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

  1. #651
    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.
    I was almost sure that it wouldnt work.

    however, decreasing the monolith build area sounds like an option. Necrons only have to build the 3 different core buildings and those are rather small. So it could be possible to prevent the building of gens within the monolith build area but still being able to build the cores. Combined with a reduction of the obelisk build area, so that you cant squeze to many gens around a single obelisk, would result in a more spread out generator build.

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

  2. #652
    The flying one corncobman's Avatar
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    Here's something interesting for you, while testing I found out that Necron LP3's were giving a +50 power resource bonus. Which explains why I suddenly went from +80 production to +350 in the space of 2 minutes.
    -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. #653
    Haha, not sure how i missed that.

    Are you sure that its only a +50 Bonus? I had 8 gens + a thermo plasma gen as well as both energy enhancements in my test game yesterday but as soon as i finished my first LP3, i maxed out at 350 energy production.

    Anyway, good find. That seems to explain the strong necron more than anything else.

    2x

  4. #654
    The flying one corncobman's Avatar
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    I think what's happening is that the addition type for this modifier is causing it to jump by a huge amount, making the power gathering hit the maximum straight away.

    I've discovered by making it have an addition bonus of 2 increases the production by +160 which is a bit odd. So a bonus of 50 would add +8000 if the calculations are the same.

    EDIT: Should I make it so the first 2 generators don't need an Obelisk or should I just leave things as they are?
    Last edited by corncobman; 16th Oct 09 at 8:00 AM.

  5. #655
    I think the way it works is ok. If anything is missing, it could be adjusted with the starting recources.

    2x

  6. #656
    The flying one corncobman's Avatar
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    Yeah those are my thoughts as well, I just wanted other people's opinions. Thanks.

  7. #657
    Great mod Corn, lot of fun new models and a descent balance fix.
    Are you by chanse working on the next version?
    If so here are some things that imo would be fun to put in.

    - add in the code fok uses to get stuff in melee snared (slowed down) its really a great idea because otherwise things just turn tail and run away even with the charge modifier you added in. That snare is really nice and gives a much more realistic feel, i mean after all: when a orc bashes you in the face you cant just turn and run away without having problems like him running after and cleaving you in two etc.

    Several campaign honour guards are really lacking in the hit point department, like tau stealth suits, i think they have less than 3 normal stealth guys when they are supposed to be the cream of the crop i assume its cause they are only leaders and they have less hp or some such.

    Otherwise it would be fun to add in some new stuff eh? :O
    space marine : chapter master from fok maybe and some more landraider variants.

    Imperial Guard: what abouth some extra baneblade variant like shadowsword and stormblade which are allready modded. Also you have the varients of the fire tank. one which is melta and other is uhm azid, i also remember some kind of artillery tank from ttru that was handy and could be gotten, might be something to give to IG.

    Tau: would be nice if you could add the research that makes tau broadsides fire on the move which imo is a cool abbility. This is also a fok thingy. Another thing that have always annoyed the shit out of me is how stupid the greater knarloc is for tau as a relic units its so damm unfluffy, tau are very techonlogy reliant and that thing have to eat a ton of food not to mention the hassle of dragging it around anywhere and when it goes berserk you really dont want to be near it, Manta ftw imo, there you have a super relic unit fit for the Tau, i think someone once made it actually just cant recall, what do you think abouth adding it in if possibly, maybe let people choose if they want it or those ugly lizards.

    Eldar: Scorpion grav tank!! sweet tank and the poor eldar need it imo :P

    Orc: no idea, battlefortress from ttru might be cool.

    Necron: no idea i doubt you want a pylon hehe.

    Sisters of stupidity: no idea dont know if any models have been made for these at all.

    Dark eldar: Same applies i guess, would be fun to have some grotesques and stuff but dont know if they are modded.

    Chaos: uhmm.. hmm..new greater demons corresponding to the various marks when someone makes them hehe, also in foks latest edition they made different chaos sorcerers for the various marks might be something to add in? Also the chosens for each faction could be fun to see. Are a few new spells there aswell.

    I think most stuff from FOK can be used if you give credit so most of the stuff here could be gotten, not sure abouth ttru havent seen zany lately so.. or even not sure if he made the models im refering too.
    Might be a bunch more fun models up for grabs, and you know what they say : the more the merrier :P

    Anyway really nice mod this here, i particularly like the fact that it allows youto play campaign.. so few does and skirmish gets stale after a while for me, so thank you for that aswell.
    Last edited by Pedro; 20th Oct 09 at 4:54 AM.

