DO NOT LOOK AT THE MAN BEHIND THE HOLOGRAM!!! ETERNAL SUFFERING AWAITS YOU FOR SUCH INSANITY!!!<br /><br />Other locations:<br />Trinity Armory- Blockland<br />lurker- ULMF and other relateds<br />'Where did that sentry kill me from?!?/OMG a Pyro using a shotgun!/SHUT UP WITH NEED A DISPENSER HERE!!!/What do you mean you want me to stop trading and play more?'- TF2, usually not in one round...<br />Zergherder- SPORE

Comment History  (0 - 30 of 147)
dragon-kid
dragon-kid - - 147 comments @ STF's GSB Better Progression

I dunno how much of this is my fault or the game being a bint, but I've only installed GSB Better Progression, Great Powers Stations, Classic Dreadnaughts, and MoarComms, and I've been having a pretty consistent crash when trying to fight the Order mission with any selected faction. It's always when my units approach the enemy Order craft so it's got to be something on their modules, but I went through the files manually myself and nothing jumped out at me as a problem.

If it helps, when I did an experiment with it I focused on the lower ships of the enemy formation with a fighter flood.

Good karma+1 vote
dragon-kid
dragon-kid - - 147 comments @ Dark Unforgiven Universe SS

Random question, does this include the content of Graves for Lost Souls, or is that pack standalone atop this one?

Good karma+1 vote
dragon-kid
dragon-kid - - 147 comments @ Unification Mod - Dawn of War: SoulStorm

Fixed RAGE, that fixed things up great and now can open up Unification and get it to work!

Now to track down why trying to start a game as Witch Hunter's a Fatal Scar Error, but that's probably just that race there...

EDIT: Figured it out. Witch Hunters does not play with the Booby Trap modifier.

Good karma+1 vote
dragon-kid
dragon-kid - - 147 comments @ Unification Mod - Dawn of War: SoulStorm

Knowing where the debug file is certainly helps there, yes.

Ok, before I redid the Unification plugin again, I removed Black Templars, and also did a fresh install of Thousand Sons, as it's UI had purple icons and was doing some... weirdness after giving a try earlier on soloplay as well.

Context on failure to enter Unification New Races from Thousand Sons. Due to length, I tossed it into a Pastebin:
Pastebin.com

Good karma+1 vote
dragon-kid
dragon-kid - - 147 comments @ Unification Mod - Dawn of War: SoulStorm

I'm not sure what I'm doing wrong, but today I decided to give Unification a shot, so set up a sizable handful of races, but when I try to activate through the ingame manager, I get a 'Failed to activate game' error.

Copying from Unification Config, active mods for the configured are:

CHECKING FOR REQUIRED MODS:
Unification Bugfix.
FreeUI.
Objective Points.
Chaos Daemons.
Inquisition Daemonhunters.

CHECKING FOR OPTIONAL MODS:
Dark Angels.
Witch Hunters: Adepta Sororitas.
Adeptus Mechanicus Explorators.
Salamanders.
Harlequins: The Dance Macabre.
Thousand Sons.
Blood Angels.
Vostroyan Firstborn.
Praetorian Guard.
Renegade Guard.
Night Lords.
RAGE: World Eaters Warband.
Space Wolves.
Emperor's Children.
Black Templars.

SUMMARY:

All required Mods found!
Dawn of War: Unification - New Races can now be activated.

15 optional Race Mods found.

Press any key to continue...

Good karma+1 vote
dragon-kid
dragon-kid - - 147 comments @ Ultimate Apocalypse Mod (DOW SS)

This. Specifically. Adding an entire new race into UA would be a nightmare unless you had the extra assets to add new content to help stuff keep up with UA's changes and balance, so don't expect it to be high on the current dev's goal thus far.

