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

  1. #601
    willdar
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    Hello,
    Me and my firiend have a problem with this mod. Once we've initiated the game, one of us gets this error "data-sync error. Game data doesn't match."

    Can you help me ?

    (We're running SS v1.2)

    Thank you!

  2. #602
    The flying one corncobman's Avatar
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    OK looks like I've got the green light from Compiler.

    @wildar - do you both have identical versions of the mod? Try deleting everything inside the CornCobMod folder and try installing the mod again.

    EDIT:

    I'll only start on getting IDH compatible once the SS beta is available in a few weeks time since it has better AI and fixes (according to Thudmeister).
    Last edited by corncobman; 20th Aug 09 at 1:57 PM.
    -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. #603
    Member laharl03's Avatar
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    cant wait

    btw while playing against TAU in skirmish it seems that they dont do anything. And an IG flying unit (cant remember the name) does not fly right,

  4. #604
    The flying one corncobman's Avatar
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    Tau AI bug will be fixed for the next version.

    I'm assuming you're talking about the Valkyrie, yeah I can't do much about that since the model lacks animations.

  5. #605
    When I tried to play the Soulstorm campaign, the Daemonettes' models show up, but their textures become all FUBAR'ed (not missing, but all jumbled). Any idea why it does that for campaign?

  6. #606
    The flying one corncobman's Avatar
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    No idea. I've never experienced it before.

  7. #607
    Here's what my tests have shown me, in SS campaign mode for Chaos:

    1. Chaos tactical marines reject Hangar-8's textures and go back to their retail textures, but keep the randomized models just fine.

    2. Rubrics look ok. Noise marines look ok. Screamers are ok.

    3. Khornes have no shoulder decal (of Alpha Legion). Also they reject the team-colorable texture mod, and go back to being red. Randomized heads are fine.

    4. Plague marines have the death guard decal.

    5. Chaos terminators have the word bearers decal and teamcolor.

    6. Daemonettes' textures are completely jumbled on the model.

    Edit:
    I have a feeling that this problem is related to this...
    http://forums.relicnews.com/showpost...83&postcount=1
    I'll muck around with IBBoard's tools a bit and see... I want those damn Campaign Daemonettes!!!

    Edit 2: The Solution
    1. Install IBBoard's Texture Editor.
    2. Erase the daemonettes.rsh... it's faulty.
    3. Extract the tga out of daemonettes_default.wtp... rename the tga as daemonettes.tga
    4. Convert tga to dds.
    5. Make new rsh out of this dds.
    6. Working textures for Daemonettes in Campaign and/or when teamcolor option is turned off in Skirmish.
    Last edited by mlai; 23rd Aug 09 at 6:22 AM.

  8. #608
    The flying one corncobman's Avatar
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    Yeah I tried the campaign yesterday and you're right, they look horrible.

    Thanks for looking into it.

    EDIT: Chaos Campaign Wargear will be fixed for the next version.
    Last edited by corncobman; 23rd Aug 09 at 7:22 AM.

  9. #609
    Mucho awesome mod corncobman! Just want to say that your work won't go unappreciated.

  10. #610
    The flying one corncobman's Avatar
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    Thanks.

    Another happy customer. .

  11. #611
    Member laharl03's Avatar
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    any news?

  12. #612
    The flying one corncobman's Avatar
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    Just some minor changes here and there.

    A big-ish change is accuracy on the move for anti-vehicle weapons for vehicles (e.g. Lascannon) has been increased from 15% to 50% and for fast firing vehicles weapons from 15% to 30%

    New version should be out within the next week

    EDIT: oh and the campaign health values for units have been changed:

    easy: cpu 60% (was 40%), player 120% (was 250%),
    medium: cpu 100%, player 100% (was 200%)
    hard: cpu 120% (was 100%), player 80% (was 100%)

    I was feeling particularly evil when I was changing the hard ones.
    Last edited by corncobman; 29th Aug 09 at 3:59 PM.

  13. #613
    The flying one corncobman's Avatar
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    New version is up!

    Download 1.36 Attrib here or here

    Download 1.36 Art here or here

    Download Tyranids add-on here or here
    (Requires the Tyranids mod version 0.45)
    Last edited by corncobman; 5th Sep 09 at 8:55 AM.

