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[DC 1.2] "DCBugFixMod" V25 - Minor Fix

  1. #1
    anilkocman
    Guest

    [DC 1.2] "DCBugFixMod" V25 - Minor Fix

    It is strongly recommended that you delete all the previous versions of Chaplain_Fix Mod.
    There are some leftover files in the old versions that can cause sync errors in multiplayer games.


    In the latest patch 1.2 Chaplain crozius arcanum "downgrades" to powersword after the powerswords "upgrade".Although Forcecommander and Librarian properly upgrade to their force weapon and Daemon hammer with powerswords research.

    http://rapidshare.com/files/94184788...n_v25.exe.html

    Mirror: (Thank you handsomechap )
    http://dowmods.tk/

    Thanks for Creslyn for his awesome effort on making a better readable changelog than mine.
    Better Changelog

    Excellent work guys! Two thumbs up!

    Changelog
    Give the Harlequin Shrieker cannon proper penetration (and damage) values --Howling banshee pistol
    Brightlance and shuriken grav platforms are now vehicles but can't be repaired. -Done-
    Change armor type of IG thermo plasma generator and Tactica control from building_low to building_med -Done-
    Give a minimum damage value to Guardsmen and Kasrkin sergeant swords -Done, its only 1 though-
    Techpriest is immune to morale even though he has the morale bar. -Done, morale regen rate is 15 now (it was 50)-
    Heavy Weapon Team melee does 0 damage when un-entrenched -Done, guardsman knife given-
    Command Squad Priest's morale bonus overrides the Commissar's morale bonus to the squad. -Done-
    Guardsmen Sergeant laspistol has range 30 and is not affected by the Satellite Targeting upgrade -Now it is affected-
    IG LP3 has a modifier that's supposed to add 200 hp, but it overrides the bonus of the LP2 upgrade -Done, 400 now-
    Assassin Infiltrate Research has no hotkey -Done, infantry command hotkey I-
    Powersword upgrade changes the Chaplain's Crozius Arcanum into a powersword and all subsequent upgrade the Crozius Arcanum's weapon which is no longer in use -IMHO this is the most annoying bug. How can they not fix this before the patch is out. -Done-
    SM Dreadnought Lascannon and Assault Cannon have no fire on the move penalty -done i hope-
    Kroot Hounds, Krootox and the Greater Knarloc are all missing health regeneration values. -Done Greater knarloc regens 2/sec and krootox has regenerate more if its not in combat 2/sec, 1/sec if its in combat-
    Hammerhead_Clone was Vehicle_High --- Now its Vehicle_Medium armor
    Crisissuit_Clone & Vespid_Clone had no regen --- Now it has 1/sec regeneration
    Bigmek's custom Research no more lengthens its build time
    stealth Suit Shasvre fusion blaster had 20 range even though the normal stealth suit fusion lasters have 25 range. -done-
    Tau Shield Drone had tp_armour armor type. --Changed it into tp_infantry_med--
    Tau Firewarrior Shas'Ui pulse carbine has a range of 30 while basic Firewarrior Pulse Rifles have range 35 and the Shas'Ui weapon is also unaffected by all the upgrades. As a result, the Shas'Ui can never fire as far as the basic Firewarriors - Done -
    Stormboyz speed upgrade doesn't affect Stormboy Nob Leaders and as squads move at the speed of the slowest unit in the squad, the Nob Leader slows down his squad -Done-
    Steath suit Shavre Sight range didnt increase from the targeting optics upgrade -done-

    v04 update:
    Chaplain Power sword Heavy Infantry armor piercing fixed
    Tau Kroot Shaping Center had regeneration like ork buildings -Removed

    v05 update:
    Advanced optics upgrade affects the shavre and shasui weapons

    v06 update:
    The Leman Russ targeting bug: The sponson heavy bolters cannot fire inwards. Thus they cannot fire on the same target unless said target is at least as wide as the LR.-now they can
    The HWT AutoCannon facing bug is that the HWT reverses direction when the AC is built.-not anymore

    v07 update:
    Chaos horrors now have 0.5/sec regeneration like all other chaos infantry
    Grotz now have 1/sec regeneration
    Chaos Space Marines Frag Grenade now deals 20 morale damage like its space marines counterpart
    Chaos greater demon pitt now has 1 deepstrike slot instead of 5
    Command Squad General's voice is not overridden by the new members anymore

    v08update:
    Squiggoth's right Twin Big Shoota has different DPS values than left big shoota- done
    IG LP3 has a firing range of 25. Every other races LP3 updates firing range from 25 to 35 -done

    v09 update:
    Guard mine standardized. Minimum damage is 10 like every other mine and piercing values fixed according to the other races mines
    Land Raider twinlascannons piercing values are equal now. (right+left)/2
    Space Marine Predator's lascannons piercing values are equal now. (right+left)/2
    Baneblade's lascannons piercing values are equal now (right+left)/2
    Ork Stickbombs also deal morale damage now (20 like marine frags)

    v10:
    When Obliterators teleport, their weapons remain active without any animation for it.-done
    When Terminators teleport, their weapons remain active without any animation for it-done
    Broadsides have morale values although they can’t take any due to a morale armor of zero- 0.5 morale armor now
    Necron Warriors, Immortals, and Scarab Builders Pariahs are all set to repairable, but max repairers set 0. -they can not be repaired now. this prevents the wrong repair icon appearin on them

    v11
    Necron Pariah soundset issue -done

    v12
    Flashgit mob bonus was incorrectly 1 because they cost 2 population each.-done

    Mad Dok Burna Bomb(Nuke) now deals 20 morale damage.

