Page 35 of 55 FirstFirst ... 252627282930313233343536373839404142434445 ... LastLast
Results 1,701 to 1,750 of 2731

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

  1. #1701
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    The Survival mod makes use of the campaign commander units so that the Wargear win condition works. I might have to fix the requirements.

    Seems that the Survival mod already has the Honour Guard win condition included. Spawns the commander and a few HG units.

    EDIT: Added the Combat Medic for the Imperial Guard. New version should be up within the next week or so, all being well and you guys don't start firing bug reports in my direction .
    Last edited by corncobman; 20th Oct 10 at 3:13 PM.
    -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!-

  2. #1702
    Wartrak's Twin Shoota upgrade is glitched in my game. The unit works fine but the guns disappear after the upgrade so you basically see an Ork killing people with the power of the ork collective mind

    Some other thing: The greyed out build Icon for the XV22 Commander is the Dark Crusade one while the active button has the Soultorm version.
    Last edited by RMX; 21st Oct 10 at 2:58 PM.

  3. #1703
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    Hmmm... well spotted. I'll get right on that.

  4. #1704
    Member Avatar 720's Avatar
    Join Date
    Jul 2007
    Location
    That super-top-secret-base over there... the one with the giant statue of me...
    I just have one more little niggle, is there anything you can do to stop the enemy AI landing long range scanners directly over infiltrated stuff 100% of the time? I try and place a webway gate behind enemy lines, as soon as it gets the infiltration research, a long range scanner gets slapped on top of it, or something that reveals infiltrated units just happens to wander into the area and stand next to it.

    Similarly with my rangers or scorpions, they'll be sneaking around, getting ready to attack then bam, the AI just happens to know their exact position (which annoys me more than the webway gates, as these guys are on the move), it's making me wonder if infiltration is even worthwhile anymore.
    Chaos Scores:
    Wins:7/Draws: 2/Losses: 3

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

  5. #1705
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    The AI cheats. It knows where your units are all the time, infiltrated or not.

  6. #1706
    Oh, cool, since we're at it I'd like to complain about some trivial stuff.

    This has been bothering me since Dark Crusade: I have a lot of trouble finding the packed Heavy Weapons Team units. Spotting the big bagpack amidst a sea of guardsmen is tough for me, specially when the Guardsmen in this mod also carry bagpacks. They are considerably expensive and fragile in that form and it causes me to get them killed more often than I should. Do you think you could give them some extra FX or something to make them stand out more?

    Also:

    http://i55.tinypic.com/2aangxk.jpg

    The tip says Lootas require 4 banners and I got them out with 3, and maybe they should require Barracks or Pile O'Gunz. I tried to pull a Lootas rush and failed miserably (or they weren't very effective against Tyranids) but I suppose a more competent player can test if it's unbalanced or not.

  7. #1707
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    Using groupings to organise your units helps with separating your units. I suppose I could add an effect or something to make it easier.

    The tooltips don't say they require so many Waaagh Banners, they say require so much Orky Pop. Since the Orky Pop takes a while to accumulate after building a banner, units aren't available straight away after building the required number of banners.

    Lootas are inaccurate so using them on their own is not a good idea. They are long ranged support so use them in conjunction with other units for best effect.
    Last edited by corncobman; 22nd Oct 10 at 12:10 PM.

  8. #1708
    Member Avatar 720's Avatar
    Join Date
    Jul 2007
    Location
    That super-top-secret-base over there... the one with the giant statue of me...
    May I just enquire as to how the Autarch wargear functions? He seems to be stuck with a Warp Jump generator and a Death Spinner, yet can't be attached to a Warp Spiders squad (making him slightly useless in that aspect (pun not intended ) and I was wondering if there was something I missed along the way that allows me to choose what he has, because right now he's largely pointless as he can't join the only squad that his loadout suits.

    You've probably mentioned it somewhere in the thread, but my search-fu isn't amazing and I couldn't find anything about it, so I just thought i'd ask

  9. #1709
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    Autarch wargear gets upgraded as the player techs. He gets the Swooping Hawk wings with the Mobilise for War research, then gets the Warp Jump pack with Annihilate the Enemy. Warp Spiders cannot be attachable because once they are, the Farseer will be able to attach to them and then it would look really wierd.

  10. #1710
    Can you make the Farseer jump like the Warp Spiders?

