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Titanium Wars FAQ 1. General information 1.1. What is the Titanium Wars Mod? Titanium Wars Mod (TWM) is a modification (mod) on RTS-game 'Dawn of War' (DoW) which was developed by Relic Entertainment and based on the concept of Warhammer 40,000 gaming universe from Games Workshop. The Titanium Wars Mod was created as a very significant expansion of the original game from the Relic.

It includes completely redesigned gameplay for all types of game: campaign, skirmish, multiplayer. The Mod adds a tremendous number of new units, buildings, weapon upgrades, technology research, special abilities, new heroes and their equipment, RPG-like ranking system and experience of the units and much more. And all of this is done in the spirit of the atmosphere and the rules of the Warhammer 40,000 (W40k) universe with maintaining game balance of RTS-game. This is the first DoW-mod historically, which realized W40k-titans and titan-like units in all types of games and for all races. This Mod demonstrated for all DoW community that a balanced game with the Titans is possible. Note: RTS - Real Time Strategy.

RPG - Role Playing Game. Who the author and creator of this Mod? The author and creator of this Mod: Grumbling Orc (GrOrc - short alias). All the basic elements of the Mod: AE-, OE-, AI-, scar-code, 2D-art, some 3D-animation, some FX, changes in the campaign, and much more in the TWM framework were created by GrOrc. Contribution to the TWM from other people and other mods (full list: Annihilation Mod, TTRU Mod, Firestorm Mod, Purgation of Kaurava Mod, DoW Pro Mod, Steel Legion Mod, Craftworld Mod, Inquisition Daemonhunt Mod, Whitch Hunters Mod, Tyranid Mod) is only a 3D models, textures and FX. The contribution to the creation of TWM by the DoW community was discussed in the file 'Titanium readme (eng).txt' with more details (look on Gratitudes section in the end of file). However, all the real work in TWM from conception to its realization was made by one person - GrOrc.

There are a lot of DoW-mods. What is the prime difference between this Mod from the others?

- High quality. All aspects of the Mod were elaborated in details. TWM concept is entirely based on the Codexes of the Warhammer 40,000.

The spirit and the rules of the W40k universe were complied in TWM. Good interesting dynamic RTS-gameplay. The Mod is well balanced for all playable races, in contrast of many other mods. Game balance is well-designed and well developed. And it continue to improve in the new versions of the Mod.

Gameplay complexity and replayability were increased. Beauty and the correct behavior of all graphic objects in game.

The Mod is based on the best models from Relic and DoW community. These models were corrected and supplemented by the author of this Mod on 3D-level and in relation to their OE-code responsible for correct behavior models in the game (including in terms of the new features that have been developed within the TWM framework). The Mod was designed for all types of game: campaign, skirmish, and multiplayer. Skirmish and multiplayer work well and it is well balanced.

TWM has new quality of game in the single campaign. Campaign was completely redesigned in the TWM framework. TWM is a unique Mod in this relation.

TWM is the only one DoW-mod with the complete and true support of the single campaign. Thus, TWM is actually a new game in relation to all aspects. Which version of DoW is needed for this Mod? Currently TWM was developed in two variants: for Dark Crusade ver.1.20 and for Soulstorm ver.1.20. You must strictly observe the correspondence TWM variations and version of DoW for correct Mod's installation.

When this Mod was created? What its version exist? The Mod was originally created for Dark Crusade (DC). Commencement of the Mod - December 15, 2008. Fully functional alpha version was created near May 2009.

Fully functional beta version was created near October 2009. The first public release of the first beta version took place November 15, 2009 (TWM ver. In prospect the Mod was steadily developed and updated, and passed many public re-editions. Release status since June 8, 2012 (ver. The number of current version you can see on the version on Warforge forum.

Since the beginning of January 2012 the development of TWM for Soulstorm (SS) was started. The first public beta TWM for SS (ver. 0.99.00) was published February 16, 2012. To date, several public re-editions came out. Release status since April 10, 2013 (ver.

The number of current version you can see on the version on Warforge forum. The Mod continues to evolve and be updated in both its versions.

The last digit in the version of the Mod is the serial number of its public re-edition (version). I have heard that this Mod is a combination of some other DoW-mods.

Is this true? Titanium Wars Mod is a completely original design and includes a unique work of its author. From other mods (full list: TTRU Mod, Firestorm Mod, Purgation of Kaurava Mod, DoW Pro Mod, Steel Legion Mod, Craftworld Mod, Inquisition Daemonhunt Mod, Whitch Hunters Mod, Tyranid Mod) were taken only some models and their textures and FXs. In addition, models from those mods were not taken 'as is'. They were substantially corrected and refined, especially in regard to their behavior in game (OE-code). Everything else was created in the TWM framework by its author. In his work on TWM, the author was essentially based on the original material of the Warhammer 40,000 universe to realize the spirit and the rules of this game universe in the DoW framework.

