Search found 20 matches

by scouseern
Mon Aug 11, 2014 7:45 am
Forum: Design and Modding
Topic: Warhammer 40k DW:U Mod
Replies: 618
Views: 32689

RE: Warhammer 40k DW:U Mod

Great work as always my friend.

Like the Andreus Plowden a lot!
by scouseern
Thu Jul 17, 2014 3:31 pm
Forum: Design and Modding
Topic: Warhammer 40k DW:U Mod
Replies: 618
Views: 32689

RE: Warhammer 40k DW:U Mod

Agree with Swizzle, the Eldar need a little tweaking, also I prefer playing Imperial but it is too easy to build a massive fleet and simply absorb casualties.
by scouseern
Wed Jul 16, 2014 6:50 am
Forum: Design and Modding
Topic: Warhammer 40k DW:U Mod
Replies: 618
Views: 32689

RE: Warhammer 40k DW:U Mod

<t> Agree with the slowing of tech rates.<br/>
<br/>
Agree with Astartes - Proper Badass<br/>
<br/>
Playing an Imperial game at the moment, a little too easy at the moment, not run into a major power yet and ive colonised 15 planets, and have built a rather massive fleet. Also after one brief ...
by scouseern
Mon Jul 14, 2014 4:54 am
Forum: Design and Modding
Topic: Warhammer 40k DW:U Mod
Replies: 618
Views: 32689

RE: Warhammer 40k DW:U Mod

<t> Many thanks Mensrea, great work as always.<br/>
<br/>
-added the Dark Eldar and Orkish Freebooters as pirates to the scenario (not that bad) <br/>
<br/>
Like the sound of more pirates!!<br/>
<br/>
Found some ship images for Tau and Chaos ships if your interested, dont know if you have them ...
by scouseern
Sun Jul 13, 2014 12:41 pm
Forum: Design and Modding
Topic: Warhammer 40k DW:U Mod
Replies: 618
Views: 32689

RE: Warhammer 40k DW:U Mod

Sounds great Phocian.

Really like how this mod is progressing. Every Warhammer 40k fans dream to fight the great crusade and the Horus Heresy.
by scouseern
Sun Jul 13, 2014 8:02 am
Forum: Design and Modding
Topic: Warhammer 40k DW:U Mod
Replies: 618
Views: 32689

RE: Warhammer 40k DW:U Mod

Disregard the character thing, figured it out.

Gonna try to come up with some starting characters for the main factions consistent with the Great Crusade era. will let you know how I get on.
by scouseern
Sun Jul 13, 2014 7:28 am
Forum: Design and Modding
Topic: Warhammer 40k DW:U Mod
Replies: 618
Views: 32689

RE: Warhammer 40k DW:U Mod

<t> No problem mensrea, problem isn't the leader being replaced, I get the event and I end up with 2 leaders somehow. only when I used the Great Crusade save game. Know your doing your best.<br/>
<br/>
Anyone know how you can add more than one defined character at the beginning of a game?<br ...
by scouseern
Fri Jul 11, 2014 10:37 am
Forum: Design and Modding
Topic: Warhammer 40k DW:U Mod
Replies: 618
Views: 32689

RE: Warhammer 40k DW:U Mod

<t> Yep still happening, about 2-3 minutes into game I get the change leader event, this plunges both Mars and Terra into rebellion.<br/>
<br/>
You CANNOT resist the rebellion as the revolting forces are in the region of 1600k vs your 23k lol<br/>
<br/>
If this is just happening to me please let ...
by scouseern
Thu Jul 10, 2014 1:30 pm
Forum: Design and Modding
Topic: Warhammer 40k DW:U Mod
Replies: 618
Views: 32689

RE: Warhammer 40k DW:U Mod

<t> I used the 4.3 version I think, anyway it works!!<br/>
<br/>
Only snag I have at the moment is at the beginning, I've tried it 4-5 times and always get a leader change and subsequent rebellions on both Terra and Mars.<br/>
<br/>
It might just be me but will keep plugging away.<br/>
<br ...
by scouseern
Thu Jul 10, 2014 9:02 am
Forum: Design and Modding
Topic: Warhammer 40k DW:U Mod
Replies: 618
Views: 32689

RE: Warhammer 40k DW:U Mod

<t> Got it to work.<br/>
<br/>
Edited the .dwg file in notepad, deleted then added theme name make sure it was identical to theme folder name.<br/>
<br/>
Added maps folder to theme and put a copy of the savegame in there too.<br/>
<br/>
Didn't look any different after editing but loaded fine ...
by scouseern
Wed Jul 09, 2014 3:30 pm
Forum: Design and Modding
Topic: Warhammer 40k DW:U Mod
Replies: 618
Views: 32689

RE: Warhammer 40k DW:U Mod

Hi, thanks for getting back to me, tried moving the file as suggested no go, think your right about having to remake for each new version.

