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[ Tabletop Round-Up SS + Skirmish AI 3.0: 1.4 released, Page #55 ]

  1. #2351
    Can you pls tell me how I can make sp maps work in mp and skirmish? What do I have to extract and from where?

  2. #2352
    Member Avatar 720's Avatar
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    That super-top-secret-base over there... the one with the giant statue of me...
    I love this mod! I've played every race (bar necrons and orks, I hate orks!) and they're very well balanced. Just a few things though...

    1) That combination with the 3 whirlwinds and the land speeder doesn't seem to work (I've tried the Typhoon and the Tempest and nothing happens.).

    2) Tau is amazingly over-powered. The range on the broadsides is phenominal, and they don't need to entrench. I was lucky to have 2 bassies that managed to score and earthshaker shot in the middle of their HQ twice in a row (a previous encursion by me destroyed their barracks, kroot nest and vehicle thingy but I was repelled by 3 broadsides and a hammerhead!). But their range, rate of fire and seemingly 1 shot KO on everything you can throw at them makes them a bugger to kill, and artillery is too inaccurate so you end up hitting everywhere except the broadsides and hammerheads.

    3) The multi-melta option on the Typhoon doesn't work...

    4) 2 Grot Bomb strikes from one ork AI!? Yes my army was and base defences were crushed (but luckily my trusty Tornado's shredded the ork army) but I thought they were limited to one strike then a recharge, I had two simultaneous strikes pounding my arse... Is this just a glitch?

    5) What is up with the Eldar Jetbike range? They do no damage and have to get within about a metre of anything to fire...
    Chaos Scores:
    Wins:7/Draws: 2/Losses: 3

    Tau Scores:
    Wins:5/Draws: 1/Losses: 0

  3. #2353
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    KFJ - Couldn't you try playing the mod on easy mode? The AI is pretty compromised at that difficulty.
    If you still can't play the mod well against easy AI, then I could give them a minor resource nerf for the next version. That however, should not be necessary, seeing as an AI player on easy mode gets only 60% of the resources that you should get (or rather the resource rate is 60%).

    The most recent list of new content is HERE.

    Firewarrior1705 - Hokay, it's time to delve into the basics of modding...
    - Firstly, you'll need the official mod tools for Dark crusade, provided by Relic.
    - You'll then need to download Spooky's/Corsix' SGA extractor to open up the DXP2.sga file (in the DXP2 folder) and scout around for the relevant maps.
    - Extract the sga (or whatever the map file is) only. Don't bother with the minimap stuff, and especially don't extract the SCAR file. We don't need fancy scripting for most skirmish maps (apart from the titan one, obviously).
    - Use the mission editor to open & edit the map to whatever is needed.

    Hope that helps.

    Avatar 720 - Meh, 'balanced' is only in tabletop terms. Still, it works!

    Anyhow, my replies to your input:

    1) You'll have to fiddle around with it. It eventually works when you have the tornado land speeder (no other land speeders will work) in the middle of a triangle of whirlwinds, and I mean a triangle, NOT any other formation.
    It's rather glitchy But it was either that, or allowing the land speeder's own guns to have quadrupled ranges (an assault cannon firing at your troops 100 metres away is NOT funny).

    2) Broadsides have almost no weakness in TTRU 1.35.
    As of such, I've now given them melee capabilities so that you can tie them up in close combat. Besides that, they'll have no other real weaknesses in the next version (unless you happen to be Eldar, whom can starcannon-spam the broadsides).

    Tau tanks also aren't wafer-thin like most of them are in DC. You'll need to use dedicated anti-vehicle weaponry to destroy them.
    I'm guessing that you're a space marine player, in which case you can fly a couple of assault marine squads over & melta-bomb the Hammerheads. Railguns generally perform poorly against heavily-armoured infantry compared to other targets, so use that to your advantage. Remember that Hammerheads are capped at 2 (at the moment, but not in the next version) coz they're relic units, and also have a fairly long build time of about 60 seconds (well, it'll be longer in the next version anyhow as all tanks are having a few scaling adjustments).

    3) Doesn't it? Please tell me what happens in detail.

    4) Sounds like a definate glitch. Not only can the warboss only cast it himself, but it also has a long recharge time, which I think is also linked globally. More like what happened was that the warboss targetted it, got distrupted & then re-casted the ability as to not waste it.

    5) Eldar jetbikes have generally got rather naff stats & guns in the tabletop game, & the current models also don't have their shuriken cannon upgrades
    Nevertheless, they're gonna be replaced in the next version. I won't say what with until I've animated them, but the models & textures are complete.
    Leader & (a) modeler/texture artist/animator of the

    Closer-to-codex mod files - To expand your mod.
    Codex Toolbox project - for furthur mod expansion!
    One more thing:

  4. #2354
    Member Avatar 720's Avatar
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    That super-top-secret-base over there... the one with the giant statue of me...
    I'm an all round player (Marines, Chaos and Eldar are my favourites) but I was using IG against the Tau and all I had that could take out the broadsides were my two bassies (that survived two direct hits from the Ethereal air strike) that had lost the option to earthshake when the boradsides took out my HQ from half-way over the other side of the map. I only just managed to build a HQ launch an earthshaker on the boradsides then paste the Tau base.

    And the Typhoon multi-melta upgrade is always greyed out and clicking it does nothing.

    More like what happened was that the warboss targetted it, got distrupted & then re-casted the ability as to not waste it.
    I had nothing that could disrupt him, and the weird thing was that it came out of nowhere, either the warboss was invisible or he has stupidly long cast range cos the closest FoW patch was about the length of two baneblades away from me (put one in front of the other).

  5. #2355
    Still heaven't gotten those files.......

    ............................

    good to hear the jetbikes are finally goung to get the shuriken cannon uppgrade...

    wii they also have melle? or is that role reserved for "SHINING SPEARS" (excellent surprise to have this "rarest of rare units" ingame!!.)

    striking scorpions would do well also

    TAU skimmers should JUMP ... all of them;
    and so should necron destroyers and wraiths
    this way they fulfill their role much better especialy under current damage conditions

    and PLEASE try to squeeze the CRUSADER in there somewhere since it realy is INDISPENSABLE with some tactics plus the Helios is not very usefull ..


    anyway enough suggestions
    try to send me those files soon; I'm really eager to see the next version completed

  6. #2356
    Godmouth
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    Hey, I'm (hopefully) not the only one to ask this I guess, but just how big a chance is it that necrons will get up? In the original game it really looks like 10% or so, since I NEVER get anyone up, and it's just ridicoulus to have one of the most special things about necrons ripped away.

  7. #2357
    Skarsnik
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    The necrons resurrect moderatly,not a big increase but more unit types resurrect (destroyers float back up sometimes).Also if remember correctly the chance of resurrection increase as you go down the tech tree (summoning core)

  8. #2358
    Pooka
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    *ahem*

    HELP!

    I've been reading this forum for about three weeks now, started while I was waiting for Soul Storm to finally arrive and I gotta say, after reading 150+ pages of posts (yes, I did read everything - I think!) I was really looking forward to this mod.

    Finally it downloads tonight, and I think I've followed the instructions for installation perfectly, but it will not run at all. I've had a quick look at the warnings.log file that was generated when it crashed out (it didn't even make it as far as the menu screen - all I got was the skull logo, it said it was loading and then I was dumped back to my desktop) - I noticed something really odd in the bottom of the log file that looks like this -

    18:33:04.87 MOD -- Warning: Failed to open folder 'DXP2\Locale\english\Data'.
    18:33:04.87 MOD -- Warning: Failed to open folder 'DXP2\Data_Shared_Textures\Full'.
    18:33:04.87 MOD -- Warning: Failed to open folder 'DXP2\Data_Sound\Full'.
    18:33:04.87 MOD -- Warning: Failed to open folder 'DXP2\Data_Music'.
    18:33:04.87 MOD -- Warning: Failed to open folder 'DXP2\Data_Whm\High'.
    18:33:04.87 MOD -- Warning: Failed to open folder 'W40k\Locale\english\Data'.
    18:33:04.87 MOD -- Warning: Failed to open folder 'W40k\Data_Shared_Textures\Full'.
    18:33:04.87 MOD -- Warning: Failed to open folder 'W40k\Data_Sound\Full'.
    18:33:04.87 MOD -- Warning: Failed to open folder 'W40k\Data_Whm\High'.

    There was a warning about another file, but I did some fiddling and that warning stopped coming up. I've been and checked the various directories and none of those folders exist. I'm really hoping someone can help me out here!

    As an additional piece of info - I've got DoW, WA, Dc and SS installed, but DC and SS are both in their own folders, and none of it is in the default install locations (I've got my HDD organised so I can find stuff) - have I got the main game installed wrong because all four work fine, but so far neither of the mods I've attempted work the way they should.

    I've really been looking forward to playing this mod and I hope someone out there can tell me what the hell is going on!

