This member has provided no bio about themself...

Comment History  (0 - 30 of 43)
quaerendo
quaerendo - - 43 comments @ Black Templars Mod

Yup, as I recall, BT mod has its own Engine folder, which merges with vanilla, and has btmod_trailer.avi in it. Play with it and dow_intro.lua scripts, which can be edited in notepad.

Good karma+3 votes
quaerendo
quaerendo - - 43 comments @ Black Templars Mod

Guys, can you please change the name back? I understand the joke, but this is getting too awkward, and it lasted way too long in my opinion at least. Also, what is the most important issue that this mod is unsearcheable with MODDB search field, when you type "Black Templars", which might throw off some potential new users.
Also, are there going to be new updates? The 6ed and 8ed SM codex directly says that BT can field Scout squads (sort of), but deprives them from Oaths; "Abhor the Witch" is the one and only exclusive BT stratagem now.

Good karma+4 votes
quaerendo
quaerendo - - 43 comments @ Unification Mod - Dawn of War: SoulStorm

Guys, guys, this might sound weird and somewhat offensive, since efforts were made, but could you add support to Tyranids 0.5b2 version? Or maybe it is just the matter of editing Unification module file manually?

Good karma+3 votes
quaerendo
quaerendo - - 43 comments @ Tyranid Mod

Welp, and here I was hoping that me and my buddy would enjoy using this with the Unification mod... But it seems that devs are gone... somewhere... and no 0.5b3 on the horizon... What a shame.

Good karma+4 votes
quaerendo
quaerendo - - 43 comments @ Blood Angels mod: By the Blood of Sanguinius!

Thank you, and I in the meantime will pray to the Emprah that Blood Angels mod will not be forgotten!

Good karma+4 votes
quaerendo
quaerendo - - 43 comments @ Blood Angels mod: By the Blood of Sanguinius!

All said and done, I can only say this: while this mod did some stuff right, it might not meet your initial expectations, especially if you have experience playing Dark Angels mod and Black Templars mod, which received all love and polish necessary to become legendary mods for DoW:SS. I really hope that this mod will receive much more love and enthusiasm, but if you ask me - there is still lots of work to be done.

I want to thank you for reading to this line, and you deserve a cookie for that. And as final words - I really hope developers team will continue working on improving this mod. For Sanguinius!

Good karma+6 votes
quaerendo
quaerendo - - 43 comments @ Blood Angels mod: By the Blood of Sanguinius!

Greetings!

I'm writing this as some sort of review of this mod, and I really hope that developers will see and read this. I don't know if DoW:SS is still being played by community, but this game certainly means a lot for me at least, it is a great game and nearly the only one well made Warhammer 40k RTS game. Now let's get down to business, shall we?

I'll try to keep it simple, but some things need explaining, and while this mod is definetly worth checking out and playing, it still needs polishing and adding new things that make this chapter truly unique.

Blood Angels are one of my favourite chapters, and they differ from your-typical-codex-chapter in some ways. First of all, while they are masters of war in any kind, they prefer and excel in lighning-speed close combat assaults. That means, that you should expect them to prefer jump-packs, bikes, fast vehicles to everything else; they even can attach jump-packs to units that are supposed not to have them. Blood Angels posess some technologies like overcharged engines, that allow them to get even more speed, and their bikers are known as equals to Ravenwing and White Scars.
Second difference is that BA have unique trait (or disease) that makes them actual vampires in space, and that of course comes with new cool abilities. Their Librarians posess magicks that make them essentially space blood mages - for instance, they can boil blood of enemies - now isn't that cool? All BA marines love and prefer close combat, and boy, do they excel in it. Now, having all that in mind, does this race mod captures what BA are?

Yes and no. For the good stuff, mod introduces new models and paints that resemble painting scheme in BA chapter, which is slightly deviating from Codex Astartes, helmet color as an example of that. Your general Tactical/Assault Marines are slightly better than their other brethren - they get buff in close combat, but become temporarily berzerk. Now, I don't remember that BA in tabletop go uncontrollable nuts in close combat, but it is a minor issue and BA are much easier to control than Black Templars. You get several new squads, such as Veteran Squads, Death Company squad, and you also can lay your hands on Predator Baal, which is cool. Also you can roll out on the battlefield unique charachters such as Tycho, Lemartes (not LesMartes, mind you) and even Dante himself can jump in and kick all kinds of ***. Awesome!

But remember when I said that there is some unfinished stuff? Yes, there is, and I think that you as a player should be aware of these issues. First of all, this race, while being compared to vanilla SM, DA mod, or BT mod, lacks unique/commanding units. They are represented here, but I'll explain later why this is a bad idea and where and how it could be implemented better. You don't have a Librarian (Mephiston only appears in one of two tech trees), you don't have a Chaplain (you get Lemartes in T3 and Corbulo in T2), you don't have Bike Squads, which are part of BA fame as a chapter, you don't have Apothecaries (you are supposed to use overpowered Corbulo healing abilites) and this sucks. While named heroes can make a substitution, this not only breaks the immersion when you are playing as Lamenters, for instance, but also breaks the game. While vanilla SM bother with 4 Apothecaries and 1 Chaplain, you can just roll out one (Chief Apothecary, mind you) and be done with it - Corbulo's healing and morale-boosting abilities are OP enough to keep your boys alive and kicking.

Named chrachters are good, but they all should be placed at high tiers and in no way they should replace usual HQ units - that was done perfectly in Dark Angels mod, which can be used as an example. Continuing with this, as a fan of BA I was really hoping to see units like Force Commander/Company Captain (like unnamed Commander from DA mod), Librarian with trademark abilities (unnamed too, like DA mod did it) and Chaplain/Apothecaries. They are all important to any Space Marine chapter, and BA should not be an exception. While named heroes from WH40K fluff are a welcomed sight, they all take very important key positions in chapter, they don't do "dirty work" from the start, you call them when "**** really hits the fan" and usual units/Chaplains/Commanders/Librarians/Apothecaries are not enough. They should be late-tier relic units, not replacements to existing ones.

And when you ask "How should it be done then, as****e?" I'll answer - look at Dark Angels mod, where you have almost all units from the codex (bikes too!), and they are placed where they need to be. Azrael/Eizekiel/Asmadai are relic units, and usual Chaplains/Librarians are here to do the grunt job.

Good karma+6 votes
quaerendo
quaerendo - - 43 comments @ Team Fortress 2 Vintage

Solid 10/10, GET IN THE GAME FOLKS!

Good karma+1 vote
quaerendo
quaerendo - - 43 comments @ Necron Bomb

Good karma+6 votes
quaerendo
quaerendo - - 43 comments @ Ultimate Apocalypse Mod (DOW SS)

I'm Commander Shepard and this is my favourite mod on the ModDB!

Good karma+5 votes
quaerendo
quaerendo - - 43 comments @ Sterngard Heavy Graviton Firing Animation

Shepaaaaaaaaaaaard!!1

Good karma+7 votes
quaerendo
quaerendo - - 43 comments @ Sterngard Heavy Graviton Firing Animation

Ayy lmao he is shaking in an amusing way, it's like he's working with jackhammer or something :)

Good karma+10 votes
quaerendo
quaerendo - - 43 comments @ Graviton Gun Test

Hah, maybe, it just reminded me about Egon gun (or how that wunderwaffe was called, idr)

Good karma+3 votes
quaerendo
quaerendo - - 43 comments @ Graviton Gun Test

Are those sounds from Half-Life?

Good karma+4 votes
quaerendo
quaerendo - - 43 comments @ Basilisk Magnus gets extra protection...

>"Basilisk Magnus gets extra protection..."

My perverted mind wasn't thinking about this "basilisk", getting this kind of "protection"...

PS

Girl: -We need protection...
Boy: -THE EMPEROR PROTECTS!