  8. #658
    The flying one corncobman's Avatar
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    Whoa a lot of stuff to digest.

    Are you by chanse working on the next version?
    Of course.

    I tried adding melee locking in a previous version but lots of people (me included) didn't really like it as it was too fiddly and didn't really feel right. Plus it was possible to get out of it but clicking like a madman away from the melee unit.

    I'll have a look at the honour guards and fix them if they are needed.

    Space Marines: the Chapter Master as an alternative relic unit would probably work but I'm not sure. Another Land Raider is a possibility.

    IG: I'll think about adding some other BB variant, but I don't know about any others apart from the Shadowsword and I think the titan cannon on it is a bit too powerful, so I may have to tone it down a bit. TTRU had the Hydra flak tank but I'm not sure if Zany Reaper would allow me to use it.

    Eldar: the Scorpion is nice but it's completely untextured, I'll maybe add it in when it's been skinned. Swooping Hawks would also be awesome.

    Tau: Broadsides firing on the move interesting but potentially overpowered. I've seen people say that Broadsides are pretty powerful as they are. As for the Manta, one mod had a Manta Air Strike as a bombardment style ability but the Manta itself might be too massive for use as an actual in game unit.

    Necron: the Pylon is the only missing unit and it's a bit too defensive for my liking

    SoB: the only other unit I've really heard of are Retributors but I don't think they've been made yet.

    DE: yeah nothing's really been modelled and made publicly available yet

    Chaos: Greater Daemons would be awesome but again nothing has been modelled and made for public use.

  9. #659
    Hmm melee worked perfect for me in latest edition of FOK.
    So stupid when the enemy just runs away from your melee guys, having the system as it is now pretty much excluded running melee units for anything but interupt/building bashing or defence vs other melee units. Atleast i never find myself buying melee units knowing that the enemy will just run away from them and as a result they will do shit damage.
    Would be nice if in addition to the above mentioned roles they could actually be used to do damage and not just interupt/defence/building bashing. But hey you said you tried it out and it didnt work so guess ill have to live with that.
    Maybe you could tell me how to activate the code so i could try it for myself or something hehe.

    I just did a quick run through of TTRU to see the units again, did eldar orc and imperial guard and was some new (old) units there:

    Imperial Guard had griffon mortar tank the shadowsword and the hydra flak tank.
    Eldar had Night spinner grav tank and a fully textured scorpion super tank.
    Orcs had gunwagon, battlewagaon and a battlefortress.

    I think atleast some of these are not widely used in other mods, would be cool to get some in. Give orcs a little more armor choices among other things.

    Offcource i dont know if Zany would let you use them but one could ask atleast if you fancied getting some into your mod.
    I wouldent mind asking if you would be interested.

    Also what did you think abouth implementing the various lords, sorcerers and chosen squads from fok? Each depending on the mark. would just be taking what youve allready done 1 step futher with more unique units for each mark.

  10. #660
    The flying one corncobman's Avatar
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    What I did was to give the melee units an ability with a very small radius and in the area_effect modifiers set enable_lose_control, modifier type to enable and the value to 1.

    I like the Night Spinner Grav Tank as it would add an artillery choice to a race which doesn't have one. I would ask Zany Reaper, but he hasn't appeared in months. The other units I haven't really used much.

    I think having the different Chaos Lords is a good idea, but I don't really like the Slaanesh Lord from the FoK mod, the helmet looks a bit silly IMO.

  11. #661
    I dont remember the particular helmet all that much, but your not gonne let one helmet stop you from bringing all those cool units into the mod eh? :O

    And dont forget the mark-unique sorcerers and their special spells. <grins>

    Also the ethereal in your mod uses the old fashion air strike why not replace that with the manta air strike or sumthing that some guy made, it looks alot cooler, there is also a warp storm for the chaos sorcerer made which is cool.

    Now we definitly need wraithguard for eldar.

    I tried to get hold of Zany to hear if he minds if people grabs a few units from ttru or dowxp if he gets credit for it, hopefully he will come back to me on that within not so long.

