Happens to me as well.Originally Posted by T4-pod
Happens to me as well.Originally Posted by T4-pod
nice MOD,it is funny. but i do not konw how to update possessed squad.and how to build the blood pit help me.![]()
SORRY FOR MY BAD ENGLISH
Last edited by akiferry; 17th Aug 10 at 8:13 AM.
a couple for chaos:
when the bloodthirster is ready for summoning, the icon on the sorcerer for summoning the "elite" horrors disappears and is replaced by the one for bloodthirster summoning
warpstorm range is ridiculously small, however it's insanely powerful and i like it![]()
the "elite" horrors still lose health when i stick them in the sacrificial circle to deep strike them - is this intentional?
imperial guard:
when you reinforce the command squad with additional members, you lose the ability to research doctrines from him - i know it's small but it's just a point
leman russ tanks - i'm confused as to why you can upgrade the leman russ battle tank to an executioner, and can build an executioner seperately from mars command, but the latter can't get plasma cannon sponsons?? :s seems odd....
basilisks, medusa and griffon tanks travel waayy too slowly as well
love the mod though![]()
@GMB - I'm not the one who made this mod, but I hope I can answer your questions
1) the command squad and the research - the modder probably used the same Taskbar.LUA from the FOK mod. Single entity squads are the ones that should use the research options. when they are attached or gain more members, like your command squad, they don't lose those options. just have those members killed again for you to use the research
2) Leman Russ tanks - do they use addon upgrades or vanilla dow upgrades? the AI won't use the addons in the current AI, unless the FOK mod team comes up with something new.
3) Artillery speed - they are high ordnance batteries. Fluff wise, if they moved fast and had an accident the artillery would blow up the camp :P
akiferry:
The Chaos Sorcerer has an ability to summon the blood pit.
GMB:
1: That is good to know, will see if a fix can be quickly made.
2: Well just imagine the amount of energy it would take to summon that, I doubt it could ready be much bigger with only one person summoning it.
3: I think that is a bug
GMB + Whiteshield:
4:We use a modified version (mostly updated for soul storm) of the codex evolution taskbar.lua so that is a limitation of the engine.
5: It is to mkae the tanks a bit different from each other
6:Their slow speed is made up with their long range and (depending on the upgrades) extra health.
okay, that's cooli just thought i'd point everything out, to help you, cause this is one of my favourite mods
![]()
thanks for your answer.Marstone
Okay, soooo.... Random question time!
Are there any kind of files in the SSLegions folder where
i could open it with notepad and edit the population amount?
As in if i wanted to make it higher or lower with more or less people on the field?
I know there are mods that increase population cap
but there aren't any that lower it lol. Don't ask why i would want that, i'm just curious.
#909
You need to use Corsix Mod Studio if you want to make changes to the mod.
-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!-
Alright thanks, i'll check it out.
dude, I just played against DE. It turns out I was fighting giants! ok, that's a bit over dramatic. DE hasn't been scaled right. It's a bit funny seeing my small mimes taking down a rather huge Archon.
Will you be doing the campaign any time soon? A make-over of the campaign I mean. Like what Corncob did in his mod.
Profman96 (High Primary mod tester) - joined 12/24/10
Proudly apocalyptic
http://forums.relicnews.com/showthre...elease-2-15-11
NOW RECRUITING. PM ME OR MOD LEADERS FOR MORE INFORMATION.
http://warhammerfanfiction.blogspot.com/
NOW BACK UP AND KICKING! BETTER STORIES AND MORE KICK ASS TRIBUTES TO COME
![]()
Ok been busy with DIY for a while, but i'm back and I've started testing Chaos.
Main thing I noticed was the Chaos Lord seems to have to keep running to get his wargear upgrades..... seriously
If he stands still his upgrades freeze, the moment he starts moving they crank up again and then when he stops; they stop.
It's really irritating!
I'm not really used to chaos normally, so my attention was spent just learning the upgrade paths and buildings etc. so I'll post some further bugs if they exist later.
yeah that's always been the case with the chaos lord - and i agree it's annoying but i can live with it :P
Its long since been discussed of the Chaos lord; but I appreciate that you have probably not read 19 pages:
MELLE.