    ---Edit---

    Ok, so I'm a techy and not a very smart one. Future note to self; after installing game, check for patches before complaining about how things don't look right!

    ---Edit 2---

    What the?!?!? Note to self; this is damned hard if you're rusty on 40k tactics! My poor lil' eldar force got completely annihilated by marines from very early on. I could barely produce new units fast enough to slow down the 'Ravens, let alone have a modicum of hope of kick some marine ass.

    Definitely need to try that again - and this time I'll make sure I get things right!

    Zany - you have my utmost respect for a truely fantastic mod. Now I gotta go see if I can make it past the first map in the campaign!
    Last edited by Pooka; 12th Mar 08 at 4:09 PM.

  9. #2359
    Godmouth
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    The necrons resurrect moderatly,not a big increase but more unit types resurrect (destroyers float back up sometimes).Also if remember correctly the chance of resurrection increase as you go down the tech tree (summoning core)
    What do you mean by more unit types resurrect? Destroyers do so in tabletop as normal too. Also, it says nothing about longer in the tech tree equals higher chance. The only info on that is that when you have ress orb it goes up.

  10. #2360
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    Sorry I haven't replied for so long. I haven't been using the computer for a while due to 6th form work, education & so-on. I won't be using it tonight either, & maybe not tomorrow

    spartan_x -
    PM me in 2 days if you haven't got the sbps lua files that I wanted you to fix the target priorities for. Sorry I haven't given them to you yet, I've been carried away in replacing the currently shoddy weapon models for the Lobba & Kannon (on various things, including the big gunz battery). That's half-way done now.

    Tau skimmers won't be jumping... Yet. Additionally, when soulstorm arrives, I'll attempt to make skimmers act like aircraft so that the jump ability won't be needed.

    I might add the crusader. If it is added however, then I'll make it require a long and time-consuming research, along with a bunch of other requirements. Crusaders really aren't that great TBH, their only real advantage being that more space marines can be transported (2 squads would work out well in this case), but no terminators would be allowed...

    I'll reply properly to other posts later on. Sorry guys.

  11. #2361
    Skarsnik
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    @godmouth it's been a while and i am currently busy with exams,so I can't check ingame (and i am also busy with ss )

    With more unit types i mean : in vanilla only warriors,wraith,immortals and flayed ones ressurect (correct me if I missed one)
    in ttru the destroyers are added to the mix,just like in tabletop,following the necron rule (I play them in tt)

    A ressurecting necron lord however is a little unbalanced (even if he would have only 1/3 of this life; or 1 wound...)

  12. #2362
    bloodrage_tau
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    I am interested to know weather this mod will be moving to Soulstorm, and when this will happen?

  13. #2363
    Member Avatar 720's Avatar
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    That super-top-secret-base over there... the one with the giant statue of me...
    About the Crusader, maybe you could save yourself the work of making one and ask compiler very nicely if you can borrow his from Inquisition: Daemonhunt?

  14. #2364
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    Okay, now for some real replies:

    Avatar 720 - As I said, the Broadside's weakness in version 1.36 will be melee. Furthurmore, because they're slow, they will not be able to easily escape being tied up either, preventing them from using their railguns.

    As for the multimelta issue, I think I've found your problem.
    The base multimelta file that the LS one was parented to had a requirement for 3 power generators (probably pointless now). This was put in at the time when I thought that multi-meltas were really overpowered.
    Of course, as of 1.36 where proper damage values have been put in to match tabletop, this is less significant.
    I've removed this requirement now. Hopefully this will fix this.

    Thanks for reporting the bug.

    I've also slightly reduced the ranges of all airstrike abilities, with the exception of the Tau one, being less useful & more easily avoidable than the other ones.

    Godmouth - Hi again. In tabletop, Necron warriors have a 50% chance of ressurrecting.
    In TTRU, it's 35% for Warriors, Flayed ones, Wraiths (I think) & Immortals. Destroyers have a 50% ressurection.
    However, relevant researches bump the infantry ressurection chances up to 50% again. Skarsnik is correct on this.

    Pooka - Hello. It's good to see you're positive interest in my mod!

    The 'errors' you've mentioned from the warnings.log file AFAIK are standard to Dawn of War. I don't know why they appear, but you get them in the warnings.log file for ordinary DC etc. I don't know what causes them.

    The mod isn't compatable with soulstorm... Yet.

    You're probably better off using an easier race. Eldar are somewhat hard to use effectively (as usual). You might be better off using an Meq race, or Tau...

    bloodrage_tau - It will, eventually. There's even a chance that I might be able to get things to lock themselves in melee, hence destroying dancing altogether (this is one of my ultimate quests) with the new modifiers in Soilstorm.

    I'll be experimenting with this in the Demo. If it works, then there is promise for this feature to be implemented. I do not want dancing allowed, as it makes melee units almost useless, especially with expensive & slow ones, like assault terminators.

    Spartan_X - Okay, time to get those files to you.

  15. #2365
    Skarsnik
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    I like the idea of locking units in melee,its more realistic and more tt-wise than vanilla dow, you just can't run away from a good bash'ing,now fast cc-units will be really valuable,and fast-charge-ing grey knights and repentia deadly...not to forget the helions,oh sweet poison...

  16. #2366
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    Melee-lock

    It worked!

    I had warp-beasts in the soulstorm demo locked in melee. I applied the 'special modifier' and indeed, whenever they got into combat, I could not make them run away. Conveniently however, they could still use their abilities

    Now if I can successfully apply this thing to virtually all melee weapons ingame, then we will have one hell of a fun situation.

    I will be able to remove the damage reductions applied by the charge modifier (these are not necessary in a tabletop modification if melee units no longer need to charge, seeing as their opponents are fixed in combat).

    So, normally shit melee units like Kroot carnivores will be slightly more useful as cannon fodder, in that you will be able to tie up shooty units. These units will lose control, and thus be forced to attack in close-combat without being able to run away.

    The only downside is that this modifier works on the basis of warp-beasts losing control when they break. I have no idea if this will always lock things into close combat when hit by a melee weapon. If the unit is already running away for example (as in running before they actually engage in melee themselves), then I don't know what will actually happen.

    But it's a step forward!

  17. #2367
    Skarsnik
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    "One small step for for Zany one gaint step for ttru..."
    sweet...now slugga's do what's in their unit description: "they soak up fire wen charging..."
    So,currently you don't know yet what would happen if a unit is fleeing/broken in melee..

    -Maybe,maybe when a unit is broken it would flee to the nearest listening post (or something else;like a commander unit so that these gain importance again) and would "rally" there like in tt.If it would be the commander,maybe limit the amount of unit the commander can rally;So it would be harder to hold a swarm of orks in line than a small bunch of termie's.Makes commisars a must for IG,since the commander can't hold all those squads,some must be unbreakable.

    -another suggestion is when a unit is broken,flees in melee and runs away,so that the victorous unit can "claim" and fataly'ty some members of the fleeing squad,based on the difference in initiative (=chance of sweeping advance ex.howling banshee wins vs necron warrior=>I 5 - I 2=3 NW lose 3 members)Makes it more tt-wise for the slow termie's,since they can't chase units in tt.

    That would prevent,i think, the stupid dancing/chase of broken units and their dancing pursuiters.
    This is when you would follow something like the first suggestion (commander regroup)

    I don't know how far this is possible with the engine.
    Catching breath...thanks for reading the suggestions
    Good luck with the mod!

  18. #2368
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    As for fleeing units, you currently need to have the 'fallback mod' activated (a form of SCAR code) to have things run to the nearest strategic point. I believe that this however over-rides the melee lock system, as the locking system merely prevents a player from using a squad when hit by a melee weapon. Most of the time, that 'lost' squad would be pinned in melee, & hopefully NOT dancing.

    If the morale is broken, then they would run, regardless of whether they are controllable or not. They would just run to safety.

    There's also a 'run' modifier in Soulstorm, believe it or not. The horrorfex grenade ability that the Ravager has uses this, hence why squads automatically flee whenever it is used. However, I don't know where they actually run to, & what constraints there are. This leads me to doubt whether this command would actually be useful for use whenever a squad's morale is broken.

    I cannot however put the sweeping advance things into TTRU. The nearest I can do (as far as I know) is to just make the broken squad take more melee damage, whilst still running.
    Unfortunately, this will usually lead to the broken squad running far enough to recover whilst taking minimal casualties, & then start shooting at their pursuers. This often does not happen in tabletop, as dedicated melee units tend to have an initiative advantage over their shooty opponents. The 'common' retreat situation would usually occur when facing orks, seeing as most Ork units have somewhat low initiative values.
    Necrons however would still suffer as most of their infantry are slow.

    But yeah... Should prevent dancing.

    I think that I'll keep the damage reduction modifiers for whenever a unit is in melee though. It'll represent the thing where locked units cannot be shot at.

    And on second thoughts, I might as well keep the charge modifiers too, seeing as it'd represent individuals in a squad bunching up to get into melee (i.e. - being locked in combat, but not actually engaged). Charge ranges however would need to be slightly shortened, & also be made somewhat proportional to squad size.

