By gork and Mork that thing is stupendous given its current state
Edit: @Cylarne_04 ever heard of the third war of Armageddon? Plenty of BT's and Orks in that one hehe
By gork and Mork that thing is stupendous given its current state
Edit: @Cylarne_04 ever heard of the third war of Armageddon? Plenty of BT's and Orks in that one hehe
There's three types of folks in this world, those who serve the Emperor willingly, those who serve the Emperor unknowingly, and those who stand in the way of the Emperor's armies..you better hope your the first two.
@Souske: Ah ha! Brilliant! Shoot, smash, chomp, stomp!
EDIT: @Jones: Yeah, actually Thudmeizer's question is mine. Who made it? Applause goes to this person.
Last edited by Cylarne_04; 24th Dec 10 at 12:09 PM.
Nice!
I just tried out this mod, and I got wiped out by the easy AI....LOL.
How....I mean... umm... I guess I need to practice with them. How come they can't...err...follow orders after getting into close combat for awhile? Its like they've gone on a berserk rage..... hmmm.
Anyways...nice usage of melee...these guys are...really over the top with it.
One thing though....the neophytes click their shotguns really loudly....
Where's the Bloody Taanks!!??
Black Templars are supposed to be crazy melee types. They're not Black Rage-ing Blood Angels though, just really fanatical about cleansing and purging filth from the Emperor's Domains. The best way to do that is with bolt pistol and chainsword so you know they're dead.
I know...they're so hardcore compared to the typical space marine faction.... Hell, even their predator tanks, dreadnoughts, and landspeeders are better.....storm bolters everywhere.
I guess their only disadvantage is that they can't be controlled sometimes when they get very angry......
This mod is looking great. I take it you're going to work on it more now that Dawn of Steel is finished?
I haven't, but its just that when compared to the standard space marines, the Black Templars seem to beat them in every way except for shooting. But even then the Crusader Fire Support squads have better weapon options. I guess the only disadvantage of the Black Templars is getting them to kill who you want to kill, and closing the distance where a certain number of them will most likely die.It seems like as you never played FOK mod before? All this 3D stuff made by Melooo and FOK team.
Also, the Veteran Sergeant from the command squad can't detect very well (it only happens once in awhile).
Last edited by guardsman lover; 21st Jan 11 at 12:57 PM.
Yes, this "last year version" is unbalanced...
While basic Crusaders Squad have only 5 "full profile" space marines( and other members - are neophytes), Assaults Squads are in full strength, upgradeable, and, by my mistake, has squad_cap = 2 instead of 3. So they are can overwhelm everything.
P.S. Do you want to test a current build?
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Sure.This mod is looking great. I take it you're going to work on it more now that Dawn of Steel is finished?![]()
Last edited by jONES1979; 31st Jan 11 at 4:28 AM.
I can if you allow me to. =) I don't write reports very quickly though.
It can be done easily. Just read one of the tutorials and you are all set to go.This mod is looking great. I take it you're going to work on it more now that Dawn of Steel is finished?
I just merged mine with Steel Legion. Not sure should i try to upgrade the vanilla race with FoK units. I did it with DC.
Thank you for the mod. It works very well, even if merged SL with BT.
I hope to see more releases of this mod. Let me know if you need help to test it.
How should we properly install this mod? I can't find instructions on how to get it to work.
Thanks!
"Cold and fast, Soul Drinkers!"
Okay, I did all of the above and started the campaign as Space Marines, but I can't play as the Black Templars. Is that not done yet or what?
Sure, cause You've download a first beta version from 28.Feb.2010.
But even now, the campaign conversion is not done yet.
Btw, I've upload a "new" build some days ago. There are RL reasons, that slow down my development progress.
"Ex altera parte", now there are greater opportunities for further updating and replacing 3d and sounds assets, though it requires to spent some time to get the result
Here is a link to the new and latest public build. http://www.filefront.com/17828952/BT...2011-01-21.7z/
Don't forget to completely delete the old version (BTmod folder).
