Krak Grenades aren't meant to destroy vehicles in one hit, they are just meant do some damage and the rest of the support deals the rest of the damage. However, I'll think about increasing the damage against vehicles.
#1851
Krak Grenades aren't meant to destroy vehicles in one hit, they are just meant do some damage and the rest of the support deals the rest of the damage. However, I'll think about increasing the damage against vehicles.
Last edited by corncobman; 29th Dec 10 at 2:17 AM.
-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!-
When using the SoulStorm version of COmbiner mod, it is possible to activate & use several mods at once (i had IDH, SteelLEgion and one more mod) - I don't think it is possible to use your mod this way - with other mods, that is... can that be changed somehow?
I had this problem, too. It's not very difficult. Currently I use CCM Tyranids with IDH, the new Steel Legion for SS, and it worked with the Black Templars mod as well, and probably most full race mods.
Here's what I did (Let's assume you also want the Tyranids):
1. Install CornCobMan's Fun Mod and all the other mods (which I suppose you already have)
2. Install CornCobMan's Fun Mod Tyranid Add-On (this is not necessary if you don't want the nids, but I'll elaborate on this later)
3. Go to your Soulstorm folder and open CornCobMod_Nids.module with Notepad or whatever. It should have something almost identical as this:
In my case I want to add the Steel Legion and the IDH mods, as well as the Objective_Point_SS mod (which I didn't really know what it's for until the other day). Therefore I add the following lines to the file and it ends up looking like this:Code:[global] UIName = CornCobMan's FunMod + Tyranids Description = A Soulstorm mod by CornCobMan which changes...things. DllName = WXPMod Playable = 1 ModFolder = CornCobMod_Nids ModVersion = 1.56.5 TextureFE = Art/UI/Textures/Title_winter_assault.tga TextureIcon = DataFolder.1 = Data RequiredMod.1 = CornCobMod RequiredMod.2 = Tyranids RequiredMod.3 = DXP2 RequiredMod.4 = W40K
Make sure the names are the same as the .module files for each mod, which is also the same name as the mod's folder.Code:[global] UIName = CornCobMan's FunMod + Tyranids Description = A Soulstorm mod by CornCobMan which changes...things. DllName = WXPMod Playable = 1 ModFolder = CornCobMod_Nids ModVersion = 1.56.5 TextureFE = Art/UI/Textures/Title_winter_assault.tga TextureIcon = DataFolder.1 = Data RequiredMod.1 = CornCobMod RequiredMod.2 = Tyranids RequiredMod.3 = DXP2 RequiredMod.4 = W40K RequiredMod.5 = Steel_Legions_SS RequiredMod.6 = objective_points_SS RequiredMod.7 = inquisition_daemonhunt_SS
4. Enjoy your Dawn of War AwesomeStorm
Spoiler
A couple of notes:
- There's the possibility that the mod won't work depending on the loading order of the mods. That combination worked for me. If your mod crashes try changing the order of the new mods or adding them one by one.
- If you don't want Tyranids this method works with CornCobMod.module just as well.
- Everytime a new version of the CCM is released the .module file is overwritten so you have to do the same process again. That's why doing this on the Nids add-on is more convenient since it's not updated as often, also the original CCM is left untouched.
- The main menu Commander for the new races won't appear (they'll appear either as a Canoness or a Broodlord). Don't worry, the races will play fine in-game and you can fix this doing the following:
1. Go to your Soulstorm folder and then to /CornCobMod_Nids/data/ and open frontendmodels.lua
2. If you aren't using the Nids add-on, you'll need one from some other fullrace mod such as IDH or SL. Make a copy of that and put it in the CorncobMod/data/ folder
3. Open all the frontendmodels.lua from the new races. In my cases it's IDH and the SL. So go to their MODNAME/Data/ folders and open those. The Nids add-on frontendmodels.lua looks like this:
4. Now simply add new entries just like the ones in the other mods .lua. In my case it looks something like this:Code:models = { race_0 = "chaos_marine_race", model_0 = "Art/UI/3D_Models/Chaos_Lord_Frontend", race_1 = "dark_eldar_race", model_1 = "Art/UI/3D_Models/Dark_Eldar_Archon_Frontend", race_2 = "eldar_race", model_2 = "Art/UI/3D_Models/Eldar_Farseer_Frontend", race_3 = "guard_race", model_3 = "Art/UI/3D_Models/Imperial_Captain_Frontend", race_4 = "necron_race", model_4 = "Art/UI/3D_Models/Necron_Lord_Frontend", race_5 = "ork_race", model_5 = "Art/UI/3D_Models/Ork_Warboss_Frontend", race_6 = "sisters_race", model_6 = "Art/UI/3D_Models/Sisters_Canoness_Frontend", race_7 = "space_marine_race", model_7 = "Art/UI/3D_Models/Force_Commander_Frontend", race_8 = "tau_race", model_8 = "Art/UI/3D_Models/Tau_Commander_Frontend", race_9 = "tyranids_race", model_9 = "Art/EBPs/Races/Tyranids/Troops/Frontend", default_race = "tyranids_race", default_model = "Art/EBPs/Races/Tyranids/Troops/Frontend", } light = { ambient_r=1.0, ambient_g=1.0, ambient_b=1.0, diffuse_r=1.0, diffuse_g=1.0, diffuse_b=1.0, }
5. It's VERY IMPORTANT that the list of races is in alphabetical order, like in my example.Code:models = { race_0 = "chaos_marine_race", model_0 = "Art/UI/3D_Models/Chaos_Lord_Frontend", race_1 = "dark_eldar_race", model_1 = "Art/UI/3D_Models/Dark_Eldar_Archon_Frontend", race_2 = "eldar_race", model_2 = "Art/UI/3D_Models/Eldar_Farseer_Frontend", race_3 = "guard_race", model_3 = "Art/UI/3D_Models/Imperial_Captain_Frontend", race_4 = "inquisition_daemonhunt_race", model_4 = "Art/ebps/races/inquisition_daemonhunt/troops/Inquisitor_front", race_5 = "necron_race", model_5 = "Art/UI/3D_Models/Necron_Lord_Frontend", race_6 = "ork_race", model_6 = "Art/UI/3D_Models/Ork_Warboss_Frontend", race_7 = "sisters_race", model_7 = "Art/UI/3D_Models/Sisters_Canoness_Frontend", race_8 = "space_marine_race", model_8 = "Art/UI/3D_Models/Force_Commander_Frontend", race_9 = "steel_legion_race", model_9 = "Art/UI/3D_Models/Steel_Legion_Screen_Frontend", race_10 = "tau_race", model_10 = "Art/UI/3D_Models/Tau_Commander_Frontend", race_11 = "tyranids_race", model_11 = "Art/EBPs/Races/Tyranids/Troops/Frontend", default_race = "tyranids_race", default_model = "Art/EBPs/Races/Tyranids/Troops/Frontend", } light = { ambient_r=1.0, ambient_g=1.0, ambient_b=1.0, diffuse_r=1.0, diffuse_g=1.0, diffuse_b=1.0, }
6. Save. You're done. Enjoy your Yarrick in a warpstorm
Spoiler
Remember to make a copy of this file because it will get overwritten with a newer version of the Nids add-on.
Well, that was a pretty nice and detailed tutorial if I'm allowed to say so. Can I ask for a link to this on the first post so people won't have to ask or search through the modding tutorials?
#1854
Nice tutorial RMX. I was going to reply but now I don't have to.
Anyway I've been debugging (or trying to debug) the crashes with Tau. It appears the issue is no longer present with my current build so fingers crossed. I'm also considering making the Tau pop researches require tech in an effort to slow the Tau down so that it's no longer a rampant steamroller. I may also have to tweak the AI for the other races.
Out of pure luck, I discovered that the Rubric Marine wtp was more or less ready to be full TCable, after tweaking with dirt texture a bit I got this:
Spoiler
and the Aspiring sorcerer as well:
Spoiler
would you want these in the mod, provided I get permission from the FoK guys (which I don't even know if I really need)
#1856
Oh yes. Me want. Gimmee gimme gimme!
Um please..
I think it's better for cult marines to be partially TC-able, partial meaning the shoulder pad sort of TC, sort of similar to Aspect Warriors and Grey Knights, but it's your call.
