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

  1. #151
    yeah, and in TT the pulse carabine and pulse rifle have the same damage value.

  2. #152
    Is this mod made more fluffy? Like Less SM, yet stronger individually ect?

    Also does your mod feature all the closer to codex models for each race? I can't stand how all the orcs look the same in vanilla DoW.

    I think i'm buying SS for this mod if so!

  3. #153
    The flying one corncobman's Avatar
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    Well not really. At the moment only Chaos Marines are like what you describe.

    I haven't used any Closer to Codex models for Orks yet, but I may do at some stage.
    -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!-

  4. #154
    The C2C Randomized Nobz, Slugga & Shoota boyz would are a must imo.

    So what did you try to achieve with making your mod more fun? Make the combat more fast paced?

  5. #155
    The flying one corncobman's Avatar
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    I made some stuff more extreme as well as some missing weapon upgrades and abilities to add more diversity. Reducing cap costs of some vehicles and removing cap costs for uber units is also worth a mention.
    Last edited by corncobman; 6th Aug 08 at 5:22 PM.

  6. #156
    Bloodthirster armies eh lol.

    I get the feeling your not a fan of Da Orks. Is this true?

  7. #157
    The flying one corncobman's Avatar
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    Oops that should be cap costs sorry if I caused any misunderstandings.

    Orks aren't that much different apart from Shootas getting Rokkit Launchas and Sluggas getting Stikkbombs. Oh and Killa Kanz are faster, spammable and less tough.
    Last edited by corncobman; 6th Aug 08 at 5:29 PM.

  8. #158
    Did you nerf the Hammerhead's railgun damage? I had one firing at a LP and it bearly scratched it

  9. #159
    The flying one corncobman's Avatar
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    I don't remember nerfing the Hammerhead.

    Looking at the weapon file, I definately didn't change the damage against buildings.

    IIRC the Hammerhead has always been poor against buildings. Time to change that I think.

  10. #160
    You might consider the following tau suggestions as well:

    - the hammerhead should cost 3 vehicle cap instead of 4 because now a tau player will always have 1 vehicle cap point never used as the devilfishes are hardcaped at 3(no need for more). He will only have 19 points used. With a cap of 3 a player could field another 3 cap vehicle like a skyray

    - the pathfinders could use some shield drones as they are very weak

    - if you still added an XV-89 with a squad cap of 2 why not make him take 1 or 2 bodyguards like in fok? After all most commanders of other races can be attached to squads

    - and last but not least a graphics bug: whenever I upgrade my commanders with plasma rifles they still have their cyclic ion blasters

  11. #161
    The flying one corncobman's Avatar
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    Interesting.

    The Hammerhead I don't think I will reduce to 3. With the jump ability it's almost on par with the Eldar Fire Prism. If you have 2 Hammerheads, the rest filled with cap 3 vehicles the 20 cap will be filled.

    I've thought about adding shield drones to Pathfinders for a while actually. I'll do that. (EDIT: seems as though there's no way to have weapon upgrades with multiple leaders as the weapon icons disappear. Damn. Done.)

    Yeah I considered adding bodyguard but I'm not sure if it would make him too powerful.
    Last edited by corncobman; 11th Aug 08 at 2:46 PM.

  12. #162
    If you build 2 Hammerheads, 2 baracudas and 3 devilfishes there will always be 1 cap point never used You could at least make the gun drone squadron cap 1 or change devilfish hardcap form 3 to 4

    And what about that plasma rifle issue I've mentioned? Was the cyclic ion blaster model supposed to remain on the commanders even when I've researched the plasma rifle upgrade?

  13. #163
    The flying one corncobman's Avatar
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    As for the cap, I'm sort of against reducing the pop for any vehicles as they are powerful enough as they are.
    Devilfish hardcap increased to 4.

    I'm not sure about the Commanders but it's supposed to be like this:

    XV22 Commander:

    burst cannon->fusion blaster->plasma rifle
    flamer
    missile pod

    XV89 Commander:

    burst cannon->fusion blaster->plasma rifle->cyclic ion blaster
    flamer->missile pod

  14. #164
    well the xv-22 commander shows a cyclic ion blaster instead of a plasma rifle

  15. #165
    The flying one corncobman's Avatar
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    New version is up

  16. #166
    sorry man, but this version seems to have a ton load of bugs. First of all, it seems like the auto-reinforce is always active and I have no ideea why.

