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# 1 |
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Member
Join Date: Dec 2006
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Compiler mod for Campaign and PvP
Hello, I made a private compiler mod, using the following great mods by :
Project WARhammer v0.2 Alpha by Aliblabla Link to thread : http://forums.relicnews.com/showthread.php?t=224149 The Squad Mod 2.2 by Jaylo138 Link : http://forums.relicnews.com/showthread.php?t=216937 Brothers of the 4th 1.5.1 by Zetrial Link: http://forums.relicnews.com/showthread.php?t=217580 My aim was to get all these great mods into one, so that I could play them all. Switching between 3 mods is especially hard. Version 1.5 : http://www.easy-share.com/190917531...oodRavens15.rar Filefront: http://dawnofwar.filefront.com/file...d_Ravens;110005 RELEASE 1.5 : SP: Space Marines ranged weapons damage reduced by 20%. Some found wargear level requirements fixed. Fixes: Sword of Purity, Blighted Armor awargear level and level requirements fixed. Finally every entry that says "Vulcan" for the Salamander's home planet has been fixed to say "Nocturne" or refer to the Primarch Vulcan. Someone at Relic watched too much Star Trek .Weapons now do more gibbing damage. Bolters, power axes/swords, chainswords, Dreadnought fists and plasma pistols : 30% chance to explode enemies. plasma cannon, plasma gun and missile attacks : 100% and 90% chance. Assault cannons, Power fists and Thunder hammers (all of them) has a 40% chance. Davian Thule health, melee combat damage , melee combat special attack chance increased. Melee sync kill chance reduced to 10 from 25. All Eldar infantry damage and health increased. Space marine missile weapon damage slightly increased. Carnifex damage and health reduced (now it is on the same level as a Wraithlord). MP: Devastators re-construction: Now starts with 2 heavy bolter marines, who can upgrade their gear to Missile Launchers or Plasma cannons. The squad can add either two plasma cannons, or two missile launchers or 2 heavy bolters. The sergeant equips the weapons used by the two original squadmates . I hope this Devastator squad is more "customizable" , while retaining the fluffly awesomeness of Long Fangs or Avitus-style BR Devastator squads (every sm has a heavy weapon). Heavy bolters are good against infantry whenever they are bunched toughether or drawn out. Krak missiles are good against vehicles, Frag missiles against blobs of infantry. Both missiles knock back the target. Plasma cannons are awesome in every way, but they are inaccurate against moving targets (and I can't fix it yet). New Units: Ork : Burna boyz, tier 1, 15 members. These burna boys are good at both melee and ranged damage, but they are not exactly durable. Tyranid: Carnifex Alpha : This is a more powerful carnifex, in tier 3 you get two of them. They have the Seismic Roar, Psychic Scream, and a fast-recharge charge and Bioplasma abilities. They can have all normal Carnifex upgrades, but do more damage with them. Warrior Alpha : You can have three of this elite shock squad. 6 members, each tougher and better than normal warriors, with the same upgrades,but they do more damage with them . They have the Flesh Hooks, Toxic burst and Toxic cloud abilities, all to be better melee combatants (although their ranged weapons are better too). Larger squads have been reduced to smaller ones. This does NOT effects overall army size, but reduces pathing issues. Extra gibbing added. Wargear effectiveness for Eldar, Tyranid heroes and Mekboy and Kommando are increased to be balanced with the gear of SM heroes and Warboss. Space Marines: FC jump pack is fixed. Stern and Vanguard graphical update. SM squads are more expensive. (+10% to +30% cost ) SM Tacticals upgraded with missile launchers can now change krak/frag grenades like a Fire Prism changes its firing mode. Krak missile damage reduced. Plasma cannon charge-up time removed. Overcharge ability added. Reload time increased due to extreme firepower. All sergeants have helmets added, and more ornate armour. Venerable Dreadnought can have an Assault cannon upgrade, which is stronger than regular one. SM weapons have more devastating FX, I'm not sure if I'll keep it tough. Sm have 5 per sec health regeneration. Terminators got 8 per sec. SM Tactical and Assaults squads will now have 3-3-3 custom looking marines. Their statistics are unchanged. SM missiles are more accurate, power weapons do slightly less damage against heavy infantry. Assault Marines can now have 2 power fists. SM Teleporter wargear replaced with Master Crafted Helmet. Adds 500 health and increases detection radius by 50 (so the detection radius will be the same as normal Line of sight). Force Commander Terminator Hero new wargear: Accessories: Cyclone launchers: Gives the ability to launch missiles. Void Shields : Adds the shield that drains energy instead of health. Armour: Crux Terminatus : Boosts nearby SM like Sacred standard. Enhanced Actuators: Gives the TFC the Sprint ability. Weapons: Thunder hammer and storm shield : Powerful melee weaponry. Plasma cannon projectile changed back to normal. Eldar plasma grenade explosion animation added to plasma cannon hits. Tyranids: Tyranids got general weapon damage boost. More HP for tyranid warriors and raveners, lictors. Carnifex moved to tier 2. Tyranid gaunts move in small swars, have adrenal glands /Toxin sacks upgrades, and are extremely fast. Gaunts have increased health regeneration, 3 per sec. Other tyranids have very fast health regeneration,from 8 per second to 25 per second. Termagaunts's