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

  1. #701
    Yeah i know , there are def not enough titans and stuff modded hehe, just thought id mention it as i love titans.

    Well the techmarine always comes with servitors in TT (if your paying for them) and also in the fluff techmarines are often portrayed with their own servitors (novels etc)
    Can have up to 4 servitors and they can be armed with heavy bolters plasma cannon or multi meltas, he can also have close combat servitors with powerfists etc or just plain servitors assisting him in repairs etc. Also the techmarine is not a commander same as the chaplain or captain hes more of a support unit him leading other marines seems a litle strange servitors is much better
    I dont know i just thought it would add a flair to the techmarine and would be cool. Just making suggestions hehe.

    Also i have a suggestion and an observation regarding the devestators and havoc squads, would it not be better to have them starting with bolters and then upgrading to missle plasma or laser cannon? Right now they cant get heavy bolters when thats one of the weapons devestators use plenty off. Same goes for havoc teams i reckon unless some other rule apply there. Ive noticed that the starting missle launchers of the havoks and devestators do crap damage compared to the tactical marines or normal chaos marines's missile launchers, the difference is huge, i shot plasma reactors and LPs with them and the 5 dev marines took like 3 times aslong to kill the stuff with their lauchers as the tac squad with only 2 missles. This pretty much makes the devestators and havoks useless against armor and buildings i reckon, much better to get tac marines with more hps more bolter fire in addition to as god or bettr anti armor.
    What you think?

    I kinda agree with you on the IG, hydra wont see much use due to little use of aircrafts and the fact that most can target them anyhow, and yeah if your not playing with foks insane range bassie they will be pretty similiar both providing artillery support with bassie beeing longer range, and griffon beeing more tanklike with shorter range. What abouth getting some heavy weapon mortar troops in? Still plenty of IG vehicles around but most niches are filled., so they dont really need anything. Well you could always go with a warhound titan as a 2 relic unit instead of a 2 baneblade. I mean point wise in tt theyr not that different. Grab winterdynes model and reduce it by some points its not really that huge compared to the baneblade in any case so i think a reduction would be worthy of merit for any die hard. Hehe. And all the titan lovers would be happy. If you could get a hold of a building from one of the titan mods that have stalled and use that to build the monster it would be even cooler. Of all the factions IG is the army most likely to see titan support i guess. Statistically speaking atlast.

    I know you want flying hawks when they come out, and you said youd like the eldar artillery tank, what abouth the scorpion from ttru, it looks good its fully textured even has a effect which flickers on and off to simulate the holo field.

    Over in fok forum theyve been talking abouth upgrading the LPs and Turrets with new weapon systems if that were modeled it would be cool to get.

    Ill try to twist my mind to come up with an alternate tau relic unit, not going to work though as i dont think there is any out there and i cant model/animate for shit haha. Would jsut be a pink box riding over the shore. :O

    What abouth implementing the jumping attack that many melee units now now in fok, assault marines hmm think even howling bainshees etc, it looks like they jump into the enemy when in close rangte looks pretty cool.

    Also another thing dont you think the Autharch of the eldar has a bit to short range on hes gun, he has to get really close and its not like hes carrying a melta.

    As i said before you could make two doctrines with IG, infantry company and armored company or some such and to make it real easy just give access to buying more leman russ for infantry cap when picking armored company and more guardsmen for vehicle cap for infantry company, that way you can choose to field a large portion of tanks or a large portion of guardsmen, may be to easy to be any cool though i dont know what do you think?

    Thats it for now im tired and mind cant come up with anything.

  2. #702
    The flying one corncobman's Avatar
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    For Devastators and Havocs one of the things that was suggested was to remove the Heavy Bolter as the default weapon as it would make the Heavy Bolter weapon upgrade for Tac squads redundant, and make the Devastator squad use Missile Launchers instead. I then lowered the damage to not make the Tac Missile Launcher redundant, but since the Weapon upgrades for Tacs now do a lot more damage I may have to bump up the damage a bit. You also have to take into account the fact that Tac weapon upgrades cost twice as much and take twice as long as before. So buying two Missile Launchers for Tacs is equivalent to buying another squad.

