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Maktaka
23rd May 08, 8:22 PM
Soulstorm may be a wonderfully balanced game compared to its predecessor, but it is sadly a buggy game as well. As we wait for an official patch from Relic to address the bugs, a large list of fixable (and some unfixable) bugs have been compiled at http://forums.relicnews.com/showthread.php?p=2899273. I've fixed every bug on the list that I could and compiled them into this mod so people who aren't dependent on competitive online play can at least get closer to the game Iron Lore and Relic designed. I'm not including any balance changes in this mod, it's exclusively for bug fixes.

Obviously, since people using this mod won't be able to play against most other players online, they'll be reliant on AI opponents for more of the game. Towards that end, I got in touch with Thudmeizer and got permission to bundle in the Dawn of Skirmish team's excellent AI mod. If you've never used it before, don't feel bad when you get whooped in a few matches.

Tyre was also kind enough to let me include his beautifully fixed textures for several Dark Eldar and Sisters of Battle units. The fixed units are the Archon, Mandrake, Living Saint, Immolator, and Penitent Engine. mdcertainty has done the same for the Sisters of Battle flag and the Haemonculus, also graciously offering to include them in the mod.

There is a known bug with the Dawn of Skirmish AI on the Eldar Stronghold. While the Dawn of Skirmish AI is enabled, this level will crash on completion. To avoid this issue, go into your Dawn of War - Soulstorm directory. Find the directory Bugfix\data\ai. Rename this ai directory to something else, then complete the level. Restore the directory name when you're finished to get the full AI back. Don't worry, this won't make the stronghold level easier, strongholds do not use proper AI, just scripted events.

If you want to have the campaign videos play while using the mod, you will need to copy the DXP2\movies directory to Bugfix\movies. These files will not be deleted if you uninstall the mod, you'll have to delete them manually in that case. Vista users have an alternate choice (http://forums.relicnews.com/showthread.php?p=3202240#post3202240) to avoid copying files.

Because the only version of the game I have is English, using this mod with a different language version will cause the game to become bilingual, using English for the fixed sounds and your version's language for everything else. If this is an issue, go to the Soulstorm install directory and navigate to bugfix\data. Delete the sound and soundscripts directories. This will remove the sound files, disabling most sound-related fixed but putting everything back to your language again.

Much thanks:
* Slow_Runner for starting up the no-brainer list for Soulstorm.
* Cold_Crusader, Merker, War-Reborn, Jaimas, dreddnott, Varsis, Sir_Suckalot, RexOmniaLupus, durruti, corncobman, White_Pointer, Mosh4Life, Ifitmovesnukeit, Delixe, Wichesta, DeadlyFred, Blackwatch, Agoniser, Wraith_Lord, Creslyn, Makenshi, misterslack, mlai, Hawillis, Gore 'n' Guts, kitekaze, and anyone else I missed who posted bugs in the no-brainer fix list or elsewhere on the forums that were put into this mod.
* corncobman again for fixing my broken fix to the Grey-Knights-in-a-Land-Raider issue and for providing the original, functional Tau Commander and Broadside Battlesuit model files included in the mod. He also modified the Barracuda's Ion Cannon to use the probably-Ion-Cannon visual effects from the Tau Listening Post instead of the totally wrong Pulse Rifle effects.
* Thudo, ArkhanTheBlack, LarkinVB, Corsix, Inquisitor, Zenoth, Smokeskin, Dreddnott, Malkor, and Troubadour for their work on the fantastic Dawn of Skirmish mod.
* Tyre and mdcertainty for creating and allowing the inclusion of their fixed unit textures.
* Agoniser for creating the fixed file structure for all of the sound fixes and packaging them up for distribution, as well as numerous tooltip fixes.
* Wraith_Lord for a big batch of fixes, and putting up with my stubbornness on several occasions.
* fuggles for creating the fixed maps and allowing their inclusion in the mod.

The bugs and how I fixed them are all listed in the spoiler below. Mostly this is just a copy paste from the original list, but there are greater specifics on some of the vaguer entries.

Updated to 0.92:
* Fixed the fix for Grey Knights so Terminators and Assault Terminators can get out of the Chapel-Barracks.
* Add the damage fix for the Dais of Destruction's Dark Lance. Reduced Support Cap to 3 to compensate.

Updated to 0.93:
* Included original, functional model files from Dark Crusade for Tau Commander and Broadside Battlesuit to correct animation issues with those units.
* Re-enabled Dance of Death for the AI now that it works correctly.

Updated to 1.0:
* Crisis Suit Flamer fix added.
* Tyre's fixed unit textures added.
* Many campaign variants of units/weapons/abilities fixed like regular versions that were already fixed.
* Honor Guard pop cap issues resolved for Sisters of Battle.

Updated to 1.05:
* Parmenian Heath description fixed.
* Slugga Boyz ranged_attackrange fixed.
* Imperial Guard Stronghold fixed.
* Honor Guard Broadsides pop cap fixed.
* Kroot Hounds get morale death penalty.
* Honor Guard Kroot Hounds fixed.
* Tau force name fixed.
* "Selena Agna" changed to "Canoness Selena Agna"
* Ork team color issues in campaign fixed.

Updated to 1.10:
* "Firraveus" typo fixed
* Firaeveus is not a Word Bearer in tooltip
* Typo in Eldar voiceover
* Honor Guard MANZ costing popcap
* Crisis Suit Missile Pods able to attack ground
* XV15s targeting infantry over vehicles
* Typo in Shaper Ortrazk's tooltip
* Stasis Field tooltip
* Deceiver's tooltip
* Kabal Fortress tooltip
* Battle Sister morale restored sounds now play
* Typo in Ascension research tooltip
* Improved\Enhanced\Elite Field Logistics and Mechanical Production Efficiency get hotkeys
* Living Saint now performs sync kills

Updated to 1.20:
* Race spotted sounds and under attack sounds fixed, including the enabling of many race-specific sound clips previously unused.
* All races now have sorted multi_select_priority to allow for consistent sorting when selecting units of different types.
* Daemon Strength and Sorcerer ability sounds now play
* Daemon Prince/Bloodthirster button conflict in UI corrected
* Eldar AI should no longer cheat and build free Soul Shrines, Aspect Portals, Support Portals, and Webway Assemblies
* Attaching a Farseer to a Guardian Squad with Warlock and Mysticism researched now replaces the less useful Embolden first instead of Entanglement
* Honor Guard Kasrkin Sergeant now properly affected by Kasrkin Armor
* Lightning Arc tooltip corrected
* Krootox sound set enabled
* Target Acquired and Snare Trap sound sets enabled
* Archon's special attacks synced with when damage is dealt
* Archon's ground pound special attack now has its own effect instead of just borrowing the Chaos Frag Grenade's
* Tortured Slave's get up time synced with animation
* Tortured Slave's thrown death animation fixed
* Celestian Veteran Superior now benefits from Blessed Armor like other Veteran Superiors
* Purgatus Mine Field selection shape fixed
* Ecclesiarchal Servitor's, Death-Cult Assassin's, and Missionary's get up times synced with animations
* Laud Hailers recharge time fixed

Updated to 1.30:
* Removed fixes that were fixed by Relic (note, not all fixes in changelog were actually implemented)
* Fixed the critical bugs introduced by the patch
* Added a whole bunch more that I can't track
* Ethereal's For the Greater Good health stacking bug with Deceiver's attacks or Crucible of Malediction fixed.

Updated to 1.31:
* Fixed a bug making the Coalition Center a T0 building (a leftover from testing the For the Greater Good fix above)
* Fix for invisible decaps
* Fix to Chaos 3:1 wargear requirement

Updated to 1.32:
* Removed fixes for Blessed Armor, Restored Monolith, and Photon Grenade
* Fixed minimap image for Tranquility's End

Updated to 1.33:
* Fixed a bug locking Terminators and Assault Terminators in the Chapel-Barracks

Updated to 1.40:
* Dawn of Skirmish AI updated to 3.10 (HUGE thanks to the AI team for continuing to improve the mod)
* Big batch of various typos fixed from Agoniser
* Big batch of Honor Guard, campaign unit/building, max repairer limit, and 0 armor piercing fixes from Wraith_Lord
* Orbital Bombardment -> Battlecry instant casting bug fixed
* Non-upgrading DPS for Cultists Knives and Guardian Shuriken Catapults vs. inf_hvy_high fixed
* Howling Banshee Exarch now upgrades in mass and armor type
* Genetic Enhancement will now increase the movement speed of Commissars, Psykers, and Priests when attached to Kasrkin Squads, allowing the squad to finally make use of the upgrade even when a commander is attached.
* Let It Burn does health degeneration like all other fire attacks now
* Photon Grenades now use their entire damage range (45-55) instead of the min_damage_value (45)
* Wailing Terror does min 25 damage against all armor types now
* Illusionary Monolith persistence bug finally quashed thanks to Wraith_Lord and corncobman
* Useless unit building icons for Illusionary Monolith removed
* Soulstorm now uses its building armor piercing values, dealing damage to them
* Seraphim Zealot Charge now has a cooldown and min range like all other charge abilities
* Conflagration now hurts commanders
* Exorcist damage display now has non-zero numbers
* Added mdcertainty's fixed textures for the SoB flag and Haemonculus

Updated to 1.41:
* A couple fixes listed above didn't actually get into 1.40 (this means download for proper compatibility)
* Readme text file not updated

ONLY FOR USE WITH THE SOULSTORM 1.20 PATCH
UNINSTALL PRE-1.33 VERSIONS OF THE MOD BEFORE INSTALLING 1.41
Uninstalling will not remove your savegames. This is to ensure that modified files for fixes resolved by Relic are not fixed incorrectly due to any conflicts (and you WILL get conflicts if you don't clean up first).

General
* The archive for the Parmenian Heath says "I opened my eyes and saw what a fool all of us were" (text line $3900369). Fix: Change "what a fool" to "what fools". * Tau, Sisters of Battle, and Dark Eldar do not play their race spotted or under fire sound clips. Fix: http://forums.relicnews.com/showthread.php?p=3116977#post3116977. * Some races have race-specific enemy spotted sounds that are not used. Fix: http://forums.relicnews.com/showthread.php?p=3129722#post3129722. * The multi_select_priority is not set for any races since Winter Assault, and even Imperial Guard are only partially set. It is also inconsistently set for the original four races. This prevents consistent sorting when selecting multiple units of different types Fix: http://forums.relicnews.com/showthread.php?p=3139455#post3139455. * Rokclaw Foothills and Shakun Coast both have improperly set impass maps. Buildings and units can thus be created in inaccessible locations, and the AI is particularly vulnerable to this problem. Fix: Add to the impass maps on these maps, filling in holes and ensuring all cliffs are completely covered. * Invisible units, particularly Stealth Suits, can decap a Strategic Point or Relic and remain invisible if they approach from just the right angle. Fix: In ebps\environments\gameplay, open strategic_point_flag and relic_struct. Under sight_ext, change keen_sight_radius to 8. * The minimap image for Tranquility's End is rotated 90 degrees to the right. Fix: Correct the minimap image. * The Broken Lands' single-player description is set up incorrectly. Fix: Under scenarios\sp\broken_lands.ter, change TerrainDescription to Description in line 5 and Description to TerrainDescription in line 6. Space Marines * Smite STILL lists vehicle_high as a valid target type twice but does not list monster_high. It appears that monster_high was accidentally replaced with a second vehicle_high on Smite's target filter. Fix: under area_effect\area_effect_information\target_filter, change the second tp_vehicle_high.lua entry to tp_monster_high.lua * Servitors have a set of broken cover modifiers outside the regular set of cover modifiers. These extra modifiers disable both the movement speed penalty and ranged damage reduction/boost that they should receive from all three types of cover. Fix: Remove the six extra modifiers listed under the main section of cover_ext in the servitor's ebps file. * The Force Commander's charging animation when equipped with the Daemonhammer is broken. Fix: Make him use the campaign Force Commander model, which has a correct version of the animation. More info available here. * The Deep Strike Beacon does not have its icon set although one was created for it. Fix: Under ebps\environment\sm_stronghold_dxp3\sm_beacon\ui_e xt\ui_info, set icon_name to space_marine_icons/deep_strike_beacon_icon. * The Dreadnought permanent close-combat fist is doing higher morale damage (32.5 DPS) than the replaceable close-combat fist (21.7 DPS), but they are the same weapon. Fix: Reduce the morale damage of space_marine_dreadnought_fist_twin to 37.5, the same reduction as the physical damage from the main fist. * Indrick Boreale's chainsword has AP entries for vehicle_high and building_high, but no corresponding values assigned to them. Fix: Assign proper AP values to entry_08 and entry_14 in weapon\space_marine_chainsword_force_commander. * Scout Marine Sniper Rifles have the same hotkey as detach leader "T". The problem is that the weapon upgrade has the same ui_hotkey_name as the research, which ends up overriding the hotkey set for the weapon. Also, the original hotkey overlaps with Skull Probe's Sabotage. Fix: Under the research marine_sniper_rifle, change ui_hotkey_name to marine_sniper_rifle_research. In KEYDEFAULTS.LUA, change the entry for the marine_sniper_rifle research to the same name. Change the hotkey for marine_sniper_rifle (the weapon upgarde) to "I". * Force Commander Boreale's build icon disappears when he is built. Fix: Under ebps\races\space_marines\troops\force_commander_ad vance_sp, set ui_ext\ui_hide_button_when_unable_to_build to false. * Wargear: Power Fist has no display requirement, so the research icon doesn't appear until the Monastery add-on is complete. Fix: Duplicate the either/or requirement for the prerequisite researches (see other Power Fist fix above) at requirement_10, and set is_display_requirement to True. * Boreale's Melta Gun wargear reduces the morale DPS. In addition, the weapon is an AV gun but does negligible damage to building and vehicle_high. Fix: Set the morale damage of space_marine_bolt_pistol_combi_chaingun_forcecomma nder to 10, same as the Plasma Pistol. Increase the piercing for the two armor types to be more in line with an AV weapon. * Space Marine Missile Turrets have two sets of entries for infantry low to high, but no building entries. The first set is misnamed. Fix: In space_marine_missile_turret, under area_effect\weapon_damage\armour_damage\armour_pie rcing_types, change the armor types for entry_04 through 06 to tp_building_low through tp_building_high. * Although visibly impeded from firing while teleporting, Indrick Boreale can still do so. Fix: In space_marine_force_commander_advance_sp, under squad_jump_ext, change combat_enabled to False. * If the Force Commander uses Battlecry immediately after targeting Orbital Bombardment, he will bypass the busy time for both, firing both abilities as fast as the player can perform the actions and being instantly free to continue attacking on his own. Fix: In marines_orbital_bombardment, change entity_busy_time to 5. * Honor Guard Terminator Heavy Flamers have no FotM penalty. Fix: In weapons/space_marine_heavy_flamer_veteran, change accuracy_reduction_when_moving from 0 to 0.30. * Honor Guard Assault Marine Veterans have a max jump charge of only 90, but regular Assault Marines have a max jump charge of 110. Fix: In sbps/races/space_marines/space_marine_squad_assault_veteran_sp, change jump charge_max from 90 to 110. * Targeting Optics' tooltip uses the incorrect verb tense. Text line 701652 (in DXP2.ucs) says "Dramatically increased the damage done by all Space Marine ranged weapons." Fix: Change "increased" to "increases". Chaos * Chaos Rhinos and Chaos Predators take 80% ranged damage in heavy cover, but all other vehicles take 75% damage, including Chaos's own Defiler. Fix: Change their ranged damage reduction for heavy cover to 0.75. Do the same for the campaign variants. * The Daemonic Ascension wargear still lists Eliphas as the one ascending. Fix: Change Eliphas to Firaeveus Carron (text line$3001376).

* Honor Guard Cultist Squads STILL do not receive detection from Unholy Sight, now due to an incorrect application type.
Fix: In chaos_cultist_sight_research, under modifiers 3 and 4, change the application_type to tp_mod_apply_to_entity_type.

* Firaeveus Carron is called Firraveus Carron in the race selection screen of the campaign. He is referred to as Firaeveus in his tooltip and all campaign voiceover lines. There are no other instances of the Firraveus spelling.
Fix: Change his name's spelling in DXP2.ucs line number 3900377.

* Firaeveus Carron's tooltip describes him as a Dark Apostle of Chaos Undivided. Only Word Bearers have Dark Apostles, and Carron is from the Alpha Legion.
Fix: Remove the tooltip line from the unit and squad entries.

* The Chaos Lord's Daemon Strength speech files do not play due to a typo in the speech_directory.
Fix: Under abilities\chaos_daemon_strength\speech_directory and abilities\chaos_daemon_strength_daemon_prince, change ability/deamon_strength to ability/daemon_strength.

* The Chaos Sorcerer's ability speech files do not play; Chains of Torment and Corruption lack .con files, and there is no Doombolt folder or .con file.
Fix: In sound\speech\races\chaos_marines\sorceror\ability, make 3 new .con files: chains_of_torment.con, corruption.con and doombolt.con. Extract the corruption/chains_of_torment folder (doesn't matter which, they both use the same sounds) and rename it to doombolt. Don't make or extract any more folders - the three .con files and the new doombolt folder are all you need.

* The Daemon Prince and Bloodthirster researches have the same ui_index_hint, so while the Bloodthirster research is in progress the Daemon Prince research's icon will shift over to fill its slot, then shift back to the right when the research completes and is replaced by the inactive Bloodthirster research icon.
Fix: Under research\chaos_bloodthirster_research, change ui_index_hint to 3.

* Line $4450134 is missing a period at the end of the sentence. Fix: Add the period. * Text line 5300114 (in DXP2_VO.ucs) says "Ah, they are preparing their march to their doom." The actual line spoken by Carron is slightly different. Fix: Change the line to read "Ah, they are preparing to march to their doom." * The metamap-view tooltip (squad file) for the Chosen Champion refers to them as Word Bearers. The in-game tooltip (unit file) has the correct line. Fix: Change the second tooltip line for chaos_squad_aspiring_champion_advance_sp to$4450072.

* Tainted Auspex's tooltip says "Left-click to place a ward at your location." This is a holdover from DC 1.0, and should be corrected.
Fix: Change the tooltip line to read "Left-click and target a location to place a ward."

* Text line 3950023 (in DXP2.ucs) says "Destroy the Desecreated Fortress HQ."
Fix: Change "Desecreated" to "Desecrated".

* When attacking the Chaos stronghold as Eldar, the incorrect voiceover is played upon entering the city.
Fix: Under scenarios\sp\stronghold_chaos_marines.nis, in line 156, change 5300116 to 5300119.

* Firaeveus' Khornate Chainaxe suffers from a significant downgrade in damage against vehicle_high and monster_high when upgrading from his Manreaper.
Fix: Assign an AP value to entry_08 and entry_10 in weapons\chaos_khornate_chainaxe_lord so that the damage against those armor types is actually an upgrade from the Manreaper.

* "Daemons" is spelt "demons" several times in the Chaos stronghold.
Fix: Change "demons" to "daemons" in lines 5200099, 5300139, 5300140, and 5300146 (in DXP2_VO.ucs).

* Text line 5300115 (in DXP2_VO.ucs) says "I’m looking forward hacking the heads of these traitors from their useless bodies."
Fix: Change "forward hacking" to "forward to hacking".

* Text line 5300133 (in DXP2_VO.ucs) says "Send them – send them against the fools who dare attack us." The actual line spoken by Carron is slightly different.
Fix: Change the line to read "Send them – send them against the fools who would dare attack us!"

