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

  1. #1
    Member jONES1979's Avatar
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    Imperial Guard [SS] Black Templars: Kaurava Crusade. Beta-5 (Oct.2012) is available for download

    [NB!] To avoid this cool video thread fall down under preassure by RT2, here is the link Dawn of War is Not Dead (tribute video)



    Generally available by The Kind and Public Permission of FoK team. With Respect to the whole DoW community and Great Thanks to Meloo personally. We want to thank Thudo and AI team, Jaguar-Lord and other good people that help


    This mod brings Black Templar fighting company to vanilla Soulstorm. Black Templars are deadly marines that prefer close combat over ranged warfare.


    ...And, please, rate it further.


    Mod Features:

    - AI updated to work with Advanced Skirmish AI 3.2 mod. Must be installed

    - Little tweaks in taskbar.lua and gamescreen.screen allow to implement "Mixed armour" rule, (but with some restriction ) ... This also allows to expand number of weapon upgrade choices for several squads, preserving game/UI compatibility with another races/mods. (See screenshots)
    - Attributes also use some features, that are available in Soulstorm only, so mod is no longer compatible with Dark Crusade.
    - In battle, it is Emperor Champion's duty to seek out enemy champions and leaders, and challenge them to single combat. It is considered a bad omen if the Emperor’s Champion falls in battle, and every effort must be made to secure his body, weapon and armor.
    - Scar-modified map(s) from singleplayer campaign, that can be played in skirmish by almost any race/army presented in game. Including IDH, WH, Steel Legion (Required respective mods). Other races can be easily added into the script once you have a fully playable race. First one map, the SS Eldar Stronghold is included already.

    2011 year (Beta-3) Mod Features :

    - The mod Installer
    - Custom music
    - New backgrounds and map-loading screens
    - Updated UI (more hero icons on UI )
    - New sound placeholders (Courtesy of Thudo and DA-mod team)
    - Improved balance, based on feedback
    - Improved Righteous Zeal behavior
    - New AI tweaks
    - Some old AE-errors finally fixed
    - Some FoK's models updated
    - Castellan Commander in TDA
    - Damocles and Venerable Dreadnought became available in skirmish
    - Partial support by Objective_Points_SS mod (Proper flags on strat-points)
    - BT auto-reinforce wincondition/rule for skirmish single-player
    - "Armageddon" expansion announced. Combiner-like mod with lots of tweaks and fixes for Steel Legions mod


    2012 year Beta-4 mod build is about a balance updates, but also add new BT-theme voices for some units

    2012 year Beta-5 mod build contains ALL BT units BT-voiced

    Mod team: jONES, Skinnie, STARS.
    Some new exiting sounds: Thudo
    New (beta-5) taskbar: DanteInferno
    Best Testers: Skinnie, Gambit, Shodar, RMX


    --------------------------------------------
    Beta-5 can be dowloaded here http://www.moddb.com/mods/black-temp...ade-mod-beta-5


    Don't forget to uninstall or completely delete the old version (BTmod folder) before install the new beta build.
    Don't forget that Dawn Of Skirmish AI ver.3.2 must be installed. http://www.mediafire.com/?1tjyezunm2o


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

    Tech Showcase



    F.A.Q.


    Black Templars Voice Actors Credits List


    This mod is completely unofficial and in no way endorsed by Games Workshop Limited.
    Last edited by jONES1979; 7th Nov 12 at 9:45 PM. Reason: Beta-5 (Oct.2012) is available for download

  2. #2
    Member Visitor13's Avatar
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    Oh yeah, I've been waiting for this to get announced

    Quote Originally Posted by jONES1979
    - In battle, it is Emperor Champion's duty to seek out enemy champions and leaders, and challenge them to single combat. It is considered a bad omen if the Emperor’s Champion falls in battle, and every effort must be made to secure his body, weapon and armor.
    Do you mean that a player will actually have to recover the EC's body somehow if he dies?
    Very thankful to all who make mods for the Dawn of War series and the Homeworld games.

