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 WH40K: ULTRAMARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS 
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Joined: Mon Feb 20, 2012 1:02 pm
Posts: 9
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Post Re: WH40K: MARINES/TAU/NECRONS/ORKS
Okay, it took forever, but finally I have tested out all of your updates!

Necrons
- The new sprites are superb! Even though the old ones were fine. :P
- I don't know when this was added, or even if it's always been there, but the Wraith's teleporting mechanic is excellent. It's just so smooth and effortless! It really grants the Wraith the feel intended by the fluff version, I think.
-The Deathmark is cool, but the viewrange of the synaptic disruptor (or whatever it's called) is a bit underwhelming, especially compared to the Tau weapons, or even the vanilla snipers. It's supposed to be a sniper rifle, yes? Although the weapon itself is awesome apart from that! Again, I really like those particle effects. <3
-The self-repair thing is just plain cool. And very Necron.
-The vanishing limbs effect is a bit weird. I'm not sure if it's really necessary, or whether or not I like it.

Tau
-The rail rifle seems a bit... un-Tau. I haven't tested it much, though.
-The Stealth Suit is awesome, but it seems a bit too tough. Given, they have an armour save of 3 (the same as a Space Marine), so maybe they should be. I dunno, being able to shrug off Dreadnought (dummy) fire seems a bit too much for a stealth suit.
-New Crisis flight mechanics rock. It's even possible to do a stomp attack! For hilarity, stomp a Battlesuit on top of a Rhino.

Space Marines
-The shield makes the Assault Marine actually useful - but should he not have a chainsword?
-The flamer doesn't seem much different except for a smaller particle size; what did you change?
-Bolters are still awesome, except for...
-The Razorback's turret. It's impossible to use! After a short period of firing, it simply starts to spazz out forever!
-The tank driving mechanics are good, though! However, I think the Rhino has a bit too much armour. It can't be damaged at all by any of the Tau weapons, for example.

Orkz
-Are cool.

In general, the update is a success.

Just a note (not a request) - Is anybody else surprised at the utter lack of any Eldar mods?


Sat Mar 17, 2012 11:41 pm
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Joined: Sat Oct 22, 2011 4:49 am
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Location: England
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Post Re: WH40K: MARINES/TAU/NECRONS/ORKS
i think it because of the lack of Eldar fans really.

That said i had been meaning forever to start on a chaos mod.


Sun Mar 18, 2012 11:26 am
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Joined: Wed Apr 13, 2011 12:38 am
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Location: Only The Claw knows...
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Post Re: WH40K: MARINES/TAU/NECRONS/ORKS
My only complaint: Necrons are a bit too tall to fit in standard hallways anymore. Could you shrink them a bit? Thank you.


Fri Mar 23, 2012 8:15 pm
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Joined: Sat Jul 25, 2009 4:24 am
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Location: Somewhere in Ohio
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Post Re: WH40K: MARINES/TAU/NECRONS/ORKS
Now these are what I call sexy. Nice work on the vehicles.


Sun Mar 25, 2012 3:52 am
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Joined: Sun Aug 28, 2011 1:47 pm
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Post Re: WH40K: MARINES/TAU/NECRONS/ORKS
Yeah, I guess Necrons could use a shrink /awfulpun.


Sun Mar 25, 2012 2:24 pm
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Data Realms Elite
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Joined: Fri Jan 07, 2011 8:01 am
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Location: In your office, earning your salary.
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Post Re: WH40K: MARINES/TAU/NECRONS/ORKS
I like the sprites of your Tau, they look great, also the Necrons look very good (but are a bit too large as said before, but just a little).


Sun Mar 25, 2012 9:28 pm
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Joined: Mon Feb 20, 2012 1:02 pm
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Post Re: WH40K: MARINES/TAU/NECRONS/ORKS
After some further playtesting, I've learned:

All Necrons fit in standard bunkers, save the Lord, the Monolith, and the Destroyer, none of which should be in bunkers, anyway.

All Tau weapons are completely ineffective against the Razorback/Rhino. Strangely, they can chew up the Monolith reasonably, or the Battlesuit weapons can, at least.

Necron weapons are next to useless against the Razorback, except for the Monolith and the Wraith's claws.

Stomping the Monolith with a Battlesuit does not produce the hilarity as with a Razorback, although it is quite strange.

Necron Lords with Big Shootas are awesome.

Necrons really benefit from grappling hooks.


Mon Mar 26, 2012 8:55 pm
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Data Realms Elite
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Joined: Fri Jan 07, 2011 8:01 am
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Location: In your office, earning your salary.
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Post Re: WH40K: MARINES/TAU/NECRONS/ORKS
Tau has a dependency with the Rhino sound of the Space Marines.


Tue May 01, 2012 7:51 am
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Joined: Tue May 15, 2012 4:44 pm
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Post Re: WH40K: MARINES/TAU/NECRONS/ORKS
So I downloaded the mod. I extracted the four folders to my CC folder. Boot game.

*Can't load game, something wrong with "Orks" folder*

Fair enough, *removes Orks folder*

*Can't load game, something wrong with "Orks" folder*

Remove and reinstall game.

*Can't load game, something wrong with "Orks" folder*

Uninstall game, delete data realms folder, delete installer, reinstall, boot.

*Can't load game, something wrong with "Orks" folder*

I think I'm being haunted here. Any advice?


Tue May 15, 2012 4:52 pm
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Joined: Sat Oct 15, 2011 4:19 pm
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Post Re: WH40K: MARINES/TAU/NECRONS/ORKS
if your on vista, go into appdata and find your virtualstore folder and erase cortex command, i find that it stores things there after a crash.


Mon May 21, 2012 9:53 am
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Joined: Fri Aug 15, 2008 6:17 pm
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Post Re: WH40K: MARINES/TAU/NECRONS/ORKS
The Tau drones have some weird bug where I can't fire if in sharp aim.


Sat Jun 02, 2012 4:13 pm
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Joined: Mon Jun 18, 2012 10:17 pm
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Post Re: WH40K: MARINES/TAU/NECRONS/ORKS
Tau guns don't work, they just kinda push the enemy and do no damage.


Thu Jul 05, 2012 2:21 am
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Joined: Tue Apr 10, 2012 2:44 am
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Post Re: WH40K: MARINES/TAU/NECRONS/ORKS
My tau guns don't work either. Is there a way to fix this? There also appears to be little range on them, even though the sharp aim is sniper-like.


Wed Aug 22, 2012 6:08 pm
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Joined: Sun May 06, 2012 11:43 pm
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Location: Right behind you.
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Post Re: WH40K: MARINES/TAU/NECRONS/ORKS
Hai there, I see that the goblin rifle does nothing to dummies. Could you please fix this?


Mon Sep 03, 2012 4:39 pm
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Joined: Sat Oct 06, 2012 1:52 pm
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Post Re: WH40K: MARINES/TAU/NECRONS/ORKS
Just tried the Necron and Tau packs with 1.0. I can confirm that not only do the Tau weapons not have any effect, neither does the particle whip on the Necron monolith. Everything else on the Necron pack seemed to work fine. Any plans to update this to work out the kinks?


Sat Oct 06, 2012 2:43 pm
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