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

  1. #2351
    DoC has Noise Dreadnoughts that I assume are from the FoK project. I'm guessing you won't use them until all of them are available, but it's a start.

    Speaking of Slaanesh, Cylarne seems to be using the Keeper of Secrets in his Daemon race. Any chance to see it here soon or the permissions haven't been cleared yet?

  2. #2352
    The flying one corncobman's Avatar
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    Yes, I've been wanting to add a new unit to justify uploading the jumbo art file.

    I haven't asked Cylarne for the KoS yet but I will do.
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  3. #2353
    Member jONES1979's Avatar
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    Quote Originally Posted by corncobman View Post
    I haven't asked Cylarne for the KoS yet but I will do.
    You should ask Catwell for KoS, not Cylarne

  4. #2354
    The flying one corncobman's Avatar
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    Ah, I'll get right on it.

  5. #2355
    I was wondering if that Hierophant that's been around lately was not enough of a titan to fit in this mod

  6. #2356
    Unfortunately the biotitan (point made)...

    But I'm sure Corncobman can work around that. However Hierophants are 2x perhaps 3x stronger than Trygons. So it must be powerful + expensive.
    Mods In Progress: Ultimate Apocalypse | Daemons Mod

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  7. #2357
    Yeah, I know. Corb just doesn't do titans in this mod, so that's why I'm asking if he'd let it slide for this one.

    According to Lexicanum:

    Average Carnifex: 5.5m, 8-9 tonnes
    Average Trygon: 7.1m, 9.7 tonnes
    Average Hierophant: 15m, 50 tonnes

    uh...guess not. Still, the Tyranid Mod Trygon strikes me as bigger than that. Well, it's not like Dawn of War is famous for being realistically scaled. In fact, the Ork Squiggoth in DoW should be around the same size as a Hierophant.

  8. #2358
    we really like and enjoy your awesome mod, can you add small battle in the next patch? patiently waiting

  9. #2359
    The flying one corncobman's Avatar
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    Small battle?

  10. #2360
    A wincondition that decreases the squad/support cap by half.

  11. #2361
    The flying one corncobman's Avatar
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    Ah right.

    That's easily done.

  12. #2362
    Can I ask for PoK's new Terminator models in this mod?

  13. #2363
    It would actually be more appropriate to do up those absent textures first.

  14. #2364
    hey corn i played your elite training mod since it was release, i can really focus on the troops during combat, gives the beauty of the
    char animations and fx, any plans of continuing it?

  15. #2365
    What missing textures, Cylarne?

  16. #2366
    @RMX: The ah green lines all over the hands I've noticed and some other equipment. Is it now updated? I'll check.

    EDIT: Not properly textured. You will notice this in army painter and ingame. The new Terminator model is still quite awesome.
    Last edited by Cylarne_04; 6th Feb 12 at 10:50 AM.

  17. #2367
    Okay. I think those are finished but I don't know if they're around for people to use.

  18. #2368
    I sincerely apologize, I didn't download 1.53 yet of POK. Yeah get those Terminators work'in. It is emperor time!

  19. #2369
    nothing to see here, move along citizen
    Last edited by RMX; 8th Feb 12 at 8:20 AM. Reason: post removed by Inquisitional edict

  20. #2370
    The flying one corncobman's Avatar
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    @RMX - heheheh that's pretty funny.

    Also lol @ clusterfuck mod.

  21. #2371
    I find it incredibly ironic that I always come to your thread to report stuff that's actually from jONES' mod

  22. #2372
    The flying one corncobman's Avatar
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    Anyway I might release the scar win conditions separately as it's really really small and easy to upload.

    EDIT: Here it is. I don't remember if I updated the AI but I included the files anyway.

    http://www.mediafire.com/?jpjyynff3y080sv


    I have also been pondering whether or not to include the dynamic morale in some form. It will dramatically affect the balance of the mod so I want to ask if you would like to see it in.

    So would you like a squad's maximum morale pool to increase with more squad members and vice versa - yes/no?
    Last edited by corncobman; 12th Feb 12 at 11:01 PM.

  23. #2373
    Hmmm...I'm a bit torn about this.

