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

  1. #351
    The flying one corncobman's Avatar
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    Open it using notepad and search for tau_mine_field

    Add a comma to the end of that line so it looks like

    tau_mine_field = "I",

    Hopefully that should be it. If not then I have no idea what the problem is.
    -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. #352
    Hotkeys seem to work fine for me.. and I didn't need to go into the profiles folder.

    On another note, the Chaos Daemonettes seem to have a bigger shadow than they're supposed to.. and is there any chance of giving the Chaos Lord his scyth cause that would be badass =)

  3. #353
    The flying one corncobman's Avatar
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    Ok, Daemonette shadow will be fixed.

    I'll give the scythe through the Power Sword research.

  4. #354
    The flying one corncobman's Avatar
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    Ok, just to let you know, the new version has been uploaded, I'm just waiting on Zany Reaper to get back to me on whether he'll let me use his Reaver Jetbike model with the Blaster weapon upgrade.

    EDIT:

    New version

    Download attrib file here or here

    Download art file here or here
    Last edited by corncobman; 4th Dec 08 at 6:18 AM.

  5. #355
    Nice work! I like the new changes and looking forward to the rjb model!

  6. #356
    You might wanna consider reducing the number of SW marines have, 2 SM tactical squads with 4 missile launchers each took out 2 of my Hammerheads in just 2 voleys I think it would be more balanced to have just 2 SW with a slight increase in dmg(but slight!)
    Inter arma enim silent leges

  7. #357
    The flying one corncobman's Avatar
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    I don't see how reducing the max number of HW in the squad (and increasing their damage) is going to solve that. All that's going to happen is they are going to die faster. Most other races get their AV units ready to go once they are built, whereas SM squads have to pay and wait for quite expensive upgrades. If they are already fully upgraded with other weapons, they either have to pay for another squad or wait for one of the weapon carrying members to die.

    Don't forget that SM missiles require a setup time, so meleeing them, disrupting them or forcing them to move will render their AV useless. Also Hammerheads can jump so if they are in trouble get the heck away!

  8. #358
    yes but the missiles follow you even if you jump

  9. #359
    The flying one corncobman's Avatar
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    New version up

    Download attrib file here or here

    Download art file here or here

  10. #360
    maks4444PL
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    Mod Tyranid Mod 0.45 Soulstorm + CornCobMan's Fun Mod
    = Super CornCobMan's Fun Mod or CornCobMan's Fun Mod version 1.27

    Why not ???
    Last edited by maks4444PL; 22nd Dec 08 at 8:15 AM.

  11. #361
    The flying one corncobman's Avatar
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    Funnily enough I've been planning to release an addon that makes it compatible with the Tyranids mod, I've already asked on their forums and I'm waiting for feedback. *fingers crossed*

  12. #362
    maks4444PL
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    There are your negotiations ? --> Tyranids Forum

  13. #363
    The flying one corncobman's Avatar
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    Yeah, that's me. Seems I have the green light from 2 mod team members.

    As there appears to be no objections I'm releasing the Tyranids compatibility module now.

    Download it here or here
    (Requires the Tyranids mod version 0.45 to work)
    Last edited by corncobman; 23rd Dec 08 at 6:18 AM.

  14. #364
    maks4444PL
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    Good work. J play Tyranids on your Mods.
    You will Modification in next versions fashion Tyranids ???
    Last edited by maks4444PL; 23rd Dec 08 at 8:26 AM.

  15. #365
    The flying one corncobman's Avatar
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    Sorry, I don't understand your question. Do you mean will I modify the Tyranids in the same way I've done the other races?

    I probably will make some more changes but nothing too extensive. I'm not too familiar with the Tyranids so I'd need to play them more to see what I feel needs changing.

  16. #366
    The flying one corncobman's Avatar
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    Updated attrib file links again

    Updates!!!

    Download attrib file here or here

    Download art file here or here

    Download Tyranids compatibility thingamajig here or here
    Requires Tyranids mod version 0.45

    Added Eldar Striking Scorpions (Thanks to Firestorm over Kronus mod team) and Exarch, Autarch (Thanks to Firestorm over Kronus mod team) and made Eldar less sucky in general.
    Added Tau XV-88 Broadside Shas're (Thanks to Firestorm over Kronus mod team) and Codex Hammerhead (Thanks to Firestorm over Kronus mod team)
    Last edited by corncobman; 1st Jan 09 at 12:32 PM. Reason: Updated attrib file links again, savefile no updatey

  17. #367
    great update!

    just a small issue, the striking scorpions and autoarch don't seem to be skinned so they show up as bright purple blob. Can anyone else confirm this?

