Download the art file here
#2201
Download the art file here
-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!-
DUDE!!!
Chaos AI sucks hard. More than half the time, especially when it's you're ally, it will get three cultists and lots of power plants, and that's it! Sometimes it will start building about 7 minutes into the game.
Space Marine AI seems to be okay, although just barely.
Destroy to create. All for the hunt to dominate.
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@DoMiNaNt_HuNtEr: Since Corncobman has 25 unique Chaos strategies, it'll help him out by you reporting what strategy # Chaos is using by entering CTRL+SHIFT+~ ingame on your keyboard. There should be like a message popping up in there RIGHT WHEN THE GAME STARTS, "Chaos_race has chosen strategy #." If that ai "sucks", maybe he'll help you out.
@Corncobman: Holy shit, lol! Dude, is 25 strategies really that necessary? Wow.Err I wouldn't recommend that dude.
If you screw up something in the code, you might have to go through the ENTIRE thing, all 25 lines and it'll get frustrating. Not to mention, testing the ai < 25 times. Dark Eldar ai is good, like many others, but I find Chaos a bit...
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5 can work.
#2204
Yeah...testing... *cough*
As Cylarne_04 says, look in the console to see which strategy the AI has picked and I'll try and see where the problem is.
Is it possible to get the Techmarine to use the voice set jONES uses for his Marine Artificiers? It's better than having him sounding like the Chaplain. I think the voice set might be from the Dark Angels mod. Also it seems that the Techmarine model is missing a melee attack animation because it reverts to its static version often (i thought this unit was finished?).
#2206
I just checked the Black Templars mod that I have and the Techmarine Artificer uses the normal Space Marine Tactical voice.
#2208
Hmmmmm... I can't change the voice without knowing what it sounds like first. Also I don't know what voice set it uses so asking for it would be a little...tricky.
As an alternative, you could try to process the Techpriest voice to make it sound Space Marine-like. It would sound quite crappy unless the processing is consistent with that of the usual Space Marine voices though.
Originally Posted by chelovek_veliki
Sorry, my bad. We can go back to that when jONES releases the next public version.
#2211
Yeah, I think it would be very difficult to get the Techpriest voice to sound like the Space Marines voice.
@Corn Flakes (ha ha ha, sorry): Would it be possible to transform the voice of the Bloodthirster? Maybe make it EVIL? Maybe make it for the GUO?
Wraithlord? Make it sound freekishly awesome like DOW2 voice?
And how about... the Monolith!? Make it vibrate all throughout your speakers, gawd I can imagine how much fun this would be.
#2213
I suppose it's possible if I knew what I was doing. I'm not sure I want to do it though as I don't want to be liable for damage to people's sound systems.
Honestly, I'd love a voiced set for the Necron Pariah. I'm sure a nice set can be put together from its lines during the campaign.
Tested (played) as Chaos versus some Chaos ai, I think you should look at strategy #4, #7, and #21; I could be wrong but I'd check them out. They didn't play so well in my opinion.
Also, permission to use all of your sweet fx from the Chaos army?
#2216
What FX are ye talking bout here?
If it's the Chaos Sorceror abilities then yeah sure.
re fx:
Gah, too many for a list. I saw the new Blood Syphon fx, the Winds of Chaos, Noise Marine shooters, EVERYTHING.
Sorcerer fx specific abilities; I almost have them all.
#2218
Yeah you can use those as well.
EDIT: I've tweaked the Chaos AI somewhat so hopefully it should tech a little better and put up a bit more of a fight.
Last edited by corncobman; 22nd Aug 11 at 8:56 AM.
Somehow I'm feeling like I've said something like this already, but the Hero UI for the Necrons is unable to show all the icons when there are more than 4 units on the field. Can this be fixed?
#2220
Strange. It's not working on my end. I thought it was my clusterfuck of mods messing around but it's not.
#2222
AI update. Hopefully it fixes your problem as well.
http://flashmirrors.com/files/ykw0wj..._1.66.5_AI.zip
Yes. That fixed it. Thanks
Hey why is chaos models appearing as purple cubes? is this an issue with the download or the mod?
#2225
all of them every model is a cube for some odd reason
#2227
You need to download the Art file and extract it to your Soulstorm folder.
never mind sorry put it in the wrong directorysorr bout that
Aaahh yeeeeah. Chaos AI is back to being cool! The Marine AI is great too.
#2230
That's good news. There will probably be an update tomorrow.
Flashmirrors appears to be playing up a little. I'll try again a bit later.
EDIT: here it is as last.
http://flashmirrors.com/files/e27kdq...ttrib_1.67.zip
Last edited by corncobman; 5th Sep 11 at 11:05 AM.
Any tips for playing IG vs. Tau? The only decent tactic I have is rushing to their territory and building a myriad of turrets in a choke point, but defending that position is still very difficult because Broadsides and Skyrays outrange everything. I can't really harass in T1 because everything rapes guardsmen.
