Elite Mod 2.4.2

Elite (and related) releases.
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Indrid
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Re: Elite Mod 2.4.1

Postby Indrid » Fri 26 Jun, 2015 10:34 pm

2.4.1 released.
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Re: Elite Mod 2.4.1

Postby DandyFrontline » Fri 26 Jun, 2015 10:46 pm

perfect. But where is the changelog
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Indrid
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Re: Elite Mod 2.4.1

Postby Indrid » Fri 26 Jun, 2015 10:51 pm

Initial post.
Atlas

Re: Elite Mod 2.4.1

Postby Atlas » Fri 26 Jun, 2015 10:56 pm

And the tourney will be using 2.4.1 then. Tyvm team!
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Re: Elite Mod 2.4.1

Postby Adeptus Noobus » Fri 26 Jun, 2015 11:03 pm

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 ^^
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Re: Elite Mod 2.4.1

Postby viggih » Sat 27 Jun, 2015 6:19 pm

- Painboy can now use 'Unstable Fuel Injection' on himself

Not sure if bug or feature? :?
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ThaMollusk
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Re: Elite Mod 2.4.1

Postby ThaMollusk » Sun 28 Jun, 2015 1:51 pm

Is it possible to create a custom gridkey setup? I want to keep force melee at Z.
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Wise Windu
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Re: Elite Mod 2.4.1

Postby Wise Windu » Sun 28 Jun, 2015 2:04 pm

ThaMollusk wrote:Is it possible to create a custom gridkey setup? I want to keep force melee at Z.
viewtopic.php?f=2&t=1780
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Re: Elite Mod 2.4.1

Postby ThaMollusk » Sun 28 Jun, 2015 2:11 pm

You're the man. Thanks.
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Cyris
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Re: Elite Mod 2.4.1

Postby Cyris » Mon 29 Jun, 2015 3:03 am

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 ;)
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Re: Elite Mod 2.4.1

Postby TheDarksix » Mon 29 Jun, 2015 3:18 am

Good patch, when comes Inqiusitor crusader?
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Re: Elite Mod 2.4.1

Postby Lord Pants » Thu 02 Jul, 2015 6:56 am

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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Re: Elite Mod 2.4.1

Postby destructomat » Thu 02 Jul, 2015 7:41 am

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.
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Re: Elite Mod 2.4.2

Postby Indrid » Sun 12 Jul, 2015 10:11 pm

2.4.2 Update released. Check initial post. Full installer for 2.4.2 coming soon.
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Re: Elite Mod 2.4.2

Postby DandyFrontline » Sun 12 Jul, 2015 11:28 pm

>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.
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Adeptus Noobus
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Re: Elite Mod 2.4.2

Postby Adeptus Noobus » Mon 13 Jul, 2015 2:58 am

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.
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Dark Riku
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Re: Elite Mod 2.4.2

Postby Dark Riku » Mon 13 Jul, 2015 10:48 am

Keep playing, 3 games without turning of your pc or w/e can be a coincidence for sure.
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Re: Elite Mod 2.4.2

Postby Adeptus Noobus » Mon 13 Jul, 2015 1:55 pm

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. :)
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Tiptoes
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Re: Elite Mod 2.4.2

Postby Tiptoes » Tue 14 Jul, 2015 7:29 am

Thanks for all the work everyone does to keep this mod growing ever more awesome. It's very much appreciated.
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Re: Elite Mod 2.4.2

Postby dTox » Tue 14 Jul, 2015 10:38 am

Do i just install the update to the DOW2 folder, or inside the Elite folder?
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Re: Elite Mod 2.4.2

Postby Lichtbringer » Wed 15 Jul, 2015 5:51 pm

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.
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Re: Elite Mod 2.4.2

Postby Deflaktor » Tue 21 Jul, 2015 3:33 pm

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!"
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Swift
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Re: Elite Mod 2.4.2

Postby Swift » Tue 21 Jul, 2015 10:14 pm

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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Re: Elite Mod 2.4.2

Postby DandyFrontline » Tue 21 Jul, 2015 11:39 pm

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"
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Re: Elite Mod 2.4.2

Postby Dark Riku » Tue 21 Jul, 2015 11:47 pm

DandyFrontline wrote:Emm.. Ogryns got "use yer 'ead" ability. Not "Incoming"
We know. Incoming is from the LG. What's your point though?
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Re: Elite Mod 2.4.2

Postby Vapor » Tue 21 Jul, 2015 11:54 pm

Gravblade picks up terminators so it's not weapon knockback
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Wise Windu
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Re: Elite Mod 2.4.2

Postby Wise Windu » Tue 21 Jul, 2015 11:58 pm

Gravity Blade ability uses ability knockback, and the "Incoming!" ability prevents all forms of knockback.
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Re: Elite Mod 2.4.2

Postby Swift » Wed 22 Jul, 2015 12:01 am

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.
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Re: Elite Mod 2.4.2

Postby Deflaktor » Wed 22 Jul, 2015 4:12 pm

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!"
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Re: Elite Mod 2.4.2

Postby Swift » Wed 22 Jul, 2015 4:32 pm

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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