TWM follows the rules of the Warhammer 40000 universe so far as it is possible in the framework of modifications based on DoW engine. Why you do not cooperate with the team of (any name) mod? Why the team of your Mod is always only one person - GrOrc?

Why not create a team of several people? TWM is old reputable DoW-mod now, it is more old than many other 'modern DoW-mods'. Historically, TWM is the first global all-races DoW-mod with almost all (lots!!!) Games Workshop W40k-units including Titans. Many modern DoW-mods are based on TWM content now and they used many TWM ideas and concepts.

Many modern (young and/or novice) DoW-modders use TWM as a visual aid for DoW-modding. GrOrc never collaborated with other modders (in one team) for TWM-making.

GrOrc no need to create a large team of modders for this. GrOrc is universal modder: AE-, OE-, AI-, scar-coder, 3D-, 2D-, events-, and FX-editor, animator (simple animation), the integrator a new 3D-content in game, creator of new campaigns and much more. TWM has done and it will be done always only by one person - GrOrc. This is the established tradition. There are only two types of work that GrOrc prefers not to do by himself: it is the creation of new models and textures from scratch.

Therefore GrOrc has interest only to new models and new textures that are made by good modelers and texturers with the true spirit and design of the Warhammer 40,000 universe (see W40k Codexes and miniatures of tabletop game). Therefore GrOrc has no interest to other DoW-mods if their team have no own good modelers and texturers, i.e. If they have no own unique 3D-content. Mods with unique 3D-content (and with true spirit of W40k Codexes) are very rare.

It is needed to understand: who, what, when, and how did in DoW-modding, and it is needed to understand the real sources of new 3D-content in DoW. Thus GrOrc prefers to work with modelers and texturers directly. GrOrc is always open to cooperation with the creators of really interesting 3D-content for DoW. In the TWM framework many new units received its real birth from the original (but unfinished) materials of their creators. Thus, TWM is the real source of new units for DoW.

Moreover, even many ready units from other old famous mods received very significant improvements within TWM framework. GrOrc's work is currently used in many other 'modern DoW-mods'. Thus, GrOrc works on all DoW-community really, i.e. Not only on the one own Mod. Technical issues 2.1.

How to install TWM? Read the Installation Manual and follow the installation instructions.

Installation Manual is a text file among other txt-files of the Mod. Look on the file named 'setup (eng).txt'. In addition, it is published on start pages of the official forums (on Relicnews) of this Mod. Also it present on TWM page of ModDB site (forum section).

All necessary URLs are listed in 'Titanium readme (eng).txt'. I installed the TWM for DC, but I do not see it in the Game Manager. What should I do? You do not patch the game. You have a version of DoW: Dark Crusade which is lower than 1.20. Install the official patch for DoW: DC from Relic.

Version of DoW: DC must be 1.20. I updated the version of TWM. However some icons have no hotkeys in game. What did I do wrong during the installation?

You do not follow the installation instructions. Delete your old profile of TWM. To do this, delete the 'titaniumwars' folder ('titaniumwarsss' for SS version) from the 'Profiles' folder with your profile of game (usually 'Profile1' subfolder in 'Profiles' folder). I updated the version of TWM and continue to play single campaign from my old saves. Icons of some elite squads in the campaign became pink.

Wrong squads are loading in game. Also I see some other serious glitches and bugs. How to fix it? Address labels up avery 5260 template for mac pro. You do not follow the installation instructions.

Delete your old profile of TWM. To do this, delete the 'titaniumwars' folder ('titaniumwarsss' for SS version) from the 'Profiles' folder with your profile of game (usually 'Profile1' subfolder in 'Profiles' folder). This action also deletes all your old saves remaining from a previous version of the Mod. Playing campaign from old saves is not recommended strongly.

In the each new version of TWM, you should begin to play the campaign from start for the correct working of the Mod. The Mod was installed and it runs fine. However my computer takes control of the game itself when I try to play. I'm in game only as spectator. What did I do wrong? You added the '-dev' parameter to the run-string into Mod's windows-shortcut. Remove this parameter.

It can not be used for normal playing. Read the file 'WarhammerFilm(eng).txt' about it.

