Btw CornCobMan, your attrib link in the first post actually links to the art file.
Btw CornCobMan, your attrib link in the first post actually links to the art file.
Originally Posted by chelovek_veliki
Ok, thanks. It's now fixed.
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Techmarine Master-Crafted Grenades, Orbs, and Tactical Frag Grenades all use the same hotkey. It's difficult to use hotkeys to control Techmarine grenade usage, but it's worse when he's attached to a Tactical squad.
KoS troop has no entry in default keydefaults.lua
Requisition KoS has the same hotkey has requisition GuO.
I can't remember why the requisition relic units option are add-ons and not researches. That means you can delete the building (machine pit or daemon pit) and build it again to change the relic unit.
After deleting the building and rebuilding it, the icon positions tend to get messed up. For instance, after getting a KoS add-on, and deleting and rebuilding the daemon pit, the KoS add-on option appears next to the KoS troop itself, when the add-on should be placed on top of the KoS troop icon. This problem gets compounded if you repeatedly delete the daemon pit and keep getting each of the add-ons. Eventually, all the icons pile up and cause other research icons to be displaced.
The name for the Transfixing Gaze ability reads "Transfixing_Gaze".
I found out the problem regarding Librarian's Smite. Here's a description of the problem:
If you research Commander Health Upgrade to the highest tier, the Librarian loses Smite.
This only occurs with the Tyranids add-on. It seems like there is an entry for Smite under CornCobMan_Nids\data\attrib\abailities --> marines_smite.rgd and marines_smite_2.rgd
Perhaps these are the files causing this bug?
I think I know the cause of the problem with the Librarian's Smite. I recall trying to make the Librarian Smite have higher damage when the second research is done. However it appears I must have loaded the Tyranids module by mistake. To resolve the problem, just delete the two entries, i.e. delete
in the CornCobMod_Nids/Data/Attrib/Abilities folder
I have since fixed the hotkeys and the tooltip. I think I will have to make the daemons use researches instead of add-ons for the reasons mentioned.
Okay, noted. Thanks!
I presume that means the greater daemons and the land raider would be using researches?
Yeah. The SM will be using researches instead of addons as well.
Something strange is happening to me (again). I was playing over LAN yesterday and for some unknown reason the SoB AI is brain-dead when playing multiplayer games, but it works fine when I play solo. I'd swear there are no AI files overriding yours so I don't think my other mods are screwing this one up.
Last edited by RMX; 3rd Mar 12 at 7:17 AM.
I think Rotlung is pretty busy and I don't actually have the file here on my computer.
Some final tweaks and the next version should be ready fairly soon.
@ Darknite: I happen to have those gridkeys.
They aren't updated to version 1.70 (so the KoS for example, has no hotkey) but everything else should work.
Heheh!!! Brother Tenshi always saves the day!!!
-In search of Papasmurf...
Oh man. This makes me so happy.Added Lord of Change
It's kind of a bummer that the LoC doesn't have ranged attack animations, specially when it's mainly a long range artillery unit. He just stands there and blue balls come from his...head, whereas its melee attacks look fabulous. Can't you make it use any of the other ones? I like the abilities a lot.
Personally, I think that with 5 Relic Units you could just change the way you choose which one to field from just the Mark of Chaos you select at the start: Make the Land Raider be Undivided's relic unit and call it a day. Alternatively, you could make the LR available for everyone and give Undivided something like Catwell's Decimator tank for extra added fun (oh boy, another tank), which I believe is free to use now.
because all the art files are packed in a single .sga file, so everytime corb adds or changes some asset, the whole package changes.
@RMX - the model is based off of the Sisters of Battle Living Saint so there are not any animations for ranged attacks. There weren't even any spawn animations for some reason, even though the Living Saint has one.
It could have been worse - I could have made the blue balls come out of his ... crotch.
@Darknite - I could have made the patch have the individual files, but then you'd be left with residual files in separate directories which could interfere with any future changes and you'd be forced to track them down and delete them yourself.
Links to tyranid addon are dead, any mirrors?
Btw: Take a look at this very cool mod. He has added the weird boy and lost of cool units and fx to Chaos and Space marines.
Last edited by Master Necro; 30th Mar 12 at 6:34 AM.
I'm not gonna lie. That mod makes Chaos incredibly awesome.
However, there's a lot of stuff from mods that are probably being used without permission such as WH:AS and TS, not to mention that the Weirdboy, the Bloodcrusher and some other things are backports from DoW2, which Relic doesn't allow to do. This mod's probably in deep trouble.
Still, there are many things that could be used in the Fun Mod, topping the list the models for Mark-specific Daemon Princes. The Chaos Dreadnoughts, the Mark Dreadnoughts and Mark Terminators are really cool. This also rekindles my desire for a renegade guard branch, but whatever.
You can probably get a lot of work regarding the Daemons race mod going with all the stuff there. Are you working on that at all, Corncobman?
The bloodletters, weirdboy, etc... are to low in poly count and the bloodcrusher animations are amateur at best so I do not think that he ported the models from DoW 2 rather made low poly copies, but he did in a way (and not very good at that) copy the animations from DoW 2 but there are a lot of modders here that can make better ones. As for the mod materials the WH:AS and TS are not yet released as I know so someone from their team must have gave them to him, which is nice, so much of cool material is wasted in dead mods...
Even if they have been modified, you can't use DoW2's assets in DoW public mods. Besides, there's not even a credits section anywhere in the mod or on ModDB, so it's naive to think anyone handed their work to him. Specially when it comes to IDH and WHAS, which only a handful of men are allowed to touch.
If it were my call I would let him get away with it, but rules are rules. I don't like them either, but you gotta abide by them.
Meh, I say if no one reports or anything we can have a most awesome mod. But we all know that some small, small prick will come with a wish to feel important and report the guy trying to make a most epic DoW imperium\chaos mod.
