Eagerly awaiting the SS version. Rock!
Eagerly awaiting the SS version. Rock!
"CoH was a tactical non-blob game and people want that back".
-Quercus
Here you go Morat, hope this was what you were looking for.
Spoiler
17:53:50.59 DARKCRUSADE started at 2008-10-19 17:53
17:53:50.59 OS NT 6.0, 3966MB Physical Memory
17:53:50.59 RUN-OPTIONS
17:53:50.59 WORKING-DIR C:\Program Files (x86)\THQ\Dawn of War - Dark Crusade
17:53:50.59 USER Snake
17:53:50.59
17:53:53.52 MATHBOX -- Version=5, Cpu=unknown:f=15,m=2, Mode=SSE
17:53:53.52 FILESYSTEM -- filepath failure, path does not exist 'Engine\Locale\english\Data'
17:53:53.52 GAME -- Warning: Failed to map folder 'Engine\Locale\english\Data'.
17:53:53.52 GAME -- Warhammer, 1.2, Build 96815
17:53:53.52 GAME -- Available memory: 3965MB RAM, 8115MB Pagefile
17:53:53.52 State::State - set socket send buffer to 131072
17:53:53.52 State::State - set socket receive buffer to 131072
17:53:53.52 HostState - 192.168.1.70:6112 / 192.168.1.70:6112
17:53:53.52 Session : Now Host
17:53:53.52 Session : We are now a Host
17:53:53.52 PeerState - 192.168.1.70:6112 / 192.168.1.70:6112
17:53:53.52 PeerState::ConnectCallbackHost - connecting to host at 255.255.255.255:6112
17:53:53.52 GSTransport::Connect - GT2AddressError
17:53:53.52 SPOOGE - Driver[Dx9 : Hardware TnL] on adapter[0], version[4,32]
17:53:53.52 SPDx9 -- Driver Name = nvd3dum.dll Device = \\.\DISPLAY1 Desc = NVIDIA GeForce 6150SE nForce 430
17:53:53.52 SPDx9 -- Driver Vendor = 0x10DE Device = 0x03D0 SubSys = 0x2A6C103C Rev = 0x00A2
17:53:53.52 SPDx9 -- Driver Version Product = 0x0007 Version = 0x000F SubVersion = 0x000B Build = 0x18FB (6395)
17:53:53.52 SPDx9 -- Driver GUID = {D7B71E3E-4090-11CF-776B-670A02C2CA35}
17:53:53.52 SPOOGE -- 1842.00MB available texture memory
17:53:53.52 SPOOGE -- 1842.00MB available texture memory
17:53:53.52 GAME -- Beginning FE
17:53:53.59 MOVIE -- Opening movie 'movies:dxp_relic_intro.lua'
17:53:55.34 MOVIE -- Closing movie 'movies:dxp_relic_intro.lua'
17:53:55.34 MOVIE -- Opening movie 'movies:nvidia_logo.lua'
17:53:55.51 MOVIE -- Closing movie 'movies:nvidia_logo.lua'
17:53:55.51 MOVIE -- Opening movie 'movies:dow_intro.lua'
17:53:55.57 MOVIE -- Closing movie 'movies:dow_intro.lua'
17:53:55.57 FE -- Loading front end.
17:53:55.57 FE -- Cursor hidden.
17:53:58.09 MOD -- Initializing Mod dxp2, 1.0
17:53:58.09 MOD -- Warning: Failed to load archive 'W40k\W40kDataGOTY.sga'
17:53:58.09 MOD -- Warning: Failed to open folder 'DXP2\Locale\english\Data'.
17:53:58.09 MOD -- Warning: Failed to open folder 'DXP2\Data_Shared_Textures\Full'.
17:53:58.09 MOD -- Warning: Failed to open folder 'DXP2\Data_Sound\Low'.
17:53:58.09 MOD -- Warning: Failed to open folder 'DXP2\Data_Music'.
17:53:58.09 MOD -- Warning: Failed to open folder 'DXP2\Data_Whm\Low'.
17:53:58.09 MOD -- Warning: Failed to open folder 'W40k\Locale\english\Data'.
