I know about the Tau texture issues, they will be fixed in the next version.
@Michael1980 - yeah it worked fine.
I know about the Tau texture issues, they will be fixed in the next version.
@Michael1980 - yeah it worked fine.
-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!-
Thanx for an update, gonna try it now.
Last edited by time; 10th Jan 11 at 12:29 PM.
For a moment I thought you were talking about the old Chaos Dreadnought that got retextured just the other day.
Anything by horus is nothing less of outstanding, though. If you're waiting for his then I won't hold my breath.
Aspiring Sorcerer is fully TC-able (instead of just the shoulder pad TC) without the TC-able cult marines patch installed.
Originally Posted by chelovek_veliki
someone help, I downloaded the latest version, deleted the previous versions but it says the game failed to load the mod..... and I was so looking forward to play it
Profman96 (High Primary mod tester) - joined 12/24/10
NOW RECRUITING. PM ME OR MOD LEADERS FOR MORE INFORMATION.
NOW BACK UP AND KICKING! BETTER STORIES AND MORE KICK ASS TRIBUTES TO COME
Did you take a look at the warnings.log file ? there should be some indicator for whats going wrong.
Sometimes, a majority means that all fools are on the same side. (even so "Sometimes" seems to happen rather often)
@Riotlung - I must have accidentally left the file in there by accident.
I am seriously considering reverting weapons back to the way they were, i.e. all weapons being able to hit aircraft. Right now it feels as though aircraft are too strong and a even couple of them can cause serious problems against some races (most notably Eldar and IG due to the short range of their infantry AV weapons).
What's the Aircraft equivalent ground type of armour? Vehicle Light? Because if that isn't the case, non-AV units which currently can't fire on air units wouldn't do much to air units anyway.
I think aircraft take slightly less damage from some weapons than vehicle light but for all intents and purposes they are similar.
I dunno, I just prefer to have the option to at least do some damage even when there are no AV weapons around.
Hmm yeah I guess it's a good idea to put them back, except for artillery units like basilisks and whirlwinds I guess.
Updated keydefaults gridkeys at http://www.megaupload.com/?d=DSGM808E
Last edited by Rotlung; 14th Jan 11 at 4:55 AM.
I think I'll wait for some more feedback before I start diving in to change the weapons.
I think being able to attack air units as normal would be better, if only because it integrates better with other mods.
I just tried to rush a couple Hell Talons into an ork base and not even the buildings fired back. It really depends on the race though. Out of the 8 flying units, only two or three are really dangerous.
Yes, that is true because a lot of the fliers have different roles. A few of them are less of a concern but a select few of them can single-handedly cause widespread destruction.
Integrating better with other mods is always a bonus.
The last update fixed everything, thanks.
Found minor bug: Honour guard Chaos Sorcerer costs 0, his Corruption skill damages friendly units instead of healing them (according to description).
Hmmmm forgot that you can get that unit as Honour Guard. That will be fixed in the next version.
That's good . Also there are some kind of texture issues with Chaos Vindicator:
Found new bug: Chaos Lord campaign wargear Melta Gun only changes model. It does not increase real damage (in battle), projectile is still plasma and have plasma damage table (it's weak vs. vehicles when its supposed to be strong)
Actually the Melta Gun does around 80% damage to infantry and around 15-35% damage to vehicles and buildings so it's not that effective against vehicles or buildings. The tooltips are misleading because they aren't accurate and don't change even when the weapon has been upgraded to a different one. In short don't trust the tooltips for weapon damages.
The weapon effects are not really consistent with the other Melta Weapons, but that's not really a big deal.
Yea, I knew that battle damage tooltip doesn't change, I was talking about damage inflicted (dunno for sure but it looked like there was no damage increase after taking melta gun) Well that's not really a big prob. It just looks weird, and the gun becomes useless.
It'll be cool if you'll change it to become smth like Chapter Master melta Btw, are you going to add something to SoB and DE?
Also there is a prob (dunno, maybe it's supposed to be so) with honour guard Plague Marines - there are no hvy weapons for them, while original PMs have them.
Do the Noise Marines do not much range damage or is it just me being a terrible Slaanesh player? I have trouble dispatching most kind of infantry with them and they're pretty expensive.
@time - the reason for the Plague Marines not getting upgrades is because they are Undivided, and only Mark of Nurgle Plague Marines get upgrades. That might change in the future but I'm leaving it for now.
@RMX - Noise Marine upgrades are getting a damage increase, since they are pretty expensive. Their base weapons won't change much, if at all.
I'm going to be reworking the Chaos Marks again, because I'm not entirely happy with how Chaos Undivided feels currently.