devourers now slow down enemies on hit. Eldar: Eldar units are faster and deal more damage. Fire Prism has the same shield as the Falcon. Bright Lance, Fire Prism, D-cannon, Pulse and Scatter laser range increased. Orks: Mek hero starts with big shoota, and can get rokkit launcha. Small orks have medium health regeneration 4per sec), Nobs and Flash Gitz have 8 per sec. Kommando health increased by 20%. Ork squad sizes reduced by 25% Version 1.4 : http://www.easy-share.com/1908735004/WotBR14.rar It adds Apothecary Gordian and Techmarine Martellus to the game, deployable by drop pod that drops around level 6-7. Gordian is armed with a power axe and a plasma pistol. He has an area of effect heal ability, combat stimulants that increase a marine squad's damage, toxin grenades that deal damage over time, and Iron Halo. Martellus is armed with a plasma pistol, and he can repair vehicles. He has Iron Halo, and can throw Plasma, Vortex and EMP grenades. The Force Commander no longer has toxin grenades, and has a better chance of using his area-of-effect melee special attack. Davian Thule and the Commander are now tougher. Minor bugs and spelling mistakes are also fixed. Version 1.3 download: http://www.easy-share.com/190849685...Ravens13sga.rar Installation: 1 Choose which version would you like. 2 Extract the files from the rar you choose to the Dawn of War 2 main folder. 3 Put pw_c.sga in the Wrath of the Blood Ravens folder. 4 Use Astartes.bat to play! Single Player: SM squads by Zetrial, he made every one of them look unique. New items, textures and enemies by Jaylo138. My changes: More enemies ( much, much more in every mission), tougher marines. Old items are more powerful, as are the new ones. The Space Marines can now wear Iron Halos and Banners as accessories. All Terminators now have helmets. The commander has a Mark7 helmet for standard, and has a Mark6 with Jetpack, and is bareheaded with teleporter. He also overcame his muteness, and now speaks. He is alone. Tarkus can now wield heavy weaponry. Arc of fire removed from heavy bolters and plasma cannons. Setup time reduced, teardown time deleted. White items no longer drop, but named ones have a higher chance of dropping. Maximum Armour have been increased to 300. SM armours now give more defense rating. Storm shields can now be equipped by FC and Thaddeus. There are only currently 4, but more can be made. Ironshield, level 5: 20 armour, 5 melee skill and +20% melee damage. Dauntless, level 10: 30 armour, 10 melee skill and +30% melee damage. Bulwark of righteusness, level 15: 40 armour, 15 melee skill and +40% melee damage. Indomitable shield of Faith, level 20: 50 armour, 20 melee skill and +50% melee damage. An epic level 20 : bolt pistol: Damnation of Heretics, it deals area of effect damage. It uses the Pistol of Baal model. power sword: Arcanatum Energis, a vortex blade which is VERY nasty. It has a quite acceptable new model, made of the epic and rare powerswords. There is extremely low clipping, thank the Emprah. power armour: Holy mantle of the Daemonslayer is added. It is the awesome retexture of the "Company Champions armour" by Jaylo. Best armour in game. Terminator armours are now stronger. The Aegis of Hurios is a melee armour, the Eternal Crusader ranged, and the Armour of Azariah is balanced. Purity seals now grant their bonuses to the whole squad. Accessories like Mines are now usable by all squads. Jaylo's squad abilites have been slightly changed. Avitus can now drop turrets and order artillery strikes, while Thaddeus can use the Rosarius. Tarkus can throw EMP grendes. I am planning on adding Krak and Plasma grenades to SM. Perhaps even making EMP grenades an item. Weapons now have a longer range, like the Project Warhammer weapons. PvP: Changes from Aliblabla's PW mod: All heroes and tanks are made tougher and have more energy. Eldar and Tyranid race added. Firing arcs and teardown times are completely removed. Set-up times decreased. Zeal/psy/WAAGH/biomass limit set to 100.000. Astartes: SM Terminators are stronger, but they are reduced to 5 members. My aim is to let you have 2 terminators of either category. However due to my incompetence now you can have terminators until you have two squads of one of them. So you can have 2 assaults and 1 normal, or 2 normal and 1 assault. Sternguard veterans added, 5 bolter and 1 plasma marine at Tier2. Have a limit of 2 per player. First company veterans are given jetpacks, reduced to 5 members, given more health to compensate, and renamed Vanguard veterans. Limited to two squads. Tatical Sergeant now wields a pistol and chainsword. Devastators now have 3 heavy bolters, 1 plazma cannon and 1 rocket launcher. Sergeant can be added, he wields a rocket too. Only two squads can be built. Focus fire now works like Campaign, draining energy. Tacticals have 2 weapons per squad. Missile launchers (every one) damage had been severly reduced. Now the Techmarine can't 3 shot a HQ, and the Tacticals can not knock out a Dreadnougth or an Avatar with 3 missiles. Venerable Dreadnought upgraded to Project Warhammer standards. Predators are limited to 2, Razorbacks to 3, Dreadnought to 1. Most AStartes squad have frag grenades, except Terminators. Blind grenades are present with Veterans and Scouts . Veterans also have Plasma grenades (Hellfire from TLS). New units from Jaylo138's The Squad Mod: Chaplain at tier 1 for SM. He has Iron Halo, grenades, can use Demoralising shout to supress nearby enemies, and use Litanies of Hate to increase a fellow SM squad's damage. Librarian at tier 3: He has a force axe and plasma pistol. He