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[SS] Black Templars - Kaurava Crusade - Dawn of War is Not Dead (link in 1st post)

  1. #301
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    Hi. I have a question, (maybe a bug report):

    I have a combiner mod, and one of the combined mods is Black Templars mod.

    The problem is: While the Exorcist is firing falling projectiles normally, when the mod is loaded, it also fires horizontal missiles (like sm squad's missile launcher). I did not try the Black Templars alone yet, but still, the only possible error source seems like this. (Because other than that, only Bugfix mod contains exorcist.lua file)

    Anybody can confirm? Any suggestions to solution?

  2. #302
    I noticed the same. I'll let you know if I find a fix.

  3. #303
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    Thank you. I want to compare the modded exorcist.lua with the original one, but couldn't find it.

  4. #304
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    Quote Originally Posted by zulmetefza View Post
    Hi. I have a question, (maybe a bug report):
    The problem is: While the Exorcist is firing falling projectiles normally, when the mod is loaded, it also fires horizontal missiles (like sm squad's missile launcher). I did not try the Black Templars alone yet, but still, the only possible error source seems like this.
    Anybody can confirm? Any suggestions to solution?
    Patch-02 is uploaded and waits for the moddb moderator's authorisation
    http://www.moddb.com/mods/black-temp...sade/downloads

  5. #305
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    Wow. That was quick. Thank you.

  6. #306
    Missile seems fixed but I still get Torture amps. Is it just me? (I might have a file mess, so further assistance would be appreciated)

  7. #307
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    I tried it again yesterday, but did not encounter with Torture Amps while playing against sissies. I'll let you know if I find the same error again.

  8. #308
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    The beta-4 patch-03 is uploaded and will be available after Moddb moderator's authorisation.

    Here is a link http://www.moddb.com/mods/black-temp...eta-4-patch-03

    Spoiler

    Last edited by jONES1979; 8th Mar 12 at 7:06 PM.

  9. #309
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    Thanks Jones man!


    ... but the links says that the file is deleted....
    -In search of Papasmurf...

  10. #310

  11. #311
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    Am I missing something, i've downloaded the latest patch, but I can't see a link to the mod itself?

  12. #312
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    Quote Originally Posted by UlrikX View Post
    Am I missing something, i've downloaded the latest patch, but I can't see a link to the mod itself?
    Link in the first post as usual. But, of course, I duplicate it for you here http://www.moddb.com/mods/black-temp...ade-mod-beta-4
    Have fun!

  13. #313
    Member UlrikX's Avatar
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    Aha my bad, thanks Jones.

    I saw the link in the first post but presumed it was just the link to the same patch as found on post #308


    I'll get cracking

  14. #314
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    The beta-4 patch-04 is uploaded and authorised.

    Here is a link http://www.moddb.com/mods/black-temp...eta-4-patch-04

    Whats new:

    - BT-themed sounds (vocals) for Castellan and Emperor Champion. WHE (OE-code) and RGD (AE-code) updated aswell
    - Added "lost" sounds for some abilities
    - Updated misc icons

    Balance:
    - Chaplain's special attack "demoralizing" effect reduced.
    - Crusader's Power Sword weapon upgrades limited to 2 per squad

    - Max weapon's upgrades for Sword Brethen Squad 7 -> 8 (after all appropriate researches complete)
    - Sword Brethen's Power Fist weapon upgrades limited to 4 per squad
    - L2 Targeters now have requirement L1 Bionics (previous Level) instead of L2 Bionics (same Level).


    All previous patches included.

    patches 01,02,03 content


  15. #315
    I tried applying patch04 but mod won't load because it can't find an ability

    MOD -- Fatal Data Error for entity 'data:attrib\ebps\races\black_templars\troops\templar_emperor_champion.rgd' ability_ext - ability 'abilities\ability_attach_disable_teleport.lua' is not a valid ability!

