Search found 365 matches

by David-CZ
Sun 05 Jul, 2015 11:50 am
Forum: Community General Discussion
Topic: Bugs/Issues Thread
Replies: 190
Views: 36727

Re: Bugs/Issues Thread

Not sure if the edits were made in this patch or one of the previous versions but the Wraithlord in the Ulthwé skin pack uses the wrong model which results in messed up textures. 2015-07-05_00001.jpg Notice the shadows on the head. The regular Wraithlord has no soul stones on its head compared to th...
by David-CZ
Wed 01 Jul, 2015 12:59 pm
Forum: Modding
Topic: Creating your own mod files
Replies: 18
Views: 37745

Re: Creating your own mod files

Thanks. Will ask sterling about the exporting issue.
by David-CZ
Wed 01 Jul, 2015 9:47 am
Forum: Modding
Topic: Creating your own mod files
Replies: 18
Views: 37745

Re: Creating your own mod files

This might be a poitless question based on the last paragraph, but would it be possible to edit 'Elite.module' to something like this [data:common] folder.01 = Elite\Data folder.02 = GameAssets\Data ... so that I don't have to repack the archive everytime I want to test the models in game? On a diff...
by David-CZ
Sun 21 Sep, 2014 9:57 pm
Forum: Modding
Topic: Dark Eldar as a new race? Suggestion thread
Replies: 161
Views: 36333

Re: Dark Eldar as a new race? Suggestion thread

New mark models? I've never had a problem when replacing models. So is this an issue with newly added stuff?
by David-CZ
Sun 21 Sep, 2014 7:12 pm
Forum: Modding
Topic: Dark Eldar as a new race? Suggestion thread
Replies: 161
Views: 36333

Re: Dark Eldar as a new race? Suggestion thread

Does anyone know what the purpose of .../sbps/pvp/race_.../troops/ap_....rbf is? (substitute ... for race/unit name). I'm asking because I finally figured out how to make each unit of a squad use a different model. Even though someone must have found that out a long time ago I never found and answer...
by David-CZ
Thu 07 Aug, 2014 5:19 pm
Forum: Balance Discussion
Topic: Patch 2.3.1 (Tentative balance changelog preview)
Replies: 514
Views: 87094

Re: Patch 2.3.1 (Tentative balance changelog preview)

I don't get it. Nevermind that though.

I was just thinking there might be some negative side effects to having a sarge in T1. For the opponent that is. But that's probably something that has to be seen first.
by David-CZ
Wed 06 Aug, 2014 9:27 pm
Forum: Balance Discussion
Topic: Altering Sync Kills
Replies: 52
Views: 9827

Re: Altering Sync Kills

Yeah, if possible an ON/OFF button would be perfect.
by David-CZ
Tue 05 Aug, 2014 7:16 pm
Forum: Balance Discussion
Topic: Patch 2.3.1 (Tentative balance changelog preview)
Replies: 514
Views: 87094

Re: Patch 2.3.1 (Tentative balance changelog preview)

Which unfortunately isn't the case with IG HWT when equiped with the shield.
by David-CZ
Tue 05 Aug, 2014 2:10 pm
Forum: Balance Discussion
Topic: Altering Sync Kills
Replies: 52
Views: 9827

Re: Altering Sync Kills

I think he means a checkbox of some sort that would turn sync-kills on or off. If so it would be a great solution that would satisfy both sides.
by David-CZ
Sun 20 Jul, 2014 10:49 pm
Forum: Balance Discussion
Topic: GK dred inferno cannon
Replies: 26
Views: 5339

Re: GK dred inferno cannon

Despite not being fond of melta dreads replacing the flamer with a multimelta does sound reasonable.
by David-CZ
Mon 14 Jul, 2014 5:10 pm
Forum: Balance Discussion
Topic: Making artillery units reliable and safe
Replies: 31
Views: 6348

Re: Making artillery units reliable and safe

The only thing I think that could be an interesting add for set-up teams is a stance toggle button. For example: "Set-up Button": It makes the unit ready it's heavy weaponry. After a short set-up time, the unit will be immobile, son can't move except turning in the spot, working like a tu...
by David-CZ
Sat 12 Jul, 2014 3:33 pm
Forum: Balance Discussion
Topic: Making artillery units reliable and safe
Replies: 31
Views: 6348