has the following powers : Smite (Warlock lightning), Gate of Infinity (Mass teleport), Fury of the Ancients (Warlock flame attack), Force Dome (Defend of the FC with shield) and Warp Vortex (D cannon black hole). They both have 10 levels. They have the ability to turn to Chaos, summoning a Chaos Lord for 1000 zeal (I think it will be 3000). The Lord can throw fireballs, leech health from a single enemy infantry, and summon 15 Bloodletters for 500 zeal. Orks: Vehicles, Kommandos, Kommando and Mek commanders are upgraded to Project Warhammer squads. Flash Gitz added at Tier3 as a heavy damage dealer infantry. They have a limit of 2. Nobs have a limit of 3. Wartrakks got a limit of 3, because otherwise the CPU spams them in their dozens. Eldar: All squads are bigger, have more health, and do more damage. Guardians: 25 Aspect Warriors and rangers : 15 Platforms: 5 platforms and 10 guardians New buildable tier 3 squad : Seer council, limited to 4. Has 10 members, good at both ranged and melee combat. For some reason the Avatar is still very weak, no matter how much health I give him. He seems to have no armour, even after I made him have the same as the Carnifex. Tyranids: Carnifexes and Warriors have all their upgrades back. All warriors upgrade to Barbed Stranger/Venom Cannon. Raveners are tier 1 and stronger. Rippers are not buildable. Gaunts are almost free, and come in packs of 30. They are just cannon fodder to screen the warriors and Raveners tough. Both Eldar and Tyranid weapons have a longer range, to be fair with SM and orks. I would like to respectfully ask Aliblabla, Jaylo 138 and Zetrial to give me their permission to upload this mod. All glory and fame goes to them for creating such good mods. My own Eldar and Tyranid race are inferior to Aliblabla's ones, but they have not been released for so long that I needed to edit them. I do NOT take credit for their work, and will not publify (make it public) this mod (or cut out the content) if they don't allow me. I would give them (and their helpers if they have some) full credit, a link to their threads in the readme... and I'm willing to help them in their projects if they ask me. My mod REQUIRES Project Warhammer, it freezes without it. I can also make it require Squad Mod and Brothers of the 4th. ( It is fairly easy, I need to add their SGAs to the module file to load. ) EDIT: Clarification: My current information is that Zetrial is not visiting this forums regularly. I intend to wait for him, I won't release the mod until he gives me his opinion. The multiplayer mod supports up to 4 players, tested by my two loyal friends and self. 6 players can cause heavly lag, if there are ork and tyranid players. Also, a lot of metallic colours (more than half of the units) also gives lag. Recruit difficulty is just a big slaughter, for players who like to win. Sergeant offers a little challange. Captain offers a fair and equal fight. Primarch is very hard, only recommeneded for experts. (Not this humble noob, who has a hard time with Captain). Firing arcs are not completely removed, but set to 360 degrees. Thank you, and thank all the 3 noble modders whom without this mod would not be possible. The mod will be on filefront and Strategygameinformer. Here is the newest 1.2 version: http://www.easy-share.com/190840872...d Ravens 12.rar This version uses SGAs. Changelogs: Enemies are now tougher. Unique looking armours are level 18 and better. Crash bug with tyranid defense missions fixed. Installation: Place the Astartes.bat, the the Wrath_of_the_Blood_Ravens.module and Wrath_of_the_Blood_Ravens folder (which has 3 SGAs in it) into your Dawn of War 2 main folder. Click on Astartes.bat to run the game. No module change or -dev command is needed. The normal DoW2 exe starts the game as vanilla, making this mod very easy to use. Here is the 1.1 version : http://www.easy-share.com/190837959...avens%201,1.rar It is the whole mod with the lastest bugfixes, install it like the old one. You can delete the old mod, or simply overwrite it. This is standalone version, it does not requires the old one. Main Changes: Edit : IMPORTANT: Sp voices are fine and fixed. The mod needs the ORIGINAL DoW2 to have sounds. Thunderhammers can now be wielded by Thaddeus. All Thunder hammers have more damage. All SM are tougher and more dangerous. All SM squads are faster. Leveling is twice as slow as the vanilla one. 1.1 Changelist: Levelup done. Max level 20 XP is now 40000 (doubled). Supply Drop rates: reduced to 25% of previous. Tougher Marines: Assault will receive bonus: Tier: 1 +10% ranged damage, and +20% melee. +40 health 2 +10% ranged damage, and +30% melee. +50 health 3 +15% ranged damage, and +40% melee. +60 health 4 +20% ranged damage, and +50% melee. +70 health Devastators: 1 +20% ranged damage, and +10% melee. +40 health 2 +30% ranged damage, and +10% melee. +50 health 3 +40% ranged damage, and +15% melee. +60 health 4 +50% ranged damage, and +20% melee. +70 health Scouts : 1 +20% ranged damage, and +10% melee. +20 health 2 +30% ranged damage, and +10% melee. +30 health 3 +40% ranged damage, and +15% melee. +40 health 4 +50% ranged damage, and +20% melee. +50 health Tacticals: 1 +15% ranged damage, and +15% melee. +40 health 2 +20% ranged damage, and +20% melee. +50 health 3 +30% ranged damage, and +30% melee. +60 health 4 +40% ranged damage, and +40% melee. +70 health Veterans +50% ranged damage, and +50% melee. +100 health All Terminators get +25% ranged and melee damage, and +100 health. The previous modifier was: +30 health to all, except Veteran Tacs who got 60. Scouts who got 20. Terminators got 