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Octopus Rex
25th Aug 07, 10:34 AM
Rating: Newbie

So, another simple one, but hopefully revealing too. We'll be covering squads and their component parts: entities (not buildings this time, just fighting units). The first section will show you a few simple changes you can make to both the right files, the second section is guide to most of the extensions you will encounter on these files.

Tau Crisis Suit Teams: why on earth do they only have one member if they are team? Heh, as modder we can do something about that. Let's go to work.

Assuming you've set up your mod etc. find the Tau Crisis Suits squads. They are in Squad_blueprint - Squad - Tau_squads. Also, go find the entity file for it, it's entity_blueprint - troop - tau_troop - tau_infantry.

The difference?

Each squads has at least these two files. One relates to the actual individual unit/entity/trooper (an EBPS or EntityBluePrint) and has all in the information specific to it; it contains all the health info, the speed, armour class, weapons that it carries etc. The other is a file for the overall squad (an SBPS or SquadBluePrint) and contains all the information like how many troopers in the squad, how upgrades they can make and squad morale, the kind of stuff that doesn't really apply to one single member of the squad. All fighting units have both of these, the vehicles and heroes do too, they are just a squad of size 1. Go browse them and check if you don't believe me! Remember that a squad may also have extra leaders like the sergeant. These have different stats from the regular troopers and so they must have a different EBPS. Both types are linked within the same SBPS but use different EBPS.

There's absolutely tons of really easy stuff to change in the squads and entity files, so I won't laboriously go over all of it step by step, I'm just going to list briefly go through most (not all) of the things you can change without any real hassle, tell you where they are and what to change for a tasty Crisis Team.

SBPS

squad_loadout_Ext
This has the main squad size info and trooper make up.
unit_max: this is the max squad size - for our Crisis Teams we will want to change this from 1 to 2. Squads of two look groovy and just seem cooler to me than 3, so we're having 2!
unit_min: this is the size which the squad starts at. Set this to 2 (you'll find out why later)
trooper_base - type: The name of the squad doesn't have any effect on which entities make up the squad, this drop box (the "type" one) defines it.
async_ability: This is used in the Guard Command Squad, it allows the Priests/PSkyers to all charge up their spells separately rather than having one cooldown for the whole squad (i.e. you can use strip soul twice really quickly with two psykers). All Tactical Marines have Frag Grenade ability, but because async is not ticked only one of them can throw it before recharging. Leave this alone for Crisis Teams.

Changing the loadout max will not make a squad reinforce, it requires the reinfore extension too. eg wraiths: you need to increase the max and add squad_reinforce_ext if you want to turn them into squads.

squad_cap_ext
Obviously lists the cap prices. Units can cost both.
squad_cap_usage: Otherwise know as infantry cap. Change this to 3
support_cap_usage: Otherwise known as vehicle cap. Change this to 1.

squad_reinforce_ext
can_upgrade: If an entity has extra weapons listed on it it will be able to upgrade, but there may be instances where it has extra weapons but you want those upgraded by a research or addon or something eg Rangers. Leaving this box unticked will mean the weapons no longer appear in the squad box.
cost: here is where you set how much reinforcement costs and how long it takes. This is not the squad cost, only the cost of reinforcement. Reinforce cost cannot be modified in game, but reinforce time can. Currently this is a bit inaccurate for Crisis Teams, so change to something a little more suitable like 180 req, 40 power, 30 second build time.
in_combat_time_multiplier: if you want to them to reinforce slower in combat or not at all then use this at say 0.5 or 0 for not all.
max_upgrades: set this to 2 as we now have two squad members. Obviously you could leave it at one and then only one upgrade would be allowed.

Note about upgrades: in a squad each member can only upgrade once, regardless of the fact that the upgrades are on separate arms. If a unit is on its own (like the Tau Commander) then you can use "complex_upgrades" to allow this kind of function (more on that later). There are ways round this though, eg turn off upgrades and then create researches that upgrade each arm globally and permanently.

