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[SS] CornCobMan's Fun Mod version 1.75.5 (25/05/2013)

  1. #1501
    The flying one corncobman's Avatar
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    As long as I've known Zany Reaper, which admittedly is quite a short while, he never freely gave out permission to use his models without trading something in return. Only when I bugged him a lot did he actually give me permission to use some of his stuff freely. I haven't spoken to him since he went inactive so I don't know if he feels the same way as he did but he was strict with his work.

    @Jaguar_Lord - I never really liked the idea using Listening Posts as turrets and the campaign Tau just piss me off by spamming the things all over the freaking place.
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  2. #1502
    Member ProfMan96's Avatar
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    then I suggest, bug the hell out of him! it'll be nice to see Zany Reaper's models in-game with your mod. I relish the day I get to crush the heretical traitors with a Warhound Titan. Just think of the destruction

    in retrospect, the Chaos Dreadnoughts would be a welcome addition in my legion. Plus, any new model would make this mod even more EPIC-er (is that a word?)!!
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  3. #1503
    Member Rotlung's Avatar
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    I'm probably going to get flamed by this, but personally I really don't see how the mod needs any more new units. It manages to add a lot of new content without losing that good old Dawn of War feel, so I can't see how stuff like pylons and warhound titans would fit into the mod without changing it drastically. Those would be more suitable for a mod/game that has a Supreme Commander kind of scale.

    Of course this is entirely just my opinion.
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  4. #1504
    Member ProfMan96's Avatar
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    That much I understand, Riotlung :P this game is more focused on small skirmishes, unless of course if CCM decides on rescaling everything, then maybe, just maybe Titans would be a great addition. I have never played supreme commander, but honestly, I like big things and big BOOMS!!

    However, given this game, I don't think adding massively destructive units would blend in, unless if someone can make a map big enough to support the models. Plus, this mod is actually close to perfect :P granted there r some minor ai issues, adding new units would just bug it even more.

    Maybe after perfecting the skirmish, CCM could focus on revamping the campaign? I don't know what u could do, but I'm sure that creative mind of yours could figure something out

    PS: Excuse me for overusing smilies I'm bored
    Last edited by ProfMan96; 7th Sep 10 at 11:20 AM.

  5. #1505
    The flying one corncobman's Avatar
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    New units are all well and good but if it's something completely ridiculous like a Titan I will have to think long and hard about the consequences of putting such a unit in the game. The limitations of the game as aforementioned mean that it would really be out of place. Anyway enough about Titans, they are extremely unlikely to ever make it in, same goes for the Pylon.

    Regarding the campaign, I've added the Talos as Honour Guard for Dark Eldar and the Exorcist for Sisters of Battle.

    I don't think I'm going to spend a great deal of time reworking the campaign, just change a few things here and there really, and if you're really into a revamp you can always play with Fuggle's random win conditions enabled for something different.

  6. #1506
    To Corncobman: "Anyway enough about Titans, they are extremely unlikely to ever make it in, same goes for the Pylon." - Wait I'm not done yet, I didn't make my final post. Adding in the Warhound Titan would only be bad if you are working on a completely balanced game at first. For fairness and balance, I agree, titans are a bad idea to insert. But, if you work at the stats of the titans and keep testing them out like your trying to do with other units for balance, it can work eventually. The Pylon by the way is so very different than the Warhound Titan I think, and is weaker and smaller. I compare it good to a Restored Monolith. And let's just hope that Zany Reaper don't take things too seriously about this, otherwise I hate to say but Cylarne_04 is gone for theft.

    PS: You can call me strict as well. Just in a different way than Zany Reaper.

    Now to the later versions of CCM, I think it would be good to see a campaign as balanced as the skirmish games. Your call though Corncobman. I'd also like to see the Eldar and Dark Eldar kick butt for once for the ai if anyone is willing to do so. But also, what I'd like to see, and I don't know if you're interested Corncobman but an improved camera just like Dawn of War II to view the battlefield nice and easy. It would start in a normal position and if you want to see more of the battlefield then zoom out. I liked the Soul Hurricane mod the best and that mod's camera makes me slightly jealous. It's slightly flawed because of the fog but it is easily fixable.
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  7. #1507
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    Titan Entry?