* The Hell Talon has a death explosion, but both the Marauder Bomber and Barracuda do not, whose races had all other vehicles granted death explosions in SS 1.10. The Land Speeder Tempest and Fighta-Bomma also do not have death explosions. Air units having death explosions is apparently the aberration, not the other way around.
Fix: Remove the Hell Talon's death explosion.

* The Chaos Sorcerer can fire his weapons while teleporting, but his animation should preclude that ability.
Fix: In chaos_squad_sorcerer and all campaign variants, under squad_jump_ext, change combat_enabled to False.

* Chaos has a 1/100 the kill count requirement to get the 3:1 Kill Ratio Wargear achievement as all other races.
Fix: In scenarios\sp\races\chaos_marine_race.race, on line 459, change UnitKillsMission to 200.

* Chains of Torment does not disable jumping like all other infantry stunning/locking abilities.
Fix: In chaos_chains_of_torment, under area_effect\weapon_damage\modifiers, duplicate modifier_01 at modifier_02, and change the modifier to modifiers\enable_squad_jump.lua.

* Chaos Tactical Marines' plasma gun has an invalid armor type reference for entry_12, so it doesn't use the correct AP value assigned to it for building_low.
Fix: In weapons/chaos_plasma_gun_tactical, change the armor type reference for entry_12 from type_armour\tp_armour.lua to type_armour\tp_building_low.lua.

* Chains of Torment tends to fizzle out against a fleeing target, counting as cast but with no effect on the target.
Fix: In chaos_chain_of_torment and the campaign variant, change entity_busy_time to 2.

* Cultists' knife has an AP entry defined for infantry_heavy_high, but no corresponding value assigned to it. Damage to this armor type does not scale with Furious Charge Research.
Fix: In weapons/chaos_knife_cultist, assign a proper AP value for entry_05.

* Honor Guard Possessed Marines move slower at 20 speed compared to regular Possessed Marines, which move at 24 speed.
Fix: In ebps/races/chaos/troops/chaos_possessed_marine_advance_sp, change speed_max from 20 to 24.

* Honor Guard Raptor Aspiring Champions take 3 seconds to make a jump, while regular Raptors take 2.5 seconds to make a jump.

Eldar
* Relic did not properly implement the fix to let Warlocks keep Entanglement instead of Embolden when a Farseer is attached, causing the Seer Council to have Entanglement instead of Embolden as well.
Fix: In eldar_warlock_seer, under ability_ext, change ability_03 to abilities\eldar_embolden.lua.

* Warp Spiders can fire their weapons during their teleport animation.
Fix: In eldar_squad_warp_spider and all campaign variants, under squad_jump_ext, set combat_enabled to False.

* Harlequin's Kiss ability has AP values defined for infantry_high twice and no value defined for infantry_heavy_high. If it also still has the potential to mistarget commanders, then the min_damage_value needs to be dropped to prevent it from killing them.
Fix: In eldar_liquefy, change the reference for entry_07 from infantry_high to infantry_heavy_high. Change min_damage_value to 0.

* The Fire Dragon Exarch has a reduced morale death penalty of just 40 instead of 60 like other Exarchs.
Fix: Set its health_ext\morale_death to 60

* The Harlequin's Shrieker Cannon has 80% accuracy but no FotM penalty.
Fix: Give it a FotM penalty of 65%.

* The Fire Dragon squad is referred to as "Fire Dragon" in the tooltip for their button at the Aspect Portal. All other Eldar infantry units are referred to as a squad, e.g. "Dark Reaper Squad".

* The Shrine of Khaine addon for the Eldar listening post disappears until you build a Soul Shrine. This is because there is no display requirement. There is a requirement for eldar_listening_post but is_display_requirement is set to false.
Fix: for eldar_list_post_addon_2 set is_display_requirement for requirements->required_1 to true.

* Eldar Listening Post Brightlances are a significant downgrade in damage against Infantry High, Infantry Heavy High, and Daemon Medium. Their only significant damage increase is against buildings (almost useless).
Fix: Increase the piercing values against those armor types to either maintain DPS to prevent a downgrade or to be in line with the DPS curve of the other armor types.

* Fire Dragons have a ranged_attackrange of 35 but their weapon range is only 20. Attacking a Farseer will cause the squad to stop moving during an attack-move outside the range of their main weaponry, and also tends to keep the rear squad members from automatically moving into firing range.
Fix: Reduce the squad's ranged_attackrange to 20.

* Farseer Caerys' name is spelled incorrectly.
Fix: Change 'Farseer Caeyrs' to 'Farseer Caerys'.

* Dark Reapers use the Guardian damage and death vocals instead of the ones created for them.
Fix: Under Event List\sound_vocal_damage\Event Properties, change Value to speech\races\eldar\dark_reaper\damage. Under Event List\sound_vocal_die\Event Properties, change Value to speech\races\eldar\dark_reaper\die. Do the same for the Dark Reaper Exarch.

* Mysticism's tooltip does not mention that it increases the squad's damage by enabling Leadership.
Fix: Create a new tooltip line explaining the effect and add it to eldar_warlock_ability_research's help_text_list.

* The Nightwing has a death explosion, but both the Marauder Bomber and Barracuda do not, whose races had all other vehicles granted death explosions in SS 1.10. The Land Speeder Tempest and Fighta-Bomma also do not have death explosions. Air units having death explosions is apparently the aberration, not the other way around.
Fix: Remove the Nightwing's death explosion.

* Guardian Squad's Shuriken Catapult is lacking an AP value for infantry_heavy_high, although it is an anti-infantry weapon. Damage to this armor type does not scale with Improved Optics and Superior Optics, nor is it buffed by the Warlock's Leadership aura.
Fix: In weapons/eldar_shuriken_catapult_guardian, define a proper AP value for entry_05.

* Honor Guard Banshee Exarch Council members have a morale recovery rate of only 10 morale/sec, but regular Banshees have a morale recovery rate of 15 morale/sec.
Fix: In sbps/races/eldar/eldar_squad_banshee_exarch_council, change morale rate_per_second from 10 to 15.

* Honor Guard Fire Dragon Exarch Council members have only 600 morale, but regular Fire Dragons have 800 morale.
Fix: In sbps/races/eldar/eldar_squad_fire_dragon_exarch_council, set the default and max morale to 800.

* The tooltip for the Brightlance Platform says that it does no damage to targets. This is incorrect, it deals damage to all target types.
Fix: Correct the tooltip (lines $698302 and$698404 for unit and squad tooltips respectively).

* The Howling Banshee Exarch does not gain mass or armor upgrades from the Reinforced Armor upgrades.
Fix: In both eldar_research_infantryhealth resrearches, create a duplicate of modifier_08, changing the target to eldar_banshee_exarch. Also, in the second research, create a duplicate of modifier_09, again changing the target name.

* The Howling Banshee Exarch's damage against infantry_med decreases after Call of War.
Fix: In eldar_executioner, increase the piercing against infantry_med to 82.95 (a 25% DPS increase, like against infantry_high and infantry_heavy_med).

* The icon for Annihilate The Enemy research does not appear in the Soul Shrine until Mobilize For War is researched.
Fix: In research/eldar_annihilate_the_enemy, set research_must_not_be_complete to true for requirements->required_10.

Orks
* All teleporting Ork units (via Big Mek) can fire during their teleport animation. Stormboyz, as a jump unit, are fine though.

* The 10 s recharge duration increase to the Big Mek's teleport was not implemented for all Ork squads, only the Big Mek himself. This means that unless the Big Mek is unattached (rare), the nerf has no effect.

* Mega Armored Nobz have no morale penalty on death.
Fix: Give them a value for health_ext\morale_death (balance implications).

* The Squiggoth's Big Shootas each do reduced damage to a single armor type that the other is effective against. They are both ineffective against Infantry Heavy High, Building Medium, and Building High.
Fix: Set armor piercing for ork_big_shoota_twin_squig_l for infantry_heavy_high to to 3. Set armor piercing for ork_big_shoota_twin_squig_r for building_low to to 3. Set the piercing on both weapons for the remaining three armor types to 3.

* The health regeneration mob bonus provides a meager 12% health regeneration bonus only to the unit with the ability, making it almost completely useless.
Fix: Change the effect to apply to the entire squad (and likely reduce its strength for balance purposes).

* Mega Armored Nobz have a mod value of just 1, which means even at full strength they cannot activate their own weapon damage and morale regeneration mob bonuses. They also have a lower mob value than regular Nobz.
Fix: Increase the mob value of Mega Armored Nobz to 2.

* Mad Doks have a charge bonus of 50% instead of 30% like other Ork units.
Fix: Reduce the Mad Dok's charge bonus to 30%.

* Kustom Gadgitz still says it increases the build time of the Big Mek.
Fix: Remove the fourth tooltip line from the research.

* The tooltip for Extra Vehicle Armor says it improves the health of all Ork vehicles, but Fighta-Bommas are unaffected.
Fix: Either change the entry to list only the vehicles affected or add a modifier to include Fighta-Bommas.

* The Ork Wartrak and Looted Tank are missing death explosions, although the Watrukk and Killa Kan both have one.

* Honor Guard Mega Armored Nobz use pop cap.
Fix: Under ork_armored_nob_advance_sp (the ebps file), change cost_ext\time_cost\cost\population to 0.

* Text line $5300432 (in DXP2_VO.ucs) says "Let us slay them in their pens, before they Orks release more of them." Fix: Change "they" to "the". * Nuddyfist speaks with Gorgutz's icon throughout the Ork stronghold. Fix: Under scenarios\sp\stronghold_ork.nis, in lines 18 and 76, change ACT.Gorgutz to ACT.Nuddyfist. * Gorgutz is noticeably smaller than a normal Warboss, as his vis_scale_min and vis_scale_max values are set to 1 rather than 1.2. Fix: Under art\ebps\races\orks\troops, copy warboss.lua and rename it to warboss_tgd.lua. * The Wartrukk is armed with two Big Shootaz, but they both have AP values of 0 assigned for vehicle_med and vehicle_high. They are also missing an AP value for monster_high. As a result, the damage to these armor types doesn't scale when Blastier and Even More Dakka is researched. Fix: In weapon\ork_big_shoota_trukk.lua, fix the AP values for entry_02 and entry_03. Assign an AP value for entry_11. * The Looted Tank's Heavy Bolters have no piercing against vehicle_high. Fix: Assign a piercing value for that armor type. * Gorgutz's Big Horns wargear AND his Red Gob wargear both have no piercing against vehicle_high, although they have 10 piercing against monster and building high. Fix: In weapons/ork_warboss_big_horns and ork_warboss_red_gob, change the armor piercing for vehicle_high (entry_10) to 10. * Honor Guard Big Mek has a reduced sight radius of 13. The regular Big Mek has a sight radius of 25. His detection radius is fine, though. Fix: In ebps/races/ork/troops/ork_mek_boy_advance_sp, change sight_radius from 13 to 25. * Honor Guard Big Mek is using a modified power klaw that does roughly 1/9th the melee damage of a regular Big Mek against building_high. Fix: In weapons/ork_mega_claw_boss_sp, set the armor piercing for building_high to 13.86. * Gorgutz starts with only 2000 HP, less than a regular Ork Warboss at 2240 HP. Fix: In ebps/races/ork/troops/ork_warboss_advance_sp, change hitpoints from 2000 to 2240. * Text line 5300405 (in DXP2_VO.ucs) is missing a period at the end of the sentence. Fix: Add the period. * Text line 5300409 (in DXP2_VO.ucs) says "You try getting’ it back!" The second 'g' is redundant. Fix: Change the line to read "You try gettin’ it back!" * Text line 5300435 (in DXP2_VO.ucs) has an unnecessary space between "sez" and the period. Fix: Delete the extra space. Imperial Guard * Relic did not properly implement the fix to Techpriest Enginseer's stance. Fix: In guard_squad_enginseer, under squad_combat_stance_ext, change ignore_building_stance to True. * The General's Strafing Run has 25 piercing against vehicle_low, but full piercing against all other armor types. It is apparently part of an abandoned plan to create a full set of piercing values for the ability (half of the armor types are outright missing from the piercing table). Since this was never completed, it should be returned to full piercing like the other armor types. Fix: In the ability guard_strafing_run and all children, set the armor_piercing_value for entry_07 to 100. * HQ Priest's Eviscerator lacks an AP value for vehicle_high, so his damage to this armor type is not buffed by Righteous Fury. Fix: Assign an AP value for entry_08 in guard_eviscerator_priest. * CS Priest Chainswords, HQ Priest Eviscerators, and Guardsmen Sergeant Laspistols all do 0 or near-0 morale damage. Fix: Give them morale damage. * Kasrkin Plasma Guns have a reload time of 1 s while all other Plasma Guns have a reload time of 0.5 s. Fix: Halve the base damage of the Kasrkin Plasma Gun and set its reload to 0.5 s. * The tooltip for Assassination Scope just says it increases the damage of the Exitus Rifle. It increases the damage of all of the Assassin's weaponry. Fix: Correct the tooltip. * Beating the Imperial Guard Stronghold kills all of the player's Honor Guard. Fix: under scenarios\sp\races\stronghold_imperial_guard.nis, comment out line number 1914 * Lightning Arc says it has a chance to jump to nearby squads. It does not, this feature was never implemented. Fix: Remove the third tooltip line from all variations of the lightning arc ability. * Text line 5300124 (in DXP2_VO.ucs) says "This city was ours. How many millions did we lose, to this – this madness?" The actual line spoken by Stubbs is slightly different. Fix: Change the line to read "This city was ours… How many millions did we lose to this - to this madness?" * Stubbs's line at$5200048 says "and, and zealots." For a pause in the speech like he uses, it should read "and... and zealots."
Fix: Fix the voiceover line.

* Both CS Psyker and HQ Psyker have no AP values against building_high on the psychic spike weapon.
Fix: Assign a proper AP value to entry_12 in weapon/guard_psychic_spike_psyker.

* Vindicare Assassin has no AP values against vehicle_high and monster_high on his exitus pistol (melee weapon).
Fix: Assign proper AP values to entry_08, entry_10 in weapon/guard_exitus_pistol_assassin.

* The Regimental Command tooltip says it increases the size of Guardsmen Squads. It does not, it only maintains the increased size from the Battle Command add-on.
Fix: Remove the third tooltip line from addon_guard_hq_2.

* Lemun Russ heavy bolters mounted on the hull and both sponsons do almost 0 DPS to vehicle_high, whereas similar weapons on other tanks do significantly more (Predators and Chaos Predators for example).
Fix: Set the piercing against vehicle_high for the three Leman Russ Heavy Bolters to match their building_high piercing.

* The Basilisk Heavy Bolter has 0 piercing against vehicle_high and monster_high, but still has piercing against building_high.
Fix: Assign piercing values for entry_08, entry_10 in weapon\guard_heavy_bolter_basilisk.

* Genetic Enhancement only boosts the speed of Kasrkin and Sergeants, not attached commanders. Because Kasrkin require the attachment of a commander to be competitive with other Tier 3 infantry, this means they never receive any benefit from the research, rendering it useless.
Fix: Create a new ability called ability_kasrkin_bionic_wargear_ability.
Create a modifier of type speed_maximum_modifier, target type: entity_type, exclusive true, target name: guard_leaders_priest, multiplication, and the value is "1.7689"(1.33*1.33). Duplicate this modifier five times, changing the targets to the Commissar, Psyker, and campaign variants of the three units. Use a value of 1.33 for the Commissar and Psyker entries.
Set the requirement to research_kasrkin_speed.
Give this ability to Kasrkin, Kasrkin Sergeants, and the campaign variants of each.

* The Baneblade Heavy Bolters have 0 piercing against building_high.
Fix: In guard_heavy_bolter_baneblade_1, _2, and _3, set the piercing to a non-0 value (Land Raider Heavy Bolter uses 4).

* In the race selection screen the Conservators are referred to as the 252nd Kaurava instead of the 252nd Kauravan.
Fix: Change "Kaurava" to "Kauravan" in text line 3900386 in DXP2.ucs.

* Let it Burn does not create a persistant flame effect (a.k.a. "burning") on units like all other flame-related abilities and flamer weapons do in Soulstorm. This means that as soon as the target walks out of the area of effect, they are completely free from damage.
Fix: In abilities/guard_let_it_burn, create two new modifiers. Set modifier_01's type to health_degeneration_modifier and usage_addition, lifetime to 1, exclusive to true. Set modifier_02's type to flamer_hit_event, lifetime to 1. Do the same for the children abilities, but set their modifier lifetimes to 3.

* Strip Soul still says it has a chance to backfire and kill the Psyker.
Fix: In guard_psyker_strip_soul, under ui_info\help_text_list, remove the second entry ($694804). Tau * Relic did not properly implement the intended damage reduction to Photon Grenades. Fix: In tau_photon_grenade, under area_effect\weapon_damage\armour_damage, change min_damage_value to 0 and change armour_piercing to 100. * The Crisis Suit flamer has no angle values, which means unlike other flamers it has no aoe. Fix: Give the flamer angle values. Rebalancing likely necessary. * Despite being classified as infantry, Fire Warrior Shield Drones have no health regen. Fix: Set their health regen to 1 * The Tau Commander's SQUAD tooltip states that the has no melee attack. This is incorrect, his melee attack is actually just as powerful as his basic Burst Cannon. Fix: Correct the tooltip for the squad file. * The Honor Guard Stealth Suits do not have any entries under list of armor types they are effective against. The regular XV15 Stealth Suit Team does not gain effective against vehicles when equipped with the Shas'Vre or Fusion Blasters. The Crisis Suit Fusion Blaster is listed as effective against infantry but not vehicles. Fix: Add Vehicles to ui_effective_against of tau_fusion_blaster_shasvre_stealth_suit, tau_fusion_blaster_stealth_suit, and tau_fusion_blaster_crisis_suit. Remove infantry and heavy infantry from the crisis suit weapon. * Targeting Optics is STILL not correctly increasing the sight radius of the Shas'Vre due to an incorrection application type. Fix: In tau_targeting_optics, change the Shas'Vre sight radius modifier, modifier_07, to tp_mod_apply_to_entity_type. * Or'es'Ka's Marker Drone STILL doesn't work properly, failing to buff the campaign versions of his main weapon. Fix: Full description and fixes. * The Kroot Shaper STILL does not have Feral Leap like other Kroot infantry. Fix: Duplicate the Feral Leap information from the Kroot Carnivores for the Kroot Shaper. * Commander Or'es'Ka's tooltip says that he serves at the side of Aun'el Shi'ores. This should be changed to reflect the new Ethereal Aun'Ro'Yr. Fix: Change 'Aun'el Shi'ores' to 'Aun'Ro'Yr'. * Kroot Carnivores and Kroot Hounds are affected by morale but do not have a morale death penalty. The Kroot Shaper does have a morale death penalty. Fix: Give them a morale death penalty (standard for Tau infantry is 40). * The tooltip for the Kroot Hunting Pack says they are 'Kroot Hounds bred by the Kroot Shaper Harbyx'. Underneath is a line saying they were bred by Shaper Ortrazk (the new Shaper in SS). Fix: Remove the offending line from the tooltip for both campaign Kroot Hounds (unit files only, squad file is already correct). * The Tau army in the campaign is incorrectly called 'T'au Strike Force'. This should be changed to reflect the new Sept, Fal'Shia. Fix: In scenarios\sp\races\tau.race, change the ForceName entry to$3950224.

