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

  1. #451
    The flying one corncobman's Avatar
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    Long overdue update, the next version is out

    Grab 1.30.5 Attrib here or here Outdated see further down for most up to date version

    Grab 1.30 Art here or here

    Grab Tyranids add-on 1.30 here or here
    (Requires the Tyranids mod version 0.45 to work)


    Have fun. .
    Last edited by corncobman; 22nd May 09 at 11:56 AM. Reason: outdated attrib file links
    -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.-
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  2. #452
    great news, dnld-ing now

    Found one bug so far: when playing with heroes on, the experience level gained by the units don't show up properly, instead os showing the current level, it shows a "no target" message followed by a number with the $ symbol.

    I saw that the broadside squad is now 3 men strong again. Is it intentional ir a bug?

    And also you might wanna consider making aircraft squads of 2 with increased damage values. The current values are a joke, even with the HP modifier on it takes almost 30 secs to kill a single guardsman!!!
    Last edited by Firewarrior1705; 2nd May 09 at 10:11 AM.
    Inter arma enim silent leges

  3. #453
    The flying one corncobman's Avatar
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    Hmmm I may have forgotten to include the Heroes .ucs file.

    Download and extract this file

    Yeah I made Broadside squads have 3 in a squad. 2 just didn't feel right to me.

    Aircraft might need more tweaking, I haven't tested them extensively.

  4. #454
    Welcome back!

    One thing I've encountered when I've built a chaos mark, a purple box appears near my HQ. Is anyone else noticing this or is it just me? I really like the screamers though =).

    Also for IG, the Grey Knights can enter a MARs pattern command but when I try to deepstrike them, they won't come out. It might be because GK takes up 2 slots while Kasrkins take 1 but I dunno...

    Anyways good work!

  5. #455
    The flying one corncobman's Avatar
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    Ah that should not be happening, thanks for reporting it. I will try to fix that for the next release.
    Last edited by corncobman; 25th May 09 at 11:06 AM.

  6. #456
    RetroInfinity
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    Some bugs from 1.30.0

    Eldar upgrade "Fortune:Imbue" makes Banshees not lose morale.

    Heavy Weapons Team Lascannon cannot target air units but bolter/autocannon upgrades can.

  7. #457
    It looks like all of the chaos marks are fixed except for Slaanesh, I'm still getting a pink box... All the others show a glowing orb.

  8. #458
    The flying one corncobman's Avatar
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    @RetroInfinity

    Strange, are you sure it's Fortune and not something else?

    @boblaffly

    That should be fixed in the next version. Hopefully.

  9. #459
    Try making the air units 2 in a squad and adjust the damage accordingly, atm 4 fighters are very hard to manuver, not to mention that the crappy damage they do(they can barely scracth enemy armor and soldiers) makes them completely useless on the battlefield.

  10. #460
    The flying one corncobman's Avatar
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    The way I see it is I either make them single units or I make them a squad of at least 3. I don't know why but 2 in my opinion seems a bit daft to me.

  11. #461
    RetroInfinity
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    I'm pretty sure since once you upgrade the Fortune the Banshee morale stays at 400 despite losing units and taking damage by flamers,immolators or any morale damaging weapons.

  12. #462
    I can confirm what retroinfinity is experiencing. Even withouth the fortune upgrade, Banshee's morale regeneration is unusually high and stays as 400. With the upgrade, when one unit from the squad dies, it drops to 398 for a split second and comes back up instantly.

    I've been playing with only Assassinate and Destroy HQ objectives on.

  13. #463
    The flying one corncobman's Avatar
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    I think I have a theory as as to what's happening. It might be caused by the evasion passive ability which gives a 20% chance of receiving no damage or morale damage. The problem (I believe) is that when morale damage received is set to 0 the morale for the squad jumps instantly to the maximum value.

