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

  1. #1401
    there's a simple way to edit it iirc, though i don't quite recall how you actually do it...

  2. #1402
    Member Tyron's Avatar
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    what does iirc mean?
    Youtube of Dow2 Mods
    Lords of the Warp [Closed]
    Black Templar Campaign

    Tyron: Creator of:
    - Lords of the Warp
    - Black Templar Campaign

  3. #1403
    if i recall/remember correctly

  4. #1404
    Quote Originally Posted by harrydude95
    oh, well I guess I would'nt mind playing as space marines, if they used an alternative colour,
    It may be the easiest thing to change for yourself.

    I did as soon as I saw that sea of bright blue. I assume the Ultramarines themselves must use some sort of color filters, since IIRC madness isn't one of the Chapter's known characteristics.

    Take a look in the Tutorial section. You can change them back to the Blood Ravens or introduce your own scheme.

  5. #1405
    Member Tyron's Avatar
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    I would but this just doesn't seem like my sort of mod. I'll stick with other mods

  6. #1406
    Member jaylo138's Avatar
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    @harrydude95
    You're missing the entire point of the mod, it doesn't say "codex" in the title now does it.
    To me this is a game. First & foremost was to make the game more enjoyable & fun to play & remove some of the limitations it has.
    I will take fluff into consideration to a certain extent but i won't stick to a limiting narrow path just because of codex.
    Last edited by jaylo138; 30th Aug 10 at 4:40 PM.
    Remember.... no matter where you go, there you are.

  7. #1407
    Member Tyron's Avatar
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    I know, I don't mind you not sticking to the codex, but the characters have already been used, which kinda does annoy me,
    I don't like seeing the same character used twice,

  8. #1408
    Member jaylo138's Avatar
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    What characters are you talking about?

  9. #1409
    Member Tyron's Avatar
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    Angelos and Thules models

  10. #1410
    Member jaylo138's Avatar
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    You mean these two.



    My versions of a chaplain & librarian. The only thing that's the same as Angelos & Thule are the heads.
    Since these two are special type units they needed more than generic helmets, although in the mod there are alternative helmets that can be used but they're not as detailed as the relic heads.

    If you can model me two different looking heads as detailed as these then i would be happy to use those, otherwise the issue is inconsequential as it's never be mentioned before in over 1400 posts.
    Last edited by jaylo138; 30th Aug 10 at 2:38 PM.

  11. #1411
    This days every thread i visit reminds me that i have to make a Chaplain. Anyway, your mod is great Jaylo and i love mods that don't stick to "codex".
    Pro-Skub, supporting the idea of new heroes for the Last Stand as DLC since 1967.
    Mod forum: SWR

  12. #1412
    Member jaylo138's Avatar
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    Thank you very much for the praise Shuma.
    Alas, i lack the modelling skills people like yourself have so i just try to be creative in what i can do.

    I thought you did do a Chaplain using the Librarian armour as a base, or was that someone else.

  13. #1413
    Someone else, i think it was... Uhhh... Darrius86, he dissapeared shortly after he made the Chaplain though.

  14. #1414
    Member KOKO's Avatar
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    I´m glad to play it again^^
    After 5 miss on Captain i remind you (jaylo) changed the standart bearer, and the company hero get a layer, which shows the 4th entry of color ( chest eagle).
    I use Spectral Blue in my persomal chapter, now it looks to bright.
    Tarkus heads are fixed.
    At the reacon i missed regeneration,it´s slow like in the field.
    Captain is to easy, killed Himmelzkilla in 10 to 15 sec, before in 75 to 90 sec.

    Thats all for the moment.

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

  15. #1415
    I currently play on the second difficulty, i think it's seargent. it's insane. the meridian "defend the generator" level was, simply, a nightmare. i had to use every drop i had and still barely held the generators. if not for avatus with his plasma cannon and the termie missile barrage, i would have been screwed.

    not that it's a complaint. there is a sense of achievement that you feel after getting through a level by the skin of your teeth, particularly when you get to see rhinos, space marines, imperial guard, termies and predators dog pile a tyranid boss and his accompanying lackies.

    i would, though, humbly make a suggestion if it's all right (if not, then my bad):

    even the most basic tyranid unit have a high resistance to bolter weapons, and with the larger squad sizes, a squad of terminators can have trouble with one squad of the little red guys, i don't recall their name right now.

    maybe shrink their sizes, or weaken them against bolter fire, maybe? i dunno.

    i dunno, maybe it's just me.