    Techpriest engineseer had a morale armor of 0 so it was immune to morale break even though it had a morale bar-done 0.5 now(actually i fixed this in a previous version but hey never too late)

    Tau Broadside battlesuit morale regen was absurdly high 50-now its higher than terminators:15 still absurdly high though.(just like techpriest)

    Necron critical point didnt seem to affect the speed of the researches according to the bonus hud even though it was affecting. Now it displays as it should, see below.

    Necron % bonus doesnt show real values because the game engine reduces time but the display shows as if there was a bonus production. So I tried a lot of thing to work this out but at last I came up with a lame solution which works.
    Maximum research/reinforce/recruit time "reduction" is 65 percent. Each critical location gives 15 of this total 65 reduction. So when you capture a critical location the in-game "% hud" will show 15*100/65=23.07. This means you now have the 23 percent of your "65percent time reduction". Same applies for strategic locations but this time the hud will be updated by 10*100/65=15.38

    I know this isn't the proper way to do this but I can't do better than this without someone's help.

    The name of the folders were continuously updated. From now on, same folder name for each new mod

    v13:
    Tau Crisis Suit Flamer has 10 degrees angle like all flamers(sorry about this. didnt check it earlier).
    Tau Commander Flamer attack was a circular even though it is a flame-type weapon- its a pie now.
    Space Marine Barracks have 5 slots even though it is not possible to use all of them- it is 2 now
    Obliterator Ranged attack now deals morale damage just like Teminators:2
    Tau Drone Squad's Self Destruct ability does 0 morale damage- done 20 like all grenades.
    Psyker's Strip Soul ability doesn't deal any morale damage-now it deals 20 morale damage.

    v14 fixes:
    Chaos Lord's Tainted Auspex icon was missing.-done

    Ork Squiggoth and Tau Greater Knarloc's turning speed is slightly faster now.(Turning them was a pain in the ass)

    IG Mine size is now same size as its counterparts.

    IG Baneblade bolters can fire inwards now.

    Space Marines: Scout,Tactical Marines
    Eldar: Ranger,Dark Reapers,Brightlance Grav Platform
    ImperıalGuards: Guardsmen,Karskin,Assassin,Chimera,HeavyWeaponsTeam(although this doesnt require fix)
    Necron: TombSpyder
    Tau: Firewarriors,EtheralBodyguards,StealthSuit,BroadsideBattleSuit(although this doesnt require fix)

    AttackMove command was borked with these units.-done
    Some other units aren't fixed because they have multiple weapons and may require balance changes.
    (I.e. Hammerhead,Predator,LandRaider,Monolith,Baneblade,LemanRuss,TauCommander,Defiler,LootedTank...)

    IG Generals Third melee upgrade: guard_power_fist_captain max and min damage values were swapped-done

    The Victory Sash wargear of the Imperial Guard is supposed to increase the morale of Regimental Bodyguards (honor guard GM) by 100.
    However, the bonus is apply_to_squad, not apply_to_squad_type and so it doesn't work (just like the GM sergeant health bonus was).-done

    The Carapace Greaves wargear should increase the movement speed of the general and all command squad members by 25%.
    But the Priest's bonus is a 0% bonus with a 125% chance of applying. The probability to apply and the modifier value entries are swapped-done

    Gorgutz's Big Horns was doing friendly damage because of a wrong filter type-done

    VespidAuxillary requirements are either Tau Barracks or Kroot Nest. I removed the second requirement because you cant build a kroots nest
    before tau barracks, but later I thought what if you are in the middle of a game and your barracks is destroyed but you still have a KrootNest.
    You should be able to produce vespid so this fix is reversed back to its orginal.(Summary: I did something for nothing)

    BroadsideRailGun and HammerheadRailGun seemed to be doing area effect damage but they are not. The area effect type is "point" not circle.
    So, no fix needed. IG Leman Russ was like this too.(correct me if I'm wrong)

    Space Marine Mine Fields have a sight range of 0, detection range of 6. The other four Mine Fields have a sight range of 10, detection range of 6-done

    Let It Burn ability of IG Hellhounds doesn't deal morale damage even though its a flame event.-done 10 morale damage per child

    Tau Greater Knarloc build time was 30 seconds even though other relic unit build times are 90 sec.-done

    "The Greater Knarloc's special attacks have no piercing values which means they default to their amazing min damage value of 1.
    Since other uber special attacks have a default piercing value of 10, do the same for the Greater Knarloc's two special attacks
    so they actually do some damage". The piercing values for the other relic units are very different.
    Default piercing of 10 is nearly not used at all. All speacial attacks of relic units have different piercing values for different armor types
    and they are generally higher than 10.-I'm not satisfied with that so I used the same piercing values Necron Nightbringer has.(which is the easiest to write)

    more info in the read me!