    I might make the IG have doctrines which increase the squad cap by 10 for one and increase support cap by 10 for the other. We'll see how that goes.
    Last edited by corncobman; 24th Oct 09 at 3:57 AM.
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  3. #703
    Well a devesatator will always have more heavy weapons than a tactical, a tactical is tougher and have more ordinary weapons though so more suited to a frontline role where devesatators should be held back as pure firepower. I dont see why it would be redundant, right now whats happened is that devesatator have lost their effectivness vs infantry and heavy infantry while beeing delegated to a anti tank/building role. Having them start with heavybolters would give them back their old role as multipurpose firepower effectiv vs all with the right upgrades. Will tacticals do less ranged damage, yes, but devs are also more frail.
    Survivability and melee effectivness vs superior ranged firepower. My 50 cent.

    Also id recomend having the sentinel start with multi laser and improving the effectivness of the flames for right now you WILL always buy something for the sentinels just to get rid of the useless flamer hehe. Also having a flamer on sentinel is kind of a special weapon beeing used for special occations makes more sense if it starts with a multi purpose weapon effective in more sits and vs more units to start with. Start with multi laser, can upgrade to an improved flamer, lasercannon and autocannon.

    Would be nice with 10 extra cap aslong as you could get extra leman russes for it. Thats the frontline vehicle of the guard and its used in great masses running your two lemans forward pluss the baneblade and lesser armored vehicles just dont feel like a proper cavalry attack.

    Also just have to mention this, i love the new look of the commanders, they look so damm more polished. WHen playing campaign for the first time i was like whoa, damm shiny graphic on these guys when i was picking my faction. First time ive seen that in a mod campaign wise.

    By the way speaking of commanders, the space marine commander starts with a chainsword but when he hits with it its a powersword for a second before beeing a chainsword when hes in passive mode again, kinda funny hehe. This is campaign though.

    EDIT: have you taken a look at the eldar-harlequins -craftworld mod that have released its contents for public use? its in mods in progress, and it has lot of sweet stuff, inc working swooping hawks, also thud and others are working on getting it completed to a high standard and when its released i think it will be open for grab. It really has some sweet stuff in it. So to add to my wishlist i now want swooping hawks and war walkers lol and have you seen the wraithguard weapon graphic... so much better.. now it looks like they actually open up holes in reality hehe.
    Last edited by Pedro; 24th Oct 09 at 8:46 AM.

  4. #704
    Hi CCM,

    Can you upload your files to MediaFire or anything else ? I keep having problems with downloading from FileFactory at my location (and the dead FileSend link doesn't help).

  5. #705
    The flying one corncobman's Avatar
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    I don't think I'll allow the building of more Leman Russes as they are pretty powerful with all their weapon upgrades.

    I haven't had a look at the Harlequins mod. It would be nice to have a proper Harlequin squad with an assortment of units instead the single type that is there currently.

    EDIT: Filesend link for Art file fixed

  6. #706
    You should download it, just need to edit the module to get it to work, its for dark crusade but thud and a bunch others are nearing the end of the soulstorm version i believe, There is a nice flying hawks model in the stuff you can download though and a nice harlequin unit with great harlequin death jester etc, pretty sweat looking and a nice glowy effect hehe, also the wraithguard guns have a pretty damm cool graphic, there is also a air strike abbility there pluss modified units of well.. anything eldar i think. Also new buildings. Althoug not all are in perfect order hehe, anyway once soulstorm version gets out it will be perfect i think, totally new take on eldar units and stuff, id seriosuly advice you to shove it in hehe. Would make an excellent addition to an allready very excellent mod

  7. #707
    Hi CCM,

    How to load the Fun mod and the Fuggles mod at the same time ? I checked the loading log and it said since a folder for CornCobMod_random wasn't found, the mod wasn't loaded.

  8. #708
    The flying one corncobman's Avatar
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    OK I has been stupid. I forgot to include the CornCobMan_random folder in the zip file. Dur!

    To save you redownloading 19mb for one measly file I've uploaded it separately here:

    http://www.filefactory.com/file/a062...Mod_random_zip


    EDIT: Mediafire links are up. Check the first post.
    Last edited by corncobman; 25th Oct 09 at 7:06 AM.

  9. #709
    New updates are really nice, i hope we can see more stuff in future :P, thank you Corncobman. A small notice although i cant recruit Chapter masters bodyguards, perhaps you check it out.