SQUAD ICONS - IMPORTANT
Upgradeable squads need several icons. You remember how Tactical Squads little icon changes colour depending on which weapons you upgraded right? Well, those are all separate icons that switch depending on which weapons are present. You have a normal icon, then if it can upgrade you must have a version with the same name plus "__weapon_file_name_here" (yes that's 2 underscores) and also one with "__multi" after it for the purple mixed weapons border. If you don't have all the files you will get the dread pink box at some point or other. So for Crisis Suits we need:

tau_crisis_suit_icon - the normal one
tau_crisis_suit_icon__tau_flamer_crisis_suit - flamer upgrade
tau_crisis_suit_icon__tau_missile_pod_crisis_suit - missile upgrade
tau_crisis_suit_icon__multi - mixed upgrade

http://mods.octopusrex.co.uk/content/squads/crisisteamcon.jpg http://mods.octopusrex.co.uk/content//squads/crisisredicon.jpg http://mods.octopusrex.co.uk/content//squads/crisisgreenicon.jpg http://mods.octopusrex.co.uk/content//squads/crisismultiicon.jpg

Actual weapon upgrade button icons
tau_upgrade_xv8_flamer
tau_upgrade_xv8_missile

http://mods.octopusrex.co.uk/content/squads/crisisflamericon.jpg http://mods.octopusrex.co.uk/content/squads/crisismissileicon.jpg

Obviously if you only have one squad member then you will never get mixed upgrades and never need the multi one. Also, units that have complex_upgrades turned on (Tau Commander, sergeants, vehicles) which allow more than one upgrade per entity will not follow this rule, they only need one icon. If your Icon making skills are lacking then you can simply copy the icon file a few times from the data.sga archive and rename them correctly, this way the icon will look like it never changes. Note: because you the only icon that appears on build lists etc. is the basic one you will never see the upgraded icons disabled, therefore you do not need to make disabled versions of these icons, only of the basic one. ;)

Relic have buggered up the icons for crisis suits. The colour coding is wrong (the missiles don't give a green border like every other anti-building gun) and also they haven't provided a multi-purple border which is understandable. So, because I'm a nice chap, I've made a set of these for you, in keeping with the Tau border colour scheme, rather than copying the Marine borders. I've put all six necessary icons in there (two of which are just copies of the game versions) so you can see what the set looks like. Stick the "ui" folder in to Dark Crusade/yourmod/data/art. Download here. (http://mods.octopusrex.co.uk/content/squads/squad_tutorial.zip) (Note for people unfamiliar with icons - they should be in TGA format, those pics above are in JPG so use the download instead of copying them as they are in the right format and folder tree)

squad_requirement_ext
Here is all kind of requirements. Check out the tutorial on researches for information about this. Requirements are the same across the board really. Here we should change the hard cap (required_squad_cap) to 2 as three squads will be a bit over the top.

EBPS
Now we need to have a look at the entity file and edit some stuff there.

cost_ext
The cost of a squad that you see is made up of the this cost section multiplied by the starting units of the squad, so our Crisis Suits will cost twice whatever's in there and will take twice as long to build as the time listed. Hmm, this will probably be a bit much as the moment to change it to 150 req, 30 power, and 22.5 seconds. This will mean the costs you'll see in game will be 300/60 w/45 sec build time.

health_ext
All kinds of really obvious stuff in here.
hitpoints: as it's a squad of two now I think we should reduce the hitpoints slighly, take them down to 2200.
can_be_repaired: just take a look at crisis suits, of course they can be repaired. HOWEVER: repairing squaded units doesn't work, only the first one will get repaired and never the others (hence why DC 1.0 Broadside were unrepairable). Leave this off.
regeneration_rate: Tau probably have some nifty Nano-techonology going on here, bump it up to 4.
max_repairers: there's a limit to how many builder units can repair something, it helps prevent super quick repairing, especailly in team games.
invulnerable: as used by the Nightbringer.
morale_death: this is the morale damage that the squad suffers when this unit dies, usually it's bigger for sergeants and such.
armour: this affects damage taken but almost all units are at 100, and the ones that aren't are in fact bugged eg Tau Shield Drones - they must not be the last remaining squad member otherwise the game crashes, due to a fatal error, so I presume Relic reduced their armour to 0 to make they sure they died first, (ever noticed that?) instead of simply adding the right extension to prevent the error.