I play the campaign, but I do not see starting movies before campaign and movie with fluttering flag of my race in the end screen of Stronghold's scripted missions. How to fix it? You do not follow the installation instructions. Copy 'Movies' folder from the 'DXP2' folder to the 'TitaniumWarsMod' folder ('TitaniumWarsModSS' for SS version). In addition, you should not use the '-nomovies' option in the game shortcut properties. Can I combine the Titanium Wars Mod with some other mods by using the module-file in order to add new playable races, new units, new gaming capability? Yes, technically.

However this is not recommended strongly. TWM has its own unique balance and gameplay. Playable races from the other mods will be very unbalanced with the W40k-races of TWM. TWM-playing in simple combination with other DoW-mods can be unstable and it can have a variety of problems with the objects of the game, AI, and interface.

Any experiments of this kind are not supported by the author. All damage that you put to your game by such actions will be entirely on your fault. Read item 4.4 below. GrOrc have no interest to realization of small factions of global classic W40k races as separate playable races. So TWM will never have them by official TWM-development. Any person can connect some other mod to TWM. However he will have a variety of problems with correct work both mods in one cage.

Only good experienced modder can make such work correctly. In anyway, even if combination of TWM and some other mod done correctly (without glitches for well designed TWM-system), other vanilla-oriented mod will look pathetic within TWM-like-gameplay (bad balance, not enough types of units, weak AI and etc.). In fact, other mod must be re-created from zero in TWM-like manner for good correct work within TWM-system.

It's a work for good experienced DoW-modder again. DoW game crashes after trying to load all 8 players with different W40k-races on one big map.

DoW is a very old game now, it was released in 2004. So is not surprise that its components might be a bit outdated or even limited when interacting with the all new PC stuff, specifically the RAM usage. We must increase the RAM usage limit of DoW in order to run massive battles in Titanium Wars Mod without fearing CTDs. By default DoW has a limit of 2GB RAM usage, this might be just enough for the original game but for Titanium Wars Mod that adds huge art content, the application starts to falter and eventually crashes, specially when playing on big maps where it loads the content of many races plus the map stuff.

So what will follow is how to increase that 2GB limit to 4GB on 64x windows OS (either 7 or Vista). First of all, make sure you have a 64x Operating System and that you have more than 2GB RAM, preferably 4GB or more. Second, you need to download this little software needed to edit the executable, CFF Explorer:. After downloading it, open the CFF Explorer and top left click on 'File', then 'Open' (or just on the big folder image beneath it).

A new window should open, browse to your DoW (DarkCrusade.exe or Soulstorm.exe) and double click it or click it and then open. On the left side there should be a list, under 'Nt Headers' should be 'File Header' click once on it.

Now in the panel on the right, all the way to the right bottom there should be 'Click here' click it. Finally a small window will open with a bunch of options you can check or uncheck, look for 'App can handle 2GB address space' and check it.

Then click Ok and save it ('File' top left, then 'Save'). Moreover, you can download these exe-files from ModDB already edited by GrOrc. NB!: This action is not needed for Steam versions of the game. I use a localization of DoW on my national language (not English). I can not see some popup-help-texts for some new buttons (units, buildings, etc.) while playing Titanium Wars Mod.

How to fix it? Titanium Wars Mod was created only in the original language, there is only the English version.

The localization of this Mod into other languages is not planned by the developer of TWM. You should use only the English localization of DoW with TWM. Or seek third-party translations of TWM to your language which made by fans of the TWM in your country.

After installing the Titanium Wars Mod I always see TWM-logo at startup of DoW even if I do not start the TWM, but I start the original game or other DoW-mods. Is this normal? Does it mean a permanent starting of TWM? TWM-logo was installed on your computer during the installation of this Mod, and it just symbolizes that you have Titanium Wars Mod installed on your computer. The Mod is activated only when you're deliberately start it (from Game Manager or special TWM-shortcut).

DoW-logo is changed globally after installing TWM and it is not associated with the launching of Mod. If you want to return the old DoW-logo, then just remove TWM-logo. To do this, simply delete the file: Engine Data art ui textures wxploadscreendawnofwar.dds. The path from the root directory of the game. I use Win7 on my computer. I play the TWM-campaign.

Game crash after playing outro in the end of mission in Stronghold of enemy race. How to solve this problem? This is known problem with campaign playing. Old DoW engine is not truly compatible with Windows 7. (Maybe Windows Vista and Windows 8 too. No any problems under Windows XP 32bit.) The problem is only in the end of some Strongholds in campaign.

Sometimes DoW game crash after playing outro before end-mission-screen. This is software problem. DoW1 is very old game now without any support from Relic. TWM is not guilty. Methods of solution: 1.