    Ranges and lines of sight are way, way too big(an IG basilisk fired at me all the way from his main base).

    The squad and vehicle caps are now 30(20 was just fine)

    Tau commander bodyguard is pink.

    Tau can build 3 greater knarlocs which are not capped at all.

    Ok, and now for some suggestions:
    - apc's should have room only for one squad(as now most squads have a number of members close to their TT equivalents)
    - crisis teams should be hardcapped at 2 and pls try to give them some plasma rifle upgrades on the arm with the burst cannon which will allow the fireknife weapons configuration(3 plasma and 3 missile pods)
    - pathfinders should cost 1 squad cap as they are tier 1 units, hardcapped at 2 to prevent spamming
    - stealth teams should be in teams of 6(with leader), be capped 2, take only 2 FBs and hardcapped at 2 teams

    P.S. What mod tool are you using? I've tried to edit some files with crosix mod tools and none of the files allowed to be saved.

  17. #167
    The flying one corncobman's Avatar
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    I haven't changed or added anything that could explain the changed the cap increase, line of sight or the auto reinforce.

    I neglected to add the skin for the Commander Bodyguard stupidly.

    The Greater Knarloc is intentional, all of the relic units take up no cap and the 3 GK's are equivalent to the 1 relic unit for other sides.


    I'm inclined to leave the transports as they are.
    I'll see what I can do about the Crisis Teams
    Pathfinders I'm leaving alone as they are sort of the equivalent to SM Scouts.
    Stealth Teams I'm unsure about.

    I'm using Corsix's Mod Studio. Make sure you have created a "data" folder inside the mod folder you are working in.

  18. #168
    I think I know what caused the cap, range and sight changes. I had the heroes mod on, once I turned it off, the caps came back to normal.

    And about the transports I think it would make a lot more sense for 12 men or more(1 squad) to be able to board one and not 24(2 squads).

    And if the pathfinders remain 2 cap, they should have photon grenades to make them more effective early in the game.

    Have you considered giving the weapons that are of the same type but are mounted on different squads or vehicles(eg burst cannon on crisis suit with burst cannon on stealth suit and so on) the same damage values and ranges? After all, in the wh40k universe all weapons are mostly the same, there are no special variants for every squad they carry them.

  19. #169
    The flying one corncobman's Avatar
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    Pathfinders already are useful because of the Mark Squad ability, I think they don't need the grenades to be honest.

    Are you just talking about Devilfish? If so then I might do that. However it might limit the options as regards to the other infantry.

    I haven't considered standardising similar weapons for different units, it's not worth the effort in my mind. I'll think about it though.

  20. #170
    yeah, I was talking about the devilfish, but in TT the rinho, chimera and falcon grav can only take one squad. And the vehicles could use a little increase in size, let's say about 30% or 40% bigger than they are now, they just look too small compared to infantry.

    Any luck convincing Zany to give you the animations for the broadsides so that they can fire while not entrenched?

  21. #171
    The flying one corncobman's Avatar
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    I think his computer had a meltdown of something recently so I'd probably need to help him out in getting his stuff back on track first.

    EDIT: updated the file.
    Last edited by corncobman; 12th Aug 08 at 4:10 PM.

  22. #172
    I've download it and is no update in it

  23. #173
    The flying one corncobman's Avatar
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    I guess I didn't update the zip file properly. Try now.

  24. #174
    I've played it and I can't say I like this version very much. For starters why did you halved the hp of the crisis suits and the baracuda? 2 or 3 hits and there gone. Then, I see that the stealth team can still take 3 FBs as upgrade when 2 would have been much better. The bodyguard of the XV-89 is still pink and now the XV-8s don't show their missile pods or plasma rifle when upgraded, they show the old fusion blaster.

    And the FW and pathfinders drop like flies when under fire, you should consider giving the shield drones permanent insead of a timed ability. If you don't know how, I'll tell you

  25. #175
    The flying one corncobman's Avatar
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    I didn't halve the HP of the Crisis Suits, I didn't change the health at all (they were always fragile which is probably why they are cap 3 instead of cap 2 like other elites). I forgot to check the weapon names for the Crisis Suits upgrades when using the ones from FoK.

    As for Baracudas I haven't touched them. They have always been glass cannons (some say too much cannon actually).

    Stealth Suits I kept with 3 Fusion Blaster upgrades because Tau don't have too many dedicated anti-vehicle infantry options.

