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The Dark Angels Mod


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Я бы рассказал тебе всякие тонкости, но думаю тебе будет интереснее самому всё выяснить, на практике ;)

Ну и вся элита, как понимаю, порезана до лимита 1 отряда, чтобы не было оверпауэра над классическими ванильными фракциями.

Да нет, оно побеждается, но там, где надо четко укладываться в тайминг за AI, чувствую недобор.

Такое впечатление, что какие-то элементарные основы упускаются, типа "гвардейские отряды надо комплектовать комиссарами".

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  • 7 месяцев спустя...

Все уже забыли что был такой мод, вот что значит однообразный скучный геймплей и корявые модельки

Ну ладно, вот видеообзор на английском, но с румынским акцентом, так что все слова звучат по понятному.

Изменено пользователем jONES
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  • 6 месяцев спустя...

Играл в за темных ангелов в моде стронгхолд сс. Проходил 2 крепости. Все понравилось эпик и фан. Но так как сейчас мой сын забирает у меня все свободное время приходилась играть через сейвы и при этом вылез такой баг что после загрузки скрипты миссии начинали глючить а то и вовсе отключались. Изначально хотел пройти за темных все крепости, но как то огорчило что сейвится нельзя а времени на долгую игру нет так что забросил пока до лучших времен.

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Играл в за темных ангелов в моде стронгхолд сс. Проходил 2 крепости. Все понравилось эпик и фан. Но так как сейчас мой сын забирает у меня все свободное время приходилась играть через сейвы и при этом вылез такой баг что после загрузки скрипты миссии начинали глючить а то и вовсе отключались. Изначально хотел пройти за темных все крепости, но как то огорчило что сейвится нельзя а времени на долгую игру нет так что забросил пока до лучших времен.

Ну, по скриптованным миссиям - это надо обращаться к автору стронгхолд мода, все скрипты в нём.

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да я знаю, я к стати ему об этом уже пиисал и он ответил что не знает как решить этот баг так что нужно играть на одном дыхании.

А в этой теме я отписался что мод и геймплэй мне понравились. Так что рад слышать что над модом продолжаются работы по его улучшению.

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  • 1 год спустя...
"Dark Angels 2.2 ChangeLog"

AI
- (Serious) now keeps same strategy once one is chosen. This will make the AI not go crazy, once you change_players or save->load. It cannot be 100% consistent, as we cannot check if a research is_being_buit. But it is far better now.
- (Serious) Updated AI to use the Deep striking capabilities of the army more effectively. First, the DP of the Chapel was not activated at all, not it is. Second, the vehicle transport capabilities also fixed (there was a wrongly named variable).
- (Serious) The Techmarine, now uses the updated dual-role AI tactic. He behaves both as a builder, and as a fighting commander.
- Updated TH entrench tactic. It now tries to entrench/detrench on condition, in order to recover HPs.
- Updated the number of Rhinos used by the AI. It was using 4 (and their cap is 1 support, so this was inappropriate). Now uses 1 or 2.
- Slightly increased the range of the mine placing (from LPs) of Whirlwind's castellan missile.
- The Build Order of the Deathwing was slightly updated so that to have more terminators fielded.
- All Build Orders slightly updated for better performance.


ART
- Updated Belial model. All taken care of. (old Belial model re-textured, and used as leader for the Knights squad - see below in New Added units)
- Scout and sergeant scout models, changed to very higher quality textured ones.
Note: For the Sergeant Scout model I kept the old one but changed the textures. This because the new one has a problem with the plasma pistol firing. If someone can fix this, it would be awesome to use the new (the new model has updated textures for all weapons, and an animated chainsword!). I put in for anyone who wishes to try. For now, we will use the old model that has no problem.
- Inheritance cleared. All anim XRefs and other art files are DA folder ONLY. Devastators HB weapon colour bleeding fixed, among other things.
- Added shadows (3) to the models that didn't have it thus.
- Updated some FXes (the book aura of the librarian).
- Slightly updated the RW Building Icon. Now it is different enough to the vehicle building.


SCaR
- SCaR code SERIOUS issue found -> fixed. (ask if you want)
>Just note that the new no_more_heroes code checks the spawning of a dummy entity that each named hero creates ONCE fielded. Thus for Belial, his ghosted icon disappears once you field him (as opposed to when built). It has NO impact on AI or human gameplay whatsoever of course. After all, you no can no longer call again a hero once you see him!! So all good there.
- Fixed the issue where the stuck TH was not "passing" its current HPs to the entrench version.
- No more heroes and TH SCaR codes HEAVILY optimised (ONLY run if necessary, and ONLY for the DA players, and only if needed). Brother Evil Isador contributed much on this.