17:53:58.09 MOD -- Warning: Failed to open folder 'W40k\Data_Shared_Textures\Full'.
17:53:58.09 MOD -- Warning: Failed to open folder 'W40k\Data_Sound\Low'.
17:53:58.09 MOD -- Warning: Failed to open folder 'W40k\Data_Whm\Low'.
17:54:00.65 GAME -- Using player profile Snake
17:54:00.65 AppRegistry::GetValue - Failed to read valueName CDKEY
17:54:07.02 GAME -- Ending FE
17:54:07.02 GAME -- Shutdown quit
17:54:07.02 MOD -- Shutting down Mod 'dxp2'...
17:54:07.67 SPOOGE -- 1841.00MB available texture memory
17:54:07.67 SPOOGE -- 1842.00MB available texture memory
17:54:07.73
Application closed without errors
It looks to me as though it can't read your CD key from the registry. I have no idea why that would happen.
Can you run other mods? Have you run a previous version of thsi mod before? What happens if you run the file "DC Enhanced Mod.bat" in your DC folder?
The Dark Angels Mod - "Repent! For tomorrow you die!"
I've played Soulstorm Enhanced beta for Soulstorm and for DC I play Firestorm over Kronus... but other than that nothing else..
I do not see the DC Enhanced Mod.bat in the Dark Crusade folder anywhere....
I retried to Extract the information again but I get this Diagnostic message box and it states that "It can not open output file, DC Enhanced Mod.bat, DC Enhanced with Combiner Mod.bat, EnhancedComb\Data\ai\AIControlPanel.exe and Enhanced\Data\ai\AIControlPanel.exe....... IDK I have never had this problem before on extracting mods. I extract it to the Dark Crusade folder right???
me too, can't wait until the next release for the SS mod!
Can you fix the assault terminator morale, taking damage from anything drops their morale too fast. Two squads of cultists can morale break them in CC.
Try it yesterday - works fine .
This is a very effectiv mod. All the goodys as new modells. But who make this AI ?
I´ll always play on "normal" to get time to tech and win. Now the opponents are too "real-as-human" - i suffer. Hm...thats a challenge.(Play Campagne SM vs Ork)
or : replace it wiv da powah of da Waaagh. (Gorb)
"They're not blue coloured Blood Ravens, they're Ultramarines."(jaylo138)
#358
That would be the Advanced AI team that provided the AI but I had to tweak it for use in this balance mod. Oh.. so now the artificial opponent is too hard now is he?But who make this AI ? I´ll always play on "normal" to get time to tech and win. Now the opponents are too "real-as-human" - i suffer. Hm...thats a challenge.(Play Campagne SM vs Ork)![]()
Yes,Sir..there too hard.....SIr !![]()
Tried ELDAR vs NECRONS on "NORMAL" -no way to get out of the start position...........maybe i should buy me a breast (you know-thoose female ones) and play with them.![]()
#360
Better to be hard so it helps sharpen your skills. We also get pro players finding the AI too easy even on HARDER+ or INSANE. Now thats insane.![]()
Wow thats crazy, because on the normal dow I find insane easy, but now these AI bring a whole aspect to the meaning of warfare. I wan't to thankyou for making them really hard. Makes me a better player in the end.
Last edited by Chaplain261; 27th Oct 08 at 4:52 PM.
Uraahh SemperFi Marines!!! For the God Emperor of the Imperium
![]()
That is a huge compliment for Thud and his team. I bet ya he' was all smiles when he read that. A well deserved compliment for sure.But who make this AI ? I´ll always play on "normal" to get time to tech and win. Now the opponents are too "real-as-human" - i suffer. Hm...thats a challenge.(Play Campagne SM vs Ork)
Fatal SCAR Error - Execution Paused
What exactly does that mean?
I get it whenever I use races from separate mods on DC Enhanced combiner mode. Such as Steel Legion and Daemonhunt.
In fact I even got it just by using the SL on a map that came with IDH.
However, I can still play, whatever type of fatal error it is, well it must not be too fatal cause it has yet to crash my game or anything. I can still play the game and also lol pause it as well. It just leaves that message up there. I am sure I could probably circumvent it by using "message_hide" in the console. Though I am sure there is a much more simple and permanent fix.
