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

  1. #401
    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.
    Interesting, I wasn't aware of that. What about priests do they fall under the same problem? If so then my suggestion is to make price balance their effectiveness.
    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.
    So would it work this way? Say you use normal SOB unit with flamer model but with heavy flamer stats? Same with seraphim's instead replacing normal unit with sister superior model that has inferno gun? Not the ideal solution, but something to think about.

  2. #402
    The flying one corncobman's Avatar
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    Priests increase the max health of the squad they are attached to by 125, so they would make the squad harder to kill. Also they would make the attached squad faster as well.

    Using heavy flamer stats with the normal flamer weapon would work I guess. Making the entire squad a squad of Veteran Superiors would also work but I don't really like that.
    Last edited by corncobman; 22nd Mar 09 at 9:57 AM. Reason: Priest info was incorrect
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  3. #403
    hagashi
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    Was the most recent release a full download or will I need to go back and download all of the 1.2x's?

  4. #404
    Was the most recent release a full download or will I need to go back and download all of the 1.2x's?
    as far as i know, you only need the 1.29 atrib file and the 1.28 art file. both links are in the first post

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

  5. #405
    The flying one corncobman's Avatar
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    Yeah you only need 1.29 Attrib and the 1.28 art file as 2_X_S says.

    Together they make up a full release.

  6. #406
    mikov
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    Hi guys, may I ask for a bit of help here?

    I've just finished downloading both the 1.28(CCM art) and 1.29(CCM atrib) folders and would appreciate instructions on where to extract them. Do i just extract both directly into the soulstorm folder or is there an order on how to do it?

    Seeing as both the 1.28 and 1.29 zip files each contain corncob folders, extracting one before the other into a single destination would result in me getting an overwrite message. Do i do so or do I only get certain contents from both corncob folders?

  7. #407
    extract both files to the soulstorm folder. they just share the corncob folder but hold different content.

    select yes to overwrite when the message comes up.


    2x

  8. #408
    mikov
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    oh, hey thanks

    extracted 1.28 then 1.29 with overwriting as instructed. you cooked up quite a nice mod here, thanks CCM!

  9. #409
    The flying one corncobman's Avatar
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    You're welcome, glad you like it.

  10. #410
    coreybowman
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    i cant remember what exactily it says but any map i load with this mod says failed to exicute scar or something along those lines. any idea whats wrong? sorry if this is the wrong place to ask, i have seen this before and wondered if anyone knows what it is.

  11. #411
    The flying one corncobman's Avatar
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    Which race are you playing as and which win conditions are you using?

  12. #412
    Exsequien
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    Hey, first off: great mod! I love the 4 Chaos God marines (awesome models!) and the new upgrades/researches for all races.

    But I have a problem: all "special rules" (like Fast Abilities, Automatic Use of Abilities, Auto Reinforce etc...) seem to ALWAYS be active, regardless if I have them enabled in the rules or not. I don't like the Fast Abilities and Automatic Use at all =/

    Have you tried fighting as IG against Eldar with these options? The Farseer spams the two AOE abilities every 10 seconds while my commissars execute my guards faster than the enemy.

    I have version 1.29

  13. #413
    The flying one corncobman's Avatar
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    Are you using the Heroes win condition? That one has a few win conditions built into it. The next version of the mod should have an updated Heroes separated from the other rules.

  14. #414
    coreybowman
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    corncob. i cant remember exactily what conditions i had check but heros was one. i checked almost all of them except a few.should i not check hat one i guessing.

  15. #415
    Exsequien
    Guest
    Ah yeah, that's it. Would be great to have the Heroes condition without the extra stuff

    Also:
    Could you make the Necron Destroyer Lord a hero? He's basically a Necron Lord mounted on a Destroyer Body, so technically he could have the same powers as a Necron Lord. The Destroyer Lord could be buildable at T2.

    You could also add the two missing artifacts:

    - Disruption Field: "The grasping, metal claws of the Necrons pulse with unnatural energies that seem to warp the skin of vehicles as they strike. Even the most heavily armoured vehicle can be torn apart by Necrons with such powers" - The Necron Lord and units near him deal extra damage to vehicles for a short time.

    - Gaze of Flame (I think that mask is available in the single player campaign): "Flickering witch-fires blaze from the metal death mask of the Necron Lord, chilling the very heart of those who look upon it, stealing away their strength and crushing their courage" - Enemies near the Necron Lord constantly lose Moral, just like the Flayed Ones.


    Maybe you can split the 12 possible artifacts (if you count Stasis Field and Possess Enemy Vehicle) into two categories, six for the Necron Lord (he can pick 3) and six for the Destroyer Lord (he can pick 3).

