Sorry for the eight month long delay in replying. I must have forgotten and only now rediscovered this conversation. Yes I would very much like a link thank you in advance. I make sure to reply sooner.
Sorry for the eight month long delay in replying. I must have forgotten and only now rediscovered this conversation. Yes I would very much like a link thank you in advance. I make sure to reply sooner.
Are you playing on steam? If thats the case then try to make a copy of the medieval 2 exe and rename it kingdoms.
What mod are these in?
Excellent work, has this been used in any mod yet?
I was really hoping for Gue'Vesa Auxiliaries in this update, but oh well.
No it is not possible, this ruins the mod for me personally. I have been looking for a work around to fix it but have not found anything.
Will the new release feature human auxiliaries (gue'vesa) for the Tau Empire? I would add them in myself but I am having trouble with Corsix Mod Studio.
Every time I do a siege battle in Alexander w/ Darthmod addon, the game crashes to windows. Does this happen to anyone else? any clues to whats going on here?
Those poor guardsmen though :(
Will you also retexture the units from the Forgotten DLC?
The little known RTS game, Rise of Nations and its expansion pack does exactly that, give civilizations not only culturally different architectural style but also different models for units for the different civilizations.
I have problem and was wondering if anyone could help out. There are two transport ships that cannot be destroyed in space tactical battles. The sheathipede shuttle for the CIS and the LAAT/c AT TE carrier for the Republic. Anyone know whats going on and how to fix this? I have been going over the xml files and have not gotten any closer to figuring this out.
Thanks in advance
thank you, sorry I have not been on here a lot, I had a lot of university work and then there were holidays
I agree those issues should be addressed but there is a bigger problem that needs to be solved.
I agree with you Zaha, they build spore chimneys just fine. this was a reply to your comment but somehow it got to the top of the page
thank you soundwave81, you may download them
I just want to rectify and confirm what Miros and soulstormfan told me. It does go up to 100% I was playing on a map where there weren't enough strategic points. Also it seems that it only stategic points controlled by a spore chimney work, relics seem to have no effect on increasing it.
I took faith/influence completely out of the equation and the Tyranid AI still refuses to build anything more than listening posts, broodlord, genestealer, and if attacked, spore mines. I do not know what the issue could be.
Ok Miros, I am going go put that theory to the test by opening up Corsix and removing all the faith/influence from the Tyranid buildings to see if that remedies the problem. If thats the case then I will let you know and let you get started addressing the issue, hopefully the Tyranids AI would be able to recognize and use the faith/influence resource. Could there possibly be some backlash that effects the sisters of battle due their relaince on faith resource? If you can fix it, I sincerely hope that you would generously and quickly release a patch for the public to download and fix the problem for themselves as well
Is the AI simply not able to do use the new build system?
I will try that the next time I play. I have to say though I had spore chimneys on 4 captured SP's and on 2 captured relics and the influence was still at 84% and I was unable to buy an additional hive spire.
I ran it through easy and standard, I did not try hard. I did however I did tweek the AI Control Panel with no avail. Any other suggestions. I really hope it is a local issue on my end, but I do implore you and/or any other mod team member to try a game against a tyranid enemy or with a tyranid ally just to make sure the AI works properly.
Whats wrong with the Tyranid AI? Whenever I play against them or have them as an ally as I play Tyranids, the computer Tyranids never build there base up to more than the Hive Spire HQ and spore chimneys. Their armies only consist of a Broodlord, a single squad of genestealers and a bunch of spore mines. I also noticed that the influence bar stops at 84% and does not go to 100%. This makes calling in an additional hive spire impossible since it costs 90 influence. These major issues detract from an otherwise flawless mod.
Thank you very much Tyranid team, this is a great way to end the month. All the best and keep up the good work.
Tyranid Music Theme would be cool however they do not have a sound guy, that was what I was told when I asked them.
Personally I think that flying units failed to deliver in Soulstorm, they're not that great, essentially vehicles which cannot be engaged by melee units. Its your mod though add gargoyles or any other flying critter that comes to mind.
Yeah I can't wait either, I mean the 3rd addition hive tyrant kinda looks like an oversized warrior but I can't keep fooling myself with that ruse for much longer :P
This thing is teasing me, I really want to put it on the battlefield. How long until we can expect the newest release?
You are going to have to get Soulstorm if you don't have it already.
DeathScream
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I am about to do something very drastic. I am about to install the .44 Tyranid Mod on my computer and put in all the art, hive tyrant, and weapons from .52b. Why? because the AI for Tyranids does not seem to work for .52 specifically it cannot build buildings. I guess I will have to do this for not while the Tyranid mod team fixes this issue. Although dropping buildings from orbit was fun, I really do miss the builder unit, William of the Hive Mind =P