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Comment History
The_Legacy
The_Legacy - - 28 comments @ The Phoenix Rises...

Awesome! :D

Good karma+1 vote
The_Legacy
The_Legacy - - 28 comments @ Dawn of War

I'm sure we've all made some major mistakes in our lives. God knows I made a real doozy in my personal life last year.

I can't comment on your situation beyond that as I've only recently returned to the community after 16 years, but an apology is a good way to start.

Unfortunately, I also know from personal experience that apologies aren't always enough, and I'm glad that you recognize the fact that you may not be forgiven.

All you can really do now is use your future actions as proof you are learning from your mistakes. Best of luck to you in the future.

Good karma+3 votes
The_Legacy
The_Legacy - - 28 comments @ The Phoenix Rises...

After playtesting DoW:WA today, it reminded me the Basilisk doesn't need range changes after all; though I'll need to confirm in skirmish, it seems that the Basilisk already has really long range. If anything, I may need to nerf it a tad.

Good karma+1 vote
The_Legacy
The_Legacy - - 28 comments @ Total War

Initial testing has shown that it is *mostly* working, but pop caps for the Space Marines, Eldar and Chaos are a bit wonky; Elder can exceed 90 vehicle cap, Space Marines are short 8 supply, and Chaos was also weird.

I'm not sure if this is a new bug since my last update, or if this was in the original version as well. Either way, I plan on breaking it down and doing a lot of sleuthing to find out why that's happening.

I will note that any modded unit (ie. Units that normally have a max cap value) will need to be redone from scratch to ensure that any balance changes by Relic are applied to the mod as well. It's an easy - if tedious - fix.

Good karma+2 votes
The_Legacy
The_Legacy - - 28 comments @ Total War

Recent testing has shown this to work with 1.51. However, it has not been *balanced* to 1.51, if there were any stat changes to the units.

I also found an annoying cap bug for Space Marines (and possibly other races). I will be releasing a v2.2 version sometime soon.

Good karma+2 votes
The_Legacy
The_Legacy - - 28 comments @ Total War

10 years too late, but to answer your question: No. However, I DID finish a late-beta version around the time Dark Crusade was released, but never got around to finishing it. This will be included in a release hopefully later this month.

Good karma+1 vote
The_Legacy
The_Legacy - - 28 comments @ Total War: Winter Assault

*Casts Resurrection*

Good karma+2 votes
The_Legacy
The_Legacy - - 28 comments @ A Word on Ownership

-> To be honest, all he really needed to do was to do that, to take all the files he created/modified from people's various works that made it work with his mod, put them into a patching program, then delete anything that's not directly from the mods he plagiarized from. Then, he could have modified the readme to provide the links to the mods that his mod -supports-, rather than -includes-, and the mod installer should have the patch installers included. Of course, this only works if he didn't modify any content that they had created. Otherwise, he'd need to scratch-write files to make them compatible when the patcher installs them.

It may not be too late for him to try this approach, but to be honest, I'm aggravated that someone so relatively well known in the modding community, would treat someone else's hard work as if it were their own, even if he included the references. To me, what he did was just lazy, and his defense of it is just insulting.

Thankfully, his moddb site is now down. If it goes back up, I hope it comes with a new respect for the hard work people like the Tyranids mod people deserve.

Good karma+4 votes
The_Legacy
The_Legacy - - 28 comments @ A Word on Ownership

Wow. I haven't been logged into Moddb for eight years, yet this whole snafu was enough for me to take the time to get a password reset, just so I could post here.

As a former mod developer myself, one who was among the first of all mod developers to release a mod (anyone remember the Total War series I made? Moddb.com), I can tell you that I know a fair bit about modding, and I know that GrOrc made a fatal error. It's one word: Plagurism.

To be honest, there's one very stupidly simple way he could have had the best of both words, and he blew it. That is, as you guys eloquently said, he could have build his standalone mod, then create 'patches' to -allow- the additions of other people's work, without actually including them. How, some of you may ask? By creating specially modified files, that allow people to, say, install his mod, install the Tyranids mod, then, using a patcher he could have released, would seemlessly integrate the two together the way he envisioned.