  14. #464
    reitschule
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    This is my first attempt at modding DoW and I found my way here. I like the sound of fun mod lol. I also have the tyranids mod - so how exactly do I use them together? which module do I run? do I have to combine or rename some folders? *scratches head noobishly*

  15. #465
    The flying one corncobman's Avatar
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    If you have the Tyranids mod, you need to download and extract the Tyranids addon at the first page of this thread as well as the other two files (if you haven't already done so). Then run Soulstorm and select the Game Manager from the main menu. Then click on "Corncobman's FunMod + Tyranids" and that should run the Fun Mod combined with the Tyranids mod.

  16. #466
    reitschule
    Guest
    Thanks!

  17. #467
    RetroInfinity
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    Dark Eldar
    -"Upgrade Leader Health 1" gives Incubi black spikes with no texture.
    -"Upgrade Leader Health 2" gives Incubi black helmets with no textures.
    -Warrior Squad Units with upgrades "Splinter Cannon/Dark Lance" does not appear when loaded on a Raider.

    Necron
    -"Restore Monolith Upgrade" is faded.

  18. #468
    The flying one corncobman's Avatar
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    Haven't noticed the Incubus texture bugs I'll take a look at them later.

    I'm afraid there's nothing I can do about the Warrior weapons when in a Raider.

    I noticed the Restored Monolith bug and it's fixed.


    EDIT: Achon wargear texture fix (which includes the Incubus) from DoWPro will be included in the next version. Thanks to Nicodemus and the DoWPro mod team.
    Last edited by corncobman; 16th May 09 at 7:44 AM.

  19. #469
    Your latest Data folder download seems to be messed up. You have the AI folders repeated twice, and no Data Attrib folders at all.

  20. #470
    The flying one corncobman's Avatar
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    Strange, I will fix it later tonight when I get home and/or upload the newest version.

    EDIT: Mlai, by any chance is one of the ai folders inside the corncobmod folder itself instead of the data folder? I made a mistake in one of the earlier releases so that might have been the cause. Just delete everything in the corncobmod folder apart from the 2 .sga files prior to installing the new version and hopefully that should be it. Anyway glad too see you haven't lost interest in this mod.

    New version is available

    here or here
    Last edited by corncobman; 22nd May 09 at 12:10 PM.

  21. #471
    somehow, in 1.31 the DE ai is completely braindead ie. it does absolutely nothing.

    2x
    Sometimes, a majority means that all fools are on the same side. (even so "Sometimes" seems to happen rather often)

  22. #472
    The flying one corncobman's Avatar
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    Yea, probably. Probably a mistake I made when I tweaked the AI files. I also noticed that the IG AI crashes. I will try to fix those soon.

  23. #473
    I downloaded your latest version and I didn't have any previous version. What I saw was that you had the ai and attrib folders inside the data folder, but inside the attrib folder I saw the ai folder repeated again, rather than the attrib folders such as ebps or sbps.

    Here's something fun you can do with Banshees' power swords that I don't see anyone else do. I had it in DOWpro a long time ago, but I think it got lost in the version edits...

    How to make Banshee power swords light up like lightsabers only while in combat:
    1. Currently, as soon as you research COW, Banshee swords light up permanently.
    2. Go into eldar_banshees event manager files. Ability/fighting_juice_event controls the light-up powerswords.
    3. Change has_active_range to True. Set range_min to 1, range_max to 100. This means that when the value is between 1-100, the event activates.
    4. Give banshees an "apply_to_entity" modifier (in its self-modifier table) that gives "enable fighting_juice_event" a -10.
    5. Give banshees an apply_to_entity in_melee modifier that gives "enable fighting_juice_event" a 3.
    6. In COW research, set "enable fighting_juice_event" to 9.
    7. Now, as soon as you research COW, Banshees will fight with light-up swords. But when not in active combat they'll turn off their lights to conserve energy. ;-)

  24. #474
    The flying one corncobman's Avatar
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    That sounds really cool. I have got to do that. .

    Thanks.

    EDIT:

    New version is out:

    Download 1.31.5 Attrib (25/05/2009) here or here

    With any luck it should fix the AI bugs for the Dark Eldar and the Imperial Guard.