    Third special attack of Squig is not a finished animation I guess. It only makes the squig bigger for a second. So its chance is zero to happen.
    Except Demon Prince all special attacks of a relic unit uses the same piercing values. Prince's first two attacks use the prince-a piercing values.
    The remaining two use the prince-b values.

    v15:
    GreyKnight unit creation soundset's 2 entries were inapropriate-fixed by copying unload soundset's entries.
    ImperialGuard MarsPatternCommand and Tau VehicleBay is so large to build requiring a reduction of nobuild zone distance entry. But this may cause Baneblade getting stuck or Hammerheads getting trapped inbetween buildings.So be careful!-fixed(GuardTurrets arent fixed because that may be intentional)

    v16:
    Harlequin is becoming a Banshee Exarch each passing day. I completed the missing entries by using the exarch's values because Harlequins and Banshee Exarchs seem similar to me.
    riverblade morale damage: 20 (same as banshee exarch's melee weapon [executioner] value)
    riverblade min damage value: 3 (same as banshee exarch melee weapon [executioner] value)
    riverblade pierce against monsterhigh was zero. Now it is 5 just like its pierce against vehiclehigh
    The ork_warboss_red_gob weapon lacks a reload value, so it's doing the same crazy damage thing as the old bugged Crisis Suit flamers-done

    v17:
    If you try to build a Shield Drone with less than 70 requisition, you'll find you can't click the button. The problem is that although the displayed cost of the unit is 40/40,The Firewarrior Shas'Ui squad leader is low in the ebps file at only 70/0, when it's actually 70/20-done

    v18
    Fortune aura has the graphical effect of necron chronometron (only the fx is same)
    Due to a bug honour guards count as dead if they are attached to a squad at the end of a mission. Their global requsition cost reduced to zero to compensate for that.(only in single player)
    LandRaider, GreykNights, GreaterKnarloc, EtheralBodyguards, Baneblade, Karskin, Ogryn, RestoredMonolith, Pariahs have hero icons now.
    KillaKan turn speed is slightly faster now.
    TombSpyder turn speed is slightly faster now.

    I don't have a save game so I couldn't test if all of the attachable honour guard costs are reduced to zero or not.
    I hope they are. Tell me if there is a problem.

    v19:
    Removed the hero portraits of GreyKnights, Karskin, Ogryns according to suggestions.(Thanks Diviator!)
    Eldar Aspect Portal now returns %10 requsition and Soul Shrine returns %50 requsition like other Tech buildings.
    Chaplain PowerSword damage swapped with Crozius Arcanum.(I missed that upgrading to Crozius Arcanum lowered the actual damage output of Chaplain)
    Chaplain's PowerSword armor piercing had 2 missing values for infantry_heavy_high and infantry_heavy_medium. I wrote them according to the Forcecommanders powersword. (infantry_heavy_high=inf_high) and (infantry_heavy_medium=infantry_medium +5)
    The Kroot Shaping Center returns only 10% resources if deleted once built. This is in line with a T1 Barracks building, but the Kroot Shaping Center isn't a T1 barracks anymore so it returns 50% like all other Tier2 buildings.

    Some problems are not fixed because they may require balance changes.These include:

    Morale damage of some ImperialGuard weapons
    Plasma generator blast damage
    Howling Banshees regroup at 50 morale
    Some abilities and weapons that have >100 armor piercing(lowering it to 100 wont change anything so not necessary)
    FirePrism gives half morale damage to friendly units also
    Simple Guardsmen Grenade launchers are dealing more damage than their Karskin counterparts.
    Guard Turrets are large to build
    HeavyWeaponTeam autocannon damage against demon_high armor seems very high.
    Necron Scarabs have 12 sec flag plant animation time.
    Necron Obelisk Level3 deals no morale damage (it has an anti-morale ability seperately)
    Adding a 2nd Shas'Ui or a 2nd Shield Drone to a Firewarrior squad does not grant the benefits of a second ability.
    The ethereal bonus of +200 hitpoints affects every single Tau entity, including things like snare traps (If removed, Snare traps may lose its effectiveness in the late game)
    Devilfish BurstCannon deals very low damage (it has 2 more guns and it may be an intentional DevilFish nerf)

    ...and some other things I forgot to write here.


    Version 20
    Happy new year!

    Warpspider's had vehicle priority over some types of infantry. This led them to change target when a vehicle is present. -Fixed
    Tau's crappy turret(Broadside Battle Suit) is repairable now.(max repairer is 1)
    Tau Commander's Snare-trap's armor is now building_low like Ork Mad-Dok's Burna bomb.
    Shield drone has the same sight radius as Fire Wariors now.
    All Command-Squad members use the general's voice now
    Harlequin's regeneration rate is increased to 2 like all other commanders.
    Firedragon_exarch morale death penalty is 60 like other exarchs of eldar army.
    Eldar Guardian plasma_grenades' monster_high/medium piercing is now 100 like other grenades in the game.

    Kroot carnivores could not enter devilfish transport, now they can.
    The kroot hounds are elite and fast so they are still on foot.

    Eldar Harlequin's Liquify(Kiss) ability can sometimes target commanders and deal 1000 damage to them.
    Although the targeting can still occur in rare cases, the commaders aren't effected by the 1000 damage now.

    Crisis suits are not made repairable due to possible imbalance.
    Krootcarnivore morale death penalty is left unchanged due to possible imbalance.

    Priest Eviserator:Piercing value for Building_High was zero(5 now)
    Piercing value for Vehicle_High was zero.(20 now, like its piercing for Demon_High)
    Priest Chainsword: Piercing value for Building_High was zero.(5 now)
    Psyker Psychic Staff:Piercing value for Building_High5 was zero.(5 now)
    Assasin Exitus Pistol(Weapon for Melee attacks) Piercing value for vehicle_high and Building_High was zero. (5 now)
    Assasin isn't supposed to melee anyway but I gave him a value for consistency.
    Remember these values may seem low but
    Eviscerator Damage against Buiding_High is increased by 7.35 times with priest's own righteous fury bonus
    Priest Chainsword: Damage increased by 5.97 times against Building_High
    Psyker Psychic Stuff: Damage is increased by 4.65 times against Buiding_High with Righteous fury bonus of a priest.
    Assasin Exitus Pistol: Damage is increased by 6.05 times. against Vehicle_High and Moster_High.

