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 WH40K: TAU 
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Joined: Thu Jan 13, 2011 1:31 pm
Posts: 158
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 WH40K: TAU
T'AU EMPIRE RELEASE 0.9
An army focusing on long range and high individual unit mobility. Though their ground forces are individually squishy and easily overpowered (for units from the year 40,000), groups of them can lay down sustained, precise fire at incredible ranges.

Image


Features:
PEW PEW LAZERS
Weapons behave differently at different ranges
Different ranks have different proficiencies with weapons

Units:
Scout, Fire Warrior, Squad Leader, Pathfinder, Drone, Crisis Battlesuit, Stealth Battlesuit

Vehicles:
Devilfish Transport




DOWNLOAD RELEASE 0.9:
http://www.mediafire.com/download.php?pinkf4u2y431pbg


CREDITS:
CC Team - For an increasingly cool game
CaveCricket - pulse weapon scripting basics
Mehman - fast movement code used in Pathfinders
DarlosD9 - float script, basic invisibility code for Stealth Battlesuit
Probably lots of other people I can't remember at the moment.


Last edited by DudeAbides on Sat Aug 25, 2012 1:48 am, edited 1 time in total.



Mon Aug 20, 2012 6:34 am
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Joined: Fri Aug 10, 2012 11:41 am
Posts: 9
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Post Re: WH40K: TAU
Thanks Klenod.


Last edited by Quote on Thu Aug 23, 2012 10:42 am, edited 1 time in total.



Mon Aug 20, 2012 2:22 pm
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Joined: Wed Aug 08, 2012 8:54 pm
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 Re: WH40K: TAU
me too any way how to fix it?
would be helpfull :) .


Tue Aug 21, 2012 4:24 pm
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Joined: Tue Feb 21, 2012 7:07 pm
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Post Re: WH40K: TAU
Quote:
Failed to load datafile object with following path and name:

SpaceMarines.rte/Rhino/Sounds/tank_move.ogg


Open DevilFish.ini, find the above line and exchange it for tau.rte/devilfish/Sounds/tank_move.ogg

Solved!

Great looking mod btw, although weapons are humongously overpowered and drones tend to drop to the ground when idle. Would love to play the campaign as Tau!


Tue Aug 21, 2012 10:01 pm
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Joined: Fri Sep 10, 2010 1:48 am
Posts: 661
Location: Halifax, Canada
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Post Re: WH40K: TAU
Download this then delete Tau.rte and put this one in instead.
Be warned that many of the other factions will lag the game severely because they use old lua rays that don't work now (without a bit of fixing).


Tue Aug 21, 2012 11:15 pm
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Joined: Mon Dec 26, 2011 9:52 pm
Posts: 78
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Post Re: WH40K: TAU
That, and most of the Tau weapons dont fire.


Thu Aug 23, 2012 12:12 am
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Joined: Wed Apr 13, 2011 12:38 am
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Post Re: WH40K: TAU
Tau weapons just don't fire tracers is all


Thu Aug 23, 2012 3:00 am
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Joined: Mon Dec 26, 2011 9:52 pm
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Post Re: WH40K: TAU
Hellevator wrote:
Tau weapons just don't fire tracers is all

Uh, the enemy doesn't die from the shots, point blank. No damage. (I think the guns may be a bit glitched)


Thu Aug 23, 2012 3:05 am
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Post Re: WH40K: TAU
DudeAbides wrote:
Weapons behave differently at different ranges

Try at not point blank. The Tau are notoriously bad at close range anyway.


Thu Aug 23, 2012 4:50 am
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Joined: Mon Dec 26, 2011 9:52 pm
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Post Re: WH40K: TAU
TorrentHKU wrote:
DudeAbides wrote:
Weapons behave differently at different ranges

Try at not point blank. The Tau are notoriously bad at close range anyway.


Yeah, but I don't even see the bullets :/ I tried the long range weapon and it didn't do anything to those guys across the screen.


Thu Aug 23, 2012 6:57 pm
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Joined: Sun Jan 28, 2007 10:32 pm
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Location: UK
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Post Re: WH40K: TAU
The shots should 'appear' right before impact. Delete your existing Tau.rte, redownload the mod, unpack it again, and disable the Devilfish or follow klenod's instructions to fix the move sounds.

If that doesn't fix it, check the console (press the key to the left of '1' on the number row) and see if there are any errors there.


Thu Aug 23, 2012 7:52 pm
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Joined: Mon Jan 31, 2011 10:51 pm
Posts: 81
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Post Re: WH40K: TAU
The pathfinders can't jump (the fuel bar shows up and stretches red across the screen), and the battlesuits seem to fly if you press Jump 2-3 times. They land again if they hit ground (intentional?). Oh, the stealth armor is kickass. Any hope for a drop pod, or making the devilfish an actual transport?

Edit: The Rail rifle doesn't seem to fire for me. It just lets out a poof of smoke at the end.


Thu Aug 23, 2012 10:18 pm
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Joined: Thu Jan 13, 2011 1:31 pm
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Post Re: WH40K: TAU
0.9 Release: Update to fix many of the aforementioned problems.

Removed dependency on 'spacemarines.rte'. Can now be played without all the broken B26 WH40K stuff available.
Pathfinder scripts fixed.
Drone problems resolved (I think).
Rail weapons functional.
Most weapons nerfed to rebalance more with vanilla game, though Tau weapons will probably still overpower most stock units.
Most units armor and damage resistances have been nerfed. No more shrugging off gatling gun fire for Tau infantry.
Stealth Battlesuit de-cloaks when firing.

Overall the re-balancing changes have hopefully moved the faction away from 'unstoppable laser death' to 'rapid fire glass cannons'.

Hope you guys enjoy the changes.


Sat Aug 25, 2012 1:56 am
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Joined: Mon Dec 26, 2011 9:52 pm
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Post Re: WH40K: TAU
DudeAbides wrote:
0.9 Release: Update to fix many of the aforementioned problems.

Removed dependency on 'spacemarines.rte'. Can now be played without all the broken B26 WH40K stuff available.
Pathfinder scripts fixed.
Drone problems resolved (I think).
Rail weapons functional.
Most weapons nerfed to rebalance more with vanilla game, though Tau weapons will probably still overpower most stock units.
Most units armor and damage resistances have been nerfed. No more shrugging off gatling gun fire for Tau infantry.
Stealth Battlesuit de-cloaks when firing.

Overall the re-balancing changes have hopefully moved the faction away from 'unstoppable laser death' to 'rapid fire glass cannons'.

Hope you guys enjoy the changes.


I hope the crisis battlesuit can still shrug off enemy fire, I just love flying through enemy rockets with them :D


Sat Aug 25, 2012 2:37 am
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Joined: Mon Jan 31, 2011 10:51 pm
Posts: 81
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Post Re: WH40K: TAU
The pathfinder jumping is still odd to me. Is the script meant to push them in the direction of the mouse?


Sat Aug 25, 2012 4:20 pm
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