Hey corn, do you know if its easy to change voices for units if you have them recorded? Just drop some files over some others hopefully, or is it more complicated.![]()
Hey corn, do you know if its easy to change voices for units if you have them recorded? Just drop some files over some others hopefully, or is it more complicated.![]()
#852
It should be fairly easy. Either you can create new voice folders and have the unit use that or you override the existing voice folders and files by using the same names.
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Yeah what i figured, just overwrite if you think the old ones are crap, thanks corn.
Hey, CCM! That's pretty awesome work you've done so far. Congrats, and keep it up, man!
I am following this topic for a while now, but i just read it, didn't feel like posting or commenting, (you had Pedro for that already) I'm more like a Silent Bob type, you know.
Anyway, the reason I'm here now is because I run into something while playing Chaos, and then I figured I could collect all the glitches and flaws I can find, and tell it to you.
So here you go, I made a list, so it may be more convenient to sort things out:
- chaos mark specific lords dont level up in heroes mod (all other units start with regular rank, they start like the heroes mod would be off)
- havoc squads icon turns into pink when upgraded w/ missiles (i guess no green frame)
- defiler doesn't get the twin linked lascannon (the animation stays at autocannon, don't know about the damage, seems changeless)
- the defiler model always shows the missile pod mounted, but it works appropriately, because it only fires when the research is done, it just looks odd
- not sure if it is intentional or not, but deleting the mark at the sacrifitial pit allows to re-research any mark, so it is possible to have all four mark-specific squads at the same time, altough with a lot of deleting and researching
- possessed squad doesnt get the health upgrade, anyways, the 8 strong squad is weaker (5888) than the five strong reaper squad with purge the weak aura on (6150), and I think the guys who spent thousands of years in the warp, and became possessed with demons should be stronger than a regular chaos marine. (in the original SS, they have 2x the hp and 2.5x damage of the raptors, you should change them appropriately)
I found the possessed quite underpowered and useless, since they need 3 upgrades to be anywhere near to effective, and the upgrades take like forever.
Thats all I could come up with, thanks for this superb mod, and keep up the good work!![]()
#855
Thanks for the comprehensive list. This helps me enormously.
Chaos Lord levelling in Heroes will be fixed in the next version
Havoc squad icon will be fixed in the next version.
I suspected that the Defiler didn't upgrade the weapons properly, thanks for confirming it.
Being able to delete the mark is intentional, but having all four mark specific squads in the game is not.
Possessed were one of the strongest, if not the strongest elite units in the game, maybe even borderline overpowered so I decided to restore some of their researches and downgrade their stats. I might have gone overboard so I might increase their stats slightly, and/or reduce the build time of the researches.
Keep it coming 64b0r, Corn need someone to keep him going, he used to love it when i told him things still didnt work. :O
Im busy feeling dumb at the moment with the mod tools, corn tell, do you know if there is any real easy way to edit a single unit without having to set up "your mod" blah blah and using the mod tools, i dont want to make a mod i just want to edit stuff in others for my own pleasure -as a starting point atleast. I was thinking i could just open their respective unit files with some crap that could translate for me and then put in various corrections. Possible or do i have to take the long turn?
#857
Use Corsix Mod Studio and then open the module file using it. You should be able to edit the attributes of the mod straight away.
Hi Pedro, you can just edit but you stuff the files up for you to be able to play online, unless you decide to copy everything to another location and paste back over, as corncobman says corsix is the way to go, quick n easy to use
if u have xfire check this colonel span, took half a minute to do
with corsix
http://www.xfire.com/profile/pinksli...age=2&count=24
Thanks guys, ill get it working now.
#860
Next version Chaos Defilers start off with Heavy Bolters and upgradeable to Autocannon/Lascannon + Missile Launcher
XV81 Crisis Suit will also be in.
Nice Corn.And whats that?? Did i just see a warhound peeking in behind that corner??? lol just kidding with you. Eagerly awaiting next version,
![]()
My real concern with possessed was that although they got an upgrade for health, it does'nt do anything with their HP.
