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

  1. #101
    The flying one corncobman's Avatar
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    Well I was going to do the Warp Beasts but I think that their morale is crap and once they are broken they are effectively useless unless you have Wyches on hand or a leader.
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  2. #102
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    Yeah, true. Well, at least nerf the damage dealt by warp beasts to commanders. Currently they deal over 40 dps to them, which totally takes the piss out of commanders being legendary warriors that can fend off any foe. DPS to commanders by them shouldn't really be any greater than 12. Gives Wyches more of a purpose too with their anti-commander weapons.

    Have you hard-countered Flash Gitz against heavy infantry yet? AFAIK they're still countered against infantry only. It should be against heavy infantry only. Gives Ork players a reason to use Shoota boyz.

    It'd be great to buff fire warriors too, against heavy infantry. Tau suffer from a 'struggle of existence' at the moment when in Tier 2 due to an apparent lack of superior melee troops to combat other melee troops. Khorne bezerkers in particular, when combined with a sorcerer really screw Tau over. Whilst it's good that they're more expensive, I still feel that fire warriors deserve to be somewhat buffed against heavy infantry.

    Likewise, drones should receive a nerf too, as many consider them as being overpowered.

    Also, how come pariahs aren't any more expensive? Surely they should cost 75 power per pariah?
    Last edited by Zany Reaper; 29th May 08 at 3:10 PM.
    Leader & (a) modeler/texture artist/animator of the

    Closer-to-codex mod files - To expand your mod.
    Codex Toolbox project - for furthur mod expansion!
    One more thing:

  3. #103
    The flying one corncobman's Avatar
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    I have already reduced the Warp Beasts damage to vehicles but I'm not entirely sure about commanders . Oh crap, forgot about Pariahs.

  4. #104
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    Lol yeah.

    Added some more requests to the previous posts.

    Did you reduce the Hell Talon's unsuitable Hitpoint number? 3000 HP for a tier 2 flyer with great anti-vehicle weaponry is rather nasty. With the kind of power they pack, Hell talons should be easier to destroy. 2000 HP would be a good start.

  5. #105
    The flying one corncobman's Avatar
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    I think I did somewhere along the line. I may have reduced the damage against buildings too.

    Have you hard-countered Flash Gitz against heavy infantry yet?
    Not yet.

    Interesting suggestions also.

  6. #106
    Man, Zany is making a LOT of suggestions. Most of those suggestions aren't imbas agreed upon by any significant portion of the community.

    But then, this isn't a "balance" mod.

    Edit:
    Corncobman, did the EMP Bomb for the Marauder ever work out? I tried to mod it in, but failed.
    Last edited by mlai; 29th May 08 at 10:56 PM.

  7. #107
    The flying one corncobman's Avatar
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    It works now. I changed the ui_index_hint from 2 to 4 and it appeared.

    There's something screwy with the recharge time / duration though.

  8. #108
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    mlai - Yeah, baby!

    I've noticed a bug with the Necron Monolith - whenever you build a restored monolith (click on the icon), you can click on it again. Is that supposed to happen, coz it eats up resources without giving you 2 monoliths?

  9. #109
    The flying one corncobman's Avatar
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    Got rid of the bombing run extensions and made the Marauder use the bombs as normal abilities. When you click the bomb icon, it drops the bombs and then you move it to where you want.

    I don't think I can fix the problem with multiple monoliths queued at once.
    Last edited by corncobman; 30th May 08 at 11:50 AM.

  10. #110
    EldarAspect
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    Hi do you have to download the 1st version and all the patches? or just the download the 1st version and the latest patch?

  11. #111
    The flying one corncobman's Avatar
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    You'll have to download each one and extract them in order.

  12. #112
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    Dude, please use savefile.com in future. This easy-share website is really not actually easy to share! Savefile doesn't have this 10 minute download restriction thing.

    Cheers.

  13. #113
    The flying one corncobman's Avatar
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    1.8 available here
    Last edited by corncobman; 2nd Jun 08 at 4:18 AM.

  14. #114
    kodokbuduk
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    hi where i can get ver 1-1,1-1,2-1,3-1,4-1,5-1,6-1,7 thx

  15. #115
    The flying one corncobman's Avatar
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    1.8 is the full version so you only have to download that.

  16. #116
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    Corncobman - Thanks for using Savefile.com. Much better now. Oh, & if that website fails you (not often), then you could also use www.filefactory.com. Works for me (although not for some).

    Also, whilst it's good to see that you've nerfed infantry damage of Flash gitz, & buffed heavy infantry damage of Fire warriors, I was sorta thinking that you'd also reduce the damage dealt by fire warriors to ordinary infantry. This should keep kroot useful.

    Make sure that the damage dealt by Flash gitz overall isn't too big either. In the previous version it had the original 35-ish dps dealt to whatever infantry. Easy thing to do is to reduce the accuracy to 60% & adjust FotM accuracy too. Orks for one should never be accurate shooters, but also remember that those shooty researches buff the damage of the kustom shootas too.