Good karma+3 votes
quaerendo
quaerendo - - 43 comments @ WIP - DoW Mod Manager v1.4

Dark Angels mod required? We might be onto something lads, can'r wait :)

Good karma+4 votes
quaerendo
quaerendo - - 43 comments @ 3.63 Uh-Oh...

Good luck finding that ****** bug, bruva.

Good karma+9 votes
quaerendo
quaerendo - - 43 comments @ Ultimate Apocalypse Mod (DOW SS)

Found link in steam group, nevermind

Good karma+1 vote
quaerendo
quaerendo - - 43 comments @ Ultimate Apocalypse Mod (DOW SS)

Do you have Discord group or something? I'm looking to play with someone, but I don't know where to look :(

Good karma+3 votes
quaerendo
quaerendo - - 43 comments @ Ultimate Apocalypse Mod (DOW SS)

Hey guys! When can we expect Dark Angels chatper tactics?

Good karma+1 vote
quaerendo
quaerendo - - 43 comments @ The Dark Mod (Standalone)

Hello! I've read that there is supposed to be 3-mission campaign that goes by default with The Dark Mod, but there is only two. Am I doing something wrong or the 3rd mission is not simply released yet?

Good karma+3 votes
quaerendo
quaerendo - - 43 comments @ Blood Angels mod: By the Blood of Sanguinius!

No updates then, ok got it

Good karma+1 vote
quaerendo
quaerendo - - 43 comments @ Blood Angels mod: By the Blood of Sanguinius!

Hi there! Is this mod dead? Are there gonna be updates?

Good karma+1 vote
quaerendo
quaerendo - - 43 comments @ Adeptus Mechanicus: Explorators mod

Also, pretty please glorious mod team can you edit button which is responsible for LP/GEN transformation? It is greyed by default, so it didn't catch my eye and for the first time I thought that I caught a bug, because I can't build or get any generators =|

Good karma+1 vote
quaerendo
quaerendo - - 43 comments @ Adeptus Mechanicus: Explorators mod

This is SO ******* AWESOME!
I love some sexy grimdark near-cyberpunk tech goodies, so I loved this mod.
Let us begin the quest for Knowledge!
PS:
By the way, if someone wants to crush heretics in the name of Knowledge PvE in SS online, feel free to write me =)

Good karma+3 votes
quaerendo
quaerendo - - 43 comments @ Adeptus Mechanicus Exporators. Public Beta 0.99

By the way, if someone wants to crush heretics in the name of Knowledge PvE in SS online, feel free to write me =)

Good karma+1 vote
quaerendo
quaerendo - - 43 comments @ Adeptus Mechanicus Exporators. Public Beta 0.99

This is SO ******* AWESOME!
I love some sexy grimdark near-cyberpunk tech goodies, so I loved this mod.
Let us begin the quest for Knowledge!

Good karma+1 vote
quaerendo
quaerendo - - 43 comments @ DoWPro:Soulstorm 3.62 Update

Английский знать надо как дважды два =) В 2016 живём, пора бы. Плюс если учесть что для добычи инфы английского мало... ну ты понял :D

Good karma+1 vote
quaerendo
quaerendo - - 43 comments @ DoWPro:Soulstorm 3.62 Update

Played vs Hard AI players with Highspeed AI disabled - no issues so far. I'll write here and to H0ll0W if issue will reoccur again.

Good karma+1 vote
quaerendo
quaerendo - - 43 comments @ DoWPro:Soulstorm 3.62 Update

Well, here's my list of actions:
1) Got 3.62, installed on 3.61
2) Got freezes while playing 1vs1 IG(me) vs Tyranids(AI)
3) Disabled COMODO AV and firewall
4) Re-launched several times and enabled Highspeed AI condition in skirmish settings - issue was fixed somehow :\
5) Decided that I was one blind fool for not reading Hollow's message and did a clean install.
6) No problems so far
I'll try now to play 1vs1vs1vs1 vs 3 AI players with Highspeed skirmish condition disabled. I'll update shortly.

Good karma+2 votes