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Soulstorm and DC Enhanced - We'll Make It Orky

  1. #301
    EldarAspect
    Guest
    Dark eldar warriors are supposed to be like that they have low health dont come in big squads and have not so good range.Making them similar to guardians is so wrong.

    The whole point of this mod is to keep the gameplay pretty much the same but with added units.I like it the way it is taking away infiltration is just wrong except chaos marines.I dont see what the problem is you get attacked by them then make a detector not hard to do countering infiltration.Its what helps make the game more challenging and interesting having stealthed units ruining all over the place.

    Sorry if i came off a bit strong but i disagree.
    Last edited by EldarAspect; 23rd Aug 08 at 3:13 PM.

  2. #302
    Member l0d1z's Avatar
    Join Date
    Aug 2008
    Location
    Land o' swedes
    This mod kicks so mush ass it's not even funny.... however
    there is one little problem... if I play against chaos or as chaos
    the game will eventualy crash.. I either have to win fast or lose fast.
    neither of witch I am vary good at.

    Chaos making game crash not cool... love the new sound effects though =)
    ----------------------------
    Attero Dominatus.

  3. #303
    Member
    Join Date
    Sep 2004
    Location
    UK, sat on his obsidion throne atop a mountain of skulls amidst a boiling ocean of blood.
    Obviously something wrong with your game files. Just reinstall the game/mod. Chaos works fine with me, but there is obviously something they do that causes your crashes. Possibly files for a perticular unit are corrupt or something?

    "What is thy desire?"
    "Power... immense power so absaloute, that even the Emperor would have to bow before me, and allow me to crush the empire of man, and bestow upon it my diabolic splendour."

  4. #304
    Member l0d1z's Avatar
    Join Date
    Aug 2008
    Location
    Land o' swedes
    hmm that might be it... I'll look in to it.


    Edit: I have reinstalled the mod many times now..
    I even redownloaded the installer... no go.
    I test played a long game without chaos ( fealt empty =/ )
    and that went fine.. no crash.. but then I try chaos..
    and it goes fine for a while... then after a while crash..

    I've notcied one thing chaos seems to always choose
    chaos undivided..hmm.. I've gotta to check something
    out.
    Edit2: well it crashed faster than ever.. like 5-10 min into play
    and it crashed when I was building raptors..hmm
    my mind is black, I have no idea
    Edit3: Well i tried to play regular soulstorm and chaos
    still crashed so I guess that means that I'll have too
    reinstall the game.. =/ oh well I really hope that fixes it.
    Last edited by l0d1z; 24th Aug 08 at 10:19 PM.

  5. #305
    Member Praylak's Avatar
    Join Date
    Apr 2006
    Location
    Ont, Canada

    SEb4

    Yes, this is a very nice collection of goods. Thank you very much for the effort. Looking forward to the updates.
    "CoH was a tactical non-blob game and people want that back".
    -Quercus

  6. #306
    Member l0d1z's Avatar
    Join Date
    Aug 2008
    Location
    Land o' swedes
    Well uh.. the chaos crash bug never seems to go away..
    I reinstalled soulstorm redownloaded the mod and the bug persists..
    so I thougth hey, dark crusade has no problems let me try dc enhanced....
    uh well... now chaos crashes there too.... =S

  7. #307
    That's very strange. Please post your warnings.log file, from your DC or Soulstorm directory. Don't forget to put spoiler tags around it, for size reasons.
    The Dark Angels Mod - "Repent! For tomorrow you die!"

  8. #308
    Member
    Join Date
    Sep 2004
    Location
    UK, sat on his obsidion throne atop a mountain of skulls amidst a boiling ocean of blood.
    so, are we actually getting a soulstorm update? The only reason the game is still installed is because i was waiting for what i thought was a soulstorm mod update

  9. #309
    Hmm... I can't get this to work, installed to Soulstorm directory, but it won't show up in the mod list, Tyranid mod is there and works.. what am I missing?!

    EDIT: Nm, it worked after this mornings reboot..
    Last edited by Liljagare; 30th Aug 08 at 3:35 AM.

  10. #310
    Member
    Join Date
    Mar 2008
    Location
    Graz, Austria
    This mod ist just awesome, my gratitude and kudos to the team. Is there any possibility to play SS Enhanced on Argonaut's survival maps?