100. These do NOT affect the Sergeants. Thunder hammers (both Daemon and Terminator types) got a massive damage bonus. Now it will worth losing assault jump with the ASM. Thaddeus can now wield Thunder Hammers after getting the "power weapon aptitude" trait. I gave all bosses a passive ability that triples their health and damage. I hope this makes boss fights challenging again. UCS problem solved, there should be no more "NO RANGE 1145200" lines. Terminator armour Aegis of Hurios drops at level 10, and Crusade Eternal at level 15. MP : Carnifex starting health increased from 4000 to 6000. Carnifex normal : Basic damage increased : 500 --> 700. Sweeping AOE damage : 150 --> 450 Thornback Carnifex : Basic damage increased: 700 -->1000. Sweeping AOE damage : 400 -->700. The old 1.0 version: http://www.strategyinformer.com/pc/.../mod/33378.html http://www.strategyinformer.com/pc/.../mod/33378.html http://dawnofwar.filefront.com/file...d_Ravens;105843 http://dawnofwar.filefront.com/file...d_Ravens;105843 Installation: 1 Extract the Enlgish.rar into : Dawn of War 2\GameAssets\Locale\English 2 Extract the Data.rar into: Dawn of War 2\GameAssets\Data 3 Make a back up copy of your own original DoW2.module file. When done, replace the original with the DoW2.module provided with the mod. 4 Download Project WARhammer mod from here: http://forums.relicnews.com/showthread.php?t=224149 5 Put pw_c.sga from the Project WARhammer mod into : Link to thread : Dawn of War 2\GameAssets\Archives 6 Use the " -dev" parameter to start the game. "C:\Program Files\Steam\Steam.exe" -applaunch 15620 -dev It should look like something as this. 7 Play the mod, and remember to start a new campaign. Full readme for this mod and used mods is in the RAR file. Known bugs: For some reason, the SM Terminator FC's flamer, iron halo and missile barrage abilities won't remove themselves when their wargear is replaced by another one. The armour-given abilities work fine. At the first Angel Gate mission, you can not have terminator armour equipped, or it will crash. At the second Angel Gate mission, it sometimes freezes. This problem seems to be completely random. For me, restarting the mission will fix it. For others, pressing the ESC button repeatedly while cinematics play, or using only Vanilla dow2 wargear (no modded or pre order) will fix it. Some people doesn't even have this error. Plasma cannons in action ![]() Devastator Marines with heavy bolters ![]() Tactical Marines with plasma guns ![]() Assault Marines with power fists ![]() SM army ![]() Martellus and Gordian in Campaign ![]() Azarius in the Mantle of the Daemonslayer, by Jaylo. ![]() Thaddeus in Isador's Folly, by Jaylo. ![]() Abilities show nicely. ![]() Tyranid rush stopped. ![]() WAAaAAGH! ![]() Standard of Angelos. Its hammer time! ![]() Standard of Azariah. With the planets of Aurelia ![]() Neverending Hail of Devastation. Now with purity seals! ![]() Dreadnought epic assault cannon, Chorus of the Righteous dead. Avitus has the Pitiless Lance of Vengeance, which had also been pimped out. ![]() Avitus with the golden skull iron halo ![]() Tarkus with the silver halo ![]() Power axe gift of Blackmane and Diadem of Dante ![]() Power fist Defiant Rynn ![]() Power fist Crushing Fist of Cortez ![]() Tarkus with the Gift of the Seraphim and Heraldy of Davian Thule. ![]() "Ere komes da boyz!" Defense mission, wave 2. ![]() "Too much dakka!" Neverending Hail of Devastation wracks merry havoc on the orks. ![]() Last edited by DeusImperator : 2nd Feb 10 at 3:06 PM. |
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# 3 |
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Member
Join Date: Dec 2006
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Thank you very much for your gracious offer.
I offer in return the files I did (like Sternguards, plasma grenades etc.) I can also give my Single player items like shields. Feel free to ask me if you need any help in some of the more boring aspects of modding (like changing all Heavy bolters setup time )A Full credits list with a link to your mod (or to be precise, its thread), comes naturally. I can send my MSN contact if you would like me to send you the mod. I used this way so that it is public knowledge that I do NOT intend to steal anything. And it looks better this way. PMs would be small to such a wall of text. I am prone to cause misunderstandings, so please forgive me. |
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# 6 |
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Member
Join Date: Dec 2006
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I think I could look into the vortex, it is the least I can do... however, what effect would you like for it?
Eldar black hole? fiery doom? plasma blast? IT will be for PVP right? I might work on it tomorrow(Now it is midnight), just give me some directions please ... I'll add it to campaign in the compiler mod eventually I think. (in PVP plasma grenades are imba enough The popcaps, I forgot. Nids got 2000. Orks and eldar got 500. I am currently trying to rework it. SM got 100. However all SM troopers count for 1 point, tanks included, so it gives you a full company. Oh and the mod needs /Works with 1.8 I did not consider uploading it anywhere until now, because I always made changes to it every second day. Now it is a bit more stable ( only changed in every 4 days ). |
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# 9 |
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Member
Join Date: Dec 2006
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Make sure they are not metallic nids.