Chaos lord gets upgrades 15x faster when in melle. The running around thing is an engine hiccip. you gotta work to please teh dark gods and be rewarded. Maybe I should put that in the damned tooltips!
Soul Storm Legions Mod, 0.95, 05 April, 2013
http://forums.relicnews.com/showthread.php?267803
Ahh I see, (EDIT: it does mention winning the favor of the gods for wargear in his tooltip already)
Ok found a few so far: (perceived at least)
1. Aspiring Sorcerer is called an Aspiring Champion on the Sacrificial Circle build button. (just noticed Corncobman already mentioned this)
Correct me if i'm wrong, but I assume that this is the equivelent of a champion of Tzeentch? so perhaps it should be made a little clearer for new Chaos players not up on all the lore/fluff?
2. The War Coven doesn't seem have the ability button to be able to summon the blood pit, so this means that if unfortunately you choose to build them first then you cannot build a pit until you kill the group and build a normal Sorceror.
3. Daemonic Rune tooltip just reads: "Wargear Upgrade 8" there's no explanation as to what it does etc.
4. I think this was mentioned before, but i've got to leave for work soon, so: The Armour of Alpharius wargear upgrade icon goes pink once it is available, before that it displays the proper icon. (EDIT: it was, Corncobman mentioned it, but this confirms which wargear piece it was)
A note on the Chaos Lord Wargear Upgrade tech:
Effectively if your opponent chooses to sit back within the confines of their base, you have no way to upgrade the Chaos Lord without running him backwards and forwards in your own base or half of the map because of the area of affect which restricts re-enforcement and upgrades when near an enemy base.
For example I thought i'd charge him in to fight on his own and upgrade 15x faster, but met no resistance until I got too close to the base to upgrade...
It sounds like there has been some debate before, but can you override the enemy base null area for just the CL to get around this restriction?
Last edited by UlrikX; 25th Aug 10 at 4:49 PM.
Some more SM errors:
1. Signum Sergeant's tooltips include: "can rally ability to restore lost morale" and also "adds slightly more moral but cannot rally troops
The first obviously needs to be removed, as he cannot rally troops.
2. Tactical Advance Veteran Training upgrade from Armory tooltip reads:
"Sternguard Veteran marines" etc. etc.
Perhaps it should read "Sternguard/Veteran Marines" or "Sternguard or Veteran Marines" etc. etc.
Because if you are using the Battle Company rather than First Company; you cannot build Sternguard marines.
I didn't check to see if the upgrade did affect the Veterans, but it might be worth seeing if the upgrade code does apply itself to Veterans as well as Sternguard depending which tech tree you chose at the start.
One further CSM error:
Chaos Undivided Mark tooltip suggests it grants:
"The Undivided Champion's retinue is increased and can recruit Aspiring Champions into the retinue"
However, The Chaos Undivided Champion's build menu still only allows 1 Icon Bearer to be added (as can be done without the mark) and you neither have an Aspiring Champion build button, nor can you even build further icon bearers (if the retinue was indeed increased).
-
Any news on a new alpha update version to include fixes for all the aforementioned bugs/glitches so far?
Otherwise the list of things to check post-update might get a bit large before further items are added to the list.
1. Chaos Rhino has the following as a sentence in it's tooltip:
$16049039 No Key
2. It also has a weapon upgrade which looks like a Flamer/Bolter combi weapon with the tooltip:
- Upgrade: $16049062 No Key
$10049046 No Key
$10049063 No Key
$10049064 No Key
$10049065 No Key
Sisters of Battle
Only found 3 problems:
1. Shrine of Living Saint upgrade: Act of Faith: Divine Sight has a pink box rather than an icon button
2. Grey Knights Purgation Squad: Psycannon upgrade button doesn't have a proper icon, just the ^ symbol
3. Grey Knights normal squad just has a V icon for an upgrade button, but it doesn't do anything anyway...
The rest seemed to work fine, but the SOBs feel a little toothless to play with to be honest, not really enough squad variety or vehicle choices...