  11. #311
    Quote Originally Posted by Lord Proteus
    so, are we actually getting a soulstorm update? The only reason the game is still installed is because i was waiting for what i thought was a soulstorm mod update
    Eventually. After this release, I'll be focusing entirely on Soulstorm. I don't have nearly enough material for a full update to the Soulstorm version now, though.

    Quote Originally Posted by sardaukar69
    This mod ist just awesome, my gratitude and kudos to the team. Is there any possibility to play SS Enhanced on Argonaut's survival maps?
    It should be fine. I played DC Enhanced with survival maps a while back (that was with beta 1 or 2). I don't see any reason why the maps wouldn't still work. I'd suggest just trying them.

  12. #312
    Member
    Join Date
    Sep 2004
    Location
    UK, sat on his obsidion throne atop a mountain of skulls amidst a boiling ocean of blood.
    Guys, I... I... ive been playing with the Dark Eldar and Sisters of Battle extensivley, and i now understand why everybody plays Dark Crusade instead of SOulstorm.

    Dear god... so broken... let me sum up The Dark Eldar

    Farm Souls, Push buttons, Everything on map dies, churn out overpowered ranged damage dealers and Talos's that rape all walker units, recieve victory.

    I dispise the Dark Eldar with every fibre of my being. Not having turrets is simply no excuse to have all your troops be 10 times more powerful than every other races units in the game. I blame whoever thought it was a good idea to do that with the Tau. Cos now we are getting a trend of "no turrets, but troops will take out tanks in two shots"

    Im glad Iron Lore is dead.

  13. #313
    Proteus i find you summarization to be completely wrong.
    let me sum up the dark eldar: a race that has the ability to spam jetbikes with reckless abandon and then rely on a broken Dias of Destruction special ability. According to some people on this forum, jetbikes are the true way to go since they cost 80/20 and have a pretty good attack. and when you reach the point in which spamming jetbikes doesnt work then just scourge, ravager, and dias the enemy to death.
    you should be more upset at the fact a speedy hit and run race with really good weapons but weak health and vehicle armor into a spamming race is worse than what you have put out Proteus. Cause in the TT i remember the DE had excellant weapons, a insane CC hq (the archon) and alot of versatility to make up for there weakness (a 5+ armor sv for the majority of units means they wont live long) not spamming jetbikes to victory while leaving other stuff to sit at back.
    Last edited by Cadian Guard; 30th Aug 08 at 11:57 AM.
    Acceptance- Seeing how hopefully shitty you are and moving on.

