can you pls tell me how can be the units' sizes modified? In which files do I have modify?
can you pls tell me how can be the units' sizes modified? In which files do I have modify?
Inter arma enim silent leges
#202
You would need to extract the .lua files from
data/art/ebps/race name/troops/
and add
vis_scale_max = x (1 is default, lower for smaller, higher for bigger)
vis_scale_min = x (1 is default, lower for smaller, higher for bigger)
-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!-
ok, here's a suggestion that I think you'll find interesting:
- why not make air units be targeted only by other aircraft and a specialized AA unit? Each AA unit should be available at tier 2. This has been done with the SS take 2 mod and it gives a unique perspective on how to use aircraft.
Here's the list with the possible AA units in my opinion:
SM and Chaos: The missile launchers of the tactical squads
IG: Sentinel(maybe) or you may ask Zany for his Hydra tank model
Tau: XV-88 team(which should be made a 3 men team with a vehicle cap of 2 or 3)
Eldar: the AV platform
Orks: tankbustaz
Necrons: Destroyer(maybe)
Sisters: no ideea so far
What do you say?
Sisters could have had the Exorcist if relic hadn't gone and completely f**ked them up
Why on earth did they make the Exorcist an artillery tank?
D'oh!
#205
That's quite an interesting suggestion.
I'm rather in two minds. On one hand you have aircraft with much more specialist counter units and clearly defined roles. On the other hand aircraft would be almost impossible to destroy without them.
just stop things like the leman russ and the baneblade from shooting at aircraft
seriously how can ordnance hit a plane..... it can't in TT
anything that shouldn't really be able to shoot at aircraft, don't let them
Actually, didn't they change the rules so that ordnance weapons can now shoot at aircraft in tabletop?
Just suggestions here. Still, AoE weapons probably shouldn't be able to shoot at aircraft. The hit effect (at current) would just look silly.
Leader & (a) modeler/texture artist/animator of the
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Closer-to-codex mod files - To expand your mod.
Codex Toolbox project - for furthur mod expansion!
One more thing:
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#208
That's definately worth doing. Ok, I'll do that.
Last edited by corncobman; 24th Aug 08 at 4:42 PM.
I've noticed a strange bug when playing against IG: 5 min into the game I get a fatal ai error. And a gameplay bug: the SM devastators can't get 2 plasma cannons, they get only 1 although it says in the weapon's tool tip that can get 2.
#210
Why is it that it's only as I'm uploading the next release or after I've released it you keep telling me about the bugs?
The Devastator Plasma Cannon should be set to 2 but Devastators get 3 weapon upgrades max so if you had 2 Lascannons already upgraded you can only get the one Plasma Cannon. I suppose I could make so that you can get 2 of each.
I'll have to check the IG AI, EDIT: I think I know what's wrong.
Last edited by corncobman; 1st Sep 08 at 5:18 PM.
because it's then when I see themWhy is it that it's only as I'm uploading the next release or after I've released it you keep telling me about the bugs?![]()
And for some reason, the SM scouts don't seem to fire after I've researched the infiltration upgrade. Pls note that I had skull probes attached to them
#212
Scouts, Cultists, Rangers, Tankbustas and Kasrkins can't attack when infiltrated. Infiltration for those units are toggled.
#214
I'm pretty sure that's not the case (any more).
I just checked and SM Scouts definitely have the toggle infiltration as they should.
how are things going with the new anti-aircraft settings?![]()
#216
So far only artillery type weapons are unable to fire at aircraft. I'm not sure what to do with the others really.
well, I also think that all tanks and other heavy support units as well as turrets shouldn't be able to fire at aircraft(listening posts should however). Elite and standard infantry should be the only units with AA abilities(except those units that are heavy support like IG heavy weapons team, tau XV-88, SM devastators, etc.)
#218
I think that turrets should be able to fire at aircraft.
I am still undecided as to what to do with them. I'll probably need other people's opinions on them before I start making changes to the weapon targetting.
is it possible to make the crisis suits take plasma rifles and missile pods in the same configuration? In TT the fireknife (PR+MP) is the most widely used. And it would also be nice to have a 3 men XV-88 team which should use vehicle cap(3 points should be fine).
as for the turrets firing at aircraft, I think it would be alot better for them to stick to ground targets and have listening posts fire at aircraft. This would prevent turret spamming in their base(if you play vs IG they build 3 basilisks and pound your army from affar and aircraft are the only way to get rid of them)
and pls note that the twin-linked plasma rifles of the XV-89 commander don't show on the model, it shows the cyclic ion blaster even though is not researched yet.
