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Comment History
Blazethesage
Blazethesage - - 20 comments @ Unification Mod - Dawn of War: SoulStorm

The mod manager won't list all the various race mods that are included in the mod, except for the Tyranids since it's technically a separate installation. You should be good.

Good karma+3 votes
Blazethesage
Blazethesage - - 20 comments @ General Stubbs Strikes Back

Fun fact: There was *NEVER* anything official that even remotely pointed to the Guard winning. Only that the Marines lost. In fact, there was cut wargear from Chaos Rising that would have confirmed the Orks at least beating the Space Marines.

Guard only became the quote-unquote "winners" because of the internet's habit of mutating headcanons into hard-solid fact, likely started by BigDickCheney's habit of using the Guard to show Soulstorm's Stronghold Cinematics.

Good karma+3 votes
Blazethesage
Blazethesage - - 20 comments @ Unification Mod - Dawn of War: SoulStorm

I don't believe so - they've stated that the new version will work differently. Rather than allowing different race mods to be downloaded separately and played together, it will simply have a number of extra race mods built in, and will not be modular; it will come as is.

Good karma+2 votes
Blazethesage
Blazethesage - - 20 comments @ Unification Mod - Dawn of War: SoulStorm

I'm guessing you're probably not referring to the Steel Legion.

Good karma+1 vote
Blazethesage
Blazethesage - - 20 comments @ Unification Mod - Dawn of War: SoulStorm

All things come to the Lord of Decay. There is no hurry.

Good karma+3 votes
Blazethesage
Blazethesage - - 20 comments @ Unification Mod - Dawn of War: SoulStorm

I mean, if you can get it working, it can still be fun. I've been enjoying myself screwing around with it as it is now, but I definitely eagerly await the update. I still love that little adventure of a three-for-all I watched after getting stomped into paste that I posted a page or two back. Made possible by Unification, of course!

Good karma+1 vote
Blazethesage
Blazethesage - - 20 comments @ Unification Mod - Dawn of War: SoulStorm

Most of the recent images are teasers of the update they're working on now. UA, Titanium, and Unification are all mutually exclusive. They are core gameplay mods that modify the game in wildly different ways, and cannot run simultaneously.

Good karma+1 vote
Blazethesage
Blazethesage - - 20 comments @ Unification Mod - Dawn of War: SoulStorm

Yeah. Hell, one of the skirmish games I did recently (setup the same as the *adventure* I described a page back) had me as the Sisters of Battle and the Imperial Guard as my AI ally; both races with arguably *better* mod-added versions of the same armies in the Witchhunters and Steel Legion, and we just sorta stomped. We didn't even really work together, we went in opposite directions around the map and just sorta wiped out everyone we came across and met in the middle at the other end of the map.

Edit: Y'know, I really should have looked closer at my post just above this before writing this. I just described the same game twice.

Good karma+2 votes
Blazethesage
Blazethesage - - 20 comments @ Unification Mod - Dawn of War: SoulStorm

Not as of yet. However, me as regular Sisters of Battle and an AI Guard ally just stomped all over an assortment of other races including the Daemonhunters and Space Wolves.

So, the regular races aren't exactly helpless without new stuff. But new stuff will come soon enough.

Good karma+4 votes
Blazethesage
Blazethesage - - 20 comments @ Emperor's Children mod:For the Glory of Slaanesh!

As an idle thought that popped into my mind, regarding how Slaanesh is referred to in this mod. In all sorts of different mediums, most of Slaanesh's titles or nicknames are male in nature, with the exception of "She Who Thirsts". Generally using the term "Prince", such as Eliphas in Dark Crusade referring to Slaanesh as "The Prince of Excess". However, this mod near-exclusively refers to them as female, replacing all instances of "Prince" with "Princess" in both ambient dialogue from the units as well as tooltips. At least in the version currently available.