Originally Posted by chelovek_veliki
I see what you mean. How about this:
Cult Marines fully colorable (backbone infantry)
Undivided and chosen cult marines partially colorable (T2 infantry)
many, many thnx for the info - it works fine now!
Terminators can;t exit their base building until i destroy it completely with DEL button
Where are the SM Devastators? Can;t find them anywhere but in the Army paint section they are present...
Happy New Year everyone!
#1861
Devastators are available from the barracks once you reach tier 2 (Monastery HQ add-on)
Which version of the mod are you using? Sounds like you are using an older version.
@Riotlung - I prefer them to be fully team colourable myself. I could offer the fully team colourable ones as a separate download to those who want them.
Last edited by corncobman; 31st Dec 10 at 2:16 PM.
CCM: I think that would be good, yes
ver.1.56.5 - that's why i asked - could the mod load order somehow influence normal unit selections?
I dl-ed the mod from the link at page 1
#1864
Yeah, it could be something from another mod is interfering.
A mod could have made some changes to some of the SM attribute files and is overriding this mod.
Which mods are you trying to run together?
thank you very much for your reply - only 3 mods - yours & IDH (as a part of the Combiners mod for SoulStorm) & the newly relizd SteelLegion mod. Another reason i can think of at this point is that i did not patch the game yet - I've discovered DOW1 only a few days ago- it is a great game
It's interesting that those terminators i wrote about can be produced just fine but they can't exit their base building as if there is not enough space around it
#1866
That's actually a problem with the deep striking from the sounds of it. Terminators take up 2 slots in a transport in my mod, and if the deep striking entity only has 1 slot, you will never be able to deep strike them into combat.
At first glance, the problem doesn't appear to be the Steel Legion mod. I can't check the IDH mod as I don't have it installed here.
I am itching to try him out!
#1868
I've got a knife to scratch that itch with. I just left it in my other trousers.
EDIT: GUO is ingame. I will be uploading the new version sometime today.
Last edited by corncobman; 2nd Jan 11 at 6:54 AM.
Yes, it's the IDH - not compatable
@Michael1980: Are you sure you're using the correct version of IDH? It works fine to me
i dont know - it's the one in the SS Combiner's mod package, but if you could provide a link to the right IDH, I'd be grateful
so far, when i turn off the IDH, all the above mentioned bugs vanish
hmm. I don't know, then. Post the .module you're loading, maybe I can figure out what's wrong.
#1873
I think that the mod loading order needs to be changed. Try putting CornCobMod before the IDH mod.
Last edited by corncobman; 5th Jan 11 at 11:46 AM.
the fx of the guo model seems to be incomplete sir.....
@Corncobman: Catwell will tell you how to fix it within one of his posts in the Black Library.
#1876
I will probably be releasing a quick update to fix the missing effects and to update the AI.
the megaupload link is unavailable for awhile, and i tried the 2nd link but it stops loading around 45MB, trying the 3rd link atm
I had a question - what's with the wargear and teamcoloring issues in campaign? While playing Alpha Legion, some units in campaign screen and ingame appear to be from Word Bearers chapter (Land Raider, honor guard Chosen Champions etc), while in skirmish and army painter mode they have the right teamcolor. Same story with wargear.
I searched the thread and found out that the campaign textures and wargear issues are old. Is there some way to fix them?
Last edited by time; 5th Jan 11 at 2:02 AM.
#1879
thank you very much for your efforts! your fans really appreciate your hard work!
i plan to combine this mod with IDHMod,
but considering the balance of this mod....
do the Daemonhunters have a fighting chance in competing with the other races?![]()
#1882
I haven't really played the IDH mod so I don't really know how they fare against the other races.
In my experience, the DH do well enough when handled by the AI. I suck with them, though
@corncobman didnt meant thatHope you'll find a way to fix it! Thanks for good mod!
#1885
Try the 1.57.1 version. AFAIK the wargear should have the correct colour scheme. Not sure about the units though.
Played around with the new version. GUO looks pretty good, though it seems to lack special attacks that help it in crowd control situations, so it gets surrounded by small, high model units (gaunts come to mind) easily and can't finish them off quickly.