I have 2giga ram, dual 2giga Core, and 640 megas of a videocard. And two metallic tyranid players can make me lag like a modem user watching youtube. However I do not advise more than two nids/orks per game. Unless you got a better CPU than NASA, or turn down the graphics. Corpses stay for a time. I'll be back in 12 hours, but it is not certain. |
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# 10 |
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Member
Join Date: Sep 2009
Location: Philippines, Butuan City
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Wow, all those three great mods(my personal favorites) merged into one....It's like a dream come true. I've been trying to merge them too but I had no luck and abandoned the idea. Can't wait...
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# 11 |
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Member
Join Date: Sep 2009
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While your idea sounds extremely wicked sweet, but like Aliblabla pointed out, you need the mod makers permissions before using their work, and Zetrial hasn't been heard from on here since July 16th.
I think his campaign mod has some of the coolest touches I've seen, unique troops etc, and I'd love to see that in this mod, I wouldn't want to see you get in trouble on here becuase you didn't get his permission. But best of luck, maybe you'll be able to pull this off, I really hope so, looking forward to it. P.S. If you need a tester, someone to test it in co-op and/or PvP, let me know, I'll gladly help. |
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# 12 |
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Member
Join Date: Dec 2006
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I already pointed out that I will ask for a permission. I sent PMs.
If that does not work, I'll send e-mails. If Zetrial will never return... well lets just say that 'We'll burn that bridge after we crossed it." or something like what the Space Wolves say. If he never comes online again, than what should people do? If I for some reason became unable to do my modding, I would be glad if someone else took it up, as long as he gave me credit for my part. (And of course not runing the mod by making SMs appear as gretchin in pink dresses I'm now working on plasma/vortex/krak grenades... would you like to see vortex grenades in campaign ? |
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# 13 |
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Member
Join Date: Sep 2009
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All I can say is, I hope Zetrial does pop back on at some point, because murphy's law dictates that someone will say use his stuff, give him credit, and THEN he turns up and says no. lol.
And as for Vortex Grenades in the Campaign, yes, but only if the player can use them, not if Eldar do. lol. |
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# 14 |
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Member
Join Date: Dec 2006
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I am willing to wait for a while... SM will have vortex grenades, not eldar. Eldar never even had vortex grenades, or any analogue.
Well I hope he comes back too. Or at least tells me "yes, you can use that". BY the way, where can you set the "countdown time" of grenades to zero? |
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# 16 |
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Member
Join Date: Mar 2009
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OMG! that' whay we all are looking for! those are the 3 most awesome mods! and if you'll combine em...that would be just awesome!
Edit: also if Zetrial will never return i think he'll not be angry if you will use his stuff. You already asked him a permission + u gave him a credit. And after all, by making this mod you'll only increase the reputation and fame of all the 3 modders, whom mods you will use. So i really hope that you'll release this mod! Only 1 sug. Don't make the FC alone. Put in with him some squadmates like Jaylo did. Perhaps the same loadout as Chaplain, Apoth, Lib and Champ or anything other. Last edited by miketwistam : 24th Oct 09 at 2:19 AM. |
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# 17 |
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Member
Join Date: Dec 2006
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I think back than Eldar had stuff like Hallucinogen grenades, and other "sneaky" gear which made the enemy insane, stunned, etc. I know the Harlequins have Hallucinogen grenades, and Dark Eldar got Terror grenades. I'll check it tough.
I am sure Imperium had "tanglefoot" grenades (gravity grenades that slowed down enemies), Vortex, Plasma (Hellfire ), Melta (now Melta bomb I think), radiation, Virus (now Toxin grenade for Apothecary), Blind, Emp, Smoke, and a wierd "plant clearer" that only destroyed foliage to prevent enemies from cover. And Craftword/Clowns still have holographic armour. I do not remember vortex tough.... and anyway, their D-Cannons do exactly the same stuff with their singularity .http://xrealitysandwichx.deviantart...ooper-141238964 This is the new secret weapon from Coruscant !Oh and does anyone know if the "two weapons in one" can be done like it was did to the Obliterators in DoW1? I mean it would be great for Krak/Frag missiles and Sternguard bolters. Could it be done in a similar fashion as the Fire Prism's beam switch ? To load frag and krak missiles? Last edited by DeusImperator : 24th Oct 09 at 3:17 AM. |
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# 19 |
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Member
Join Date: Dec 2006
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I intend to wait for as long as it is logically possible. (At least 2-3 months)
I mean that is quite a long time to get an answer. But I really hate plaguerism, due to over-trolling Starcraft fans and people who stole my Blood Ravens article. I also edited the DoW2.ucs and removed several errors: The miss-spelling of "Adeptes Custodes" and every Vulkan part. Somebody at Relic apparently tought Vulkan(which IS the home planet of Spock) was the home planet of the Salamanders. However I re-wrote it to Nocturne, and modified the "Vulkan's Wrath" plasma cannon description so that it is named in honour of the Salamander Primarch. Plasma cannons now use the ice hit FX, which makes a big blue explosion upon impact. I hope I also managed to make the THunderhammers do AOE damage. |
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# 21 |
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Member
Join Date: Dec 2006
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Lets hope Jaylo and Zetrial will be kind enough to let me use their mods, and inform me soon about it.