  14. #614
    The flying one corncobman's Avatar
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    In case anyone's wondering about the lack of updates, I started working on the Dark Crusade version, got SM, Chaos, Eldar and Necrons pretty much finished.

  15. #615
    Corncobman can I still use the CCM Random Win Conditions I have with this latest version?

  16. #616
    The flying one corncobman's Avatar
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    You can, it's virtually the same anyway.

  17. #617
    Member rev_draconis's Avatar
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    Ok got a ques CCM. JUst been playing your mod ( only 1 on SS btw- or atleast so far ). Just started the campaign and the stargate areas are giving me fits. For some reason I can't beat those areas. I can take every point and defeat every enemy but I don't get a win end up haveing to quit the battle to get back to the main map.

    Now as far as I can tell I have the mod set up right. Any help would be appreciated.
    Here is a copy of part of my warnings logs. Thanks in advance.

    16:12:41.02 MOVIE -- Closing movie 'movies:dow_intro.lua'
    16:12:41.02 FE -- Loading front end.
    16:12:41.02 FE -- Cursor hidden.
    16:13:01.60 MOD -- Initializing Mod survivalmaps_ccm_nids, 1.0
    16:13:01.60 MOD -- Warning: Failed to load archive 'SurvivalMaps_CCM\CCM_Art_N_Snd.sga'
    16:13:01.60 MOD -- Warning: Failed to load archive 'SurvivalMaps_CCM\CCM_Attrib.sga'
    16:13:01.60 MOD -- Warning: Failed to load archive 'SurvivalMaps\.sga'
    16:13:01.60 MOD -- Warning: Failed to load archive 'Tyranids\Locale\english\DXP2DataLoc.sga'
    16:13:01.60 MOD -- Warning: Failed to load archive 'Tyranids\Locale\english\DXP2DataKeys.sga'
    16:13:01.60 MOD -- Warning: Failed to load archive 'Tyranids\DXP2Data.sga'
    16:13:01.60 MOD -- Warning: Failed to load archive 'Tyranids\DXP2Data-SharedTextures-Full.sga'
    16:13:01.60 MOD -- Warning: Failed to load archive 'Tyranids\Locale\english\DXP2Data-Sound-Speech.sga'
    16:13:01.60 MOD -- Warning: Failed to load archive 'Tyranids\DXP2Data-Sound-Low.sga'
    16:13:01.60 MOD -- Warning: Failed to load archive 'Tyranids\DXP2Data-Music.sga'
    16:13:01.60 MOD -- Warning: Failed to load archive 'Tyranids\DXP2Data-Whm-Low.sga'
    16:13:01.60 MOD -- Warning: Failed to load archive 'W40k\W40kDataGOTY.sga'
    16:13:01.60 MOD -- Warning: Failed to open folder 'Tyranids\Locale\english\Data'.
    16:13:01.60 MOD -- Warning: Failed to open folder 'Tyranids\Data_Shared_Textures\Full'.
    16:13:01.60 MOD -- Warning: Failed to open folder 'Tyranids\Data_Sound\Low'.
    16:13:01.60 MOD -- Warning: Failed to open folder 'Tyranids\Data_Music'.
    16:13:01.60 MOD -- Warning: Failed to open folder 'Tyranids\Data_Whm\Low'.
    16:13:01.60 MOD -- Warning: Failed to open folder 'DXP2\Locale\english\Data'.
    16:13:01.60 MOD -- Warning: Failed to open folder 'DXP2\Data_Shared_Textures\Full'.
    16:13:01.60 MOD -- Warning: Failed to open folder 'DXP2\Data_Sound\Low'.
    16:13:01.60 MOD -- Warning: Failed to open folder 'DXP2\Data_Music'.
    16:13:01.60 MOD -- Warning: Failed to open folder 'DXP2\Data_Whm\Low'.
    16:13:01.60 MOD -- Warning: Failed to open folder 'W40k\Locale\english\Data'.
    16:13:01.60 MOD -- Warning: Failed to open folder 'W40k\Data_Shared_Textures\Full'.
    16:13:01.60 MOD -- Warning: Failed to open folder 'W40k\Data_Sound\Low'.
    16:13:01.60 MOD -- Warning: Failed to open folder 'W40k\Data_Whm\Low'.
    16:13:01.60 MOD -- No 'exclusive' flag for game rule 'CONTROLAREA', skipping...
    16:13:01.60 MOD -- No 'title' for game rule 'CONTROLAREA', skipping...
    16:13:01.60 MOD -- No 'description' for game rule 'CONTROLAREA', skipping...
    16:13:01.60 MOD -- No 'win_message' for game rule 'CONTROLAREA', skipping...
    16:13:01.60 MOD -- No 'lose_message' for game rule 'CONTROLAREA', skipping...
    16:13:01.60 MOD -- No 'exclusive' flag for game rule 'destroyhq', skipping...