Edit the exe-file of the game in accordance with item 2.8 (see above), or download the exe-files from ModDB already edited by GrOrc. Under Win7 without editing the exe-file. Use DoW in compatibility mode with Win98/Me. Save game in the end of Stronghold mission (before outro). Exit from game.

Change mode to Win98/Me in properties of TWM-shortcut. Start game (TWM). Load campaign-savegame. Finish mission. You'll see metamap as reward in this mode. Save game on metamap, exit from game, and swith TWM-shortcut to WinXP mode or Win7 mode. Note: Do not use Win98/Me mode for play constantly.

Sometimes game works incorrectly in this mode. Use it only for resolving this problem. Radical method: Don't play TWM under Win7 - play it under WinXP 32 bit. No such bugs in campaign there.

Another radical method (requires a powerful computer): Install WinXP under Win7 by using Virtual PC. Play TWM under WinXP emulation. Note: Steam version of DoW (ver.1.3) do not need methods like 1 and 2. Additional note: Method 1 is most effective. The edited exe-file uses the computer's memory better, and the game becomes generally more stable. However, sometimes even this method does not cope with the specified bug, and the game still drop to desktop in the end of missions of the campaign strongholds. In this case, try the method described below, but with the mandatory use of the edited exe-file (method 1 in the list above).

Obligently make save-game immediately before the end of the mission in the stronghold. If the game still drop to desktop before the final briefing, then sometimes it's enough to load save-game, finish the mission again and the game will not drop to desktop repeatedly. However, in some cases, even this method does not help and the game constantly drop to desktop in the end of the mission.

In this case, before entering the campaign and loading save-game, go to the game's main settings and choose all the audio parameters in the low-quality options (Randomize Sounds - Off, Sound Quality - Low, Sound Channels - Low). Then go to the campaign, load the save-game and the mission should normally end by the briefing and exit to the metamap. Make save on the metamap, exit the campaign and return the sound settings back. You can continue to play the campaign from save-game on the metamap. You have circumvented the bug of DoW successfully. In addition, sometimes non-using of item 2.6 of this FAQ resolve the problem, i.e.

Just delete the 'Movies' folder from the main folder of the TWM. I play with the Heroes wincondition. Experience level of my squads equal to 1 ('Regular') after saving the game and loading it from this save-file. Is it normal? It is normal.

Heroes is an external module which was developed by DoW-modders, and its specific variables can not be stored in the DoW-save-game-files of course. However, it is based on standard DoW-modifiers.

Therefore, all improvements of your units are actually stored in save-file and loaded correctly then. To see this, just look at the HP of units that were gained experience in the previous game. Level itself is not stored in the save-file, so 'Level = 1' with each new loading of game.

Thus, the squads' improvements can grow abnormal, if too often use the save / load in the game process. It can lead to confusion if it will a significant influence to the enemy units. It will be difficult to win. This is especially true in the campaign game, where the game can be very long and the player may wish to save. It is recommended to play the game without saving. In this case, the Heroes module will work most correctly. Sometimes the game crash to desktop without any error messages.

Is this an error of the Titanium Wars Mod? This is error inherent to DoW. This error present in the original DoW engine. It occurs infrequently. Approximately once every 20 or 30 games by my subjective statistics. DoW-modders unable to fix this system error of DoW engine.

It can be made only by the game developers from Relic. I play TWM-campaign and I receive error message in game. Game do not crash on desktop, it just demonstrate error message on screen. I am sure, I play latest version of TWM.

What must I do? Firstly, make sure, that your DoW-game does not contain unnecessary files in sub-folders: 'W40k Data', 'DXP2 Data', also check sub-folder 'TitaniumWarsMod Data' if you modify something in TWM by your hands. In norm, all these folders must be empty, and folder 'TitaniumWarsMod Data' contains only files of default team colours.

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Sometimes some irresponsible DoW-modders or pirated editors place something into folders 'W40k Data', 'DXP2 Data' by their reasons. Delete all files from all these folders. Or, as minimum, delete or clear all sub-folders '. Data scenarios'.

Secondly, make sure, that DoW-game and TWM were installed properly and correctly. Re-install DoW-game and TWM, and then try to play TWM in such clear installation without installing other DoW-mods. If you are sure that all folders 'Data' are empty, and DoW-game and TWM were installed correctly from licensed/official source, then send me a screenshot with the game-console with an error message when you'll get an error in the next time while playing the game. To do this, immediately upon receipt of the error on the screen, press 'Control Shift Grave'. Black split-screen of game-console will fall. Take a screenshot by pressing the key 'PrtScrn'. Find the screenshot in subfolder 'ScreenShots'.

