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Realistix Kapak Mod - Issues, Suggestions, Help

dawn of war dark crusade mod realistic kapak realistix new mod 2020

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#101 KebaxKapak

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Posted 15 July 2020 - 11:57 AM

For Black Templars, download the LATEST version, and the fix.

The same for Steel Legion.
Tyranids, ... You will have to wait for the Tyranids team. Only the members of our team have access to the latest mod.

And RAGE, is just about to get a public release!

For objective points, ALWAYS use the latest version. Same with FreeUI. Delete the old ones, and use the new ones.
 

 

 

Ok, thanks for those informations !

 

 

There is A LOT of design in your notes, and this will TAKE TIME to create and balance!! Not the work of one man, as I see it.

But at this point, the community cannot offer any help - there are only a few members, and ALL are preoccupied with their own mods.

Even in my team, we have just a couple of AE coders active (one being me)... And the rest of the team can only work on their own agendas!

Yeah I guess your team is busy right now, and I know a lot of work is waiting for me in that project, but, I think I can do that. I already did a few times for my previous mods, but I just never put that in a unified system and for that number of factions. What I fear is only the number and the diversity of weapons ^^
The real difficulty will be about balancing but for now I think it's ok, that will be the second and final part of the project. Surely any help would be welcome but what is needed really for the moment is converting fluff knowledge into attrib stats and for now I can do that, even if I have limitations because I don't know all the factions as well as I know about imperial guard or space marines fluff, what exactly their weapons are doing, how resistant is their armor etc etc



#102 Kekoulis

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Posted 15 July 2020 - 12:40 PM

 

I will downloard and try Ultimate Apocalypse, so I'll have an idea about what your saying.

As from someone who worked on it,not worth the effort.

 

It just direct spawns a ''sandbag'' model that acts as a ''cover''.

But given it is DOW and not COH(as in,the,proper engine physics are missing),it does not work as expected.

You are better off just giving the modifier directly through scar.


Edited by Kekoulis, 15 July 2020 - 12:42 PM.

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#103 Kasrkin

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Posted 16 July 2020 - 12:37 PM

Alright i give a try to what you released previously but ther's too many problem to make a regular game.

Two major bug block the way the first one is that the scouad and vehicle cap are broken they just didn't work (and that make the ork unusable) the second is that for advance in the units tree you need to created some lower level units but it's didn't work either so you can't progress.

If the second point is intended i think you should remove it and stay with the regular stuff (just build new building and some upgrade).

A other weird stuff is that ther's no more 2 player maps

 

And ihave a questionfor the faction i test there was no possibility of upgrade for the units is that normal or not ?

 

 

I don't know if making some bug report at this stage of the mod is needed but i don't know anything about programmation so i have no other way to help ¯\_(ツ)_/¯



#104 KebaxKapak

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Posted 17 July 2020 - 03:40 PM

 

As from someone who worked on it,not worth the effort.

 

It just direct spawns a ''sandbag'' model that acts as a ''cover''

oh allright

 

But given it is DOW and not COH(as in,the,proper engine physics are missing),it does not work as expected.

You are better off just giving the modifier directly through scar.

I'm not sure to understand this part

I'm sorry, my english level is not super advanced, combined to the fact I'm new at modding^^
But I think i got the general idea, it's not working that well



#105 KebaxKapak

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Posted 17 July 2020 - 04:26 PM

Alright i give a try to what you released previously but ther's too many problem to make a regular game.

 

 

Did you read the text under the download link ?
Because, as I said in the warnings, just a few factions are usable in this pre-preview version and their modding is really really basic, I just modded their HP and their weapons damages.
It's just about giving an idea of the dynamism and the brutality I'm looking for in the game to make it as fluff-realistic as possible.