  16. #1416
    Member trintong's Avatar
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    At first I going to tell Harrydude95 how to edit a squad colour&badge back to Blood ravens but since he not going to play this mod then I will drop it for now.


    Jaylo138, look like we not done with Chaplain just yet. Chaplain in power armor from all weapon change mini mod files when FC have two-handed weapon still use just power fist.


    See you have very quick in fixing that mean you improve in modding that sure is.

  17. #1417
    GREAT mod Jaylo but i have a problem wenever i enter chaos rising campaign it freezes or if it doesnt freeze that the textures are mising and the icons are pink and the models are black the normal campiagnm works tho so im very confused PLEASE HELP

  18. #1418
    It'd be very un-fluff, but does anyone know if messing around in the rbf files is all that's needed to put a jump pack on the mod's apothecary model? It's a minor thing, but if Thaddeus' squad has the special abilities I'd just as soon see them take the apothecary. Though, tactically, that sounds like a really bad idea.


    Re: Difficulty

    I do find that the bosses tend to go down pretty easily. But I never really liked the end-level boss fights, anyway. (More "chore" than "fight", IMO.)

    I like the difficulty otherwise, though I'm not sure about the drop pods. VERY powerful - at least given my current settings (Captain), etc. In the main I don't even want to be able to use them every mission. I enjoy a 4-unit strike force campaign. Esp. with co-op.

    Despite that I do think having the pods in the mod is awesome. And they're easy enough to ignore, or apply a "house rule" regulating their use. (Only defense missions? Only special assignment missions? Only once? Only till a pod unit gets destroyed...?)

    Bling for Thaddeus:

    All done. Thanks for laying out how to go about it, Jaylo.
    For checking out the armors, etc. I used an all-wargear cheat mod.

    I'm looking forward to going through the campaign again co-op with my wife. She mostly played the commander and Devastators last time, and was re-hooked when I demonstrated SquadMod's versions.

  19. #1419
    Yeah I started a game at Captain level and found it a little too easy. Started another on Primarch and it's a little tougher, I lose a squad occasionally if I'm not careful.

  20. #1420
    Member jaylo138's Avatar
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    @KOKO
    If you mean i have removed the banner it's because the banner is set in the units ebps file & in CR armour can change to Chaos so it would interfere. But i don't know why it's missing in vanilla as CR uses different files, i'll look into it.

    By "company hero" do you mean the veteran or the deathwatch marine?
    What teamTex number are you using in the defaultchaptercolours.lua as the vets armour is unique so it only has one tem file while the DW armour has four but i only changed the first one.

    Tarkus heads are fixed. What do you mean?

    Shrines heal your units when you are near them, beacons reinforce your units but i've never known them to increase regeneration. In CR are they supposed to?

    Bear in mind that the mod is supposed to be played on Primarch but bosses always have been an issue, they're either godlike in power or easy to beat. This applies to the unmodded game as well.

    @mred
    Standard bolters have always been mediocre at best, although heavy bolters suppress & CR gives Tarkus different bolter rounds.
    Enemies have to be resistant to something otherwise it would be to easy & i'd much rather have it be the standard bolter.
    Don't forget that when Avitus goes termie his squadmates stay as they are so you always have a powerful ranged weapon team, just keep the enemies off them!

    As for the drop pod termies, they're just mean't to be for support. If they were as strong as the campaign squads or made "codex", again it would be too easy.
    Shrinking enemy squad sizes, blasphemy!

    @trintong
    I'll have a look at those, but it might have been i had a problem getting the single power armour lightning claw to work with the single storm shield as power armour doesn't have dual lightning claws.

    @kattwuver229
    Are you sure all files are in the right place?

    @Tarquelne
    The problem with the apothecary & techmarine is that they are all in one models, so no separate heads or backpacks.
    While theoretically you could add a jump pack to the apoth it would overlap with the original one.

    Like i mentioned above bosses always have been a problem.
    I did try to add squads to the bosses once before but it caused all manner of problems like scar errors & special abilities not working as intended.
    The alternative to this would be to have a lot more squads spawn in to aid the bosses, but that requires a lot of scar know how which isn't something i possess.

    I also use the drop pod units sparingly, mainly for holding actions on maps that have enemy squad generators.
    The predators are especially good for this while your main four squads go about their business.

  21. #1421
    Uhh Im getting 2 Rhinos and 2 Predators from their respective drops. Isnt that a bit much (or does fix 1.4 take care of that?)? I just did the mission where the Nids show up on Primarch and using the Predator drop felt almost like cheating, one tank ought to be enough (I dont even recall if it took any damage, heh).

