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UCS Ranges for all Projects

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#21 fuggles

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Posted 03 November 2017 - 04:52 PM

Disagree entirely, I would rather have a well designed army than anything done for the sake of it. Take Tyranids - there are no surplus models so you could reasonably balance multiple openings through one tech tree.

#22 Shodar87

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Posted 03 November 2017 - 04:57 PM

Yeah and that's why they plan to branch them out later :D



#23 thudo

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Posted 03 November 2017 - 05:01 PM

With that, I guess we don't need Striking Scorpions, Swooping Hawks, or Dire Avengers as they dup other vanilla units. :sad2: Everyone wants all units in TT in-game regardless if their roles dup but yeah for the sake of adding everything does not remotely mean good gameplay or mod design/flow.


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#24 fuggles

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Posted 03 November 2017 - 05:04 PM

Oh don't start! I'm just going to add gargoyles and leave them to it after this release.

Thud they don't duplicate, or at least shouldn't. Eldar is a bad example as the vanilla is problematic. If there isn't a use for the unit then it's a pointless inclusion and leads to redundancy.

Anyway, that's just a disagreement over design philosophy. what's the xenos vault?

Edited by fuggles, 03 November 2017 - 05:14 PM.


#25 thudo

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Posted 03 November 2017 - 05:05 PM

And a Harridan damn it!!! I want my flying LandRaider for Tyranids!!! :w00t:


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#26 Shodar87

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Posted 03 November 2017 - 05:06 PM

To be honest, if branching was really an issue by it's nature, DoW would have only a single race since you are already branching out on selection screen and we probably wouldn't be nagging here :)


Edited by Shodar87, 03 November 2017 - 05:06 PM.


#27 fuggles

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Posted 03 November 2017 - 05:15 PM

We all want a harridan.

#28 Roderick

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Posted 03 November 2017 - 05:51 PM

I saw a Harridan modelled in TTS. You need to read the Tyranids thread.

 

Yes, the surplus of models is what would make tyranid branches more appealing.


Edited by Roderick, 03 November 2017 - 05:51 PM.


#29 thudo

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Posted 03 November 2017 - 06:06 PM

Well we have...

Tyranids-Harridan-Pre-Texture_zps8cc22f6Tyranids-Harridan-Pre-Texture2_zpsa4545a

 

Sorry... really going off-topic. :unsure:


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#30 mdcertainty

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Posted 03 November 2017 - 06:14 PM

I'm not against branching not that you misunderstand my little statement earlier it is in fact very nice I agree. But I think if would speed up things to 1st do just one branch iron if out and finish it and get the mod out as public version with the option/idea to update it and then add another branch.

 

The players will be able to play much faster the new goodies and the mod team sees how its received and can check out balance ideas if there is any feeedback in that matter and take that into account when going for the next branch.

 

I mean how long did we take until SL SS version was done seriously we could and should have released it much more early, but this point of my opinion does not belong here, sorry. It just states that its great to mod but we should set our goals a bit shorter with lower manpower we have, not that we ever had enough modders you get my point :)


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#31 fuggles

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Posted 03 November 2017 - 06:41 PM

The plan is that this version is non branching, the next version will be branching and have gargoyles.

#32 thudo

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Posted 22 November 2017 - 03:58 PM

Updated first post now showing what ranges are available based on what projects have so far occupied them.

 

Holy crap there are soo many available slots its insane but what's with WitchHunters (very low range #) while RAGE is waayy out there!?! Strange how the rest basically are clustered.

 

So now I'll be updating SW:13th so there is no conflict with BA but whose gonna work on either DG or EC to avoid that UCS Conflict? I could once 13th is done but will need full attention given to it so there is no project de-sync'ng.


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#33 fuggles

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Posted 22 November 2017 - 05:48 PM

I would assume the guys developing them.

#34 thudo

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Posted 22 November 2017 - 05:52 PM

Indeed however while I'm handling SW:13th I plan to use ModStudio's Macro script facility to correct it instantly -- will either DG or EC team know the better to do the same? I can handle it if required so we'll have no UCS conflicts at all with faction mods.


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#35 thudo

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Posted 22 November 2017 - 06:54 PM

Done! 13th now has its own custom range just above your SW Mod (list updated above). No conflicts at all! <:) Used the custom Corsix macro scripts to change everything in an instant - incredibly fast!!!

 

One more to go but need to know whether its EC or DG? I would probably do which ever project has the least attrib changes / modification by others working on it longer than the other. DG?


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#36 fuggles

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Posted 22 November 2017 - 06:58 PM

That's 13th pretty much done then.

#37 thudo

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Posted 22 November 2017 - 08:28 PM

Just got the go ahead on DG. FIXED also.. (check first post)


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#38 Kasrkin84

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Posted 21 December 2017 - 11:52 AM

Can you add Dawn of War: Strongholds to the list (range 7000000 - 7099999)? It needs to be compatible with all race mods.

Also, shouldn't the various UCS ranges used by Unification itself be included?

#39 Gambit

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Posted 21 December 2017 - 12:50 PM

Ah, yes, I totally concur.

Both Strongholds and Unification ranges, must NOT collied with each other - NOR with the race mod ranges.

 

So far, there is no overlap of course - especially after the last wolves and nurgle updates :thumbsuphappy:

 

So, here are the Unification ranges + Restricted Tiering + Blood for the Blood God

5799995-5802999

Also for Survival

17471000-17479999


Edited by Gambit, 21 December 2017 - 12:56 PM.

-In search of Papasmurf...

#40 thudo

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Posted 21 December 2017 - 01:13 PM

All three are now added to the first post!


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