Time for bed now though *yawn*
A few Necron bugs:
1. Destroyer upgrade 2 and Scarab upgrade 2; can be upgraded before you upgrade the 1st one.
They should be greyed out or just replace the 1st upgrade button after it has been clicked and the upgrade is in place, not sit next to it and be clickable first?
2. Restored Monolith has a pink icon whilst in the Units and Upgrades button and the Research Button sub-menu.
3. Restored Monolith couldn't drop in Immortals after they were built, their icon was available to click and select a drop place but they never appeared even after several clicks on completely clear ground without obstructions.
4. Wraith phase shift only protects 1 out of 3 in the wraith squad and it seemed to last a very brief time, can't really see the point in it being that quick unless it auto-enables each time it's available rather than having to click it.
5. Essence of the Deceiver tooltip suggested that it couldn't attack, however it has a ranged attack.
6. Engaged (I think) Monolith seemed to want to deep strike Flayed ones and spawn Immortals, whereas the Restored Monolith spawns Flayed ones and deep strikes Immortals.
Last edited by UlrikX; 28th Aug 10 at 2:13 AM.
Ulrik, you are awesome. Keep 'em coming buddy!
#920
Tau:
Pathfinders don't have a tooltip for infiltrating in cover.
Tau Commander XV89 Drone Controller upgrade only has a tooltip saying "Does Something"
Tau Commander XV89 Cyclic Ion Blaster does not have any tooltips
Tau Commander XV89 Stimulant Injectors and the Failsafe Detonation charge thing say that you can only get one of each but I was able to get both at the same time.
I don't know if this is intended but I could also reinforce right beside a Necron Monolith HQ building.
A few brief Dark Eldar bugs:
1. Haemonculus' Soul Destruction ability has the recharge timer 1 button space below itself in a blank space.
2. Archaeon cannot build a retinue despite being able to upgrade them 3 times from the research building (I forget the name).
3. There is a "g" missing from "Imposin" in the soulcage's 'Charge 400 souls' tooltip.
I'm not really up on the DE tech-tree or abilities etc. so it was just a brief exploration of their build menus and upgrades etc.
Is the only way to harvest souls; to stick a Talos by the building (again I forget the name) which once upgraded spews out souls or to put the Talos on the front line to harvest the enemy dead?
Last edited by UlrikX; 30th Aug 10 at 4:32 PM.
SM Bug:
1. The Force Commander's Orbital Bombardment recharges every 5 seconds (or less), effectively making it possible to chain together un-ending OBs
Granted it halts the previous OB animation and damage, but you could rain down mass carnage with the FC alone.
When you upgrade the FC to a Chapter Master; the OB recharges at the correct speed.
This is the same in both Battle and First Company Deployment modes, the Landraider Command variant's OB charges at the same speed as the CM's does.
2. Can't remember if i've already posted this: The Deathwind Turret icon goes pink when upgraded to the missile launcher
Imperial Guard Bugs:
1. Kasrkin Lasgun laser animation stops well short of the weapons maximum range, so it looks like they are firing on the ground in front of you, but the damage is still applied on the target.
Can't get the mod working this time around... Ive been following this since I dunno .6 give or take. Ive never once had an issue getting the mod to work.
I recently got the .92 and also the fix stickied onto the original post. I removed all of my old legions files and the module. Then inserted the current legions mod, then I inserted the fix. Load up game and it loads me into SS vanilla.I use game manager to switch to the Legions mod, then it says "Failed to activate requested game" So here I sit glaring at the computer.
I deleted all the legions files again unzip the old .8 rar and get that running w/o any problems. So I deleted and repeat with .92 and still no luck. I then made a prayer to the machine god to please my computers machine spirit but that didnt help either..........So now I ask, what the heck am I missing?? Any troubleshooting/guru tips would be most appreciated.
"There is no salvation without suffering."
Some Tau Errors:
now as with the Dark Eldar; I don't really know the Tau tech tree, so I just tested the obvious.
1. The XV88 Veteran Battlesuit's shield unit on/off icon is pink in both instances.
2. The Commander XV89 Variant's Detonate Charge ability tooltip repeats itself when talking about the 'Assasinate' win condition, it only needs to be said clearly the one time.