However be preprad, the MP balance is not as good as Aliblabla's. The Campaign... I'm not sure which difficulty you like to play. I think Primarch is still pretty hard. Well I will make it harder/easier depending on tester's views. Defense is extremely fun, with waves of literally hundreds of enemies with nids and orks. Grenades are done. Chaplain in MP gets vortex grenade. In SP, grenades can now be wielded by all squads. For some reason they don't get charges from supply drops, so they are a limitless ability which costs power. For some reason it takes a few seconds to throw the vortex. The more powerful grenades have longer cooldowns. You get frags at level 2, Veteran frags at 5, Kraks at 10, plasma at 14, and vortex at 18. Frags now have a LARGE area of effect. KRaks have a small area of effect, but high damage. Plasmas got medium AOE, high damage, but do not knock down. Vortex grenades/Virus grenades got high damage and large AOE, but they have a long recharge time. The FC now has Toxin grenades. Throwable stuff can be throwen for a LONG distance (50 meters). SM are known for being strong, and lobbing grenades at a very long distance. Oh I failed to mention it, this is a MOVIE Marines mod. Especially the campaign. Currently you will face an average of 750 enemies in every mission. http://img39.imageshack.us/gal.php?g=relic00040.jpg Last edited by DeusImperator : 2nd Feb 10 at 4:25 AM. |
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# 22 |
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Member
Join Date: Sep 2009
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Wow, looking good.
I do have a suggestion for another mod to incorporate, if you're interested, but it's not on this site: http://www.strategyinformer.com/pc/.../mod/32934.html I've asked his permission for you, in case you want to use it, if not, no worries. |
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# 23 |
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Member
Join Date: Dec 2006
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Hm his mod was the first campaign mod if I am not mistaken. It was the first mod I played, and it was(and still is) awesome.
Hm Powerswords and Strom bolters... I'm not sure would that not clip? If he managed to fix clipping, than it is wonderful. I am not sure I can use much of it... since it modifies the same things as Brothers and Squad mod already does. But I'll aks him for a few advice about the Terminator weapons and storm bolters. Jaylo138 honoured me by giving me the permission to load his mod. Now I'll just have to wait for Zetrial. I'll try to get his email/MSN. Oh, and there are ANGRY MARINEs inside: FFFFFUUUUUUUUUUUUUUUUUUUUUUU....... ...........uuuuuuuuuuuuuuuuuuuucccccccccccccccckkk kkkkkkkkk! They work fine with Powerfist wielding Vanguards. Pity you can't dual wield chainfists in game |
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# 24 |
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Member
Join Date: Feb 2009
Location: I'm an Englishman!
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If you are going to use the guard units i'm just letting you know that i'm improving the textures slightly at the mo, like removing the glowy lights from the psyker & replacing them with silver metal like his shoulder parts.
Although i have got a bug to work out post latest patch, the ogryns & psykers are now showing badges that they shouldn't. |
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# 26 |
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Member
Join Date: Dec 2006
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Currently I am using the Terminator, Razorback, Predator and Karskin/Trooper drops, but thanks for the offer, I will look into it later.
By the way does the FC voice work? Mine wargear has no squad restrictions for most stuff either. However I left leveling as it is. However you get terminator gear earlier. White "common" items no longer drop. I had my too much of "30 Relic Dreadnought armours" after every mission I did. However green wargear also drops more frequently, so you won't lack in wargear. Now models are added which are in game but unused. To balance the swarms of enemy troops, some wargears are now more powerful. All "chanced" on hit buffs have 100% chance, except with rapid firing guns like heavy bolters, where it is usually 30%. ALL sm squad members have better health. All armours give double defense rating. My aim is the "background marines" feeling, where a small force of extremely deadly warriors fight against endless swarms, killing a thousand enemy for every brother who dies. Last edited by DeusImperator : 24th Oct 09 at 1:03 PM. |
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# 27 |
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Member
Join Date: Mar 2009
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@ DeusImperator
Have you any plans to add more traits to existing squads? Like Jaylo was about to do in his mod. I mean thing like new trait in FC enerhy tree, that makes his abilities to recharge faster. Oh and also, is there any way to implement the zeal system from MP to Camp? That'll be pretty awesome! |
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# 29 |
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Member
Join Date: Mar 2009
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Well just some random ideas:
in ranged tree: 1)Masters of Arms - The squad becomes highly skilled at ranged combat, slaughtering any Xeno on it's path with the righteous rounds. increases ranged damage of the squad by 15% and their accuracy by 10% 2)Fury of the Angels -After years of experience Astartes acknowledge all the weak spots of any enemy. Each shot have small (perhaps 1-5%) chance of instantly killing any creature (not bosses). in stamina tree: 1)Pain is our mentor! - Pain is one of the best mentors and one of the greatest enemies of Astartes. We shall know no fear and no pain! increases the HP of the squad by 20% 2)Blessings of the Machine Spirit - by the blessings of the Machine God, the squds armor becomes unscratched even after the most horrific damage and it has the ability to restore over time. increases the armor of the squad by 20 and increases the Health Regen rate slightly. in melee tree: 1)Masters of War - increases the melee damage of the squad by 15% and their melee skill by 20% 2)Zealous Strikes - each strike in melee restores additional energy and health per hit. in energy tree: 1)Adrenaline - each hit taken has chance to increase the energy regeneration rate by 40% for 5 seconds. 2)Replenishment - Supply Drops also restore 15 energy. or 2)We Will Never Tire! - increases the squad's melee and ranged attack speed by 20% while below 40% of maximum energy. just dropped in some random ideas. hope that will help =) i know you'll not implement them all, but i think you could use one or two of them if u wish. =) |
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# 30 |
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Member
Join Date: Dec 2006
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Hm they are very nice, although I'm not sure I caan make them all.