  10. #710
    The flying one corncobman's Avatar
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    Yeah I made a mistake, the next version should fix that. I forgot to add a reinforce bit for the squad.

    I will try to upload it sometime within the next week.

  11. #711
    Thank you very much, it's working fine and mighty !

    But there's one thing that irks me : why is the reinforcement cost of the 3-strong Sentinel squad 50% of a new one ?
    Last edited by zzz47; 25th Oct 09 at 2:08 PM.

  12. #712
    The flying one corncobman's Avatar
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    Good question. I think I had the cost of the squad to be something like 225/225 originally and decided to make them cheaper at some stage. I will make the squad cost slightly higher and the reinforce cost slightly lower.

  13. #713
    Yeah, hope that will be fixed in the next update.

    Just wondering if you can also give the Chimera turret upgrades (i.e. Heavy Bolter / Autocannon) or a hull-mounted Heavy Bolter upgrade ? And for the Leman Russ, a pintle-mounted Heavy Stubber upgrade ? (OK OK, I'm not asking for any Hunter-Killer Missile here, though that doesn't sound half bad) Some more upgrades for the Inquisitor apart from the teleporter would also be very useful.
    Last edited by zzz47; 25th Oct 09 at 3:01 PM.

  14. #714
    The flying one corncobman's Avatar
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    I don't think I'll be able to add the pintle-mounter Stubber because there can only be a limited number of weapon upgrade slots that can be displayed in the reinforcement panel.

    Codex Chimera will be in the next version. With Autocannon, Heavy Bolter, and hull mounted Heavy Bolter and Heavy Flamer. Codex Sentinel will also be in starting with Multi Laser and upgradeable to Heavy Flamer. Also can be tied up in melee.

    Inquisitor upgrades - what do you mean, health upgrades or weapon upgrades? If you mean health upgrades I could make the 2nd Command Squad research increase the Inquisitor health slightly, if you mean weapon upgrades, the Inquisitor already gets the melee weapon changed from the Power Sword to the Daemon Hammer. I don't think I can add a new research as there is very little space left in the IG buildings.

  15. #715
    So you mean the upgrade slot limit is 4 ? In that case, I think you can put the pintle Heavy Stubber in the same place as the hull-mounted Lascannon (not sure which one should come first) or put it on the command panel as you did with the Dreadnought.

    Regarding Sentinel weaponry, I also think that letting it start with Flamer is a bit weird and multilaser should work better. The upgrade options should be Autocannon (the IG here is Cadian-based anyway), Lascannon and Heavy Flamer and maybe Rocket Pod.

    Giving Grey Knights to IG is a bit questionable, considering the duplication as well as the plethora of flame weapons already available to IG. Maybe giving a Deathwatch (Ordo Xenos) squad will be more approriate. Or maybe just give the Inquisitor the ability to form a retinue (Stormtrooper, Kroot Merc, Gun Servitors, etc.) like the Command Squad.

    Since we talked about Codex here, do you have any plan to give pintle-mounted Storm Bolters / Combi-Bolters to all SM and Chaos vehicles ? (a Rhino with Storm Bolter maybe too much but a Razorback with SB should be fine) Another thing with SM is that if the Tac squad size is 7, then the Term squad size shouldn't be 8 (they're an elite formation anyway). Maybe 4 or 5 is OK. And yeah, addition of Cyclone missiles should also be great for the Terms.

    Also wondering should the choice of the Chaos Mark be the same as the choice of the Lord ... Leaving them as two separate choices gives flexibility but will be illogical.
    Last edited by zzz47; 25th Oct 09 at 5:18 PM.

  16. #716
    The flying one corncobman's Avatar
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    So you mean the upgrade slot limit is 4 ? In that case, I think you can put the pintle Heavy Stubber in the same place as the hull-mounted Lascannon (not sure which one should come first) or put it on the command panel as you did with the Dreadnought.
    The way it works is you can only get upgrades that overlap each other only if they are the same weapon hardpoint. The hull mounted Lascannon is a separate weapon hardpoint to the the pintle mounted weapon so they can't go in the same place.