All the other 'they are too week, please turn them back to the motherf*ckers they were' stuff was my ranting, just ignore it, if you want.
Also, I noticed that AI does'nt use the new units, neither the chaos lords, nor the deamonettes, screamers or plaguebeares.
I haven't seen for a while the 'zerkers either, so maybe AI doesn't find them too.
For that matter, I've played some mirror matches against chaos, and sometimes it freezes in tech or something and stucks in tier one or two with only cultists and raptors. I couldn't figure out why, but now I got an idea: maybe it wants to build the 'zerks, but can't find them in the chaos temple. (Or the sorcerer, which is not in the stronghold any more)
You should check the AI, so it could build the new units, and research the new upgrades (and it will be easyer to spot any imba part of the chaos army too)
#863
I've reduced the build time of the Possessed Marines. Another thing I should mention is that they have Daemon armour which is tougher than infantry armour, or rather it takes less damage from a lot of weapons.
I'm not sure what's up with the AI. I've added the new units to the AI files and to the build list. I guess the priority for building them is too low or something. It might also have something to do with the Chaos Marks or something.
#864
hehe thats an easy one: increase the first line of weapon effectiveness values as well as increase the rating value. However, watch out NOT to increase both those areas too much as you want to not over-value the unit you are editing. My recommendation is to keep both the rating AND the first weapon effectiveness value line slightly higher in value but not too much so its uniform with other units. So don't both over or under value the unit.I'm not sure what's up with the AI. I've added the new units to the AI files and to the build list. I guess the priority for building them is too low or something. It might also have something to do with the Chaos Marks or something.
Hehe good to see the AI guru drop by.
By the way corn, what abouth adding some new FX abbilities for next version? Legion mod among others has some sweet FX's which i think they wouldent mind parting with if due credit was given. That ligtning storm for one, the sisters exterminatus, what abouth the pylon abbility :O
And i want more super heavies!! buhuhuhuhuhuh, stormblade/shadowsword/stormsword Orc battlefortress/custum stompa/gargantuan squigoth aswell as the small un, land raider helios/ehrr and the rest of them, what id really like is the laser land raider but it aint modded. (terminus ultra) muhhahaha....
Necron pylon, poor tau need a relic unit besides ugly dino (spit), why not just give them a squadron of hammerheads or so, relic unit dont have to be just 1. heck i could easily see an orc relic unit be a huge mob of orcs, zergy buggers as they are. And offcource its the sweat warhound. lol. and When thud gets those eldar titans fixed up <drools>
Hmm, or maybe i should learn how to put stuff in myself and stop nagging you, that might be an idea aswell. :O
Last edited by Pedro; 27th Nov 09 at 8:45 AM.
#866
New FX might not be in the next version. Perhaps the version after that. Maybe.
Wouldn't we all?And i want more super heavies!!. As far as I can tell modelling/animating/rigging is the most time consuming and laborious part of modding. Also part of the reason the Firestorm over Kronus mod takes so long between releases. Unless the models have already been done and are made available to use by the public, the chances that they will appear are remote.
the shadowsword is open source. I got it from the ctc thread. still have the zip/rar if you want it.
and the LR helios
my bad it was the codex toolbox, not c2c.
Insanity is the exception in individuals. In groups, parties, people, and the times, it is the rule.
- Nietzche -
Yeah that stuff sure takes time Corn, but it pleases my heart to see such appearant love for big things in you. :O
Want me to ask persons for permission on your behalf if its needed corn? or you want to do it yourself? Just to make things easier for you if you decide to add something i mean. And offcource as a way of pushing you into adding stuff sooner.
By the way any chanse you could add heroes mod to campaign corn, just forget i said it if it involves lot of tedious number pushing though, just started corsix myself and it can be a pain. :O
EDIT: anyone got a link to an explenation of how to add units to a mod? Or want to explain it?
Been trying some on my own but it didnt go well. hehe.
