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

  1. #2151
    @Corncobman: Did you previously mess with the Easy's resource rate modifiers? That is what METAL GOD hates. Easy ai probably gathers too low of a resource count. The standard DOW easy ai resource rate gathers at I think 0.6 of normal resources. I could be wrong.
    Mods In Progress: Ultimate Apocalypse | Daemons Mod

    Beware, my Ultimate Apocalypticinator!

  2. #2152
    The flying one corncobman's Avatar
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    I'm 100% sure that I have not changed the resource rate at all. The only thing that I have changed is the rate at which Ork pop is gathered. I've compared the relevant files between my mod, Soulstorm and the Apocalypse mod and for easy they have the same values of 0.6, except for the Apocalypse mod which has 0.5.

    @METAL_GOD - Don't worry, I'm not upset with you at all. Like I said, I don't know if there's a problem that needs to be fixed, because I don't really play on easy that's all.
    -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!-

  3. #2153
    There is an bug, when imperial guard (AI) faces against Chaos (AI), the imperial guard doesn't do anything, no building things or getting units... just an single techpriest standing waiting for orders. I noticed this only happens with Chaos only.

    Edit: I fixed it.
    Last edited by Crimson Blade; 29th Jul 11 at 7:49 PM.

  4. #2154
    Member Rotlung's Avatar
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    I think Tyranid buildings in general still need the their selection sounds reduced in volume.

    Also, spore mines take a horribly long time to build, why is that?
    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.

  5. #2155
    Corncobman, thanks for this mod; I love it! However, as much as they're funny, I can't stand the Emperor's Pointy Sticks in the campaign mode. Is there any way I could change them back to their default?

  6. #2156
    I also think souls generated from Slave Chambers take too long to spawn. How many does one usually need to get a constant flow of souls without having to reorder tortured slaves to pick them up.

  7. #2157
    The flying one corncobman's Avatar
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    @Crimson_Blade - why what did you do?

    @OblivionSmurf83 - The next release will change the SM in the campaign to a different colour scheme.

    @Riotlung - I think what happened was the original Spore mine was a single unit, and I changed it to 4 and forgot to change the build time to compensate.

    @RMX - I'll probably reduce the build time somewhat. I think you need at least 3 to get a decent soul gathering going on.
    Last edited by corncobman; 30th Jul 11 at 8:23 AM.

  8. #2158
    Member Rotlung's Avatar
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    Noted on the spore mine build time.

    I think having 2 slave pens to provide just a comfortable amount of souls without needing to constantly micro slaves is good. If just 1 were needed, it would be too easy to simply spam higher level soul abilities.

  9. #2159
    Thanks for the prompt response, Corncobman!

  10. #2160
    Member Rotlung's Avatar
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    Reinforced Hull research from SoB Manufactorum covers the Loud Hailers ability until said research is completed.

  11. #2161
    The flying one corncobman's Avatar
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    Gah - why do I find out after I packaged up the new version?


    EDIT: New version is available


    Download the attrib file here


    Download the art file (see below)


    Download the Tyranids mod add-on here
    Last edited by corncobman; 12th Aug 11 at 9:10 AM.

  12. #2162
    Member MegaHurtzMPG's Avatar
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    For some reason I cannot install this mod for the last few versions. I keep getting the 'failed to activate game' message. I do exactly as in the instructions and it's a no-go. I'm sure I'm doing something wrong, but haven't a clue.
    D-uh, which button makes dis thing go?

  13. #2163
    @MegaHurtzMPG: Could you report the warnings.log to Corncobman, maybe he'll help you out. Not hard to miss, it is located in the main SS directory.

  14. #2164
    The flying one corncobman's Avatar
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    I've checked the latest update and it loads fine at my end. As Cylarne_04 said, look inside the warnings.log and post if there are any warning messages.

  15. #2165
    Oh, the Stormblade. I didn't expect it. I like the AoE damage of the BlastGun. It tears infantry apart but the damage on vehicles and buildings is a bit on the low side for its low rate of fire, I think. It's probably to compensate for the blast radius. Gotta test it more.

    This makes me want to see the Ork Battle Fortress in this mod.
    Oh, also it would be cool to see PoK's Tankbusta's with Tankhammer upgrades (after Orky Fort upgrade or something)

  16. #2166
    Member MegaHurtzMPG's Avatar
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    Not sure how helpful this is because I get this error everytime I start SS, no matter what mod, dxp2, etc is loaded.

