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Comment History  (0 - 30 of 228)
BalkanLuka
BalkanLuka - - 228 comments @ MoreTau

Excellent news which I am glad to hear!

Good karma+3 votes
BalkanLuka
BalkanLuka - - 228 comments @ MoreTau

Though i like the future additions you have shown, my previous experience with certain models above forces me to ask these questions:

1) The Kroot riders had a huge ground shake effect tied to the model and with huge earth crack decals, making it quite unpleasant to use in larger numbers - will it be removed in the Unification version?

2) The Greater Knarloc rider has no animations when the Knarloc is charging or fighting in melee,he just stands frozen - so can it be fixed by adding some additional animations to the rider when the unit is engaged in the above mentioned stances?

Good karma+2 votes
BalkanLuka
BalkanLuka - - 228 comments @ Will you follow me ?

Nicely done! Finally every dwarf has his regal armor!

Good karma+1 vote
BalkanLuka
BalkanLuka - - 228 comments @ Haradwaith Banners

Hvala! Nadam se i ja :)

Good karma+1 vote
BalkanLuka
BalkanLuka - - 228 comments @ Men of Gondor Redesign - Eldacar’s Loyalists

A very bold re-design, and a very good one indeed! I really like it, especially the fact that they predominantly use chain mail, perfectly displaying the early Gondor feel.

Good karma+2 votes
BalkanLuka
BalkanLuka - - 228 comments @ Harad t3 infantry

Exceptional work from the concept artist - as is to be expected, from his previous ones !

Good karma+3 votes
BalkanLuka
BalkanLuka - - 228 comments @ Dawn of War REDUX 1.0 Trailer

(\_/)
(O-O)
/>woah!

Good karma+4 votes
BalkanLuka
BalkanLuka - - 228 comments @ Fixed Stormlord thanks to Kekoulis

What needed to be fixed ?

Good karma+1 vote
BalkanLuka
BalkanLuka - - 228 comments @ Kekoulis

Blessed is He that delivers me from my chains. Thank you for the reply!

Good karma+4 votes
BalkanLuka
BalkanLuka - - 228 comments @ Kekoulis

Hello Kekoulis, this might be a large request/plea,but would it be possible that you release a sub-mod/add-on for all of your upcoming tau units (Breacher/Ghostkeel/Riptide) to include a red lens variant similar to the vanilla DoW tau units for tau players that use the Tau paint scheme(lol thats a lot of Ts ) so that they can better mesh with their other units.Since its a FX file, similarly named they would not have any compatibility issues with other players using the default blue lights that fit in line with Viorla for example.

Some screens for the color comparison for tau scheme of what i mean:

Thepitgamingshop.co.uk

I.redd.it

Frontlinegaming.org

Good karma+3 votes
BalkanLuka
BalkanLuka - - 228 comments @ Sisters of Battle Incinerator Torpedo Strike effects test

Excellent work on the yellow/golden laser call-down effect!

Good karma+1 vote
BalkanLuka
BalkanLuka - - 228 comments @ Ghostkeel

Astounding work! Will it use custom animations, or maybe the animations of the regular crisis suit? You could save time with the crisis ones and they would still get the job done.

Good karma+1 vote
BalkanLuka
BalkanLuka - - 228 comments @ Aurei Imperii

Besides all of the great content shown in your images and videos, i particularly love the updated map with better defined mountains, hills and valleys. There is a real sense of elevation and geography on your map compared to the flatland vanilla MTW2 version. A truly promising medieval 2 TW mod!

Good karma+2 votes
BalkanLuka
BalkanLuka - - 228 comments @ Expanding Fronts

I mentioned grenade troopers as an example, similarly to the areal bombers - during our matches my team mates felt a lack of punch when bombing houses for example with explosive weapons, again this feel comes mostly as we prefer AOE3 over its predecessors, but anyway thank you for your reply and explanation of your future mod plans.

Good karma+1 vote
BalkanLuka
BalkanLuka - - 228 comments @ Expanding Fronts

Dear mod authors I know that you try to uphold the feel of the original game, but would you consider reducing the HP values of certain non-defensive buildings(maybe reduce the hp of all proc centers, mills and husbandry centers by 1/4, and reduce the hp of unit production buildings by 1/6 - nothing too radical) in order to encourage additional ways of besieging or harassing the enemy base and its expansions by reducing certain buildings TTK. I feel that sizable bombing runs, or massed grenade launchers should be more effective against regular buildings, while pummels or artillery would sttil be the best option for regular and defensive ones.This comes from a fan of both the original game as well as of your fantastic mod, who tries to get some of his RTS friends to play this mod more often besides BFME2, Paraworld, CandCTW, AOE3, and honestly I cant disagree that much with them on the matter that destroying certain buildings should be faster, as currently we feel that the TTK of certain building is too much even for AOE standards.

