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Okay....What is up with the quad artillery piece on the right that makes the Doomblaster look like a pea shooter? Also great work Zeidra! :)
Would the female characters be randomized in the Guardsmen squads or would they be their own squad?
I have honestly been thinking of a female concept to add to the Guard, since I am kind of disappointed with the vanilla Guardsmen models. I am glad you decided to go with this! I hope someone does provide you with a female model, though I doubt it is on any modelers to do list. :/
Issues with this suggestion might seem like its nothing to add less than 10 more units, however what many people don't realize is it is more difficult than it seems. For one, each unit and weapon attributes need to be rebalanced to fit the UA mod, they would also need to make new tech in order to unlock those units, which does take a little time. Also there are the legal issues to consider with this;the good Blood Angel models are either from the Codex or Dark Prophecy mod, which long ago the UA team flat out said they would NOT add new content from the Dark Prophecy mod (I could be wrong). The Black Templars and Dark Angels are also two seperate mods (if they wanted quality models), that would be three more mods to get permission from, which would be a hassle for just those units. Also, the main comment page is NOT for suggestions, to suggest new content go to the UA mod forums in the "what do you want to see in the future? section"
I would have to put a "-" as my vote. You are doing amazing work, especially with the Sisters; do not rush, just take your time. It is better to release a full version than just small portions at a time in my opinion.
Grab the Corona, its time for a beach party 40K style!
Dark Eldar doesn't have much to begin with even in the tabletop universe, they are the underdogs of W40k basically. I wish some new content for them will come out in the near future, it is sad when all the other factions are growing with their tech trees, and the poor ol' Dark Eldars still are plundering planets with the same old bland skimmers. :/
Those are UCS errors, in order to fix those, you would have to track down every individual unit with the broken text. When material is used from different mods, you must redo its text; otherwise you would get those errors in the description in-game. It does not effect gameplay in anyway, its just an annoyance.
It honestly doesn't even have to be a unit specifically, I was just basically asking if there was some sort of update on the progress you could show us. I understand with a project this big it is difficult to keep track of everything, however I am very eager to see how much progress you guys have made on this more than outstanding project the past 3 months since the last update. I am sure I'm not the only one.
It has been said before about adding different chapters of the Space Marines as a whole. If the UA team puts one in, then they would have to put in all of them. No mod team like the UA team can pick favorites, otherwise the community would bombard them with even more faction requests. Plus the balancing system of each mod is different, in order to have the race fully functional, they would have to edit EVERY little file, down to the small FX in order to make the race fully functional, and modders do have lives of their own. As much as the sub races like the different SM chapters would be cool to see with their own apocalyptic twists, it is just not possible for them to be added in the UA mod, or any other mod that has more than just a new race such as the Codex mod.
Is there anyway you guys can give us some updated news on WIP models and such? Its been 3 months according to the system since the last update.
I agree as well, however what do you expect from a medical official that not only has to tend to even the harshest of wounds on friendly soldiers, but also have to engage in close combat with a chainsword of all weapons? If you could come out of even a small skirmish without a drop of blood on your armor, you probably are not doing your job as a medic correctly. :)
Its the remains of a fallen Tyranid from the Tyrannical war, Carnifex by the looks of it. Very nice touch to a otherwise bland rhino. Gives the Rhino more of a fierce look, even though we all know its still just a transport with little combat potential. Would this Rhino model give bonuses to nearby units such as morale for the symbolism of the model, or is it just a retextured rhino?
No! She saved us all from becoming corrupted by the filth that is Slaanesh.