    Yeah also i wondered one thing abouth your mod, are there any guidelines you follow in regards to damage and how much damage units can take? like do big guns do good damamage vs any target or is it like a big cannon cant one hit 1 infantry cause hes "too small" etc

    PS: i wanted to give basic modding a try but coudent even get corsix to work all i got was an errror message when i tried to run it. Oh well that means i gotta leave all the work to other people.
    Last edited by Pedro; 20th Oct 09 at 1:36 PM.

  12. #662
    The flying one corncobman's Avatar
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    Yeah I suppose...

    The Manta Strike I will probably ask Gerberman about since his mod has one IIRC.

    Wraithguard I'm not sure about.

    I have no set rules or stuff for weapon damages, most anti vehicle weapons do little damage to infantry, but some do high morale damage, Fire Dragons for example. Big cannons tend to do a lot of knockback and have area of effect but not too much concentrated damage.

    Regarding Corsix mod studio, what error message comes up? Maybe the forum can get it solved for you so that you can start modding yourself.

  13. #663
    "The application has failed to start because msvcp71.dll was not found. re-installing the application may fix this problem"

    I download the program from corsix homepage, then extract the files and click the exe to start installation like described in the "how to do" in corsix page.

    Any idea what is wrong?

  14. #664
    The flying one corncobman's Avatar
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    The program needs a file to run but it's missing.

    Try downloading it from here:

    http://www.dll-files.com/dllindex/dl....shtml?msvcp71

    and either stick the .dll file in the same folder as Corsix Mod Studio or in the Windows/System32 folder and go Start Menu -> Run > Type the following into the box

    regsvr32 "c:\windows\System32\msvcp71.dll"

  15. #665
    Thanks man ill give that a try.

    PS: any info on upcoming version? :O
    Like new stuff or maybe release date. Hehe. Im abouth to launch a great war and debating whether to hold off for new version.

    Yeah i also noticed that when i was playing campaign (tau) the secondary comander in the heavy battlesuit didnt show up on buildmeny. Just letting you know, if its intentional its all good.

  16. #666
    The flying one corncobman's Avatar
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    It'll be some time yet, I've yet to code the new units.

    The Tau XV89 Commander not showing up is not intentional.

    EDIT: Before I forget, the new units for the next version are:

    Chaos Khorne, Nurgle, Slaanesh, Tzeentch and Undivided Lords
    Eldar Wraithguard
    SM Chapter Master and Land Raider Redeemer

    EDIT: OK I am in two minds whether or not to make the Chaos Lords purely cosmetic or give them some kind of unique special abilities or something.
    Last edited by corncobman; 21st Oct 09 at 1:02 PM.

  17. #667
    Nice man, good new units.
    By the way how do you intend to implement the chapter master, i mean in tabletop or flubb hes just like a powerful marine with a few extra wounds and some sweat gear, nothing like a "relic" unit type ala baneblade, land raider etc.
    Will he require a relic? Can you still run the landraiders or will you have to choose between them?
    He should be more powerful than the captain fully uppgraded atleast. Not sure what kind of weapon you want him to wield, maybe to make him different from the captain you could give him like a relic blade or a powerfist instead of the stereotypical thunder hammer, but i dont know.
    If you intend to make him an alternative relic unit then he need to be POWAH, maybe give him a retinue of honour guards as they allready modded. Hmm.

    What abouth making two doctrines for imperial guard, one infanttry and one armored company, infantry lets you buy more guardsmen that takes vehicle cap and armored company lets you buy more tanks for infantry cap. Would let you specialice more and could be cool but hey im just throwing ideas out here hehe.

    Imo you should make the various chaos lords different. Fok have unique abbilities for all of them and unique weapons, like blissgiver can insta kill infantry i think, manreaper scyhe is also very effective vs infantry. Small changes like that would be nice, khorn berzerker could do the least ranged dps and the most melee damage maybe, plague lord could have the most hps? The sorcerer lord should have spells and uhm yeah you get the idea, the sick hermaphrodite could have both a penis and a vagina!

  18. #668
    The flying one corncobman's Avatar
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    I was thinking of making the Chapter Master as an alternative relic unit which would be exclusive of the Land Raiders. So if you get one of either you won't be able to get the Chapter Master. Yeah the CM will have the Relic Blade and also the Combi Melta weapon as well. Having the retinue sounds promising, like a summon ability which spawns the retinue by his side or something.

