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 513)
zahaqiel
zahaqiel Feb 22 2015, 8:50pm replied:

There is a known AI issue which shouldn't exist in our next release.

Can you be more specific about your reclamation pool issue?

+1 vote   article: 0.5b3: More Developing
zahaqiel
zahaqiel Feb 22 2015, 8:49pm replied:

Still being worked on slowly.

+1 vote   article: 0.5b3: More Developing
zahaqiel
zahaqiel Feb 22 2015, 8:48pm replied:

Check the FAQ in the current news item on our main page.

+1 vote   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Feb 22 2015, 8:48pm replied:

Okay, two questions:
1) Are you looking in the Game Manager for the mod or just going straight to skirmish?
2) In your Soulstorm folder do you have a "Tyranids" and a "Tyranids_GDM" folder?

+1 vote   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Feb 6 2015, 8:16am replied:

That might do it. There's an invisible unit that manages construction, if your script manages unit movement then it may be queueing build orders and not allowing the builder to move on to the next task.

The buildings themselves don't need the builder to be present, they just need it to initiate the construction and they do their own thing from there.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Feb 5 2015, 7:51am replied:

We replaced that toxic miasma effect with a less graphics-intensive one.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Feb 5 2015, 7:51am replied:

That's actually kinda odd. That pause between buildings shouldn't exist...

But yeah, the AI on melee-heavy units can be a bit weird.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Jan 23 2015, 3:20pm replied:

...Did you activate the Tyranid Mod in the Game Manager?

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Jan 22 2015, 1:04pm replied:

Read the FAQ that's on the most recent news post (and a bunch of the ones before it).

+1 vote   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jan 22 2015, 1:03pm replied:

Extract it to your Soulstorm main folder.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Jan 15 2015, 4:25pm replied:

Most of the really cool stuff we've been working on just wouldn't work in the original Dawn of War unfortunately.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Jan 13 2015, 6:16am replied:

Hrm - that's an odd one. Could you hop onto our forum and start a thread about it here:
Tyranids.gameapollo.com

There's a couple of things we'll need to look into that bug and it's easier to do on a forum.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Jan 3 2015, 1:27am replied:

Hopefully. We were planning on releasing the next version last year. We don't really have anything more to show on the visual front though...

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Jan 3 2015, 1:27am replied:

Is the file you're downloading a .exe file?

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Dec 31 2014, 1:29am replied:

Known issue, fix coming in the next version. That's pretty much all I can say. If you get the sync error, you'll keep getting it unfortunately.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Dec 26 2014, 9:04am replied:

It should be assuming everyone playing has the mod installed and active, but there have been a few people who've reported that it can unexpectedly error out.

We've identified the error that causes that to happen and I believe we have it fixed in beta.

So the easy answer is "currently for some people".

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Dec 20 2014, 5:24pm replied:

Not yet.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Dec 11 2014, 9:19am replied:

The mod shouldn't change any console-level stuff.

+1 vote   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Dec 5 2014, 2:09pm replied:

No idea.

But that's also 'cause I don't know what you mean.

+1 vote   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Dec 1 2014, 12:47am replied:

I'm not 100% what you mean by this, your best solution is to take some screenshots to show us what you mean and then make a post here so we can assist you further:
Tyranids.gameapollo.com

+1 vote   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Oct 28 2014, 6:29am replied:

No, our current list is a lot smaller. We've got almost everything on the list done.

And by January I meant LAST January. Sometimes things take longer than expected. And by sometimes, I mean always.

+3 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Oct 27 2014, 7:22pm replied:

Notice how that is on the list in the news post? And has a tick next to it?

+2 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Oct 25 2014, 4:41pm replied:

There is that possibility. I can't guarantee it though - we were planning to release in January/February/March, but real life gets in the way and then things take longer than expected...

It's a problem, we know.

+2 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Oct 25 2014, 6:56am replied:

0.5b3 is still in the works.

