Thats really impressive looking, hows the pathfinding for units on the catwalks, is it finicky to get them up there or does it essentially just function like walltops?
Thats really impressive looking, hows the pathfinding for units on the catwalks, is it finicky to get them up there or does it essentially just function like walltops?
SUMMON
Just got a bug report, playing as the greenskins and ive noticed two things, one they are able to build both the regular mines, and the "Minez" buildings i dont know if thats intended or not, also the "Minez" building doesnt seem to build, when i first queued it up it made no progress, then when i removed it and added it again, it took the first turn off but then stopped making progress again, making it unbuildable
The only problem with that is they could be used kinda cheesily as artillery spotters
The Khazad-Dum campaign has been and remains broken as of this patch, i hear its the primary target of the next version though
So kinda like livestock in the vanilla game, except i assume they start at full capacity? Looks really great by the way.
Didnt really want to ask for help here but i cant find anything else, ive installed ROTWK to try out this mod, but my ROTWk when i try to launch it gives crashes with a long message about a DRONE HEALTH something or other and i cant figure out the problem, any help would be appreciated.
P.S. due to not having my rotwk discs anymore, and a new one being impossible to find, this is a less than legal verison, but i have seen many people get it working.
Will this make any other installed conversion mods unplayble or should it not effect them?
The excitement intensifies.
After looking at the recent screenshots of the BMD, and the two tanks, how will the zombie faction fight tanks? Just throw zombies at it in massive numbers till they punch holes or will there be a zombie in the style of a L4D tank?
Hate to be that guy, but how exactly do advanced trust engines work?
I may not know german, but the combination of that big x thing and the objectives in the corner looks like some sort of campaign mission or mayhaps even the random event missions like in vanilla EAW, either one would be great!
P.S. I'm sure this gets asked alot but is there any plan to implement multiplayer GC in 1.2? Happy Holidays!
Heavily armoured low finesse bludgeoning tool, it's like the spaceship version of a troll. Me likey.
That big airship is reminescent of the Vulture from Halo Wars, which is a good thing, and looks ready to dish out some serious freedom.
Cool beans, and my apoligies for the gender mistake, i guess i sorta assumed Squeaks was a guy since thats the norm for gaming, and the question about the hiatus was from some posts i had seen on the TWC forum but i may have misinterpreted. All in all though, mod continues to look better and better.
Great story, it almost sounds like one of those archetypal stories that are found in variation in each culture, on a game related note is this alluding to a religous aspect of one of the factions? Also does this mean Squeaks is back from his hiatus and working on the mod again?
Good to see more updates, and im glad these areas of modding arent being forgotten, as defending a city of vanilla buildings with units from a mod always looks kinda wierd.
Background needs more mountain, other than that it is orgasmic.
I think there was a poll a while back in regards to the size of weapons, and it was decided that the large sizes would be preferred, because Warhammer.
might be personal taste, but they seem a little too "human-skin-toned" to me, perhaps a grayer color.
Do i sense a sharknado ring power or whatever they will be called in this coming?
Awesome, moar cool tanks, will this be a hutt unit-mercenary style or is it part of a mandalorian subfaction?
I am glad to see that land units are recieving the same amount of awesomeness as space units, as i find the land battles to be quite enjoyable and so many mods put so much emphasis on space combat and neglect land, btw awesome tank.
New Galatic conquest maps are going to be added in the next version, including one of exactly the type you described.
So i have 2 main observations in what i found while playing, one being a possible bug, the other more of a balancing thing. First the bug, i've found while playing as the CIS, when the republic AI invades using wookie warriors in thier army, if they use say only one non-wookie unit, aside from them, once all non-wookies are destroyed, the battle ends giving me a victory regardless of 3-8 wookie squads running around the map. Then when a second battle occured on the same planet, all the wookies that hadnt been killed were still there! Spawnkilling all my defending units before i could react. Secondly the balance issue, also in regards to the wookies, they seem a little overpowered for an infantry unit, with about 6 wookies able to almost demolsih an entier unit of droidekas, which are the consumate anti-infantry unit, not to mention about 9 shots from them being enough to level an AAT, i thinka reduction in either thier health or damage would be good to not make them invincible cheap army smashers. Aside from this great mod!
KananTheViking
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