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Comment History
Ungolyant
Ungolyant - - 21 comments @ Codex 3.6 (beta)

So i'll think on what I find too strong. Be sure that before summer you'll have a very comprehensive list !
thk

Good karma+2 votes
Ungolyant
Ungolyant - - 21 comments @ Codex 3.6 (beta)

I stopped playing on this mod more than 1 year ago, mostly because of a lack of balance.

I'm really happy to see that you havn't abandonned this project, so I just tried this 3.6 version during a couple of games today.

I must recognize to be a bit disapointed, because the problems are still there : squig bombs, pod turret for BA, psychic power for GK ...
Do you plan to try to change this ? Do you want us to build a list of what seem outpowered ?

Nonetheless, what I previously said schould not be remembered to describe your mod, which will surely stay in my mind as one of the best I ever played.

Good karma+2 votes
Ungolyant
Ungolyant - - 21 comments @ Fix5 for GiFR beta1

Will check that, for sure.

Good karma+2 votes
Ungolyant
Ungolyant - - 21 comments @ Fix4 for GiFR beta1

So in fact you put only 2 sergents for IG veterans ? We'll see if it's a good idea. I may be able to play in about 10 days.
And thanks for Lord Commissar, I'll try it against a close contact race (such as orks).

Good karma+1 vote
Ungolyant
Ungolyant - - 21 comments @ Galaxy in Fire RELOADED

In fact, you shoot with plasma in those buildings if only you are at T2 or more (if I remember well).

I prefer the idea with the sergent, because he's normally available when you build the armoury, at the same time that you can upgrade them with heavy armour.

Good karma+1 vote
Ungolyant
Ungolyant - - 21 comments @ Galaxy in Fire RELOADED

1st game
- I think it's better build the tactica control closer to the ennemy, because it's really easy to defend it and at the opposite difficult to destroy at early T1 even T2.
- In my opinion, Yaraƫl schould have equiped his scout with sniper, and against IG directly made ASM. And with them, focus on Company Command squad.

I don't agree with what you said on demolition charge with veterans. The problem is not the demolition charge, the problem is that Veterans can be upgraded with heavy armour + inflitrated + demolition charge + benefits from all the upgrades of normal guard (which mean moral, but also special weapons or life).
So, what I suggest is to come back closer to the AM codex for veterans : each squad can decide to have a heavy armour OR be infiltrated OR have demolition charge.

I also find that there were not so expensive, but if you have to pay these upgrades for each squad it will be okay.

Is it possible to implement this system ? I imagine Veteran's Doctrines like the way Chaos Space Marines have to choose between the Chaos Marks, meanwhile some upgrades will be available for Veterans under conditions : such as T2, or armoury ... as it already exist.

Good karma+1 vote
Ungolyant
Ungolyant - - 21 comments @ Happy new year and a new fix

Happy new year.

Good karma+2 votes
Ungolyant
Ungolyant - - 21 comments @ Fix3 for GiFRb1

It maybe a good idea in fact, I quickly check today.

Good karma+1 vote
Ungolyant
Ungolyant - - 21 comments @ Fix3 for GiFRb1

Whoa, lots of changes this time. I can see that necrons have suffered a huge decrease.

And about IG, i'll have to change all of my tactics, that's not really faire :)
I'm not sure to give them a psyker at T1 is a good idea, but i will see (of course it depend on the powers he has at this moment).

Good karma+1 vote
Ungolyant
Ungolyant - - 21 comments @ Galaxy in Fire RELOADED

I disagree : if Tau lost some battles it's because they were Tau, nothing else.

The armoury requirement is a really good point. When do you think you'll release it ?

Good karma0 votes
Ungolyant
Ungolyant - - 21 comments @ Galaxy in Fire RELOADED

Good match. Do you think ASM still need to be less strong ?

Good karma0 votes
Ungolyant
Ungolyant - - 21 comments @ Fix2 for GiFRb1

Thanks a lot for this fix. I know some Tau players that will now like playinf with this mod !

Some bug with the Tau units :
Riptide
- the icon become pink when equiped with a melta
- no shooting animation when firing with the melta
(i havn't tried with the plasma weapon)
- delay of 1-2 sec when the unit is ordered to move

Commander
- animation still bug when deploying his snare trap

Good karma+2 votes
Ungolyant
Ungolyant - - 21 comments @ Fix1 for GiFRb1

Great !
I'll check that as soon as possible.

Also, I posted some more bug yesterday but this strange forum tranformed my post in an edit of my previous one.
I had reported :

General
No death effects on several units : Helldrake, Geat Unclean ( already done) ...