Also, for new users, you must have an Advanced AI v3.2 mod installed (See the first post for link).
Although this build don't change anything in SS campaign, I'm curious, are You (mod players) able to run the Campaign during BT mod activated? Some my friends reported about CTD, after they are press "start" button in Race Selection screen.![]()
Last edited by jONES1979; 26th Jan 11 at 6:04 AM.
I have been able to play the campaign normally. Thanks for the clarification!
works fine to me.
The mods looks great and seems to work fine. A couple of things:
- Some tooltips for upgrades have $norange problems. Mostly on the Land Speeder and the Razorback
- The objective point doesn't work when I merge the mod with my mod conglomerate, which is strange because it uses Objective_point_SS. Also is it very difficult to make them use them use the vanilla SM banner?
Last edited by RMX; 26th Jan 11 at 8:31 AM.
There's $norange problems for the heavy weapons, but looking at the icons you can tell what they are...sorta. Assault cannons, heavy bolters....good stuff.
This (which banner showed) is defined in Objective_point_SS's WHEs of relic struct/crit points/objective struct models. I don't want to touch them..., see here why.
If you have a "mod conglomerate" this mean you have a separate .module file to start a game? So try to add a reference to "Objective_point_SS.module" to the your top level .module file
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Check the \BTmod\Locale\ folder. Copy and rename English\ folder with your language name.
If it is no help you -> This mean that a "\BTmod\Locale\English\DoW40k_XP.ucs" file (which I still use since FOK 3.5 release) has a range conflict with any other UCS file from others mods that you use. This will be reported in the start of "warnings.log" file.
This issue will be fixed/solved completely only when I will update whole my mod's UCS values used to my unique range that I "requested" here. See first post of that topic for clarification.
Last edited by jONES1979; 26th Jan 11 at 9:28 PM.
I think it conflicts with Corncob's Nid add-on
The $norange issue still happens with just your mod, thoughCode:LOCALIZER -- Failed to load file BTmod\Locale\english\DoW40k_XP.ucs due to overlapping range with CornCobMod_Nids\Locale\english\Tyranids.ucs
Code:LOCALIZER -- Failed to load file BTmod\Locale\english\DoW40k_XP.ucs due to overlapping range with BTmod\Locale\english\BT_KauravaCrusade.ucs
Yes, this is because I plan to refuse of using DoW40k_XP.ucs in future and move to the own UCS range . But this process is just started
DoW40k_XP.ucs is a very outdated, you can see, it grabs ranges from 15003086 till 55999999
There's only $norange for 2 weapons. Everything else has good information. =)
Great mod!
I have been trying to get the heroes mod to activate for this with no luck. I've typed in all of the units using another race's file with Corsix. I've combed over it, don't see any mistakes and have mimicked the same file structure as the other race mods I've combined this one with. Does anyone know what else needs to be done? So far I've only included the skirmish units, btw.
D-uh, which button makes dis thing go?
Land Raider Crusader model aiming fixed, based on feedback. Unpack it to \BTmod\Data\Art\EBPs\races\black_templar\troops\ folder
http://www.filefront.com/17871154/land_raider_crusader_j.whm.rar
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My friend make a Heroes adaptation for this mod, but I never test it by myself. You can try if you wish ... http://www.filefront.com/17871208/BT...es-update.rar/I have been trying to get the heroes mod to activate for this with no luck. I've typed in all of the units using another race's file with Corsix. I've combed over it, don't see any mistakes and have mimicked the same file structure as the other race mods I've combined this one with. Does anyone know what else needs to be done? So far I've only included the skirmish units, btw.
Last edited by jONES1979; 30th Jan 11 at 10:29 AM.
Awesome, it does work. I will play around with it - thanks so much!
Wow! This looks like a great mod.
I just have one request.
Could you please make a version of the mod that does not require the Dawn of War Skirmish A.I mod to run?