  19. #2369
    Skarsnik
    Guest
    Ok thanks for the reply;
    the horrorfex bomb ability commands sounds usefull in this situation.The unit hit will run in random directions,mostly towards the HQ,but sometimes they run away to... they are uncontrolable when running away,there have been units that wouldn't run away.When hit, the unit runs away but isn't broken,so when they stop they can shoot again,needs some fixing.
    Maybe to represent Sweeping advance,a fleeing unit takes one hit for each member of the other squad;

    to balance it a bitt,maybe take the difference in Initiative as a modifier for that hit,makes wraith,banshees and helios more balanced vs. a swarm of ork

    ex.10 ork slugga I2 vs. 10 necron warrors I2 ,ork wins difference is 0;make it 1;so each necron warrior takes one hit of 29;just an example; damage.
    3 wraith I6 wins vs.10 ork slugga I2=> diffenence is 4=>12 hits of 150 damage yieks!!
    This could represent the ability of sweeping advance the enemy unit,as high I makes good sweepers thus in ttru high I could mean more damage.Also a ork slugga unit loaded with flamers could give them a needed edge...
    Last edited by Skarsnik; 16th Mar 08 at 2:48 AM.

  20. #2370
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    I cannot simply just make a squad take hits whenever they break against a certain enemy. There are no conditions for me to control this

    TBH, the best thing I can really do is just to make the broken squad take significantly more melee damage, whilst keeping the modifiers which reduce speed in-place. That way, some fleeing entities in a unit will still get caught up & slayed... Just not the entire squad.

    Oh, & to represent initiative bonuses, I may decide to introduce set-up times for weapons based on initiative, considering that things will be locked in melee. Obviously, for those that do not have fast-hitting weapons, I'll have to give them an additional melee weapon which does allow them to halt their opponent, whilst their real weapons charge-up.

    I have some pictures of the Ork gun updates to post. Unfortunately due to the dull nature of the map I was playing on, their appearances are also compromised (I also didn't bother to apply specular maps either, because I couldn't be asked).

  21. #2371
    Skarsnik
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    I like the idea of the initiative based weapons,makes a powerfist feel more like one.But it will need some balancing tough,a ork slugga with I2 has lower damage than a SM with 4I,maybe increasing melee damage of the ork's.
    But makes fast melee unit harassment more fun.Maybe make that the unit that charges doesn't need to set up there melee weapons,representing the extra attack,or the "warhammer:fantasy battles" strike first in combat,even if using a twohanded weapons (strike last)

    To bad sweeping advance can't be controled...but I understand why not...Nice progress!!!

  22. #2372
    Member Avatar 720's Avatar
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    That super-top-secret-base over there... the one with the giant statue of me...
    1 More thing IG this time. Currently playing campaign with this mod as defensive Chaos (give me time you build stuff so if I get attacked my base is there already made for me) against IG on that small island next to where Chaos starts (yes, first battle fo the game) 5 mins in, I have an IG commander performing IMBA bombardment on me. After a few seconds of OMGWTF! I calm down and re-build, not ten seconds later I have another strike on my arse, and then not even 5 seconds later a 3rd strike, 3 consecutive strikes! I'm out of requisition to build stuff, my army is dead, my forward base has been totalled and my base is being pummelled by the awesome range of the auto-cannon sentinals and a leman russ exterminator.

    I know that there's gunna be a patch soon but do you think you could release a small bombarment patch before the rest? Just fixing the range and strength of the bombardments. I also think that the SM orbital bombardment is pretty under-powered, the range is long but the time it takes to start and fire the next one is amazingly high, and it costs 500 power and requisition, playing against IG with SM (also the first map of campaign) I almost got destroyed by super long ranges and OP bombardments.

    You probably don't know how frustrating it is to have your backside served to you 3 times in a row on the same silver platter on easy setting...

  23. #2373
    yeah, air strikes are the most imba aspect of the game. I think the best way in which this could be corrected is to make them triggerable via a special rule like the one for the range modifier. Players should then decide if they use it or not

    And also to keep things more tt-like, a rule that removes fog of war should also be implemented.

  24. #2374
    Member Avatar 720's Avatar
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    That super-top-secret-base over there... the one with the giant statue of me...
    I lost... two exterminators pummeled my base from extremely long range, support sentinals helped from even longer range, another air strike, I couldn't do anything, I had an ogryn spam and my HQ took more damage than it could repair... on easy setting!

  25. #2375
    In skirmish and mp you can counter this with the range modifier. My XV-88s always pwn those pesky commanders from affar before they can call in the strike. But in sp and when not using the range modifier this is fraking irritating(BSG anyone :P?)

  26. #2376
    Legerdemain
    Guest
    Here's my warnings.log. Be warned: it's long.

