Is there any way to get this to work with GenLauncher?
Is there any way to get this to work with GenLauncher?
Not sure if any of you guys are still around or have the files to fix it, but the file for the mod seems to be corrupted because every time I and other people have tried starting up the mod, it says its missing libraries, particularly: ssleay32.dll
At this point, it's safe to say this mod is broken, and none of the creators are still around to fix it. And even if some of them were still around after all this time, it's doubtful they have the files for it.
As much as I like to be optimistic, the nay-sayers do have a point; this mod has been in development for a decade and a half and has nothing but screenshots and some footage to show for it.
They needed to release an alpha/beta/demo to at least show they're serious about this. I'd also like to remind everybody that this mod started development for Generals/ZH.
The video is unavailable, but Exodarian released a new version:
So are these guys going to be hostile wildlife or part of the Moblin faction?
Same here, but it happens after everytime I die.
I like this idea, I hope the Imperial Guard gets similar treatment with different regiments.
I managed to fix it by using the most recent version of the Mod Manager.
I'm getting the samething, both mods are installed and the mod manager is detecting them and listing them, but it won't let me launch this mod because it says those two are missing.
And I am using the folders for those mods that you included in your files.
The Mod Manager is detecting that I installed the Space Wolves mod, but when I try launching the No Limit Mod it won't let me because it says that the Space Wolves mod is not installed even though the mod manager is detecting it.
The textures could use some work, but great progress none of the less.
So far my only complaint is that the texture work on all the new models make everything else in the game look like crap in comparison.
Also in terms of bug reports I have found that in the Editor, texmods reset to the default one for a model after ending a test. Also some vehicles have incorrect info such as the T-34-57 saying it has a 76mm rather than a 57mm and the T-34-85 saying it has a 88mm rather an a 85mm. Also I keep telling my tanks in the editor to close up their hatches, but after testing it and reverting back to editor mode their hatches are open again.
So are the Sins factions going to be getting any new stuff?
So does this mean that ammunition from one nation's artillery won't work with another nations' artillery even if they're the same caliber?
The shape of this and the other one remind me of armored trains.
Hey I noticed that this is on Steam now, when did that happen?
Hey I noticed that some of the factions(particularly the Rebels and I think the Empire as well) get smaller unit caps than the others. Is this a bug or is it intended?
Of course the same thing could be said with the Imperium of Man because it would no doubly fall apart if the Empire was to find way to get to Terra and perform it's own version of Exterminatus, Base Delta Zero, or even take it by ground assault, taking out it's government causing the Imperium to fall into Chaos...and speaking about Chaos...they will no doubly take advantage of the situation as well because without the God Emperor to protect it and keep the Warp ways secured, the Imperium will just be ripe for the taking which will probably work against the Galactic Empire as well because now they'll have the other 40k factions to worry about as they would be left unchecked.
But that's assuming if the Empire can even get to Terra undetected.
Well it isn't like the Imperium can't just warp to Coruscant, exterminatus it, and knock out the Empire's leadership throwing the Galactic Empire into disarray just like it did in the original EU when the Death Star II blew up taking the Emperor and Darth Vader with it. One of the main problems with the Empire is that it's heavily centralized on the Emperor, so when you remove him, the entire structure falls apart. But this is going off the old EU canon, not the new canon in the new upcoming Star Wars movie, whatever that will be.
Is it just me or is the frontmost guy standing in the background on the left look like he's in a T-pose?
The Tyranids against the Necrons, that's going to be one helluva of a fight because both of them are essentially out to destroy all in the Galaxy and are essentially unending.
Probably one of those cut down Abrams tanks we gave to the new Iraqi military.
Also some tanks also have had their coaxial or pintle/cupola mounted machine guns activated.
The .50 cal of the 40k universe might be different than the .50 cal of today because as I said in my last post, who knows what the Imperium makes their ammunition and armor out of, so a Imperial .50 cal might just be capable of penetrating through modern tank armor because it is the far future and who knows how far technology has advanced.
Yeah but who knows what kind of materials the Adeptus Mechanicus makes tank armor out of,as we know it could include materials that would render modern tank rounds along with any modern anti-tank weapons useless or at least less effective.
Not to mention that 40k Imperium tank and anti-tank munitions are probably capable of turning any modern tank into ashes with a single shot/blast.
Not in the near future, there is a M1A3 currently in development due to be operational by 2017 and the M1A2 fleet is expected to be in service beyond 2050 and the remaining M1A1s will remain in service until at least 2021.
(2142)Gen.Reaper
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