#2232
This is some general Soulstorm advice:
In T1 the Command Squad is essential for harrassing and tying up ranged units.
Build Commissar to attach Guardsmen squads as soon as possible as they boost their capabilities or meleeing with them solo if necessary. Try to get Broadsides in melee as their effectiveness is nullified when this happens. Failing that focus fire on them with things that are effective against heavy infantry such as Plasma Guns or Autocannons. A good tactic is to build some Heavy Weapons Teams and set them up at the back as additional long range support when you push with your troops.
Try to get vehicles earlier than the enemy (IG's economy helps with this) and go for Hellhounds first or maybe even Chimeras for supporting your troops.
Skyrays are nasty but using the Psyker's Curse of the Machine Spirits ability you can stop it from shooting and focus fire on them.
For mod specific stuff, I like to always have at least 1 Guardsmen squad upgraded to Meltas and nothing else so when vehicles come I have something to combat them, even though they have short range they are pretty effective.
Using the Inquistor/Colonel as you would a Commissar to tie up specific targets such as Fire Warriors or Broadsides can be quite effect as they have slightly more health and are more effective overall. The Colonel also can restore morale to a squad without killing one of your units.
Last edited by corncobman; 9th Sep 11 at 5:18 AM.
Oh boy, do I feel accomplished after finally beating them. It was on a 257 map though.
Actually commissars didn't help much, and the Colonel is very flawed for tying up units, since his melee animation is so long Pathfinders have enough time to dance around and start firing back, you should look into it. The Psyker squad on the other hand was a god-sent. I kept it close to the Command Squad and double Strip Souled the crap of the XV22 Commander, which is the Tau's primary source of carnage in T1 with the flamer and in early T2 with everything else and their mother. That and keeping HWT's alive is crucial, since it's the only way to deal with Skyrays fast enough before they missile barrage you into oblivion. Also the GK Squad is great at countering Broadsides.
What's your view on PoK's Wraithlord's skin? I personally think it's very detailed and makes the Wraithlook look better (which coincidentally has always looked ugly as sin in my opinion)
Also the Chapter Champion looks gorgeous but falls in the same bag as the Honour Guard. Space Marines have too many pretty toys to fit them all...
#2234
It doesn't look as though I can do much about the Colonel's melee animations as it seems to be model related.
In tier 1 Pathfinders aren't really much of a threat since they have pretty low damage, especially to commander units, when they haven't been upgraded.
The XV22 commander is pretty nasty, especially when upgraded as he is effective against pretty much everything but, like much of the Tau army, is pretty useless in melee as his firepower is cancelled out. As a last resort you can use a Sentinel squad to tie him up.
I've had a look at the PoK Wraithlord and it looks interesting.
Just downloaded the mod the other day. Loving it so far.
Anyone interested in compstomping online with this some time?
#2236
I might release the next update some time soon. After that I might be interested.
I want to compstomp, too, but I might be busy these two weeks.
Seems a bit late, now but: do I just install and play
OR
do I have to place it in files manially?
to install the mod? Manually, but it's not hard
Extract all the attrib and art files in your Soulstorm directory.
#2240
I didn't expect to see the Tetra. Should it really use 2 Cap? It doesn't look like it can do much besides marking and it's only 800 HP.
#2242
Dunno, it probably needs to be balanced a bit. I haven't really tested it thoroughly in game, just made sure everything was working.
It also has a mini Missile Barrage which is enabled through the Missile Barrage ability. Probably needs to be tweaked a bit more.
Just a quick note. the downloads are giving me 403 error in Russian and that there is no public access to the files.
Insanity is the exception in individuals. In groups, parties, people, and the times, it is the rule.
- Nietzche -
I had the same error too, but both downloads appear to be working now.Just a quick note. the downloads are giving me 403 error in Russian and that there is no public access to the files.
#2245
No problem now, thanks guys. Snagged them and will probably get them installed and try it out this weekend.
I get a pink portrait when I upgrade a Wartrak with Twin Big Shootas
#2248
Hmmmm...
I thought that I had fixed all the pink portraits with the Wartrakk. Anyway that should be fixed for the next release.
Noticed something strange with the tau deployable turrets. First they have an extra disk ontop which is not really connected to the turret if you zoom down you see there is nothing between the turret and the upper disk, its floating in thin air. Secondly the turret turns its bottom foundation when it targets enemies in a different angle from it, not only the turret, seems quite strange. This has probably been said before but i figured id just mention it.
#2250
The Turret is the LP model from FoK shrunk down so it's not going to look right. Also in order to get them to be deep strikeable they have to behave like a squad which means that it turns even though it doesn't move.
I'm probably not going to be able to fix either issue since the first is model related and the second is just the way the game works.
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