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SS: Legions, 0.92 released for August 02, 2010.

  1. #451
    A patch for everyone but me? How rude!
    Soul Storm Legions Mod, 0.95, 05 April, 2013
    http://forums.relicnews.com/showthread.php?267803

  2. #452
    Member marstone's Avatar
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    If you really wan't your builders to lose the adv build menu go for it.

  3. #453
    Ah-ha! As it happens I've decided I do now.

    Really don't need it any more and if it adds a bit more balance to the mod, well I'm happy with that. Thanks dude

    The patch:

    http://www.filefront.com/14637589/Ge...ons-0.61A.rar/

    Drop the Gerb_SS_Legions folder into the main SS directory and accept any overwrites. Job done.


    Improved ( I think) the new SM branch, tweaked a few things for balance, added a new ability to the Veteran Broadsides for Tau, added a Wind of Chaos ability to the Chaos Sorcerer and added a custom icon to the SM Honour Guard.

    This patch also includes all of Marstones recent updates including binning the advanced build menu.

    Feedback?

  4. #454
    Member marstone's Avatar
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    You know, that update. It's kind of on the weenie side.

  5. #455
    It is only a teeny patch. Focuses on what I've been able to tinker with and not much else really. Uncompressed it is 14.5 mb worth!

  6. #456
    Member marstone's Avatar
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    Oh, okay. It does GROW bigger I guess.

    Idea: Maybe grab the blood letters and plague bearers, if we can, so chaos has more choices!

    Edit: The Wind of Chaos ability is interesting. And on the note of the Chaos Sorcerer. You can have him and the war coven out at the same time if you build the war coven first then he is buildable. It is alittle unfair, doom bolt the crap out of place, chain down the enemy, hit them with the wind of change, corrupt the place throw down some meteors, and a warp storm. Yeah, the base looks worse then when the tau are there, then mop up with havocs and plague marines.
    Last edited by marstone; 1st Oct 09 at 6:28 PM.

  7. #457
    Ah, right, I'll look into that. Probably me having screwed up the culmulative_squad_cap requirement.

    Though that all sounds pretty meaty

  8. #458
    Awesome work u guys.

    Sorry Marstone. We are trying to keep the tournament balanced for the newbies. We dont want a "Titan" going into it.
    Plus it's a LAN tournament.

    Since all is set and ready for the tourney, I am resuming work on Pylon. I know, WIP for too long...

  9. #459
    Please forgive English not good me to use On-line translation the word.

    But, I after installing 0.61A patch, occurred had just opened the game to be able the rebound Windows's condition.

    I try to clamp the material separate the cover, afterward greatly slightly the determination is 'art' and the 'attrib' two material clamps the file to cause.

    If possible, may ask you to inspect one time these two material clamp increase and have revised the file again?

  10. #460
    Member Richter's Avatar
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    Saru i got the same problem.


    Just bfore getting to the actual game screen. Where it loads after all the videos? it hits there and straight to desktop.

    You are indeed correct it being art and attrib files. From the Warning log...


    09:17:27.70 MOD -- Fatal Data Error for squad 'data:attrib\sbps\races\space_marines\space_marine_squad_nuke.rgd' 'squad_loadout_ext' extension. Entity 'ebps\races\space_marines\troops\sm_nuke.lua' does not exist!
    I had a good ol search and i cant find sm_nuke.lua
    There we were, ready to charge the loyalist scum, and then suddenly we were under fire from our west flank. Batshit mental. We turn to return fire, and somehow they sneaked a bunker in, right next to us! We didn't have any meltas so we got the hell out of there. CREEEEED!

  11. #461
    Member marstone's Avatar
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    Sounds like an oops on my part, I'll stop playing with stuff in the attrib folder now. :P

    Stick this file in your C:\Program Files\THQ\Dawn of War - Soulstorm\Gerb_SS_Legions\Data\attrib\ebps\races\space_marines\troops

    Should fix your problems.

