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

  1. #2701
    So, I can confirm the following..er..defects:

    - The Tyranid AI definitely doesn't like building things so it doesn't go anywhere with just genestealers and spores. It's not my mod and it happens on all strategies. AI is set to Hard, Standard resources.

    - The Retributor squad Multi-melta upgrades don't change the unit's model and I'm not sure it does anything. In fact, I have a hard time imagining why I want Retributors over Celestians. They have marginally more HP, and although they're cheaper they cost 3 pop vs the Celestian's 2, and you have to equip retributors (unlike Devastators and Havocs that come with heavy bolters from the get-go). I think it would be best to leave Retributors as T2 heavy inf and Celestians as T3 elite inf. The only problem is faith generation, as Celestians are usually a forces' main faith source along with the Cannoness and Superiors (I don't think anyone builds Seraphims usually). I saw RT2 make models for several extra weapon upgrades for sisters and Celestians. You could at least give Retributors Storm Bolters or Heavy Flamers upgrades (although those are technically Dominions and not Retributors) so they can start with HB.

    - Sororitas Sentinels are really fun to field.

  2. #2702
    The flying one corncobman's Avatar
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    Yes I think the Retributors model doesn't have the Multi-Melta weapon modelled yet AFAIK.

    They need to be rebalanced at some point.
    -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. #2703
    Member Rotlung's Avatar
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    I must be the only one who builds Seraphims regularly. I use them quite a lot in smaller games (up to 2v2).

    Tyranid AI breaking is interesting. I remember it usually worked fine previously, and CCM hasn't quite touched it for quite a while. Which version of the Tyranid mod?
    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.

  4. #2704
    Well. Keep in mind I'm a terrible player. When playing SoB I usually go for burn everything.

    0.52b for Nids.

  5. #2705
    The flying one corncobman's Avatar
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    Bear in mind that it might also be something I screwed up in the Tyranids AI myself.

  6. #2706
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    Nah its the Nid mod, they have a hotfix on ModDb

  7. #2707
    Thanks. Gonna try it when I get home

  8. #2708
    Member Rotlung's Avatar
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    Oh. I'm still on 0.45, not moving until CCM balances it :P

  9. #2709
    The flying one corncobman's Avatar
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    I think I have identified the Tau stronghold mission crash problem. A new update should be soon-ish.

  10. #2710
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    What do you think the problem was?

  11. #2711
    The flying one corncobman's Avatar
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    Well the Rule_Production_EastBase() was trying to remove Rule_Production_NorthEastBase() when all the production buildings were destroyed instead of itself.

    Funnily enough this problem occurs in the original code as well.

  12. #2712
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    Fair enough. One for the bugfix mod, perhaps?

  13. #2713
    The flying one corncobman's Avatar
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    Already waaaaay ahead of you .

  14. #2714
    yo, are there any awesome 8 player maps out there for download? ones that DON'T, have pink crap every where?

    No matter how many maps I try from filefront, theres always some stupid pink thing to ruin the immersion.
    Destroy to create. All for the hunt to dominate.

  15. #2715
    Member PsykoTenshi's Avatar
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    The pink question marks and stuff on custom maps usually are because the map uses custom textures/decals that the game doesn't include, so they (usually) include their own art files as well. If the author was kind enough, the folder structure will be there too. If not, there (really) should be instructions on the readme file as to where to place them.
    Absent textures/decals show in-game as pink question marks on the ground that yes, look like crap.

  16. #2716
    I'm still having trouble with the banner logos actually showing up for my faction. It blank white no matter the faction or army.

  17. #2717
    I'm still having trouble with the banner logos actually showing up for my faction. It blank white no matter the faction or army. I guess the objective points mod still needs updating for the Tyranids add on?

  18. #2718
    Banners work well for me. Check yout OP_SS is working properly or just reinstall it.
    Speaking of which, CMMNids for 0.52b + AI Hotfix crashes to desktop after a couple of minutes when Nids are playing, every time. Can anyone confirm?

  19. #2719
    The flying one corncobman's Avatar
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    Hmmmm, I haven't really been working much on the Tyranids since I was focusing on trying to figure out cause of the Tau stronghold crash.

  20. #2720
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    Yeah been havin the same problem, are you getting the nid's weapons error??

  21. #2721
    Yes, something about ravener (or was it warrior) weapons I think.

  22. #2722
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    Yeah ravener and hive tyrant. Could be crashing when the ai tries to bulid them.

  23. #2723
    The flying one corncobman's Avatar
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    I did some more testing on the Tau Stronghold and I am still encountering crashes. Some other people are reporting the same thing.

    I can't see anything wrong with the code but if anyone else wants to take a look here it is.


    http://www.mediafire.com/?ts8zc8w6e2je4kp

  24. #2724
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    Where are you experiencing crashes during the mission? Is it the same as before?

  25. #2725
    The flying one corncobman's Avatar
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    Pretty much. Although I think I might have identified the cause again.

    One of the functions loops through squads 1-4 and tries to move them around the map but the production function only loops through 1-2 when creating them.

  26. #2726
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    Wow, Iron Lore really screwed the pooch on this stronghold, didn't they?

    It is weird though. I've never experienced any crashes on Nan Yanoi before, except when I've gone "off-script" by not destroying the initial base right away, instead going on a search and destroy mission around the rest of the map first.

    Which part of the script is it, by the way? I'll need to add the fix to my Strongholds mod.

  27. #2727
    The flying one corncobman's Avatar
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    The function is Production_NorthWestBase() I think.

  28. #2728
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    Got it. Cheers.

  29. #2729
    I can confirm. Happens to me all the time.

    Banners work well for me. Check yout OP_SS is working properly or just reinstall it.
    Speaking of which, CMMNids for 0.52b + AI Hotfix crashes to desktop after a couple of minutes when Nids are playing, every time. Can anyone confirm?
    So, what do I update my OP_SS folder with?

  30. #2730
    The latest version in the official thread, I suppose.

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