Good karma+2 votes
dragon-kid
dragon-kid - - 147 comments @ Ultimate Apocalypse Mod (DOW SS)

Damn. Entirely forgot about that potential. If only because in mix-AI games the Necron player tends to go first, but that was only on Normal. Maybe I'll toss a few into my matches now I've moved to Hard and see what happens.

Good karma+1 vote
dragon-kid
dragon-kid - - 147 comments @ Ultimate Apocalypse Mod (DOW SS)

Yeah, I'm just trying to explain from my point of view, and it did seem like it was an oddity that any artillery emplacements I ran into were 100% not firing. Certainly something worth investigating next time someone goes looking at the 'Game Ender' restriction and Ork AI's reaction to it. I'm going to guess the same may happen (but on purpose) with the Apocalypse tier artillery emplacements for Tau and IG, but those at least make sense because those weapons are ALWAYS technically a game-ender weapon due to the global range. I'm not getting the 'superweapon active' notice anywhere beyond my personally constructed superweapons so my best guess is it's simply a hickup with the AI because it CAN make them superweapons, but with the restriction it should still at least get them as a defense turret before it's the nuclear option I'd reckon.

Good karma+1 vote
dragon-kid
dragon-kid - - 147 comments @ Ultimate Apocalypse Mod (DOW SS)

The thing that's confusing me is it's normal function ISN'T a game-ender. It should only result in keeping the AI from upgrading the nuke shells, not stop them from ever firing despite being built.

Good karma+1 vote
dragon-kid
dragon-kid - - 147 comments @ Ultimate Apocalypse Mod (DOW SS)

I use the AI only version and don't get nukes raining on my head, though I have noticed ork artillery cannons don't fire at ALL if it's on. I'm guessing it's due to the nuke upgrade for endgame tier but it's a bit odd that it forces the guns to cease fire instead of just removing the upgrade when the AI is playing. I also use no commander wargear for the AI too but honestly debating turning that off now I'm breaking into hardmode.

Good karma+1 vote
dragon-kid
dragon-kid - - 147 comments @ Ork gargants reworked

Nothing ever wrong with more options, I say. Would be especially good for the higher-tier titans, especially as they get a sizable amount of potential parts in their Forge World models.

Good karma+5 votes
dragon-kid
dragon-kid - - 147 comments @ Race Modification guide for Soulstorm

Ah. A wise decision! This means these are the top dogs with the most finished assets then! :D

Good karma+5 votes
dragon-kid
dragon-kid - - 147 comments @ Race Modification guide for Soulstorm

Nice, a more modern listing of things. Nice and orderly, though coulda swore there was some more. Maybe.

Good karma+7 votes
dragon-kid
dragon-kid - - 147 comments @ Leviathan Finished

Now THAT is a monster worthy of the apocalypse tier.

Man, if all those different turrets are functional, it could literally cover all angles. Not even some of the baneblade patterns can claim that factor.

Good karma+4 votes
dragon-kid
dragon-kid - - 147 comments @ Leviathan WIP

"The gun is good. The ***** is evil."

Good karma+2 votes
dragon-kid
dragon-kid - - 147 comments @ Ultimate Apocalypse Mod (DOW SS)

Agony's currently my favorite titan in the game right now, funnily enough. It's a bit more of a glass cannon compared to the other options currently for LT, but that's kinda expected for the faction involved.

Good karma+1 vote
dragon-kid
dragon-kid - - 147 comments @ Ultimate Apocalypse Mod (DOW SS)

Best I can suggest is abuse your scarab swarms and go for a second monolith as soon as possible. Maybe include the Lord as well, but don't rely heavily on the advanced troops until you can afford them with the added gens and aplifiers. Necron earlygame's easily some of the hardest, but you can manage it. Even had a game a few days ago where I was basically holding out near constant Demon attack with nothing but scarabs and the early-game turrets, plus a lord with like... 2-3 upgrade levels only? It was a near-constant stalemate sure, but it only was a stalemate until I got power generation to start swapping scarabs for warriors, and then teching myself up slowly but surely.