  17. #117
    The flying one corncobman's Avatar
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    I'll bear that in mind. I don't wan't to reduce the damage of Fire Warriors too much because it might make them useless early game. I won't change the accuracy of the Flash Gitz yet, and I will only do that if it's needed.

  18. #118
    kodokbuduk
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    i dl ver 1.8 & unzip it to my ss folder & i run the game run game manager but there is no Corncobman mod i try to play but nuthing change in the game & ver 1.8 size only 28mb

  19. #119
    The flying one corncobman's Avatar
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    Oops. I forgot to make the corncobmod folder.

    Create a folder called corncobmod in your soulstorm folder and move the CCM_Data.sga file into there.

  20. #120
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    Was the sga file really necessary? AFAIK it doesn't save that much space...

    Also, I only requested that the standard infantry AP of the Fire warrior pulse rifle was reduced, not the overall damage. It wouldn't make them totally useless.

    That's a point - Crisis suits may render Fire warriors totally useless... Best make them do shit damage with all weapons they get to heavy infantry to conpensate. Makes sense anyhow.

  21. #121
    The flying one corncobman's Avatar
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    Unpacked it's around 186 Mb, when it's packed it's around 29Mb.

  22. #122
    Capt_PooFace
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    i noticed a glitch with the IG, the codex sergeant and codex kasrkin sergeant both have completely pink bodies, although their faces and their swords are both completely fine. other then that, this is a good mod, keep up the good work

    edit:
    here are some pics to prove this is a real problem and that im not insane



    Last edited by Capt_PooFace; 4th Jun 08 at 12:41 PM.

  23. #123
    The flying one corncobman's Avatar
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    It seems I forgot to add the Codex Kasrkin skins when I added the models. It will be fixed for the next version which should be coming out fairly soon.

    EDIT: 1.9 available here
    Last edited by corncobman; 5th Jun 08 at 6:31 AM.

  24. #124
    e-616
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    Great mod! I was already getting bored with Soulstorm until this came along

    I was wondering if it's possible for the new Deamonette unit to be given the voices from the Dark Elf Harpies from Mark of Chaos?

    The new changes from the 1.10 mod sound ace, but they don't seem to be working for me so far unfortunately, would any other mods mess with yours? I only have patches that change colours and textures and map packs on mine right now.

    Keep up the good work!

  25. #125
    The flying one corncobman's Avatar
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    Ooooh a reply!

    It probably won't be possible to use voices from another game because of Intellectual Property and legal issues.

    I don't think other mods would interfere with this one. Unless I inadvertently made some kind of a mistake, unlikely as it may seem .

    EDIT: version 1.11 available here
    Last edited by corncobman; 18th Jun 08 at 9:30 AM.

  26. #126
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    Yeah. Taking those voice samples would breach their IP. However, there is always the possibility of searching the internet for female voice samples...

    So, what's the word on the cost-scaling?

  27. #127
    The flying one corncobman's Avatar
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    I've thought about increased costs to vehicles but I decided against them. If I make them much more expensive then they'll be countered by much cheaper infantry quite easily and they wouldn't be built at all.

    I've been meaning to increase the cost of IG Leman Russes regardless, and maybe I'll do that to some of the more effective vehicles as well.

  28. #128
    e-616
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    @ Corncobman, yeah, I'm a long time lurker on here but I figured you were overdue for some feedback on this

    Can't as say I'm surprised about the legalities with other companies sounds.

    Sorry to say that the Marine veterans and Imperial Gaurd Grey knights still aren't working on mine, I'm guessing it'll fix it self in future mods as I had trouble with one of the updates that caused DoW to crash back to Windows every time I loaded it up, after messing about with the files I found that the mod ran fine so long as I kept a certain file out of the folders.

    The file in question was the one which allowed for weapon upgrades on the cultists Asp. champ, but all the newer mods that you've packed together in one file have worked fine, anyways I'm going to mess about with the various patches I've added from here and there and see if that helps

  29. #129
    Any chance of making tau broadsides fire while NOT entrenched?

  30. #130
    The flying one corncobman's Avatar
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    I could but the animations could be wonky and as I'm not an animator or modeller I probably wouldn't be able to fix it.

    @e-616 - I probably should have mentioned this before but you don't need any sub-folders in the CornCobMod folder when the files are all packed into one file, so if you do just delete them so only the CCM_Data.sga file in inside the CornCobMod folder.

  31. #131
    PainBringer
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    Hi all !
    I have some bug reports:
    IG sergeants still displayed in pink color.
    Veteran Space marines squad have no model and appears as 5 pink cubes.
    When playing chaos campaign Marconia region don`t give any bonus(it should give "chaos_squad_horror_advance_sp" but it have no image and you cannot recruit it).

