Damn fast work, CCM ! You're the man !
Damn fast work, CCM ! You're the man !
When playing skirmish i noticed a "game rule" same as heroes, annihilation etc thats called "speed" and it cant be turned off. I got no idea what it is just thought id say so incase its not supposed to be there. I figured its just some rule your using to modify something in game that need to stay on or sumthing.
Love the fact you upped chapter master bodyguards to commander armor they used to go down like corn before the scythe or sumthing. :P Now it feels like a real relic unit! :O
Scorpion seems good now, its dps is very nice and its speed increased. Hard to say 100% that it balanced but it seems balanced at first look atleast.
Also i could see the lootas for a change hehe.
And devestators works nice, i assume you made their missile launcher as strong as the tactical marines missile laucher now that they dont start with one.
All in all a very nice fix.![]()
Last edited by Pedro; 1st Nov 09 at 4:13 PM.
#753
I was just messing about, it doesn't actually do anything. I just forgot to delete it.
-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!-
Hehe ok.
By the way i have a question, are you dooing same weapon same damage or not? meaning if space marine melta does 30 damage do guard melta do the same?
Just curious, im big into numbers and such, and i like to know such shit hehe.
EDIT: came across a tiny tiny bug. Hehe. The last IG guardsmen upgrade that raises quad cap, dont recall name, says it increases guard squad by 6 man but only gives 4, should prob say 4 instead of 6.
Also cheers for codex chimera with upgrades.one thing hovewer they seem to have very short range on most their weapons. The multilaser it starts with has good range, but its autocannon which is a long range weapon aswell according to other units that has it is quite short, way shorter than guardsmen lasgun to make an example, also its bolter has a very short range and its uppgradable heavy bolter, Suggest increasing these weapon to the range similiar weapons has. Its flamer actually has longer range than both its bolter and upgradable heavy bolter.
Any news on the swordfish and nightspinner by the way?
Last edited by Pedro; 2nd Nov 09 at 1:10 AM.
@Pedro : do you also notice (or is it just me ?) that the Heavy Stubber on the Chimera doesn't seem to work ?
I think it's not necessary for the guard's melta to be as strong as the SM's melta (but can make it cheaper, considering how easy it is for guardsmen to die), since according to fluff a normal Guardsman shouldn't be as effective as a SM with hundreds of years of experience anyway
Regarding our discussion about Baneblade variants, I just checked GW site today and apparently they think that there's still not enough variants aroundI think the Stormlord/Doomhammer look damn sweet with their ability to let troops fire their weapons from inside, like the Dark Eldar Raider. That Plaguereaper of Nurgle would also be an awesome Relic unit alternative for Chaos. So sad it seems like no one's made any of these models yet.
Hmm do it have a heavy stubber now? i thought it only had a bolter and main weapon, i dont remember seeing a stubber last time i played (latest version .1)
Yeah many cool units that havent been made sadly.
By the way corn, IG honour guard sentinel is not upgraded to be the multilaser type it still starts with flamer.
Last edited by Pedro; 2nd Nov 09 at 3:17 AM.
#757
@Pedro - no, similar weapons do not do the same amounts of damage, SM don't have Meltas apart from the Multi-melta on the Dreadnought anyway so there is nothing to compare with.
No news yet regarding the Swordfish or Nightspinner. If need be I could use the Craftworld one perhaps.
The Honour Guard Sentinel hasn't been updated to the Codex version yet. I'm not sure if there's an HG Chimera and if there is I haven't updated that either.
I wasn't aware that the Chimera even had a Heavy Stubber.
it had one before you replaced it, had one when first bought actually, it dont anylonger now it has a bolter and a upgradable multilaser.
Also i wondered if you could take a look on the eldar honour units, seems they are a tad short on hps.
Howling bainshees have only 2685 hp, and thats 3 exarchs, 4 normal bainshees have 2820 or sumthing and a full squad has 7355. The exarchs are also listed as infantry while regular ones upgrade til heavy infantry when they get last armor upgrade. Also seems they are not affected by the charge modifier you have running (faster speed when charging at enemy)
Havent checked out other eldar honour guards but may be they also suffer from similiar stuff.