* XV15 Stealth Teams favor targeting infantry over vehicles. However, at the time vehicles are on the field, Stealth Teams will have switched over to AV duties with Fusion Blasters but will still favor infantry over vehicles.
Fix: Move the five existing infantry entries under tau_stealth_team_squad\squad_combat_stance_ext\att ack_priorities down three rows, then fill in those three rows with vehicle_low, _medium, and _high (in that order). Do the same for tau_stealth_team_squad_sp and tau_stealth_team_squad_sp_dxp3.

* Shaper Ortrazk's tooltip says he 'is has fought many wars under Commander Or'es'Ka.'
Fix: Remove 'is' from the line ($4450101). * Target Acquired's speech file does not play as there is no specified speech_directory. Fix: Under abilities\tau_target_acquired, set speech_directory to ability\target_aquired (yes, it is spelled incorrectly). * The Kauyon Command Post, Mont'ka Command Post, and Coalition Centre do not display their health bars when selected. Fix: Under ebps\races\tau\structures\tau_shrine_of_kauyon, tau_shrine_of_montka, tau_shrine_of_purpose, and tau_shrine_of_purpose_sp_dxp3 set health_ext\display_health_bar to true. * The Kauyon Command Post's tooltip says it "Dedicated the cadre to the Kauyon tactics of the patient hunter." Fix: Change "Dedicated" to "Dedicates". * The Mont'ka Command Post's tooltip says it "Dedicated the cadre to Mont'ka tactics (the killing blow)." Fix: Change the line to read "Dedicates the cadre to the Mont'ka tactics of the killing blow." * The Mont'ka Command Post's tooltip says it "Allows advanced research." It does not. Fix: Remove the fifth line from the tooltip. * Honor Guard Broadsides appear in the hero UI section, along with Or'es'Ka and the Greater Knarloc. As they are not heroes in any sense, they should not appear there. Fix: under tau_broadside_battlesuits_hg_dxp3, change ui_ext\use_hero_ui to False. * Honor Guard Stealth Suits and Stealth Teams that have lost all but the Shas'Vre do not play a voice clip upon capturing a point. They have the same sound set as Shas'Vres, but this set lacks capture sounds and they don't have regular Stealth Suits to play the speech clips instead. Fix: Duplicate the capture.con and capture folder in sound\speech\races\tau\stealth_warrior to the shasvre_stealth_suit folder. * Crisis Suit missile pod is dealing negligible morale damage in combat (0.1 morale DPS). Fix: Give a proper morale damage value to tau_missile_pod_crisis_suit. * Barracuda missile pods are doing negligible morale damage (0.3 morale DPS). Fix: Give a proper morale damage value to tau_missile_pod_barracuda and tau_missile_pod_barracuda_2. * The Krootox's Kroot Gun has almost no morale damage. Fix: Give it a morale damage appropriate for the weapon's size. * If the Deceiver's main attack successfully confuses any enemy Ethereal or the Archon casts Crucible of Malediction on an enemy Ethereal, all other teams except the owner of the Ethereal gain huge amounts of health for all units. Fix: In the ability tau_for_the_greater_good, change modifier_01's modifier type to health_maximum_modifier and application_type to apply_to_entity, modifier_03's type to morale_maximum_squad_modifier and application_type to apply_to_squad and exclusive to True, and modifier_04's and modifier_05's exclusive to True and value to 0. * Although it produces a unit, the Coalition Center does not count towards Annihilation. Fix: In scar\win_conditions\annihilate.scar, under the annihilate exceptions, remove tau_shrine_of_purpose from the list. * Photon Grenades have a damage range set, but because there is no default piercing value set they always default to the min_damage_value. Fix: In tau_photon_grenade, under area_effect\weapon_damage\armour_damage, set armour_piercing to 100. * The firing effects and projectiles used for the Barracuda's Ion Cannon are taken from the Fire Warrior Pulse Rifle, a rather glaring mismatch. Fix: In art\ebps\races\tau\troops\barracuda.whe, under the animation information for the Ion Cannon hardpoint, change tau\weapon_fx\tau_tracer_fire_pulse_rifle to tau\weapon_fx\ion_cannon_tracer and tau\weapon_fx\pulse_rifle_muzzle_03 to tau\weapon_fx\ion_cannon_muzzle. * The Fortified Position Add-on calls the added weapons Pulse Rifles. However, the weapon is visibly a Plasma Rifle, and the firing effects are not those of a Pulse Rifle (which fire energy bolts, not beams). Fix: In line$704953, change "pulse rifles" to "Plasma Rifles".

* The Air Caste Strike ability used in the Tau stronghold has no animation set for it, causing the Coalition Center to suddenly display the construction rigging through the model.
Fix: Under abilities\tau_death_pulse_sp_dxp3, set ability_motion_name to default.

* The Tau Listening Post and Plasma Generator have only 2 max repairers, unlike all other Tau structures and vehicles.
Fix: Under tau_listening_post and tau_plasma_generator, in health_ext, change max_repairers to 3.

* Tau Commander clone has 1350 HP, but the regular Tau Commander has only 1000 HP.
Fix: In ebps/races/tau/troops/tau_troop_clones/tau_commander_clone, change hitpoints from 1350 to 1000.

* Crisis Suit clones have 3250 HP, but regular Crisis Suits have only 2500 HP.
Fix: In ebps/races/tau/troops/tau_troop_clones/tau_crisis_suit_clone, change hitpoints from 3250 to 2500.

* Honor Guard Crisis Suits and their clones have only 800 HP, while regular Crisis Suits have 2500 HP.
Fix: In ebps/races/tau/troops/tau_crisis_suit_advance_honor_guard_sp, change hitpoints from 800 to 2500. Do the same for tau_crisis_suit_advance_honor_guard_sp_clone.

* The Ar'Ka Cannon's tooltip is missing a period at the end of the sentence: line 591801 (in DXP2.ucs).

* Typo in the Tau stronghold voiceover subtitles. Text line 5200000 (in DXP2_VO.ucs) is missing a period at the end of the sentence.

* Pathfinders are referred to as Path Finders in the Tau stronghold. This should be changed for consistency.
Fix: Change Path Finders to Pathfinders in text lines 5200010 and 5300345 (DXP2_VO.ucs).

* Text line 5300315 (in DXP2_VO.ucs) says "Do you have a gift for us?" The line spoken by Stubbs is slightly different.
Fix: Change the line to read "You have a gift for us?"

* Text line 5300317 (in DXP2_VO.ucs) says "going to wait". The line spoken by Stubbs is slightly different.
Fix: Change "going to" to "gonna".

* Text line 5300320 (in DXP2_VO.ucs) says "what we are made of". The line spoken by Boreale is slightly different.
Fix: Change "we are" to "we're".

* In text line 5300355 (in DXP2_VO.ucs) there are two spaces instead of just one between "orbital" and "defenses".
Fix: Delete the extra space.

* Tau Barracks in the Tau Stronghold mission has only 1500 HP, but the regular Tau Barracks has 2000 HP.
Fix: In ebps/races/tau/structures/tau_barracks_sp_dxp3.lua, change hitpoints from 1500 to 2000.

Fix: In ebps/races/tau/structures/tau_hq_sp_dxp3.lua, change hitpoints from 2400 to 4800.

* Tau Kroot Shaping Center in the Tau Stronghold mission has only 1875 HP, but the regular Kroot Shaping Center has 2500 HP. It also doesn't regenerate.
Fix: In ebps/races/tau/structures/tau_kroot_nest_sp_dxp3.lua, change hitpoints from 1875 to 2500 and regeneration_rate from 0 to 5.

Necrons
* Any Flayed One squads within a Monolith when it becomes active become suspended, i.e. they take up cap but they can't be taken out from the activated Monolith by any means.
Fix: Copy the squad_hold_ext entries from the building ebps file of "monolith" to the troops ebps file of "necron_restored_monolith".

* The Lord Destroyer's Stasis Field tooltip says it only affects enemy units. It affects all unit types, friendly and enemy.
Fix: Correct the tooltip line $551411, changing "enemy" to "all targeted". * The Deceiver's first tooltip line ($4450030), second sentence says he cannot attack, which is untrue, and the remainder is a duplicate of the second tooltip line.
Fix: Remove the second sentence from the first tooltip line.

* The Gauss Turret's morale damage decreases dramatically when upgraded.
Fix: In necron_warrior_gauss_flayer_turret_2, set the morale damage to 30 (same as first gun).

* Pariah Warscythes do near zero morale damage.
Fix: Increase their morale damage.

* Although the Necron Lord is visibly impeded from firing while teleporting, he is still able to do so.

* The Restored Monolith transports the wrong type of unit, causing Flayed Ones to be instantly ejected and all other infantry types to be stored for Deep Striking.
Fix: In necron_restored_monolith, under squad_hold_ext, change acceptable_type_01 to type_transportable\transport_terminator.lua.

* The Restored Monolith's Particle Whip visual effects are out of sync with when the damage is dealt.
Fix: In necron_particle_whip_monolith and necron_particle_whip_monolith_illustion, set shot_delay_time to 0.

* The Necron Lord of All Kaurava's Staff of Light (melee) does 1/4th the damage of the regular variant to building high, but is the same for all other armor types.
Fix: In necron_lord_staff_of_light_melee_sp, change the armour_piercing_value for building high (entry_03) to 20.

* The Summoning Core does not display its health bar when selected.
Fix: Under ebps\races\necrons\structures\necron_summoning_cor e, set health_ext\display_health_bar to true. Do the same for the campaign variant.

* The Plasma Generator, Thermo Plasma Generator, Forbidden Archive, Greater Summoning Core, Energy Core, and Gauss Turret do not complete their death animations before disappearing.
Fix: For all those buildings, under health_ext, set post_death_event_delay to 3.

* Necron Immortal prisoners have only 400 HP. Regular Immortals have 450 HP.
Fix: In ebps/races/necron/troops/necron_immortal_sp_dxp3_prisoner, change hitpoints from 400 to 450.

* Necron Pariah prisoners have only 1000 HP. Regular Pariahs have 1100 HP.
Fix: In ebps/races/necron/troops/necron_pariah_sp_dxp3_prisoner, change hitpoints from 1000 to 1100.

* Wailing Terror can target monster_high, air_med, and all three building types, but it only deals 1 damage against them. It has AP entries defined for those types, but no corresponding values assigned.
Fix: In abilities/necron_listening_post, either assign proper AP values for those armor types, increase the min_damage_value, or filter those types out of the target list.

* The Illusionary Monoltih created by the Deceiver has a strong tendency to persist beyond its allotted 60 s, especially when in heavy combat or if hit by a Stasis Field. The unnecessary suicide_ext added to it is interfering with the natural self destruction all illusion units do.

* The UI for the Illusionary Monolith has the build button and all buildable squad icons, but it can't actually construct anything. Since they are completely irrelevant, the button and icons should be removed.
Fix: In ebps/races/necron/troops, remove the spawner_ext from necron_restored_monolith_grand_illusion.

Dark Eldar
* The Tower of Carnage add-on (LP3 add-on) for the LP increases the requisition rate to 23 (as displayed) instead of 24 like other LP3s.
Fix: Change modifier 2's value of addon_dark_eldar_list_post_2 to 1.333333 (that's 6 '3's, not 5 as implemented in the patch)

* The Slave Chamber tooltip still says that it increases REINFORCEMENT speed. It does not.
Fix: Remove the offending line from the tooltip.

* The tooltip for Incubi says they are infantry, but they have commander armor.
Fix: Correct the tooltip.

* Tahril's tooltip and unit name do not name him like other commanders, so he is still just "Archon"
Fix: Change the unit name for the unit and squad to "Tahril" or "Archon Tahril"

* The Kabal Fortress tooltip says it "Contains research that grants abilities to Dark Eldar buildings." It does not.
Fix: Remove the fourth line from the tooltip.

* The Wych Squad tooltip for the squad, used for the build icon, does not mention that the unit is a detector. The unit file does, however.
Fix: Add line 4050136 in between the first and second existing tooltip line for the squad file to match the unit file's tooltip.

* Text line 5300723 (in DXP2_VO.ucs) says "We wield powers you cannot event imagine."
Fix: Change "event" to "even".

* The Archon's first special attack does not use the fx created for it, instead using the Chaos Frag Grenade fx.
Fix: Create a new event that uses the correct fx file.

* The Tortured Slave's get up animation is broken due to the get_up_time being too short.
Fix: Under dark_eldar\troops\dark_eldar_support_slave\special _attack_physics_ext, change get_up_time to 2.5.

* The Tortured Slave's thrown death animation is STILL broken: the animation type is set to Looping, causing it to repeat.
Fix: Under Motions\thrown_die\Motion Properties\Animations, set Type to Hold End.

* The description for Haywire Bombs (wargear) is too long, causing it to be cut off. It also contains a grammatical typo.
Fix: Change line number $4000054 to read: "Gives the Archon the Haywire Bomb ability, which is effective against vehicles and buildings." * The Haywire Bombs ability itself is called Haywire Grenades instead, in contradiction to the wargear name, the identical ability name used by Warp Spiders, and the file name itself. Fix: Change line number$4100087, $4100088, and$4100091 to use "Haywire Bombs" instead. Change line $4100092 to use "Haywire Bomb". * The Hellions' tooltip says they are "Good against Infantry" instead of "Effective against Infantry" like other tooltips. Fix: Change line$4050086 to say "Effective".

* Text line 5100012 (in DXP2_VO.ucs) says "By the time the avalanche of Warboss Gorgutz’ Waaagh! ... or to escape with their lives ... any possible chance of rebuffing the Orks." The actual line spoken by the narrator is slightly different.
Fix: Change the line to read "By the time that Warboss Gorgutz’ avalanching Waaagh! ... or escape with their lives ... any chance of rebuffing the Orks that they could possibly have gained."

* Text line 5100011 (in DXP2_VO.ucs) says "It was her full intent that news of her victory and their defeat should reach the Dark Eldar home city of Commorragh ." The actual line spoken by the narrator is slightly different.
Fix: Change the line to read "It was her full intent that news should reach the Dark Eldar home city of Commorragh of her victory and their defeat.

* Text line 5300719 (in DXP2_VO.ucs) says "Then go - and see that you do not fail." The actual line spoken by Vect is slightly different.
Fix: Change the line to read "Then go - and see to it that you do not fail."

* The Hellion Squad's tooltip says they are "Good against Infantry." This is inconsistent with all the other unit tooltips in the game.
Fix: Change "Good" to "Effective".

* The Beastmaster does not leave a persistent body like other infantry.
Fix: Under ebps\races\dark_eldar\troops\dark_eldar_infantry\w arp_beast_leader\health_ext, set keep_persistent_body to true.

* The Warp Beast's syncdeathinfo_01 entry is filled in, but it has no corresponding animation.
Fix: Under ebps\races\dark_eldar\troops\dark_eldar_infantry_w arp_beast\syncdeath_ext\syncdeathinfos\syncdeathin fo_01, set synckill_id to type_synckillids\sk_none.lua. Do the same for dark_eldar_infantry_warp_beast_sp_dxp3.

* Vect speaks with Tahril's icon when the Soul Cages are destroyed.
Fix: Under scenarios\sp\stronghold_dark_eldar.nis, in lines 884, 898, 912, 926, and 941, change ACT.Archon to ACT.Vect.

* The Tortured Slave's soul harvesting speech files do not play.
Fix: Create a new event that uses the speech files.

