Page 12 of 55 FirstFirst ... 2345678910111213141516171819202122 ... LastLast
Results 551 to 600 of 2731

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

  1. #551
    thanks

    I think I know why the tyranids caused a scarr error. For some reason, it doesn't seem to like the Destroy HQ condition. Every time I didn't have this, it worked fine.

    Also the tyranids AI is terrible, I was playing on hard and he barely built any units at all. In the preavious versions this was not the case.
    Last edited by Firewarrior1705; 26th Jul 09 at 2:16 AM.
    Inter arma enim silent leges

  2. #552
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    It seems that the Tyranids HQ building is missing from the list. Fixed.

    I seem to have the exact opposite problem to you, the AI builds craploads of units and swarms me in the middle part of the game.
    -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. #553
    you also need to consider the fact that the Tau can build 2 shas'vre's for the XV-88 team(my suggestion would be reducing the standard members to 2 and increasing rate of fire), and that with every mont'ka command post build, the pathfinder squads can add one extra rail rifle(this should be limited to 1).

    the survival mod still doesn't work as it should, the AI seems to be developing normally and not attack in waves. Also, all the extra win conditions except those in the survival mod don't work.

  4. #554
    good fun this mod, may i ask if you have located the IG crash and any solution? It happens in late tiers of AI. Anyway thank you for this mod.

  5. #555
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    I'm still trying to locate the cause of the IG error.

  6. #556
    After fiddling with the IG ai files and watching the AI play, all I can conclude is that the problem is during tier 3 because it always crashes before the AI can even build the Mars Pattern Command.

    I've also tried disabling all the tier 3 researches/upgrades but that didn't solve the problem either. The AI is able to build Kasrkins and Ogryns and able to research their upgrades. I'm not sure where else to look..

    I also noticed that the Kasrkin Sargeant has the red broken morale ring when the squad infiltrates but only on the sargeant and not the rest of the squad. The squads morale is fine though

    Edit: After viewing the Guard AI more closely, noticed that the AI can reach tier 4. Game crashes when Leman Russ comes out. I'm going to try to disable the leman russ tactic file to see if that'll work
    Last edited by boblaffly; 27th Jul 09 at 11:57 AM.

  7. #557
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    The infiltration ability had a glowing effect which used the unused morale_break_ork event to activate.

    I've since removed the flash since enemy players could see the glowing effect which was defeating the purpose of infiltrating.

    Thanks for the input boblaffy, I have come to the same conclusions. When I take control of the AI and build the Mars Pattern Command it doesn't seem to crash then so it's something that happens before that.

  8. #558
    Disabling the Leman Russ tactics didn't do anything. I got a crash even before the AI reached tier 3. So I'm out of ideas...

    Edit: Yep, I can confirm it was just the pyskers that caused the crash by disabling their tactic file. After that, the AI was also able to build Lemun Russ and Baneblade without any problems. Nice catch, I completely forgot that they were not attachable commanders anymore.
    Last edited by boblaffly; 27th Jul 09 at 9:34 PM.

  9. #559
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    Thanks for this boblaffy.

    Interesting... I had a sneaking suspicion that it was the Leman Russ but I wasn't entirely sure. I was going to make the AI start with it to make sure.

    I *think* I have fixed the problem, but only time will tell...

    EDIT: Oh crap.

    EDIT2: Another cause could be the fact that I forgot to make the Psyker squad unattachable. Since squads can't attach to other squads it might cause a crash. I've since fixed that.
    Last edited by corncobman; 27th Jul 09 at 1:48 PM.

  10. #560
    Enemy player can see your units' infiltration glow?

    Is it even when your infiltrated unit is on cease-fire and just sitting there hiding, or is it when your unit is shooting at the enemy? If it's the latter, then that's normal.

  11. #561
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    They can be seen just sitting there hiding.

    I originally added the glowy effects to the toggled infiltrated units only so they can't shoot while infiltrated.
    Last edited by corncobman; 28th Jul 09 at 5:38 AM.

  12. #562
    Does infiltrate have a modifier which causes the glow, similar to "aura" modifier does for Single Player units? If so, could that be removed, or is in not available?

    What does changing the enemy_opacity do?

  13. #563
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    enemy_opacity changes the see-throughness of enemy infiltrated units.

    The way I did the infiltration glow was to make the infiltration use an aura effect modifier that was unused

  14. #564
    I know I told you to use modifier_while_infiltrated. If that causes the modifier event to be seen by all players, then you can use the more complicated method. Although IMO, the infiltration glow isn't all that special anyways. The unused infiltration voice clips are more important to add.

    More complicated method:
    1. This only works for units who use infiltrate as an ability (toggle, timed, permanent), not units which auto-infiltrate without an ability rgd.