-
I guess I'll need to play it through again with the other 2 tech-tree paths.
-
EDIT: Gerberman/Marstone any updates as to the state of the mod yet?
Thanks for the bugs, but no state of the mod from me, power supply died on the only computer in my house that can play the game, so nothing from me.
Im busy! Not even started putting in any of the fixes you guys have highlighted needing!
I will, just not sure when.
Just had 2 online multiplayer games crash with a scar error
Here's the 'Warnings.log' details for the relevant game, no details on the scarr error obviously, but there aresome "RENDER ANIM" failed to load errors that I noticed whilst trawling through it.
Spoiler
22:03:09.76 APP -- Game Start
22:03:09.76 GAME -- Ending FE
22:03:09.76 GAME -- Shutdown play
22:03:09.76 GAME -- Beginning multi-player mission '6P_KASYR_LUTIEN' (2 Humans, 4 Computers, 0 Observers)
22:03:09.76 GAME -- Recording game
22:03:09.76 GAME -- Initializing sync checking...
22:03:09.78 GAME -- Initializing FX Manager...
22:03:09.78 GAME -- Initializing Rendering Systems...
22:03:09.79 GAME -- Initializing NISLets...
22:03:09.79 GAME -- Initializing World Blueprints...
22:03:09.81 GAME -- Initializing Scene Graph...
22:03:09.82 GAME -- Initializing MOD systems...
22:03:10.54 GAME -- Initializing Session...
22:03:10.54 GAME -- Initializing Players...
22:03:10.56 GAME -- Initializing SCAR (Pre-Sim) systems...
22:03:11.01 MOD -- Loading Win Condition(DATA:Scar/WinConditions/AIHighSpeed.scar)
22:03:11.01 MOD -- Loading Win Condition(DATA:Scar/WinConditions/annihilate.scar)
22:03:11.01 MOD -- Loading Win Condition(DATA:Scar/WinConditions/noflyzone.SCAR)
22:03:11.01 MOD -- Loading Win Condition(DATA:Scar/WinConditions/Overwatch.scar)
22:03:11.01 GAME -- Initializing Team Colour Systems...
22:03:19.34 GAME -- Preloading all models...
22:03:19.34 RENDER ANIM -- 'art/ebps/races/inquisition/texture_share/inquisition_banner': Unable to open file!
22:03:19.34 RENDER ANIM -- 'art/ebps/races/black_templar/texture_share/commander_wargear': Unable to open file!
22:03:19.34 RENDER ANIM -- 'art/ebps/races/black_templar/texture_share/bt_commander_jumppack': Unable to open file!
22:03:19.34 RENDER ANIM -- 'art/ebps/races/black_templar/texture_share/black_templar_weapons_2': Unable to open file!
22:03:19.34 RENDER ANIM -- 'art/ebps/races/black_templar/texture_share/marshall_unit': Unable to open file!
22:03:19.34 RENDER ANIM -- 'art/ebps/races/black_templar/texture_share/black_templar_weapons_4': Unable to open file!
22:03:19.34 RENDER ANIM -- 'art/ebps/races/black_templar/texture_share/black_templar_weapons_3': Unable to open file!
22:03:19.34 RENDER ANIM -- 'art/ebps/races/black_templar/texture_share/black_templar_weapons': Unable to open file!
22:03:32.95 GAME -- Applying Team Colours...
22:03:33.20 GAME -- Initializing UI...
22:03:33.21 GAME -- Initializing LUA...
22:03:33.21 GAME -- Initializing SCAR (Post SIM)...
22:03:40.87 GAME -- Precaching Events...
22:03:40.87 GAME -- Initializing Sim-Vis Handlers...
22:03:40.92 GAME -- Initializing music...
22:03:41.06 GAME -- Initializing AI...
22:03:41.06 GAME -- Initializing SCAR...
22:03:41.15 GAME -- Preparing Sim-Vis...
22:03:41.15 SIM -- Setting SyncErrorChecking level to Low
22:03:41.15 GAME -- Local player (UlrikWolfhyde, ec76b9b9) finished loading (eb7722e3) (31 seconds)
22:03:41.15 GAME -- Loading, still waiting on f480af42
22:03:53.14 GAME -- Remote peer (ArchGretchin, f480af42) finished loading (eb7722e3)
22:03:53.14 GAME -- Starting mission...