Re: Making artillery units reliable and safe

The p-dev's damage is considered "balanced" because it misses its target sometimes? If it misses because the opposing player avoided it then yes. If it misses because it hits terrain then it can be either I guess. As mentioned before hitting a massive staircase is a poor positioning. Hitt...
by David-CZ
Mon 07 Jul, 2014 9:45 pm
Forum: Releases
Topic: LSON Mods and stuff
Replies: 74
Views: 31132

Re: LSON Mods and stuff

Nice job. Would be great as a non-DLC replacer as well.

PS: Marines Especiales del Caos XD
by David-CZ
Fri 04 Jul, 2014 1:39 pm
Forum: Balance Discussion
Topic: What next people?
Replies: 129
Views: 22542

Re: What next people?

I never said either one is stronger nor do I want anything changed. I just don't think sniper Scouts are useless vs Eldar simply because Rangers are better snipers.
by David-CZ
Fri 04 Jul, 2014 10:44 am
Forum: Balance Discussion
Topic: What next people?
Replies: 129
Views: 22542

Re: What next people?

Partially revealed damage won't be in play because the rangers DETECT! There is no such thing as damage reduction for squad leaders! Cover doesn't do anything versus snipers! They are snipers! (Only shields stop sniper shots.) Snipers hit all the time! 100% accuracy! Sigh... Rangers have detect rad...
by David-CZ
Fri 04 Jul, 2014 12:56 am
Forum: Balance Discussion
Topic: What next people?
Replies: 129
Views: 22542

Re: What next people?

I checked the codex and squad leader damage reduction may not be the case with scouts. Not sure though. I also found that if scouts are a level ahead of rangers it should always take them two shots to bring a model down. Other than that I agree with Torpid. PS: Shees have approximately 16 more HP in...
by David-CZ
Thu 03 Jul, 2014 11:29 pm
Forum: Balance Discussion
Topic: What next people?
Replies: 129
Views: 22542

Re: What next people?

take 2 shots to kill a fully upgraded scout due to various factors. Why lie though? The only time this happens is when you hit the sarge, and the rangers target the sarge only if it's the closer model and no one else is in range, and that almost never happens, unless you Attack move, but in that ca...
by David-CZ
Thu 03 Jul, 2014 7:24 pm
Forum: Balance Discussion
Topic: What next people?
Replies: 129
Views: 22542

Re: What next people?

You have to keep in mind that while snipers can one shot any Eldar unit in T1 except the actual HWT platform and hero, rangers usually take 2 shots to kill a fully upgraded scout due to various factors. In other words SM can always retreat the squad without actually taking any losses or suffering a ...
by David-CZ
Mon 30 Jun, 2014 4:33 pm
Forum: Modding
Topic: Dark Eldar as a new race? Suggestion thread
Replies: 161
Views: 36333

Re: Dark Eldar as a new race? Suggestion thread

You guys are really making me want to do some serious Dark Eldar modelling. Hopefully I'll get to it once I have the time. If nothing else it could be used as a skin for Eldar. There is so much amazing stuff done by beckjann on his web http://beckjann.deviantart.com/ . I'd definitely draw inspiratio...
by David-CZ
Mon 30 Jun, 2014 12:33 pm
Forum: Modding
Topic: Dark Eldar as a new race? Suggestion thread
Replies: 161
Views: 36333

Re: Dark Eldar as a new race? Suggestion thread

A way to emphasise the hit and run tactics would be to give them additional damage when attacking from infiltration or rather something of simiral nature, since having all units being able to infiltrate is nonsense.
by David-CZ
Sun 29 Jun, 2014 7:16 pm
Forum: Random Stuff
Topic: Daemons for everyone!
Replies: 21
Views: 4298

Re: Daemons for everyone!