    2. Create an ability rgd (can be used for all races, but IG does have its own infiltrate event aura on WA disc) which has the aura event enabled. By setting this ability to seen_by_player_only rather than seen_by_all, I think you can avoid your current problem. It works the same way as when infiltrated webways have those little sparkles floating off of them that only the Eldar player can see, and to an enemy player is completely invisible. Use that ability file for your reference.

    3. Link all your infiltrate abilities to this ability using ability_child.

  15. #565
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    By seen_by_player_only do you mean setting the ability_visible_in_mp value to tp_av_ally? I don't see anything that has seen_by_player_only in the ability.

    EDIT: It seems as though I was wrong about the infiltrated glowy effects. It just appeared that way because I was using the MRIT debug tools and it revealed everything when I turned the fog off.

    EDIT2:

    Updated!

    Download 1.34 Attrib here or here

    Download 1.33 Art here or here
    (If you already have this then you don't need to download this again)

    Download Tyranids add-on 1.34 here or here
    (Requires the Tyranids mod version 0.45 to work)

    Download compatibility add-on 1.2 for Argonaut's Survival Mod here or here
    (Requires the Argonaut's Survival Mod, preferably Fuggle's unofficial Survival Mod mod to work)
    Last edited by corncobman; 28th Jul 09 at 2:10 PM.

  16. #566
    By seen_by_player_only do you mean setting the ability_visible_in_mp value to tp_av_ally? I don't see anything that has seen_by_player_only in the ability.
    Not that it matters now, but yeah that's what I meant. I was remembering off the top of my head.

  17. #567
    i am afraid the IG AI crash remains with version 1.34. I have faith although that in some point it will be solved.

  18. #568
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    Try this:

    EDIT: Link removed

    Seems I forgot to delete a line
    Last edited by corncobman; 13th Aug 09 at 2:14 PM.

  19. #569
    Aftering some testing, it seems that disabling the kasrkin tactic in the loader files fixes the crash.

    I'm gonna play another game and see if this fixes it...

    Edit: Nope, this time it crashed before the AI could even reach tier 3.
    Last edited by boblaffly; 30th Jul 09 at 9:57 PM.

  20. #570
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    I *think* I've solved the IG crash bug.

    Anyway as a heads up the next version will have among other things

    Space Marine Tactical, Assault Marine and Devastator heavy weapons reduced by half, damage doubled, cost and build time doubled
    Chaos Marine, Raptor and Havoc heavy weapons reduced by half, damage doubled, cost and build time doubled
    Kasrkin soft cap with Ogryns changed to hard cap of 3 squads, damage and health reduced to compensate
    Ogryn soft cap with Kasrkins changed to hard cap of 1 squad
    Blastier and More Blastier researches increase the number of Big Shootas that Shoota Boyz squads can carry
    Last edited by corncobman; 11th Aug 09 at 10:53 AM. Reason: I'm a little teapot

  21. #571
    Sounds good! Seems like CM and SM infantry are going to be more elite.

    I had to reformat my computer but when this comes out, this'll be the first mod I'll try.

  22. #572
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    New version is up and stuff.

    Grab 1.35 Attrib here or here

    Grab 1.33 Art here or here
    If you already have this then you don't need to download again

    Grab Tyranids add-on 1.35 here or here
    (Requires the Tyranids mod version 0.45 to work)


    Changelog in the first post as usual.

    As a lot of the win conditions have been rewritten, I'd advise you to delete everything inside the CornCobMod/data folder prior to extracting the new release to get rid of any unused old files.

    EDIT:

    I noticed a small error in a few of the win conditions.

    I've uploaded a small fix file here and here
    Last edited by corncobman; 13th Aug 09 at 11:01 AM. Reason: I am a walrus. Coo coo ca choo

  23. #573
    the tyranids need some serious nerfing, they have shit loads of health and inflict shit loads of damage! only their basic ranged squads have a damage of almost 60 at tier 1, which is more than double that of most races. I've tried everything, there's almost no way to beat them in this new build. Not to mention that they seem to get lictors and those spore things at tier 1

  24. #574
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    Their basic troops might need a little toning down in the damage department, I dunno. They are pretty weak health wise though.

    The AI was specifically designed to be shit hard by the Skirmish AI team but I don't know if your difficulty in beating them is due to this or the balance.

  25. #575
    it's 100% due to balance. I have no prob in beating the crap out of all the other races even on insane difficulty. and they don't have weak health at all. the basic ranged troops have more health than a firewarrior squad and more than twice the damage. Their damage should be nerfed with at least 40%

  26. #576
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    I'm pretty sure they in fact do not.

    I just checked to make sure that my end isn't in some way borked.