* The Incubi Torture Helms wargear says it decreases the recharge time of Tahril's abilities. It does not.
Fix: Correct the tooltip (line $4000060). * The Dark Eldar Incubus Honor Guard squad can capture points, but have no animation or sound effects for doing so. It appears to be an accidental addition like various Honor Guard boarding Raiders. Fix: Remove the squad_capture_strategic_point_ext from dark_eldar_squad_incubus_hg_dxp3. * Dark Eldar vehicles do not have death explosions, although they all visibly explode. Fix: Give them death explosions. * Archon's morale death penalty is set for a regular unit (40), not a commander (usually 300). Fix: Set his morale death penalty to a commander-appropriate value. * The Haemonculus has no morale death penalty. Fix: Give him a death penalty. * Text line 5300256 (in DXP2_VO.ucs) says "Well, look what escaped from it's cage." Fix: Change "it's" to "its". * Incubi torture helms are all inheriting a 10% accuracy while moving, which is lower than the standard for most weapons. Fix: In weapon\dark_eldar_tormentor_helm and all children of it, set the accuracy_reduction_when_moving to 0.45000 * The Dais of Destructin's Dark Scythe deals damage well before the animation, particularly on the left edge of the sweep. Fix: In the ability dark_eldar_darklance_sweep, under area_effect\sweeping_information, change sweep_duration to 3. * Although the Soulstorm entity's damaging aura has piercing values for buildings, they do not appear in the filter list. Fix: In dark_eldar_soulstorm_aura, under area_effect\area_effect_information\target_filter, add building_low, _medium, and _high to the end of the filter list. * Soul Destruction uses the Torture Amp animation instead of the one created for it. Fix: Under ebps\races\dark_eldar\dark_eldar_leader_haemonculu s\soul_destruction_ext, change action_name to special_ability_3. * Dark Eldar Listening Posts, Plasma Generators, and Thermo Plasma Generators all have only 1 max repairer instead of 3 like the rest of the Dark Eldar structures and vehicles. Fix: In dark_eldar_listening_post, dark_eldar_plasma_generator, dark_eldar_thermo_plasma, under health_ext, set max_repairers to 3. * Honor Guard Hellion Succubi have only 550 HP, the same as a Hellion Squad member. Regular Hellion Succubi have 750 HP. Fix: In ebps/races/dark_eldar/troops/dark_eldar_infantry_hellion_leader_hg_dxp3, change hitpoints from 550 to 750. Sisters of Battle * Relic did not properly implement the fix to grant Celestian Veteran Superiors their health bonus from Blessed Armor, so the bonus is applied to the entire race. Fix: In sisters_health_research, change modifier_10 to health_maximum_modifier, and change the application_type to tp_mod_apply_to_entity_type. * Relic did not properly implement the fix to the Rhino's icon disappearing when 3 are built, breaking the 3 count limit. Fix: In sisters_squad_rhino, under squad_requirement_ext\requirements\require_11, change is_display_requirement to False. * When a unit is attached to the Celestian Squad, its weapons outrange the squad's Meltas and Multi-Meltas, preventing them from getting into range. Fix: Decrease squad_combat_stance_ext\ranged_attackrange to 21 from 35. * After Martyr's Gift is researched the campaign versions of Celestian Veteran Superiors, Imagifers, and Seraphim Veteran Superiors do not provide a Faith bonus on death like the campaign Battle Sister Veteran Superior or other faithful campaign units. Fix: Under the research sisters_martyrs_gift, duplicate modifiers 10, 11, and 12 at 13, 14, and 15 respecitvely, with the duplicates using the targets sisters_veteran_superior_celestian_hg_dxp3, sisters_veteran_superior_seraphim_hg_dxp3, and sisters_celestian_imagifer_hg_dxp3. * Despite being a flamer-type weapon and having angle values, the Immolater's Heavy Flamer uses a circle aoe instead of a pie aoe like all other flamers. Fix: Change the aoe type of sisters_heavy_flamer_immolater_tank to tp_area_effect_pie. * The Commander Veteran/Hero Upgrades say they reduce commander ability recharges. They do not. Fix: Remove the offending line from the tooltips. * Wargear: Reinforced Hull Plating upgrades the health of Lightning Fighters but the tooltip does not list them as one of the upgraded units. Fix: Adding Lightning Fighters to the tooltip entry. * Seraphim Veteran Superiors do not have Zealot Charge like regular Seraphim, although Mistresses get Zealot Charge like their Sisters Repentia. Fix: Duplicate the Seraphim Zealot Charge for the Seraphim Veteran Superior. * Zealot Charge Research makes no mention that Seraphim receive the ability. Fix: Add Seraphim to the description of the research. * Selena Agna's tooltip and unit name do not name her like other commanders, so she is still just "Canoness" Fix: Change the unit name for the unit and squad to "Canoness Selena Agna" * The Exorcist STILL does not have a death explosion like other Sisters of Battle vehicles. The only death explosion has a 0% chance to occur so it never triggers, and the chance to have a death explosion occur is incorrecty set to 1 instead of 0.25. Fix: Set the death explosion chance to 0.25, and the chance for death_explosion_01 to 1. * The Sisters of Battle Immolator and Confessor Honor Guard use pop cap. Fix: Create a new Honor Guard version of the Immolator that does not use support cap. Add the ability abilities\sp_dxp_unit_glow.lua to the Confessor Honor Guard ebps file. Update the research sisters_vehicle_armor_research to also upgrade the health of the Honor Guard Immolator. Replace the costs of Honor Guard in the Sisters of Battle race file with the correct units. Create icons for these new units in art\ui\swf\icons. Replace the Sisters of Battle Honor Guard provided in scenarios\sp\parmenian_steppe.ter and skerries.ter with the correct Honor Guard units. * The Battle Sister Squad's morale restored sounds do not play. There is a typo in the sound file and folder. Fix: Under data\sound\speech\races\sisters\battle_sister, correct the typos in morale_resotred.con and the morale_resotred folder. Make sure to also extract every single _default.rat in the directory structure from the root to this folder (these files do not need to be modified, just extracted). * The description of Act of Faith: Ascension is misspelled. Fix: On line 4350021, change "Assension" to "Ascension". * The Purgatus Mine Field has a square selection highlight, while other mine fields have a circular highlight. Fix: Change the model's Selected UI\Display Type from Rectangle to Circle. * Laud Hailers (all versions) does not have a recharge time, allowing it to be chain-casted from all units all the time. The recharge time was set on the wrong ability. Fix: For all abilities of the form sisters_laud_hailers_fx_[unit_name], set the recharge time to 90. Or, set the recharge time for sisters_laud_hailers_fx to 90 and rebuild the inheritances. * The Ecclesiarchal Servitor has unused death vocals. Fix: Under Motions\die_1\Motion Properties\Events, add sound_vocal_die <0.00> to the list of events. Do the same for Motions\die_2 and Motions\thrown_death. * Selena Agna is referred to as Selina Agna in some of the victory epilogues. Fix: Change the spelling of her name to Selena in lines 5100005, 5100063, 5100121, and 5100136 (in DXP2_VO.ucs). * One of the Missionary's melee attack animations does not show up in-game, as it was not included on the list of random motions. Fix: Under Motions\melee_attacks\Motion Properties\Random Motions, add melee_attack_3 to the list. * The Missionary's syncdeathinfo_02 entry is filled in, but he has no corresponding animation (his syncdeath_2 motion is actually just a copy of syncdeath_3). Fix: Under ebps\races\sisters\troops\sisters_missionary\syncd eath_ext\syncdeathinfos\syncdeathinfo_02, set synckill_id to type_synckillids\sk_none.lua. Do the same for the campaign variants. * Selena Agna's chainsword is missing AP values for vehicle_high and building_high, making it do negligible damage (0.7 DPS) against these armor types. Fix: Assign proper AP values to entry_08 and entry_14 in weapon\sisters_chain_sword_canoness. * The Battle Sister's get up animation is broken due to the get_up_time being too short. Fix: Under sisters\troops\sisters_battle_sister, set special_attac k_physics_ext\change get_up_time to 2.23. Do the same for the campaign versions. * The Sister Repentia's get up animation is broken due to the get_up_time being too short. Fix: Under sisters\troops\sisters_repentia, set special_attack_phy sics_ext\get_up_time to 2.5. Do the same for the mistress and all campaign variants. * Sisters Repentia Squad's eviscerator has no AP value against vehicle_high, so their damage to this armor type is not buffed by Righteous Fervor. Fix: Assign an AP value for entry_08 under weapon\sisters_eviscerator. Do the same for the Mistress's sisters_neural_whip and sisters_neural_whip_twin. * The Living Saint is building in 70 sec, while all other relic units (Necrons exempt) are building in 90 sec. Fix: In ebps/races/sisters/troops/sisters_living_saint, change the time cost seconds from 70 to 90. * Despite being a jumping melee unit, the Living Saint still suffers from movement penalties in cover. Fix: Remove the movement speed cover penalties from the unit sisters_living_saint and the campaign variant. * Seraphim have their ranged_attackrange set too high, which tends to cause the rear squad members to not close into range, especially when the Veteran Superior has her Inferno Pistol (which has 1 more range than the Seraphim's Dual Bolt Pistols). Fix: Reduce the squad_combat_stance_ext\ranged_attackrange to 19 for sisters_squad_seraphim and all campaign variants. * The Lightning Fighter has a death explosion, but both the Marauder Bomber and Barracuda do not, whose races had all other vehicles granted death explosions in SS 1.10. The Land Speeder Tempest and Fighta-Bomma also do not have death explosions. Air units having death explosions is apparently the aberration, not the other way around. Fix: Remove the Lightning Fighter's death explosion. * Honor Guard Penitent Engines have only 4500 HP, but regular Penitent Engines have 5500 HP. Fix: In ebps/races/sisters/troops/penitent_engine_hg_dxp3, change hitpoints from 4500 to 5500. * Honor Guard Exorcists and Rhinos are using support cap. Fix: In sbps/races/sisters/sisters_exorcist_tank_sp_dxp3 and sisters_rhino_sp_dxp3, set support_cap_usage to 0. * Honor Guard Exorcists are using a modified version of Hunter-Killer Missile, which has a recharge time of 0. Fix: In abilities/sisters_hk_missiles_sp_dxp3, change recharge_time from 0 to 180, same as regular Exorcists. * Honor Guard Missionaries and prisoners are using a modified version of AoF: Lay Hands, which sets the squad's health regeneration to 300 instead of 20. It appears an extra '0' was added to the modifier value. Fix: In abilities/sisters_battlefield_medics_hg_dxp3, change modifier_01 value from 300 to 30. * Seraphim Squad's Zealot Charge passive ability has no minimum range or cooldown time, unlike all other units with the ability Fix: In ebps/races/sisters/troops/sisters_seraphim, the campaign variant, and the veteran superior and variant, add new lines that set melee_leap_min_distance to 10 and melee_leap_min_time_separation to 40. * Celestian Bolters have a range of just 21 instead of the standard 25. Standardizing their range is only a problem with the Melta-equipped squad members if their ranged_attackrange is incorrectly set too high. Fix: In weapons/sisters_bolter_celestian, change max_range from 21 to 25. * Psyocculum uses the wrong verb tense. Text line 4350081 (in DXP2.ucs) says "Dramatically increased the damage done by all Battle Sister ranged weapons." Fix: Change "increased" to "increases". * The Battle Sister Squad's tooltip says they are a "Resilient general combat unit strong at range and close combat" and have a "Broad range of weapon upgrades." Both lines are copied from the Space Marine Squad tooltip and are inaccurate. Fix: Change text line 4250074 to "Resilient general combat unit effective at range." and line 4250075 to "Weapon upgrades effective against infantry and at breaking morale." * Although Conflagration has armor piercing for commanders, they are not included in the target filter list, although all other armor types besides air_med are. Fix: In sisters_conflagration, under area_effect\area_effect_information\target_filter, add tp_commander to the armor type list. * The Exorcist does not show any damage dealt in its UI info because of how its damage dealing is implemented. Fix: In sisters_exorcist_missile, set min_damage to 85 and max_damage to 100 (same as the damage ability does). Make sure min_damage_value and armour_piercing are both set to 0. ravenmorpheus 24th May 08, 12:02 AM So what are relic doing for a patch then? Great work. :) Agoniser 24th May 08, 3:02 AM Nice work, DLing now. :) Just a thought - for the Incubi tooltip, maybe you could add "Commander retinue"? (That's what it says for the Seer Council, which is a somewhat similar unit.) Mosh4Life 24th May 08, 4:58 AM Thx VERY much Maktaka =] Patchin the game better than Relic/THQ ever will ;] Cheer mert :jig: Ill download later when I finished typin up me CV :stupido: Mosh4Life =] Ronin-Sage 24th May 08, 6:51 AM Great work. I think this should be stickied and essentially made to be a must-have for anyone modding SS. Maktaka 24th May 08, 9:07 AM Thanks for the fix ravenmorpheus, I'll definitely include that in the next release. Ditto Agoniser, that's a good idea. I knew making the first release sub-1.0 was the right choice. Also, do people want the Dais of Destruction Dark Scythe (of instagib) bug fixed in this mod? This would cut the damage to 20% of its current value, but I think its Support Cap cost would need to be reduced to compensate, probably down to 3. Does this sit well with everyone? I suppose it's not really necessary to be overly concerned with balance in tier 4, that tier is so wildly unbalanced I almost needn't worry (seriously, have you SEEN what an auto-firing-at-range-50 Baneblade does?!). mlai 24th May 08, 9:53 AM Considering that the ILE dev himself said the DOD beam is bugged, I think it's right to fix it, and decrease the vehicle's cap to 3. Remember this bugfix mod also helps Relic determine balance after-fixes (if they care that much). So, since we know beam should definitely be fixed, we should prepare for it. I know you're an uber codemonkey, but I just want to make sure: You're fixing the beam by correcting what's wrong with it (refresh rate, range, sweep speed, no Rekindle), not a max/min damage decrease. Correct? corncobman 24th May 08, 10:39 AM EDIT: oops. Didn't read mlai's post carefully enough. Cold_Crusader 24th May 08, 12:50 PM I agree with fixing the Dark Scythe, but I don't see why you'd need to reduce the support cap usage. Indolence said the refresh rate of the ability was wrong and that Rekindle Rage affecting the Dais was not intentional. The Dais having a support cap usage of 6 was intentional, however, and I think it should stay that way. My :twocents:. Also, there's something wrong with the download (or maybe I just can't get it to work :(). You saved it as a .exe, but it's not an installer, so nothing happens when you open it. Agoniser 24th May 08, 1:02 PM Right-click on the download button and select "save link as". That should work. Cold_Crusader 24th May 08, 1:08 PM Ah. Thanks, Agoniser. Got it working now. Maktaka 24th May 08, 1:19 PM You're fixing the beam by correcting what's wrong with it (refresh rate, range, sweep speed, no Rekindle), not a max/min damage decrease. Correct?I'm just setting the refresh time to be the same as the duration so that it no longer hits 5 times all at the 3.5 s mark, just once. The sweep information is already set up correctly, so it's either being interfered with by the multi-hit thing, or the game engine just can't process it correctly at all and there's no point in poking at it. I'm not currently intending to disable Rekindle Rage for the unit, but that's because I don't know of any posts by the developers that say this should not be the case like there is for the multi-hit. If anyone knows of word from them on this issue, put up the link and I'll definitely disable Rekindle Rage as well. I'm including the Support Cap reduction because without the superpowered Dark Scythe the Dais of Destruction simply isn't worth 6 cap. I don't want to make balance changes as part of this mod, but it would be naive of me to think that bug fixes don't affect balance. Something like this has a huge affect on balance even though it's just a bug fix, so I need to counter for it. Also, there's something wrong with the download (or maybe I just can't get it to work ). You saved it as a .exe, but it's not an installer, so nothing happens when you open it.Damnit, you're right. The host isn't properly sending the download link. I'll reupload it without spaces in the name. Edit: Link fixed. Cold_Crusader 25th May 08, 6:05 AM I'm not currently intending to disable Rekindle Rage for the unit, but that's because I don't know of any posts by the developers that say this should not be the case like there is for the multi-hit. If anyone knows of word from them on this issue, put up the link and I'll definitely disable Rekindle Rage as well. I could have sworn I saw Indolence post something about it on DoWS, but I can't find it since DoWS has one of the worst search engines ever. I'll keep looking though. I'm including the Support Cap reduction because without the superpowered Dark Scythe the Dais of Destruction simply isn't worth 6 cap. I don't want to make balance changes as part of this mod, but it would be naive of me to think that bug fixes don't affect balance. Something like this has a huge affect on balance even though it's just a bug fix, so I need to counter for it. Fair enough. The basis behind my argument was developer's intent. Clearly, Iron Lore wanted to Dais to be worth 6 pop, but it's your mod so I won't press the issue further. Geno 25th May 08, 3:15 PM Thanks a lot for the patch. You are probably aware of these bugs already, but just to check, are you planning on fixing the Wych Squad's combat drugs from being blanked out after rekindle rage is used on them, as well as the Haemonculus' soul destruction ability working only 10% of the time? There is also the issue with the Deceiver attacking the Ethereal and the Necron player's team gaining a MASSIVE hp buff. On another note, is the Dawn of Skirmish mod compatible with this patch? Regardless, thanks a lot for your hard work. Maktaka 25th May 08, 3:41 PM None of those bugs are fixable using mod tools, they're flaws in the game engine, so there's nothing I can do. Also, as the full description says, the Dawn of Skirmish mod is included in the package (and it works just peachy). hellic 25th May 08, 3:50 PM When you set the number of transport slots taken by Termies and Assault Termies to two, you must have messed up their deep-striking mechanism. You can order them to deep-strike (and the red deep-strike sign appears), but don't they listen to you and just stay in the barracks while the sign disappears. So the only way to get the Termies out is to delete your barracks. :( Maktaka 25th May 08, 5:29 PM When you set the number of transport slots taken by Termies and Assault Termies to two, you must have messed up their deep-striking mechanism. You can order them to deep-strike (and the red deep-strike sign appears), but don't they listen to you and just stay in the barracks while the sign disappears. So the only way to get the Termies out is to delete your barracks.Crud, the game engine can't deep strike squads that use multiple slots. So much for the elegant solution. Well, that poses a question then: would you rather have room in the Land Raider for both Terminator squads simultaneously, or would you rather have Grey Knights unable to ride in a Land Raider? I'm leaning towards the former, but if the general opinion disagrees then I'll just remove the fix completely. In the meantime, go to bugfix\data\attrib\sbps\races\space_marines\ and delete the two terminator files in that directory to get them working properly again. This will allow two Terminator squads in a Land Raider. If you would like to once again prevent Grey Knights from riding in a Land Raider and also limit the Land Raider's capacity to 1 squad again, delete bugfix\data\attrib\ebps\races\space_marines\troops\land_raider.rgd Um, wrong thread Ronin-Sage? corncobman 25th May 08, 5:33 PM You just need to change the ebps/game/deepstrike/deep_strike entity to have 2 slots instead of 1. Maktaka 25th May 08, 7:48 PM Huh, I can't believe I've never checked out those files before. You'd think it would have come up at some point. Thanks. Dryden 26th May 08, 3:46 AM so much small problems and fixes and you did all of them... Big respect! Edward Teach 27th May 08, 8:29 AM @Maktaka Any chance you fix the Tau Commander misfit hip ? Here is what i am talking about : http://forums.relicnews.com/showpost.php?p=2926981&postcount=454 corncobman 27th May 08, 9:09 AM That can't be fixed without some modelling program or something like that. erkicman 27th May 08, 11:51 AM I like what you did, and I look forward to release 1.0. So I take it the DE soul powers bug (spectators) and the SoB banner cheat are unfixable bugs? Shame, but I plan on LANing this game anyway, so those bugs are irrelevant. (If anyone's caught SoB cheating, we can just punch him/her in the face right there!) Maktaka 27th May 08, 1:30 PM Sadly no, those aren't fixable by anyone but Relic. On the plus side, I would assume anyone who actually cares enough about the game to use a bugfix mod wouldn't be the sort of jackass to use those exploits. The lack of general online compatibility should also make it more likely you'll be in a situation to provide some immediate karma (although personally I'd aim for a more...sensitive location). Edit: New version with fixed fix for Terminators and Dark Scythe damage fix/cap reduction. I'm still holding back from 1.0 until I go through the fixes to check for any that need applying to campaign units along with a couple fixes that I haven't touched yet due to balance considerations. This new version also contains an uninstaller, although this uninstaller leaves the shortcuts to Soulstorm.exe due to a quirk in how the program works. I'll see if I can get that last bit of the installer polished correctly, but in the meantime just delete the two shortcuts manually if you uninstall the mod. mlai 27th May 08, 2:49 PM Why don't you just extract the DC Tau Commander model and copy/paste into SS folder? That should fix the SS TC's hip problem, in multiplayer. The textures for DC and SS seem 99% same anyways. Maktaka 27th May 08, 4:04 PM Unfortunately, I don't have Dark Crusade reinstalled any more. If someone else does and can send me the relevant extracted files (data\art\ebps\races\tau\troops\commander.whe and commander.whm for the Tau Commander, plus broadside_battlesuit.whe and .whm for that fix), that would be awesome and I can include it 1.0. Otherwise, I'll take care of it some time after the 1.0 release when the more critical stuff is taken care of. corncobman 27th May 08, 4:41 PM @Maktaka - check your PM. erkicman 27th May 08, 4:53 PM I haven't had a chance to try it out yet, but since Harlequin's DoD is no longer bugged here, is the DoW Skirmish AI allowed to use it again? Maktaka 27th May 08, 5:50 PM Excellent, that worked. Thanks again corncobman. And yes, DoD can be reenabled. Just needed to uncomment a couple lines in the harlequin's AI file and it works perfectly (rest in peace you poor sacrificial XV15). I think this warrants a 0.93. Edward Teach 27th May 08, 11:34 PM Maktaka - you are awesome, many thanks for your work - it deserves to be stickied mdcertainty 28th May 08, 12:38 AM Great work on the bugfixes. Much appreciated. Thanks :) mlai 28th May 08, 5:48 AM Your mod should simply be a clickable option in the Skirmish AI Mod install. You should apply the Dark Eldar and SoB graphical-fix skins as well. IIRC, if fixes Mandrake/Archon/Immolator/Penitent Engine graphical errors. Oh hell, apply Hangar-8's SoB-beautification skins as well. Maktaka 28th May 08, 1:09 PM Eh, you've have to get in touch with the DoS team about that. I'd rather get 1.0 finished first anyways, and they're waiting until the hotfix, well, fix before they release their next version. Could you provide links to the fixed skins? Depending on how large they are I might just link to them as a separate download in case people are stuck behind dialup. mlai 28th May 08, 1:29 PM More SS graphical fixes: http://forums.relicnews.com/showpost.php?p=2899334&postcount=1 Hangar-8's Hotter Sisters: http://forums.relicnews.com/showpost.php?p=3022852&postcount=2678 Maktaka 29th May 08, 2:09 AM Cool, thanks. I've sent Tyre a PM to see if he's cool with my including those files. I don't want to include the Sisters of Battle variant skins since those aren't meant to fix any specific flaws with the skins, but are more of a personal preference. I've gone through the list checking for single player variants of fixes to implement. Caught a bunch, and also added a fix for the Crisis Suit