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

  1. #1001
    The flying one corncobman's Avatar
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    Can you post a screenshot of your console for me please?

    EDIT: Wooot 1000 posts.
    -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. #1002
    KinKon
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    Hello.

    I found your mod and it´s really good.

    Well, I installed last actualization and found same problem like other dudes, IA works sometimes, only sometimes. It´s not a theme about the selected race, it could happen with all of them. It only works on about 20% of the skirmish matches.

    Hope you couild dop something, it´s really nice to find someone who gives us a mod like this. Thanks dude!

    Pd. I see that you did not include shadowsword...

  3. #1003
    The flying one corncobman's Avatar
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    Shadowsword isn't available to use by the public yet, at least the last time I checked the FoK mod didn't have one.

    A fix will be released when I work out what's wrong with the AI. It's going to be easy because Soulstorm slows this computer to a crawl.

  4. #1004
    Member Hopit's Avatar
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    doesn't steel legion have shadowsword?

  5. #1005
    KinKon
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    And Enhaced mod too.

    Enhaced B4, sorry.

    It´s a bit old, but shadowshord, leman russ demolisher and so on are available.

  6. #1006
    The flying one corncobman's Avatar
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    I don't think I can use the Steel Legion one for reasons outlined below:

    Quote Originally Posted by the Steel Legion forums
    Second, we support other mod teams, but we have some restrictions.

    a.) We won't support another steel legion mod.
    b.) We won't support a rebalancing mod (without a few existing exception).
    c.) We won't support a mod that is not based on 40k.
    d.) We support other imperial guard mods, if they feature a new faction that is part of GW's 40k world.
    e.) We won't support mod teams that don't add models or don't share models to others.
    f.) In general we support only mods, which goal is to make a new race based on the 40k universe.

    Third, think of it as a deal. If you give us nothing, why should we give you something?

  7. #1007
    Member Rotlung's Avatar
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    As requested:

    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.

  8. #1008
    The flying one corncobman's Avatar
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    Thanks, that helps enormously.
    Last edited by corncobman; 8th Jan 10 at 11:34 AM.

  9. #1009
    Member Arikaas's Avatar
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    Nice progress since 1.41 CornCobMan

    Few bugs with Dark Eldar though, capture point banners seem to be blank white, and selecting the Raider Transport crashes the game, happened twice.

    I hadn't noticed any AI porblems apart form Space Marines and Chaos seem to be behind everyone else AI wise. Maybe thats just for me?
    Coding Help Thread

    Need Any help via AE, AI or Scar code, any questions perhaps? Use the above link.
    My coding tutorials
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  10. #1010
    The flying one corncobman's Avatar
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    The banners being blank for DE and SoB is a bug with the Tyranids mod.

    Raider transport I thought I had fixed. Hmmmm. Can you give me any more information about what situations it happens?

  11. #1011
    I think the AI is fixed, I forgot that I was playing as Chaos every time, that might have helped... I can also confirm the DE Raider crash to desktop, I didn't get any upgrades except getting to the tier 3 building. After clicking on the raider it crashes... hope that helps

    Also, the techmarine repair fx seems to be bad: Pic
    Last edited by boblaffly; 5th Jan 10 at 7:32 PM.

  12. #1012
    KinKon
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    Tau crashes to desktop at 3rd upgrade too.

    Thanks.

  13. #1013
    The flying one corncobman's Avatar
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    @KinKon - is that the Shrine of Montka/Kauyon or the researches?

    @boblaffy - it's that dang servo harness again. Gah.

  14. #1014
    Member Rotlung's Avatar
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    The AI is still not working when there's a Chaos player in the game.

    The AI folders are all... empty? Apart from the chaosunitstats file from the fix.

    Eldar Guardian volume not fixed.

    Tooltips for Dark Eldar HQ and Hall Of Blood not updated to feature the swaps between Mandrakes/Warriors and Archon/Haemonculus.

    Mandrake shouldn't be called Mandrake Squad (the volume seems okay now though).

  15. #1015
    The flying one corncobman's Avatar
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    The attrib file is supposed to have the AI files in the ai folder when you extract it. The ai fix file is only supposed to replace 1 existing file.

