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

  1. #501
    The flying one corncobman's Avatar
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    I don't believe there's an existing mod which has transport aircraft. I agree it would be nice but as the only available models were incomplete IIRC, unless the animations were done it would look horrendous I think.
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  2. #502
    IIRC, there was/is an air units mod featuring a Valkyrie with weapons? It wasn't an air transport, but it had that "deepstrike Kasrkins" landing animation, which can be used as the animation for landing/takeoff (entrench/unentrench).

    The mod also had other air units such as a weaponized Thunderhawk. But I mainly cared about the Valkyrie for possible air transport use.

  3. #503
    Well, they currently have the deep striking Kasrkin in FoK, not sure about a THawk though.

    I suppose it could be done, by having a toggle-able ability, which can set the Flyer on the ground, and it has a modifier making it's turning speed, movement rate etc as Zero, while functioning, then when it's untoggled, it could fly up again.

    I'm going to attempt something like that with my mod, but I haven't yet tried out it's validity. Of course, pathing could be an issue, as could jumping out of a plane. I suppose, if it ever drops it's troops off, they could drop in, via grav chutes, but it might look ugly.

  4. #504
    The flying one corncobman's Avatar
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    Hey guys, trying to determine the cause of the AI crash with the Orks.

    I tried playing the mod without the Tyranids mod integrated against the Orks and sure enough the AI error happened. I have no idea why it happens as watching the replay back proved to be inconclusive. I do know that it happens sometime after the AI upgrades to the Orky Fort. That's all I know so far.

  5. #505
    Resident AI guy thudmeizer's Avatar
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    Ah.. thats a key but depends how your Orks in your project have their build/tech tree. In vanilla, having the Ork build their HQ Addon causes a new tier thus new researches, units, etc become available. If you have a script that has, say, a misnamed research OR unit then yep it can cause a CTD like your experiencing. Easy fix actually.

  6. #506
    The flying one corncobman's Avatar
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    I haven't really changed the way the Orks tech up. The only difference is the starting pop is changed. I have gone over the files and haven't noticed any misspelt units or researches.

    Oh, and I'm not experiencing any CTD's btw, just the error mentioned by RetroInfinity:

    MilitaryManager:Update() threw exception (lua runtime error)


    EDIT: there seems to be a CTD playing against Tau however.

    EDIT2:

    I have removed an extraneous reinforce section for the Ork Deff Dread. I have also fixed a few mistakes with the Tau unit info. I don't know if it will solve the problem but we'll see.
    Last edited by corncobman; 3rd Jul 09 at 4:49 AM.

  7. #507
    I know zip about AI-modding so... no comment on that.

    Well, they currently have the deep striking Kasrkin in FoK, not sure about a THawk though.
    I suppose it could be done, by having a toggle-able ability, which can set the Flyer on the ground, and it has a modifier making it's turning speed, movement rate etc as Zero, while functioning, then when it's untoggled, it could fly up again.
    I'm going to attempt something like that with my mod, but I haven't yet tried out it's validity. Of course, pathing could be an issue, as could jumping out of a plane. I suppose, if it ever drops it's troops off, they could drop in, via grav chutes, but it might look ugly.
    It can be done; I've tested it about 6 months ago or so.

    Basically, the IG HWT has 2 ebps: 1 for entrenched mode and 1 for un-entrenched mode. The entrench button toggles between these 2 ebps entities, but always carries over the hitpoints (morale bar gets reset).

    So, take an air unit and give it 2 modes...

    Unentrench = Normal air unit functions.
    Entrenched = Stationary entity on the ground, with troop-carrying capability, like an ork hut or an IG bunker.

    Now, if you have takeoff/landing animations, you have yourself an air transport unit that flies over, then entrenches/lands, and then you manually deposit its troops. If it dies in flight, you lose your troops.

    I've tested for bugs, and I remember there are no bugs such as building a 2nd hero while having 1 in flight.

  8. #508
    The flying one corncobman's Avatar
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    OK, download this file and see if it helps:

    1.32 AI fixes

    @mlai - I will have a fiddle about with this and see how it looks.

  9. #509
    mlai, iloveu =) Didn't think to have a look at the HWT's for that. *stolen*

  10. #510
    Resident AI guy thudmeizer's Avatar
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    MilitaryManager:Update() threw exception (lua runtime error)
    Ah thats even easier to troubleshoot - check on the Ork AI player that caused the error what was the last thing researched or built. ie. a research may have been built that causes the error. Its ALOT easier to troubleshoot DoW1 issues when the game doesn't crash. As for Tau, yeah again it comes down to when does the Tau AI crash during its teching -- that's critical.

  11. #511
    The flying one corncobman's Avatar
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    It does work but the animations are missing so it looks a bit disjointed.

    EDIT: I missed Thudmeizer's post.

    I probably need to observe the Ork and Tau AI's in action against another AI in order to get a better idea.
    Last edited by corncobman; 6th Jul 09 at 5:05 AM.

  12. #512
    The flying one corncobman's Avatar
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    Update: I think I've tracked down the cause of the Ork AI error.

    EDIT: The Tau crash cause appears to be the Crisis Battlesuits. As soon as they hit the field, crash.

    EDIT2: Tau crash bug fixed! (I'm 90% sure)
    Last edited by corncobman; 9th Jul 09 at 3:14 PM.

  13. #513
    There seems to be a problem with the IG AI as well, last night I got a fatal scarr error. The Tau however doesn't crash, I've had one as my ally but the only thing is that it doesn't build much and was more a liability than a help
    Inter arma enim silent leges

  14. #514
    The flying one corncobman's Avatar
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    Firewarrior, can you post a screenshot of the IG AI crash?

  15. #515
    I'll play again against them tomorrow morning and see if I get the same error.


    Strange, it now seems to be working fine
    Last edited by Firewarrior1705; 9th Jul 09 at 11:45 PM.

  16. #516
    The flying one corncobman's Avatar
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    I would try a few times just to make sure. Sometimes the AI will pick different strategies at random so it could be that only a certain unit will cause an error.

  17. #517
    The flying one corncobman's Avatar
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    Updates

    1.33 Attrib Get it here or here

    1.33 Art Get it here or here

    Tyranids add-on 1.33 Get it here or here
    (Requires the Tyranids mod version 0.45 to work)


    Ork AI error should be fixed and the Tau AI crash bug should also be fixed.
    Razorback for SM added
    Eldar and Dark Eldar get less movement penalties in cover and heavy cover
    Necrons get slight cover bonuses and penalties
    Added a bunch of win conditions for costs and build times for units and buildings
    Lots of miscellaneous other changes

    Edit: noticed a crash with the AI playing against IG, fixed and re-uploading the attrib file. Done.
    Last edited by corncobman; 14th Jul 09 at 3:30 AM.

  18. #518
    Member Shas'oofFi'rios's Avatar
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    Umm I'm having trouble getting the tyranid add-on to work says fail to load but other than that issue your mod is fun
    'How should we honour our fallen?''With every bullet and everyblade, with every moment of victory and pain.'
    -Daenyathos,Catechisms Martial

    W40K Armies: Space Marines & Tau WHF Army:Warriors of Chaos

  19. #519

    Thanks!!!

    Thanks for this wonderful mod corn you are amazing !!!!
    keep the good work you are my hero

  20. #520
    The flying one corncobman's Avatar
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    @Shas'oofFi'rios - did you install the Tyranids mod?

    @Gatoche - thanks!

  21. #521
    Member Shas'oofFi'rios's Avatar
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    yes i have the Tyranids mod 0.45 SS

  22. #522

    help! hehe

    well corn i have a problem with the cost win conditions every time i use one my game freezes fatal scar error something like that please help me !

  23. #523
    The flying one corncobman's Avatar
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    Which ones are you using and can you post a screenshot of your console?

  24. #524
    Been a while since I last played this mod. Lots of new stuff to try out.

    I just noticed a couple things playing as dark eldar, the Archon's shadow is too big on the "low" setting. Also, the warrior's voice has a different volume when being selected and acknowledging orders.

    I really like the knockback from the jumping units although the knockback effect seems kinda delayed. Is it possible to shorten that time?

    Edit: After telling the warrior to move/attack the acknowledgment is quieter. The selection voice seems normal volume
    Last edited by boblaffly; 16th Jul 09 at 12:15 PM.

  25. #525
    The flying one corncobman's Avatar
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    As the knockback only seems to apply after the units are able to move after jumping, the only thing I could do is to reduce the delay after they land.

    I'll try to check out the Archon shadow and the Warrior voices.

    Are the Warrior voices too quiet or too loud?
    Last edited by corncobman; 16th Jul 09 at 10:00 AM.

  26. #526
    RetroInfinity
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    No problems with Ork Ai nice job.

    Other stuff-

    Upgraded Flash Gitz does damage around 250-600. Mows down everything including termies in seconds. Is it suppose to be this strong?

    Upgraded Chaos with heavy bolters do damage around 200-300, same thing as above.

    Autarch UI listed Effective against building,vehicles,Aircraft.

    Bad Stuff-

    Game crash when IG/Chaos ai fights one another.

    Edit stuff-
    Sisters max infantry pop cap always seem to stick at 19/19 instead of 20/20 building something (dunno what sister unit/building) maxes it out to 20/20.
    Last edited by RetroInfinity; 16th Jul 09 at 9:54 AM.

  27. #527
    The flying one corncobman's Avatar
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    Flash Gitz have actually been toned down and do less damage than in Soulstorm, and have less accuracy. However, they do high damage to heavy infantry and less damage to normal infantry.

    Heavy Bolters do high damage because they don't have any extra members doing damage with normal guns unlike SM squads.

    Autarch is supposed to be good against everything.

    Can you give me any more information about the Chaos / IG crash? Does it give an error message or just crash to the desktop?

    The SoB cap bug is a Soulstorm bug and it's unfixable. It happens when you build a Living Saint I believe.

  28. #528
    RetroInfinity
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    The IG/Chaos ai crashes the game to the desktop. It happens when both ai build up its force then attacks.

  29. #529
    That'll be in the warnings.log - if you go into the soulstorm directory, and scroll down to the end, there should be something along the lines of Error loading, and it'll then explain it.

    If you can't find it, could you post (in spoilers, they get quite large) the warnings log? Really speeds it up!

    Sorry, corncob, this is well and truely a fun mod, not as rigid as FoK, and more along the lines of good times like vanilla needed

  30. #530
    RetroInfinity
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    warning


  31. #531
    The flying one corncobman's Avatar
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    These AI crash errors don't appear in the warnings.log file.

    After some testing I think I know what the cause is. It's trying to build the Assassin Infiltration research which no longer exists in this mod.

    Here is a file which fixes the crash bugs (hopefully):

    Download it here or here

    EDIT: I am thinking of releasing an addon which adds compatibility to Argonaut's Survival mod as well as Fuggle's WinConditions.
    Last edited by corncobman; 20th Jul 09 at 9:53 AM. Reason: links no longer needed

  32. #532
    Sounds great, I think I'd try the survival mod if it was compatible with this one =)

    The AI fix files only contain UCS files but I was able to make the changes to the IG AI manually. I can confirm that using IG vs. Chaos AI will cause a CTD but playing just against Chaos seems fine. So the problem must be from the IG side. It only crashes late game though so it might have something do to with IG tier 3...

    Also for IG, the Sentinels won't come out of the squadhold when deepstriking. I think the problem is that they take up two slots in the squad hold like the Grey Knights did before. I like the addition of the valkyrie transports though, kinda reminds me of dropships from starcraft. I know it's an unfinished model but is there any way to make it fly straight? Right now it kinda floats around sideways.

    O and the SM Dreadnaught doesn't show a shadow on "low" settings.

  33. #533
    The flying one corncobman's Avatar
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    The AI fix files only contain UCS files
    Gaaaaaarrrggghhh!

    Fixed (for real this time) and updated above links.

    You're right about the Sentinel taking two slots and that making their deep strike not work. I can't fix the Valkyrie moving sideways since I have absolutely no idea how to.
    Last edited by corncobman; 17th Jul 09 at 4:48 AM.

  34. #534
    Are they're minor daemons from all the gods now? Or is it still just the Horror?
    Destroy to create. All for the hunt to dominate.

  35. #535
    The flying one corncobman's Avatar
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    Horrors, Screamers and Daemonettes

    EDIT:

    Update - Download 1.33.5 Attrib here or here
    Last edited by corncobman; 20th Jul 09 at 9:54 AM.

  36. #536

    TY!!!!

    Thanks corn sorry for not posting before i was busy with some work thanks corn you are the best

  37. #537
    The flying one corncobman's Avatar
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    Thanks.