type_ext
type_armour and type_armour_2: each unit can have 2 armour types if it wants. The first is the normal one, but it can be modified to the second one using the "enable_armour_2" modifier. This switches it to armour 2 permanently in the case of a reserach (eg Banshees) or temporarily in the case of an ability (eg Curse of The Machine Spirit before it got changed). You can only have two, so choose wisely. Change our Crisis Suits to vehicle_medium as this make more sense.
type_surface: this is tell weapons which surface hit FX to use.
summon_teleport_destination: this is for when using the Necron teleport system and defines which entities (including buildings) can be targeted.

Save any changes you've made to binary and then go see what happens.

http://mods.octopusrex.co.uk/content/squads/crisisteam.jpg
Note the new armour type, squad size, max upgrades in the UI, new total health (4400) and green border.


****


Other Squad Extensions


squad_cover_ext
In this extension you can change the modifier effects that all the different types of cover has on the squad, but only use to effect squad related things...so basically Morale. Better to use the entity file to alter most cover modifiers.

squad_formation_ext
Making custom formations is pretty easy. You'll notice that Crisis Suits already have their own formation, unlike other one-man squads, this suggest that Relic in fact toyed with them in squads at first. You may need to edit this to give your Suits good separation for pathing.

squad_morale_ext
max: Obvious
broken_modifers: again obvious.
morale_armour: morale damage is multiplied by this, so 0.5 means an attacker only does half morale damage to this squad.
rate_per_second: regen rate

squad_jump_ext
All kinds of stuff to change in here. This has its own requirements section for things like Terminator Teleport Research. The main things you'll want to change in here are the jump_distance_max, charge_regeneration, the charge_jump_cost_max and min and the charge_max (total charge when fully charged up).
charge_starting_fraction: is used for Bonesingers among others to allow less full starting charge.
setup_time: is a contraversial one for units like Terminators who have a really long one.
teleport: tick this to change it from jump to teleport, the icon will change accordingly without you doing anything
teleport_summon: this is the Necron Teleport thingy. Tick it to use that system.

Note: min and max should generally be the same. If they are set to different levels the jump distance create a proportional cost in jump charge, however, it messes up the distance indicatot and it thinks they can jump for miles though it won't actually let them.

Jumps will need a new animation for them if you give them to new units, or they will look really weird. Also, note that all orks have this extension, it is just disabled. The teleportation is enabled by the Mek Boy attaching itself - this is important: to use an extension at all in a game it must be present on the file from the beginning, you may just have to disable it at the beginning using modifers and re-enable it later on. Notice that attaching the Chaos Sorceror to a squad does not enable them to teleport, because they don't have the extension.

SBPS extensions not on Tau Crisis Suits:

squad_leader_ext
This can get fiddely and confuses people a lot with its engine quirks. I'll be doing a tutorial on this extension alone showing you how to get Drones on the Tau Commander without breaking your game.

squad_capture_strategic_point_ext
Most infantry has this extension. It's presence allows capture of points. Note that some extensions have hardly any info on them, it's just that their presence is required and means something. In this extension you can set whether units can capture (most) or can uncapture only (sentinels and wraiths) and the rate at which they capture. Orks have the fastest capture rate, with guard close behind, Necrons being the slowest. The number is a fraction of a base time which is set on each strategic-point-type entity.

squad_transportable_ext
nr_spots: this is the number of slots it will take up when transported. Dreadnoughts take 2 for example.
transport_type: Transporters have a corresponding list of which types they may take onboard. These are chosen from a folder of types. You may need to create new ones for your use by copying and editing a file from the "type_transportable" folder in DataGeneric somewhere. Don't worry it's simple. It is this attribute that means Terminators can only get in the Land Raider and not in Rhinos.

squad_infiltration_Ext
Infiltration is set by squad. It has two bits, requirements which is self explanatory, and the modifiers while concealed where you might want to put such things like slowed movement while infiltrated.

squad_modifier_apply_ext
Use this to make the squad have permanent modifiers out of the box.