 

 

 

 

Two major bug block the way the first one is that the scouad and vehicle cap are broken they just didn't work (and that make the ork unusable) 

 

yeah, no squad and vehicle cap for now, each unit have its own cap.
For example, if you take the imperial guard, you can only build 3 sentinels, 6 chimeras, 3 leman russ of each type etc but you can build all the different vehicles.
I said in the warnings that Orks were not meant to be played in that ''pre-preview" version, they are not ready. You can play against them, but they are weak in front of the now really powerfull range weapons, so you can fight against 3 or 4 AI ork players with the max difficulty and still win.

Two important points I didn't tell in the warnings :
1) ONLY PLAY SKIRMISHES, I really didn't bother the campaign because, well, it is made of skirmishes so, well, I usually just play skirmishes, it's the same at the end. The mod is really not made to play campaigns.
2) I suggest you to always play with the maximum difficulty and the maximum ressources and ""fast start"", well I don't know how it's called in english but in french it's ""lancement rapide"".

 

 

 

 the second is that for advance in the units tree you need to created some lower level units but it's didn't work either so you can't progress.

 

Yes, for example, if you want to build a space marine commander you need to have 5 space marine squads.
The problem is that the game doesn't tell how many basic troopers squads you need to build each advanced unit. So you have to build basic troopers untill the games doesn't tell you ""guards/marines/cultists/whatever required"" anymore (or, in french, je sais plus ce que c'est la formule exacte mais un truc comme ""nécessite gardes/marines etc"", en gros, tant que tu peux pas faire ton commandeur ou l'unité que tu veux, continue à faire des troupes de base, c'est jamais plus de 10 unités requises).
Some big vehicles in the imperial guard also need you to have built a command squad (the big command squad, not the platoon one), like baneblades. So, to have a baneblade you must have 8 basic guardsmen squads and a command squad.
Because we never saw a baneblade going alone to the battle in the warhammer universe; they are deployed for big battles only.

I made many tests and I did'nt encouter any block, even the AI can make all the units. If I saw any AI struggling to make a complete army or being blocked I would have change the units requirements.
It did happen for the guards at the beggining because I decided that some units or vehicles needed a platoon command squad to be produced. But the AI didn"t agree with me and was half blocked, so I changed it, and the last tests I made Guards were able to make complete armies and to be fully usable as a player and as an ennemy.

Try to play imperial guards, build 8 basic guardsmen squads and a major command squad, and tell me if there are still units that you can't build (appart the ones that also need a captured relic to be built).
Or, the same,  try to play Space Marines, build 10 space marines squads and tell me there are still units that you can't build.

If you still can't build advanced units it means that the download version has a problem that my version doesn't have (and it's meant to be the same, because it's a copy).

 

 

 

If the second point is intended i think you should remove it and stay with the regular stuff (just build new building and some upgrade).

The problem with that is that the result is : The AI produce only vehicles (and sometimes not even the more powerfulls) and commanders.
I'm exagerating a bit, but I really don't like those empty and weird battlefields where a lonly captain is charging a land raider and 4 rhinos. For me it's a bit non sense.

 

 

 

A other weird stuff is that ther's no more 2 player maps

Yes, I don't know what happened with the maps. It's really weird and I still don't understand, half of the maps just disapeared.
It's not that important, because the final mod is going to be developped with the Unification Mod as a base wich is a different one and above all, on soulstorm, not anymore on Dark Crusade.
I still regret the huge 8 players and ultra detailed map that needed I month of hard working and that is hidden somewhere on my computer, and I have no idea how to find it in despite of all we tried to recover it.

How to say "bref ça me déprime" in english ? ^^

 

 

 

And ihave a questionfor the faction i test there was no possibility of upgrade for the units is that normal or not ?

well, it depends on the units, but most of them are meant to have, at least the same upgrades than in the vanilla game, and some even are meant to have more upgrades. For example, normaly, you must be able to have flammers with the imperial basic guards (wich are not available in the vanilla game).
Tell me if you can upgrade your imperial guard, and if their is also the flammer available; tell me if the "special weapon guards squads" can have fusion weapons; tell me if marine devastators can upgrade with lasercannons. And tell me if even the vanilla game upgrades (like plasma guns or missile launchers for the space marines) are not available.
It would be weird because it works in my version.
 