What's the difference, you may ask? One modifies and INCLUDES all the content of the mod, without any permission. The other, the one I'm suggesting, includes NOTHING. It forces people to find the mod in question (ie Tyranids), download it, install it, then, using a patch utility that he should have created, would integrate this and other mods with it. The big difference, is that by doing this, he could have given the Tyranid mod creators the traffic, downloads, and hits for their mod, while giving the players what they want in a TWM integration. ->

Good karma+5 votes
The_Legacy
The_Legacy - - 28 comments @ Discussion about "copyrights" within DoW-modding activity.

-> To be honest, all you really need to do to do this, is to take all the files you created/modified from people's various works that made it work with your mod, put them into a patching program, then delete anything that's not directly from the mods you plagiarized from. Then, you can modify the readme to provide the links to the mods that your mod -supports-, rather than -includes-, and the mod installer should have the patch installers included. Of course, this only works if you didn't modify any content that they had created. Otherwise, you'll need to scratch-write files to make them compatible for when the patcher installs them.

It may not be too late for you to try this approach, but to be honest, I'm aggravated that someone so well known in the modding community, would treat someone else's hard work as if it were their own, even if you included the comments. To me, what you did was just lazy, and your defense of it is just insulting.

Good karma+3 votes
The_Legacy
The_Legacy - - 28 comments @ Discussion about "copyrights" within DoW-modding activity.

Wow. I haven't been logged into Moddb for eight years, yet this whole snafu was enough for me to take the time to get a password reset, just so I could post here.

As a former mod developer myself, one who was among the first of all mod developers to release a mod (anyone remember the Total War series I made? Moddb.com), I can tell you that I know a fair bit about modding, and I know that you made a fatal error. It's one word: Plagurism.

To be honest, there's one very stupidly simple way you could have had the best of both words, and you blew it. That is, you could have build your 'standalone' mod, then create 'patches' to -allow- the additions of other people's work, without actually including them. How? By creating specially modified files, that allow people to, say, install your mod, install the Tyranids mod, then, using a patcher you could have released, would seemlessly integrate the two together the way you envisioned.

What's the difference, you ask? One modifies and INCLUDES all the content of the mod, without any permission. The other, the one I'm suggesting, includes NOTHING. It forces people to find the mod in question (ie Tyranids), download it, install it, then, using a patch utility that you should have created, would integrate your mod with it. The big difference, is that by doing this, you're giving the mod creators the traffic, downloads, and hits for their mod, while giving the players what they want in a TWM integration. ->

Good karma+2 votes
The_Legacy
The_Legacy - - 28 comments @ W40k DoW Total War v2.0

Hey there.

Is your game patched to the latest version?

Good karma+1 vote
The_Legacy
The_Legacy - - 28 comments @ Total War: Winter Assault

That is true. However, I found the unit to be horrifically underpowered per shot than the other units. Because I wanted to improve the firepower, I had to compensate the costs for it. Because of it, I made it that four baneblades would equal 20 Lemun Russ's. If your opponent has an equal amount of anti-tank firepower to go against it, it shouldn't cause problems.

I've tested this, and Baneblades can die easily, even with the massive upgrades, as long as you get five tanks of your own to fight it (which sounds right).

Good karma+1 vote
The_Legacy
The_Legacy - - 28 comments @ Total War: Armageddon

Yes, it knows automatically. Weirdly enough, this is a new feature of patch v1.40. Previous versions had to have that coded in. o_O

Good karma+1 vote
The_Legacy
The_Legacy - - 28 comments @ Total War: Winter Assault

Hey there guys. By the way, I'm a one man team for the original two mods I've made. Anyways, there will be a final release soon, sorry the links are dead, but they will be working soon!

Good karma+1 vote
The_Legacy
The_Legacy - - 28 comments @ Total War

Thanks Death-by-Bob. I'm releasing the final version of my Winter Assault version of my mod, so stay tuned.

tatsitIMdead, not really the best place to ask patch questions, but I'll answer nevertheless. Make sure you have sufficient hard drive space, and if it still fails, try updating by connecting online. :)

Good karma+1 vote
The_Legacy
The_Legacy - - 28 comments @ Total War

Total War: Winter Assault is out! Download away! Just remember that I'm doing beta testing, so new revisions will be common.

Good karma+1 vote
The_Legacy
The_Legacy - - 28 comments @ Total War

Comber, that information may be false, v2.0 of my mod apparently works, though the AI is shot. Recheck your sources.

Good karma+1 vote
The_Legacy
The_Legacy - - 28 comments @ Total War

Thank you for letting me know Comber. I totally missed the new patch.