  11. #1711
    Member ProfMan96's Avatar
    Join Date
    Nov 2009
    Location
    Craftworld Biel-Tan
    oh...like some sort of teleportation power? interesting...a psychic power of somesort, the ability to traverse the materium without traveling it! lol...i love it!
    Profman96 (High Primary mod tester) - joined 12/24/10

    Proudly apocalyptic
    http://forums.relicnews.com/showthre...elease-2-15-11
    NOW RECRUITING. PM ME OR MOD LEADERS FOR MORE INFORMATION.


    http://warhammerfanfiction.blogspot.com/
    NOW BACK UP AND KICKING! BETTER STORIES AND MORE KICK ASS TRIBUTES TO COME

  12. #1712
    Member Rotlung's Avatar
    Join Date
    Mar 2008
    Location
    Back home in sunny Singapore
    Just so that the Autarch can be made attachable to Warp Spiders?
    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.

  13. #1713
    Member Avatar 720's Avatar
    Join Date
    Jul 2007
    Location
    That super-top-secret-base over there... the one with the giant statue of me...
    The Seer Council could be made the Farseer's retinue (like the Archon's Incubi or the Tau Commanders drones/retinue), as she usually finds herself attached to them anyway.

    It is just a thought i'm throwing out though, as i'm not too fussed about not being able to join WS, more about how the Autarch's wargear is done for you; but that itself is quite minor.

  14. #1714
    Member Rotlung's Avatar
    Join Date
    Mar 2008
    Location
    Back home in sunny Singapore
    I'm not sure about you, but my Farseer often finds herself attached to Storm Guardian squads and Howling Banshee squads, only moving to Seer Council when they are available. Adding seers like a retinue could work too but it does remove a bit of the attachment flexibility the Farseer would used to have.

  15. #1715
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    I don't think I will be making Warp Spiders attachable or making the Seer Council as retinue for the Farseer. Reason being, as mentioned by Riotlung, the loss of flexibility with regards to attaching to other squads.

  16. #1716
    Oh ok, Then have Farseer unattachable to Warp Spiders and just give her a teleportation ability. Yay!

  17. #1717
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    You say that like it's an easy thing to do (give the Farseer a jump/teleport animation where none exists previously). In short I'm not able to and probably not going to either.

  18. #1718
    Oh, I'm sorry I didn't know.

  19. #1719
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    New version should be up within the next few days or so.

    EDIT:

    Version 1.54 is available

    Attrib file here or here or here

    Art file here or here or here


    Tyranids addon here orhere or here
    Last edited by corncobman; 28th Oct 10 at 12:27 PM. Reason: I wanted to edit this post

  20. #1720
    Member ProfMan96's Avatar
    Join Date
    Nov 2009
    Location
    Craftworld Biel-Tan
    Yehaw, new version is out! lol, guess this means I have to start over my entire campaign :P but it's definitely worth the endless campaign to play your FUN MOD

  21. #1721
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    Yeah, starting a new campaign is a bit of a pain, but it's worth it if you count all the new units and stuff.

    I've tweaked the AI a bit and I'm curious as to whether or not it still crashes, so can test it as much as you can and let me know of any problems. That reminds me I need to update the AI for the Survival mod mod.

  22. #1722
    Eldars BUG.

    Wraithomb ability hotkeyID is in same place that Bonesong Ability for Eldar Bonesingers.

    Wraithomb HotkeyID=3
    Bonesong HotkeyID=3

    when wraithomb is researched this replace bonesong, im change the HotkeyID from 3 to 2 and all abilities work fine.
    Im post more bug later in im find them.

    Just 1 question:
    im see Fleet of Foot ability inside your abilities mod folder... is this ability disable, implemented as pasive skill, or is bugged... currently im dont see this on any unit ability_ext so im suposse this is disabled or implemented in other way or in a near future, or cancell...

  23. #1723
    Member Rotlung's Avatar
    Join Date
    Mar 2008
    Location
    Back home in sunny Singapore
    Gridkeys updated for 1.54 http://www.megaupload.com/?d=NEZTN5OJ (megaupload is a little quirky at the moment though). Fixed a wrong gridkey for the Tau turret.
    I noticed the XV22 Commander had its colours switched as well, was this intended?

  24. #1724
    Member
    Join Date
    Jun 2007
    Location
    The Heart Of Gold
    You've probably already heard this a few dozen times, but: Wow! Just recently discovered this mod, tried it out last night and spent ~3 hours exploring all the options. This looks amazing so far. It feels a lot like the original Dawn of War, in that its atmosphere really captures the spirit of WH40K; something I felt both DC and SS lacked. It also offers a wide variety of options without being redundant or overwhelming, and sticks to the original gameplay while introducing subtle but effective changes (love that turrets are now confined to standard buildspace again). It reminds me of DoWXP in its heyday. Thank you for a great mod that has really rekindled my interest in SS!