#869
Ask away. I'm not sure if it'd be harder to get permission for a third party, but I guess there's no harm in trying.Want me to ask persons for permission on your behalf if its needed corn?
It's more text editing that using Corsix for that. I'd need to extract all the files associated with the win conditions and edit those.By the way any chanse you could add heroes mod to campaign corn, just forget i said it if it involves lot of tedious number pushing though, just started corsix myself and it can be a pain. :O
If the models exist:anyone got a link to an explenation of how to add units to a mod? Or want to explain it?
Been trying some on my own but it didnt go well. hehe.
Place the .whe and .whm models into your mod folder with the folder structure data/art/ebps/races/[race name]/troops
Place the .rsh and .wtp texture files into your mod folder with the folder structure data/art/ebps/races/[race name]/texture_share
Create a new entity blueprint file and put the model name into the entity_blueprint_ext field
Create a new squad blueprint file which refers to the new entity file you just created in the squad_loadout_ext field
Add the squad to the spawner_ext list in a building
If the model is yet to be made:
Get a modelling program like 3D Studio Max
Prepare for a lot of butt-hurt. Modelling, rigging and animating takes a lot time and effort.
Ah nice, thanks, thats a good place to start, if i wonder more specific be sure ill come to you and cry for help. Hehe. By the way regarding eldar in the mod, would it not make sense to put the dark reapers up a tier or two and perhaps replace them with swooping hawks at lower tier or something, also inncrease their cost to 3. Dark reapers are monsters in tabletop and fluff, good range nasty damage cost alot and take up heavy support cap uhu. They cost 35 points per model actually while say fire dragons cost 16. Just an idea offcource.
Also what abouth making wraithguard cost infantry cap instead of vehicle cap? They are infantry after all.
EDIT: where is the squad and entity blueprint files located? Ive found the other stuff you were talking abouth so just missing creating those and i should be good to go.
Last edited by Pedro; 28th Nov 09 at 1:06 PM.
#871
I don't think putting Dark Reapers in tier 2 is a good idea, mainly because if I move them, Eldar have no way to deal ranged damage apart from Rangers which are weedy. Swooping Hawks jump ability would make them too mobile IMO.
Wraithguard costing squad cap, maybe.
I can send you my Swordfish soon. It's more relic type than the TTRU one. XV-9 need animating, so it will be ready(i hope so) in week or two. But it depends... And clean up your message box![]()
Last edited by Yuuzhek; 28th Nov 09 at 3:09 PM.
What abouth giving them dire avengers for ranged unit in tier 1? Those are ranged units and could prob be tweaked to fit that role. They are also cheap eldar troops and the most common aspect warrior out there so fluffwise they fit perfecly in tier 1 :O
#874
I didn't even realise my inbox was full. Cleaned now.
Awesome news!I can send you my Swordfish soon. It's more relic type than the TTRU one.
@Pedro - I'm really not sure about Dire Avengers. They seem to be too similar to Guardians for my liking.
Anyway the latest version is up and available!
Download the attrib file here or here
Download the art file here or here
Last edited by corncobman; 28th Nov 09 at 7:08 PM.
Dire Avengers are similar to Guardians except they don't suck. They have better weapons and wear better armor. Guardians are essentially the militia of a Craftworld. Dire Avengers are the actual mainline troops.
#876
OK, the next version will have Dire Avengers. I put them in for the Dire Avenger Exarch alone. Dual Shuriken Catapults? Yes, please!
Dark Reapers will be moved to tier 2, damage increased and a small power cost added.
IG's command squads general is pink box![]()
#878
Gah! I forgot to include the models
Shame on me.
I just played with Chaos AI, and the computer seems to just stand there.
Also, the tooltip for the Greater Knarloc says there's a hardcap of 1 but you can get three.. Can't wait to see the swordfish relic unit though!
Cheers Corn. Finally dark reapers get the spot they deserve, top of the food chain for eldar infantry.
Thanks for the fix by the way, nice lil changes![]()
#881
@boblaffy - must be an error, can you post a screenshot of your console in game when it happens? Thanks.