22:03:56.51 P2PNET -- no sync command for some time
22:04:04.10 P2PNET -- no sync command for some time
22:04:14.21 P2PNET -- no sync command for some time
22:04:21.12 P2PNET -- no sync command for some time
22:04:34.82 P2PNET -- no sync command for some time
22:04:42.01 P2PNET -- no sync command for some time
22:04:44.01 P2PNET -- no sync command for some time
22:04:47.62 P2PNET -- no sync command for some time
22:04:58.12 P2PNET -- no sync command for some time
22:05:04.21 P2PNET -- no sync command for some time
22:05:12.92 P2PNET -- no sync command for some time
22:05:23.10 P2PNET -- no sync command for some time
22:05:28.01 P2PNET -- no sync command for some time
22:05:34.71 P2PNET -- no sync command for some time
22:06:01.51 P2PNET -- no sync command for some time
22:06:04.01 P2PNET -- no sync command for some time
22:06:20.12 P2PNET -- no sync command for some time
22:06:24.82 P2PNET -- no sync command for some time
22:06:31.32 P2PNET -- no sync command for some time
22:06:34.92 P2PNET -- no sync command for some time
22:06:41.64 P2PNET -- no sync command for some time
22:06:56.32 P2PNET -- no sync command for some time
22:07:07.92 P2PNET -- no sync command for some time
22:07:10.10 P2PNET -- no sync command for some time
22:07:19.82 P2PNET -- no sync command for some time
22:07:33.92 P2PNET -- no sync command for some time
22:07:35.12 P2PNET -- no sync command for some time
22:07:39.32 P2PNET -- no sync command for some time
22:07:56.76 P2PNET -- no sync command for some time
22:08:27.96 P2PNET -- no sync command for some time
22:08:34.85 P2PNET -- no sync command for some time
22:08:41.57 P2PNET -- no sync command for some time
22:08:47.57 P2PNET -- no sync command for some time
22:08:49.85 P2PNET -- no sync command for some time
22:09:05.54 P2PNET -- no sync command for some time
22:09:10.34 P2PNET -- no sync command for some time
22:09:14.26 P2PNET -- no sync command for some time
22:09:19.37 P2PNET -- no sync command for some time
22:09:26.18 P2PNET -- no sync command for some time
22:09:31.28 P2PNET -- no sync command for some time
22:09:33.76 P2PNET -- no sync command for some time
22:09:34.96 P2PNET -- no sync command for some time
22:09:48.35 P2PNET -- no sync command for some time
22:09:52.35 P2PNET -- no sync command for some time
22:10:10.15 P2PNET -- no sync command for some time
22:10:30.57 P2PNET -- no sync command for some time
22:10:34.57 P2PNET -- no sync command for some time
22:11:02.96 P2PNET -- no sync command for some time
22:11:14.46 P2PNET -- no sync command for some time
22:11:33.67 P2PNET -- no sync command for some time
22:11:34.98 P2PNET -- no sync command for some time
22:11:48.15 P2PNET -- no sync command for some time
22:11:53.67 P2PNET -- no sync command for some time
22:11:54.96 P2PNET -- no sync command for some time
22:12:18.96 P2PNET -- no sync command for some time
22:12:34.76 P2PNET -- no sync command for some time
22:12:43.37 P2PNET -- no sync command for some time
22:13:00.67 P2PNET -- no sync command for some time
22:13:02.76 P2PNET -- no sync command for some time
22:13:07.35 P2PNET -- no sync command for some time
22:13:28.98 P2PNET -- no sync command for some time
22:13:34.76 P2PNET -- no sync command for some time
22:13:41.10 P2PNET -- no sync command for some time
22:13:43.76 P2PNET -- no sync command for some time
22:13:56.90 P2PNET -- no sync command for some time
22:14:08.39 P2PNET -- no sync command for some time
22:14:29.67 P2PNET -- no sync command for some time
22:14:34.17 P2PNET -- no sync command for some time
22:14:35.09 P2PNET -- no sync command for some time
22:14:59.76 P2PNET -- no sync command for some time
22:15:07.28 P2PNET -- no sync command for some time
22:15:30.87 P2PNET -- no sync command for some time
