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 479)
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
zahaqiel
zahaqiel May 20 2013, 6:26am replied:

It's a larger roving spore mine, from which ordinary spore mines will drop when it is destroyed/self-destructs. We've sort of side-stepped the need for them by allowing spore chimneys to deep strike ordinary spore mines onto your enemies (something you don't really get in normal tabletop games), so although they are pretty, we decided it would be redundant and possibly confusing to give you biovores, spore chimneys and mieotic spore sacks.

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel May 19 2013, 6:50am replied:

Hey, I missed this comment - sorry for not answering sooner.

We almost never have a problem with people doing this. And yeah, as you guessed, that's how most "combiner mods" work. :)

+6 votes     member: zahaqiel
zahaqiel
zahaqiel May 17 2013, 5:28am replied:

Oh, no I got what you meant don't worry. :P

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel May 16 2013, 5:19am replied:

The only thing I can recommend is trying a different strategy. Tyranids do not play the same way other armies play, you have to be able to play in their mindset to win.

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel May 16 2013, 5:18am replied:

I'll be sure to mention it to the team. :P

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

This is another issue I'd recommend heading to the forum and checking out the Tech Support board for. I know we have had other people report the power issue.

+1 vote     download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel May 7 2013, 5:19am replied:

Sync error?

Happens from time to time, may have something to do with whether you guys have patched your copy of Soulstorm to 1.2 or not or it could be a lot of other things as well.

I'd recommend going to our forum (http://tyranids.gameapollo.com) and starting a thread in the Tech Support board.

+1 vote     download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel May 3 2013, 12:57am replied:

We aren't (we still have animations, sounds and a lot of backend stuff to work out), but one of our forum members has been working on higher definition skins as an optional replacement pack. So far he's redone the Zoanthrope and Carnifex, but I think he plans to do more.

+2 votes     mod: Tyranid Mod
zahaqiel
zahaqiel May 1 2013, 5:24am replied:

That's the plan.

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel Apr 26 2013, 5:23am replied:

Do they get any error messages?

+1 vote     article: 0.5b3: Yes, It's Coming
zahaqiel
zahaqiel Apr 25 2013, 2:54am replied:

Did you read any of the other comments on this download or the FAQ in the news post?

+1 vote     download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Apr 24 2013, 5:47am replied:

We're working on improving the hivefleet powers at the moment.

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel Apr 23 2013, 5:46am replied:

It is, just make sure it installs to where the Steam version is.

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel Apr 9 2013, 2:03am replied:

Not sure if that'd work or not.

If you're going to make a combiner module file, the only thing I can recommend is to try putting the Tyranid Mod before the other two mods in the list of dependencies - if you do it in a different order that can cause the UI to act up.

+1 vote     download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Apr 9 2013, 2:01am replied:

Sorry, not yet.

+1 vote     mod: Tyranid Mod
zahaqiel
zahaqiel Apr 6 2013, 11:15pm replied:

Yes.

+1 vote     download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Apr 6 2013, 1:18pm replied:

Just install it, go to the mod manager in game, pick the Tyranid Mod, hit activate and it should work.

+1 vote     download: Tyranid Mod v0.5b2 for Soulstorm
zahaqiel
zahaqiel Apr 6 2013, 1:12pm replied:

And you're sure they're not just spending it immediately?

+1 vote     mod: Tyranid Mod
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