    You can add any unit without upsetting the balance by upping the cost until balance is achieved. Of course the Titan is going to be a crazy powerful Super Unit but if it costs 5000 requisition and 5000 energy to produce and takes 3 minutes to build... why not? I deserve to win you quietly allow me to build something that monstrous. It's kind of an offshoot like the Necron Monolith idea, if you want till the end it's over, the Necron will/ should obliterate you.

    Speaking of terrible Superunits, has anyone been able to Mod in a Soulgrinder?

    http://www.games-workshop.com/gws/ca...Id=prod1170229

    I think that as long as it's in a Codex or a part of lore it's fair game but in the Tau codex it specifically mentions Tau's dislike for defense so turrets seem to be thematically excluded in the game.

    However I find it curious these little guys are missing in the Tau army...
    http://www.forgeworld.co.uk/Warhamme...ER-TETRAS.html

  8. #1508
    The flying one corncobman's Avatar
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    I think I will include the camera mod in the next release, as I already use it myself.

  9. #1509
    I'm with Riotlung. Adding new units just for the sake of it is not all that appealing. If Titans and Pylons would be uber crazy units I'd rather just not have them. I like this mod because it feels like I'm playing the same old Dawn of War with some shiny stuff and not a 'let's throw everything in the codex' mod. I only brought up the titans because of the alternative relic unit concept

    Anyways most we can do is discuss if Zany is inactive

  10. #1510
    Everyone has their own opinion it seems. Everyone wants this and everyone wants that. What do we all want? Balance, or new units? If both, even better. - That's an aim right there for true satisfaction. I'm up for the challenge in creating 1.6 just like that.

    And as for Titans and Pylons. They're not totally unstoppable. Think of them as to having weaknesses. Those weaknesses can bring a totally different view onto the titans. Just discovering the flaws of any unit is fun.

  11. #1511
    However it's corncobman doing all the work. We should take it easy and help refine the mod little by little without many crazy ideas getting on our heads

  12. #1512
    All I'm trying to say is that it wouldn't hurt to involve them with the much later versions. If Cylarne_04 did it and well done too then anyone could do it. And yes you're right RMX, for now let's stick with the good old basics for Corncobman. 3 cheers to you Corncobman! I'm done talking about Titans and Zany Reaper.

    However, not to brag or to be bold or anything, but like I said to hundreds more people, I'm up for crazy ideas for my mod. Just make sure it is a bit balancing.

  13. #1513
    Member Rotlung's Avatar
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    As far as I know, there isn't a usable Soul Grinder (or any at all for that matter). They'd fit in better in an all-daemon army however, which currently (and most probably in the near future as well) isn't very feasible.

  14. #1514
    Member Arikaas's Avatar
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    Just checking up on things and the latest version is very good!

    Regarding the Tau turret topic, I have a suggestion. In FoK, seeing as it is free source you could use the their Tau Listening posts as turrets as AFAIK they have burst cannons and rocket launchers. Then you could just bring the scale down to make it more turret sized.

    As far as balance goes I find Imperial Guard to be rather overwhelming. I think it's their squad size being able to reach 21. Although fairly weak If these guys are spammed it is rather powerful. Maybe make their range and melee capabilities nerfed or reduce squad size to like 18. I also think Sentinals are overpowering when massed, in terms of HP they are weak but massed firepower behind their infantry is really strong. Maybe make them a single unit again, but buff their HP and armour? I never really liked vheicle squads anyway and the same goes for Tau Pirahnas. But if you decide to keep them in squads can I suggest making Space Marine Landspeeders as a Squad because they are quite weak in their current form.

    And Guardians/Storm Guardians for Eldar should have their squad cap increased to maybe 13. As they are not particularly useful late game and this will not make them OP early game either as you can make their durability slightly less than ATM but with their armour upgrades later game it makes them better. Plus Guardians should be the Eldars most numerable infantry.