Summoning deamon through psykers ok. But do you seriously see an eldar summoning any kind of deamon willingly to serve them ? don't think so, even dark eldars wouldn't do that. Contacting Slaanesh directly like this is nonsense. For Eldar it should be possible, but it'll never happen. Dark Eldar do...
by David-CZ
Sun 29 Jun, 2014 9:45 am
Forum: Releases
Topic: DLC Replacers & Sterling's New Stuff
Replies: 587
Views: 206324

Re: DLC Replacers & Sterling's New Stuff

@Nuclear Arbitor: I know they do. It's just I thought the texture simply wouldn't load or the nvidia plugin would show an error while saving. What it does instead is showing the textures in this strange way. And the plugin only checks if the size can be divaded by 4. @Sterling: Thanks, now I know wh...
by David-CZ
Sat 28 Jun, 2014 7:48 pm
Forum: Releases
Topic: DLC Replacers & Sterling's New Stuff
Replies: 587
Views: 206324

Re: DLC Replacers & Sterling's New Stuff

That's the glitch I was referring to myself. I don't think it has anything to do with the textures, rather the actual model. I'll take a look at it again and see if I can find what the deal is. EDIT: Well, as unexpected as it was, I found the solution. The textures apparently need to have size of po...
by David-CZ
Sat 28 Jun, 2014 3:09 pm
Forum: Releases
Topic: DLC Replacers & Sterling's New Stuff
Replies: 587
Views: 206324

Re: DLC Replacers & Sterling's New Stuff

I changed the texture a bit to look more natural. There is still some weirdness going on there though. I don't know what it is, what causes it or even if it's just me, but when looking from afar the head seems to be clipping with black polygons. When zoomed in however, it looks just fine. That's jus...
by David-CZ
Fri 20 Jun, 2014 3:40 pm
Forum: Releases
Topic: DLC Replacers & Sterling's New Stuff
Replies: 587
Views: 206324

Re: DLC Replacers & Sterling's New Stuff

I went through the textures real quick and noticed the nrm and ocl ones have alpha set to black. It needs to be white to be displayed in the game. The spc texture could look better if a bit lighter with darker alpha, but that's just a suggestion. EDIT: I changed the alpha of the nrm and ocl maps. Ne...
by David-CZ
Thu 19 Jun, 2014 3:17 pm
Forum: Balance Discussion
Topic: Thoughts on Melee Resistance Aura in Melee Walkers/Monsters
Replies: 26
Views: 4563

Re: Thoughts on Melee Resistance Aura in Melee Walkers/Monst

Is the 'in melee combat' damage resistence part of the aura or is it separate and has always been present? At one point it looked like the walker was resistant to ranged attacks as well, but it's more likely just the overall toughness I'm not used to. Regarding the OP it's too soon for me to make an...
by David-CZ
Sat 14 Jun, 2014 4:15 pm
Forum: Balance Discussion
Topic: Warp Spiders - opinions
Replies: 11
Views: 2815

Re: Warp Spiders - opinions

Not totally topic related but I'd like to ask about ways to counter double WS led by WSE with WL or FS. I'm not sure what to do in this situation since vehicles get countered by double haywire nades plus some additional AV (shees usually suffice) and infantry gets melted by the Spiders' high dps. I ...
by David-CZ
Fri 13 Jun, 2014 3:04 pm
Forum: Balance Discussion
Topic: Kasrkin crack Grenade.
Replies: 28
Views: 5807

Re: Kasrkin crack Grenade.

I wouldn't bother with those granades. What needs to be looked at is the lascannon's shield. It's just stupid. Why does it even exist? Please at least remove the knockback immunity if nothing else.
by David-CZ
Mon 09 Jun, 2014 9:20 pm
Forum: Releases
Topic: DLC Replacers & Sterling's New Stuff
Replies: 587
Views: 206324

Re: DLC Replacers & Sterling's New Stuff

OK, I'll try to put something together. Unfortunately my hands are full right now but I should be free to start after the 15th of July.
by David-CZ
Mon 09 Jun, 2014 7:04 pm
Forum: Balance Discussion
Topic: Techmarine Relay
Replies: 11
Views: 2923

Re: Techmarine Relay

Ace of Swords wrote:Make it T2, dunno why it's T1, it's not even a matter of Opness, it's just that a retreat beacon with reinforce + healing aura associated should be T2 by concept.

Sounds reasonable. Just like you're not running around with units under all types of worship, only your own army should benefit from it.

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