  16. #316
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    Quote Originally Posted by RMX View Post
    I tried applying patch04 but mod won't load because it can't find an ability

    MOD -- Fatal Data Error for entity 'data:attrib\ebps\races\black_templars\troops\templar_emperor_champion.rgd' ability_ext - ability 'abilities\ability_attach_disable_teleport.lua' is not a valid ability!
    This file "abilities\ability_attach_disable_teleport.lua" exists in the main Beta-04 mod installation build .

    Reinstall the Beta-04, and next apply the patch-04

  17. #317
    Thank you. I was playing with old preview files. (my SS folder is a mess)

    Out of curiosity. How difficult is it to make unit say a line everytime you select them in the army painter?

  18. #318
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    Quote Originally Posted by RMX View Post
    Out of curiosity. How difficult is it to make unit say a line everytime you select them in the army painter?
    Need to edit model's WHE file in OE. (Sometime, it is difficult even to put the model in "OE-editable" state)

  19. #319
    i am sooo excited yeeeep!!!
    so wen i can i play them in campaign?????
    You will quake at the wrath of the emperor.
    Dawn Of Coalescence Mod

  20. #320
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    Quote Originally Posted by death_incarnet View Post
    i am sooo excited yeeeep!!!
    so wen i can i play them in campaign?????
    Thank you for intererst, death_incarnet!
    Unfortunately, campaign conversion is delayed due to my high stress in RL work currently

  21. #321
    After installing BT fresh and updating to the latest version, the Exorcist missile and Torture Amp thing is back. I'm pretty sure there are no .rgds to be found in the abilities folder. In fact I think I deleted everything named sisters_ in the art and attrib folders. Any suggestions?

  22. #322
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    Quote Originally Posted by RMX View Post
    After installing BT fresh and updating to the latest version, the Exorcist missile and Torture Amp thing is back. I'm pretty sure there are no .rgds to be found in the abilities folder. In fact I think I deleted everything named sisters_ in the art and attrib folders. Any suggestions?
    install BT fresh, next apply patch 04

  23. #323
    oh i c srry to hear tht well hope evything works out man......

  24. #324
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    I have gotten the BT mod working with all of these mods combined since patch 04, which might be of the fact i always toogle quick ressource rule ingame which made it crash: Inquistion daemonhunt, tyranids, steel legion, bothy_p chaos daemons and renegades mod, but I cannot seem to get It working with the enhanced mod by morat, no matter what I do, as the entire game crash just the second the BT race is about to build the second SM barrack. I have found the Warning.log file created in the soulstorm folder, and uploaded it, so maybe you can find the cause to it:

    http://www.filehosting.org/file/deta...2/warnings.log

    Thanks in advance

    By the way, your mod is really good, how did you learn to mod :P?

  25. #325
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    Link is broken, sorry


    UPD. After some thinking, I sure now, that the warnings.log file didn't help to solve the problem. CTD at certain point of game, mean usually the AI inconsistence


    UPD2.
    fact i always toogle quick ressource rule ingame which made it crash:
    I recall this problem , it was fixied in the beta_4_patch_01, and the last beta_4_patch_04 is also contain the updated AI files. So I think that You just need to re-apply beta_4_patch_04
    Last edited by jONES1979; 26th Apr 12 at 9:49 AM.

  26. #326
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    Well, sry i posted the wrong link, try if it works now: http://www.filehosting.org/file/deta...2/warnings.log

    Well I was thinking that it could be, there are also other things, like the sm using grey knights instead of deathwatch veterans, which has caused some trouble before.
    And some wincondition overlapping each other, which probably can cause something too. But well, it crash nearly at the beginning of the game, when the bt is about to build second sm barrack, so it could be that some ai is still loading, and thus cause the crash? I dont really know what i am talking about, just guessing .

  27. #327
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    Because i wanted to see if it would crash even when disabling the ai, and it did crash still :S. It appeared that the ai would build some few buildings and then attack with some troops, and then they dont build anymore or do anything after that.