    I'm thinking of maybe giving the different Lords a negative aura which would activate later in the game, e.g. Nurgle slows enemies, Khorne makes them less tough, etc. Except for maybe the Tzeentch Sorceror Lord.
    Last edited by corncobman; 21st Oct 09 at 3:18 PM.

  19. #669
    Uhm strange double post :O sorry my fault.
    Last edited by Pedro; 21st Oct 09 at 4:30 PM.

  20. #670
    Negative aura sounds nice, just hard to decide upon an apropriate effect hehe. What do you think abouth just giving the sorcerer lord the sorcerer spells seeing as you prob dont have the other unique spells/effects coded in yet?
    SLaanesh lord could get the power that the cannoness has that makes people unable to fire, due to hes magnificient aura blah blah just need to change the colour of it to like purple. hehe.
    Khorne is pretty much just one thing, a bloodthirsty powerful fighter, this imo is best symboliced by making him tougher in close combat unless you can come up with some dastardly aura that suits him perfect hehe.

    yeah regarding chapter master its pretty much a choise whther you want him as a one-man-space marine bloodthirster charging through the enemy crushing their buildings under hes boot. hihi, or as a leader with a suqad around him that together makes for a formidable force, more logical and relistic the last one ofc, but hey nobody ever said dow for abotuh realism :P

    Nice i like relic blade and melta for the chapter master. Good choice. YEah either have them spawn or have them be built like well.. part of a troup, that way you cant attach so will have less freedom though.

  21. #671
    PLEASE get the pylon in there, even if it is a bit defensive, it's just so fun

  22. #672
    Necrons can bend over and take it for all i care. Straight up the exhaust pipe.
    But yeah i agree, having it would be fun. Just as having tons of other models would be fun. Hehe. Just so much work to get everything and poor corn do have a life. (i hope)

    When i think abouth it necrons are prob the most unmodded race, look at all the models others have gotten made and Nek's are still wheezing around almost the same as they came out. Maybe theyr all in allready or something.
    In any case i get a bad feeling when playing them so i dont care much. Damm souless abominations (and dumb to boot!!)

  23. #673
    The flying one corncobman's Avatar
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    Yeah I agree, most of the other races have got units that were left out but Necrons don't have any extra units apart from the Pylon. They get shafted as far as unit choice is concerned.

  24. #674
    Yup and the Pylon is a super weapon right? So hmm hard to put in without tipping the scales of balance towards necron.
    They are allreadt powerfull enough.
    But maybe let them get pylon instead of monoliths, defence vs offence. Same as chapter master or landraiders for space marines. That is if im not totally wrong abouth them and they are just a mezly turret in reality and not the uber cannon ive pictured them as. :O I know there is a pylon in dowXP atleast.
    I would not mind necros getting one more unit would be their first as you said corn hehe.

    But hey its not what i primarily would want as i almost never play them.
    Kinda funny that i cant cope with playing "evil" factions.
    Whenever i dare to play nekron im like im a angry vengeful necrontyr who wants vengeance on the chtans for enslaving my people, im not into genocide and all that, same with orcs, dark eldar and chaos, gotta make up my own little story to survive playing them. :O

    Ive decided to wait til your next patch to start on my great crusade anyway. Maybe try my hand at a little modding in the meantime. :O

    EDIT: Make wraithguard tough hombres please, they have "power armor" and toughness 6 and wounds on 2+, and insta kills on 6 (regardless of toughness) and does glacing on 3 and 4 and penetrates on 5 and 6 vs armor in tabletop. They are pretty much the deadliest close ranged troops that exist, they shouldent be delegated to beeing anti tank or some such Please please please. I guess they need to cost a chunk and take up some cap though. hehe.
    Last edited by Pedro; 22nd Oct 09 at 10:33 AM.

  25. #675
    The flying one corncobman's Avatar
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    Bad news everyone, I have permission from gerberman to use the Warp Storm ability and the Tau Manta Strike ability from his mod.

    Wraithguard have 800 health and have infantry_heavy_high. So they should be tough enough. I made their weapons pretty powerful too IIRC. Start off pretty slow, Warlock leader makes them a bit faster.

  26. #676
    Assassin2135
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    oh god wraith guard this means im gonna have to try those silly little eldar now :P

    good job as always corncobman

  27. #677
    Hoho bad news indeed. Those abbilities are sweet, chaos are gonne be fun now with the new lords and the warp storm to boot, sm with a new landraider and da mastah of da crew, and eldar wraithguard hurh hurh. Tau manta strike is 10 times as good looking as that other shite, gotta have some impressive effects!