  18. #368
    The flying one corncobman's Avatar
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    I may have forgotten to include the textures, I'll have to check.

    Yeah I did. DOH!

    EDIT: Fixed (I hope), re-download the Attrib file.
    Last edited by corncobman; 1st Jan 09 at 10:46 AM. Reason: I put my left leg in, my left leg out

  19. #369
    Vodric
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    A couple of bugs - sorry if they've been reported before, I just kinda skimmed the thread. =|

    First off, when I played your mod, several units' weapons' ranges were lolbroken - specifically, necron and DE listening posts could fire essentially all the way across the map (at least on Riverbed, anyway). Was this intentional?

    Secondly, and rather strangely, is the following: Sometimes, when I just want to check out my options, I'll cheat. However, even when I enabled cheats, they didn't work - said they weren't enabled. Subsequently, I was umable to use cheats in ANY Soulstorm game (including vanilla SS).

    Serves me right, I suppose. >.>

  20. #370
    The flying one corncobman's Avatar
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    No it's not intentional.

    EDIT: I just checked the ranges of the DE and Necron listening post weapons and they appear to be fine. Are you using any winconditions such as Heroes?


    I have no idea about the cheats thing since I've never used that option.

  21. #371
    Vodric
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    I think I was. Maybe that was it. *shrug*

  22. #372
    Lundamyr
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    I just bumped into this problem:

    From what I recon, the model for the Pathfinder is missing.

  23. #373
    The flying one corncobman's Avatar
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    Does anyone else have this problem?

    It works fine at my end.



    P.S. Look out for an update very soon

  24. #374
    I've never had any problems with my pathfinders.

  25. #375
    The flying one corncobman's Avatar
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    To mark the Chinese New Year here is the newest version.

    Download attrib file here or here

    Download art file here or here

    Download Tyranids compatiblity module here or here
    (Requires the Tyranids mod version 0.45 to work)
    Last edited by corncobman; 26th Jan 09 at 6:41 PM. Reason: Hello darkness my old friend

  26. #376
    Member Arikaas's Avatar
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    Hello, I havn't been round these forums for ages, but recently I thought I'd just check it out. And having donwloaded this and played it, I'm very impressed! Just thought I'd give my feedback.. not very helpfull towards improvement I know.
    Coding Help Thread

    Need Any help via AE, AI or Scar code, any questions perhaps? Use the above link.
    My coding tutorials
    (currently unavailable)

  27. #377
    The flying one corncobman's Avatar
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    Thanks for the feedback.

    Comments are always welcome.

  28. #378
    Yeah man, this mod rocks! All races have been improved, and are closer to fluff; the forces of Chaos are awesome.

    It would very cool if you could get some replacement voices for the Cultists, or just cut down their dialogue; they can get quite annoying. Also, I actually tried out the SoBs; before this mod, I never tried them, I was trying to master the DE. I'm not sure if their building selection sounds were the same as they were in the original, but, their just copies of the SMs sounds. Also, their jump troop's voice is in the format of a vehicle's voice... ?

    As for actual gameplay tweaks, I haven't found much - everything seems to be balanced pretty well, and I have yet to try all of the races. Variety, thats what I like. The names of two skirmish options aren't proper, they say No.12310481203. And the Heroes setting... how does it work? Theres two versions of them. Do you get wargear, like in DoWPro? Or do your squads just get more health or firepower after they kill stuff?
    Destroy to create. All for the hunt to dominate.

  29. #379
    The flying one corncobman's Avatar
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    Yeah SoB building sounds are the same as the SM building sounds. It sorta makes sense in a way and is only a minor thing.

    Cultist voices I'm not really sure what to do with. I might ask one of the other mod teams if I can use their voices.

    I'll try to have a look at the skirmish options and see if I can find the problem.


    Heroes makes each squad stronger, more health and damage. One setting allows all the Heroes stuff together, auto abilities, high weapon ranges, etc. while the other only has the levelling.

    Commander Wargear is only in cosmetically with upgrades, the actual wargear bonuses are not in.

  30. #380
    Alright.

    I may have found a bug; Eldar Guardians, to reinforce them, the button is now in the place of the standard leader button place. So instead of pressing R, you press L. Not sure if that was intentional or not.