Send it to me by Email: (with quality of the original picture). Strings with the error-info must be clearly visible. The error will be analyzed, and it will be fixed, if it is really a bug of the TWM. Gameplay 3.1. How do I know what new was added by this Mod in the DoW-game? Read the files 'Titanium readme (eng).txt' and 'TWMChangeLog.txt'. Study control panels of buildings and units in game.

Read carefully the pop-up help messages with the information about buttons in game. I play skirmish. Will my computer opponent to use all the innovations of TWM? TWM has a new advanced artificial intelligence (AI), which takes into account all the new features of this Mod. Your AI opponents will use all of the new units, build new buildings, to conduct new researches and upgrades, walk throughout the tree of technologies from lower to higher, to use all the new weapons and all new special abilities in the battle, to build new heroes and use all their wargear. Does TWM support network game?

I heard that improved campaign was made in the TWM framework. What is new TWM adds in the campaign? In the campaign for the player and his computer opponents are available new units, buildings, research, weapons, special abilities, and so on, which are available in TWM-skirmish. System of elite squads was revised and supplemented. Elite infantry squads have a full staff.

New elite squads were added. The main feature of the TWM-campaign: scripted missions in Strongholds of all races fully revised and updated in TWM-style. New scripted events were added. Scripted campaign missions use all new features of TWM. Stronghold's missions became more interesting, more complex, and more replayable.

I play TWM and I think that the game has become too complex compared to the original game. Is it possible to reduce the level of difficulty in TWM?

TWM is the Mod for experienced players. Train and raise your level of playing.

Experiment with the rules of the game and its interface. Why the buildings in TWM are so durable? This is done for reasons of balance and concept of Warhammer 40,000 universe. Firepower of armies in TWM was greatly increased. It was needed to increase the combat stability of bases as result. In addition, the concept of W40k requires so hard buildings.

How to carry out air drop by the air transports? Some of the buildings of the some races in TWM have a deep strike feature for landing some types of units in any visible point on the map by air transport specific to race. Imperial Guard: Mechanized Command uses Valkyrie for landing infantry. Orks: a special building in the form of standing on the ground Fighta-Bomma uses Fighta-Bomma for landing infantry. Space Marines: Machine Cult uses Thunderhawk for landing infantry. Tau: Communications Tower uses Orca Dropship for landing infantry. Daemonhunters: Inquisition Watch uses Valkyrie for landing infantry.

Witch Hunters: Inquisitorial Landing Pad uses Thunderhawk for landing infantry. In addition, some other buildings have the deep strike function for other units that they have the ability to landing by their own features in correspondence to W40k concept. Learn the game interface, and track deep strike button in building control panels. Why I unable to play campaign with new additional races (Daemonhunters, Tyranids, Administratum) in SS-version of TWM? Campaign in the TWM framework is essentially improved campaign from original game (Soulstorm is this case). However the main concept of the campaign is the same. There are not place for new additional races in that concept.

Other questions 4.1. This item is no longer actual. Starting with version TWM-DC 1.00.31 and TWM-SS 1.00.19 this bug has been fixed. This item was not deleted from the FAQ in order to preserve the old numbering of the items because it have presence of numerous external references to item numbers in the FAQ. Old text of this item is shown below: Begin old text Necron Gauss Pylon invulnerable one minute for his first appearance on the battlefield during animation of the initial installation. However he is shooting at the enemy all that time, even though his gun is not directed at the enemy. Is this normal?

This is a system feature of DoW engine on low level. During the spawn-animation the units are invulnerable. The developers of the Relic company did not provide off shooting in this mode. Ordinary units have spawn-animation with very short time (less than one cycle of fire reload) and it does not lead to problems. Necron Gauss Pylon is the only one unit with a long-time spawn-animation and it is not desirable to reduce. Only the developers of the Relic company could qualitatively solve this problem at a low level of DoW engine. We need to add a boolean flag on the working fire in the spawn-section at AE-code.

This feature can be seen as a bug-feature for Necron Gauss Pylon. This feature is not critical to the game and it even creates interesting game consequences. Necron player can use this feature in his own gaming interests. End old text Note: Flux Arc (short-range weapon) still firing within setup procedure. It was done for some reasons (gameplay and background).