    Eldar Dark Reapers and Warp spiders deal very little damage to building/vehicle/monster_high armor.
    Warp Spiders' and their exarch's Vehicle_High piercing value was zero. It is 2 now(6x more damage). (Vehicle_med piercing value was 5 and monster_high was 2 by the way.)
    Dark Reapers' pierce value against monster_High was zero. Now it is 10 (7x more damage) just like its piercing value for vehicle_high.
    These values increase the damage of a single unit very mildly but it enables them to be affected by optics upgrades and deal enough damage in big masses.

    Eldar Farseer's Witchblade's piercing value against Building_High was zero(0 damage).
    And her piercing value against Building_medium was 9.7(6.31 damage per second)
    However her minimum damage is 10 so these piercing values can not be used for determining her damage against building medium/high because the result was lower than the default damage.
    Now the piercing values are 15.38(10dps/this also enables her to be affected by her damage upgrade when she is attacking a bulding_high)

    Ork Big-Shooty-Boss-Weapons upgrade is now available at 25 waagh(HQ + 1 banner) and it costs 50req/20power.
    (Like the Plasma Gun research of Space Marines becoming available after building the armory)I think it's still some kind of stupid though. Maybe a balance mod can make it more useful. (Big mek deals friendly damage, less damage than his previous weapon aginst some targets, long reload time and can not fire on the move, just to get an area effect damage which is small by the way)

    Tau Leaders now add 50 morale to their squad. (Fire Warrior Shasui, Stealth Suit Shasvre, Vespid Strain Leader, KrootShaper)

    Necron/MegaArmoredNobz morale death penalty is left unchanged due to possible imbalance.

    Orbital Bombardment initial shot was missing piercing values for vehicle medium/high. Copied the piercing values of second wave to the first one to fix it.

    The Command Squad's Strafing Run initial damage is different from the consequitive shots.-Copied second shot's damage to the first one.

    Vespid Sonic Pulse had a refreshtime/duration mismatch. This may lead to double use of the ability if you are fast.-fixed

    Eldar Grav platforms are now affected by cover like Space marine Landspeeders.(Both are vehicle_low). Only heavy cover gives some benefit though. (Reduces ranged damage to %75)

    Rokkit Banners don't show reload bars, but the Ork LP3 rokkit does. Other missile-type turrets do not show the reload bar either. -done

    Space Marine Tactical Missile Launcher Knockback was zero.It has Min20/Max50 throw force now.

    Space Marine Terminator Squad's was suffering the same bug with attack-move command.
    Their Assault cannon's range is 40 but they walk until they reached 35 range. -Fixed

    Tau SkyRay Missile Barrage #1,#2,#3,#4,#5,#6 wasn't dealing friendly damage.-fixed

    Tau Skyray didn't have fire on the move penalty of all other units in the game. -Reduced the accuracy while moving to %15

    Some Tau Clones had different health other than their originals.(Hammerhead, Vespid Auxillary, Drone Harbinger, Pathfinder, Kroot Shaper, Kroot Hound, Greater Knarloc, DroneSquad.)- Fixed

    Tau Improved Metallurgy (Health Increase) Research didn't effect the clones.-Fixed

    Some duplicate or missing hotkey issues are fixed: (they use other researchs' hotkey entries)
    Hotkey for Demonprince: D(emon)
    Hotkey for Bloodthirster: B(lood)
    Hotkey for More Slugga: S(lugga)
    Hotkey for Weaken resolve: M(orale)
    Hotkey for Word of the emperor: W(ord)

    V21
    Tau Shield drones(fire warrior squad, tau commander single player) can self-repair now: 1health/second regeneration

    Battle Armor didn't affect Regimental Bodyguard Sergeants. -done

    Genetic Enhancements research (Kasrkin speed boost) did not apply to Honor Guard Kasrkin/Sergeants. -done

    Space marine honor guard Librarian had only 300 hp. -increased to 1400, just like a normal Librarian.

    Removed Kroot Carnivores' ability to enter devilfish transpots according to the suggestions. (Thanks The Guardman!)

    Removed grey_knights.rgd file: This is a leftover file from the v18 chaplain_fix mod when they got hero portraits. In v19 the hero portait for grey knights, karskins, ogryns are dropped because there can't be any more than 4 portraits in the game's graphical-user-interface(gui) For Space marines, those units with portraits are Chaplain, Force-Commander, Librarian and LandRaider. (Thanks Mdcertainity!)

    Implemented Skirmish_AI mod v2.5 to the Chaplain_Fix mod.
    Thanks to the guys in Skirmish_AI team, the Chaplain_Fix mod is now even more enjoyable.
    Skirmish_AI Team:
    Thudo (Thudmeizer)..>> Team Lead/Coder/Gfx/Bonafied Cheerleader
    ArkhanTheBlack......>> Lead Coder/Scripter
    LarkinVB............>> Lead Coder/Scripter/Beta Tester
    Corsix..............>> Coder
    Inquisitor..........>> Beta Tester/Assistance with camera mod
    Zenoth..............>> Beta Tester
    Malkor..............>> Beta Tester
    Troubadour..........>> Beta Tester
    ThetaOrion..........>> Beta Tester
    FinalDeath..........>> Beta Tester
    QuietDeath..........>> Beta Tester
    JBird...............>> Beta Tester
    Slash...............>> Beta Tester

    v22:
    Major tooltip overhaul. Feel free to tell me the ones I may have missed.
    The list is too long so I dont want to add anymore length to this page. The tooltips are from no-brainer thread.

    v23:

    Harlequin shrieker cannon piercing values are fixed in the demo so harlequins now can use this weapon instead of howling banshee pistol. Minimum damage not adressed so I used 1 for the missing value.
    harlequin riverblade morale damage is 11 now. Minimum damage not adressed so I used 3 for the missing value.
    Banshee morale regroup: I didn't fixed this as it may be intentional but in the demo they fixed this so 150 morale for regrouping is used
    fireprism throw weapon used to deal both enemy and friendly morale damage(12). In the demo they removed the morale damage from this weapon but forgot to add it to the fire prism's normal damage inflicting weapon. It now has 24 morale damage instead of the old 12. Throw weapon's morale damage is removed like in the demo.