  31. #381
    The flying one corncobman's Avatar
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    I think that may be a side-effect of making the Grav Platforms reinforceable in the Guardian squad. Not sure what I can do fix it.

  32. #382
    Its minor; just gotta remeber to switch to L.

    Another minor graphical problem: it seems that every army scheme that the AI uses, the banners and maybe the badges are always blank, and the schemes chosen are official; the ones that came with the game...?

  33. #383
    The flying one corncobman's Avatar
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    I think I've fixed the reinforcement icon / hotkey thing. Will be for the next version.

  34. #384
    I downloaded and installed the latest version of the mod (I didn't have any previous versions downloaded). After installing it, I tried to play it. Only to be greeted with a 'Failed to activate requested game.' message.

    Then I checked the warnings log and saw that there was an error in the ebps/game/relocation/relocate_support_portal.rgd. That the scale of the entity blueprint didn't 'match the original.' - which is a lie, because I checked, and it did match. So I was confused. I dumped both files to lua and at the very least, it has stopped showing up as an error.

    Problem is, as soon as I did that, I got this:

    Warning



    Now, the problem with this is that all of these files are actually not broken. The 'squad_melee_stance_ext' and 'combat_ext' are there in all of the files. But the game keeps crashing to desktop when I try to load it.

    I haven't the foggiest clue as to what's going on.
    Last edited by Zkyire; 24th Feb 09 at 7:17 PM.

  35. #385
    The flying one corncobman's Avatar
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    Hmmmm. That seems a bit...odd.

    Do other mods work or is it just mine that's causing this?

  36. #386
    Sorry to state the obvious but have you tried redownloading it? All too easy it seems to get a few corrupt 1's and 0's in the wrong place.

  37. #387
    Yeah, all the other mods work fine.

    I've downloaded the latest version of this mod, and upon seeing that it wouldn't activate, I uninstalled it, and installed an earlier version, but that didn't work either. I keep getting the same message.

    *edit* I'm trying to redownload the latest version and reinstall that, see if it'll help. *fingerscrossed*

    *2nd edit* Wont work, I'm getting the 'Failed to activate the requested game.' message all over again. But this time it's back to the original excuse it gives:

    Warning Log

    Last edited by Zkyire; 25th Feb 09 at 5:46 AM.

  38. #388
    The flying one corncobman's Avatar
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    Sorry for asking this but have you installed the Soulstorm patches?

  39. #389
    Yes. I downloaded and installed this mod for an unpatched Soulstorm. Seeing that it didn't work, I then downloaded and installed the 2 SS patches. Then reinstalled the mod.

    Still wont work. =/

  40. #390
    The flying one corncobman's Avatar
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    The error message looks familar but I can't quite put my finger on it.

    EDIT: Oh, and I have to ask this, which version of my mod are you running?
    Last edited by corncobman; 25th Feb 09 at 6:32 AM.

  41. #391
    Version 1.28.5

    I've also tried 1.27 with the same result.

  42. #392
    Yeah, but have you tried RE downloading the mod?
    You might be installing a slightly corrupt download.

  43. #393
    The flying one corncobman's Avatar
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    Yes, he mention that he redownloaded it but it still doesn't work for him.

  44. #394
    Ah, it's alright now. I reinstalled Soulstorm, it seems to all be working fine now for some reason.

  45. #395
    Member Hopit's Avatar
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    Always when i try to play whit IG it crashes when it has almost stopped loading
    EDIT: here's error log:

    Spoiler

    Last edited by Hopit; 25th Feb 09 at 11:46 AM.

  46. #396
    The flying one corncobman's Avatar
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    I think it might have something to do with the AI, although not sure.

    @ Zkyire - Oh good. I was about to suggest that anyway.


    EDIT:

    New version 1.29 is up

    Download Attrib here or here

    Download 1.28 Art here or here
    (Only if installing from scratch)
    If you've already downloaded and installed the previous 1.28 art file then you won't need it.

    Download Tyranids add-on here or here
    (Requires the Tyranids mod version 0.45 to work)
    Last edited by corncobman; 26th Feb 09 at 1:46 PM.

  47. #397
    I have been currently playing this mod a lot and enjoyed it. Some suggestions that I thought that would add some more fun to game. Personally I found Ironlores SOB a bit plain & blend and played mostly Witchhunters. Its downside is that it does not work in SP. And might never be completed, hence I have to deal with the SoB. But Fullscale Warzone proved that, it can be made more interesting. Here are few suggestions, some are from codex some aren’t.

