Data Realms Fan Forums
http://forums.datarealms.com/

WH40K: ULTRAMARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS
http://forums.datarealms.com/viewtopic.php?f=61&t=29688
Page 4 of 6

Author:  DudeAbides [ Sun Oct 07, 2012 6:14 pm ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/ORKS

You new kids have to go and read some stuff or maybe just use your eyeballs to look at icons. What you are looking for is this:

viewtopic.php?f=61&t=31604

As for the three pack, I stopped supporting it a long time ago

Author:  Rahmen [ Thu Oct 11, 2012 3:01 am ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/ORKS

I cant seem to download it? or at least find the download file. Every time the Downloads done. It opens up my Windows Media Center? and I don't know how to find it from there?

Author:  DudeAbides [ Mon Nov 12, 2012 7:04 pm ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

A total of one post later I flip flop and update this thing.

Everything powered down to be semi-balanced with vanilla. Everything updated to 1.0.
Now a five faction download.

Author:  Crix [ Tue Nov 13, 2012 4:53 am ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

It seems to cause a lot of crashes in the campaign, and the brains don't spawn with a digger.

Author:  DudeAbides [ Tue Nov 13, 2012 4:56 am ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

Let me know where the crashes occur.
More detailed crash reports will help me sort all of the craziness out.

Diggerless brains are on purpose though.

Author:  Crix [ Tue Nov 13, 2012 4:58 am ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

Specifically I think it's T'au, trying to fight them or play as them in campaign is an auto-crash when launching a map, also the IG have a premade pulse digger drop, when it should probably be a medium or heavy digger (because who wants to pay 340g for a digger?)

Author:  DudeAbides [ Tue Nov 13, 2012 5:40 am ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

Find me some more bugs and I'll send you a pizza roll.
Failing that I will patch over some holes and smooth out some rough edges and there will be a shinier new version

Author:  JayTasslehoff [ Tue Nov 13, 2012 7:14 am ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

Best mod.

Author:  Asklar [ Wed Nov 14, 2012 3:08 am ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

Some sprites are wierd, but other than that, this mod is perfect.

It has the precise amount of content, allowing to easily introduce the factions for grimdark battles of all kinds. Though, when I want additional Human Awesomeness, I go with Arcalane's recomp., but I really enjoy how simple it is to create quick skirmishes with this.

Author:  tankmayvin [ Fri Nov 16, 2012 4:34 am ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

Metagame crash when trying to play as Tau :(

Author:  DudeAbides [ Fri Nov 16, 2012 5:16 am ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

http://www.mediafire.com/download.php?n59xuclaonyq5yq

Temporary fix. Hope this helps.

Author:  r_b_bergstrom [ Wed Nov 21, 2012 2:20 am ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

The Orkz don't seem to be working correctly in the metagame.

All their presets deploy skeletons, instead of orks. That, plus the Brain Bot coming alone in the initial rocket with no support, makes it really tough to get started if anyone else lands on the same site as you.

If you do survive past the initial landing and get to build a fort, you then discover that your deployments get filled with skeletons carrying blunderbusses.

It affects the AI/CPU Players as well. If the computer is playing orkz, they order nothing but skeletons and zombies, which then sit around their landing site unable to climb over the tiniest of terrain variations.

I'm guessing Loadouts.ini is bugged?


Another piece of feedback: the orkz also seem kinda underpowered, specifically the guns lack penetration. I just lost a string of firefights against several main game factions. I couldn't even shoot my way through snow, which is particularly bad for an army without jetpacks.

Author:  DudeAbides [ Fri Nov 23, 2012 5:46 pm ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

1.8 : The best Black Friday deal of all.

Necrons toughened up.
Tau weapons nerfed. Weapon power fits price points a little better.
Bolter weapons adjusted.
Fixed problem with lasguns projecting a null beam through walls at point blank. Introduced a different issue for the time being, but this one won't confuse the enemy unfairly.
Loadouts fixed (as far as I can tell)

Effects cleanups - some weapon effects are less grandiose and run much faster.
Weapon script revisions improve actual in-game weapon performance.

This isn't really the next version with fancy new widgets and toys for you to play with, but it streamlines the current content and makes everything run faster/play better.
As always, notify me of issues or excessive fun.

FOR 1.0:
http://www.mediafire.com/download.php?qgd5l828261z7l9

1.05 AI UPDATE:
http://www.mediafire.com/download.php?d9zecyau9b3irpe
No weapon group updates yet, only AI script changes.

CARRY ON

Author:  Ryusho [ Wed Nov 28, 2012 11:02 am ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

Just letting you know, Tau still crash the metagame, the instant you start to go into a battle, the game crashes.

Author:  Austupaio [ Wed Nov 28, 2012 4:01 pm ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

Thanks for the updates, been playing with them and they all work fine in 1.05. (Excepting the metagame, but all mods crash metagame.)

Page 4 of 6 All times are UTC [ DST ]
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/