This game is so awesome! I love the Little Sisters, they are so cute I just can't bear killing them :P
Perhaps it could act like more of a forward base with the following criteria:
-Can be placed anywhere (Does not have to be within friendly supply zone, this would also address the space concerns; I already have enough trouble trying to fit the Ork Teleporta as it is)
-Can relocate like other Eldar structures
-Would be able to produce a mixture of infantry and vehicle units (Including perhaps Bonesingers to reinforce the position with turrets)
-Can act like a Webway gate capable of holding even vehicles
-Capable of independently infiltrate itself (Does not need a Webway or Websail near it in order to infiltrate, could possibly share the specific research as the Websail does in order to do this)
-Maybe even make it so it can use the Tau's shield generator ability, only protects a more vast area
-You could also program the pillars with something like plasma weapons so the structure could hold its own
My suggestion for this structure is basically make a fortress like structure in which you can bunker down with it on a hill and build defenses around it, allowing you to hold the position and resupply it without having to relocate troops.Also, giving the enemy hell to try and dig the pesky Eldars out from the position :)
Did you download the required mods? If you tried to start the new races, it also requires the Tyrannid, Daemons, and Daemon Hunters mod...Install those as well then see if it works
For those of you who are asking about steam, here's where you will find the directory.
After extraction, the files must go into the Program Files (x86) (Or whatever the folder is for you with all your programs)/Steam/steamapps/common/Dawn of War Soulstorm (Which is obviously the directory).
Again its Program Files (x86)/Steam/steamapps/common/Dawn of War Soulstorm
The extraction is the same as it would be for the disk version or any other mod, just different directory...If you claim its not working...Its not the mod, you did it wrong!
Any news on when the next version will be released?
I was just wondering if you were planning on adding an Imperial equivalent of that Chaos Basilisk turret? I think it would be cool to add that for the Guard if it would even be possible! Great work on the Chaos Basilisk turret as well, it looks awesome!
Oh wow I didn't even realize that! Just as long as the compression takes away most of the burden on the download, it would help a lot for my sanity :)
Would it be possible to make a torrent for a compressed exe file? It takes me a few days with just 6 GB so 40+ would just take way too long and would take up all my computers energy for other internet related activities until its done. I'm sure I'm not the only one with this problem.
Would we be able to use the destructible terrain in our own custom made maps?
It has been a while since we have heard anything, is there any update that could be given? Thanks!
Is that the Armageddon Pattern Medusa? I've been dying for one of those models in a mod! I know there is an Armageddon Pattern Basilisk from the Steel Legion mod (and a Chaosified one in the Renegade mod), but never seen the Medusa variant! Can't wait! :)
Is this 3 Basilisk Magnus Arty Guns on a Baneblade Chassis? Genius!
Hello soundwave! =D
After countless games I found some really irritating things that should be fixed.
1. The Imperial Guard AI is just not even a challenge even on insane mode. All they really do is build countless infantry and camp in their base. They rarely upgrade their listening posts, and I barely ever see even a Mechanized Command until after about 20-30 min which is a bad time to start producing tanks.
2. The fact only Orks produce their relic units takes the fun out of the AI. I never see any relic units from any AI faction which should be considered in a later update.
3. Probably the most irritating are the Necron Possessing Scarabs. If it wasn't bad enough they have unlimited flight range, they can also single handedly wreck an entire base with ease. I feel they need to be taken down a notch big time.
4. The Tyranids seriously need to be revised. The AI just rushes you since all they need to do is literally build off one unit to another. Once you push them back (If you can), they just give up and give little resistance the rest of the game.
My friend and I love this mod, however we think these 4 major factors should be edited to make gameplay 10x better! I hope your even considering continuing this project, because there is so much more you can do!
Hey Zeidra, i'm sorry to bother you about this, but I just wanted to ask you what program do you need to add a new race including units, abilities, buildings, etc? Me and my friend want to make a mod including several new factions and many more units for existing factions (I'm starting with the Death Korps). If you could tell me what i need tool wise (I already have the DC Mod Tools and the Corsix mod studio). Also some advice on how I can even make this happen? Thanks!
It has been a while since you guys posted any news. Is there more to come with this mod, or is what you have pretty much all this mod will include? I am really hoping that you continue to expand on the mod such as new defense structures, units, abilities, tech, and of course bug fixes. If there is more to come, could you perhaps give us an update on future updates?