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It is from the outcast soundtrack which was released some years ago. Sorry about the late reply!
I literally just uploaded a new beta to the forum. It's a fair way from release as we are trialling some hefty changes.
Looks great! Your next job is to get the wolves out if space wolf!
Didn't you last time?
Aw, thanks! The original author has recently played my mod and seemed pleased. Roderick is doing some storming work on the textures. Should not be long now....I've also pointed the Ua mod at the taurox too, but that won't be in the first release.
Hey! I found my old version of this. Wonder if it's worth modding in some new armies.
You better believe it!
Surely you can use an ability armour filter to stop that?
He's not been on moddb since october - I hope you still got a line of communication open!
People may, or may not be interested that we are looking to revamp and refresh this mod.
Shows how few mods people try beyond ua
Probably for craftworld, unlikely for orka, no for the others. You can just comment them out in the module by putting -- at the start of the line.
See above ^^
I hope to add this to vostroyans some day!
I have reworked this mod and it will be released soon. More polished, different game play style....should be good. Just awaiting some texture work - they will complement the Praetorians really well.
You will struggle for modellers, but we have most units done. Me or gambit may be able to help with scar, suppose it depends what you need?
Have you tried the explorators mod?
Hey guys, once again let us know if we can help - there's not much of a developer community, but we have gambit on scar, code and ai, a texturer and some testers. Seems a shame to be stuck in limbo for so long when not many players are left - it will cost you adding gargoyles though!
Dangerous.... Lp1 does big damage to whole squad. You can drop Dreadnought spiders on squads. Drones are best used to sneak into bases and lps.
Turrets have no cap, plus you can aggressively turret by dropping them behind or on top of the enemy. You have to come out the hurdles as admech.
Personally I wouldn't make a new race, I would tuck the hq woodlouse into sm or ig and have it as a branch or ally. That one unit spawns most things.
No idea who has the assets, so unlikely.
I don't think so, it's just always been slow.
You could always try combining the vanilla race mods for a different experience.
Yes, pretty much all race mods too. Soulstorm is the goto as it has a better engine
I have replied via PM as you have taken the time to write a long and detailed reply so it only deserved the same level or reply out of respect. As such, I don't want to fill this whole screen with our conversation! If anyone else has a particular query about any of our mods, then feel free to PM me - but I am pretty busy with rl!
Still holding out for gargoyles as it seems likely that this is a final release! If me or the thudmeiser team can help, let us know!
It's always been like that, nothing to do with me - likewise unification, I've not really ever used it.
For the whirlwind that will be in the SBPS/races/thousandsons/squad_whirlwind (or whatever) and then in the squad requirements in will have a squad cap of 1.
Ahriman... yeesh. I think there may be a research limit in his ebps file of 6. But that's exhausted my memory.
What do you mean 'Might' have to check this out? Get it done! :D
That accurately reflects this mod, I think!