    Gaunts (all types) have health of 90. Even a fully reinforced squad of Gaunts has 90 * 8 = 720 health which is the similar to an unreinforced Pathfinder squad 350 * 2 = 700. A Fire Warrior has 280 health, and an unreinforced Fire Warrior squad has 4 members = 1120 health. A fully reinforced Fire Warrior squad has 2800 health.

    A Termagaunt (the ranged variant) has less damage than a FireWarrior 30/40 versus 35/42. It even has lower piercing against most infantry armour types. Even if it did do more damage, there are 8 max squad members in a Gaunt squad and 10 max members in Fire Warrior squad.

    Lies! Lies and slander!
    Last edited by corncobman; 14th Aug 09 at 9:23 AM.

  27. #577
    strange. When I played the gaunts had a damage of 53-60(ranged) and a HP around 3000. And I'm pretty sure about this. Btw, I was using the health moderator, might this be the cause?

    I'll check again tonight if I have the time and post some screen shots if the situation occurs again.

  28. #578
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    Yes, the Health Moderator win condition does some funky calculations based on the health value. I wouldn't be surprised if it increased the Gaunts health.

    I just ran the numbers and it increases the health per gaunt to about 166 (nearly double).

    Avatar of Khaine on the other hand gets reduced to around 2000

  29. #579
    screen shots as promised:

    http://www.megaupload.com/?d=ZR5V8QVL

    http://www.megaupload.com/?d=Q9L8LT2N

    http://www.megaupload.com/?d=8TVVH0VC

    http://www.megaupload.com/?d=H8THO1QK

    http://www.megaupload.com/?d=H8IBWZLA

    You can clearly see the health and damage values of the nids infantry and commander compared to mine

  30. #580
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    The damage value is misleading because it doesn't take into account armour piercing for each individual armour type. I wouldn't worry about that too much.

    So guys any feedback, do you like what I'm doing in the mod, anything you hate, etc.?
    Last edited by corncobman; 14th Aug 09 at 12:07 PM.

  31. #581
    well the survival mod is still bugged, the AI doesn't come in waves. None of the scar conditions work

  32. #582
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    Try deleting everything inside the CornCobMod/data folder before reinstalling the mod.

  33. #583

    Survival Mod Fix

    Just installed the new version of mod. Playing with the survival mod is like mixing grenades and C4.. explosive fun!

    I just deleted the scar folder in the "CCM survival mod" folder so that it only uses the scar files in fuggles version. I was able to complete one of the missions. The IG crash seems to be fixed too.

  34. #584
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    AHA!

    I found a mistake in the annihilate win condition in the SurvivalMaps_CCM folder. It was a missing comma.



    here or here is the fixed file



    The IG crash seems to be fixed too.
    Whooo!

  35. #585
    Nids are pretty imba. I ran them in -dev mode vs Eldar, to watch 2 AIs duke it out on Meeting of Minds.

    Nids do not die once they have synapse going. They do not die, they cover the entire screen, and they obliterate everything. This is versus Skirmish AI Eldar.

  36. #586
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    Hmmmmm...synapse, I'll take a look at it.

    Any units in particular or is it the entire race in general?

    I'm guessing it's the Catalyst ability which reduces all damage received to 25%.

    It used to just give full invulnerability, but I've removed the invulnerability from all abilities, Fanatacism, Word of the Emperor, Fightin' Juice and made them reduce damage instead.

    I'll maybe reduce the effect to something like 50%.

    EDIT:

    I just noticed that the Catalyst ability has a recharge time of 60 seconds and a duration of 30 seconds, meaning effectively it could fire every 30 seconds. I've increased the recharge time to 180.
    Last edited by corncobman; 15th Aug 09 at 3:55 AM.

  37. #587
    Oops, LOL.

    I actually meant the default Nids mod when I said "Nids imba," not your modified Nids mod inclusion. Sorry. X- ]

  38. #588
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    Hahahahaha!

    Anyway, yeah invulnerability was completely unbalanced in Soulstorm in general. Tyranids having invulnerability is like the Hulk firing lasers out of his pores.

  39. #589
    I'm trying to play the survival mod with the CCM tyranids mod but I get this fatal error:
    09:49:22.62 MOD -- Fatal Data Error for 'modifiers\max_troopers_squad_modifier.lua' - the target squad type 'tyranids_squad_genestealer' does not exist!

    It seems to work with the normal tyranids mod but not this one. Any ideas on what I did wrong?

  40. #590
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    Sounds like it's not loading up the Tyranids mod for some reason.

    Try this file
    Last edited by corncobman; 15th Aug 09 at 9:00 AM.

  41. #591
    RetroInfinity
    Guest
    Minor Stuff-

    Space Marine turret on the Predator does not fire when idle. Only shoots on targets that's behind or on the right side of the predator while moving.