AE/Issues/Additions
- (SERIOUS) New Units Added
>RavenWing: Darkshroud vehicle. Everything taken care of (abilities, icons, sounds, AI, etc.). Pending voices.
>DeathWing: Deathwing Knights squad. Everything taken care of (abilities, icons, sounds, AI, etc.). Pending voices.
>Battle Company: No new unit added, but BOTH veteran squads are now available. This will definitely give BC the extra punch the other branches got.
- Scouts were NOT using their sniper rifles past range 25 (while snipers have 40)!!!! Now fixed.
- Techmarine's flamer and plasma cutter weapon firing issues fixed.
- Made the named heroes have NO persistent bodies (as Watchers in the Dark take them away, ain't they?).
- Castellan Missiles ability of the Whirlwind re-worked. Now, it is "TWO" abilities instead:
>Castellan Missile (yes, only one missile): It fires the missile, upon impact it scatters mines.
>Vengeance Missiles Barrage: Just what it says. It replaced the previous (not-so-well-coded) Castellan Round ability.
Both Require BC branch. ALL taken care of. (including AI)
Anim Pending: Also, the previous ability had a broken anim that was unfixable. I removed it. We have no firing anim for the above abilities...
- Fixed/updated the modifiers responsible for despawning the Watcher In The Dark, once Azrael is dead. Now, it ALWAYS despawns (as opposed to "most of the times"). I also set its getup time to 0, as it lacks a knock-back anim. It is perfect now, so all is good!
- There were some issues with apothecaries' requirements (Limit 2, Limit 2). Fixed.
- Some requirements' orders fixed as well (we had some more limit 1, limit 1) (Need more testing to verify integrity.)
- Fixed a minor apothecary glitch when going BC (the "old" apothecaries were "turning" to squads!).
- Better timing for Ezekiel's and librarian's abilities.
- Azmodai's demoralise passive ability was buggy and NON-operational. Now fixed to be as it should. Just try him, and you will see that he is now a WORTHY choice!
- RW branch building CANNOT be built in allied places any more, as it should be (just like all other branch buildings).
- Terminator assault cannon range was wrongly set to 40. Reverted to normal 30.
- (Serious) Thanks to brother Shodar, the Ravenwing is now having much better pathing. MUCH. Quite acceptable behaviour, forget the entities of the squads that were left behind. Visually, the compromise is minimal - the bikes are still moving like bikes. We kept the tank turning system of course !
- Some entities' Masses, and some other info (regarding special attacks), updated.
- All grenade abilities (melta/krak/frag) updated (projectiles initial position, timings etc.).
- DA smoke launchers had a small entity busy time issues. Fixed.
- The range of vindicator's enemy engagement, modified to match it's primary weapon range (it was 100).
- Command Squad entities' requirements updates.
- Added better/longer camera angles.
- Updated the Block formation, so that the models not to collide amongst themselves.
- Slightly updated the dummy entity that limits heroes.
- Flying TH turning behaviour, moving updates.
- The missiles of the WW could target air units. Fixed.
- Mines' (created by the Whirlwind's ability) opacity DEcreased a bit, as they where too "dim".
Note: The castellan mines ability spreads the mines horizontally, so note that if fired at steep slopes, some mines will appear under, and some over (this is the slightly awkward visual) ground level... But the same goes for normal mines (and buildings), of course..
- Many issues with the infiltration of numerous units fixed.
- Covers and event_ext seriously updated. There were some missing issues there.
- Poison/Souls stats form many entities were missing.
- Fixed a many UCS errors (fe Devastator Sergeant).
- UCS greatly updated beside somw necessary additions (fe the Landspeeder's weapon upgrades), many new lines added for the new abilities and units.
- German UCS added, courtesy of brother Evil Isador. WILL NEED to update that to our latest version...
Note: For now, please test the Engish localisation version ONLY!


Balance-related Fixes.
- Updated Hellfire ability to affect squads. Both Librarian's and Ezekiel's abilities were taken care of. There were some inconsistencies with the ability's stats that are now fixed as well. UCS also updated where needed.
- Devastator fragmentation missile launcher had damage issues. Now fixed. I had to rise the damage from the values I mentioned, as I tested it in-game and it was still TOO low. I think damage now it quite ok.
Also changed the model of the projectile. Last but not least, I fine-tuned the origin/muzzle of the projectile as well.
- Updated Mind Worm ability with a secondary effect of half sight and ability disabling (14 secs, 20 for Ezekiel's version).
- Sammael is now repairable, by only one repairer. He has low regen, so it is pity to lose him easily.
- Increased the damage of BC Drop Pods (only the min damage and armour penetration, as all values were 0).
- ThunderHawk airborne version armour type changed to air_med. It got a 0.6 ranged damage reduction to averagely compensate. Entrenched version further STRONGLY increased regen (it was still too slow to fully regen)!
- Heroes building (BC) bot one more DS slot and faster upload time (30->24). Because the AI now uses it to DS as it should, the squads were CROWDING around it, so this is necessary.
- As said above, in BC now BOTH veteran squads are available.

Изменено пользователем jONES
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  • 11 месяцев спустя...

Обновился Dark Angels мод. Теперь версия 2.3

http://www.moddb.com/mods/dark-angels-mod/...-public-release

"You lost your time to repent, Bagatur!"
You_lost_your_time_for_repent_s.jpg
Изменено пользователем jONES
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"You lost your time to repent, Bagatur!"
You_lost_your_time_for_repent_s.jpg

Ну Джонс, ну и троляка, одобряю :image110: :image010: Жаль что сама жертва троллинга не сможет оценить и поугрожать заявами в полицию :P

Изменено пользователем Импульс
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Жаль что сама жертва троллинга не сможет оценить и поугрожать заявами в полицию :P

Ну, можно набежать на internetwars.

Тем более, что мне кажется, ему там скучно - слишком тихо и спокойно.

Ему там можно даже обзоры на свои моды писать и их даже публикуют (Sic!).

А если серьезно, то не сглазь ненароком, а то вернется еще.

Изменено пользователем Zess1664
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  • 1 год спустя...
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