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Comment History  (0 - 30 of 36)
UnrealDirektor
UnrealDirektor - - 36 comments @ DoW40k: Firestorm over Kaurava

This mechanic was removed in the latest closed beta. It confused too many players.

Good karma+2 votes
UnrealDirektor
UnrealDirektor - - 36 comments @ DoW40k: Firestorm over Kaurava

Just skirmish.

Good karma+2 votes
UnrealDirektor
UnrealDirektor - - 36 comments @ DoW40k: Firestorm over Kaurava

Nope. Sadly we lack the help of modelers/texturers to make new models. So all the races will be either 4.5th or 5th edition.

6th and 7th editions brought so many changes to the TT, that it would literally mean recoding most of the system in FoK and even altering certain conversion rules to fit them.

FoK beta 3 will likely be one of the most stable editions, with the least amount of bugs, functioning AI and reworked Inquisition, Dark Eldar factions. And of course the new Tyranid race as well.

As for future editions containing 6th/7th edition stuff. Well... Not likely to happen. Unless a group of ppl go very dedicated. Not likely to happen either.

Good karma+2 votes
UnrealDirektor
UnrealDirektor - - 36 comments @ DoW40k: Firestorm over Kaurava

9. Commissar Lord does not Infiltrate. Chameleon Cloak merely gives him a 15% ranged damage reduction.

Good karma+1 vote
UnrealDirektor
UnrealDirektor - - 36 comments @ DoW40k: Firestorm over Kaurava

I started working on Dark Eldar. Hopefully the team will be able to kitbash some extra wargear for the infantry units.

Regardless, Beta 3 will feature a fully functional Dark Eldar race.

Good karma+1 vote
UnrealDirektor
UnrealDirektor - - 36 comments @ DoW40k: Firestorm over Kaurava

Alright guys. The tyranid add-on is nearly done. I am missing a proper taskbar (I'd certainly welcome someone's help to make a Fok compatible taskbar for the tyranids) and AI, but the code is done and UCS is in place.

I do have a quick question though. Currently I am using mostly 4th Edition rules combined with some elements from 6th Edition.

I am wondering whether you'd like to see a 4th or 6th Edition Force Organization style.

Mainly for Tyranid Warriors being elite/troop choices and Zoanthropes coming in single squads or in packs of 3 / squad. Also Zoanthropes being Heavy Support/Elite choices, would open interesting possibilities.

For the record, I am still waiting for a definitive yes from the tyranid mod team, but it seems they aren't against it, so it's all cool for now.

Good karma+2 votes
UnrealDirektor
UnrealDirektor - - 36 comments @ zahaqiel

Hello zahaqiel!

I posted on Tyranids.gameapollo.com, asking permission to use your mod's assets for an add-on aimed at bringing the Tyranids to Firestorm over Kronus.

I just recently found out about all the problems your team had with other modders using your assets without permission, and well... I understand if you are completely fed up with the subject. Still, it would be great if we could work out something. :D

Cheers!

Good karma+2 votes
UnrealDirektor
UnrealDirektor - - 36 comments @ DoW40k: Firestorm over Kaurava

Yeeeah. I forgot to specify I am using te Tyranid's teams assets. That is why before I'll release anything, I'll definitely talk it over with the Tyranid mod team.

Good karma+1 vote
UnrealDirektor
UnrealDirektor - - 36 comments @ DoW40k: Firestorm over Kaurava

Oh thanks, that clears up some aspects of the mod. I also noticed health is calculated T*W*60 hp... and for leaders it's ... like.. doubled? Not sure if that is really necessary though.

3. That sounds quite right. I am very impressed with how much thought went into figuring these things out.

4. Hmmm... well it does seem to work, however I found some discrepancies here and there regarding the setup time of certain melee weapons (based on 3rd/5th edition rule books).

Regarding Tyranids. Hehe... Sadlym I'm only "good" at AE coding. I do my best with the Tyranids, but I am definitely sure there will be some frowning with their release since:
A. I just had to make them use a power resource to fit in with the rest of the FoK armies. I know... I know... I'll try to get around it by naming it "bioenergy". Or something. The current resource system of tyranids isn't very "sociable". It glitches when combined with other mods.
B. They have no relic unit. A trygon, even a trygon prime, just isn't cut out to be a relic unit. Maybe if I can ask the guys from apocalypse to lend me their hierophant... I think they have one at least. I'll see.
C. I converted all units at the best of my ability. You have Genestealers, Termagants, Hormagaunts, Warriors, Ripperswarms (builders), Raveners, Spores, Lictors, Zoanthropes, Biovores, Carnifexes, Hellfexes,Trygons and the obligatory HQ units the Hive Tyrant and the Tyranid Prime.

Oh, more later on.

Good karma+1 vote
UnrealDirektor
UnrealDirektor - - 36 comments @ DoW40k: Firestorm over Kaurava

Hey guys!

I just recently downloaded this mod and got seriously hooked on it.

