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The Squad Mod 2.5 for DoW2 v2.2 & CR v2.3[Updated 01/09/2010]

  1. #251
    Nellum
    Guest
    Jay i got something strange

    I had 2 stage random Default Armor to reward :]

    and chaplain is pretty good

  2. #252
    Xerotech
    Guest
    I've been having alot of fun with this mod (both with playing and with tweaking (such as replacing the plasma cannon devastator with another missile launcher (PC+Melee = friendly fire death)). I have a few questions:
    1) Does the Techmarine actually provide any beneficial effects?
    2) Would it be possible for you to upload/email the plasma pistol files for the vet and apoc from the 1.4 version? (the one before you replaced them with "stormshields")
    I've been working around it by copying and renaming the file for the "e" version.
    3) *Completely unrelated* How would one go about removing the setup time from the sniper rifle, Naaman's Silence?

    And a comment:
    I'm not sure what causes it, but I've been able to drop in 3-4 predators on a couple of missions (ie drop one and 10min later be able to drop another (even if one or more were already present)).

  3. #253
    Member liniv's Avatar
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    Hi i only wont the imperial storm tropper and predator drop cud you send me thos files please!!!!!!!!!!



    PS sorry for bad spelling

  4. #254
    Member jaylo138's Avatar
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    Kasrkin reinforce fix can be found in the first post.
    Remember.... no matter where you go, there you are.

  5. #255
    Member liniv's Avatar
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    yes but i wont the kasrkin drop and predator drop cud you send or upload those files

  6. #256
    Thanks for the fix! The predator has 15000 HP now XD
    Where's the Bloody Taanks!!??

  7. #257
    Member jaylo138's Avatar
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    @liniv
    For the moment i'm leaving them as part of the mod, for the purpose of adjustments.

  8. #258
    Not to mention, the kasrkin make for great point-capturers as they free up a squad from menial work during heavy firefights.

  9. #259
    Member liniv's Avatar
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    cud you tell me how to do it

  10. #260
    @ Xerotech:
    In the Naaman's Silence RBF is this entry:
    | | negative_statistics_strings: {
    | | | string: 9110024;
    | | };
    To remove the set up time, just delete the 2nd of these 3 lines.

  11. #261
    Member jaylo138's Avatar
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    @Rodzaju
    That's wrong, that string entry is just text. Anything to do with the workings of the weapon is done from the weapon rbf.

    @Xerotech
    This is what you need to adjust from the "sm_sniper_rifle_naamans_silence.rbf" located in the "weapons" folder. Adjust the duration.

    Code:
    | | setup: { 
    | | | duration: 2f;
    | | | rotation_rate: -1f;
    | | };

    Last edited by jaylo138; 20th Mar 09 at 6:00 AM.

  12. #262
    Is it just with me or why is that when i activate -dev mode i wont get archivements?

  13. #263
    Member jaylo138's Avatar
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    It's not just you, i don't know why achievements are not possible when using -dev.

  14. #264
    if u equip the termi armor with your fc, the "chaplain" and the apoth run to the enemy and then just stand there , it must be because they dont have ranged wpnry?

  15. #265
    Member jaylo138's Avatar
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    Added a little bonus change to the chaplain for you guys to try out, check out first post for more info.

    @craft-star
    Unfortunately the termies ranged weapons are considered 1-handed so their power armour equivalent is 1-handed melee + 1-handed ranged & as i've changed the ranged for storm shields this is a side effect.

  16. #266
    Xerotech
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    The Kasrkin squad is pretty cool...albiet they seem kindof wimpy (might just be because I only tried them at lvl 4 or 5ish...so higher level scaling might help.)

    They have however inspired me to ask: Is it possible to modify the effects of weapons? (such as making laser versions of some of the other weapons) I think a rapid firing pulse-laser heavy bolter would be cool looking (yeah, I know...wouldn't really be a bolter anymore)....or a laser sniper rifle...or a plasma missile launcher...lol (my mind is running away with itself)

  17. #267
    Very possible, the look of the weapon is only determined by it's render which is set in the warger rbf file, what it fires is determined by the weapons individual rbf file.
    Brothers of the 4th Dow 2 Mod

    If I charge, charge with me
    If I fall, avenge me
    If I retreat, kill me

  18. #268
    I find myself laughing when the stormtroopers are knocked back and they finally make some noise XD

  19. #269
    Member KOKO's Avatar
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    The chaplain (angelos model ) should use a axe+pistol or a 2 handed weapon.
    It´s looking to me that you get out of controll - why do you take IG parts to the super-heros-of-the -emperor ? There is no need for thoose rubbish soldiers !
    Even you are able to show what can happen by modding, do not loose your goal , a mod for the campaign where all works fall to the SM.(smile)

    I like your idea for sharing your colours (ultramarines),but then-is it possible to make a dos-batch to change them into others chapters like the Black Templers ? Only a question.I think not,as i understood that you have to extract files with a extra tool ?

    Anyway - vers 1.5 fits me well and i´d never play vanilla anymoore.Thx a bunch.

    or : replace it wiv da powah of da Waaagh. (Gorb)
    "They're not blue coloured Blood Ravens, they're Ultramarines."(jaylo138)

  20. #270
    Dam, I places the date folder in the game assets folder, added the -dev command to the back of my steam shortcut, but it still wont work. Can some1 guide me in case I did something wrong?

  21. #271
    Member jaylo138's Avatar
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    @KOKO
    As part of the next update i've changed the weapon loadout of the command squad some, but the chaplain is going to keep his powerfist as i took the time to retexture & recolour it plus it looks cool

    The kasrkins are there so people that want them can use them, you don't have to use them.

    Changing the campaign chapter colours is very easy, the best way is to choose a colour scheme ingame with the army painter & make a note of the name of each of the 4 colours.
    Then open up with wordpad "Data\config\defaultchaptercolours.lua" & in the very first entry rename the colours to match the colours you have chosen, you can also do this with the badge texture as well. Names for the badge textures can be found in "Data\art\badges\units", note when renaming you must keep capital letters where you see them in the file. This is an example of the first entry in my "defaultchaptercolours.lua" as i play with the Ultrmarines.

    Code:
    chapterKeyName = "SM_Bloodravens", 
     
    chapterNameID = 9109487, -- LOCDB [9109487] 'Blood Ravens'
    --~ chapterNameID = 9109488, -- LOCDB [9109488] 'Blood Ravens Chapter'
     
    primaryColourName = "Metallic Blue",
    secondaryColourName = "Metallic Blue",
    tintColourName = "Abyss Orange",
    extraColourName = "Abyss Orange",
     
    teamTex = "1",
    badge1Tex = "sm_Ultramarines",
     
    usableRaces = { "race_marine" },
    armyPainterVisibility = true,
    @jianjian94
    Do you have a legitimate copy of the game or a downloaded torrent?
    Last edited by jaylo138; 24th Mar 09 at 9:02 AM.

  22. #272
    Perhaps Jian Jian forgot the -applaunch 15620 line?

  23. #273
    Member KOKO's Avatar
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    First of all - thank you very much for the serious and responsible answer. That helps me moore than i suggest.
    Second - I try 1.6... and want to say : Awesome . This looks like it should do from the begining on ! I´m still looking for words to describe what i feel. ....
    Third - Oncemoore, thanks for sharing YOUR work with casual gamers like me !

    Your advise give me faith in changing files (shure,it´s easier to copy & paste then alter a file^^ ), but the misdirection wait always for me^^ So after your post there is light in my future.^^ At now it works very well and in the night i will looking to change the common (ultra) to my loved templars. But now i have to play with your stuff ingame.(Who knows how long)
    Did i excuse my english ?
    Indeed , i´m very grateful for your works and wont forget your name.
    At this point i will never say anything about your decisions about IG^^(or others).
    RESPECT !!! (and thanks for the defaultchaptercolours.lua" i could not find before.

  24. #274
    I have a legitimate copy, I bought it from a shop. And I did add the applaunch line, but I can't get it to work. Someone help me.

  25. #275
    Member KOKO's Avatar
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    The applaunch line will be automatical set after you registered at steam. Plz add the "- dev" behind them.

  26. #276
    Member jaylo138's Avatar
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    @jianjian94

    Have you put a space in at the end of the line before you add -dev?

    Code:
     
    "C:\Program Files\Steam\steam.exe" -applaunch 15620 -dev
    @everybody
    I was thinking of replacing the beaky helmets with the faceplate grill helmets, anybodies thoughts on this?
    Last edited by jaylo138; 25th Mar 09 at 8:55 AM.

  27. #277
    But beakies are cool....at least save one for Tarkus' squad XD

  28. #278
    Member Chaos Godstone's Avatar
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    @Jaylo138 - I've been playing on 1.5 of your mod and have been modding it!

    I already have a healing aura and the Techmarine can build multiple turrets and one beacon per deployment day, but I am stuck on giving the techmarine a repairing aura, as the healing aura code changed to reflect the blessing of the omnissiah's and repair's, the latter of which I have had the techmarine using, does seem to do no good.


    Do you, perhaps, have any suggestions?

    Thanks in advance and for the mod.

    - Edit - downloaded 1.6 and will work it in to my 'fiddlings' tomorrow, could still do with repairing aura as repair button takes space on the taskbar leaving only two spaces for the force commanders upgrades!
    Last edited by Chaos Godstone; 25th Mar 09 at 9:09 PM.

  29. #279
    Yes jay, I did add the space. I'll try again, but I think maybe its because I placed the data folder into the wrong place?

  30. #280
    TTurgor
    Guest
    Sorry for question, but does this mod work in co-op playing ?

  31. #281
    Member KOKO's Avatar
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    This mod has no changes to MP or SKIRRMISH,except the coulors from vers 1.6
    My skirmish with 5xAI on normal in XP (9.0c)

    Last edited by KOKO; 26th Mar 09 at 6:50 AM.

  32. #282
    Strief
    Guest
    Hi Jaylo:

    I finally got some time to really dig into this mod/campaign, and I have the following feedback

    DISCLAIMER: The mod is amazing and I'm having barrels of fun. I love the Ultramarines look too. This is just constructive criticism.

    1) First of all, I have to recommend removing the plasma cannon from the Avitus squad. Due to the poor interface / lack of stances in DOW2, there is no easy "hold fire" command, and as we all know, plasma cannon friendly fire devastating to your melee squads. I basically had to take Avitus and stick in him in the corner of the map for every mission until I got Thaddeus, now he'll just be riding the bench permanently. I'd like to say terminator armor will get him back in action but we all know how good Avitus Terminator AI is.

    Could we get the plasma dev squad member changed to a ML, HB or something else? I know one of the other mod developers was working on some lascannon action ... it really doesn't matter though, anything would work.

    2) Is there any way to add some custom wargear to the level 1-13ish missions? Relic added very little choice in what to use for earlier levels unless you have all of the preorder wargear. I was going to add in all the custom wargear, but I like to just try one mod at a time. The only reason I am asking about this is that the point distribution / levelling curve you've implemented allows for more squad specialization earlier -- but there are no items to support the traits you unlock. Power swords, plasma pistols, etc.

    3) I think I missed the post where you made the standards into an accessory slot item instead of commander slot. Interesting change -- really makes you want that "commander slot" on all your squads, to spread around all the cool jump packs, teleporters, and banners you get by the end of campaign.

  33. #283
    Member jaylo138's Avatar
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    @Strief

    I will look into the plasma cannon to see if i can disable the disruption to your own troops.

    For the next update i've taken most of the wargear in the bonus folder & the pre-order wargear & made them available for chaff,bosses & mission rewards.

    I've also made halos standard accessory items as well. Unfortunately all the commander items have the FC's head attached to them, so it's currently impossible to add them to anyone else.

  34. #284
    Strief
    Guest
    @Strief
    I will look into the plasma cannon to see if i can disable the disruption to your own troops.
    There's a thread on this in the Space Marine forums, and I think most people agreed that they don't want "magic artillery". Hard to say what the right way to go is, considering there is no way to say "OH GOD NO AVITUS DON'T SHOOT YOU FOOL".

    I think at this point if I had to choose, I'd pick a direct replacement with an ML over a "magic" PC. Magic artillery would just make everything too easy, I think. I'm happy with taking the plasma cannon on some maps, I just want to be able to CHOOSE (ie, by equipping it to Avitus). For the backup squad mates, HBs and MLs fit the bill best.

    Note: I'm happy with a quick and dirty edit to a file too, if that works.

  35. #285
    I tried everything and the mod still does not work. I even went to the extent of reinstalling the game in case i did not delete some other mods properly. I did everything on the readme file. I places 'Data' folder in the gameassets, 'Locale' folder in the gameassets and added the -dev command with the applaunch line. IT STILL DOES NOT WORK. But im patient...would wait for help.

  36. #286
    i'm sorry, but i have to disagree with the sentiments above. i love the plasma cannon. ok. sure, it disrupts your own infantry, but it's never been a huge issue to me.

  37. #287
    Greetings! First of all i would like to say, that your mod is really awesome!
    However there are things to fix:
    1)Boost the damage and add new abilities to Predator (i'm playing on Captain Difficulty, so dunno about others). IT's damage is too low, and it's usefulness is very low. So if u can, can u make it like Razorback? I mean adding Smoke Launchers and making it transport-bunker for infantry?
    2)Imperial Guard is weak and a bit pointless. Maybe adding them some random abilities from other squads? (perhaps even other race?) I think something like High-Powered shot but with greatly reduced damage as an ability for them will suit them well. + some kind of grenades etc. Boost their damage and armor a bit and they'll surely deserve their accessory slot =)
    3)Also is it possible to ad that "Power of Zeal" feature from multiplayer to campaign? I think that'll be even moar awesome! =)

    P.S. I also think that Plasma Cannon is something really weird if u r using melee squads as well. Right now the only choice to compensate that is too keep Thad on reserve constantly and equip FC with Heavy Bolter.

    Also please, can u remove that "Unable to equip this with Heavy Bolter" from Banner/Hallo/JP/T-port?

  38. #288
    Member jaylo138's Avatar
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    @everyone

    The plasma cannon issue is a tricky one & i will have to consider it a bit more before i decide what to do, but bear in mind for the next update i've increased all enemy squads to double their original size!

    @miketwistam

    As part of the next update i've added 2 more drop pods that hold a rhino & a guardsman squad, but currently there are considerable issues with scar errors on certain campaign maps when the rhino is loaded with troops.
    Also as there are 4 pods now any commander will be able to use them so you will be able to spread them around.

    The predator in the next update will be the pvp one rather than the possibly unfinished campaign one i was using before, the pvp one's weapons do twice as much damage!

    I will not be adding anything to or making the kasrkin\guard squads stronger, the point in adding them is not to replace marine squads but to add a bit of flavour, a modicum of damage & an extra target for the enemy.

    To be honest i don't play skirmish as i need a storyline to interest me rather than a simple skirmish battle & as the campaign & skirmish sides are quite different in this game i'm not really aware of much from the skirmish side.

    The reason commander items cannot be equipped with heavy weapons is a simple one.
    The item models come with a backpack or a ref to a backpack model & the FC's head, so they cannot be given to any other commander nor used with heavy weapons or terminator armour as the models clash.
    The one exception to this is the missile launcher, as it's only restriction is the jump pack.
    In my opinion Relic messed up when allowing FC's to equip heavy weapons, they should be on the front line delivering smackdown to the enemy not cowering at the back with a plasma cannon!

    Note:
    I've removed the Filefront links to the mod as they are shutting down indefinately from march 30th.
    Last edited by jaylo138; 27th Mar 09 at 12:19 PM.

  39. #289
    Strief
    Guest
    Quick question Jay -- if I do the preorder wargear "How-To", will it conflict with anything in your mod?

    PS: Is removing the Dev PC something easy to do myself?

  40. #290
    Member jaylo138's Avatar
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    Nope, i don't change anything in the first mission file.

    If you want to change the plasma cannon open up this file, you do know how to convert & edit rbf's right?

    "Data\simulation\attrib\ebps\campaign\playable\race_marine\troops\sm_devastator_marine_pc.rbf"

    At the end of the file under the wargear_ext are 5 entries for the plasma cannon, you must replace these with your weapon of choice.

    I'm going to have a look at changing the pc devastator marine's weapon file to maybe a form of brightlance weapon.
    Last edited by jaylo138; 27th Mar 09 at 1:06 PM.

  41. #291
    Mwahaha, I edited the Kasrkin squad so it's a 20-man squad with 8 stormtroopers, 1 storm sarge, 9 regular IG troopers, and 1 regular IG sarge.

    One thing I have to ask. Even before I edited the files, how come some of the Kasrkin die after they're deepstriked? It seems as though an invisible force landed on top of them. However, they instantly reinforced from the predator and the drop pod the space marines landed in.

  42. #292
    Member jaylo138's Avatar
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    I think its to do with the fact that the drop pod blast only exempts space marine race or hero units even though i changed the copied kasrkin units to race space_marine they still get hit.

    But the only reason their not completely destroyed is in the sergeants ebps i enabled leader sharing damage to true.

    In the next update i've changed the drop pod blast ability for their pods to not hit light infantry, so they don't get hit at all now.

  43. #293
    Strief
    Guest
    @Jay - - I'm not looking to change the PC itself, I just figured I'd replace the PC dev with a missile launcher dev. Not quite a big of a punch, but has some disruption without FF and will be nice vs vehicles.

  44. #294
    Problem here.

    I tried to change army colours in campaign to default. I have replaced the entries in defaultchaptercolours.lua just as you suggested, but it seems that every army in campaign is black. I also tried changing it back to your default Ultramarines but it did not worked.

    Any ideas how to solve this?

    BTW, great mod.

  45. #295
    same problem as zeiden's. Change'd to Chaos Black and now every race's colours are black..strange.


    P.S. also when can we expect the update? =)

    P.S.S. can u also link me RBF-converter please?

    thanks.
    Last edited by miketwistam; 29th Mar 09 at 5:41 AM.

  46. #296
    Good news! I got it work work!

    EDIT:
    I downloaded the powerfist and hammer file for my game. But I realised that the chaplain is using the powerfist TOO much, I nvr see him use the hammer, so I wonder how I can revert it back. I accidentally deleted my backup files for my chainsword rbf file and hammer rbf file, so can some1 help me? I want to revert back to only the 2-handed hammer.

    EDITEDIT: I managed to revert back to the 2-handed hammer the hard way. Now I just realised that all the marines wear beaky helmets, why? Maybe this is a known issue and I may have overlooked it. However, incase it is not, I would voice it out.
    Last edited by jianjian94; 29th Mar 09 at 6:29 AM.

  47. #297
    Member KOKO's Avatar
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    As i read somewhere that the notepad does not work like a wordpad, i copied the Templars and cut the Ultra (copy&paste since i got no office ), but i get a black army with the Sanguin Bagde. Looks like the direction of numbers came in conflict ? Wasnt there a pink-corection at the end of line ? Or did the colours.lua dont effect bcz the sga is first ?

    (knowlegde is power, nothing to know makes nothing )

    EDIT :In your bagde-mod is the change. So as i understood sga-files need a extra tool. Should i use one to edit "my chapter" - is there no other way ?
    Last edited by KOKO; 29th Mar 09 at 11:09 AM.

  48. #298
    Member jaylo138's Avatar
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    Mod updated to 1.7.

    I don't understand how you can have problems changing colour schemes, i simply change the name of the colour, keeping capital letters & it changes in game.
    Perhaps you could post your defaultchaptercolours.lua entry so i can see what you've put in.

    @KOKO

    If you are using my sga for the badge mod & the squad mod, then don't.
    Only the sga has tentacle pink moved to the end as this is needed for co-op & multi.
    The squad mod is single player only so i havn't moved the pink as this would disrupt all peoples army painter custom schemes who already use the mod.
    Last edited by jaylo138; 29th Mar 09 at 12:00 PM.

  49. #299
    Nellum
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    Great job for update Jay :]

  50. #300
    Member KOKO's Avatar
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    I open your defaultchaptercolours.lua who came with 1.6 with NOTEPAD. Copy the 4 colours from Templar below in the list with every space. Cut the colours of the default (your Ultra-colours) and past the chaos-white-chaos-silver in.
    Same with the bagde. After starting the game anything turns to black and a pink place on the star menue at the chaplain ( angelo) at the bagde place. But the aquads shown the sanguin bagdes( first in line of the mod). My current enemys NIDS went to black too.
    I removed the defaultchaptercolours.lua with that one from 1.6 and still get what it supposed.
    Make no sense to show a entry, bcz i´m very serious about that^^ Seems it effects at another place.
    My experience with copy & paste told me to make everything the same like it is supposed,with any single sign.
    But as you demand, i´ll always hear what the man said^^

    -- see end of file for a variety of faction names
    ChapterColours =
    {
    {
    chapterKeyName = "SM_Bloodravens",

    chapterNameID = 9109487, -- LOCDB [9109487] 'Blood Ravens'
    --~ chapterNameID = 9109488, -- LOCDB [9109488] 'Blood Ravens Chapter'

    primaryColourName = "Chaos Black",
    secondaryColourName = "Skull White",
    tintColourName = "Chaos Black",
    extraColourName = "Metallic Silver",

    teamTex = "1",
    badge1Tex = "SM_Blacktemplars",

    usableRaces = { "race_marine" },
    armyPainterVisibility = true,
    },

    {
    chapterKeyName = "SM_Bloodravens_COOP",

    chapterNameID = 9109487, -- LOCDB [9109487] 'Blood Ravens'
    --~ chapterNameID = 9109488, -- LOCDB [9109488] 'Blood Ravens Chapter'

    primaryColourName = "Metallic Blue",
    secondaryColourName = "Metallic Blue",
    tintColourName = "Abyss Orange",
    extraColourName = "Abyss Orange",

    teamTex = "1",
    badge1Tex = "sm_Ultramarines",

    usableRaces = { "race_marine" },
    armyPainterVisibility = true,
    },

    {
    chapterKeyName = "SM_Darkangels",

    chapterNameID = 9109489, -- LOCDB [9109489] 'Dark Angels'
    --~ chapterNameID = 9109490, -- LOCDB [9109490] 'Dark Angels Chapter'

    primaryColourName = "Dark Angels Green",
    secondaryColourName = "Dark Angels Green",
    tintColourName = "Dark Angels Green",
    extraColourName = "Metallic Silver",

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