22:15:34.76 P2PNET -- no sync command for some time
22:16:02.06 P2PNET -- no sync command for some time
22:16:13.07 P2PNET -- no sync command for some time
22:16:29.67 P2PNET -- no sync command for some time
22:16:34.96 P2PNET -- no sync command for some time
22:16:39.17 P2PNET -- no sync command for some time
22:17:09.65 P2PNET -- no sync command for some time
22:17:34.87 P2PNET -- no sync command for some time
22:17:42.96 P2PNET -- no sync command for some time
22:17:44.39 P2PNET -- no sync command for some time
22:17:53.65 P2PNET -- no sync command for some time
22:17:55.98 P2PNET -- no sync command for some time
22:18:18.07 P2PNET -- no sync command for some time
22:18:31.57 P2PNET -- no sync command for some time
22:18:34.89 P2PNET -- no sync command for some time
22:18:41.67 P2PNET -- no sync command for some time
22:18:59.57 P2PNET -- no sync command for some time
22:19:03.87 P2PNET -- no sync command for some time
22:19:26.98 P2PNET -- no sync command for some time
22:19:34.87 P2PNET -- no sync command for some time
22:19:42.39 P2PNET -- no sync command for some time
22:19:48.39 P2PNET -- no sync command for some time
22:19:54.07 P2PNET -- no sync command for some time
22:20:15.37 P2PNET -- no sync command for some time
22:20:17.71 DynamicDecals -- Hit maximum number of decal indices or vertices
22:20:34.87 P2PNET -- no sync command for some time
22:20:48.39 P2PNET -- no sync command for some time
22:21:19.18 P2PNET -- no sync command for some time
22:21:34.87 P2PNET -- no sync command for some time
22:21:59.17 P2PNET -- no sync command for some time
22:22:13.17 P2PNET -- no sync command for some time
22:22:19.48 P2PNET -- no sync command for some time
22:22:28.37 P2PNET -- no sync command for some time
22:22:34.89 P2PNET -- no sync command for some time
22:22:40.06 P2PNET -- no sync command for some time
22:22:46.96 P2PNET -- no sync command for some time
22:22:56.35 P2PNET -- no sync command for some time
22:23:34.79 P2PNET -- no sync command for some time
22:23:41.50 P2PNET -- no sync command for some time
22:24:04.40 P2PNET -- no sync command for some time
22:24:11.07 P2PNET -- no sync command for some time
22:24:19.59 P2PNET -- no sync command for some time
22:24:34.92 P2PNET -- no sync command for some time
22:24:55.59 P2PNET -- no sync command for some time
22:25:07.81 P2PNET -- no sync command for some time
22:25:19.40 P2PNET -- no sync command for some time
22:25:34.93 P2PNET -- no sync command for some time
22:25:41.67 P2PNET -- no sync command for some time
22:25:54.78 GAME -- SimulationController::Pause 0
22:26:35.85 APP -- Game Stop
22:26:35.85 GAME -- Closing session
Here's the scar error:
![]()
Woah, besides the fatal scar error problem, this mod is great. Played it today. Where did you get the taskar?
JT - The awesome!
Erm, just don't use the "Overwatch" win condition.
Krronus: The taskbar is from the Codex evolutions mod, some tweaking here and there had to be made for it to work with SoulStorm.
UlrikX: Just don't use the Overwatch Scar code, I wish I could more, but my testing computer is still not in working condition.
Until it's fixed or not at all?
Overwatch works, but that crash must have ocurred about 22 minutes or so into the game and about the same interval in the first game where it happened also.
@Helbrecht - Obviously I know not to use it again after it happened, but I posted the error so it could be fixed lolIt wasn't a plea for help
![]()
basically until it's is fixed, unless you like the game to crash, then go ahead and use it
Finally got round to this. The randomised wargear in the army painter is awesome.
Will test it for real tonight.
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!
