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WH40K: ULTRAMARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS
http://forums.datarealms.com/viewtopic.php?f=61&t=29688
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Author:  Ryusho [ Thu Nov 29, 2012 4:20 am ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

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


Actually, You can play the Orks, in Metagame, I tried that successfully...well as in I could play otherwise I lost @_@

Author:  DudeAbides [ Thu Dec 06, 2012 6:58 pm ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

1.9 update.

Toughnesses adjusted around the board.

Imperial Guard troopers no longer made out of cardboard.
Tau trooper armor much tougher now; however, they are not.
Tau Battlesuits got big durability buff.
Ork troopers now excel at soaking up light-medium gunfire.

New Ork Sprites
Tau infantry made less blocky.
Weapon balancing
Offset fixes for Space Marines/Tau
Script revisions for efficiency.
Added new sounds to units.
Did all this and somehow made the mod pack smaller. Delete your old WH40K RTE's to get the most of this update!
Possible loadout fixes. I may have to upload an extra pack of these sometime based on the bugs that people get, because apparently I am awful at making them.

Author:  deman123 [ Sat Dec 08, 2012 2:28 am ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

love this mod, but there is a problem i get neurons.rte\sounds/footfall_grass_01.wav and Tau.rte/Actors/Battlesuit/Sound/pain death/Snarl2.wav
can someone please help

Author:  DudeAbides [ Sat Dec 08, 2012 4:54 am ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

Quote:
problem i get neurons.rte\sounds/footfall_grass_01.wav and Tau.rte/Actors/Battlesuit/Sound/pain death/Snarl2.wav


For the Necrons.rte problem I might try replacing the "\" with a "/".
I do not know what the problem with the Tau.rte sound would be. Things seem operational with my copy. Are you running on Mac?

Author:  deman123 [ Sat Dec 08, 2012 6:21 pm ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

For the Necrons.rte problem I might try replacing the "\" with a "/".
I do not know what the problem with the Tau.rte sound would be. Things seem operational with my copy. Are you running on Mac?[/quote]
yes i am

Author:  deman123 [ Sat Dec 08, 2012 6:28 pm ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

i tried what you suggest with the .wav but there are no slashes just footfall_grass_01.wav
i don't mean to be any trouble, its just i don't know a lot about programming and such

Author:  deman123 [ Sat Dec 08, 2012 6:31 pm ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

i should add that it says it can't find the files

Author:  DudeAbides [ Sat Dec 08, 2012 8:35 pm ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

Quote:
no slashes just footfall_grass_01.wav

I was referring to the slashes preceding this segment of the file location. Maybe if you change the backslashes to forward slashes?

Quote:
i should add that it says it can't find the files

So you're running on Mac and these wav files can't be found. That is baffling to me, as no mac people have complained about this as of yet. My suggestions would be
a) Download the mod pack again
b) Go into the appropriate sound.ini files and edit those particular sound files out so the game doesn't use them
c) Wait until someone is kind enough to reformat those particular sounds so they are mac friendly.

Author:  tankmayvin [ Sat Dec 08, 2012 9:31 pm ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

The Tau weapon projectile animations seem to fade/vanish at very short ranges making aiming at targets at the end of the screen (a typical first engagement range) somewhat challenging. Is this intentional or did I mess something up?

The Tau burst cannon and firewarrior rifles also seem to have a ton of trouble with whitebots/silver men of all things.

Author:  DudeAbides [ Sat Dec 08, 2012 11:22 pm ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

Quote:
aiming at targets at the end of the screen (a typical first engagement range) somewhat challenging

Tau weapons are fairly accurate but Tau Fire Warriors are not the best shootists. I basically translated this to 'Tau weapons have lots of reach but they are weird to operate' in a 2d combat plane.

Quote:
the Tau burst cannon and firewarrior rifles also seem to have a ton of trouble with whitebots/silver men of all things.

They may just be the achilles heel of the Tau then. Any more power to Tau weapons makes them pretty OP.

Author:  Hellevator [ Sat Dec 08, 2012 11:37 pm ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

A suggestion for the Lords.
The Resurrection Orb. It finds the gibs of nearby Necron units in a 50 whatever radius and rises them again.

Author:  ryanbob1 [ Mon Dec 10, 2012 2:52 am ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

Pulse carbine doesn't harm anything or cause terrain damage, it just makes sounds and lights.

Author:  DudeAbides [ Tue Dec 11, 2012 8:58 pm ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

Quote:
It finds the gibs of nearby Necron units in a 50 whatever radius and rises them again.

I love this idea. The actuality of making it happen, I hate. I've been trying to think of a way to implement this without silly amounts of lag. I think that the only way to do it would be to get the Necrons to spawn a 'junk' part that can be rezzed, and does not settle until 40-50 seconds after it spawns into existence. However, this solution does add a time limit to when the orb can be used. If anyone knows of a better way to do this, let me know.

Quote:
Pulse carbine doesn't harm anything or cause terrain damage, it just makes sounds and lights.

I can't say I can reproduce this issue, unless something crazy is happening with my copy of CC. Is anyone else having this problem?

Planning to add moar wargear to the lists. Until I sort all the new mechanics out there will be no new releases. See you all next year!

Author:  Hellevator [ Wed Dec 12, 2012 12:53 am ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

Well Abides you could always use some coding from the ol' Zombots.

Author:  DudeAbides [ Wed Dec 12, 2012 12:59 am ]
Post subject:  Re: WH40K: MARINES/TAU/NECRONS/IMPERIAL GUARD/ORKS

Quote:
could always use some coding from the ol' Zombots.


That code works in a very specific way. I could use bits of the code for the 'We'll be back' rule, but none of it for the orb.

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