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  (60 - 90 of 542)
zahaqiel
zahaqiel Oct 9 2014, 10:22am replied:

If they have a "RequiredMod.x = Tyranids" line in their module file, then as long as (a) you've got the Tyranid Mod installed, and (b) you've activated the other mod (the one that uses "Tyranids") in the Dawn of War game manager, then you're good to go.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Oct 9 2014, 10:20am replied:

Extract it to your Soulstorm main directory.

If you open the zip file it already has the Tyranids folder structure in it, so you need to aim it at the folder that the Tyranids folder is in.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Oct 7 2014, 9:03am replied:

We've had the models done and animated and included in our mod package for a while. We haven't added them as in-game units yet because they wouldn't fit in the current tech-tree. They will fit in future tech-trees.

+2 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Sep 30 2014, 6:06am 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

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

Is what death?

+1 vote   news: 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 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.

+5 votes   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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