  32. #132
    The flying one corncobman's Avatar
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    Doh, doh, and doh!

    Only checked the last post after I uploaded the new version so double doh!

    I'll upload the fixed version tomorrow as it appears to be uploading really slowly ATM.

    EDIT:

    1.12.5 download here
    Last edited by corncobman; 24th Jun 08 at 10:05 AM.

  33. #133
    e-616
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    Well I just tried out 1.12.5 and I had the same trouble as before with the Marine vets not showing up, so I took all the other patches out and it actually worked!

    The Vets looks ace and are no longer the pink cubes they were before.

    I did notice that Space marine scouts no longer attack once they become stealthed as you can't seem to switch it off though.

    I'm going to mess about with the old patches I had and try and see which ones work with the mod

  34. #134
    The flying one corncobman's Avatar
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    Aw nuts. I seem to have banjaxed the Scout infiltration somehow. I just confirmed it and will release a mini fix soon.

    It seems that the Scout infiltration research has an enable_infiltration modifier (whereas none of the other researches do) so I removed it and hopefully that should fix it.

    download mini-patch here
    Last edited by corncobman; 25th Jun 08 at 9:49 AM.

  35. #135
    e-616
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    Wow, that was quick!

    I had to put the fix in the DXP2 folder for it to work but it's spot on now

    Haven't had the chance to check if any of my old patches and map packs effect the mod yet, but I'll do that soon

  36. #136
    How does this mod interact with the unofficial SS bug fix mod? Sorry if its already been asked!

  37. #137
    The flying one corncobman's Avatar
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    It doesn't. However a lot of the bugs fixed by the Bugfix mod are fixed in this mod as well. I'm not telling you which though. I'm too lazy for that. .

    EDIT: I'm thinking of making reinforcement in combat for squads slower than normal, and maybe making reinforcement near LP's/HQ faster, what do you think about this?
    Last edited by corncobman; 27th Jun 08 at 5:27 PM.

  38. #138
    Anyone playing this mod online?

  39. #139
    Member dtitov's Avatar
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    Oh, god Corn please not that. While not exactly these changes people at DoXP tried something similar with crons and this mechanic is horrid. plus


    it leads to campyness (bonus for the defender hugging that lp and nerf for the attacker = better to defend then attack)
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  40. #140
    It uses the realistic sizes mod? Or I'll have to dnld that separately

  41. #141
    The flying one corncobman's Avatar
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    Realistic sizes, do you mean smaller infantry? I haven't changed the appearance of infantry in any way. I could do that if you want.

  42. #142
    well I meant bigger tanks and vehicles. I know that this was the first mod for SS, and it made all sizes more realistic in terms of TT sizes.

    And about the broadsides firing without entrenching, ask Zany if you could use his firing animations from TTRU

  43. #143
    The flying one corncobman's Avatar
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    I haven't increased the size of vehicles visually. I might do that later however.

    I will probably ask Zany once I do some more coding work for the TTRU mod, but I don't really mind if he doesn't let me use it.

    @dtitov - what about only for the hq? I was thinking of only something small, maybe to 75% reduction. Nothing too drastic. Good point about LP's though since they have weapons and making the reinforce bonus near them would probably not be good.
    Last edited by corncobman; 3rd Jul 08 at 10:54 AM.

  44. #144
    Member dtitov's Avatar
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    That would make early harass on smaller maps difficult (say Blood River), so i am not sure i like this change. Then again since this mod is mostly for fun if you like it why not. I personally don't like this idea.

  45. #145
    The flying one corncobman's Avatar
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    Ok, I just made the squads reinforce slower in combat, no HQ or LP bonus at all.

  46. #146
    Tyre
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    Ive really been having allot of fun with your mod. Some mods I've been anticipating for years it seems and along comes yours out of nowhere and steals all my free time away. This mod is a nice mix of vanilla balance with allot of codex units options added with is a must for those of us who grew up with tt. peace

  47. #147
    The flying one corncobman's Avatar
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    Thanks. I'm glad you enjoy it.

    EDIT: before I release the next version, should I reduce the hard cap of SM Veterans from 3 to 2 or should I not bother?
    Last edited by corncobman; 20th Jul 08 at 10:08 AM.

  48. #148
    The flying one corncobman's Avatar
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    Version 1.15 is done

    Get it here

  49. #149
    I think you should reduce the cap of the heavy tanks and air units from 4 to 3. Pulse carabine and pulse rifle should inflict the same damage and you could nerf their damage and make a firewarrior squad 12 men strong

  50. #150
    The flying one corncobman's Avatar
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    Hmmmm... I might do that for air units. I'm not sure about heavy tanks though.

    You mean I should reduce the damage of the FW pulse rifle, and then make the pulse carbine similar?

    Why 12 in particular, is this to make it closer to tabletop?

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