 

 

I don't know if making some bug report at this stage of the mod is needed but i don't know anything about programmation so i have no other way to help ¯\_(ツ)_/¯

Yeah it's very important, without you I would have no idea of what is working or not or if the version I put on the google drive is the same than mine. As we saw with the previous version there are issues with hidden files and stuff that are not copied well. I still need to understand really what is going on with all that and I hope I'll find solutions to propose a mod that would be the same than the one I'm playing to when I test it. It's normal to have bugs or approximative things, because it's a "pre-preview" version but.. .at least if we could have the same bugs... it would be a step to the understading and managing of all that^^

 

Thank you very much for your report, it's very usefull.
I took some days off, because I'm experimanting difficulties in my life, and food is sometimes more important than warhammer, so.. but I'm doing what I can to fix all that with the help of your reports and returns.
I think the best thing I could do now is to uninstall everything about dawn of war and re-install it in a folder that is not in the ""program files"" because that is making everything bugging because of hidding files and programs missing autoristions and all and it's wasting all my work.
The problem is, if I uninstall everything, the 8 players map I spent 1 month on would be lost. And for now I can't accept it. I NEED to find that map's hidden files.

(french humor : si tu connais les comiques "Les Nuls" je pourrais dire que perdre cette map "ça me fait une sorte de fussoir !")
So for now I'm a little bit blocked.
But, waiting for solutions and the new Unification mod release on Soulstorm I'll be working on the rule book for the future "Unification Realistix mod" that I hope will exist one day.

Thank you again !


Edited by KebaxKapak, 17 July 2020 - 04:52 PM.


#106 Kasrkin

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Posted 17 July 2020 - 11:32 PM

Ok

So a bit misunderstood for what i call upgrade i speak of the global one for hp acurracy etc the one you get in bulding not the scouad specialized weapon

 

For the need of having a certain number of scouad to upgrade seems logical but i got a question if at a advanced point of the game a scouad die, did it blocked everything until you rebuild a new one because if it's the case it's couls be annoying especially in end game and second its pretty hard to have that much units, on some map there's not much space and they die fast so it's hard to maintain the number under a certain point especially for the guard.

 

Pour ce qui est des nuls je ne connais pas cette ref en particulier même si j'ai vu quelque trucs de leur groupe.

 

Et pour "bref ça me déprime" Tu peut dire "In short terms it's depressing"

Aprés pour ce qui est du mod en général ne te fais pas trop de bile c'est ta vie donc fais ce que tu a faire et prend ton temps pas la peine de ce stresser inutillement.

Voila une petite reprise de chanson sympa sur le thème de Warhammer 40k pour ce détendre



#107 KebaxKapak

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Posted 18 July 2020 - 01:52 PM

Ok

So a bit misunderstood for what i call upgrade i speak of the global one for hp acurracy etc the one you get in bulding not the scouad specialized weapon

 

 

Oh ok, cool then ! Yes, so that's not a bug, it was in the Cinematic Battle mod, I guess it is an idea of our friend MoreArtillery and I appreciate the idea, it makes the game more focussed on the battle and less on the researches and global uprades. Maybe I'll keep that idea for the final mod, I don't know yet, in fact it makes things simpler to mod. Well this actual state may change.

 

 

 

For the need of having a certain number of scouad to upgrade seems logical but i got a question if at a advanced point of the game a scouad die, did it blocked everything until you rebuild a new one because if it's the case it's couls be annoying especially in end game and second its pretty hard to have that much units, on some map there's not much space and they die fast so it's hard to maintain the number under a certain point especially for the guard.

 

Yes, if you need 8 guard squads to build a baneblade it means that you need to have them on the battlefield when you build the baneblade.
If you build your 8 guard squads and then build a baneblade, then loose 1 guard squad you'll need make a new one to be able to build a baneblade again.
It seems difficult at first place, but in fact, you just have to build 10 or 12 or more guard squads (the limit is 20), or send them to the battle, or have some in reserve (you can put them in the buildings) around your base where thay can recover or reinforce and make a rotation.