Randomised wargear is a FoK feature. Credit be to the FoK team and Horus Heretic, who did the 3D.
Some Tau
XV8 Crisis Suits + XV88 Broadside Battlesuits
- Plasma Rifle upgrade: Has the tooltips for the Tau Commanders upgrade
XV88
-Plasma Rifle Upgrade: Pink Icon
Auxiliary Branch of the Tau Tech tree
-The Kauyon Command Centre, when built, gives no population cap increase. Built everything that needs to be built, and only hit a limit of 14 for Troops and Vehicles
XV89 Tau Commander
-Hot damn, the upgrade system is confusing
-For some strange reason, I had the XV89 Commander freezing mid-fight. It would go to something you would see in 3dsmax. The model in a rigid pose,with all upgrades showing at once.
Mounted Kroot
-For such a large, high hp squad, they are absolutely dominated. Against Dark Eldar Warp Beasts for example, three hounds with a total of 3000 hp will shred a six or eight unit squad of Mounted Kroot, with a total of 12000hp.
Also, I had a few problems with some options being greyed out or non-existent, then appearing a short time later. E.g. A Crisis Team couldn't purchases a leader (the selection being greyed out). After a small bit, it ungreyed itself. Another example would be during the Auxiliary path. For a good while, XV88 Broadsides Battlesuits weren't even appearing in the Tau Barracks, then they suddenly appeared a while after.
Auxiliary branch: Read the tool tip
Tau Commander: nah, you will get used to it. Its easy. The anim thing is probably a bad sync kill / death thing.
I think some of the multi-leader options require certain research or higher tier. It should show in the requirements thoguh. Hmm. You know you can have only one leader type at a time per squad? Not that?
Battlesuits don't appear until you select a path; to determin which battlesuit type you get
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Auxiliary Branch: I'm blind I swear.
Tau Commander: It is easy yes, but having to buy the upgrade in the research menu, followed by buying it again in the units and upgrade menu to get it to actually equip, feels quite redundant.
As for the multi-leader options and certain purchases being greyed out: An example with the Crisis Suits. I'll have one already built and fully reinforced, but the leaders are greyed out. So I go build another Crisis Suit Squad, and they are perfectly fine. I haven't built anything special at all. I can switch between both Crisis Suit squads and the problem remains. Then later, the first squad suddenly gets his leaders available.
Also, more Tau:
The Tau Commanders XV89's Orbital Command Node: The tooltip says: Mounted instead of Command Node. It IS the command node
Also the Turret on the Tau Barracks is still not firing straight. It fires one way, something else gets hit about 30 degrees to the left.
And a question about the Listening Post influence. Say you had a Listening Post close to the enemy base (it happens in small 2 player maps). What takes precedent? The Listening Post or the enemy base? I had an instance where a Post (on a Relic) close to an Ork base was incapable of giving it's reinforcement aura thing to my troops. Actually it couldn't even upgrade itself come to think of it. The upgrade didn't actually move at all until I half destroyed the Ork base.[COLOR="Silver"]
Had a strange AI error the other day.
We played a 3v1v1v1 with 2 Human SM and 1 IG AI ally on team 1, then Chaos, Orks and Eldar in teams 2, 3 and 4.
AI was set to Standard
To me it doesn't seem relevant, but we had the following win conditions:
AI Highspeed
Annihilate
Esprit de Corps
No Fly Zone
Appears to be related to Eldar,
Just played a 4v2v2 with 2 SM + 2 Tau Vs 2 DE vs 2 Eldar, almost the same thing looking at the log again:
Restarted it again but with Eldar swapped for IG and no problems whatsoever.
Okay, the Eldar are being dumb, trying to build some add-on they don't have, probably just a line of code I missed. I can do a check on that, though a time would be nice.
4 Minute mark looks like:
21:54:26.71 GAME -- Starting mission...
21:55:22.34 P2PNET -- no sync command for some time
21:56:22.43 P2PNET -- no sync command for some time
21:57:22.43 P2PNET -- no sync command for some time
21:58:12.93 P2PNET -- no sync command for some time
21:58:22.43 P2PNET -- no sync command for some time
21:58:28.76 GAME -- SimulationController::Pause 0
21:59:15.51 APP -- Game Stop
EDIT:
Still noticing the Render Anim problem with the Black Templars that I mentioned previously:
21:53:34.56 RENDER ANIM -- 'art/ebps/races/black_templar/texture_share/commander_wargear': Unable to open file!