    Also has the Eldar Banshee glowy swords thing suggested by mlai.
    Last edited by corncobman; 25th May 09 at 11:07 AM.

  25. #475
    RetroInfinity
    Guest
    Some bugs with 1.31.5

    Orks
    -I get " Fatal AI error" when fighting orks.

    Sisters
    -Seraphim Superior and Mistress don't have "Zealot Charge" animation.

    EDIT:
    Tau
    -Getting crashes when fighting Tau using "mont'ka path".
    Last edited by RetroInfinity; 28th May 09 at 10:29 AM.

  26. #476
    The flying one corncobman's Avatar
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    I'll have a look at the ork AI. Not sure if Seraphim ever had an animation for the Zealot Charge, I could be wrong though.

  27. #477
    The flying one corncobman's Avatar
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    New version is up!

    1.32 Attrib here or here

    1.30 Art here or here

    Tyranids add-on 1.32 here or here
    (Requires the Tyranids mod version 0.45 to work)

  28. #478

    WOW!!!

    Best mod ever!!!! thanks!!! amazing keep working on your mod please.. by the way could you please add more win condition or units in the future please!!! sorry for my bad english hahahaha well thanks for the wonderful mod friend keep the good work

  29. #479
    The flying one corncobman's Avatar
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    You're welcome! Thanks and glad you enjoy it.

    I'll try to add more win conditions but it may be hard due to my lack of skills and imagination. .

  30. #480

    =)

    well i have some simple ideas what about add skills to heroes and units that have no skills or have 1 or 2 this will add more fun to the game and... you could make all units more expensive this way players will care way more about units making the game more slow and strategic and if they have more skills i think they will no care so much about the new costs hehe well ..only some ideas

  31. #481
    The flying one corncobman's Avatar
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    Nice ideas, I will think about adding cost modifiers to units. Some to increase the costs and some to decrease the costs.

  32. #482
    RetroInfinity
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    The new teleport, drop pod, jump Knockback effects = Amesome

    Bugs:

    Ork-
    " Fatal Ai Error"
    IG-
    Ai spams millions dropship deep strike planes. Probably the IG Sentinel deep strike thing.
    Chaos-
    Getting game crashes when fighting more than 3 of them. Probably something to do with win conditions . Since "Annihilate" do not crash but when adding more win condition to it does.

  33. #483
    The flying one corncobman's Avatar
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    Could you take a screenshot of the console when the Ork AI error happens?

    I have also noticed the drop ship animation spamming. I'll try to see what's going on.

  34. #484

  35. #485
    The flying one corncobman's Avatar
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    Thanks. It's a very strange error I've not encountered before.

    It appears to be Fortress that's causing the problem. Try disabling it for the moment and see if it helps.

    Could you also list the win conditions you've activated along with what maps and such it happens on?
    Last edited by corncobman; 22nd Jun 09 at 11:28 AM.

  36. #486
    Resident AI guy thudmeizer's Avatar
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    Odd. We don't have any reported Ork AI issues with Fortress since all scar does is increase the potency of LPs, Turrets, and Mines. If it breaks for Orks it should for others. If anything its Massive Battles that still has minor Ork problems due the Waagghh Resource.

  37. #487
    The flying one corncobman's Avatar
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    It could also be my woeful attempts at coding the AI too.

    I added a bunch of strategy files for the new units like the Deff Dred and the Killa Kan.

    The error doesn't seem to happen when I'm playing though.