Good karma0 votes
BalkanLuka
BalkanLuka - - 228 comments @ Age of the Ring

Hi guys!

I just wanted to inform you that i noticed some things:

1. The banner carrier for the Riders of Pinnath Gelin is still a normal Gondorian bannerman (and i am so excitet to see my banner design on them :D)

2. The wheels of the dwarven catapult are not turning

Good karma+1 vote
BalkanLuka
BalkanLuka - - 228 comments @ Age of Empires III: The Native Empires

A truly promising mod, i really appreciate the effort you put in your map and unit previews! The new content looks original and quite fitting as an addition to the vanilla game :).

Good karma+2 votes
BalkanLuka
BalkanLuka - - 228 comments @ Feedback

Ok, for the sake of brevity ill write my suggestions as short as possible, without adding superficial explanations. Lets begin.

1) Increase the squad cap(houses) of Scouts to 2, Tacticals to 3 and CSM marines to 3; to compensate all squads get a small hp boost, scouts also get slightly better capture speeds (the reductions in squad numbers is great but the marines and their counterparts are still numerous on the battlefield, with these nerfs the marine/csm player must rely on the synergy of his infantry and vehicles.

2) reduce ork squad numbers for meganob to 3, nob to 9, slugga boy to 14, stormboy to 12 (also proportionally increase the hp of these units to the number of reduced units)

3) increase the unit mass of terminator normal and assault to 30, and meganob and obliterator to 40

4)These units should have the move through cover properties - mandrake, witch, warp beast pack, possessed squad, kroot hound, banshee, ranger squad, vindicare assassin for now...(speed modifiers are in the units epbs/cover ext/cover light and cover heavy, simply clear the speed modifier)

Controversial Eldar suggestions :)
Guardian squad changes - the guardians are a specific unit that has a few game-play issues (at least to me - it is squishy yet it has 4 clickable abilities making it a micro-management chore, juggling between moving them to save them and using their abilities, additionally its usefulness never adapts to later tiers of technology compared to other infantry that at least get some weapon wargear upgrades at t2/t3), so here are some suggestions in order to remedy that.

1) Embolden ability is removed, in its place the warlock leaders and seer council passively give more morale to the squad 100, while they are alive. I never found this ability particularly good or creative, it was just a timed flat stat boost.

2) Guardian squads get 2 new possible squad leaders, the Brightlance and Scatterlaser platform , so they can have 1 leader only of 3 choices -warlock and the platforms. The platforms are removed from the web-way gate, in their place you might put a single codex heavy weapon platform if you decide to add custom content. To compensate their new squad safety, the weapon platforms get a nerf in their max range. These leader platforms would be available at T2. (implementing 1 leader of 3 requires a specific modifier in the guardian spbs - a max leaders modifier set to -1 while allowing the squad to have 2 leaders at the same time in the squad leader branch.

I find that this change would improve the combat variability of the guardian squads making them adept at dealing against specific threats, but at the cost of losing the warlocks spells and his detection range. Additionally it is in line with the tabletop ruleset, having these platforms be atachements to the guardian squads while having the support weapon as a separate unit Games-workshop.com.

Finally instead of a suggestion, i have a question, would you consider using dow 2 models for certain units?

Good karma+3 votes
BalkanLuka
BalkanLuka - - 228 comments @ Fiefdom Banners

Thx i hvala :)!

Good karma+1 vote
BalkanLuka
BalkanLuka - - 228 comments @ Witch Hunters: Adepta Sororitas mod

Great! You guys rock with these new DoW releases.

Good karma+2 votes
BalkanLuka
BalkanLuka - - 228 comments @ Witch Hunters: Adepta Sororitas mod

Hello guys, i just finished several matches ( Playing as the Witch Hunters of course :)), and i love all the new additions, but i think there is a small visual/texture issue with one of the new units, the Land rider redeemer.