  12. #462
    Member Richter's Avatar
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    Cheers marstone. That did it.


    EDIT: The Imperial Gaurd command squad - the dude who chooses doctrines - has lost his doctrine build menu.
    Last edited by Richter; 2nd Oct 09 at 5:55 PM.

  13. #463
    Thanks Richer and marstone!
    Like this I might feel relieved play.

  14. #464
    Member marstone's Avatar
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    Richter: He still has it for me. Not sure what is wrong for you.

    saru: Not to be rude, but when you make a post, could you also put in a part in your original language? Your translator isn't to good.

    Seeker: Turns out the Guard flamers do flamer! BUT! you have to basically in melee range for them to activate...

  15. #465
    U-U-U-U-U-U-Uuulttrraaa Lame!

    EDIT: But wait, I was being mobbed by sluggas, and they didn't work! in any case, why cant it be like normal flamer range in original DOW build? Flamers in 40k dont suck THAT much at range.

  16. #466
    Hey dudes

    Colonel Brom's doctrine menu is only there while he has no leader in his command squad... UI limitation. Sorry! Pick your doctrine first

    Seeker; I had a good look at the flamers following your previous mentioning of it and they work as they should for me. Can only assume it is an issue with your install of the mod or even SS?

  17. #467
    kaorugalois
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    Hey guys ,it is good to see the new patch

    I have tried for a while but we still get some AI proplems to fix

    but anyway it's a nice MOD , THX and keep it up~~!!

  18. #468
    Member marstone's Avatar
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    kaorugalois: Out of corsotity what AI problems are you talking about?

  19. #469
    kaorugalois
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    I have found out that the AI problem of the space marine only

    occurs when you combine Legions with ID,steel legion or NIDs.

    Which means if you play Legions with anyother these mods,

    the AI of the SM will not work again.

    But I guess this problem is out of the range of your work.

  20. #470
    Member Richter's Avatar
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    Yeah thats nothing to do with Legions. Its the combining thats the problem.

  21. #471
    Member marstone's Avatar
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    Well, I just tried the game with 'nids, IDH, and SL. Works fine. I think it is just some bad SM AI files. So, stick this into your AI folder and it might fix it.

  22. #472
    kaorugalois
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    You just hit the bull's eye!!

    THX a lot , marstone. You have completely solved the problem

  23. #473
    Hey gerb which file do I choose? What does the other file underneath the main one do? I havent checked this thread since 0.2a so yeah a long time

  24. #474
    This mod works with campaign?

  25. #475
    Member marstone's Avatar
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    Silent Assassin: Go Download version 0.6A, then get get Gerb's patch 0.61A, and then my Space Marine AI update a few posts ago. Then you should be up to date.

    Pedro: Campaign has been a secondary objective (maybe even a third or forth one) so not much work has gone into. Given from reports about it seem to work but on some stronghold levels (can't remember them offhand).

  26. #476


    Little bit of skies filled with exterminatus type fire?





    No foul daemon shall survive the Emperors fires... And all that...

    Sisters uber ability. Very very big fireballs.

  27. #477
    Member marstone's Avatar
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    Kinda ironic, flaming horrors getting killed off by flames.
    And now I really need that new video card so I can program that new ability in.

  28. #478
    Member Richter's Avatar
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    Woah! That looks so cool!!

  29. #479
    Member potemkis's Avatar
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    Looks great, guys!

  30. #480
    Member marstone's Avatar
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    It's been awhile since I posted an patch, so here .

    It is a SM AI patch so they they use the veteran tech tree. They are a nasty little bunch. Not fully done yet, I'll have another up soon(TM), but I thought you might like to fight the Emperor's even more elite.

    One more thing, play against them on Quick-Start.

  31. #481
    Member marstone's Avatar
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    More patches!

    You won't see much difference, but it is there. Better tactics for troops, and they now cloak (along with they're normal counterparts).

