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  (150 - 180 of 497)
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 Dec 18 2013, 6:54pm replied:

The reason my response is "rude" is because I'm sick of explaining this to you over and over.

Use without permission violates ownership rights and the law. End of story.

How are you not getting this?

+6 votes   article: A Word on Ownership
zahaqiel
zahaqiel Dec 17 2013, 8:53pm replied:

My modellers, however, ARE engaged in commercial activities. They own these models and use them in their portfolios to get jobs.

You stealing them undermines their real world life, because it makes their work look non-unique. It also encourages people who might employ them to steal their work because it's less easily traceable if other people have too.

Get your head out of your arse. This isn't just about modding.

+6 votes   article: A Word on Ownership
zahaqiel
zahaqiel Sep 3 2013, 11:07pm replied:

Tyranids.gameapollo.com

This should answer most questions on the topic of what we are or are not planning to add.

+3 votes   article: 0.5b3: The Developing
zahaqiel
zahaqiel Aug 11 2013, 7:42pm says:

1) The Tyranid Mod team did not give you permission to copy, modify and redistribute our work. Doing so is illegal in multiple countries including the UK.

2) For someone who claims not to take any credit for the mods you're stealing, it's interesting that your licensing agreement tells people not to use "your" files or "codeing", since that's exactly what you've done.

3) 0.5b1 is out of date (the Tyranid Mod is now up to 0.5b2) - so for anyone actually thinking of downloading this mod, don't.

+6 votes   download: zXx Combine 1.0
zahaqiel
zahaqiel Sep 24 2012, 3:28am replied:

We're having trouble replicating the issue. Would you be willing to hop onto our forums and post about it in our tech support board?

We'll probably need to look at your log files to figure out the issue.

+1 vote   article: 0.5b2: Hivefleet Now In Orbit
zahaqiel
zahaqiel Jul 19 2012, 1:44am replied:

There's a news topic to say we started testing, try there. :P

+3 votes   article: 0.5b2: THE TESTENATING
zahaqiel
zahaqiel Nov 21 2011, 1:32am replied:

I'm honestly not too sure on the Hive Tyrant model. It may have been slipped in but unanimated, but it hasn't been in the series of updates I've been compiling in the past two months. I'd have to go check.

+2 votes   article: 0.5b1: Internal testing
zahaqiel
zahaqiel Nov 14 2011, 7:15am replied:

Yeah, no, there's a reason we didn't include that. Sadly it can't be done.

+1 vote   article: O.5b1: The We're Not On Schedule Update
zahaqiel
zahaqiel Nov 11 2011, 11:54pm replied:

Similar to, but not quite. We're drawing from their species classifications from last edition - so Gauntii, Carnifex, Tyranicus, etc. We found the buildings tended to match up to the species clusters so much that we might as well employ them. :P

+1 vote   article: O.5b1: The We're Not On Schedule Update
zahaqiel
zahaqiel Nov 10 2011, 3:10am replied:

A lot of the way we named them originally was literally grabbing a bunch of Tyranid-sounding words and mixing and matching.

We're gonna keep some of that, but all the major buildings will also involve part of the Tyranid species names so you immediately know the sorts of things it makes.

+1 vote   article: O.5b1: The We're Not On Schedule Update
zahaqiel
zahaqiel Sep 22 2011, 3:54am says:

As a general 0.5b1 update:
Consensus seems to be yes, we'll do a baseline release with rebalance, new art, bug fixes and whatnot because that's just as useful to us as it is to you guys.

I'll be pinging mod team members for their particular contributions over the weekend and then I'll do a news update sometime next week on that.

+2 votes   article: Modding, and when feedback becomes harassment
zahaqiel
zahaqiel Jun 14 2010, 7:46pm replied:

No planned updates for DC, but most of what we're doing in SS can be replicated in DC - so possibly at a later date.

+1 vote   article: 0.5: A taste of what's to come
zahaqiel
zahaqiel Jul 2 2008, 5:35pm says:

I log in all over the place, I have erratic sleep cycles.

For the record, I posted this a bit before midnight Wednesday my time, it is now Thursday morning.

+1 vote   article: Tomorrow
zahaqiel
zahaqiel Sep 1 2013, 11:38pm replied:

That. That is the thing that I mean. Tired, tired.

+2 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Aug 29 2013, 12:03am replied:

It's worth pointing out that this means on some maps you won't have enough space to hit maximum Influence.

+2 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Aug 28 2013, 9:03am replied:

The Influence cap is increased by placing more capilliary towers.