    Soulstorm.exe caused an Access Violation in module ntdll.dll at 0023:774cab6e.
    Error occurred at 8/1/2011 22:04:26.
    Soulstorm.exe, run by Administrator.
    Microsoft Windows XP?.
    8 processor(s), type 586.
    0 MBytes physical memory.
    Write to location 00000000 caused an access violation.
    MiniDump failed to save - error loading symbols.
    Registers:
    EAX=00000000 CS=0023 EIP=774cab6e EFLGS=00010202
    EBX=30350001 SS=002b ESP=00fcfde0 EBP=00fcfe14
    ECX=0000006b DS=002b ESI=03726c08 FS=0053
    EDX=00000000 ES=002b EDI=30350000 GS=002b
    Bytes at CS:EIP:
    89 30 8b 45 e0 8b 55 e4 8d 7e 08 f0 0f c7 0f 3b

    Call Stack:
    0x33203938: ()
    0x62382030: ()
    0x20353420: ()
    0x38203065: ()
    0x35352062: ()
    0x20346520: ()
    0x37206438: ()
    0x38302065: ()
    0x20306620: ()
    0x63206630: ()
    0x66302037: ()
    0x20623320: ()
    0x000B9A00: ()
    0x00FCF5A8: ()
    0x76213F01: ()
    0x074B0000: ()

    Stack dump:
    00fcfde0: 00000000 03720000 035181b0 00720000 03780580 00000000 00000000 00fcfd34
    00fcfe00: 001f2c4a 00fcfe78 00000000 00000001 035181a8 00fcfe28 774ca493 03780580
    00fcfe20: 03780580 035181b0 00fcfe3c 76213f01 03720000 00000000 035181a8 0000000c
    00fcfe40: 001ff1b4 03720000 00000000 035181b0 0020fc4c 001f2c43 035181b0 0000000c
    00fcfe60: 00b8c904 00fcfef4 0020fc4c 00fcfe01 00fcfee4 00205928 00000000 001f3bdf
    00fcfe80: 0000000c 00000002 00000001 001f501c 035181b0 0000000c 007f6470 035181b0
    00fcfea0: 00b8c8e4 007f659f 1b4ddb75 00b8c8e4 007f6838 00b8c8e4 00400000 034d6ffc
    00fcfec0: 748a19d8 9a0b9779 00b8c92c 002a1fe5 00000000 034d6ffc 034d6fe8 00fcfec4
    00fcfee0: 00fcf9b8 00fcff78 748a8ced ee6522b5 00000000 00fcff88 748a1a4b 00000000
    00fcff00: 00000000 00000000 007b3dad 00000000 9a095d90 00000000 00000000 7efde000
    00fcff20: 00000044 002ea430 002e60b0 002e6968 00000000 00000000 00000000 00000000
    00fcff40: 00000000 00000000 00000000 00000801 00000001 00000000 ffffffff ffffffff
    00fcff60: ffffffff c0000005