Great work, keep it up
by scouseern
Wed Jul 09, 2014 1:02 pm
Forum: Design and Modding
Topic: Warhammer 40k DW:U Mod
Replies: 618
Views: 32689

RE: Warhammer 40k DW:U Mod

<t> EDIT: SF-inc, make sure your loading the scenario as a save game because there are issues with loading it as a fresh map. First off no one will start where they should be and all relevant starting features that I set up will be reset. Secondly it will load it as the default theme unless you ...
by scouseern
Mon Jun 30, 2014 3:21 pm
Forum: Design and Modding
Topic: Warhammer 40k DW:U Mod
Replies: 618
Views: 32689

RE: Warhammer 40k DW:U Mod

Big fan of this MOD and the WH40K universe, if you need any help PM me.
by scouseern
Sat Apr 19, 2014 5:56 pm
Forum: The War Room
Topic: Sub tactics?
Replies: 9
Views: 221

RE: Sub tactics?

<t> Have not played this scenario yet but as a rule these are good Sub tactics.<br/>
<br/>
Slow is silent, creep / loiter is best when patrolling. If you start cavitating in an enemy detection range, your going die.<br/>
Do not transmit sonar or radar, ever. Unless it is to confirm a target ...
by scouseern
Tue Apr 15, 2014 4:30 pm
Forum: Tech Support
Topic: [FIXED B511] Sonar Detection issue
Replies: 15
Views: 185

RE: Sonar Detection issue

<t> From experience, I've had about 10-15 warships and sonobuoys + dipping helo's all transmitting at me at once. you can differentiate between them all using even modestly outdated sonar intercept equipment - the 2019 PARIS dome on a Trafalgar class SSN dates from the 80's.<br/>
<br/>
Helo's and ...
by scouseern
Tue Apr 15, 2014 12:48 pm
Forum: Tech Support
Topic: [FIXED B511] Sonar Detection issue
Replies: 15
Views: 185

RE: Sonar Detection issue

<t> Submarines do not transmit active sonar as a rule. The only real exception to this rule is to confirm the FCS (Fire Control Solution) either just after firing or when prosecuting a valid target, this is because by firing you have already probably been counter-detected by your target due to your ...
by scouseern
Tue Apr 15, 2014 9:13 am
Forum: Tech Support
Topic: [FIXED B511] Sonar Detection issue
Replies: 15
Views: 185

RE: Sonar Detection issue

<t> I can tell you right now, an Oscar 1 doing 22knts will NOT pick up another sub even transmitting active. The flow noise across the bow array will render passive effectively blind and reduce the active ranges to less than 2-3Kyds.<br/>
<br/>
Also an LA boat with its array dangling below the ...
by scouseern
Mon Apr 14, 2014 3:20 pm
Forum: Command: Modern Operations series
Topic: Sonobouy Capabillities? Classification?
Replies: 19
Views: 283

RE: Sonobouy Capabillities? Classification?

<t> In my experience as an RN submariner, air launched sonar buoys can be very effective at detecting and prosecuting a submerged contact. A single buoy however will find it next to impossible to find a sub. they are used in groups of at least 3, each used to triangulate the position of the contact ...
by scouseern
Fri Mar 14, 2014 5:44 am
Forum: Tech Support
Topic: sub detection range of surface ships
Replies: 5
Views: 146

RE: sub detection range of surface ships

<t> Hi,<br/>
<br/>
As a Royal Navy Submariner of 17 years experience i can tell you that your ranges on hull sonars are roughly correct. However as Yokes states most noisy MV and Warships will be picked up by Towed array BB (Broadband) before this. However the resulting contacts will be ambigious ...
by scouseern
Sun Mar 09, 2014 12:46 pm
Forum: Command: Modern Operations series
Topic: v1.03 Release Candidate thread
Replies: 111
Views: 2980

RE: v1.03 Release Candidate thread

<t> I really would like to see some sort of Amphibious landing mission for Assault ships, Albion, Wasp etc<br/>
<br/>
This could hopefully reflect the load out of the unit, i.e. LCVP landing loaded platoons, LCU landing Tanks / APC's<br/>
<br/>
Having the capability to use Helo's (Merlin HC 3 ...

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