    Pros:
    + Might be a cool feature
    + I find flamers being a big pain in the ass sometimes early game

    Cons:
    - Complex stuff (executing guardsmen might be a bit strange)
    - mod loses interoperability with all the other stuff I combine it with

    I think I could settle for middle ground: dynamic morale being a trait rather than the general rule. Have certain units have dynamic morale while others don't, like a penalty or a bonus depending on how it's used. Units like warp beasts would really benefit from such things.

  24. #2374
    The flying one corncobman's Avatar
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    Right I've started work on getting the Keeper of Secrets in game. I'm thinking of giving it relatively low health for a relic unit but a few abilities and quick speed.

    I'm thinking of some abilities that it would use and so far I've got:

    Pavane of Slaanesh - does damage and morale damage (knockback???) over a wide area for a sustained period
    Transfixing Gaze - renders an enemy squad unable to attack
    Aquiescence - targetted squad is unable to use any abilities
    Also an aura that makes nearby enemy units suffer morale damage and reduced movement speed

    I'm also abandoning the dynamic morale idea for now.

  25. #2375
    Member GrOrc's Avatar
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    Heh! Now KoS will spread across all mods. Do not forget to thank Catwell for it...
    Last edited by GrOrc; 18th Feb 12 at 8:11 AM.
    >>> Titanium Wars Mod <<<

  26. #2376
    The flying one corncobman's Avatar
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    Don't worry he will get credit as will you, of course.

  27. #2377
    I like the pavane and the transfixing gaze. Pavane is probably good enough without the knockback, specially if it's going to last over time.
    Aquiescense's effects can probably just be integrated into transfixing gaze, so it makes a unit unable to attack or use abilities at the same time.

    Morale damage and slow movement aura sounds a bit too much, unless the area is very small. Maybe if you reverse it will be cooler: make allied infantry cause more morale damage around the KoS and increase their attack speed/rate of fire (I don't know if that's possible)

    If it's going to be a glass cannon relic unit I think it would be cool to give it a life-stealing ability (Slaanesh is all about eating souls ). Maybe something like the Archon's Animus Vitae, or an ability that makes it recover the damage it does for a period of time: it should be called Souleater, as it's apparently the name of the sword it carries.

  28. #2378
    @Corncobman: GREAT!

  29. #2379
    @GrOrc: have you worked on the KoS? I remember someone adding some animations and effects on Catwell's GUO. Was it you, too? I have trouble keeping up with who did what on this community sometimes.

  30. #2380
    Member GrOrc's Avatar
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    To RMX. Yes. GUO and KoS Catwell's models have my additional work. In fact, I brought this models to the final playable release. Additional anims, markers, OE-code, AE-code, 2D-art (icons) were made by me. Now you can see my WHE- and WHM-files for this units in the my Titanium Wars Mod and some other mods...

  31. #2381
    Hey Corn, could you lower the volume of DE & SOB unit battlecries/death noises/engine noises? They're not the same volume as every other races units.
    Destroy to create. All for the hunt to dominate.

  32. #2382
    The flying one corncobman's Avatar
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    Hmmmm I haven't modified the SoB voices in any way.

  33. #2383
    It's true that I hear SoB/DE battlecries too loud too often. Mostly the Archon and the Canonness "I will STRIKE YOU DOWN". Also, Chaos AI has an unhealthy habit of making two barracks early game, which makes it very easy to rush. Also, one of the games I played as Mark of Nurgle, my Chaos Lord died, I respawned him, but he didn't look Nurgly at all (He looked like Carron with those torches on his back), then he died again and looked like the Nurgle Lord again when I brought him back.
    Last edited by RMX; 19th Feb 12 at 4:07 AM.

  34. #2384
    Member Hollow's Avatar
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    @Corncob: Use the sound fixes I gave you for the Bug fix mod, it will surelly help a lot.
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  35. #2385
    The flying one corncobman's Avatar
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    @RMX - yeah the appearance of the Chaos Lord is randomised slightly

    @Hollow - oh right, I'll do that if I can remember to.

    EDIT: OK it seems that the file is no longer being stored on Mediafire. Can you re-upload it for me? Thanks.

  36. #2386
    I'm playing Survival + CCM + Nids, and have the Wargear floating Daemonhammer option on... now what? Does it actually work? I send my Archon (not Tahril, just the normal Archon) to it, nothing happens. I send my slave to it, nothing happens. How do I use this?

  37. #2387
    Member PsykoTenshi's Avatar
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    Quote Originally Posted by Corncobman
    OK it seems that the file is no longer being stored on Mediafire. Can you re-upload it for me? Thanks.
    Which file? All three of the Mod package files (attrib, art and AI, via flashmirrors) are no longer hosted on Mediafire, but corncobmod_scar_winconditions.zip shows up for me. Here it is on another host if it's needed (not Gamefront because its upload feature got cranky).
    http://filesmelt.com/dl/corncobmod_s...conditions.zip

    On an extra note, uploads on Mediafire are capped to 200Mb afaik :/

  38. #2388
    The flying one corncobman's Avatar
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    @PsychoTenshi - I was referring to Hollow's sound fix file that he sent me for the Bugfix mod.

    @Dominant_Hunter - I'm not sure about the wargear - as far as I'm aware the wargear only works for the campaign hero so if the Archon doesn't have a name them it most likely won't work. There may be a bug there somewhere as the normal skirmish Archon is being spawned.

    OK the attrib file has been uploaded so if you can't wait for the art file to finish uploading to play the new version (or if you like the thought of a pink box sucking the life out of enemy units) you can download it now.

    Download the Attrib file here or download it here

    Download the Art file here
    Last edited by corncobman; 21st Feb 12 at 2:56 AM.

  39. #2389
    Great. I really like the FX of the Pavane

    Transfixing Gaze appears as Transfixing_Gaze in the tooltip

  40. #2390
    Member PsykoTenshi's Avatar
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    gah... something inside me told me I was doing something stupid...

    Related to version 1.70 of the fun mod, I'm downloading the art and attrib files this very moment, but my question is if I should wait for an AI update as well.

  41. #2391
    TYVM wondering is campaign honour guards have a chance to be playable in skirmish? waiting for AI update and nids add-on too,

  42. #2392
    played SM vs SoB but around 15-20mins im seeing many of tortured amp in my base

  43. #2393
    The flying one corncobman's Avatar
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    You shouldn't need to wait for an AI update as the latest AI is already included in the Attrib file.

    @Darknite - I don't think I will make the Honour Guard Squads available in the normal game. They screw with the balance too much and there's hardly any place to put them.


    As for the Torture Amp spam - I'm imposing some limits on them (cap of 3, requires Haemonculus Lab) so they won't be able to be spammed so much.
    Last edited by corncobman; 21st Feb 12 at 7:53 PM.

  44. #2394
    @Darknite: If you're seeing a lot of Torture Amps when playing against SoB or some other race that aren't Dark Eldar, you're probably playing this along with Black Templars Kaurava Crusade.
    Ask jONES about it. It happened to me as well.

  45. #2395
    yes i am if he happens to see this hope he dont mind posting the tweaks up here for others to know too,
    @ Corn thumps up to 1.70 texture, funny is am liking the orcs now Waaaghhh

    edit: about the tortured amps issue, got the fix to it thanky RMX
    Last edited by Darknite; 22nd Feb 12 at 8:02 PM.

  46. #2396
    I really like how in SSpro Piercing vision increases range killing power for the squad as well as make them detect, making it kinda like guide (farseer). Could you do that CornCobMan? Because that would be great!

    Also does anyone know of any Archon models, like one with a faceplate on his helmet?

  47. #2397
    The flying one corncobman's Avatar
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    Personally I don't think it's that necessary to make it increase the range power of the affected unit, considering that it's such a cheap ability. Its main purpose is to detect and the DE range power is strong enough IMO.

  48. #2398
    Yo dude the sound fix for DE (and SoB I think) works. But the Orks still have a unit talking too loud "We'll Move REEEEEEAL Sneaky like!".

  49. #2399
    I've done a hackjob with this mod's and BT:KC taskbar.lua files because combining both mods resulted in either the Fun Mod losing the Advanced building button for Tau or Black Templar Fire Support Crusader Squad not getting all the upgrade options. If everyone's fine with it I can just upload it here.
    Last edited by RMX; 28th Feb 12 at 2:16 PM.

  50. #2400
    thanks in advance

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