No offense is intended to the team that developed it, they made an excellent A.I indeed, but I was looking through their thread and I see a few people complaining about a few bugs present in that release, I am not that good of a player either and I play only Standard as any higher difficulties I get obliterated by the A.I.
#128
Whats wrong with keeping the Adv. AI and just playing on Standard? You can also further "retard" the Adv. AI using its Control Panel too.Could you please make a version of the mod that does not require the Dawn of War Skirmish A.I mod to run?
No offense is intended to the team that developed it, they made an excellent A.I indeed, but I was looking through their thread and I see a few people complaining about a few bugs present in that release, I am not that good of a player either and I play only Standard as any higher difficulties I get obliterated by the A.I.Its amazing the polar opposites we get with players. Heck we have some people who even consider INSANE Skilled AI to be too easy so they add cheats for it just to be overwhelmed. Crazy the world of players out there! But yeah, Hellstorm, we get on occasion people saying even STANDARD is too hard which I find.. wow.. I always test on HARD as its true 1:1 with the player and its balanced whereas HARDER and up the AI gets resource bonuses given.
The only "bug" I know - is a problem with annoyed issue with Heroes wincondition.No offense is intended to the team that developed it, they made an excellent A.I indeed, but I was looking through their thread and I see a few people complaining about a few bugs present in that release,
All everything works fine indeed.
If you are desire to disable templars AI at all, edit the BTmod.module file, remove the reference to dow_ai mod. Like this
After that, in your games, computer will not be able to control BT race, so you will should not set them as opponents or allies.PHP Code:;;RequiredMod.1 = dowai
RequiredMod.1 = objective_points_SS
RequiredMod.2 = DXP2
RequiredMod.3 = W40k
Hmm... what do you mean by retarding them? Do you mean the small things such as turning dancing off and attack delay, or something else? I also hear some bugs in the thread that worry me, such as the one where melee units just attack ranged if a someone is attached to their squad and then leaves or some factions just spamming the same units out or the Necron lord not turning into the nightbringer, I want to combine the Black Templars with the Tyranids, Steel Legion and Inquisition Daemonhunt and I am unsure what will happen with the Advanced A.I mod.Whats wrong with keeping the Adv. AI and just playing on Standard? You can also further "retard" the Adv. AI using its Control Panel too. Its amazing the polar opposites we get with players. Heck we have some people who even consider INSANE Skilled AI to be too easy so they add cheats for it just to be overwhelmed. Crazy the world of players out there! But yeah, Hellstorm, we get on occasion people saying even STANDARD is too hard which I find.. wow.. I always test on HARD as its true 1:1 with the player and its balanced whereas HARDER and up the AI gets resource bonuses given.
I want to play with the Black Templars A.I, if the Black Templars use a Dawn of War Skirmish A.I then that's fine, I just would like the other factions A.I not changed.The only "bug" I know - is a problem with annoyed issue with Heroes wincondition.
All everythings works fine endeed.
If you are desire to disable templars AI at all, edit the BTmod.module file, remove the reference to dow_ai mod. Like this
it's really funny to read thisI want to combine the Black Templars with the Tyranids, Steel Legion and Inquisition Daemonhunt and I am unsure what will happen with the Advanced A.I mod.
Cause ALL this other mods has the Advanced AI (older variants) integrated into themselves. So, the better decision for you will be to save the ref to DOW_AI mod as top level reference of your combiner mod.
BTW, I played with all this mods combined. Don't worry. The only issue I know - overlapped ranges in UCS used.
And also, I don't made BT support for Heroes wincondition. But my friend once implement this (There is a link above). So use it on your own risk.
Last edited by jONES1979; 5th Mar 11 at 12:29 PM.