I wanted that to be really part of the gameplay because each faction would have a different gestion of that and that's will be a big part of the balancing between the factions.
Because, for example, Space Marines will be, according to the fluff, really greatly powerfull and resistant, but, to balance that, they will be really hard to produce and each lost will have its price (that's not really the case for the moment, but it will).
With guards you don't have to bother loosing entire squads, you can produce them with ease; just "right click" the guard icon in your barrack building and the building will pruduce them itself.

 

And for the space problem yes, that's a point I don't know really how to fix. Small maps won't be practical for such a mod (suddenly the fact that all the 2 players maps disappeared becomes a good thing in a way ^^). For now it's better to play on big maps.
There might be a solution that would be making all the building able to have units in them (like transport vehicles or guard buildings), that would allow the player to save space and still have many basic squads built and ready to fight; but I don't know if the AI would change its habbits.
Another solution would be to change to "hitbox" patterns of units, so they can be "squeezed" a bit more without being blocked.

Just play on big maps for the moment.
Whatever I intend to create a few huge maps really adapted to my mod (in fact I have already a few but, hidden files issues..) with terrain covers etc

 

 

 

 

Pour ce qui est des nuls je ne connais pas cette ref en particulier même si j'ai vu quelque trucs de leur groupe

Les nuls ça vole pas très haut mais des fois c'est rigolo, le fussoir c'était un running gag dans La cape et l'épée
https://www.youtube....h?v=GWqOh1Fzwi0

 

Et t'inquiète je me stresse pas, c'est juste que je me suis pas mal investi, notamment dans le mapping et du coup ça me les brise un peu d'avoir perdu des fichiers ^^ Mais y a pas mort d'homme, ça fait partie du challenge et de l'apprentissage. Je vais bien finir par trouver un moyen d'accéder à ces fichiers, et au final j'aurais appris des trucs.

 

Excellent la chanson, Boltgun Song, merci pour la ref ! Même la pochette est cool !


Edited by KebaxKapak, 18 July 2020 - 02:05 PM.


#108 KebaxKapak

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Posted 19 July 2020 - 04:06 PM

Hello every one,

I have a question about a corsix vallue.
It is about the "accuracy reduction when moving".

The question is : How does this value impact the accuracy vallue ? Is this a multiplication ?

Because if not, if it's a substraction, I fear causing negative accuracy vallues by some choices.



#109 KebaxKapak

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Posted 19 July 2020 - 04:32 PM

If you want to see the advancement of the Realistix Kebax Rule Book, here is the actual version :
https://drive.google...iew?usp=sharing

(Open it with word or libreoffice)

It's still in work and the actual vallues are really not definitive (appart for the axiom of all the other vallues : a guard HP vallue without armor is 100).
Any review, question or suggestion of any kind could be helpfull for to the project.

Here is a recall of the goal : at first place the goal is making each vallue the more realistic according to the fluff (not the tabletop rules), then and only then, it will be about balancing using the unit production gameplay as the main balance tool without changing that realistic base we established at first place.

 

Thanks to any one reading


Edited by KebaxKapak, 19 July 2020 - 09:14 PM.


#110 Gambit

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Posted 20 July 2020 - 08:34 AM

It is about the "accuracy reduction when moving".
The question is : How does this value impact the accuracy vallue ? Is this a multiplication ?

Well, it's a value from 0 to 1.

If you set it to 1, the unit will NOT FIRE AT ALL when on the move.

If set it to 0, the unit will have the SAME accuracy both if stationary and when on the move.

Setting it to 0.5, halves the standard accuracy, when the unit shoots on the move. And so on :thumbsuphappy:


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#111 KebaxKapak

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Posted 20 July 2020 - 12:46 PM

Well, it's a value from 0 to 1. value impact the accuracy vallue ? Is this a multiplication ?

If you set it to 1, the unit will NOT FIRE AT ALL when on the move.

If set it to 0, the unit will have the SAME accuracy both if stationary and when on the move.