  38. #488
    Resident AI guy thudmeizer's Avatar
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    Hmm but the Fortress game mode should not be impacted if your mod's Orks work fine "as is". Does your fortress code look like:
    Code:
    	},
    	ork_race =
    	{
    		Post = "ork_gork_totem",
    		PostAddon1 = "ork_gork_totem_addon_1",
    		PostAddon2 = "ork_gork_totem_addon_2",
    		PostHealthModifier1 = 1.5,
    		PostDamageModifier1 = 2.0,
    		PostHealthModifier2 = 2.0,
    		PostDamageModifier2 = 3.0,
    		Turret = "ork_waagh_banner",
    		TurretAddon = "ork_waagh_banner_gunzaddon_2",
    		TurretHealthModifier1 = 1.5,
    		TurretDamageModifier1 = 2.0,
    		TurretHealthModifier2 = 1.5,
    		TurretDamageModifier2 = 2.0,
    		Mine = "ork_mine_field",
    		MineHealthModifier = 3.0,
    		MineDamageModifier = 3.0
    If anything, comparing our Advanced AI 3.10 with yours should yield code differences that may divulge the issue. We're releasing v3.20 for SS VERY shortly as well as a DC equivalent so perhaps u can update to that new code base as well.

  39. #489
    The flying one corncobman's Avatar
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    I don't remember making any changes to the Fortress file and running a comparison shows the two being identical, so it might not be Fortress after all.

  40. #490
    RetroInfinity
    Guest
    Pretty much been using

    Annihilate
    Auto Reinforce
    Game Timer
    Handout
    Handout More
    Handout Bonanza
    2x production
    faster production-both are checked even if you click one or the other
    Fortress

    I turn off Fortress but I still get Ork ai error on original and custom maps.

  41. #491
    The flying one corncobman's Avatar
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    Ok, try loading each of them one at a time and see if there's any change.

  42. #492
    RetroInfinity
    Guest
    I still get the error with Annihilate only.

    I tried Take and Hold only and got this http://i750.photobucket.com/albums/x...rktakehold.jpg
    this was a IG/SM/Sister vs 3 Orks.

  43. #493
    The flying one corncobman's Avatar
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    Hmmmm, very strange. All I can suggest for the moment is to completely delete everything in the CornCobMod folder and reinstall the mod again. Sorry

  44. #494
    Are you going to add new units in the next release?
    By the way you have done a great job with the mod.

  45. #495
    The flying one corncobman's Avatar
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    I will probably be adding the Striking Scorpion Exarch and the Swooping Hawks from the FoK mod (love that mod) when the next release is out, all being well.

    Apart from that I dunno.

    EDIT: The SM will get the Razorback in the next release. Starts with Twin Heavy Bolters and upgradeable with Lascannon. Slightly tougher than Rhino, and slightly slower. 1 transport slot.

    Eldar Warp Spider Exarch will get an ability that temporarily boosts the squad damage to heavy infantry since I feel that Eldar are slightly lacking in late game.

    I also feel SM is a bit too powerful late game especially the Land Raider. So I will be toning its damage slightly against infantry.

    Oh and More Sluggas for Orks will no longer make Slugga squads free. *evil laugh*
    Last edited by corncobman; 26th Jun 09 at 4:43 AM.

  46. #496
    Great I cant wait for the next version, I will kick some ass with my razorback!
    Will you include chaos mark system like in FoK? If it is possible?

  47. #497
    The flying one corncobman's Avatar
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    I sorta already have. You build the "mark" of your chosen god from the HQ and a glowy orb appears. The only thing it does is give you a choice between Khorne Berserkers, Noise Marines, Plague Marines and Rubric Marines.

    It's also worth noting that you can change your choice at any time by killing the orb and kill the above troop choice and then rebuild a different mark.

  48. #498
    Oops I didnt notice that, *hides in shame*
    So I if I choose mark of slaanesh, can I recruit horrors of tzeentch or not? And does the chaos lord change and gain particular ablities, if you have choosen a particular mark?

  49. #499
    The flying one corncobman's Avatar
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    No nothing else has been made dependent on the marks. You can recruit Horrors at any time.

    As for the Chaos Lord having different abilities, it doesn't fit with the vision of the mod that I have, a.k.a. I am too lazy.

  50. #500
    Has anyone done the Valkyrie air transport yet? Soulstorm has made it possible. Perhaps FoK does it?

    Do air transports! ^o^

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