    Other than that: Found a bug, I think - Tau XV22 Commander can't seem to hold on to its Shield Drone; had it rebuilt several times, always vanished after a few secs w/o any enemy contact. Will try to pinpoint it later.
    "Here I am, brain the size of a planet...."

  25. #1725
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    @Riotlung - I'll add a download link on the first post soon. The TC colour change was intentional, I always hated the original colours.

    @Marvin - Thanks for that. I'm glad you like the mod. Yeah a lot of the changes were because they make more sense to me since I played the original Dawn of War game a lot. I'll check the health modifiers for the shield drone.

    @LIZARDMANZ - I swear I wrote a reply to you but it seems to have not appeared. Anyway the Fleet of Foot ability has been removed in favour of a passive speed increase for most of the Eldar units.

  26. #1726
    Member Avatar 720's Avatar
    Join Date
    Jul 2007
    Location
    That super-top-secret-base over there... the one with the giant statue of me...
    The shield drone didn't work for 1.53 either, I forgot to mention it. Will take a look at the new version tomorrow; busy recovering from the flu at the moment so it should help

  27. #1727
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    Bit of news, the next version will have reduced detection radius for all infantry that are not leaders or detectors.

    Also tweaked the Imperial Guard AI so that it only scans around 50% of the time

  28. #1728
    HI first off I want to thank you for this awesome mod and the work you put in it.
    I want to ask you about stats associated with models. You know, for example that slugga boyz look different from each other, but thay have all the same stats. The thing I want to ask you is it possible by any means to change that so the slugga boy that has the biggest choppa has the higest attack stats and the slugga boy who has the most armor has the higest defence/hp stats?

  29. #1729
    That's impossible to do unless you're someone from FOK. But interesting point.

    @Corncobman: I a long time ago found out that the Bloodthirster axe damages the Bloodthirster himself by an area of effect. Mod 1.53 I think, if it is no longer true in 1.54 then you're set.

  30. #1730
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    @sokkur1 - As Cylarne_04 said, it's not possible to have the damage or armour be higher or lower depending on the model. The model randomisation is purely visual and is not affected by the code in any way.

    @Cylarne_04 - I'll have a look at the Bloodthirster weapon. If need be I'll remove its friendly damage.

  31. #1731
    Ok thanks for the info.

  32. #1732
    I'm ok if the ally damage goes away Corn. It's like the Necron Monolith unable to damage allies for say. I PMed you about a lot more stuff.

  33. #1733
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    Ok, I'm going to post the contents and reply here if that's alright with you

    I'd suggest decreasing the modifiers for the permanent shielding of the Shield Drones. Tau Warriors especially are ugly with ranged protection. The new turrets you have for Tau is at a limit of six regardless even if you have 2-5 hqs. But that might be impossible to make a limit of 12 for two hqs, 18 for 3, etc... For SM and Chaos, since they have a choice of Land Raiders-Bloodthirster, Land Raiders-Chapter Master, I wouldn't have them either this or that throughout the whole game, I would do either this or that currently. Necron squads should move slower, they look like they're, well... sprinting with great strides. Other than that your mod keeps getting better and better and better and better like a rating of a 10/10 is the lowest rating possible.
    I might lower the Shield Drone damage reduction slightly
    I'll check the Tau Turret requirements and try to make it like the other turrets.
    The Land Raider/Bloodthirster - this way was the only way to make it work so that you can build more than one Land Raider and making them mutually exclusive to the Bloodthirster/Chapter Master. Before you could queue Land Raiders if the Bloodthirster was being built and it was possible to have BT and LR's at the same time.
    I decided to make Necron units less slow and lumbering because I didn't like their speed (or lack thereof) and reduced their accuracy. Flayed Ones especially were not used that often except for mirror matches where they were spammed ad nauseum.

  34. #1734
    Yep I'm set. Though for the Bloodthirster/Land Raider thing, I have a solution. For something like the Land Raider requirements, set the requirements to required_squad of the Bloodthirster to 0. That way, if a Bloodthirster is valid, the Land Raider won't be created. Same for Bloodthirster only for the research.

  35. #1735
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    I tried that before. It was still possible to queue them both at the same time.

