Guest
Posts: n/a
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Is there any way i can code one for 2.2c? I havent upgraded to 3.0 yet..
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#11 |
Guest
Posts: n/a
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If someone can tell me how, I dont mind coding it myself
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#12 |
Member
Volunteer Data File Author
Join Date: Apr 2005
Location: North Western Arizona
Posts: 97
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Heh. I'm using my 6 tyranid like limbs and have already started redoing the files for AB 2.2c. Though it's a slow one as 2.2 is much more difficult to code for.
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#13 |
Senior Member
Volunteer Data File Author
Join Date: Mar 2005
Posts: 345
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u should code in a set of twin linked biomorph code cannons with allowance to add three of 'em may help me get the kill team sorted n all lol
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#14 |
Guest
Posts: n/a
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well, give us a shout when its done
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#15 |
Guest
Posts: n/a
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if you want any help, email me at tubbzy69@hotmail.com, i really dont mind!
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#16 |
Guest
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I'm sorry, but I can't seem to get this add in working. I have downloaded the file from cyberopticrealms. Imported the file into my 3.0 version of WH40k. And then also tried switching the game system to re-read all the WH40k files again. But I still see the same old list for the Tyranids. Am I missing something?
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#17 |
Senior Member
Volunteer Data File Author
Join Date: Mar 2005
Posts: 345
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Not sure about the file you mentioned but it could be due to AB not recompiling properly - have a look at the AB40K site for some suggestion to try
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#18 |
Guest
Posts: n/a
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Is this the AB that is currently being worked on for the new Tyranid codex?
http://www.cyberopticrealms.com/tyranidcodex2005.ab |
#19 |
Senior Member
Volunteer Data File Author
Join Date: Mar 2005
Posts: 345
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This was a version produced by Darkwrath, Warmonger is the AB40K maintainer for the file that is linked to in the downloads section on here or at http://ab40k3.homelinux.net which is the version that will be in the next datafile release
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#20 |
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