    Necron Lord artifacts:
    Disruption Field
    Gaze of Flame
    Lightning Field
    Resurrection Orb
    Phylactery
    Nightmare Shroud

    Destroyer Lord artifacts:
    Phase Shift
    Solar Pulse
    Chronometron
    Veil of Darkness
    Stasis Field
    Possess Enemy Vehicle
    Last edited by Exsequien; 27th Mar 09 at 8:04 AM.

  16. #416
    The flying one corncobman's Avatar
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    @coreybowman - you can try unchecking heroes and see if that helps.


    @Exsequien

    I've already made the Necron Destroyer Lord the Necron's secondary commander, i.e. you can only build one of them and its health is greatly increased, not to mention the commander armour type. It also shares most if not all of the Necron Lord's abilities.

  17. #417
    Exsequien
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    The Heroes condition with all those extra condition is really annoying, sorry =/ I'd love to play with experience gaining, but Fast Abilities and Auto Abilities ruins it for me. Looking forward to 1.30 :D


    Also, some Tyranids do waaaay too much damage in melee. The Broodlord singlehandedly defeated an Avatar. Yes, I'm serious. Both had absolutely no backup and were at full health (I already defeated the Tyranid, just wanted to stomp the HQ with my Avatar alone for lulz).

    http://i41.tinypic.com/2ngfyjd.jpg
    http://i44.tinypic.com/w82a8x.jpg

    Granted, it was very very close but come on. It's the Avatar! D:

    A Lictor also killed my Farseer in about 3-4 seconds. The health bar was just -bam- gone.
    Last edited by Exsequien; 1st Apr 09 at 12:33 PM.

  18. #418
    From what I see in those pics, it seems like you played with the hitpoint moddifier on, that makes units die a lot faster. Play without it and things should be back to normal.
    Inter arma enim silent leges

  19. #419
    The flying one corncobman's Avatar
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    Yes, the Health Moderator win condition makes it so that units have more even health values (according to the description) so units that had high health, like relic units will probably be affected more than normal troops. I'm not 100% sure though as I've never used it myself.

    Normally the Avatar has like 12000 health or something similar.

  20. #420
    Exsequien
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    Yeah, that was probably it


    But I have yet another question: could you give the Carnifexes vehicle armor? The Hellfex, Carnifex and Screamer Killer should get medium vehicle armor (Dreadnoughts) and the Uberfex should get high vehicle armor (Killa Kan).

    Why?

    a) The 'Fexes die very fast to some bolters which doesn't seem right.
    b) Many units (the anti-tank units) can't/won't get used against Tyranids because there are no vehicles, so they can safely spam Plasma.
    c) Dawn of War 2 does the same thing.

  21. #421
    Dawn of War 2 is not a valid argument for anything. Even breathing.

  22. #422
    Member B-C Vesuvious's Avatar
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    for the record, bolters should mow down tyranids, remeber they developed a version of the virus used for Exterminatus Incipio to a short lived virus capable of being dischared in the shards of a bolt rounds explosion.
    Glory to the Emperor, death to the Fallen.

    Horus left the Emperor because he didnt get a Barbie for Christmas like he wanted.

  23. #423
    The flying one corncobman's Avatar
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    I've actually been thinking of making some Tyranid units use the vehicle armour type. It would mean that anti vehicle weapons would actually be of some use. However it would probably need a bit of testing to make sure it's balanced.

  24. #424
    Member B-C Vesuvious's Avatar
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    well, technically most tyranid units would need vehicle armor seeing as the hide of some of the more evolved tyranids are tougher than any power armor.

  25. #425
    The flying one corncobman's Avatar
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    I'm thinking more of a gameplay perspective. I'm not going to be using the background as the sole way to make these sorts of decisions.

  26. #426
    Exsequien
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    Quote Originally Posted by B-C Vesuvious
    well, technically most tyranid units would need vehicle armor seeing as the hide of some of the more evolved tyranids are tougher than any power armor.
    Yeah, that's why I suggested Carnifexes. They come around T2, so it would fit.

    The "lower" tiers of Tyranids (Gaunts, Genestealers, Warriors, ...) shouldn't have vehicle armor as it would be impossible to defeat them with T1 units.


    Edit: Another thing: The IG Guardsmen have a different type of Grenade Launchers now, don't they? In the vanilla game, they won't shoot the GLs if they would hit friendly guardsmen. On the other side, the Chaos cultists don't care for others and shoot even when they hit friendly units.

    And in your mod it seems like that the Guardsmen have the "cultists GL", they just shoot and don't care if they kill 3 of their own men in the process.
    Last edited by Exsequien; 3rd Apr 09 at 12:58 AM.

  27. #427
    The flying one corncobman's Avatar
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    That may be because I increased the are of effect on the GM grenade launchers, as well as decreasing their minimum firing range. It's the same weapon, just a bit more powerful. I don't really care if they kill their own men in the process as long as they get the job done, it's part of the charm of the Imperial Guard .

  28. #428
    Exsequien
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    Quote Originally Posted by corncobman
    That may be because I increased the are of effect on the GM grenade launchers, as well as decreasing their minimum firing range. It's the same weapon, just a bit more powerful. I don't really care if they kill their own men in the process as long as they get the job done, it's part of the charm of the Imperial Guard .
    It's just that they insta-kill your Command Squad.

  29. #429
    The flying one corncobman's Avatar
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    Yeah that's true, but when I use grenade launchers I tend to stick the Command Squad on ranged to stop that from happening.

  30. #430
    Exsequien
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    Quote Originally Posted by corncobman
    Yeah that's true, but when I use grenade launchers I tend to stick the Command Squad on ranged to stop that from happening.
    Well.... that's not really the point of the Command Squad =/ seeing as they have pretty low ranged damage without the upgrades (and the priest who you most likely have in the squad doesn't even have a ranged attack).

    Grey Knights and the Inquisitor get demolished too fast as well.

    Speaking of those too, why can't we stick the Inquisitor into the Grey Knight squad? It would make sense, seeing a melee hero in a melee squad

    Also, is the Hive Tyrant supposed to have 3250 HP? He takes FOREVER to kill because he also has commander armor AND has a lethal ranged attack AND this "nobody can die" ability.

    No Health Modifiers/Heroes were used, just "Destroy HQ"

    http://i42.tinypic.com/dqjfc3.jpg

  31. #431
    The flying one corncobman's Avatar
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    Initially, I made Grey Knights unattachable because of the Priest's invulnerability ability, but since I have removed the invulnerability, that problem no longer exists so I will be making the Grey Knights attachable again.

    As for the Hive Tyrant, I'm not sure since I didn't set the health value.

  32. #432
    Exsequien
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    Quote Originally Posted by corncobman
    Initially, I made Grey Knights unattachable because of the Priest's invulnerability ability, but since I have removed the invulnerability, that problem no longer exists so I will be making the Grey Knights attachable again.
    Great, thanks

    Quote Originally Posted by corncobman
    As for the Hive Tyrant, I'm not sure since I didn't set the health value.
    So, can you change it? The Tyranids need some little adjustments imo. Mainly the Broodord and the Hive Tyrant who have waaay too much HP (in comparison with other heroes).

  33. #433
    Member Swanky's Avatar
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    Sorry for asking; you might want to clarify in your first post:
    Am I going to need the Tyranid Race installed or does it come with your mod? Is this going to include Maktaka's Bugfix mod or do you have your own bugfixes implemented; I saw you announced a load of your own fixes, but I am unsure about nobrainers and stuff. Also, other race mods will work with this mod? So many questions...

  34. #434
    The flying one corncobman's Avatar
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    Yes, you need to install the Tyranids race mod separately as it's not included in this. It's not going to include Maktaka's Bugfix mod but a lot of the fixes in the Bugfix mod are already in. Most of the nobrainer bugs should be fixed.

    Other races should work provided that you edit the module file (or create a new one).

  35. #435
    jasonthe13
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    the tyranid mod 4.5 is ss or dc?

  36. #436
    Exsequien
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    Quote Originally Posted by jasonthe13
    the tyranid mod 4.5 is ss or dc?
    SS

  37. #437
    jasonthe13
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    >,< theres something wrong with the ai for tyranids

    when i play with an ai tyranid in hard mode as an ally, they keep sending their unints to my hq =.=

    every single units i played for 40 minutes and my ally ai send every tyranid unit and cover my base until when i build my units they get stuck =.= i cant move them any where

    even until they build a tyragon and also sent it to my base =.=

    whats wrong with the ai lol...


    EDIT
    lololololololololol nvm i found out the problem in only hapens when i play with out fog off war lol
    Last edited by jasonthe13; 5th Apr 09 at 6:36 AM.

  38. #438
    Member Swanky's Avatar
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    Would this mod work without Tyranids then?

  39. #439
    Exsequien
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    Quote Originally Posted by Swanky
    Would this mod work without Tyranids then?
    Yes, just don't install the Tyranid mod.

  40. #440
    jasonthe13
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    corncobman i need to ask you something about your mod....
    whats the difference in skimish mode about ai dificulty???

    i alwys play hard mode but when i see replays they get more req than normal? thats all?
    if i play it at normal the req they get will be same as me? and will it change the way ai play in normal mode?
    before i played your mode i always play hard but in your mode the hard is somewhat HARD lol....i get rape almost all the time at the beggining
    IG seems to rape tyranids sooooooooo easly =.= at mid game

  41. #441
    The flying one corncobman's Avatar
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    I think that the strategies that the AI uses will be slightly different between easy, standard and hard. The amount of resources that the AI gets at the start of the game will also increase as well. If I recall correctly, there isn't a lot of difference between hard, harder or insane apart from the resources.

    The Dawn of War Skirmish AI mod (which my mod uses) is a vast improvement over the normal AI as it has build order optimisations for each race as well as other stuff.

  42. #442
    Exsequien
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    The IG feel somewhat weak right now at the start of the game/T1 especially vs Tau because they get pretty much insta-gibbed. They also lack any kind of disruption, no grenades, no jump troops/teleporters and only a single melee unit (the command squad) who is pretty expensive.

    So how about this:
    Make Psykers their new "disruption unit". Lower their costs and give them a disruption spell that does no damage but knocks enemies back (just like the Necrons "Wailing Terror").

    Or you could always just increase the squad size of guardsmen and/or decrease their costs, ya know, quantity > quality

  43. #443
    The flying one corncobman's Avatar
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    Hi guys I've been away in Hong Kong over the Easter holidays soaking up the sun and generally pigging out. I'm back now so normal service is resumed.

    Interesting suggest about Psykers.

    I don't really want to increase the GM squad size any more as pathing would be completely fubar instead of slightly fubar as it is now.

  44. #444
    RetroInfinity
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    Some minor bugs from the mod:

    Tau
    -Lesser Knarloc Rider has "Armor" type, can pretty much tank everything.

    Necrons
    -Solar Pulse does not stop range units/buildings.
    -Deciever "Decieve Skill" makes Deciever uncontrollable and attacks own/allied units.

    Sisters
    -Living Saint resurrect skill doesn't work when killed.
    -Seraphim Squad cannot be tied up in melee and just shoots instead.

    Guard
    -Marauder Bomber only has smoke bombs.
    Minor
    -Grey Knights are smaller than Guardsman.

    Everything else is good fun. If possible can you add super increased requisition/power gain in win conditions for those infinite comp stomp battles?

  45. #445
    The flying one corncobman's Avatar
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    Tau - I noticed that too and it's fixed for the next version

    Necron Solar Pulse is intended, it just reduces the weapons accuracy
    Deceiver is a bug. I'll take a look at it.

    Sisters Living Saint is intentional. It has higher health to make up for it.
    I'll take a look at the Seraphims.

    Guard Marauder is intended. The other bombs are just normal weapons that fire automatically
    Grey Knights are...not. I'll take a look.

    I'll maybe add a win condition that gives you a lot of resources every so often.

    EDIT:

    I've taken a look at the Deceiver's ability and the Seraphim's melee and there's nothing that would explain why they aren't working as they should. Hmmmm...
    Last edited by corncobman; 28th Apr 09 at 8:34 AM.

  46. #446
    Exsequien
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    Oh, another thing: does the Commissar in the command squad give a health regen bonus? The "normal" commissar you can attach to troops does but in vanilla Soulstorm the commissar in the command squad does not give that bonus.

    All the other attachments give bonuses (priest: melee damage & HP, psyker: detection & abilities), only the commissar doesn't give anything but a little bit of a morale boost maybe.

    Edit: Also, are you intending to make the "Heroes" modification stand-alone in the next verstion (without automatic abilities, fast abilites etc...)?
    Last edited by Exsequien; 28th Apr 09 at 10:56 AM.

  47. #447
    The flying one corncobman's Avatar
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    No the Command Squad Commissar doesn't give any health regen bonus. The next version he will give a small bonus.

    The Command Squad Commissar's weapons get upgraded through the researches as well as the Captain so overall melee and ranged damage get increased with the Commissar in the squad.

    Yes, the next version will have Heroes separate.

  48. #448
    There seems to be a problem with the dnld links, one of them won't load and the other says there are no free slots on the server for non-premium downloads. You should consider using megaupload, it's far more reliable.

  49. #449
    The flying one corncobman's Avatar
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    The links appear to be working for me.

  50. #450
    yeah, they seem to be working now. Yesterday they didn't.

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