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UCS Ranges for all Projects

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#1 thudo

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Posted 02 November 2017 - 03:05 AM

Updated: December 02, 2018
 
The purpose of this thread is to account for all current DoW1 projects to ensure the UCS ranges do not overlap/over step one another. Balance mods are obviously excluded.

Adeptus Mechanicus           15215000 - 15215770
Alien Hunters: Deathwatch    17560000 - 17569999 - Expanded range (May 16/18)
Blood Angels SS              15010000 - 15012497
Black Templars               15200000 - 15204999
Chaos Daemons                16000000 - 16003850
Chaos Renegades              17550000 - 17552999
Dark Angels                  16670500 - 16672999
Dark Eldar Mod               19010020 - 19010067
Death Guard                  15020000 - 15021999 - FIXED (was in conflict with Emperors Children @ 15001000 - 15001999)
Eldar Craftworlds            16035000 - 16037999
Emperors Children            15001000 - 15002999
Genestealer Cult             16005000 - 16009999 - requested by Miros (Nov 20/17)
Harlequins                   16030000 - 16031996 
His Righteous Mod            17010000 - 17011999
Imperial Fists               16118000 - 16119999
Inquisition: DaemonHunt      16020000 - 16023049
Iron Warriors                15008000 - 15009999
Legio / Adeptus Custodes     16700000 - 16702999 - requested by Kimberly (May 08/18)
Legion of the Damned (old)   15029000 - 15030999
Legion of the Damned (new)   17115000 - 17115212
Night Lords                  17750000 - 17752999
Orks of Armageddon           10180000 - 10189999
Praetorians                  30000000 - 30000459
Rage (Khorne Mod)            61500205 - 61500617
Redemption of Krieg          15090000 - 15099998
Salamanders                  16115000 - 16117999
Space Wolves                 18110000 - 18112999
Space Wolves: 13th Company   18011500 - 18012999 - FIXED (was in conflict with Blood Angels SS @ 15011500 to 15012497)
Steel Legions                16010000 - 16019365
Strongholds                   7000000 -  7099999
Survival                     17471000 - 17479999
Tau Enclaves                 15015000 - 15017999
Thousand Sons                15003000 - 15005439
Tyranids                     16025000 - 16029999
Tyranid Swarm                17950000 - 17952550
Ultramarines                 15300000 - 15302999
Unification                   5799995 -  5802999
Vostroyan First Born         19066000 - 19066288
WitchHunters                  9000000 -  9004999

Occupied Ranges (sorted)

Unification                   5799995 -  5802999
Strongholds                   7000000 -  7099999
WitchHunters                  9000000 -  9004999
Orks of Armageddon           10180000 - 10189999
Emperors Children            15001000 - 15002999
Thousand Sons                15003000 - 15005439
Iron Warriors                15008000 - 15009999
Blood Angels SS              15010000 - 15012497
Tau Enclaves                 15015000 - 15017999
Death Guard                  15020000 - 15021999 - FIXED (was in conflict with Emperors Children @ 15001000 - 15001999)
Legion of the Damned (old)   15029000 - 15030999
Redemption of Krieg          15090000 - 15099998
Black Templars               15200000 - 15204999
Adeptus Mechanicus           15215000 - 15215770
Ultramarines                 15300000 - 15302999
Chaos Daemons                16000000 - 16003850
Genestealer Cult             16005000 - 16009999 - requested by Miros (Nov 20/17)
Steel Legions                16010000 - 16019365
Inquisition: DaemonHunt      16020000 - 16023049
Tyranids                     16025000 - 16029999
Harlequins                   16030000 - 16031996 
Eldar Craftworlds            16035000 - 16037999
Salamanders                  16115000 - 16117999
Imperial Fists               16118000 - 16119999
Dark Angels                  16670500 - 16672999
Legio / Adeptus Custodes     16700000 - 16702999 - requested by Kimberly (May 08/18)
His Righteous Mod            17010000 - 17011999
Legion of the Damned (new)   17115000 - 17115212
Survival                     17471000 - 17479999
Chaos Renegades              17550000 - 17552999
Alien Hunters: Deathwatch    17560000 - 17569999 - Expanded range (May 16/18)
Night Lords                  17750000 - 17752999
Tyranid Swarm                17950000 - 17952550
Space Wolves: 13th Company   18011500 - 18012999 - FIXED (was in conflict with Blood Angels SS @ 15011500 to 15012497)
Space Wolves                 18110000 - 18112999
Dark Eldar Mod               19010020 - 19010067
Vostroyan First Born         19066000 - 19066288
Praetorians                  30000000 - 30000459
Rage (Khorne Mod)            61500205 - 61500617

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#2 Gambit

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Posted 02 November 2017 - 12:07 PM

Thanks Thud!!!

 

1] First, let me say that I deleted the problematic line from the Tyranids UCS. So there will be no conflict amongst Harlequins-Tyranids.

