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  (90 - 120 of 569)
zahaqiel
zahaqiel @ Tyranid Mod

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

Good karma+2 votes
zahaqiel
zahaqiel @ Tyranid Mod v0.5b2 for Soulstorm

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.

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod v0.5b2 for Soulstorm

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.

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod v0.5b2 for Soulstorm

Yep. Will need it until we release 0.5b3.

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod

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

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod

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.

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod v0.5b2 for Soulstorm

What's the file called?

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod

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.

Good karma+2 votes
zahaqiel
zahaqiel @ Tyranid Mod

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

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod

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

Good karma+1 vote
zahaqiel
zahaqiel @ 0.5b3: More Developing

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.

Good karma+3 votes
zahaqiel
zahaqiel @ 0.5b3: More Developing

Is what death?

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod

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

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod

Synapse units generally detect stealth.

Good karma+2 votes
zahaqiel
zahaqiel @ zahaqiel

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.

Good karma+6 votes
zahaqiel
zahaqiel @ zahaqiel

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

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod

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.

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod

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.

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod

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.

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod

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

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod

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

Good karma+4 votes
zahaqiel
zahaqiel @ Tyranid Mod v0.5b2 for Soulstorm

Have you activated the mod in the game manager?

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod v0.5b2 for Soulstorm

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.

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod v0.5b2 for Soulstorm

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

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod

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.

Good karma+2 votes
zahaqiel
zahaqiel @ Tyranid Mod

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

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod

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

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod

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

Good karma+1 vote
zahaqiel
zahaqiel @ Tyranid Mod

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.

Good karma+1 vote
Level
Avatar
Avatar
Last Online
Country
Australia Australia
Gender
Male
Friends
Become friends
Member watch
Start tracking
Comment Statistics
Posts
569
Per day
0.1
Members
9
Mods
396
Articles
97
Media
10
Downloads
97
Groups
1