For some reason, my laptop can't take a screenshot when the console is down, even with the printscreen command.. kinda weird.
But looking at the console, it seems that the error is the the chaosbuildbasestrategy.ai file.
if( iRandom == 1 ) then squadname = "chaos_squad_mark_of_khorne"
elseif( iRandom == 2 ) then squadname = "chaos_squad_mark_of_nurgle"
elseif( iRandom == 3 ) then squadname = "chaos_squad_mark_of_slaanesh"
else squadname = "chaos_squad_mark_of_tzeentch"
for the slaanesh line, it was missing another = sign. That seemed to fix it =)
#883
Yeah, thanks for that.
I playtested it earlier today and fixed that line. I also fixed a SCAR error bug to do with Khorne Berserkers.
I noticed that the warlock for the wraithguard squad seems to run alot faster than the rest of the squad. Also, I noticed the AI is trying to build a nightspinner soulstone, is something in the works for that?
#885
Nightspinner? What Nightspinner? There are no Nightspinners here. Nope. Nothing to see here. These are not the Nightspinners you are looking for.
huhu nightspinner eh corn![]()
I really enjoyed this mod, it didnt stray too far from vanilla but it added things that were really fun, I think you have made this mod very well - i had not tried it until now either, regretably xD
Chaos
Why are the Cult marines (like noisemarines etc) rather large in members, however weak compared to the basic chaos marines? You've tried to the make basic marines more fluffy. I dont see why they stray from Chaos' overall feel that you created. And if you thought they were underpowered how about giving the Cult Champions the Beserk Fury ability like the other Aspiring champions, and upping their dmage? Just some thoughts
Defilers - missile launcher upgrade, upgrades instant but the icon still has a upgrade bar?
IG
I did notice an imperial guard bug with the command squad (pink box) but i think this was mentioned
Hellhounds now are i think too efficient vs light infantry, eg Orks, IG and eldar - with the hull mounted flamer and inferno cannon morale is gone, maybe increase price of Hellhound.
Eldar
Banshees seem a little op in the early tiers especially when backed by dark Reapers (mainly against races like orks, IG) - im only suggesting but maybe lower max squad size like you have with other aspects
Wave Serpent Scatter Laser upgrade - produces instantly, has no cost (and no icon) scatter lasers fx is also bad. This is the same with the Falcon
And the Missile launcher upgrade for the Wave serpent is also insta build
Falcon, The turret doesn't seem to aim at anything properly most of the time and Scatter laser bug ^
Fire Prism, perhaps worth changing the UI text; as it says it is espeically effective against Vehicles (which it is in later tiers) but perhaps it's worth adding that it is effective against infantry until upgraded? Also IMO the Fire Prism is not effective enough against heavy infantry.
Grav Platforms - can you perhaps allow them to self heal or allow repairing? Because otherwise any lost health remains that way.
Overall though with eldar i think they are lacking in some AV during tier 2-3, I dont know i will try them again
Space Marines
Dreadnaughts - when playing against SM twice as eldar and chaos i think the Inferno cannon does too much Morale damage, could try nerfing it - same with Hellhound tank
EDIT: I think I worked out what needs to be done about Inferno Cannon - decreasing the range or at least for the SM dread maybe not Hellhound.
Scouts - how about giving the Sergeant the Model from FoK mod sicne it is a Scout Sergeant![]()
Last edited by Arikaas; 3rd Dec 09 at 11:13 AM.
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#888
Cult Marines are strange. I did that because I didn't want to have the entire army of Chaos be high HP, low numbers like the main CSM squads. I'll need to think about that because it does seem strange that later units are less powerful than the early ones. Overall though I think it works quite well.
Defiler upgrade is actually an ability which is why it has a time bar. Just ignore it.
I already increased the price of the Hellhound from 150 power to 200 power. Maybe I should decrease the flamer morale damage or something.
Dark Reapers will be moving to tier 2 in the next version. Banshees will have lower health.