Anyway not a big deal, just mentioning it.
Hmm too bad you havent heard anything regarding nightspinner the tau tank and mounted knarloc. Maybe hes on vacation or sumthing. Yeah when the craftworld mod comes im sure there will be plenty of nice new units there one can grab. Im quite excited to see what eldar fanciness they have made
#759
I thought the Chimera had a Multi-laser, not a Heavy Stubber. Oh well.
I will take a look at the Exarches, I recall reducing their health somewhat because I felt that they were too tough. Anyway I won't know until I look at them.
@CCM : a newly bought Chimera has a non-working pintle-mounted heavy stubber. Either you can make it work or just relegate it to a possible upgrade.
No lol it dont have a stubber at all, you need to download the newest version. In the old one it had a stubber that had a very short range, now it has a multi-laser and a hull mounted bolter. Please no more heavy stubber talk its simply not there anymore hehe.
@Pedro : yeah, it's in the latest version 1.39.1. In 1.39, the Chimera wasn't even Codex-ified.
Yeah the stubber was in 1.39, now with 1.39.1 its gone. If its still there in your game then something is wrong. -at yours or mine. Cause i sure cant see it.
![]()
well bugs found (in 1.39.1) veteran marines are pink!!! and dreodnaughts + IG in same side = dreadnaught whit half IG half SM colour scheme, and chapter master cant recruit vanguards, icons are there but cant recruit and he still can deep strike. and striking scropion exarct has non colorable black line all over him that youst looks ugly
sorry for bad english
Aye i can confirm that veteran marines are pink. Strange that happened seeing you prob didnt do anything to them this patch.
#766
Seems that the texture got corrupted somehow, which is very odd.
@Hopit - I'm aware of the SM Dreadnought texture bug, I can't seem to fix it as I'm not entirely sure what the cause is.
Last edited by corncobman; 2nd Nov 09 at 1:02 PM.
oh and that dreadnought was AI build, its body had IG textures, but arms and legs had SM textures, it looked bretty funny![]()
Yup must be a fluke hehe.
By the way vanguard assault marine still dont get their weapon upgrades.
Also regarding wraithguard, hes pretty weakonly eldar troop that cost 3, think he should be toned up a bit both dps and hp wise. Can always increase cost if thats needed for balance but right now hes just not worth it for 3 pop cost, other infantry units are better for lower cost+only 2 cap.
Went against two orc banners with upgraded shoota and they managed to get one of them to 40% before whole squad was wiped out, in comparison fire dragons wiped out both banners and howling bainshees totally demolished the banners, same goes when meeting most enemy units.
Their dps is not bad.. its ok. but combined with short range and few units in squad the overall result is not very good. They have 4250 hp fully upgraded. In comparison howling bainshees have 7300 something, scorpion has 5900 etc.
Sure they may have infantry heavy high, but that onbly go so far and the warlock dies in a heartbeat.
If i may make a suggestion, keep their range low, theyr not supposed to be long range, but increase their hp by say 40-50% and make them do better damage vs well everything.
Can increase individual cost of reinforcement to acknowledge the stronger unit. This may seem alot but it will still be less than say howling bainshee hp 6375 vs 7300. They do cost 3 cap after all.
Another option would be to give them a small radius on their damage and i would def grab the graphic from the harlquin mod on their guns, maybe just halfe the size of the explosion. They are after all ripping up a hole in the dimension and the blue ligthning graphic is so-so.![]()
#769
How are the Wraithguard against other armour types? I'm reluctant to increase the damage against buildings until they are tested against other types of units.
I see what the problem with the Vanguard Assault Marines is now, should be fixed now. I was wondering why the hell they wouldn't work when I tried pretty much everything I could think of to fix them and it turns out I misnamed something in the entity file.
Striking Scorpion Exarch texture should also be fixed for the next version.
EDIT: good news, Thudmeizer has given me a fix for the Imperial Guard AI crash bug.
Last edited by corncobman; 2nd Nov 09 at 2:28 PM.
I can try and test them vs various AI units, dont have two pcs with it installed so cant run a god test with 2 players sadly but ill do my best and report back here in a bit.