Adding extensions
You can these extensions to squad that haven't got them (especially stuff like infiltrate)
-right click on some empty space on the right hand part of the AE
-add reference
-squad_extension
-choose from the drop box
-click autoname
-OK
Edit away.


****

Other Entity Extensions

combat_ext
hardpoints: This contains all the info about which weapons they use, how many weapons they use at once etc and all the upgrades. I'll go into this one in more detail when I do my tutorial on how to implement wargear in three different ways (that one's nearly done).
complex_upgrades: tick this for vehicles and such that have various upgrades on various points. If you have this ticked on an entity that is part of a squad of 2 or more troopers max it is a fatal error and the game will not load - this can only be ticked on units for one man squads.

entity_blueprint_ext
animator: this is the line which points to the model the entities uses. So the full path of links is: A Race has a building list (sort of), Buildings list which Squads can be built, Squads say which entities they are populated by, Entitiessay which models they are using Models.

infiltration_ext
This doesn't give a unit infiltrate it simply defines the transperency/visibility setting if it ever does infiltrate (eg veil_of_darkess affects all units)

moving_ext
speed_max etc. in here is about all you'll need unless you get into modelling.

sight_ext
keen_sight_radius: this is the engine name for detecting infiltrators.
sigh_radius: the normal sight and keen sight are separate and each can be modified indivdually, eg having a research or upgrade that gives to the keen sight radius. You can add to 0 by the way, 0 doesn't mean no keen sight ever, it just means current radius = 0.

special_attack_physics
mass: is the most useful thing in here. the heavier an object is the less vulnerable to knockdown it is. A Baneblade has 90, where as a Pathfinder has 10.

ui_ext
ui_index_hint: The most important thing to note is that the position of a squad on the build menu of a building is actually dictated here on the EBPS - no idea why, it just is!
icon_name: leaders will have their own EBPS but not their own SBPS, so they will need their icon listed here. The hotkey for the squad is on the EBPS too.
use_hero_ui: tick this box and the unit will appear on the left of the screen when built like all the commanders and heros. Note, there's only room for four of them on screen.

Note about UI: you will want to have separate UI for both the entites and squads on any new squads you make, you want the squad stuff to say Devastator Marine Squad but when you hover a man it should say Devstator Marine. Stuff like that.

EBPS extensions not on Crisis Suits:

ability_ext
Dead simple this one, just has a table full of drop boxes into which you put any abilities you want the unit to have.

melee_ext
Units which can melee need this. It contains various charge modifiers (different from Grek Knight charge) and also the information for Kroot Melee leap.

builder_engineer_ext
Has no informatino on it, it merely denotes the entity as a builder.

repair_ext
builders have this and it dictates the speed and cost of their repair. The Mek Boy has it also, even though he is not a builder.

modifier_apply_ext
Use this for the entity to have modifiers out of the box.

special_attack_ext
list all the special attacks of commanders mainly but other units too. The time apart from the attacks is set with a randomised factor to it as well. The attacks all have a percentage chance to occur, all the percentages should add up to 100%, eg 4 special attacks all at 25%, or one at 40%, and thee at 20%.

Adding extensions
Much the same as adding them to squads
-right click on some empty space on the right hand part of the AE
-add reference
-extension (not squad_extension)
-choose from the drop box
-click autoname
-OK
Edit away.

There's a whole host of uncommon extensions that activate many of the new abilites, such as direct_spawn_ext, clone_ext, squad_fear_ext and possesion_ext but those will just take exporing your self I'm afraid!