Yeah, I got a little suspicious when they mentioned the IDH and WH:AS models. I'm not going to touch that mod with a 50 foot barge pole, especially since it seems they've used DoW2 models as well.
I am working on the Daemons mod, I have some ideas for new abilities for them.
Last edited by corncobman; 30th Mar 12 at 11:38 PM.
Sorry I didn't notice you came up with 1.71 update cool thanks
Last edited by Cucaracha; 30th Mar 12 at 6:07 PM.
*Raises hand* CornCobMaster, will it (the nids add-on) work with version 0.5b1 of the Tyranids mod?
Anyways I'll find out soon.
EDIT: Doesn't present problems so far
Last edited by PsykoTenshi; 31st Mar 12 at 8:50 AM.
@PsykoTenshi - no this one is still for the old Tyranids 0.45.
Corncobman, hello. Quite a good addons (Tyranid and survival) for your Fun Mod. Wish you successes.
My own mods for Dawn of War game
Awakening of Evil Mod
White Scars Mod
Spirit Storm Mod (Dies Irae)
Rise of Imperium Mod
Emperors Children (w.i.p.)
DoW Realism SS
and a lot of other mods :)
also i was tester of Ultimate Apocalypse mod (in august 2011)
Tester and skinner of Codex Mod :)
I have confirmed that the Tyranid add-on can be extensively used on even 1024 maps with no issues.
Here, have some screenies of my horde of 99 sentinels shooting nids just for the fun of it (though the nids are barely seen on the pics :P but they work just fine)
Yo Corn, this mod is my favorite of all DoW mods, mainly because Chaos is so much sicker now, and I'm diggin the DE too - the simplest change by switching Warriors to HQ and Mandrakes to HoB, and Mandrakes way more bad ass. Anywho, you know the banner bug right? I've got my custom Kabal, but the banner wont show on my LPs! It's been like this for as long as I can remember. Is it an unfix able bug or something?
Destroy to create. All for the hunt to dominate.
I have version 0.5b1 of the Tyranids mod and the Nidds addon works just fine.
@Dominant_Hunter - This bug is with the old Tyranids mod. You can try downloading the latest Tyranids mod as it appears to work fine and it will fix the banner problem. You can also use the objective_points_ss mod folder and module from the new Tyranids and add it to the old Tyranids mod module if you prefer to use the old Tyranids mod.
Objective points mod? Interesting, I'll look at that.
Where could I upload the updated keydefaults file with the convenience that megaupload once offered?
If you make a (free) account in Gamefront your uploaded files aren't erased until 180 days of inactivity.
Mediafire is also a good choice for small files (and most stuff under 200Mb) but I don't know how much do inactive files last. You can also have an account for free on Mediafire.
PS: Though now that I remember, Mediafire has more and usually more annoying ads. I'm not sure about Gamefront since I use an adblocker a while ago.
I quite like Mediafire because it's quick and simple, I haven't encountered ad problems, but I do use Firefox with Ad-block which may have something to do with it.
keydefaults for biovore should be tyranids_biovores, not tyranids_biovore
Great Unclean One research uses Bloodthirster research hotkeys
Will have more once I redownload the Art file
Lord of Change has far better melee attacks than ranged (at least according to the numbers), but his default stance is ranged. Any idea why that is the case?
Eye of Paralysis is able to affect the LoC itself. Not sure if by design or bug. I really like this LoC though. Being able to constantly cause disruption (would be great to displace squads with a lot of setup weapons) seems like an interesting ability to me.
I notice the Autarch is now in the Warp Spider configuration. I've been a little out of touch, but out of curiosity, when did this change? Nice to see him swap weapons for melee too.
Updated keydefaults here.
Last edited by Rotlung; 3rd Apr 12 at 3:49 PM.
His ranged attack may have less damage but it has a large area of effect and high morale damage and acts like an artillery weapon.
Autarch starts off without jump then gets the Swooping Hawk wings after Mobilize for War then upgrades to the Warp Spider teleport after Annihilate the Enemy.
Okay. Goes to show how out of touch I am with the mod, I used Test to well, test some Eldar stuff, took all the researches and then got the Autarch...
I notice you have added hotkey entries for squad and support caps for Eldar and Dark Eldar in keydefaults. Planning to have them increase caps like SM and Chaos in a future release?
I was planning to do that but then I decided it was too fiddly and scrapped it.
i played a certain mod, and he has this thing where player able to adjust gameplay speed, it was by pressing Shift + 2-4 keys ( where 2 stands for
slowest motion, 3 default speed, 4 fastest) can it done here too?
This is a great mod! It's been a while since I've played but it looks like a lot has been added/changed from the version I played (Back at 1.4 or something)
I've made a trailer for the imperial guard race here: http://youtu.be/L_BAX7U6Jgk
I included a link to this forum page which might generate some traffic from youtube. I can take the video down if you don't like it, just let me know.
Awesome work boblaffy.
I meant to upload an update a while ago but I kinda forgot.
It will contain some units from the TTRU mod, Battlefortress and Swordfish since Zany Reaper released his stuff to the public.
I got the new Tyranid Mod, but, my banners are still blank white. For all my custom armies it's supposed to be the Eldar Knife.
Ooo, and did U see that Renegade Guard mod? It looks awesome, and I need my Renegade guardsmen, cultists don't have enough guns and armour. The guy might let you combine it! SM & IG vs CSM & RG.
That would be epic.SM & IG vs CSM & RG.
I can combine the mod just fine. It just doesn't have a working AI. It's a shame really. If I weren't a failure of a programmer that also has never touched LUA or whatever DoW is using to do its AI I'd try to find a way to fix the files.
Battlefortress? This is gonna be interesting...
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