Not currently in this version.
Not currently in this version.
It has the time up on the download page itself, it will be released (if nothing goes wrong on moddb's end) in about an hour from now.
You can add races by placing them in the SS directory and editing the UA module file with the name(s) of the module/folder for the added race(s). Just make sure that there is no skip in the number sequence or it won't work. I recommend making copies of the UA-THB folder/module file and renaming them so you don't mess up your original UA files. The names of the folder and the module must match, as well as the name of the folder_name when you edit the module file. Also, the folder name can't be too long or it will refuse to activate, so use shorthand terms for your folder names.
As a side note, any race not officially supported by the mod will obviously not be balanced for the mod and will not feature late game units comparable to other factions.
That's likely what they call a false positive, I wouldn't worry too much about it.
Are these all Eldar icons, cause if so, I wanna know what a Warhound is doing there.
Apocalyzed maps usually entail removal of fog when zooming out as well as additional crit location placements.
Witch hunters? They aren't a faction supported by this mod at the moment. Are you activating the core UA-THB module/new races module instead of just the solo race ones? Tyranids are the 3rd mod faction compatible with UA, not sure if you have them installed or not.
I'm not sure removing a vanilla DoW race is even possible.
No, only 1.6 will work.
I just checked my game and the Reaver definitely has the improved texture mesh, whereas the General's Personal Reaver has the old model to distinguish the two.
Pretty sure that Reaver model has been in use since the early stages of THB.
I know that feel.jpg
I actually started a UA subreddit ages ago, but then came to the quick realization that I'm hopeless with HTML script and sort of just gave up. If people were willing to put in the work with getting it properly formatted and what not, I'd be happy to give them mod/admin privileges.
Download links are in the description of the video linked there --->
In the description of the Youtube video he linked.
Probably best not to look in my direction if it's skill you crave.
Important Update about the Patreon situation. Please watch, especially if you are a current patron.
I think the reason we can't do that is because the IDH and Nids are from other mod creation teams and we don't have permission to host their downloads on this mod, since I imagine that would drive traffic away from their mods.
The castle map gives a Fatal Scar Error, which is sad cause it looks like the best map.
Daemon Pit, top right unit.
Ah, but which timezone are we talking here? (Guessing one of the American ones)
Patch notes will be in your Soulstorm folder.
It won't light up if A) You can't afford the Paladins at the time or B) You don't have enough squad cap left to spawn them
The patch caused everyone's NTcore executables to be removed and replaced by the original one, so all you have to do is reinstall the NTcore exe and overwrite the original and if you have the build 452 on the main menu, then you have done so correctly.
I haven't tried it myself yet, but I imagine any Airborne titans (minus the Stormraven, cause I doubt that's strong enough) in a pack of 3-4 (or 2 in the Manta's case) could do work to Angron, with the added bonus of him not being able to attack them back. Also, I imagine Phantoms and Great Gargants could take him down with enough of them.
$750 seems like a hefty amount for such a small object. Also, what kind of repercussions come about if the model is unsatisfactory and people have given tons of money already. With the price this high already, what would modelers be asking for when we start wanting to see stuff like other Daemon Primarchs being made and what not.
Don't think anyone linked on how to do it per se, but if you find someone who knows how to do it you could pm them.
smoothrunes
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