I think Obliiterators count as heretic Techmarines?
I think Obliiterators count as heretic Techmarines?
Originally Posted by chelovek_veliki
Really? I didnt know that. Researching time....
ahh...I see, former techies. Interesting. Thanks for pointing that out.
Last edited by ProfMan96; 7th Aug 10 at 7:54 PM.
Last edited by corncobman; 8th Aug 10 at 9:31 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!-
Downloading, though I doubt I'd have much time for this as the next semester starts tomorrow (!!). In any case was wondering if you had a fix for the Dreadnought colour bleed issue in mind.
AI for Imperial Guard and Chaos has a few bugs so I will be releasing a fix for those soon.
Whoops, Chaos still hasn't been fixed. Get the updated fix
here or here or here
The Dreadnought colour bleed issue is driving me up the wall. I've tried just about everything I can think of bar adding the FoK one (which I don't really like as much).
EDIT: After much trial and error I believe I have located the cause of the colour bleed issue. Turns out it wasn't anything to do with the Dreadnought model or texture file at all, it was the IG Guardsman model. Gah!
I hereby declare the Dreadnought colour bleed issue purged!
The next version of the mod will fix that.
Last edited by corncobman; 10th Aug 10 at 3:15 AM.
Super mods, j'attends la mise à jour prochaine avec impatience. Petit problème lors du mode campagne, il arrive que cela coupe le jeu d'un seul coup, paf retour au u bureau. Bonne continuation
@boblaffy - The good thing is those pink boxes will be pretty hard to kill. ;p. Anyway I'll try and get that fixed for the next version.
@Paggan - Bonjour. Malheureusement je ne connais qu'un peu de français. Pour les questions plus difficile, j'aurais besoin d'un traducteur.
(Apologies if this is wrong, I only know a little bit of French)
Alrighty, I thought about Riotlungs ideas for a while and I had a few ideas of my own.
Mark of Chaos Undivided - Berserkers, Noise Marines, Plague Marines and Rubric Marines available with Sacrificial Circle, no weapon upgrades, heath upgrades through researches or abilities. Each having a soft cap of 3.
Mark of Khorne, Nurgle, Slaanesh and Tzeentch - Chaos Marines available with Sacrificial Circle, no health upgrades through researches, no Frag Grenades. Soft cap with Chosen.
In addition I could make the Mark of Khorne, Slaanesh, Nurgle and Tzeentch have an additional unit like the Chaos Lieutenant or something like that.
In an ideal world, I'd give Undivided an alternate Daemon instead of making all the other Daemons available.
Last edited by corncobman; 11th Aug 10 at 2:02 AM.
is there anyone here interested in an online game with me? I'm bored facing Ai over n over agian.
Sure, I've always wanted to test this in an online situation.
what should I search for? Your online username? But I don't think I'll be playing it for some time, maybe this tomorrow we could agree on a time? I would like to see how you fare in your own mod :P
Profman96 (High Primary mod tester) - joined 12/24/10
NOW RECRUITING. PM ME OR MOD LEADERS FOR MORE INFORMATION.
NOW BACK UP AND KICKING! BETTER STORIES AND MORE KICK ASS TRIBUTES TO COME
I am using the Steam version on this computer, my Steam id is corncobman21
In game I usually use corncobman or corncobman21 but I have only played a couple of games online ever.
How do we fix the pink box bug if we have mod tools?
I like the Chaos ideas you have there!
Just copy the Nob model files (.whe and .whm) from the FoK mod folder.
Of course you'd like the ideas, they're basically your ideas
Last edited by corncobman; 12th Aug 10 at 3:40 AM.
Is steam different from using Gamespy? I only use the online option in the game menu. Sorry for my noob-ish question.
There's pink boxes? I didnt notice any pink boxes
I'm pretty sure that the Steam version still uses Gamespy.
Steam is only used for the digital distribution in this case.
well, in that case, if you're ever in the mood...my username is Amirul96. I'll usually be online by, 7pm (GMT+). If anyone is looking for an online Corncobman's Fun Mod battle, PM me.
Found a bug, cult marines (slaaneshi) cant fire at aircraft. I'm not sure about the other cult marines, but my army of Slaaneshi cult marines got slaughtered by DE Ravens.
Anything else to copy? I got an untextured pink nob as a result. I believe you're referring to nobz_codex.whm and .whe?
Edit: Fixed, transferred over the same two files from an older version of the CCM mod.
Oh yeah, I forgot to mention the textures in the art/ebps/races/orks/texture_share folder, nobz_unit.rsh and nobz_unit.wtp. As well as boyz_unit_page_parts.rsh and mob_weapons_3.rsh. Anyway you got it fixed alright.
Looking at how Guardian Defenders are now replaced for model consistency, some of the default colour schemes have given very weird looking Guardians. I've resorted to using those included in FoK but it made Howling Banshees, Fire Dragons, Warp Spiders and Swooping Hawks look a little weird (for instance, too much white on Biel-Tan). Warp Spiders and Howling Banshees (non-Exarch) in particular don't match the Guardians very well. Perhaps consider using FoK models for those (then again, this mod uses a LOT of FoK stuff already) as well? The Warp Spiders in FoK are not very TC-able though.
Wraithguard has also become a pink box.
Edit: Hmm I've managed to implement most of these changes on my own, but had to make some attrib changes. In the event that I'd like to go multiplayer with this, would this cause sync errors (only changes made were pasting some of the FoK whms, whes and associated texture files, and changing the animator for some of the units to use the new models).
Bug Ork Mine Field uses Space Marine Mine Field hotkey in ebps.
Last edited by Rotlung; 14th Aug 10 at 3:34 AM.
Any change to attribute .rgd files will cause a sync error no matter how small. Changes to models or textures will not cause a sync error.
Okay noted, thanks.
Tankbusta infiltration icon takes up the top right button until a Da Boyz Hut is built, after which it returns to its proper middle second from left position.
Hmmmm, none of the Eldar aspect troops are very team colourable anyway, however the Warp Spider colour from the FoK mod looks horrible IMO.
Wraithguard seem a tad wimpy for their huge cost so I will be giving them a bit of a boost.
For IG, I'm thinking about adding Colonel Brom, making him the default guy in the Command Squad and then sticking the General in as a separate unit.
Last edited by corncobman; 14th Aug 10 at 5:47 AM.
is it possible to add those IG guys from the first Dawn of War game? I've been missing them a lot since I lost that danged disk a few weeks after I uninstalled it.
The general fits the command squad better than Brom in my opinion. Brom could be like some more powerful commissar or something, attachable to squads.
@ProfMan96 - I don't have the Dawn of War disc on hand at the moment. It's pretty unlikely that I'd add the old IG guys in anyway.
Hmm fair enough on the aspect warriors, though I think the Howling Banshees could be swapped with the FoK version given that they look markedly different from their Exarch. The same could be said for Fire Dragons though the difference isn't that great.
Also, please give a unique hotkey to Storm Guardians, chosen marines, and the Requisition Bloodthirster/Chaos Land Raider researches!
XV22 Tau Commander Command Shield Drone and Gun Drone have a tooltip that refers to protecting Kais.
Last edited by Rotlung; 15th Aug 10 at 8:04 AM.
Ok, Banshee and Warp Spider skins use the FoK versions.
Hotkeys fixed up and Tau Commander Shield Drone tooltip fixed.
Last edited by corncobman; 15th Aug 10 at 8:29 AM.
I have a questions. Is it possible to give the death cult assassin an aura that stops any physic powers being cast while they are in range. I know that the death cult and sisters of silence are different, but I just finished reading "A Thousand Sons" and was intrigued by the null maidens. Maybe you could consider this? It would be interesting to see that.
No, it's not possible. It's all or nothing, i.e. stop all abilities from being used. I can't choose to stop some abilities and not others.
ah...i see. Excuse me, I have no experience in modding whatsoever :P
ok, any new units? O will the next version mainly be fixes?
Hmmm not really any new units, just some existing units being updated.
Namely Ork Nobs and Nob Leaders, IG Guardsmen and Sergeants, Eldar Warp Spiders and Wraithguards. Although the IG Colonel counts as new unit somewhat.
Mostly fixes really. Chaos Tech tree reworked a little and few changes here and there.
I think it's more important to work on stabilising the mod and bugfixes (granted there aren't that many I think) than add new stuff, since most new stuff tend to introduce some bugs. Ideally every unit would have a unique hotkey (I'm working on implementing a half gridkey, at least for buildings and troop recruiting) but it would be quite a bit of work, both modifying the attribs and creating the corresponding entry in keydefaults.