Enjoy.

divineauthority
25th Aug 07, 10:46 AM
How many tutorials do you want to pump out in a day?

Cheers though :p

Aden
25th Aug 07, 11:24 PM
:muffy: *devours another excellent tutorial* :muffy:

Thanks again Rex,

2 tutorials daily? should we to get used to this? :awesome:

Alucard...
28th Aug 07, 5:07 AM
Great tutorial! :awesome:
I seem to have run in to a bit of a problem however, and need to ask a noobish question.

When I increase the maximal squad size the enemy AI doesn't seem to realise that it can reinforce the squad further.

What have I done wrong? Is there anything I can do with the AE to fix this, or do I need some AI tool?

I am sorry if I have asked this question in the wrong place, or if I have missed something obvious.

Thanks in advance! :)

Octopus Rex
28th Aug 07, 6:46 AM
That's an AI issue. The AI is not aware that it can reinforce it. I'm afraid you'll have to ask an AI guy about that, but on the bright side you won't need any new tool to fix it, just notepad. I think it just involves changing a couple of numbers but best to ask on expert! Glad you found the tutorial useful.

Unregistered
22nd Oct 07, 6:36 PM
ive managed to upgrade several squads such as crisis battlesuits and devilfish to allow several members but wen i try it on predators and some other vehicles it crashes the game is there a reason

Octopus Rex
23rd Oct 07, 3:29 AM
Yup, predators have complex upgrades turned on. You cannot have units with complex upgrades in squads of more than one - it causes a fatal error like you've found. Check out the hardpoints tutorial for more on complex_upgrades. You'll need to make a decision as to how you want yor predators as you cannot have them like they are in Relic 1.2 AND in a squad.

Unregistered
24th Oct 07, 2:00 AM
thanks for that would try it but a new pproblem has arisen my DoWDC wont reconise any mods (game manager shows up as blank and wen i use mod manager it either crashes or loads up vanilla DC) can any 1 either tell me y this is happening or point me in the direction of someone who might know (i looked in the modding tutorials and how-to's forum but couldnt find one that could help) thank you any way for the previous help

cagecrawler
24th Oct 07, 4:47 AM
Have you got DC1.2? If not, patch up to it, DCs Mod Manager was broken until DC1.1.

Unregistered
24th Oct 07, 9:10 AM
kool thx just patched up DC updated my mod tools and remade the small alts and it works thankyou all

Unregistered
25th Oct 07, 12:26 AM
hi ive just downloaded a mod which contains new units how can i modify these in AE for my own use

Unregistered
5th Nov 07, 8:53 PM
When I opened up the game file I see at least 2 sub units listed for each one. What is the difference between the "insert unit name" and "insert unit name"_advanced_sp?
Example: Tau_crisis_suit and Tau_crisis_suit_advanced_sp. Which one do you mod inorder to get the individual unit changes you desire? This might be a nifty addition to this faq as I am pretty sure both have some effect on the game. Many thanks in advance.

horusheretic
6th Nov 07, 12:22 AM
the ones with advanced or sp are the campiagn files.

changing them will only affect the campaign while editing anything else will change skirmish and campaign

Darkhearted1
1st Feb 08, 8:20 PM
How would a squad hard cap be added in corsix? I have attempted adding the ext as a new child but in game shows no result. I followed the devilfish exact same requirement_ext and still i can produce as many units as desired. Or must i use the "takes way to long to load" ae and burn a [squad_requirement_ext] copy of the squads i have already set up? And then i will have to recreate that unit all over again on the burned copy?

Octopus Rex
2nd Feb 08, 3:46 AM
Well all I can really offer you is the hard caps tutorial. (http://forums.relicnews.com/showthread.php?t=167922) I don't use Corsix Tools for editing. Did you make sure you saved it?

Unregistered
13th Feb 08, 3:55 PM
With the costs modified, the initial req and power cost of the squad summoned is changed, but individual squad members have the same price as before. Any tips on what I should do? I read thru your tutorial and I dont seem to see anything on this.

