Now you tell me.
EDIT: updated to be non-crashy, fixed Tau XV89 Commander and added Apothecary heal ability.
Now you tell me.
EDIT: updated to be non-crashy, fixed Tau XV89 Commander and added Apothecary heal ability.
Last edited by corncobman; 9th Sep 08 at 4:29 PM.
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Okay, found it. Thanks!Originally Posted by CornCobMan
What exactly do the dark_eldar_death_blossom_necron and the changes you made to the necron_unitname_body files do?
OK, I've just played a quick game vs the IG and I still think that we need some dedicated AA units(I hate stupid guardsmen blowing up my baracudas with their lasguns or hellhounds burning them, besides the fact that is plain old stupid it is also IMBA). IG amd sisters rely heavily on artillery spam + turret spam where the artillery is so taking them out though conventional tactics is a real pain in the behind, slow going and with tons of casualties. But with aircraft flying over and taking them out, this job will be a lot easier. Most races have their TT AA unit already in the game, except the IG(but I'm sure Zany will agree to let you use his Hydra AA tank). As for base defenses, only LPs should be able to fire at aircraft(AND NOT TURRETS-> those races with turrets would just spam them where the artillery is located). So I'd say is worth giving it a try
Inter arma enim silent leges
@WarpObsura - I gave Necrons souls for a laugh. They last a much shorter time than normal souls. Also Necron bodies only last around 2-3 minutes before disappearing.
@Firewarriorsomethingsomething - Hellhounds hmmmm, I'll make them not fire at aircraft. Barracudas should have no problem dealing with GM. They do much more damage than the GM do in return.
Oh and Zany Reaper most likely won't let me use his Hydra. I've bothered him enough with requests already.
Last edited by corncobman; 10th Sep 08 at 8:02 AM.
ok, but I think that certain units should not be able to fire at aircraft, units like tanks, walker vehicles and generally units that have heavy weapons that can't get enough elevation to be able to target aircraft.
Ok I have made most anti-infantry weapons on tanks unable to fire at aircraft. I'm still undecided on whether to make infantry unable to fire at aircraft. I need more opinions on this from other people.
I think making certain units anti-aircraft (that goes for both vehicles and infantry) is a must. Right now I do not use aircraft because they are so worthless. IMO I think only anti-vehicle infatry should be able to target aircraft.
I'm about to try out the new version now. Btw, what do you think about giving the Tomb Spyder for the Necrons a passive aura that makes Necron units revive more frequently? In Vanilla SS, I think Necron units should be able to reassemble themselves much more frequently, and rejenerate damage faster as well (perhaps outside of combat). Or let all Necron units be able to be repaired by their workers.
Last edited by Paladin_Might; 10th Sep 08 at 8:26 AM.
That's a good idea for the Necron Tomb Spyder. I'll do that.
Squads with members greater than one can't be repaired no matter what happens. I increased the resurrection health from 0.3 to 0.4 from SS so it should help a little bit. I'll also increase the health regen slightly.
You are absolutely wrong! The baracuda is very good vs tanks and infantry in this mod. The Tempest too can seriously hurt enemy tanks with the krak missiles upgrade.Right now I do not use aircraft because they are so worthless
As for the AA units, here are my suggestions:
- Tau: XV-88(railguns), XV-8(missile pods)
- Marines and CSM: tactical and devastator squads with MISSILE LAUNCHERS and not other weapons
- Eldar: both platform types
- IG: maybe autocannon heavy weapons team(lascannon is too strong)
- Sisters: no ideea
- Necrons: destroyer
- Orks: maybe tankbustas
- Dark eldar: no ideea
Turrets too shouldn't be able to fire at aircraft, LPs however yes.
I'll have to consider it a bit more. At the moment I'm leaning towards it slightly.
I have a big idea to propose (it has been done in other mods), but how do you feel about giving every race a choice at the start of the match to choose which army they fight for?
Example: When playing Orks, at the start of the match you clcik on your HQ and you select from different Ork clanz (Goffs, Sankebites, Deathskulls, Blood Axe ect) and depending on which one you "research" this enables or disables certain units, and also opens up unique technologies. So if I chose the goffs, it would focus on Bosses, Nobz, and brute force tactics, and give you upgrades for the units they specialize in.
Another example: If I were to choose Space Wolves, it would open up upgrades for basic SM squads to upgrade to close combat weaponry (power claws, fists, swords, axes ect), and research to become better in close combat, instead of ranged combat. While Ultra Marines would focus more on ranged combat, and would have more weapon upgrades & research to excel at ranged combat.