    Still getting crashes with IG ai. Usually happens later in Tier 2 when they finish building HWT, Inquisitor, Grey Knights,Chimera then the game crashes.
    Could be the Psyker Squad since I've never seen Ai build them at all.Or maybe the dropship.

  42. #592
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    I'll see if I can fix the SM Predator weapon

    Hmmmm... I've seen the AI build Psyker squads so I doubt that's the cause.

  43. #593
    Since you seem to have permission to make minor modifications to the Tyranid mod inclusion, here's some things that I feel make it temporarily better while we all wait for the completed version:

    Default Nids Mod vs. My Small Changes
    1. Spore cluster has no death_explosion fx.
    -- I gave it the ground_impact\frag_grenade_explosion event (the Tempest's frag missile fx). Then I gave ground_impact\explosion_s_dirt as the hit_event to all armor types. Explosion_s_dirt is a terrain decal.

    2. Carnifexes' shadows are too small.
    -- Make shadow scale 0.07 to 0.1, for the various sizes of Fexes.

    3. Fexes' death animation seems sparse.
    -- I gave all fexs a death_explosion purely for the purpose of adding some death fx. Make the death_explosion 100% chance. Put Chaos' biotox_bomb_impact event in the grass/dirt/rock/water ground impact table. Makes it look like fexes succumb in a fountain of green pus, mmmmh. :-)
    -- If you make it an actual explosion. Give biotox_bomb_aura_large (or is it _hvy) to the hit_event table.

    4. Hive Tyrant.
    -- I made him smaller, scale 1.5. Otherwise he seemed too huge for his selection circle and health bar. To distinguish him from other Warriors, I put the stun_large fx on him with a probability of 0.2 (so it flashes on and off). Stun_large event looks like a red pulse-like aura around its head.
    -- He'll also need a bigger shadow.
    -- I gave him the blood_pulse_impact event for death_explosion, so he dies in a shower of blood.

    4. Trygon has no shadow.
    -- Give big-ass shadow.

    5. Zoanthropes' death anim also seems sparse.
    -- Use the death_explosion trick. I gave it the prism cannon hit fx, to look like it short-circuits or something.

    6. Buildings have no, or sparse, death animation.
    -- Use the death_explosion trick. Give it Chaos' blood_pulse. Makes a nice bloody explosion with an earth-trembling shockwave and nice gurgling sound fx. xD
    -- For the Nids' "listening posts", I used blood_pulse_impact instead, for the AoE ground impact table. It makes it look as if the central spout vomited up a gusher of blood and then the capillary towers retract into the ground.
    Last edited by mlai; 16th Aug 09 at 6:10 AM.

  44. #594
    It seems that the piranha squad moves slower than a hammerhead, even though they are light skimmers ) you should make them move faster and smoother, more like land speeders

  45. #595
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    Thanks for the suggestions guys. I'll get right on it!

    EDIT:

    I got a crash with the IG AI.

    Played another game and it didn't crash. Hmmmmm.
    Last edited by corncobman; 17th Aug 09 at 4:12 AM.

  46. #596
    Here's a fun idea to try:

    In the unit speech folders, there's a folder called under_fire, which is supposedly for the squad under fire to warn you. But the game engine can't use it, and always uses a generic warning speech...

    So, put all under_fire voice clips into the combat folder. Since units in combat are always "under fire" (unless they're infiltrated units), the voice clips will be very appropriate.

    Hmm... this idea is so good I'm gonna go do it for the Daemonettes right now...

  47. #597
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    Hmmm interesting.

    Might be something for the next, next version.

    EDIT: New version is up

    Download 1.35.5 Attrib here or here

    Download Tyranids add-on 1.35.5 here or here
    (Requires the Tyranids mod version 0.45)
    Last edited by corncobman; 18th Aug 09 at 9:39 AM.

  48. #598
    Member laharl03's Avatar
    Join Date
    Jul 2009
    Location
    Where the light shines bright
    excuse me, this question might be improper...

    i see that you have added Tyranids Mod,

    but do you have any future plans like adding IDH MOD in these mod,
    if you had permission from them.....
    i think it could be a great addition to your mod

    i know that CCM have greyknights in imps btw

  49. #599
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    I would have to ask Compiler for permission first. I have thought about it but I haven't decided yet.

    Thanks for asking though.

  50. #600
    Member laharl03's Avatar
    Join Date
    Jul 2009
    Location
    Where the light shines bright
    ill hope for the best then.

    wish that they would give you permission...
    wish that you consider adding them

    it would be cool to see the GKcommander and GKtermies with the CCM, deathwatch veterans too

    nice mod btw
    Last edited by laharl03; 18th Aug 09 at 11:43 PM.

Page 12 of 55 FirstFirst ... 2345678910111213141516171819202122 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 2 users browsing this thread. (1 members and 1 guests)

    Array

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •