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

  1. #1601
    Member Rotlung's Avatar
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    Yeah, sure.

    http://www.megaupload.com/?d=W02ZO86S

    It's not a complete set of gridkeys, I have my own idiosyncratic conventions for deepstrike, Jump, Infiltrate and various abilities (like G for most grenades, E for EMP, X for most krak grenades and vortex grenades). But builder build menu and most troops/researches from structures are accurate. You can just copy the parts you want to use of course.

    Unlike usual gridkeys, I do use R for reinforcing instead of Ctrl+Q because I didn't really like hitting 2 buttons for something used as often as Reinforce.

    Part of the reason why abilities are not implemented in gridkey format but in what I deem to be convenient is because attaching commanders screws up the icon positionings a lot.

    To use: Go to your Soulstorm folder\Profiles\Profile1\corncobmod and replace keydefaults.lua with this. If you've made any changes to this file already back it up. Otherwise, just overwrite it (the defprofiles folder will have the original for you to use anyway). Profile1 is generally correct unless you have multiple profiles in your game.

    This implementation works with Tyranids as well, so do copy the file into Profile1\corncobmod_nids if you have the Tyranids compatibility thing installed.
    Quote Originally Posted by chelovek_veliki
    Three FW squads plus Pathfinders plus snares and your base will be as unapproachable as I was by girls in high school.

  2. #1602
    Member Rotlung's Avatar
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    Hotkey bug: Chosen Plague Marines' chaos_fume_miasma hotkey does not work.

    I just had a crash. As usual, warnings.log doesn't tell me anything useful. Game was a 2v2 on Volcanic Reaction, Space Marines (Me) and Necrons vs Necrons and Tau. Difficulty was Hard. No win conditions apart from Annihilate and Game Timer. Tyranids enabled but not used in that match.

    Also, Tau at T2 is real difficult to handle, at least as Space Marines. I haven't quite put my finger on whether they're overpowered, and if so, the cause of that.
    Last edited by Rotlung; 26th Sep 10 at 10:59 AM.

  3. #1603
    Well I guess I can assist since I was about to play this mod anyway. I wanted to play Eldar but I guess I'll go with SM for once.

    I do agree with Riotlung too, my mod and Corncobman's mod both have an unstoppable Tau.
    JT - The awesome!

  4. #1604
    The flying one corncobman's Avatar
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    The entry for "chaos_fume_miasma" should be changed to "chaos_fume_smoke". Sorry about that.

    I don't know if this is related to the crash but the Tau Turret tactic file has references to the Crisis suit which in my haste I didn't change.

    open turrettactic.ai and replace all instances of "Crisis" to "Turret"


    Next version will have Chaos Vindicator and cheaper infiltration research costs for units that have toggle infiltration.
    -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!-

  5. #1605
    Ah, yes thnx. One question too.

    The spoilers aren't working, why?

  6. #1606
    The flying one corncobman's Avatar
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    Spoilers aren't working because the forum underwent a major upgrade and some things have been borked in the process.

  7. #1607
    Member ProfMan96's Avatar
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    since we're talking about over powered races, I think the DE are near unstoppable against chaos. I played both campaign and skirmish as DE, pawned Chaos every round :P then I went Chaos, got pawned by DE..... *rolls eyes* I think it's their poison melee weapons, makes the hellion and wyches insane against infantry. just my point of view
    Profman96 (High Primary mod tester) - joined 12/24/10

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  8. #1608
    Can anyone tell me if it is possible to delete the reinforcement tab, so you cant add more squad members to the squad.

  9. #1609
    The flying one corncobman's Avatar
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    Create a new thread for your modding questions, don't post in a thread a question that's unrelated to the thread. It annoys people (me).

    Yes it's possible. Delete the squad_reinforcement_ext for your squad.

  10. #1610
    Member ProfMan96's Avatar
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    hey, u guys aren't replying to my question :P dont u think DE is a bit overpowered with their nigh unstoppable melee wyches?

  11. #1611
    Member Rotlung's Avatar
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    Chaos Vindicator? That's sweet. Would SM be getting their Vindicator as well or is this restricted to Chaos?

    I do remember having some issues against DE when playing Chaos but that was several versions back, and it was mainly in the early game when they came at you with 3 Warrior squads with infantry_high armour. I haven't had much issues with them lately but I'll see how balance is with DE. Tau are the bigger problem when it comes to balance at the moment in my opinion.

    Speaking of toggled infiltration, I noticed that the Devilfish has both toggled Infiltration and Jump (the only unit with this combination in this mod I think), so my current "gridkey" implementation has conflicts with that since both Jump and Infiltrate use "V". I'm looking for ways to fix this (thinking of using "C" for infiltrate as an alternative but that's just my preference). In light of this, what are all the units that have toggled infiltration? Currently, I only remember Scouts, Cultists and Devilfish having this.

    I don't find any references to Crisis in turrettactic.ai.

  12. #1612
    I think Tau are deadly because of the Broadsides + Skyray combination. By the time your units get to firing range you've been dealt a ton of damage. Jumping units help but not a whole lot

  13. #1613
    Member Rotlung's Avatar
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    Broadsides can be tied up easily by jump troops, though it's usually the support forces that lay down the most hurt. I have a feeling it's not so much on the power of their units but more so a problem with the race efficiency as a whole.

    Skyrays are quite a problem but I don't think they deal a lot of damage (at least until the barrage comes), just a lot of disruption? It's quite annoying to see the missiles coming in from beyond the LOS of most of your units.

    I remember this to be quite a problem with vanilla SS as well.

  14. #1614
    The flying one corncobman's Avatar
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    I think I'll restrict the Vindicator to Chaos.

    DE Wyches? Hmmm not sure but I could take a look.

    Units with toggled infiltration are: Scouts, Tankbustas, Cultists, Kasrkins, Rangers and Devilfish.

    I think I'll reduce the damage of Skyrays against infantry and build time for Tau Turrets will be increased quite a lot to be more consistent with other turrets.

  15. #1615
    I only rarely play as the dark eldar. I beat em handily enough though. /shrugs. Cant really say abouth op melee wyches.

  16. #1616
    The flying one corncobman's Avatar
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    I think I'll reduce the Wych damage against heavy infantry, might help a bit.

    I also noticed that Kroot Shapers are available right off the bat so I think I will need to make them require the Path to Enlightenment.

    Maybe the 2nd requisition and power researches could require one of the shrines or something. There's not much else I can think of to do with the overall efficiency of the race.

  17. #1617
    Member ProfMan96's Avatar
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    how bout making the Tau easier to melt away in melee? since they're so high and mighty with their long ranged rifles, at least give em something to worry about. Jump troops can barely dent a full Tau army. Or so I've heard

  18. #1618
    Member Rotlung's Avatar
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    It's more like your units are dying too quickly rather than theirs dying too slowly. I think some of their unit costs could use some tweaking. More on this once I'm done with the week, since they seem to manage to pull out a fairly large army in T2. It could be that Fire Warriors still maintain a lot of usefulness (or perhaps more once you have stuff like Skyrays to draw fire) when entering T2.

  19. #1619
    I dont think tau is really overpowered. But thats playing against the computer and not versus a player offcource. But im interested in hearing what you guys think is wrong with them.

  20. #1620
    Member ProfMan96's Avatar
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    it's not what's wrong with them it's just that they have insane firepower. But maybe it's something wrong with my strategy. Has anyone found a fool proof way to kill off a full Tau army in this mod? I would appreciate the help

  21. #1621
    The flying one corncobman's Avatar
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    I haven't really played much against the Tau lately, and I usually finish the computer off before Tier 2 starts properly. I have noticed that the computer is much harder to stop once it gets the Vehicle Beacon out. It also has a tendency to spam Broadsides which, while they are a pain, are not that difficult to kill.

    I've reduced the Skyray damage against infantry and increased the reinforce time of Fire Warriors, but something else might need to be done. I think Fire Warriors are part of the problem due to their heavy infantry armour type, so something might have to be done about that.

  22. #1622
    Then i suggest lowering their armor to the tier below what its currently at now, that would be what again, tough? Lets not go overboard with the nerfhammer is all iask, then we just have to up the tau some later time. I honestly have no problem beating a tau army by turtling and letting them tech and build a full army, i dont want them to be too heavily nerfed.

  23. #1623
    The flying one corncobman's Avatar
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    The next version will probably be uploaded within the next week or so.

    Added some new effects for Ork Lootas and made some new icons for Eldar leader variants.

  24. #1624
    Sounds nice Corn, eagerly awaiting it.

  25. #1625
    Member Rotlung's Avatar
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    Good to hear, corncobman!

    I noticed that the Dreadnought production icon for the Orbital Relay is at position 3, which is not consistent with that in the Machine Cult (position 4). Could you please shift it to position 4 for icon placement consistency? (If anyone's trying out the current gridkey implementation, hotkey for Dreadnought is R, not E, for both Machine Cult and Orbital Relay)

    Thanks!

  26. #1626
    The flying one corncobman's Avatar
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    Yeah sure.

  27. #1627
    Maybe make tau broadsides take up 3 cap again. They are quite powerful for only 2 points. But up to you ofc, just making an observation.

  28. #1628
    I agree with Pedro. Long time ago, I was referring to the Dawn of War Soulstorm XV88 battlesuits with one squad member. Sorry about that.

  29. #1629
    The flying one corncobman's Avatar
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    Go this way, go that way. Make up yer mind already!

    Sorry I couldn't resist.


    EDIT: Updated some of the screenshots. Check the first post.
    Last edited by corncobman; 6th Oct 10 at 10:46 AM.

  30. #1630
    Hehe, it was well deserved. I have played extensively against and with tau lately, and i must admit that they might be a tad to beefy in the early game... :P still easy enough to beat, but human vs ai always wins so.. hehe.

  31. #1631
    Member Rotlung's Avatar
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    Hmm I remembered that the Bloodletters have that stomping sound when walking which came originally from the Bloodthirster. It makes a squad of bloodletters sound like a squad of bloodthirsters. Would it be possible to change their walking... sound?
    Last edited by Rotlung; 7th Oct 10 at 9:31 AM. Reason: grammar phail

  32. #1632
    The flying one corncobman's Avatar
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    I'll see what I can do about that.

    I've encountered a crash playing as Dark Eldar so the update has been delayed slightly, so I might as well try to fix it now.


    EDIT: New version is up

    Attrib file here or here or here

    Art file here or here or here
    Last edited by corncobman; 8th Oct 10 at 9:31 AM. Reason: Hello updates my old friend

  33. #1633
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    How much of the Tyranid stuff has been fiddled with? As I don't remember them ever being this powerful. Just DLed the latest update to try out the mod, and decided to go for an easy difficulty 2v2 on Into the Breach, two Nid CPUs vs SoB (me) and an IG CPU, and we're just about getting our arses handed to us. I have Heroes on, Fortress on, Annihilation on, Game Timer on, high resource income and quick-start resource, and still they seem to plough through everything.

    Even the gaunts are powerful, having just torn apart the IG base using 2 Termegant squads, a hormie squad and a small Genestealer squad, downing a Baneblade, two IG squads and a Leman Russ without a sweat, plus 3 lvl 1 or 2 (never got a close enough look) LPs. One Seraphim squad gets kicked to the ground by the same number of Termegants and a single Zoanthrope blasts through everything with it's rapid-firing warp blast of doom.

    I don't know if it should be like that, but I can't do anything against anything larger than a raiding party. My Living Saint doesn't revive after death (unsure if this is a bug, as it isn't mentioned in the changelogs) and goes down to spinegaunts and Tyranids on the whole just look to be pretty damn OP.

    Apologies if any of this is stated somewhere in the thread (being half past 11 at night with 33 pages and all...) but I just want to look into it, chances are I might just be crap at DoW.

    EDIT:

    Okay, had a bit of a chance to play this version. It seems that you can't kill yourself under the Game Rule where you must kill the entire enemy army and base (possibly Extermination?). Tested using Chaos (me) + Orks + Orks on Jungle Walls vs Orks + Orks.

    Chaos Obliterators can't seem to fire on enemy aircraft. Tested on Into the Breach using Chaos (me) + Chaos vs Orks + Space Marines. Only tested on Fighta Bombas thus far since no Tempests were present.

    The Jungle Walls fight ended with a CtD about 10mins in, nothing intensive was happening, just a few slugga squads, a stormboys squad and 2 big meks slogging it out. One Mek and his slugga squad teleported, the game froze then crashed when they landed. The only differing win condition from my other games was the Extermination one.
    Last edited by Avatar 720; 8th Oct 10 at 4:51 PM.
    Chaos Scores:
    Wins:7/Draws: 2/Losses: 3

    Tau Scores:
    Wins:5/Draws: 1/Losses: 0

  34. #1634
    The flying one corncobman's Avatar
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    The AI for the Tyranids is especially hard even in the original Tyranids mod. I think it's meant to be challenging.

    I haven't really touched Tyranids lately but I've been playing as the Tyranids recently and I've fiddled around with some of the cap costs. Warriors will cost 3 squad cap instead of 2 and Raveners will cost 2 instead of 1. Hellfex and Screamer Killer will cost support cap instead of squad cap. Genestealer and Gaunts health has already been dramatically reduced from the original Tyranids mod.

    It's intentional that the SoB Living Saint doesn't resurrect, health has been increased a lot to compensate.

    I played as Chaos and Orks a couple of times and nothing happened. I suspect that it's the Space Marine AI that's causing the crash, but I thought I had already fixed it for this release. Hmmmmmm...

  35. #1635
    Member Rotlung's Avatar
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    Awright, time to get to downloading soon!

    I don't think many of us are familiar enough with the Tyranids to figure out their balance very well, except corn.

    Living Saint resurrection had a serious bug that with hardcaps can't be fixed with mod tools, so it's good that it was removed with health increased to compensate.

    Cheers on raising Warrior costs, I found them to be a little too good for what they cost.

  36. #1636
    The flying one corncobman's Avatar
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    I just noticed I made a mistake with the Dark Eldar Concentrated Blast ability. In testing I removed the requirements but I forgot to restore them for the release.

  37. #1637
    Member ProfMan96's Avatar
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    hey is it possible to have play my saved campaign from this mod's version 1.52 for 1.53? I just took out necrons as eldar on hard. A feat that I never knew was possible. I'd love to conyinue my conquest on the Kaurava system
    Last edited by ProfMan96; 9th Oct 10 at 7:30 AM.

  38. #1638
    The flying one corncobman's Avatar
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    Since there are new units added, if you saved in the campaign meta-map, the honour guard squads may be screwed up.

    If you saved in the middle of a game, it might even crash in some cases.

  39. #1639
    Member ProfMan96's Avatar
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    new units? woah, didn't see that coming. Such as? I'd love to check out every single race and see how they play out but, maybe u could help me out

    btw, is it possible for u to add eldar jetbikes and chaos dreds to your mod? Even the tiniest bit?

  40. #1640
    The flying one corncobman's Avatar
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    Chaos Vindicator is the only new unit added in this update.

  41. #1641
    Member Avatar 720's Avatar
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    Okay, managed to get a bit more time to play it today on Normal, here are my thoughts:

    Tau:
    Broadsides seem a little underwhelming. Their range doesn't seem to do them justice, especially against Orks where they get tied up easily. They need to be dangerously close to fire their railguns, and they need to spend time setting up; if they were planning on killing an approaching walker then I can imagine it being a race to see who gets there first, the walker or the railgun set-up.

    Crisis suits also seem quite under-powered, with their missile pods and fusion blasters doing seemingly nothing. It took 9 broadsides, 3 broadside sergeants, a crisis commander + bodyguard with PR/MP upgrade, 3 of XV81s with dual plasma, 3 XV80s with plasma and missile pods and 3 XV80s with flamers and fusion blasters far too long to kill an Ork LP2 and 2 missile launcher Waaagh! banners, with a whole squad of XV80s and 1 XV81 dying in the process.

    On the flip side, 2 Pathfinder units with all the trimmings, 2 kroot hound units, 2 stingwing units and 4 carnivore units (unbuffed through corpse chomping but with the first melee research) can handily lay waste to an entire Ork army with little micro. I don't know if it's supposed to be that powerful, but the combination of the units is amazingly effective at taking on all but the heaviest units, units that are avaliable after i've stormed and killed the army.

    I never got to use any fire warriors, hammerheads, skyrays or anything apart from the aforementioned combo and battlesuits. If I was on my own then I would've had to, but as it stands every time i've had a Necron ally, all you can see is a blue blob on the minimap that lays waste to everything it sees.

  42. #1642
    The flying one corncobman's Avatar
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    If your Broadsides are constantly on the move, they are going to be ineffective. I might reduce the setup time slightly but the damage is good enough already.

    Depending on which shrine you get, the effective of the units becomes affected. If you choose Shrine of Kauyon, the survivability of Kroot type units are going to be better than Battlesuits. If you choose Shrine of Montka, the survivability of Battlesuits are going to be better than Kroot type units.

    Also Crisis Suit Flamers are totally ineffective against non infantry. I thought I should point that out. I have noticed that the Fusion Blaster isn't that effective against vehicles or buildings so I think I will be tweaking the damage.

  43. #1643
    Member Avatar 720's Avatar
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    It's not the Broadside damage, it's their range; my broadsides spent more time walking than shooting, and when they finally did get in range, what I told them to attack had either sped away or was already dead.

    The shrine I got was Mont'Ka, but my suits still flopped and the kroot reigned supreme in this fight.

    I'm also not bothered about flamer damage vs buildings; it was mainly a measure against the infantry I was expecting to come pouring forth, but they were being flayed alive helping their allies next door. The fusion blaster and missile pod are my main issues there.

  44. #1644
    The flying one corncobman's Avatar
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    I might increase the damage of the Fusion Blaster and/or the Missile Pod but not by a great deal. After all you can get up to 6 of either per squad which, although expensive, is going to be very effective overall.

  45. #1645
    Member Rotlung's Avatar
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    Set your Broadsides to Stand Ground and get units to move into their range.

    Edit:

    Bug reports nil. Report below is because I did not patch properly.
    Some bug reports. Vanguard and Sternguard Infiltration researches unavailable, they already get Infiltration immediately?
    Advanced Dreadnought Weaponry hotkey is meant to be marine_dread_research, though this isn't represented in the attribs.
    Space Marine Sniper Research is meant to be tied to marine_sniper_research, but in attribs it's still tied to marine_sniper_rifle.
    Dreadnought icon from Orbital Relay still in position 3, not 4.
    The new Undivided Cult Marines hotkeys don't work, they're still mapped to eg plague_marines instead of both plague_marines and plague_marines_undivided.
    Last edited by Rotlung; 10th Oct 10 at 8:04 AM.

  46. #1646
    The flying one corncobman's Avatar
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    This is what I have:


  47. #1647
    Member Rotlung's Avatar
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    Oh dear that's terrible, I was somehow using the old attribs.

    I've updated the gridkeys for this version. You can get them here: http://www.megaupload.com/?d=O06AYH0Z

    Some notes on gridkeys:
    Gruesome Display uses 'G', because its icon placement changes for various structures, and the 'G' key is not difficult to reach.

    It appears that selection of Chaos Marks from the HQ have hotkeys available for them, but they aren't reflected in defprofiles. Regardless, I've added them in the updated gridkeys.

    Infiltration now uses 'C', so Chains of Torment has been changed to 'X' (similar to Eldar Entangle) and Psychic Storm has been changed to 'Q' (next to Mind War at 'W' and Eldritch Storm at 'E').

    On 1.53:
    The mod is feeling more and more polished with each update! Some bugs I've noticed:
    Veteran Infiltration, when researched, seems to do nothing. Vanguard and Sternguard Veterans gain their Infiltration ability only when Scout Infiltration is researched.
    chaos_vindicator is not reflected in keydefaults in defprofiles. Same goes for selection of Chaos Marks.

    The question marks on the Chaos Temple when you have not selected a mark (I haven't noticed this before!) persist on uncompleted Chaos Temples even after you've chosen a mark.

    The Noise Marine effects are interesting (feel subtler, though the purplish tint gives the Slaanesh look away). I think they look quite okay now, though the Blastmaster effects seem to be a little difficult to distinguish from the Sonic Blaster effects.

    How randomised are the loota effects? The new beamy effects are nice, though I seem to be seeing them firing like Heavy Bolters most of the time.

  48. #1648
    The flying one corncobman's Avatar
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    Hmmmm it seems I remembered to use the Veteran Infiltration ability for the Sergeants but not for the Veterans themselves. Doh!

    Yeah the question marks I added for this version. I didn't really feel the need to mention it in the change log.

    I'm not sure how random it is, but sometimes I have mostly Zappy Lootas, at other times I have mostly Boltery ones.

  49. #1649
    The flying one corncobman's Avatar
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    After testing the Tau Crisis Suits I've tweaked the weapon fire arcs so that both weapons are able to fire if something is in front of them. This change will increase the overall effectiveness by a huge amount so I might have to increase the costs of some of the upgrades. I've also reduced the cost of Hammerhead weapon upgrades, since they aren't that effective for cost and increased the damage of the HH Smart Missiles.

  50. #1650
    Sounds good corn.

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