    I'll need to check the Guardian voices.

    Tooltips will be updated. Thanks for that.

    EDIT: I've compared the sounds for Guardians and other troops and it appears as though they are the same volume.
    Last edited by corncobman; 6th Jan 10 at 5:19 AM.

  16. #1016
    The AI is still not working when there's a Chaos player in the game.

    The AI folders are all... empty? Apart from the chaosunitstats file from the fix.
    The AI folder within the mod root is infact empy the AI is in CornCobMod/data/ai .

    2x
    Sometimes, a majority means that all fools are on the same side. (even so "Sometimes" seems to happen rather often)

  17. #1017
    I got to tier 4 using Montka but didn't experience a crash. However did notice something funny though, the tooltip for the building says that it allows kroot hounds but they aren't available. Also, when I get the Ethereal, the tooltip for clone is $nokey and he can't clone himself if he's got a bodyguard, but the clone seems to be a real one. The manta strike ability seems to be missing as well, only the ion cannon is available.

    When the ethereal dies, all units including buildings lose 100 health was this intentional? I noticed the kroot shaping centre has a high rate of health regen though which is kinda funny...

    Also, is it possible to give the tau mines, some blue fx explosions instead of the standard mines?

  18. #1018
    The flying one corncobman's Avatar
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    Thanks boblaffy.

    When I readded the Kroot Hound squad I forgot to check the requirements. Should be fixed in the next version.

    I'll need to check the Ethereal Clone.

    The ethereal increases the max health of most units when he's alive, so it is intentional. The regeneration for the Kroot Shaping Centre is from Soulstorm, I haven't changed it.

    I will make the mines have a different explosion. Nice catch.
    Last edited by corncobman; 10th Jan 10 at 4:11 PM.

  19. #1019
    Member Arikaas's Avatar
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    Does this mean the DE Raider crash is fixed? Sorry I didn't get back to you on that otherwise.

    EDIT: I tried again and the rash is still there, however I check my warnings.log for the game and nothing details on a crash, and Soulstorm.EXE doesnt appear when game crashes either.
    EDIT2: Some other things to report; Harlequin unit should be renaimed to Harlequin squad. And IG Guardsmen Flamers have no UI description.
    Last edited by Arikaas; 10th Jan 10 at 6:12 AM.

  20. #1020
    The flying one corncobman's Avatar
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    Does the Raider crash happen at a certain point in the game or does it happen all the time? I'm having trouble working out what the problem is. I think I might have figured out what the problem is.
    Last edited by corncobman; 10th Jan 10 at 8:36 AM.

  21. #1021
    Member Arikaas's Avatar
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    Just happens whenever you select the Raider, not matter what stage of game.

  22. #1022
    The flying one corncobman's Avatar
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    Minor update for an update

    Grab it here or here

    EDIT: Sorry guys, I just noticed my attempts to fix the Raider bug have caused another problem.

    EDIT: Reuploaded
    Last edited by corncobman; 10th Jan 10 at 7:18 PM.

  23. #1023
    Raider crash seems to be fixed for me, same with the Tau Kroot Hounds for Mont'ka.

    Some things I just noticed today is that the Reaver Jetbike portrait icon is pink for me, does anyone else experience this?
    Also, the Ethereal Clone still seems to be a real one, they don't flash green and they can make bodyguards...

  24. #1024
    The flying one corncobman's Avatar
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    I'm guessing the Reaver pink icon happens after getting the Reaver Targetting Module research as well as the Blaster upgrade.

    For the Tau Ethereal Clone, I can't seem to get the damn thing to glow green like the old clones. I also forgot to make sure it had a different set of weapons which do no damage. Bodyguards reinforcing is intentional.
    Last edited by corncobman; 11th Jan 10 at 4:04 AM.

  25. #1025
    Member Arikaas's Avatar
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    I'm not sure when the Reaver gets the pink icon, but it happened in one game and not in another, both when I researched and upgraded the blaster. However great fix for the Raider and mod is looking good.