 

allright, I knew that, but what kind of operation it is ?
Because I'd like to know how to calulate myself what would be the definitive "accuracy when moving" vallue of each unit.
For example
what would be the "accuracy when moving"vallue of a unit if its basic 'accuracy' vallue is 0.4 and its "accuracy reduction when moving" vallue is 0.75 ?

I'm not good at mathematics but it seems to me that if this is a multiplication it makes no sense that the more the "accuracy reduction when moving" vallue is high, the lower the ""accuracy"" vallue will be if both are combined. But it can't be a substraction because with the example I took the final ""accuracy when moving"" vallue would be negative, and it also makes no sense.
 

 

 

Setting it to 0.5, halves the standard accuracy, when the unit shoots on the move. And so on  :thumbsuphappy:

 

what do you call ""standard accuracy"" ?

 

 

 

Maybe those two vallues are not linked at all and the ""accuracy reduction when moving"" just acts like an additional filter, like, for the previous example I took (accuracy 0.4 / acc.red.when moving 0.75) :

among 10 shots only 4 will hit and among those 4 potential hits, if the unit is moving, 75% of them will still miss.
Does it work like that ?
That's the only way it makes sense to me, but maybe I'm totally wrong.



#112 Gambit

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Posted 20 July 2020 - 01:46 PM

...what would be the "accuracy when moving"vallue of a unit if its basic 'accuracy' vallue is 0.4 and its "accuracy reduction when moving" vallue is 0.75 ?

The moving accuracy formula is : accuracy x ( 1 - accuracy when moving)

 

In your example:

0.4 is the standing shooting accuracy.

0.4x(1-0.75)= 0.1 is the moving shooting accuracy.

 

More explanation: 1-0.75, translates to: "it drops by 75%", so what remains is 100-75=25% of the original value. So you must find the 25% of the original, hence x0.25.

 

So yeah! If accuracy reduction when moving is high, you get a really high reduction!

The 0.75 is too much, so it will have the unit miss too much. If you set accuracy reduction when moving to 0.99 (TOO HIGH!), the accuracy when moving will drop very close to zero.

And as I said, if you set accuracy reduction when moving to 1, the unit will NOT SHOOT AT ALL when moving (see the heavy bolters or missile launchers of tactical marines, for example)

 

I'm not good at mathematics...

I am a physicist, and I dare say a good mathematician as well :grad:

 

 

...it seems to me that if this is a multiplication it makes no sense that the more the "accuracy reduction when moving" vallue is high, the lower the ""accuracy"" vallue will be if both are combined. But it can't be a substraction because with the example I took the final ""accuracy when moving"" vallue would be negative, and it also makes no sense.

Hehehe. Nice "deduction"!

As I said, it is multiplication, but with 1-value.

 

 

what do you call ""standard accuracy"" ?

The accuracy value  :p


Edited by Gambit, 20 July 2020 - 01:46 PM.

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#113 KebaxKapak

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Posted 20 July 2020 - 03:25 PM

 

 

The moving accuracy formula is : accuracy x ( 1 - accuracy when moving)

Oh yeah !
How did'nt I think about it ?
It now makes sense!
Thank you !

 

 

 

I am a physicist, and I dare say a good mathematician as well 

So I got the good person answering haha !

 

 

Now everything seems clear ! Anyway, in the doubt I represented the "accuracy reduction" as pourcentages in the rule book, so it will be easy to make the conversion.
Thank you for the explanations !



#114 Kasrkin

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Posted 22 July 2020 - 02:39 PM

Scout au rapport

 

Bon j'ai régler mon soucis c’était bien une question de mise a jour.

 

Bug

 

The most important bug i get is after a some time could be second or minutes the sprit of the units bug and become totally or partially invisible and the flag too (it's scary to see a dreadgnouth walking with no arms or half marines walking or even guard with no head)

The thuderfire canon who don't have animation and the terminator have a capacity call necron summoning for teleport themeselves to a necron building on the map. The chain fist upgrade have a buged description

For some reason the whaaag, faith and souls ressource are always prensent atthe same time wathever faction you play

A little one is the wraith guard eldar don't have a weapon or a invisible one i supposed

Also the stenguard count for the troop capacity so you can create only one because of the population limit.