21:53:34.56 RENDER ANIM -- 'art/ebps/races/black_templar/texture_share/bt_commander_jumppack': Unable to open file!
21:53:34.56 RENDER ANIM -- 'art/ebps/races/black_templar/texture_share/black_templar_weapons_2': Unable to open file!
21:53:34.56 RENDER ANIM -- 'art/ebps/races/black_templar/texture_share/marshall_unit': Unable to open file!
21:53:34.56 RENDER ANIM -- 'art/ebps/races/black_templar/texture_share/black_templar_weapons_4': Unable to open file!
21:53:34.56 RENDER ANIM -- 'art/ebps/races/black_templar/texture_share/black_templar_weapons_3': Unable to open file!
21:53:34.56 RENDER ANIM -- 'art/ebps/races/black_templar/texture_share/black_templar_weapons': Unable to open file!
21:53:34.56 RENDER ANIM -- Art/EBPs/Races/Tau/Troops/crisis_suit_xp: Unable to open file!
Not sure if that got missed in the previous post?
'Kay, thanks for the time it died. And that last sync error might be the reason for the fancy tau commander not working
Last edited by marstone; 10th Oct 10 at 1:41 PM.
Alright I know I already asked about how to change unit sizes and all that in one of my earlier posts but I'm having a little trouble with something.
So originally if I wanna change my unit sizes I go to one of the races' troops folders such as this one:
Gerb_SS_Legions/Data/Art/ebps/races/space_marines/troops
and I open up the LUA files and change these settings to the numbers i want:
vis_scale_min = (set number here)
vis_scale_max = (set number here)
But not all the LUA files show up for every unit..
like the Force Commander for example.
I downloaded Corsix Mod Studio and tried changing the Force Commander's unit size which i actually did see the LUA file for.
But then the whole application just crashes and it wont let me even double click on it again.
I like your idea Gerb and i understand the point of it but I kinda like the original unit sizes better ): so any help would be appreciated.
and if not, that's fine too since this isn't exactly a "how-to-do-things" thread, more like a mod thread lol.
Edit: Oh yeah and it would be cool to hear about any new updates for this mod if there are any.
Unless it's pretty much dead now. I know it's been pretty quiet lately.
Second Edit: Okay forget i said anything, i just figured it out. Just took a lot of guess work.
And now i feel like i'm just talking to myself lol.
Last edited by T4-pod; 23rd Oct 10 at 4:36 AM.
Nice to see this mod alive last version i had is 0.1 that i downloaded from filefronts a loooooooong time ago. Anyway it's nice to see that there's one mod like lotw (lights of warps) [i'm just saying that they bouth add more units and variety] for ss
Landkreuzer
"Nice to see this mod alive"
I wouldn't exactly say that, unfortunately it doesn't seem to have any activity at the moment as I think the devs are struggling for time/PCs that work.
It's a shame really, i've done some thorough testing and have been looking forward to the fixes/updates for a while now; as have my gaming group who all love the mod
Any updates Gerb, Marstone?
Last edited by UlrikX; 31st Oct 10 at 3:24 PM.
To say its dead is a bit harsh too, don't you think?
Its not dead. Just, sleeping. Keep the bug reports coming, I intend to get round to them.
To say its dead is a bit harsh too, don't you think?
Its not dead. Just, sleeping. Keep the bug reports coming, I intend to get round to them.
If it were a goldfish i'd have had serious concerns with all the lying on it's side on the surface
Hehe, only joking
But seriously, even if you could just pop in and say you'll plan to start having a look at the bugs in a months time, 2 months time? etc. then that would be encouraging.
Other than bug fixes are there any future developments or units etc. planned for inclusion in the next version?
Well some AI patches are planned for November, got main computer up and running again, so I just to re-install SS and I can work on some AI. How is that for an update?
Spot on, thank you
Looking forward to testing them out![]()
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