Isn't this from Unification?
English Language patch doesn't seem to work
It looks like a Munificent after a diet. Or one that got jelly of all the slim, pretty ships and decided to go ano.
Changelog? Gotta know if the gameplay changed or this new version simply adds more maps.
Why not a patch? Unless the full version is more stable of course.
Sorry, what I meant to say was; does that DoT aura actually work properly? As I didn't notice it during play.
Does the Trample effect for cavalry actually work?
There are issues when I use the Mod in a race-mixing Mod, mostly about the Sorcerer Lord's spellbook being unavailable and when I managed to jury-rig the race-mixer to allow his spellbook to be accessed, he can't summon daemons despite casting the ability.
My god... Like a goddamn phoenix out of the ashes...
You know, it would be a lot less inconvenient if you were to just upload update patches rather than making those who already downloaded the mod redownload it every time the thing gets updated.
Is the mod dead or what? It's far from finished.
The Bellator
I'm guessing this is incompatible with the latest release.
A question: Why are the Halftrack and Sdkfz 234 stummels so useless? I mean, there's virtually no blast radius for their shells and their accuracy against infantry is downright shameful. Speaking of inaccurate weapons, the Hummel and Wespe also cannot seem to hit anything with their barrages unlike the towed howitzers.
Will it work with the latest version?
Wait, does this mean the Daemon Prince won't have a god-specific appearance? Because it seems like that from the wording.
I think this mod really needs a patch, sound files are quite buggy and game balance is quite poor, with some units and weapons that are extremely underpowered (The Traitor Stormtroopers and the Possessed tank's Buzzsaws) while others are rather overpowered (All those grenades for Berserkers and they all have separate cooldown times...) and the Daemonhost being really slow to construct without the use of forced labor.
I derped, I meant to say that the execute should affect ALL squads near the execution, not just the one the Commissar is attached to. Though for balance's sake, can a cooldown timer be added to execution?
Honestly, the IG feels a bit underpowered in the early game, the races; Especially the SoB and both kinds of Spehss Mahreen absolutely ream them before they can their Vehicles ready. So bringing back the Commissar execute would go quite a way in keeping heavy infantry less overwhelming for the flashlight wielders.
That's the Nightingale from Gundam Century!
The Broadsides. And the AI, from previous versions is now far more willing to abuse the large amounts of resources it has to create much larger armies.
Just playtested the new version... The AI is a monster and the Tau are still hideously powerful.
Why do the Eldar cause CTDs?
One more thing, is it normal for the Bolter bitches to instakill everything they encounter for some fucktarded reason?
Speaking of CTD's it also happens with the Eldar.
Latest version BTW.
Will the Necrons get all of their new codex units like their Arks, Barges and fliers? Along with Sword and shield Lychguard and Trirach Praetorians?
Say, even though the Kroot, Hormagaunts and the Autarch w/the Warp Spider pack get a leaping attack; why can't real Warp Spiders, Assault Marines, Chaos Raptors and Stormboyz get the same thing? I mean, Firestorm Over Kronus/Kaurava let them have it? So why not here as well?
Also, I'm guessing it's due to coding issues why Vanguard Veterans get teleporters instead of Jump packs since they can accept characters; but then again, In Firestorm; a Jump-pack equipped Commander can join Jump Infantry...
Why are the Panzer Elite Infantry so damn weak? Not to mention only as expensive as Volksgrenadiers.
Uhmmm... Is there any reason for why the Hell Drake is a Relic unit? I mean, wouldn't it be more in tune with the codex to make it an infantry-busting alternative to the Hell Talon?
Ramon_Velasco
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