I started a campaign with IG and attacked the SoB-controlled Jalaganda Lowlands for a Take and Hold Victory. Population cap. on my side went over the standard 20/20. Reproduced twice, not present in Bugfix mod or SS 1.2 alone. Thanks.
I started a campaign with IG and attacked the SoB-controlled Jalaganda Lowlands for a Take and Hold Victory. Population cap. on my side went over the standard 20/20. Reproduced twice, not present in Bugfix mod or SS 1.2 alone. Thanks.
#52
New to v1.10 I have changed Economic Victory to actually work when you are playing as Necrons with the random win condition or with the PIWc.
I have modified the way that this is handled from Relic's original, it now works like this:
Goal = ((2000 * q) + b) * p
q is either 5.5 or 1 depending on if it is quickstart or not respectively.
b is 500 * the number of players
p is 2 if you only use power (necrons or tyranids), else you need to acquire the 'Goal' value in both req and power for any other race.
#53
Umm... did you actually include the Economic Victory win condition scar file or am I missing something?
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#54
Nope, left that as God and Relic intended. I have modified the random campaign economic victory and the player independent one.
Trying to download v1.10, but no file is stored on mediafire.
Did a quick search on filefront... found v1.9Trying to download v1.10, but no file is stored on mediafire.
http://dawnofwar.filefront.com/file/...ions_Mod;95100
Hmm v1.10? Couldn't find it there.
I have 1.9, would like 1.10 for the Necron resources win fix.
Link on first page just points to no file on mediafire!
#58
Wow, this has been a while.
1.10
http://www.mediafire.com/?zilnndzyzwj
I guess I could add it to filefront for a bit more permanence, but I figured it's time in the sun was done.
Thanks fuggles, i went back to my modded soulstorm while i was waiting for the DoW2 1.5 patch to arrive so i could update my Squad Mod.
Is there an easy way to apply this mod to the Dark Crusade campaign? I thought it might be as simple as installing it to the proper directory and loading the mod after startup, and I can see all of the win conditions on the skirmish page... But when I start a campaign, every time I attack a territory the win condition defaults to "Destroy HQ". Any help would be much appreciated!
#61
No because the map files which load the various win conditions are different.
You would need to extract each of the single player map script files containing which win conditions are used and then edit them.
Oh, thanks corncobman. For some reason I vaguely remember a DC win conditions mod that was out even before Soulstorm was released. I'll have to try to track that down unless there are simple instructions for editing the map files.
#63
I did make a win conditions mod, which was just win conditions and no effect on the campaign. Never tried editing the DC campaign, but looking at the archive quickly then you would have to extract and amend all the .ter files to include the random condition.
Link is dead![]()
#65
ask and ye shall receive:
http://www.mediafire.com/?xem224m1m4j
Last edited by fuggles; 6th Jul 10 at 9:16 AM.
#66
Wow - Progress!
New to v1.11, after some nearly two years of this mod running lost and alone in the wilderness I have added another win condition - Smack Talk. This causes the commanders to talk about what is happening as you play, which is something that I have wanted to add for some time, but did not owing to my DoW hiatus.
When I started creating this then it became a slightly more tricky project than when I first started as I made the design decision to only use the vocal clips from the SoulStorm Campaign rather than create my own plain text comments. On the plus I think this comes across better, but it did limit what I could do and especially with the Necrons as I did not use their talking pariah as this did not really fit with the skirmish game, so sorry necron players, you do get a short straw here. Another issue is that this does mean that some races have fewer queues than others, which is sad but slightly out of my hands, but the mod is fully voiced and includes all your favourite comments about metal boxes, steel rain and Dark Eldar shouting "faugh" a lot (Typos in the vocal queues are from SoulStorm and have not been touched).
Also tricky was that I never completely understood how my own code works; I never worked out exactly what the SCAR function that calls in variables from another SCAR file actually hooks into! The code has been written to run alongside new races and it is pretty straightforward to add them if you want to add vocals to your race mod, however the win condition will just ignore your race if not set up with no detriment to the vanilla races.
Anyway, it's optional but I hope you enjoy it. There are several situations in which you will generate different speech comments, so hopefully they will stay fresh for you for a little while.
http://www.mediafire.com/?j4znbhxkgh54i9f
Now that is something I've been trying to find since forever. I'll give it a shot and see how it goes.
Mediafire eh... I'm not going to click that link and have my computer crash again like last time and have malware run wild. Media Fire has a random pop up which leads to a URL Malware website, quite deadly. What you created sounds very cool, but I humbly request a different mirror to get this, pretty please? I really want to try this out...
I downloaded it before and had no issues like that :/I'm not going to click that link and have my computer crash again like last time and have malware run wild.
Anyway, I played a couple of skirmish battles with the new win condition active and I like it. The only odd speeches I noticed were the following:
- As DE vs Chaos a speech played in regards to destroying buildings which produce aircraft, even though no air units were present on the map.
- As Tau vs Guard a speech played in regards to spotting the enemy commander in his command vehicle, yet their commander was running around.
#70
The tau speech file is deliberate, it was the only line that suggested you have spotted something commandery. They don't have many lines because in the campaign they tend to have an underling talking to the commander about what they have seen - eldar are also very guilty of this - which doesn't fit in with what I'm doing. The fliers thing I have never had happen, as far as I know the flier spotting code is working fine - are you 100% there were no fliers? Fixing that will be all but impossible without knowing how to replicate the issue.
Never had any issues with mediafire; I could send it to DoWfiles I guess, or else if you have an e-mail or suggestions as to other upload locations I would use that.
Really? When was this? I've had no issues. What anti-virus or protective software are you using? Mediafire has often been one of the slightly more safer sites to use. Heck I have an account there as well.Mediafire eh... I'm not going to click that link and have my computer crash again like last time and have malware run wild. Media Fire has a random pop up which leads to a URL Malware website, quite deadly. What you created sounds very cool, but I humbly request a different mirror to get this, pretty please? I really want to try this out...
Happy that you've returned fuggles. This condition is actually quite neat.
All is dust...
Oh yeah, both the AI player and I were in tier 1.are you 100% there were no fliers?
I just replicated the scenario as DE vs Chaos in tier 1 and here's what happened:
- The AI sent a cultist squad against me and as soon as my warrior squad returned fire the archon said, "Air power… burn the nest and see if they keep flying about our heads!"
- Shortly after, the AI sent another cultist squad against me, however this time when the cultists went into melee combat the chaos lord said, "I want their aircraft shot out of the sky, and their factories blown to pieces."
#73
Good catch Reaper... wrong case on two letter f's. Dagnammit! Only Dark eldar and chaos were affected so, that was lucky!
V1.12 corrects a bug with chaos and dark eldar flier detection - my bad!
http://www.mediafire.com/?ksm2mimsn04nuv2
...and just for cylarne, although I have no idea what these guys are like either:
http://www.sendspace.com/file/5ofh6q
Now, as all of 7 people have apparently downloaded the last version then the dialogue mod probably wasn't a good use of my time as it took a huge chunk of work, so I shall call this mod now finished. Hooray for me!
Last edited by fuggles; 4th Aug 12 at 8:34 AM. Reason: I think I'm done with this project now.
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