Each race has army differences, with tons of options for customization and ways to personalize your army.
How would you feel about a project like that? Although I realize this would require a great deal of work, but it would make your made fun beyond measure!
I think that going that route is a little to limiting to the player. I like to have lots of options when playing. IMO it's too much work.
Also I don't play table top so I'm not familiar enough with the differences between each army to base build trees on them.
Well think about it more, if you needed background info, and help making the trees, I could help. Instead of limiting the player, I think it would really let you customize your experience more, and give you many more options to play with.
Besides that, I played the SM in the new version and here's my feedback.
The Veteran Sergeant is bugged when you research the upgrades for plsma pistols and power swords ect (literally his hands and weapons are gone).
Also Did you remember to adjust the SM/CSM units HP since their fewer in number? I think it is the same as before. Unless that is intentional?
Also (a more realistic request) could you PLEASE add the Closer to Codex models for the CSM, SM and other races?
I'll have to check whether or not the upgrades exist for the Veteran Sergeant, if not I might just use the normal Sergeant model. EDIT: It seems the Power Sword upgrade doesn't exist for the Veteran Sergeant, I've set the upgrade to be the same weapon visually as the Chainsword.
I'm pretty sure I have increased the HP for SM and CSM squads. CSM for example have 780 HP now. SM have 520.
I've added the closer to codex models for IG and Orks already. I hadn't done CSM and SM.
Last edited by corncobman; 10th Sep 08 at 1:26 PM.
I think that the IG's AI is buggy for this new version. It keeps spamming basilisks and he only fires earthshakers all the time. Considering that the AI always knows were my units are without the need of LOS you can imagine how 3 earthshaker impacts really screw up your forces. I send my baracudas to blow up the damn things only to find them reapear 2 secs later on another zone on the map and continue firing. However I didn't see it build any Leman russes(if I remember corectly I've seen only 1 russ in 3 games). Can you do something about that basilisk spam?In the other versions this wasn't such a big issue.
And if you made crisis suits take more damage why not add shield drones for them too?
Last edited by Firewarrior1705; 10th Sep 08 at 12:59 PM.
Ok, I've set the Basilisk strength in the AI to be lower than the other vehicles. Hopefully this should fix the Basilisk spam. I don't recall changing this in previous versions. Maybe the AI just felt like building Basilisks for a laugh.
I only made Crisis Suits take more melee damage. Shield drones aren't going to do anything because they only protect against ranged damage.
Last edited by corncobman; 10th Sep 08 at 1:59 PM.
I don't think you made them take more melee damage. They also seem to take a lot more ranged damage than before. They and the firewarriors always have a red defensive icon(even when in cover!) suggesting a defensive penatly which means they take more damage(both ranged and melee)
And why is the etherial and his squad take 2 slots in devilfish? And it also seems you haven't fixed the bug with the commander's weapons: When you upgarde the XV-22 with the plasma rifle, a cyclic ion blaster shows up on the model and not the plasma rifle itself. The same thing goes for XV-89, when I research the twin linked plasma rifle, the cyclic ion blaster shows on the model.
And where the SOB seraphims supposed not to be engageable in melee? Because I'm 100% sure they can't be engaged in melee
I only gave them a melee damage modifier. The little red icon doesn't mean specifically that they take more ranged and melee damage. It's safe to ignore it.
The Ethereal takes 2 slots because I made it take 2 slots.
Regarding the Tau Commanders upgrades - meh. I tried.
SOB Seraphims can be melee'd. It's just very hard to because they are so fast. It's like that in SS too. Most units are like that, if they want to run away there's bugger all you can do unless they are blocked by something else.
well, I hope in the next version we'll have the right units firing at aircraft
I think I may have found a way to have all weapon upgrades for both arms for all 3 Tau Crisis Suits in the squad. I had a brainwave after replying to WarpObscura's PM telling him it wasn't possible. .
Well I knew it was possible because I've done some beta testing for Zany and in a build of TTRU after the one released for DC1.2, I saw how he had his crisis suits upgradable with 4 different weapons(MP,BC,PR and FB) on both arms. The crisis suit squad started out with flamers on both arms and you could upgrade them with the weapons of your choice
Played the new version, absolutely loved it However, it seems like the crisis team's icon doesn't show after the upgrade on the second arm. And I wanted to ask something for a long time about the dark eldar: Is that crappy ability that drains health form your commanders(don't know the name, never played DE) supposed to have unlimited range? I had my etherial in my base on a large map and that thing drained his health until it killed him This is the most IMBA aspect of the mod.