Octopus Rex
14th Feb 08, 6:05 AM
Read harder.

squad_reinforce_ext
can_upgrade: If an entity has extra weapons listed on it it will be able to upgrade, but there may be instances where it has extra weapons but you want those upgraded by a research or addon or something eg Rangers. Leaving this box unticked will mean the weapons no longer appear in the squad box.
cost: here is where you set how much reinforcement costs and how long it takes. This is not the squad cost, only the cost of reinforcement.

stryer
20th Feb 08, 9:11 AM
Hey OctoRexoPus,

is it possible to base the
squad_loadout_ext --> unit_min and unit_max on modifer?

eg: instead of a unit_min of "5 "- make it based on the number of a particular building?

so, three buildings would mean a unit _min of "3"?

Octopus Rex
20th Feb 08, 9:18 AM
Unit_min - Nope, not with the AE anyway, it's just a number field, you can't put anything dependent like that in it. I've tried to think of way of increasing the base size rather than the max, but can't think of any way other than switching the base squad file, which then causes all kinds of problems.

For unit_max you can use the max_troopers_squad modifier, so that's okay, just stick it in the modifier field for the building.

stryer
20th Feb 08, 9:26 AM
ok- so what about making a unit fully reinforce upto max unit size when produced- and then lose the ability to reinforce again?

eg:

gargoyle unit of unit_min "10" is produced (unit_max = "20")

it then automatically reinforces up to 20 (with a time of 0 sec or something in between).

Now at max- the unit can no longer reinforce.

out it goes to hunt some ork- and loses 11 goyles.

the player can NO LONGER reinforce the unit- is that possible
?

Octopus Rex
20th Feb 08, 12:15 PM
Hmm. Well you do have the modifier of enable_reinforce. this can turn on/off reinforce obviously (use 1 or -1). How you would get it to activate at max squad size is a different matter.

Okay, so basically what you have to understand is that with the AE you only have a few triggers mechanisms. These are basically the fixed requirements as well as any unit ability auras that you design to switch stuff on and off. They are pretty much the only ways you can automatically trigger stuff (clicking on abilities is a different matter). There's probably one I forgot, I'm tired right now, but requirements are the only non-buggy ones, and the auras are only occasionally buggy. If you can't find one of those to activate it at that time then you're screwed.

Now you do have squad size dependant modifier, the mob value one. But that will revert to unmet when the squad size drops, there's no way to lock it once it's met. You'll need SCAR to auto-reinforce it obviously too. You can't modify the mob value of the units, so you can't make them huge so that the requirement is always met.

So no, I don't think you can do it's possible.

Cheesenium
26th Feb 08, 9:27 PM
Octo,i just want to say thank you for your tutorials.They have been really useful for me to learn AE.

Baltizar
12th Apr 08, 9:47 AM
I tried to increase the number of marines in a squad from 4/8 to 20/40 (I like huge battles). I followed all the instructions in the SBPS Max/min but when I go to test the mod, after loading it, they are still the same 4/8 ratio.....what did I do wrong. I did the same edit for Dawn of war and it seems to work fine.

Can anyone also tell me how I can transfer the maps from DC to DAW

Octopus Rex
12th Apr 08, 11:50 AM
Well, its exactly the same process for both, so you must have done something different for the DC mod. Double check you have saved to binary, double check that you are actually playing yourmod rather than DC 1.2. You will have just forgotten to do one of the steps, thats all.

Tarik GK
15th Apr 08, 11:08 AM
I probally did something wrong (or trying to do something that can't be done) but when I tryied to make the Imp Guard Sentinals become a squad (doing same as in your example for crisis suits) it made it so I can no longer activate My_Mod in game manager saying the requested game couldn't be inistalised. I probally just mucked up but I thought i'd ask anyways

Edit: forgot to mention I (tryied) to change sentinals Rate of fire down to once a second so it might of been that which caused this problem.

