Hey all, I'm the current Tyranid Mod administrator. Just so's you know, I don't check my personal page regularly so I am liable to miss any comments you leave me here. Anyone wanting to give feedback on or ask questions about the Tyranid Mod should do so at the Tyranid Mod page or the Tyranid Mod forum (check my homepage link). :)

Comment History  (0 - 30 of 483)
zahaqiel
zahaqiel 20hours 56mins ago replied:

I will answer that with two observations:
- UA requires the Tyranid Mod
- Gargoyle animations were never on the 0.5b3 checklist, but updating some of their FX was

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel Sep 29 2014, 12:26pm replied:

Around the same time Stryer left or maybe a bit after (it's been a long time, the order is a bit hazy), Kaveman and Robskib took over leadership when the original leads left with me doing the main gameplay design work as an extension of my fluff research I'd already been doing for the team.

Eventually those two left because they got old enough to get into uni, leaving me in charge since I'd been keeping on top of all the design decisions the whole way through and I'd been the one supplying most of the design decision options for the team to discuss under Robskib and Kaveman. El Perro left a bit after - he kinda just disappeared one day. Took us a few months to get Miros (our current coder and animator and FX-maker), but he was a god-send - he could code pretty much anything I could come up with to design, which meant a lot of the stuff we had put on hold suddenly could be put in the game.

There are a bunch of people I've left out - they're mentioned in our credits (Typhus22, Jay_Ray and Ministry, our other modellers, Warlord Kentax on sound - and a bunch of other random sound contributors, who would appear, do some work and then mysteriously vanish and become uncontactable) which probably need a bit of updating. To be honest, the mod has lived through about four editions of Tyranids in the tabletop game so there's been a lot of things to influence our decisions.

From the original team onwards though, we really wanted Tyranids not to operate like other races. A lot of our design was around cultivating certain playstyle attitudes - territory should be defended by units only, no turrets, players should want to be spamming as many units as possible, etc. Those were the kinds of goals we've been chasing the whole way through and I'm hoping that we've captured the feel of a race that wants to do nothing more than throw billions of creatures at their enemies until there's nothing left to eat.

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel Sep 29 2014, 12:26pm replied:

It's been about 9-10 years since we started. The original team was lead by a guy who went by the username |-|ive Tyrant and another guy who went by Lord Azrael and our original coder was Gwalchavad. We've had three or four hosting changes since those days, so I'm not sure we have contact details for them anymore. They all kinda faded out of the mod scene after they left us.

I've been with the team since a few months after it started (they had just released 0.2 at the time, which had all of two models in it - rippers and genestealers). Originally I was just a random forumite who acted as a fluff researcher to assist with decision making and keeping the mod in-line with the setting, and I happened have a bad habit of memorising all the decisions the team made which wound out assisting them so that way they didn't need to keep rehashing the same old conversations.

There were a few other key members at the time - Stryer (the original modeller), Kaveman and Robskib (the two main animators), El Perro (our coder after Gwalchavad left), and -X- (who did most of our pre-modelling design work for the aesthetics). We've put up most of -X-'s original sketches on our website for posterity because it was some really awesome work.

Stryer eventually had some creative differences with the mod team leads, he left to make the Splinterfleet mod which was a different take on the Nids. Stryer's leaving was the original reason we instituted an agreement on how the model assets would be handled - because he owned his work and was using it to advance his own career in 3D modelling, we had to put in place an agreement on how models would be used and who would have authority to work with them. That became a thing we did for all our modelling staff, as we kinda made clear late last year when certain people tried to do certain things with them without permission.

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel Sep 23 2014, 11:37pm replied:

There isn't meant to be a builder unit. Please either read the comments in this thread which cover this, or else the FAQ which has been on five of the past six news updates.

+1 vote     download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Aug 28 2014, 2:49am replied:

If you've got the exe file, just run it from wherever you downloaded it - it will install the mod files into the correct place.

+1 vote     download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Aug 28 2014, 2:49am replied:

Yep. Will need it until we release 0.5b3.

+1 vote     download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Aug 17 2014, 9:28am replied:

Apparently the Steam version of SS has already been updated to fix the issue.

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel Aug 11 2014, 6:06am replied:

Sorry about the delay in response - been in another city for a few days.

Yes, the recent update for the Steam version of Soulstorm is causing problems. Unfortunately it seems to be affecting pretty much every mod.

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel Jul 31 2014, 2:38pm replied:

What's the file called?

+1 vote     download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jul 24 2014, 2:14pm replied:

That would be all the "Fix FX" items in the to do list we put up in the current news item. We're down to the last unit that needed updating last I'd heard.

+2 votes     mod: Tyranid Mod
zahaqiel
zahaqiel Jul 23 2014, 6:21pm replied:

That would involve breaching the Dawn of War 2 EULA and redistributing work that we do not own.

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel Jul 23 2014, 3:43am replied:

Have you used the CPU player patch? The link for it is in the news post.

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel Jul 21 2014, 8:39am replied:

Try this instead:
Tyranids.gameapollo.com

+1 vote     download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jul 12 2014, 2:10pm says:

So apparently our list of remaining tasks is now down to:

Animation
1. Hive Tyrant:
- Re-animate
- Center synapse marker
- Sync kills/deaths
2. Warriors:
- Sync deaths
- Thrown anims
3. Buildings:
- Tweak birth and idle animations (warrior hive, HQ)
- Low-health idles
- "Debris" texture

OE
1. Unify weapon FX (only Tyrant missing)
2. Add few missing sounds

Code
1. Suggested changes:
- Research time and cost changes (?)
- Carnifex roster redesign (?)

If you compare to the list in the news post, we've knocked out the majority of our intended goals already. Just a few more to go now.

+3 votes     article: 0.5b3: More Developing
zahaqiel
zahaqiel Jul 12 2014, 2:01pm replied:

Is what death?

+1 vote     article: 0.5b3: More Developing
zahaqiel
zahaqiel Jul 12 2014, 2:01pm replied:

They all have a glowing Ripper icon underneath them. Broodlord, Warriors, Tyrant, Zoanthropes, etc.

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel Jul 10 2014, 10:32pm replied:

Synapse units generally detect stealth.

+2 votes     mod: Tyranid Mod
zahaqiel
zahaqiel Jul 3 2014, 6:32am replied:

He's allowed to put any version of his mod on ModDB that does not include our content. I have no issue with him doing so, as long as he obtained the necessary permission to use any assets he didn't make himself. Not my battle to chase up every thing he steals though - just the Tyranid Mod stuff.

I'll forgive him when he stops giving away versions of his mod that DO have our content for money. Because that's what he's doing at the moment. He still refers to US as the "capitalists" however, because we protect our team's work despite not taking donations for any of it.

+1 vote     member: zahaqiel
zahaqiel
zahaqiel Jul 2 2014, 10:54am replied:

He asked us for permission to use a very specific portion of our work. The Tyranid Mod operates under the agreement that all its members retain final say in how their work is used, so I gave him options on how to have access to their work within the limitations of that agreement. He rejected our options.

He then decided to ignore us entirely, stole a lot more than he ever asked us permission to use (he basically stole absolutely everything we'd done and then made a few minor tweaks to it) and in so doing violated the terms of service of both ModDB and RelicNews.

At no point was GrOrc's goal to "impress" us. He has outright stated that it is his opinion he should be able to do anything he wants with anyone else's work. He has no respect for anyone and feels entitled to steal. He had plenty of opportunity to undo what he did before I got the admins here and on RelicNews involved - I made sure that it was entirely his decision to violate the rules of the sites he operates on and gave him fair warning of how I was going to respond and why. And you're trying to tell me that I, the ModDB admins and the RelicNews admins should have just let him get away with it because...? What exactly? He was a nice guy? Nice guys don't steal other people's work and then try to insult and bully anyone who objects to their actions.

As such I really don't care what your opinion is. Congratulations for being so heavily invested in something that's not really any of your business. Feel free to be nothing like me. I couldn't care less.

He stole, he refused to correct his actions, he suffered for it. End of story. You don't act like that if you want to impress people.

+1 vote     member: zahaqiel
zahaqiel
zahaqiel Jul 2 2014, 10:52am replied:

Sorry I missed this - I rarely check my personal page.

We have alternate hosting for the mod on our own website, you may find that downloading it from there produces better results:
Tyranids.gameapollo.com

+1 vote     member: zahaqiel
zahaqiel
zahaqiel Jun 30 2014, 1:42am replied:

We tried that. It's difficult, but it can be done. However the AI breaks. The AI player is incapable of building because it is designed to need a builder unit.

The reason is because buildings can only construct units. To get a building to construct another building it has to deploy a unit which immediately dies and uses a spawn_on_death method to create a building where it dies. The AI cannot differentiate between a unit that will spawn a building and a unit that will not spawn a building. So it doesn't know how to proceed.

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel Jun 29 2014, 11:37am replied:

Fair enough, that's a reasonable complaint. We're doing what we can to make our UI inter-mod compliant, hopefully we will have that working better for you in the next release.

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel Jun 29 2014, 2:18am replied:

Actually no reasons were given. GW left it up to the players to guess.

If memory serves it was a map in the back of a codex which showed the advance of Hivefleet Kraken and it happened to have a tombworld marked on it which the hivefleet went waaay around.

The common theories are:
- Tyranids can't eat Necrons.
- Necron gaussflayers actually destroy biomass by ripping things apart at the atomic level.
- Necrons are anti-psyker, so the hivemind doesn't like them.

But like I said, GW have never given an official explanation.

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel Jun 29 2014, 2:11am replied:

That's actually what we did. There is still a builder unit, it's just invisible and only selectable through the user interface.

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel Jun 15 2014, 9:01am replied:

Fuggles and a bunch of other modders have submitted this and other mod tweaks on our forums too for everyone else's benefit:

Tyranids.gameapollo.com

+4 votes     mod: Tyranid Mod
zahaqiel
zahaqiel Jun 12 2014, 11:26pm replied:

Have you activated the mod in the game manager?

+1 vote     download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jun 10 2014, 3:37pm replied:

Odd. It could be an incomplete download issue? If your connection was interrupted it may believe the file was completely downloaded when it wasn't.

+1 vote     download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jun 5 2014, 11:50am replied:

If it's not a .exe file, then the file is broken.

Try this link - we have a secondary hosted version on our own domain:
Tyranids.gameapollo.com

+1 vote     download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jun 5 2014, 11:49am replied:

Good move.

I'm not sure what's going on though if you're getting no range errors on unaltered Tyranids. I'd suggest uninstalling/reinstalling to see if that fixes it.

+2 votes     mod: Tyranid Mod
zahaqiel
zahaqiel Jun 5 2014, 11:47am replied:

We're going to be making the build menu much more obvious in the next release.

+1 vote     mod: Tyranid Mod
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