SOme units in the army creator have the same set of colors for some reason

 

Suggestion

 

I think ther's a problem for the armor value, the marines die fast even the terminator and the scouad capacity is slow, way too slow the time the scoud get 1 your entire army is already dead an the best way is to let them die and make new units it's way more faster, the guard have the same problem you should make the reinforcement quicker.

 

I suggest to add dammage to the drop pod when they land for realisme like the sentence "When we arrived we killed thousand of erectis then the drop pod opened."

Some other weird stuff i found is the possibility to create Chapelin before have accesse to the Apothicary and creat terminator before acces to the banners bearer or the vanguard veteran

 

That's all for now



#115 KebaxKapak

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Posted 26 July 2020 - 09:57 PM

Scout au rapport

 

Haha !
how are you man ?
 

 

 

Bon j'ai régler mon soucis c’était bien une question de mise a jour.

Cool ! Ca me rassure !

 

 

 

The most important bug i get is after a some time could be second or minutes the sprit of the units bug and become totally or partially invisible and the flag too (it's scary to see a dreadgnouth walking with no arms or half marines walking or even guard with no head)

Oh yeah I see what you mean, it happened to me a few times. I thought it was because my computer is getting old and always struggling, but I guess it's a bugg from the mod.
But I couln't tell where it comes from because I did no graphic modification, I just changed some stats related to combat and health.
Anyway it won't be in the final mod (I hope) because I'll do it on the Soul Storm Unification Mod, not on the Dark Crusade Cinematic Mod.

 

 

 

The thuderfire canon who don't have animation

You mean the thunderhawk ?
Yeah it's part of the Cinematic Battle Mod, I don't know how to fix that but I guess MoreArtillery will do it in his next release of his mod.

 

 

 

and the terminator have a capacity call necron summoning for teleport themeselves to a necron building on the map

Again it was part of the Cinematic Battle Mod
I think it is actually a good idea from MoreArtillery because in the fluff Terminators need a teleportation beacon to teleport, they can't do it anywhere, as far as I know

 

 

 

The chain fist upgrade have a buged description

I don't know how to fix that, but I think it won't be like that in the next Unification Mod release, so, still waiting for this release to really start ""deep"" modding

 

 

 

For some reason the whaaag, faith and souls ressource are always prensent atthe same time wathever faction you play

for now it's not really important

 

 

 

A little one is the wraith guard eldar don't have a weapon or a invisible one i supposed

Same on my version

Don't know how to fix this kind of graphic bug yet, but again it's "part" of the actual version of the cinematic battle I guess or maybe a bugg that came after but I always saw this bug so let's say that they have invisible weapons for now ^^

 

 

 

Also the stenguard count for the troop capacity so you can create only one because of the population limit.

They're called sternguard but I considered them like a "veteran" squad from the first company, so anyway I intended to let the player build only one "veteran squad" and one "assault veteran squad"

 

 

 

SOme units in the army creator have the same set of colors for some reason

What do you mean by that ?
Maybe in french I'll understand better ^^

 

 

 

I think ther's a problem for the armor value, the marines die fast even the terminator and the scouad capacity is slow, way too slow the time the scoud get 1 your entire army is already dead an the best way is to let them die and make new units it's way more faster

Yeah, that's why I'm working on the rule book now, to have some more fluff consistency
And yeah marines have that paradox that reinforcement is really slow (my choice) and a new unit is built really fast (Cinematic Battle choice that I should have change for them to have the real challenge).

 

 

 

the guard have the same problem

for the guard I wanted it to be like that because when they are sent to battle a guard squad won't receive reinforcementn they are sent to death. It's a way to "force" the player to see his own troops like canon fodder. For an imperial guard officier, it's always better to send fresh troops than bothering taking care of the ones he already sent on the battlefield.