Baltizar
15th Apr 08, 1:38 PM
Hi Octopus Rex

I am running my mod...and Im still getting the same ratio 4/8 instead of 20/40 for the space marines. However the only ones that are showing the increase are the scouts, which i changed the ratio to 8/16 and assault marines which are 20/30.

When checking the warnings1 log I did see this:-

21:14:12.57 DARKCRUSADE started at 2008-04-15 21:14
21:14:12.57 OS NT 5.1, 2048MB Physical Memory
21:14:12.57 RUN-OPTIONS
21:14:12.57 WORKING-DIR C:\Program Files\THQ\Dawn of War - Dark Crusade
21:14:12.57 USER Gerry
21:14:12.57
21:14:16.39 MATHBOX -- Version=5, Cpu=unknown:f=15,m=3, Mode=SSE
21:14:16.39 FILESYSTEM -- filepath failure, path does not exist 'Engine\Locale\english\Data'
21:14:16.39 GAME -- Warning: Failed to map folder 'Engine\Locale\english\Data'.
21:14:16.39 GAME -- Warhammer, 1.2, Build 96815
21:14:16.39 GAME -- Available memory: 3071MB RAM, 11044MB Pagefile
21:14:16.39 State::State - set socket send buffer to 131072
21:14:16.39 State::State - set socket receive buffer to 131072
21:14:16.39 HostState - 192.168.1.101:6112 / 192.168.1.101:6112
21:14:16.39 Session : Now Host
21:14:16.39 Session : We are now a Host
21:14:16.39 PeerState - 192.168.1.101:6112 / 192.168.1.101:6112
21:14:16.39 PeerState::ConnectCallbackHost - connecting to host at 255.255.255.255:6112
21:14:16.39 GSTransport::Connect - GT2AddressError
21:14:16.39 SPOOGE - Driver[Dx9 : Hardware TnL] on adapter[0], version[4,32]
21:14:16.39 SPDx9 -- Driver Name = ati2dvag.dll Device = \\.\DISPLAY1 Desc = Radeon X1950 Pro
21:14:16.39 SPDx9 -- Driver Vendor = 0x1002 Device = 0x7280 SubSys = 0xE190174B Rev = 0x009A
21:14:16.39 SPDx9 -- Driver Version Product = 0x0006 Version = 0x000E SubVersion = 0x000A Build = 0x1A6C (6764)
21:14:16.39 SPDx9 -- Driver GUID = {D7B71EE2-31C0-11CF-976E-9AC13BC2CB35}
21:14:16.39 SPOOGE -- 525.00MB available texture memory
21:14:16.39 SPOOGE -- 525.00MB available texture memory
21:14:16.39 GAME -- Beginning FE
21:14:16.70 MOVIE -- Opening movie 'movies:dxp_relic_intro.lua'
21:14:18.32 MOVIE -- Closing movie 'movies:dxp_relic_intro.lua'
21:14:18.32 MOVIE -- Opening movie 'movies:nvidia_logo.lua'
21:14:19.35 MOVIE -- Closing movie 'movies:nvidia_logo.lua'
21:14:19.35 MOVIE -- Opening movie 'movies:dow_intro.lua'
21:14:20.34 MOVIE -- Closing movie 'movies:dow_intro.lua'
21:14:20.34 FE -- Loading front end.
21:14:20.34 FE -- Cursor hidden.
21:14:30.04 MOD -- Initializing Mod gerrys_mod, 1.0
21:14:30.04 MOD -- Warning: Failed to load archive 'gerrys_Mod\.sga'
21:14:30.04 MOD -- Warning: Failed to load archive 'W40k\W40kDataGOTY.sga'
21:14:30.04 MOD -- Warning: Failed to open folder 'W40k\Locale\english\Data'.
21:14:30.04 MOD -- Warning: Failed to open folder 'W40k\Data_Shared_Textures\Full'.
21:14:30.04 MOD -- Warning: Failed to open folder 'W40k\Data_Sound\Full'.
21:14:30.04 MOD -- Warning: Failed to open folder 'W40k\Data_Whm\High'.
21:14:30.04 MOD -- Warning: Failed to open folder 'DXP2\Locale\english\Data'.
21:14:30.04 MOD -- Warning: Failed to open folder 'DXP2\Data_Shared_Textures\Full'.
21:14:30.04 MOD -- Warning: Failed to open folder 'DXP2\Data_Sound\Full'.
21:14:30.04 MOD -- Warning: Failed to open folder 'DXP2\Data_Music'.
21:14:30.04 MOD -- Warning: Failed to open folder 'DXP2\Data_Whm\High'.
21:14:36.20 GAME -- Using player profile Baltizar
21:16:27.42 GAME -- Ending FE
21:16:27.42 GAME -- Shutdown quit
21:16:27.42 MOD -- Shutting down Mod 'gerrys_mod'...
21:16:28.15 SPOOGE -- 534.00MB available texture memory
21:16:28.15 SPOOGE -- 534.00MB available texture memory
21:16:28.17
Application closed without errors