    Module list: names, addresses, sizes, time stamps and file times:
    C:\GAMES\THQ\Dawn of War - Soulstorm\Debug.dll, loaded at 0x000a0000 - 49152 bytes - 4907807c - file date is 12/29/2010 00:39:10
    C:\GAMES\THQ\Dawn of War - Soulstorm\STLPort.dll, loaded at 0x000d0000 - 577536 bytes - 490780bd - file date is 12/29/2010 00:39:12
    C:\GAMES\THQ\Dawn of War - Soulstorm\Memory.dll, loaded at 0x001f0000 - 135168 bytes - 49078081 - file date is 12/29/2010 00:39:10
    C:\GAMES\THQ\Dawn of War - Soulstorm\Platform.dll, loaded at 0x00230000 - 180224 bytes - 490780c5 - file date is 12/29/2010 00:39:10
    C:\GAMES\THQ\Dawn of War - Soulstorm\LuaConfig.dll, loaded at 0x003a0000 - 315392 bytes - 490780db - file date is 12/29/2010 00:39:10
    C:\GAMES\THQ\Dawn of War - Soulstorm\Soulstorm.exe, loaded at 0x00400000 - 7671808 bytes - 4907b15e - file date is 12/29/2010 00:39:14
    C:\GAMES\THQ\Dawn of War - Soulstorm\Util.dll, loaded at 0x016d0000 - 352256 bytes - 490780e6 - file date is 12/29/2010 00:39:12
    C:\GAMES\THQ\Dawn of War - Soulstorm\GSLobby.dll, loaded at 0x01730000 - 577536 bytes - 49078108 - file date is 12/29/2010 00:39:10
    C:\GAMES\THQ\Dawn of War - Soulstorm\Localizer.dll, loaded at 0x017e0000 - 90112 bytes - 490780d9 - file date is 12/29/2010 00:39:10
    C:\GAMES\THQ\Dawn of War - Soulstorm\seInterface.dll, loaded at 0x01800000 - 446464 bytes - 490780f6 - file date is 12/29/2010 00:39:12
    C:\GAMES\THQ\Dawn of War - Soulstorm\DivxMediaLib.dll, loaded at 0x01890000 - 86016 bytes - 40299282 - file date is 12/29/2010 00:39:10
    C:\GAMES\THQ\Dawn of War - Soulstorm\DivxDecoder.dll, loaded at 0x018b0000 - 413696 bytes - 40299280 - file date is 12/29/2010 00:39:10
    C:\GAMES\THQ\Dawn of War - Soulstorm\FileParser.dll, loaded at 0x01920000 - 86016 bytes - 40299281 - file date is 12/29/2010 00:39:10
    C:\GAMES\THQ\Dawn of War - Soulstorm\UserInterface.dll, loaded at 0x01940000 - 1736704 bytes - 49078123 - file date is 12/29/2010 00:39:12
    C:\GAMES\THQ\Dawn of War - Soulstorm\MathBox.dll, loaded at 0x01b00000 - 122880 bytes - 49078087 - file date is 12/29/2010 00:39:10
    C:\GAMES\THQ\Dawn of War - Soulstorm\SimEngine.dll, loaded at 0x01b40000 - 1241088 bytes - 4907817b - file date is 12/29/2010 00:39:12
    C:\GAMES\THQ\Dawn of War - Soulstorm\NetConfig.dll, loaded at 0x01c80000 - 15872 bytes - 490780bc - file date is 12/29/2010 00:39:10
    C:\GAMES\THQ\Dawn of War - Soulstorm\PlatHook.dll, loaded at 0x03650000 - 5632 bytes - 49078078 - file date is 12/29/2010 00:39:10
    C:\GAMES\THQ\Dawn of War - Soulstorm\dbghelp.dll, loaded at 0x06580000 - 894464 bytes - 4047b322 - file date is 12/29/2010 00:39:10
    C:\GAMES\THQ\Dawn of War - Soulstorm\Filesystem.dll, loaded at 0x10000000 - 368640 bytes - 490780d3 - file date is 12/29/2010 00:39:10
    C:\Windows\system32\audioeng.dll , loaded at 0x71af0000 - 396800 bytes - 49e03701 - file date is 4/11/2009 02:28:20
    C:\Windows\system32\AUDIOSES.DLL , loaded at 0x71b60000 - 115712 bytes - 49e03703 - file date is 4/11/2009 02:28:20