Flamer missing angle values bug, which I skipped over before. Does the following sit well with everyone? Fix: Give the flamer angle values. I set the angle to 30 degrees to the right and left, a 60 degree arc like the Tau Commander, but halved piercing against infantry, heavy infantry, and commander armor types and halved morale damage since hitting two targets at the same time should be really easy with such a wide arc. Once I hear back from Tyre, I think this will be 1.0 ready and I'll post a release thread in the general DoW forum. mlai 29th May 08, 6:07 AM A 60 degree arc is really huge for that imba flamer. Try a 40 degree arc instead. Recsant 29th May 08, 11:36 AM Amazing Mod Finally Some Fixes. I'm convincing my friends to get it although i do wish there was some way to fix that holy icon exploit. Still at least the computer doesn't do it. Otherwise great work keep it up. anachoret 29th May 08, 12:24 PM Where can I send money for continued support on this mod? corncobman 29th May 08, 2:04 PM Send it to me. I will ensure it continues smoothly. Honest! Maktaka 29th May 08, 5:23 PM Hey, I never gave you power of attorney! As for the flamer, l'd rather keep the angle consistent with the Tau Commander's Flamer and reduce the damage than reduce the angle. I was also considering a base damage decrease of 66% (morale damage would also be reduced again by this amount), which would mean the Crisis Suit Flamer needs to hit three targets at once to keep the same damage rate against infantry, and 1.5 targets to maintain the damage rate against other target types. My goal on this particular fix is to implement the angle values to be consistent with the other Tau Flamer without changing the balance of the weapon. It will still be a very powerful weapon, this will just change the manner in which it is delivered. Wolfwood 30th May 08, 6:03 PM Awesome mod, makes the game so much better. Excellent work. Maktaka 30th May 08, 11:41 PM Cool, I got the green light from Tyre to include his textures, and combined with the Crisis Suit fix (I stuck with the original fix above, I think the infantry damage nerf balances the addition of angle values, but we'll see if further reductions are necessary after release) and batch of single player unit fixes, I don't think there are any pressing bugs left to deal with, Iron Lore's/Relic's or mine, so this means 1.0 is ready. Thanks again for everyone's help, input, and encouragement in getting this compiled, tested, polished, and finished. I'd still like to find fixes to some of the other bugs, particularly those that can't be countered for with good behavior like the Holy Icon exploit, such as the Deceiver/Ethereal health bug or exchanging the Honor Guard used for Sisters of Battle. If anyone knows of a mod which has successfully modified the game mechanics of the metamap campaign, I'd love to get in touch with them to hopefully resolve the SoB Honor Guard issues. Edit: Just found corncobman's Honor Guard modifying tutorial. I'll get a 1.01 up in a bit with the Sisters of Battle HG fixes. P.S. Looking over the list, I notice that the majority of the fixes on this list are for campaign units, and many of those are from wargear. Really, Soulstorm isn't that buggy, especially compared to Dark Crusade, but the bugs hit the game a lot harder. Edit 2: K, new version is up. If you downloaded the old version of 1.0, MAKE SURE YOU GET THE NEW VERSION OF 1.0 TO ENSURE MULTIPLAYER COMPATIBILITY. I released the first version of 1.0 too soon and didn't properly check for a means of fixing the Sisters of Battle Honor Guard issues. Those are fixed now, but it looks like there were a few people who downloaded the old version of 1.0 before it got fixed. Sorry about that. mdcertainty 1st Jun 08, 12:09 AM Awesome, many thanks. I'm downloading the newest version now :) Slow_Runner 1st Jun 08, 1:22 AM Maktaka, I would recommend changing the version numbers after changes. Otherwise you're gonna run into the "do you have the 1.0 version?" "New 1.0 or old 1.0?" "WTF?" syndrome. If one's intent on fixing the SoB exploit, one could remove the part where its cost scales with every successive Holy Icon and ramp up the cost to compensate. Maktaka 1st Jun 08, 2:35 AM Yeah, the 1.0 thing was a mistake. I released it a bit too soon and without properly checking for and then fixing the SoB Honor Guard issues, but the old link is gone now and there were only 10 downloads of it before I replaced it, most of which were from my own clicks while following the download link to manage the files I've uploaded. I don't want to set a fixed value for the Holy Icon because there's no way to do it without either significantly hurting the Sisters of Battle early game or making their late game too easy, probably both. I'm very intent on not significantly altering game balance in this mod; balance is such a fragile thing and I really don't want to go mucking with it. [ESVN]VV@rp 1st Jun 08, 7:41 AM The Haemonculus still have the texture problem like the mandrake,can u pm Tyre about this,thx :) mdcertainty 1st Jun 08, 8:37 AM Hmm not sure the Haemonculus texture was fixed by Tyre in the first place... was it??? corncobman 1st Jun 08, 10:15 AM I just checked the thread and no it wasn't. Agoniser 1st Jun 08, 10:35 AM What texture problem would this be? I haven't noticed anything wrong with the Haemonculus - though the Crucible of Malediction and Tower of Loathing Dark Lances need fixing. WarpObscura 2nd Jun 08, 4:34 AM I noticed that Honor Guard Broadside Battlesuit, the one at tau_broadside_battlesuit_squad_hg_dxp3, is still using Squad Cap. Is that meant to happen? mdcertainty 2nd Jun 08, 6:41 AM What texture problem would this be? I haven't noticed anything wrong with the Haemonculus Try some different colourshemes while looking at this model (custom ones) and you'll definitely see some problems. Maktaka 2nd Jun 08, 6:46 AM I noticed that Honor Guard Broadside Battlesuit, the one at tau_broadside_battlesuit_squad_hg_dxp3, is still using Squad Cap. Is that meant to happen?No one ever mentioned it before, so it wasn't on the list, which means it was never put into the mod. I've just added it to the nobrainer list, it'll end up in a future version of the mod at some point. Agoniser 2nd Jun 08, 7:31 AM @mdcertainty: Ah, okay. You're talking about the pixel collision on parts of the model right? I haven't seen anything like the Mandrake/Archon issue, which is what [ESVN]VV@rp mentioned. WarpObscura 2nd Jun 08, 8:54 AM @Maktaka: Oh. 'cause I was looking through the stuff in Corsix' while working on my mod and noticed that. Then I checked against the list in here and the .ter files, finding that it was indeed an Honor Guard unit with a Squad Cap usage. Fortunately, none of the other Tau Honor Guard units are bugged up in this way. Yakolev 2nd Jun 08, 12:56 PM I have discovered a bug in the campaign. When I won IG home base whid SM and Tau, I lost all my Honor Guard. And I know that and did only lose a few. I guess this bug occur whid all races when they win IGs Homebase. And I always lost my Kroot Sharper when complited any homebase. Can this bug be fixed? Maktaka 2nd Jun 08, 3:55 PM The Imperial Stronghold yes, the attachable units one no, not unless Relic modifies the game engine to create a new lua command. If you guys find any more bugs in the game, you should post them in the bug list or (if you have a fix for the bug as well) the nobrainer list. c4r2&n0 4th Jun 08, 12:04 PM just noticed a bug: completing the campaign eldar stronghold mission with IG results in game crush. don't know if this happen with other races... anyway good work! Maktaka 4th Jun 08, 12:43 PM Question 1: Did you start a new campaign specifically using this mod? I found during testing that the changes made to the campaign don't update correctly if you just copy the savegames over from the regular game. Question 2: Is this reproduceable? Does it happen every time you complete the map, or was this a one time occurrence? Question 3: If the answer to the above two questions is yes and you still have a savegame from before you started the level, can you send me your profile so I can check it out? c4r2&n0 4th Jun 08, 1:53 PM 1) I started the campaign using version 0.92 (and this is still the version, I'didn't update in the mid of the campaign for fear it would have caused some bugs) 2) Yes, it happened two times in a row (i'll not have posted this otherwise...) 3) I have the savegame just before the final assault of the battle (the previous save in capaign map is two battles before...), how can I send it to u? corncobman 4th Jun 08, 2:56 PM It's a problem with the Skirmish AI. I posted in the Skirmish AI thread about crashing at the end of the Eldar campaign, they are aware that it is a problem. Maktaka 4th Jun 08, 11:40 PM I thought that might be the problem. c4somethingsomething (sorry, your name is really hard to type :p), go into your Soulstorm directory, then find Bugfix\data\ai. Rename this directory to something else and see if that fixes your problem. Revert the directory name to get the DoS AI back if this works and you can complete the level. c4r2&n0 6th Jun 08, 2:15 AM It appears it worked... Thanks and please continue in making this game a better one! Kronoch 11th Jun 08, 1:52 PM Is there something wrong with the uninstall procedure? I just uninstalled the bugfixmod 1.0 and it also removed soulstorm.exe, meaning I had to repair Soulstorm. Could the uninstall procedure be bugged? I'm sure it was after I uninstalled the Bugfixmod. I love the mod, but the game seemed te become a bit laggy, so I uninstalled it just to make sure. When I tried to restart Soulstorm to see if it made any difference, the soulstorm.exe was suddenly missing. The bugfixmod was removed, but seemed to have taken the exe with him. Maktaka 11th Jun 08, 4:02 PM Yeah, it was the uninstaller routine created by the ClickTeam installer program. I have a 0 byte Soulstorm.exe included in the mod to allow me to create the shortcuts for the mod, and the installer is set to never install this file so as not to replace the real Soulstorm.exe. Apparently the installer does not draw the connection between "not installed" and subsequently "don't uninstall". I've uploaded a corrected version of 1.05 as 1.05a (note that this is fully compatible with the old 1.05, and if you don't intend to use the uninstaller, you don't need to download this new 1.05a). Sorry for the complications. As for your slowdown, that's probably the extra AI routines from the Dawn of Skirmish mod. It's an issue the team has had to deal with for a long time, but ultimately you can't get smarter AI without using more processing power. comrade_daelin 16th Jun 08, 10:50 AM is it me or does the flag screenie after a stronghold victory is blank? also, when I finished as Necrons I did not get that little epilogue video, just the credits. Is this a bug in the normal SS or just an issue with the hotfix?? One more thing, I noticed that now the Orks' Mega Amroed Nobz honor guard still uses 2 pop. durruti 16th Jun 08, 1:09 PM its like that with every mod. campaign-related movies don't load. just copy the "movies" folder from "dxp2" and paste that into the "bugfixmod" folder. that should do. Maktaka 16th Jun 08, 2:58 PM One more thing, I noticed that now the Orks' Mega Amroed Nobz honor guard still uses 2 pop.It was never reported, so it was never fixed. It'll be in the next version. comrade_daelin 16th Jun 08, 7:09 PM thanks. I had msot of my honor guard by that time and he was the only guy that took pop when i started a stronghold mission. speaking of which, one time I started a stronghold missin with 15 pop already taken, even though I had only honour guard units. Is this addressed in the official bugs list? the threads way too long to find ChaosCollector 16th Jun 08, 8:21 PM thx for teh awsome patch i am tired of my game shutting off from a stronghold victory ^^ keep up the good work and find and nullify those bugs :D Maktaka 16th Jun 08, 9:43 PM speaking of which, one time I started a stronghold missin with 15 pop already taken, even though I had only honour guard units. Is this addressed in the official bugs list? the threads way too long to findSome Stronghold levels start you with versions of normal units that use pop cap, such as the Dark Eldar and Tau levels. Combined with some Honor Guard taking up pop cap and you could hit 15. WarpObscura 18th Jun 08, 11:51 PM Hey Maktaka, are Cultist Aspiring Champions NOT supposed to benefit from Plasma Pistol and Power Sword/Fist upgrades? 'cause I noticed someone mention it and checked. Yup, they are not affected. Maktaka 19th Jun 08, 12:12 AM No, they're not. WarpObscura 19th Jun 08, 12:57 AM Huh. Ah well. c4r2&n0 27th Jun 08, 5:38 AM * Dark Reaper Exarchs are outranged and far outdamaged by their own squad when Optics is researched. Fix: Allow Dark Reaper Exarchs to get range and damage increases like regular Dark Reapers from the two Optics upgrades. Honor Guard Dark Reaper Exarchs Council doesn't seem to be affected by the fix Maktaka 27th Jun 08, 12:25 PM Most Honor Guard units do not receive any benefits from researches, other than Imperial Guard who surprisingly seem to gain from every one of their Tactica researches. Honor Guard DRs don't need it either, they all have the same range (so one unit of the squad isn't getting outranged when the researches are complete) and their damage is already quite good. corncobman 27th Jun 08, 6:20 PM Very minor tooltip "bug", but thought I might mention it for consistency's sake. Dark Eldar Wych squad tooltip for the build icon doesn't mention that they detect infiltrated units, but the tooltip does for the squad itself when you build it. Fix: add the missing line to the sbps/races/dark_eldar/dark_eldar_squad_wych. sarpadia 28th Jun 08, 2:08 AM thanks a bunch for the effort lavished on this mod! would just like to ask what version of dawn of skirmish AI is in this mod, as i would like to apply some fixes to the said AI mod after installing your mod. fixes consist of submissions for the v3.00 AI version, one of them from a buglist thread and another from a heroes buglist thread at the revora forums. i understand that these are 'fix patches' to the dawn of skirmish mod. will they screw up your bugfix mod? i'd like to be more specific of what i'm talking about, but i can't post URLs? Maktaka 28th Jun 08, 2:38 AM You can't post URLs in your first post on the forums (a block put in place to prevent spambots). Anyways, this mod uses the 3.00 AI (the only version for Soulstorm). I'm guessing your referring to these fixes (http://forums.revora.net/index.php?s=&showtopic=59587&view=findpost&p=599944)? Those should all be fully compatible, I'm using the straight AI files from the mod, with the exception of a modification to the Harlequin's AI to reenable its use of Dance of Death (since that works correctly in this mod). As long as the fixes you apply don't alter that file (and I can't see why they would, there's only two short functions in it), there should be no problems. WarpObscura 11th Jul 08, 4:15 AM Hey Maktaka, I noticed that Stealthsuit Shas'vres get outranged by their own squads' Fusion Blasters. Is this intentional, like with the Cultist AC lacking Plasma Pistol and Power Sword/Fist upgrades, or is it unintentional like with Dark Reaper Exarchs getting outranged? Fix: Create a modifier in Targeting Optics to add the extra range to the Shas'vre Fusion Blaster. Maktaka 12th Jul 08, 8:01 PM Actually, it's Advanced Pulse Rifles (http://wiki.reliccommunity.com/Path_to_Enlightenment#Advanced_Pulse_Rifles) that causes the discrepancy, not Targeting Optics. I'll add this to the bugfix list once I get back to a computer with DoW on it and can get the exact names of the abilities/weapons (vacation). Edit: This is not true, no such bug exists in the game. Also, this isn't the right thread for identifying new bugs with the game. Try the general bugs thread in the main DoW forum or the nobrainer fix list if you've also determined the exact problem and have a fix. This thread is for updates on the mod (I'm still holding off a 1.10 until Relic's 1.10 because I want to avoid duplicate fixes, and there's no driving need for a 1.10 yet), fixing problems with the mod itself, and offers of firstborn children. CpX 13th Jul 08, 7:33 AM A request. In campaign mode, for some reason my Commander hero died at some point, and now lost all his newly gained items stats. Only the look remain. To test it out, Start campaign - Get a gun or weap upgrade and kill your commander in battle, and retrain him, and he will now be standard. Further, when you gain new items, it remembers these effects - But only the new items effect. The old ones remain gone. :( I really liked my commander being uber and all, now he's just for show. I think it's only the weapons stats that leaves. Can you tell me how I can edit to fix this if you choose not to include this in your mod, thanx in advance. Diviator 14th Jul 08, 10:49 AM I hope this is not already posted: The IG General talks with the Commissar's voice. Ups, I mean the Command Squad, even when you have none in. Maktaka 15th Jul 08, 1:50 PM And again (http://forums.relicnews.com/showthread.php?p=3096098#post3096098) (and again (http://forums.relicnews.com/showthread.php?p=3035228#post3035228)), this is NOT the place to post bugs in the regular game. Posting them here reduces whatever small chance they have of being fixed in an official patch to 0. Post them here (http://forums.relicnews.com/showthread.php?t=184081) or, only if you have a fix as well, post them here (http://forums.relicnews.com/showthread.php?t=186392). CpX: Your vague use of "items" leads to two possible interpretations: wargear and in-game wargear researches. Neither would be fixable using mod tools. I have never seen a bug of either sort occur in my games however. Diviator: If the General is the only member of the Command Squad, the Commissar's voice is not used. Either your game files are screwed up or you have a non-English localization and it's using a very poor voice actor. Diviator 16th Jul 08, 1:22 AM Maktaka: My fault I think I changed the mods, I thought the CS would always have the generals voice. Yes, your are right he has his voice when he is alone, but with you have i.e. Him, a Psyker and a Priest your squad will have the commissars voice. As far as I can remember this doesn't happen in the normal Soulstorm version. Oh, and no I have the English version. I also have the German version but not installed on this new OS, it was too ugly ... :P (The sisters have already annoying voice, multiplicate that with 10 and you know how ugly the German voices are ...) Maktaka 17th Jul 08, 1:03 PM Well, I kept waiting for Relic to release the 1.10 hotfix patch so I could remove whatever they fix and release my own 1.10 (I'm quite certain there will still be plenty of reasons to keep this mod going after 1.10), but it looks like Relic's 1.10 isn't coming anytime soon, so I'mma gonna release this now. Updated to 1.10: * "Firraveus" typo fixed * Firaeveus is not a Word Bearer in tooltip * Typo in Eldar voiceover * Honor Guard MANZ costing popcap * Crisis Suit Missile Pods able to attack ground * XV15s targeting infantry over vehicles * Typo in Shaper Ortrazk's tooltip * Immortal's overlarge resurrection radius * Stasis Field tooltip * Deceiver's tooltip * Kabal Fortress tooltip * Wych Squad squad tooltip * Battle Sister morale restored sounds now play * Typo in Ascension research tooltip * Improved\Enhanced\Elite Field Logistics and Mechanical Production Efficiency get hotkeys * Living Saint now performs sync kills Download 1.10 here (http://www.mediafire.com/?utvshmzjn4h) CPK 17th Jul 08, 8:31 PM my question is how come space marines can only have one squad of devastators and chaos can have like 5 havocs squad. I think that the space marine vindicator should also be used for skirmish not just campaign. other wise the campaign is great. Verdius 18th Jul 08, 10:03 AM Some feedback from playing the mod. While it's fantastic in a million ways there seems to be trouble with the Dawn of Skirmish Mod. For example, I'm not sure about others but the Dark Eldar went back to building replications of Cormorragh (spelling?) once again. The extra settings for skirmishes such as Fortification, the option for bigger armies, and Heros mod also don't appear for me. Am I the only one experiencing this problem? fuggles 18th Jul 08, 10:06 AM This includes the dawn of skirmish mod... Verdius 18th Jul 08, 10:10 AM I'm aware of that but like I said, these are problems I'm having for some reason. The control panel is still there and otherwise I do think the AI is working, or else I forgot how to play because it's kicking my ass, but for whatever reason it seems as if the whole mod didn't install? I don't know. Just thought someone might know what's up with my stuff. Maktaka 18th Jul 08, 1:06 PM This just includes the basic Dawn of Skirmish AI mod, none of the extras. The other optional install components from the DoS mod all alter unit balance in some way which makes resolving Soulstorm's bugs a nightmare. Zenny Ark 18th Jul 08, 7:49 PM I didn't even know the Living Saint had sync kills. Thanks a lot for fixing the game, bug by bug. Verdius 18th Jul 08, 11:58 PM Maktaka - Ah ok, thanks for clearing that up for me. Muchly appreciated. mdcertainty 20th Jul 08, 3:22 AM Big thanks for the next Bugfix version, downloading now... I only need to install SS again and play some games :) CpX 31st Jul 08, 4:30 AM Hi, I don't know if this is suppose to be at the skirmish mod site or yours. It seems you only use part of skirmish in your mod. But when playing against DE, they constantly throws some magic that takes a lot of health from your units, and it happens very often. Just wanted to let you know... Maktaka 31st Jul 08, 5:11 AM The AI's use of Dark Eldar Soul Powers and Sisters of Battle Acts of Faith is not resource-limited, which means they do not need to gather souls or build Holy Icons to use those abilities. This is not a flaw in the Dawn of Skirmish mod, it is a flaw in how the AI code calls the use of those abilities (likely intentional to simplify the AI design). The AI is also omniscient (again, a flaw in the game code, not DoS), allowing it to track and directly target anything anywhere. What you're likely seeing is the neverending spam of Rend Soul fired as often as the cooldown will allow, a Dark Eldar Soul Power that nukes a single target. It is normally an expensive ability that requires line of sight, but the cheating of DoW's AI code make it quite brutal. There's really nothing you can do other than get used to replacing your heroes regularly against DE AI. zer0nix 1st Aug 08, 11:10 AM some issues i have issue with: * The Fire Dragon Exarch has a reduced morale death penalty of just 40 instead of 60 like other Exarchs. Fix: Set it's health_ext\morale_death to 60 i think this might be intentional. they're close combat troops, and are likely used to experiencing losses, even if it's the exarch who falls in battle. likewise, i don't expect manz to care -or notice- when one of their own falls in battle. ...actually, in both cases, the change can be beneficial so i don't even know why i'm typing this. * Dark Reaper Exarchs are outranged and far outdamaged by their own squad when Optics is researched. Fix: Allow Dark Reaper Exarchs to get range and damage increases like regular Dark Reapers from the two Optics upgrades. holy crap... i assume total dps remains unchanged, otherwise this sounds like a tremendous buff. * The Harlequin's Shrieker Cannon has 80% accuracy but no FotM penalty. Fix: Give it a FotM penalty of 65%. i think this might have been left unchanged because it looks quite fluffy and cool for a harlequin to be killing things on the move. * The tooltip for Extra Vehicle Armor says it improves the health of all Ork vehicles, but Fighta-Bommas are unaffected. Fix: Either change the entry to list only the vehicles affected or add a modifier to include Fighta-Bommas. which choice was ultimately made? * The Skyray has no fire on the move penalty. Fix: Give tau_skyray_missle_1 and 2 (including misspelled missile) accuracy_reduction_while_moving values of 0.55. i can't help thinking this was intentional; the skyray is always on the move due to the discrepancy between the range of the missile barrage and the normal attack. coupled with a slow refire rate and what *seems* like pretty bad accuracy, i don't think i like this change. furthermore, i think the fluff supports a more accurate tank as each missile has its own guidance intelligence. * The Barracuda's Missile Pods have mismatched refire rates of 2.4 s and 2.6 s. Fix: Set them both to 2.5 s. once again, i think this is intentional; the staggered effect gives the appearance of individual units -such as those missile drones- acting cohesively but independently. * Immortals have a much larger reassembly radius (50) than Necron Warriors or Flayed Ones (20). Fix: Set the health_ext\get_back_up_squad_proximity for necron_immortal to 20. could you please explain what this change looks like in game? * The Tortured Slave's morale is bugged such that it will never un-break once it has been broken. Fix: change the