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

  1. #301
    ok, here's what I found so far:

    - the hammerheads have an fx bad flashing icon above them
    - when upgrading, the entire XV-88 team gets plasma rifles(I thought only one member should get them)

    Ok and now some suggestions: I think you should ditch the melee locking system. Why? Simple: it's IMBA. I've played against the necrons(who's commander could use a little nerfing at least at tier 1 because he is uber powerfull) and I nearly lost the game due to the necron lord's ability that makes your troops unable to fire(I don't remember the name exactly). The AI rushed me with 2 squads of flayed ones and my entire line of FW and the XV-22 commander where rendered useless, they could not move out of the affected area, nor they could fire at the enemy, the only things that saved me were my XV-88 team, stealth team and 2 baracudas. Pls consider this.

    And another suggestion: when playing with the health moderator on, LPs seem not to have their health decreased, they have the same amount of HP like when playing under normal conditions and this makes their destruction with other units than heavy tanks a real pain in the behind

    I'll keep testing later today with SM and IG and see if I find anymore bugs.
    Inter arma enim silent leges

  2. #302
    The flying one corncobman's Avatar
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    Hammerheads, I neglected to check beforehand, I thought I had already fixed them but apparently I didn't put in the necessary fx files.

    Broadsides should upgrade only one member at a time. All three in the squad should eventually get upgraded though.

    I would suggest using some Kroot to delay the melee units while FW shoot from afar against Necron. The Necron Lord maybe is a little too powerful, not sure. The Solar Pulse ability doesn't stop units from firing. It reduces the ranged accuracy of the affected units only.
    -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!-

  3. #303
    found 2 more bugs, in this build the lascannon upgraded predator can fire at aircraft(it didn't in the last version and it's imba) and if you choose 2 bodyguards for the XV-89 and purchase both upgrades, only one will get them.

    Why not make the etherial and his squad take 1 slot in devilfish? after all, they are only 5 men.

    I think the Baracuda should take 3 vehicle cap instead of 4, they are not as though as a hammerhead and the tau can't deploy too many vehicles because of this when playing without the heroes option on

    and for the melee lock thing: can't you make the units unable to move only when they are engaged in melee? Or at least give the possibility of reinforcement to units that are locked down in close combat.

    As for the Kroot thing: I don't use kroot because they suck hard even in CC and besides they take 2 squad cap which means one FW team or stealth team less. I tend to rely on snare traps and pathfinder suppression fire instead and this works perfectly against other races but the necron lord is just too strong, 36 FW + XV-22 with FB, MP and Flamer + 6 pathfinders were barely scratching him and he can also teleport at tier1.

    The Rhino seems to cost squad cap and not vehicle cap.
    The missile battery on the dreadnought is said to be effective vs vehicles and buildings but barely scratches them.
    You should try adding the C2C landspeeders with multimelta upgrades
    Last edited by Firewarrior1705; 30th Sep 08 at 8:36 AM.

  4. #304
    The flying one corncobman's Avatar
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    It's supposed to. IMO it's not imbalanced. Most if not all anti vehicle weapons can fire at aircraft. The twin-linked one doesn't.

    The Ethereal takes up 2 cap because the FW Bodyguard have insane range.

    Tau XV89 Commander upgrades fixed.

    I think the Barracuda shouldn't take 3 cap as it's bloody powerful. No.

    I think I'm going to remove the melee losing control thing as it's too fiddly. Instead units movement speed will get slowed.

    Anyway try the Kroot. You might be surprised how effective they are.

    Rhino cap cost fixed.

    I am in two minds on whether to add the C2C Landspeeder as they have already got a lot of options vehicle-wise compared to the other races. I might at some point but I am undecided.

    EDIT: For the LP + Heath Moderator thing, I'm guessing the person who wrote the code did that intentionally for some reason. Dunno, I've never used the Health Moderator win condition so I don't know if it needs changing.
    Last edited by corncobman; 30th Sep 08 at 12:07 PM.

  5. #305
    well, I use the health moderator because it gives a TTRU-like feeling to see units dying fast

  6. #306
    I've just played the IG and it seems like inquisitor toth has a pink icon.

    I was just wondering... Is it possible to make the marauder bomber capable of bombing a target all the time when a target is selected?
    To be more specific, I'm talking about ditching the timed ability and making it a weapon. Every time a target is selected, the bomber would drop one bomb at a time on it, until it is destroyed. The bombs should be able to destroy both tanks and infantry. I'm suggesting this because with the current timed bombing run abilities, the marauder is pretty useless after dropping its bombs and recharging its ability. Can this be done?
    Last edited by Firewarrior1705; 1st Oct 08 at 6:34 AM.