    C:\Windows\system32\AVRT.dll , loaded at 0x71b90000 - 12800 bytes - 4791a655 - file date is 1/20/2008 22:50:38
    C:\Windows\System32\MMDevApi.dll , loaded at 0x71bd0000 - 150528 bytes - 49e0375f - file date is 4/11/2009 02:28:22
    C:\Windows\system32\dsound.dll , loaded at 0x72410000 - 444416 bytes - 49e0375c - file date is 4/11/2009 02:28:20
    C:\Windows\system32\mswsock.dll , loaded at 0x72480000 - 223232 bytes - 49e037a6 - file date is 4/11/2009 02:28:24
    C:\Windows\system32\POWRPROF.dll , loaded at 0x72500000 - 98816 bytes - 49e03812 - file date is 4/11/2009 02:28:24
    C:\Windows\system32\dhcpcsvc6.DLL , loaded at 0x725a0000 - 130560 bytes - 49e03709 - file date is 4/11/2009 02:28:20
    C:\Windows\system32\DNSAPI.dll , loaded at 0x725d0000 - 168448 bytes - 4d6e6603 - file date is 3/2/2011 11:44:28
    C:\Windows\system32\dhcpcsvc.DLL , loaded at 0x72600000 - 204288 bytes - 49e03708 - file date is 4/11/2009 02:28:20
    C:\Windows\system32\iphlpapi.dll , loaded at 0x72790000 - 91648 bytes - 49e037a4 - file date is 4/11/2009 02:28:22
    C:\Windows\system32\CRYPT32.dll , loaded at 0x73930000 - 978944 bytes - 49e03824 - file date is 4/11/2009 02:28:20
    C:\Windows\system32\WINNSI.DLL , loaded at 0x73a40000 - 14848 bytes - 4791a7b7 - file date is 1/20/2008 22:50:16
    C:\Windows\system32\WSOCK32.dll , loaded at 0x73aa0000 - 15360 bytes - 4791a7c1 - file date is 1/20/2008 22:48:16
    C:\Windows\system32\WINTRUST.dll , loaded at 0x73b50000 - 172032 bytes - 4b320061 - file date is 12/23/2009 07:33:30
    C:\Windows\system32\MSASN1.dll , loaded at 0x73b80000 - 60928 bytes - 4aa0fd15 - file date is 9/4/2009 07:42:00
    C:\Windows\system32\apphelp.dll , loaded at 0x73fd0000 - 171008 bytes - 49e036f3 - file date is 4/11/2009 02:28:18
    C:\Windows\system32\OLEACC.dll , loaded at 0x74140000 - 215040 bytes - 4791a74d - file date is 1/20/2008 22:48:28
    C:\Windows\system32\WINMM.dll , loaded at 0x741b0000 - 189952 bytes - 49e03856 - file date is 4/11/2009 02:28:26
    C:\Windows\system32\VERSION.dll , loaded at 0x747a0000 - 20480 bytes - 49e03812 - file date is 4/11/2009 02:28:26
    C:\Windows\system32\USERENV.dll , loaded at 0x74800000 - 108544 bytes - 49e03810 - file date is 4/11/2009 02:28:26
    C:\Windows\system32\uxtheme.dll , loaded at 0x74820000 - 234496 bytes - 4791a783 - file date is 1/20/2008 22:51:06
    C:\Windows\WinSxS\x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.6195_none_d09154e044272b9a\MSVCR80.dll, loaded at 0x748a0000 - 632656 bytes - 4dcddbf3 - file date is 7/30/2011 18:47:18
    C:\Windows\WinSxS\x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.6195_none_d09154e044272b9a\MSVCP80.dll, loaded at 0x74940000 - 554832 bytes - 4dcddc6c - file date is 7/30/2011 18:47:18
    C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.6002.18305_none_5cb72f2a088b0ed3\comctl32.dll, loaded at 0x74a20000 - 1686016 bytes - 4c7d2463 - file date is 8/31/2010 11:43:54
