This is version 1.1 of the new codex/unofficial continuation.
This is version 1.1 of the new codex/unofficial continuation.
No idea, from the looks of things it could be related to Dow II's install location. Are you having any issues with other mods?
C:\Users\yourusernamehere\Documents\My Games\Dawn of War II - Retribution\Logfiles Send me a copy of your error log if you can.
Warnings.txt
I could see him something like Angron in Ultimate Apocalypse, not really a balanced unit but a highly devastating end-game unit.
When you spawn the land raider, you have to select it and switch the pattern of land raider as there are a few variants. Once you upgrade it with a pattern, it will allow movement.
Can you send me a copy of your error log?
C:\Users\yourusernamehere\Documents\My Games\Dawn of War II - Retribution\Logfiles
Warnings.txt from in there - send me that and I'll try and figure it out.
The mod isn't compatible with campaign and will likely have a lot of issues attempting to run the campaign and this mod simultaneously.
This is now fixed in the currently uploading build and should be available within about an hour or two of this comment going up.
As an update, the new version which is currently being uploaded contains fixes to try and mitigate this issue.
Remove your launch properties in steam - you cannot use Codex Edition and the campaign or last stand. It will not function.
Spot on ^^ - inspired by this: I.gyazo.com
Bodies already stay, pop-cap is already increased according to faction. There's no plan to make any further changes on this for scale, you are free to modify the mod to make those changes yourself if you choose to.
I'll look into the sniper rifles into plasma, it's probably just an ability not being removed properly.
If you spot anything else, please take note of it during your play session and post it on the forum or in a comment here, explaining what the issue is and on what it is. There's a lot of UI issues/upgrade issues still knocking about, need to slowly start chipping away at them.
Hiya,
Sorry about the delay - busy. I've had no luck with this though, absolutely no idea what the issue is.
The only thing I could think of would be try and reinstall the game with this mod and see if the issue still arises.
Yeah, if you can.
Still trying to figure this one out, see if you can also send me your warnings file - I'm trying to nail down the cause.
I've suggested a fix to timmy, try that too. Set your texture quality to ultra and try again, see if that causes the CTD too.
I don't see any issue in the warnings file.. hmm.
Could you try setting your texture quality setting to Ultra and see if the error occurs? I'm thinking it could be related to the lack of LODs on some models.
Absolutely.
First I'm finishing off Tau though - once Tau are fully balanced and in a good spot, work on the Ordo Malleus will begin, so the more feedback on this front - the better :)
Did you install it in the proper order?
1.0 > hotfix > 1.01 patch
Do you have any other mods installed? There might be a conflict.
That being said, if you can - send me a copy of your warnings.txt file, found here by default:
C:\Users\yourusernamehere\Documents\My Games\Dawn of War II - Retribution\Logfiles
That should help me nail down the cause.
I'll see what I can do about this.
Thanks for the feedback!
None.
There's no assets to work with, and I'm not competent enough to make an entirely new faction from the ground up including animations, models, textures and new gameplay mechanics to do them justice.
My idea is for him to function almost entirely like a perfect synergy of the Sorcerer and the Chaos Lord of Khorne, focusing on light psychic attacks and fast melee hits with the option to upgrade either more into melee with a few stuns, disruption or heavy anti-vehicle or upgrading into psychic powers, giving him more CC abilities and ranged disruption.
I think my ideal focus, once I'm past a concept phase, will be on mobility and damage with less defense as a commander.
I haven't actually though about Chaos Undivided, but I might look into it. It could be kind of cool to implement, it's something I'll have to draft some plans for once the Slaaneshi commander is done.
One of the biggest issues with making a Slaaneshi commander though is a lack of proper particle FX for Slaanesh worship so not too sure how I'll get around that, I might have to try and figure out how to edit the FX and make a Slaaneshi version.
It's something I'm trying to figure out, since I want to see if I can give unique voices to Ultramarines, Blood Angels, etc. too.
Of course. That's why the new Hero UI is in place.
I don't think it'll have any impact on campaign because the mod does not adjust any stats for campaign EBPS files, but it's not intended to work with campaign so I won't be making efforts to do so.
No can do bud. Certain races can certainly deploy large scale armies such as Orks, Guardsmen and Tyranids but Marines, Chaos Marines and Eldar will always be outnumbered in this mod.
It is designed in such a way that you can play 1v1s, 2v2s and 3v3s with a relatively solid sense of balance rather than simply spam units into murderblobs.
You're free to make modifications to the mod or whatever if you prefer to play it with 300 pop cap, but the balanced version of codex is the only thing I will be working on. No support will be offered for large scale battles simply for the sake of large scale battles.
You'll want Vengeance of the Blood Ravens for that.
I am actually planning to do a Slaaneshi commander, focusing less on the durability, melee lethality or ranged lethality of his units and instead focusing on speed. I'm probably going to implement them similar to how Elite does it, default with close range flamers which disrupt ranged fire and a longer ranged blast which knocks back heavy units and obliterates light units.
I also definitely want cacophony as an ability to just mince nearby squads so, that ability will definitely see some use both as knockback and loud nearby death-music :P
There's no new update out yet, this is just showing off some of the skins included with the V1.0 Full Install & Army Painter hotfix.
There is no fix, the mod does not support Last Stand. If you want to play Last Stand, remove the launch options from the game's Steam properties and run the vanilla game.
Tau are in, Grey Knights will be worked on once Tau are fully balanced. The more feedback on Tau, the faster it'll go.
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