    Edit: and maybe think about putting the new FoK Eldar Ranger model in as it does look quite a lot better :P.. not sure if the new Rangers are free to use or not.
    Last edited by Arikaas; 8th Sep 10 at 11:41 AM.
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  15. #1515
    Aint everything in FOK free to use? i thought it was so vut i may be wrong. /shrugs

    By the way corncob, speaking of honour guards: IG has two sanctioned psykers, what abouth changing one of them for something else, they are kind of specialiced units, what abouth giving ig a priest instead, he can be general stubbs personal confessor, so instead of 2 psykers we get 1 psyker 1 priest.

    Also the tau has two vespid honour guard but no kroot carnivore squad, what abouth dropping one vespid for a kroot?

    The idea abouth giving tau the fok turret sounds good.

    Looking forward to the next version. Cheers for corncob!

    ps: increasing land speeder squad to 3 and increasing number of guardians sounds fine with me.

  16. #1516
    Hmm maybe the maximum squad size of the Guardians to 15. Though Dire Avengers, they seem a little weak. Are they as tough as the the DE Warrior squad? I agree with the Fok turrets too.

    Also just to mention. This forum is making me jealous and this forum is also very descriptive and full of SCREENSHOTS. Corncobman and somebody out there, please tell me how to improve the Apocalypse forum. aka... my home page. I like screenshots in it especially but I don't know how.
    Last edited by Krronus; 8th Sep 10 at 6:19 PM.

  17. #1517
    The flying one corncobman's Avatar
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    Use the print screen key in game and there should be a picture saved inside the screenshots folder.

    Then use an image hosting site and upload your picture.

    When it finishes uploading successfully, it should give you a forum link.

    Copy and paste it into your post.

  18. #1518
    Member Rotlung's Avatar
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    The FoK Tau listening post is, after all, a listening post. Last time I checked, its build animation is bugged though.

  19. #1519
    The flying one corncobman's Avatar
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    Using the FoK Listening Post as a Tau Turret is a pretty good idea. I'll see what I can do.

  20. #1520
    Even if we can't use Zany's Tau drone turret, I think the deepstriking turret concept is very interesting. Tau are already quite fast at map control so maybe we could have them use deepstrikeable turrets in exchange for them requiring more teching. Make them require Path to Enlightment or the Vehicle Beacon and hopefully they will be balanced enough. Even with just the FoK LP model it's worth a go.

    I've also been thinking about Dark Eldar. It's pretty clear that Slave Chambers are supposed to take the role of turrets, so I'm wondering what we could do to make them more attractive:

    - One thing to do is have the unupgraded chamber give some sort of debuff. Maybe give negative cover, reduce speed or move the morale damage over there and give the Gruesome display another bonus or penalty

    - My other idea is to have Slave chambers make use of the souls on the battlefield. For example give them an ability with fair cooldown that detonates all the souls in a radius around the chamber, causing low damage and disruption to infantry but higher anti-vehicle power. I don't know if you can even do that but I'll still drop it.

  21. #1521
    The flying one corncobman's Avatar
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    Hmmmm the problem I can see with the soul destroying idea is that there are going to be less souls around your base if you are attacking elsewhere and using the Slave Chamber as a turret.

    What I could do is to make the tier addons reduce the recharge time of the Soul Shock ability for Slave Chambers

    or

    to be especially evil, make it fire automatically as a weapon.

  22. #1522
    titanium mod has fairly nice tau turrets, and im sure they are up for grabs if one asks aswell.

    ps: whats with the grey eldar commander look? to be honest i think the normal soulstorm one looks more fitting on a dark eldar. I know its stereo -but black is more dark eldar

  23. #1523
    It's a bug. corncobman already knows about it.

  24. #1524
    The flying one corncobman's Avatar
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    @Pedro - Titanium Wars uses the TTRU model. The campaign skin is a problem to do with the fact that the Dark Eldar doesn't have any campaign specific skins and the specular map skin I added doesn't have any colours in it.

  25. #1525
    Fuggles win Conditions. Can you please tell me all about those?

