

Here's the link. File size is approx 29 MB, so 56kers be ready.

UPDATED DOWNLOAD LINK

<moe-edit>
UPDATED MIRROR LINK
</moe-edit>

Enjoy!

~Argo
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Last edited by Moe : 3rd Feb 07 at 6:51 AM. Reason: added mirror link to updated version
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Old 29th Jan 07, 10:29 PM   # 2
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Argonaut, I love you.

Well... Ahem. But thank you for this. Survival mode rocks!

I shall play them later, and may even provide feedback...
 
Old 30th Jan 07, 2:14 AM   # 3
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Yay! Updated my userbar and my link in the signature
 
Old 30th Jan 07, 4:03 AM   # 4
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yay new maps to play with
 
Old 30th Jan 07, 5:02 AM   # 5
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Thanks to aralez and argo for this awesome addition to DC. THANKS!
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Old 30th Jan 07, 6:49 AM   # 6
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Mmmh i like those survival maps where you have no time to rest and reload!!! Gonna test these tonight! Thanks a lot!
 
Old 30th Jan 07, 8:14 AM   # 7
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And just 10 minutes ago I was wondering whether I should download the beta ^_^
 
Old 30th Jan 07, 8:51 AM   # 8
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...*drool*

More survival, here I come!
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Old 30th Jan 07, 9:20 AM   # 9
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I love these maps Sin City FTW. DLing these now.

Roxxorz when combined with mods
 
Old 30th Jan 07, 10:02 AM Forum Rules   # 10
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Yikes! Aralez ahs found a bug that will cause an error on every map! Lucky for you, I've made a hotfix - (What a hotfix! about 8 hours after release! Are you paying attention relic! :P)

[edit] - hotfix now INCLUDED in the download within the first post.

It is in an installer, so simply d/l, unzip and double click to fix all the problems. You need to download the map pack FIRST from one of the mirrors in the first post, then download this hotfix and install it to fix the problems. Thanks guys

Last edited by Argonaut : 31st Jan 07 at 6:12 PM.
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Old 30th Jan 07, 10:40 AM   # 11
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Here two mirrors for the hotfix:
edit: removed, no longer needed.

Last edited by Aralez : 31st Jan 07 at 5:39 PM.
 
Old 30th Jan 07, 11:06 AM   # 12
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First it was the AI mod, then Rikers DOW:XP, and now you guys come along with the survival map packs!

Could this game get any more fun?!

Nice work! Thoroughly enjoying it and looking forward to future releases
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Old 30th Jan 07, 1:07 PM   # 13
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I just want to give my thanks to Argonaut, Aralez and everyone else involved for all their hard work making these maps.
Thank you!
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Old 30th Jan 07, 1:42 PM   # 14
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*shakes fist* I ran into the SCAR error. What caused it, out of curiousity?
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Old 30th Jan 07, 1:53 PM Forum Rules   # 15
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duplicating the Rule that upgrades the Research when the AI reaches tier 4. I called the rule twice and it creates an error as you can't have the same rule running twice. D/L the hotfix to fix it
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Old 30th Jan 07, 2:07 PM   # 16
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great work argonaut and aralez
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Old 30th Jan 07, 2:50 PM   # 17
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Oh, I'd already done that Just wanted to know.
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Old 30th Jan 07, 5:42 PM   # 18
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dont know whether this affects Land Raiders in every map but......

SM LRs on Flooded Tomb (regardless of whether you built them or they are a freebie from the captured CL) dont seem to want to use their lascannons:-

- north of the CL anywhere on the map
- on vehicles
- on buildings

LRs will only use lascannons on infantry and/or everything IF they are situated behind the location of the CL ie. any area south of the CL, in my half of the map.

bug?
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Old 30th Jan 07, 10:28 PM   # 19
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awsome

Yeah more Maps! You guys have done an outstanding job.

I have a Question though when I play I normaly get a broadside team but one time I played I got a hammerhead. I was wondering what dictates getting a lower unit like dread or Broadsides and a higher unit a hammerhead or landraider?
 
Old 31st Jan 07, 12:34 AM Forum Rules   # 20
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@Hello_Moto. I've no idea what causes that. The script for each different map is identica, so if it was a SCAR script bug, this kind of thing would happen on every map - there must be something in the flooded tomb map that is affecting the LR's targetting preferences but I've no clue what it is.

@CAPcadet. The reinforcements you receive is dictated by the req level you choose to begin the game with (Standard or QS). If you select QS as the starting req, you'll face vehicles a lot sooner, have to fight of a lot more 'spammy' units (cultists, guardians, scouts etc) so the more powerful units are needed earlier on.
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Old 31st Jan 07, 1:16 AM   # 21
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Just so you know, I just got anoter duplicate rule SCAR error, this time for a rule called Kill_the_Comp.
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Old 31st Jan 07, 1:36 AM Forum Rules   # 22
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ok, it's really odd that slipped through the net - that's something I haven't fixed since the original map was released 6 weeks ago :P It's fixed now anyhow - I'll release a second hotfix as soon as I can get time.
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Old 31st Jan 07, 4:03 AM   # 23
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Capcadet, the difficulty setting decides what unit you get, higher difficulty -> better units.