Could the warnings have anything to do with it.

HiveMind
15th Apr 08, 2:32 PM
No. If the mod wasn't working, the Scouts and Assault Marines wouldn't have increased squad sizes. Check that you've actually increased the Tactical Marine squad size instead of, say, that of a Tactical Marine honour guard unit.

Baltizar
15th Apr 08, 3:29 PM
Sorted...Thanks Hivemind

WarpObscura
9th Jul 08, 2:41 AM
I noticed that the squad_jump_ext has a "combat_enabled". Does that mean that the squad will not be able to Jump in combat if set to false?

corncobman
9th Jul 08, 8:42 AM
No it means that the squad will be able to fire while waiting for the jump to happen.

WarpObscura
11th Jul 08, 4:23 AM
... Wait, so setting it to "true" allows the squad to fire while waiting for the jump, while setting it to "false" prevents the squad from doing so? It in no way prevents the squad from jumping in combat or firing during the jump?

corncobman
11th Jul 08, 7:14 AM
Yeah, that's right.

WarpObscura
11th Jul 08, 11:36 PM
Ah, okay. Thanks.

KKND
5th Oct 08, 9:40 AM
I'm a little confused, and completely and totally 100% new to any sort of modding, so please bear with me here...I can't seem to find these files in SS, and not for lack of looking. Where are they, that I might play with them? Also, do I need some program to open these files, or will Notepad do the job, as it does with a rather large number of other games?

Octopus Rex
5th Oct 08, 10:57 AM
Getting started with DC (http://forums.relicnews.com/showthread.php?t=151627)

Getting started with SS (http://forums.relicnews.com/showthread.php?t=184763)

You'll need both tutorials.

Shas'oofFi'rios
19th Jun 09, 4:19 PM
IS there a way to combine kroot hounds to kroot squads?

Octopus Rex
19th Jun 09, 4:48 PM
Yes, via the use of leaders.

Shas'oofFi'rios
19th Jun 09, 9:30 PM
Thank you Rex your really great at helping and are quick to respond. Thank you again

Octopus Rex
25th Jun 09, 10:02 AM
:hug:

garudaz
11th Apr 13, 7:32 PM
hi about tutorial above
what i am still confused is how to increase build limit like baneblade can only be built 1 unit
what do i set to make 10 baneblade
squad_loadout unit max is the number of unit in one squad (what i want is 10 banblade in different squad,not 10 baneblade in 1 squad but cant do that because of the build limit is 1)
any help guys please.......thankss :)

GreenScorpion
12th Apr 13, 5:36 AM
You need to change requirements section in the ebp or sbp (sometimes limits are in the entities but others are in the squads), there will be a requirement there limiting the number of units of that type that can be built in this case the baneblade, instead of 1 in the value just put 10.

EDIT: Here it goes the important section

http://i.imgur.com/rRKyWbil.jpg (http://imgur.com/rRKyWbi)