+2 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Aug 26 2013, 12:54pm replied:

Have you installed the patch listed in the FAQ in the current news article on our main page?

+1 vote   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Aug 25 2013, 9:37am replied:

Did you run the installer?

+1 vote   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Aug 16 2013, 5:08am replied:

^_^ Thank you kindly.

+4 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Aug 11 2013, 7:58pm replied:

Among other things, our new resource is based off the Faith resource and we use a couple of the mechanics developed for the Dark Eldar - we've basically eliminated the need for a builder, something which we'll have trouble replicating in DC.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Aug 11 2013, 6:53am replied:

"Great Devourer Mode" - it's a version without population or unit caps. We added it after a lot of requests for an "infinite" version of the mod.

+3 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Aug 11 2013, 6:52am replied:

Less. Unfortunately Soulstorm provided us with an easier route to do what we wanted and also has a very different balance style - so attempting to maintain a DC version alongside a SS version started becoming extremely difficult.

+2 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Aug 6 2013, 3:50am replied:

The HT weapons were a bit of a problem for us, but I believe we kept the Bonesword option.

+3 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Jul 30 2013, 7:00am replied:

Next version will be Soulstorm-only as well.

+2 votes   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jul 30 2013, 6:59am replied:

We have more coming. :)

+2 votes   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jul 30 2013, 6:59am replied:

You're not meant to anymore, it's been replaced. Check the news post, or earlier questions on this thread.

+2 votes   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jul 24 2013, 11:25pm replied:

Already working on it. ;)

+3 votes   mod: Tyranid Mod
zahaqiel
zahaqiel Jul 10 2013, 6:29am replied:

If don't have/aren't using the Daemonhunt mod, might as well remove that line.

Your opponent has the Tyranid Mod?

+1 vote   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jul 9 2013, 7:45am replied:

Singleplayer or multiplayer?

+1 vote   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jul 8 2013, 8:46pm replied:

Send me a private message, I'm gonna need a few more details on how you want to do this before I can give a proper answer.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Jul 8 2013, 8:44pm replied:

We don't feel that stealing models from DoW2 and repackaging them for distribution would be the best way to stay in business.

We also feel that using our own models keeps things interesting for the players.

And, yes, we've updated the HT texture. :P

As for the model variety issue, we have had people suggest this previously (I think it was for gaunts or genestealers, so the units are less samey). Our conclusion was that it would be nice to do, but increase our production time by a lot. And we're already pretty aware at how slow we are at releasing new versions of the mod.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Jul 8 2013, 8:39pm replied:

That's a known bug we've been looking at.

+1 vote   article: 0.5b3: Yes, It's Coming
zahaqiel
zahaqiel Jul 8 2013, 8:38pm replied:

1) Do you mind sending me a screenshot of the upgrades you mean? All of them should have descriptions in the standard mod, but if GDM is acting up we'll need to investigate further.
2) You answered this one already. :P
3) Quite possible, I'll look into it further. We're basically writing an entirely new resource into a game that doesn't like it when people do that - so we've had a few problems with it already.
4) I'll add that to our bug list.
5) We have flyer units in prep that are currently not available in game. We intend on making them available in 0.6 along with a whole bunch of significant gameplay options.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Jul 1 2013, 5:31pm replied:

We're working on animations for structures, along with new FX, yes.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel Jun 24 2013, 7:32am replied:

We have an alternate download link available on the Tyranid Mod forum.

+1 vote   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jun 19 2013, 2:04pm replied:

Should do. Just make sure it's got the right install location.

+1 vote   download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Jun 11 2013, 12:07pm replied:

Question 1: When it's ready.
Question 2: Check the FAQ at the bottom of the current news post.

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel May 24 2013, 5:58am replied:

Right, okay - gotcha. :P

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel May 24 2013, 3:37am replied:

Not sure I get what you're asking - are you asking us to make them larger, or are you asking to use them in Rise of the 7th Reich?

+1 vote   mod: Tyranid Mod
zahaqiel
zahaqiel May 22 2013, 6:44am replied:

We're gonna do what we can on that in 05.b3.

+1 vote   article: 0.5b3: Yes, It's Coming
zahaqiel
zahaqiel May 20 2013, 6:29am replied:

Detecting invisible units requires Synapse - so anything with the glowing Tyranid logo under it should be able to find invisible Eldar buildings. Lictors may also be able to do this too although I can't remember if they count as detectors.

As for the buildings disappearing, it's a known issue which we're still investigating.

+1 vote   download: Tyranid Mod v0.5b2 for Soulstorm
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