Mecha Praying Mantises that shoot radiation and lightning.
Mecha Praying Mantises that shoot radiation and lightning.
I'd say the third, if we could maybe move it down a little so it doesn't make the bottom half look so desolate.
I can recognize at least 2 parts that look ported from DOW2, but the model as a whole? No.
OOOOH!
This is really incredible!
Asmodai helms on regular Chaplains? That's even more frightening!
Wow. These Daemonettes are really incredible!
Has anyone else that's using the NoReloads mutator finidng that using secondary fire a) makes the weapon occasionally go invisible, thus unable to fire, and b)you can't continuously fire, forcing you to hammer away at the fire button to keep firing?
Just downloaded this mod and ran into two snags:
1. The Khorne Lord's voice always cuts off before he finishes. For example when he joins a squad, he just says "You call yourselves World-" and never finishes.
2. The lack of flag. Not sure if this was unintentional, but the current version of OP doesn't have the flag for this race. the most recent one was released in November, right? Otherwise, I don't know where the most recent one is, and Revora's been messed with.
Well, the way it's set up allows for Nids 0.5b1 (The version Boothy recommends), but any of the new UI changes (Influence, the Hive Fleet Button) cannot be accessed.
Not sure if Boothy's still working on it.
This is...wow. Outstanding stuff!
Fire Drakes is just the general term used for the Salamanders First Company, where terminators are usually placed in the standard Codex Organization.
Did you download the latest Objective Points mod? Install it and try again.
Right now, Titanium Wars has the Annihilation Barge, but not the Catacomb Command Barge, which is really only useful for carting an overlord around (Which I don't think can be useful, as I don't think there's no way for any vehicle to restrict what they can carry to one character). If they want to use that, they'll have to ask GrOrc on that.
Whoa, Forge World. Now that's unexpected.
You can add it onto the Codex_3_5 module file as per normal, but there's one catch to this: the Daemons mod MUST be placed in higher in the list than codex_base, which stores the Codex Mod Daemons. Unfortunately, this will mean that the Codex Mod Daemons will be unplayable, but I think that this mod has a better-balanced Daemons race.
The way I remember the organization in FFE, most of the Ork Weapons are all spread into a separate WTP, away from the Boy skins. Same with any extra accessories like Iron Gobs, Helmets and spiky shoulder pads.
That aside, this is a pretty neat surprise!
Unfortunately, still not. We'll still need to wait for UA 1.73. In the meanwhile, though, the coding here's been cleaned up enough that you can merge it into Codex Mod with a little work.
You're gonna make the badge visible in that back banner, right?
Castor, Sturnn, and Yarrick...
The heretics didn't even have a chance to surrender.
If you darkened the image some more, maybe. As it is, the white can stand out, but the orange and yellow gets lost very easily.
Hey, I got the glitch as well. Here are a few examples in the team painter:
Imageshack.us
Imageshack.us
Has anyone else been able to run the Arena of Khorne map the mod provides? Is there a specific set of conditions that I need to use to make it not give a fatal scar error every time I play it, or is there somewhere else that can give me a look at the scar file for this particular situation?
Update: Found the issue: If you check the destroyhq scar file, look for "elseif playerRace == "daemons_race" then" line. The racebp for daemons actually swapped the a and e in daemons, so the fixed line should be "elseif playerRace == "deamons_race" then"
Hey, this is a really sweet mod, and definitely steps above 0.96!
However, I seem to be getting some fatal scar error whenever I try playing under Destroy HQ win conditions. Is this a bug you haven't fixed yet, or is there some quick fix I can use to make it usable?
Yeah, just about. Won't work with DC, mostly cause of the lack or DE or Sisters, but also some major resource coding.
A little note I found when I was doing some work with color-switching:
No layers. It seems that layers (at least in GIMP) and merging them adds in some transparency layers that don't go away when merged and not involved with the Alpha Channel that mess with the tga. The compiler I was using (DOW texture tool)demands monochrome unmapped (What's on top) and unencoded (What I'm going on about.)
If anyone wants to correct me on this, go ahead. I still got much to learn.
Actually, I just found something that might help.
On the main page for the mod, there's a mediafire link that has the smaller .rar files there. Also there are two separate files, one being the one you mentioned. If you place that separate file in the codex_base/data/art/ebps/races/orks/texture_share folder in the failed opened archive, then open the archive again and not replace anything in the folder already, it'll work perfectly.
Hope it helps, and I hope the next update addresses it in a way that won't be so hard to find.
Hey, just installed this mod, REALLY enjoy it and the options are seriously nice to replicate the TT feel!
However, I have run into a bit of a snag with the Influence resource: In the few skirmishes I've played, it's never gone above 85, thus meaning that I haven't been able to build the Trygon Chamber. I'm not sure what's causeing it, since I've had all the upgrades needed for it and a relic caught, but whenever I try building it, it always says that I don't have enough Faith/Influence.
Is there a way to fix that?
brymruano
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