  36. #1736
    I haven't had time to play 1.54 lately, but I saw that the guys at Dawn of Coalescense seem to have a Team Colourable Inquisitor Toth as seen here http://img526.imageshack.us/img526/6380/relic00007r.jpg

    It would be great if you could get that skin in your mod

  37. #1737
    RMX: Hmmm... cool.

    Corncobman: Really, oh. Well shoot that stinks. WAIT!!!! Hold it, it does work, I just tried it. I made Bloodthirster, and then Land Raider in the 15 minute game I just played, well cheated in. I'll even show you if I get the screenshot. Hold on.

    Nevermind, I figured out what you mean. It was a good try though.

    Oh with that Toth texture you made, try out the new Force Commander in Terminator Armor I created. It is fun like heck and the SMs will be that much fun to play as. Just suggesting everything I said, don't mean to be bossy. I'll send you a PM as soon as I can get the new Terminator stuff.
    Last edited by Cylarne_04; 8th Nov 10 at 6:17 PM.

  38. #1738
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    @RMX - are you sure? I PM'd IronWarrior42 and he didn't think the Toth skin was team colourable.

  39. #1739
    Well, you can always google it. Have fun with the New Force Commander.

  40. #1740
    Actually I had no clue, I assumed it was TCable but it's probably a reskin. The only traces of a TCable Toth/Brom and I've found are from here:

    http://72.233.90.11/printthread.php?...1&page=8&pp=50
    http://forums.relicnews.com/showthre...able-Commissar -- this thread is one of yours

    They're horribly ancient posts and I haven't found any download links for davisbe or havoc's skins. I hoped someone in DoC had either.

  41. #1741
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    Yeah searching on Google doesn't provide anything useful either so it's probably lost somewhere in the depths of history.

  42. #1742
    Hello ...

    Users who have a limited speed connection would appreciate it if you used 7zip instead of winrar to compress the MOD ...

    The rate of compression of 7zip is higher and the final compressed packet is a lot smaller in the ultra compression level.

    Many times the package is reduced to almost half the original size of winrar.

  43. #1743
    Hey CCM, it's been a while! It looks like 1.54 has a lot of new things to offer!

    The combat medic is a cool addition, but it seems unable to attach to other squads. It will attach for a few seconds and then automatically detach afterwards. Can any else confirm this?

    Also, I got a fatal scar error from the Eldar AI relating to the storm guardian tactic as shown in the screenshot:

    Spoiler



    Anyways, keep up the great work!

  44. #1744
    Member Rotlung's Avatar
    Join Date
    Mar 2008
    Location
    Back home in sunny Singapore
    The auto-unattaching thing is an issue that arises with the Heroes mod if I'm not wrong. It should be fine with it disabled.

  45. #1745
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    I forgot to add the medic to the Heroes unit list. Should be fixed in the next version.

    Storm Guardian AI bug should be fixed.

    @LIZARDMANZ - I use Winzip to compress the files, but I'll think about using 7zip


    Added a suicide death blast for Chaos Cultists. Units near the explosion will suffer damage, morale damage and knockback.

  46. #1746
    Cultist explosions? Sounds like a tier I addition. Woot!

  47. #1747
    Member Rotlung's Avatar
    Join Date
    Mar 2008
    Location
    Back home in sunny Singapore
    Reminds me of DoW2, would make Cultist usage a little more interesting. Given that you can reinforce in the field, and that Cultists are so cheap, it might get a little unbalanced. No harm trying it out though of course. Is it a user-activated ability or a trigger on death?

  48. #1748
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    It's a user activated ability. If you have Cultists upgraded, it always kills the upgraded ones first.


    I've found that by using 7zip, it only makes the art file smaller by 4Mb so I don't think it's going to make that much difference.
    Last edited by corncobman; 11th Nov 10 at 6:51 AM.

  49. #1749
    Two things.

    On your first post Corn, you forgot to make the Tyranid mod add-on title for 1.54 with bold. It looks like this [b]Tyranids add-on 1.54 (27/10/2010)[/b. <<<Resolved.

    When's the next release? Is it soon or is it going to be a lot later so I might as well download 1.54?
    Last edited by Cylarne_04; 11th Nov 10 at 5:17 PM.

  50. #1750
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    Good question. I'm still messing around with bits and pieces so I have no idea when it will be ready.

    I might get it ready this weekend, hopefully.

Page 35 of 55 FirstFirst ... 252627282930313233343536373839404142434445 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •