Open it using notepad and search for tau_mine_field
Add a comma to the end of that line so it looks like
tau_mine_field = "I",
Hopefully that should be it. If not then I have no idea what the problem is.
#351
Open it using notepad and search for tau_mine_field
Add a comma to the end of that line so it looks like
tau_mine_field = "I",
Hopefully that should be it. If not then I have no idea what the problem is.
-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!-
Hotkeys seem to work fine for me.. and I didn't need to go into the profiles folder.
On another note, the Chaos Daemonettes seem to have a bigger shadow than they're supposed to.. and is there any chance of giving the Chaos Lord his scyth cause that would be badass =)
#353
Ok, Daemonette shadow will be fixed.
I'll give the scythe through the Power Sword research.
#354
Last edited by corncobman; 4th Dec 08 at 6:18 AM.
Nice work! I like the new changes and looking forward to the rjb model!
You might wanna consider reducing the number of SW marines have, 2 SM tactical squads with 4 missile launchers each took out 2 of my Hammerheads in just 2 voleysI think it would be more balanced to have just 2 SW with a slight increase in dmg(but slight!)
Inter arma enim silent leges
#357
I don't see how reducing the max number of HW in the squad (and increasing their damage) is going to solve that. All that's going to happen is they are going to die faster. Most other races get their AV units ready to go once they are built, whereas SM squads have to pay and wait for quite expensive upgrades. If they are already fully upgraded with other weapons, they either have to pay for another squad or wait for one of the weapon carrying members to die.
Don't forget that SM missiles require a setup time, so meleeing them, disrupting them or forcing them to move will render their AV useless. Also Hammerheads can jump so if they are in trouble get the heck away!
#359
Mod Tyranid Mod 0.45 Soulstorm + CornCobMan's Fun Mod
= Super CornCobMan's Fun Mod or CornCobMan's Fun Mod version 1.27
Why not ???
Last edited by maks4444PL; 22nd Dec 08 at 8:15 AM.
#361
Funnily enough I've been planning to release an addon that makes it compatible with the Tyranids mod, I've already asked on their forums and I'm waiting for feedback. *fingers crossed*
There are your negotiations ? --> Tyranids Forum
#363
Good work. J play Tyranids on your Mods.
You will Modification in next versions fashion Tyranids ???
Last edited by maks4444PL; 23rd Dec 08 at 8:26 AM.
#365
Sorry, I don't understand your question. Do you mean will I modify the Tyranids in the same way I've done the other races?
I probably will make some more changes but nothing too extensive. I'm not too familiar with the Tyranids so I'd need to play them more to see what I feel needs changing.
#366
Updates!!!
Download attrib file here or here
Download art file here or here
Download Tyranids compatibility thingamajig here or here
Requires Tyranids mod version 0.45
Added Eldar Striking Scorpions (Thanks to Firestorm over Kronus mod team) and Exarch, Autarch (Thanks to Firestorm over Kronus mod team) and made Eldar less sucky in general.
Added Tau XV-88 Broadside Shas're (Thanks to Firestorm over Kronus mod team) and Codex Hammerhead (Thanks to Firestorm over Kronus mod team)
Last edited by corncobman; 1st Jan 09 at 12:32 PM. Reason: Updated attrib file links again, savefile no updatey
great update!
just a small issue, the striking scorpions and autoarch don't seem to be skinned so they show up as bright purple blob. Can anyone else confirm this?
#368
I may have forgotten to include the textures, I'll have to check.
Yeah I did. DOH!
EDIT: Fixed (I hope), re-download the Attrib file.
Last edited by corncobman; 1st Jan 09 at 10:46 AM. Reason: I put my left leg in, my left leg out
A couple of bugs - sorry if they've been reported before, I just kinda skimmed the thread. =|
First off, when I played your mod, several units' weapons' ranges were lolbroken - specifically, necron and DE listening posts could fire essentially all the way across the map (at least on Riverbed, anyway). Was this intentional?
Secondly, and rather strangely, is the following: Sometimes, when I just want to check out my options, I'll cheat. However, even when I enabled cheats, they didn't work - said they weren't enabled. Subsequently, I was umable to use cheats in ANY Soulstorm game (including vanilla SS).
Serves me right, I suppose. >.>
#370
No it's not intentional.
EDIT: I just checked the ranges of the DE and Necron listening post weapons and they appear to be fine. Are you using any winconditions such as Heroes?
I have no idea about the cheats thing since I've never used that option.
I think I was. Maybe that was it. *shrug*
#373
#375
Last edited by corncobman; 26th Jan 09 at 6:41 PM. Reason: Hello darkness my old friend
Hello, I havn't been round these forums for ages, but recently I thought I'd just check it out. And having donwloaded this and played it, I'm very impressed! Just thought I'd give my feedback.. not very helpfull towards improvement I know.
Coding Help Thread
Need Any help via AE, AI or Scar code, any questions perhaps? Use the above link.
My coding tutorials
(currently unavailable)
#377
Thanks for the feedback.
Comments are always welcome.
Yeah man, this mod rocks! All races have been improved, and are closer to fluff; the forces of Chaos are awesome.
It would very cool if you could get some replacement voices for the Cultists, or just cut down their dialogue; they can get quite annoying. Also, I actually tried out the SoBs; before this mod, I never tried them, I was trying to master the DE. I'm not sure if their building selection sounds were the same as they were in the original, but, their just copies of the SMs sounds. Also, their jump troop's voice is in the format of a vehicle's voice... ?
As for actual gameplay tweaks, I haven't found much - everything seems to be balanced pretty well, and I have yet to try all of the races. Variety, thats what I like. The names of two skirmish options aren't proper, they say No.12310481203. And the Heroes setting... how does it work? Theres two versions of them. Do you get wargear, like in DoWPro? Or do your squads just get more health or firepower after they kill stuff?
Destroy to create. All for the hunt to dominate.
![]()
#379
Yeah SoB building sounds are the same as the SM building sounds. It sorta makes sense in a way and is only a minor thing.
Cultist voices I'm not really sure what to do with. I might ask one of the other mod teams if I can use their voices.
I'll try to have a look at the skirmish options and see if I can find the problem.
Heroes makes each squad stronger, more health and damage. One setting allows all the Heroes stuff together, auto abilities, high weapon ranges, etc. while the other only has the levelling.
Commander Wargear is only in cosmetically with upgrades, the actual wargear bonuses are not in.
Alright.
I may have found a bug; Eldar Guardians, to reinforce them, the button is now in the place of the standard leader button place. So instead of pressing R, you press L. Not sure if that was intentional or not.
#381
I think that may be a side-effect of making the Grav Platforms reinforceable in the Guardian squad. Not sure what I can do fix it.
Its minor; just gotta remeber to switch to L.
Another minor graphical problem: it seems that every army scheme that the AI uses, the banners and maybe the badges are always blank, and the schemes chosen are official; the ones that came with the game...?
#383
I think I've fixed the reinforcement icon / hotkey thing. Will be for the next version.
I downloaded and installed the latest version of the mod (I didn't have any previous versions downloaded). After installing it, I tried to play it. Only to be greeted with a 'Failed to activate requested game.' message.
Then I checked the warnings log and saw that there was an error in the ebps/game/relocation/relocate_support_portal.rgd. That the scale of the entity blueprint didn't 'match the original.' - which is a lie, because I checked, and it did match. So I was confused. I dumped both files to lua and at the very least, it has stopped showing up as an error.
Problem is, as soon as I did that, I got this:
Warning
01:51:39.54 SOULSTORM started at 2009-02-25 01:51 01:51:39.54 OS NT 5.1, 1023MB Physical Memory 01:51:39.54 RUN-OPTIONS -modname CornCobMod -nomovies 01:51:39.54 WORKING-DIR C:\Program Files\THQ\Dawn of War - Soulstorm 01:51:39.54 USER Admin Account 01:51:39.54 01:51:42.60 Validator type : 01:51:42.60 XTHREAD: Hyper-Threading Technology is available. 01:51:42.60 XTHREAD: Logical Processors Per Package: 2 01:51:42.60 XTHREAD: OS Affinity ID: 0x00000001, APIC ID: 0 PHY ID: 0, LOG ID: 0 01:51:42.60 XTHREAD: OS Affinity ID: 0x00000002, APIC ID: 1 PHY ID: 0, LOG ID: 1 01:51:42.60 XTHREAD: Processors with Hyper-Threading Technology enabled was detected. 01:51:42.60 XTHREAD: Detected 1 core(s) with 2 hardware thread(s) 01:51:42.60 XTHREAD: Main thread now used as XThread 0 01:51:42.60 XTHREAD: Spawned thread on processor 1 01:51:42.60 MATHBOX -- Version=5, Cpu=unknown:f=15,m=4, Mode=SSE 01:51:42.60 FILESYSTEM -- filepath failure, path does not exist 'Engine\Locale\english\Data' 01:51:42.60 GAME -- Warning: Failed to map folder 'Engine\Locale\english\Data'. 01:51:42.60 GAME -- Warhammer, 1.2.120, Build 120 01:51:42.60 GAME -- Available memory: 1022MB RAM, 2408MB Pagefile 01:51:42.60 State::State - set socket send buffer to 131072 01:51:42.60 State::State - set socket receive buffer to 131072 01:51:42.60 HostState - 192.168.11.2:6112 / 192.168.11.2:6112 01:51:42.60 Session : Now Host 01:51:42.60 Session : We are now a Host 01:51:42.60 PeerState - 192.168.11.2:6112 / 192.168.11.2:6112 01:51:42.60 PeerState::ConnectCallbackHost - connecting to host at 255.255.255.255:6112 01:51:42.60 GSTransport::Connect - GT2AddressError 01:51:42.60 SPOOGE - Driver[Dx9 : Hardware TnL] on adapter[0], version[4,32] 01:51:42.60 SPDx9 -- Driver Name = ati2dvag.dll Device = \\.\DISPLAY1 Desc = ATI Radeon X300/X550/X1050 Series 01:51:42.60 SPDx9 -- Driver Vendor = 0x1002 Device = 0x5B62 SubSys = 0x0F021002 Rev = 0x0000 01:51:42.60 SPDx9 -- Driver Version Product = 0x0006 Version = 0x000E SubVersion = 0x000A Build = 0x1A7F (6783) 01:51:42.60 SPDx9 -- Driver GUID = {D7B71EE2-1822-11CF-CD69-082FA1C2CB35} 01:51:42.60 SPOOGE -- 365.00MB available texture memory 01:51:42.60 SPOOGE -- 365.00MB available texture memory 01:51:42.60 GAME -- Beginning FE 01:51:42.64 FE -- Loading front end. 01:51:42.64 FE -- Cursor hidden. 01:51:50.75 MOD -- Initializing Mod corncobmod, 1.27 01:51:50.76 MOD -- Warning: Failed to load archive 'W40k\W40kDataGOTY.sga' 01:51:50.76 MOD -- Warning: Failed to open folder 'DXP2\Locale\english\Data'. 01:51:50.76 MOD -- Warning: Failed to open folder 'DXP2\Data_Shared_Textures\Full'. 01:51:50.76 MOD -- Warning: Failed to open folder 'DXP2\Data_Sound\Full'. 01:51:50.76 MOD -- Warning: Failed to open folder 'DXP2\Data_Music'. 01:51:50.76 MOD -- Warning: Failed to open folder 'DXP2\Data_Whm\High'. 01:51:50.76 MOD -- Warning: Failed to open folder 'W40k\Locale\english\Data'. 01:51:50.76 MOD -- Warning: Failed to open folder 'W40k\Data_Shared_Textures\Full'. 01:51:50.76 MOD -- Warning: Failed to open folder 'W40k\Data_Sound\Full'. 01:51:50.76 MOD -- Warning: Failed to open folder 'W40k\Data_Whm\High'. 01:51:50.76
MOD -- Fatal Data Error for squad 'data:attrib\sbps\races\chaos\chaos_squad_rhino.rgd'. The squad is missing the 'squad_combat_stance_ext' which is required by the base entity 'data:attrib\ebps\races\chaos\troops\chaos_rhino.rgd' 'combat_ext'! 01:51:50.76 MOD -- Fatal Data Error for squad 'data:attrib\sbps\races\space_marines\space_marine_squad_rhino.rgd'. The squad is missing the 'squad_combat_stance_ext' which is required by the base entity 'data:attrib\ebps\races\space_marines\troops\rhino.rgd' 'combat_ext'! 01:51:50.76 MOD -- Fatal Data Error for squad 'data:attrib\sbps\races\tau\tau_broadside_battlesuit_squad.rgd'. The squad is missing the 'squad_melee_stance_ext' which is required by the base entity 'data:attrib\ebps\races\tau\troops\tau_broadside_battlesuits.rgd' 'melee_ext' extension! 01:51:50.76 MOD -- Fatal Data Error for squad 'data:attrib\sbps\races\tau\tau_broadside_battlesuit_squad_hg_dxp3.rgd'. The squad is missing the 'squad_melee_stance_ext' which is required by the base entity 'data:attrib\ebps\races\tau\troops\tau_broadside_battlesuits_hg_dxp3.rgd' 'melee_ext' extension! 01:51:50.76 MOD -- Fatal Data Error for squad 'data:attrib\sbps\races\tau\tau_crisis_suit_squad.rgd'. The squad is missing the 'squad_melee_stance_ext' which is required by the base entity 'data:attrib\ebps\races\tau\troops\tau_crisis_suit.rgd' 'melee_ext' extension! 01:51:50.76 MOD -- Fatal Data Error for squad 'data:attrib\sbps\races\tau\tau_crisis_suit_squad_sp_dxp3.rgd'. The squad is missing the 'squad_melee_stance_ext' which is required by the base entity 'data:attrib\ebps\races\tau\troops\tau_crisis_suit.rgd' 'melee_ext' extension! 01:51:50.76 MOD -- Fatal Data Error for squad 'data:attrib\sbps\races\tau\tau_crisis_suit_squad_stronghold_sp.rgd'. The squad is missing the 'squad_melee_stance_ext' which is required by the base entity 'data:attrib\ebps\races\tau\troops\tau_crisis_suit.rgd' 'melee_ext' extension! 01:51:50.76 MOD -- Fatal Data Error for squad 'data:attrib\sbps\races\tau\tau_drone_squad.rgd'. The squad is missing the 'squad_melee_stance_ext' which is required by the base entity 'data:attrib\ebps\races\tau\troops\tau_drone_squad.rgd' 'melee_ext' extension! 01:51:50.76 MOD -- Fatal Data Error for squad 'data:attrib\sbps\races\tau\tau_harbinger_drones_squad.rgd'. The squad is missing the 'squad_melee_stance_ext' which is required by the base entity 'data:attrib\ebps\races\tau\troops\tau_harbinger_drones.rgd' 'melee_ext' extension!
01:51:50.76 WXP Mod Init -- Failed load for step: 'MOD Data Validation' 01:51:50.76 Mod Interface Init -- Failed load for step: 'Mod Init' 01:51:50.76 GAME -- Failed to initialize MOD 'CornCobMod'! 01:51:50.76 FE -- Failed to init MOD! 01:51:50.76 GAME -- Ending FE 01:51:50.76 GAME -- Shutdown quit 01:51:51.45 SPOOGE -- 365.00MB available texture memory 01:51:51.45 SPOOGE -- 365.00MB available texture memory 01:51:51.48 Application closed with error code 4
Now, the problem with this is that all of these files are actually not broken. The 'squad_melee_stance_ext' and 'combat_ext' are there in all of the files. But the game keeps crashing to desktop when I try to load it.
I haven't the foggiest clue as to what's going on.
Last edited by Zkyire; 24th Feb 09 at 7:17 PM.
#385
Hmmmm. That seems a bit...odd.
Do other mods work or is it just mine that's causing this?
Sorry to state the obvious but have you tried redownloading it? All too easy it seems to get a few corrupt 1's and 0's in the wrong place.
Yeah, all the other mods work fine.
I've downloaded the latest version of this mod, and upon seeing that it wouldn't activate, I uninstalled it, and installed an earlier version, but that didn't work either. I keep getting the same message.
*edit* I'm trying to redownload the latest version and reinstall that, see if it'll help. *fingerscrossed*
*2nd edit* Wont work, I'm getting the 'Failed to activate the requested game.' message all over again. But this time it's back to the original excuse it gives:
Warning Log
12:40:47.23 MOD -- Fatal Data Error for entity 'data:attrib\ebps\races\eldar\structures\eldar_support_portal_sp_dxp3.rgd' - the dummy entity 'data:attrib\ebps\game\relocation\relocate_support_portal.rgd' 'entity_blueprint_ext' must match the original 'entity_blueprint_ext' scale!
Last edited by Zkyire; 25th Feb 09 at 5:46 AM.
#388
Sorry for asking this but have you installed the Soulstorm patches?
Yes. I downloaded and installed this mod for an unpatched Soulstorm. Seeing that it didn't work, I then downloaded and installed the 2 SS patches. Then reinstalled the mod.
Still wont work. =/
#390
The error message looks familar but I can't quite put my finger on it.
EDIT: Oh, and I have to ask this, which version of my mod are you running?
Last edited by corncobman; 25th Feb 09 at 6:32 AM.
Yeah, but have you tried RE downloading the mod?
You might be installing a slightly corrupt download.
#393
Yes, he mention that he redownloaded it but it still doesn't work for him.
Ah, it's alright now. I reinstalled Soulstorm, it seems to all be working fine now for some reason.
Always when i try to play whit IG it crashes when it has almost stopped loading
EDIT: here's error log:
Spoiler
Soulstorm.exe caused an Access Violation in module WXPMod.dll at 001b:0f704b8f.
Error occurred at 2/25/2009 19:45:04.
Soulstorm.exe, run by .........
Microsoft Windows XP?.
1 processor(s), type 586.
736 MBytes physical memory.
Read from location 00000008 caused an access violation.
MiniDump saved to file 'C:\Program Files\THQ\Dawn of War - Soulstorm\2-25-2009_19_45_04_MiniDump.dmp'
Registers:
EAX=09805180 CS=001b EIP=0f704b8f EFLGS=00210246
EBX=00fe8f30 SS=0023 ESP=00fcf1dc EBP=00000002
ECX=09804b28 DS=0023 ESI=00000006 FS=003b
EDX=00000000 ES=0023 EDI=000000c1 GS=0000
Bytes at CS:EIP:
8b 42 08 5f 5e c2 04 00 cc cc cc cc cc cc cc cc
Call Stack:
0x0F704B8F: GetDllVersion (C:\Program Files\THQ\Dawn of War - Soulstorm\WXPMod.dll)
Stack dump:
Exception encountered during stack dump.
Module list: names, addresses, sizes, time stamps and file times:
C:\Program Files\THQ\Dawn of War - Soulstorm\Debug.dll, loaded at 0x002a0000 - 49152 bytes - 4907807c - file date is 2/12/2009 08:51:52
C:\Program Files\THQ\Dawn of War - Soulstorm\STLPort.dll, loaded at 0x002e0000 - 577536 bytes - 490780bd - file date is 2/12/2009 08:52:02
C:\Program Files\THQ\Dawn of War - Soulstorm\Memory.dll, loaded at 0x00380000 - 135168 bytes - 49078081 - file date is 2/12/2009 08:51:56
C:\Program Files\THQ\Dawn of War - Soulstorm\Platform.dll, loaded at 0x003c0000 - 180224 bytes - 490780c5 - file date is 2/12/2009 08:51:58
C:\Program Files\THQ\Dawn of War - Soulstorm\Soulstorm.exe, loaded at 0x00400000 - 7671808 bytes - 4907b15e - file date is 2/12/2009 08:52:00
C:\Program Files\THQ\Dawn of War - Soulstorm\LuaConfig.dll, loaded at 0x00fd0000 - 315392 bytes - 490780db - file date is 2/12/2009 08:51:56
C:\Program Files\THQ\Dawn of War - Soulstorm\Util.dll, loaded at 0x01030000 - 352256 bytes - 490780e6 - file date is 2/12/2009 08:52:02
C:\Program Files\THQ\Dawn of War - Soulstorm\GSLobby.dll, loaded at 0x010a0000 - 577536 bytes - 49078108 - file date is 2/12/2009 08:51:54
C:\Program Files\THQ\Dawn of War - Soulstorm\Localizer.dll, loaded at 0x01160000 - 90112 bytes - 490780d9 - file date is 2/12/2009 08:51:56
C:\Program Files\THQ\Dawn of War - Soulstorm\seInterface.dll, loaded at 0x01190000 - 446464 bytes - 490780f6 - file date is 2/12/2009 08:51:58
C:\Program Files\THQ\Dawn of War - Soulstorm\DivxMediaLib.dll, loaded at 0x01220000 - 86016 bytes - 40299282 - file date is 2/12/2009 08:48:44
C:\Program Files\THQ\Dawn of War - Soulstorm\DivxDecoder.dll, loaded at 0x01240000 - 413696 bytes - 40299280 - file date is 2/12/2009 08:48:44
C:\Program Files\THQ\Dawn of War - Soulstorm\FileParser.dll, loaded at 0x012b0000 - 86016 bytes - 40299281 - file date is 2/12/2009 08:48:46
C:\Program Files\THQ\Dawn of War - Soulstorm\UserInterface.dll, loaded at 0x012d0000 - 1736704 bytes - 49078123 - file date is 2/12/2009 08:52:02
C:\Program Files\THQ\Dawn of War - Soulstorm\MathBox.dll, loaded at 0x01490000 - 122880 bytes - 49078087 - file date is 2/12/2009 08:51:56
C:\Program Files\THQ\Dawn of War - Soulstorm\SimEngine.dll, loaded at 0x014d0000 - 1241088 bytes - 4907817b - file date is 2/12/2009 08:51:58
C:\Program Files\THQ\Dawn of War - Soulstorm\NetConfig.dll, loaded at 0x01610000 - 15872 bytes - 490780bc - file date is 2/12/2009 08:51:56
C:\Program Files\Sonera Tietoturva\Spam Control\fsscoepl.dll, loaded at 0x02080000 - 252512 bytes - 47de3716 - file date is 9/23/2008 15:37:34
C:\Program Files\ScanSoft\OmniPageSE2.0\ophookSE2.dll, loaded at 0x02130000 - 159744 bytes - 3eba2acd - file date is 5/8/2003 11:00:46
C:\Program Files\THQ\Dawn of War - Soulstorm\PlatHook.dll, loaded at 0x02ad0000 - 5632 bytes - 49078078 - file date is 2/12/2009 08:51:58
C:\Program Files\Sonera Tietoturva\FSPS\program\FSLSP.DLL, loaded at 0x02d50000 - 179808 bytes - 483d1c1b - file date is 9/23/2008 15:37:30
c:\program files\sonera tietoturva\scanner-interface\fsgkiapi.dll, loaded at 0x02d90000 - 82528 bytes - 482d8b55 - file date is 9/23/2008 15:35:44
Last edited by Hopit; 25th Feb 09 at 11:46 AM.
#396
I think it might have something to do with the AI, although not sure.
@ Zkyire - Oh good. I was about to suggest that anyway.
EDIT:
New version 1.29 is up
Download Attrib here or here
Download 1.28 Art here or here
(Only if installing from scratch)
If you've already downloaded and installed the previous 1.28 art file then you won't need it.
Download Tyranids add-on here or here
(Requires the Tyranids mod version 0.45 to work)
Last edited by corncobman; 26th Feb 09 at 1:46 PM.
I have been currently playing this mod a lot and enjoyed it. Some suggestions that I thought that would add some more fun to game. Personally I found Ironlores SOB a bit plain & blend and played mostly Witchhunters. Its downside is that it does not work in SP. And might never be completed, hence I have to deal with the SoB. But Fullscale Warzone proved that, it can be made more interesting. Here are few suggestions, some are from codex some aren’t.
Holy Promethium upgrade – units that have flamers equpied with holy promethium cause more moral damage .
Smoke Launcher upgrade to vehicles. Imagifer – most infantry squads, should have this attachment option except Sister Repentia and Serphim. Priest – attachment option for Celestians, Battle Sister squads, Dominions, Sister Repentia.. Make Retributor’s into what Celestian’s are currently.
Change Celectian’s into veteran unit having weapon upgrade options of heavy bolter, heavy flamer & multi melta.
Serphim Squad - dual hand flamer & inferno pistol upgrade option for two seraphim.
Twin Heavy Bolter option for Immolator.
Now for part that isn’t. Inquisitorial Mandate research option that would open up some units that SoB wouldn’t have access otherwise. It would replace Confessor with Inquisitor Toth as second commander. The units that would be opened up are Grey Knights, Inducted Imperial Guard Infantry squads, Vindicator Assassin, Chimera and Land Raider. Most of these are Tier 3 option and could offer some variety at end game.
Hope these suggestions aren't overwhelming and conflicting with you vision.
Edit. Currently the chaos SM 2 man squad feel bit weak, 4 would be bit better. Oh yes any chance of having sarges for both SM Termies?
Last edited by GreyViper; 15th Mar 09 at 3:00 PM.
#398
Glad you like the mod.
Interesting suggestions for the SoB.
Holy Promethium is interesting but the only way to increase morale damage is to use a separate weapon, which might screw up upgrades.
SoB have Laud Hailers instead of Smoke Launchers for Rhinos as a unique race trait so I'm not sure about adding Smoke Launchers to vehicles.
I might consider making Imagifers as alternate leader options, i.e. either Imagifer or Veteran Superior, but not both.
Adding new weapon upgrades would be virtually impossible for me since I'm not a modeller so I'd have to rely on other mods making stuff like this available to use.
As for the Inquistorial stuff, it might make them too similar to the IG/SM races. I know that a lot of the Imperial units could be classed as allies of one another but I'd like to keep the uniqueness as a race.
Chaos squads may take too long to reinforce but overall I haven't really had much of a problem with them so far.
Sergeants for Terminators might be doable but I don't really see the need for them atm.
Last edited by corncobman; 15th Mar 09 at 6:03 PM.
Im curious why not both? Are they so unbalanced? Maybe balance that out by unlocking them at higher tier.I might consider making Imagifers as alternate leader options, i.e. either Imagifer or Veteran Superior, but not both.
No I didnt mean models just assigning weapons/effects and upgrades to units without changing unit. Like using raptor flamers or heavy flamer from termies.Adding new weapon upgrades would be virtually impossible for me since I'm not a modeller so I'd have to rely on other mods making stuff like this available to use.
I understand what you mean, but truth is the SoB end units are but lack luster. And one way to deal with Inquistorial stuff would be add branching like Tau had. But I mostly saw them unlocked at tier 3 and with relic. As for taking away uniqueness of IG and SM. I wouldn't worry about that, since they have so much stuff that makes them stand out. As for GK assassins one could argue they are faction of their own and are just making cameo appearance.As for the Inquistorial stuff, it might make them too similar to the IG/SM races. I know that a lot of the Imperial units could be classed as allies of one another but I'd like to keep the uniqueness as a race.And making land raider more costly could make you think twice if you really need that unit. The rest of units they are there for fun and flavor sure IG squads will be weakerthen others, but atlas there could be alternative.
Well normal termie sarge could have cyclone launcher. Assault one maybe with chain fist and storm bolter or PF and storm bolter.Sergeants for Terminators might be doable but I don't really see the need for them atm.
Ill look more at chaos SM, but in campaign rushing against DE can be very tricky.Chaos squads may take too long to reinforce but overall I haven't really had much of a problem with them so far.
#400
With the Inferno Pistol upgrade the Veteran Superior's damage becomes very potent. With the Imagifer and the Veteran Superior together it would make the squad have high damage and high survivability which could be too much. I'll have to see.
Even if the weapon upgrades exist for other units, the only way to add weapon effects to a unit which doesn't have them is to change the model.
Sergeants with Cyclone Missile Launcher...hmm sounds interesting.
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