    Scarab strategic point capture invulnerability: reduced to 3 seconds from 12. But its rate of capturing is increased from 0.5 to 0.55.(These are demo values again)
    Flayed Ones resurrect chance: It was %50. Now it is %25. Also their health is reduced to 550 from 700 but they are now scalable as the monolith upgrades itself.
    Necron Lord's health is increased via monolith upgrades in the demo but I didn't fix it because the lord is god damn powerful as it is now. The demo will probably use some additional balancing.
    Necron LP3 dealt a very low 0.05 morale damage. In the demo it is increased to 25.

    Weapon Specialization damage bonus for guardsmen grenade launchers and kasrkin were different.( so was the plasma gun bonuses) This caused the kasrkin grenade launchers to be weaker than guardsmen's grenade launchers. I though this was intentional but they swapped the values of bonuses so that all grenade laucnhers(guardsmen, kasrkin) gain 2x damage and all plasma weapons(guardsmen,kasrkin) gain 1.5x damage.
    Hellhound's Inferno Cannon stationary accuracy is increased to 80%, so its fire on the move accuracy is %65 now. But the damage is reduced to match the old damage output.(damagepersecond)
    Heavy Weapons team's autocannon upgrade dealth too much damage to monster high. It seemed to be intentional but it turned out to be a mistake.In the demo they swapped the piercing value against monster_medium armor and monster_high to fix this(So did I)
    Guardmen/Karskin sergeant sword min damage was 0. I gave these 1 damage value in a previous fix. In the demo it guardsmen sergeant sword has 3 minimum damage value and kasrkin sergeant has 4. So these values are used by the Chaplain_Fix mod.
    Imperial Guard's Listening Post level3 didn't upgrade itself to the proper weapon. Now it does.

    Tactical Space Marine MissileLaucnhers didn't have knockback: I added a value in a previous version but it turns out to intentional so the knockback value is zero again.(back to original)
    Orbital Bombardment vs monster_high was zero: I used a 100 value in a previous fix. This value is now 25 in the demo so I changed to armor piercing value accordingly.
    Chaplain now always uses the Crozius Arcanum.(I heard somewhere that in the table top game they never use powerswords) In the demo it is the same also.

    Shield Drone armor type was tp_armor. This armor type doesn't have all the piercing values listed in the games weapons.In the demo they fixed it by giving it infantry_heavy_medium armor. It was fixed in a previous version but my fix used a slightly different armor type. Now it is the same as demo.
    Target Lock research now increases the standing accuracy of stealth suit burst cannon fusion blaster and shasvre fusion blaster by %20 to %90 and it reduces the fire on the move accuracy penalty by %30 from %55 to %25.
    Broadside morale immunity is fixed but its statistics are changed. 600 morale, 10 morale regeneration/sec, ant it regroups at 50 morale now.(like space marines)
    Firewarrior leader Shasui, Shasvre, Krootshaper morale bonus is not implemented in the demo so it is removed from the mod.

    Mad Dok's Burna Bomb morale damage was zero.It was fixed as it dealt 20 morale damage in a previous version of Chaplain_Fix mod. Now that the demo gives the bomb a 60 morale damage, I do the same.

    Daemon Pit capacity is increased to 2 as there are honor guard obliterators and normal obliterators in the single player game.

    v24:
    Attack move command of these units are fixed according to the demo.

    SpaceMarine PredatorAnnihilator:35-35(nochange)
    SpaceMarine LandRaider: 35-35(nochange)
    Necron RestoredMonolith: 35->30(reduction)
    ImperialGuardsmen Baneblade: 35->50
    ImperialGuardsmen LemanRuss:35->60
    TauCommander:35->40
    Tau Hammerhead: 35->50
    ChaosDefiler:35->80
    Chaos Predator: 35-35(nochange)
    OrkishLootedTank:100-100(nochange)

    Imperial Guard weapons dealt no morale damage to the enemy.-Fixed according to demo values.
    First one is the old morale damage. Second value is the new one.

    GuardAutoCannonHeavyWeaponsTeam:0.05-10.05
    Guardheavy Bolter Heavy weapons Team: 0.05-4.05
    GuardHellgunKasrkin: 0.05-7.05
    GuardHellgunKasrkinSergeant:0.05-10.05
    GuardPlasmaGunKasrkin:0.05-15.05
    GuardLaspistolCaptain(general):0.05-8.05
    GuardLaspistolEngineseer(Builder):0.05-2.05
    GuardRipperGunRangedOgryn(ranged attack):0.05-8.05
    GuardRipperGunRangedOgrynSergeant:0.05-10.05
    GuardHeavyBolterBasilisk:0.05-10.05
    GuardBattleCannnonLemanRuss:0.05-380.049999
    GuardHeavyBolterLemanRussHull/Left/Right: 0.05-10.05
    GuardDemolisherCannonBaneblade:0.05-50.04999
    GuardHeavyBolterTurret:0.05-6.05
    GuardStormbolterCaptain(general):0.05-17.04999
    GuardPlasmaPistolCaptain:0.05-20.04999
    GuardMasterClawsCaptain:0.05-10 also the minimum damage value is increased from 1 to 6.
    GuardPowerFistCaptain:0.05-15 also the minimum damage value is increased from 1 to 5.