Orks
- the burna boyz nobz has a bug when shooting : the projectile goes back !
- about Big Truck : no description for Flakk Gunz, and bug when firing with it (drivers moves strangely)

Eldar
- Guardians don't move to the proper ranger to use their melta/flamers when they are equipped with. Also, archon don't use his ability "destructor" (?) when he is upgraded with

Necrons
- No shooting effect on Night Scythe

Moddb.com

Good karma+4 votes
Ungolyant
Ungolyant - - 21 comments @ Galaxy in Fire RELOADED

juste about orks :
- the burna boyz nobz has a bug when whooting : the projectile goes back !
- about Big Truck : no description for Flakk Gunz, and bug when firing with it (drivers moves strangely)

Good karma+3 votes
Ungolyant
Ungolyant - - 21 comments @ The championship and future plans

WA campaign ?

Good karma+2 votes
Ungolyant
Ungolyant - - 21 comments @ The championship and future plans

Good news !

Can you tell us more about the campaign :
which races ?
like DC or SS one, or more roleplay like Winter Assault one ?
when it will be released ?
will it be another proper mod (like UA did for it's campaign) ?
will there be new wargears ?
will the Eldar builder learn more silly songs ?
...

Good karma+3 votes
Ungolyant
Ungolyant - - 21 comments @ Galaxy in Fire RELOADED

I'm not sure he was talking about making new races, but do more or less like Chaos : you chose the SM race, and in the game you chose your chapter.

The fact is that for SM it would be different, because you would choose you chapter only at the begginig and it would be all (whereas with SMC you can chose for each squad).

For instance :
- BA could have a death company which would replace some veteran unit. Other chapters won't have the possibility to use the Baal Predator
- DA could have the Inner Cercle instead of the 2 dev squads : 1 Inner Cercle squad is a 5-10 terminators squad but with both range or melee weapon, and maybe some more bonus.
Or veterans with dresses (!).
- BT with sword breathern squad, champion instead of psyker
- Salamanders with flamers and melta bonus (damage, range, more weapon available ...)
- Raven Guard with assault vanguard veteran, or faster assault SM
- Ultramarines as the "normal"=codex chapter
- ...

It has existed on codex mod, for example.


Yeah, I know, some people like talking !

Good karma+2 votes
Ungolyant
Ungolyant - - 21 comments @ Galaxy in Fire RELOADED

About the RAM problem : Steam synced back even with this modification
Moddb.com
?
About errors, we played on breach 2v2 multiplayer (all "human" ones) with Steam and no crash appeared. I'll see if others appear.

About Tau :
- Riptide isn't so good : a short range, a strange run animation ... but I suppose you are working on this one
- ... that's all for what i tried

Good karma+1 vote
Ungolyant
Ungolyant - - 21 comments @ Galaxy in Fire RELOADED

I saw for turrets, ork may be a problem but we'll see. I heard too that (plague) smc can have melta at tier 1.

Then, i tried IG, and i have some suggestions :
- why there is only 1 unit in the heavy weapon team ? Renegade has 3 as normal
- why the platoon cd can't give orders ? The Cie can.
- could you put demolition charges for the special weapon team ?

And we encoutered two problems lag during multiplayer :
- first, I can't play on a map bigger than 517. We tried to change something to allow the game to use more than 2GB thanks to CFF Explorer.
- in FFA 3 player the game stopped around 30 min after started. It was writed : "Sync error". I wasn't able to play anymore, but the 2 others friends were able to continue playing.
It could be because of my comp, but it seem strange because I already played FoK or Codex quite well, even in 4v4 online. Maybe Steam after all, I'll try without.

My comp configuration is :
Intel(R) Core (TM) i3 CPU
ram 3,00 Go
64 bits

I don't know if other people has the same problem as me (in multiplayer, i repeat).

In any case, i'll try another race.

See you

Ungo

Good karma+1 vote
Ungolyant
Ungolyant - - 21 comments @ Galaxy in Fire RELOADED

It's always a pleasure to discover a new mod on DoW, and this one looks really interesting. I just have tested SM in one game, and I can feel the difference : I like it.

However, I have lots of questions. (they are also suggestions i guess)
- why can't we upgrade a hero (captain, chapter master ...) with a melee weapon ? With a terminator armour ?

- i don't really know witch unit can see an inflitrated one. With SM, only the librarian and LR helios ?

- It seem that, during Tiers 1, only Heroes can destroy building, isn't it ? Meanwhile, we can build turrets. So, it would be quite impossible to face that, and the game won't be so fun. Why not make it available at T2 or more ?

And ... I think that's all. More question will probably arrive later.

Thank you !

Ungo

Good karma+2 votes
Ungolyant
Ungolyant - - 21 comments @ DoW40k: Firestorm over Kaurava

This happened to me because I play FoK in a different language than english. You have to follow these steps :
"- go on DoW40k_SS > Locale
- here there was only an "english" file, so i have created a new one called "french" (because my SS is on french)
- on this i put all the folders that were in the english one (a simple copy-paste)"

More tweaks to install this mod(fr) :
W40kgames.com

Good karma+1 vote