    C:\Windows\system32\atiu9pag.dll , loaded at 0x74d40000 - 28672 bytes - 4cc78ac1 - file date is 10/26/2010 22:13:22
    C:\Windows\system32\rasadhlp.dll , loaded at 0x74e80000 - 10240 bytes - 4549bda2 - file date is 11/2/2006 05:46:14
    C:\Windows\syswow64\Secur32.dll , loaded at 0x74fd0000 - 77312 bytes - 4a366093 - file date is 6/15/2009 10:54:12
    C:\Windows\syswow64\SHELL32.dll , loaded at 0x75030000 - 11586048 bytes - 4d39b5c7 - file date is 1/21/2011 12:35:24
    C:\Windows\syswow64\imagehlp.dll , loaded at 0x75b50000 - 153088 bytes - 4791a709 - file date is 1/20/2008 22:48:38
    C:\Windows\syswow64\ADVAPI32.dll , loaded at 0x75b80000 - 800768 bytes - 49e03717 - file date is 4/11/2009 02:28:18
    C:\Windows\syswow64\NSI.dll , loaded at 0x75cd0000 - 8192 bytes - 4791a7a4 - file date is 1/20/2008 22:50:16
    C:\Windows\syswow64\PSAPI.DLL , loaded at 0x75cf0000 - 12288 bytes - 4549bd99 - file date is 11/2/2006 05:46:14
    C:\Windows\syswow64\SETUPAPI.dll , loaded at 0x75d00000 - 1591296 bytes - 49e037e9 - file date is 4/11/2009 02:28:26
    C:\Windows\syswow64\OLEAUT32.dll , loaded at 0x75ee0000 - 563712 bytes - 4d0f85d3 - file date is 12/20/2010 12:35:06
    C:\Windows\syswow64\IMM32.dll , loaded at 0x75f70000 - 116224 bytes - 49e03823 - file date is 4/11/2009 02:26:44
    C:\Windows\syswow64\kernel32.dll , loaded at 0x76190000 - 858112 bytes - 49e038c0 - file date is 4/11/2009 02:26:46
    C:\Windows\syswow64\WS2_32.dll , loaded at 0x76330000 - 179200 bytes - 4791a798 - file date is 1/20/2008 22:50:36
    C:\Windows\syswow64\SHLWAPI.dll , loaded at 0x76480000 - 353280 bytes - 4d39b5cc - file date is 1/21/2011 12:35:24
    C:\Windows\syswow64\CLBCatQ.DLL , loaded at 0x764e0000 - 523776 bytes - 4791a66f - file date is 1/20/2008 22:49:36
    C:\Windows\syswow64\RPCRT4.dll , loaded at 0x76680000 - 677376 bytes - 49f05beb - file date is 4/23/2009 08:15:40
    C:\Windows\syswow64\USER32.dll , loaded at 0x76770000 - 648704 bytes - 49e03825 - file date is 4/11/2009 02:26:46
    C:\Windows\syswow64\ole32.dll , loaded at 0x76840000 - 1316864 bytes - 4c28d53e - file date is 6/28/2010 13:00:22
    C:\Windows\syswow64\GDI32.dll , loaded at 0x76990000 - 303616 bytes - 49e03823 - file date is 4/11/2009 02:26:44
    C:\Windows\syswow64\USP10.dll , loaded at 0x76a20000 - 502272 bytes - 4bc89484 - file date is 4/16/2010 12:46:50
    C:\Windows\syswow64\MSCTF.dll , loaded at 0x76aa0000 - 807424 bytes - 49e03793 - file date is 4/11/2009 02:28:22
    C:\Windows\syswow64\msvcrt.dll , loaded at 0x76b70000 - 679936 bytes - 49e0379e - file date is 4/11/2009 02:28:24
    C:\Windows\syswow64\LPK.DLL , loaded at 0x77470000 - 23552 bytes - 49e03824 - file date is 4/11/2009 02:26:46
    C:\Windows\SysWOW64\ntdll.dll , loaded at 0x774a0000 - 1168512 bytes - 4cb7341c - file date is 10/15/2010 09:43:24
    Maybe I have the file structure wrong? Again, I just extract the files directly to my SS folder, but just to make sure, it should look like:

    Dawn of War - Soulstorm/Corncobmod/

    and in the Corncobmod folder I just see a 'data' folder a 'locale' folder and the 3 .sga files: art, attrib and sound. Is that right?

  17. #2167
    The flying one corncobman's Avatar
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    That's the wrong one. You should be looking at the warnings.log file, not the xxx_Errorlog.txt file

    The files and folders look correct as far as I can see.

  18. #2168
    @Megahurtz: Um, lol. *facepalm*

    While at it, try to only paste the lines that contain Mod Fatal Error in it. That tells you exactly what to fix.

    @Corncobman: Did you find any new Daemon units yet besides FOK already known daemons? Are they in your mod as well?

  19. #2169
    The flying one corncobman's Avatar
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    No new daemons yet as far as I can see.

  20. #2170
    Member MegaHurtzMPG's Avatar
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    @Cylarne - thanks for the tip, douchey as it was.

    @Corncobman - here's the serious-looking warnings:

    22:03:59.99 MOD -- Warning: Failed to load archive 'W40k\W40kDataGOTY.sga'
    22:03:59.99 MOD -- Warning: Failed to open folder 'DXP2\Locale\english\Data'.
    22:03:59.99 MOD -- Warning: Failed to open folder 'DXP2\Data_Shared_Textures\Full'.
    22:03:59.99 MOD -- Warning: Failed to open folder 'DXP2\Data_Sound\Full'.
    22:03:59.99 MOD -- Warning: Failed to open folder 'DXP2\Data_Music'.
    22:03:59.99 MOD -- Warning: Failed to open folder 'DXP2\Data_Whm\High'.
    22:03:59.99 MOD -- Warning: Failed to open folder 'W40k\Locale\english\Data'.
    22:03:59.99 MOD -- Warning: Failed to open folder 'W40k\Data_Shared_Textures\Full'.
    22:03:59.99 MOD -- Warning: Failed to open folder 'W40k\Data_Sound\Full'.
    22:03:59.99 MOD -- Warning: Failed to open folder 'W40k\Data_Whm\High'.
    22:03:59.99 MOD -- Warning: Failed to open folder 'steel_legion_DC\Data_Sound\Full'.
    22:03:59.99 MOD -- Warning: Failed to open folder 'steel_legion_DC\Data_Music'.

  21. #2171
    The flying one corncobman's Avatar
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    That doesn't really help much as they are fairly standard (apart from the last 2 which for a Soulstorm mod shouldn't really be happening).

    I think that you should concentrate at the bottom of the file as that's usually where lines showing the problem appear.

  22. #2172
    Member MegaHurtzMPG's Avatar
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    How about this?

    20:59:35.46 MOD -- Fatal Data Error for entity 'data:attrib\ebps\races\eldar\structures\eldar_support_portal.rgd' - the dummy entity 'data:attrib\ebps\game\relocation\relocate_support_portal.rgd' 'entity_blueprint_ext' must match the original 'entity_blueprint_ext' scale!
    20:59:35.46 MOD -- Fatal Data Error for entity 'data:attrib\ebps\races\eldar\structures\eldar_support_portal_sp_dxp3.rgd' - the dummy entity 'data:attrib\ebps\game\relocation\relocate_support_portal.rgd' 'entity_blueprint_ext' must match the original 'entity_blueprint_ext' scale!
    20:59:35.46 WXP Mod Init -- Failed load for step: 'MOD Data Validation'
    20:59:35.46 Mod Interface Init -- Failed load for step: 'Mod Init'
    20:59:35.46 GAME -- Failed to initialize MOD 'corncobmod'!

  23. #2173
    The flying one corncobman's Avatar
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    Looks like a problem I had before with an old version actually. Like really old.

    I think there could be some leftover files somewhere. Could you make sure that inside the corncobmod/data folder are just the

    ai
    defprofile
    game
    scar

    folders and some camera files and nothing else?

  24. #2174
    The flying one corncobman's Avatar
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    Looks like a problem I had before with an old version actually. Like really old.

    I think there could be some leftover files somewhere. Could you make sure that inside the corncobmod/data folder are just the

    ai
    defprofile
    game
    scar

    folders and some camera files and nothing else?

    Also you didn't happen to combine my mod with any others did you? Maybe there's a conflict somewhere.

  25. #2175
    Member MegaHurtzMPG's Avatar
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    I checked and that's all there is. I have not combined it with anything, but I do have a mod where I added many races to it, but it's seperate - that wouldn't mess anything up would it?

    Is it just me or is this website having issues right now?

    Also, I went into Corsix and changed the x/y/z scale that error message points at and then when I load it I get a different error:

    21:32:01.95 MOD -- Fatal Data Error for squad 'data:attrib\sbps\races\tau\tau_harbinger_drones_squad.rgd'. The squad is missing the 'squad_melee_stance_ext' which is required by the base entity 'data:attrib\ebps\races\tau\troops\tau_harbinger_drones.rgd' 'melee_ext' extension!
    21:32:01.95 MOD -- Fatal Data Error for squad 'data:attrib\sbps\races\tau\tau_honor_guard_crisis_suit_squad_advance_sp.rgd'. The squad cannot have the 'squad_melee_stance_ext' extension as the base entity 'data:attrib\ebps\races\tau\troops\tau_crisis_suit_advance_sp.rgd' does not have the 'melee_ext' extension!
    21:32:01.95 WXP Mod Init -- Failed load for step: 'MOD Data Validation'
    21:32:01.95 Mod Interface Init -- Failed load for step: 'Mod Init'
    21:32:01.95 GAME -- Failed to initialize MOD 'corncobmod'!