    Sweet news Corn. Keep it coming hehe.

  28. #678
    The flying one corncobman's Avatar
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    I am uploading now, should have it ready for download either tonight or tomorrow.

    EDIT: It's looking increasingly like it's tomorrow. I just discovered I forgot to add the research that enables the Warp Storm ability and made a mistake which caused the Tau Strike ability to go in an infinite loop causing a crash. Not to mention being able to build all Chaos Lords at once. Oops.
    Last edited by corncobman; 22nd Oct 09 at 5:36 PM.

  29. #679
    Wow your not slow are you, damm nice work man
    Thanks alot for that, cant wait to try it out.

  30. #680
    Assassin2135
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    btw just realized what do the wraithguard use as weapons my fluffs rusty as hell

  31. #681
    The flying one corncobman's Avatar
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    Wraithguard use the highly original Wraith Cannons. According to the FoK tooltips they are capable of creating tears in the fabric of space itself. That's about all I know.

  32. #682
    Wraitcannons work by opening up a small hole in the warpspace/real space tearing apart the target as it is ripped between dimensions. Sweet huh :O

    I think its the most powerfull handheld weapon ever made in the warhammer tabletop world. It always wounds on a 2+, a roll of 6 means instant death (regardless of toughness) Against targets with an armor value (tanks :O) it does a glancing hit on 3 and 4 and a penentrating hit on 5 and 6. It hs the following profile : range 12, strenght: X AP: 2 Assult 1

    ITS A MONSTER!!

    Wraithguard is the eldars answer for terminators only these guys make termis cry for da emprah and there wont be any steel rehn where they are. :P
    Overstatement ofcource, the emperors finest fear nothing! cause they are fear incarnate!

  33. #683
    Assassin2135
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    so wait

    wrathcannons are basically the weaponized (i.e handheld) version of a d cannon

    Sweet Emporer thats scary

  34. #684
    Oops hehe, well let us know when its up, i intend to download the second its there

    The missing stuff is easy to iron out?

  35. #685
    The flying one corncobman's Avatar
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    It's pretty easy to fix in itself, I just need to extract everything from the archive, copy the new stuff to the extracted folder and repack it. Then zip it up and upload it.

  36. #686
    Good good, waiting patiently then <fingers start tapping desk, and stares impatiently at screen> "upload damm ye! upload"


    Edit: Is it a whole new version or a fix/patch thingy by the way?

  37. #687
    The flying one corncobman's Avatar
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    It's a new version, both Attrib and Art files will need to be downloaded.

  38. #688
    Okay all good with that. so delete the old folder and install then i presume, goody goody, waiting in eagerness.

  39. #689
    The flying one corncobman's Avatar
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    Should be up in about 1 1/2 hours all being well.

  40. #690
    Wuhu. Cheers.
    Any other game changes than the new units and abbilities?

  41. #691
    The flying one corncobman's Avatar
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    Mostly minor changes nothing major.

    Eldar Warp Spiders get melee leap animations
    Tau Path of Enlightenment, Shrine of Montka/Kauyon and Coalition Centre increase Commanders health regeneration
    Some Necron nerfs.

    BTW I forgot to make it so when the SM Chapter Master dies, his retinue dies as well. It will be in for the next version. You can't reinforce the CM in the squad when he dies so if you want to build him again, you have no choice but to let the rest of the squad die.

    EDIT:

    Download 1.38 Attrib here or here

    Download 1.38 Art here or here

    Download Tyranids add-on 1.38 (23/09/2009) here or here
    (Requires the Tyranids mod version 0.45)
    Last edited by corncobman; 24th Oct 09 at 10:53 AM.

  42. #692
    Cheers Corn, gonne start playing campaign now.
    Thank you.

  43. #693
    Here is something corn: the warlocks that you can buy to accompany the wraithguard do not uppgrade their weapons like other warlocks, witchblade etc, the warlock that you can buy with the guardians and the seer counsil does so im guessing its a bug, also there are 2 warlocks accompanying the wraithguard is this on purpose or should it only be 1?
    Also the squad starts with 3 and you have the option of buying 2 more +the two warlocks, the 2 extra wraithguard dont cost any resource maybe this is intentionalk since they do cost 450 :P but i thought id mention it just incase. Also here is a fun thing, the wraithcannons do kinda low damage but the melee abbility of the wraithguard is uber haha, buildings go down real fast when they are meleeing, i think you switched the two?