  26. #1026
    The flying one corncobman's Avatar
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    The problem I mentioned about the Raider was 4 upgrade points being available, clicking each one meant that you could activate the weapons without any units being transported. I had a Raider with 4 Archons firing away at one point.

  27. #1027
    Minor thing, noticed that the Tzeench's Chaos Lord Bolt of Change Ability has a bad fx on units when it's casted. Would probably be the same case the for Rubric Marine's leaders ability as well but I'm not sure.

    Here's a pic:
    Pic

  28. #1028
    The flying one corncobman's Avatar
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    Ok thanks for that, that should be fixed by the next release and stuff.

    Next version will have SM Skull Probes that remain infiltrated even when attached to a non-infiltrated squad.

  29. #1029
    Member Arikaas's Avatar
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    A few things to report on
    - Chaos AI still rather weak or incomplete.
    - SM Dreadnuaghts bleed IG colours when in a match together.
    - Hammerhead Missile Launcher upgrades state about the XV22 suit upgrade.

    And balance wise for Necrons being able to eventually have 5 man Wraith squads I find is somewhat overpowering later game :/

    Otherwise great stuff !

  30. #1030
    The flying one corncobman's Avatar
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    I'll have a look at the Chaos AI.

    I'm not sure how to fix the colour bleed issue. As far as I can tell nothing in the Dreadnought should be referencing anything from the Imperial Guard whatsoever.

    Perhaps you're right about the Wraiths being too powerful when up to 5 members, I may have to tone them down slightly.

  31. #1031
    Member Hopit's Avatar
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    waiths normally are in 3 members in a squad, maybe that will help?

  32. #1032
    The flying one corncobman's Avatar
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    I'll try reducing the health increase from researches as well removing the upgrade to the armour type, which should help a bit.

  33. #1033
    Member coffee demon's Avatar
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    Hi Corncobman,
    I saw the Fok Autarch in your mod and now i`m just curious, wether you tried to get the model to work in OE.
    Your Autarch has the the same missing animations as the Fok one, but watching him in 3ds max i noticed that he has much more animationes like melee, sync kills and so on

    btw the new guardian voices you added are much better then the old ones, just too noisy
    ....oh, and i started laughing when reading the names for your teamcolours~~

  34. #1034
    The flying one corncobman's Avatar
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    No, I haven't used the Object Editor at all. Probably the reason it has more animations is because I copied the code file from an existing unit and changed some of the stats.

    I could try reducing the volume of the voices for the next version.

    Glad you like the humorous team colour names. They make me smile as well.

  35. #1035
    Member coffee demon's Avatar
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    Actually I imported the autarch from fok 3.5 beta (autarch.whm) to 3ds max, so i didnt copy anything from your mod, and there i watched some really cool looking fighting/dieing animations.
    But just to make sure... the code you mean is rather in AE work, dont it? I dont think you can change one models animations just by copying some code, maybe set a lower value for the chance to synckill and things like that but thats it....
    Im still new to Object Editor, right now trying to get some other animations to work ingame. At least this is how i think the OE works.

    Well... did I confuse you, or did you confuse me? I dont rly know....my mind bears a great pain.

  36. #1036
    The flying one corncobman's Avatar
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    Yeah the code is the AE files (or in my case the Corsix Mod Studio files), not the models. I don't think you can make animations using the Object Editor, it's mainly used for adding events and markers, changing the size and shape of the selection boxes and stuff like that, you'd need a 3d modelling program to add animations, I believe.

  37. #1037
    Member coffee demon's Avatar
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    Anyway i love the model and i wanted him to have a smooth melee move so here i go trying my luck.
    But as far as i understand you use the OE to create motions, actions, action trees to get EXISTING animations ingame and regarding the autarch there seem to be some possibilities, since he HAS LOTS of animations that are not ingame, yet. (no need to make new animations from scratch, if they already exist, huh?)
    And because you use the autarch in your mod i wanted to know wether u had the same thoughts.

  38. #1038
    The flying one corncobman's Avatar
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    I was just going to wait for the next version of the FoK mod to see if they had any new animations added, and also fixed some of the textures for the weapons. If you have the Autarch in the Object Editor, and have got some animations working, I'd be interested in it, sure.