    16:13:01.60 MOD -- No 'title' for game rule 'destroyhq', skipping...
    16:13:01.60 MOD -- No 'description' for game rule 'destroyhq', skipping...
    16:13:01.60 MOD -- No 'win_message' for game rule 'destroyhq', skipping...
    16:13:01.60 MOD -- No 'lose_message' for game rule 'destroyhq', skipping...
    16:13:01.60 MOD -- No 'exclusive' flag for game rule 'ECONOMICVICTORY', skipping...
    16:13:01.60 MOD -- No 'title' for game rule 'ECONOMICVICTORY', skipping...
    16:13:01.60 MOD -- No 'description' for game rule 'ECONOMICVICTORY', skipping...
    16:13:01.60 MOD -- No 'win_message' for game rule 'ECONOMICVICTORY', skipping...
    16:13:01.60 MOD -- No 'lose_message' for game rule 'ECONOMICVICTORY', skipping...
    16:13:01.60 MOD -- No 'exclusive' flag for game rule 'SUDDENDEATH', skipping...
    16:13:01.60 MOD -- No 'title' for game rule 'SUDDENDEATH', skipping...
    16:13:01.60 MOD -- No 'description' for game rule 'SUDDENDEATH', skipping...
    16:13:01.60 MOD -- No 'win_message' for game rule 'SUDDENDEATH', skipping...
    16:13:01.60 MOD -- No 'lose_message' for game rule 'SUDDENDEATH', skipping...
    16:13:26.07 GAME -- Using player profile rev_draconis
    16:14:05.99 GFx -- loading file DATA:ART\UI\SWF\AUTORESOLVE.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\AUTORESOLVE.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\FontDecor.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\FontBody.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\ToolTip.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\CAMPAIGNNUGGET.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\CAMPAIGNNUGGET.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\COMMANDERSCREEN.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\COMMANDERSCREEN.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\METAMAP.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\METAMAP.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\FontHead.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\MESSAGEBOX.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\MESSAGEBOX.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\RACESELECTION.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\RACESELECTION.gfx
    16:14:06.01 RENDER ANIM -- Dummy: Unable to open file!
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\REINFORCESCREEN.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\REINFORCESCREEN.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\LOADSAVE.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\LOADSAVE.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\HISTORY.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\HISTORY.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\REWARDSLOSSESSCREEN.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\REWARDSLOSSESSCREEN.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\WARGEAR.gfx
    16:14:06.01 GFx -- loading file DATA:ART\UI\SWF\WARGEAR.gfx
    16:14:06.07 GFx -- loading file DATA:ART\UI\SWF\SELECTDIFFICULTYSCREEN.gfx
    16:14:06.07 GFx -- loading file DATA:ART\UI\SWF\SELECTDIFFICULTYSCREEN.gfx
    16:14:06.07 GFx -- loading file DATA:ART\UI\SWF\METAMAP_MAINMENU.gfx
    16:14:06.07 GFx -- loading file DATA:ART\UI\SWF\METAMAP_MAINMENU.gfx
    16:14:52.61 APP -- Game Start
    16:14:52.61 GAME -- Ending FE
    16:14:52.61 GAME -- Shutdown play
    16:
    Insanity is the exception in individuals. In groups, parties, people, and the times, it is the rule.

    - Nietzche -

  18. #618
    The flying one corncobman's Avatar
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    It looks to me like you are trying to play the campaign using the Survival mod.

    Since the Survival mod doesn't use the Take and Hold win condition, it means that you will have to destroy the enemy buildings (i.e. annihilate), even for gate missions.

    I might make it so that the Take and Hold win condition is separate from the Take and Hold: Reinforcement win condition.


