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

  1. #751
    Member Fallen Angel Ez's Avatar
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    This maybe be impossible to do but in another game I played years ago, Lord of the rings battle for middle earth you could right click on a special ability and when the character came in range of the enemy it would automaticly use the ability.

    Is there any chance you could implement this feature to reduce micro management?

    In example If I right click my characters battle cry ability my character would automaticly use this ability when coming into contact with the enemy.

  2. #752
    Member jaylo138's Avatar
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    Anybody correct if i'm wrong but i think there isn't any functionality for autocast abilities in DoW2.

    A mod doing this was made for DoW1 using scar but unfortunately that's beyond my skill.
    Remember.... no matter where you go, there you are.

  3. #753
    I'm doing a runthrough on 1.9 currently, looking great so far. Quick question do plasma pistols have a shorter range than plasma guns? If so it might make more sense to give the command squad members them when the FC has a two handed ranged weapon (providing the powerfists and storm shields don't have any special properties). Balance feels about right, so good job.
    Imperial Guard... uhh... The bastard child of Orks and Eldar that was adopted by the Tau?
    -Kitanisha

  4. #754
    Member jaylo138's Avatar
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    I'm going to allow myself a little indulgence here as it is my mod.
    I really don't like the idea of a ranged FC, Chaplain, librarian etc. I perceive them as melee specialists & i would like to leave the command squad members i have created the way they are.
    I've never played TT so i don't know how common\uncommon these units are ranged, but what i could do is simply change a custom plasma pistol wargear rbf to use the plasma gun weapon file then equip it on the command squad members.
    Incidently their melee weapons have attacks matching their fx, such as fire, poison & cold damage plus the chaplains fist stuns as well.

  5. #755
    Cool, thats perfectly fine.

  6. #756
    Jaylo I noticed this while working on my mod and think it'll be helpfull here too

    The squad Icon for the karskin is called KASRKIN.dds
    Maybe I am wrong and have been spelling it Karskin, but just a heads up.

  7. #757
    KASRKIN is correct.
    - sincerely, the Sign Painter

  8. #758
    Member Fallen Angel Ez's Avatar
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    Got a problem with the mod. A box keeps appearing in the game and keeps coming up it says

    Fatal Scar error-execution paused

    Invalid Squad* in parmtraits<squad*>:: pop.

    Possibly dead squad passed in function
    Squad_getposition

    Lua ai.scar Ln 1436.

    This happend when I drop pod Imperial guard units into the game. And this is destroy the webway gates mission.

  9. #759
    Few quick things before main post.

    1. I got a Scar error on a defense mission vs Eldar. I think it occurred when one of the two dropped predators got killed, though I am not certain.
    Code:
    SGroup_GetSpawnedSquadAt: Invalid Spawned SqudGroupObs index 6  Lua Defend.scar Ln  1305(?)
    2. I don't think that the vet aura is working on Tarkus. I had him in the first set of terminator armor you get (has a health bonus), I then put him in a set of Lv.20 power armor (no health bonus listed) and the squad had ~3000 more HP in power armor than when in terminator armor. It may not work with terminator squadmates. You may want to consider doing for tarkus what you did for avitus. Wouldn't be a great loss in my eyes as they seem to do more damage with their power armor wargear than their terminator wargear (though that may be only cause their apparently living longer). Your call, but I thought I'd mention it as something seems to be awry still.

    Overall I am going to have to say this version (1.9 Captain) that I am playing seems much more balanced than the 1.8 version. Generally speaking balance seems pretty good. You will of course get punished by big mistakes, but minor ones are survivable. That said I still think some work may need to be done. Ork matchups feel right, with no enemies doing rediculous damage, other than tankbustas which are so rare as to not be a problem, or feeling like they are surviving for an inordinate amount of time. Eldard matchups seem about right as well. The eldar are properly fragile, yet sufficiently deadly if you engage on their terms. The one thing that still seems to be a major isssue in my mind is that Seer Councils still seem to do way too much damage for their squad size and survivability. This is especially prevalent in defense missions where the game seems to like to spawn 2-3 in one wave. These along with the other eldar units tend to rip up your troops at a ridiculous rate. Furthermore, being that there are multiple squads you generally can't tie them all up in melee (particularly when there also Banshees). Worse yet, I think but am not sure that they go through armor just about as easily. There seems to be no real good way to fight them this way, unless you are litterally right up against the asset and thus recieving constant healing and reinforcements. Even then survival is not guaranteed.

    Finally Tyranid match ups are absolute bollocks in my opinion. Guants and termangants aren't really a problem on thier own or in groups, and neither are spore mines or Carnifexes. The big problem seems to be warriors and to a lesser extent devaurers and lictors. Lictors aren't terribly bad, though they seem a little strong for how small the squad is, especially against armor. Likewise, devaurers generally aren't too much of a problem unless they get into melee with a ranged squad, which is fair enough, but they too seem to eat through armor in melee at a rediculous rate like the lictors. This may or may not be a consequence of relic not really intending you to have vehicles other than Thule. I can't really say anything regarding multi, as I don't play. It just kinda feels wrong that something other than a carnifex or hive tryant can kill a predator in melee in such short order. Zoanthropes are really only a magor threat to armor due to their range and damage. However, I am not sure its a problem and mereley mention it as an observation. Really they are pretty similar to tankbustas in that regard. Warriors with heavy weapons seem to be the real problem. The barbed stranglers tears through anything be it scouts, power amor troops, terminators, or even vehicles. Worse still they hit multiple units at the same time and suppress easily. The venom canons are even worse as they seem to have a longer range, fire faster, and cause far more damage no matter the target type. I really am having a hard time placing them into any kind of battlefield role other than guns that fire pure concentrated BS. The barbed strangler seems to be a suppression weapon yet eat eats through anything at an exceptional rate unlike big shootas/lootas, heavy bolters and shuriken plats. The venom cannon on the other hand seems to be the evivalent of missles/rockets, beamy lootas or bright lance platforms yet it fires far faster than either and does far too much damage to be comparable to plasma. The tyranids seem to be the main area of balance that remains with the mod in my eyes. I am not really certain if this is your intent, or merely an unintended side effect of the mod acting on the units relic made (ie increased damage and far more enemies with heavy weapons), but it may be something you want to look at as currently I dread dealing with multiple Seer Councils and Warriors with heavy weapons far more than any boss, tank/carnifex, or any size swarm of standard enemies. That seems slightly off, though it may just be me. That said, you have an excellent mod here that is very enjoyable to play and feels like what the vanilla game should have been (at least with most enemy squad sizes and variety of wargear that you get to use). I just think there may be some tweaking left. I am going to start up a 1.9.1 campaign here shortly.

    All that said, I hope I am not coming off as too critical or demanding (it's your mod after all). I merely am trying to offer some observations that I've made while playing. Your mod is one of the few completed ones that seem to work with the 1.5 patch currently (at least those that are posted here) and this is your time to shine. Until next time , and keep up the good work.

    Edit: Typos fixed.

  10. #760
    Member jaylo138's Avatar
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    Now that's a post.

    Thanks for your feedback.
    I just looked at the vet aura ability & found out what the problem is. Those guys at Relic have specified ebps files to apply the bonus to, namely the three original members of Tarkus's squad, not the squad in general.
    So i just need to apply it to my custom members & all Tarkus's termies.

    The problem with vehicles is the way Relic have implemented them, which is why imho there are no pred's or rhino's in the campaign. Even Thule, who is an upgradeable character has a hard time. I personally don't use any drop pod units.

    I will probably have to drop the venom cannon damage, so i'll look into that & the seers.

  11. #761
    Lone while you may be correct all of the relic files are called karskin, so just to end some confusion look out for that.

  12. #762
    Quick Update:

    I manage to get Thule killed before the terminators. Unfortunatel, the squad becomes registered as unconscionus and thus uncontrollable and the terminators bunch up on the dreadnaught until killed.

  13. #763
    Well, this just confirms whoever at Relic is in charge of IG has little idea about the faction. They shouldn't even be called Kasrkin, they should be called Stormtroopers.

  14. #764
    MAD
    What you have witnessed is the unsused MORALE system, those terminators are paniced and cannot move. Happens SO much in my mod. If you want to get rid of this, and this is a big IF because it can screw with your squads you'll wana fiddle around with
    Code:
    unconscious_on_death: {<br />
    | | | actions: {<br />
    | | | | animator_set_action: {<br />
    | | | | | $REF: "actions\ability\animator_set_action";<br />
    | | | | | action_name: "ui\abilities\medical";<br />
    | | | | | delay: 0f;<br />
    | | | | | fire_and_forget: false;<br />
    | | | | };
    After this there should be a
    cause_squad_to_hunker true; Set that to false and they should still be controllable, but I have had problems with squads being unresponsive so I recommend against it.

    EDIT Karskins ARE Cadian Stormtroopers. They just get their own special name because Cadians are awesome.

  15. #765
    Member jaylo138's Avatar
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    Actually Eihger it's something much simpler than that, i forgot to allow Thule to share damage in his ebps, it's set to false while all the other leaders have it as true.

  16. #766
    How do I install this thing?

  17. #767
    Hi Jaylo,

    How did you manage to give Cyrus all his abilities at once?

  18. #768
    Member jaylo138's Avatar
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    Cyrus doesn't have all the abilities the squad does.
    I added the individual abilities to the corresponding weapon users ebps e.g
    flamer scout - immolation
    bolter scout - suppresive fire
    sniper scout - high powered shot
    shotgun scout - high explosive shot

    Then i edited the sniper rifle, flamer & shotgun wargear weapon rbf that each scout uses to match the way the standard bolter uses slot items.

    Which is to say the bolter uses the "on_equip_squad_actions" & "on_remove_squad_actions", rather than "slot_item_on_equip_squad_actions" & "slot_item_on_remove_squad_actions" which when used on my scout squad caused the slot items to remain at 0.

    Have a look at these wargear rbfs in my mod, they are the scouts edited weapons. They're found in "Data\simulation\attrib\wargear\wargear\campaign\playable\race_marine".

    sm_wp1_sniper_rifle_e.rbf
    sm_wp1_flamer_e.rbf
    sm_wp1_combat_shotgun_e.rbf

    I've updated the mod to 1.9.2.
    Last edited by jaylo138; 29th Aug 09 at 3:10 PM.

  19. #769
    cheers jaylo,

    I dont get much time to mod at all, and you are always the most helpfull guy on the forum.

    Honestly you have answered every question I have ever asked, and I really appreciate it.I hope the other members apprecitate the time and effort you put in.

    One last cheeky question? Any idea how I add immolate to tarkus when he equips a flamer, I am drawing a blank?

  20. #770
    Member jaylo138's Avatar
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    It could be that every flamer wargear has in its "slot_item_on_equip_squad_actions" is the scout requirement
    "upgrade\campaign\race_marine\attrib_bonuses\sm_sco_ra1_weapon_utility_training".
    Removing that might help.

  21. #771
    cheers Jaylo,

    I shall give it a try!

  22. #772
    Member trintong's Avatar
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    Hooray! Tarkus's squad is now seem more likely to stand still with other in fight.

  23. #773
    Member Fallen Angel Ez's Avatar
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    Alright Jaylo your updates are save game compatible? Just making sure. Great Mod loving it!

  24. #774
    Hey, jaylo, thanks for your work and dedication to this mod. Not many working, fun SP mods left.

  25. #775
    Col. FEFF
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    hello, first this mod was very great!!

    But how i can make possible to play with this mod in coop campaign mode pls ?

    And its possible to control the 6 squad at the same time than choose 4 of them ?

  26. #776
    Member jaylo138's Avatar
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    As i don't pack it up s2r222 usually, at some point, makes a packed version of his own & posts it separately.

    To have all 6 leaders at once in the missions has to be done via scar, which isn't my forte.

  27. #777
    Thaddeus' purification vial ability kills allies in the remaining green residue. It's insta-kill for guardsmen and kills Thaddeus' squad in a matter of seconds.
    Last edited by guardsman lover; 30th Aug 09 at 5:16 PM.
    Where's the Bloody Taanks!!??

  28. #778
    Member jaylo138's Avatar
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    Not in my game it doesn't, it does damage all units but i've never experienced damage like you suggest.

  29. #779
    Member Fallen Angel Ez's Avatar
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    If I give my Force commander terminator armour will the whole retinue have termie armour?

  30. #780
    Member jaylo138's Avatar
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    Nope, just the chaplain.

  31. #781
    I see....

    Is it supposed to damage all units?


    Also..ranged Thaddeus' marines all have bolters. Are there any future plans to give them special weapons...such as the flamer that does not need reloading? =)

  32. #782
    Member Fallen Angel Ez's Avatar
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    Is terminator Armour really that good? The chaplain is always the first one to die in the force commander squad. When you give termie armour to Tarkus's squad only the assualt cannon fires when it come into range leaving the guys behind him standing around so I have to keep moving them forward.

    And there is a bug in the campaign, It is on Typhon, The same mission keeps coming up, Defend the shrine which I did but everytime I complete the mission it comes back up when i go back to the campaign screen always saying you have two days left to defend it. I thought it goes away and comes back?

  33. #783
    Member jaylo138's Avatar
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    @guardsman lover
    The ability is the apothecary's toxic grenade simply copied over from pvp with no changes whatsoever.

    As i stated in the readme for 1.9.2, in the first post, that i really don't like the idea of melee specialist units becoming predominantly ranged i won't be doing anything for ranged assault marines.

    @Fallen Angel Ez
    I'm not having a go at you or anything but if you are having a problem with the mod can you please state that "you are having a problem" & not that "there is a bug in the campaign", as you are stating something that you do not know to be absolute & other readers may think there definately is a bug.
    As nobody has ever reported anything like this before & i have never run into this, it seems logical that it is something your end. You could try deleting all folders in your "GameAssets\Data" folder, except the "movies" folder, to remove any remnants of older versions of the mod or of other mods you may have used then copy over the version you are using. Also are you using any other mods?

    While were on the subject of absolutes, the chaplain is not always the first one to die. He has the same power armour def value as the other members & his termie armour has more. It may be that he is targeted more because he is in the front row.

    Concerning weapon ranges, what you don't seem to understand is that unlike DoW1 there is no default attack move. If you just move your units or let them sit there then only the weapons in range will fire, but if you attack move or right click on an enemy squad then all selected units will move into their own weapon ranges & fire.
    Last edited by jaylo138; 31st Aug 09 at 10:53 AM.

  34. #784
    Member Fallen Angel Ez's Avatar
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    Okay thanks. I just thought it was a bug because I complete the mission and its still there. I love this Mod, so much better than the actual version of the game.

  35. #785
    Member jaylo138's Avatar
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    Fallen Angel you also reported a problem with guard drop pod units in the "destroy webway gates" mission.
    I've just tested that as a precaution & no problems so again it must be your end.

  36. #786
    Member KOKO's Avatar
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    And the winner is:Thaddeus.
    Even he landed,some of his mates are still springing and have a second shock.
    The looser is Cyrus.
    By a single shot he moved in range,his mates walk so close to the enemys,they loose their infiltration.Also if they got losses,they loose abilitys.Yes,it is moore "dangerous"...
    The balance over all is so much better then 1.8, i can handle primarch .
    Is fun once moore. Big epic games, especially if you defend against tyranids.
    It is possible to make all with SM only,but it is so comfortable to take the IG as a shock into enemys or defend with tanks.
    Well done. (still level 14)

    edit: seems i get limited by my processor-takes a while to drop a grenade or to move.( Q 6600)
    Edit: Your blue colour fits the Crimson Fists well.
    Is it possible to make a "shining black" ?
    Last edited by KOKO; 1st Sep 09 at 7:47 AM.

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

  37. #787
    Alright here is the latests version of the SGA. It is a little late because I was traveling so I was not able to access the internet to download/upload the last few versions.

    http://www.filefront.com/14443941/Sq....9.2%20sga.zip

  38. #788
    Member jaylo138's Avatar
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    @Koko
    Add this entry to the "armypaintercolours.lua" after my "squad mod blue":

    Code:
     { 
    teamColour = { 10, 10, 10 }, 
    teamSpecular = { 10, 10, 10 }, 
    teamGloss = 0.1,
    paintLocId = 9500014, 
    paintName = "Shining Black", 
    armyPainterVisibility = true, 
    },
    Add this entry at the end of my "SquadMod.ucs" file:

    Code:
     9500014 Shining Black
    I don't think it's your processor, i have a Phenom II 940 quad core overclocked & i get a slight delay, it's probably just the game.
    Last edited by jaylo138; 1st Sep 09 at 11:15 AM.

  39. #789
    Hey, haven't been around much or been able to play with the latest version hope to play some tonight.

    KOKO makes an interesting point about the springing asault squad after jump (ie they jump straight up into the air after their initial landing one or more times). I don't remember if its been mentioned before, but is it a bug present with the standard game, something introduced unintentionally after adding more than 3 guys to the squad, or something else? I've only encountered it while using this mod, though I don't use the assualt marines much normally. I have also noticed the issue where the people in Cyrus's squad tend to move close enough to the enemy to be detected when using an ability (especially shotty and flamer). I think it might be due to the larger enemy squads sizes and their tendecy to spread out (seeking cover?). It seems that the squad has a certain footprint separate from that of the individual units in it, that if if a cloaked enemy is on that footprint, though not close enough to a member unit to be detected normally the cloaked unit is detected anyway. I assume this is some kind of issue that results from increased squad sizes. Alternatively, it could be that certain ability target the center of a squad instead of the member selected like snipers (don't know for sure), and that it causes the short range members to run into the squad trying to get the center into range.

  40. #790
    Member jaylo138's Avatar
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    To be honest i've no idea why the assault squad does a second jump, but it's not a bad thing!
    In my experience though it only starts to happen when Thaddeus has learnt his last melee skill, the one that gives him free ability usage.
    With the increased enemy squad sizes the assault jump can be an absolute life saver, especially against the tyranid.
    You finally feel the shock effect of an assault jump, something that didn't happen with Relic's tiny squad sizes.

    Concerning the scouts, it may be because i've assigned each of Cyrus's weapon abilities to individual scout members to get them all at once & if a non leader unit moves then all have to follow.
    I personally don't use the scouts much if at all after getting Thaddeus, as i prefer 3 melee squads with AV\area effect devastators following.
    Although it is pretty cool to get a shotgun up real close to an ork squad & turn most if not all into red mist!

  41. #791
    Member KOKO's Avatar
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    Thank you so much. Perfect!
    (btw:the burn ability of Cyrus killed several tyrmas, bcs after 1st sqaud is killed,a second run in the same place^^)



    ..come together...right now....over me (The Beatles) ^^
    Last edited by KOKO; 2nd Sep 09 at 11:20 AM.

  42. #792
    Immolate is a lifesaver; a prolonged immolation can burn a group of warriors to ashes.

  43. #793
    Member Pocktio's Avatar
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    My laptop is fixed and inbound to my Volcano-Lair today so I can get back into this mod, wewp. Updates looking smexy.
    Knife King of Doltland

    I'm not surprised. Anything within three feet of you seems to end up full of knife shaped holes.

  44. #794
    Jaylo, as always your work is excellent. love the new squad sizes,, weaponry and abilities.

    the plasma cannon fix wouldnt work for me (he was still firing that beam weapon), but i appreciate you taking the time out to try and fix it. thanks again.

  45. #795
    About plasma cannon... fix was working, but after giving termie armor for Avitus, plasma reverse to beam weapon.
    About additional deavastator marines.
    They often walk far away from Avitus and deep behind frontline (something wrong with their morale or attitude... ;D ), and their firepower is lost. Very annoing especially in defend missions
    Sorry for bad english - it is not my native language.

  46. #796
    This mod seems to have reached perfection....any future plans jaylo?

  47. #797
    Member KOKO's Avatar
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    Tarkus should be able to use plasmapistol.
    I´m not shure about energy axes.

    LOL...isnt that easy as it always looks, what a big reinforces...
    Last edited by KOKO; 2nd Sep 09 at 1:06 PM.

  48. #798
    Member jaylo138's Avatar
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    @gbh1138 & mred
    I forgot to add the second piece of wargear after the update, as termie armour uses 1-handed wargear weapons i had to create 1-handed wargear rbfs that used the 2-handed weapons that the devs use.
    Works fine with both armours.
    Download in first post.

    @gbh1138
    The units seeking cover mechanic is how Relic have designed it, not the mod.
    You only have to right click on an enemy squad & all your units will move in range.

    @guardsman lover
    I wouldn't say that, there's always something to add or fiddle with, a biggie being the ability to have all 6 squads in the campaign.
    Although that probably won't come from me as i have little knowledge of scar.

    @Koko
    I could add plasma pistols to Tarkus, but then bolt pistols would become obsolete.
    So i'll leave it as it is so you still need to use them for a melee Tarkus.
    Last edited by jaylo138; 2nd Sep 09 at 1:41 PM.

  49. #799
    Member KOKO's Avatar
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    After all your work this is now the maximum of the possibles.
    You show how much potentiel is in this game.
    It should be become better IF relic take moore time for SP.
    So the next big change came during they offer a new race.
    (or campaing and give us what BR really needs-a Librarian of his own.)(new model).
    But after playing every day, i found so much details in-game,that i should show my respect for the desigers.


    Long time ago someone asked if this game is the money worth.
    Since your work: YES, absolutly^^

    edit: sometimes i get scar errors to,but that is if i use IG whom reinforce.Then i go outside and it ends.
    Last edited by KOKO; 2nd Sep 09 at 1:26 PM.

  50. #800
    Thx for quick response Jaylo.
    I finished SP campaign few days after receiving pre-ordered game and thanks to the modders i can enjoy this game again. (And again,... and again... i hope ).

    Ninja edit
    @KOKO - this game is worth of it's price, absolutely

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