Elite Mod 2.4.2
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- Posts: 387
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Re: Elite Mod 2.4.1
perfect. But where is the changelog
Re: Elite Mod 2.4.1
And the tourney will be using 2.4.1 then. Tyvm team!
- Adeptus Noobus
- Posts: 991
- Joined: Sat 15 Feb, 2014 12:47 pm
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Re: Elite Mod 2.4.1
Again, Windows 8.1 (not so) SmartScreen detects this file as hazardous to the system. Ignore that by clicking "More Information" and then opt to ignore and execute anyway. Enjoy the Dev-Teams glorious work ^^
Re: Elite Mod 2.4.1
- Painboy can now use 'Unstable Fuel Injection' on himself
Not sure if bug or feature?
Not sure if bug or feature?
- ThaMollusk
- Posts: 14
- Joined: Mon 22 Jun, 2015 2:06 am
Re: Elite Mod 2.4.1
Is it possible to create a custom gridkey setup? I want to keep force melee at Z.
- Wise Windu
- Posts: 1190
- Joined: Sat 14 Sep, 2013 2:22 am
Re: Elite Mod 2.4.1
viewtopic.php?f=2&t=1780ThaMollusk wrote:Is it possible to create a custom gridkey setup? I want to keep force melee at Z.
- ThaMollusk
- Posts: 14
- Joined: Mon 22 Jun, 2015 2:06 am
Re: Elite Mod 2.4.1
You're the man. Thanks.
Re: Elite Mod 2.4.1
Question from another thread:
Does the IST Warrior Adept grant an energy regen aura? If it does, it is not in the tooltip. If it doesn't, I've been made very confused
Does the IST Warrior Adept grant an energy regen aura? If it does, it is not in the tooltip. If it doesn't, I've been made very confused
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Re: Elite Mod 2.4.1
Good patch, when comes Inqiusitor crusader?
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- Joined: Thu 02 Jul, 2015 6:54 am
Re: Elite Mod 2.4.1
Just installed only to see that Copes DoW Toolbox(1.992) no longer works. If there any way around this or is this how it will be moving forward?
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- Joined: Thu 25 Jun, 2015 5:37 pm
Re: Elite Mod 2.4.1
Cool, you buffed the ranger squad. I was afraid it had lost its sting when you gave it eighty damage, but then I thought it'd still have synergy with kinetic pulse against 100 health infantry.
Arrogant mammal.
Re: Elite Mod 2.4.2
2.4.2 Update released. Check initial post. Full installer for 2.4.2 coming soon.
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- Posts: 387
- Joined: Fri 31 Jan, 2014 12:04 am
Re: Elite Mod 2.4.2
>Attempted to tune target priorities for anti_vehicle_pvp
What what what? Is that what im thinking about?
>GK changes
Fu*k yea!
>suppression_pvp damage modifier vs building_light decreased from 0.2 to 0.05
Sweet!
>Ranger cost increased from 300/25 to 300/30
>Pathfinder upgrade for Rangers now grants the 75 courage damage on their weapon, default sniper is set at 25 courage damage
So rangers will still got their suppression but you need additional resources for that to spent and also they cost more energy - hmm.. sounds good!
Looks like great fix patch! Still, i think GK need looooooooooooooooooots of work, but even 5 minutes for withdraw and nerf of IO sounds good.
What what what? Is that what im thinking about?
>GK changes
Fu*k yea!
>suppression_pvp damage modifier vs building_light decreased from 0.2 to 0.05
Sweet!
>Ranger cost increased from 300/25 to 300/30
>Pathfinder upgrade for Rangers now grants the 75 courage damage on their weapon, default sniper is set at 25 courage damage
So rangers will still got their suppression but you need additional resources for that to spent and also they cost more energy - hmm.. sounds good!
Looks like great fix patch! Still, i think GK need looooooooooooooooooots of work, but even 5 minutes for withdraw and nerf of IO sounds good.