  14. #314
    Member l0d1z's Avatar
    Join Date
    Aug 2008
    Location
    Land o' swedes
    Well here is my Warings log file after todays "playcrash"
    oh yeah I thought that code tags were better =)
    Code:
    21:02:44.64   SOULSTORM started at 2008-08-30 21:02
    21:02:44.64   OS NT 5.1, 1024MB Physical Memory
    21:02:44.64   RUN-OPTIONS 
    21:02:44.64   WORKING-DIR I:\Games\THQ\Dawn of War - Soulstorm
    21:02:44.64   USER l0d1z
    21:02:44.64   
    21:02:47.64   MATHBOX -- Version=5, Cpu=AMD Athlon:f=6,m=10, Mode=SSE
    21:02:47.64   FILESYSTEM -- filepath failure, path does not exist 'Engine\Locale\english\Data'
    21:02:47.64   GAME -- Warning: Failed to map folder 'Engine\Locale\english\Data'.
    21:02:47.64   GAME -- Warhammer, 1.0.9409, Build 9409
    21:02:47.64   GAME -- Available memory: 1023MB RAM, 2411MB Pagefile
    21:02:47.64   State::State - set socket send buffer to 131072
    21:02:47.64   State::State - set socket receive buffer to 131072
    21:02:47.64   HostState - 79.102.49.211:6112 / 79.102.49.211:6112
    21:02:47.64   Session : Now Host
    21:02:47.64   Session : We are now a Host
    21:02:47.64   PeerState - 79.102.49.211:6112 / 79.102.49.211:6112
    21:02:47.64   PeerState::ConnectCallbackHost - connecting to host at 255.255.255.255:6112
    21:02:47.64   GSTransport::Connect - GT2AddressError
    21:02:47.64   SPOOGE - Driver[Dx9 : Hardware TnL] on adapter[0], version[4,32]
    21:02:47.64   SPDx9 -- Driver Name = ati2dvag.dll  Device = \\.\DISPLAY1  Desc = SAPPHIRE RADEON 9600SE Edition
    21:02:47.64   SPDx9 -- Driver Vendor = 0x1002  Device = 0x4151  SubSys = 0x7C20174B  Rev = 0x0000
    21:02:47.64   SPDx9 -- Driver Version  Product = 0x0006  Version = 0x000E  SubVersion = 0x000A  Build = 0x19D6 (6614)
    21:02:47.64   SPDx9 -- Driver GUID = {D7B71EE2-0211-11CF-2D6D-2A5CA1C2CB35}
    21:02:47.64   SPOOGE -- 240.00MB available texture memory
    21:02:47.64   SPOOGE -- 240.00MB available texture memory
    21:02:47.64   GAME -- Beginning FE
    21:02:47.75   MOVIE -- Opening movie 'movies:dxp_relic_intro.lua'
    21:02:49.18   MOVIE -- Closing movie 'movies:dxp_relic_intro.lua'
    21:02:49.18   MOVIE -- Opening movie 'movies:nvidia_logo.lua'
    21:02:49.82   MOVIE -- Closing movie 'movies:nvidia_logo.lua'
    21:02:49.82   MOVIE -- Opening movie 'movies:dow_intro.lua'
    21:02:50.59   MOVIE -- Closing movie 'movies:dow_intro.lua'
    21:02:50.59   FE -- Loading front end.
    21:02:50.59   FE -- Cursor hidden.
    21:02:57.51   MOD -- Initializing Mod enhanced, 0.4.0
    21:02:57.51   MOD -- Warning: Failed to load archive 'W40k\W40kDataGOTY.sga'
    21:02:57.51   MOD -- Warning: Failed to open folder 'DXP2\Locale\english\Data'.
    21:02:57.51   MOD -- Warning: Failed to open folder 'DXP2\Data_Shared_Textures\Full'.
    21:02:57.51   MOD -- Warning: Failed to open folder 'DXP2\Data_Sound\Med'.
    21:02:57.51   MOD -- Warning: Failed to open folder 'DXP2\Data_Music'.
    21:02:57.51   MOD -- Warning: Failed to open folder 'DXP2\Data_Whm\High'.
    21:02:57.51   MOD -- Warning: Failed to open folder 'W40k\Locale\english\Data'.
    21:02:57.51   MOD -- Warning: Failed to open folder 'W40k\Data_Shared_Textures\Full'.
    21:02:57.51   MOD -- Warning: Failed to open folder 'W40k\Data_Sound\Med'.
    21:02:57.51   MOD -- Warning: Failed to open folder 'W40k\Data_Whm\High'.
    21:02:57.51   LOCALIZER -- Requested string ID '16040973' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16040971' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16040973' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16040971' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16040973' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16040971' does not fit in a valid key range!
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    21:02:57.51   LOCALIZER -- Requested string ID '16040052' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16040053' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16040054' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16020140' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16040973' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16040971' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16040972' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16040975' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16040971' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16020133' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16020132' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '55000031' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '15401191' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '15401192' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '15401310' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '15401311' does not fit in a valid key range!
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    21:02:57.51   LOCALIZER -- Requested string ID '15104009' does not fit in a valid key range!
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    21:02:57.51   LOCALIZER -- Requested string ID '16020092' does not fit in a valid key range!
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    21:02:57.51   LOCALIZER -- Requested string ID '16020090' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16020091' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16020092' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16020090' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16020090' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16020091' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16020092' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16020090' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16020090' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16020091' does not fit in a valid key range!