    Librarian Smite couldn't target monster_high armor because of a typo.-Now it can.

    SinglePlayerCommandSquad leaders use the captain's(general) voice now. (except the kasrkin bodyguard which has no sound now.)

    I dont know but it seems like there are no more bugs left to fix?!(Other than singleplayer and some obscure ones)

    v25:
    Added space marine power fist upgrade to the campaing according to the suggestions. Thanks Ferrolho!
    The Terminator ranged weapon has a FotM accuracy of 10% instead of 15%(like all the other ranged weapons)-done


    Most of these are from the Slowrunner's nobrainerfix list and The guardman's oversight list. I didnt change some other things because it can spoil the balance.

    Its a self extracting exe. (you need to browse your game folder though)
    Thanks for all the bug listers out there.

    I hope there are no mistakes while I was writing numbers(or forgetting to click the save button.)
    I will try to log on from time to time. Feedback for the new version is much appreciated.

    Please test and tell me what you think about the new version with skirmish ai because I don't have enough time right now.
    Last edited by anilkocman; 27th Mar 08 at 3:24 AM. Reason: Added a mirror and a better changelog. I hope I will update this mod one day with soulstorm changes to the old races.

  2. #2
    The flying one corncobman's Avatar
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    Hmmm, I'll download this now.

    I'd suggest you name the mod something different since the Chaplain isn't the only fix you made.
    -It's not the fall that kills you, it's the sudden stop at the end (Douglas Adams)-
    -Make something idiot proof and nature will create a better idiot.-
    -Me fail English? That's unpossible!-

  3. #3
    anilkocman
    Guest
    @corncobman
    Thanks for the suggestion

  4. #4
    whoadude1
    Guest
    Very nice, I think I'll download this later.

    I was thinking about making a mod implementing all the "no-brainer fixes" that Slow_Runner made, but it looks like you've already done it!

    This is for all the people all impatient to wait for the 1.3 patch

  5. #5
    Wow, someone FINALLY fixed the IG voice bug. Thanks for these changes, I've combined it with the AI mod for a perfect game.

  6. #6
    Any chance you could fix the IG airstrike next version? The damage is pure crap against everything. Orbital bombardment and Tau airstrike are devastating when timed right. Airstrike just puts on a nice light show. I don't mind it being good vs. infantry only, but it should be nearly killing infantry squads caught in the aoe.

  7. #7
    anilkocman
    Guest
    I'm sorry my friend. I try to avoid changing the damage values as much as possible not to ruin the current DC 1.2 patch balance. All of the fixes here are from nobrainer fix list, check it out:

    http://forums.relicnews.com/showthread.php?t=143127

  8. #8
    You should fix the flight path of the ork stikkbomb. Currently the stikk looks like it floats thru the air like a balloon, traveling in a straight 2D line, before exploding.

    It doesn't follow a thrown 3D arc like every other grenade. A leftover bug from DOW.

  9. #9
    Member The_Guardman's Avatar
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    some thing may be intentiona like (...) baneblade lascannon damages are different
    Baneblade's lascannons piercing values are equal now (right+left)/2
    Hu? Lol
    I think you should correct the end note
    All heil Gygax.

    "Cry the Paladin for his mentor, cry the Succubus for her father."
    Thanks again for all of the hours of fun you have give me.

  10. #10
    anilkocman
    Guest
    lol you're right.

    some thing may be intentiona like (...) baneblade lascannon damages are different
    here i change the line:

    "banshees morale regroup at 50 maybe intentional"

  11. #11
    The flying one corncobman's Avatar
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    In future could you use a more general folder name and module file so that I don't have to keep updating my shortcuts and playercfg file?

  12. #12
    anilkocman
    Guest
    Thanks man. I hope you like this new version

  13. #13
    Wraith_Lord
    Guest
    Tau Crisis Suit Flamers have no angle right and left. Not to ruin the balance it now has 5 degrees for right and -5 degrees for left.(its powerful already)
    Hey, how did you do that? They said it couldn't be done,

  14. #14
    anilkocman
    Guest


    i think it should be ok but I will run some lab tests to make sure it works
    now that you mentioned this I noticed something weird about tau commander's flamer. I'm gonna ask it in the no-brainer list.

  15. #15
    Outstanding work once again. Since the odds of another official patch ever getting released are close to 0, this is the best we can get. Once again, I'd like you to consider fixing the IG Airstrike. According to the wiki, the armour penetration is borked. It's doing 1/3 of the damage it should be. This would fall under 'bug' then, not balance yes? Could you triple the damage of Airstike in the next update?

  16. #16
    anilkocman
    Guest
    Hi sgb,
    You may be right about ig airstrike but fixing it is hard.
    I can't increase the armor penetration values because they are already over the pierce cap. First I have to increse the base damage and then decrease the piercing factors for other type of units(vehicles buildings etc) nearly 15-20 times because this ability has many child abilitys that activate consecutively. This requires a lot of time and unfortunately I don't have that time right now. Also everybody must agree it is in fact a real bug. If you ask my opinion about it, it may not be a bug. There are a lot of wrong piercing factors over 100 but those values don't mean they should have dealt THAT damage. For example Tau hammerheads have %300 armor piercing factor vs Vehicle_Medium. Assume, that was a bug and we should increase the damage of hammerhead against vehicle_medium triple times to compensate that. How would that affect the game play? I think it would be a disaster. The airstrike has something very similar to this. It may be a bug but there is a chance that it may not. I hope you understand me. Thanks for your compliments earlier. If you want to have fun with the piercing factors of airstrike ability you can always mod it and add it to my fix mod folder in your computer so that you can enjoy playing DOW as much as I do. Have a good summer, bye!