    Furthermore, seems to me there is just a bit too much gear dropping, I would honestly cut the frequency by 50-75%, if possible for Primarch difficulty.

    Also, just to chime in on the chap and lib head debate. Couldnt they just get recoloured hair to make them somewhat different?
    Last edited by Burns; 31st Aug 10 at 9:35 AM.
    "A million monkeys typing on a million typewriters will never produce Shakespeare. The Internet is proof of that."

  22. #1422
    Quote Originally Posted by jaylo138
    The problem with the apothecary & techmarine is that they are all in one models, so no separate heads or backpacks.
    Gave me the clue I needed. I found a headless JumpPack someone had made just for this sort of thing.

    Hmm... and attaching the Assault Marine's head looks... OK. I can't see the Apothecary's head under it. But it certainly doesn't look as good as the headless jumppack.
    Last edited by Tarquelne; 31st Aug 10 at 9:54 AM.

  23. #1423
    Member jaylo138's Avatar
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    @Burns

    The reason there are 2 is because each pod only drops once, also there are two types of predator.
    Concerning the FC ability to drop two, in the mod pre CR i made a different ability for the FC which replaced the two drop ability.
    But post CR the ability doesn't work so i havn't got around to that yet.

    If you wish to have the predators steamroll enemy squads that don't have anti vehicle weapons that's entirely upto you, but put them in front off ork rokkit launchers or nid venom cannons & see what happens!

    Admittedly the preds are using my custom increased damage weapon files from CR as these are the two preds from the last mission. But don't forget fine tuning is in progress at the moment so i'll copy these two preds & have them use lesser damage weapons for the drop pod versions.

    I haven't altered the gear drop rates, just the level of the gear that can be dropped.
    I assume there's more gear dropped because of more enemy units present. I'll have a look at the ratio's.

    The chaplain needs to have venerable colour hair because he's that type of character, that's why i chose Angelos in the first place. I suppose i could make it slightly more grey.

    But the librarian has hair colour none of the other hero characters have. They have dark brown, light brown & blonde already covered.
    Of course there is bright green or pink....
    Last edited by jaylo138; 31st Aug 10 at 10:12 AM.

  24. #1424
    mod is great, just a little problem....

    Cyrus is a flying head with a gun for me :S am i doing something wrong?

    im using the -dev version

  25. #1425
    Member jaylo138's Avatar
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    The 2.5 version is only -dev at the moment.
    The only thing i can suggest is go into the game's "GameAssets\Data" folder & delete the art & simulation folders, then recopy over these folders from 2.5 & apply the 1.4 fix data folder.
    Also make sure that the tuning.lua & campaign.scar are deleted as well.

  26. #1426
    then go into defaultchapter and change it, to what you like,.. thats what most of us that dont want the Ultra's did its pretty simple just dont use notepad

  27. #1427
    I assume there's more gear dropped because of more enemy units present.
    That's what I think is going on. I modded-down the non-boss drop numbers and it seemed to do the trick. Though today I was fooling around with other stuff:

    Pic:

    Spoiler



    Cyrus is a flying head with a gun for me :S am i doing something wrong?
    Wrong?! You've figured out how to get DOW1's Skull Probes back in the game.

  28. #1428
    Member jaylo138's Avatar
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    I've updated the fix file to 1.5.

    Fixes & changes.

    Added the vehicle healing ability to turrets.
    Power armour Chaplain now has lightning claw with storm shield instead of powerfist.
    Drop pod predators use normal damage weapons instead of double damage.
    Original campaign Tarkus & Vet marine have banners back.
    Removed FC's ability to have an extra drop pod in both campaign's.
    Halved normal wargear drop rate to compensate for doubled enemy squad sizes.
    Chaplain now has grey hair.

  29. #1429
    I haven't found it to be too easy at all, with stuff like Rhinos and Preds getting swarmed more often than not.

    Anyone have any suggestions for fighting Nids? I know that against Orks Cyrus' stealth is great and against Eldar Thaddeus kicks all kinds of ass, but i haven't found that sweet spot that gives me that extra help against the Tyranids.

    I'm currently playing on Seargent (i think, its the second difficulty), and have almost everyone on level 30.

    @ jaylo: I don't have CR.

    though i am working on it lol.

  30. #1430
    I'm guessing that the Terminators added to Thule's squad were there to bring Thule more into line with the boosts received by the other squads. Is the protection aura supposed to do that now, now that the Termies are gone?

