This member has provided no bio about themself...
Concerning your question about the Imperial Guards enemy, I definetley vote for the Tau Empire, the biggest reason for this is their preference of ranged weapons when fighting,and their humanoid apearance, thus they would be far more easier to implement oposed to the inhuman necron automatons and elusive eldar. For me its far easier to imagine fire wariors use riflemen animations, sub-machinegunners as tau path finders and breach teams, then howling banshees and necron warriors in the men of war engiene.
The second reason is, ranged combat, mow-as2 is a ww2 strategy game, naturaly it involse more shooting then figting in close combat, and a guardsmen vs tau combination would greatly preserve the feel of the original game.
As for maps, having these 2 civilized armies alows you to use standard mow2 maps with minor modifications that include changing bunkers and some buildings to fit the 40k style, but nature maps can stay mostly unchanged as they perfectly represent agri, paradise and undeveloped worlds for which these 2 armies fight for teritorial expansion rather then making custom ones to fit the necrons or the eldar.
This mod sure looks promising, i especialy like that you use dawn of war models as it makes your work somewhat easier than making models from scratch, you mentioned that your mod version will contain 2 cammo patern for the Imperial Guard, one gray-black whic is displayed in the preview images, will the second one be the standard colour scheme of Cadian guardsmen Games-workshop.com
Hey guys i just posted a suggestion on Modding union,concerning a model update of the Ered-Mithrin dwarf models, based upon one of the WETA workshop concepts,and thus i wanted to inform those who are regular on mod db, but not on MU to share their opinion about it.
A bit late of me but thank you nevertheless.
The Quality of the models is astouding, its beautiful !!! I hope that you will able to finish your mod as it looks promising and super awesome !
Has anyone encountered gamecrashes when zomming-in in taverns and forts of certain races. I had no problem with skaven, empire, beastmen ... but i get constant game crashes when imadwarf when i besiege any orc settlement, it works on the 1/2 of the combat map but when i move on the walls and see the inards of the keep tha game freezes+crash. I have great comp specs so its not my hardware, because at the curent situation taking enemy bases is imposible so i just wana knwo if anyone else has encountered similar issues.
Vaistinu Vaskrse, kralju Samotne planine !
I would love to see the launcher theme to be somethig from the movies, maybe Neil Finn and the song of the Lonely Mountain. It does not wish you goodbye :) but calls you to reclaim our long forgoten home an end the quest to Erebor.
E hvala na pozivu, vise volim cist Dow mada trenutno nemam vremena jer sam u studenskom domu pa je internet krs. Jel si mislio preko Game Rangera ?
Nisam, samo crtam :)
Hey i just uploaded the Zaphagor drawing suggestion, based from Adamins concept on Modding Union, and here is the link for Mod Db users, forgot to put it last time in my comment.
Hey guys I just uploaded a new drawing for a Zaphagor model update, sugesting more armor for certain body parts as some people in the comment section suggested,a small explanation for the concept can be found in the comment section.
I will be posting the official suggestion tomorow on Modding Union, but this is just in case someone else of the E-team or other people could see it sooner.
The changes that i am suggesting are the folowing :
-An Elbow Guard for his spell casting arm, in the form of a Iron Crown sigil
-Longer hair both in front of his head thats splits on two sides and longer hair on his back
-increased mass of fur for his shoulder area, similar to Ring-Theoden
-A Faceguard similar to a circlet, keeping his hair in place while also protecting his forhead and cheecks, without severely reducing his vision
Explanation: I wanted to make this model suggestion as a means of diffrentiating Zaphagor from other Angmar heroes,especially Mormanath,by adding some details beside the hair colour difference and size. First of all explaining the elbow guard and headguard. In Edain Team character bio Zaphagor is described as a former Arnorian soldier turned traitor and now a warrior-sorrcerer with un-natural healing properties who serves the Witch-King,The Headgear and elbowguard protect his vital spellcasting points while still beign rather light, thus no full plate and no nose guard,but alows easier movoment and clearer sight for spellcasting.The idea for more light armor is to protect the parts where he will probably be attacked the most- if you cant kill him because he heals to quick, at least stab, crack or shoot at his unprotected head or lightly armored hand to silenc him for a while. Also the Upper part of the headgear is a parody of the royal arnorian helm, replaced by iron crown iconography, with the intent to provoke former brothers-in-arms while in battle. The longer hair shows Zaphagor as more barbaric oposed to the elegant Mormanath, and the extended fur would make him apear bigger on top, rather then in the waist further enhancing his savage side, carelessnes of any other thing than battle.A more pale face with scars and darker skin arount his eyes would show that dark gifts of the Witch King come at a terible price.