EDIT: well its hard testing against ai as you dont controll the situation i really think you should try it out yourself and see what you think. i noticed 1 thing though they do huge damage in melee still, really spiky melee damage that also does quite huge morale damage, scared off the necron lord in 5 sec and buildings went down faster than fire dragons can kill them by shooting so.. hehe. maybe tone down melee damage and increase their ranged damage, they are suposed to be gimpy in melee in TT, in how much they dish out not how much they take. After a little more testing i will def say they do a shitload more damage in melee than at range sure you switched it all? =) They kill buildings in melee faster than any other unit ive seen.
we could multiplayer test them i guess hehe.
Good news in the AI Guard bug. cheers to Thud for it.
One more thing Corn, its easy to cheat with IG/guard/eldar when it comes to relic units and the IG doctrine. you just buy one and que the rest up in their respective building, i assume its because they are in different buildings or sumthing. Like you start training the chapter master and do the same with both land raiders, then you end up getting everyone. If you hovewer wait til chapter master is finished then you cant buy land raiders, same with IG doctrine and those extra guardsmen you otherwise have to drop out to get it, and i assume same with avatar and scorp but hasnt tested that yet. Not a big issue really, just another thing i thought id mention hehe.
Last edited by Pedro; 2nd Nov 09 at 4:07 PM.
#771
I just checked and the Wraithguard close combat weapon does around 1/2 the base damage of a Space Marine Tactical close combat weapon. Morale damage may need to be reduced but I'm sure I didn't swap the damages. I also reduced the damage to buildings significantly in addition to lowering the damage.
Hmm then there is something wrong somewhere. Cause i ran lot of tests using them in melee, and buildings just dropped like hell, maybe its something to do with the warlock? but i compared it to a seer counsil and they didnt do anything near their melee dps so there def must be something fishy with their melee dps or the warlocks dps.
I like 1/2 the damage of a tactical marine close combat weapon though, that means their pretty useless in melee ( should be atleast) which is the way it should be.
EDIT: just played eldar again, freshly installed soulstorm no other mods installed, real deal no torrented game, had annihilation, game timer and that speed thingy i cant remove activated difficulty normal, skirmish mode.
They do sick damage in melee, first i try out range, they shoot and shoot and damage is ok.. but then i go melee and woopi things drop real fast, way faster than if they shoot.
Last edited by Pedro; 2nd Nov 09 at 5:21 PM.
#773
You know, I am an idiot.
I didn't check the weapons thoroughly and therefore left the Wraithlord melee weapon AND the Flamer weapon in there (I basically copied the Wraithlord blueprint to make the Wraithguard blueprint and changed stuff). Which meant that each Wraithguard unit was doing the same melee damage as a single Wraithlord walker in addition to the actual Wraithguard weapon damage. In other words the whole squad was doing 540-660 X 5 = 2700-3300 damage on top of what it should have been doing *smacks forehead*
I know what you are talking about Corn. Creating my own mod (early Alpha stage ) and I am learning how easy it is to miss just the littlest thing. Can drive you batty for hours trying to figure it out. Just do what I do - close eyes, take a deep breath, and enhance my calm, then start again. lol.
Insanity is the exception in individuals. In groups, parties, people, and the times, it is the rule.
- Nietzche -
Lol i knew something was up, that damage was just to sweat.
Well now you can remove that sick damage atleast hehe, but please improve their ranged dps and hps aswell.
EDIT: you planning on using the swordfish as a alternate relic unit for tau or just as a secondary tank?
Another option for those wanting something different than the dino, could be "veteran broadside team" consisting of 3 shas'ui or whatever their called, the broadside seargeant, more hps and damage and they can fire on the move pluss cant be tied up in melee. Would be alot easier with a tank but just an option hehe.
Last edited by Pedro; 3rd Nov 09 at 10:35 AM.
#776
I plan on using it as an alternative relic unit, if I get permission.
Yeah. strange he hasnt responded yet, i got a reply the next day. Maybe on vacation or sumthing.
#778
Next release will have Imperial Guard Codex Hellhound and Space Marines Codex (ish) Land Speeder.