    21:02:57.51   LOCALIZER -- Requested string ID '16020092' does not fit in a valid key range!
    21:02:57.53   LOCALIZER -- Requested string ID '16020090' does not fit in a valid key range!
    21:02:57.53   LOCALIZER -- Requested string ID '16020090' does not fit in a valid key range!
    21:02:57.53   LOCALIZER -- Requested string ID '16020091' does not fit in a valid key range!
    21:02:57.53   LOCALIZER -- Requested string ID '16020092' does not fit in a valid key range!
    21:02:57.53   LOCALIZER -- Requested string ID '16020090' does not fit in a valid key range!
    21:02:57.53   LOCALIZER -- Requested string ID '16020090' does not fit in a valid key range!
    21:02:57.53   LOCALIZER -- Requested string ID '16020091' does not fit in a valid key range!
    21:02:57.53   LOCALIZER -- Requested string ID '16020092' does not fit in a valid key range!
    21:02:57.53   LOCALIZER -- Requested string ID '16020090' does not fit in a valid key range!
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    21:02:57.53   LOCALIZER -- Requested string ID '16020090' does not fit in a valid key range!
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    21:02:57.53   LOCALIZER -- Requested string ID '16020090' does not fit in a valid key range!
    21:02:57.53   LOCALIZER -- Requested string ID '16020090' does not fit in a valid key range!
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    21:02:57.53   LOCALIZER -- Requested string ID '16020092' does not fit in a valid key range!
    21:02:57.53   LOCALIZER -- Requested string ID '16020211' does not fit in a valid key range!
    21:02:57.53   LOCALIZER -- Requested string ID '16020200' does not fit in a valid key range!
    21:02:57.53   LOCALIZER -- Requested string ID '16020200' does not fit in a valid key range!
    21:02:57.53   LOCALIZER -- Requested string ID '15104014' does not fit in a valid key range!
    21:02:57.53   LOCALIZER -- Requested string ID '15104000' does not fit in a valid key range!
    21:02:57.53   LOCALIZER -- Requested string ID '16040641' does not fit in a valid key range!
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    21:02:57.53   LOCALIZER -- Requested string ID '16020211' does not fit in a valid key range!
    21:03:00.82   GAME -- Using player profile W.W.
    21:04:31.03   Skirmish - loading badge 'BADGES:Hardcorp.tga' for player (0)
    21:04:31.03   Skirmish - loading banner 'BANNERS:bannerlike.tga' for player (0)
    21:04:31.03   Skirmish - loading badge 'BADGES:Medal badge.tga' for player (1)
    21:04:31.03   Skirmish - loading banner 'BANNERS:bannerlike.tga' for player (1)
    21:04:31.03   Skirmish - loading badge 'BADGES:Medal badge.tga' for player (2)
    21:04:31.03   Skirmish - loading banner 'guard_race/CADIAN101' for player (2)
    21:04:31.03   Skirmish - loading badge 'chaos_marine_race/EmpororsChildren' for player (3)
    21:04:31.03   Skirmish - loading banner 'chaos_marine_race/EmperorsChildren' for player (3)
    21:04:31.03   Skirmish - loading badge 'chaos_marine_race/BlackLegion' for player (4)
    21:04:31.03   Skirmish - loading banner 'chaos_marine_race/BlackLegion' for player (4)
    21:04:31.03   Skirmish - loading badge 'chaos_marine_race/Nurgle' for player (5)
    21:04:31.03   Skirmish - loading banner 'chaos_marine_race/Nurgle' for player (5)
    21:04:31.96   APP -- Game Start
    21:04:31.96   GAME -- Ending FE
    21:04:31.96   GAME -- Shutdown play
    21:04:31.96   GAME -- Beginning skirmish mission '6PTEAM_STREETS_OF_VOGEN' (5 Computers)
    21:04:31.96   GFx -- loading file DATA:ART\UI\SWF\LOADINGSCREEN.gfx
    21:04:31.96   GFx -- loading file DATA:ART\UI\SWF\LOADINGSCREEN.gfx
    21:04:31.96   GFx -- loading file DATA:ART\UI\SWF\FontBody.gfx
    21:04:31.96   GAME -- Recording game
    21:04:31.96   GAME -- Initializing sync checking...
    21:04:31.98   GAME -- Initializing FX Manager...
    21:04:32.00   GAME -- Initializing Rendering Systems...
    21:04:32.01   GAME -- Initializing NISLets...
    21:04:32.09   GAME -- Initializing World Blueprints...
    21:04:32.09   GAME -- Initializing Scene Graph...
    21:04:32.09   GAME -- Initializing MOD systems...
    21:04:36.04   GAME -- Initializing Session...
    21:04:36.04   GAME -- Initializing Players...
    21:04:36.04   GAME -- Initializing SCAR (Pre-Sim) systems...
    21:04:37.45   MOD -- Loading Win Condition(DATA:Scar/WinConditions/annihilate.scar)
    21:04:37.45   GAME -- Initializing Team Colour Systems...
    21:05:06.25   GAME -- Preloading all models...
    21:05:44.79   GAME -- Applying Team Colours...
    21:05:45.98   GAME -- Initializing UI...
    21:05:45.98   GAME -- Initializing LUA...
    21:05:46.00   GAME -- Initializing SCAR (Post SIM)...
    21:06:33.23   GAME -- Precaching Events...
    21:06:33.26   GAME -- Initializing Sim-Vis Handlers...
    21:06:33.67   GAME -- Initializing music...
    21:06:36.75   GAME -- Initializing AI...
    21:06:36.75   GAME -- Initializing SCAR...
    21:06:38.98   GAME -- Preparing Sim-Vis...
    21:06:39.01   SIM -- Setting SyncErrorChecking level to Low
    21:06:39.01   GAME -- Local player (W.W., 0) finished loading (ede40b8a) (127 seconds)
    21:06:41.32   GAME -- Starting mission...

  15. #315
    Great mod.. really adds a little something to all sides, and alot to the sides that needed it imho!

    Now, if I could just figure out how to start the campaign with the special honour guards.. Would almost be cheating though.. hehe.

  16. #316
    Member Praylak's Avatar
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    compatibility

    I'd like to report that this mod works very well with other mods. Here's my module file using the Enhanced mod as a base.

    My module file


  17. #317
    tommahon
    Guest
    same as mine

  18. #318
    Quote Originally Posted by Lord Proteus
    Guys, I... I... ive been playing with the Dark Eldar and Sisters of Battle extensivley, and i now understand why everybody plays Dark Crusade instead of SOulstorm.

    Dear god... so broken... let me sum up The Dark Eldar

    Farm Souls, Push buttons, Everything on map dies, churn out overpowered ranged damage dealers and Talos's that rape all walker units, recieve victory.

    I dispise the Dark Eldar with every fibre of my being. Not having turrets is simply no excuse to have all your troops be 10 times more powerful than every other races units in the game. I blame whoever thought it was a good idea to do that with the Tau. Cos now we are getting a trend of "no turrets, but troops will take out tanks in two shots"

    Im glad Iron Lore is dead.
    You've really missd the point of this race. They are nothing like what you describe. Are you by any chance a quick start player? That's the only reason I can think of for such a fundamental lack of understanding of the strength of this race.
    In the grim darkness of the far future there are only bugs

  19. #319
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    Morat, could you tell me then how to get Survival Maps to work with your mod? Sorry I'm a real n00b on these matters, but would you suggest me to do? Simply copying SM-maps into the Enhanced Data-folder?

  20. #320
    Member Praylak's Avatar
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    You've really missd the point of this race. They are nothing like what you describe. Are you by any chance a quick start player? That's the only reason I can think of for such a fundamental lack of understanding of the strength of this race.
    Exactly. I didn't want to extend the exclusive discussion of the DE in this thread, but I was going to say what you said here as well. I just assumed they were new players.

  21. #321
    "Dark eldar warriors are supposed to be like that they have low health dont come in big squads and have not so good range.Making them similar to guardians is so wrong."

    Small squads? in TT they can be in squads of 20 with 2 heavy weapons and 2 assault weapons. Their ranges is okay since they could use weapons like the dark lances and splinter cannons, but SS didnt include weapon upgrades for the warriors. Warriors ARE close to guardians, but warriors are more skilled in ranged and close combat and are faster due to a higher initiative. Everythin else stat wise is the same

  22. #322
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    You've really missd the point of this race. They are nothing like what you describe. Are you by any chance a quick start player? That's the only reason I can think of for such a fundamental lack of understanding of the strength of this race
    I dont play Quick Start games. I do however tend to play Team Games. You can never justify the Special Powers that the Dark Eldar and Sisters of Battle have. Dont even try to defend them. And dude, you DO know there are hardly any soft caps implimented in the mod so far? There is zero balance at this stage. Everyone spams everything. Then there is the fact that Dark Eldar Warriors do obscene amounts of ranged damage, like Tau Fire Warriors. And i really think the Talos does a bit too much damage while having too much HP.

    Like i said before, not having turrets can never justify obscene damage output.

    Can anyone tell me how i can add caps myself? Sick of seeing 900 Assault Marines on my ass

  23. #323
    EldarAspect
    Guest
    This is not tt and what i mean is the game makers made them have not alot of men in squads but make up for health and small squad size by being skilled in shooting and ok at close combat.Their damage is fine the way it is.Unless maby they were to be given a few changes like bigger squad size.

  24. #324
    Member Praylak's Avatar
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    What do we think of this unit? Could it be added as alternative relic unit for the Orks? Or maybe its just another high end T4 unit?

    http://dawnofwar.filefront.com/file/...ication;63743x

    Any chance of getting the horrors from the FoK mod brought over as well? I like how Chaos is shaping up in this mod.