+2 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Oct 23 2014, 10:28am replied:

Check the news post. It's in the FAQ.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Oct 22 2014, 5:14am replied:

Tried the CPU player patch?

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Oct 21 2014, 3:35am replied:

It's a known bug, not much we can do about patching it - but I believe we have it fixed in the test versions of the next release.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Oct 20 2014, 2:58am replied:

Not sure what you mean?

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Oct 17 2014, 7:52am replied:

It's not obvious. Miros and I were having arguments over it before it got released - it's going to more obvious next time.

You see the spot right above where the selected unit information displays? Move your mouse over that really central bit where everything seems to come together, and you should find it highlights the button.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Oct 16 2014, 2:17pm says:

1) It's not the Tyranid Mod's job to do GrOrc's work for him.

2) As I've stated many, many times now, the Tyranid Mod contributors have not consented to GrOrc using their work. I did manage to get hold of Ministry, and his response was >to thank me for protecting his work.<

3) We have not asked for GrOrc's assistance - if we wanted it, we would have. Attempting to convince us we need it is childish.

4) You didn't attempt to "negotiate" anything, you attempted to sneak information out of me for your own benefit and when that didn't work you filled out pretty much the entire front page of the Tyranid Mod's feed with demands. Not requests, demands - as evidenced by this supposed "petition". You don't like our answer that we don't want to work with GrOrc so you immediately attempt to gather up supporters to try and petition us again. Our answer isn't going to change.

And finally:
5) Why are you so incapable of doing mod work yourself? I'm dead serious about that. You expect the Tyranid Mod to build you a better Titanium Wars mod. We have our own problems, why can't you do that yourself? Or any of your 100 commenters you're looking to gather? You know what would help GrOrc way more than spending >almost a year pestering a team that wants nothing to do with that project<? Building your own team to help GrOrc. If you are honestly committed to helping him, why are you incapable of doing that?

This is my problem with all of you - you think it's okay to demand to be given other people's work because "truly creative people" (GrOrc's words) shouldn't have to do any heavy lifting. Whereas if you ACTUALLY thought this was a worthy cause, you'd be putting in effort yourself or trying to get some of those many fans GrOrc apparently has to contribute their own work.

Seriously, I want to see people trying to outdo our work. That would be amazing - we'd love that competition. But all you're going after is laziness, bullying and leeching other people's work.

+2 votes   article: "My fight, our hopes, our defeat" or "My actions for the Titanium Wars mod."
zahaqiel
zahaqiel Jan 6 2014, 11:54am replied:

Might be possible - for the most part we've abandoned DC because coding a mod for two games at once is quite difficult. But as a quick project after 0.5b3, I don't see why not.

+1 vote   article: More Tyraniduary...
zahaqiel
zahaqiel Jan 6 2014, 7:02am replied:

Having worked with other mod teams before on combiner projects, the majority of the glitches arise from UI differences, custom mechanics (such as Influence and the build system) and AI.

This should circumvent all those problems.

Also Miros seems to think we should be able to do it, so *fingers crossed for 0.5b3.*

+1 vote   article: More Tyraniduary...
zahaqiel
zahaqiel Jan 5 2014, 5:56pm says:

I've had a crazy idea this morning which would potentially boost Tyranid Mod compatibility for combiner usage.

I still need to talk it over with Miros to see whether I'm right about us being able to do this, but I think we may be able to make all the Tyranid art resources - models, animations, sounds, etc - be their own mod (something like tyranid_resources.module) which the Tyranid Mod would then load using the combiner method, like we already do with the Objective Points mod.

This would give other mod teams the option of combining with the main Tyranid Mod or just the Tyranid Mod art assets, which would then give them ultimate flexibility on how to work Tyranids into their own mods.

If it's possible, we'll have it in 0.5b3.

+2 votes   article: More Tyraniduary...
zahaqiel
zahaqiel Dec 18 2013, 7:18pm replied:

Which he explicitly does not have.