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Why the models from (any name) DoW-mod are not used in the TWM? Either because they are not needed on the concept of this Mod, or they have not enough quality. TWM uses the models only with very high quality and they must be made in the true spirit of the Warhammer 40,000 universe (see arts of Games Workshop, Codexes and miniatures from the tabletop game). I am a modder. Can I use the models from TWM in my own DoW-mod? You must obtain permissions from their true authors. If you have received this agreement, you can freely use the model provided the correct copyright in your readme-files and the start messages of your topics on the forums.

If you want to use advanced variants of units and buildings from TWM, you should also mention the Titanium Wars Mod as the source of the content which you are using. TWM content can be used freely without asking GrOrc for copyright permissions if you follow this rule of politeness in modder's community. To find the real authors of the model, you should become familiar with the mod-source of the 3D-content which used in TWM (the list has already been mentioned above, and it is listed in 'Titanium readme (eng).txt'). Refer to the files with the WHE (OE-code) and WHM (3D-model) using any file browser and look for the author's signature at the beginning of the file. GrOrc's WHE- and WHM-files (which were improvement and/or manufactured in the TWM framework and they were made by GrOrc) are labeled by internal signature: Alexander.

Will there be added to the TWM such W40k-faction as Steel Legion, Black Templars, Blood Angels, Space Wolves, and so on? TWM is dedicated to the global classic W40k-races. There are only 11: Chaos, Dark Eldar, Eldar, Imperial Guards, Necrons, Orks, Space Marines, Tau, Daemonhunters, Whitch Hunters, Tyranids. Each race is created in TWM as 'all in one'.

Small factions within W40k-classic races will not be realized as separate playable races in TWM. Currently, all 11 classic W40k-races were realized in the TWM for SS. In the version of TWM for DC 7 races were realized, as in the original game from Relic. Additional new races (in excess of this amount) are not planned in the version of TWM for DC. Moreover, since TWM ver.

1.00.14 for SS, new playable race Administratum was developed and added within TWM. This is background faction of Warhammer 40000 universe. This is not a faction from tabletop game and it has no Codex from Games Workshop. However this faction has good description in background of Warhammer 40000 within W40k-manuals and other books. This faction is mass defenders of the Imperium planets.

It contain Adeptus Arbites and Planetary Defence Forces (PDF). It can use ancient and other rare technics of the Imperium (like Malcador tanks and others). This is most numerous faction within Imperium. Now Titanium Wars Mod has this faction as playable race within DoW engine. Thus full version of TWM-SS have 12 playable W40k-races onboard now. I play as Tau and I can build an Imperial Titan. Is this normal?

Is this consistent with the W40k concept? Tau Gue'la Outpost represents human's enclave of Tau-loyalists in the service of the Tau Empire (see the propaganda of Tau in the original materials of W40k). According to concept W40k, humans in Tau service can use any weapons and any technique of Imperium, including the Titans. In the TWM human's enclave of Tau-loyalists is represented only by infantry and Warhound Titan. It is available only with the full development of the technology of Tau. This symbolizes the success of Tau propaganda among the people with the full deployment of expeditionary Tau forces on this planet.

Why the TWM for SS has no combat aircrafts? DoW engine can not realize flying freely and realistically maneuvering aircrafts with good quality.

Aircrafts present only in TWM-SS-campaign scripted maps of strongholds controlled by computer opponents. Why the TWM has no Titans larger than Warhound? Firstly, they do not fit in the TWM-balance. Also such Titans are not present for all W40k-races. Secondly, they do not fit in DoW engine for reasons of relative scales.

I heard that Titanium Wars Mod for Soulstorm have private status now? What does it mean?

Explanation on the (in starter of TWM-SS topic under special spoiler) and short explanation here below: In the end of autumn 2013 I created version of TWM for SS with Tyranids onboard (new playable race in TWM-manner) for public release (TWM-SS ver.1.00.12). I spoke with Tyranid mod team about permission of Tyranid content for TWM.

I had a big petition: to allow to TWM the Tyranid content without using 'simple combiner' method because there are many-many technical reasons. I asked such permission as exception exclusively for TWM. TWM is not compatible with any other DoW-mods because it have very special concept in all aspects of DoW-modding. All content from any other mods was re-made within TWM-framework. Thus combiner method does not make sense for TWM and this method will lead to glitches which are not acceptable in TWM with its level of quality. However my request was rejected harshly.

Tyranid mod team-leader made unfriendly actions against TWM-project. He complained to admins of Relicnews forum and ModDB site without any consultations with me.