  26. #2176
    This sums up how the forums are making me feel


    Anyways, tried reordering the .modules: it didn't work.
    Tried installing only BTMod and CCM on my new clean install: it didn't work
    Are you using the latest public beta? This is driving me insane. Ah...I feel the warp overtaking me!

  27. #2177
    Member Rotlung's Avatar
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    guard_stormblade and tyranid_spore_detonate do not have their entries in defprofiles keydefaults.lua
    Tyranid building sound effects are still too loud.
    Tyranids now start with 4 spore mine squads (leftover from testing?).

  28. #2178
    Ok, annoying it is to retype this message --- 3 times.

    @Corncobman: How's the Stormblade coming along?

    There was 3 other things I typed, but I forgot.

  29. #2179
    The flying one corncobman's Avatar
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    @RMX - I downloaded it from dowfiles. I have no idea if it's up to date or not.

    @Riotlung - the hotkeys are added to my local copy, I just forgot to update the one inside the zip file. Which buildings? I made sure to reduce the HQ, Gaunt Hive, Warrior Hive and Carnifex Hive volume by half in the last release, which I believe were the ones you mentioned before.

    The Spore Mines were indeed left over from a test.

    @Cylarne_04 - Stormblade is in.

  30. #2180
    Member Rotlung's Avatar
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    Pretty much all the buildings. It might be just me but I didn't notice a difference... somehow.

  31. #2181
    Oh, I see now. You were using a different mod all along. The one in DOWFiles is not jONES1979's mod. The one I'm using (and most everyone I think) is his.

  32. #2182
    Now I remember my three things...

    What more is there to patch up in this fine mod?
    Would you add a research for the Eldar in order for all squads to... infiltrate? Just like Rangers infiltrating, only for all infantry squads. Expensive research of course. It effects slight balance though, which is awesome if you play Eldar.
    Thirdly, I hardly play IG, but is the Shadowsword in there too? I haven't played IG since 1.63.

  33. #2183
    The flying one corncobman's Avatar
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    @RMX - now I see what the problem is, as I suspected. The BT mod changes the chaos_dummy_weapon which is used to upgrade the Chaos Predator, which can cause a crash because in order to upgrade properly a few specific conditions need to be met. To avoid a conflict I can make the Chaos Pred use a separate weapon.

    @Cylarne_04 - I'm not sure what needs to be patched. I only change things when I feel like they are needed. . Being able to Infiltrate the whole race is probably not going to be a good idea. Shadowsword is not in the game

    @Riotlung - I'm going to try lowering the priority for the building sounds as well as a few other things and see if they help.
    Last edited by corncobman; 7th Aug 11 at 11:49 AM.

  34. #2184
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    corncobman: I do not know if it is a mistake but the bodies of dead Necrons do not let me through using lemans Ork

  35. #2185
    Wonderful. Thank you so much.

    I was thinking. FoK's gameplay mechanics made transports incredibly useful and interesting because of the reinforcing restrictions, yet I never find myself fielding transports anywhere else. I was wondering wether it would be fair to give transports some kind of additional passive bonus to make 2-slot transports more appealing. This is specially true with all the Rhino (SM, Chaos, SoB), the Wave Serpent and the Wartrukk.

  36. #2186
    The flying one corncobman's Avatar
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    I personally don't think something like that is needed. The fact that you can transport 2 squads is the sole reason you get them. Transports are very useful in large maps where walking would take a long time and the movement speed and the extra protection of transports are big advantages.

    Plus a lot of the transports already have a few bonuses.

    SM and Chaos Rhinos get Smoke Launchers which is very useful in a firefight,
    SoB Rhinos get Laud Hailers which is also very useful as it does morale damage something shocking,
    Eldar transports get great weapon upgrades and jump,
    IG Chimera gets upgrades as well as weapons while units are inside,
    Dark Eldar Raider has pretty good anti-vehicle damage, the Screaming Jets x2 and weapons when units are inside,
    Ork Trukk have pretty good guns for a transport and the damage scales with the Shooty researches as well,
    Tau Devilfish has infiltrate and jump.


    @Metal_God - I'm pretty sure that Necron corpses let everything pass through them so I'm not sure why only one unit would be prevented from going through them.

