This member has provided no bio about themself...
Best whishes, and get well and healthy before all else !
My reaction, and probbably of other mod-followers after seeing the latest post
I think we came to a small misunderstanding so ill try to clarify my previous post :), i definetley think that thunderwolf riders should be a single model, a vehicle/single unit if one can say, just as a krootox is single. What i was asking was- could a new unit be made but based only on the thunderwolf cavalry mount, but rescaled. Basicly this is what i suggest:
Just as Tau have a 1-krootox unit(single model per squad) and a 2-kroot hound squad unit,
so too should the Space Wolf have a 1- Thunderwolf Cavalry(single model per squad) and a 2-Fenrisian wolfpack squad ( 4 small wolves, without riders+cyberwolf as a "sargeant") i think that 5 models per squad that are reasonably sized would not have pathing issuses.
While reading some of the comments by several fans of your work and your replys i saw that you mentioned units like the ork Gorkanaut or Imperial Knights, which sounds incredible your mod sound more better with every drop of information you gift to us, but i have 1 question concerning the Space Wold Thunderwolf Cavalry unit.
Is it posible to use your model of the thunderwolf without the space marine rider, to make them smaler and make them use the animation of either the Dark Eldar Warp beast pack or Tau Kroot hound, whiceve looks better, because this way you can make a new space wolf unit- the Fenrisian wolf pack, and with a bit of work, their sergeant version the cyberwolf packleader. This is only a suggstion based on the posibility of using 1 model to make another but with different animations.
Here are some links of what i mean
Thank you for your quick and elaborate reply, it is realy nice to see a mod author that works with this high level of dedication and professionalism.
Also finaly working Tyranids :)
It is always nice to see a new mod rise up for a game like dow 1, and especialy if it brings new content of great quality as this one does!
But i have some questions regarding your superior looking models, i read that you made extra effort in optimizing their size witch sounds great, but can they be teamcoloured like vanila units, because it would be cool to have Goff Nobz or Freebooter Flashgitz to visualy differentiate when different players use the same units.
My second question ties in to the reply you gave to Excogitatoris-Logica, in the reply you mentioned taht you reworked ALL Tyranid models! I hope that in the future you add them also to your mod, beside the Space Marines, Orks and Imperial Guard additions as DOW 2 Tyraniids are well animated and still look and fit to dow 1 nicely, but in the many mods i played that have dow 2 tyranids, they dont have sound files attached to them which is rather imersion breaking. So im asking you if you would to add Tyranids to your mod, could you make them have sounds when they walk like kroot carnivores, roar and screech when they are idle, and when they attack and fire, as current models are dead silent, and it would be nice if you could hear the footsteps of a Tyrant with the sound files of a Daemon prince, or the Swarmlord to sound like the walking Greater Knarloc.
I hope that you continue your work and finish your mod, best regards and definetly a mod folow-track from me, and hopefuly of more people !
Thank you for the information, a new texture + new soundset means a even better model, i am glad to hear this.
Minivozhd you are truly a master crafter of dawn of war modding, you make the lifeblood of all other mods posible with your 3d models, i love your style as you make it blend-in perfectly with vanila DOW models, and i hope that you continue with your great work.
I have one question concerning the plaguebearers model, will you add to the model a death sound and a attack sound, i played with them in the mod Echo of Heresy and there they didnt have any sound at all.
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.