    Do you get any error messages in the console while playing?
    Last edited by corncobman; 29th Sep 09 at 8:59 AM.

  19. #619
    Member rev_draconis's Avatar
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    Ok thanks, appreciate that, but just to let you I have completely wiped out the enemy, bulidings and everything and it still wasn't letting my win.

    But on another note, isn't the survival and nids add-ons just suppose to affect skirmish/mp?

  20. #620
    The flying one corncobman's Avatar
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    In that case it could be an error in game.

    Try starting a gate mission and pressing shift+control+~ (the key beside number 1) see if there is an error there.


    Since the survival mod modifies one of the original win conditions file the changes will affect whatever missions use them.

  21. #621
    Member rev_draconis's Avatar
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    Thanks again will give that a try and let you know what happens.

  22. #622
    The flying one corncobman's Avatar
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    Would it be be worth me releasing the next version for some minor changes and the SM Techmarine, Chaos Plaguebearers, Bloodletters and updated Eldar Autarch and Striking Scorpion Exarch?

  23. #623
    Member rev_draconis's Avatar
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    Sounds like a plan to me, LOL!! The more things to play with. I like to have alot of options,( you should see my SM TT army. )

  24. #624
    The flying one corncobman's Avatar
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    Updates!!!

    Get 1.37.6 Attrib file further down

    Get 1.37 Art here or here

    Added Vanguard Assault Marines and Techmarine for SM,
    added Plague Bearers, Bloodletters, Aspiring Sorceror for Chaos
    updated Autarch and Striking Scorpion Exarch for Eldar


    EDIT: Whoops, I appear to have borked the requirements of some of the SM buildings resulting in them not being able to be built ever. Oh dear. Fixed now.
    Last edited by corncobman; 5th Oct 09 at 1:46 PM. Reason: The squirrels made me do it

  25. #625
    Actually i cant build SM Barracks but i might need a clean mod install


    2x


    edit: well no luck, sm armory and barracks arnt buildable with 1.37.5
    Last edited by 2_X_S; 3rd Oct 09 at 1:34 PM.
    Sometimes, a majority means that all fools are on the same side. (even so "Sometimes" seems to happen rather often)

  26. #626
    The flying one corncobman's Avatar
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    Hmmm.... that's a bit of a pain.

    GAH!!!

    I don't know why but the changes I made seem to have disappeared. I will reupload now. Sorry about that.

    EDIT: Done. Hopefully it should work this time, with any luck.
    Last edited by corncobman; 3rd Oct 09 at 3:17 PM.

  27. #627
    ok That does work but i encountered some more..

    The Vanguards do have a Pink Box icon in T1 (actually they have it as long as you dont fulfill all the requirements to build them) and i get a critical scar error when i try to attach the tech marine.

    Console Screenshot

    The DE archon squad seems too strong/reinforce to fast in t1, might be intentional but at least i couldnt get rid of em with my 2 sm 2 scout and commander.

    and finaly iirc the Rubic Marines do really redefine the word Speed. they really zip across the map at lightning speed. Might be intentional too so just in case it wasnt.

    if you dont mind, i might come up with more once i get some more time to play.

    2x

  28. #628
    The flying one corncobman's Avatar
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    I haven't changed the Archon squad so that's normal as far as I'm aware.

    Rubric Marines are supposed to be slow. It might be something to do with the Aspiring Sorceror which is supposed to provide a small speed increase.

    Thanks for the feedback I'll try to sort these out soon.

  29. #629
    concorb i have a question is there a download of your mod that i can just drop in the ss directory and it shows up in game manager?

  30. #630
    It basicaly is just that.

    All you need to do is to download the attrib and the art file and extract them to your soulstorm folder.

    once done, you should see it in your game manager.

    2x

  31. #631
    The flying one corncobman's Avatar
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    Yes, as 2_X_S mentioned, you need to download the attrib zip file and the art zip file and extract them both to the Soulstorm folder. Then you should see it in the game manager listed as "CornCobMan's Fun Mod".

  32. #632
    ooh didn't knew it was that simple lol.
    thanks

  33. #633
    The flying one corncobman's Avatar
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    Very minor update, get this if the pink icons and lightning fast Rubric Marines really annoy you :P

    Get 1.37.6 Attrib file here or here
    Last edited by corncobman; 6th Oct 09 at 2:31 PM.

