I have the same problem with File front.. but I was able to Download it after a number of tries...
anyway this is a good mod. Very nice. I really love it..
I have the same problem with File front.. but I was able to Download it after a number of tries...
anyway this is a good mod. Very nice. I really love it..
This mod is awesome. I've had loads of fun playing it, and the maps are really cool.
The Iron Cage Incident Map is simply beautiful, best Map I have ever seen for Chaos.
Hey umm recently while playing ive encountered a scar error...
I get up to leve Completel and when it announces its time to charge at the enemy i get a fatal scar error......
SCAR -- *ALERT: SigmaPlayer* cannot be nil!
Lua SoulStorm_Survival_Generic.scar Ln 2592 (Rule_CPUAlly_Advance)
SCAR -- Could not execute rule: Rule_CPUAlly_Advance
Game Execution Pused etc etc
Its Happened on all of the stages ive played
What Could Be Causeing this ?
Last edited by IronmanII; 1st Dec 08 at 11:16 PM.
The same thing happens to me... I get SCAR error when I finaly complete the level...
I really love this MOD and I want to play it more...
BTW are there new maps to be added without the scar errors?
and can there be 2 attackers 3 defenders map?
(Ex. SM,IG,Sisters VS Hordes of Orks and Chaos)
"The sacrafice of the many could still be wasted by the death of one."
Argonaut still hasn't uploaded the newer version, it was meant to be fixed in that.
Ahhk well no hurry to him because i imagine after this point all there is to do is destroy the enemy base which isnt a nesessity but im sure alot of people would like to Finish a game completly.
And @ Argonaught TY for this mod i hope you can find the time to further the survival series....
Actually there is a new version available, its 1.2 and it is available at DoWfiles.com.
Check it out:
File of the Week, congrats
THE BEATINGS WILL CONTINUE UNTIL MORALE IMPROVES!
Former staffer of Filefront : DoWfiles.com
Umm im running 1.2 thats the version im getting the scar error on
Thanks to the 1.2 patch, game runs pretty smooth now. Good work Argonaut.
And here is a bug that still remain:
Map: Hells Teeth Canyon
Reinforcement spawn outside the map
Fair enough Ironman, I thought you were running 1.0 and didn't know of the 1.2 version. Hopefully Argonaut can fix that issue.
I've uploaded the next version 1.3 to filefront tonight. *hopefully* it's finally fixed all of the SCAR errors. I think the problem with the code at the end is all to do with whether player 2 is alive or dead,... I can complete it no problems with the 1.2 version so tinkering with it is something of an issue when I can't reproduce the bug ;/
Quick question - I'm not really content with the way the assassinate win condition works. If I wanted to add in a morale modifier which of the modifiers would I use? Is it the morale_maximum_squad_modifier? I want the death of the enemy leaders to have more of a lasting impact than it does. I've got notifications and such finished, I just can't get the modifier working :P I want the entire enemy army to have a -10% morale when each leader is killed up to a maximum of -50%, and the player to recieve a bonus to their own army morale for killing the enemy leaders. Similarly, when the enemy kill your leader you suffer a morale penalty and the enemy get a morale buff
Also, as part of the assassinate win condition I want your respective leaders to have a pretty big impact on a combat when they're involved in it. I want the player to need to risk their commanders to swing the fight in the players favour, with morale penalties if their commander dies. Maybe some area effect the leaders have? Some kind of inspiring aura? thoughts anyone?
 here's link to 1.3
DOWNLOAD 1.3 HERE
"Dad, I don't want to get married when I grow up."
"Why not son?"
"well... I think I'd rather run my own life."
"Thanks for that son."
-My son age 6.
TY for the patch argo ....
And as for the morale thats an awesome idea i just hope my IG Commander dosent pull a lukas alexander
Hard to make the commanders more valuable yet more vunrable. After a while, melee (which most commanders do best) is lackluster or a deathwish compared to the reams of tanks, or masses of troops at the commanders back - most would be already just shooting so out of the thick of it anyway - and so an aura would just make that more effective at staying near the back.
With the mass of troops, it'd also be difficult to make the attacking force target the commander to kill him. So, I have no good ideas - DOW just doesn't have the commanders die often anyway.
I'll try the patch out, sounds neat since I missed the 1.2 one. For morale modifiers: I'm not sure which one you can use to set the maximum morale the side has, or even if it can be lowered by percentages (it might be putting an absolute value is all that works). Might be better just making sure it stays at 0 for longer, or perhaps adding more modifiers - slower walking speed (instead of faster speed for the broken status), more vulnerability to weapons, or whatnot - with the morale broken icon too.
Great work Argonaut, but just a quick question:
How do you add in your own maps? Because I made a few that I would like to try out and such, but how do you import the markers and such?
Here's a link to the tutorial I put together for the Survival Maps.
MAKE SURVIVAL MAPS!
Maybe Finaldeath could move that to the Tutorial section
If people need me to go into a bit more depth about adding markers to your map I can do
Thanks Argo, but in one sense I was talkin about SS maps. Is that any different?
I'll move it over, sure.
I played a game co-op on da internets with a friend. Basically, he was rather gun-ho, and took the fight to the enemy (As Necrons, fighting an enemy Necron side, it was rather slow...).
Basically, some major problems occurred, you might need to fix:
- The map was 3p_Dead_of_Winter_Survival - the attacking forces after the first few waves (and after the enemy base was attacked prematurely) just stopped in a random place on the way to our strongholds. Very odd!
- There was no indication of difficulty when attacking the enemy stronghold early. I presume the extra Monoliths spawned which moved half way to my allies' base were the deterrent - but the problem is, they didn't do anything against the force inside their base! Very odd again.
- The Necron attackers are v. slow, so the force is very easily crushed. This is a big if, since you've basically finished the mod, but move-attacking some specific path of points (and waiting at each one for a little while for the group to go together again) might be nice. This rarely affects other armies.
A few other errors present in the mod:
- The icons for "Base destroy" objective is never removed - the buildings might go (and I presume the mission completes - but no text is displayed to the effect?). Rather annoying after a while. I presume it's intentional that the base buildings never respawn either (same with Assassination).
- (More a suggestion) Since there is no real force made to attack the critical locations in "Hold the critical locations" it can be on some maps rather easy to keep them. Possibly adding in a regular small groups of attackers (especially infiltrators or "special troops") to take the critical location if it isn't already taken, would make it worthwhile holding it.
- Sadly, the Necron's high tier unit is a bit poor compared to most of the other armies - actually, many of the units received from the critical point holding can sometimes be a bit unbalanced (ie; weak, so not worth holding the critical location). I'm not too good on knowing what they all are though, sorry!
No crashes or other problems really though, so nice work
Just installed Patch 1.3 on DC 1.2, and a few seconds in will get a SCAR error. Also calling them patches is a bit unclear, as it seems like you're releasing stand alone updates? Is there a original version I should download before downloading the 'patch'?
ok point taken - DC is throwing up some issues I'll look at tonight( monday) and although they are stand alone, almost every file is tweaked, even if it's only two or three words in the line of code. It's easier to call it a patch as the changes are, in fact, minimal and usually compromise bug fixes and while the mod size is relatively small I'll keep putting everything into the installer - some people aren't that great with even the most basic instructions.
Well you could continue to use the patch term, but mention that it's standalone in the Description on Dawn of War Files. Thanks for the swift reply though, I'd like to give this one a go because I think it's a great mod idea.
Hey, I like your mod (the idea anyway), but I can't play it with my favorite race, the Necrons.
No matter how many listening posts I take, my power resource always stays at +15, and speed at 0%, why is that? I'm not sure if it installed correctly, but I'm guessing it did since I can play it and had no errors (that I got notice of).
The version I'm using comes in a zip called: soulstorm_survival_hotfix1_01 but I think that's a standalone version?
sorry for the long absence, I am investigating and correcting all the bugs you have identified, but a very manic christmas period has left me thoroughly exhausted. I'll get a fix up as soon as I can. Please keep posting the bugs as you find them!
Bugs on map Dead of Winter:
Player 2 still got 'Evy Nob Squad instead of Looted Tank as reinforcement, when playing orks.
Playing insane difficulty on Dead of Winter didn't give relic units as reinforcement.
And something about that 'Evy Nob Squad. A MELEE squad with only TWO members, plus a leader which will cost you additional 2 ork resources, is definitely too weak as a tier3 reinforcement. I think you should boost it's member cap to 10, like you did on SM First Company Terminators.
Edit: Okay problem solved. It seems the installer didn't overwrite old files in /SurvivalMaps folder, so we played again after a clean-install and everything is normal.
Last edited by HeliosDenton; 23rd Jan 09 at 3:23 AM.
The reinforcements costing any kind of cap is a bug. They should all not count towards any kind of resource cap since that kinda goes against the point of them being reinforcements
And bug report:
Map: Rynn's world: New Rynn City
IG+IG vs Tau
Playing with [Heroic Defence] on, SCAR when Manta strikes, missing coordinates or something
Same thing happens on map Chapter Stronghold. I wonder if this happens on every map?
Necron got Heavy Destroyer in insane difficulty, not Restored Monolith.
Last edited by HeliosDenton; 24th Jan 09 at 11:22 PM.
Apologies if i'm a moron, but when i play on wargear mode, i cant seem to bloody find the warhammer thats supposed to trigger some sort of wargear upgrades for the commander.
Can someone please give me the location of it on a map as an example? Coz i really cant look for it while at the same time defending!
If you really are struggling, open the map up in Mission Editor (you will need to copy the file into the Dawn of War Dark Crusade Scenario Folder, and open up with that ME), and find where it says for the wargear. It's worked for me.
Is there any plans to add back in the ranks and stuff from the survival maps? I noticed they aren't in the mod (at least I haven't seen them.) You know the "private," "private first class," "Demonhunter" and so on. I really liked them in the original survival maps and their absence was the first thing I noticed when I started the mod.
Argonaut - Love the mod! My m8 is currently overseas on a slightly laggy connection which makes multiplayer nigh-impossible. This has given us a new reason to play the game. Thanks.
I've added the ranking system back in for every offline game you complete. Ranks increase in line with the amount of games you complete.
I'm finalising the next version today, unless something happens in real life to interrupt me. Im really tinkering with the assassinate win condition and I'm getting close to having a fairly accurate portrayal of an assassinate win condition.
Neat, I still had the bugs holding me back playing (reported earlier in the thread). Will be good to play again
Nice mod, but no more 4 Players support?
I found it too easy with 4 Player's. While it was nice to play with 4 mates, you were easily able to counter each wave with the different strengths.
For example, one wave might contain lots of Marine Killing Troops, like Storm Troopers, but they're countered by a friend with a Squad of Slugga Boyz and Big Mek teleporting in the middle of them.
Sounds great, can't wait for it
Oh, and DoWfiles is always there for your hosting needs Argo
Recently when playing i decieded i would be Chaos and thought i would make use of the horrors then i noticed that...
1. A squad costs 80 req. Seems really cheap ??
2. They Have a max squad size of 20 . Thats pretty big and there quite imbalanced when there this large being a huge AT screen of death.
Now was this deliberate Argo or just some kind of accident??
I thinks its deliberate... something about adding firepower to the chaos Race.
This is a really nice MOD and I have been playing this for a few months and haven't got tired yet...
I just noticed that the map Abandoned outpost and the Reckoning is not working well with scar errors at 1st wave... how do I fix this?
For the strategicobjective.scar file (Critical Location - Reinforcements wincondition) one of the lines has a mistake in it.
and it should be
It can cause a fatal scar error when playing as the Necrons.
-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!-
Just thought id put an update in this thread ive currently got 2 maps in the works..
Maps done and playable, will be updated in the future with various things
about 20% done with height map and various objects placed
info to be updated soon.
in this mod, does it matter what difficulty u set the match to? easy? hard? any difference?
Enemy's health will increase, time between waves reduced, and finally, you'll receive relic units as tier4 reinforcement in insane difficulty.
right thanks. Cool mod the only thing is i woulda prefferred more 1v1 maps coz the 2v1 maps are a little harder because i dont have friends who play DOW, and the computer isnt that good of a teamate.
Other than that, brilliant idea, havin literally hours of fun on it. But more maps next time yeah?
It's a cool mod, i have played a lot with it with the Dark Crusade only mod that you released months ago and i hadn't any problems, but i downloaded the 1.3 version of the Survival Mod and now i can't play at all your mod, when a few seconds pass, my game gives a fatal scar error and pauses.
I've tried to change races, desactivate all victory conditions (wargear, assasinate, take and hold, ...), reinstall it, but even with this i can't make it run. I had read all posts but i can't find a solution and i don't have the version i was using before. Is this an error only i have or it is a bug?
I have the DC 1.2 with no mods as i think.
PD: how do you make the console pop up ingame to see in detail the scar error like i have seen in other post of this thread? Then i can send you a more detailed report.
Thanks in advance.
Ctrl + Shift + ~ (tilde key beside number 1) brings up the console for me. Could be different on keyboards for other locales.
If it isn't ~ try the key that looks like ` or '.
Thanks for corncobman, i proceeded to see what it says about the error with some maps and it seems to be that it can't place the player1 character, player2 one places it well always, but sometimes the line of the scar refering to player2 character doesn't appear.
Here you have a capture:
Last edited by Abetillo; 29th Mar 09 at 5:11 AM.
This is my fault but....when I run survival (and other mods) the camera is capped REALLY close to the ground...it makes it very constricting and difficult to play....
Can someone tell me how to configure the camera zoom to a playable level?
Knife King of Doltland
I'm not surprised. Anything within three feet of you seems to end up full of knife shaped holes.
Try searching for the Camera Mod by Inquisitoriae. The Camera Mod thread also has instuctions for how to customise the camera as well.
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