WH40K: ULTRAMARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS
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DudeAbides
Joined: Thu Jan 13, 2011 1:31 pm Posts: 158
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Re: WH40K: MARINES/TAU/NECRONS/ORKS
You new kids have to go and read some stuff or maybe just use your eyeballs to look at icons. What you are looking for is this: viewtopic.php?f=61&t=31604As for the three pack, I stopped supporting it a long time ago
Last edited by DudeAbides on Thu Nov 08, 2012 10:04 am, edited 1 time in total.
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Sun Oct 07, 2012 6:14 pm |
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Rahmen
Joined: Mon Oct 01, 2012 8:11 pm Posts: 3
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Re: WH40K: MARINES/TAU/NECRONS/ORKS
I cant seem to download it? or at least find the download file. Every time the Downloads done. It opens up my Windows Media Center? and I don't know how to find it from there?
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Thu Oct 11, 2012 3:01 am |
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DudeAbides
Joined: Thu Jan 13, 2011 1:31 pm Posts: 158
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Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS
A total of one post later I flip flop and update this thing.
Everything powered down to be semi-balanced with vanilla. Everything updated to 1.0. Now a five faction download.
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Mon Nov 12, 2012 7:04 pm |
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Crix
Joined: Mon Oct 08, 2012 1:04 am Posts: 17
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Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS
It seems to cause a lot of crashes in the campaign, and the brains don't spawn with a digger.
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Tue Nov 13, 2012 4:53 am |
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DudeAbides
Joined: Thu Jan 13, 2011 1:31 pm Posts: 158
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Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS
Let me know where the crashes occur. More detailed crash reports will help me sort all of the craziness out.
Diggerless brains are on purpose though.
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Tue Nov 13, 2012 4:56 am |
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Crix
Joined: Mon Oct 08, 2012 1:04 am Posts: 17
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Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS
Specifically I think it's T'au, trying to fight them or play as them in campaign is an auto-crash when launching a map, also the IG have a premade pulse digger drop, when it should probably be a medium or heavy digger (because who wants to pay 340g for a digger?)
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Tue Nov 13, 2012 4:58 am |
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DudeAbides
Joined: Thu Jan 13, 2011 1:31 pm Posts: 158
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Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS
Find me some more bugs and I'll send you a pizza roll. Failing that I will patch over some holes and smooth out some rough edges and there will be a shinier new version
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Tue Nov 13, 2012 5:40 am |
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JayTasslehoff
Joined: Sat Oct 20, 2012 11:03 am Posts: 48
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Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS
Best mod.
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Tue Nov 13, 2012 7:14 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS
Some sprites are wierd, but other than that, this mod is perfect.
It has the precise amount of content, allowing to easily introduce the factions for grimdark battles of all kinds. Though, when I want additional Human Awesomeness, I go with Arcalane's recomp., but I really enjoy how simple it is to create quick skirmishes with this.
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Wed Nov 14, 2012 3:08 am |
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tankmayvin
Joined: Mon Oct 01, 2012 7:14 am Posts: 95
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Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS
Metagame crash when trying to play as Tau
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Fri Nov 16, 2012 4:34 am |
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DudeAbides
Joined: Thu Jan 13, 2011 1:31 pm Posts: 158
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Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS
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Fri Nov 16, 2012 5:16 am |
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r_b_bergstrom
Joined: Mon Jan 24, 2011 8:37 pm Posts: 2
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Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS
The Orkz don't seem to be working correctly in the metagame.
All their presets deploy skeletons, instead of orks. That, plus the Brain Bot coming alone in the initial rocket with no support, makes it really tough to get started if anyone else lands on the same site as you.
If you do survive past the initial landing and get to build a fort, you then discover that your deployments get filled with skeletons carrying blunderbusses.
It affects the AI/CPU Players as well. If the computer is playing orkz, they order nothing but skeletons and zombies, which then sit around their landing site unable to climb over the tiniest of terrain variations.
I'm guessing Loadouts.ini is bugged?
Another piece of feedback: the orkz also seem kinda underpowered, specifically the guns lack penetration. I just lost a string of firefights against several main game factions. I couldn't even shoot my way through snow, which is particularly bad for an army without jetpacks.
Last edited by r_b_bergstrom on Sat Nov 24, 2012 3:49 pm, edited 1 time in total.
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Wed Nov 21, 2012 2:20 am |
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DudeAbides
Joined: Thu Jan 13, 2011 1:31 pm Posts: 158
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Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS
1.8 : The best Black Friday deal of all. Necrons toughened up. Tau weapons nerfed. Weapon power fits price points a little better. Bolter weapons adjusted. Fixed problem with lasguns projecting a null beam through walls at point blank. Introduced a different issue for the time being, but this one won't confuse the enemy unfairly. Loadouts fixed (as far as I can tell) Effects cleanups - some weapon effects are less grandiose and run much faster. Weapon script revisions improve actual in-game weapon performance. This isn't really the next version with fancy new widgets and toys for you to play with, but it streamlines the current content and makes everything run faster/play better. As always, notify me of issues or excessive fun. FOR 1.0: http://www.mediafire.com/download.php?qgd5l828261z7l91.05 AI UPDATE: http://www.mediafire.com/download.php?d9zecyau9b3irpeNo weapon group updates yet, only AI script changes. CARRY ON
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Fri Nov 23, 2012 5:46 pm |
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Ryusho
Joined: Sun Jul 06, 2008 3:26 am Posts: 29
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Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS
Just letting you know, Tau still crash the metagame, the instant you start to go into a battle, the game crashes.
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Wed Nov 28, 2012 11:02 am |
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Austupaio
Joined: Sun Oct 07, 2012 8:05 am Posts: 27
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Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS
Thanks for the updates, been playing with them and they all work fine in 1.05. (Excepting the metagame, but all mods crash metagame.)
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Wed Nov 28, 2012 4:01 pm |
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