Any help would be appreciated.
so...any updates on how this mod is coming along?? can't wait for the next update!![]()
those errors I got came from other mods, either SL, IDH, or nids on DC. Some of those added race mods just flat out don't work right with certain win conditions enabled. I didn't really experience any probs with them though until mixing them with this one using combiner.
However, my probs were Not the result of using just this (Enhanced) mod by itself.
Figured I should make that clear so it doesn't deter people from using your enhanced mod which worked perfectly fine for me in DC before I d-loaded extra race mods such as SL, IDH, and nids, and Beta 4 works fine for me so far with SS.
Quick question though, I noticed that you have worked with Thud before and that enhanced boosts features of their AI mod. Does Beta 4 have the full, latest version of Dawn of Skirmish 3 included?
Me and a couple friends have been playing around with the DC Final version of this mod, and while its fantastically done we've found some bugs or two in it, and while you said its final some of these might warrant a change.
Firstly, the Tau Human Auxiliaries seem far too powerful for how early they come out. They have twice the health as regular guardsman and only cost a small amount more, they also have extremely high morale, and while the imperial guardsman eventually come to this point, this is only after various researches. Them coming out of the tau barracks with almost 6000 health with a full squad and 500 morale is very devastating early game. They also reinforce extremely fast considering their health and morale costs, which, again, in Tier 1 early game is extremely devastating.
Also, another fact is that Crisis Suits cost only 15 requisition and build in 3 seconds. I can't see why this would be a logical design choice as this means once tau reach end game their top tier infantry become unbelievably spammable.
It also appears the assault terimnator's 1000 morale drops extremely quickly sometimes, though we can't confirm this.
These seem to be the most glaring issues in the mod, besides these we absolutely love its compatibility with the race combiner and the variety of new units available. But some of these problems are extremely detrimental to gameplay, and we've had to ban Tau from our playable races due to unbalances we see. Is there any chance of revision of the final DC release?
darkstar the reasons those other races don't work right in certain win conditions is because they dont have the right stuff in the mod folder. At one point i had enhanced 3 i think working with all the race mods i could get my grubby hands on (good fucking time) regardlessly I had to go in and copy paste things from the individual mod folders into enhanced ( i was using enhanced as parent mod) regardlessly that worked fine but as you said its got nothing to do with enhanced
Colder than a wych's tit
Have the issue with, the AI keeps beating my butt in this one.. :P
But, SS Beta, Tau in campaign are behaving oddly, and getting all the entourage even if they only hold 2 sectors, needless to say if that happens, they stomp the map!
in SS the assault terminators morale do drop very fast.
even if it only is a builder unit firing on them.
other then that it is a great mod.
waiting on the final version for SS.
Hello. D/L'ed, installed, and played some campaign with this mod. I like what you've done with it.
It's a beta, which means some things need to be refined, naturally. But all in all, I like the concept (and almost anything anyone does is better than the vanilla game). Coming from something as complex as FoK, this is a nice go-between for those who want something more than vanilla, but not something as big as FoK or TTRU.
It's kind of like how DoWXP was in the earlier days.
One of the first things you'll need to tackle is consistency in textures and FX (I'm thinking of Meltagun FX, specifically). FX, I'm not so knowledgeable. Texturing, however, I am. In short, get IBBoard's texturing tool and the appropriate .net framework, load up the 252nd scheme for the units lacking it (hardened vets, codex GM, Lemans, and Destroyers, f.eks), and make your .rshs based on the .wtps for those models.
Don't have the .wtps? Well, here's a member of the FoK team you can ask.
Other suggestions:
Leman Russ tanks--you have the c2c model. Make the most of it! Give it lascannons and heavy stubbers as upgrades!
Kassies--most folk who were used to WA hated the fact that DC only gave you one squad of kassies, and it continued in this folly with SS. I'd personally max it out to 3, sharing a soft-cap with Ogryns.
Then there's the woeful fact that your bases on territories aren't persistent. Someone came up with some coding to affect this, although it's kind of buggy, from what I understand.
Keep up the good work!
There is something quirky on the campaign that happens every few games, and its a game stopper.
