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[SS] CornCobMan's Fun Mod version 1.75 (07/05/2013)

  1. #1851
    The flying one corncobman's Avatar
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    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.
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  2. #1852
    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?

  3. #1853
    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:

    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
    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
    RequiredMod.5 = Steel_Legions_SS
    RequiredMod.6 = objective_points_SS
    RequiredMod.7 = inquisition_daemonhunt_SS
    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.

    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:

    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,
    }
    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 = "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,
    }
    5. It's VERY IMPORTANT that the list of races is in alphabetical order, like in my example.

    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?

  4. #1854
    The flying one corncobman's Avatar
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    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.

  5. #1855
    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)

  6. #1856
    The flying one corncobman's Avatar
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    Oh yes. Me want. Gimmee gimme gimme!

    Um please. .

  7. #1857

  8. #1858
    Member Rotlung's Avatar
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    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.
    Quote Originally Posted by chelovek_veliki
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  9. #1859
    I see what you mean. How about this:

    Cult Marines fully colorable (backbone infantry)
    Undivided and chosen cult marines partially colorable (T2 infantry)

  10. #1860
    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!

  11. #1861
    The flying one corncobman's Avatar
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    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.

  12. #1862
    Member Rotlung's Avatar
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    CCM: I think that would be good, yes

  13. #1863
    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

  14. #1864
    The flying one corncobman's Avatar
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    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?

  15. #1865
    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

  16. #1866
    The flying one corncobman's Avatar
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    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.

  17. #1867
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    No Great Unclean One thrown in the mix to start the New Year?

    I am itching to try him out!

  18. #1868
    The flying one corncobman's Avatar
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    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.

  19. #1869
    Yes, it's the IDH - not compatable

  20. #1870
    @Michael1980: Are you sure you're using the correct version of IDH? It works fine to me

  21. #1871
    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

  22. #1872
    hmm. I don't know, then. Post the .module you're loading, maybe I can figure out what's wrong.

  23. #1873
    The flying one corncobman's Avatar
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    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.

  24. #1874
    Member laharl03's Avatar
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    the fx of the guo model seems to be incomplete sir.....

  25. #1875
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    @Corncobman: Catwell will tell you how to fix it within one of his posts in the Black Library.

  26. #1876
    The flying one corncobman's Avatar
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    I will probably be releasing a quick update to fix the missing effects and to update the AI.

  27. #1877
    the megaupload link is unavailable for awhile, and i tried the 2nd link but it stops loading around 45MB, trying the 3rd link atm

  28. #1878
    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.

  29. #1879
    The flying one corncobman's Avatar
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    You make it sound like I did it on purpose. I'll try to get it fixed as best I can.

    EDIT: update

    Attrib file here or here or here

    Art file here or here or here
    Last edited by corncobman; 6th Jan 11 at 5:54 PM.

  30. #1880
    thank you very much for your efforts! your fans really appreciate your hard work!

  31. #1881
    Member laharl03's Avatar
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    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?

  32. #1882
    The flying one corncobman's Avatar
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    I haven't really played the IDH mod so I don't really know how they fare against the other races.

  33. #1883
    In my experience, the DH do well enough when handled by the AI. I suck with them, though

  34. #1884
    @corncobman didnt meant that Hope you'll find a way to fix it! Thanks for good mod!

  35. #1885
    The flying one corncobman's Avatar
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    Try the 1.57.1 version. AFAIK the wargear should have the correct colour scheme. Not sure about the units though.

  36. #1886
    Member Rotlung's Avatar
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    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

  37. #1887
    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 cooler Dunno 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.

  38. #1888
    The flying one corncobman's Avatar
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    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.

  39. #1889
    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.

  40. #1890
    The flying one corncobman's Avatar
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    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!

  41. #1891
    I'd love to see a SM honor guard & scouts with portable heavy bolters

  42. #1892
    The flying one corncobman's Avatar
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    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.

  43. #1893
    Member Arikaas's Avatar
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    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

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  44. #1894
    @Arikaas You need to manually add them from the archive. Here is the link.

  45. #1895
    Member Arikaas's Avatar
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    Oh thanks! I did not realise =)

  46. #1896
    The flying one corncobman's Avatar
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    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.

  47. #1897
    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

  48. #1898
    The flying one corncobman's Avatar
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    *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.

  49. #1899
    Completely agree with RMX - sounds like a good plan
    corncobman - everything was ok with the link?

  50. #1900
    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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