What I plan to do is make normal marked infantry available to all marks but slightly weaker, and then increase their strength up to normal levels with the relevant mark. Also I plan to make normal CSM squads available to all marks but make each mark give them a special perk, like increased regeneration with Nurgle, etc. and make them 6 per squad. Then add a 4 man Chosen squad unique to Undivided for consistency.
So are you going to remove Chosen squads? What about Havocs and the different Daemons from the Sacrificial Circle?
Chosen squads are still going to be in, but they will only be available to the respective marks.
Havocs and Raptors will be available to all marks but get reduced health for all of them except Undivided.
Daemons will be unchanged. Ideally Undivided would only get Furies and nothing else but that's for another time.
Last edited by corncobman; 25th Jan 11 at 1:05 AM.
Chaos is broken in this release. The unit icons for the Chaos Temple are currently out of whack. Undivided Chosen Chaos Space Marines tooltip feature a hyphen at the beginning of the tooltip for some reason. Nurgle and Khorne require Sacrificial Circle to get Chaos Space Marines, so they can't build anything in T1 now. Undivided Chosen Chaos Space Marines don't have unique tooltips (if I'm not wrong they share the tooltips with the normal Chaos Space Marines).
Chaos Space Marines now cost 80 req (I think this is greater than the cost of a SM tac?). The squad is a whopping 315 req though, which is greater than the Undivided Chosen squad (210 I think).
Aspiring Sorcerer without the addon is still TC-able.
This is what happens when I try to do something without testing the changes first.
Seems I put the reinforce cost into the wrong unit and did some other stuff I shouldn't have. I'll try to get a fix as soon as I can.
Not a problem, cheers for the upcoming fix!
Thanks for the update, gonna try the chaos now
Last edited by time; 25th Jan 11 at 2:29 AM.
Gave it a very quick try.
I was not aware that Unholy Sight was moved to the Chaos Armoury. Not surprising since the Chaos Temple is now full of stuff. That said, I think Chosen Chaos Space Marines are going to need a new unit icon to distinguish them from normal Chaos Space Marines. The Chosen Chaos Space Marines will also need unique hotkeys.
The Chaos Sorcerer unit icon was moved to the top left position, shifting Chaos Space Marines to the right. Was this intentional or is it a bug (Chaos Sorcerer was initially on the top right)?
Yes it was intentional. In hindsight it probably wasn't a good idea to move the Sorcerer icon, just seemed logical at the time. I might change it back now.
Icons and stuff I'll do at at later stage. I just wanted to get it all in place and working first. I was going to do icons for this release but then I forgot.
I gave it a quick try and it looks like the Chaos AI is dead, at least on the game I played.
3 particular lines of chaosstrategyinfo.ai were missing a comma.
Lines 419 (Khorne Chaos marine strategy 07): add a comma after the '}' bracket (after chaos_marine_squad_khorne).
488 (Nurgle Chaos marine strategy 08): add a comma after the '}' bracket (after chaos_marine_squad_nurgle).
623 (Tzeentch Chaos marine strategy 10): Same (after chaos_marine_squad_tzeentch).
This will get it working (backup the file before editing it!), but it still has some bugs that I noticed on console, like having issues with berserker plasma gun upgrade).
I have uploaded a fix for the AI for those who don't want to mess around with it themselves.
EDIT: see below
Last edited by corncobman; 27th Jan 11 at 11:50 AM.
Thanks for the fix corncobman.
It seems that chaos have lost also the "heroes" feature...
Every other race has this active (when I trigger the option), the chaos units do not level anymore.
Fix for the Heroes bug, other misc. SCAR fixes and some more AI fixes as well:
Last edited by corncobman; 27th Jan 11 at 11:33 AM.
Since a fair number of the redundant Chaos attribs have been removed, you could also clear up the defprofiles. You could remove chaos_marines_mark as well as the cult marines _undivided hotkeys, since they are no longer used.
Console when playing against Chaos AI reveals some slight issues with it, though I don't think this would screw the AI up very much.
I think I have the AI warnings fixed on my local version.
Hotkeys have been updated as well. Update will probably be either tomorrow or Sunday.
Just wondering, does anybody have any particular general tips on dealing with SoB? They seem to be pretty strong in T1, and it gets worse if you don't have decent AV by the time their first Immolator turns up.
I know what you mean
I either try to tie them into melee or outrange them to avoid the flamers. I also try to pin them down into their base by capturing a strategic point close to their base and building turrets. Taking out their LPs is a pain though.