    EDIT - I just tested the Necrons and you're right, Necron corpses block other units, even though they shouldn't. Strange.

    EDIT2 - It's now fixed.
    Last edited by corncobman; 9th Aug 11 at 10:15 AM.

  37. #2187
    Member Rotlung's Avatar
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    Infiltrating the entire Eldar army? That's about as unbalanced as it is unfluffy.

    Given that there are no Titans in the mod (nor should there be in my opinion, as discussed many pages ago), I can't imagine why a Shadowsword would fit. It overlaps a little too much with the Stormblade anyway (in terms of unit roles).

    Agree on 2-slot transports, I also think they are good enough. I personally prefer most transports to have only 1 slot, but since squads like Tactical Space Marines already have their squad sizes reduced from vanilla, it doesn't seem weird to have 2 full squads emerge from a Rhino.

  38. #2188
    Now those are good points Riotlung now I think about it. I actually agree with Riotlung for this mod, on all three things, lol.

    Ignorable suggestion: Maybe make vehicles explode on death? I mean like Predators, tanks, no walker vehicles I think should explode. I'm quite sure this will have no impact on balance.

  39. #2189
    Only things like Hellhounds and Immolators should explode on death. Maybe stuff loaded with plasma like the Stormblade itself, or ork vehicles.

  40. #2190
    The flying one corncobman's Avatar
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    I'll think about making some vehicles explode on death. I think a lot of them do already, but there are probably some that could have an explosion.

  41. #2191
    Member Rotlung's Avatar
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    I think most vehicles already had death explosions in vanilla, but I'm not sure about this mod. It appears to be probabilistic, and doesn't do damage, only morale damage and knockback.

    Example: http://wiki.reliccommunity.com/index.php?title=Predator

    Perhaps the probabilities could be increased across the board and slight damage introduced (or perhaps damage only for the highly flammable ones like Hellhounds and Immolators, as suggested by RMX).

  42. #2192
    I can think of the Stormblade, Hell Hounds, Immolators, Ork vehicles, Necron Monolith, all generators, Great Unclean One, Keeper of Secrets, Lord of Change, Daemon Prince, volcanic vehicles, Exorcists (shouldn't, although they do possess that flaming effect). They all can probably explode on death.

    Also said with Restored Monolith, suggestion, make a death effect on the building too. The building makes a big boom when destroyed.

    EDIT: Restored Monolith death effect is impossible because of the transformation extention.

  43. #2193
    Hello friends. Do you plan any new races in your project?
    My own mods for Dawn of War game

    Awakening of Evil Mod
    White Scars Mod
    Spirit Storm Mod (Dies Irae)
    Rise of Imperium Mod
    Eldar Rebalance
    DoW Rebalance
    Laurentian Hussars
    Emperors Children (w.i.p.)

    co-author of:
    DoW Realism SS
    Perun Warhounds
    and a lot of other mods :)

    also i was tester of Ultimate Apocalypse mod (in august 2011)

    Tester and skinner of Codex Mod :)

  44. #2194
    The flying one corncobman's Avatar
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    The main race I want to add is the Inquisition Daemonhunt race but there's no official version released for Soulstorm yet. For the time being, I don't have plans to add any other races.

  45. #2195
    Okey, I understand. Inquisition is cool race.

  46. #2196
    I can't imagine why a Shadowsword would fit.
    I think I already stated this, but personally I'd like to see it because:
    - I play along the Steel Legion mod so both sharing the relic unit kinda steals the spotlight
    - I find the concept of an superheavy tank hunter pretty attractive. I don't really care about titan units. I love Stormsword's area blasts though, but the Baneblade is quite good at being 'good against everything+damage sponge'

    No big deal. I don't want to open the can of worms about titans again. Besides I think the Shadowsword is from Zany. And we haven't been able to get anything from him in a long time.

  47. #2197
    The flying one corncobman's Avatar
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    Update.

    Attrib file here

    Art file here

    Tyranids add-on here
    Last edited by corncobman; 11th Aug 11 at 3:03 PM.

  48. #2198
    Art file is corrupted. I downloaded it twice.

  49. #2199
    The flying one corncobman's Avatar
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    I'll try again tomorrow.

  50. #2200
    Member Rotlung's Avatar
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    Verified. Can't unzip the Art file.

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