#220
I don't think it's possible to make them have Plasma Rifles with Missile Pods without making them single unit squads again. I've thought about making Broadsides 3 man squads but I prefer them as single squads. However I might change them if I get more requests from other people.
Making turrets only fire at ground units probably won't solve the turret spam problem. It'll just make it more difficult to defend against air units. As for Basilisks, using jump troops is a good way of defeating them.
I made sure to check all the XV89-Commander upgrades and as far as I'm aware they work as they should but it's possible there's still a bug there.
well, the whole point of having air units is to be difficult to defend against them if you have none of your ownThis would give air units an increased strategic role on the battlefield and increase their importance.
if you don't wanna make the broadsides 3 men units, at least make them cost vehicle cap rather than squad cap. After all, they are heavily armored and count as heavy support in TT
and about the crisis suit thing, ask Zany how he made his crisis suits be able to upgrade both arm hardpoints with weapons(including plasma rifles and missile pods). And I think that the firing animation for the plasma rifles looks a lot more cool on the Tau commander than those crappy SM plasma gun effects
#222
The problem is that each Crisis Suit in the squad is only allowed 1 upgrade. It's possible to allow them more than 1 upgrade but then you have difficulties when you upgrade them with Plasma Rifles, and then upgrade them with Flamers or vice versa. It's not pretty.
The Plasma effects for the TC I can't really do anything about since they are part of the model.
and you can't port the TC's plasma rifle firing animation to the crisis suits? The crisis suits in TTRU start with 2 flamers which can be both upgraded with other weapons. And honestly, who the heck uses flamers on crisis suits? They are the most useless weapons in TT and are only good in city fights.
It also appears that in the new version, the plasma rifles on the broadsides don't show up on the model, they look like armless machines![]()
Last edited by Firewarrior1705; 3rd Sep 08 at 11:15 PM.
#224
Yeah, the Broadsides Plasma Rifles don't appear until both have been upgraded. Zany's Broadsides upgrade by a different method.
no, they don't appear at all! Not even the smart missiles appear.
#226
Oh! That's because I was screwing around with them too much. Fixed.
Are Chaos Marines supposed to cost 195 Souls now? I don't know how to collect souls with Chaos...
#228
No, that's definately not supposed to happen. I must have typed the cost into the wrong field. *slaps forehead*
In the future I will be splitting up the models (comparatively large but seldom change) and the attrib files (comparatively smaller but change often). This is to avoid uploading such a large file in one go and to make smaller changes easier to upload.
EDIT: Updated. Check the first post. Delete the CCM_Data.sga file, as well as any data folders inside the CornCobMod folder if you have one.
Last edited by corncobman; 4th Sep 08 at 7:10 PM.
not working. pls put the mod in one file like you did so far. the mod starts, it says it's your mod but when I begin playing it's vanilla SS.
#230
It seems to work fine for me. Does anyone else have this problem?
I'll try again and see if it persists.
It still doesn't work and it looks like I've accidentally deleted the corncob module file so pls upload it again like you did with the other versions because this is the best SS mod I've played so far.
Last edited by Firewarrior1705; 5th Sep 08 at 11:50 PM.
#232
The module file is in the attrib zip file. Just download that and you should be gravy. Mmmmmm gravy.
A quick question, CCM - How did you edit the duration souls stay on the battlefield? I tooka dig around the attrib files in Corsix's, but could not figure it out.
Last edited by WarpObscura; 7th Sep 08 at 6:58 AM.
can you pls upload this someplace else? It says there are no download slots free![]()
#235
@WarpObscura - I think I edited the time in the suicide_ext of the murdered_slave entity. Not quite sure what the exact name is.
@Firewarrior - I have also uploaded to savefile.com incidentally.
Art file
Attrib file
Would you consider making SM squads smaller in size, yet tougher? I haven't found a mod that really has the right "feel" for the Space Marines.
#238
I have been considering it for a while now but I want to differentiate Chaos Marines and Space Marines a bit. I might make Chaos Marine squads even smaller.
Make CSM stronger in melee combat, and have daemonic armor upgrades, and gifts of Chaos. While SM are better at ranged combat, and have more ranged weapon options.