  25. #325
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    I would enjoy some expanded Chaos. There is a mod which is adding all the Daemon's to the game, so it would be nice to have them added at some point. Also im in favor of the battle fortress, but if it's going to be a HQ/Ultimate Unit then the Ork's should have to choose between it and the Squiggoth. I had an idea for a "Boss Wagon" Mega Unit a while ago and this fills that role quite nicely. :P

  26. #326
    Yea the Battle Fortress would be great. What about the Gretchin mobs and Grot tank? Any chance of those units making an appearance? That is somethying about Orks in DoW I didn't like, how the gretchins don't get involved with the fighting that much.

    Orks use them as meat shields and distractions. Those units I mentioned above fit that role perfectly.

  27. #327
    Member Praylak's Avatar
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    Yeah, I was thinking the same way. If it was implemented like how he did with Chaos having either the Blood thirster or the Land Raider, but can't have both, I think it would be a great addition to the mod.

    More Daemons for Chaos would allow finer tuning to the Chaos marks, I'm all for that. I've been playing all the Chaos Marks and I really think its made the game allot more fun.

  28. #328
    I do have one issue with the Imperial Guard though, no notifications ingame!

    Works for all other races, but nothing said when buildings are finished, or such.... For me that's slow I can forget about half the map at times if it doesn't say building finished etc..

    Anyone know what can cause that? No other mods installed.

  29. #329
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    What do we think of this unit? Could it be added as alternative relic unit for the Orks? Or maybe its just another high end T4 unit?

    http://dawnofwar.filefront.com/file...fication;63743x

    Any chance of getting the horrors from the FoK mod brought over as well? I like how Chaos is shaping up in this mod
    Have you managed to get this fortress working with the mod? I cant get it to work and it doesnt appear in the mod list in game.

    Also, is it possible to make Havoc's available for all the chaos mark's? Isnt there something else Undivided could have in their place?

    also can we get a list of changes and additions for the upcoming dark crusade version? I can atleast see what's coming to the soulstorm version aswell :P

  30. #330
    Member Praylak's Avatar
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    The Battlefortress mod will require conversion to SS or even DC as its a DoW:WA mod. Now this may mean a few very simple edits with some path changes, or it could be a little more intense, I'm not sure. Morat the modgod should know though.

    I edited the module file to show up in my game manager list but it failed to activate in DC. It appears to have all the goods there though, art files, sounds, etc. I guess I'll load up Winter Assault and try it.

    Edit: Ok I loaded up old Winter Assault and tried it out. 'sigh', I think we should skip on this one. I mean its alright and all but it doesn't appear to be finished as its missing some fx animations for the zap guns. It works and functions but needs polishing. I should have checked this before I suggested it. He can't be bothered with things like this when there is already a significant amount of polished content out there just waiting to get a slot in this mod.
    Last edited by Praylak; 2nd Sep 08 at 9:00 PM. Reason: Tested

  31. #331
    Too bad, well what about adding the Mod that makes dynamic shadows for everything? It really makes the game look so much better. I'm loving it in DCpro right now.

  32. #332
    Quote Originally Posted by sardaukar69
    Morat, could you tell me then how to get Survival Maps to work with your mod? Sorry I'm a real n00b on these matters, but would you suggest me to do? Simply copying SM-maps into the Enhanced Data-folder?
    I've just tried it for myself to confirm that it works, and I didn't seem to have any problems. To do it, first you install the Survival Maps mod and Enhanced. Then you just have to open the Enhanced.module file using notepad, and then go down to the bottom. It should say:
    RequiredMod.1 = DXP2
    RequiredMod.2 = W40k

    Change it to this:
    RequiredMod.1 = SurvivalMaps
    RequiredMod.2 = DXP2
    RequiredMod.3 = W40k

    Adding race mods like Tyranids and Inquisition Daemonhunt is done the same way.

    Quote Originally Posted by Lord Proteus
    I would enjoy some expanded Chaos. There is a mod which is adding all the Daemon's to the game, so it would be nice to have them added at some point. Also im in favor of the battle fortress, but if it's going to be a HQ/Ultimate Unit then the Ork's should have to choose between it and the Squiggoth. I had an idea for a "Boss Wagon" Mega Unit a while ago and this fills that role quite nicely. :P
    Of course I'll be adding more daemons to Chaos, but I can't do anything until the models are made available. Also, funny you should mention the Battlefortress...