    Holy Promethium upgrade – units that have flamers equpied with holy promethium cause more moral damage .
    Smoke Launcher upgrade to vehicles. Imagifer – most infantry squads, should have this attachment option except Sister Repentia and Serphim. Priest – attachment option for Celestians, Battle Sister squads, Dominions, Sister Repentia.. Make Retributor’s into what Celestian’s are currently.
    Change Celectian’s into veteran unit having weapon upgrade options of heavy bolter, heavy flamer & multi melta.
    Serphim Squad - dual hand flamer & inferno pistol upgrade option for two seraphim.
    Twin Heavy Bolter option for Immolator.

    Now for part that isn’t. Inquisitorial Mandate research option that would open up some units that SoB wouldn’t have access otherwise. It would replace Confessor with Inquisitor Toth as second commander. The units that would be opened up are Grey Knights, Inducted Imperial Guard Infantry squads, Vindicator Assassin, Chimera and Land Raider. Most of these are Tier 3 option and could offer some variety at end game.

    Hope these suggestions aren't overwhelming and conflicting with you vision.

    Edit. Currently the chaos SM 2 man squad feel bit weak, 4 would be bit better. Oh yes any chance of having sarges for both SM Termies?
    Last edited by GreyViper; 15th Mar 09 at 3:00 PM.

  48. #398
    The flying one corncobman's Avatar
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    Glad you like the mod.

    Interesting suggestions for the SoB.

    Holy Promethium is interesting but the only way to increase morale damage is to use a separate weapon, which might screw up upgrades.

    SoB have Laud Hailers instead of Smoke Launchers for Rhinos as a unique race trait so I'm not sure about adding Smoke Launchers to vehicles.

    I might consider making Imagifers as alternate leader options, i.e. either Imagifer or Veteran Superior, but not both.

    Adding new weapon upgrades would be virtually impossible for me since I'm not a modeller so I'd have to rely on other mods making stuff like this available to use.

    As for the Inquistorial stuff, it might make them too similar to the IG/SM races. I know that a lot of the Imperial units could be classed as allies of one another but I'd like to keep the uniqueness as a race.

    Chaos squads may take too long to reinforce but overall I haven't really had much of a problem with them so far.

    Sergeants for Terminators might be doable but I don't really see the need for them atm.
    Last edited by corncobman; 15th Mar 09 at 6:03 PM.

  49. #399
    I might consider making Imagifers as alternate leader options, i.e. either Imagifer or Veteran Superior, but not both.
    Im curious why not both? Are they so unbalanced? Maybe balance that out by unlocking them at higher tier.
    Adding new weapon upgrades would be virtually impossible for me since I'm not a modeller so I'd have to rely on other mods making stuff like this available to use.
    No I didnt mean models just assigning weapons/effects and upgrades to units without changing unit. Like using raptor flamers or heavy flamer from termies.
    As for the Inquistorial stuff, it might make them too similar to the IG/SM races. I know that a lot of the Imperial units could be classed as allies of one another but I'd like to keep the uniqueness as a race.
    I understand what you mean, but truth is the SoB end units are but lack luster. And one way to deal with Inquistorial stuff would be add branching like Tau had. But I mostly saw them unlocked at tier 3 and with relic. As for taking away uniqueness of IG and SM. I wouldn't worry about that, since they have so much stuff that makes them stand out. As for GK assassins one could argue they are faction of their own and are just making cameo appearance. And making land raider more costly could make you think twice if you really need that unit. The rest of units they are there for fun and flavor sure IG squads will be weakerthen others, but atlas there could be alternative.

    Sergeants for Terminators might be doable but I don't really see the need for them atm.
    Well normal termie sarge could have cyclone launcher. Assault one maybe with chain fist and storm bolter or PF and storm bolter.

    Chaos squads may take too long to reinforce but overall I haven't really had much of a problem with them so far.
    Ill look more at chaos SM, but in campaign rushing against DE can be very tricky.

  50. #400
    The flying one corncobman's Avatar
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    With the Inferno Pistol upgrade the Veteran Superior's damage becomes very potent. With the Imagifer and the Veteran Superior together it would make the squad have high damage and high survivability which could be too much. I'll have to see.

    Even if the weapon upgrades exist for other units, the only way to add weapon effects to a unit which doesn't have them is to change the model.

    Sergeants with Cyclone Missile Launcher...hmm sounds interesting.

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