morale values so its maximum morale is higher than its minimum broken value. never noticed this but i actually like this 'bug' as i always need him to move faster :p it's also quite appropriate for an otherwise uninterested party to become -and stay- fearful once he comes under attack; it seems quite fluffy for dark eldar to intentionally send their slaves to get hurt for greater efficiency :p * The Penitent Engine's Flamers have no fire on the move penalty. Fix: Give sisters_heavy_flamer_penitent_engine.rgd and its twin an accuracy_reduction_while_moving value of 0.3 (consistence with other flamers). * The Penitent Engine's Flamers have no fire on the move penalty. Fix: Give sisters_heavy_flamer_penitent_engine.rgd and its twin an accuracy_reduction_while_moving value of 0.3 (consistence with other flamers). NOOOOOOOOOOOOOO... my beautiful dual heavy flamers :cry: @ haemonculus soul destruction None of those bugs are fixable using mod tools, they're flaws in the game engine, so there's nothing I can do. are you sure there's no way to make the casting uninterruptible, like a sync kill? Maktaka 1st Aug 08, 4:18 PM Several of the bugs you listed (ignoring the ones that you would rather stay bugged) are also on Relic's list of bugs to fix in an upcoming patch, including the fix to the DR Exarch. Extra Vehicle Armor's tooltip was corrected. When resolving consistency issues, I go for the choice that has the lowest profile. The assembly radius is how close the squad must be to the fallen squad members for them to revive. Otherwise they fall right back down as soon as the resurrection animation completes. Soul Destruction is a new extension that still has bugs in it, which is why its failing. If the game code is flawed, it doesn't matter what changes are made to the data files, it still won't work. LarkinVB 2nd Aug 08, 5:17 AM The AI's use of Dark Eldar Soul Powers and Sisters of Battle Acts of Faith is not resource-limited, which means they do not need to gather souls or build Holy Icons to use those abilities. This is not a flaw in the Dawn of Skirmish mod, it is a flaw in how the AI code calls the use of those abilities (likely intentional to simplify the AI design). The AI is also omniscient (again, a flaw in the game code, not DoS), allowing it to track and directly target anything anywhere. What you're likely seeing is the neverending spam of Rend Soul fired as often as the cooldown will allow, a Dark Eldar Soul Power that nukes a single target. It is normally an expensive ability that requires line of sight, but the cheating of DoW's AI code make it quite brutal. There's really nothing you can do other than get used to replacing your heroes regularly against DE AI. I think the AI can be improved to not spam these abilities and only target enemies while it has own squads nearby. Not sure though wether there will be a new version of DoS. thudmeizer 2nd Aug 08, 7:41 PM IronLore forgot to disallow the AI from cheating with the soul resource. The DE AI does not follow the Soul resource which is a serious bug left over by the IL coders. As for light-of-sight now being sometimes observed by certain abilities by the AI.. yep.. again a loophole left in by the devs but can be compensated by us scripters. Steel*Faith 7th Aug 08, 9:26 AM Will this fix the bugs while playing any mod? Or is more like a standard mod (like the rest) and you activate it in the game manager and play it? I'm getting crashes ect playing the Fullscale Warzone mod. Maktaka 7th Aug 08, 6:34 PM It does not affect other mods. If Fullscale Warzone is crashing, you'll have to talk to the mod's developers about it. Alkaidia 8th Aug 08, 12:05 PM Whenever I try to download this Kaspersky freaks out because it says there is an adware file in it. Is it supposed to be there? Or might the download site be adding it? Thanks, Alkaidia Maktaka 8th Aug 08, 6:35 PM MediaFire is totally legit and I can guarantee the file is clean, Kaspersky is just being overly paranoid. Ignore it. Maktaka 16th Aug 08, 11:13 AM I got tired of waiting again, so a new version is released. You can blame Agoniser for the dramatically increased filesize, him and his bevy of sound fixes. Updated to 1.20: * Race spotted sounds and under attack sounds fixed, including the enabling of many race-specific sound clips previously unused. * All races now have sorted multi_select_priority to allow for consistent sorting when selecting units of different types. * Daemon Strength and Sorcerer ability sounds now play * Daemon Prince/Bloodthirster button conflict in UI corrected * Eldar AI should no longer cheat and build free Soul Shrines, Aspect Portals, Support Portals, and Webway Assemblies * Attaching a Farseer to a Guardian Squad with Warlock and Mysticism researched now replaces the less useful Embolden first instead of Entanglement * Honor Guard Kasrkin Sergeant now properly affected by Kasrkin Armor * Lightning Arc tooltip corrected * Krootox sound set enabled * Target Acquired and Snare Trap sound sets enabled * Archon's special attacks synced with when damage is dealt * Archon's ground pound special attack now has its own effect instead of just borrowing the Chaos Frag Grenade's * Tortured Slave's get up time synced with animation * Tortured Slave's thrown death animation fixed * Celestian Veteran Superior now benefits from Blessed Armor like other Veteran Superiors * Purgatus Mine Field selection shape fixed * Ecclesiarchal Servitor's, Death-Cult Assassin's, and Missionary's get up times synced with animations * Laud Hailers recharge time fixed Download v1.20 here! fuggles 16th Aug 08, 12:35 PM I'm not sure that the DP/BT thing was unintentional, looking at the SCAR for assassinate, there is no accounting for the BT existing. That aside, this looks great as always - good job! anachoret 16th Aug 08, 10:42 PM new sounds, never before heard? start handing out games-industry salaries to these guys, please! Maktaka 17th Aug 08, 2:14 PM Looks like MediaFire is undergoing a bit of maintenance. Until that's taken care of, get the file from here instead. Edit: MediaFire is up and running again, link removed. 2_X_S 18th Aug 08, 8:34 AM Great work, i noticed two things: The first is that with mod 1.20 it still reads 1.10 on the dow main screen (not a big one so just for the books :)). The second one has to do with the enabled sound files might just be a problem for me and a few others with localised game versions because the fixed voice samples are all in english and not in the local game version. 2x Maktaka 18th Aug 08, 9:11 AM The first is that with mod 1.20 it still reads 1.10 on the dow main screen (not a big one so just for the books ). The second one has to do with the enabled sound files might just be a problem for me and a few others with localised game versions because the fixed voice samples are all in english and not in the local game version.Yeah, I didn't catch that before release. The file is fixed now, but it won't cause any compatibility conflicts if you don't correct it. If it's bothering you, open the Bugfix.module file in your Soulstorm directory using any regular text editor (Notepad, etc) and correct the version number. Sorry about the sounds issue, but all I have is the English version so I can't create a multi-lingual release. If it's bothering you, go into the Soulstorm directory, then navigate to bugfix\data. Delete the sound and soundscripts directories. This will (obviously) eliminate the fixes, but it'll put everything back to one language again. 2_X_S 18th Aug 08, 3:04 PM Thanks for the reply, i thought the sound stuff would be just a referencing problem. didnt see that you actually included the sound files in the mod. i should be able to just replace the sound files with the german ones, given that they are in place. I hope for DoW 2 they just include the english version and the local version so that you have a choice wether to install the one or the other. I wouldnt have a problem with an english version but the german/english mix is disturbing. 2x Slow_Runner 21st Aug 08, 2:36 AM Thanks again for all the effort you've put into this Maktaka (as well as others who've contributed), it's really quite impressive. Also if you need another place to host the mod, Moe might be able to hook you up with some hosting space. zuma 22nd Aug 08, 8:28 AM the SS community is hugely indebted to you. thank you for this, now i'm gonna re-install SS because your patch/mod. someone hire this man (or woman, but im assuming you're a man) Rotlung 1st Sep 08, 4:46 AM I've noticed a very odd bug with the Shakun Coast map. I don't know what caused it but it's the second time I'm encountering it (I never played the map since the first incident until now). Note what my SoB ally does - it tries to build an Inferno Turret on the edge of a cliff that it's not able to reach. In my first time on this map with the mod, some ally (can't remember the race) tried to build a plasma generator there. The replay is not up yet due the site mysteriously lagging when I'm trying to get it up. Until I get it up, perhaps someone could verify it? I'm quite averse to this map now due to perceived inactivity of that ally when the building stays up there stuck. Edit: I've gotten the replay up at http://forums.relicnews.com/showthread.php?p=3168481#post3168481 Maktaka 2nd Sep 08, 2:03 AM It's a flaw in the map combined with DoS's assumption that the map is not flawed. DoS tries to build research buildings and generators near the back of the base and production buildings near the front. If the map doesn't have blocking areas set correctly buildings can be placed in inaccessible locations. Another post in the DoS Revora forums showed a Tau Barracks placed next to a cliff such that units produced would appear on top of the cliff, unable to move anywhere. Rotlung 2nd Sep 08, 4:09 AM Okay, I'm not alone. I'd hope this would be fixed in the next version of DoS. After the... patch is out. Y'know. Diviator 6th Sep 08, 5:50 AM This is not really a bug: - Is it possible to give SoB units a cover symbol when they enter cover? fuggles 6th Sep 08, 7:05 AM Well you could always correct the map and overwrite it. EDIT - a fixed version of this will be in the random objectives 1.5, which is all done and tyraniddy with much better weather and day/night. All that's left is the damnable UCS problem... Rotlung 7th Sep 08, 6:02 AM I recently discovered that Rokclaw Foothills had a similar problem as well. It resulted in my Eldar ally not doing anything but hug an LP with 3 squads of howling banshees while I sought to assassinate the enemies' Archon and Force Commander as Chaos, and came out winner, without my ally's help. My eldar ally was at the bottom right of the game, trying to build a plasma generator there. ruprechtus 25th Sep 08, 5:36 PM Praise the emperor for this bugfix because we'll have to wait till the 40th millenium before we get the official patch... LarkinVB 27th Sep 08, 1:07 AM The 'building in inaccessable location' can't be fixed by the skirmish mod if the map is flawed. fuggles 27th Sep 08, 2:20 AM Nope, but you can overwrite the map in the mod. I put fixed versions of these in the random objectives mod 1.6. justian17 27th Sep 08, 4:01 PM This might seem stupid, but the provided link doesn't seem to work for me. It says "No servers are currently available with the requested data on them." I installed Soulstorm because of Relic's bullshit patch announcement, but they did what was expected of them... so I tried to download version 1.2, and it doesn't seem to work. I tried during different times of the day, and the same message keeps coming up. Does anyone know of an alternate link, or some other way I can get my hands on the 1.2 bugfix mod? Thanks for your help. fuggles 27th Sep 08, 4:20 PM Sounds to me like you tried it when the servers were maxed out. I just tried it now and got it no problems. Give it another go. Maktaka 28th Sep 08, 4:57 AM Hmm, second time that's happened. It looks like Mediafire doesn't distribute larger files across as many servers as it did when the mod was significantly smaller (which I guess is to be expected). The next one may be even bigger depending on how many of the sound and graphical fixes are finally covered in the patch, so for the next release I may need to contact Moe about a bit of server space as Slow_Runner suggested. fuggles 28th Sep 08, 5:11 AM Considered using filefront? nixnet 30th Sep 08, 1:40 AM If you want to have the campaign videos play while using the mod, you will need to copy the DXP2\movies directory to Bugfix\movies. These files will not be deleted if you uninstall the mod, you'll have to delete them manually in that case. In Vista, you can create a "directory junction" aka symlink, so movies don't have to have 2 copies of the same dir. The recipe, using command line (WinKey + R, then type cmd) : mklink /H /J "e:\games\dow ss\Bugfix\Movies" "E:\games\dow ss\DXP2\Movies" where "e:\games\dow ss" is your soulstorm dir ;) It requires the file system to be NTFS. Of course, *nix users know already the benefits of symlinks ;) btw I wonder if SS works with Linux - I use one for my work, and would not recommend it for gaming and daily usage :( Vista has bad reputation, but I could write a full book on annoying Ubuntu bugs, that REALLY cripple the user experience. I'm not really biased in any way, I see holes in both OS' (yeah, I used OS X (Leo) a bit, it's neither great). I think Vista is best compromise of everything, though it does not excel in anything... except gaming. And battery saving on laptops. if it was mentioned earlier, sorry - i didn't dig through 9+ pages of this topic. PS. Thank You, Maktaka, for your time and effort for the community. It really makes a huge difference :) Maktaka 30th Sep 08, 2:02 AM It looks like that feature is in WinXP as well, but isn't implemented very well: delete the junction and you instantly delete the file, bypassing the recycle bin. Still, I'll mention that in the first post for the Vista users in the crowd. corncobman 30th Sep 08, 3:24 AM While searching on the web for "XP Junction", I came across a freeware utility for XP called link magic which has a GUI interface for creating/removing junctions in XP. I haven't used it but it might come in handy for some people. http://www.rekenwonder.com/linkmagic.htm EDIT: There is also a utility called NTFS Link which supposedly enables Windows Explorer to handle junctions correctly. http://elsdoerfer.name/=ntfslink Zenoth 22nd Oct 08, 4:35 PM I just wanted to know if the Bugfix Mod will be updated for compatibility with the official 1.10 patch? I'm asking this simply because this mod fixes many things that aren't still fixed with the official patch, such as sounds-related issues and various texts fixes and other things, just comparing both change logs reveals all of the official patch's "misses". So perhaps just removing the things in the mod that the official patch does and leaving the rest as a "light" version would do it? Any plans on doing so guys? Thanks. Maktaka 25th Oct 08, 3:32 AM Yes, the Bugfix mod will definitely be updated for SS 1.10, it'll just be a few days. My computer got toasted by a power surge the same day as the patch's release (power supply and motherboard make funny smells and don't boot, not fun), and I'm still waiting on the replacement parts to arrive. If I'm really ambitious and the packages arrive promptly, I might get 1.30 out by Wednesday the 29th. If not - and I'd put money on not, since I'm going to enjoy my new comp a bit first :) - then it'll be no later than Saturday. mdcertainty 25th Oct 08, 5:35 AM Sorry to read about your PC trouble Maktaka, but I'm happy you will continue with this "Soulstorm Bugfix mod" and will make it useable with the official Ss patch 1.10. Great news, thanks for your work much appreciated :) Zenoth 25th Oct 08, 8:09 PM Ah, great news indeed, thanks Maktaka :) MaddoxX 28th Oct 08, 10:43 AM Will it include balance changes from the official one? Maktaka 28th Oct 08, 12:13 PM I'm going to be rebuilding the mod from near-scratch to ensure as best I can that all changes from SS 1.10 are incorporated. This means no bugs will be double-fixed by the patch and mod, as well and making sure that the balanced versions of all files are used as the base for any future bug fixes. An update on progress for those anticipating a working patch before they get back into Soulstorm: My computer parts arrived yesterday and the machine is back up and running now. I ended up having to build my own slipstreamed Windows XP install disc with the Service Packs because my original install disc's drivers were too old (it was an original, pre-SP1 install disc, so that's not surprising). I also got my CPU to overheat and shut down a couple times when I didn't take my time while reading the CPU fan's installation directions and didn't get it seated properly (impatience for the lose). Short version: bit more of a bother than I expected, but I'm up and running again after a very boring and unproductive week. First step on the release is going through the old list and patch changelog, verifying the fixes that Relic says it fixed (I do not trust that printed changelog to be accurate, not after how poorly many of the fixes were implemented) and porting the remaining fixes to the new list. Next, add the critical fixes to Relic's new bugs to the list. I may wait to add the new fixes in the new nobrainer list's thread until after 1.30's release unless I spot any really critical ones (I don't recall any, but haven't looked at it closely since I couldn't do anything about it). There's going to be a 1.40 release so they will make it in to a Bugfix release eventually, probably one month from this release or after Relic releases a fix for their broken patch, whichever comes first (smart money's on one month). Third, remove all fixes from the existing testbed that have been fixed or are in the same files as the handful of balance changes. Fourth, reimplement any fixes that had to be removed in the previous step (e.g. reimplement a tooltip fix on a unit that had a get_up_time fix in the patch). Five: update changelog, repackage, and release. Zenoth 28th Oct 08, 3:23 PM Great news, and that's a lot of work, if I could help I certainly would like to. I'm about to test the next Dawn of Skirmish A.I build, but after that I'll have lots of free time to focus on other projects. If you think I could help you with something (outside of coding) then let me know Maktaka. durruti 31st Oct 08, 7:58 AM take a look at sisters_health_research.rgd and tell after how many minutes you stopped shacking your head in disbelief. and then i have 2 proposals for the tau_for_the_greater_good ability which can be combined to be completely waterproof. 1: don't use a single health_maximum_player_modifier, use several health_maximum_modifiers for all tau entity_types in child abilities. 2: give the ability to the coalition centre and add the tau_ethereal_squad as requirement. Maktaka 31st Oct 08, 1:03 PM And it's finally done! Updated to 1.30: * Removed fixes that were fixed by Relic (note, not all fixes in changelog were actually implemented) * Fixed the critical bugs introduced by the patch * Added a whole bunch more that I can't track * Ethereal's For the Greater Good health stacking bug with Deceiver's attacks or Crucible of Malediction fixed. Updated to 1.31: * Fixed a bug making the Coalition Center a T0 building (a leftover from testing the For the Greater Good fix above) * Fix for invisible decaps * Fix to Chaos 3:1 wargear requirement Updated to 1.32: * Removed fixes for Blessed Armor, Restored Monolith, and Photon Grenade * Fixed minimap image for Tranquility's End Updated: 1.33: * Fixed a bug locking Terminators and Assault Terminators in the Chapel-Barracks ONLY FOR USE WITH THE SOULSTORM 1.20 PATCH UNINSTALL OLD VERSIONS OF THE MOD BEFORE INSTALLING 1.33 Uninstalling will not remove your savegames. This is to ensure that modified files for fixes resolved by Relic are not fixed incorrectly due to any conflicts (and you WILL get conflicts if you don't clean up first). Download here! (http://www.mediafire.com/?3fgjztjjjmx) (mirror (http://files.filefront.com/SoulstormBugfixMod133exe/;12220747;/fileinfo.html)) By the way, if you haven't tried fuggle's Random Objectives mod (http://forums.relicnews.com/showthread.php?t=197769) yet, give it a whirl. It's fully compatible with the Bugfix mod and adds a nice batch of variety to the otherwise very... consistent campaign. Cworth 31st Oct 08, 3:48 PM WOOT!!! Downloading now. Zenoth 31st Oct 08, 4:04 PM Oh my God! Thanks Maktaka, right in time for the next DoS A.I build, I'll be sure to merge both like I did for the previous version, for the ultimate off-line experience, no contest. :salute: Rylak 31st Oct 08, 7:45 PM I just downloaded Bugfix 1.30 and installed it on a nice, pristine copy of SS 1.1. Wow. Tremendous work. It revitalized the single player aspect of the game for me. Thanks! I did notice something odd, though. With the mod activated, it seems the Tau Coalition Center becomes a T0 building. It makes for some ... interesting games, to say the least. Maktaka 31st Oct 08, 7:58 PM Oh crap. I left that in?! That was a change made while testing the fix to For the Greater Good. Um... be right back. Edit: 'K, fixed version uploaded to replace 1.30. New version is 1.31, and also includes the fixes for invisible decaps and a fix to Chaos 3:1 wargear requirement. Please get it if you were one of the 42 people who got 1.30 already. Uninstallation is not necessary in that case, but you will still need to uninstall 1.20 or earlier to get 1.31 properly installed. Edit 2: Relic cranked out 1.20 in lightning time, and so I've updated to 1.32 to remove the double fixes. I also added a Tranquility's End minimap fix that arrived via PM not one minute after 1.31 was released. Make sure you uninstall any previous versions, including 1.31 and 1.30, to get 1.32 to properly clean up. MaddoxX 31st Oct 08, 9:46 PM Does this really work together with the AI that thudmeizer created? Rotlung 31st Oct 08, 11:26 PM Found a bug with the mod. The Chapel Barracks is not able to deepstrike terminators (both types). When the order to deepstrike is given, the arrows appear but nothing happens and the terminators are still in the Chapel Barracks. However, when the chapel barrack is destroyed or deleted, the terminators emerge. When the terminators are placed in an orbital relay, they can be deepstruck normally (with drop pods too). In SS 1.2, deepstrike works fine. Horrors and Obliterators deepstrike fine as well. Also, anyway to get the Force Commander to look a little less vanilla? Like using Boreale with the golden shoulder pads or something? He looks quite plain now. (Yep, I know it had something to do with fixing his attack animations) Maktaka 1st Nov 08, 8:39 AM Argh. Too many changes in SS 1.10. 