Master of Arms and Fury of the Angels: This could be good for Avitus or Tarkus. Pain is our mentor and Blessings of the MS: These are for Thaddeus and Tarkus I think. Masters of War: great for FC/Tarkus /Thaddeus Adrenaline and We will never Tire: Great for any squad. I am not sure if I can code them tough. Zealous Strikes : Althoug ha very nice idea, but it has already been implemented for Thaddeus in Stamina and FC melee trees. Replenisment: i am not sure if it is even possible. Tactical Superiority: Tactical expertise(which increases ranged damage) is now affected by tactical mastery (which gives it to all nearby SM). I just found some new hidden Banner and Iron halo models http://img38.imageshack.us/gal.php?g=relic00060.jpg Ohhh... how do you exactly add new traits Last edited by DeusImperator : 2nd Feb 10 at 4:25 AM. |
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# 32 |
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Member
Join Date: Dec 2006
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The models are all the work of Relic, and the new textures are made by Jaylo, they deserve the praise.
Actually, I had been doing this mod since a few months. Although I just started editing SCAR files now. But I had a very, very, very bad experience about the modders I asked for premissions at DoW1 (with the exceptions of Compiler, Zany Reaper , Mastro Robertus and Medes with the Firestorm team), so my initial attitude was "my mod will never be permitted". The Witch Hunters team did not even bother to answer a "Sorry, but no." for example. Now all their models rot on some DVD, and the mod is dead. However all the DoW2 modders mentioned here seemed so nice fellows, so I figured that I could asked them. I am glad that we have a friendlier attitude here. Some more trait ideas: (Traits are still only theories) Zealous Strike: it would be good for Thule. Melee traits for Avitus : "Heavy weapon smash". Avitus and his squadmates use their heavy weaponry to club the enemy, knocking back nearby melee attackers. These are for all SM: Melee: "Crippling strength": melee attacks caused by this squad reduce enemy speed or/and damage. Divine zeal: grants knockback chance. Stamina:"Lightning reflexes" : reduces damage done by enemy attacks. Energy:"Eyes of the Emperor": SM detects infiltrated units from long range. No more kommando nobs popping up behind Avitus. Ranged:"righteous purgation" : increases ranged weapons range. About campaign enemy numbers: Eldar : Guardians , 40. Aspects/rangers, 25 Elites/warlocks 15 Orks: boyz 40 burnas, big shootas, kommandos 30 nobs, lootas 20 Tyranids: gaunts:50 Warriors and Raveners :20 If anyone has any information about : how to edit and add traits? or Make wargear such as plasma cannons and missile launchers have a "switch" button" like the Fire prism. Either that or automatically firing krak at vehicles and frag at troops !http://img8.imageshack.us/gal.php?g=relic00073.jpg UPDATE : Force commander now wears veteran Mark 7 helmet with jetpack or as standard. Should he wear veteran Mark 6 (white beaked) with Jetpacks? Last edited by DeusImperator : 2nd Feb 10 at 4:26 AM. |
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# 34 |
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Member
Join Date: Mar 2009
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WoW! it's cool that you liked my Idea =)
and your traits are indeed very nice and fitting.(and the most importantly very useful) And also, what about making Orbital Bombardment Relay to be not an accessory but a trait in energy tree like pre-last trait there. and the ability to use it twice - to be the last trait. Thus emptying 1 additional accessory slot for pury seals for the FC. And also i've sug-ed this to Jaylo too: please, just please, remove that grenadier trait from Tarkus' energy tree, cuz, that's more like downgrade than upgrade for him, even in vanilla, when he hadn't more energy using abilities. Please change it with smth like , Battle Lust of Avitus to regain energy per kill. Considering his Tactical Mastery consuming too much energy that would fit very well to him. Thtat's for now, i'll wait, 'till you'll try that tinkering with traits, and if you'll manage to do that, i'll come up with more ideas. Plus i have some ideas about lvling and game difficulty. I'll come with em later, if u'll allow =) |
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# 35
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I won't be the father of death
Join Date: Jun 2006
Location: A forgettable little corner of southwestern Kentucky
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Please keep in mind that forum rules dictate that if you don't have permission to use another's work, you can't use it. Regardless of whether 3 months or 3 years go by. Not to rain on anyone's parade, because I'm hoping like everyone else that you get the permission that you've asked for; just pointing out that the people who are saying "Well, you asked for permission and gave credit so it should be okay" aren't correct in this assumption.
Best of luck! |
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# 37 |
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Member
Join Date: Dec 2006
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Croaxleigh: I agree on asking permission, but I must say it is a very wierd policy.
Did any one of us ask Relic about permission? It should be asked most, since we all use their stuff. See? It is quite hypocrytical. But don't worry, I'm trying to reach Zetrial. Even if I can't reach him, I can change the SM squads (the only thing I use of his mod) to Squad mods' ones. Or I can even recreate the squads as my own... by replacing Zetrial's squads. The only major difference between Squad Mod and Brothers Mod marines are that Zetrial's marines each look unique. But I think I'll do that on my own if Zetrial doesn't comes back, but lets hope it won't come to that. Jaylo's Marines look really great too, I would just need to add a little armour variety and change lascannon to plasma cannon (at least I hope RElic will give us Lascannons in CR), and give a few power weapons to ASM on higher levels. |
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# 38 |
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Member
Join Date: Oct 2008
Location: Birmingham
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Be carefull what you say DeusImperator: Croaxleigh put a lock on an old thread of mine just because I was commenting on how cool it would be to release my Steel Legion Advanced mod I had created. I honestly did not mean to cheat as I was hinting at the possiblity to ask for permission so that I could release, but he put a lock down on it never the less.
