Just a ambitious guy looking to develop a mod.
Eventually if I can ever get them fully functioning, they technically work in the current release of the mod but I am experiencing problems with some of the visuals and other things.
Thank you for your feedback and I shall be sure to make note of it in the next patch, I am afraid that point 6 of game-play is not possible though as that is connected to the model and I have no modelling experience/capability, all models in the mod are already in the game but unused.
Is your game for steam or retail?
It is a bug yes, it will be fixed in the next patch but if you want to fix it yourself then follow these instructions -
Open "NOVUS_VEH_Constructor" in XML-Units and change <Affiliation>Military</Affiliation>" to "<Affiliation>Novus</Affiliation>" and the problem should be resolved.
The next update will contain new units, one of which will allow the military to capture buildings.
I am afraid the next patch for this mod will be delayed slightly due to death of my desktop's PSU. Thankfully corsair has excellent support and it is being sent back for repairs/replacement so the update should not be delayed to much.
That is something I need to fix, expect it in the next patch.
What you should do is have a Mods folder in your main UAW folder and have the HumanRes folder in that, after launching the game with the "MODPATH=Mods\HumanRes" you can then select the human faction in Skirmish, their icon is a little blue orb with a grid effect.
Yes, you can. I am in the progress of adding a couple of new units and have fixed some old bugs.
Correct, currently they are not implemented but I am looking into it, I have just finished adding a scientist unit which allows for capturing of neutral structures.
Good catch, to fix this open "NOVUS_VEH_Constructor" in XML-Units and change <Affiliation>Military</Affiliation>" to "<Affiliation>Novus</Affiliation>" and the problem should be resolved.
I have yet to really touch the damage values, although I buffed the defence turret quite a bit by increasing its clip size so its actually like a chain gun as such now.
I could release what I currently now if you so wished, it requires some polishing and currently humans are vastly overpowered, but all the buildings and stuff are in, if I recall correctly most of the text has been added, although there are some errors I will need to rectify. I currently have A level exams going on in the uk, hence lack of updates.
My apologies, I was busy with exams. :/
Anyway, what exactly are you guys expecting to be released? Just wondering what sort of features you expecting to be available? Just need ideas on what to add. xD
Hey, one thing I would like to mention is that when the mod gets another update, it will in all likelyhood be for unpatched UAW (seems to crash with patch 2 and I have no idea why). Sorry if this is a pain but I mostly edit this via trial and error. xD
The mod is going well, keep up the good work devs :P
Mashed potato that is :P
Hence why I said 30-50 Canada :P. Speaking of which where is the info for the xfire? Any chance you could pm me it because I lost it and cant seem to find it :/
Yes there are mac cannons, and I can say with certainty that the covenant will not be using armoured space poop to combat the UNSC.
The mod already has around 30-50 playtesters looking for bugs :P
Ahh k, looking forward to the game :D
Any chance of a open beta or anything like that soon?
Sorry if this has already been answered but I have a question.
Will Gemini wars also have ground battles when you can land troops on a planet and have your ships bombarding the planet from orbit? :D
This isnt relased yet, canadaman is trying to concentrate on getting his sins halo mod released (which looks great so far) :D, so be patiant.
Actually it says "Finally, a mod for Universe at War that adds in the Humans as a full new faction! " which is different from just having humans in as the 2 other human mods just add tghe units to another faction or replace another factions icons and units/buildings.
Realy? That's weird considering all I did if I renember rightly is just add them to the list that spawns at start, I think all I changed was their power.
Tbh I would of been able to release the mod by now, its just the building of buildings and the sound that in the way (for some reaosn my faction refuses to use military sounds such as "Unit under attack" instead it uses misari sounds which is getting annoying).
S534.photobucket.com (That thing you see in the background is my flying dropship that can carry infantry, if you want it)
S534.photobucket.com (A incredibly short vid 1second)
S534.photobucket.com (Pew Pew)
S534.photobucket.com (Our Finest Men)
Aha, the exact thing I did for resource collecting
Does it swoop in and attack or does it hover above the target and stay there shooting downwards as mine seems to?
Hey canada, got the human build working yet? Also I got some files somewhere that might be handy if you give me a list of what needs doing.