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Adeptus Mechanicus
Alpha Legion
Armored Company
Black Legion
Black Templars
Blood Angels
Cadian Interior Guard
Cadian Shock Troops
Chaos
Craftworld Eldar
Daemon World Hosts
Dark Angels
Dark Eldar
Death Guard
Death Korp of Krieg
Eldar
Elysian Guard
Emperors Children *Thanks to Catwell.*
Executioners
Gaunt's Ghosts
Genestealer Cult
Grey Knights
Harlequins
Harakoni Warhawks
Imperial Fists
Imperial Guard
Inquisition Daemonhunt
Iron Hands
Iron Warriors
Kanak Skull Takers
Kroot Mercenaries
Lamenters
Mantis Warriors
Minotaurs
Mordian Iron Guard
Necrons
Night Lords
Orks
Praetorian Guard
Raven Guard
Red Corsairs
Red Scorpions
Relictors
Salamanders
Sisters Of Battle
Space Marines
Space Wolves *Thanks to Codex Mod Team.*
Steel Legion
Tallarn Desert Raiders
Tau
Thousand Sons
Traitor Guard
Tyranids
Ultramarines
Vostroyan Firstborn
White Scars
Witch Hunters
Word Bearers
World Eaters *Thanks to Catwell.*
(59 as of now)
Flyers now automatically fall back to their designated point of origin or nearest building of the designated type. This is still in the early stages of development so expect bugs and dysfunctional behavior but when it works as intended it makes flyers an entirely new element of game play in that they have to be managed in different fashion than other units, with multiple point plotted routes being the standard method of employment.
Destructible objects on a given map are neutral entities until a player (ai or human) has an entity within a predetermined range of it.
Once they have an ebps in that range the NEUTRAL entity becomes possession of the player, making it target-able by enemy players and thus destructible (yes you can even delete it like you would one of your own buildings),
And finally once you have no ebps entities within X distance of a given map entity it reverts back to neutral state making it "claimable" by another army.
Tank Traps: Stop/Slow and damage vehicles that hit them, can be camouflaged
Razor-Wire: Stops/Slows infantry, does minor damage and reveals stealthed units, can be camouflaged
Sandbags: Provide damage reduction, small chance of not being hit and a heavy cover bonus
Shield Generators: Repel most enemy fire and keeps enemies from moving into the shielded area.
Walls: Large redoubts common to such forces as the Iron Warriors and Imperial Fists, Walls not only provide excellent protection but help the defender dictate enemy troop movements.
Trenches: Dug in defensive lines that provide fantastic defense against artillery to nearby infantry units and also provide said infantry with a tremendous advantage vs. approaching enemy infantry. The best infantry counter to this is using melee specialists+teleportation/droppod/jump packs/etc; to get right into the trench and get to grips with the infantry hiding there.
One final note, moment of infantry (both allied and foe) is slower than normal while in trenches.
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look fantastic but how much space i need this mod
900.000 GB?
Nah, if we're to include the compressed download files, I'd say between 40 and 45GB
Worry not, with the method currently in use, the download will over 10x smaller than the actual mod.
So, uncompressed, the mod will be over 40GB?!?
I don't know guys... that is a lot.
Can't think of any other way to put this, but this mod is taking forever. Perhaps you could share some of your work with the other modders who actually have completed their mods. Otherwise, I have a feeling we will never see any of your hard work...
Greg
Not "will be" 40gb, IS 40gb as of right now.
The 1ksons or blood angels mod could be released today and we'd have like 2 years still before we will have taken as long as they have.
Can't think of any other way to put this but i couldn't give less of a damn about who's "completed their mods" or not, this isn't friggin elementary school.
ive noticed that the overall quality of textures has improved alot. keep up the good work!!
IW, mod progress looking good. :)
How about some news? :|
yes! some news would be cool.
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i know how to use corsix, if thats any help :/
Credit to you TOTTrash, rational minds are in short supply these days. :salute:
I've realized another important point I need to clarify, regarding the kind of help the team "needs".
As a team we collectively possess the required skills and/or knowledge for getting things done in those areas, there just isn't enough of us to apply to all of the areas in parallel.