I started doing an unofficial addon for it adding the Tyranids into play. I am well aware there was an other attempt at adding the tyranids, but it was discontinued. I just started from scratch for now

I was wondering where could I get the conversion rules guideline you guys implemented.

As it is, the only things I pretty much clear about (based on the various files I analyzed for the mod) is that:

1. Gameplay "turns" are represented by 3 seconds ingame.
2. All weapons with higher than 1 Rate of Fire (including melee attacks by models) "refire" based on the 3/RoF formula.
(Example Heavy Bolter with Heavy 3, will fire once every second, whilst weapons having the rapid fire rule will fire every 1.5 seconds etc.)
3. Armor values/saves are very neatly implemented. Very intuitive. But I am kind of strugling with invulnerability saves.
4. Still not sure how INITIATIVE works. I noticed it affects units when going into melee. The attacks are delayed by the setup parameter within the weapon's file. But not sure about the formula you guys used to modify the setup time. Is it 3/model-initiative?

I also found certain inconsistencies with certain weapons. Like the imperial guard's heavy weapon team autocannons which seem to have reload time of 1 (instead of 1.5) and penetrate heavy infanty high armors with 33% damage value instead of 15%. Not to mention they come in teams of 4 instead of 3.

Not sure if this is as intended or just overlooked.

ANYWAY! Awesome mod guys, keep up the good work!

Good karma+1 vote
UnrealDirektor
UnrealDirektor - - 36 comments @ Training Room and Testing Arena v1.9

A great module! Can't wait for more options in the combat arena.

Good karma+3 votes
UnrealDirektor
UnrealDirektor - - 36 comments @ Firesnakearies

I was wondering about your UGC for Shadowrun Returns.

I have problems with steam, and the module dependency with the Street Samurai Content pack, which, seems to not register with the mod. Resulting in black screen before loading the mod.

When I ran the editor, it said it had dependency errors, and it is because it can't find the SSC pack. I dled the pack with steam, yet the mod seems to still have the same issue.

I am running on Win XP (old laptop), and it might be because steam doesn't wants to register the content pack with the mod. Not sure what to do, yet I'd love to play your mod.

Is there any way to quickly take out the SSL dependency from your module? (SInce it's locked, I couldn't use the editor. And notepad++ seems to brake it completely.)

Cheers,
Andras

Good karma+1 vote
UnrealDirektor
UnrealDirektor - - 36 comments @ Firesnakearies

Greetings!

Good karma+1 vote
UnrealDirektor
UnrealDirektor - - 36 comments @ Tyranid Mod

april 1... april fools. Hope you won't fool us. :))

Good karma+1 vote
UnrealDirektor
UnrealDirektor - - 36 comments @ Unreal 4 Ever 2004

Update time!

Are the creators still working on it? I just visited the homesite, and .. well... there wasn't any update in quite a while. Well it's a great innovative mod all in all, imo, it should be continued.

Good karma+2 votes
UnrealDirektor
UnrealDirektor - - 36 comments @ Unreal Tournament 2004

UT2004's player community is one of the biggest, most active and skilled of all the other fps communities around.

If you don't belive me, look at the pro-replays, on pro-maps, made by pro-mappers. Or check out the pro-tc/mods. I said once, twice and a zillion times.

Unreal Tournament 2004 is one of the best games around, and for me nothing will beat it's performance and variety. Maybe, perhaps Unreal Tournament 3.

Amen.

Good karma+1 vote
UnrealDirektor
UnrealDirektor - - 36 comments @ Twilight Of The Clans a battle tech mod

IMO! Try the relic forums AVCGstone. Even I forgot cheking out MODDB for quite a while. I am quite interested in both BattleTech and Gundam universes, so you'r total conversion proves to be quite interesting.

Why don't you tell about it on the relic forums? If it was already mentioned, I am sorry, I haven't read all the posts.

Peace and Prosperity and Development :P

Good karma+1 vote
UnrealDirektor
UnrealDirektor - - 36 comments @ Tyranid Mod

Drone...

1. The Tau mod is not dead. It strives for the "greater good". In fact, the Tau mod is very mutch alive.
2. It's pretty much likely there won't be any more DoW Expansion packs. Actually, I am pretty sure they will bring out DoW2. Someday.
3. My spelling sucks too, but you need a maaaaajor touch up on yours.