    EDIT: I sorta got annoyed at at the jumbo heads for the Space Marine units so I went a little bit nuts and added a lot of the models from the Firestorm over Kronus mod. This means that the next version will have the Tactical models, Assault marine models, Devastator models, Scout Marine models and Sternguard models from the Firestorm over Kronus mod. Credits to them of course.
    Last edited by corncobman; 23rd Jan 10 at 7:43 PM.

  39. #1039
    Member coffee demon's Avatar
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    I know exactly what u mean i added almost every single new FoK model and some new units to the mod that i play with a friend.
    After seeing FoK once, the old models are kinda depressing.

    Concerning the Autarch i just managed to make him carry his executioner instead of the chainsword... i think im getting used to the OE...slowly...
    "The mists of space and time retreat from my mind."

  40. #1040
    The flying one corncobman's Avatar
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    Next version has been uploaded.

    Get the Attrib file here or get it here

    and the Art file here or get it here
    Last edited by corncobman; 26th Jan 10 at 3:30 PM.

  41. #1041
    Sweet. You keeping up with the Tyranid mod compatibility-with-your-mod, and shit?
    Destroy to create. All for the hunt to dominate.

  42. #1042
    The flying one corncobman's Avatar
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    Yeah. If they release a new version of the Tyranids mod, I'll be on top of it like a sumo wrestler.

  43. #1043
    Sick.

    I'm lovin' Chaos BTW, and just reading about that Jump ability for the DE Talos makes me go: "FUCK YEEEEEEEEAH!" Is it like the Raider anti-psychological jump? I figure that'd fit perfectly.

    Oh yeah, and where do you get the Survival Mod? Or do you just need to download your addon?

  44. #1044
    The flying one corncobman's Avatar
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    No, it's just a normal jump. It does knock back enemy units like most of the other units when they jump though.

    The Survival mod should be somwhere on these forums. Try looking in the completed mods section.

  45. #1045
    Member coffee demon's Avatar
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    Hey,
    The Autarch looks much better now
    Feel free to contact me if you are interested... I already wrote u a little readme so u better should be interested

  46. #1046
    Hi there! I'm not new to this forum but until now I had not yet entered. I wanted to know if there is any news about the inclusion of the tau's sworfish ! And maybe of the shadowsword or stormsword !!! Thank you !

  47. #1047
    The flying one corncobman's Avatar
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    Until I get word from either Zany Reaper that I can use his Swordfish or Yuuzhek about whether his version is completed and permitting me to use it, there won't be a Swordfish in game.

    No idea about the Shadowsword or Stormsword.
    Last edited by corncobman; 26th Jan 10 at 5:23 PM.

  48. #1048
    Great work CCM, the FoK SM models look great!

    One thing I noticed though, is the fx on units after Bolt of Change is used is an expanding purple box.

    Picture

    Edit: Also, is it possible to get the Mandrake to show up in the raider? Right now he's represented as a warrior, I'm not sure if it was like that originally though...

    Edit Again: Just playing as Tau, I got a crash, it happened right after I used the Manta Strike ability. Can anyone else confirm this?
    Last edited by boblaffly; 26th Jan 10 at 6:38 PM.

  49. #1049
    The flying one corncobman's Avatar
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    Gah! I thought I fixed that already.

    EDIT: I'll see what I can do about the Mandrake/Raider thing. It's now fixed. I should put an update tomorrow to fix these 2 bugs mentioned.
    Last edited by corncobman; 26th Jan 10 at 5:39 PM.

  50. #1050
    Member Ultra Simon's Avatar
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    I don't suppose someone could do a gameplay video of a really fun matchup vs a mate or a good CPU? I'm very curious as to how this mod plays and what creative touches have been added, but my DoW folder is cramped full of custom mods and existing mods, and it's starting to fail - I don't wish to add another mod if I'm not going to touch it.

    Also, the odd video on youtube goes a long way towards the Fan count.

    Perhaps this is an unreasonable request. I apologise if my post has offended someone; I don't at all mean to suggest that my time (or anyone elses) is better spent else-where.

    Thanks.
    The rains are coming...

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