Oh wow, that's a lot of changes! The civvie stuff looks very promising.
Oh wow, that's a lot of changes! The civvie stuff looks very promising.
Amazing, looking forward to playing this!
This looks great!
This is all looking great, you've made what has swiftly become my absolute hands-down favourite ZH mod and seeing all the planned new units is amazing!
Amazing, looking forward to trying it!
Looks good.
Glad to hear it, will be interested to see what role you will have Primaris play in the UM mod since they've been special units for both the IF and the Salamanders.
2 or 5 would be my preference. 1 feels a little too close to the ECA from the ROTR mod.
`"If someone does not like the codex they are more than welcome to make their own, the more material out there to make new devs the better in my opinion."` - that's not really condescending though. Given that writing unfortunately cannot always convey the emotional intent behind the writing unless you want to add it in explicitly or add smilies and emojis everywhere, it reads to me as 'if people aren't happy with the codex, they can make their own, since the more material available to potential new devs, the better'. In that case, it's a very laudable thing to say, and I'm grateful for this game's vibrant modding community given its age.
Cannot wait to see this released!
Glad to hear it! They looked great in the Salamanders mod and I'm looking to the boys in yellow getting some of those Primaris goodies as well.
Question for you guys, given that we've had a limited introduction of Primaris marines in the Salamanders mod, are we likely to see anything like that in this mod or the Ultramarines mod?
Absolutely great news!
It's one of those things you wouldn't think is important, but it looks great, and shows the tremendous dedication you've always put into your work. Fantastic.
Fantastic, really looking forward to this.
Avast. I've added BFME to the exceptions folder, and the PlayRos file isn't doing anything whatsoever. I have moved it from the C: folder to the actual BFME folder, but I've also moved it back to C: and tried it with no difference in results.
Okay pal, Arkenstone. BFME is installed, updated to V1.03, fan-updates 1.05 and 1.06 have been applied, and I've downloaded ROS 0.25 and ROS 0.298. I've updated Java using the Oracle Corporation's own website, and restarted the PC. The PlayRos .jar file is sat in my BFME directory, and no, there's no compatibility mode selected on either the BFME launcher or the old ROS launcher, my copy is an actual store-bought CD and I'm using 32-bit Windows 7.
Despite that, the PlayRos file doesn't do anything when it's clicked.
I've a query for the modellers here; what programmes do you use to make your models? Does it have to be 3dsmax/Maya, or can I use something else like Blender and then convert into an .alo format?
Thanks for this and all your work over the years. You've created a mod that does, I believe, stack up very well against more modern games, and you've really gone beyond the call of duty to carry on bugfixing after all this time.
As someone who only first read the Wing Commander books last week, I'd like to thank you for helping bring the WC universe to a strategy platform. I'm looking forward to trying the mod out!
That's a very good question. It could be that NBC has lessened the restrictions on mods.
Could you please link the mod here, as there's so many I'm hesitant to waste time downloading what could be nearly all the wrong mods.
Hi there. When you say 'didn't separate upper and lower sections', could you please clarify what this refers to?
I'm downloading the mod to examine the XML myself, and will be working on it as real life permits.
They are indeed!
As for the Tau Battlesuits, I tweaked the unit cap of them. Seven plus a Tau commander wrecked an Ork base in short measure, so I think building as squads may not be such a good idea after all.
Other than that, loving the mod, and I'm looking forward to what you and the team come up with next!
Very nice mod! Hope you don't mind, but I made some changes for my own use to it, like Despoiler Squads carrying bolt pistols and chainswords, as well as moving slightly faster than regular tactical squads.
It's for Soulstorm, I believe. At least, that's the game I've got it working on.
Hi there, if you run through the steps I gave to StalinGrad6, then it should be working. If you've done that already and you're still getting the same problem, reply here or PM me with the names of the moniker files, the unit you want to modify, and the location of those files in the directory.
Hey boothy_p, quick question; is there an inbuilt code or something that prevents you and the team from letting the Tau's XV-8 suits from being built as squads rather than capped to three individual suits? Other than that, great work, and I love the changes made in 3.7!
Well, aside from being on the receiving end of a Thunderfire Cannon :P
That's just cementing my desire to download Retribution and the mod now! Is there anywhere that offers a rundown of the unit options available to each Space Marine army, if there's any difference?
ViridiaGaming
Josh joined
I'm an amateur writer, linearter and interested in learning to mod for Command & Conquer Generals and Star Wars; Empire at War.