  3. #3
    Member jONES1979's Avatar
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    Quote Originally Posted by Visitor13
    Do you mean that a player will actually have to recover the EC's body somehow if he dies?
    unfortunately, not so ... but... You will see it
    Last edited by jONES1979; 1st Mar 10 at 7:09 AM.

  4. #4
    Resident AI guy thudmeizer's Avatar
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    Hmm.. there is already an BT mod fully authorized by Melloo as an extension to the FoK work so it brings the FOK'ed BT assets into Soulstorm. Coding, icons, UCS are pretty much done and all voice scripts are complete (voice acting to commence soon).

    We could work together on this -- you will have many benefits with coordination especially with all voice scripting done and actors lining up to go all "Germanic" on this.

  5. #5
    Member jONES1979's Avatar
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    Quote Originally Posted by thudmeizer
    Hmm.. there is already an BT mod fully authorized by Melloo as an extension to the FoK work so it brings the FOK'ed BT assets into Soulstorm. Coding, icons, UCS are pretty much done and all voice scripts are complete (voice acting to commence soon).

    We could work together on this -- you will have many benefits with coordination especially with all voice scripting done and actors lining up to go all "Germanic" on this.
    Yea, we are hear about it, but just do not want to wait so long (Lets people have fun before DoW2 addon released in march)

    Yes, we have no voice recording resources and 3d modelers/animators. All assets inherited from FoK-mod due to kindness of their team. But we able to code attributes and AI and with this restriction our works is almost complete and really ready for playing. Now we want tribute result of our work to community
    Last edited by jONES1979; 25th Feb 10 at 12:36 PM.

  6. #6
    Resident AI guy thudmeizer's Avatar
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    Who says anything about taking long? As long as your build/tech tree is BT-certified, get the go-ahead to use FoK BT's 3d assets, icons, and code bits to then "Soulstorm-ify them" as I have a while ago and we work together we can really get things going. I've pretty much done everything for you in my project but of course we have to ensure Meloo is happy - Skills and Meloo originated the BT for DoW1 wayyy back so have to keep their legacy assured. I can help you.. I got a lot done BT-wise mid-last year.

  7. #7
    Resident AI guy thudmeizer's Avatar
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    I'm saying that to use FoK's BT assets (especially new ones you likely don't have access to) you need to convert the DC code over to SS. Its not entirely simply but I've done it last year and updating with the new stuff isn't hard at all. Remember FoK's BT falls under their new AE coding system which adds considerable functionality and gameplay not remotely seen in vanilla DC. Bump it to work in vanilla SS takes some doing but I've done that last year. Plus I have a plan to have all BT units/squads voice acted in the spring so yer gonna have a fruitful 2010.

  8. #8
    Im not sure if i should pos this here or in fok but this is my bug/annoying things post.

    -there is no custom buildings
    -only the chaplain has any abilities of the heroes
    -in the fire support squad and dreadnought there is a upgrade that says $16...
    -feels like to many units (maybe its just me)
    Is it Fok who will fix this or you?
    Back from making models in one year (Mostely Chaos).

  9. #9
    Member jONES1979's Avatar
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    Quote Originally Posted by onyxja
    Im not sure if i should pos this here or in fok but this is my bug/annoying things post.

    1 -there is no custom buildings
    2 -only the chaplain has any abilities of the heroes
    3 -in the fire support squad and dreadnought there is a upgrade that says $16...
    This mod used all models/assets from FoK, but independet for this issues. So you post your questions in right palce.

    1 - If i understand you right, yes, there is no custom buildings.
    2 - What exact abilities do you mean?
    3 - Maybe, it is because you are playing in localized version of DoW SS. If so, go to BTmod\LOCALE folder, clone English folder and rename it to YourLanguage
    3a - There is another potential cause of the problem. BTmod\LOCALE\English folder contain DoW40k_XP.ucs file which can be doubled with such one from another mod installed. In this case that file will do not loaded in game. UCS file that use independent ranges not ready for this moment

    If this is no help you, please, provide a screenshot and i'll check it
    Last edited by jONES1979; 1st Mar 10 at 9:05 AM.