    Code:
    21:47:52.67   DARKCRUSADE started at 2008-03-06 21:47
    21:47:52.67   OS NT 5.1, 2048MB Physical Memory
    21:47:52.67   RUN-OPTIONS 
    21:47:52.67   WORKING-DIR C:\Program Files\THQ\Dawn of War - Dark Crusade
    21:47:52.67   USER jay
    21:47:52.67   
    21:47:55.59   MATHBOX -- Version=5, Cpu=AMD Athlon 64:f=15,m=11, Mode=SSE
    21:47:55.59   FILESYSTEM -- filepath failure, path does not exist 'Engine\Locale\english\Data'
    21:47:55.59   GAME -- Warning: Failed to map folder 'Engine\Locale\english\Data'.
    21:47:55.59   GAME -- Warhammer, 1.2, Build 96815
    21:47:55.59   GAME -- Available memory: 2047MB RAM, 3379MB Pagefile
    21:47:55.59   State::State - set socket send buffer to 131072
    21:47:55.59   State::State - set socket receive buffer to 131072
    21:47:55.59   HostState - 128.151.86.83:6112 / 128.151.86.83:6112
    21:47:55.59   Session : Now Host
    21:47:55.59   Session : We are now a Host
    21:47:55.59   PeerState - 128.151.86.83:6112 / 128.151.86.83:6112
    21:47:55.59   PeerState::ConnectCallbackHost - connecting to host at 255.255.255.255:6112
    21:47:55.59   GSTransport::Connect - GT2AddressError
    21:47:55.59   SPOOGE - Driver[Dx9 : Hardware TnL] on adapter[0], version[4,32]
    21:47:55.59   SPDx9 -- Driver Name = nv4_disp.dll  Device = \\.\DISPLAY1  Desc = NVIDIA GeForce 8500 GT
    21:47:55.59   SPDx9 -- Driver Vendor = 0x10DE  Device = 0x0421  SubSys = 0x09401462  Rev = 0x00A1
    21:47:55.59   SPDx9 -- Driver Version  Product = 0x0006  Version = 0x000E  SubVersion = 0x000B  Build = 0x18E7 (6375)
    21:47:55.59   SPDx9 -- Driver GUID = {D7B71E3E-4761-11CF-356F-4B2900C2CB35}
    21:47:55.59   SPOOGE -- 561.00MB available texture memory
    21:47:55.59   SPOOGE -- 561.00MB available texture memory
    21:47:55.59   GAME -- Beginning FE
    21:47:55.79   MOVIE -- Opening movie 'movies:dxp_relic_intro.lua'
    21:48:02.56   MOVIE -- Closing movie 'movies:dxp_relic_intro.lua'
    21:48:02.56   MOVIE -- Opening movie 'movies:nvidia_logo.lua'
    21:48:02.90   MOVIE -- Closing movie 'movies:nvidia_logo.lua'
    21:48:02.90   MOVIE -- Opening movie 'movies:dow_intro.lua'
    21:48:03.15   MOVIE -- Closing movie 'movies:dow_intro.lua'
    21:48:03.15   FE -- Loading front end.
    21:48:03.15   FE -- Cursor hidden.
    21:48:29.03   MOD -- Initializing Mod ttru_mod, 1.3.5
    21:48:29.03   MOD -- Warning: Failed to load archive 'TTRU_mod\Locale\english\W40kDataLoc.sga'
    21:48:29.03   MOD -- Warning: Failed to load archive 'TTRU_mod\Locale\english\W40kDataKeys.sga'
    21:48:29.03   MOD -- Warning: Failed to load archive 'TTRU_mod\W40kData.sga'
    21:48:29.03   MOD -- Warning: Failed to load archive 'TTRU_mod\W40kDataGOTY.sga'
    21:48:29.03   MOD -- Warning: Failed to load archive 'TTRU_mod\W40kData-SharedTextures-Full.sga'
    21:48:29.03   MOD -- Warning: Failed to load archive 'TTRU_mod\Locale\english\W40kData-Sound-Speech.sga'
    21:48:29.03   MOD -- Warning: Failed to load archive 'TTRU_mod\W40kData-Sound-Full.sga'
    21:48:29.03   MOD -- Warning: Failed to load archive 'TTRU_mod\W40kData-Whm-High.sga'
    21:48:29.03   MOD -- Warning: Failed to load archive 'W40k\W40kDataGOTY.sga'
    21:48:29.03   MOD -- Warning: Failed to open folder 'TTRU_mod\Locale\english\Data'.
    21:48:29.03   MOD -- Warning: Failed to open folder 'TTRU_mod\Data_Shared_Textures\Full'.
    21:48:29.03   MOD -- Warning: Failed to open folder 'TTRU_mod\Data_Sound\Full'.
    21:48:29.03   MOD -- Warning: Failed to open folder 'TTRU_mod\Data_Whm\High'.
    21:48:29.03   MOD -- Warning: Failed to open folder 'DXP2\Locale\english\Data'.
    21:48:29.03   MOD -- Warning: Failed to open folder 'DXP2\Data_Shared_Textures\Full'.
    21:48:29.03   MOD -- Warning: Failed to open folder 'DXP2\Data_Sound\Full'.
    21:48:29.03   MOD -- Warning: Failed to open folder 'DXP2\Data_Music'.
    21:48:29.03   MOD -- Warning: Failed to open folder 'DXP2\Data_Whm\High'.
    21:48:29.03   MOD -- Warning: Failed to open folder 'W40k\Locale\english\Data'.
    21:48:29.03   MOD -- Warning: Failed to open folder 'W40k\Data_Shared_Textures\Full'.
    21:48:29.03   MOD -- Warning: Failed to open folder 'W40k\Data_Sound\Full'.
    21:48:29.03   MOD -- Warning: Failed to open folder 'W40k\Data_Whm\High'.
    21:48:29.03   LOCALIZER -- Requested string ID '15015051' does not exist!
    21:48:34.46   GAME -- Using player profile Fishbreath
    21:48:40.78   Lobby - LIE_ListPlayers received
    21:48:40.78   Lobby - LOE_LobbySystemConnectionResult received
    21:48:40.78   Lobby - in lobby handler restarting session on think
    21:48:40.78   GAME -- Creating session
    21:48:40.78   Lobby - LIE_Initialise received
    21:48:40.78   Lobby - LIE_ListGames received
    21:48:40.78   GAME -- Closing session
    21:48:40.78   GAME -- Creating session
    21:49:06.01   Lobby - LIE_JoinGame received
    21:49:06.01   Lobby - Joining game Reaver
    21:49:06.01   PeerState - 128.151.86.83:6112 / 128.151.86.83:6112
    21:49:06.01   PeerState::ConnectCallbackHost - connecting to host at 128.151.86.160:6112
    21:49:06.03   PeerState::ProcessConnected - result 0, message length 57
    21:49:06.03   PeerState::ProcessConnected - connected to the host
    21:49:06.03   PeerState::HandleSessionDetailsEvent - received details for the session, 1 peers to connect to (including host)
    21:49:06.03   PeerState - connection complete, connected to 1 peers including the host
    21:49:06.03   PeerState::HandlePeerInSessionEvent - we have successfully joined the session
    21:49:06.03   Session : We are now a Peer
    21:49:06.03   Lobby - Join success f340c431
    21:49:06.03   Lobby - LOE_JoinHostResult received
    21:49:06.32   Lobby -- Net WELCOME received
    21:49:06.32   Lobby -- Setting up game with scenario 6P_DREAD_ALLEY (valid)
    21:49:06.32   Lobby - LOE_GameUpdate received
    21:49:06.32   Lobby - LIE_PlayerUpdate received
    21:49:06.32   Lobby - Sending a request to the host for a player update message (1 - f340c431 - Fishbreath
    21:49:06.32   Lobby - LIE_ListPlayers received
    21:49:06.32   Lobby - LIE_ListPlayers received
    21:49:06.32   Lobby - LIE_StopListGames received
    21:49:06.32   Lobby - LIE_OnGameUpdate received
    21:49:06.32   Lobby - LIE_OnPlayerUpdate received
    21:49:06.32   Lobby - LOE_MapStatus received
    21:49:06.43   Lobby -- Net UPDATE PLAYER information for player (1 - f340c431 - Fishbreath) received
    21:49:06.43   Lobby - LIE_OnPlayerUpdate received
    21:49:08.73   Lobby -- Net UPDATE PLAYER information for player (3 - be2520a9 - ) received
    21:49:08.73   Lobby - LIE_OnPlayerUpdate received
    21:49:10.39   Lobby -- Net UPDATE PLAYER information for player (3 - be2520a9 - ) received
    21:49:10.39   Lobby - LIE_OnPlayerUpdate received
    21:49:11.53   Lobby - LIE_PlayerUpdate received
    21:49:11.53   Lobby - Sending a request to the host for a player update message (1 - f340c431 - Fishbreath
    21:49:11.65   Lobby -- Net UPDATE PLAYER information for player (1 - f340c431 - Fishbreath) received
    21:49:11.65   Lobby - LIE_OnPlayerUpdate received
    21:49:11.65   Lobby -- Net UPDATE PLAYER information for player (4 - be2520a9 - ) received
    21:49:11.65   Lobby - LIE_OnPlayerUpdate received
    21:49:19.82   Lobby - LIE_PlayerUpdate received
    21:49:19.82   Lobby - Sending a request to the host for a player update message (1 - f340c431 - Fishbreath
    21:49:19.96   Lobby -- Net UPDATE PLAYER information for player (1 - f340c431 - Fishbreath) received
    21:49:19.96   Lobby - LIE_OnPlayerUpdate received
    21:49:21.79   Lobby - LIE_PlayerUpdate received
    21:49:21.79   Lobby - Sending a request to the host for a player update message (1 - f340c431 - Fishbreath
    21:49:21.90   Lobby -- Net UPDATE PLAYER information for player (1 - f340c431 - Fishbreath) received
    21:49:21.90   Lobby - LIE_OnPlayerUpdate received
    21:49:22.53   Lobby -- Net UPDATE PLAYER information for player (3 - be2520a9 - ) received
    21:49:22.53   Lobby - LIE_OnPlayerUpdate received
    21:49:24.31   Lobby -- Net UPDATE PLAYER information for player (4 - be2520a9 - ) received
    21:49:24.31   Lobby - LIE_OnPlayerUpdate received
    21:49:25.98   Lobby -- Net UPDATE PLAYER information for player (5 - be2520a9 - ) received
    21:49:25.98   Lobby - LIE_OnPlayerUpdate received
    21:49:28.53   Lobby -- Net UPDATE PLAYER information for player (5 - be2520a9 - ) received
    21:49:28.53   Lobby - LIE_OnPlayerUpdate received
    21:49:30.31   Lobby -- Net UPDATE PLAYER information for player (4 - be2520a9 - ) received
    21:49:30.31   Lobby - LIE_OnPlayerUpdate received
    21:49:47.60   Lobby -- Net UPDATE PLAYER information for player (0 - be2520a9 - Reaver) received
    21:49:47.60   Lobby - LIE_OnPlayerUpdate received
    21:49:51.45   Lobby -- Net UPDATE PLAYER information for player (0 - be2520a9 - Reaver) received
    21:49:51.45   Lobby - LIE_OnPlayerUpdate received
    21:49:55.26   Lobby -- Net UPDATE PLAYER information for player (3 - be2520a9 - ) received
    21:49:55.26   Lobby - LIE_OnPlayerUpdate received
    21:49:58.57   Lobby -- Net UPDATE PLAYER information for player (4 - be2520a9 - ) received
    21:49:58.57   Lobby - LIE_OnPlayerUpdate received
    21:49:59.98   Lobby -- Net UPDATE PLAYER information for player (5 - be2520a9 - ) received
    21:49:59.98   Lobby - LIE_OnPlayerUpdate received
    21:50:02.65   Lobby -- Net UPDATE PLAYER information for player (4 - be2520a9 - ) received
    21:50:02.65   Lobby - LIE_OnPlayerUpdate received
    21:50:04.32   Lobby -- Net UPDATE PLAYER information for player (3 - be2520a9 - ) received
    21:50:04.32   Lobby - LIE_OnPlayerUpdate received
    21:50:06.75   Lobby -- Net UPDATE PLAYER information for player (3 - be2520a9 - ) received
    21:50:06.75   Lobby - LIE_OnPlayerUpdate received
    21:50:46.46   Lobby - LIE_PlayerUpdate received
    21:50:46.46   Lobby - Sending a request to the host for a player update message (1 - f340c431 - Fishbreath
    21:50:46.48   Lobby -- Net UPDATE PLAYER information for player (1 - f340c431 - Fishbreath) received
    21:50:46.48   Lobby - LIE_OnPlayerUpdate received