Hello_Moto, maybe you accidently put him into cease-fire mode? Jut guessing here...

Argonaut, if you release th2nd hotfix, do not forget o update the file GENERIC.SCAR
 
Old 31st Jan 07, 4:08 AM   # 24
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Quote:


the difficulty setting decides what unit you get, higher difficulty -> better units.




Really? I have never gotten anything better than a kan as orks and i always play on insane.
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Old 31st Jan 07, 4:26 AM Forum Rules   # 25
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no, sorry I think you might have misunderstood me. I meant the resource settings, not the difficulty.

Standard gives you a Kan, QS gives you sqiggy.
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Old 31st Jan 07, 9:08 AM   # 26
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@Aralez: Nope. The twin-linked HBs on the LR work fine. It is the only thing that fires on the LR if you move the tank north of the critical location in Flooded Tomb.

Move the LR south of the CL towards your base (position 1) and the lascannons start working again.

There's the odd occasion when lascannons do fire once or twice ONLY at infantry north of the critical but other than that, the LR is effectively turned into a 10,000HP HB marine if you advance it towards the enemy base north of the CL.
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Old 31st Jan 07, 11:18 AM   # 27
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@Hello_Moto

Thats a strange bug, I haven't done anything different on the map above the CL that below the CL, its all done the same. Can't think what would cause this
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Old 31st Jan 07, 2:56 PM Forum Rules   # 28
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I've updated the link in the first post to include all hotfixes so far. It's also been submitted to filefront.

http://files.filefront.com/Survival...;/fileinfo.html
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Old 31st Jan 07, 4:11 PM   # 29
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Location: Ithaka. Proud Ithaka. Ocean world. Cradle of Snakes.

So Argo..... I can assume that this will override and update mappack 1 correct? Meaning I no longer need to d/l the original?
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Old 31st Jan 07, 5:28 PM Forum Rules   # 30
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Correct.
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Old 31st Jan 07, 6:26 PM   # 31
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Argo, can we have a cap for the amount of super weapons given?





Or at least the bonuses? Cus I don't feel that I should be able to march 13 Avatars into the AI's base with something like 20 Wraithlords (that was with two fire prisms taking up 10 cap).

That was 72 pop cap (vehicle and infantry fyi).

So can we?

Cya
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Old 1st Feb 07, 5:18 PM   # 32
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lol thats going to hurt!! Aralez I suppose you where able to fix those maps. Going to try them out later. sorry about the bugs they where like my first to maps. Havent had time to fix them myself I have been gitting my tabletop army ready for Adepticon.
 
Old 2nd Feb 07, 5:21 AM   # 33
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Yep, as there were only minor glitches they were quite easy to fix. Nice maps, btw!
13 Avatars and you get them at a rate of 1 per 5 minutes that means you played for 65 minutes?! What took you so long
 
Old 2nd Feb 07, 6:11 AM   # 34
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Dont forget it may have took him a mxa of 5 mins to cap it, thts a whopping 70 mins! lol

Good to see this is a good hit amoung te community, downloading it now.
Corection, just finished downloading.
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Old 2nd Feb 07, 7:16 AM   # 35
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well i'm not sure what i have done wrong but it won't let me extract it.

EDIT: LOL i downloaded the completly wrong thing! sorry!
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Old 2nd Feb 07, 8:29 AM   # 36
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Just had an amasing battle (forgot how much i loved your maps, havent played for a few weeks). Again id like to thank you for all the effort tht has been put into this, doing it for free and using your own free time. Thank you a lot, its gotten me back into DoW.
Im gonna have to try QS just so i can get loads of Uber Units, man, imagine the pathing issues if its all BB@S AAAHHH! lol. but man 13 Avatars, IMMENSE!
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Old 2nd Feb 07, 3:55 PM   # 37
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Honestly, I got bored, and just started building stuff, like, put a Webway Gate here for my Fire Dragons to take out their Basilisks... put a HQ here...

But still, the point is that you could amass that much Super Weapons, and have no real problems just hiding them away, and then unleashing them all at once (not Chaos though, Bloodthirsters die , and Necrons just get a destroyer).

Oh, I think I actually had a total of 14 Avatars total, I think one of them died early on...

Cya
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Old 2nd Feb 07, 9:58 PM   # 38
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Sync Error?

I'm getting a sync error on any map when the AI proceeds to the second wave.

Playing an online match with one other human player, with the latest version of the Skirmish mod will allow us to at least get that far. Attempting a vanilla DoW DC match with 1.0 returns a incompatible data error (does Survival require 1.1 even if you don't care about the localization issues that caused DoW DC 1.1 to be released?).

Is anyone else throwing these errors? Both my friend and I have fresh Survival installs from the link at the top of this thread.

Much thanks to everyone who has put in time on any mod project. It certainly is a labor of love.
 
Old 3rd Feb 07, 4:39 AM   # 39
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@jasper: yeah you must have 1.11 i think

@argo: I Don't suppose you could do something about wave 12.
Problem is against IG they have almost 10 basalisks in on go! and eldar don't have much to deal with it apart from charging everything you have which comprimises the defence.

Last edited by Vakarian : 3rd Feb 07 at 7:36 AM.
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Old 3rd Feb 07, 6:50 AM Child's Play Donator Forum Rules   # 40
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I've added a mirror link to the latest version in the first post.
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Old 3rd Feb 07, 9:40 AM   # 41
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Flooded Tomb map problem again.

Even SM pedators dont want to seem to want to use their lascannons north of the CL. It seems that there are certain "hotspots" on the map (north of the CL) where lascannons will not fire. It effectively means that I have to camp around the CL in order for my predators and LR to work properly.

Already tested this with SM vs orks & SM vs chaos.
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Old 3rd Feb 07, 10:36 AM   # 42
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New map: Firewarrior
Innovative gameplay style using more dispersed strategic points and far greater terrain interaction! If you see a ruined building, odds are its beneficial to use it defensively! Enjoy and please give feedback!

LINK - http://www.mytempdir.com/1200542 Simply extract to DXP2/data/scenarios/MP

Argonaut feel free to add this to any future mappacks and link to front page

Last edited by philgreg : 3rd Feb 07 at 12:15 PM.
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Old 3rd Feb 07, 11:29 AM   # 43
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A screen shot of this new map would be nice fire...
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Old 3rd Feb 07, 8:49 PM   # 44
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I just remembered this, but do Basilisks see the entire map? Cus whenever I start building something, and I know for a fact that IG can't see visually see it (be it troops or scanner), they still manage to hit it accurately. Which is really rather frustrating when you try to go and blow up those Basilisks using strike teams coming out of cloaked buildings in the middle of no where.

Cya
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Old 4th Feb 07, 2:36 AM   # 45
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I was curios on a matter like the one above ^^
Was fighting orks and i destroyed everything apart from 1 looted leman russ, which was no problem to destroy, but it being in the fog of war yet it was still shooting accuratley at my troops, even tho every other ork around is dead so it makes it impossible to see where my troops are. Ive never noticed it before tho apart from on the IG scripted mission but im pretty sure they were just bombarding. Its not bad for m tho cos they aint basilisks.
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Old 4th Feb 07, 3:32 AM   # 46
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The AI knows where everything is but they are still limited to FoW.
They maybe using "attack ground" through the FoW.

On another note, being able to use 10 Baneblades totally own everything when clumped together.
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Old 4th Feb 07, 4:51 AM   # 47
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Argonaut, I just noticed that you used my pic of mass hammerhead shooting as the loading screen for the Last Stand map! I am honoured!
 
Old 4th Feb 07, 6:38 AM Forum Rules   # 48
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@ Moe - Thanks for the Mirror

Concerning Basilisks,
At no point do I give the IG more than 3 basilisks as part of a wave, but as it is not necessary to destroy them they will reach critical mass. What's happened to IOwnNoobz os that the basilisks have not been destroyed and eventually it's got to a point where there are ten.

I give the Basilisks the command AttackGround_Position(). The script looks for your HQ building and uses that as the target position. If you have no HQ it searches for you infantry building, then your vehicle building and so on. They are only as accurate as a human player teeling them to fire into the Fog Of War with the Attack Ground Command.

With Looted Tanks, I give them the command to attackMove to the position (Hq/Infantry building/Vehicle building etc) - they just have good range on their guns. I have not modded the units or their abilities one bit - They are exactly the same as you get in any other skirmish game.
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Old 4th Feb 07, 7:08 AM   # 49
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Yep, Looted Tanks are ALWAYS a major threat, no matter what mod, map and enemy you'll face. Try to fight a good orkplayer who knows their full potential. Ouch

Same for basilisks and whilwinds -> GO TAKE THEM OUT! NOW! You don't have any alternatives when it comes to deciding how to do deal with them, you have to be fast and aggressive against them otherwise you are in serious trouble. But again: Not Argonaut's fault, all he can do is maybe put a maximum limit on them.
 
Old 4th Feb 07, 9:22 AM   # 50
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Grats on the release of the second map pack, I however seem to have an issue.

Just installed the latest v1-2 from the updated link on this page and when playing with a friend, three games in a row on different maps we have had sync errors at or around the 5 minute mark. We've tried different maps, different armies and neither of us is running any other mods.

Anyone else having this issue or knows a way around it?
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