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DudeAbides
Joined: Thu Jan 13, 2011 1:31 pm Posts: 158
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WH40K: TAU
T'AU EMPIRE RELEASE 0.9 An army focusing on long range and high individual unit mobility. Though their ground forces are individually squishy and easily overpowered (for units from the year 40,000), groups of them can lay down sustained, precise fire at incredible ranges. Features: PEW PEW LAZERS Weapons behave differently at different ranges Different ranks have different proficiencies with weapons
Units: Scout, Fire Warrior, Squad Leader, Pathfinder, Drone, Crisis Battlesuit, Stealth Battlesuit
Vehicles: Devilfish TransportDOWNLOAD RELEASE 0.9: http://www.mediafire.com/download.php?pinkf4u2y431pbgCREDITS: CC Team - For an increasingly cool game CaveCricket - pulse weapon scripting basics Mehman - fast movement code used in Pathfinders DarlosD9 - float script, basic invisibility code for Stealth Battlesuit Probably lots of other people I can't remember at the moment.
Last edited by DudeAbides on Sat Aug 25, 2012 1:48 am, edited 1 time in total.
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Mon Aug 20, 2012 6:34 am |
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Quote
Joined: Fri Aug 10, 2012 11:41 am Posts: 9
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Re: WH40K: TAU
Thanks Klenod.
Last edited by Quote on Thu Aug 23, 2012 10:42 am, edited 1 time in total.
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Mon Aug 20, 2012 2:22 pm |
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marik
Joined: Wed Aug 08, 2012 8:54 pm Posts: 3
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Re: WH40K: TAU
me too any way how to fix it? would be helpfull .
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Tue Aug 21, 2012 4:24 pm |
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klenod
Joined: Tue Feb 21, 2012 7:07 pm Posts: 1
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Re: WH40K: TAU
Quote: Failed to load datafile object with following path and name:
SpaceMarines.rte/Rhino/Sounds/tank_move.ogg Open DevilFish.ini, find the above line and exchange it for tau.rte/devilfish/Sounds/tank_move.ogg Solved! Great looking mod btw, although weapons are humongously overpowered and drones tend to drop to the ground when idle. Would love to play the campaign as Tau!
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Tue Aug 21, 2012 10:01 pm |
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Bad Boy
Joined: Fri Sep 10, 2010 1:48 am Posts: 666 Location: Halifax, Canada
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Re: WH40K: TAU
Download this then delete Tau.rte and put this one in instead. Be warned that many of the other factions will lag the game severely because they use old lua rays that don't work now (without a bit of fixing).
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Tue Aug 21, 2012 11:15 pm |
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OmegaX17
Joined: Mon Dec 26, 2011 9:52 pm Posts: 78
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Re: WH40K: TAU
That, and most of the Tau weapons dont fire.
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Thu Aug 23, 2012 12:12 am |
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Hellevator
Joined: Wed Apr 13, 2011 12:38 am Posts: 162 Location: Only The Claw knows...
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Re: WH40K: TAU
Tau weapons just don't fire tracers is all
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Thu Aug 23, 2012 3:00 am |
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OmegaX17
Joined: Mon Dec 26, 2011 9:52 pm Posts: 78
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Re: WH40K: TAU
Hellevator wrote: Tau weapons just don't fire tracers is all Uh, the enemy doesn't die from the shots, point blank. No damage. (I think the guns may be a bit glitched)
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Thu Aug 23, 2012 3:05 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: WH40K: TAU
DudeAbides wrote: Weapons behave differently at different ranges Try at not point blank. The Tau are notoriously bad at close range anyway.
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Thu Aug 23, 2012 4:50 am |
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OmegaX17
Joined: Mon Dec 26, 2011 9:52 pm Posts: 78
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Re: WH40K: TAU
TorrentHKU wrote: DudeAbides wrote: Weapons behave differently at different ranges Try at not point blank. The Tau are notoriously bad at close range anyway. Yeah, but I don't even see the bullets :/ I tried the long range weapon and it didn't do anything to those guys across the screen.
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Thu Aug 23, 2012 6:57 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: WH40K: TAU
The shots should 'appear' right before impact. Delete your existing Tau.rte, redownload the mod, unpack it again, and disable the Devilfish or follow klenod's instructions to fix the move sounds.
If that doesn't fix it, check the console (press the key to the left of '1' on the number row) and see if there are any errors there.
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Thu Aug 23, 2012 7:52 pm |
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KravenDanger
Joined: Mon Jan 31, 2011 10:51 pm Posts: 81
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Re: WH40K: TAU
The pathfinders can't jump (the fuel bar shows up and stretches red across the screen), and the battlesuits seem to fly if you press Jump 2-3 times. They land again if they hit ground (intentional?). Oh, the stealth armor is kickass. Any hope for a drop pod, or making the devilfish an actual transport?
Edit: The Rail rifle doesn't seem to fire for me. It just lets out a poof of smoke at the end.
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Thu Aug 23, 2012 10:18 pm |
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DudeAbides
Joined: Thu Jan 13, 2011 1:31 pm Posts: 158
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Re: WH40K: TAU
0.9 Release: Update to fix many of the aforementioned problems.
Removed dependency on 'spacemarines.rte'. Can now be played without all the broken B26 WH40K stuff available. Pathfinder scripts fixed. Drone problems resolved (I think). Rail weapons functional. Most weapons nerfed to rebalance more with vanilla game, though Tau weapons will probably still overpower most stock units. Most units armor and damage resistances have been nerfed. No more shrugging off gatling gun fire for Tau infantry. Stealth Battlesuit de-cloaks when firing.
Overall the re-balancing changes have hopefully moved the faction away from 'unstoppable laser death' to 'rapid fire glass cannons'.
Hope you guys enjoy the changes.
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Sat Aug 25, 2012 1:56 am |
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OmegaX17
Joined: Mon Dec 26, 2011 9:52 pm Posts: 78
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Re: WH40K: TAU
DudeAbides wrote: 0.9 Release: Update to fix many of the aforementioned problems.
Removed dependency on 'spacemarines.rte'. Can now be played without all the broken B26 WH40K stuff available. Pathfinder scripts fixed. Drone problems resolved (I think). Rail weapons functional. Most weapons nerfed to rebalance more with vanilla game, though Tau weapons will probably still overpower most stock units. Most units armor and damage resistances have been nerfed. No more shrugging off gatling gun fire for Tau infantry. Stealth Battlesuit de-cloaks when firing.
Overall the re-balancing changes have hopefully moved the faction away from 'unstoppable laser death' to 'rapid fire glass cannons'.
Hope you guys enjoy the changes. I hope the crisis battlesuit can still shrug off enemy fire, I just love flying through enemy rockets with them
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Sat Aug 25, 2012 2:37 am |
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KravenDanger
Joined: Mon Jan 31, 2011 10:51 pm Posts: 81
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Re: WH40K: TAU
The pathfinder jumping is still odd to me. Is the script meant to push them in the direction of the mouse?
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Sat Aug 25, 2012 4:20 pm |
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