    FW and Pathfinders drop like flies - play better! J/k . Anyway I'm not surprised FWs drop like flies since they do have less health than before. A permanent ability is an interesting idea actually. I might do that.

  26. #176
    well, the baracudas had 1400 hp and now have only 800. You can make the shield drones give permanent shields by switching the mode of the personal shield ability from "targeted" to "always on" and remove the refresh and recharge times. The crisis suits too could use some shield drones.

  27. #177
    The flying one corncobman's Avatar
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    No they didn't, they used to have 1250 and they have 1250 now.

    I'm not adding drone squads to Crisis Suits yet until I feel they really need them.

    P.S. I know how to make the energy shield ability permanent - you dare question my l33t m0dd1ng sk1llz?!?!?!

  28. #178
    nope :P but about the baracuda I'm 100% sure that now it has 800 hp, I've just played a game. And the XV-89's bodyguard has some areeas where he is pink and the weapon upgrades on the crisis suits don't appear on the model(they show a FB instead of them)

  29. #179
    The flying one corncobman's Avatar
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    Can anyone else confirm this?

    I just played a game and I've taken screenshots to prove I'm not going mad




  30. #180
    ok, but then why it showed only 800 to me last night? are there any modifiers in the game rules that reduce the hp of units? because all my units seemed weaker than usual and I had some of them activated(however I don't remember which ones).

  31. #181
    The flying one corncobman's Avatar
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    Have you loaded any win conditions that aren't normal?

  32. #182
    Sorry to be of any trouble but im having troubles loading the mod. when i click on it in the mod manager it loads up ok till you get to the main screen then it just says failed to activate requested game. i've dl the last 4 installments of this mod and i keep getting the same message can anyone help me.

    thank you in advance


  33. #183
    The flying one corncobman's Avatar
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    Can you post the contents of your warnings.log file from your Soulstorm folder?

  34. #184
    is this what you mean, sorry if it isnt.

    Spoiler


  35. #185
    The flying one corncobman's Avatar
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    Yes, that's what I meant. I think one of the old releases which are unpacked may be interfering with the newer ones.

    Make sure that if there's a data folder inside the CornCobMod folder, delete it.

  36. #186
    thank you corncobman, i when though everything and deleted the mod and reinstalled your newest version, making sure ther was no data folder so now my folder structure is dawn of war - soulstorm/ CornCobMod/ CCM_Data.sga


    again thank you for the help.

  37. #187
    The flying one corncobman's Avatar
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    No problem.

  38. #188
    thanks man and loving the mod.

  39. #189
    hi again. I've just played your mod with "heroes" activated and I've found some very strange things about this game rule. It somehow seems to trigger on all the others: increased sight and weapons range, auto reinforce and auto abilities, and the heroes ability itself.

    However, when using this there are some annoying bugs: the XV-89s bodyguards die immediately after being build(wtf?), the broadsides don't seem to have weapon range increase and the icons on the XV-89 commander and XV-8 crisis suits don't show.

  40. #190
    The flying one corncobman's Avatar
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    Yeah, I've been meaning to strip the autoreinforce and autoabilities stuff out of the heroes rule for a while now.

    The Heroes rule doubles weapon ranges, and production rates for buildings. I'll probably just extract the scar folder so people can tweak the values themselves if they want to.

    The Crisis Bodyguard dying and the icons for the Crisis Suit and XV89 Commander should be fixed in the next release.

  41. #191
    I also think you need to tweak the damage of the FWs a bit. It should be slightly buffed, now the assault marines almost allways get within CC range even when not using jump their jump packs. You should consider giving rail rifles as an upgrade at tier2 after the path to enlightenment is build, the tau have serious AV problems at tier2, the only hardcounter they have being the baracuda(the stealth teams always get spotted and die fast).

    Another bad aspect is the XV-88. It's damage vs vehicles is a bad joke(it can barely scratch a dreadnought) while in TT it's the biggest tank killer in the tau army. One solution to this is, in my opinion, bringing back the stats from DC 1.0, 3 unit team and increased damage vs vehicles and buildings.

    And one more issue: I think the no fog rule is always active for the AI. Why? he had 2 basilisks firing from half the map away in the middle of my base blowing up 2 of my generators and he never got so close as to reveal my whole base(considering that they were very accurate, I don't think they were firing blind and there was no IG scanner in the area that they attacked)

  42. #192
    The flying one corncobman's Avatar
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    To be honest I think the Fire Warriors damage is fine due to their long range. When fully reinforced their damage is great especially with their long range. When upgraded with the Advanced Pulse Rifle research they are very good indeed.