1.33 up now with the fix. Sorry the 1.30 release has been so obnoxious, although 1.32 was necessary for SS 1.20 compatibility, so at least that one's not my fault. I'll see what I can do to make the next one roll out a bit smoother. If anyone knows any good tools for tracking version information on multiple files (you know, better than Wordpad), give me a heads up. I'll talk to Agoniser about pimping out Boreale a bit since he provided the original fix. Rotlung 1st Nov 08, 9:50 AM Thanks a lot for all that, Maktaka. You've made my day! Agoniser 1st Nov 08, 10:27 AM @Maktaka: I think you left out the weapon names on hardpoints 06, 07, and 09, which is why the wargear isn't showing. Setting name_for_this_weapon_choice to Wargear_06, Wargear_07, and Wargear_09 respectively should fix it (original post (http://forums.relicnews.com/showpost.php?p=3152495&postcount=160)). Maktaka 1st Nov 08, 11:11 AM Yep, that was it. Thanks! mdcertainty 1st Nov 08, 1:41 PM Big thanks Maktaka for your work on this bugfixmod it can't be said often enough :). Maybe this might help to compare files, track down changes to previous versions... you can load two files and the program shows differences and highlight them. Not sure if this will help you but maybe it's worth a try: It's called "Compare It!" http://www.grigsoft.com/ It can compare multiple file formats such as C++, doc, xls, me, txt and some others. Zenoth 1st Nov 08, 2:12 PM I just wanted to say that version 1.33 shows up as version 1.32 in the main menu, so just manually editing the ModVersion = 1.32 line to ModVersion = 1.33 in the Bugfix module with notepad will do the trick. RexOmniaLupus 1st Nov 08, 9:43 PM Sorry the 1.30 release has been so obnoxious, although 1.32 was necessary for SS 1.20 compatibility, so at least that one's not my fault. I'll see what I can do to make the next one roll out a bit smoother. If anyone knows any good tools for tracking version information on multiple files (you know, better than Wordpad), give me a heads up. Sounds like you need some version control software to manage revisions, letting you work with the newest version but keeping the old information available. You could check out Subversion (http://subversion.tigris.org/), a free version control option that I have used for some projects of mine. Promythyus 2nd Nov 08, 2:29 AM http://www.assembla.com is a good free SVN repository hoster as well. I can help you set all your files up with it and such, also. Agoniser 2nd Nov 08, 5:33 AM Some more tiny oversights: lines 4450000-3 should have "- " in front of them to bring them in line (ha ha) with other tooltips. Also you forgot to give the Archon his fx - under special_attack_01\area_effect\area_effect_information\area_effect_events, change all of 'em to Dark_Eldar/spec_attack1. Otherwise, excellent work. Keep it up! :awesome: Maktaka 2nd Nov 08, 9:01 AM Thanks again for catching those. The Archon was removed and rebuilt due to Relic's fix of his special attack times, and I missed reimplementing that. As for the tooltips, I plead the fifth. I think I'm actually going to use Excel to track the info I need. Each line is a file to be changed for a single fix (a fix may have multiple files, and so multiple lines). This way if a fix gets removed, I know what files it affected and can sort by filenames to see what other fixes used those files and so know to reimplement them. I've used SVN before, and that sort of tool doesn't provide the file-to-fix relationship tracking I need. Excel may not be perfect for the job, but it will allow me to manage the info I want. MaddoxX 2nd Nov 08, 7:07 PM Do we need 1.20 to be installed for 1.33 to work correctly or do we only need 1.33 alone. Maktaka 2nd Nov 08, 8:48 PM 1.20 the hotfix? Yes. 1.20 the mod, no any version prior to 1.32 must be uninstalled prior to installing 1.33 to avoid complications from double fixing issues. MaddoxX 3rd Nov 08, 4:03 AM Ahhh thanks a lot. I am sincerely saying we don't need relic patch since we have Maktaka one here. :uber: ERISS 3rd Nov 08, 10:56 AM we don't need relic patch since we have Maktaka one That's bad for those using other mods. The mod of Maktaka helps waiting for a good patch, without Maktaka's I'll even didn't play a SS solo game and would have become a very very hangry consumer. Us, and Relic too, can thank Maktaka. I do. :jump: :up: :awesome: :bigwave: tigermuppetcut 5th Nov 08, 6:55 AM Any idea what I'm doing wrong? Thanks for all your hard work modding the patch. I uninstalled the previous fix (1.32 I think) then install this one but on the title screen of SS it still reads DoW mod 1.32 Any suggestions? I uninstalled through the start menu uninstall option (if it matters). Maktaka 5th Nov 08, 5:51 PM Yeah, sorry about that. It IS 1.33, I just didn't get the version number on the main screen updated. It won't cause compatibility issues, so it's not something to worry about. You'll know it's working correctly if your Terminators are able to get out of the Chapel-Barracks (that's the only change from 1.32). danteyeh 10th Nov 08, 6:41 AM I am very interested in the below fix. * All races now have sorted multi_select_priority to allow for consistent sorting when selecting units of different types. I wanna know how to make it. Is it possible to just copy some files to another mod and then have the same fix? Maktaka 10th Nov 08, 3:40 PM That fix requires editing almost every single squad file in the game to correct that value. Unless the other mod does not edit the existing races, you'll have to implement the fixes manually from the Bugfix mod to the other. danteyeh 10th Nov 08, 6:12 PM I see. Thanks for the information. Soultaker 13th Nov 08, 1:47 PM thank you Swanky 13th Nov 08, 3:12 PM Wonderful mod Maktaka. One thing though, I noticed I got some english sound snips when playing SoB which seems to come from the recognition changes you made. So I basically got this game in german, but hearing some english voices here and there. Sounds a little strange. corncobman 13th Nov 08, 4:10 PM The sound fixes are English I think all you have to do is to delete the sound folder inside bugfix->data Soultaker 14th Nov 08, 2:19 PM anyone wanna play this wonderful mod with me on hamachi? just add me on x-fire: soulman01, or send me a pm or whatever. I would just like to play this with someone. SteamRelic 28th Nov 08, 12:29 PM //under special_attack_01\area_effect\area_effect_informat ion\area_effect_events, change all of 'em to Dark_Eldar/spec_attack1.// What is meant by this exactly "change to Dark_Eldar/spec_attack1 " What value is being changed and what was it originally ? "C:\Program Files\THQ\Dawn of War - Soulstorm\Bugfix\Data\ai\AIControlPanel.exe" Seems to work to bring up the aiconfig in this mod "C:\Program Files\THQ\Dawn of War - Soulstorm\Soulstorm.exe" -modname bugfix -dev allows the C:\Program Files\THQ\Dawn of War - Soulstorm\autoexec.lua to work with it's custom commands (waHOO) Maktaka 28th Nov 08, 12:33 PM That's a custom event made by Agoniser to use the pre-existing, but unused, graphical effect that was made for the special attack. It replaces the incorrect Chaos Frag Grenade graphical effect that was used before. mdcertainty 6th Dec 08, 1:56 AM I PM Maktaka about my texture fixes to include in a possible future version of this mod. However the files are small and considered as graphical bugfix. I thought I give a link to the relevant files in this thread too, so all who are interested can use those files now (preview pictures and downloadlocation will be found in the links below). Sisters of Battle flag/texture/fix: http://forums.relicnews.com/showpost.php?p=3273868&postcount=850 Haemonculous texture/fix: http://forums.relicnews.com/showpost.php?p=3275381&postcount=857 :) martyran 14th Dec 08, 6:55 PM I know this is a little rude i was wondering if you had plans to incorporate the latest AI update? Of course I wouldn't ask if i didn't love your mod and play it exclusively Maktaka 14th Dec 08, 7:11 PM Yep, next update will include the 3.10 AI along with the usual batch of new fixes of all kinds (notably, OB instacast through Battlecry is no more, Howling Banshee Exarchs upgrade through Armor researches, Genetic Enhancement does something useful, and the usual buttload of campaign fixes). martyran 15th Dec 08, 4:45 PM Thanks Maktaka Guys like you are the unsung heroes of the community tirelessly working to improve and fix games we love to play Thanks again Maktaka 24th Dec 08, 4:32 AM New release time! Updated to 1.40: * Dawn of Skirmish AI updated to 3.10 (HUGE thanks to the AI team for continuing to improve the mod) * Big batch of various typos fixed from Agoniser * Big batch of Honor Guard, campaign unit/building, max repairer limit, and 0 armor piercing fixes from Wraith_Lord * Orbital Bombardment -> Battlecry instant casting bug fixed * Non-upgrading DPS for Cultists Knives and Guardian Shuriken Catapults vs. inf_hvy_high fixed * Howling Banshee Exarch now upgrades in mass and armor type * Genetic Enhancement will now increase the movement speed of Commissars, Psykers, and Priests when attached to Kasrkin Squads, allowing the squad to finally make use of the upgrade even when a commander is attached. * Let It Burn does health degeneration like all other fire attacks now * Photon Grenades now use their entire damage range (45-55) instead of the min_damage_value (45) * Wailing Terror does min 25 damage against all armor types now * Illusionary Monolith persistence bug finally quashed thanks to Wraith_Lord and corncobman * Useless unit building icons for Illusionary Monolith removed * Soulstorm now uses its building armor piercing values, dealing damage to them * Seraphim Zealot Charge now has a cooldown and min range like all other charge abilities * Conflagration now hurts commanders * Exorcist damage display now has non-zero numbers * Added mdcertainty's fixed textures for the SoB flag and Haemonculus Download v1.40 here! (http://www.mediafire.com/?tgzjvvolmom) (mirror (http://files.filefront.com/SoulstormBugfixMod140exe/;12754732;/fileinfo.html)) mdcertainty 24th Dec 08, 8:16 AM Bugfixlist sounds great! Big thanks for the update, downloading now. :) calamoide 24th Dec 08, 9:02 AM Thanks for the update! Still, I uninstalled 1.33 (which in the title screen was 1.32) and then installed 1.40. But now it says bugfix mod version 1.33! By the way, does this version include extended camera mod? DowAI Mod 3.10 does, but I miss playing the bugfix mod with enhanced AI strategies AND the benefits of extended camera, or even massive battles or heroes mod... Anyway; great work, Maktaka. And Merry Christmas to everybody! mdcertainty 24th Dec 08, 10:31 AM Some minor issues: - Mainscreen shows 1.33 (I second that) besides: - texture fixes not included (mdcertainty) - readme not updated ? Merry Christmass everybody :) Maktaka 24th Dec 08, 4:14 PM I see what happened. Your texture fixes didn't get transferred over to the release platform and packaged up in the installer, along with at least a couple other little fixes that I put in through means outside the Nobrainer list. Download links (and menu version number for once :) ) updated to 1.41. martyran 24th Dec 08, 6:55 PM Thanks Best christmas present i got !! :wave: mdcertainty 25th Dec 08, 1:51 AM That is a very fast update. Thanks again Maktaka ;) Xapati 4th Mar 09, 4:03 AM Thanks for the mod. I've got one question though: is the AI in the campaign using the skirmish AI? And what difficulty is it set to if I play the campaign on hard? Maktaka 4th Mar 09, 4:13 AM Yep, the Skirmish AI mod is used for the campaign for all levels except the strongholds. The AI level is set by the difficulty of the territory and is set to Hard (which is even resource rates with the player) for all but the lowest-valued territories. Make sure you're aware of the Eldar stronghold crash bug with the Skirmish AI and how to get around it while playing the campaign (see readme file or first post). Xapati 4th Mar 09, 8:40 AM Got it, thanks! Hellboyz 4th Mar 09, 3:08 PM Sorry my majesty Maktaka the link do not work. ;O fuggles 4th Mar 09, 3:13 PM Works for me... dreadlord 13th Mar 09, 2:56 AM Great Mod. Is it just me or does a Priest attached to an Ogryn squad run way too fast? I thought that the squads speed limit should slow down the priest, instead he is running far ahead. Maktaka 13th Mar 09, 11:06 AM The Priest's smaller size means he can easily slip between obstructions, including his own squadmates, to end up taking point and beyond during a move command. This is especially noticeable when moving past vehicles, Battlesuits, ubers, buildings, and any other pathing nightmares. dreadlord 14th Mar 09, 9:46 AM Mmmhhh... Have you tried it for your self. Even on open field he runs far ahead of the squad. Alright, I will live with it ;) Anyway this Mod rules and makes soulstorm my favourit game again. durruti 14th Mar 09, 2:32 PM it has always been that way dreadlord, this mod made no changes to ebps of ogryns or priests... i know its a bit late, but ever considered lowering some pathing sizes (in entity_blueprint_ext)? iron lore did indeed lower it for the wraithlord and gave the penitent engine and living saint (all the sisters vehicles to be exact) really small ones. walkers could be lowered by 0.5 x 0.5 (scale_x x scale_z) across the board, it really helps. and while at it imp guards and sisters turrets could be brought in line regarding their size as well... Maktaka 15th Mar 09, 2:31 PM The unit size and pathing changes were balance changes, not bug fixes. They were to implemented to improve infantry/vehicle mixing and infantry mass pathing, so any further changes wouldn't fall within the scope of this mod. Turret footprints are likewise a balance matter (IG turrets were already altered for SS 1.0). Swanky 15th Mar 09, 2:44 PM Thanks for providing the sound file solution... Now that the bugfix mod is assumably done for now, how about some graphical alterations like unit randomisations? Okay, wouldn't fall into the direct range of this mod. ;) As for pathing, some units have serious problems navigating, so it is not as much a balancing issue as it is a bugfix (for your nerves). Also, if every unit was affected, would balance still be much of an issue? mlai 10th Jul 09, 8:03 PM @ Maktaka: This is continued from the General Forum thread... Continuing with my SoB graphical bugs found.... 1. The problem with Repentias' righteous fervor is that the modifier ability_righteous_fervor_event doesn't work. It's 1 of those nonfunctional modifiers. Stick the event on ability_battlecry_event, and the FX plays. You also have to fix the typo error (in Repentias' event manager) in addition. 2. Also, you shouldn't give feral_leap to the Seraphim leader and Repentia mistress. They don't have the animation for it. You should make them both do melee_move instead. Edit: Repentia Mistress uses special_ability_1 instead of feral_leap, just like the Repentia units. 3. Lastly, Laud Hailers are supposed to have fx for both friend and foe, but I'm not seeing any fx anywhere. Maybe it's the same problem as #1... I think ILE didn't realize that just making a new modifier doesn't automatically make it work... I'll have to test. Edit: Yep, same problem as #1. ILE thought that just making a new modifier automatically makes it work, LOL. In event manager, if you stick the laud hailer friend/foe fx on vanilla modifiers that work, the fx will play. Do not simply put it into weapon_hit events. These fx are the type that gets brighter and brighter and never fades away. Andreaz 18th Jul 09, 5:36 AM Maktaka, a new Skirmish AI has been released a few days ago. Are you going to update your mod? Please? mlai 18th Jul 09, 7:55 PM @ Maktaka: NONE of Chaos' flamer weapons leave flame after-effects. This is because chaos_flamer_hit_events modifier is set to multiplication, rather than enable. After setting it to enable, make sure to make max_lifetime to 1 (currently at 0). Leave it at 0 and targets will burn forever. Edit: Set max lifetime to 0.25. 1 is actually too long for Chaos' flame aftereffect. 0.25 will allow the flame to burn for about 2 real-world seconds. And Horrors' demon fire was also coded to leave flamer aftereffects. After you correct the multiply to enable, make sure to make max lifetime 0.25, not 8. 8 is waaaay too long. (Incidentally, I gave Demon Prince's Fear Roar the chaos_flamer_hit_end and chaos_flamer_hit_hvy_end events for impact fx... looks pretty good, lol spontaneous combustion... otherwise hvy_end fx is unused by game.) Mute Orphan 1st Aug 09, 10:06 AM I second the pretty please for the updated AI. My friend and I just began lanning again and this mod has always been the one we use to enhance our gameplay. Right now I have it as a required mod for the latest skirmish AI and it hasn't crashed or anything but I don't really know how i can tell if the bugfix mod is working or not. Would it work just to replace the AI folder in bugfix with the new one? Maktaka 1st Aug 09, 1:49 PM Yep, just delete the bugfix's AI folder and replace with the DoS AI folder to upgrade the AI. A 1.45 (or some such) is coming, I just need to get off my duff and do it. Andreaz 2nd Aug 09, 2:53 PM Thanks Maktaka. ArkhanTheBlack 3rd Aug 09, 12:25 AM You also have to change the mapdb path in the file \Data\ai\mapdb\mapdb.ai MapDB.Path = "Dowai_mod\\Data\\ai\\mapdb\\" Change 'Dowai_mod' to the folder name of the bugfix mod and you're fine. mlai 7th Aug 09, 7:40 PM @ Maktaka: Another bug. In the research for increasing IG command squad size... where the command squad psyker gets a 100 hps bonus... it's set to apply_to_entity. Please change to apply_to_entity_type. corncobman 8th Aug 09, 4:23 AM I looked through the research modifiers and it's the guard_leaders_psyker_command_squad_advance_sp That needs to be fixed. The rest seem to be correct. TheJoe 13th Aug 09, 11:22 AM Fan-dabby-dosey. I love it! Is another mirror needed? I just so happen to have a VPS here on a gigabit line.... Soul Reaver 19th Aug 09, 11:45 PM I was about to start replaying the single-player Soulstorm campaign with the newest version of the bugfix mod, but then two things occurred to me: Firstly, it bothers me that on 'Hard' difficulty, the player gets 100% health, but the AI gets 120%, yet on 'Medium' it's severely slanted to 200% player health and 100% AI. Any way to change Hard difficulty so that the health is just 100% each? Secondly, I know this mod uses the AI from the Skirmish AI mod... but which difficulty setting? Does it depend on the difficulty chosen for the campaign, or does it stick with a certain default one? durruti 20th Aug 09, 6:46 AM in data\attrib\tables\tuning.rgd you change metamap_difficulty_modifiers + player_metamap_difficulty_modifiers best with corsix's mod studio Maktaka 20th Aug 09, 7:45 AM Campaign AI difficulty is typically Hard (as it is with the regular campaign), but "Hard" has a whole new meaning with the DoS mod. Very low-level territories (1 or 2) use Medium. The Campaign difficulty settings have no effect on what AI difficulty is used during levels, just health modifiers. Stronghold levels do not use AI at all, just scripts. Soul Reaver 20th Aug 09, 9:49 PM Huh, how interesting. I used the mod tools and had a look... and it looks (to my somewhat untrained eye) like the modifiers in the Bugfix mod are set to 100% for both player and computer (rather than 100 and 120 like I was sure I'd read it originally was). Maybe one of the patches changed this? And yes, I think I see what you mean with 'Hard' having a new meaning with DoS. Even normal missions are awfully difficult. I'm wondering how I'd go about beating a strength 8-10 region? :P Maktaka 20th Aug 09, 11:39 PM Were you looking at the metamap settings in tuning\metamap_difficulty_modifiers or tables\tuning.rgd? The former was used in DC, the latter in SS. Why it changed, I dunno, as it's the same 3rd party software driving the campaign. Soul Reaver 22nd Aug 09, 4:53 AM Oh, that explains it. I stumbled across the DC one while looking through it with the mod tools, and thought that was it. Yep, Soulstorm enemy HP is set to 120% on Hard difficulty. Nice being able to change it myself now if I feel like it. Thanks everyone! :D The-Big-Noz 28th Aug 09, 11:21 AM Yop Yop i'am french and i have installed your BugFixMod but when i play to the campaign all the voices are always in french? or you said the sound will change from french to english. -How to be sur the mod is well acitve? the mod was well activated. -Then if i don't like the new AI installed with your mod. If i erase the ai directory from the BugFix/data directory, will the ai be returned the original ai, but with all your bug fix? a+ corncobman 28th Aug 09, 11:53 AM Most of the sounds will be in French but only the sounds that have been fixed by the Bugfix mod will be in English. So you will get a mixture of both languages. If the mod is active then you should see Bugfix mod in the top left corner of the main menu screen. I think deleting the AI folder will only affect the AI it won't affect the bugfix aspect of the the mod The-Big-Noz 28th Aug 09, 12:52 PM ok thaks. my last question is : are there a less brutal mean to avoid enhanced IA? a+ corncobman 28th Aug 09, 4:29 PM I don't think so, your options are to either remove the AI or alter the strategies of the AI yourself. Maktaka 28th Aug 09, 4:39 PM The DoS team's AI Config tool is included in the Bugfix mod. Run that and tweak the settings for, say, Hard to match those of Normal. cookie_magic 7th Dec 09, 10:39 PM uh.... any progress with this mod/patch?? pndrev 17th Dec 09, 6:08 AM New player here. I'm debating which mods to install for Soulstorm. - Bugfix 1.41 (this) - DoWPro 3.55 - Skirmish AI Skirmish AI seems to be included in all of them, so that alone probably isn't enough. There seem also some problems when playing the campaign (missing textures?), so I'll go for one of the other two. This Bugfix mod looks good, but DoWPro seems to have additional new models / vehicles. On the other hand it disables the Sororitas, which I'd like to try out. Any preferences, or should I just download all of them and try them out? gerberman 17th Dec 09, 3:17 PM Try mine :) Tons of new stuff, built on the bugfix mod and SoB are alive, well and have new abilities. pndrev 17th Dec 09, 3:33 PM Thanks, I will. Good to see so many people still active and modding / fixign stuff on this game! :) Rotlung 28th Dec 09, 12:43 AM I've noticed that the Sniper research from the Space Marine HQ has no hotkey. Edit: Is the lack of hotkeys for the SoB Squad and Vehicle cap upgrades fixable? corncobman 28th Dec 09, 6:53 AM It is fixable by adding a hotkey to the researches, and changing the keydefaults.lua file. However if you have already played the mod, you would need to add the hotkey to the keydefaults.lua file located in the profiles/bugfix directory. Maktaka 28th Dec 09, 6:16 PM It sounds like the modified keydefaults.lua file from the mod is not being used and you're still getting the old hotkeys. In your profiles/profile1/bugfix directory, delete the keydefaults.lua file if it exists and you'll get the hotkeys as set by the mod. Rotlung 29th Dec 09, 10:40 AM Hmm you're right. I looked through the keydefaults.lua file in the defprofiles folder and figured out what I needed to change (I was trying to change the hotkeys and didn't want to undo everything) to get those 3 hotkeys working. However, I'm unable to find an entry for the hotkey for the researching of the Dark Eldar Haemonculus Stinger ability. Which entry does it use? Thanks! corncobman 29th Dec 09, 11:27 AM The Stinger ability research uses the same hotkey as the Torture amp apparently. runab0ut 14th May 10, 4:01 PM Can I update the bugfix's ai directory with Thud's latest AI mod (3.2) w/o any problems? corncobman 14th May 10, 5:29 PM I'm guessing that since the Bugfix mod doesn't make any real changes to the balance of the game, it would be alright, but that is only a guess and the only sure way to find out if there are any problems with it is to actually do it. corncobman 22nd Dec 11, 6:31 AM OK. Since Maktaka has given me the installer build file, I have updated the Bugfix mod to have fixes for Necron Pariah melee against invulnerable units, Dark Eldar Haemonculus Soul Destruction ability should now work more reliably and Dark Eldar Listening Posts should have textures for the Dark Lance weapons instead of black areas. Also the Eldar stronghold in campaign should no longer crash since I've updated the AI to the 3.2 version. You can download it here (http://www.filefactory.com/file/c0f0281/n/SoulstormBugfixMod1.42.exe) or here (http://flashmirrors.com/files/jjhpitr5apizxis/SoulstormBugfixMod1.42.zip) zer0nix 23rd Dec 11, 7:29 PM thanks for updating the mod! however, would you mind uploading it to moddb or dawnofwar.filefront.com? unfortunately, filefactory just isn't working somehow (i get an 'invalid request' no matter what i enter into the captcha) and flashmirrors is just returning a database error :/ i don't really agree with the necron pariah change but i hope this is a good start to getting the remaining bugs fixed! corncobman 23rd Dec 11, 11:54 PM http://www.gamefront.com/files/21114760/SoulstormBugfixMod1.42.exe Wraith_Lord 2nd Jan 12, 5:11 AM Sorry, I had to recreate my profile in order to post due to the stupid way that RelicForums handles user accounts. Hello again! It's been a while, but I decided to play this game's campaign not too long ago and I remembered the bugfix mod we all worked on. I wanted to update Maktaka's old Bug Fix Mod 1.41 to include the most recent changes for my campaign runs, but then I discovered corncobman's recent work on it. Great job fixing the Pariah and Haemonculus issues man! I know that I can never top you, but I can continue to add to the wonderful work that you've been doing in my spare time. I have implemented all of the last fixes on Maktaka's list into the 1.42 files and e-mailed you the fixed files. These are the ones that were never included in the previous version 1.41. I personally tested all of them myself and they all work, but you can retest them to ensure they are functioning correctly. I hope you will include them in your next version. The fixes are listed on Maktaka's no-brainer fix list, but I've restated them below and elaborated on the details: - Have you ever turned the Necron Lord into the Deciever and noticed that his transformation is almost instant with no animation and only a split-second view of a smaller model of the Deciever with his arms outstretched? Have you ever found this incredibly lame when compared to the Nightbringer transformation? Well I have. * It turns out that the Deciever DOES have a spawn animation that isn't playing correctly because the motion_name is missing and the motion_duration is erroneously set to 0. Fix: In ebps/races/necrons/troops/necron_deciever and necron_deciever_advance_sp (not sure if it's used) under spawn_ext, set oncreate_motion_name to spawn and oncreate_motion_duration to 3.03 (same as the Nightbringer). Do not erase the oncreate_event_name, as it is an unecessary change and does not affect the spawn animation. - Typo fixes for the Eldar buildings, Purge the Weak, and other Chaos upgrades: * Eldar Fire Dragon Aspect Stone Add-on states "- Upgrades this buildings with a Fire Dragon Aspect Stone" and "- Allows the training of Fire Dragons from this buildings" Fix: Change buildings to building in lines$700000 and $700001. * Eldar Nightwing Aspect Stone Add-on states "- Upgrades this buildings with a Nightwing Aspect Stone" Fix: Change buildings to building in line$4550009.