    Giving Grey Knights to IG is a bit questionable, considering the duplication as well as the plethora of flame weapons already available to IG. Maybe giving a Deathwatch (Ordo Xenos) squad will be more approriate. Or maybe just give the Inquisitor the ability to form a retinue (Stormtrooper, Kroot Merc, Gun Servitors, etc.) like the Command Squad.
    I dunno I kinda like the Grey Knights where they are. I'm not sure if I would be allowed to add Stormtroopers, I think they are from the Inquisition Daemonhunt mod and I can take them out of there separately.

    Since we talked about Codex here, do you have any plan to give pintle-mounted Storm Bolters / Combi-Bolters to all SM and Chaos vehicles ?
    Not really.

  17. #717
    There are stormtroopers in fok though, and they def do not have the full mod of inquisition integrated so should work eh?

    Sweet news on codex chimera and codex sentinels.

    Have you tried out the winged hawks yet and seen the harlequin squad etc from the craftword mod corn? I personally think they all looked fine but ofc gonne be interesting to see what thud and team has made out of it..

    EDIT: if you really want the stubber you can always have it when you build the vehicle.

    So new version will be: codex chimera, codex sentinel and i assume fixes for the chapter master/wraithguard/chaos lords?
    Last edited by Pedro; 25th Oct 09 at 9:20 PM.

  18. #718
    The flying one corncobman's Avatar
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    I haven't tried the Harlequins/Craftworld mod yet. Thudmeizer apparently knows someone that has the Swooping Hawks animated and stuff. I just need to get him to send them to me.

    So new version will be: codex chimera, codex sentinel and i assume fixes for the chapter master/wraithguard/chaos lords?
    Yup.

  19. #719
    Well if thud knows someone then it must either be the free stuff that you could just download yerself or hes own modifided team's work. Hehe.
    I downed the work done so far by shin gouki which he said everyone could use and it had a fully working swooping hawk model, textured and animated it seemed. Could just extract it from there or maybe that requires extra work an its alot easier to get someone to send it to you. i dont know.

  20. #720
    Hi CCM,

    Just noticed the Honor Guard squads don't have the full range of upgrades available to their normal counterparts (i.e. HG Guardsmen only have grenade launcher and plasma gun). Also wondering should the HG Sentinel have 2 units or get a HP Boost - for something that cost 340 RP, it's a bit too frail.

  21. #721
    How is it going Corn? Let me know if you need me to test anything before uploading the new stuff, i wouldent mind giving new features a test run to check for bugs.

    Offcource you could just fix it in next version so.. hehe.

    EDIT: just came across a bug: played space marines and the vanguard space marine weapon upgrades are a little buggy when you first build them they have bolt pistol and chainsword and the sarge have storm shield and power sword, when you buy the plasma pistol upgrade sarge exchanges storm shield for plasma pistol and when you buy power fist upgrade he gets a thunder hammer instead of power sword.(this is all good and proper except that exchanging storm shield for plasma pistol is kinda strange) When you buy the upgrade blinding charge (says it will give plasma pistol and power fist)it gives the vanguards plasma pistol but not power fist and when you buy the heavy armor deployment (says it will give them storm shields and thunder hammers) it only gives them storm shields.
    Last edited by Pedro; 26th Oct 09 at 9:44 PM.

  22. #722
    The flying one corncobman's Avatar
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    I've removed the Plasma Pistol weapon completely from the Vanguard Assault Marines, as I feel they make the weapon upgrades on normal Assault Marines redundant. I will try to fix the melee weapon upgrades. I'm inclined to leave the Sergeant upgrades as they are as you are exchanging a melee weapon for a ranged weapon.

  23. #723
    Yeah having the seargeant with a plasma pistol might actually work, he can be the lone guy that has a ranged weapon, in reality having no range would be mighty strange, 1 plasma pistol which packs quite a punch fixes that somewhat hehe.
    Although in game terms having 1 pistol is worth nada, one guy cant kill shit alone hehe.
    Im good with both versions really, seageant keeping hes storm shield even with plasma pistol upgrade or him getting the plasma pistol.

    I dont know what exactly the storm shield does for them in any case. Does it modify their hp, armor etc?
    And what exactly except for the visual candy will getting power fist/thunder hammer do? increase damagei reckon or is it just a visual modification here?

  24. #724
    The flying one corncobman's Avatar
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    It just boosts their melee damage slightly, it doesn't do much else. I could give them a damage reduction bonus it might make a bit more sense.

  25. #725
    Yeah storm shield for damage reduction, power fist/thunder hammer for damage. Thunder hammer used to be able to stun stuff i recall, dont know if these do hehe.

    EDIT: i replied with email, hope you got it was my first ever send, just to be safe im putting this here so you can reply if you havent gotten. hehe.
    Last edited by Pedro; 27th Oct 09 at 3:03 PM.

  26. #726
    The flying one corncobman's Avatar
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    Some new stuff will be added for the next version, namely the Swooping Hawks and the Scorpion from the Craftworld mod.

    EDIT: Orks also get Lootas.

    I've made the God specific Chaos Lords each have a different bonus for the Symbol of Chaos Research.
    Last edited by corncobman; 28th Oct 09 at 2:48 PM.

  27. #727
    Cheers Corn. Great News. Eldars is gonne be very happy campers. Think youll get it done by this week or next?

    EDIT: very nice Corn, your also still adding in codex chimera and sentinel as planned?

    Yeah i looked at the harlies in craftworld and the great harlequin is missing some textures on mask and weapons which im sure you noticed, have to wait for thud to get hes stuff out i guess.

    What exact different bonus have you worked in for the various marks?

    What do you think abouth adding venerable dread for SM and chaos dread for chaos by the way?
    Last edited by Pedro; 28th Oct 09 at 7:40 PM.

  28. #728
    The flying one corncobman's Avatar
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    Khorne Lord gives weapon attack rate increase
    Nurgle gives slight increased in health and health regeneration
    Slaanesh gives slight increase in movement speed and accuracy on the move bonus
    Tzeentch gives slight reduction in melee and ranged damage received

    What do you think about adding venerable dread for SM and chaos dread for chaos by the way?
    Not at the moment maybe later.

  29. #729
    Noticed that space marines first chapter veterans honour guard only have 2100 hps and its not modifed by research like other space marines, are you using a formula to set honour guard hp or just using a suitable number?
    3 normal space marines with research has 1957 hp, and with a full squad they have 4898. I just thought id mention it cause seems like honour guard hp are fluctuating somewhat. Assault Marine honourguard had a tad more but not much.

    Also the space marine captain and the chapter master have the same voices maybe change the chapter master into one of the other sm captains voices, i dont know was one in fok1, dark crusade and then soulstorm so its 3 different right?

    Also when building space marine veterans in campaign they get blue armor hmm i think ultramarines, they have a different shoulder emblem aswell.

    Finally the chapter master seemed to do a tad bad ranged damage to infantry, he have a combi melta which is a combined bolter/melta gun but he took just aslong killing regular infantry as the sm captain with a bolter alone, i figured maybe the bolter or sumthing wasnt dooing any damage. Anyway just an observation. He def did more damage to buildings using the melta though so that part worked.

    In any case not a big deal, just figured i might throw it in here.
    Last edited by Pedro; 29th Oct 09 at 7:05 AM.

  30. #730
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    I'm not using any formula or anything just some made up value. Considering that in the unmodded Soulstorm campaign, the Honour Guard Marine units had around 1200 health and were single units and the normal squads were 3120 health in total, I don't think it's much of a problem. I may increase the health slightly but they also do a lot more damage too.

    I might switch the Chapter Master to use the existing Force Commander voice and the FC to use the old FC voice.

    I'm not sure if I can fix the blue veterans in the campaign so I think you'll just have to live with it. Think of them as allies or something.

    Chapter Master ranged damage against infantry increased.

  31. #731
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    [PHP]I'm not sure if I can fix the blue veterans in the campaign so I think you'll just have to live with it. Think of them as allies or something.

    you should be able to use IBBoards texure tool to fix their skins, IIRC.
    Insanity is the exception in individuals. In groups, parties, people, and the times, it is the rule.

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  32. #732
    Nice nice, oh i dont mind blue veterans, they can be some sort of special gung-ho marines or allies whatever my mind can make up. I just mentioned it hehe.

    Yeah its not like they die instantly hehe, i just felt it was a tad odd that they had abouth the same hp as a regular marine seeing their "uber" !! hoho. Just let it stay as it is if you fancy, really not an issue hehe.

    Would be very nice if you fixed chapter master/captain voice yes.

  33. #733
    So how abouth a uppgrade Corn? How is it coming along? no rush offcource, take all the time you need, just curious hehe.

  34. #734
    The flying one corncobman's Avatar
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    Just for that, you're not going to get it now. Muahahahahahh.






    Just kidding. I was away from home so I am only able to put the links up now.

    Uploaded it today. Mirrors will follow. Or something.

    Download 1.39.1 Attrib here or here or here

    Download 1.39 Art here or here
    Last edited by corncobman; 1st Nov 09 at 12:34 PM. Reason: The evil monkey in my closet made me do it

  35. #735
    Cheers, your ma hero!!
    Thanks alot Corn.

  36. #736
    Chaos Havocs start with missile launcher and can build 2 heavy bolters or 1 lascannon and 1 autocannon or any combo with a cap of 2 overall and 1 lascannon and 1 autocannon.

    Ill post more here when i see it, dooing a test run of various new stuff now.

    EDIT (more stuff)
    SLaneeshi lord speeds across the map like speedy gonzales think he need to be slowed down a tad hehe.

    Also the Nurgle chaos lord looks like the undivided one, (i seem to recall he looked different so maybe he just uses same model)

    Also when you put mouse cursor over every lord it says lord of chaos undivided even though its not so guess their individual description is missing. (except for undivided that is)

    Eldar scorpions are always stealthed, there are no on off button for their stealth so i assume they can attack people while beeing stealthed is this the way its meant to be? i dont mind but it differs from the ranger/scout type stealth eh.

    Wraithguard still starts in melee stance, guess it would be better if they started in ranged stance as thats what they excel at?

    The new scorpion super heavy tank has very short weapon range, it almost need to be ontop of its target, and as it only has 3 weapons, its shuriken cannon for anti infantry and its two pulsars anti titan guns i think its weapon could use a little toning. I suggest that you give it far longer range on its main pulsar cannons, and more damage and the pulsars should also be effective vs infantry/heavy infantry, maybe make the pulsars have a prism like aoe explosion when it hits infantry only more powerfull. it is after all a relic unit super heavy tank ala baneblade. in comparison the baneblade has 8 weapons, some of which are very powerfull while the scorpion has 3 of which they are all supbar to the baneblades.

    Also noticed something strange going on with the falcon and the wave serpent transport tanks. They have alot of weapon upgrades but seems stuff there are bugged you should try it out and see what you think, among other things although they buy missile launcher they dont get it.

    Wave serpent also had a strange graphical glitch that happened when it shot at something, a blob expanded outward from the tank and you could see some writing within. Looked kinda strange, like some poor eldar trapped within my pc tried to send me a message. :O

    Vanguard space marine still dont get thunder hammer when you buy heavy armor deployment, they get storm shields though.

    You can still get both land raiders and chapter master aswell.

    SPace marine devestators start with bolters now but they can still buy 2 bolters 2 missile launchers or 1 laser c and 1 plasma c. Maybe make it so they cant buy bolters sincethey allready have them and make them able to buy 5 missile launchers or sumthing.

    Also i suggest increasing the mass of the chapter master so he dont get thrown away and knocked down so easy, him beeing a relic unit he should be fairly tough and some places one can get perma knocked down thrown away, that kinda urinates on him hehe.

    On the good side, wraitguard seems to work well, havent really run damage tests yet but they seemed good, swooping hawks was very nice, chaos lords worked nice, bolt of change was ingame. Havent really tested the IG doctrines but they seemed fun, havent tested lootas.
    Ill post more as i come across it. But for now thanks for the work and new stuff.
    Getting better and better.
    Last edited by Pedro; 31st Oct 09 at 6:25 PM.

  37. #737
    The flying one corncobman's Avatar
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    Chaos Havocs and Devastator weapon upgrades - Hmmmm odd.

    I will check the Chaos Lords and see if they are wonky. If they are I will kill you - I mean fix them.

    Most of the stealth is toggleable with a few exceptions, stuff like the IG Vindicare Assassin, SM Skull Probes, Tau Stealth Suits and all infiltrating melee units have infiltration which is always on. They are meant to be like that.

    Good point about the Wraithguard. I will fix this.

    Scorpion needs a bit of work yeah, I was just working on getting it working without any fx errors, and making icons for it.

    I will check the Falcon and Wave Serpent upgrades.

    p.s. I hate you


    EDIT: seems that the Nurgle Lord squad file was referring to chaos_lord instead of chaos_lord_nurgle. Must have forgotten to change it.
    Last edited by corncobman; 31st Oct 09 at 6:29 PM.

  38. #738
    Lol.
    I know you love it!

    Edit: ahh i didnt know stealth was supposed to work that way, i like it though, was afraid youd remove my brave scorpions stealth. :O

    Also i checked lootas they look alot like kommandoz, looks like same models, same weapon upgrades, a few differences like hp and that kommandoz gets super stick bomb. Just thought id mention it incase something wrong.
    Last edited by Pedro; 31st Oct 09 at 7:40 PM.

  39. #739
    The flying one corncobman's Avatar
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    Hmmmm I thought I fixed that already. Damn.

  40. #740
    Thanks for the work, CCM !

    Not able to download it right now, just a little question : have you Codex-ified the Chimera and the Hellhound yet ?

    Came across a copy of the 5th ed. IG codex a few days ago. Turns out the Hellhound got a new interesting variant : Devil Dog, armed with heavy meltas - wondering if this should be put in the mod too, hmm.

    Considering the sheer diversity of Leman Russ variants and the issue of pintle-mounted weapons, may I suggest a new scheme ?
    - Split the LR into two branches, one for AI and one for AV. The AI upgrade path can be Conqueror -> Demolisher -> Exterminator. The AV path can be Vanilla -> Annihilator -> Vanquisher. The hull- and sponson-mounted weapons upgrades can be changed accordingly. Both branches share a cap of 2-3 units. (now that you added that armor doctrine, it should be reasonable to give an extra cap for LRs)
    - Only one upgrade for both sponson-mounted weapons, so a slot for pintle-mounted weapons can be opened. Or maybe we can just add an upgrade in the Mech Cmd / Mars Pattern that gives all Leman Russes pintle-mounted weapons. (is this possible ?)

    Also, do you have any plan to add variants of the Baneblade ?
    Last edited by zzz47; 31st Oct 09 at 8:48 PM.

  41. #741
    The flying one corncobman's Avatar
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    Chimera yes, Hellhound no.

  42. #742
    There are still a ton of units to put into game if your looking for them. :P You have 2 more hellhound variants aswell, the devil dog your talking of and one that sprays azid.

    Im not gonne ask for more models before the stuff allready in are ironed out though, hehe.

    Regarding scorpion, if i can make a few suggestions.
    Id like to see it become faster, and maybe get a jump abbility. It should def be faster than baneblade. Also id like for its pulsar cannons to get a massive boost in dps, also dooing aoe damage (like prism) but stronger vs infantry and shit. If we compare it to baneblade ,baneblade should have more hps but the scorpion should be faster and have jump, baneblade should have more damage but the scorpins pulsars should still do a shitload of damage, especially since were looking at 8vs 3 guns balance wise, needless to say that means that the pulsars need to be strong to make the tank worthwhile as a relic unit. And they need to do aoe or the tank will be useless vs infantry making it sub par to baneblade.

    The only worthwhile variant of the baneblade would be the shadowsword imo, the others the one with a plasma blastgun and the one with a huge siege cannon (see steel legion for both) are just to similiar to the standard baneblade, and should not be priority. Hell its not that i dont want em, but also remember that you can only hve 1 baneblade if you could field 2 or even 3 things would be very different. SHadowsword is very different from the baneblade in that it only has 2 sponsons and a frickin huge monstrous longest range in game gun that can plow through anything it hits in 1 shot, it has to stand stil for several seconds before firing the gun and it takes a good while to recharge. So pretty different.

    Also why is IG Guardsmen plasma gun tier 3 when all the others are tier2? Is plasma stronger than say melta?
    Last edited by Pedro; 31st Oct 09 at 9:20 PM.

  43. #743
    @Pedro: yeah I know that there's still a ton of IG units to be put in, so I just ask for the ones I've seen implemented somewhere else. The Devil Dog just replaces the Inferno cannon with a Heavy Melta, so that's simpler than the chem cannon on Baneswolf which is kinda a totally new weapon. Most Leman Russ variants have also been implemented in many other mods. At least two variants of Baneblade, Stormblade and Shadowsword respectively, have also been implemented, albeit not very well done. Since those two kinda overlap the role of Baneblade as long-range fire support and the presence of titan-killer tanks in a battle without titans is ridicuous anyway, I think a good candidate for Baneblade alternative is the close-range assault Stormsword - not sure if anyone have made this one though.

    Edited : just saw your remarks above. I tried the Shadowsword in a mod quite a time ago and I remembered that the thing was kinda OP. Granted, the waiting time for that huge volcano cannon to recharge was long, but every shot of it just one-shot most infantry and nearly killed most light vehicles. And also doesn't it overlap the role of the Bassy's Earthshaker round ?
    Last edited by zzz47; 31st Oct 09 at 9:30 PM.

  44. #744
    The stormsword is a worse tank than baneblade though, even in close range it does less damage, it has 2 flamers, 2 heavy bolters, a hull mounted heavy bolter and a massive siege cannon, even with the siege cannon the baneblade do way more damage with its 2 laser cannons, 2 heavy bolters, hull mounted heavy bolter, siege cannon, battle cannon and autocannon. Dont see why anyone would want the stormsword its a poor mans baneblade hehe.

    EDIT: also the siege cannon on the stormsword is a titan weapon (titan killer who does 1d3 structural damage to massive vehicles like titans) so its really no difference between that weapon and the weapon on a shadowsword in that regard just a huge range ofc hehe.

  45. #745
    Too bad no one's implemented the Stormhammer or the Gorgon Transport yet The prospect of the destruction wrought by that ridiculous dual-turret/four-sponson config or the possbility of hauling a bunch of Ogryns and Kasrkins right into the heart of the enemy base without a dent would be definitely a hell of a time.

  46. #746
    Hehe yup for sure.

    When were talking power id liek the land raider ares here. Like 6 lasercannons or sumthing on it eh hehe, talk of super vehicular firepower there, looks like shit though stupidest design ever.

    Yeah guess it was TTRU, but in that mod vehicles was god. 1 basilisk round would kill any 1 squad, a machinegun would mow down infantry like as in real world etc. The titan gun there 1 shot anything i think lol.

    It cant be that nasty in this mod or any other, remember a melta gun is an armor chewing monstrosity aswell, not so much in most mods though, meaning their real damage gets toned down ALOT. Id say a shadowswords gun will have a darn long range and have blast damage when it hits infantry id say it should be able to kill 1 squd of almost any infantry, maybe not the toughest ones but most others, and it should take away half a leman russ health in one shot at the very least. Downside is it need to stand still for like 2-7 sec before firing (charging up) and then it should have a downtime between shots on say 5-10 sec. If you balance it right it shouldent be a problem at all. Remembe it also needs line of sight which reduces its effectivness alot.

    If you aim all your baneblades guns at a vehicle or a infantry suqad their going to go down pretty fast aswell. Dont think many will last more than 10 sec.
    Last edited by Pedro; 31st Oct 09 at 10:22 PM.

  47. #747
    Hmm, just checked it out. The Chimera's still the same, guess I'll have to wait for the next update then. Multilasers on Sentinels are great, making them a good mobile kill team in tier 2.

    Should we add 1 more cap to Leman Russ / Basilisk with the new Armor Doctrine ? Or 1 more cap to Kasrkin / Ogryn with Infantry Doctrine ?

  48. #748
    Dont think they need more cap on units, can run plain guardsmen for infantry or some other shit for the extra points, bassies, leman russ, sentinels, chimeras, if you cap em all its way over what you can take anyway. Giving them extra tanks would be over the top. I want IG to have more tanks too, two leman russ just dont cut it for me, but that is not good balance wise im afraid.

  49. #749
    The flying one corncobman's Avatar
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    Minor update. Links above updated.

    Mainly fixes and stuff.

  50. #750
    Awesome work Corn, you sure work fast. )
    Usually this little fix woulda taken 1-4 weeks in any other mod hehe, thumbs up. Your ma hero.

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