Yuuzhek: What win conditions did you have on, when you got that fatal scar error?
Yuuzhek: What win conditions did you have on, when you got that fatal scar error?
Destroy HQ. And Game Timer
Edit: Ok ok, i see the pointIt's working when i use another win condition (anihilate).
Last edited by Yuuzhek; 19th Nov 09 at 7:13 AM.
Hmmm... Destroy HQ might be bummed out because the Necrons have two entities with the hq_ext in it.
Soul Storm Legions Mod, 0.95, 05 April, 2013
http://forums.relicnews.com/showthread.php?267803
Patches already!Patches already!
Fixes a few UI errors and the destroy HQ error for the Necrons. That is all.
Does that fix the Howling Banshees at all? Cause they are mssing there reinforcment button. It's just not therte at all. Unless that requires something to research. I wouldn't know i got my ass handed to me by the Tau.
Which brings me to my next two points.
Marstone, your AI is back up to standard. I am now happily getting my ass wooped on standard again.
And secondly, the Tau seem to be overpowered when it comes to their ranged attacks.
I know they are meant to but two un-upgraded, un-reinforced Fire Warrior squads can take out two similar Dark Reaper squads and a almost full Storm Gaurdian squad easily. The Storm Gaurdians can't even get into melee. Either the Fire Warriors or the Tau Commander is raping my infantry, my bet is towards the Fire Warriors as they can take quite a beating and dish iut out in equal measure.
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!
Marstone; fixes five!
Richter; I'll look into that!
A problem with the Storm Gaurdian melee. They reach melee and start doing their close-combat animation before they are anywhere near the targeted enemy squad. The enemy squad then must stop firing and run over to the Storm Gaurdian squad whilst being pummeled by the SG's high melee attack.
And by the way, how do you want these screenshots done? No UI im guessing, but how is that done?
Here is a nice little tutorial for that. (hiding the UI thing)
Thanks mars!
that did it. Now to remember not to have a unit selected and to learn how to get some decent looking screenshots....
Ok, some problems:
Space Marine Squads
-Are mssing their reinforcement button, leader button and all upgrades
Scout Marine Squads (Special Weapons)
-Are they meant to have the Blessings of the Omnissiah ability?
Devestator Marines
-Are missing their reinforcement button, leader button and all upgrades
Librarian
-Has a stop starting animation problem. It gets ino a fight with say, a scout marine squad, pulls of one attack and half way through the next attack it will flicker away, re-appear, and the Librarian will just stand there, not moving. Then after a second it will repeat this.
It still seems to attack, as it flickered away in the middle of a sync kill, then re-appeared whilst the enemy was still being thrown around. The problem never seems to appear when coming up against single enemies, like Heroes.
Terminator squads (both types)
-Their leader button is named "Terminator Squad" on both types of Terminators, instead of "Terminator Sergeant" and "Assault Terminator Sergeant"
Vanguard Squads (Both types)
-It's requirment, once he is available, is to have an Assault Marine Squad. Once they are available, as in the proper buildings are built, both types of Vangaurd Marine refuse to be built until a brand new Assault Marine Squad is built, even if you have one pre-built and on the field.
Hey guys, the only problem that I have run int is in the campaign. playing SM, the first two areas I COMPLETELY take the maps, all points, etc. have been over every square inch with damocles, skull probes and anything else that detects invisibility (because I figure that is the problem) and I still can't win.
I have looked at the warnings log, the win conditions and for the life of me, can't figure it out.
so maybe a few ideas. Plz.
Insanity is the exception in individuals. In groups, parties, people, and the times, it is the rule.
- Nietzche -
got it working, but i dont seem to be able to actually have any mission objectives in game :P
seriosuly i set win conditions to annihilate, game timer, heroes, massive battles. And when i actually get into the game there are no mission objectives so it just makes for a never ending game :P
like the Pylon Strike though, was expecting it to come from the lord rather than scarabs though :s
#562
Sounds to me like there's a scar error in one of the win conditions. Sometimes scar errors don't have the big "fatal scar error" message at the top but show up in the console.
-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!-
Thanks for the upgrade/leader bugs there Richter; something somewhere has gone squiffy with something and Marstone is looking into it at the mo. I might have updated corrupted file into the mod before uploading it.
Stupid, but a WIP and just so you know, all that stuff is back in my internal build.
Will look into the other bugs and release a patch with a few small additions too, sometime in the week I predict.
Cool.
Same leader/upgrade/reinforcement bug on Crisis Suits as well. Tau seem relatively free from these sorts of things.
The XV89 commander also has a complete melee retardation. Not only does it completely freeze but it changes weapon load outs!
I thought you needed 2 assault marines to field vanguards.
Well any way, {X}, this should fix most UI problems, also puts in the missing heroes locale, and fixes the terminator sergeant's name problem.
Cheers for the patch Marstone!
Assault Vets... I thought I changed that down to one squad of normal assault marines... Ill look into it!
The Imperial Gaurd Basilisk has no name in the Mechanised Command building. It has the description but no name.
Thats pretty much it, Imperial Gaurd seems sorta free from any sort of bugs.
Oh, and colonel Brom has some animation problems, mostly when he dies.
EDIT: And the worshiping is non-functional.
Last edited by Richter; 25th Nov 09 at 1:07 AM.
Cheers for the bugs Richter; worshipping works to the best of my knowledge. You need at least 10 cultists, and they need to be really close to the Blood Pit![]()
I've had full squads and iv had them practically hugging the Blood Pit, but the icon just stays grayed out. I'll keep trying!
Hmmm... It was working for me, still is working for me. They need to be physically underneath the first couple of stones that orbit it. If not almost three in.
If you want to try something really funny... Get three or four full squads of cultists at 12, 3, 6 and 9 o'clock positions relative to the pit and make all of them run into the centre...
Hilarity!
im an idiot. i kept getting the heretic to build it, instead of summoning it.
It works now.... Although if the Sorcerer summons it too close to himself, and gets knocked away (usually outside the LOS) and then the thing doesn't summon at all.
Id try to extend the radius in which the Cultists must worship. Not by much, just a lil bit.
Wait, what? How did you manage to 'build' it? The icon should not be visible on the UI; which is why I made it summonable!!??
And if you can see the icon to build it in the traditional manner, what Chaos building icon has been displaced?
Aside that, why would building it change the way the entity functions... This is a little perplexing.
Richter, sounds like your version is really messed up.
Gerb, it might act differently due the fact he might be building a different building with same name and look.
And those cultist are weird took the lot of them to assault the enemy base and when the surrounded the enemy HQ, they could start worshiping. They were one the other side of the map!
How many were there together? I may need to change the mob value required to worship then! I think you need 100 or 80 together in one spot at the mo, the bulk of that is actually the Blood Pit itself.
It was about 5 or 6 fully reinforced squad, so they had the 80 men needed.
Also for the blood pit, build it in the center of your base so your cultist heal as fast as they loss health.
The Heretic builder had it in his advanced build menu.
It wasn't affecting anything else at all.
still having trouble with mine also. For some reason I can't win, ie totally wipe put the opposition(skirmish and campaign - with annhilate and HEROES only on). I think heroes is the culprit. Getting ready to completely re-install Legions will let you know if still having the same prob.
BTW, I have both of the .7 patches installed also.
Tnx in advance.
and after further testing it does definitley seem to be a heroes.scar problem. When heroes is turned on I get no voices unless you click on the unit, and none of the advancement icons and such.
Last edited by rev_draconis; 26th Nov 09 at 3:22 PM.
@ Richter, the advanced build menu is back?!?!? WTF
Oh wait, did you download Marstones patch?
I have noticed that the banner bearer of the honor guards which in the 1st company has a white banner.
Cheers for the updates so far guys.
Coming soon:
Chaos marks!
Taking a mark of one of the gods makes that god's marked units slightly cheaper and have small buffs, while making the opposing gods marks more expensive to produce; thats pretty much it at the moment, apart from that each mark will also give the blood pit a different ability.
Nurgle: nurgles rot just like the plague marines
Slaaneshi: harms nearby enemy moral, regains friendly
Tzeentch: slows down nearby nearby enemy, speeds up friendly (including fire rates and soforth)
Khorne: blood pulse ability; harms EVERYTHING except vehicles and buildings over the area around the blood pit (though is triggered, the others are always active)
Ill refine things as I go and add little tweaks here and there, but the marks will remain something which just changes the dynamic of the army, rather than the make up.
Like others, I'm having problems with the Annihilation win condition. In campaign and skirmish I can't win, even if I completely eradicate the enemy's units and buildings. I checked the win conditions and there was nothing in it. Like corncobman said, I think there's an error with the Annihilation win condition.
What race are you playing against or is it any race?
i have found the problem with sm's and IG
I have yet to encounter this problem. Then again, I'm playing on standard...
Ok, two things.
The Tau Hammerhead's Rail Gun upgrade - It does not consume it's 30 power per shot.
And the Tau Infantry Building (forget the name) - It's turret upgrade has it's aiming off. As in, it aims and fires to the left of the target that is actually being hit.
Oh im an idiot. The updates fixed the whole blood pit thing.
Screenies inbound!
Images
Yes, that point was entirely worth the fight.
Tau Commander XV89, fully tricked out.
Last edited by Richter; 28th Nov 09 at 2:55 AM.
@marstone:
I was playing with chaos but i have experienced it with the dark eldar and SM too
Sorry for the late response, but an update will becoming soon once gerb sends me some files. Also might fix a lot of problems people are having.
Files tomorrow. Even more files if someone answers my Obliterator weapons table problem question![]()
I wouldn't have a clue about Olbiterator stuff. Or much to do with modding come to think of it.
Two things:
The Gaurdsmen Squad's Flamer upgrade - Says it requires an Armoury.... I think you mean Tactica Control.
Secondly i think the Eldar need some sort of nerf. Playing on standard difficulty again, the Eldar are able to get out a Farseer and a Howling Banshee squad which utterly annihilate anything I have (which are usually just Guardsmen) Five fully-reinforced squads of Guardsmen (which is 40 men) can't take on more than one Howling Banshee squad without some trouble. Add a Farseer...
Interesting Mr Richter... Those units have been neither buffed nor nerfed in the mod. Reorged a little. Hmm... Will look into that!
Coming Wednesday:
Eldar get Harlequin stuff (thanks to Shingouki and his Craftworld brilliance)
Space Marines get themselves an Ironclad and Venerable Dreadnought
Eldar Dark Reapers get shot in the arse with a dose of awesome, taking them away from the sissies they were into death bringing carriers of disruption and doom
A few bugs got fixed.
A few more bugs probably got made.
I will probably drink too much coffee.
Richter: Try luring the eldar back to your base and bunker your troops for some extra armor. That's what the building are there for, or tech faster.
Updated, first post, with the stuff mentioned above.
Enjoy!
I really like SS Legions but when I try to play the SS Legions 0.8, it doesn't show up on the game manager. Is something wrong?
Gerb put a bad module in the folder. New one here.
I LITERALLY just noticed this a few seconds ago.
*CURSES*
drop it into your Soul Storm folder and replace the module file there. Or wait until tomorrow. I will reupload the mod as correct.
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