Wrote earlier that Tau got all its retinue units and stomped the map, on my new Orky game, its the Eldar that are getting all its retinue units, alongside some doubles, and they are only holding two territories.. :o
Needless to say, any fight against them is really kinda tricky.. :P
I also have a new Chaos game going where it seems that the IG have 8 retinue units, whilst holding only their home base..
Report to where? Or, did this happen in SS too?![]()
my soulstorm cant even load the campaing now. Wondering if its the mod or my game.
Whoever Loves, go to Hell. I want to break Venus' ribs with a club and deform her hips. If she can break me tender heart, why can't i hit her over the head?
Works great for me
First off, I'd like to thank Morat for the great mod. I love having new units to play around with, and this mod beats the others by actually improving the single-player as well (not everyone enjoys playing boring skirmishes every time) without screwing with the balance or mechanics too much. I'm currently playing the SS version of your mod, and getting my ass kicked by level 10 territories of the DE.
Couple of things: Maybe I'm blind, but where do I get the medic for the IG? Also, is there any ETA for the final SS version to be released?
I can't justify how Iron Lore did them, no, but I can justify the powers themselves. Acts of Faith are things which actually exist in the fluff, and have been described and are used in the tabletop game.You can never justify the Special Powers that the Dark Eldar and Sisters of Battle have.
It's simply that they are notably different in TT than they are ni SS-- bolters don't suddenly turn golden and shoot vehicle destroying lasers, rocks don't fall from the sky whenever a Sister is shot at, and there's no regeneration.
Here's an example of how they are done in TT: Divine Guidance: Bolter rounds, flamer flame, melta bursts, chainswords, etc, "shatter [the opponent's] armor with contemptuous ease". Basicly the same as rending, although a bit weaker-- on a to-wound roll of six, the attack (be it shooting or in melee) becomes AP1/Power Weapon.
Does the current version of SS Enhanced have all of these things?Space Marines: Devastators, Veterans, Razorback, Land Raider Crusader, Codex Rhino, Codex Terminators, Deathwatch Veterans*
Chaos: Rubric Marines, Noise Marines, Plague Marines, Havocs, Daemonettes, Nurglings, Chaos Dreadnought, Chaos Terminators, Chaos Vindicator, Chaos Land Raider, Codex Rhino, Marked Chaos Lords
Orks: 'Ard Boyz, Kommandos, Gunwagon, Battle Fortress
Eldar: Dire Avengers, Striking Scorpions, Wave Serpent, Autarch
Imperial Guard: Conscripts, Hardened Veterans, Medic, Destroyer Tank Hunter, Leman Russ Demolisher, Leman Russ Vanquisher, Shadowsword, Codex Guardsmen, Codex Chimera
Tau: Gue'vesa, Sniper Drones, Tetra, Piranha, XV89 Crisis Suit, Codex Pathfinders
Dark Eldar: Dracon
Sisters of Battle: Retributors, Dominions
EDIT: Nevermind, i just extracted the current version to see the Read me and it doesnt... Sigh......................................
Last edited by Lord Proteus; 19th Jan 09 at 10:44 PM.
"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."
Are you going to release the new SS version, Morat? 'cause until the FoK SS port comes, your mod is the only one that adds new units.
And DoW-Pro, DoWXP and my very own mod as soon as it is releaseable.
So is it safe to assume this is dead then?
Lord, instead of trying the readme, why not try the mod itself. Now, I don't play much with all the races, but those units you posted for Orks and Space Marines ARE (if not all of them, most of them) on the Enhanced Mod for SS.
Never Forgive... Never Forget...
Battle Fortress wasnt there, so it's not the updated version. When i last played months ago it was the same as the one i downloaded when i made my above post.
is this mod dead and how is the race combiner mod utilized in this mod??? sorry if these questions have already been answered, just checked the post and haven't had time to search.
I don't think it's dead, I mean it is basically complete. Certainly playable.
The only thing missing from the other version that I too noticed was that battle fortress. To be honest I thought it might not have been included in the SS version, cause that model looks kind of odd in game. No offense to whomever made it.