  26. #1526
    The flying one corncobman's Avatar
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    It has its very own thread:

    http://forums.relicnews.com/showthread.php?t=197769

    It's a set of mission objectives developed by Fuggles that aims to make things more interesting.

  27. #1527
    Member Rotlung's Avatar
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    Grey Knights are cheaper than Tactical Space Marines? Hmm.. Same applies for the Justicar and the Sergeant.

    Edit: Could the Tau Missile Barrage and Feral Frenzy researches be given unique hotkeys? The Tau Commander Wargear researches appear to have unique hotkey entries but these aren't included in keydefaults.lua

    Re-edit: Cyclic Ion Blaster has no hotkey entry in attribs. XV89 commander wargear use the same hotkeys as the XV22 commander wargear.
    Last edited by Rotlung; 10th Sep 10 at 1:32 AM.

  28. #1528
    The flying one corncobman's Avatar
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    IG Grey Knights cost the same requisition as SM Tactical Marines (210) but have a power cost of 90. If you are talking about the campaign SM ones then they will be replaced with Sternguard Veterans in the next version.

    I thought Missile Barrage already had its shortkey.

    I'm going to be adding a lot of shortkeys for the new upgrade abilities as well as stuff that didn't have them. Tau weapon research keys will be added.

  29. #1529
    Member Rotlung's Avatar
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    Oh sorry, I forgot to mention that the price issues were with reinforcement, not squad cost. Grey Knights (multiplayer version) reinforce for 50 req and 10 power. Justicar costs about 70 req and some power (if I remember correctly 25 power).

    I also forgot to mention that I was referring to the Missile Barrage research, which is currently tied to the hotkey for the ability.

    Great to know you're adding more hotkey support!

  30. #1530
    The flying one corncobman's Avatar
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    Ah yes reinforcement cost has been fixed. Initial power cost reduced slightly also.

    It seems the Missile Barrage is in there twice as an ability and a research, both using the same name but a different key.

    EDIT: Just some testing of the Dark Eldar Soul Shock weapon and then a release perhaps.
    Last edited by corncobman; 10th Sep 10 at 11:08 AM.

  31. #1531
    Member Arikaas's Avatar
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    Look forward to nest relase, and you most probably realise but it hasn't been fixed for a few version now, not all the weapon upgrades for Eldar tanks are available because of the jump button I believe? Either that or you removed some.

  32. #1532
    The flying one corncobman's Avatar
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    Hmmmmm that certainly needs to be addressed

  33. #1533
    Member Rotlung's Avatar
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    Bugs: Krootox attached to a squad has a pink icon next to the un-attach button. Also, the Krootox's walking animations are generally screwed up if the Krootox happens to be attached to a carnivore squad that is cannibalising.

    Ethereal does not switch automatically to ranged mode once he has bodyguards. Ethereal clone is able to reinforce with bodyguards and does not have a special tint to distinguish it from the real one (intentional?).

    Some additional overlapping hotkeys: Tau Sniper Drone with Drone Squad. The Necron Summoning Core researches have unique hotkeys but these aren't reflected in keydefaults.lua (apart from Wraithflight). Necron Lord melee and ranged researches have Resurrection Orb hotkeys. Dark Eldar stinger research uses the same hotkeys as the corresponding stinger ability.

    Also, Kroot Carnivore Squad is placed in a different position in the Kroot Shaping Center and the Tau Barracks (perhaps swap the carnivores with the hounds).

    It might be a bit much, but is there any chance of synchronisation in position for the various Necron units, using the icon placement on the Monolith as the standard? (or perhaps give the Monolith and non-Monolith units unique hotkeys?)
    Last edited by Rotlung; 11th Sep 10 at 10:45 AM.

  34. #1534
    The flying one corncobman's Avatar
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    Riotlung's issues aren't going to make it into the upcoming release since it's already been uploaded.

    Ethereal is set to melee stance by default because he has no ranged weapons. If the squad is set to ranged by default, the game crashes.

    It's not possible for me to add the green glowing effects for the Ethereal Clone that are visible only for the player controlling it since the clone is created using a different method than the original clone ability.
    Last edited by corncobman; 11th Sep 10 at 12:32 PM.

