looking good, but something is a tad off.....it needs more dakka......=P
(i take it that went over some peoples heads?)(joke wise)
also i cannot wait for this to be released, looking forward to this mod =)
looking good, but something is a tad off.....it needs more dakka......=P
(i take it that went over some peoples heads?)(joke wise)
also i cannot wait for this to be released, looking forward to this mod =)
it is currently stats wise at #1 out of 20,737
Merry christmas to all the commenters on this mod (as well as the awesome mod team) if i had romulan ale you'd all get a bottle or two (but its contraband in federation space so....)
@Ironwarrior42
can you explain to me why when i download this and then extract it to the soulstorm directory (for me this is I:\program files\THQ\soulstorm)
and then i load up soulstorm and activate it via the mod manager ingame it fails to activate?
i have soulstorm patched up to the latest available version and it doesn't launch this mod (yes i am aware it is in alpha stage)
i recently re-installed soulstorm as of today to a larger drive (I:\ on my desktop PC)
and it also launches just about every other mod i have for it (just not this alpha stage mod)
any help is greatly appreciated
Also i forgot to add...will there be a corner wall section for the fortress walls 0 degree and 90 degree to be connected to as it is quite hard to make the fortress walls look "joined" when i build them.
quick question. will the Dark angels mod and the Daemons Mod(1.4 update) be compatible with this mod anytime soon as i have played both the Dark angels mod and the new daemons mod and i have to say i enjoyed them both but not as much as i did the ultimate apocalypse mod..i usually play daemons with a chaos ally (well somebody has to worship the daemons =P)
and i absolutely love the 1.4 daemons but as it is not yet compatible with the UA 1.7 + patch i had to un install it to put in the 0.96 daemons just to play the UA mod new races
Will donate as soon as my three questions on the mod are answered to the best of the teams ability. it will be around 3 or 4 USD as i have a lot of things to pay for this month and that is all i can spare. =)
click the donate banner at the top of this page.
@ the mod development team.
a couple of questions for you (hopefully you'll be able to answer them)
1. forgeworld recently released a few new Tau Battlesuits (more specifically the R'varna experimental battlesuit) will this be featured as a tau unit? (eventually)as according to the rules for this particular battlesuit three of them held off a Tyranid invasion of the Kel'shan sept world quote "killing thousands of the biological horrors until reinforcemnts arrived"
and 2. will the other XV9 battlesuit weapon choices be available (fusion cascade and phased ion guns) in a future update for that particular battlesuit?
and last of all 3. will the commander unit of the tau (XV89 commander battlesuit) be getting any upgrades like the cyclic ion blaster, flechette launcher or plasma rifle (single or dual) as well as the usual tau battlesuit upgrades (markerlight drone as an upgrade for an example)
also great work on this mod i look forward to seeing more work on it in future.
regards
Stedge
P.s i mention the XV89 commander battlesuit as i don't like the xv22 commander that much but it would be great to see the option of pick a commander unit primary and the choices being xv22 or xv89 with neither being able to take the field at the same time (kind of like the imperial guard doctrines (where you can only pick one for that battle choices being infantry or armour doctrines)
i too am having trouble getting custom maps to show up in game. i followed the instructions on your reply to the above commenter (and they still dont show up at all)
i run the mod from the icon on desktop (shortcut for the mod, and yes the mod is in the new relaunch folder on steam)
assistance is welcomed as i have a few maps that look like they'd be good for WW1 use. =)
@Don_Durandal, ah np my bad =)ty for correcting me =)
@Mp44mg42, the development team answered this question a few pages back in the comments, they said it has a mix of Vcoh and realistic as i recall
yay, a news update and those maps look awesome in the screens provided with the update and description
excellent , looking forward to this.
@ TGW development team, will (if any) maps be large enough to build an interweaving web of trenches with MG's with overlapping fields of fire (to create a large killzone) without resorting to Artillery to barrage the enemy lines (whichever faction is being used). as me and a friend are waiting for release so we can stage the spring offensive of 1916 (yes i know the mod is set late ww1 in 1918).
we both are defensive players and were wondering if (any) maps that are being worked on will be large enough to do this kind of tactic.
@john-smith correction for you....Rolls Royce =P
these new images are absolutely epic, looking forward to the mods release =)
yay ... tech trees..just out of sheer curiosity, what upgrades can German empire buildings get (IE like defensive building machineguns)..and are there any such upgrades for the british expeditionary force?..besides the standard defenses that have already been mentioned in the gameplay videos, also the tech trees look cool and fun to use in the mod once it is released.
on a side note, i just looked through these new images that are up and they are really good =)
Me and my best friend are both looking forward to the release of this mod, we both LOVE to play defensively, so my questions are, 1) how long do the trenches take to build in game, and 2) what win conditions are being included in the release (when you on the team do release the mod), if i had a 3rd question i'd say when are you planning on releasing it to the community BUT i know better than to ask that (it will be done when it is done).
looking forward to replies =)
the soldiers in the background look like they are about to charge the enemy positions. and its a good image as well (i love the detail on the soldier models)
if i hadn't read the above comments i'd say those german soldiers are hiding in a trench with a gas cloud in it...i know it wouldn't be chlorine Gas in the image (commonly known as mustard gas due to the yellow-ish cloud it makes) so my question is would that be Phosgene gas? or just a generic gas?
i believe the developers on the team making this mod called them "Trench Raiders"
you know what's missing from the above image? an MG team and a couple of mortars (the 15 inch ones used during ww1) but i suspect the 15 inch mortar would be overkill in a trench that deep haha, but still i like the image and would like to see more screens maybe of a tank or something mowing down soldiers?
Also was it the MK IV tank in WW1 (historically speaking)? i always thought that particular tank you used as reference for the mk IV was a MK I tank (yes i know its not in the image above but still would look cool rolling across a section of trench in the pic)
actually the germans were more commonly referenced as "krauts" or "fritz" by british soldiers, not that the above comment is bad or anything just slightly inaccurate as "jerry" was a ww2 reference. but still again i like the comment =P
Image is also great too.
stedge
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