Umm.. so I mean, could you make this mod like those mods? To have the Skirmish A.I integrated?I want to combine the Black Templars with the Tyranids, Steel Legion and Inquisition Daemonhunt and I am unsure what will happen with the Advanced A.I mod.
it's really funny to read this
Cause ALL this other mods has the Advanced AI (older variants) integrated into themselves. So, the better decision for you will be to save the ref to DOW_AI mod as top level reference of your combiner mod.
Sorry, I'm confused.
Yes, I was able to did this, but, it is a bad way of development. I'm a programmer, so I understand quite well how it works.Umm.. so I mean, could you make this mod like those mods? To have the Skirmish A.I integrated?
Sorry, I'm confused.
In common words: If you will copy the content of dow_ai mod into BT mod without replacing "same named" files => It will be the same as "have the Skirmish A.I integrated". All other mods you mentioned, already contain all these elements, but outdated (Except the last released Steel Legion)
Last edited by jONES1979; 5th Mar 11 at 1:25 PM.
Oh right, thanks!
So all I do download the A.I skirmish mod, copy everything inside the A.I Skirmish mod folder and paste it inside the Black Templars folder and then I can delete the A.I Skirmish mod folder, right?
And this does not change the vanilla factions A.I?
Yes, you can, but there is no effect in this. All others mod's AI will be affected(/changed) anyway, because this is how relic's modding system works.
take a look in this section again:
Files of Mod#1 will override the same named files from Mod#2,Mod#3 etc...Code:RequiredMod.1 = dowai RequiredMod.2 = objective_points_SS RequiredMod.3 = DXP2 RequiredMod.4 = W40k
So, the best decision for you will be just save Dow_AI mod on top of your combiner mod "required mod" section. At least you will have most advanced "plans" and "strategies" modules working.
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Definitely!Huh? What do you mean?
Even if I copy paste the contents into the Black Templars folder, the vanilla factions' A.I will still be changed?
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EDIT
Yes.EDIT: Did the Inquisition Daemonhunt, Steel Legion or Tyranids mod change the vanilla factions as well?
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But I suspect that I don't understand your sentence in whole. Please, don't use the too complex language constructions![]()
Last edited by jONES1979; 5th Mar 11 at 1:36 PM.
Huh? What do you mean?
Even if I copy paste the contents into the Black Templars folder, the vanilla factions' A.I will still be changed?
EDIT: Ok, I don't really get you, did the Inquisition Daemonhunt, Steel Legion or Tyranids mod change the vanilla factions as well, as you say they are integrated like copy pasting the Dawn of War Skirmish A.I mod into the Black Templars would integrate the Black Templars mod?
Ok, so I kinda get you now, what do you mean with leaving DOW A.I on top? Do you mean the vanilla, normal one or the Skirmish A.I one?
Ugh, I'm so confused, is it possible you could release an integrated version of your mod? Just like the Steel Legion, Inquisition and Tyranids did?
No, I don't want to mix Thudo's AI files with my ones without true reason.
Better you just edit BT's mod BTmod.module file. Replacing the last section with this
----------Code:RequiredMod.1 = dowai RequiredMod.2 = objective_points_SS RequiredMod.3 = Steel_Legions_SS RequiredMod.4 = inquisition_daemonhunt RequiredMod.5 = Tyranids RequiredMod.6 = DXP2 RequiredMod.7 = W40k
Or even better like this
Because of currently, the Steel_Legions_SS mod has embedded the latest Advanced AI files .Code:RequiredMod.1 = Steel_Legions_SS RequiredMod.2 = objective_points_SS RequiredMod.3 = inquisition_daemonhunt RequiredMod.4 = Tyranids RequiredMod.5 = DXP2 RequiredMod.6 = W40k
I'm yet don't tested this config by myself, but I'm sure in it.
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EDIT:
YesDowai is the Skirmish A.I mod by thudmeizer and his team?
Dowai is the Skirmish A.I mod by thudmeizer and his team?
EDIT:Wouldn't this destroy the Black Templars A.I?Or even better like this
Code:
RequiredMod.1 = Steel_Legions_SS
RequiredMod.2 = objective_points_SS
RequiredMod.3 = inquisition_daemonhunt
RequiredMod.4 = Tyranids
RequiredMod.5 = DXP2
RequiredMod.6 = W40k
Last edited by Hellstorm; 5th Mar 11 at 1:44 PM.
As I wrote, I don't tested this config yet. But you always can return back to variant #1Wouldn't this break the Black Templars A.I?
This should work, because all this mods has embedded the same core AI files. And in case of such combining -> they are affect each other. From "top" mod to "below" mods, to be exact.
Last edited by jONES1979; 5th Mar 11 at 2:11 PM.
Argh... I don't understand.
If I use this mod without installing Thudmeizer Skirmish A.I mod, what happens?
Variant 1.If I use this mod without installing Thudmeizer's Skirmish A.I mod, what happens?
- You will remove a ref to dowai from my original BTmod.module file. So it will be looks like:
In this case the BT AI will be disabled, because vanilla AI don't know how to rule BTCode:RequiredMod.1 = objective_points_SS RequiredMod.2 = DXP2 RequiredMod.3 = W40k
Variant 2.
- You will delete a ref to dowai from my original BTmod.module file. But you will add a reference to the new Steel_Legion_SS mod. So it will be looks like:
In this case, everything should works fine. Because Steel_Legions_SS mod has the same core AI files, as ones from Dow_AI mod.Code:RequiredMod.1 = Steel_Legions_SS RequiredMod.2 = objective_points_SS RequiredMod.3 = DXP2 RequiredMod.4 = W40k
(I'm sure in this, but proof needed. Please test this)
Last edited by jONES1979; 5th Mar 11 at 2:14 PM. Reason: some grammar errors fixed
Oh thank you! I understand it now!![]()
I was playing your mod (fantastic, by the way) and I noticed that the Squiggoth was reduced to a pretty small size, why?
Is there anyway to get them back to their original size?
I deleted the highcamera.lua so it is the normal camera from the original DOW, so it is not the camera's fault.
Also, is the latest version supposed to have the Crusaders squad costing 2 pop caps? As you said they were supposed to be upped to 3 pop caps?
EDIT: Just noticed the Tau Gue'Vesa'Ui in the Army Painter and files of the mod, is there any way to build them? I always thought it would be great if the humans were represented out on the field fighting as equals with the Tau on Dawn of War.
Last edited by Hellstorm; 8th Mar 11 at 2:20 PM.
Really nice to read this
You are a little bit wrongand I noticed that the Squiggoth was reduced to a pretty small size, why?
Is there anyway to get them back to their original size?
In this mod all vehicles was increased in size via lua (up to 110..135%). So currently, Squiggoth stayed as it was, unchanged.
I will update Squiggoth size in the next build, thank you.
I was said/implied about Assault Squad, not about Crusaders squadAlso, is the latest version supposed to have the Crusaders squad costing 2 pop caps? As you said they were supposed to be upped to 3 pop caps?
I don't plan to change vanilla races so significantly. Gue'Vesa units added for campaign mod expansion.EDIT: Just noticed the Tau Gue'Vesa'Ui in the Army Painter and files of the mod, is there any way to build them? I always thought it would be great if the humans were represented out on the field fighting as equals with the Tau on Dawn of War.
Thank You for Feedback!
Thank you Jones, keep up the great work on the mod.
EDIT: I just noticed that the Space Marine Predator has a missing texture at the back of the turret. The missing texture shows up as black.
Also, is it possible that you could remove the bulldozer from the Space Marines predator? It would make the Black Templars predator more unique.
Plus, why is it that thunderhawks appear randomly when I'm fighting?
It would be cool to have a research that stops the Black Templars from going into a frenzy, as their squads are not that strong in the first place and die quickly.
Is there any good strategy on how to play as the Black Templars? I keep losing as them.
Finally, thank you for this amazing mod, and thank you Thudmeizer and your team for the Advanced Skirmish A.I mod.
EDIT 2: I just remembered! Could you tone down the sound of the Emperor's Champion and the firing sounds and melee sounds of the Black Templars? It's very loud and the other races sounds are almost unhearable in combat.
EDIT 3: Do you know how to get the units back to their original size? I feel this mod makes too many big changes to the game, I'd rather it just adds a new faction rather than make some changes that make everything strange.
For example, the Guardsmen on the Imperial Guard Basilisk are huge giants, the original factions vehicles makes new factions vehicles like Steel Legion seem tiny.
Last edited by Hellstorm; 11th Mar 11 at 1:07 PM.
What bothers me the most about unit sizes is how big the Thunderhawk is. Please consider making it smaller. When it lands in the middle of the Battlefield it's awesome but it makes thing harder for me.
BT can use on battlefield 4 heavy tanks of Predator class (2 predators and 2 vindicators). Thats why, (for balance purposes I mean), this tanks redused in HP and Predator destructor has no main lascannon upgrade. Beside BR tanks go out with full strength, (including bulldozer shield) for their cost. (It make the Blood Raven's predator more unique)
Though, BT Predators has theirs buldozer back after Tier4 "heavy armour" research
Thunderhawk appear to transport died Emperor Champion body or Standard Bearer body back to the Battle Fleet. (But Standard Bearer unit has wrong AE code for this)
It is a "crusader_seals" research, first in armory, available on tier2
Make the Emperor Champion. His presence buff a very all nearby squads.
Also the Command Squad and Sword Brethrens are very strong and durable, when buffed by Apothecary or Chaplain.
...
Mostly, I try to support different BO (build orders) to be possible and worked.
There is a way to start without a barrack. Build an armoury first and spend resources to "bionics" and "targetters" researches. So you will have more tough and deadly marines in Tier1.
All the firing sounds and melee sounds of the Black Templars are the original game sounds. I don't know a way to tone them.EDIT 2: I just remembered! Could you tone down the sound of the Emperor's Champion and the firing sounds and melee sounds of the Black Templars? It's very loud and the other races sounds are almost unhearable in combat.
Only vehicles (of other races) was increased in size, by *.lua.EDIT 3: Do you know how to get the units back to their original size? I feel this mod makes too many big changes to the game, I'd rather it just adds a new faction rather than make some changes that make everything strange.
For example, the Guardsmen on the Imperial Guard Basilisk are huge giants, the original factions vehicles makes new factions vehicles like Steel Legion seem tiny.
I dislike the way of relics in this case. I don't want to see micromachines instead of vehicles.
I've check for myself issues you mentioned.
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BTW, Do you know that Steel Legion vehicles already was maded bigger in 3d Max as models, and in "Steel Legion for DC" mod, all vanilla races had an increased size vehicles like it done in my mod currently?
But the new "Steel Legion for SS" team reject this, and just deleted all those lua files. And now "Steel Legion for SS" tanks bigger that vanilla IG tanks.
I will take it on myself to restore that back. Inluding *.lua for all factions, that should be compatible with BT mod, such as SL,DA,ID_DH for SS and others.Originally Posted by Thudo
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Yes, the thunderhawk_resque.lua file is outdated, since I've increased TH size in 3DMax.
You can delete this strings from itCode:vis_scale_min = 1.3, vis_scale_max = 1.3,
Last edited by jONES1979; 18th Apr 11 at 9:00 PM.
Jones, ever since I installed your mod the game has been running slower than it normally would, and I even had my first crash to desktop just now! I never had a crash to desktop before, even after 4 years of playing Dawn of War with mods.
Is there any reason why the game could be running slower? Soulstorm vanilla runs as smooth as butter even when you have full armies fighting against each other, but this mod, a few squads attacking each other and you get lag.
Last edited by Hellstorm; 12th Mar 11 at 12:12 PM.
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