As a side note, I think all traces of the Swordfish should be removed, both in tooltips and from the AI (it seems the AI would try for a while to requisition swordfish even though it can't).
I find the Sisters of Silence ability working on Death Cult Assassins a little iffy, heck it would be quite a bad fluffrape. Pariahs are probably the prime choice for this but it doesn't work as mentioned before and it would complicate the Pariahs a little too much already.
I think Eldar have too many Elite Heavy Infantry units, which doesn't really fit their "tactical-timing-finesse" playstyle. Fire Dragons and Warp Spiders (can't remember for Wraithguard) are Elite Heavy Infantry. Ideally they shouldn't have any Elite Heavy Infantry armour apart from Wraithguards (lategame unit and generally slow and tough).
Fire Dragons Elite Heavy Infantry status is a leftover from vanilla DoW which I think it could be reduced to to Heavy Infantry. I'm not sure why Warp Spiders are Elite Heavy Infantry (they are one of the few jump troops in the Eldar army, more based on ambushes and quick strikes in my opinion), because their armour isn't really much better than say Striking Scorpions.
For a damage sponge, Wraithlords and Wraithguards work perfectly.
Last edited by Rotlung; 15th Aug 10 at 9:41 PM.
Fire Dragons sort of need their armour type because of their low range and now reduced mobility. They also have to stand there constantly firing in order to do their damage so they need to be pretty tough as they don't do their damage in one shot, rather lots of shots one after another.
Warp Spiders armour type was a request as I lowered their health a lot, from around 600 to around 400 which is quite big difference. I still find that they die quite quickly so they aren't that good as damage sponge. They also don't get upgraded to elite heavy armour until very late game.
Hmm okay, thanks for the clarification!
Edit: On a side note, I noticed that with the files for the original Eldar voices files that you uploaded a few pages back, I still hear the deepened voices when either the Autarch or the Seer Council is built (saying something like we now have this point). I think they were supposed to say something like the "The Council has arrived" (for Seer Council)? Not so sure on the Autarch, but since he uses the Warlock lines it could be one of those lines too.
Last edited by Rotlung; 16th Aug 10 at 6:19 AM.
Yeah the Autarch uses the Warlock speech files. It's a bit strange that I appear to have put the two capture sounds into the unit complete sound folder. Hmmmm...
The Fire Prisms has several firing modes? It appears I can have both switched on/off at the same time, which is pretty weird. I'm guessing it should be a toggle-able like FoF, either switched on or off?
I'll try to get the Fire Prism weapon as a single toggled ability if I can. I tried fiddling about with it before but I didn't have much success.
EDIT: I can't make the weapon switch back when the ability is turned off, it just stays at the second weapon the whole time. It seems that toggled abilities don't work with the modifier properly or something. I could make the ability timed so that the second weapon is only active for a set duration or I can only keep it the way it was.
Last edited by corncobman; 17th Aug 10 at 8:30 AM.
I'm not very sure. I don't know what the engine is capable of. The only toggled abilities in the engine I can think of are FoF and toggled Infiltration but those don't deal with weapons. Maybe it could be automated like the Obliterator code but I can't really remember what the two different beams are used for. If they have very specific efficacies against specific targets, it could be automated to use those weapons in those manners.
I don't think it should be timed unless one of the weapons is clearly superior to the other, such that there isn't much of a benefit to switching it off halfway (Berzerk Fury is an exception though I guess).
If you're keeping it in that current state, perhaps add a tooltip to explain how exactly to go about using the ability without it bugging up? To be honest I haven't figured out how exactly to make it switch reliably. Just switch one off and keep the other on?
Also, I notice that Fire Prisms are available in T2 together with Falcons and Wave Serpents. Since the Fire Prism is essentially a Falcon with a different weapon platform, could they be standardised health-wise? (To be honest a Wave Serpent uses the same chassis but since it's much more of a transport than a tank it could stay at its current value)
Idk why, but it says the Nobs model is bad.
A Follower of the Chaos God/Goddess Slaanesh. For he/she is the god/goddess of Sex, Drugs and Rock 'n Roll!
@Riotlung - I don't think standardising the health is a good idea because the Fire Prism doesn't have any transport capabilities. If the two were to have similar health values the Falcon being much cheaper would be chosen every time I feel.
