Hey, is there by any chance a way to increase the number of squads you can take with you say to 5? I'd love it just have 1 more slot :P.
Hey, is there by any chance a way to increase the number of squads you can take with you say to 5? I'd love it just have 1 more slot :P.
Embrace the dark gods...in the might that is CHAOS!
Better crippled under the hands of chaos...than corrupt in the minds of others
This is probably a n00b question, but here goes anyway... I have v1.3 installed and working perfectly (quite a long way through the campaign with it too). If I update to v1.3.1 will that affect my current campaign too (with the new health stats, etc) or will I need to start a new campaign for it? I'm only really interested in the fix for the stats rolling over - thought i was a little odd when my tactical squad went from doing 600 ranged dmg to 76!
It should take effect without you having to restart.
@Panzer VI Tiger
Har; that's weird. When I edited the leveling_ext bit for the commander units, it made it so that each stat point assigned gave more. Not each level gained. I'll find out in a few hours; going to test it after I run some errands at Sec. of State (Michigan, where everyone goes for car related stuff).
Originally Posted by Bertrand Russel
I seem to get an error after completing the lvl 2 final command.
Fatal Scar Error - Execution Paused
"CampaignMissions/GatheringStorm/GatherSt..."]588 attempt to call global 'Campaign_SetSquadLocked' [a nil value]
All I did was grab the lastest 1.3.1 so no pre releases and put it in the directory. Didn't touch anything...
Last edited by 2stroksmokr; 3rd Mar 09 at 4:00 PM.
First this mod is great. What program do you use for modifying luas?
This mod gives even more powerful Movie Marines for me (Proud Space marine fanboy here).
A few tips, no offense intended:
-More enemies, to give the marines a more heroic feeling.
-Bosses appear to be too weak, but I'm not sure on that (did not had the time to test it yet).
I'm using this with Copernicus's persistant corpses mod, and they work fine.
Does your mod works with these mods?
Deathtrooper Cyclone launcher mod (not instant kill)
Kazrasm's commander items mod?
Thank you for the great mod and thanks for help! May the Emprah help you with it!
i meant that the leveling_ext controls statistics changed at levels, or it should... so you are right.
Also does it lvl 4 aswell. Decided to clean install not add the mod until I passed the lvl worked fine until then...grrrrr
It seems that you have to unlock the whole squad before using this? Is this correct? Or else I just keep getting error after error upon completing the lvl with thecampaign mod v1.3.1 and the extendor stats
Huh. I haven't run into any errors, personally, and I always test by starting a new game and running through about six missions before posting an update. Then I leave the rest of the beta testing to others, like you.
Do you have a Steam version, or non-Steam?
Tomorrow, I am going to dedicate four (or eight?) hours to taking the vanilla files I modified, and remodifying them from scratch (with the latest conversion tools, etc).
Just to make sure I didn't nix a certain line I shouldn't have amongst them.
In-fact, I might have to spend four hours a day over a couple of days to accomplish this (I used a good bit of copy/paste action on the current set - could have destroyed an entire segment of code/information unknowingly).
While I set things up a bit more manually, I'll be sure to tweak things out to balance them a great deal (giving you that super space marine feel, but without ruining the challenge of capturing points, etc).
I use ->
SGA Tools (archive, sgareader, and sga4to5)
RBFConvertor Helper (gives RBFConvertor a graphical UI, makes it easier to convert files, etc)
The rest of my work is done with some hot notepad action; the hotness of going through thousands of lines one at a time and seeing what they do by tinkering with them, recompiling it all, then launching the game to test it out, is so much greater than any Britney Spears sex video you can dig up from the Internet. I get a headache just thinking about how hot that action is (have been taking a break for today, running errands instead of working on the mod).
Oh, and I am unsure as to its compatibility with other mods. I'll start testing that after I've updated this once more (to version 1.4 - rather, once I've completed version 1.4, I will test it with other mods, THEN update this thread accordingly, with a list of what it works with).
I fixed the error Netrogor.
Clean install, copied over the gamedates / driver files from update 1.0 since it has a different exe.
Updated files with 1.1 and then 1.2.
Copied over DOW module from update 1.0 so now my module down the very bottom looks like
folder.01 = GameAssets\Data
archive.01 = GameAssets\Archives\GameArt.sga
archive.02 = GameAssets\Archives\GameArtEnvironment.sga
archive.03 = GameAssets\Archives\GameArtEnvironmentTextures.sga
archive.04 = GameAssets\Archives\GameMaps.sga
archive.05 = GameAssets\Archives\GameDefault.sga
With archive.01 = GameAssets\Archives\CampaignMod.sga uptop
It seems if you put this one with the 1.2 update and have the DELTA etc. update to archive.10 down the bottom it will not work on the non steam release
Man that was a nice 3 hours to work out a fix. On 3rd planet now hassles
imo dps is way to high now, more health is fine, but you should tone down the damage a bit because it is way easier now even on monarch.
could you please tell me, in which file you can determine how much points you get for levelling up?
I think the damage is just fine, but more enemies would be better.
Thanks for the help Netrogor.
Netrogor, how would we go about editing the percentage of enemy health? I'd like to increase it to something like 300 - 350% on the hardest difficulty setting, without having to tone down my own health/damage to compensate...
I think u op'ed our glory marines "a bit" ^^ Almost invulnerable and killing bosses in seconds is no fun anymore...
Additional question: Is it working as intended that every reward was changed to a white missile launcher? And the last 6 bosses dropped the same item.. seems kinda strange 2 me. It's no big deal 'cause the marines would bash every single enemy in seconds without any gear at all but it starts to make me think that something went wrong here... ^^ Maybe the mod isn't working correctly?
Is this mod compatible with the Brother 4th's mod? I can play both of this mod at the same time, but will it stack?
Once I've finished a rather lengthy process, and release the next update for this, I'll be sure to test it with other mods before doing so, and putting in a list of what it is compatible with.
Until then, just hold on. ^^
I am drastically increasing the enemy health in the next update, just to let you know, for the hardest difficulty.
It is currently set to 70-100-120-150 percentiles (easy/medium/hard/legendary). I will be changing it to 70-100-200-400 percentiles.
Net I can just about gaurantee it won't be compatible with Jaylo or mine, we all use tuning_info and the sbps and ebps files for the marines, so that is a definite there, something like Exo's wargear mod should be 100% compatible though.
Also health increases rock, on mine atm Primarch has 250% health, and just the first orc nob when your level 3 has over 12k health and the fight goes on for a good couple minutes, you burn through your health packs something fierce doing so
Brothers of the 4th Dow 2 Mod
If I charge, charge with me
If I fall, avenge me
If I retreat, kill me
Yar - I was pretty sure our use of the same files would make them incompatible. Would be nice if it turned out certain changes could be meshed in, but I doubt that will happen.
Nope, only way really that would happen would be if we all got together and merged them, which I can't see happening as we all have our own unique ideas on what we want which is great.
Lets the others out there have a wider variety as well.
Though atm working on something that we probably all want and shouldn't conflict with anything, as Exo is focusing on his wargear, going to do up a quick army painter .
Hope both of you n Exo combine all your work, that would be nice, because i'm confuse to choose whether which mod should i use if says those out there are incompatible..
Netrogor, I hit level 20 and I realize that my heroes are still gaining experience, Tarkus' squad, which I don't use, has already hit level 21...is there supposed to be a level cap, or does the level indeed go past 20? I have this mod along with SquadMod 1.3, and I figure it has to be one of them that's not enforcing the level cap...can you shed any light on this? Thanks!
recently tried your mod out..... 1 thing i don't like is having mountains of trash gear when i'm level 18 so please don't lower the grade of gear we get to compensate for higher drop rates!
great mod! needs balancing....also i'd like to fight a boss battle longer then 1min plus!
like the godly dudes though...bit toooooo strong.....but hey who the hell needs a trainer when you have this mod!
needs some balancing... bosses could use about 10-20 times more HP
I have a problem with this great mod that dissallows me to use it.
i do everything it says in the info even the modding of dow2module but when i start it (or after the start trailer) it give a bugsplat error and it stops the game!
how can i fix this?
Needs to spawn more blues and rares and epics! increase quality(of drop) and level!
I'll be releasing a patched version within two-to-four days. Just finished off ACTs today, and have MMEs tomorrow and the day after (Michigan Merit Exams).
Once these bothersome tests are out of the way, I'll put the finishing touches onto the latest build, pack it up, and update this thread.
STUDY IS IMPORTANT! finish those exams!
Updated to v1.4 - I'll now be working on custom wargear, up to level 50 (while my mods level limit is 30, I intend to release the wargear bit as a separate mod altogether; I figure others may appreciate it... until we can do skin/model edits, though, I'll be reusing a lot of the stock models/skins).
500% health of enemy on primarch level is way too hard. our wargears' level is up to 20. when enemy is lvl 30, those wargear wont get enough DPS.
Hence my making custom wargear - new wargear.
Of course, in the meantime, I'll release a quickie patch - put player health on primarch back to 100% (current 1.4 has it at 80%), and I'll drop enemy health to 300% on primarch, with hard at 175%.
There, check first post again. Fixed it up a bit.
Last edited by Netrogor; 11th Mar 09 at 4:59 PM.
mmmm does it still have overpowered stats(that i like)?
Not AS overpowered, but they are powered up, I suppose.
I also put in the gradual powering of squadmates, like somebody requested earlier on - as you level up and assign stat points, etc, your little helpers in each squad get much stronger than they did before.
I left the dreadnaught's stats alone, for the most part. He'll be covered with new wargear that I'll be releasing in a day or two (in two packs - one with CampaignMods, and one separate for other modders - there will be eighty or so new bit of wargear spread out through levels 21-30 to start with).
new models? or old skins with new name?
As I said before - until we have a model editor of the sorts, it'll be vanilla toys with new names.Originally Posted by Netrogor
Hi. I can't seem to get 1.4.1 to work at all on my latop. I have installed CampaignMods folder and CampaignModule file to my main DoW 2 directory and have also tried editting the DoWModule file. I don't get any errors, the mod simply doesn't load.
The Assault Squad seems a little powerful packing all power swords. Any intention of reverting them to chainswords? Or is there a simple fix I could do myself?
I'll change them up a bit after I complete the wargear extension I'm making (basically, wargear beyond level twenty). It'll be setup to have one powersword, or perhaps a power-axe instead, and the rest will be chainswords (not including the assault-commander, Thaddeus).
Also, I am tempted to make it so that the assault marines have melta bombs by default (weakened and energy based) - like in older Dawn of War games. Any opinions in regards to that?
I'd pass on that. Meltabombs feel about right at the moment, considering how 'meh' missiles and plasma cannons seem to be against armor. Better than bolters for sure, but still lackluster.
Edit: If you were going to change meltabombs at all, I'd put them in Thaddeus' energy tree, seeing as how he doesn't have much going on there anyway. It'd have to be the first "unlock" though, because AV early on is really limited. It might be more trouble than it's worth.
Last edited by Jivebologna; 13th Mar 09 at 7:15 PM.
I love your mod. Though I don't like the changes to Ancient Defender you have made.
But you pimped the scout squad extremeley so that I just can't let them stay at home anymore :x (I usually left them home 'cause I'm not into that stealthy-thingy... but now Cyrus and his guys kick asses)
It still seems balancing is the hardest part because on Captain Difficulty it still feels very easy. I mostly get all 15 stars after each mission because of the extreme dps the squads deal, bosses die before they could use any special ability and so you logically choose your squads according to their movement speed. And Thule is just too slow to make any use of him at all.
After completion of this campaign I should try Primarch, maybe that'll be more challenging.
Anyway, even if it in the end doesn't sound like it - I really love your mod
Keep the great work coming... can't wait until your new wargear is finished.
Updated to v1.4.2. Balanced out enemy health a bit, and made the player receive more damage (may change in the near future, and make enemies yet stronger).
Also added in ten pieces of wargear I've added, levels 21-to-30, as a teaser to what is to come. It doesn't look special (due to models not being edit friendly), but it is new wargear, which accommodates to higher levels. ^^
Is it too late to vote that you give assault marines a power axe instead of a sword when you make the changes?
i used your mod and i cant use some of my purchased abilities. sometimes its available on one mission, sometimes isnt. For example, sometimes I can use "to victory", sometimes I can't. and for the Dreadnaught, nano machines? How does that work?
New wargear cool...just out of interest, what files did you edit to add/tweak the wargear?
I was being funny and termed it nanomachines, but in truth, for the time being, it is just a gradual health regen of 5 (maxed out). Not very high, but useful nonetheless.
In the near future I will change it to a trait, name it nanomachines, and have it so that after assigning twenty or so health stat points, you get it, and the five health regen.
Also, that sounds a bit wrong... you are losing abilities? Are you making sure to put a few stat points into energy? I upped the cost of abilities to make up for the massive amount of energy you will have at a later date, when your level is really high.
I edited gameattrib.sga, wargear and weapons sections, for the wargear.
I'll quickly whip up another hotfix of the sorts for the assault marines, to take out their complete powersword godliness, perhaps add in a few more teaser pieces of wargear, and also check out the lost abilities.
One more question, Hacobe. When you lose abilities such as the Rally ability, are you swapping around your command accessories?
Rally is granted by a command item. So is the force field ability. If you swap out command accessories, you are also swapping out abilities.
Just to be sure...
did you just add a health regeneration to Thule or did you remove the "Ancient Defender" ability and replace it with the regeneration?
If you just added the regeneration and left "Ancient Defender" untouched I am also losing abilities ^^
Well the Mechanicus does have nano-machines (repair OR dismantle I think), so a Dreadnought might be equipped with them .
Hmm... M4TriX, that is awkward... I did almost nothing to Thule, other than giving him health regeneration. I didn't touch his abilities, or any such thing... and I personally haven't been losing abilities.
Just to be clear - everyone knows that my mod only modifies the campaign characters? I don't change up skirmish mode or multiplayer - I target my changes at the campaign, and that alone. What I am doing now is essentially the prelude to a grander project I wish to start up once we can edit models, maps, etc.
Regardless, though, I'll be releasing another little hotfix later today (hopefully), which will fix a few wargear names, as well as add some more. Some squads that didn't have tiered gear now do, and others now gain a final tier of wargear at level 30, as opposed to the final tier of level 20.
Last edited by Netrogor; 15th Mar 09 at 10:55 AM.
Sorry for making a request, but in multiplayer your commander "talks" when you select him/order him to attack etc. In campaign, he appears mute to me. The only line he is willing to say is " FOR THE EMPEROR!" with the battlecry ability.
I don't know if it is a bug or it is intentional, but could you please give the FC the lines/soundset he says in Multiplayer?
Or if you don't want to, just please point me at the files I need to edit.
Well, the name of your Mod makes it pretty clear what is changed
Yes, I'm talking about the campaign. Any other squad has all it's abilities but, however, Thule no longer possesses the Ancient Defender ability. It is shown as unlocked trait in the overview screen but I can't use it because it's no longer displayed in a running game.
But don't pay too much attention to that - as long as it seems to work for anyone else, it's probably a very specific problem.
Letting the FC "talk" sounds like a damn good idea - I would love that, too.
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