I have a hell of a time trying to beat DE with Necrons
Guess I'll have to rethink how I approach them.
Colonel Brom stands still when performing a sync kill (observed when in combat with Kroot Carnivores).
I ran some AI tests. IG has difficulty handling Tau in general. Some observations:
1.) They don't seem to attach combat medics and Colonel Brom. I guess they were trying to use Brom as an unattached Commissar... but medics?
2.) IG tends to send its command squad to act separately from the guardsmen squads, occasionally with the guardsmen twiddling their thumbs while their commander runs around trying to cause havoc and finally gets overwhelmed.
3.) Not very aggressive with the early game. Once, Tau went for a vehicle tech, so they only had Pathfinders and I think a Tau Commander on the field, but IG took down and LP and then went back to base for some reason, while Tau unleashed 4 Devilfish Carriers on them in the end.
Space Marines vs Tau was a little ugly. Space Marines didn't really know what unit preservation was, throwing 2-3 men tactical squads against Fire Warrior walls.
I don't think Tau is particularly unbalanced at the moment, just that the AI doesn't really handle IG and SM very well. Either that, or it's too good at handling Tau (especially when going with Fire Warriors tech to Broadsides).
On one occasion, Tau refused to build a path of enlightenment, instead insisting that it had 2 Barracks. It started to float about 2k req and several hundred power for some reason, allowing SM to steamroll over it. (Both SM and Tau were using strategy 1 according to console)
Last edited by Rotlung; 29th Jan 11 at 10:22 AM.
Hmmmm interesting. Your observations reflect those that I made when I watched prior to the Tau changes that were put in. I'll try and get the AI to attach Medics as that definitely shouldn't be happening, and try to fix the AI in general.
The AI for Chaos and SM seems to be quite similar in that it likes to leave squads to die instead of retreating when it should.
Occasionally the AI likes to build multiple buildings of the same type for whatever reason. Not sure why that is.
Yep... I also saw SM build 3 Sacred Artifacts (1 first, 2 later at the same time) on Meeting of Minds, though it didn't try to rebuild the excess ones that got destroyed, devoting its resources to getting Predators and Terminators instead (it went for the vehicle tech strategy). It still lost to Tau as it was on the backfoot for a good part of the lategame and Tau managed to get a Greater Knarloc out, and hammerheads later on.
Edit: Spotted pink icon when Khorne Berserker has Plasma Pistol.
Re-edit: Am I the only one who thinks the tyranid toxic miasma (I think that's what it's called? That aura that reduces the speed of enemy units nearby) is a little too effective? Maybe the Hive Tyrant could keep it at its current effectiveness, but the toxic miasma for listening posts is quite severe and makes it very difficult to get any form of assault on a tyranid base without finding yourself at a great disadvantage since you're unable to retreat (especially once the broodlord and the rest of his gaunts returns back to base).
The turret upgrade hotkeys for Space Marines and Chaos are incorrect. The attribs indicate marine_missile_launcher_turret and chaos_missile_launcher_turret. The keydefaults indicate them as marine_turret_addon and chaos_turret_addon. tyranids_spore_cluuster in keydefaults is tyranidsspore_cluster in attribs.
Also, what ability does chaos_blood_cry link to?
Last edited by Rotlung; 30th Jan 11 at 6:47 AM.
I've reduced the strength values of the SM and Chaos infantry so it hopefully no longer thinks they are invincible and preserves them a bit better. I've also increased the strength value of IG GM so it hopefully uses them more.
Pink icon will be fixed
Hmmmmm yeah looking at the Tyranids files 50% speed reduction seems a little extreme. I might change it to 30% instead. Commanders and vehicles are slowed less than normal infantry.
Hotkeys will be fixed
chaos_blood_cry is the Khorne Berserker Blood Scream ability
Download the attrib here or here or here
Download the Tyranids addon here or here or here
Download the Survival Mod addon here or here or here
Last edited by corncobman; 30th Jan 11 at 4:55 PM.
on subject of chaos and sm why dont they use relic units?it really devalues the fight when i send guo in to fight and they have nothing strong enough to counter him. am i the only one having this issue with chaos(and sm for that matter)?btw love the mod keep up the good work=)also why is all the chaos marks able to use all mark soldiers like when using mark of khorne all the other marines are accessible?not sure if thats a glitch or what...
Last edited by Khornebloodwolf; 1st Feb 11 at 3:12 PM.
My IG AI is dead.
Also the army painter for Tau and SM has been reduced, and it shows Gue'Vesa Auxiliaries, which I didn't know were in this mod.
Oh, I like this mod very much. I wish you success.
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