  7. #307
    The flying one corncobman's Avatar
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    Hmmm I could do sort of a combination of the Chaos Obliterator weapon group combined with something like the Ork Grot Bomb, but what to do for the Smoke Bombs if I do go down that route....Hmmmmm.

    The Inquisitor icon should be fixed.

  8. #308
    well the smoke and emp bombs should remain a special ability

    Any plans on adding more leman russ models? And maybe a shadowsword?

    And why is the Eldar avatar loosing health after it has been built?
    Is the Nightwing supposed to repair itself?
    Last edited by Firewarrior1705; 1st Oct 08 at 9:29 AM.

  9. #309
    The flying one corncobman's Avatar
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    All of the Leman Russ weapon upgrades whould be available apart from the Heavy Stubber. I just haven't created any specific variant with the pre set. Shadowsword I have no idea. Isn't the Baneblade awesome enough?

    The Avatar loses health because I made it. It regenerates in combat.
    Nightwing is supposed to regenerate in Soulstorm.

  10. #310
    The Avatar does not regenerate in combat. I've tried it and his health was still dropping. And the Shadowsword is 100 times much cooler than the baneblade because of the Volcano cannon

    And there's any chance to see an ion cannon hammerhead upgradeable to railgun like in TTRU?

  11. #311
    The flying one corncobman's Avatar
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    I don't think I'll be putting the Shadowsword in. With all the vehicle enhancements already I think Guard are awesome enough.

    The Hammerhead probably won't have the Ion Cannon until the next FoK update (if at all, speaking of which I can't wait to play the next beta).

  12. #312
    well, you could put it as an alternative for the baneblade

  13. #313
    I have a few suggestions for the next version:

    - when playing with heroes on, the range modifier, 50% squad and vehicle cap increase, and fast abilities are automatically on, but I see no heroes thing I mean why doesn't show the level of exp a unit reaches? And I was thinking that you should split them into separate win conditions, its very imba to see a SM comp spamming Orbital strikes every 30 secs from half the map away

    - any chance of adding C2C pred and landraider(the one with a marine manning a stormbolter on top), a landraider crusader and an eldar wave serpent ?

    - why not make the marines' heavy weapons stronger but limited to 2 for tac squads? (same goes for CSM and Sisters)

    - tau crisis suits should have their health reduced a bit and added a shield drone leader with a permanent shield defence bonus?(same goes for the 2 commanders)

    - pathfinder shas'ui should get some photon grenades

  14. #314
    The flying one corncobman's Avatar
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    I'll see what I can do.

    I'll have to think about it.

    I prefer the heavy weapons this way to be honest.

    Hmmmm I'll think about this. I'll probably not do it for the Commanders.

    Nah. Mark Target is good enough. No need for the Photons.

    PS. I tweaked the IG Lasgun/Lascannon effects:



    I also did this for the Marauder's Lascannons (no more crappy pink)

    Last edited by corncobman; 5th Oct 08 at 1:58 PM.

  15. #315
    nice work Can you make a better firing effect for the Baracuda's Ion cannon? From what I've seen it uses pulse rifle firing animations
    Last edited by Firewarrior1705; 5th Oct 08 at 3:32 PM.

  16. #316
    Dzhel
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    Just reporting that I'm seeing a purple circle & question mark underneath the Space Marines Hero in 1.22. Playing campaign.

    I made sure I had a clean install of the mod with the new version. Anyone else seeing this or problem on my end?

    Thanks.

  17. #317
    Yep me too, I think it has something to do with the shadows because turning them off removes purple circles.

    It also doesn't seem to affect the SM or Ork race...

  18. #318
    The flying one corncobman's Avatar
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    Thanks for the reports, I'll get back to you tomorrow perhaps.

    EDIT: I don't seem to experience this problem. What graphics settings are you using?
    Last edited by corncobman; 13th Oct 08 at 8:39 AM.

  19. #319
    Dzhel
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    Yeah, I can confirm that disabling shadows corrected the problem for me too. My settings are as follows...

    1400x900x32

    Model - High
    Texture - High
    Terrain - Med
    World Events - High
    Lights - High
    FX - Med
    Full 3D - On
    Occlusion - Off
    Bodies - Low
    Scarring - Low

  20. #320
    The flying one corncobman's Avatar
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    The only suggestion I can think of is to download it again, clean everything in the CornCobMod folder and re-extract everything.

    I noticed a few errors and re-uploaded both files a day after I "released" it.

    Let me know how you get on.

  21. #321
    Thanks for the suggestion! I redownloaded and did a complete reinstall. However, I'm still getting those purple circles for shadows and nothing seems to be wrong in the warnings.log...

    Here are my settings:

    1400x900x32

    Model - Low
    Texture - Low
    Terrain - Low
    World Events - Low
    Lights - Low
    FX - Low
    Full 3D - On
    Occlusion - Off
    Bodies - Off
    Scarring - Low

  22. #322
    The flying one corncobman's Avatar
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    Wierd.

    Well another possibility is the resolution, but that seems unlikely.

  23. #323
    Dzhel
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    Thanks for at least checking into it. It's nothing to worry about, I just drop the shadows and it's all good.

    Next thing I noticed is that the Space Marine Wargear seems a little quirky. When I try to upgrade some of them in the campaign wargear screen, some of them aren't showing when you equip them or in combat.

    For example, I upgraded the melee weapon. Didn't show up when I equipped it or after I got into combat. Still showed the chain sword.

    Only other race I've checked out so far is the Tau and all their wargear so far is working just fine.

    Take it easy CCM. Thanks again.

  24. #324
    The flying one corncobman's Avatar
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    Nevertheless, I'd still like to fix this issue if possible. If only I knew what the problem was

    I've fixed the SM wargear problem for the next release.

  25. #325
    WarpObscura
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    How did you change the Barracuda effects? FX editing?

  26. #326
    The flying one corncobman's Avatar
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    I created a new fx file with a name that has exactly the same length as the old fx and then hex-edited the .whe model file so that it uses the new fx file.

    e.g. old fx:

    chaos/weapon_fx/lascannon

    new fx:

    tau/weapon_fx/12345678901

    The new path has to be exactly the same length as the old path.

  27. #327
    The flying one corncobman's Avatar
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    Long overdue update.

    added DE Warriors with weapon upgrades (thanks to HorusHeretic)
    added Tau mines (thanks to Zany Reaper)
    removed invulnerability from Fightnin' Juice, Fanatacism and Word of the Emperor
    Chaos Projectiles increases damage of Predator weapons to infantry
    some other changes


    Attrib file here

    Art file here
    Last edited by corncobman; 11th Nov 08 at 6:17 PM. Reason: Removed download links

  28. #328
    I just noticed a couple minor bugs with SM race, while the Auspex ability for the FC is cooling down, the icon is pink. And on low shadows setting, the Chaplain doesn't have a shadow...

    great update though, I see you fixed the purple circle thing for shadows too!

    edit: I just noticed the dreadnought is missing a shadow too, sorry if I'm being picky =)
    Last edited by boblaffly; 4th Nov 08 at 7:25 PM.

  29. #329
    The flying one corncobman's Avatar
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    I see you fixed the purple circle thing for shadows too!
    Yay! No idea how I did that. Still - yay!

    Fixed the Auspex icon and the missing shadow for the Chaplain, as well as the Assault Terminator. Updated above links.

    I've also rearranged the files between the 2 archives. Icons and fx files (which are small) are in the attrib archive, so that you it won't be necessary to download the stonking great big archive when I mess up an icon (which may happen more often than not).
    Last edited by corncobman; 3rd Nov 08 at 5:09 PM.

  30. #330
    Dzhel
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    Everything's working great so far minus one exception.

    When I attacked the Tau Home Base in the campaign, I get a fatal scar error. I'm playing as the Space Marines if that makes any difference for the error.

  31. #331
    The flying one corncobman's Avatar
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    Ok. I'll have a look tonight.

  32. #332
    Dzhel
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    I just now stumbled across that the patch & hotfix are out. If I haven't installed those could that be causing the problem?

    I'll install them and see if it clears up. Thanks.

    Edit: Error remains post-patching.
    Last edited by Dzhel; 9th Nov 08 at 8:47 AM.

  33. #333
    The flying one corncobman's Avatar
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    When the fatal scar error occurs, can you bring up the console and take a screenshot of it?

  34. #334
    Dzhel
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    It won't let me take a screenshot when the console's open for some reason but here's what I'm guessing to be the relevant part of it...

    Cannot place building tau_barracks (blocked buffer zone)
    Cannot place building tau_lasergun (blocked buffer zone)

    *ALERT: EGroup with name eg_laserGun_Weapon does not exist

    WXPButton.scar Ln 113 (Util_EGroupAbilityButton_Add2Manager)

    DATA:Scenarios\SP\STRONGHOLD_TAU.scar Ln 4725 (Rule_Laser_Button_Setup)

    DATA:Scenarios\SP\STRONGHOLD_TAU.scar Ln 1133 (Rule_Create_LaserGunBase_Buildings)

    DATA:Scenarios\SP\STRONGHOLD_TAU.scar Ln 943 (Rule_Create_All_Tau_Buildings)

    DATA:Scenarios\SP\STRONGHOLD_TAU.scar Ln 402 (Onlnit)

    FATAL Scar Error! - Execution has been paused. Error calling init function 4 : Onlnit

    Hope that helps. By the way, you don't think would be caused by using the same save from the previous version would you? Thanks.

  35. #335
    The flying one corncobman's Avatar
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    I shouldn't think so, I started a new campaign and I get the same error message. It's very odd since I haven't changed the scar file at all.

    It may be due to the fact that Broadsides and Crisis Suits come in squads of 3.

  36. #336
    maks4444PL
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    Dawn of War - Soulstorm patch 1.2
    Mod: CornCobMan's Fun Mod version 1.23.5

    Error unit "Chaos Predator"

    I click on unit (Chaos Predator). Throw out to the console(desktop Windows).





    I am weak english.
    Last edited by maks4444PL; 10th Nov 08 at 8:35 AM.

  37. #337
    maybe this mod is not compatible with the patch

  38. #338
    The flying one corncobman's Avatar
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    I shouldn't think so since I have already installed the patches.

    Anyway both problems have been fixed.

  39. #339
    Dzhel
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    Are they fixed in the current version (as in we should re-download it?) or are they slated for the next version?

  40. #340
    The flying one corncobman's Avatar
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    They will be fixed in the next release.

    EDIT: New release is uh, released.

    Attrib file here or here

    Art file here or here
    Last edited by corncobman; 12th Nov 08 at 6:01 PM. Reason: Updated attrib download links

  41. #341
    Dzhel
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    Nice

    Edit: Sorry man, still getting a fatal scar on Tau stronghold attack. Different one this time. Appreciate the quick effort you've been putting in.

    Fatal Scar error while running event - Execution has been paused - Squad blueprint with name tau_crisis_suit_squad_hg_dxp3 not found

    ScarUtil.scar Ln 56 (CreateSquads)

    ScarUtil.scar Ln 200 (Util_CreateSquadsAtPositionEx)

    =(tail call) Ln -1 ()

    DATA:Scenarios\SP\STRONGHOLD_TAU.nis Ln 977 (null)
    Last edited by Dzhel; 11th Nov 08 at 10:19 PM.

  42. #342
    I just noticed that the SM Predator's last weapon upgrade icon, assault cannon is pink, and I think that the dreadnought is missing a shadow?

    Anyways keep up the good work!

  43. #343
    The flying one corncobman's Avatar
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    Scar error and missing icon fixed.

    Missing shadow fixed (maybe).

    Download the attrib file from the updated links in my previous post.

  44. #344
    maks4444PL
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    Dawn of War - Soulstorm
    Patch 1.2
    Mod: CornCobMan's Fun Mod version 1.24.5

    Error unit Baneblade (IG)

    PICTURE:


    Baneblade attacks.

    Edit:

    It does not shoot laser.It shoots it "BAD XF"
    Last edited by maks4444PL; 12th Nov 08 at 10:34 AM.

  45. #345
    The flying one corncobman's Avatar
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    Gah! Thanks for the heads up. I changed the fx and forgot to include it.

    EDIT: Fixed. Redownload the Attrib file again.

    EDIT: Fixed invulnerable SM Scouts and Tacs and uber mega damage bolters that I used to test the campaign. Me be stupid.
    Last edited by corncobman; 12th Nov 08 at 6:04 PM. Reason: The reason is my reason for reasoning the reason. raisin.

  46. #346
    Member dtitov's Avatar
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    The mod kills hotkeys.

    I would also add that melee locking is clunky and i'd rather not see it since computer with his uber micro can somehow avoid melee locking even when i clearly catch his squads yet there number of times when i see members of my squads hit members of his and no melee locking happens. Particularly noticeable against Tau/Eldar.
    Animator and a hobby modeller. Reel & contact: http://www.titovdenis.com

  47. #347
    The flying one corncobman's Avatar
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    I already removed the melee locking donkeys ago. Get with the times!

    What do you mean by "the mod kills hotkeys"?

  48. #348
    Member dtitov's Avatar
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    OOpsie. Soz man i saw nothing in the last changelog so i thought those things stayed but i could not actually get to melee time since i could not use any hotkeys :S

    well i can't use them...not even the ones that bring up menus. However if i switch to normal DOW everything works fine :S
    Last edited by dtitov; 16th Nov 08 at 2:30 AM.

  49. #349
    The flying one corncobman's Avatar
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    Check if there's a keydefaults.lua file in the soulstorm/profiles/corncobmod folder.

  50. #350
    Member dtitov's Avatar
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    just did it's there...

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