The two Fire Prism weapons are very different to each other. One has a fast rate of fire and is very good against infantry. The other fires slowly, is good against vehicles and has splash damage and knock back.
I must admit that having two toggled abilities, while they do work, are quite confusing. The weapon only switches when you click one of them to on. Clicking the ability to off does nothing. If both abilities are on, you need to click one off and then on again to make it switch.
Having a weapon group like Obliterators would work I suppose, but sometimes the weapon targeting is a little bit buggy. When it switches targets for example the weapon it used last will be used for the new target, even if the armour type is wrong and you have to manually target in order for it to use the correct weapon.
@Angel71090 - the Nob squad has pink box because I botched up the model files. The next version will fix that.
Hmm fair enough, though then again you'd probably purchase weapon upgrades for the Falcon which also adds to the cost (albeit to a limited extent).
Since the Obliterator method runs into these problems, I guess it would be best for the Prism Cannon to remain as it is.
Ok, I've found a way that keeps the Fire Prism's dual functionality but with a slightly less confusing method. Play around with it when I release the next version and let me know what you think.
Okay, will be looking forward to it!
By the way, for the Chapter Master's retinue, it isn't Veteran Sergeants who form the retinue, but Honour Guards. Implementing the Honour Guards proper would best use the Honour Guard models from FoK (ie those with the winged helmets). Only problem is that I don't think there are models for Honour Guards (and Chapter Banner/Chapter Champion) with jump packs (since they don't have jump packs in tabletop). Since you're going with a jump pack scheme, perhaps they can just be renamed to Veterans?
The Veterans instead normally make up the retinue for the Force Commander/Captain (Sternguard and Vanguard would suffice for this in my opinion).
It appears that Honour Guard from the FoK neither have jump packs nor many weapons. I don't think that I'll change the model for the sake of fluff compliance so I think I'll just rename them.
Ok, looks like I'll be releasing the next version soon barring any bug reports. Highlights include some new Wraithguard Wraithcannon effects, Chaos tech tree changes and a lot of miscellaneous changes and fixes.
Last edited by corncobman; 19th Aug 10 at 9:00 AM.
If I remember correctly, Requisition Land Raider and Requisition Chapter Master were also using the same hotkeys as that of the unit they granted access to (not unique, though if they were placed at the same position on the UI similar to how aspect stones are handled, it wouldn't be an issue as far as hotkey implementation is concerned. The same goes for Bloodthirster/Chaos Land Raider).
Chaos and SM shortcut keys / icon positions have now been fixed
I've only played three games but I must say I love this mod already. It's the perfect balance between adding new options and keeping the game's vanilla flavor (and will try to merge it with extra races mods for extra fun)
If possible I'd like to know if an average joe like myself can fix the pink boxes for Ork Nobz and Eldar Wraithguard or just wait for the next version
I found bloodletters to act funny when attacking some units. They would sometimes attack normally but other times they'd stand still frozen and their models looked slightly different, as if with different horns. Also, you probably know this but the latest FoK public beta has a finished texture for the Defiler's alterante head which your mod seems to lack
I will be releasing the next version within the next few days so it's probably better to wait.
Bloodletters probably don't have any sync kill animations so when the sync kill happens the model behaves funny. Defiler I will fix now.
Attrib file here or here or here
Art file here or here or here
Last edited by corncobman; 20th Aug 10 at 9:49 PM.
Thanks for the update
This is me being greedy, but I tried to merge CCM with a bunch of race mods (IDH, SL, Nids and BT to be exact) using the SS Mod Manager. However, the game CTD if I try to load CCM into the Mod manager comined mod (even if it's the only mod in the list). I thought it couldn't be helped but then I tried the same using SS Legions instead and it worked perfectly (except something seems to have gone wrong somewhere and now SS Mod Manager is giving me trouble to revert back. Guess I'll just do a clean install of Soulstorm).
Can you give some hope for my dream? I can't ask you to make a compatibility add-on for every single race mod in existence like the one for Nids
Also, I noticed that all races have a hero in the HQ recruitable from the get-go. You've probably thought this over way more than me but to maintain the standard for vanilla races maybe they should require the T1 barracks to be built first as a requirement, even if they're recruitable from the HQ building. This perhaps shouldn't apply to Necrons
There are currently 1 users browsing this thread. (0 members and 1 guests)