Is it Animus Vitae? If it is I don't think it's supposed to have unlimited range. The duration time length is a Soulstorm bug so I don't think I can fix it.
I forgot about some of the icons for the Crisis Suit weapons, I only realised after testing it.
I don't know its name, as I've never played DE but I'll check it out.
Checked it, it's the one you said. And a few more suggestions:
All squads with 8 members or more should take 2 slots in apcs and the ones with less then 8, only 1 slot. It would make a lot more sense to have only 12 firewarriors or 10 marines in an apc.
Can you port the XV-89 plasma rifle firing animations to the XV-8 and XV-88's plasma rifles? The blue beams are a lot more cool and more "tau like" than the plasma orbs currently in use.
Considering the fact that skimmer squads can only have one unit repairable why not give them a small regeneration rate?
You should make SM landspeeders like the piranhas, 3 in a squad with 2 vehicle cap cost.
Any chance of seeing a Razorback for the Marines?
And one thing about sisters and marines tactical weapons: in TT, battlesister squads and tactical marines squads can only take 2 heavy weapons, while devastators and celestians can take 4. I was wondering weather you could make them do more damage and restrict them to the numbers I've just mentioned.
And a few bugs: The kroot shaping center appears to be repairing itself.
The XV-89 commander regenerates his health very very slow compared to his bodyguards and other crisis suits.
I also think there may be a bug with the necron lord's armor, I had 2 Hammerheads, 36 firewarriors, 12 pathfinders with rail rifles, 2 baracudas and 4 devilfishes puls my XV-22 commander firing at him and where barely scratching him!
Last edited by Firewarrior1705; 14th Sep 08 at 3:02 PM.
I probably won't do that as most of the Marine squads are now less than 8 members. Having Firewarriors take up 2 slots would be a severe disadvantage as they are the equivalent of the 7 members in Soulstorm. It might make more sense in a fluff aspect but from a gameplay aspect it might not work very well.
I can't port the firing animations, sorry.
Skimmer regeneration rates - done.
I most likely won't make SM Landspeeders 3 in squad. It would make them really, really easy to destroy.
Razorback would kind of be redundant with the Rhino. Not sure.
No I won't do that. More heavy weapons = more better.
Kroot Shaping centre - it's supposed to happen, it's in DC/SS as well.
XV89 Commander - fixed.
If the Necron Lord has the Phylactery researched, ie he has that green glowing circle around him (chances are that he has), he's going to be a bitch to take down no matter what. Increased health AND increased resistance to ranged damage. If not and he still is hard to kill, no idea.
the razorback won't be redundant with the current rhino in the game because:
- the rhino has no weapons and even if it had, it could only have a weapon like a stormbolter or heavy stubber
- the razorback however can take heavy weapons: it starts with a twin-linked heavy bolter and can be upgraded to twin-linked lascannons or a multimelta.
@Firewarrior1705. just a stormbolter, tho the rhino can have both a marine operated stormbolter and a pintle mounted stormbolter as well, could we see some kind of abiltly like the hunter killer for the rhino, which does a large amount of damage to vehicles but takes a long time to reload.
oh and razorbacks will be able to mount twinlinked assualt cannons like the Baal predator in the new space marine codex. and note razorbacks can only mount six marines inside were as the rhino mounts ten marines.
@corncobman, why not restore the marine squads to 10 men and limit them to 2 weapon slots but introduce combat squads to the space marines and assualt squads to chaos (chaos version of the combat squad) and limit them to a five man team with the choice of one weapon instead of two, but give them krak granades aswell as frags.
there's a bug with the SM scouts, once you've researched the infiltration ability, they are always cloaked and the ability can't be turned off, which means they can't fire unless they are detected. Why don't you make them fire while cloaked like the tau stealth suits?
@Ravenspire - what's the difference between Frag and Krak grenades?
@Firewarrior - They are supposed to have toggled infiltration. I just tested them and they are definately working as they should be, there must be something wrong at your end. Do you have any data/attrib folders?
Guys, bear in mind that this isn't a codex mod. I'm trying to steer of clear of adhering strictly to the codex. Similarly I'm not trying to add all the codex units and stuff. You can make codexy suggestions but there's no guarantee that I'll actually do them.