    Also there is a patch so the amount of faith need and necron cost will show.

    (stand alone patch, no need to DL the one above/below {depending on settings})
    Last edited by marstone; 25th Oct 09 at 6:54 PM.

  32. #482
    Member marstone's Avatar
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    It's a bird, a plane. No, it's a patch!

    So what is in the mystery patch you may ask. I'll give you a hint. It involves tau, new units and clones.

    Also if you find any errors, as always post them here.

  33. #483
    Member Richter's Avatar
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    Woop! Cant download this for a bit though, so i cant test....

  34. #484
    I have an idea for chaos, you know how you split the space marines into too deployments gerberman what if you did the same to chaos kinda like the following;

    Legionaires deployment basicly the same race build for chaos they have now but the choice of which legion;

    and

    Undivided/ LatD deployment which lets you build imperial elements like hertic guards men and rogue psykers to more god specific cultist squads then at tier 3 have a squad of 2 of chaos marines and or mutants being lead by a deamon prince.


  35. #485
    Maybe, Raven, but there are not a lot of unique assetts in that department available to make it diverse enough. I only split the SM, against the general spirit of the mod becuase of the sheer number of models made available by the FoK team and that I wanted to experiment a little.

    Looky, its the Necron uber ability, a Pylon strike (in sequence):












    Will be in the next release.

  36. #486
    dear lord that nearly gave me a hard on.....

    will the pylon be a controllabe vehicle or is it just an ability used from, say, the lord in the same way as Meteor Strike for chaos etc?

  37. #487
    Seeker is working on an in game pylon for us, until thats in this will be an ability activated from a unit or building. Not sure which yet.

  38. #488
    Member marstone's Avatar
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    Nice big, shiny, guass, thing Gerb. Only one Flaw (my opinion) is that big scorch mark on the ground. Doesn't really fit.

  39. #489
    The flying one corncobman's Avatar
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    Looks excellent although I'm not sure that having this and a Pylon is a good idea.
    -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!-

  40. #490
    Member marstone's Avatar
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    I believe that is going to be the Pylon's big nasty ability, not separate.

  41. #491
    Member Richter's Avatar
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    Holy crapping tacos! That is epic!

  42. #492
    Thanks dudes, yeah this is the uber, Ill suss something out for when we get an actual pylon in.

    That big green scorch is in fact the blast wave by the way! its big and gaussy and knocks people off their feets.

  43. #493
    Member marstone's Avatar
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    Gerb: The scorch mark I was talking about the red-orange on the ground around Summoning Core. As I said doesn't really match.

    Also did you get those 3 e-mails I sent you?

    For the next release?


  44. #494
    Oh! I rather like it actually. So there...! Im not sure I got 3 emails dude, when did you send them? I am now concluding though my hotmail / live account or whatever the hell its called now is leaning more to the crap side of things on my crapometer.

  45. #495
    Member marstone's Avatar
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    They should have been sent out on the 3rd but from what my out box says there was only one sent.
    Try G-mail, I hear that is a good one.

  46. #496
    I shall have a mooch at Gmail.

    Meanwhile, heres a new uber ability for Eldar, because I thought their old one I did was naff. Its some kind of eldritch tempest which in these pics, is coming down over their heads on some moon. Notice the cloudy skies!

    Looks a bit nasty of a strike:



    But it gets only worse:



    And for a bit of empathy, heres a lightning strike that came down in front of my face that I managaed to catch with a deft 'Prt Scrn'. It looks a little blurry in this pic though but you get the idea.


  47. #497
    Member marstone's Avatar
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    Shiny, now is it random where they hit? Or will they always hit in a straight line?

  48. #498
    Random. Thats just coincidence what you see there.

  49. #499
    Member potemkis's Avatar
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    Nice!

  50. #500
    Very nice mod, lot of fun stuff just to bad it dont work with campaign. Hehe.

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