  28. #328
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    I suspect that "disable_AI.scar" contain the additional code, which I used for testing purpose. So, it can be the new reason of your crashes.

  29. #329
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    Yeah, I know it is a bit stupid I try it without really knowing what it does, but reading the description "disable ai" . I thought maybe it would help disabling ai to see if that was the cause of the crash.

    Maybe it would be better for you to try install enhanced mod and combine with bt mod to see for yourself what happens . I really hope for it to work with the enhanced mod.

  30. #330
    Hi there ! Love your mod !

    Specially the great feature of the tanderhawk deep strike !!!

    Do you think you will implement for it some new weapon ? Maybe lascannon or an opening shoot with the main weapon (turbolaser i think...)


  31. #331
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    Quote Originally Posted by SandroniusPrime View Post
    Hi there ! Love your mod !
    Specially the great feature of the tanderhawk deep strike !!! Do you think you will implement for it some new weapon ? Maybe lascannon or an opening shoot with the main weapon (turbolaser i think...)
    Hi! Thanks for reply!

    I don't sure about future TH updates, but just for you to know, the Dark Angels mod have a flying TH unit (the same model, updated and re-animated by me) with working/firing battlecannon.

  32. #332
    Working/Firing Battlecannon

    Aggressive !!!!

    You will continue to support your mod isn't it ? That would mean that work on TH is difficult but if have done that work for DA mod maybe they could share their stuff with you.

    It would be great have more strategy choices with TH.

    But why there isn't the marshall ?

  33. #333
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    Heres the dl link for the latest soulstorm enhanced beta 4:

    http://www.mediafire.com/?i2p1c4vkkcdan2d

  34. #334
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    Quote Originally Posted by masterslay View Post
    Maybe it would be better for you to try install enhanced mod and combine with bt mod to see for yourself what happens . I really hope for it to work with the enhanced mod.
    Ok, I took a look and that is what I found

    The Morat's "enhanced" mod have incorporated the Adv.AI ver3.0 files, but BT mod use the Adv.AI ver3.2 as a reference mod. So your resulted mod should contain the direct reference to the latest Adv.AI ver3.2 mod.

    ----
    There is another approach, just use the BT mod as your main(aka top) mod. Just add reference to the "enhanced" mod into the BTmod.module file.

    So your BTmod.module file will contain:

    Code:
    RequiredMod.1 = dowai
    RequiredMod.2 = objective_points_SS
    
    RequiredMod.3 = Enhanced
    
    RequiredMod.4 = DXP2
    RequiredMod.5 = W40k
    Last edited by jONES1979; 30th Apr 12 at 7:50 AM.

  35. #335
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    Quote Originally Posted by jONES1979 View Post
    Ok, I took a look and that is what I found

    The Morat's "enhanced" mod have incorporated the Adv.AI ver3.0 files, but BT mod use the Adv.AI ver3.2 as a reference mod. So your resulted mod should contain the direct reference to the latest Adv.AI ver3.2 mod.

    ----
    There is another approach, just use the BT mod as your main(aka top) mod. Just add reference to the "enhanced" mod into the BTmod.module file.

    So your BTmod.module file will contain:

    Code:
    RequiredMod.1 = dowai
    RequiredMod.2 = objective_points_SS
    
    RequiredMod.3 = Enhanced
    
    RequiredMod.4 = DXP2
    RequiredMod.5 = W40k

    OK I will try and see if this helps

  36. #336
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    Nice it did made it work like, but now i have another problem which is that when combined with the daemonhunters mod too, it will crash .
    Same with steel legion and tyranids.