I'm absolutely sure the infiltration is always on, the toggle doesn't work and I don't have other folders than the ones with the mod
Frag is short for fragmentation, and is primarly used for dealing with light infantry units or swarms.
Krak grenades are more of an antiarmor ezplosive used for heavy infantry and light vehicles.
@Firewarrior - do you have any data/attrib folders inside the DXP2 / W40K folders?
Where can I get the full donwnload of the mod? The links I tried in the thread were all dead. All I can pull down is the art and attribute updates.
Those two files together make up the full version. Download them both and extract to your Soulstorm folder.
Just played the new version, loved it as ussual There are however still a few bugs:
- for some reason, this new build causes a lot more lag than the preavious ones, any ideea why?
- the XV-88 team has the same voice as the XV-22 commander.
- the Sisters' LP has HUGE keen sight radius, almost triple than it's supposed to have
- there might be a problem with the new melee locker, if CC troops are near your forces but haven't engaged them in CC, your troops are still unable to move even though they are not in melee.
And on a side note, in TT only the XV-88 team leader gets plasma rifles, not that I don't like all of them to have PR, it's just a little IMBA in my opinion. And the XV-89s twin linked plasma rifles finally show up on the model, for the XV-22 however, it does not
I haven't done anything drastic graphic wise so I've no idea why it lags more.
The Broadside has its own voice files. If you are referring to the XV-89 Commander, I used the XV-22 Commander's voice files because there's nothing else that's really suitable.
According to the attrib files the SOB listening post has a sight range of 25, which is the same as all the others. Are you using any other win conditions? I think the heroes win condition triples sight range of all buildings and doubles sight range of all squads.
Yeah, there's no way to only lock them when they are meleeing other units so I have to lock them within a certain distance of each other. I don't think there's much I can do about that.
I'll make it so the Plasma Rifles are weapon upgrades.
The XV-88s have XV-22 voice after the drone upgrades. Heroes triples sight ranges but the SOB LP is buggy. Why? With all the races I've played against so far(SM, Orks and Eldar) I've had no problem in taking out LP3s with my stealth teams. The SOB LP3 spots them from very far away before my stealth team even gets into firing range. Pls note that this has happened to me with both the heroes option on and with it off so it might be something buggy there
Broadside drone voices fixed.
In Soulstorm the Holy Icon addon is also a detector.
a few questions:
1. Why is the plasma rifle on the left arm more expensive than the one on the left arm on the XV-88s when they are supposed to be the same weapon?
2. Why scout marines sniper rifles always out range rail rifles when they should have about the same range
3. When your XV-22 commander is killed and you retrain him, the drones will always die when they are built
4. Are scouts now supposed to fire while infiltarted because they do, or at least they do when playing vs a SM AI
5. The XV-88s seem to have a bug, when I order a team to engage they move inside the enemy unit's fire range even though they out range that unit by far and can pulverize it from affar when guarding a location
1. XV-88's should now upgrade both weapons at once. Two birds with one stone.
2. This is because Rail Rifles do knockback as well as damage.
3. This should be fixed in the next released *fingers crossed*
5. This could be because the Missile Launchers are shorter ranged and they are trying to get in range for them to fire. Try changing the stance to Stand Ground.
Last edited by corncobman; 24th Sep 08 at 2:50 PM.
I hope you will fix the scouts firing while infiltrated because their sniper rifles are insta-kill and in 1 voley they can take out an entire crisis team
Are you talking about Honour Guard in the campaign? If so then I haven't really touched their infiltration, I'll have to check. If not, I can't figure out what the problem is.
No, I'm talking about the scouts in the skirmish game, when I play marines they can't fire while cloaked, but when I play vs a SM AI, they can
And any chance we see an armed rhino ?
Next release will have Codex Rhinos with bolters and upgradeable flamey things.
the new version looks great, I can't wait to try it tomorrow morning :P
If you added the codex hammerhead could you pls add an ion cannon hammerhead? or some smart missile launchers as upgrades that should replace the 2 burst cannons?
And the target lock ability of the tau XV-22 commander should get a damage buff, it now barely scratches enemy commanders
No, because the Codex Hammerhead in FoK for DC doesn't yet have any weapon upgrades.
I think if I increase the damage it will instagib the IG Commanders. Still it'll only happen to one member and the cooldown is quite long. Hmmmm...
Last edited by corncobman; 29th Sep 08 at 4:00 PM.
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