    I'm just curious - I haven't gotten to Thule yet in the campaign.

    Another thing I was wondering: How did you make the Devastator helmets white? I was looking at a Devastator ebps and couldn't figure out what made it look different than a tac marine.

  31. #1431
    Member jaylo138's Avatar
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    Yeah, something like that. The termies added to Thule caused problems with the charge ability.

    In the mod download there's an alternate mod folder called "white_helmets". In here is all the helmets team colouring removed & the helmets coloured permanently white.
    There's a readme to tell you where to put them.

    I'm having a problem at the moment with the vehicle healing ability that i added to the turrets, it's not showing up in the turrets ui & i don't know why.

  32. #1432
    i installed just the data and locale folders, and yet people have white helmets (not everyone, but some). im assuming its supposed to be that way, or does the folder give everyone white helmets?

  33. #1433
    Member jaylo138's Avatar
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    Oooops....
    The white helmet art files have sneaked their way into the main mod.
    If you don't want the white helmets delete these folders:

    Data\art\race_marine\troops_wargear\heads\assault_marine
    Data\art\race_marine\troops_wargear\heads\assault_marine_sgt_nobackpack
    Data\art\race_marine\troops_wargear\heads\space_marine
    Data\art\race_marine\troops_wargear\heads\space_marine_sgt_nobackpack
    Data\art\race_marine\troops_wargear\heads\terminator
    Data\art\race_marine\vehicles_wargear\dreadnought_venerable

  34. #1434
    I've looked over the "heads" folder a few times, and I don't see any of the folders from the "white helmets" folder.

    ...I just tried removing *everything* from the "heads" folder, and the Devastators still have the white helmets. (As does Tarkus' Veteran squad.)

    EDIT: Just read the message above. Is there some sort of cache, or something? I'm puzzled. The Librarian, for example, just turned into a big black box. But the Devs. still had the white helmets.

    Are the Dev. helmets connected to the Tac marine helmets? Other than the Apothecary the only other white helmets I see are the Tac Marines, who do have the Veteran trait.

  35. #1435
    Member jaylo138's Avatar
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    It sounds like you're getting in a right mess.
    First off don't delete everything in the heads folder, there are custom heads that need to be in there.

    Just recopy over the heads folder from the mod download & then delete the folders i mentioned above so that the helmets become team colourable again.

    Don't forget to copy over the heads folder in the fix file if you want the chaplain with grey hair.

  36. #1436
    I copied the folder before deleting. I didn't plan on playing that way. I just wanted to test and make sure nothing in that folder was giving the Devs. white helmets.

    I did restart the campaign and quickly play up to Avitas' appearance: His troopers had teamcolored helmets. But re-loading my saved campaign I see the white helmets again.

    Earlier I even chucked in a "space_marines" helmet folder with the teamcolorable .diff file (extracted from vanilla's sga.) Still saw white Dev. helmets.



    Very soon after downloading and trying the mod I deleted the white helmet folders in the Data tree - I figured you'd made them the default and looked at the "white helmet" readme to see which ones to get rid of. IIRC I was playing the campaign with teamcolored helmets for awhile, but then today noticed the white helmets were back...

  37. #1437
    Member jaylo138's Avatar
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    Different helmet colours between save games is impossible without changing the model art files, texture changes are not stored in save games.

    If my white helmet folders are deleted from "Data\art\race_marine\troops_wargear\heads" then the game will use the default team coloured ones in the sga archive.
    Unless of course you are using other custom modded sga archives.

  38. #1438
    I have downloaded what looks like an awesome mod, followed your directions of the install and launched it with -dev on the shortcut and it plays like an unmodded game. Any suggestions? Also no errors or anything like that.

  39. #1439
    Member jaylo138's Avatar
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    More info is needed.
    So you've put the data & locale folders into the GameAssets folder & put -dev into the shortcut.
    Deleted the two files i have instructed in the first post & applied the fix data folder.

    What does the "target line" look like in your shortcut?

  40. #1440
    Quote Originally Posted by jaylo138
    Different helmet colours between save games is impossible without changing the model art files, texture changes are not stored in save games.
    Model files are part of the save?

    Just to be clear: I was comparing the saved (level 14) campaign where I noticed the white helmets and a newly started (level 6 atm) campaign. In the new campaign the helmets are teamcolored. I compared while within SquadMod for both, in the same game session.

    So, outside of whatever is stored in the save, all the same files.

    I was going to take the new game up to the same level/mission. But for a cosmetic "bug"... not worth the effort. I was mostly just curious as to what was going on. Now I'm simply frustrated.

    I'd been messing around with scout and assault marine rbfs, but haven't touched anything that seems at all related to the white helmets. (Not where I haven't re-introduced the original files from the downloads.)

    Oh well. I'm probably going to restart a campaign on Primarch next week. I'll watch the little buggers closely and see if I can't catch their helmets changing color.

  41. #1441
    Nevermind, got it to work, great mod sir. I made a desktop shortcut and it wouldn't work, but I then added the -dev to the steam properties line for the game and it started right up.

  42. #1442
    On the last level Angelos was a big black square/cube thingy. Will try and install again just to check, though wanted to see if anyone else was having the issue...

  43. #1443
    Member jaylo138's Avatar
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    @the_master
    Your desktop shortcut probably pointed directly to the game whereas you need to have it go through steam.

    @mred
    Don't reinstall, it's a bug from CR i'd forgotten about.
    There's also another minor one in the mission where you first meet the techmarine again. His helmet is clashing with a normal marine one. I'll look into them.

    Edit: Fix updated to 1.6.
    The techmarine mission clashing heads is a genuine Relic bug. It seems someone at Relic forgot that the techie is an all in one model & added a normal marine head to the ebps rbf. I've removed it.

    I havn't changed Angelos's files at all but the black cube is a model problem. I think it's because in the 2.5 download i had pre CR vanilla models for his head & armour so i've added the post CR ones to the fix file to overwrite those.
    I haven't tested it yet as i haven't got to the last mission in the vanilla camp & in the CR last mission you have to do the pred section first before Angelos shows up. I've had my arse handed to me twice taking the western route due to the doubled havoc squads, i think the northern route is easier.

    Another little titbit of info that's in the 2.5 download that i'd forgotten to mention, anyone noticed the normal space marine banner?
    Whether it's a bug or deliberate Relic had two black sections down the left & right of the banner squashing the team colourable area towards the middle.
    I've expanded the tc area to cover the whole banner now, you can see Relic's in the 3rd screenshot in the first post.
    Last edited by jaylo138; 1st Sep 10 at 9:07 AM.

  44. #1444
    ah, ok then.

    btw what file did you edit to make the blood ravens the colour of the ultramarines? was it the defaultchaptercolours.lua, or something else?

  45. #1445
    Member jaylo138's Avatar
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    Yep, the Blood Ravens first entry.

  46. #1446
    ah.

    strange, because in mine this is the entry:

    Code:
    {
    	{
    		chapterKeyName = "SM_Bloodravens",
    		
    		chapterNameID = 9109487, -- LOCDB [9109487] 'Blood Ravens'
    --~ 		chapterNameID = 9109488, -- LOCDB [9109488] 'Blood Ravens Chapter'
    		
    		primaryColourName = "Blood Raven Red",
    		secondaryColourName = "Bone",
    		tintColourName = "Chaos Black",
    		extraColourName = "Metallic Gold",
    
    		teamTex = "1",
    		badge1Tex = "sm_Bloodravens",
    
    		usableRaces = { "race_marine" },
    		armyPainterVisibility = true,
    	},
    and yet in game everything else appears blue. unless there's a second file i don't know about lol. i'll figure it out i'm sure.

    [/ramble]

    edit: found it. silly me.
    Last edited by mred; 1st Sep 10 at 6:08 PM.

  47. #1447
    Member jaylo138's Avatar
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    Did the latest fix sort out black cube Angelos?

  48. #1448
    i hadn't checked yet. i will shortly.

    i'm trying to figure out which file it is that changes the wargear drop frequency, as that's a feature i'd like to keep.

  49. #1449
    Member jaylo138's Avatar
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    It's the "tuning_info.rbf" found in the "Data\simulation\attrib\tuning" folder under this section.

    Code:
     | | wargear_type_drop_probabilities: { 
    | | | armour: 1.2f;
    | | | accessory: 0.2f;
    | | | commander_accessory: 0.2f;
    | | | weapon: 1f;
    | | | consumable: 0.5f;
    | | | expendable: 0.5f;
    | | | explosives: 1f;
    | | | medical: 1.2f;
    | | | stratagems: 0.3f;
    | | | ammo: 1f;
    | | };
    Just double the armour, accessory, commander_accessory & weapon entries & this will put it back to normal.

  50. #1450
    So what did the maximum level end up being? Still 30?

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