There are still a couple little bugs though. The only glaring one is the previously mentioned "sudden morale drop on Assault Termies"
Otherwise though it feels like a completed work. I haven't had any CTD issues with SS. The probs I mistakenly stated before that I was having was with other mods used in DC w/ combiner.
Anywho, Gerberman mentioned some other similar mods. I know at least one of those has resized units. Some people might like those, but homey don't play that. I seriously hate the whole lets make units look like termites deal. But just my opinion.
Which mod is your upcoming one gerberman? I don't know that I've seen your thread, sounds cool though.
Its rather bad form to advertise my own mod in the thread of Morats!!
But its called SS: Legions. The search button is your friend (and I'm too lazy right now to do it myself)
Didn't really think of that, but my bad.
But I'm sure it's all good, and you don't have to link it or anything.
Ty btw.
Can anyone else not use this? The game always freezes up before it even restarts. It just locks up at the main menu.
New to this mod and i have a question if anyone can help. I have downloaded and installed DC enhanced final and the Tyranids mod recently and I have no idea how to get them to work together. Everytime i load up enhanced W/combiner the game gives me a error saying game mode cannot be actviated????? Please help someone im drooling waiting to play these two fantastic mods together.
could you do some storm guardians
There are some bugs with extra units:
-heavy stubbers do too much damage, I think they may have almost equal damage to autocannons of heavy weapons teams,
-gunwagon's guns (except zzap gun) do knockback but no physical damage,
-tau still send ethereal to fight,
-razorbacks do no damage,
-land raider crusader's sponson bolters do no damage,
-chaos rhino has only 700 hp,
-devastators probably have bugged krak missile launchers they do knockback but only 1-3 damage,
And one more task: why does wave serpent (normally eldar main transporter) has only 1 slot while falcon has 2?
My suggestion is to give wave serpents 3 slots.
You should check other added units as like as check bugs which I said because I can be wrong about some of them.
Also bolter's sounds are strange, You should use bolters' sounds from normal DOW.
All in all rest of the mod is GOZU. Greetings for good job.
Last edited by Enhanced; 17th May 09 at 1:56 PM.
The link to Dark Crusade: Enhanced Final seems to be broke or down. Does anyone have a newer link?
Atli Man.
Theres a DC Version as well. And i dnt think it does. .... dnt quote on the wargear....
And watch the double posts. Use the edit button.
Hey, I'm experience an issue with the chaos Las cannons on the bloody Land Raider seeming to have the damage output of a couple of giant flashlights. The significant lack of a relic unit is a real pain to my game. Has anyone else experience this? I Know there seems to bee a damage file for the Las that does shit for DPS, maybe it's an oversight? Please don't hesitate to tell me if I'm bloomin retarded, but if I could gets some feed back that would be swell.
A slightly less big deal, what does the Slaneshy Chaos lords special actually do? I haven't noticed an effect.
In hindsight I forgot to tell you how much I appreciate the great work you guys have been doing with this mod, new DoW sucks the big one, and this has been keeping me interested in the franchise. Me and a whole bunch of my weekend gamer buddies thank you.
Another note of merit, the striking scorpions don't get infiltration when you upgrade as they are supposed to.
great mod, big thing is scorpions cant infiltrate. an necrons are redicoulusly hard to kill for some reason, the ai pisses me of when i use infiltrated untits cause they just keep scarbs in the back the whole time, and the warriors wont die! lol only way i beat them was i was orks and just spammed waves at them with my two flash gits pounding away were they quickly increased in level. also dont use the steel legion mod, in both dc and ss it gets frequent errors, and the ss version doesnt allow you to shoot air vehicles cause the mod team forgot to include the whole option of yes they can or no they cant..... i made an unofficial fix for it but dont know if im allowed to post it.
Chaos Buildings Mod Member (ChaosLordX13)
You may say, it is impossible for a man to become like the Machine. And I would reply, that only the smallest mind strives to comprehend its limits.
Does anyone have the DC Enhanced Final version? Morat's link to filefront is dead. Thanks in advance..
i believe i have the last version out, i have 4.0, been looking for the link and cant find it anywere, no clue were i got it lol
You know the soulstorm Beta 4 filefront link on the first page works.
I just checked it.
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