    Let me know if there's anything else that needs fixing.

    EDIT:

    Addon for Argonaut's Survival Mod / Fuggle's unofficial Survival Mod update

    Download it here or here
    (Requires the Argonaut's Survival Mod, preferably Fuggle's unofficial Survival Mod mod to work)

    Thanks to Argonaut and Fuggles
    Last edited by corncobman; 25th Jul 09 at 4:31 AM.

  38. #538
    Sorry I have to say this man, but this version has a ton of problems. First of all, the tyranids addon doesn't work. Every time I want to play vs tyranids I get a fatal scar error.

    The compatibility with the survival mod doesn't work either, it doesn't even activate.

    And when I played Tau(me) vs IG(ai) half way into the game I get a nice crash to desktop.

    Here's the error log:

    error log



    You should also consider compresing some of the new win conditions. For example, those that have uinits, buildings, vehicles, relic units and heroes could be easily compressed into one. Just a thought

  39. #539
    The flying one corncobman's Avatar
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    First of all, the tyranids addon doesn't work. Every time I want to play vs tyranids I get a fatal scar error.
    Can you take a screenshot of that scar error?



    I think I know why the survival mod doesn't work. (DOH!)

    EDIT: Links above updated.


    And when I played Tau(me) vs IG(ai) half way into the game I get a nice crash to desktop.
    Hmmmmm.... I thought I eliminated all of those. The error log doesn't really provide any useful information to me at all so you're better off removing it.

    Yeah I did all the win conditions separate for the reason that you can choose what type of unit to change.
    Last edited by corncobman; 22nd Jul 09 at 2:28 PM.

  40. #540
    The survival mod can be activated now, but none of it's features work. No enemy attacks, no reinforcements, no bonus wargear, no nothing

    And about the win conditions, I was saying you should compress some of them because if there are more than 8 or 9(not sure how many) you get a fatal scar error.

  41. #541
    The flying one corncobman's Avatar
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    Could you post screenshots of the console when each of these happen for you

    When you play the survival mod
    When you get the fatal scar error for the winconditions
    When you get a fatal scar error against the tyranids

    It would help me tremendously. Thanks.

  42. #542
    Ok, I'll see if I can put them tomorrow as I am very busy atm.

  43. #543
    bsurma
    Guest
    Hi! I've also got a problem with the mod. When I tried to build SM's, 3 pink boxes got out of the building instead! I've searched the log and it seems the game was unable to open the troop files.

    Can you help me how to fix it? I'm a total noob when it goes to these things :/

  44. #544
    The flying one corncobman's Avatar
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    Did you download the art file?

  45. #545
    bsurma
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    "1.33 Art"?

    Okay, I'll download it and see if everything's alright.

    Edit: Thx for help! My opinion - great mod.

    Good luck on fixing these bugs!
    Last edited by bsurma; 24th Jul 09 at 1:29 PM.

  46. #546
    And when I played Tau(me) vs IG(ai) half way into the game I get a nice crash to desktop.
    I've played an all-Tau game and didn't get any crashes. Playing an all IG game got me a ctd but it happens late into the game when the computers are past tier 3. Not sure if the problem is in the AI though because I went through the ai code and compared it with the Skirmish AI, and nothing seems to stand out...

    Edit: I also noticed that the IG Sentinels shadows are the size for infantry while the SM skull probes are too big. Switching the two shadow sizes would make them look more ideal =D
    Last edited by boblaffly; 24th Jul 09 at 10:09 PM.

  47. #547
    this is the warning log that recorded all the 3 crashes I've mentioned earlier:

    crashes

    Last edited by Bowkers; 25th Jul 09 at 7:06 AM.

  48. #548
    The flying one corncobman's Avatar
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    Try this:

    Compatibility add-on for Argonaut's Survival Mod here or here
    (Requires the Argonaut's Survival Mod, preferably Fuggle's unofficial Survival Mod mod to work)
    Thanks to Argonaut and Fuggles

    BTW, the reason I asked for console screenshots is that the warnings.log file doesn't record scar errors.
    Last edited by corncobman; 25th Jul 09 at 7:11 AM.

  49. #549
    the thing is I don't know how to bring up the console. The ~ key doesn't do it, which one is it?

  50. #550
    bsurma
    Guest
    The combination is Ctrl+Shift+~.

    Hope that I helped

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