Good karma+2 votes
dragon-kid
dragon-kid - - 147 comments @ New Industrial Command

Excellent! A little nicer than just a reskinned Machine Command.

Good karma+3 votes
dragon-kid
dragon-kid - - 147 comments @ Taurox

Well, it doesn't look too terrible, considering the base model it was based on. Kinda looks pretty good.

Good karma+3 votes
dragon-kid
dragon-kid - - 147 comments @ Ultimate Apocalypse Mod (DOW SS)

Best you can probably hope for is some of the Space Marine doctrines including some of the custom space marine assets.

Good karma+2 votes
dragon-kid
dragon-kid - - 147 comments @ Ultimate Apocalypse Mod (DOW SS)

Considering that wiki considers Gorgutz as a warlord, I question this definition. Maybe as a unique warboss upgrade for Relic-tier to further buff them, but as a seperate unit? I question this.

Good karma0 votes
dragon-kid
dragon-kid - - 147 comments @ Exorcist Sanctorum rework

Sexy, not a huge difference but it's another quality bump for it.

Good karma+3 votes
dragon-kid
dragon-kid - - 147 comments @ Ultimate Apocalypse Mod (DOW SS)

Limitations of the original Dawn of War. The team would literally have to rewrite the system in order for it to work better with hundreds of thousands of units.

Good karma+1 vote
dragon-kid
dragon-kid - - 147 comments @ Ultimate Apocalypse Mod (DOW SS)

TBH, I don't think there's a lot bigger in-lore than the Imperator... Unless we suddenly allow battleships to enter from low-orbit but even then due to Soulstorm's derpy air collision they'd have to scale down to Manta size just to get all over.

Good karma+1 vote
dragon-kid
dragon-kid - - 147 comments @ UA Super Secret No longer secret update tease

Well there was the occasional bright spot. METAL BAWKSES and so on.

Good karma+2 votes
dragon-kid
dragon-kid - - 147 comments @ Ultimate Apocalypse Mod (DOW SS)

Wasn't the official realscale marine things a hoax?

Good karma+2 votes
dragon-kid
dragon-kid - - 147 comments @ Ultimate Apocalypse Mod (DOW SS)

Earlygame in general is as hard as nearly all the races. Best I can suggest is expand fast (soas to get the obelisks boosting production speeds), crank out generators and maybe a few squads of warriors quickly, and rush to at least Tier 2. Plus, always build a second monolith, getting a lot of power is crucial for Necrons moreso than any other race.

Good karma+2 votes
dragon-kid
dragon-kid - - 147 comments @ Ultimate Apocalypse Mod (DOW SS)

Technically that's like... every building of the Guard from the vanilla game. Though an upgradable bunker totally would be appreciated.

Good karma+3 votes
dragon-kid
dragon-kid - - 147 comments @ Ultimate Apocalypse Mod (DOW SS)

Well, not part of the team in any capacity, but hey, I'm willing to toss some critique for such ideas.

- Vehicle Deep-Strike
I certainly don't see that big of an issue with this, long as it has the general-purpose Deepstrike rules and they got a transport vehicle that can move Leman Russ and Chimera chassis vehicles around without too much issue. Perhaps as an upgrade option for the Industrial Command or a Orbital Relay style building unlocked in T3 along with the air units?

- Full Squad Guardsmen
Without Numbers for generic Guardsmen. Again, could be a nice unlock for late-game so you don't have to completely rely on the weaker Conscripts for your meatshield troops.

Good karma+3 votes
dragon-kid
dragon-kid - - 147 comments @ Ultimate Apocalypse Mod (DOW SS)

Admittedly they probably require extra tweaks, yeah. I know that it seems Blood Ravens and Ultramarines weren't giving their extra units as advertised for example, the only one that seemed 100% ready to go was Lost and the Damned, whose troops worked, got upgrades unique to them during their adventure, and the building buffs helped where the Damned Leigonares didn't.

Good karma+1 vote