I was banned from Relicnews after that action despite my long hardwork on DoW Community. Admins of ModDB do not allow me to use Tyranids from Tyranid mod too. I obey their demand. Thus I can not to advertise any link on ModDB (for downloading of full version of TWM) even if it can be placed on other free resource. Now Titanium Wars Mod for Soulstorm with Tyranids race (and new playable race Administratum) on board in private status. Only users of Warforge forum live in freespace for using true full version of TWM-SS with two additional races. TWM-SS file with latest full version (with Tyranids and Administratum on board) is passworded by Russian symbols and it can be extracted only by Warforge users.

Also TWM donators have info from me in private manner and they have exclusive download link from me. No other way to receive full version of TWM-SS now. This private status do not break any rules (any copyrights or ModDB terms of service). Any person can use anything in private manner (and for close circle of friends). This private status will be preserved until Tyranid mod team will change their mind or true old creators of Tyranid 3D-assets will appear from their present silence and they will allow Tyranid content freely to all DoW Community without any restrictions. In my humble opinion all 3D assets of DoW Community must be in public domain now.

DoW1 is too old game now. How to obtain status of 'TWM-donator'?

Follow this link: or read file 'Donations.txt' in Mod's set. 10$ (ten USD) is minimal sum for obtaining status of 'TWM-donator'. All TWM-donators personally receive all info-support from me including exclusive personal download link.

What are the advantages of TWM-donators? This is just the way of expression of gratitude and goodwill. However TWM-donators have some little advantages. GrOrc upload any new versions of the Mod for TWM-donators primarily. All TWM-donators receive personal notifications by E-mail about releasing any new versions of TWM. All TWM-donators have full info-support from GrOrc - any consultations via E-mail about the Titanium Wars Mod.

'Warforge users' (in my words of item 4.8 ) just mean that you just visit in free manner. Official register on Warforge site is not needed to obtain latest version of TWM-SS.

Use Russian forum with translator and you will find what you wish. No need to learn Russian. No need to use Russian keyboard for entering. You able to find and install latest version of TWM-SS without any problems and absolutely free. TWM is absolutely free as always. I never sell TWM. You can find TWM free (without ) as always.

Donations is free will of some our people. Donation is an expression of gratitude and goodwill. It is completely voluntary. If you, this is not mean that you buy TWM. Titanium Wars Mod is absolutely free uncommercial product.

As always and forever. Added later: Today (9 December 2014) is my birthday. 45-year anniversary. I saw often that some people are unable to find TWM for SS despite the fact that I left many clues here on ModDB (look on my previous words here for example, also look on some news). Today (in honor of my anniversary) I will give gift to those who are experiencing difficulties with downloading of TWM-SS. I speak by open text below!

Visit the thread of and you will see all download links which you need. That thread about DC-version but SS-version are present on these links too.

RAR-file on Yandex-disk with password. Instruction about entering the password (on pictures under spoiler). However there are another link on some torrent. RAR-file on torrent without password (!).

Good luck with finding the latest version of TWM-SS. This is the last clue from me here on ModDB. TWM is absolutely free for all people as always and forever.

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Community links. Has everything!. Updated constantly!. Great event calendar. Free Stuff.

Gameplay guides.Great guides by TonyBing. Pet Tech List. I've loved levelling Iron Man, but since I dinged 60, I've tried some cosmic terms, and I realized I'm way underpowered. I'm thinking of rectonning and choosing a different skill set. Here's what I have maxed at the moment:. Arc reator enhancement. Repulsor barrage.

The one-off (duh). Force shield. Shield overload (1 point should have been enough).

Adaptive defenses And a couple of 1-pointers:. Hyper-velocity charge. Missile Control System.

Jet-boot flight About gear (please advise too):. Unique Slot 3 & 5 (they need to be upped to 60, but I don't have a lvl 20 crafter yet). Cosmic slot 1 & 4. Gibborim relic. Artifacts: Oculus, Metasensory, Adv. Super-Soldier, Seraphim.

Taskmaster medallion. +800 def uru with the free runeword from 2.2 patch week-end (low-lvl enchanter too) I've seen a lot of Jericho+Pulse Bolt guides, but they were all old ( 6 months), so I don't know if things have changed since then (just started playing a month ago), so I'm turning to reddit! Any (constructive) advice appreciated. Thanks a lot! EDIT: Thanks everyone for your help!!!

I'm going to compile all your advices, and maybe install TestCenter to try out a couple of skills builds so I can figure out which one I like best without using all my rectons! So this is my build for Iron Man, it works well for me and hopefully will work well for you as well. A note before I start though, this build is extremely gear reliant, and you'll need to put the time in to get these point totals and the damage totals I will be showing later. I like your build since it's similar to mine although I don't think you need 20 points into pulse bolt. Switching to repulsor barrage on elites shouldn't be needed if your maxing pulse bolt and your doing crazy aoe anyways. I would recommend dumping points into wrist rocket since the burn is really good and the initial damage is high.

