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Re: Mod: Tyranids full faction addon v1.05a (70 variants)

Posted: Fri Mar 13, 2015 10:31 am
by cashgrany
It is a mistake on my part, everything works perfectly. Thank you pizzagrenadier for excellent work.

Re: Mod: Tyranids full faction addon v1.05a (70 variants)

Posted: Fri Mar 13, 2015 5:05 pm
by pizzagrenadier
np, feel free to ask any questions or report any bugs. :D

Re: Mod: Tyranids full faction addon v1.05b (70 variants)

Posted: Thu Mar 19, 2015 11:29 pm
by pizzagrenadier
vulcan's wrath dlc campaign compatibility patch is out! check the first post for updated info.

play against the tyranids

Posted: Thu Apr 02, 2015 11:41 am
by tanelorn
I don't suppose it's possible to paste the 2000s in the single player campaign to play AGAINST the tyranids?

I would much prefer to do that than play as the Tyranids. Is it possible or too difficult?

Re: play against the tyranids

Posted: Thu Apr 02, 2015 6:26 pm
by pizzagrenadier
tanelorn wrote:I don't suppose it's possible to paste the 2000s in the single player campaign to play AGAINST the tyranids?

I would much prefer to do that than play as the Tyranids. Is it possible or too difficult?
that goes into the territory of editing the actual scenarios. simply pasting the 2000 ID numbers won't work.

i haven't personally done this, but i believe it's doable, you need to manually edit those scenarios and replace the orks with the nids. you might want to check out some tutorials or forum posts regarding how to edit the scenarios.

cheers!! :D

Re: Mod: Tyranids full faction addon v1.05b (70 variants)

Posted: Sun Apr 05, 2015 1:02 pm
by VoidDragon
How to add both Tau and Tyranids at once?

Re: Mod: Tyranids full faction addon v1.05b (70 variants)

Posted: Mon Apr 06, 2015 4:41 pm
by pizzagrenadier
VoidDragon wrote:How to add both Tau and Tyranids at once?
hmm? just install them ??

or are you talking about scenario editor? i haven't tinkered with it yet about any scenarios.

Re: Mod: Tyranids full faction addon v1.06b (70 variants)

Posted: Tue Apr 21, 2015 9:24 pm
by pizzagrenadier
v1.06b compatibility patch with Angels of Death DLC patch is out! check the first post for updated info.

Re: Mod: Tyranids full faction addon v1.06b (70 variants)

Posted: Wed Apr 22, 2015 2:44 pm
by Cataphract88
Thanks for the latest update. :D

Re: Mod: Tyranids full faction addon v1.06b (70 variants)

Posted: Thu Jun 25, 2015 8:29 am
by bcnkor5
images for campaign

Re: Mod: Tyranids full faction addon v1.06b (70 variants)

Posted: Sun Apr 10, 2016 11:30 pm
by bcnkor5
pizzagrenadier wrote:The Great Devourer has finally arrived!

the tyranids mod and tau mod are completely compatible with each other, and when new official base game patch drops, i will update both mods at the same time.

UPDATE 6: v1.06 compatibility patch release, plus Angels of Death DLC play instructions



feel free to report any bugs, post your impressions, suggestions and feedbacks in this thread, all feedbacks are welcome! and most importantly, have fun! :D

Hello, a question with version v1.10 see that there are two possible repeated factions, one might add the MOD Tyranid and MOD TAU the game?
With factions
IDS_FACTION6 imperial_guard_2 icon_experience_imperial IG
IDS_FACTION7 orks_2 icon_experience_orks ORK

----------------------------------------------------------
path: rout/ factions.whdat

# Factions table
# Faction Short name Experience icon Infantry death prefix
IDS_FACTION1 imperial_guard icon_experience_imperial IG
IDS_FACTION2 orks icon_experience_orks ORK
IDS_FACTION3 blood_angels icon_experience_imperial SM
IDS_FACTION4 salamanders icon_experience_imperial SM
IDS_FACTION5 ultramarines icon_experience_imperial SM
IDS_FACTION6 imperial_guard_2 icon_experience_imperial IG
IDS_FACTION7 orks_2 icon_experience_orks ORK

---------------------------------------------------

Another question here as you master both the game
http://www.slitherine.com/forum/viewtop ... 35&t=71626

Re: Mod: Tyranids full faction addon v1.06b (70 variants)

Posted: Sat Aug 20, 2016 11:02 pm
by cesarjunior233
I am having error , my files don't have pathfinder unit

Re: Mod: Tyranids full faction addon v1.06b (70 variants)

Posted: Thu Mar 23, 2017 4:55 pm
by deranzo
thanks for your effort but this mod doesn't work for latest steam version.

[solved]: I was trying to play with it with loading savegame. It crashed. But when I try to start a campaign from the beginning, it worked, now I can play with all of units without error.

Re: Mod: Tyranids full faction addon v1.06b (70 variants)

Posted: Thu Jul 06, 2017 2:58 pm
by LloydCorfex
First of all:
Nice work!!

Question:
Why are your units attached to factions?
Instead of being an own faction (listed in factions.whdat)!?

Question 2:
Any idea what "imperial_guard_2" and "orks_2" means in factions.whdat?

Re: Mod: Tyranids full faction addon v1.06b (70 variants)

Posted: Thu Jul 13, 2017 7:23 pm
by deranzo
LloydCorfex wrote:First of all:
Nice work!!

Question:
Why are your units attached to factions?
Instead of being an own faction (listed in factions.whdat)!?

Question 2:
Any idea what "imperial_guard_2" and "orks_2" means in factions.whdat?
Answer 1: It can't be done without modifiying source codes of the game and game's actual source codes only support these fixed factions for now. You can only add units to existing factions.

Answer 2: For example in the hunting for planetary governor mission, enemy Imperial Guard's actual faction name is imperial_guard_2 if you look them in Scenerio Editor. So, it means kind of "enemy". If you put a faction with orks and another faction with orks_2 in the same map, I think they will fight among themselves but haven't tested it yet.

Re: Mod: Tyranids full faction addon v1.06b (70 variants)

Posted: Wed Jul 18, 2018 8:47 am
by Nalsurv
link not work ((((