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  (30 - 60 of 494)
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
zahaqiel
zahaqiel Jun 5 2014, 11:46am replied:

Probably try putting TW as RequiredMod.4 and everything else above it.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel May 30 2014, 11:39am replied:

If you deleted the locale files from the Tyranid Mod you're not going to have any names.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel May 28 2014, 9:15am replied:

Okay, so the "without range" error is the game trying to locate the appropriate text in the locale files and not finding them. It sounds like there's a conflict in there somewhere which seems reasonable if you're mixing three mods (I don't know what Search and Rescue does - never come across it before, so I can see that being a problem).

The "acts of faith" are likely the construction powers with the wrong text put to them.

And "Without Number" is a reference to the tabletop game. We are already changing that to being a research so it'll cut down on the gaunt options a bit.

You may find it easier to play the Tyranid Mod straight first so you can get a feel for how it works before doing your mod mix because that locale conflict is going to make it really hard for you to learn it. Tyranids are very different from other races.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel May 25 2014, 10:05pm replied:

Depends how you're doing it. Are you adding Titanium Wars to the Tyranid Mod, or the Tyranid Mod to Titanium Wars? The load order in the module file can make a difference on both those things.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel May 22 2014, 11:13am replied:

For the moment we're not working on a Dark Crusade version, primarily because there are less mechanics for us to work with in DC.

Once we've finished working on our Soulstorm version we may try and adapt it to DC, but given that DC's balance is ridiculously different to SS and we'd have to do everything differently (and with less options for you as a player to use) it would effectively be two separate mods. As you can see we have enough trouble just working on one. :P

+3 votes   mod: Tyranid Mod
zahaqiel
zahaqiel May 14 2014, 10:35am replied:

The file is an exe, it should run itself. If it ends in anything other than ".exe", then what you have is not the installer file.

If it does end in ".exe" then the fact that it's asking you that means you have bigger problems.

+1 vote   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel May 12 2014, 4:32am replied:

I haven't updated the list, but looking over it most of the developments I know have occurred since I put it up have been off-list.

Mostly it's been Ministry and I talking over the *cough*couldn'tpossiblysaybefore0.6*splutter* and how that affects the *cough*buildingyou'llhavetoguessat*cough*. There's been some progress there and we may put some pics up in a bit, I have no idea where Miros is at or what he's managed to get done. He kinda jumps around a lot when it comes to completing stuff.

+2 votes   mod: Tyranid Mod
zahaqiel
zahaqiel May 4 2014, 10:37pm replied: +6 votes   mod: Tyranid Mod
zahaqiel
zahaqiel May 2 2014, 5:04am replied:

Um... the download file is an exe which does exactly that.

+2 votes   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Apr 27 2014, 12:33pm replied:

When you try to run the installer, or try to run the mod?

+2 votes   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Apr 22 2014, 9:34pm replied:

Weird. To be honest it's been ages since I last played it, I'd need to give it another run through to refresh my memory.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Apr 22 2014, 9:28am replied:

As I recall it's a pretty standard map, just really huge.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Apr 12 2014, 10:43am replied:

Well most of the coders we've had were proficient in LUA coding already.

Our modelling guys were already studying modelling and decided to help out because it gave them stuff to do in their free time that let them practice what they were already doing. Ditto for our animators.

Our UI artists were all already doing digital art in their own time so again, this gave them some practice at doing more complicated stuff.

I guess it really depends on what part you want to start with. Doing it all on your own is probably going to be a bit rough given how much goes into a full race mod.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Apr 10 2014, 1:23am replied:

We don't, but there is a lot of information on the relicnews forums.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Apr 7 2014, 4:00pm replied:

Hope things get better soon.

+3 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Mar 31 2014, 11:37pm replied:

I have indeed. If you want us to host it as an installable package for you, we can do that. :)

+2 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Mar 27 2014, 2:54am replied:

If we had a Russian translator we would - but we've only got translation staff for German and Italian unfortunately.

+2 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Mar 25 2014, 1:31am replied:

After 0.5b3 - but we figure it saves time for people who aren't involved in the 0.5b3 updates to start work on the 0.6 stuff now. That way it's less work after 0.5b3.

+3 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Mar 22 2014, 3:18am replied:

Miros has a lot of IRL stuff, so code is slow but progressing. And Ministry has been doing up a new unit for 0.6.

+3 votes   mod: Tyranid Mod
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