The problem with the unit is in its "color coding", meaning that unlike other witch hunter vehicles that use the primary slot in the army painter for their color, most of the Land Riders surfaces are colored using the secondary tab. This in turn means that its color pattern clashes with other mechanized units of the same sisterhood order (For example a Our martyred lady land rider looks like it belongs to the Bloody rose order with the current settings). As a consequence this centerpiece model feels rather disjointed with other units of the same army.

I made a few screenshots to better describe the issue. The final image is my suggestion how the land rider should be colored after the primary and secondary color swap.

Imgur.com

Good karma+2 votes
BalkanLuka
BalkanLuka - - 228 comments @ Snow-trolls in Misty Mountains!

Superb! Is it going to be a single or battalion type of unit?

Good karma+5 votes
BalkanLuka
BalkanLuka - - 228 comments @ Tyranid Mod

Hello fellow Tyranid mod fans, although i am posting this comment here, it is primarily targeted at the Mod authors themselves, concerning a sub-modding question. I posted this message here in order to increase the chances that the message would be seen and replied to, by the mod authors.

While waiting for the upcoming version, i decided to refresh my tyranid mod experience by making a few new DOW 2 based icons of my favourite Tyranid Hive fleet - Leviathan, that would replace the original ones from Kraken. What initially started as just a icon remake which i intended to post online as a submod, turned also into a UI recolor project, as i quickly recolored the Kraken UI to the Leviathan colors in order to prevent color clashes between the two different color pallets.

My question to the Mod Authors is - Do I have your permission to include a recolored version of your mods UI, in my UI re-skin project which i intend to release as a submod for your mod. If the answer is Yes, could you also give me the name of the original artist that made your UI, in order to credit him.

Here is just a small preview of some unit, upgrade and ability icons, as well as a screenshot of the recolored UI, but note that they are not final, and subject to changes.

Imgur.com

Good karma+2 votes
BalkanLuka
BalkanLuka - - 228 comments @ New Sounds/Fx

That Corrosion Grenade effect would look quite fitting as a Area of effect-Hit FX for a Death Guard Plagueburst Crawler. I love the added sound of all the effects!

Good karma+4 votes
BalkanLuka
BalkanLuka - - 228 comments @ Caran-Lambar, Terror of Nâfarat

Hvala! :)

Good karma+2 votes
BalkanLuka
BalkanLuka - - 228 comments @ Caran-Lambar, Terror of Nâfarat

Thx, I am glad that you like it!

Good karma+2 votes
BalkanLuka
BalkanLuka - - 228 comments @ Age of the Ring

Hello fellow AOTR community, i just wanted to inform you that i finished uploading a new LotR themed drawing, in this case my concept art is a direct suggestion for the visual look of Caran-Lambar, Terror of Nâfarat, a hero from the AOTR Haradwaith Faction.

You can see it as always by entering my profile or by using the direct link below :

Moddb.com

Good karma+8 votes
BalkanLuka
BalkanLuka - - 228 comments @ Caran-Lambar, Terror of Nâfarat

Here are some notes about Caran-Lambars design, and the specific themes contained in certain parts of his overall look. I used the AOTR design cue and his abilities as a basis for my concept Forums.revora.net, but i also added some ideas of my own. As for his apparel, he is dressed as most of the people of Haradwaith, in colored robes and headwraps, with the exception that Caran-Lambars dress is more tattered and torn, adding to his theme as a savage brute. Further implying his exotic origin are his tusk/claw earrings and the different take on the iconic Haradrim back banner, which instead of cloth, is in this case made from Mûmak skin, colored with red clay and with a charcoal drawn lidless eye. I slightly modified the idea of him having golden rings around his shoulders, biceps, and lower arms by changing the material to copper, while also adding a copper helmet with copper-ring chainmail attached to it.

Finally his abilities were a huge inspiration for his weapon and upper body visuals. In the case of his Breaker and Dire Straits ability, he simply had to be equipped with a large blunt weapon capable of damaging buildings and knocking back units, which in this case is a large animal horn or tusk welded to a handle. As for his ability to increase his damage by loosing health, i decided that the harness that caries his banner should have many tiny razors embedded into it, making every of Caran-Lambars moves painful, further enraging him in prolonged fights.

Good karma+5 votes
BalkanLuka
BalkanLuka - - 228 comments @ Men of Linhir

A great model update indeed! Now they will blend even better with the Men of Anorien. Their new looks remind me of my old Soldier of Lebenin drawing from 8 years ago.

Moddb.com

Good karma+5 votes