    I usually play with several mods combined, like the tyranids, steellegion, renegades, warp daemons and IDH_beta2_SS with DH_ID_for_SS_Beta2_Advanced_Skirmish_AI-Dec22.2008, which has ai v3.1, but i thought it would be easier to figure out which mod cause crash by trying them one at a time with the enhanced and bt mod combined, and testing it in an all ai battle mode. It seems that

    This is warning log when playing with enhance, bt and tyranids.
    http://www.filehosting.org/file/deta...8/warnings.log

    Warning log, when playing with renegades mod and etc.
    http://www.filehosting.org/file/deta...9/warnings.log

    Warning log, when playing with Warp_daemons, etc.
    http://www.filehosting.org/file/deta...5/warnings.log
    Last edited by masterslay; 4th May 12 at 5:33 AM.

  37. #337
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    Quote Originally Posted by masterslay View Post
    Nice it did made it work like, but now i have another problem which is that when combined with the daemonhunters mod too, it will crash .
    Same with steel legion.
    So, post your resulted .module file.
    Probably, I can help you with SL mod too.

    What about IDH - You [You and community] should terrorize Thudmeiser and demand the IDH for SS [conversion] public release. The last IDH build (the private one) have a full support of Adv.AI 3.2 features.

  38. #338
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    Ahh ok, here is the one you told me to make as the mothermod, because thats the one using the 3.2 ai you said. I tested the mods on that one and it resulted in crash with any mod together with enhanced mod, so i also used this as the resulted module file for all the warning logs i posted:
    http://www.filehosting.org/file/deta...2/BTmod.module

    I use this module file sometimes to toogle dowai on an off to test, cause i dont know if dowai makes any difference in the enhanced mods ai behavior, sometimes it feels like the ai act differerent according to the respective dowai version used. playing as BT works fine, but when cpu controls them, it crash:
    http://www.filehosting.org/file/deta...nhanced.module
    Also in this folder i edited a frontend models file to show up one represantive each for the respective races, and i usually use the BT swordbretheren who has the helmet with the cross painted on, it looks so epic :P, but I like the castellan too. The emperors champion would also be epic to use, if he had his shield (please make one with shield) :P.

    Also it would be very nice if you could figure out why the spacemarines isnt using deathwatch veterans instead of grey knights
    And it seems they do so, only when combining together with your mod, but not together with the others.
    I know the enhanced mod has designed the mod around the idh mod, so when combining idh with enhanced, it makes the sm use deathwatch veterans insted of grey knights.

    I use this .module when i dont wanna play with enhanced mod, everything works perfectly, so probably only the enhanced mod which makes trouble:
    http://www.filehosting.org/file/deta...hunt_SS.module

    Oh yeah, waited so long for the IDH mod, but we the community usually get the same response that it will be released tommorow or something, and then it gets delayed again, so people get used to it .
    Last edited by masterslay; 4th May 12 at 7:52 AM.

  39. #339
    Member jONES1979's Avatar
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    Also it would be very nice if you could figure out why the spacemarines isnt using deathwatch veterans instead of grey knights
    And it seems they do so, only when combining together with your mod, but not together with the others.
    IDH mod overrides the default \Data\attrib\ebps\races\space_marines\structures\space_marine_barracks.rgd with own settings: It replace grey_knights by deathwatch veterans there
    Enchnced mod also overrides the default \Data\attrib\ebps\races\space_marines\structures\space_marine_barracks.rgd with own settings: It add devastators, etc

    So now it is depends from you/your skills. Which mod will have the max priority in .module file - that's settings will be applied in game. Or you can use Corsix's Mod Studio to open your top-level mod and add this minor modification by yourself: Add both devastators and deathwatch squads into you_top_mod_folder\Data\attrib\ebps\races\space_marines\structures\space_marine_barracks.rgd

  40. #340
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    Ok, thanks for the tip. I will try do that, though my skills isnt great.
    So i guess the top-priority mod is the one mentioned in the line where it says "modfolder" in the .module file. But is the next prioritised in numerical order like: Requiredmod.1 = modfoldername1, etc.?