    I won't put the Rail Rifles in tier 2 because that would make Pathfinders far too powerful. Use the Pathfinders' Mark Target ability to make taking vehicles down easier.
    To aid anti-vehicle I'll probably increase the health of Stealthsuits (and the Shas'vre) and increase the Broadside damage against vehicles as well. The Broadside Battlesuit from TTRU will be in the next release as Zany Reaper very generously gave me permission.

    The AI always knows where you are. A prime example is IG using the scanner directly where any infiltrated units are every single time. It's just unavoidable.
    Last edited by corncobman; 19th Aug 08 at 1:24 PM.

  43. #193
    The problems with the FW and pathfinders would be preaty much solved if you add permanent shields from the shield drones.

    And another thing: the AI never builds any fighters, even on hard difficulty and even when playing with "heroes" on. Every time I play he just builds ground vehicles.

    And the etherial and his honor guard(which could use a shield drone )can't board the devilfish.

  44. #194
    The flying one corncobman's Avatar
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    The AI is the Dawn of Skirmish AI but I'm not sure why it isn't building aircraft.

    I don't know why the Ethereal can't board the Devilfish. I'll have to check.

    I don't think I can add shield drones to the Ethereal and make the bodyguard limited to 4 at the same time.

    EDIT: OK I've fixed the Ethereal transport issue. Wierd.
    Last edited by corncobman; 19th Aug 08 at 6:39 PM.

  45. #195
    Resident AI guy thudmeizer's Avatar
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    The AI is the Dawn of Skirmish AI but I'm not sure why it isn't building aircraft.
    Oh thats a real easy one: in the unitstats.ai under the first effectiveness line you need to have its values slightly higher than other similar units. ie. if you made all 17 effectiveness values 10.0 and made its class = 9 or 10 then the AI will obviously favour that unit over building most others because it has a much higher value to the AI. However, its best to have similar units that come out around the same time in the tiers valued the same or slightly higher/lower than others. Also, in the squadlimits for the race's buildbasestrategyinfo.ai make sure that unit is present under the squadlimits = secton and has a value greater than 0.

  46. #196
    The flying one corncobman's Avatar
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    It may also have something to do with the cap changes I've made to the Tau buildtree.

    I added cap researches instead of having them tied to the buildings. I've now made changes to the AI files to reflect these changes.

  47. #197
    I think it would be best for tau to start with a basic vehicle cap of 4 instead of 3. In this manner you could build 1 baracuda right after you built the vehicle beacon without the need for another research that will make you waste a few more seconds before the enemy rushes with walker vehicles.

    played one game with IG and it seems that kasirkins can't board chimeras.
    Last edited by Firewarrior1705; 20th Aug 08 at 3:29 PM.
    Inter arma enim silent leges

  48. #198
    The flying one corncobman's Avatar
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    Aw nuts. Right after I released the next version too.

    I don't think I'll increase the starting vehicle cap for the Tau because I feel that 3 is plenty enough. You can always build a Skyray.

  49. #199
    which is absolutely av useless Anyway, if you put in Zany's XV-88s that can fire on the move and really criple enemy tanks then there's no need for a basic cap of 4.

    you should cap them at 3 squad cap and bring back the stealth suits to 1 squad cap(they have low health, you can also think decreasing upgrades from 3 to 2 FB now that you can have more on the field) to avoid leaving 1 point of squad cap unused.

    and I think you should remove the squad cap on the commanders like the IG command squad and the XV-89.

    And btw, why does the baneblade appear as a hero unit? When I have all heroes built I can't select my command squad form the hero's icons because of it. It seems a bit weaker too, it takes damage a lot more easily but that may be just my impression.

  50. #200
    The flying one corncobman's Avatar
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    Regarding making Stealth Suits 1 cap and avoiding the 1 cap left over, it's not really a problem that's unique to Tau as most other races now don't have any infantry that has 1 cap. I'm going to leave the cap as it is for the moment.

    I've already removed the squad cap from the IG Command Squad.

    Baneblade health is the same as in Soulstorm. It has the hero icon because it's a relic unit that you can only have 1 of. You have a good point that having all the heroes out makes the Command Squad icon disappear. I'll probably remove the icon displaying from the Psykers.

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