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 499)
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
zahaqiel
zahaqiel Mar 19 2014, 8:09am replied:

We are aware of the bug, I believe we have it fixed for 0.5b3. Unfortunately we don't have a patch for it in the meantime.

+2 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Mar 15 2014, 12:44am replied:

There's a reason for all of those things - this is a spare time project of all of us. We don't get paid to do this, we have to work it in around our real lives. That means things happen very slowly until we're close to a release.

Sorry if that makes us "too quiet", but we're hardly going to be loud when we have nothing to say.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Mar 14 2014, 9:38am replied:

Buy and install Soulstorm through Steam.
Download and run our installer.
Run Soulstorm.
Go to the game manager and activate the mod.
Play with Nids.

Our mod installer should detect the install location of Soulstorm regardless of how you've installed it.

+2 votes   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Mar 9 2014, 7:08am replied:

It's a known issue, we're looking into it for 0.5b3. I would recommend in the meantime playing with the AI control panel.

Like I said to the person who thought the mod "ruined" Soulstorm, if you're running Windows 7 or earlier, check in your start menu for the "Tyranids AI Control Panel". In Windows 8 and higher, you don't get the start menu shortcut yet, but it can be found in your Soulstorm folder under Tyranids\data\ai\AIControlPanel.exe.

It gives you complete control over the AI settings for each AI tier.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Mar 9 2014, 7:07am replied:

The Objective Points Mod is included with 0.5b2. You can indepedently update it if need be, but it should work straight out of the box.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Mar 9 2014, 7:04am replied:

The AI hotfix is just for 0.5b2 - it's a bug specific to that version. If they said to use 0.5b1 then ignore the hotfix.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Feb 28 2014, 3:25am replied:

Have you tried the CPU player patch?

+2 votes   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Feb 20 2014, 2:16am replied:

Not sure what you mean by "making it not a game option", but if you want to use our mod with another mod, there's always the combiner method.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Feb 20 2014, 2:16am replied:

I'm not going to go over something we've already gone over in great detail, so I'm simply going to give you the news post we put up on exactly this issue:
Moddb.com

+2 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Feb 17 2014, 2:02am replied:

Sorry you had a bad experience with it.

If you're running Windows 7 or earlier, check in your start menu for the "Tyranids AI Control Panel". In Windows 8 and higher, you don't get the start menu shortcut yet, but it can be found in your Soulstorm folder under Tyranids\data\ai\AIControlPanel.exe.

You can tweak every AI level to behave pretty much however you want from there. If it's too hard, turn it down. If it's too easy, turn it up.

But yes, as Fuggles says, we use the same AI team that pretty much every other major mod does.

+2 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Feb 8 2014, 9:11pm replied:

Go to the Game Manager in the main menu, it should list the mod. Select it, then click the Activate button.

+2 votes   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jan 31 2014, 8:25pm replied:

That would be because not all the units have sounds. Genestealers should though, so like I said before I'd recommend checking your sound settings.

+1 vote   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jan 29 2014, 8:37am replied:

Weird. That's the exact opposite of what most people experience when combining the NidMod - generally it works for the player, but not the AIs.

+3 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Jan 27 2014, 2:11am replied:

The sound thing - no, that isn't normal. Have you checked the in-game sound settings?

Buildings vanishing - that shouldn't happen either, but we've had some very rare reports of it happening. Have you updated Soulstorm with the official patch?

+1 vote   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jan 25 2014, 10:02am replied:

oi did you read the FAQ that we keep posting in the news article or any of the comments in this thread?

+1 vote   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jan 24 2014, 2:26pm replied:

Did you read the FAQ that we keep posting in the news articles?

+1 vote   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jan 23 2014, 11:47pm replied:

We put up links on our forum. The main download is here:
Tyranids.gameapollo.com

The computer player fix is here:
Tyranids.gameapollo.com

+1 vote   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jan 22 2014, 1:07am replied:

Apparently "it's a carnifex thing" according to Miros, and it's on our list of things to fix already. :)

+2 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Jan 19 2014, 9:11pm replied:

Hmm, no it's not. Bioplasma should have its own FX.

We had a bug during the pre-release betas where a lot of the FX got scrambled, and we thought we'd fixed them all but I'm guessing we missed this one. I'll tell Miros, he'll see what needs to be done.

+2 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Jan 19 2014, 5:02pm replied:

That could be the bioplasma attack.

+2 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Jan 15 2014, 11:05am replied:

The intention is to make sure that there can't be problematic parts... but we'll see how it plays out.

+1 vote   article: Titanum Wars Mod (SS) was restricted here on ModDB
zahaqiel
zahaqiel Jan 15 2014, 9:32am replied:

We'd be totally fine with that.

As I've been saying for a while, the problem is that we use a model of distributed ownership when it comes to our art. Our modellers have authorised us to use their work, but we cannot authorise other people to do so without their say so. We'd face legal issues ourselves if we tried. So instead, we do what we can to increase compatibility with other mods. That way our modellers get to control where their work is used, and everyone still wins.

+7 votes   article: Titanum Wars Mod (SS) was restricted here on ModDB
zahaqiel
zahaqiel Jan 15 2014, 8:43am replied:

For the record, we're aiming for 0.5b3 to be split into two parts - tyranids.module and tyranid_resources.module. The tyranid_resources mod will just be the models, animations and sounds portion of the mod and the main mod will combine it into the rest of our work.

This should allow anyone to build any kind of mod they want from the ground up and add in the Tyranid Mod art files without worrying about combiner-based code conflicts while still using the combiner method - or they combine with our main mod and use all our crazy code as well.

+5 votes   article: Titanum Wars Mod (SS) was restricted here on ModDB
zahaqiel
zahaqiel Jan 15 2014, 3:15am says:

As I've stated multiple times, our modellers have a standing arrangement with the Tyranid Mod team (one which has existed for years and everyone else for the most part has respected) not to allow other people to repackage their models without their consent. This allows them to control how their work is used, which is something that matters to them in their real world careers. I attempted to get their permission for GrOrc, but was unable to do so. Funnily enough, since they didn't supply consent, GrOrc doesn't have their consent.

That's how ownership works. There is no such thing as "abandonment" when it comes to ownership of digital property - and unlike an opinion GrOrc has expressed earlier, silence isn't consent in any legal jurisdiction.

And as for it "not making sense" to use a combiner method, that's entirely up to GrOrc. His mod could be made combiner-compatible, but that's entirely on him. The "many-many" technical reasons can all be fairly easily worked around.

In any event, our next release of the Tyranid Mod should make it significantly easier for any mod team to make use of our art resources using the combiner method without having to resort to following GrOrc's bad example. I'm sure some clever person will create a combiner mod for TWM and leave GrOrc's privately-distributed version in the cold.

Now GrOrc, kindly stop spamming the Tyranid Mod feed. I've already stated that any posts you make there will be removed because you choke up our feed with your nonsense, which distracts us from helping people who actually respect the rules.

+5 votes   article: Titanum Wars Mod (SS) was restricted here on ModDB
zahaqiel
zahaqiel Jan 13 2014, 3:16am says:

Well the new Nids are out. It's an interesting mix of changes. The Haruspex is particularly horrifying. :P

+3 votes   mod: Tyranid Mod
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