  17. #17
    anilkocman
    Guest
    I'm still offline folks. I read the nobrainer fix list a couple of times and uploaded this. I hope you like it.

  18. #18
    Member Nox's Avatar
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    Well....I've downloaded and 've been playing since that and I'm satisfied. Good job!
    It is better to die for the God-Emperor than to live for yourself!

  19. #19
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    To Anilkocman: would you allow a balance mod to use your work as a base? With all due credit of course.

  20. #20
    Naskoni
    Guest
    Both the thread name and the mod names should be changed to reflect the much enhanced fixes list implemented currently.

    Other than that - keep up the good work, it is appreciated!

  21. #21
    anilkocman
    Guest
    @philgreg
    Of course you can. I would be happy with a mere credit for me and all the people in the No-Brainer Fix list thread who helped a lot creating the list.

    http://forums.relicnews.com/showthre...7&page=1&pp=15

    @Naskoni
    Thank you man! I will change the thread name "again" to be more usefull.

    I can barely connect to internet folks so forgive me for the late answers

  22. #22
    Member
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    Top notch, buddy, thanks a lot

  23. #23
    Member mdcertainty's Avatar
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    @Anilkocman
    This mod (bugfixes) sounds really good. Thank you for your work on that, i just wonder if it´s compatible with the skirmish ai or mods which are adding new races.

    As far my understanding goes (which isn´t far) this will be activated with the mod manager, so if i activate it i can´t play with skirmish ai 2.4 anymore or have i misunderstood something?

    Hopefully someone can help me with my question, thanks in advance

    cheers

  24. #24
    R0N4N
    Guest
    Just put the AI mod files into Chaplain fix mod folder and you will have both of them... I did so and it works fine

  25. #25
    Member mdcertainty's Avatar
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    @RON4N
    Thank you for this info, i´ll do so

  26. #26
    Member
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    Nice Mod, you should really implement the scirmish AI. If I do it by my own the CS won't have the voice of the general after I have build a priest, pskyer or commissar.

    How are you thought about some balance changes or other minor changes (like visible effect after bajonet upgrade for Orgyns)?
    "Never trust a computer you can't throw out a window."
    (Steve Wozniak)

  27. #27
    Member mdcertainty's Avatar
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    Hey Diviator try this:

    Create a folder named DXP2 and put the data folder which comes from the Chaplain_Fix in there. (I also created a w40k folder an copied the Chaplain_Fix data folder there too, just in case )

    Then move the DXP2 (and the w40k) folder to the main DC folder and start a game with skirmish ai... for me it works fine the CS of the IG have the Generals voice only so i guess the rest of the fixes will work too.


  28. #28
    Member eltroubabadour's Avatar
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    If you want to use both mods do as follows :
    - download and install skirmish aimod
    - download and install this mod
    - in DC folder locate the file dowai.module
    - edit it with notepad, add this line at the end :
    RequiredMod.3 = Chaplain_Fix
    - save dowai.module
    - launch DC, activate dowai mod

    When you launch AImod it will also load chaplainfix files
    It wont work for all mods, it works here because aimod & chaplainfix did not modify the same files

  29. #29
    Member mdcertainty's Avatar
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    Hi eltroubabadour, sounds good thank you

  30. #30
    Member
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    Yeah, of cause it works but I hadn't thought that way. I thought if I would add it to the dowai.module it would still miss the voice, like it did when I added the dowai to the chplain-fix.module. Thanks for that.

  31. #31
    Zen
    Guest
    Should try to compile these mods in one and rename it = Unofficial DC Patch 1.3

    Yes it's that indepth.

  32. #32
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    I already named it DoW:DC rebalanced ... ;)
    lets see if we see some more changes in the future. I would like to know them ... ;)

  33. #33
    Member eltroubabadour's Avatar
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    @anilkocman
    Can you explain what was broken in attack-move command please ?
    Did you change something in the skyray gunship range because it seems to me it shoot from very far away (or i drank too much last night) ?

    Thank for you work

  34. #34
    Member
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    Okay, now I have little suggestion (some would call it balance):
    - Could you have a look at the turning speed of the HWTs and the Chimaera-Turret (specially the last one)

  35. #35
    anilkocman
    Guest
    @eltroubabadour
    As far as I remember I haven't changed anything with Tau Skyray.Check out the chaplain_Fix folder if there is any entry for skyray. Your download may be fake if you have downloaded the mod from another site. Skyray shoots very far away normally though.

    http://forums.relicnews.com/showpost...&postcount=396

    Maktaka explained the problem very clearly in this post. I hope this helps.

    http://forums.relicnews.com/showthre...&page=27&pp=15
    This is the full thread.

    @Diviator
    Thanks for your suggestion man. Unfortuntely turning speed of HWT will probably effect the game play greatly. I can not touch it. I'm sorry buddy.
    Last edited by anilkocman; 15th Aug 07 at 2:56 PM.

  36. #36
    Aden
    Guest
    Great mod Anilkocman, I am hoping it will save me some serious time

    I would like to use this mod as a base to work from in creating a mod of my own, with your permission of course.

    Basically I am going for a codex fluff mod, but I am only just starting out. I had begun by working my way through the no brainer list using AE, and then I came across your work.