    Ill add in more if i see it, checking out the new chaos and sm thingies now.

    EDIT: the tzentzian sorcerer lord do not get more health when you upgrade him same as the normal commander/sorcerer, i guess something went wrong and none of the new commander types get itm but i only checked the tzenthz sorcerer lord so cant really say 100%. The sorcerer did get it though. (i am talking of the 2 lord upgrades from the sacrificial circle)
    - Also when you choose a lord whether undivided or one of the others you dont automatically get the corresponding mark (the mark has to be bough from the sacrifical circle not restricted to the lord you choose, that allows you to go with a sorcerer lord and a bunch of khorn berzerkers, who really hate eachother, offcource it does give more versatility, i dont know what you want or intend, just letting you know.
    -Also i choose tzenth chaos lord and mark of nurgle to see if it was allowed when i tested it and my lord never got the bolt of change, maybe it is given by the mark of tzentzh and since i took nurgle one i never got it?
    I am pleased to say that warp storm worked perfectly though. Big nasty storm.
    Will be back after i test space marines.
    You can have both the land raiders and the chapter master at the same time, i got chapter master first and then i could freely click the land raiders and get the normal 2. Also when i built chapter master i could not get hes bodyguard, they were in grey on hes squad bar but i never got to build any and i think i had everything researched so hmm.
    Guess that was it, i havent checked tau orbital bombardment yet will do that soon but should work fine i reckon.
    Last edited by Pedro; 23rd Oct 09 at 1:18 PM.

  44. #694
    The flying one corncobman's Avatar
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    Hmmm...

    Ok Wraithguard Warlocks I will take a look at, it's definitely an oversight, there should only be 1. Wraithguard weapons are not supposed to be like that I must have switched the damages round or didn't check them when I set the values or something.

    I think I will make the Commander upgrades affect the god specific Lords less than the undivided one as it will make him more useful. Bolt of Change is given (or rather should be given) by the 2nd HQ addon.

    The different lords being available without choosing a mark is intended.

    Anyway thanks for the list of things to fix. It really helps when someone points these out.
    Last edited by corncobman; 23rd Oct 09 at 1:24 PM.

  45. #695
    Hehe just a pleasure, i dont mind testing stuff out.
    Speaking of the bolt of change my stronghold was leveled up and i never got it so so tier 2 do not give it.
    Also the wraithguard had no cap so you could get well 3x6 would be top hehe, maybe implement a cap of 2 or something.

  46. #696
    The flying one corncobman's Avatar
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    Ok I discovered that the Bolt of Change requirement was set to local_addon instead of global_addon so that's why it wasn't working. Chaos Lords don't get addons so DOH!

    Wraithguard having no hard cap is a good find. Totally forgot about that, they will be capped at two for next version.

    EDIT: OK, some news on the IG AI crashing bug, Thudmeizer has been working on a fix for it so we should see it gone really soon. Big thanks to him for offering to help with this.
    Last edited by corncobman; 23rd Oct 09 at 2:05 PM.

  47. #697
    Sweet, i just had an IG bug where i QTD'ed and i have been trying to replcate the conditions to find the fault but i guess you allready know abouth it hehe.

    So you taking wishes for the next version then? :O

  48. #698
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    You can make requests but there's no guarantee that I'll make them happen

  49. #699
    Hehehe. :O
    Well first i guess you want to iron out these newest bugs.
    After that hmm, i guess game is decently balanced right now, so that leaves what? More models and effects?

    There are still some nice abbilities out there.
    First of all you have several new abbilities for librarian, sorcerer/mark sorcerers, the various chaos lords, psykers that could be implemented. Are also some other stuff like the thing that the imperials uses to get a vulture gunship to pop up and saturate the area with missiles. And probably plenty of other stuff. This is mostly FOK stuff which is probably up for grabs as usual.
    With the warp storm and manta strike you have already given us sume sweet luvin in that department though, Hehe.

    As for models:
    Id like to see:
    Chaos: the mark specific sorcerers and their respective powers to get even more diversity, and WHEN it comes the different greater demons to belong to their respective mark and say a greater chaos spawn or sumthing for undevided, didnt someone make that? think i recall it..