Good karma+1 vote
The_Legacy
The_Legacy - - 28 comments @ Total War

Prometheus_IV: The reason is that for those who don't buy the expansion can play IG, and that I can add a race blindfolded; all I really do is adjust some settings to adjust how the game plays AKA this mod.

And as well, Total War: Winter Assault will follow closely after the release of the exp. Three Baneblades? Yeppers. ;)

Good karma+1 vote
The_Legacy
The_Legacy - - 28 comments @ Total War

This version is v1.3 Dawn of War compatable. :)

Good karma+1 vote
The_Legacy
The_Legacy - - 28 comments @ Total War

If you are talking about my mod, click the download link in the profile above.

If you're talking about the actual game, check out any electronics or major retail outlet and you should be able to find Warhammer 40,000 Dawn of War there.

And by the way, if you were talking about warez, then be smart and actually buy it. It's worth the money, the developers deserve the money they earn from your purchase, and mods will actually work on it, as any warez version of Dawn of War WILL NOT WORK with any mods created for the game. But as said before if you meant downloading my mod, disregard the message about warez and buying the game, and for those other who are reading this and who are thinking of downloading the game, don't.

Good karma+1 vote
The_Legacy
The_Legacy - - 28 comments @ Cadian Inquisition

I'd have to say this is the mod that made me take out the Imperial Guard. Good work on it guys.

Good karma+1 vote
The_Legacy
The_Legacy - - 28 comments @ Battle For Earth

That sucks man. Good luck with your future mods. But let this be a message to everyone: Back up your files! Don't end up SOL if your hard drive get wiped! :(

Good karma+1 vote
The_Legacy
The_Legacy - - 28 comments @ Total War

Thank you for your comments. Let me reply in posted order.

smurfboi

Dawnofwar.gamefront.com

Although someone already beat me to it. Thanks adramalech! ;)

KazXXX

Apparently my host "Shut down the website due to inactivity". I have no idea where this logic came from, but it will be back up later today, I promise you. To all my fans I appoligise about this, and not getting this up sooner.

Monkeystuff

Thanks. Only one thing. I'm doing this alone and without help. It's hard work. :P

This mod was designed to get me into modding (and maybe get a modding portfolio. Never in my wildest dreams did I think it would be this popular, AND be shown in PC Gamer.

Because of this, I'm going to wrap up what I started, perfecting this mod. Thanks. :)

MrTwister

I would LOVE to add all of those races, but this mod was originally slated to have the four races cap's upgraded, and a bonus of a bit of playable Imperial Guard. Now I'm going to tweak all of the gameplay mechanics to guarantee balance. Unfortunately I want to start a real mod, which means this mini-mod, will stay a mini-mod unless someone wants to make those races for me. Either that or some other mod team makes the races, and with permission integrate them into the mod, and stretching the caps. Sorry. But I will keep an eye out on this mod all the time.

News post will follow.

Good karma+1 vote
The_Legacy
The_Legacy - - 28 comments @ Total War

Want updates? I have one done right now. All I have to do is post the news...

Good karma+1 vote
The_Legacy
The_Legacy - - 28 comments @ Total War

I'm glad you are enjoying it. Now to answer your questions:

1. The Imperial Guard units in the mod (with voiceovers) came with the game. Normally they are only available in the single player campaign, but by changing one line, I made them available for multiplayer and skirmish (though I added a large starting army). Now, because the game wasn't designed for the Imperial Guard to be playing, they have no AI. I will have to add some in a future release, as well as some stopgap structures (SM buildings that can only build Imperial Guard units).

2. The AI not using all of the cap is a problem I came across too. In skirmish mode this can be alleviated by either cranking the difficulty, or add more computer players that are allied all together. However, I will be modifying the AI in the future release. I will have to study the W40kData.sga file as soon as possible.

Thanks for letting me know, and feel free to contact me at thelegacy@gmail.com.

Good karma+1 vote
The_Legacy
The_Legacy - - 28 comments @ Total War

I wouldn't mind that at all, except that except for editing text files (which I did to make these changes), I don't know anything about modding models and such, especially since a lot of the tools have not been released yet. I'll definitely consider releasing a v2.0 with the Imperial Guard with buildings. There are some actual Imperial Guard mods coming out though, so look around, since they probably offer more than I could at this point.

Good karma+1 vote