Also what about making soul gathering a system for Chaos as well, to summon daemonic units, and to improve your units by killing enemies?
By the way, imo I think the ranged of the turrents in this mod are way too long. When they shoot through mountains, terrian ect it just gets to be a bit much. Why not keep the ranges on the turrents the same, but improve them in another way?
yes, I was thinking the same thing. Can you make units and turrets not fire through walls, buildings and other stuff? It is one of the game's biggest bugs in my opinion. All units should have direct LOS to whatever they are firing at(except artillery). It would make the mod even more interesting.
dark_eldar_support_slave_murdered does not have a suicide_ext. :S No offence intended, but I was hoping you could remember what you edited, extending the duration of soul persistence is a good idea... :/
#242
Ah yes, ebps->environment->gameplay->dark_eldar_death_blossom
edit the suicide_ext in that entity.
I don't think I can make weapons stop shooting through map buildings as they don't have anything solid to hit against. It's an engine thing.
Last edited by corncobman; 8th Sep 08 at 5:59 AM.
well I know this was done for firestorm over kronus so at least in theory it would be possible.
If you can't do anything about the LOS problem, what about just reducing the defense range so they can't shoot so far. this would solve a lot of the issues with turrets shooting through terrain on the 2v2 maps mainly.
I wouldn't be opposed to more damage for IG, and Necron defenses though. Especially durability for the IG. In DCpro, they give the IG a defense upgrade at like tier 2 or 3 that makes the IG buildings tougher and do more damage.
BTW what do you think about the Chaos & SM differences I mentioned?
#245
I'm reluctant to increase the damage of the IG defenses as they are already pretty good, especially if you have 3 squads loaded. I might increase the damage of the LP lasgun but that's about it. Necrons defenses are quite good also especially since I sort of swapped the LP weapon with the Wailing Terror ability.
Suggestion about Chaos and SM is interesting, I'll see what I can do.
New version is out BTW.
excelent work so farI've seen your new version and I'm glad you made weapons as I told you
Now if you could only make the adjustments for the aircraft(only certain units to be able to bring them down) this would be absolutely the best mod for SS ever.
and I don't think that IG need stronger base defenses. They are already pretty good and don't forget that IG have the best artillery unit in the game, the basilisk and making their turrets stronger will only make the basilisks harder to destroy(because a smart IG player will defend his basilisks with turrets)
Those new changes look AWESOME, can't wait to check this out.
Btw I just had another idea that is totally new to a mod, and more like the fluff. Would you think about giving SM units an ability to "emergency heal" themselves when their health falls below half. In lore when SM sustain a grievious injury, their suite can perform emergency first aid and get them back into the fighting. I figure this would be a cool upgrade if you're making them more elite & smaller in number.
Likewise with CSM, they could have different upgrades depending on the Chaos Mark you choose. Example, the more Khorne units kill, the more of a Blood Rage they go into (buffing their durability and damage shortly) or you could make Khorne units get stronger when fighting amongst dead bodies! No Chaos Sorcerer, or Horrors.
Nurgle units could have a Plague aura upgrade that damages moral/health of enemy infantry units, and they are also much harder to kill, but much slower than other Chaos marks. No Horrors, but have a special Plagued Chaos Sorcerer.
Tzeentch units all have magic abilities & buffs, and also certain units could have a kind of ability like the IG detection sight, giving the Tzeentch army a superior ability to "See All" and to have the ultimate battlefield awareness. With Access to Rubric Marines, and a stronger Chaos Sorcer, but no Chaos Lord.
Slaaneshi units could have temporary buffs in form of drugs. They could have different positive and negative effects. Their vehicles & infantry could also move faster with upgrades. No access to Khorne Berserkers, but have access to Daemonettes.
As you might already know, there are unique models for for each Chaos mark Chaos Lord.
the new version is not working. I load up the game and then it crashes to desktop. Any ideeas why? It worked fine so far and I've downloaded the 1.19 version.
#249
Seems I neglected to include the projectile itself for the Chaos Horror.
@Paladin_Might - I could give Apothecaries an ability similar to the one for SOB Missionaries. As for abilities unique to each Chaos god, I haven't implemented specific marks. It might be something I'll look into in future.
The Tau XV-89 commander can't be reinfoced with bodyguards/drones while in combat
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