* All Aspiring Champion weapon upgrade tooltips make no mention that Cultist ACs are not affected. Purge the Weak also does not mention that they do not receive the health bonus, only the Fear Aura.
Fix: On lines $95622,$95632, $95642,$670505, after all Aspiring Champions add and Raptor Aspiring Champions (I removed the all because it's redundant grammar), thus excluding Cultist Aspiring Champions from the lists.

- This one is hard to notice the effects taking place in-game, but I did see an improvement in the enemy squad's movement after making the changes.

* The stun effect from Frag Grenades applies to the entire squad, not just the units actually hit by the ability.
Fix: In marines_frag_grenades_2, set the modifier\application_type of modifier_01 to _03 to tp_mod_apply_to_enitity.

- This fix works and it's logical to do it because Horrors are mindless daemons that utter grunts. Note that Obliterators also use the Chaos Space Marine's sound clip when loading transports, but it makes sense because they can speak.

* Horrors use Chaos Marines voice clips when entering the Sacrificial Circle.
Fix: Copy any of the existing Horror voice clip directories (they all use the same 3 sounds) and rename the copy loadtransport. Also copy a loadtransport.con file from any chaos space marine voice clip directory and place it in the horror directory.

Soulstorm isn't as bad as it's been made out to be. It's actually a pretty decent game. It just had problems when it came out due to poor management decisions and a rushed turnout. With the bugfixes and enhanced AI in place, you can forgive the unbalanced gameplay and enjoy something closer to what the game was intended to be. I continue to play it every once in a while because it delivers a different sort of fun that I just can't get from Dawn of War 2. :)

corncobman
2nd Jan 12, 6:21 AM
Thank you for the fixes.

I took the liberty of fixing the Chaos Frag Grenades ability as well since it's identical to the SM one.

I also added the unloadtransport sound directory for the Horrors as well.

Hollow
2nd Jan 12, 6:49 AM
Corncobman, if you want a little fix for the in combat speeches (such as the Grey Knights with their all loud speech), please let me know. I can prepare a sweet pack in less than a minute :P.

corncobman
2nd Jan 12, 7:05 AM
Yeah, go for it.

Gambit
2nd Jan 12, 7:51 AM
Thanks for the additional fixes guys!!!!

corncobman
2nd Jan 12, 11:08 PM
This update incorporates the sound fixes from Hollow. I haven't tested it so if there are any problems with the sound, please let me know.

razmar
9th Feb 12, 11:30 PM
Hi, you seem to know what you are doing so maybe you can help me, i just got a full on win7 gaming pc, loaded up all my dow games ,set them for win compat, everything ok except autopatching not working anymore,i down loaded patches from filefront but they failed as well, is it a win7 problem with xp/vista games ?, any help would be good,
cheers

corncobman
14th Feb 12, 5:40 PM

Kasrkin84
14th Feb 12, 7:05 PM
Is there any chance of Maktaka updating the first post to include the links to version 1.44? Hidden back here on page 5 they're rather inconspicuous.

corncobman
15th Feb 12, 2:41 AM
I think only either he or another moderator has the power to be able to do that. I'm pretty sure he's really busy though.

dropmine
20th Aug 12, 5:31 AM
Ok just to clarify, not only does this (1.44) contains a multitude of bug fixes that relic didn't patch but also contains the dawn of skirmish 3.20?

Respect to both teams for this. It is really good to have AI mod boosted with bugfixes (or other way around :)). It makes returning to soulstorm from time to time well worth it.

Btw, are there any other mods like this worth mentioning/installing, I accidentally found this one and thinking about it now it would be a pity not having it.

Kasrkin84
20th Aug 12, 10:23 AM
I'd also recommend the Footfall Mod (http://forums.relicnews.com/showthread.php?268224-DE-amp-SoB-Terrain-Effects) (which should really be merged with this one IMO). It fixes all the problems with the Sisters of Battle and Dark Eldar not throwing up dust/water/snow etc. when they move across the battlefield.

If you want to run these at the same time, make sure you have Footfall listed above Bugfix in the hierarchy so the effects show up properly on all the units.

If you also own Dark Crusade, then there's a similar (although not as comprehensive and not as essential in any case) bugfix mod available for that game here (http://forums.relicnews.com/showthread.php?144990-DC-1-2-quot-DCBugFixMod-quot-V25-Minor-Fix&highlight=bugfix).

dropmine
20th Aug 12, 11:20 AM
Thanks for the response.

It really should be merged as I can see the conflict is minimal. (tortured slave, missionary and servitor.whe).

I wonder how both of these mods work with DowPro SS (minus the ai in the bug fix mod)...

Thanks for the DC bugfix link I plan to play all the way from the vanilla so I am looking into ways of making that experience better. If you could privide a download link since the ones in the topic are dead.

corncobman
23rd Aug 12, 8:11 AM
I do plan to update the Bugfix mod with the footfall changes soon. I just needed to reinstall Windows and all the fun that that involves.

dropmine
23rd Aug 12, 3:24 PM
That is cool to hear, looking forward to it. Btw do all the bug fixes and footfall fixes (and also skirmish ai mod) affect campaign also?

Kasrkin84
24th Aug 12, 4:48 AM

Long answer: mostly, but the Skirmish AI only works on the regular campaign maps. The stronghold maps are 100% scripted.

Don't forget to transfer the "movies" folder from "DXP2" to whatever modfolder you're running if you want to play the campaign.

fuggles
24th Aug 12, 5:08 AM
I though the AI was just disabled in the SCAR code, which should be fixable?

dropmine
24th Aug 12, 2:17 PM
Cool, nice to know. I have no problem if strongholds don't have working Skirmish AI, as long as regular maps have, it is far better than nothing. Also thank for noting the transfer for movies. I'm currently playing the vanilla DoW campagin so i hope that when I come to Soulstorm the bugfix, foot and ai whould be combined (updated).

I also asked on revora forums and I will ask here if somebody maybe remmbers what where the last versions of skirmish ai for past expansions, i think they where:

WA: AI 1.95
DC: AI 2.60
SS: AI 3.20

But i don't know which version was last for vanilla.

Also the creator (or team leader, or team meber) form DoW pro told me that DoWpro doesn't work for campaign, so for that I will be using Skirmish AI.

Reaper R66
27th Aug 12, 6:29 PM
But i don't know which version was last for vanilla.

From what I can gather, it appears 1.4 was the last version for the original DoW.

Also I wanted to point out a small flaw with some of the stronghold cinematics. The Canoness, Haemonculus and Tau Commander all have talking animations, but they're unused for some reason. The actions are all set up so it seems someone forgot to add them in.

The Haemonculus has the actions: 'sp_talk_anim' and 'sp_walk_talk'.
The Tau Commander has the actions: 'walk_talk' and 'talk'.
The Canoness has the actions: 'talk_idle' and 'talk_walk'.

Edit: Seems the Archon has an unused action called: 'walk_talk'.

Reaper R66
27th Aug 12, 7:26 PM
Okay here's a follow up to my post:

In the 'stronghold_sisters.nis file, replace all instances of 'Anim_PlaySGroupAnim("sg_nis_cannoness", "talk")' with 'Anim_PlaySGroupAnim("sg_nis_cannoness", "sp_talk")' and the Canoness will use talking animations.

Additionally, adding 'Anim_PlaySGroupAnim("sg_nis_cannoness", "default")' to line 1182 will prevent the Canoness from unnecessarily talking whilst the Confessor goes on about the taint in the sector.

In 'stronghold_dark_eldar.nis' change the line 'Anim_PlaySGroupAnim("sg_opening_hemon", "sp_talk")' to 'Anim_PlaySGroupAnim("sg_opening_hemon", "sp_pleasework")'. This causes the Haemonculus to use his talking animation at the beginning of the cutscene.

I don't think the walk_talk animations can be fixed without some OE work as the Archon and Haemonculus run in slow motion when changing their animations.

corncobman
28th Aug 12, 10:26 PM
I should have the update ready this weekend some time.

This will include the footfall changes, and Reaper R66's talky animation fix thing above. If there's anything new in the meantime I will update accordingly.

dropmine
29th Aug 12, 2:01 AM
Btw, why don't you add skirmish AI mod 3.20 fully (extended camera, heroes, fortress, massive battles), and not just the core ai package?

corncobman
29th Aug 12, 8:00 AM
Hmmmm... there's an idea.

Kasrkin84
29th Aug 12, 3:32 PM
Is it even necessary to include the AI mod at all? To be honest I'd rather see it as a "Required Mod" for this one rather than have it included directly, especially since I've never felt it really fell under the "Bugfix" umbrella (especially when you take into account all the other stuff it includes that dropmine mentioned above). I have the AI mod downloaded anyway for other stuff, and it seems like a waste of hard disk space to have it twice.

corncobman
30th Aug 12, 6:16 AM
I don't see the increased hard disk space usage as much of a problem seeing as we're in the age of multi-terrabyte HDD's. If you're so tight on hard disk space that you're worried about a few extra Mb's of usage you've got bigger problems. Also most mods include the AI mod in some form or another so it's moot.