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Comment History
0Ace0
0Ace0 - - 14 comments @ Unification Mod - Dawn of War: SoulStorm

Kekoulis Just removed leftovered modified whm you mentioned(force_commander_tga) from DXP2 folder(I assume it came from old codex mod i forgot to remove after I recovered the modded Soulstorm folder from my dead laptop). and it fixed now.
Thanks again! :)

Good karma+2 votes
0Ace0
0Ace0 - - 14 comments @ Unification Mod - Dawn of War: SoulStorm

@Kekoulis It's work now. thanks! :)
Also, I just found this Imgur.com
I've never touch/edit anything in original latest race folder(before I removed it) so,I'm not sure if this have to do with your Inquisition race .sga file in your mod or I have to restore Its race folder/module to make him show up. I overlooked this because I've never test pick Greyknight route before whenever i test Inquisition race.

Good karma+1 vote
0Ace0
0Ace0 - - 14 comments @ Unification Mod - Dawn of War: SoulStorm

Kekoulis Only 3 races I added manually are Renegade guard,Space wolves and Vostroyan Firstborn all are in latest version.
Imgur.com
Imgur.com
So,I did removed old version(4.68), all races folders&Its; modules that your mod are already included as well as OB and freeUI (as Gambit_1 answered in one of the comment Imgur.com) except for this 3 race. I'll try add Latest OB back and will update again.
Thanks.

Good karma+1 vote
0Ace0
0Ace0 - - 14 comments @ Unification Mod - Dawn of War: SoulStorm

Hello, Thank you for all your hard work released mod this massive.I've been testing it so far, I'm loving it. One thing though, while I'm testing all races in 1-1 vsAI skirmish matchs(with (VC)annihilation) and I've noticed that while all races(custom races included)'s banners work normally on regular strategic points(purple one) Imgur.com but not Relic point where all player races's turn in to this Imgur.com and Imgur.com but this not happened in AI race(both vanilla race and custom one). This issued not happen in previous version(4.68)at all. Is it Known issue or something wrong in my end?

Edit:after test all vanilla 9 races,It seem like only Original 4(SM,Orks,CSM,Eldar) don't have any issues at all.
Ps.I ran mod on Standalone Soulstorm DVD Build 120 BTW.

Good karma+2 votes
0Ace0
0Ace0 - - 14 comments @ PirateMod 0.7 Scr#1: Pirate's base#1

I tested using my custom combiner "Humanftw" add race mods as follow:
[global]
UIName = Human FTW
Description = Add all Human Races Mods to SS
Playable = 1
DllName = WXPMod
ModFolder = Salamanders
ModVersion = 1.7
TextureFE =
TextureIcon =

DataFolder.1 = Data

ArchiveFile.1 = SData

RequiredMod.1 = BTmod
RequiredMod.2 = Dark_Angels
RequiredMod.3 = inquisition_daemonhunt_SS
RequiredMod.4 = RAGE
RequiredMod.5 = Renegade_Guard_0.64
RequiredMod.6 = Space_Wolves_0.63
RequiredMod.7 = Steel_Legions_SS
RequiredMod.8 = objective_points_SS
RequiredMod.9 = Witch_Hunters --WHmod DC version using hotfix from sar mod to compatible with objective_points_SS
RequiredMod.10 = LOTD -- legion of the damned mod (I remove turret in order to make it playable with very small chance of fatal scar error)
RequiredMod.11 = knights --grayknight race(separate mod version took from filefront)
RequiredMod.12 = PirateMod
RequiredMod.13 = TestMod
RequiredMod.14 = codex --only The lost and damned race form codex1.0(took form filefront)
RequiredMod.15 = codex_3_5AD --only Adeptus Machanicus race I extracted form Codex 3.5 mod
RequiredMod.16 = DXP2
RequiredMod.17 = W40k

Total 15 race mods+9 vanilla races(with Testmod add some units into them) =24 Races!

Good karma+1 vote
0Ace0
0Ace0 - - 14 comments @ PirateMod 0.7 Scr#7: Random Scr

I tested using my custom combiner "Humanftw" add race mods as follow:
[global]
UIName = Human FTW
Description = Add all Human Races Mods to SS
Playable = 1
DllName = WXPMod
ModFolder = Salamanders
ModVersion = 1.7
TextureFE =
TextureIcon =

DataFolder.1 = Data

ArchiveFile.1 = SData

RequiredMod.1 = BTmod
RequiredMod.2 = Dark_Angels
RequiredMod.3 = inquisition_daemonhunt_SS
RequiredMod.4 = RAGE
RequiredMod.5 = Renegade_Guard_0.64
RequiredMod.6 = Space_Wolves_0.63
RequiredMod.7 = Steel_Legions_SS
RequiredMod.8 = objective_points_SS
RequiredMod.9 = Witch_Hunters --WHmod DC version using hotfix from sar mod to compatible with objective_points_SS
RequiredMod.10 = LOTD -- legion of the damned mod (I remove turret in order to make it playable with very small chance of fatal scar error)
RequiredMod.11 = knights --grayknight race(separate mod version took from filefront)
RequiredMod.12 = PirateMod
RequiredMod.13 = TestMod
RequiredMod.14 = codex --only The lost and damned race form codex1.0(took form filefront)
RequiredMod.15 = codex_3_5AD --only Adeptus Machanicus race I extracted form Codex 3.5 mod
RequiredMod.16 = DXP2
RequiredMod.17 = W40k

Total 15 race mods+9 vanilla races(with Testmod add some units into them) =24 Races!

Good karma+1 vote
0Ace0
0Ace0 - - 14 comments @ PirateMod 0.7 Scr#2: Pirate's base#2

Screenshot @ Tier 2

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0Ace0
0Ace0 - - 14 comments @ PirateMod 0.7 Scr#3: Pirate's base#3

Screenshot @ Tier 2

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0Ace0
0Ace0 - - 14 comments @ PirateMod 0.7 Scr#4: Pirate's base#4

Screenshot @ Tier 2

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0Ace0
0Ace0 - - 14 comments @ PirateMod 0.7 Scr#5: Pirate's base#5

Screenshot @ Tier 2

Good karma+1 vote
0Ace0
0Ace0 - - 14 comments @ PirateMod 0.7 Scr#7: Random Scr

Blood axes's Nob Mercenaries leaded by Captain himself.

Good karma+1 vote
0Ace0
0Ace0 - - 14 comments @ PirateMod 0.7 Scr#8: Frontend test

Pirate Captain as Commander(Primary) (unlock @ Tier 2)

Good karma+1 vote
0Ace0
0Ace0 - - 14 comments @ new stuff

Are you sure that no one ever think of creating mix race in DOW1?, I don't think so
Moddb.com
Moddb.com
These 2 have similar concept as you did eventhough they already dead and I'm pretty sure there are many modder who have create their own mixed races but never public it since this game had been around almost 10 years already :p

Btw, you have done good job for the starter, Keep it up bro!

Good karma+1 vote
0Ace0
0Ace0 - - 14 comments @ Rise of the Reds

to aru kagaku no railgun S's reference? LOL

Good karma+1 vote