    Imperial Guard: More variety in baneblades, atleast get the shadowblade in, it have an uberpowerful cannon but needs time to reload and have to be stationary for a good period before firing. It will be a very nice addition imo. Could also grab the hydra, the support sentinel and the Griffon from TTRU, im sure zany would let you use them if you sent him a mail. I have hes email adress if you need it. :O

    Orcs: Battlefortress would be really sweet for those not favoring the squiggoth, think there is one in ttru but im not sure if its really finished..

    Necron: guess they could get the pylon.. its a powerful defence but could be made a relic unit, it shoots small blast at several units in near viscinity and one big at a target far off, probably require line of sight so not terribly unbalanced.

    Dark eldar: sadly no models availible i think, not yet atleast.

    Sisters of battle: No models availible here aswell i think.

    Space Marines: Give them techmarines instead of those servitors for builders just like fok, they cost more and are limited to 2 or sumthing same as there, would be really nice, also get the Big head techmarine a servitor retinue, a few servitors with various weapon upgrades, or just heavy bolters and some tools for melee. I think i heard abouth a space marine air strike using a thunderhawk blasting away once, is that availible? would be a cool special abbility aka warp storm etc that would cost req and power.

    Eldar: Flying hawks FTW when they get in.
    Also id like to see the night spinner artillery tank and the scorpion heavy tank. They are both modded in ttru and im sure Zany would let you use them.

    Tau: I WANT THAT DUMB DINO DEAD AND BURIED.
    I read the codex and its like "and when it dont eat its handlers bla bla, they poke it and anger it and send it towards the enemy where it rampages until its killed. I'm like "OMG Get the ugly dino out of my codex, its the lamest idea ever for a tau unit. Tau are high tech who prefer ranged combat, sure they have some alien friends who excel at it but they do not want to transport that big lizard vast distances while it eats all their food and some of its handlers and then goes berzerk and gets insta killed by heavy armor before it reaches them, its just so anti tau..

    Tau should have the Manta for its relic unit. Its the only frickin big thing they have and seeing the manta hoover over the battlefield supressing everything while the tau advances is a majestic sight. I know its a little more costly than the rest of the relic units, but not everything there is codexy either so.. bloodthirster is like 250 points (codex demons) baneblade is 640 or so while i read somewhere that the stinky greater knarloc was 70 lol. A manta is like 1800 but hey, that dont mean much. Youll balance stuff anyway this is not closer to codex mod.
    Ive also never understood peoples reluctance to have the lesser titans into the game, sure its big but its not that big. A baneblade is 6,3 meters tall, 8,4 meters wide and 13,5 meters long while a warhound titan is 14 meters tall and quite wide and broad but still. Make it a little less big then and it will be the size of a baneblade, not like its a frickin imperator. Im just trying to say that titans are viable as relic units, also people say omg no theyze so powerfull. Well a baneblade is 650+some extra stash points while a titan is 450+weapon so nooo theyr not too powerfull either.
    It would be awesome if someone would make a new building for ALL races (mech bay type) and one scout-type titan for all races like warhound titan, revenant, small gargant? etc.
    Would be a really cool addition to the game, i think revenant and warhound allready exist.

    Anyway hope u enjyed reading this massive wall of text with a few spaces to brethe inbetween. lol.

  50. #700
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    For mark specific Sorcerors, hmmmm. I dunno. Seems like a good idea but I'm not sure I want to go through the extra effort.

    There are a number of Greater Daemon models that are in progress, namely by HorusHeretic for his Visions of Chaos mod but they haven't been released for public use.

    IG - I'll think about adding a Baneblade variant. I most likely won't add the Hydra. Support Sentinel, maybe. Griffon I think would overlap with the Basilisk a bit too much.

    Space Marines - I'm not inclined to use the Techmarines as the main builder it would be confusing to have Techmarines as builders and also a Techmarine as a commander unit. I'm not sure about having a Servitor retinue as I don't normally associate them with combat so I'd much prefer to have a squad of marines or something.

    Tau - I know the GK is a bit rubbish but there isn't really an alternative, if there was a Land Raider style equivalent freely available I'd stick it in without any hesitation.

    The only Titan that I know of is the Warhound by Winterdyne which is in the TTRU mod. It would be nice if it were possible to have all the Titans in and they fit in the maps perfectly with no pathing problems, but it's highly unlikely that I will add any Titans. Same goes for the Tau Manta.

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