    21:52:33.09   PeerState::HandleBeginNATNegotiation - cookie 991111293
    21:52:33.09   PeerState::ProcessConnectAttempt - accepting the connection with (Shen)
    21:52:33.10   PeerState::HandlePeerInSessionEvent - (Shen) has joined the session and we have a connection to them
    21:52:33.12   Lobby -- Net UPDATE PLAYER information for player (2 - e181befa - Shen) received
    21:52:33.12   Lobby - LIE_OnPlayerUpdate received
    21:52:33.37   Lobby -- Net UPDATE PLAYER information for player (2 - e181befa - Shen) received
    21:52:33.37   Lobby - LIE_OnPlayerUpdate received
    21:52:38.73   Lobby -- Net UPDATE PLAYER information for player (2 - e181befa - Shen) received
    21:52:38.73   Lobby - LIE_OnPlayerUpdate received
    21:52:40.51   Lobby -- Net UPDATE PLAYER information for player (2 - e181befa - Shen) received
    21:52:40.51   Lobby - LIE_OnPlayerUpdate received
    21:52:46.89   Lobby -- Net UPDATE PLAYER information for player (3 - be2520a9 - ) received
    21:52:46.90   Lobby - LIE_OnPlayerUpdate received
    21:52:46.90   Lobby -- Net UPDATE PLAYER information for player (4 - be2520a9 - ) received
    21:52:46.90   Lobby - LIE_OnPlayerUpdate received
    21:52:46.90   Lobby -- Net UPDATE PLAYER information for player (5 - be2520a9 - ) received
    21:52:46.90   Lobby - LIE_OnPlayerUpdate received
    21:52:46.90   Lobby -- Net UPDATE PLAYER information for player (0 - be2520a9 - Reaver) received
    21:52:46.90   Lobby - LIE_OnPlayerUpdate received
    21:52:55.89   Lobby -- Net GAMESTARTING received
    21:52:55.89   Lobby - LIE_GameStarting received
    21:52:55.89   Lobby - LOE_GameStarting received
    21:52:55.89   Lobby - loading badge 'guard_race/CADIAN101' for player (1)
    21:52:55.89   Lobby - loading banner 'guard_race/CADIAN412' for player (1)
    21:52:55.89   Lobby - Sending badge for player (1)
    21:52:57.21   Lobby - Badge received from net player e181befa for 2, 4 left
    21:52:58.56   Lobby - Badge received from net player be2520a9 for 0, 3 left
    21:53:00.34   Lobby - Badge received from net player be2520a9 for 3, 2 left
    21:53:01.87   Lobby - Badge received from net player be2520a9 for 4, 1 left
    21:53:03.28   Lobby - Badge received from net player be2520a9 for 5, 0 left
    21:53:03.28   Lobby -- Local player sending ready to start
    21:53:03.42   Lobby -- Net GAME START received
    21:53:03.42   Lobby - LOE_GameStart received
    21:53:03.42   Skirmish - loading badge 'guard_race/CADIAN101' for player (1)
    21:53:03.42   Skirmish - loading banner 'guard_race/CADIAN412' for player (1)
    21:53:04.21   APP -- Game Start
    21:53:04.21   GAME -- Ending FE
    21:53:04.21   GAME -- Shutdown play
    21:53:04.21   GAME -- Beginning multi-player mission '6P_DREAD_ALLEY' (3 Humans, 3 Computers, 0 Observers)
    21:53:04.21   GFx -- loading file DATA:ART\UI\SWF\LOADINGSCREEN.gfx
    21:53:04.21   GFx -- loading file DATA:ART\UI\SWF\LOADINGSCREEN.gfx
    21:53:04.21   GFx -- loading file DATA:ART\UI\SWF\FontBody.gfx
    21:53:04.21   GAME -- Recording game
    21:53:04.21   GAME -- Initializing sync checking...
    21:53:04.25   GAME -- Initializing FX Manager...
    21:53:04.25   GAME -- Initializing Rendering Systems...
    21:53:04.26   GAME -- Initializing NISLets...
    21:53:04.32   GAME -- Initializing World Blueprints...
    21:53:04.32   GAME -- Initializing Scene Graph...
    21:53:04.32   GAME -- Initializing MOD systems...
    21:53:08.73   GAME -- Initializing Session...
    21:53:08.75   GAME -- Initializing Players...
    21:53:08.76   GAME -- Initializing SCAR (Pre-Sim) systems...
    21:53:10.62   MOD -- Loading Win Condition(DATA:Scar/WinConditions/CONTROLAREA.SCAR)
    21:53:10.62   MOD -- Loading Win Condition(DATA:Scar/WinConditions/AIHighSpeed.scar)
    21:53:10.62   MOD -- Loading Win Condition(DATA:Scar/WinConditions/GAMETIMER.SCAR)
    21:53:10.62   MOD -- Loading Win Condition(DATA:Scar/WinConditions/destroyhq.scar)
    21:53:10.62   MOD -- Loading Win Condition(DATA:Scar/WinConditions/Heroes.scar)
    21:53:10.62   MOD -- Loading Win Condition(DATA:Scar/WinConditions/STRATEGICOBJECTIVE.SCAR)
    21:53:10.62   GAME -- Initializing Team Colour Systems...
    21:53:30.57   GAME -- Preloading all models...
    21:53:30.57   RENDER ANIM -- Art/EBPs/: Unable to open file!
    21:53:53.75   GAME -- Applying Team Colours...
    21:53:54.59   GAME -- Initializing UI...
    21:53:54.59   GAME -- Initializing LUA...
    21:53:54.60   GAME -- Initializing SCAR (Post SIM)...
    21:54:29.78   GAME -- Precaching Events...
    21:54:29.79   GAME -- Initializing Sim-Vis Handlers...
    21:54:30.14   GAME -- Initializing music...
    21:54:31.65   GAME -- Initializing AI...
    21:54:31.65   GAME -- Initializing SCAR...
    21:54:31.84   GAME -- Preparing Sim-Vis...
    21:54:31.84   SIM -- Setting SyncErrorChecking level to Low
    21:54:31.84   GAME -- Local player (Fishbreath, f340c431) finished loading (79668c0a) (88 seconds)
    21:54:31.84   GAME -- Loading, still waiting on be2520a9
    21:54:31.84   GAME -- Loading, still waiting on e181befa
    21:54:37.95   GAME -- Remote peer (Shen, e181befa) finished loading (79668c0a)
    21:54:37.95   GAME -- Loading, still waiting on be2520a9
    21:57:35.81   State::HandleKeepAlive - keep alive received from 128.151.86.160:6112
    22:00:50.93   SPOOGE -- 565.00MB available texture memory
    22:00:50.93   SPOOGE -- 561.00MB available texture memory
    22:00:55.65   GAME -- Remote peer (Reaver, be2520a9) finished loading (79668c0a)
    22:00:55.65   GAME -- Starting mission...
    22:00:55.98   P2PNET -- no sync command for some time
    22:01:08.89   P2PNET -- no sync command for some time
    22:01:11.34   P2PNET -- no sync command for some time
    22:01:15.62   P2PNET -- no sync command for some time
    22:01:16.93   P2PNET -- no sync command for some time
    22:01:17.84   P2PNET -- no sync command for some time
    22:01:24.76   P2PNET -- no sync command for some time
    22:01:29.67   P2PNET -- no sync command for some time
    22:01:33.04   P2PNET -- no sync command for some time
    22:01:41.04   P2PNET -- no sync command for some time
    22:01:42.64   P2PNET -- no sync command for some time
    22:01:44.35   P2PNET -- no sync command for some time
    22:01:45.17   P2PNET -- no sync command for some time
    22:01:46.26   P2PNET -- no sync command for some time
    22:02:12.15   P2PNET -- no sync command for some time
    22:02:27.51   P2PNET -- no sync command for some time
    22:04:16.96   P2PNET -- no sync command for some time
    22:04:26.71   P2PNET -- no sync command for some time
    22:05:54.06   P2PNET -- no sync command for some time
    22:05:57.10   P2PNET -- no sync command for some time
    22:08:04.14   P2PNET -- no sync command for some time
    22:08:30.23   P2PNET -- no sync command for some time
    22:09:00.25   P2PNET -- no sync command for some time
    22:09:03.82   P2PNET -- no sync command for some time
    22:12:59.53   P2PNET -- no sync command for some time
    22:13:10.09   P2PNET -- no sync command for some time
    22:15:40.29   P2PNET -- no sync command for some time
    22:15:41.18   P2PNET -- no sync command for some time
    22:16:34.82   P2PNET -- no sync command for some time
    22:19:08.06   P2PNET -- no sync command for some time
    22:19:09.25   P2PNET -- no sync command for some time
    22:21:14.04   P2PNET -- no sync command for some time
    22:21:34.71   P2PNET -- no sync command for some time
    22:21:44.46   P2PNET -- no sync command for some time
    22:24:52.14   P2PNET -- no sync command for some time
    22:24:55.01   P2PNET -- no sync command for some time
    22:26:17.60   P2PNET -- no sync command for some time
    22:27:14.42   P2PNET -- no sync command for some time
    22:27:35.64   P2PNET -- DumpState, no sync command available for be2520a9
    22:27:35.64   ReceiveQueue::DebugTracePackets - queue for be2520a9, state = 0, next packet sequence = 12157, total game commands received = 0
    22:27:35.64   ReceiveQueue::DebugTracePackets - sync command available = 0, frames queued = 0
    22:27:35.64   ReceiveQueue::DebugTracePackets - old packet 1: sequence 12145, 2327 total game commands, sync command is for frame 12145
    22:27:35.64   ReceiveQueue::DebugTracePackets - old packet 2: sequence 12146, 2327 total game commands, sync command is for frame 12146
    22:27:35.64   ReceiveQueue::DebugTracePackets - old packet 3: sequence 12147, 2328 total game commands, sync command is for frame 12147
    22:27:35.64   ReceiveQueue::DebugTracePackets - old packet 4: sequence 12148, 2328 total game commands, sync command is for frame 12148
    22:27:35.64   ReceiveQueue::DebugTracePackets - old packet 5: sequence 12149, 2328 total game commands, sync command is for frame 12149
    22:27:35.64   ReceiveQueue::DebugTracePackets - old packet 6: sequence 12150, 2328 total game commands, sync command is for frame 12150
    22:27:35.64   ReceiveQueue::DebugTracePackets - old packet 7: sequence 12151, 2328 total game commands, sync command is for frame 12151
    22:27:35.64   ReceiveQueue::DebugTracePackets - old packet 8: sequence 12152, 2328 total game commands, sync command is for frame 12152
    22:27:35.64   ReceiveQueue::DebugTracePackets - old packet 9: sequence 12153, 2331 total game commands, sync command is for frame 12153
    22:27:35.64   ReceiveQueue::DebugTracePackets - old packet 10: sequence 12154, 2331 total game commands, sync command is for frame 12154
    22:27:35.64   ReceiveQueue::DebugTracePackets - old packet 11: sequence 12155, 2331 total game commands, sync command is for frame 12155
    22:27:35.64   ReceiveQueue::DebugTracePackets - old packet 12: sequence 12156, 2331 total game commands, sync command is for frame 12156
    22:27:35.64   ReceiveQueue::DebugTracePackets - queue for e181befa, state = 0, next packet sequence = 12157, total game commands received = 0
    22:27:35.64   ReceiveQueue::DebugTracePackets - sync command available = 1, frames queued = 12
    22:27:35.64   ReceiveQueue::DebugTracePackets - packet 1: sequence 12157, 2075 total game commands, sync command is for frame 12157