+5 votes   article: A Word on Ownership
zahaqiel
zahaqiel Dec 17 2013, 8:59pm replied:

You're actually wrong here. All creative activity is covered by law.

+8 votes   article: A Word on Ownership
zahaqiel
zahaqiel Sep 11 2013, 5:46am says:

Hey Gabriele - the Tyranid Mod team would very much like it if you didn't repackage our mod.

You can write an article on how to do this exact same thing, with links to all the mods and likely it will be an easier download for people since they're not downloading 1.4GB in one go.

+6 votes   download: Ultimate Apocalypse.rar Full!
zahaqiel
zahaqiel Sep 23 2012, 5:22am replied:

Check the news post. :)

+1 vote   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Sep 23 2012, 5:22am replied:

Did you make sure to uninstall any previous Soulstorm version of the Tyranid Mod before installing?

+1 vote   article: 0.5b2: Hivefleet Now In Orbit
zahaqiel
zahaqiel Dec 7 2011, 4:59pm replied:

Yeah, it's ClickTeam Install Creator Pro 2.0.

+3 votes   article: 0.5b1: The It's-Almost-Here Annoucement
zahaqiel
zahaqiel Dec 7 2011, 6:20am replied:

Yeah, we used to use NSIS, which worked great but for some reason the compiling script just crapped itself this time around. I can't figure out what's wrong so we're going to something simpler.

+2 votes   article: 0.5b1: The It's-Almost-Here Annoucement
zahaqiel
zahaqiel Nov 29 2011, 8:00pm replied:

Yeah, we're not using Power anymore, but Influence is being a pain to make work right so that's why the resources panel is looking a bit weird.

+1 vote   media: 0.5b2 Universal Build Options - Pic 2
zahaqiel
zahaqiel Nov 21 2011, 1:31am replied:

I'll see what I can do, we have the balance changes listed on our forum, so I'll put them into the release article when we do put up the new versions.

+1 vote   article: 0.5b1: Internal testing
zahaqiel
zahaqiel Oct 29 2011, 11:31pm replied:

It's designed for when you want to play Tyranids against a non-Tyranid opponent but want to be completely unbalanced (mostly for people who want to play crazy matches against the Insane AI). As Cylarne says, it basically removes all population and hard caps for specific unit types.

So rather than being limited to three lictors in game at any one time, you could have as many as you want. And you can keep spawning units without worrying about reaching your population cap.

+1 vote   article: O.5b1: The We're Not On Schedule Update
zahaqiel
zahaqiel Oct 7 2011, 11:41pm says:

Given we don't have a sound guy at the moment (seriously, they keep disappearing), about as well as can be expected.

+1 vote   article: 0.5b1: Midweek update
zahaqiel
zahaqiel Jun 16 2011, 12:56am replied:

At the moment this is just an animation/model test, they're not practically in-game.

And honestly, don't know why that is. Might be because it's a test version and the file structure's been tinkered a lot.

+1 vote   media: Gargoyles In-Game
zahaqiel
zahaqiel Jun 15 2011, 4:37pm replied:

Yes they are flyers, with all the pros and cons thereof. :P

+1 vote   media: Gargoyles In-Game
zahaqiel
zahaqiel May 21 2011, 5:22am says:

Fingers crossed, but that's what it's looking like.

+1 vote   article: New Release Schedule: Rapture Edition
zahaqiel
zahaqiel Jul 2 2008, 2:29pm says:

I live in a different timezone to most people, so I just abstract tomorrow to be something approximating "in the next 24 hours or so".

+1 vote   article: Tomorrow
Level
Avatar
Avatar
Offline Since
Mar 4, 2015
Country
Australia Australia
Gender
Male
Member Watch
Track this member
Comment Statistics
Posts per day
0.1
Members
9
Mods
358
Articles
93
Media
10
Downloads
83
Groups
1