On another note, I think it is important to tell edited or customized models apart from the Relic ones; and if you don't change anything, I think to credit in the readme file should be enough. |
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# 39 |
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Member
Join Date: Dec 2006
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The only edited/customised things are textures/icons, and all are done by Jaylo.
I am thinking of adding a Chaplain/Librarian icon. On hosting, I think I'll host it on sites like strategygameinformer or dowfiles. I'll wait for a week, and if Zetrial does not show up until than, I won't load his mod at all. I will simply use the modified Squad Mod squads. It is simply deleting and editing around .... 60 files. That way I won't load/use any of his mod, and there will be no need to ask for permission. However I am lazy enough to wait for a week. |
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# 40
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I won't be the father of death
Join Date: Jun 2006
Location: A forgettable little corner of southwestern Kentucky
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Quote:
Except for the fact that Relic has given their permission to mod their games. Once upon a time, they even had their own modding resource community known as the "Relic Developers Network", and have released documentation such as the ScarDoc in order to better facilitate the modding of their games. Even Games Workshop has given their permission, so long as it doesn't violate the terms that they have set forth regarding their IP. As far as our "weird" policy goes, it's a matter of IP. If you go in and work on a mod, creating something that didn't exist in the game before (even if it's just a few lines of code or a changed texture) then you still have the right to determine what happens with your work. Many mod creators are more than happy to give someone else permission to use their work, and this is great. Some would prefer for their work not to be used by others, and this is completely within their rights. We're not going to put a time limit on the rights of someone to decide what does or doesn't happen with the modding work that they do. It's their work, they get to decide. Smeckma: You mean this thread? http://forums.relicnews.com/showthread.php?t=227313 I'm not even a moderator in that section, nor did I post in that thread at any point. |
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# 41
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Member
Join Date: Jul 2006
Location: Still on the Net.
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r.e. creating Traits:
Traits are an upgrade that is applied to the squad. The upgrade then references an ability that a squad has. Look at the existing Trait code (in simulation/upgrades . . .) to see how the upgrade is structured; to create new ones you simply: 1. copy an existing Trait upgrade, rename it, change the parameters (how much Will/Stamina/Strength is required, etc) and save to RBF. 2. create a new ability if one is required and save it to RBF. 3. if you have created a new ability make sure you have added this ability to the squad's EBPS code. Et voila, new Trait that may or may not unlock an ability. I'm away from my PC so I can't help you in more detail, but that's the general gist of it. |
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# 42 |
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Banned
Join Date: Feb 2008
Location: Venezuela
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DeusImperator, have you sent Zetrial a PM yet? it should send him an email if you do, so he'll get it in his inbox and can come here and give his blessings... :O
As for the mod, do you have ETA? it looks like awesome fun with all the baddies in the screen |
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# 43 | |
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Member
Join Date: Oct 2008
Location: Birmingham
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Quote:
Sorry dude: I thought it was you. BTW, if you read this thread you will probably realize I wasn't going on about releasing without asking for permission (I'm still hurt as I am no cheater). What I am sure about though is you have put locks on my threads, maybe for other reasons, but you did. In one occasion I was going on about the map editor and micro managing my units. You said this was not going to happen, and for that reason, you put a lock on it (you said I was ranting). |
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# 46
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I won't be the father of death
Join Date: Jun 2006
Location: A forgettable little corner of southwestern Kentucky
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First of all, we're not Relic. Secondly, this isn't the thread to talk about what can and can't be said in the forums; I posted here to remind the OP of forum policy, not to start a discussion of the perceived injustices of the RelicNews moderators. Further off-topic posts will be deleted.
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# 47 |
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Member
Join Date: Oct 2009
Location: A little island no one has heard of (NewZealand)
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just an idea
you should try to give termies powerswords and allow power armoured marines to equip stormbolters i really dont like the idea of marines always with a pistol when using close combat weapons its already been done by Rodzaju i believe its called rodzaju's revamp |
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# 48 |
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Member
Join Date: Sep 2009
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It is indeed Rodzaju's Revamp, and that is a good idea, the only thing is, they don't clip correctly, Storm Bolters sit just in front of the hand of a Power Armoured character, and Power Swords sit in the wrist of a Terminator Armoured character, unless this has been fixed recently?
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# 50 |
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Member
Join Date: Dec 2006
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Sorry, but I would like to avoid serious clipping. IF Rodazju managed to make his work without clipping, than I will ask his permission.
Croaxleigh: I already sent Zetrial a PM and added him to MSN. I also sent him an e-mail . If he will not respond, I won't include his mod. This will give me big load of extra work, but I'll handle it. EDIT: I'll post an alpha as soon as Zetrial gives a word. If he can not be reached till Wednesday, I'll replace his stuff with mine, and upload it. That would be ready for ... about Sunday. Does anybody know in what timezone does Zetrial live? Last edited by DeusImperator : 26th Oct 09 at 6:28 AM. |
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