I'm curious as to the reasoning behind this decision. No strong objections or disagreement, I'm merely curious, whether it was a simple whim or had some logical reasoning to it.

Good karma+1 vote
Blazethesage
Blazethesage - - 20 comments @ Unification Mod - Dawn of War: SoulStorm

Remember that Chaos Daemons and Inquisition Daemonhunters are mandatory, so make sure you've downloaded and installed those two races.

Good karma+2 votes
Blazethesage
Blazethesage - - 20 comments @ Ultramarines mod: Courage and Honour!

As a random thought (absolutely no pressure intended to do this), but after seeing Rogal Dorn in the Imperial Fists mod, I will chuckle if Guilliman, the loyalist Primarch who's *actually* up and active, isn't in this mod.

Good karma+3 votes
Blazethesage
Blazethesage - - 20 comments @ Unification Mod - Dawn of War: SoulStorm

Okay, I've got a bit of a story now involving this mod instead of a question. So, I tend to just screw around, set AI to Standard, everybody's race to random and go do an 8-player almost-free-for-all, almost because I give myself an ally because I'm bad at this game.

Long story short, me and my ally got wrecked. But at this point, it's now a three-way free-for-all between the Emperor's Children, the Space Wolves, and the Renegade Guard, all three races included thanks to this mod.

The Space Wolves have been pushing against the Guard *hard* ever since they finished me off, but the Emperor's Children keep getting in the way; never actually pushing hard into the Guard, but instead targetting the Space Wolves, fighting to their front door.

The Renegade Guard, meanwhile, have been like *goddamn cockroaches* and are rebuilding now after their *second* base-wipe.

This match has been an adventure to watch so far.

EDIT: The Emperor's Children ended up taking the final win. Space Wolves crippled the Guard, leaving them with no builders or HQ, but then the Emperor's Children pushed into their base, and for some reason the Wolves refused to replace their builders to potentially rebuild elsewhere. The Renegade Guard continued their cockroach routine, and didn't stay down until they lost base number ***FOUR***.

Good karma+5 votes
Blazethesage
Blazethesage - - 20 comments @ Unification Mod - Dawn of War: SoulStorm

Fair enough! With all the races being built into the mod itself, I may just pester a friend or two to check it out with me...

Until the next build is released though, I must make due with the currently released build, which is what I asked about >_>;

Good karma+1 vote
Blazethesage
Blazethesage - - 20 comments @ Unification Mod - Dawn of War: SoulStorm

So, out of curiosity, how up-to-date is that list of races in the summary in terms of which versions of what mods are currently supported by the current build?

Cause I've had a hankerin' for some racemod shenanigans, and I know when I tried the RAGE mod, I received SCAR errors, which was also discussed in that mod page's comments earlier this year, and the replies to it left me somewhat unclear whether the newest version on the website (2.15) is actually properly supported by the current version of Unification (4.68).

Good karma+1 vote
Blazethesage
Blazethesage - - 20 comments @ Ultimate Apocalypse Mod (DOW SS)

SO, I'm looking through things... is the Necronium Vortex actually implemented yet? There's a technology that seems to enable it, and the tech tree images I've found in the files seem to suggest so, but after grabbing the research, and making three Heavy Thermo Plasma Generators, the Sterilization Obelisk doesn't appear to have any such ability.

I'm not really sure where to look for a comprehensive list of what's actually in the current version versus what's still only planned or being worked on.

Good karma+1 vote
Blazethesage
Blazethesage - - 20 comments @ Soulstorm Enhanced (campaign mod)

So, I tried this out, and I did put together a little list of issues, hardly comprehensive, just a number of things I noticed - I don't know if you have any plans to update this with any fixes, but I'll throw them here just in case:

-Many Icons are invisible unless they are actually available to use, making it very easy to miss options that may become available with certain research or upgrades.

-Kommandos (Orks) and Striking Scorpions' (Eldar) infiltrate ability is not functional. They do not begin infiltrated, and do not benefit from infiltration research.