You reworked the tyranid research and ability hotkeys, so I reworked them for the gridkeys too (research, since I didn't change the ability hotkeys). But the new names are much more intuitive and so it's quite easy to rebuild them. Some errors with the tyranid hotkeys however:
tyranid_carnifex_implant_research should be tyranid_carnifex_Implant_research.
tyranid_lp_miasma_research should be tyranids_lp_miasma_research.
tyranid_warrior_leaping_research should be tyranids_warrior_leaping_research.
I referred to the attribs to figure the right hotkeys.
Also, I didn't know Fleet of Claw enabled melee leap for Tyranid Warriors. I think this should be reflected in the tooltips (strengthening muscles doesn't really tell the player much).
Gridkeys for buildings and their placement for 1.57.1 updated: http://www.megaupload.com/?d=CQG3L808
Thanx for update. Played it and found some bugs:
Wargear coloring issues got fixed, but the wargear section (icons, descriptions) is still wrong.
Chaos campaign wargear in this mod is completely from Dark Crusade. Soulstorm have different set of wargear. You somehow recolored DC wargear, but is it possible to return SS wargear? IMHO its coolerDunno about other races, haven't checked them yet.
It looks like most of Undivided Chaos infantry in campaign are missing tex.
Spoiler
Last edited by time; 7th Jan 11 at 5:08 AM.
#1888
The wargear is from DC because I prefer it that way.
I will try to fix the textures for the infantry. Not sure what is happening there.
Ah, I understand. IMHO it just looks strange when Alpha Legion lord uses other Legion's primarch's items (I mean Helm of Lorgar)Good luck in fixing.
#1890
OK I think I have figured out what the problem was. Turns out I was saving the images in the wrong compression format.
I think I have also managed to track down the source of an Ork AI crash. Was a spelling inconsistency. ork_superstick_bomb instead of ork_superstikk_bomb. Which is strange because the normal ability is spelt stikk with 2 k's. Gah!
I'd love to see a SM honor guard & scouts with portable heavy bolters![]()
#1892
You're probably not likely to see Scouts with heavy bolters.
Honour Guard I'm pretty indifferent about. I don't really care about them either way.
In version 1.57 you have added to the changes list that Berserkers, Noise Marines and Rubric Marines are now teamcolourable. But I only see Aspiring Sorcerer is now teamcolourable. Could be something simple but just saying. Otherwise great updates !
Coding Help Thread
Need Any help via AE, AI or Scar code, any questions perhaps? Use the above link.
My coding tutorials
(currently unavailable)
@Arikaas You need to manually add them from the archive. Here is the link.
#1896
I was going to include the skins in the mod itself, but I was convinced otherwise. In hindsight I probably should have removed the line from the changelog but whatever.
Ork Wartrak with Mortar Upgrade has pink unit portrait.
I, too, have a few SM units from FoK that I'd like to see in this mod but I don't really know where they'd fit. Namely the honour guard, the venerable dreadnought and the ironclad dreadnought.
- I like how the Land Raider option allows you to deploy the two Land Raiders at the same time. I also love the Chapter Master with the jetpack, so the options I can find are: a) Remove the jetpack and change the retinue from assault veterans to honour guard b) Nerf the Chapter Master and make the honour guard a second Relic Unit like the second Land Raider for the other branch, with or without removing the assault veterans c) Nerf the Chapter Master and unlock the Honour Guard as the Force Commander retinue (oh boy I think I'm raping the fluff here)
- About the Ironclad/Venerable, the only thing I can think of is to become upgrades for the ordinary dreadnought with a limit and maybe mutual exclusive according to the relic branch selected (Venerable for Chapter Master, Ironclad for Land Raider) or only deployable from the Orbit Relay (which I don't really like)
I'd like to know your opinion on this
#1898
*Grumble* Relic and their spelling inconsistencies *shakes fist*
I was thinking of making the Venerable Dreadnought capped at one and sharing a cap with a Commander or something similar but I am holding off putting it in until Chaos gets its Dreadnought so I haven't thought much about it for now.
Completely agree with RMX - sounds like a good plan
corncobman - everything was ok with the link?
Tau Broadside commander and Crisis suits are missing tex. And there is some kind of annoying crash when building kroot shaping center.
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