    Quote Originally Posted by Paladin_Might
    Too bad, well what about adding the Mod that makes dynamic shadows for everything? It really makes the game look so much better. I'm loving it in DCpro right now.
    I haven't seen the shadows mod. Can you give me a link to it?

  33. #333
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    Thanks, much appreciated.

  34. #334
    Globemaster
    Guest
    best mod i've played so far! just wondering about a few things though:

    is the eversor assassin going to be upgraded by any chance? he seems kinda weak...or maybe i'm just not using him properly

    also, i've noticed some of the space marine sergeants lack the rally ability, was this intentional?

    maybe these questions have been addressed already but theres just too many posts here for me to read through!

    oh, and has anyone tested if this mod is compatible with the halved/quartered space marines mod?

    anyways, great work and hope to see an update soon!

  35. #335
    zombie_overlor
    Guest
    A little secret on the Chaos faction with the mark is that if you research something in the stronghold before selecting a mark then research all the marks; cancel the research that is BEFORE the marks then all the marks will be researched. Positives, you get all the special marine choices and works well for the campaign, but you don't get demons or relic unit. Negatives, for the skirmish games all you get are the marines(no demons,chaos lords,relic units). P.S Chaos in the campaign has problems with Alpha Legion skins; or some reason, some of the units have Word Bearers skins (chaos marines, vindicators).
    Last edited by zombie_overlor; 19th Sep 08 at 4:49 PM.

  36. #336
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    Dunno if this has already been mentioned, but I noticed that Assault Terminators seem to have a huuuge morale problem, they break after mere seconds in close combat even if the FC is attached. Noise Marines die much too easily. Best mod I know nevertheless.

  37. #337
    Thanks to Thudo's tireless efforts, the AI is very close to completion. That's the last major addition for DC: Enhanced Final, so with a bit of final testing we should be ready for a release in the near future. So, I thought I'd give you a little teaser about what to expect.

    Necrons: I did make one small change for the Necrons this time. Now the Wraith can be reinforced to a squadron of three. A group of Wraith can deal pretty impressive damage in close combat. Their health has been slightly reduced to compensate.

    Eldar: Striking Scorpions have been noticeably improved. They now infiltrate properly, and can move quickly through cover. Now they move at normal speed, even in negative or heavy cover. They also gain the Crushing Blow special ability, allowing them to deal massive damage for a short time. The Autarch also gains the Crushing Blow ability.

    Imperial Guard - The Chimera and Sentinel can now take weapon upgrades, making them a bit more versatile. The Chimera's heavy bolter and autocannon options make it quite formidable for a transport. The Leman Russ also gains a couple of upgrades. It can now replace its heavy bolter with a lascannon, and add a heavy stubber, bringing it a bit more in line with the Demolisher and Vanquisher variants.

    Tau - As hesitant as I am to make balance changes, I did move a couple of Tau units. Pathfinders are now the starting unit, with Stealth Suits moved to the barracks. The Stealth Suit team has been improved slightly to make them fit their elite role a bit more, and they can now reinforce from 2 to 4 rather than 1 to 3. Also, Pathfinders may not be upgraded with rail rifles, making them a bit more useful late in the game.

    Orks - The Orks gain access to the awe-inspiring power of the Battlefortress (thanks Them Apples). It's a handy alternative to the Squiggoth, and perfect for a Warboss who likes bit tanks with big shooty guns. The Battlefortress is equipped with a kannon, three Zzzzap guns, rokkit-launcha, and grot blasta. It's the only tank with enough dakka to satisfy Gorgutz.

    And there are some new Honour Guard units as well.

    The Necrons gain two brand new honour guard squads: Living Pariahs and a Dragon Worshipper. Living Pariahs are humans born without souls, who will eventually be taken back to the catacombs for conversion into true Necrons. For now, these Living Pariahs can hide as civilians among an enemy, causing severe morale loss through their mere presence. The Dragon Worshiper is a Tech Priest who has given himself over to the worship of the C'Tan machine god, the Dragon. The Necrons have granted him a retinue of Crypt Warriors or builder scarabs for his protection. He can build Necron structures, and he's quite strong in combat as well.

    The Tau have three custom Honour Guard units. In the campaign, they can make use of the XV81 Crisis Suit, featuring a different appearance and different weapon options than the XV89. They also have the XV88 Broadside Shas'vre. The Broadside Shas'vre carries an improved Railgun system, which doesn't require him to entrench before firing. Finally, they gain the Heavy Gun Drone Squadron, armed with powerful Burst Cannons.

    Orks have Codex Boyz in their Honour Guard, which can be upgraded with Big Shootas, Rokkit Launchas, or Burnas. Slugga Boyz can take two upgades, and Shoota Boyz can take four. Orks can also get a Grot Mob (with Runtherd) and an Orky Kill Team. The Kill Team can be customized with Flash Gitz, Nobz, Doks, or Tankbustas, and the squad comes with a pair of 'Ard Boyz with burnas.

    The Eldar Honour Guard now contains Dire Avenger and Striking Scorpion Exarch Councils and a squad of Storm Guardians. A Harlequin Troupe was also added, containing three Harlequins which cannot be reinforced. They also gain a unique pseudo-honour guard unit called the Court of the Young King. Rather than capturing a territory to get this, they only become available after the Farseer gains the Witchblade or Shuriken Pistol wargear. Once that Wargear is taken, the Court of the Young King can be built (requires Annihilate the Enemy), consisting of a mix of elite Exarchs, including Dire Avenger, Dark Reaper, Striking Scorpion, Fire Dragon, and Howling Banshee Exarchs. The size of the squad grows as the Farseer gains more wargear during the campaign (aside from weapons). By the end of the Campaign, a fully upgraded Court of the Young King becomes an incredibly powerful and versatile unit.

    I hope you guys enjoy the new release, since this is expected to be the last version for Dark Crusade.

    Now, Soulstorm fans shouldn't get discouraged either. I've already gotten into developing the next version of Soulstorm Enhanced as well. I'll be adding two brand new optional features to add some variety to skirmish and multiplayer. These include some big additions that I'm sure will make quite a few people happy, but they can be completely ignored by anyone that prefers the classic style. I'll be posting more about these features in the future, once development is further along.

  38. #338
    Member l0d1z's Avatar
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    I hope that the crash bug apparently only I have will "magicly" dissapear... or something.

    It's still a kick ass mod.. I just can't play it =(.

  39. #339
    Member Praylak's Avatar
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    Excellent update Morat. Really looking forward to them. A Great mod.

  40. #340
    I've had a strange bug whilst using Soulstorm Enhanced, when I defeated the Ork stronghold, the game crashed. And there is no reason for that crash within the Warnings file. Thought it best to mention this event, in case it needs addressing (for all I know, it was something to do with my computer).

  41. #341
    Member l0d1z's Avatar
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    well for some strange reason I can play it again =/
    no idea about that one.

  42. #342
    Starfox444
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    sorry for the really noobie question, but idk how to get the honour guard....

  43. #343
    Samwiiise
    Guest
    If we're talking about the same thing, they're units that you can only get in the campaign through conquering territories.

  44. #344
    Starfox444
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    ah my bad, i usually play a lot of skirmishes so i was thinking i could get them there.
    thx!

  45. #345
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    No Mortis Pattern Dreadnaught for Space marines?

  46. #346
    The final release of Dark Crusade: Enhanced is out!

    This is intended to be the last release for DC, and development will focus on Soulstorm from this point forward.

    This release focuses heavily on bug fixes and polish to get it into shape for a final release, but there are a few new units and options throughout. You'll also find a large number of new Honour Guard units to make the campaign more interesting for the other races.

    This version also includes some very impressive AI by Thudo, and it still has built-in support for the Combiner Mod. Unfortunately, a compatibility issue with the AI means that the AI for Enhanced isn't as optimized when playing with the combiner mod.

    Here's the download link:
    http://files.filefront.com/DC+Enhanc.../fileinfo.html

    A mirror will probably be put up tomorrow. I hope you enjoy the mod.

  47. #347
    Member phaseshifter87's Avatar
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    I downloaded DC Enhanced Final and extracted it, but everytime I try to load it from the Game Manager, it restarts and then says it can not bring up the requested Game? Any help???

  48. #348
    That's strange. Please go to your DC directory, and open the file warnings.log (using notepad). Then post its contents here. When you do, please put it in spoiler tags.

  49. #349
    warhammer942
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    this is just a suggestion but how about adding the landspeeder "Storm". If there isnt a model try and get someone to make one so it works like the dark eldar raider

    BTW Awesome mod

  50. #350
    Member phaseshifter87's Avatar
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    Will do Morat... I am currently at work so I will do it tonight. Thanks for your help!!!

    Oh... I tried to send this via PM to you but it said your box was full... :/

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