- Adeptus Noobus
- Posts: 991
- Joined: Sat 15 Feb, 2014 12:47 pm
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Re: Elite Mod 2.4.2
I can't pinpoint it but since I have installed the latest patch (2.4.2) I have had the sound bug in three consecutive games. Factions were different, maps were different, so I don't know what to attribute that to but it must be more than a mere coincidence.
Re: Elite Mod 2.4.2
Keep playing, 3 games without turning of your pc or w/e can be a coincidence for sure.
- Adeptus Noobus
- Posts: 991
- Joined: Sat 15 Feb, 2014 12:47 pm
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Re: Elite Mod 2.4.2
Dark Riku wrote:Keep playing, 3 games without turning of your pc or w/e can be a coincidence for sure.
Forestradio told me, that I have been touch by the gods of Reric. Since I almost never got the bug I kinda lept to conclusions here. You are right. To be on the safe side though, I have done 20 "Ave Maria"s and 100 "Praise the Emperor"s and it seems to be working again.
Re: Elite Mod 2.4.2
Thanks for all the work everyone does to keep this mod growing ever more awesome. It's very much appreciated.
"Into the fires of battle, unto the Anvil of War!"
Re: Elite Mod 2.4.2
Do i just install the update to the DOW2 folder, or inside the Elite folder?
- Lichtbringer
- Posts: 271
- Joined: Sun 19 Jan, 2014 5:13 pm
Re: Elite Mod 2.4.2
dTox wrote:Do i just install the update to the DOW2 folder, or inside the Elite folder?
I think copy it in the Dow2 retribution folder.
Re: Elite Mod 2.4.2
Bug Report: Ogryns on "Use yer 'ead!" are not picked up by the Farseer Gravity Blade.
EDIT: Actually it is "Incoming!" and not "Use yer 'ead!"
EDIT: Actually it is "Incoming!" and not "Use yer 'ead!"
Re: Elite Mod 2.4.2
Deflaktor wrote:Bug Report: Ogryns on "Use yer 'ead!" are not picked up by the Farseer Gravity Blade.
EDIT: Actually it is "Incoming!" and not "Use yer 'ead!"
Because the incoming ability ignores weapon knockback (I think it's that one) and Gravity Blade uses weapon knockback. Post bugs in the bug thread too thanks.
The internal battery has run dry, the game can now be played. However, clock based events will no longer occur.
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- Joined: Fri 31 Jan, 2014 12:04 am
Re: Elite Mod 2.4.2
Swiftsabre wrote:Deflaktor wrote:Bug Report: Ogryns on "Use yer 'ead!" are not picked up by the Farseer Gravity Blade.
EDIT: Actually it is "Incoming!" and not "Use yer 'ead!"
Because the incoming ability ignores weapon knockback (I think it's that one) and Gravity Blade uses weapon knockback. Post bugs in the bug thread too thanks.
Emm.. Ogryns got "use yer 'ead" ability. Not "Incoming"
Re: Elite Mod 2.4.2
We know. Incoming is from the LG. What's your point though?DandyFrontline wrote:Emm.. Ogryns got "use yer 'ead" ability. Not "Incoming"
Re: Elite Mod 2.4.2
Gravblade picks up terminators so it's not weapon knockback
Follow my stream! twitch.tv/frozenvapor100
- Wise Windu
- Posts: 1190
- Joined: Sat 14 Sep, 2013 2:22 am
Re: Elite Mod 2.4.2
Gravity Blade ability uses ability knockback, and the "Incoming!" ability prevents all forms of knockback.
Re: Elite Mod 2.4.2
I can't ever remember which is which.
The internal battery has run dry, the game can now be played. However, clock based events will no longer occur.
Re: Elite Mod 2.4.2
Wise Windu wrote:Gravity Blade ability uses ability knockback, and the "Incoming!" ability prevents all forms of knockback.
Isnt that too much? I guess that would mean that even Orbital wont pick up units on "Incoming!"
Re: Elite Mod 2.4.2
Deflaktor wrote:Isnt that too much? I guess that would mean that even Orbital wont pick up units on "Incoming!"
But you never see anyone do that, for some reason it doesn't occur to people and it would be such a niche usage.
The internal battery has run dry, the game can now be played. However, clock based events will no longer occur.
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