    Anyway long story short here is my problem, in anticipation of your permission, I went ahead and tried to integrate your mod into mine. It all works fine, I let your files overwrite what I had done so far and the game works fine, better in fact.

    But...

    The problem I have is that when I open AE it opens my old .lua's, and as you know AE won't open the .RGD's.

    Is there a work around for this? I read some where that converting .RGD back to .lua will cause data loses. I know I can edit them with corsix's editor but I would really like to stick with AE.

    Sorry if this is a noob question, I'm remarkable green
    Last edited by Aden; 18th Aug 07 at 12:38 PM.

  37. #37
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    @Diviator
    Thanks for your suggestion man. Unfortuntely turning speed of HWT will probably effect the game play greatly. I can not touch it. I'm sorry buddy.
    No need to excuse I just asked if you could have look at it. I think it is every easy too imbalance the HWT if you do something wrong here. I.e. I think the HWTs are too weak agaginst meele damage, but if you would do any changes here they could easily become too powerful.

    So, thanks that you had at least a thought about it.

    My next suggestion would be:
    - Take a look at IG's T3. I wish I could say some more thing but I think it is very hard to balance it here.

  38. #38
    Member mdcertainty's Avatar
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    I guess we have a bugfix mod here after all and not a "balance" one maybe i got it wrong, anyway i feel fine with the fixes done so far without touching the balance, great job anilkocman.

  39. #39
    Athelard_
    Guest
    Great work! I hope that all people playing online will start to use this mod.

  40. #40
    Hi, im kinda new to the use of addons for DoW and i was wondering about a few things. I like this addon but:

    • Does this mod overwrite the existing files or can u select the version when u start playing?

    • And if its the first, dont u get an imbalancing issue when u start playing multiplayer mode and u fight other players that didnt use this addon?


    P.S. sorry for the n00b-questions

  41. #41
    Member
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    No, it uses own files in a separate folder. It uses the standard files if you hadn't changed anything here.

  42. #42
    anilkocman
    Guest
    @Aden You can use Chaplain_Fix mod with a tiny credit for me and the nobrainer fix list thread. I hope you like it.

    You can use the corsix's mod tool to convert rgd to lua. Then you can copy the luas to your DCfolder\modtools\datageneric\my_mod folder. Attribute Editor can read them now. But that will take some time.

    @Just8KB8
    The setup is a lame self extracting exe. So it should switch the old files with the new ones but I'm not %100 sure.
    You can't play this mod multiplayer unless other players also activate it in their game managers. If you are playing on lan network, you all can activate the same version of the mod in the game then have fun playing it. I hope this mod gets famous and used in the gamespy lobby as well.

    As mdcertainty stated this is not a balance mod. This is a simple bugfix mod.

    I think much of the major fixes are complete now.
    http://forums.relicnews.com/showthread.php?t=143127

  43. #43
    Member Shaitan's Avatar
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    Thanks anilkocman, you are truly doing God's (read: The Emperor's) work.

    Out of curiousity, how close do you think you are to the completing the project?
    I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.

  44. #44
    Aden
    Guest
    @Aden You can use Chaplain_Fix mod with a tiny credit for me and the nobrainer fix list thread. I hope you like it.
    Thank you, and I do like it a lot, very comprehensive

    You can use the corsix's mod tool to convert rgd to lua. Then you can copy the luas to your DCfolder\modtools\datageneric\my_mod folder. Attribute Editor can read them now. But that will take some time.
    I have taken care of that thanks to Rex's tutorials and a little p.m help from the man himself
    Not to mention the other fine tutorials and help texted found here.

    Thanks Anilkocman you're a star

  45. #45
    anilkocman
    Guest
    Out of curiousity, how close do you think you are to the completing the project?
    I thinks it's pretty much complete but I will try to add the fixes when a new bug is found.There are things which I don't want to touch.(Sometimes I can't resist the call though) http://en.wikipedia.org/wiki/Cthulhu

    Thanks Anilkocman you're a star
    (Don't take any wierd message from this )

  46. #46
    Member
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    Cool, you fix things i I never realised.

    I have an other suggestion, but this time not balancing:
    - Can you give use the icons of the following units in the upper right screen, when they are build: Baneblade, Greater Gnarloc and Landraider?
    - I know the are not like the other Commanders, but the Avatar of Khaine, the Bloodthirster and even the Squiggoth got one, too. So it would just be fair, when all relic units get one and this would mean new work for mdcertainty (new hero icons)
    - Last but not least, maybe you should think about Hive World Terra, I'm sure it would be worth a try to submit it

  47. #47
    Member mdcertainty's Avatar
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    I second diviators suggestion, it is infact a little annoying to miss this icons. One could even say it is a Bug that some major units don´t appear in the "Hero" section of the screen. Therefore if it´s possible it would be really cool if anilkocman (or someone else) can bring the "lost ones" where they belong .

  48. #48
    anilkocman
    Guest
    I searched about your suggestion but couldn't find something useful. I think it is hardcoded in the engine so it cant be modded. Very good suggestion indeed. I will add it if it is possible (but I doubt it)

  49. #49
    I tried to install V.17 but it looks like it contains some corrupted files.
    Edit: Downloaded the mirror and works fine.
    Last edited by reaper3delta; 31st Aug 07 at 8:09 AM.
    "What I cannot crush with words,I will crush with the tanks of the Imperial Guard."
    ~Lord Commander Solar Macharius~


  50. #50
    Member eltroubabadour's Avatar
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    I had the same problem, when extracting i had an error message i downloaded the .exe again and all went fine... i guess...because v1.6 was already installed i dont know if all v1.7 files are copied or not

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