    22:27:35.64   ReceiveQueue::DebugTracePackets - packet 2: sequence 12158, 2075 total game commands, sync command is for frame 12158
    22:27:35.64   ReceiveQueue::DebugTracePackets - packet 3: sequence 12159, 2075 total game commands, sync command is for frame 12159
    22:27:35.64   ReceiveQueue::DebugTracePackets - packet 4: sequence 12160, 2075 total game commands, sync command is for frame 12160
    22:27:35.64   ReceiveQueue::DebugTracePackets - packet 5: sequence 12161, 2075 total game commands, sync command is for frame 12161
    22:27:35.65   ReceiveQueue::DebugTracePackets - packet 6: sequence 12162, 2075 total game commands, sync command is for frame 12162
    22:27:35.65   ReceiveQueue::DebugTracePackets - packet 7: sequence 12163, 2075 total game commands, sync command is for frame 12163
    22:27:35.65   ReceiveQueue::DebugTracePackets - packet 8: sequence 12164, 2075 total game commands, sync command is for frame 12164
    22:27:35.65   ReceiveQueue::DebugTracePackets - packet 9: sequence 12165, 2079 total game commands, sync command is for frame 12165
    22:27:35.65   ReceiveQueue::DebugTracePackets - packet 10: sequence 12166, 2079 total game commands, sync command is for frame 12166
    22:27:35.65   ReceiveQueue::DebugTracePackets - packet 11: sequence 12167, 2079 total game commands, sync command is for frame 12167
    22:27:35.65   ReceiveQueue::DebugTracePackets - packet 12: sequence 12168, 2079 total game commands, sync command is for frame 12168
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 1: sequence 12145, 2071 total game commands, sync command is for frame 12145
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 2: sequence 12146, 2071 total game commands, sync command is for frame 12146
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 3: sequence 12147, 2071 total game commands, sync command is for frame 12147
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 4: sequence 12148, 2071 total game commands, sync command is for frame 12148
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 5: sequence 12149, 2075 total game commands, sync command is for frame 12149
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 6: sequence 12150, 2075 total game commands, sync command is for frame 12150
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 7: sequence 12151, 2075 total game commands, sync command is for frame 12151
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 8: sequence 12152, 2075 total game commands, sync command is for frame 12152
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 9: sequence 12153, 2075 total game commands, sync command is for frame 12153
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 10: sequence 12154, 2075 total game commands, sync command is for frame 12154
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 11: sequence 12155, 2075 total game commands, sync command is for frame 12155
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 12: sequence 12156, 2075 total game commands, sync command is for frame 12156
    22:27:35.65   ReceiveQueue::DebugTracePackets - queue for f340c431, state = 0, next packet sequence = 12157, total game commands received = 0
    22:27:35.65   ReceiveQueue::DebugTracePackets - sync command available = 1, frames queued = 12
    22:27:35.65   ReceiveQueue::DebugTracePackets - packet 1: sequence 12157, 2411 total game commands, sync command is for frame 12157
    22:27:35.65   ReceiveQueue::DebugTracePackets - packet 2: sequence 12158, 2411 total game commands, sync command is for frame 12158
    22:27:35.65   ReceiveQueue::DebugTracePackets - packet 3: sequence 12159, 2411 total game commands, sync command is for frame 12159
    22:27:35.65   ReceiveQueue::DebugTracePackets - packet 4: sequence 12160, 2411 total game commands, sync command is for frame 12160
    22:27:35.65   ReceiveQueue::DebugTracePackets - packet 5: sequence 12161, 2411 total game commands, sync command is for frame 12161
    22:27:35.65   ReceiveQueue::DebugTracePackets - packet 6: sequence 12162, 2411 total game commands, sync command is for frame 12162
    22:27:35.65   ReceiveQueue::DebugTracePackets - packet 7: sequence 12163, 2411 total game commands, sync command is for frame 12163
    22:27:35.65   ReceiveQueue::DebugTracePackets - packet 8: sequence 12164, 2411 total game commands, sync command is for frame 12164
    22:27:35.65   ReceiveQueue::DebugTracePackets - packet 9: sequence 12165, 2411 total game commands, sync command is for frame 12165
    22:27:35.65   ReceiveQueue::DebugTracePackets - packet 10: sequence 12166, 2411 total game commands, sync command is for frame 12166
    22:27:35.65   ReceiveQueue::DebugTracePackets - packet 11: sequence 12167, 2411 total game commands, sync command is for frame 12167
    22:27:35.65   ReceiveQueue::DebugTracePackets - packet 12: sequence 12168, 2411 total game commands, sync command is for frame 12168
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 1: sequence 12145, 2409 total game commands, sync command is for frame 12145
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 2: sequence 12146, 2409 total game commands, sync command is for frame 12146
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 3: sequence 12147, 2409 total game commands, sync command is for frame 12147
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 4: sequence 12148, 2409 total game commands, sync command is for frame 12148
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 5: sequence 12149, 2409 total game commands, sync command is for frame 12149
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 6: sequence 12150, 2409 total game commands, sync command is for frame 12150
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 7: sequence 12151, 2409 total game commands, sync command is for frame 12151
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 8: sequence 12152, 2409 total game commands, sync command is for frame 12152
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 9: sequence 12153, 2411 total game commands, sync command is for frame 12153
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 10: sequence 12154, 2411 total game commands, sync command is for frame 12154
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 11: sequence 12155, 2411 total game commands, sync command is for frame 12155
    22:27:35.65   ReceiveQueue::DebugTracePackets - old packet 12: sequence 12156, 2411 total game commands, sync command is for frame 12156
    22:27:41.28   P2PNET -- no sync command for some time
    22:27:45.20   P2PNET -- no sync command for some time
    22:27:48.71   P2PNET -- no sync command for some time
    22:27:54.31   P2PNET -- no sync command for some time
    22:27:55.14   P2PNET -- no sync command for some time
    22:27:55.84   P2PNET -- no sync command for some time
    22:28:05.17   P2PNET -- no sync command for some time
    22:28:08.68   P2PNET -- no sync command for some time
    22:28:10.31   P2PNET -- no sync command for some time
    22:28:34.51   P2PNET -- no sync command for some time
    22:28:36.54   P2PNET -- no sync command for some time
    22:28:39.00   P2PNET -- no sync command for some time
    22:28:41.18   P2PNET -- no sync command for some time
    22:28:47.12   P2PNET -- no sync command for some time
    22:30:59.29   P2PNET -- no sync command for some time
    22:31:14.17   P2PNET -- no sync command for some time
    22:31:32.93   P2PNET -- no sync command for some time
    22:31:51.89   P2PNET -- no sync command for some time
    22:31:52.42   State::HandleKeepAlive - keep alive received from 128.151.86.160:6112
    22:32:47.39   P2PNET -- no sync command for some time
    22:32:48.46   P2PNET -- no sync command for some time
    22:32:49.54   P2PNET -- no sync command for some time
    22:32:51.90   P2PNET -- no sync command for some time
    22:32:57.98   P2PNET -- no sync command for some time
    22:33:05.84   P2PNET -- no sync command for some time
    22:33:10.59   P2PNET -- no sync command for some time
    22:33:52.70   P2PNET -- no sync command for some time
    22:33:54.37   P2PNET -- no sync command for some time
    22:34:11.84   GAME -- Sync error detected, frame 14411 (current frame 14422), remote peer (Shen, e181befa) - Checksum: D9463177 != 395D93DE
    22:34:11.84   SIM -- Dumping SyncErrorlog for frame 14410
    22:34:11.84   SIM -- Dumping SyncErrorlog for frame 14411
    22:34:13.62   GAME -- Sync error detected, frame 14415 (current frame 14426), local peer (Fishbreath, f340c431) - Checksum: BC59F4A5 != 3CD28A0C
    22:34:13.62   SIM -- Dumping SyncErrorlog for frame 14414
    22:34:13.62   PeerState::ProcessConnectionClosed - reason 1
    22:34:13.62   PeerState::ProcessConnectionClosed - InSession - lost connection to (Shen), telling the host
    22:34:13.62   Closing connection 7d81e48
    22:34:13.62   SIM -- Dumping SyncErrorlog for frame 14415
    22:34:13.62   PeerState::HandleKickPeerEvent - in session - kick for (Shen) received from host
    22:34:13.62   PeerState - posting DestroyPeerEvent for (Shen) (e181befa) - reason The peer was kicked out (could be out-of-sync)
    22:34:13.62   Closing connection 0
    22:34:13.62   Session : We are destroyed
    22:34:13.62   SIM -- Dumping SyncErrorlog for frame 14414
    22:34:13.62   SIM -- Dumping SyncErrorlog for frame 14415
    22:36:30.51   APP -- Game Stop
    22:36:30.51   GAME -- Closing session
    22:36:30.51   GAME -- Ending mission (Abort)
    22:36:30.51   GAME -- Resetting SIM...
    22:36:30.51   Lobby - LIE_StopGame received
    22:36:30.51   GAME -- Beginning FE
    22:36:30.51   Lobby - in lobby handler restarting session on think
    22:36:30.51   GAME -- Creating session
    22:36:30.53   Lobby - LIE_Back2FE received
    22:36:30.53   GAME -- Ending FE
    22:36:30.53   GAME -- Shutdown quit
    22:36:30.53   GAME -- Closing session
    22:36:30.53   MOD -- Shutting down Mod 'ttru_mod'...
    22:36:30.53   Archive -- Can't free archive (C:\Program Files\THQ\Dawn of War - Dark Crusade\DXP2\DXP2Data-Music.sga) with File Handles still allocated. Filelocation: 18095306. Closing file anyway.
    22:36:30.53   -- FATAL EXIT --
    22:36:30.53   archive.c/385:!
    22:36:30.53   --stack trace--

  27. #2377
    Member holyknight's Avatar
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    "Ahh, to walk upon the bloodstained ground."
    hey I just watched this vid and realize the mod got awesome stuff now. Are all those seen in the vid in the mod right now?
    As our bodies are armoured with Adamantium, our souls are protected with our loyalty. As our bolters are charged with death for the Emperor's enemies, our thoughts are charged with wisdom. As our ranks advance, so does our devotion, for are we not Space Marines? Are we not the chosen of the Emperor, his loyal servants unto death? - Chaplain Fergas Nils

  28. #2378
    Member
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    Skarsnik - I won't make the set-up times particularly different from each other. I'll keep the system simple. Whilst I do have an idea for making initiative viable (such as actually having certain fast weapons adding set-up time to an opponent's weapon, via an ability or something else), I cannot be asked to do that. Besides, I think that the whole idea of initiative beating another's, no matter what the values are, sucks.

    Initiative really should be more realistic. Something with a really high initiative against a lower initiative should have a cumulative bonus of some sort. I know that the idea in tabletop is to keep the rules simple, but I still think that'd be better.

    So my plan for initiatives is as follows, IF I can get the locking working in Soulstorm:

    Initiative 1 = set-up of 4 seconds.
    Initiative 2 = set-up of 3 seconds.
    Initiative 3 = set-up of 2 seconds.
    Initiative 4 = set-up of 1 second.
    Initiative 5+ = no set-up time

    Power-fists count as initiative 1 weapons now.

    Avatar 720 - To be fair, strafing run isn't that powerful. I personally have difficulty using it in TTRU effectively

    Anyhow, its current recharge rate is 90 seconds, which indeed is quite short. I think it has a global recharge timer however, so killing the commander brings no benefit to recharge time.

    I'll increase this to 120 seconds for the next version (it's even weaker anyhow), but will NOT release a patch.
    If you want it edited that badly, then use an RGD editor. They do exist. Just modify the ability recharge time.
    Downside is that you cannot play online (which I doubt that you do anyhow) if you make any such changes.

    The Orbital bombardment isn't underpowered. It just has a slightly different role now. It is still easily the most powerful orbital strike, but is generally best for messing up either whole armies, or severely crippling one's base. It also acts as an effective barrier too.
    It's expensive because of its power. Use it well

    Exterminator tanks? Are these the Leman russes with autocannons on them? They were always quite weak IMO. Battle tanks replace them quickly once Tier 4 is obtained.

    No, I'm afraid that I cannot share your pain. I usually play against harder AI setting (I lose/win in a roughly equal ratio).


    Firewarrior1705 - I don't know how to disable specific abilities
    Guess I'll have to ask for help in the advanced modding section, when I have the time.

    ATM, the range modifier doubles sight radii. That should suffice for the moment


    Legerdemain - Sorry to ask again, but what exactly was the problem? This one looks rather complicated, but it's definately a crash.
    Is this something to do with sync_errors online?

    Furthurmore, does this ONLY happen with TTRU? One of you might have different files, if it is a Data_sync error (if it's just a normal sync error, might be a firewall problem instead).

    holyknight - Would this be Ruckuz' "trailer?"
    Yeah, all those units are in the mod.

    I didn't release the trailer on filefront though because it uses illegally obtained music (it's good, but I want to play things safe). The warhound animations are also dodgy, & the ork weapons displayed also need the models replaced.

    That's why I'm concentrating on those now, so that I can give him the patches, & then allow him to adjust the trailer appropriately so that it's safe to release

  29. #2379
    Skarsnik
    Guest
    I like the system that you suggest,now eldar can be daunting melee opponents (banshees ).The termies will be less wanted than for melee,altough they have high health/armor.

  30. #2380
    How about making every HQ grant a limit in the case of production buildings like they do for the power generators. It would be better if each HQ could make possible the construction of only one barracks, factory, landing beacon,etc. In this manner you could prevent unit spamming, esspecially early in the game, a thing which the comp does often on harder difficulties.

  31. #2381
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    As I (may have) said, I will give things with set-up times separate melee weapons that WILL draw opponents into melee, even if their real weapons are still 'setting-up' during melee.

    Units with special attacks will be problematic however, cause whenever they attack, their set-up time re-initiates.

    Firewarrior1705 - I think that a similar thing was tried in a modification called Scourge of Chaos, & it wasn't particularly popular. I know it sounds like a good idea at first, but it pisses people off if they have to build another (expensive) headquarters building just to obtain more production buildings.

    It's impractical if I limit it to '2' per HQ, as that's usually the most production buildings that people obtain per base anyhow.
    ______________________

    Current work/Progress:

    - Ork Kannon & Lobba models have been replaced with the ones on MaestroRobertus' gunwagon model. I however have allocated 4 times more area (in other words, that's about 'twice the detail') than the original onto existing textures, as I felt that they were a bit too low-resolution.

    - Model for Chaos Melta torpedo completed, along with trail & explosion FX.

    - Icons for the Melta torpedo strike still need to be made, as well as a few more sounds for explosions & motion, sound/FX for marker & cursor.

  32. #2382
    _vertinox_
    Guest
    Quote Originally Posted by Zany Reaper
    I think that a similar thing was tried in a modification called Scourge of Chaos, & it wasn't particularly popular. I know it sounds like a good idea at first, but it pisses people off if they have to build another (expensive) headquarters building just to obtain more production buildings.
    That wold sound annoying. If early unit spamming was an issue I've got a suggestion...

    Why not create techs that increase total population (if that could be done), make them fairly cheap, but lengthy in time to upgrade to get a pop increase.

    Example. Let the HQ give a pop of about +1 and then the production building gives a +1 of pop for a total of 2. Then you'd be able to build at least one unit once the production building was up.

    Now that production building would have its own Tier related techs so if you wanted a pop upgrade you could opt for a cheap +4 for tier 1 another +4 for tier 2 and so on which each takes 5 minutes (or less or more based on your end goal).

    The player could opt to keep building more production buildings for a measly +1 (you might want to be able to produce units at a different location after all) but for time an resource costs would make it more sensible to simply use the techs to increase pop instead of making more buildings.

    Of course the downside is that if you use techs to increase pop, the it might be permanent unless you find a way that when a building is destroyed to have it take away -2 pop permanently. That might just get ugly.

    Of course at that stage in the game, pop doesn't make much difference.

  33. #2383
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    Technically that sorta happens anyhow. Production buildings tend to give minor bonuses to squad/fast/heavy support cap when built. All races however have additional researches or buildings to bolster their caps.
    Tau seem to be at the greatest disadvantage here, as they start off with only a squad cap of 4 (2 kroot carnivore squads, or one fire warrior squad). Pathfinders use the fast attack cap, rather than squad cap, thus this is necessary.

    Currently, Tau is the only race that have their caps scale as in version 1.35. For version 1.36, Ork waagh banners will have cost changes (20 requisition increment for each one built, but starts off costing 110-ish requisition rather than the current 140).

    Chaos' first squad cap research is also very cheap & quick to obtain. This' unlike the space marines' one, which is not cheap to begin with. On the other hand, the costs don't scale either (meaning that Chaos have a slight disadvantage in later-tier games). it's supposed to reflect the fact that Chaos rely on infantry more than vehicles, which is why marines have cheaper fast attack cap costs.

    Furthurmore, Chaos' spammability comes into kick in Tier 2, when Khorne bezerkers come available. These are not only quite powerful, but are also damn cheap. They're cheap because they're melee units, & are only particularly useful against infantry
    Still, they make a good screen for your chaos marines with heavy weapons. Space marines have no equivalent unit for this, heh heh.

    IG don't count as their infantry are not very useful anyhow.

    Necrons scale with listening posts. Should this be changed?
    The current system effectively forces Necrons to build obelisks, as they start with only a squad cap of 3 (one warrior squad). Furthurmore, power generators are linked with listening posts too.

    As for Eldar, they still have the webway gate thing. This probably warrants change the least, as extra cap is all they're built for... They have no other uses
    _________________________________

    Update screenshots:

    To show proof of the re-modeling of the Ork Kannons & Lobbas, here're some screenshots. Enjoy:







    Note that the last one with the kannon on the Battlewagon is the actual texture, not a specular map! I wish it was a specular map though...

    However, the next thing I have to show will indeed have a specular map. This time, it'll be for Chaos. You might know what I'm talking about?

  34. #2384
    Skarsnik
    Guest
    Nice revamps of the orks,nice...

    New stuff for chaos...hhmmm...is it big,hairy,stinky,axe wielding,bone crushing,neck snapping,nipple twisting,warp-like,nonsens-speaking,god-pleasing,terror-invoking,unholy...
    I've got it!
    Linky

  35. #2385
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    I'm not stupid enough to tell you that I'm British!
    New stuff for chaos...hhmmm...is it big,hairy,stinky,axe wielding,bone crushing,neck snapping,nipple twisting,warp-like,nonsens-speaking,god-pleasing,terror-invoking,unholy...
    I've got it!
    No. Be realistic.

  36. #2386
    Resident AI guy thudmeizer's Avatar
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    Whoooaaa nice re-models there, Zany! Brilliant! I bet I'll have alot of rework to do on the Skirmish AI now that Gorbs cleaned up TTRU awhile back.. been too long since my last AI build. We're mostly focused right now on SS AI to get that out.

  37. #2387
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    Aye.

    I'll post up the new Chaos feature once I've compiled a little something. Need to get that sorted, & then I can deal with the Eldar unit.

  38. #2388
    Skarsnik
    Guest
    How is the combat locking system pulling of ingame?I'm wondering what the new stuff might be...

  39. #2389
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    I'm not stupid enough to tell you that I'm British!
    I haven't tried it yet as I haven't ported the mod to soulstorm.

    Infact, I haven't even pulled the plastic cover off the Soulstorm DVD yet, so it's not installed lol.

  40. #2390
    Member Avatar 720's Avatar
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    That super-top-secret-base over there... the one with the giant statue of me...
    I wouldn't pull the plastic cover off it, I made that mistake. It's just Dark Crusade with a new and more complicated meta-map that you have no hope in hell of conquering easily, useless flying units and a few new maps, the daemonic ascension for the new chaos guy still has Eliphas the Inheritor in it's description, that's how much time Relic took on the details, one of the vehicles has a large pink patch where they haven't finished the skin for it too.

  41. #2391
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    Avatar 720 - lol! Personally I overall like the expansion, but not that much. I'd rather they just cut the support for DOW & moved onto DOW2 instead. Playing a 4-year old game with new stuff is getting boring.

    But on the other hand, the possibility of getting things locked in melee for once, is exciting. Only in Soulstorm though.

    thudmeizer - Hi. Is it me, or is the SM orbital bombardment never used by the Force Commander? I've never seen the AI use it before in TTRU, yet it's supposed to be the best super ability in the game.

  42. #2392
    Member Avatar 720's Avatar
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    That super-top-secret-base over there... the one with the giant statue of me...
    It costs loads to use is probably why, or maybe it actually does reflect tabletop, where SM suck balls

  43. #2393
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    Space marines suck balls in tabletop because they're so easy to counter in certain cases. Eldar are pretty good at doing this.

  44. #2394
    Zany, in tt if I'm not mistaken the OB can be called down by the damocles SM command tank and not the FC. As for soulstorm, I can't say I don't like it. Indeed they could have done better with the models and add more stuff but over all I think it's still a good game. Of all the flyers I like the baracuda for it's tank killing abilities(something the tau needed at tier 2). I didn't like the veh cap of 4 and the fact that broadsides are teams of 1 but that's no problem as long as crosix's mod tools exist

    BTW what can I do to make the broadsides not have to entrench in order to fire? :P

  45. #2395
    Skarsnik
    Guest
    I like SS too,could be better in some cases...I will rock if TTRU will be for SS
    (It is the 2nd best selling pc game this week in the us)

  46. #2396
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    Firewarrior1705 - I have thoughts of making the orbital bombardment require the damocles in order to use. I also have thoughts of making the orbital bombardment extend the range of the orbital strike too However, that might be imbalanced...

    Tau barracuda in Tier 2? Sounds imbalanced, especially considering that you can have up to 5 of them at a time (which IMO is far too much for aircraft). Also makes certain AV units useless, particularly broadside battlesuits? They've been nerfed too from what I gather... They really should be more powerful against vehicles than they currently are.

    With the current broadside models, you can't make them fire the railguns (sensibly) whilst not entrenched. My ones obviously can do that though, but it took a while to get it working.

    BTW, are any of you 2 good at coding? I need something tested for soulstorm.

  47. #2397
    the problem with the broadsides is that they are reduced to 1 man teams and have their range nerfed. I've managed to correct that using crosix's mod tools as for the baracudas they are good but very expensive so you can't get them in large numbers at tier2. besides that they tend to have weak armor and are vulnerable to shots from all shooty units(the crapiest thing about fliers in ss in my opinion). In order to make them more effective they should be targeted only by infantry and some specialised aa vehicles(like the skyray gunship).

    but the campaign is very easy for me. I'm playing tau on normal settings and once you beat the sm you gain their deepstriking units ability that grants you the possibility to deepstrike units on the battlefield that will accompany your commander in battle(like the honor guard units). 3 teams of FW and a broadside = a quick win for the Greater Good.

  48. #2398
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    Deep-striking units? How? What sort of animation/effect is it?

  49. #2399
    Skarsnik
    Guest
    Tau battlesuits are nerfed in ss (I can't get used to those S'es)Flyers are a nice addition,but get shot down really fast,try using them versus ork encampment...
    Not a bad idea to make some units shoot flyers,not all units.
    It's kinda weird to see flamers fire at a flyer (SoB flame turret also)

    Deep-striking in campaign is :you buy units in the map menu from your HQ territory,and before a battle you can select wich units will be deployed next to you honor guard.You start battle and they are standing there,no animation or some sorts
    ...Dammit,sorry to bust your dreams Zany

  50. #2400
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    How are tau battlesuits nerfed in Soulstorm? I thought that crisis suits were actually buffed, as the missile launcher has been given roughly a 40% damage bonus with the fixes relic applied.
    Broadsides have been slightly nerfed however... And they still have a crap regeneration rate.

    Ah, so you just purchase ordinary units then? Sounds a bit pointless to me if you already get honour guards that are twice as deadly as their 'usual' cousins. Don't suppose you can 'deep-strike' in tanks too?

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