 

 

 

 you should make the reinforcement quicker.

It's not definitive but I don't think it will be quicker.
But Marines will be way more resistant, that's sure and it will be way slower to build a new unit, so you won't have that paradox anymore of ""it's faster to build a fresh new squad than reinforcing the existing ones"" because that's tipically an imperial guard way to see the army, not a Space Marine strategy

 

 

 

I suggest to add dammage to the drop pod when they land for realisme like the sentence "When we arrived we killed thousand of erectis then the drop pod opened."

Yeah that would be really cool but the problem is that drop pods work like teleportation, and the game needs the place to be "troop free" before teleporting a unit. Once you selected a free place to teleport any unit (own, friend or enemy) will avoid this place untill your squad has been teleported (or droped), so anyway the drop pod can't be droped straight on the enemy.

 

 

 

Some other weird stuff i found is the possibility to create Chapelin before have accesse to the Apothicary and creat terminator before acces to the banners bearer or the vanguard veteran

Normally the possibility of building a squad only depends of the number of basic squads you have on the field, but everything will be re-evalueted in the future release.

 

 

 

That's all for now

Thank you very much !
Now I know we have exactly the same bugs so exactly the same version, it's really really cool to know !
It means I don't have "files issues" and that was a big potential problem, so thanks again.

 

I didn't have the time and the energy to work on a new release of this pre-preview version based on the Dark Crusade Cinematic Battle mod.
I think the next release will be made directly on the Soul Storm Unification mod that is coming in a few weeks (or maybe a month or two) according to Gambit's words.
So I'm really impatient for that mod to be released, and untill that release I'm working on the rule book that will help me make this future mod faster and more coherent.
Thank you again, and take care !



#116 Kasrkin

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Posted 28 July 2020 - 06:46 AM

 

 

The thuderfire canon who don't have animation

You mean the thunderhawk ?
Yeah it's part of the Cinematic Battle Mod, I don't know how to fix that but I guess MoreArtillery will do it in his next release of his mod.
 

Non non je parle bien d'une unités appelée Thunderfire canon qui est une unités de renforcement pour les Techmarines

 


 

 

 

SOme units in the army creator have the same set of colors for some reason

What do you mean by that ?
Maybe in french I'll understand better ^^
 

Je que je veut dire c'est que dans le créateur d'armée certaine groupe d'une même faction on la même palette de couleur

 

 

 

 

I suggest to add dammage to the drop pod when they land for realisme like the sentence "When we arrived we killed thousand of erectis then the drop pod opened."

Yeah that would be really cool but the problem is that drop pods work like teleportation, and the game needs the place to be "troop free" before teleporting a unit. Once you selected a free place to teleport any unit (own, friend or enemy) will avoid this place untill your squad has been teleported (or droped), so anyway the drop pod can't be droped straight on the enemy.

 

Pour ce qui des dégâts il me semble que le mod apocalypse la fait et lorsque le drop pod arrive les unités alentour sont envoyer valsée après je sais pas comment ils si sont pris pour faire d'autant que la téléportation normal n'a pas changée.



#117 KebaxKapak

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Posted 28 July 2020 - 02:02 PM

 

Non non je parle bien d'une unités appelée Thunderfire canon qui est une unités de renforcement pour les Techmarines

 

 

Ooh oui, j'avais oublié ce canon, oui, c'est encore un truc de base du mod sur lequel je me suis appuyé

 

 

 

Je que je veut dire c'est que dans le créateur d'armée certaine groupe d'une même faction on la même palette de couleur

Ah j'ai pas capté ça, mais bon, au pire c'est pas super grave, on peut toujours les recolorer

 

 

 

Pour ce qui des dégâts il me semble que le mod apocalypse la fait et lorsque le drop pod arrive les unités alentour sont envoyer valsée après je sais pas comment ils si sont pris pour faire d'autant que la téléportation normal n'a pas changée.

Super cool !

En me renseignant un peu sur des forums ici je trouverai peut être un moyen, en tout cas l'idée est super stylée !





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