    Any idea how I can implement a Emperors Champion wielding a shield, like the poster in the installer? I think I have seen one the apocalypse mod, but then again, I am not sure if it will conflict with the animation in the BT mod? Well I really think the shield would suit the EC

    Also i have linked to the renegades and warp_daemons mods here in the post 439:
    http://forums.relicnews.com/showthre...-It-Orky/page9

    So you can try them out too

    By the way, some other thing nagging me, is the witch hunters mod is quite incompatible with any mods :/

    Edit: Ok done it, but there was some problem with it using the models of the gk, instead of the deathwatch ones, so i just deleted the gk models in the art folder, and then it used deathwatch files.

    Also i notice the ai in enhanced feels slightly messed up, when using dowai, they dont build the new units and keep using the old ones all the time.
    Last edited by masterslay; 4th May 12 at 4:38 PM.

  41. #341
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    Quote Originally Posted by masterslay View Post
    Any idea how I can implement a Emperors Champion wielding a shield, like the poster in the installer? I think I have seen one the apocalypse mod, but then again, I am not sure if it will conflict with the animation in the BT mod? Well I really think the shield would suit the EC
    Bolt pistol and Black Sword - is the BT codex only weapon for Emperor Champion. But yes, there is another model made by Melooo for the BT Company Champion, it wield a shield, and sword or hammer.

    You can try to use it, by substituting path to model in the ebps\races\black_templars\troops\emperor_chamion.rdg. But, there is a functional differences between models, so probably this replacement will cause some animation errors in the game

    ---------------

    So i guess the top-priority mod is the one mentioned in the line where it says "modfolder" in the .module file. But is the next prioritised in numerical order like: Requiredmod.1 = modfoldername1, etc.?
    Definitely, the top-priority folder is the one mentioned in the "modfolder" line.

    Next, I guess that Requiredmod.1 - is next priority, then .2 , .3 , but I don't sure in it on 100%. It is also possible, that game engine is really compare RGD's file last update date-time, and use most recent edited one.

    If you look inside DXP2.module file, you will see that Requiredmod.1 is the WXP, and lowlevel ENGINE is in the Requiredmod.2. But both WXP and ENGINE contain files packed in archives and this is a huge difference against user made mods
    Last edited by jONES1979; 4th May 12 at 10:54 PM.

  42. #342
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    OK thanks, I will think about i should change the ec to one with shield, if the animation mess up, I will try the different mods a bit more, to see what works better, i am still not satisfied with the way the enhanced mods ai behave differently when combinede with a 3.2 ai.

  43. #343

  44. #344
    I just installed this using the .exe and nothing else. When I try to run it, the game says that it failed to initialize or somehting.

  45. #345
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    Man, to me it work like a charm, you must be doing something wrong. Could you be more specific?

    Anyways, here are some things worth considering:
    1] Re-download and re-install. A possibly corrupted download may be the case (unlikely, but still possible).
    2] Is your SS updated to latest version?
    3] Did you have any previous versions of the mod (or the Objective_Points mod) installed?
    4] What is the exact message you get? Is it on MOD's initialisation? (I.e. fails to initialise the mod?)

    Last Tip: Have a look at the warnings file (located in the SS folder). It would be more enlightening...

    EDIT:
    Oopppsss!!! I forgot to mention that Advanced Skirmish AI 3.2 is needed.... I guess I took it for granted and missed the obvious!!!
    Last edited by Gambit; 18th Jul 12 at 11:48 AM.

  46. #346
    Install Advanced Skirmish AI 3.2 mod and next time please read first post (or install guide) than it should work np.

  47. #347
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    ------

    UPD:
    Thread is locked.
    Mod development is abandoned due to threat and arbitrariness of the moderators
    Last edited by jONES1979; 6th Aug 12 at 10:31 PM.

  48. #348
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    I'm thinking about adding a new race of PDF allies to Black Templars

    As always recently, out best community modeler and texture artist are involved

    Last edited by jONES1979; 7th Aug 12 at 7:41 PM.

  49. #349
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    Excellent idea mate! New allies are a great idea

  50. #350
    An entire new, separate race?

    I would welcome that. Do you have an unit list sketched?

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