  34. #634
    Somewhat late for the feedback but i dont have much time to play right now.

    Sm.

    Pink icon is still there as long as you dont fullfill the requirements to build them.

    Techmarine still crashes when you try to attach.

    CSM.

    Rubric speed is partitialy fixed. The Marines themself are slow now, however the aspiring Sorcerer that comes with them is still olympic

    Another glitch with the Rubrics does happen when you attach the chaos sorcerer. With chaos sorcerer attached you get to use the doombolt spell twice but only until you research the bloodthirster because the BT icon overlaps with one of the Doombolt icons.

    2x

  35. #635
    The flying one corncobman's Avatar
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    SM Vanguard icon should be fixed, stupid misnamed icon *grumble grumble*

    Techmarine crash should be fixed as well, I forgot to give it a strength value in the ai files.

    Rubric leader is a bit, wierd. I've done some fiddling about with the icon positions and the speed increase ability so hopefully it should fix those problems, we'll see.

  36. #636
    Member Visitor13's Avatar
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    Poland - quite a nice place, actually.
    I love all these new features in this mod

    Unfortunately I've found a strange bug too. If you increase building health in 3- or 4-player games, you and/or at least one of your teammates will start the game with the basic building health. While all of the enemy players have their building health increased correctly.
    Very thankful to all who make mods for the Dawn of War series and the Homeworld games.

  37. #637
    The flying one corncobman's Avatar
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    Hmmmm I'm not sure what causes it but I'll definitely see what I can do to fix this.

  38. #638
    RetroInfinity
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    IG

    Valkyrie Transport is listed as Marauder Bomber in the Army Painter. Dunno if it mean anything.

  39. #639
    Member Visitor13's Avatar
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    Quote Originally Posted by Visitor13
    While all of the enemy players have their building health increased correctly.
    Scratch that part, I've just seen an enemy player with the wrong (unincreased) building health.

  40. #640
    The flying one corncobman's Avatar
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    @RetroInfinity - that's just me forgetting to change the tooltips.

    @Visitor13 - I've made some changes to the winconditions so they may work a little better in the next version.

  41. #641
    Got another one, Chaos sacrificial circle

    You can always build the plaguebearers but you never get to build one of the others (Screamers, deamonetes ..).

    This is, no matter what mark of chaos you choose.

    2x

  42. #642
    The flying one corncobman's Avatar
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    Yeah, I noticed it too and I've already fixed that.

  43. #643
    Now, this one is kinda strange.

    I noticed that various vehicles dont fire. They just close to zero range and sit there. Noticed it with the Tau Hammerhead and some of the lighter Tau vehicles. but its most noticeable with the eldar Fire Prism on focus beam.

    On the balance side, i usually play vs AI Hard or Harder.
    the races with a command squad like IG or DE are really tough in the early tiers. not only that the command squads are strong but they are also faster than light. it does however even out in later tiers.

    Overall i would say Tau and especially Necron are the strongest races (with all 5 monoliths build and maxed, the NL has almost 14k health, its an army of its own).

    Even so, my worst race to play with usualy is ork cause i just cant get used to them, my vote for the weakest race would go for SOB. The immolator just dies to fast and against a race with a strong disruptive attack like ig or ork traks they are on the bad end.

    Anyway, keep up the great work with this mod. It has had quite some evolutions from the first release to what it is now.

    2x

  44. #644
    The flying one corncobman's Avatar
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    IIRC if there is something is blocking the path or if the slope is too great then you won't be able to shoot, you'd have to move your vehicles to some other location. I'm in two minds whether to keep this feature or just revert it back to the way it was because it's not really intuitive and units think they can shoot and just sit there doing nothing.

    Regarding the Command Squads being fast as light, I gave most melee units a speed bonus when charging into melee, maybe this is what you are experiencing. The IG Command Squad I remember I gave the main General more health and reduced the health of the other members, and also reduced the melee damage of the General as well. Archon has always been a tough bitch to kill.

    I hadn't anticipated the Necron Lord's bonuses when I increased the number of Monoliths. Maybe I should make the bonuses apply only once or something.