Hellhound will have Chemical Cannon and Melta Cannon upgrades to the Inferno Cannon.
Land Speeder will start off with the Heavy Bolter and Heavy Flamer and be upgradeable with Multi-melta and Assault Cannon, I didn't add the missile upgrade because of the Tempest having missiles.
So what will be the effect of the Hellhound's Chem Cannon ? Will Let It Burn be available with it ? (I presume LIB is turned off with Melta Cannon)
As about the Land Speeder, is it possible to upgrade the gunner-operated weapon (bolter -> melta/flamer) too, or just only the under-slung one ?
#780
I suppose I should disable the Let it Burn ability with the weapon upgrades.
I have no idea.
Is disabling / enabling abilities possible with weapon upgrades Corn?
Soul Storm Legions Mod, 0.95, 05 April, 2013
http://forums.relicnews.com/showthread.php?267803
#782
No, but I could give the upgrade via an ability or something like that. After the ability activates, disable all the other abilities.
chaos havocs can't "build" bazookas(don't remember name xD) because it says that it needs SM! armory and HQ
#784
How would that be coded Corn, the disabling of abilities aside the one you are using I mean?
#786
It would just disable all abilities since there's no way to choose specific abilities to disable. Sorry if I mislead you. Once you click on the ability, all abilities would not work.
Sounds good Corn, eagerly awaiting next version.![]()
#788
Is it possible to play this mod with inquisition daemonhunt and steel legion mods? Would be nice to combine them with the tyranids and survival![]()
corncobman, can you start uploading your files on other site than filefactor, because its annoying because download limit and all, like filefront perhaps?
#791
It's definitely possible to combine mods together, you'd have to add the mod to the survival module file. I haven't tried it with the Daemonhunt mod or the Steel legion so unexpected things might happen
@Hopit, I would but Savefile has been undergoing upgrades for goodness knows how long, Mediafire won't let me upload files larger than 100Mb and Filesend is a huge pain in the posterior as it fails often every time I try to upload. I'm going to try sending the links to the DowFiles site and see if it works.
EDIT: Oh wait I forgot to post the changelog.
Last edited by corncobman; 12th Nov 09 at 9:50 AM.
Very nice Corn.thanks for the nice fixes and upgrades.
Hey CCM, it's nice to see this mod coming along. Lots of new toys to try out =) My computer crapped out on me and it took me a while to get a new one. Now I can play with all the settings on high, the wraithgaurds look downright scary. Keep up the good work!
#794
Hey boblaffy, welcome back. Nice to see you haven't lost interest. Hehehehehe.
well i did not see the greyknights have moved to IG before i posted, but well i added inquisition daemonhunt to the module, and i tried to play as the SM. I saw that you could once again build gn, but seemed strange to me, as the deathwatch replaced the gn normally. The result was that my game crashed, i think after i builded grey knights.
No message or anything. Any way to let sm keep their veteran marines and remove gn in sm?
Vanguard assault marines still dont have a weapon upgrade it looks. same old rusty chainswords hehe.![]()
#797
@Masterslay - my guess is that the Survival mod is interfering somehow, since it might have a file which overlaps with that of one of the other mods. It seems that I have to change the offending file, I have a feeling that the SM Barracks from the Survival mod needs to have the Grey Knights removed or something similar.
@Pedro - I am getting real tired of that problem GAH! *note to self, kill Pedro*
EDIT: Weapon hardpoint was named Upgrade_Melee_Upgrade_Main instead of Weapon_Melee_Upgrade_Main. If it's still not fixed in the next version I'm going to punch my screen.
Last edited by corncobman; 12th Nov 09 at 7:07 PM.
Hehehehe. Ill post other stuff if i find it. :O Kinda busy next few days but will post when able to play.
bugs: valkyria flyes sideways... and why chaos terminators and obliterators have hard cap 1 and they both share hard cap of 2...
suggestions: havocs and devastors could get 3 weapon upgrades and 4 unit in a squad with out sergeant (5 with sergeant)
#800
Valkyrie bug I can't fix
Chaos Terminators and Obliterators share the cap with Possessed Marines, so you can only get 2 out of the 3
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