Good karma+1 vote
UnrealDirektor
UnrealDirektor - - 36 comments @ Upgrades

Sorrrrrry for typoes, I was in a hurry :P

Good karma+1 vote
UnrealDirektor
UnrealDirektor - - 36 comments @ Upgrades

Hmmm perhaps 40? :P Even 50 is reasonable. The problem is essentially the fact they pwn every land unit even when in normal mode. I think the splash/explosive dmg, turned into normal one, affecting the same way all unit sizes. Well I leave it to you. I am just happy you actually listen to others. ^_^

About the zerg... overlords? Darn! I completely forgot about those! I have to check it out. If they have a big rangem than the sisge problem is solved. >.>

Anyway, I look forward for the next version. Keep it up, keep it coming! :D

Good karma+1 vote
UnrealDirektor
UnrealDirektor - - 36 comments @ Patriarch of the Chimeras

Oh common, only 40% to go. A lot of things were allready moded. It would be a shame to stop the development now. :/

Good karma+1 vote
UnrealDirektor
UnrealDirektor - - 36 comments @ Upgrades

I tested the game and come up with a few balance issues. NOW, these are only suggestions, I don't want to offend you , I love your mod, but some things should be fixed. After test:

Terran:

-Siege mode still overpowered. Halve either the dmg, or the range.
-Firebat should be able to kill off aerial units. It does shoots rockets/missiles.

Protoss:

-Love the way scout looks :P
-Make reaver's fire-range a tad bit farther. It's smaller than the dragoons, witch reduces their use.
-Perhaps make scarabs cost gas instead of minerals.

Zerg:

-Pwnd in the first 2 minutes. Really.. poor things are so underpowered at the start ...
-Higher hydra dmg dosen't makes up for ludicrously small range.
-Make those sunken colonies, equal at least the attack-range of current reavers. Rise dmg.
-Make guardian the zerg siege tank. Really... their range got nerfed witch leaves the zerg with no long range siege units.
-Ultralisks ... they were near-worthless 'till now ... but this time, they are getting screwed by almost any existing long range unit.
-Biggest problem: death's door knocking start, technically no long range siege unit to take out enemy defenses.

Again, these are only suggestions to make your mod a bit more balanced. Other than these, just keep up the good work. ^_^

Good karma+1 vote
UnrealDirektor
UnrealDirektor - - 36 comments @ Upgrades

My god man! Your unstoppable. I barelly downloaded 1.4 and 1.4.5 is allready out. Your a steam engine damn it. ^_^

All the better for the lazy modhungry bitches like me. Keep it up. And me, well, it's time to test this version. >.>

Good karma+1 vote
UnrealDirektor
UnrealDirektor - - 36 comments @ Deus Ex: Invisible War

Mr.Kadish, I have to agree with you.

As a sci-fi game it had everything it needed (including a prequel with the one of the best storylines, and certainly my favorite one).

But they messed up the gameplay badly. I just had no rpg feel. Deus ex was a FPS-RPG, this was a FPsomething.

I only played this game for the storyline. If you played Deus Ex 1, play this game for it's storyline. Other than that... bleah :P

Good karma+3 votes
UnrealDirektor
UnrealDirektor - - 36 comments @ Patriarch of the Chimeras

Just downloaded the tc. Not bad at all. It's an interesting turn of events seeing infested terrans and "more than just mindless zerg" roaming around killing each other on my monitor's screen :P . I honestly enjoy playing mods/tc especially if they are well done. They extend the worth and value of games like starcraft. PoC is a great example.

Anyway, great work. I look forward seeing the major glitches eliminated and the tc completed. It would be sad to dump it, especially when it seems the moding community for starcraft is getting more active. MORE MORE MODS AND TCs !!! :))

Good karma+1 vote
UnrealDirektor
UnrealDirektor - - 36 comments @ StarCraft

Upgrades, is a great, inovative mod for Starcraft. I just hope others, will pick up initiative and work on old/new total conversions and modifications.

You can never have enough starcraft.

Good karma+1 vote
UnrealDirektor
UnrealDirektor - - 36 comments @ Upgrades

Now this was a surprize, I was about to give up to see anything new related to Starcraft. There was a lot of initiative back in the past. But honestly, moding for this game died out. Or not?

I was very excited when I found out about your mod. SO first thing was to dl it, instal it and play it with a friend over a lan.
...
W00tage, siege tanks roxorerz... overpowered damn it! :P Yeah, there were a few balance issues, but overal is amazingly well done! I look forward for new "upgrades". Great work, I wish others would also try and ressurect the modding community for this still in the top, best rts game ever.

Good karma+1 vote
UnrealDirektor
UnrealDirektor - - 36 comments @ BadThrall

Hello, just finished the black company campaign. Loved it, even if sometimes it was damn hard. I was wondering if there are any new developments on the mod. Maybe a total conversion? The new human/merceary force is too atractive to only dedicate a campaign to it. Meeeh I want a total conversion with multiplayer :D lol. Anyway, thanks for releasing such a great campaign.

Good karma+1 vote
UnrealDirektor
UnrealDirektor - - 36 comments @ The Black Company

Damn... played it, enjoyed every moment. Even the frustration on certain levels... SO HARD! :D That's why I love the campaign. Too bad they didn't made a total conversion out of it. WIth custom maps for multiplay. The new human/mercenary race is way too addicting. Just loved my stygian cavalary/soldier/brigand combination.

Good karma+1 vote
UnrealDirektor
UnrealDirektor - - 36 comments @ The Lost Wars

This wasn't really updated for quite a while. Is the work on this total conversion dead?

Good karma+1 vote