More like a Mass Effect Reaper sound
More like a Mass Effect Reaper sound
Totally not feelin' dumb right now xD Next time I'll read twice before posting . Still , I wonder who got the idea of adding those HL2 assets into the mod
A mordor map built for a star wars mod using Half life 2 walls ... Interesting !
"Human"
"single"
"Stupid"
"cultists"
Damn you're amazing
Hoy , le bug du curseur invisible a été reporté plusieurs fois (j'en suis moi même victime ) mais pour le moment il n'y a pas de solutions , reste a voir si la prochaine MaJ saura le résoudre :D
Pour ce qui est des valkyries et autre engins volants il sont prévu mais pas dans l'immédiat . Si j'ai bien compris son mode de fonctionnement Guard' vas commencer par intégrer les élément les plus faciles a ajouter au jeu ( infantrie a distance , véhicules terrestres a l'exception des marcheurs de combat ) puis avancer sur les éléments plus complexes. Après pour les armées/chapitres je ne saurais pas trop te dire , tout dépend de ce que lui ou la communauté vas nous donner :D
Just to know , do you plan on adding effects under the hovering units ? Like what they did in GaW for example
Logic, But I still find funny to see a guardsman surviving a 0.75 cal self propelled munition bursting through his head :D this and their slow speed makes them look more like high velocity overheating baguettes than actual death rounds ( I'm not saying that baguettes can't be dangerous tho ) .
I'm not against the idea that IG can stand up against space marines . Actually it would be logic for a well equipped and trained squad to have its chance ... one of the good thing could be to re apply a buff to both Guards and SM while adding the really low tier units like conscripts which are literally nothing but cannon fodder. It would also make sense that standards IG can literally obliterate the vanilla units since there is like 38 millennium of technological differences between the two (I know that it ain't that easy , but life time training and torchlig..I mean laser guns have their impact ) While conscripts ... ehhh let's just say it would be one the few fair fights they could ever get. Overall having those really low tier units would be quite handy for balance purposes when other races will come in , especially those with a lot of meathshields and specialized units. (It's still just my opinion tho )
The new SM stats are way more enjoyable now , tho a squad of tactical marines can still be butchered by a group of entrenched guardsmen :D One thing I've noticed with the chimera and other transport is that there is no actual "transport place" and all the soldiers are counted as crew which means that the AI won't unload them when under attack.
On a side note after some hours of testing i think the regular bolter fx might be lacking a bit of punch , the bullets feel a bit off compared to their heavy or mounted counterpart
They still have a community behind them ,so they'll just keep "working" on it , thus it's going to be ... really difficult to make them stop ( Let's be honest , it's pretty much impossible , as long as they don't face a huge backlash from their own fanbase)
I tested this mod a while ago and it was a pretty weird experience ( coming with its load of bugs and crashes of course ) ... but I guess the main reason why people still plays this is wether they ignore the truth or because it allows players to combine multiple mods without compatibility issues (in theory ) Which is the reason why I wanted to test it at first .. ( tho we all know how it ended )
A huge campaign would be a good idea , tho you'll need a lot of support and I'm not sure if Steam is as efficient as ModDB when it comes to assets and work stealing in mods and usermade projects
Anyway , I wish you all good luck with this ^^
(and If it doesn't work .. well that 20+GB file clusterfuck will probably ends up being totally unplayable thanks to a content overload )
May I ask how's the development going ?
Problem is , Most uf us here can't "make small changes to it, a few units, slightly changing the balance for our taste " For many reasons.
The most common one being that we may not have the skills do to so without making the mod even more unstable , that we have little time to enjoy a few games with a complete , fun and balanced mod for our beloved game .
Not to mention of course that playing with XML- , Game- or any config files ain't something that everybody wants to , or even know how to .
Ibram , and most of us keep saying this: This mod is great , it has tons of content .. Content we can't enjoy because of the issues that seems to annoy most of the community , leaving some lucky guy with a somehow working install. Problem is , Alliance team isn't going in the direction they should if they wanted to have the community behind them ...
Quantity over quality. Although this may not be the case , this is the feeling Nomada left through his mostly aggressive and or selfish reactions.
Keep in mind that we (almost) all love the Alliance mod , at least for what it's supposed to bring into the game , and we all realize Nomada's huge work
If the project becomes what it is supposed to be , this will be everything but a simple republish of the original mod ... I'd even say this could be the Alliance mod we've been hoping for , there'll be original content and efforts put into this as well .
Modding is basically putting your free time and passion to content that is meant to be released in public domain . Enhancing someone's work while giving him most of the credits ( In other words , what's happening with this mod ) Is a fair use of the said work . But as far as I know , Ibram isn't using it to make profits.
You're pretty lucky if you managed to play and enjoy the mod regularly , because I've never been able to do so , even with 3 different computers :D
Sure Nomada will continue his mod , and that's great. DE is meant to follow another direction of development more than just copying ^^
The thing we should hope is that Nomada's reaction won't end in the destruction of his already fragile community
Considering the mod you decided to work on , sure this is gonna take a lot of effort to fix it. I wish you good luck on your work :)
Still I have some questions...
About the art style , Nawrocki's textures sure are detailed (waay too detailed sometimes ) , yet thanks to the shading system and .. the game style itself , it just looks off. Still now that you have access to Jeroenimo's work , I wonder if you're going to change the units to look the same as his , or keep with the basic Nomada's style ?
An other thing , are you working alone or with a team ? Considering the time he took, even with a quantity over quality way of modding , I wonder how much time you'll need to fix at least the main issues ^^
Spaceballs FTW
Also , I think this is the most Professional looking avatar in the internet. Don't you agree ?
Nice ! could be really interesting ^^ I'm not the boss though , so the only mission I can give you is to follow us and maybe try to help us finding people with CKit skills.
For now, It's a standalone adventure.
The main reason being that starting a whole new quest line with A Jesus' like character , 3 fatmans ( don't forget about a hundred of mininukes ( without crafting mod of course ) ) ... Well ... it's kinda tricky to balance out everything so it can fit to every type of play-through . That being said , there will probably be a way to travel between the two worlds , If players really want to (or if we find a way to make a Lore and gameplay friendly way to do it).
Hehehe , we still have a lot to do before going into all the voice acting thing. However with the (kinda) huge amount of NPCs and quests we're planning to do , Every help will be welcome ^^
PS: What kind of British accent do you have ? Just to know :D
Well , for a new modder , this is pretty amazing! Even if there's obviously a lot to do , this seems like a great start ^^ . I hope you'll get a good team to make and release this promising project . The "tribe" system sounds interesting , but will there really be no presence of the other major factions ? I mean it could be a good way to link this mod to the main game story , as we may arrive there during a brotherhood mission , or ( because Preston is crazy enough to ask his general to do this ) in an expedition with the minutemen , i don't know ... it could be interesting .
You said that you were in need of modelers and concept artists . I suggest that you try to talk with the ohter modding team (at least for good advices ) like the one working in maxwell's mod .
Anyway , i'm follwing this mod , and i can't wait to see some good news ^^
PS: maybe i could try to help with concept drawing (and even modeleing , though i'm not sur if i'm good enough for something that big ) . it's not like your video gave me a bunch of ideas about cities , places and stuff but, yep!
PPS: You're english is pretty good , at least for a french dude like me ^^
And I am the one who wants to see a laser turret mounted on these beasts :D ( beta , you know what to do :D )
Juste une petite question par rapport a la version finale du mod : Est-ce que vous projetez de faire quelque chose pour l'IA des unités aériennes ? vu que l'on peu les manipuler que via le pilotage direct ou par script , elles sont moins accessibles que le reste des unités. Et inutile de préciser que star wars sans chasseurs , c'est pas vraiment le top ^^ . Après , je ne suis pas un Dev et je pense bien que ce genre de chose doit être hardi à faire .. Mais bon , on peu toujours espérer .
Anyway , Aussi impatient que les autres de pouvoir tester la prochaine version du mod ! Et Franchement , vu la démo , je suis sûr que ça vas être du lourd ^^
There'll probably be a bunch of error that you'll have to fix . But if you can wait a bit more , they're also going to release a dedicated version for AS1
Thanks for the tutorial .. however Everything's not perfectly working for me :
- When I select the skin ( "riggin" part ) I only get editable mesh and no editable poly , I still manage to move the model to the skeleton , but it breaks all the animation part
- The exporting plugin is a bit ... hard to handle when you don't know a word in russian :D For now , it only gives me errors everywhere ^^
Ow my .. Can't wait to see this baby blowing up some germa.. er I mean rebels !
Well .. that's probably the best Mod war I've ever seen on Moddb :D
Seriously , I hope things will go better so everybody can focus on mod content instead of comment battles .
Anyway , Good luck for everything ,
A french dude who's supporting this mod
ERrr is it just me or the campaign map is broken ? i can't reach any planets
I really like that one . (looks like a tau stealth drone from W40k)
hatception .. Supreme fortress 2 confirmed
"swap one of them to the enemy "
Let's fight like gentlemen!
If i understood well: i have to create a "lua" folder in the "orbitalwars" one where i'll write on the first file:
File : /lua/basetemplates.lua ...
T1SpaceFactory = {
UEF = {'seb0401', 40},
},
T2SpaceFactory = {
UEF = {'seb0401', 50},
},
T3SpaceFactory = {
UEF = {'seb0401', 60},
and something like this for the moving units on the ohter one , am i right?
Since GPG forum is down , do you have a tutorial for the SorianAI mod support ?
(for orbitalwars). I also wanted to say that you made a great mod! (even if it took me hours to make it work :D)
maybe i'm just dumb or something but when i get too much factories on a planet , some of the units can't be build because they're out of the list :/ , so how can i do?
ospreyhawk
joined
Mad drawer and scifi lover , I've spent more time messing with mods than playing the game itself