I personally don't max shields and instead put it into repulsor barrage for killing bosses faster but I can kinda get away with that since I'm using a LL core. PB is a good skill, but when you can max out WR and just melt the entire screen it is a waste of points. As to repulsor barrage, I think it is a terrible skill for end game anything.

It only slightly out performs WR as single target, but with how many bosses in this game summon mobs non stop how often will you have to interupt RB to hit some form of AoE? Why bother with that interrupt when you can just burn away with WR?

And quite frankly, with Ironmans boots I think WR outperforms RB even as single target. But, everyone has their own playstyle, and enjoying your playstyle is more important than min/maxing. Play for fun first IMO. Repulsor Barrage at level 20.

6.1 shots. 1514-2271 damage Wrist Rocket at level 20. 1.6 shots. 4652-6997 damage +1765 2 times per second for 5 seconds.

Assume all hits are max damage hits. RB in 1 second does 13853.1 damage(2271. 6.1). Single target.

WR in 1 second does 14725.2 damage(6997. 1.6)+(1765. 2). And that is AoE damage and not including the massive damage buff to missile attacks on Ironman's unique boots.

Sorry, RB does not outperform WR. But, if you like it, that is all that matters. I would just rather people have accurate info than opinion. You're correct. My problem was that I didn't do the math at base damage at level 20. The math I did was with my current gear. Repulsor Barrage at level 33.9.2 shots.4049-6073 Wrist Rocket at level 35.1.9 shots.3 damage + 5268 2 times per second for 6.4 seconds.

Assuming all hits are max damage hits.RB in 1 second does 55871.6 (6073x9.2). Single target.WR in 1 second does 51353.7 (21483x1.9)+(5268x2). I suck at math so I can't calculate the damage with Ironman's unique and I also didn't add that into consideration. If I don't calculate the unique into my build then RB does more damage than WR for me. Just trying to show that I was giving accurate info from my end and not opinion. In the end you're correct.

My apologies to you sir. My build as posted elsewhere (copypasta-time): Copy paste from another thread I posted in. I use this build and playstyle and rarely have issues with Cosmics. Have cleared them all fairly easily. I filled in the necessities. You want to stack spirit, since you get massive damage rating boost from spirit via Arc Reactor Enhancement.

So find a nice ring with Spirit and +area damage. So many people don't max out the One Off, these people are missing out. In cosmics my One Off one shots yellow elites, blue elites, and does about 1/3 of the bosses HP. First 5 waves in Xdef it is nothing for me to kill or nearly kill any spawning bosses before anyone else touches them.

Wrist rocket DoT is a burn, so you get massive bonus damage rating from the Blinding Brazier. Power Prism Shard and Doc Oc Medallions are obvious no brainers as EVERY attack you spam is AoE. Basic play is spamming Jericho, Micro missiles, shield overload, and wrist rocket non stop to clear out normals and elites.

One off will clear the screen every time it is up. On bosses do this, but also poke him with disruptor beam every few seconds to do 10% more damage. You spam shield overload for spirit regen.

Some people yammer about loss of uptime from Jericho, or Jericho being a one point wonder. In theory they are right, in play Jericho is too strong to not max. Some bosses you have to kite and run away, popping down Jericho and kiting them through it repeatedly does some great damage. I never run out of spirit, I do die, rarely. This build works great for all terminals and Xdef.

I clear cosmic AIM, completing all 3 bounties, in less than 8 minutes on average. Additional notes: Use the Gugnir legendary and Hela enchants on your artifacts. He has some amazing legendaries, but the chest is a little lacking. If you find a good defensive cosmic chest (hp/hp regen, big Dodge) you are probably better off using that. The ranged damage uru forged crossbow thingy effects all his damage.

Alternatively I see some people using the warplate for more defense. I guess either approach has its merits, I personally went for the DPS.

If you can get a core that is 25% hp/spirit from medkits + spirit + energy you are golden, but try to at least get the 25% and spirit. When a boss does massive damage just kite him. Drop Jericho bombardments and spam micro missiles. Kite him around Jericho so that he is taking constant damage. When the One Off comes off CD dash away and use it, usually by the time he reaches you you get the full damage on him and can start kiting again. This is pretty much how you will end up beating Kurse specifically. He can and generally will one shot you a few times.

If I think of more I will post it. Hope this works for you.