-When the 'Ard Boyz add their leader unit to the Squad, the movement speed of the entire squad is made slower due to the Mega Armor Nob's slow speed, and squads always moving at the speed of the slowest unit. This isn't so much a bug or something not working, as much as it is an inconvenience in that building the leader unit can be an active detriment to the unit. The Surge ability that boosts speed deals its damage to every unit in the squad as well, making it devastatingly costly to activate.

-Dire Avengers (Eldar), when the Exarch's Bladestorm ability is activated, appear to have no visual cue to show the ability has been activated.

- Hardened Veterans (Imperial Guard) do not indicate that they are an Infiltration unit in their tooltip. They're the only unit that uses infiltrate that does not say so.

- The Medic's icon for the Command Squad (Imperial Guard) makes it difficult to see the number indicating how many are in the squad; use of that number to identify if one needs replaced is useful in the heat of combat when it can be hard to pick a squad out in a crowd. More a nitpick, but I threw it in.

- Dominion Squads' Veteran Superiors (Sisters of Battle) do not benefit from Leader unit Weapon Upgrades at the Pristine Sanctuary. When other Sisters of Battle leaders have Inferno Pistols and Power Swords, this unit leader keeps its chainsword and bolt pistol.

- The Gue'vesa'ui (Tau) Icon becomes a blank pink square once the leader is purchased.

- The readme suggests the Tau Tetra is playable, but does not appear to be available in skirmish mode. Doesn't appear to be buildable from any building that I could see.

- Space Marine Honor Guard for the campaign for Gurmun's Pass appears to be a Vindicare Assassin?

To say nothing of the multitude of tooltip issues throughout the mod, either not updated to account for tech tree changes, or wonky Honor Guard tooltips in the campaign.

Good karma+3 votes
Blazethesage
Blazethesage - - 20 comments @ Unification Mod - Dawn of War: SoulStorm

Eugh. More problems. So, I'd previously done a run through the Soulstorm Campaign as the Orks in normal difficulty, using the last version of the Bugfix mod before it got combined into the Unification mod. No problems at all.

I'm doing a Dark Eldar run of the campaign with the Unification Bugfix mod, also on normal difficulty. The game just crashed the desktop as the game was transitioning from the victory cutscene to the After Action Report. Any idea why? Cause that... kinda just killed any motivation I had to keep going, cause I do *not* want to repeat the entire stronghold only to risk it crashing at the end again.

Good karma+1 vote
Blazethesage
Blazethesage - - 20 comments @ Unification Mod - Dawn of War: SoulStorm

Well, I've since tried again, same difficulty, same situation - I suspect I took longer than I thought to find my opponent, that or it was merely a fluke. Though one odd quirk I've noticed is a somewhat frequent tendency for the AI to assemble its standing army all clustered around a strategic point near its starting base, and proceed to... lock up, I suppose, until something else provokes it to action, like coming under heavy attack.

Good karma+1 vote
Blazethesage
Blazethesage - - 20 comments @ Unification Mod - Dawn of War: SoulStorm

I just wanna say, good LORD but the new AI for skirmish mode has thrown me for a loop in the campaign! Went to start a campaign as the Dark Eldar on Normal, using the regular Bugfix mod.

Go to attack the first territory, strength 2. I spend some time grabbing strategic points, and such... I do make my way toward the enemy though. Within three goddamn minutes of finding him, he's throwing Defilers and Obliterators at me! What in the hell! I hate to say it, but is there a way to REMOVE that skirmish AI, or stop it affecting the campaign?

Because if it's doing THAT to me on a strength 2 map, I am NOT looking forward to the higher-rated territories!

EDIT: As an aside, the first listening post I found was fully upgraded with two heavy bolter turrets next to it shortly before the Defiler showed up. I've never even SEEN the AI on skirmishes get the second Listening Post upgrade, nevermind so fast!

Good karma+1 vote