I'll try and fix the weapon upgrades.
Grav Platforms only regenerate when not in combat. I'll add a tooltip for that.
For Eldar AV, Fire Dragons are good, and Brightlance Grav Platforms reduce the armour of targets and makes other units more effective. Wraithlord Brightlances do good damage, Vyper missiles, etc.
Well chaos marines/space marines are pretty much high hp, low number compared to other armies, the more fluff you lean towards the bigger the difference. I dont see a problem with that, the only problem comes when you want their units to be high numbers aswell, cause sticking with high hp then creates a problem as they will be very very strong. Say 20 marines in 1 squad with high hp. I have only 1 thing to say: Raise cap cost. Make them cost more cap, just because dow and most mods dont ever go above 3 cap dont mean it cant be done. If say you want 20 chaos marines in 1 squad "the anointed elite of gonzales" then make them cost 4 squad cap and a heck of resources/power. The only alternative is to be inconsistent and have tough normal marines and weak special marines which pretty much stomps on every bit of logic in there.
![]()
So when you say you dont want the entire army of chaos be high hp low numbers i say raise the cap and the problem vanishes. Offcource also editing other factors such as training time/reinforce time/cost etc.
btw, all noise marines don't have sonic weapons, they have normal bolters to
#891
@Arikaas/Pedro - I've tweaked the Khorne Berserker and Noise Marine stats for the next version, I hope that makes them closer to what they should be like compared with the normal CSM.
@Hopit - I'll see if I can fix that.
Well it was up to you in then end it's just I liked what you were doing with Chaos' basic units, and then with the cult Marines (supposeably better) they were actually weaker. However I know this isn't a table top mod.
#893
Hopefully the changes will make them more logical than they did before.
I also changed the Aspiring Champions and Cult Aspiring Champions to be tougher than the normal counterparts and increased their cost significantly.
I'll probably either upload the next version either today or tomorrow.
Sounds good Corn.
Bye the way i must admit ive changed a few stats around in your mod to suit my own megalomania, so seeing you upload the whole mod every time, anything i can do to keep my own changes and still get the new version?
Was thinking just to copy my old related atttrib/weapons etc files, install your new version and copy my old modified files over. Will that cause any problems?
#895
I don't think changes will carry over. Say you change the CSM to move faster and I make them tougher. After you install the files and then put all your changed files back, they will be faster but the changes to CSM I made since will be lost. In other words your changes will override mine. You would have to start to make your modifications based on the new files.
I hope you understand this mess of words because I'm starting to confuse myself.
EDIT: new version is up
Get the attrib file here or get it here
Get the art file here or get it here
Mirrors added.
Last edited by corncobman; 7th Dec 09 at 6:02 AM. Reason: Finks Lixed.
Yeah i understand hehe.Hovewer if i only modify say weapon stats then other changes you make like cost, added units and the like will still go in effect i assume. Changing every weapon range to tt ranges takes so damm long time im loath to do it every time hehe. Thanks.
The links both lead to the attrib file for me, no art but maybe i can just use the old one.
Last edited by Pedro; 6th Dec 09 at 4:44 AM.
i'm a lil bit lost here....do ihave to dl the first update or can i just dl the newest update? oh n btw, i simply love ur mod! it gives me a reason to play ss for 24 hours agaisnt 8 insane com.
Profman96 (High Primary mod tester) - joined 12/24/10
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@corn
the downloads for both (attrib and art) are linked to the attrib file
2x
Sometimes, a majority means that all fools are on the same side. (even so "Sometimes" seems to happen rather often)
#899
Yeah, I be stupid. Link for the art file should be fixed now.
@Profman96 - The latest one is sufficient. You don't need earlier releases. Thanks, btw, 24 hours!?!?!?! That must be crazy!
@Pedro - yes, however if I make changes to some weapons, the changes I made will not be preserved because you've overridden them with your files. If you have any more questions you can PM me.
Last edited by corncobman; 6th Dec 09 at 5:56 AM.
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