    Tau are pretty strong, is there anything in particular that feels out of whack like completely overpowered or is it the race as a whole?

    Necrons I've noticed are really really powerful late game especially with all the researches done, perhaps I need to tone them down or something.

    You may be right about SoB being weak, I may need to increase their fighting ability somewhere, but IIRC I have increased their Faith resource gathering abilities somewhat and also increased their pool from 20 to 25 for each Holy Icon. Seraphims also get an extra member too. As far as vehicles go the Lightning Fighter is pretty good as far as I know. The Immolator is not really a tank for soaking up damage, more like a fast attack vehicle for breaking infantry and for shooting vehicles in a pinch. On the whole I haven't really had much problem playing as them.
    Last edited by corncobman; 11th Oct 09 at 4:13 PM.

  45. #645
    For the Tau, i think its a combination of skyrail and broadsides. Two squads of broadsides pretty much one shot vehicles while skyrails prevent infantry assaults. Combined with the area effect and the large sight range of the pathfinders, its a deadly combination.

    On the Necron Lord, well its not like you would get 5 Monoliths every day but still i think a max of 8 or 9k should be enough.
    The eco is part of the strong Necrons because the break point is way later than with other races.
    Against other races, once you own enough of the map, its simply gg. They cant keep up with unit production and research. This isnt true for necron. With all the generators at the base, you have to wade through an ungodly ammount of em. even if you hold like 80% of the map. Their weakness is in the early match, if you prevent a strong generator build. Actually, i dont think they are OP as a race, they just reach higher tiers and get to use their stronger units at times where other races already struggle.

    On the SOB, well i am not really sure what it is. I usualy give the ai time to build ie. i dont do the harras cause the ai cant really deal with it. Doing so with SOB i get whiped really hard.
    once the opposing race gets strong melee or area effect weapons up, my sisters drop like flies.

    On the other hand, it might just be me playing them wrong.

    2x

  46. #646
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
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    Norn Iron
    You definitely have a point about the Necron economy being too safe. It's also true about them being particularly vulnerable in early game.

    I don't really know what to do about them at this point.

  47. #647
    Well, kinda hard for me to make suggestions since i have no clue about modding this game. That basicaly means that whatever i suggest could be a manyear of work or not even be possible at all.

    Weak early game.

    I can see two reasons for this. The first one is that necron warriors cannot cap. as a result, a necron player needs more builders than you would need with other races.
    The second one is that necrons only have one unit producing building while any other race has 2 (like HQ and chapel for SM). So you have to build more scarabs but you have only one building to do so results in slower eco and weaker early game.

    The real problem is how to change that without making them totaly op as the game goes on.

    One idea would be to allow capping for NW and to make them available to also be build in lets say the summoning core.
    This would result in a faster eco but it might be nessesary to reduce the NW numbers per squad, at least in early tiers, to reflect that there are more squads on the field.
    This would have minor impact on mid or late game.


    Safe Eco

    The main reason for the strong Necron eco in mid/late game is the stacking of generators within the base. Once you have a critical mass of generators, map control looses its impact on the necron ability to fight.

    In theory, the easy solution would be to only allow generators to be build within the control zone of an obelisk. through adjustments of the control zone size, you could prevent stacking of generators around a single obelisk.
    That would make map control for the Necron player just as important as it already is for other races.

    However, i somehow doubt that this is possible.
    Hopefully, my babbeling makes at least some sense, english isnt my native language.

    2x

  48. #648
    Assassin2135
    Guest
    slight suggestion for another race you could (hopefully) add would be to get in contact with compiler for his daemon hunter race cause i honestly loved that mod i belive he had a ss compatable version >.>

  49. #649
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    @2_X_S - The trouble with making Warriors able to cap is they don't have any capping animations so they would look strange. I could increase the footprint of the generators and/or decrease the build area of the Monolith, apart from that there's not much I can do about the positioning since it's not possible to choose build areas for different buildings to use. Your idea about making Warriors buildable from the Summoning Core is interesting and I will think about it.

    @Assassin2135 - Yeah I've already got Compiler's go-ahead for making it compatible with the Daemonhunt mod, I'm just waiting on an updated Soulstorm release.

  50. #650
    Assassin2135
    Guest
    ah greyknight termies storming the hordes of chaos now THAT is something i like

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