The inspiration for this suggestion comes from Adamins concept artwork and the basic idea from two actors that i imagined as Zaphagors role when i read his story :
Vladimir Kulich as Buliwyf Geekshizzle.com
Clancy Brown as the Kurgan Vignette2.wikia.nocookie.net
I know that he looks like Arthas, but i think it is imposible to differentiate because Zaphagor was initialy released in Lich King armor thus creating a Halo Effect for all future renditions.
Hi Eranthis, I just want to tell you two things, your custom skyboxes are extremely realistic and look super great. The second thing i want to please reconsider your decision to use them only for custom maps. Your work in revitalising the aesthetic aspects of DoW is too superior to be used in a small scale. I dont know if it is technicly possible to implement custom skyboxes as a replacement for all standard maps by renaming them as the original skybox files, but it would greatly improve the game. You could make a standalone package with those renamed skyboxes, which brings me to anoher thing i like about your work, and thats modularity and giving people multiple choices to customize their game, instead of one big file. I know that this sounds like stupid requesting but dont misenterpret is as such, its just a plea that you use 100% of your work, and i am sure that evryone else would be more than happy to see more of it.
I just love your Dying Sun dark eldar colour pattern, it has a nice contrast and the light/dark tone is excellent, i love your work as you have shown some love to the dark eldar and sisters factions as they definetley lacked good colour schemes.
Has anyone else encountered a problem with the Dawn of War 2 bloodletters, herald and the tzeench flamers and that is that they have no attack sound, it would be cool if you could hear the hellblades hitting, or the flame pouring, suprisingly the DoW 2 Bloodcrusher has a normal atack sound. Anyone know if this is an isolated issue or a in-game bug?
Update 2- I redownloaded the mod just in case, but i still have no attack sound on the normal bloodletter and bloodletter herald, has anyone else encountered this issue to know if it is an isolated case?
Uhh i didnt know that,thats great news!
Love that this mod is getting more updates, but please can you give the dow2 bloodletters an attack sound, as curently when they start atacking something you cant hear anything, it is a small isue but it would greatly improve immeersion.
Yay, a new update, i always loved your portraits, doesnt matter if you take them from the movie or from bfme i like that you tinker with them and always get a consistent style,keep up the studies first and then the mod right behind :)
It looks similar, but it is still different and does not exist in the Tyranid mod version,so i was just suggesting to consider using a completly working model which wouldnt require that much effort to implement as new content for the Tyranid mod.
The biovore could be the 3 squad rapid fire artillery for harasing units
and the pyrovore/exocerine a single, slow, heavy hitting artilery for buildings.
Here is a video clip from Boyar tactics showcasing the mod units,check from 0.53 second to see the model.
I know this may sound not important with the new updated news about the mod but i just wanted to inform you that while I was checking Dauntles Eternal Confrontation mod, i noticed a new Tyranid unit in the army painter, he used it as a replacement for the biovore, most of his Tyranid models are DoW2 but this one isnt and i have never seen it in any other game, it doesnt look like a rip, its well animated and has a nice texture similar to sinbloods texture style, it could be used as a possible Pyrovore or Exocrene model as it looks quite nice and i think that this mod just needs a few more units. I can send you a screenshoot if you dont want to install the mod as it is quite big, if your mod team would like it you could contact Dauntles and im sure that he would give you his permission to use it.
The Blood Angels mod and the update to the Tyranid mod are my favourite mods that i'm eagarly avaiting to be released as they provide essential parts to the DoW Mod experience.
I hope that work on this mod hasn't stopped as i love the authors artistic and gameplay vision of his mod- Great UI, Icons and models and gameplay wise still similar to vanila dow as the author once mentioned, so please dont make this excellent work of modding fade and become forgoten.
You might consider changing the 4.3 update screen to - Of IRON HILLS and frost :)
Personaly i would like that they would update 1 of the black numenorian clases to be more like him, thus he can become a hero for Angmar and the other evil factions as well.
Check the link for a more detailed explanation of my idea.
As for Sr_Darks request heres the link Moddb.com for the filepack and here is the asorted suggestion Forum.modding-union.com as a suggestion for an Angmar create-a-hero option.
Sr_Dark mentioned how he wanted to see Agandaur in some form in-game, i made a suggestion concerning him, his time period problem and how he could be implemented on the modding union and also included a portrait file and the english speaking Agandaur voice-lines for ET if they want to use them but i got no answer so far.
I posted the file pack on the addon section on moddb but also no answers if they saw it.
He posibly meant, that Gulzar should have the look of Wulfrun.
Not conectected with Angmar, but check out this clip from the extras from the hobbit movies, especialy 4.20, to see how the costumes(Notice how the orc armors are more goblin fashioned) and the battle itself should have looked like if they hadnt scraped all of the costumed footage, a nice explanation why the hobbit BoFtA was a CGI, and story-vise mess.