  35. #1535
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    Uploaded

    Where did you upload it to?

  36. #1536
    The flying one corncobman's Avatar
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    Links removed due to update in progress.
    Last edited by corncobman; 12th Sep 10 at 4:38 AM.

  37. #1537
    Thank you for the new version Corncob.

  38. #1538
    Member Arikaas's Avatar
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    As mentioned before when the Krootox is attatched it's small icon is pink, and also the new Tau Turret model for me is a pink box.

  39. #1539
    The flying one corncobman's Avatar
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    Well it looks as if I'm going to have to re-upload everything.

  40. #1540
    Since you're going to reupload everything can I suggest mirrors in some friendlier storage services like MegaUpload, MediaFire or HotFile? zShare is alright but I get slow download speeds more often than not and the other two are not the greatest of the lot.

  41. #1541
    The flying one corncobman's Avatar
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    mediafire won't let me upload files larger than 200 MB. I could try hotfile or megaupload. ME IIRC doesn't let users from certain countries download.

  42. #1542
    Member Rotlung's Avatar
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    Hotkeys: Both the Scout Sniper Rifle addon and the Sniper Rifle research use the same hotkey.
    Advanced Dreadnought Weaponry has no hotkey name associated with it.
    Dark Eldar stinger ability and research share the same hotkey name.
    Last edited by Rotlung; 12th Sep 10 at 9:22 AM.

  43. #1543
    Member Arikaas's Avatar
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    The Tau XV81 Battlesuits when upgraded to Burst cannons I belive gain a pink icon, however when I upgraded to Plasma rifle it was fine, so I imagine it is just the Burst Cannon.

    Also it seems to me that the game crashes when the Eldar Scorpian II Tanks upgrades to a different weapon. As coincidently it happened twice a few seconds after I clicked for an upgrade. Although both times I didn't check my warnings.log.

  44. #1544
    The flying one corncobman's Avatar
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    Attrib file here or here or here

    Art file here or here or here
    Last edited by corncobman; 12th Sep 10 at 4:01 PM.

  45. #1545
    Member MegaHurtzMPG's Avatar
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    Quote Originally Posted by corncobman
    Links removed due to update in progress.
    Hey - sorry, just slightly confused - why did you re-upload? I downloaded the art file for 1.52 last night, is that still okay?
    D-uh, which button makes dis thing go?

  46. #1546
    The flying one corncobman's Avatar
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    If you want the tau turret model to work properly without showing a pink box, it's probably better for you to re-download the file.

    EDIT: For whatever reason the modifier that disables weapon hardpoints no longer seems to be functioning, so the 2nd missile for the Tau turret that should be disabled until the upgrade continues to fire.
    Last edited by corncobman; 12th Sep 10 at 3:33 PM.

  47. #1547
    Corncobman, before tomorrow comes, can you please tell me how you packaged your art and your attributes into a... single file? I want to send 1.59 out tomorrow, but it would be easier to find out how we package everything.

  48. #1548
    Member Rotlung's Avatar
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    Are there any attrib changes in this re-upload? I managed to fix the Tau turret on my own by copying tau_listening_post_codex.whe and tau_listening_post_codex.whm over from FoK.

  49. #1549
    The flying one corncobman's Avatar
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    @Krronus - I used the Mod Packager tool that came with the Relic Mod tools. There's a guide on how to use it in the tutorials section.

    @Riotlung - yes, Krootox is made unattachable, hotkeys added for Tau Sniper Drone, and the Necron Summoning Core units.

  50. #1550
    Member Rotlung's Avatar
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    Downloaded (only attribs). Great to see that the Infantry Command unit icons are fixed. Hmm some comments regarding hotkeys:

    Necron Warriors are all affected by necron_warrior_core, including those produced from the Monolith.
    necron_warrior_disruption_field_o_research and necron_warrior_disruption_field_d_research should be renamed to necron_disruption_field_o_research and necron_disruption_field_d_research respectively (drop the warrior part).

    addon_dark_eldar_soulshock_1 and addon_dark_eldar_soulshock_2 don't seem to work.

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