I will also inform brother Miros NOT TO EXCEED the limit.

This already applies to the newest Tyranids build :thumbsuphappy:

So consider this fixed.

 

2] As for the EC-DG conflict, if brother Shodar is OK with 1000 lines, then problem solved.

If not, then I will borrow some 1499xxx ranges... So again, problem solved.


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#3 Kekoulis

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Posted 02 November 2017 - 12:12 PM

Thank you Chapter master for this! Really needed that.


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#4 thudo

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Posted 02 November 2017 - 01:12 PM

Well both IW and DG were old builds + their art folders need a tweak anyway so will do that now.


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#5 Shodar87

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Posted 02 November 2017 - 05:40 PM

Not really OK, but the difference should go much below to what is available.



#6 Roderick

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Posted 02 November 2017 - 05:46 PM

Hum is there that Krieg mod actually in the kitchen? I'm sure Elysians are more baked!


Edited by Roderick, 02 November 2017 - 05:51 PM.


#7 thudo

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Posted 02 November 2017 - 05:56 PM

Sorta...


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#8 Roderick

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Posted 02 November 2017 - 06:00 PM

It would be cool to resurrect them, with the handy Dow2 backport assets and some model of vehicles meshes I've collected I think they have everything modelled yet not textured or animated. That's work for a couple of years but who knows...


Edited by Roderick, 02 November 2017 - 06:01 PM.


#9 thudo

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Posted 02 November 2017 - 06:04 PM

Yeah RoK is real low on the priority I'm afraid.. :(


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#10 Gambit

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Posted 03 November 2017 - 12:04 PM

OK, problem 100% resolved with Tyranids. I informed brother Miros on this. :thumbsuphappy:

The new version will have NO issue and will cause NO range overlaps.

Thud, the old version will SOON be obsolete (the new is on the way!), so you may remove the Tyranids conflict from the 1st post.


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#11 Roderick

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Posted 03 November 2017 - 12:12 PM

Are they aware of the new specialization of hivefleets?



#12 thudo

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Posted 03 November 2017 - 12:20 PM

- Its been updated now.

- I seriously doubt both Zaha and Miros are up to changing a mod that has been in development since 2005 working on a shoe-string peace-meal team. When GWS changes or updates rules within weeks, months, or years its quite hard to then retrofit those into existing designs when cycles are at a premium just to maintain what you already got. Only way that is happening is if the AE and art/icon/ucs team have the stomach to go back and change the mod design.


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#13 fuggles

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Posted 03 November 2017 - 01:21 PM

Au contraire - zaha is entirely planning on adding branches in the next build, which is why gargoyles are somewhat arbitrarily not in this one!

They do know about the new codex.

#14 mdcertainty

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Posted 03 November 2017 - 01:27 PM

I understand the importance of codex but it can't be healthy to always check out each new rule and force it in a mod simply so its been up-to-date with new rules. If you think about it its not helping getting mods done. After all we are +10 years with this game.

 

Kinda off topic post, but meh I needed to type a few words about this new codex here and there issue, sorry that I'm not sorry :)


Edited by mdcertainty, 03 November 2017 - 01:28 PM.

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#15 fuggles

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Posted 03 November 2017 - 02:21 PM

Yeah, I know. It doesn't need branches.

#16 thudo

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Posted 03 November 2017 - 02:38 PM

I love branching even for the sake of it just so that we cover many aspects of a 40K faction. Hell, even Steel Legions has it and while I felt a single branch from the original DC design was perfect, branching it made it more interesting to fit the style the player wishes to play. Also, extends the faction mod so its not just one sided and forces the player to explore the other parts of the project rather than a mere "one off".


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#17 Roderick

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Posted 03 November 2017 - 03:53 PM

Branches are necessary when you have either too many models or different strategic approaches supported by the lore



#18 Shodar87

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Posted 03 November 2017 - 03:56 PM

Branching can be done well or poorly. SL or WH are good examples of it imo, you do not miss that much for the other branch and yet cover up a lot. 

 

On the other hand vanilla Tau is probably the worst one I can come up with. Dark Angels, BA aren't ideal but man sometimes it's not like it even a choice balance/option wise. I haven't touched Renegades and Gambits IDH mods yet. No clue what else has branches.


Edited by Shodar87, 03 November 2017 - 03:57 PM.


#19 Roderick

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Posted 03 November 2017 - 04:02 PM

When renegades 0.64 expanded the models it was a mess of squad choices and hard capping. It was necessary to put some order by choices. I think it has been really well done, you have flavors and some secondary additions to give more character to a particular game you play.


Edited by Roderick, 03 November 2017 - 04:02 PM.


#20 Shodar87

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Posted 03 November 2017 - 04:14 PM

Thank you for info. Will probably check this weekend.

 

I don't mind branches as long as you aren't just steered towards particular one simply because others don't have the tools or are simply worse.

It's hard to get them well done without getting this impression of being limited/punished for not following the optimal one.






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