  10. #10
    Only chaplain of all 4 heroes has any ability/spell. Command squad has grenades but that does not count as ability/spell.


    Its pretty boring when they are just like normal characters but stronger.

    And yes the chaplain has two spells one vanilla and one custom.

    (Edit)One question how about the unfinished textures on some of the units when fok fix that will you use there updated models?
    Last edited by onyxja; 1st Mar 10 at 9:35 AM.

  11. #11
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    One question how about the unfinished textures on some of the units when fok fix that will you use there updated models?
    Sure they will.
    Hope is the first step on the road to disappointment.

  12. #12
    Member jONES1979's Avatar
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    Quote Originally Posted by onyxja
    Only chaplain of all 4 heroes has any ability/spell. Command squad has grenades but that does not count as ability/spell.

    Its pretty boring when they are just like normal characters but stronger.

    And yes the chaplain has two spells one vanilla and one custom.
    Castellan have Holy Orb and Battlecry (one vanilla and one custom). All required completed researches.
    Holy Orb is specific to BT and logically replace Orbital Bombardment.

    Emperor Champion equips with frag-grenades only, thats is strictly codexed, but benefits from vows. Also EC has a "slayer of champions" ability, that not allow to enemy commanders escape the duel. Exploit it and have fun
    All EC abilities are in always on state and depend from selected vow
    Last edited by jONES1979; 1st Mar 10 at 11:03 AM.

  13. #13
    Well i know why i have some bugs now its because I use a mod combiner and combine steel legion and ss does not like steel legion .

  14. #14
    Member Visitor13's Avatar
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    Never mind, it turns out I didn't have the latest AI mod installed
    Last edited by Visitor13; 2nd Mar 10 at 1:24 PM.

  15. #15
    Member Visitor13's Avatar
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    Quote Originally Posted by jONES1979
    unfortunately, not so ... but... You will see it
    Ha, that was great, very nice touch.

    I'm very happy to play this outside of FoK, there's still a few bugs though:

    - the Heroes mod doesn't seem to work with the Black Templars, even though it is an option with Skirmish AI 3.2

    - there's something unstable in the AI. I tested the mod in dev mode and always got 'Critical AI error'. I suppose if it's just in the dev mode then it's not really a problem, but it'd be a good idea to look into this, IMO.
    Last edited by Visitor13; 3rd Mar 10 at 3:24 AM.

  16. #16
    Member jONES1979's Avatar
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    Quote Originally Posted by Visitor13
    Ha, that was great, very nice touch.
    - the Heroes mod doesn't seem to work with the Black Templars, even though it is an option with Skirmish AI 3.2
    I never use the Heroes mod, but I'll do required updates to the script, if you want it.


    - there's something unstable in the AI. I tested the mod in dev mode and always got 'Critical AI error'. I suppose if it's just in the dev mode then it's not really a problem, but it'd be a good idea to look into this, IMO.
    In development, I always use -dev mode, but not had a such error long time.
    Unfortunatelly, alike errors not stored in warnings.log. So, can you provide me a screenshot of console with described error?
    Last edited by jONES1979; 3rd Mar 10 at 3:41 AM.

  17. #17
    Member Visitor13's Avatar
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    Quote Originally Posted by jONES1979
    I never use the Heroes mod, but I'll do required updates to the script, if you want it.
    Yeah, I'd be grateful if you could do this.

    Actually that might be the cause of the Critical AI error. I didn't know the mod doesn't use Heroes, so I checked the Heroes box in the skirmish options, and that could have confused the AI somehow.

  18. #18
    Very very nice people. Not sure how you did it, but I like that it's hard to drag them away from cc often. My EC hasn't died yet, but I'm looking forward to seeing what happens!

    Will it ultimately be team-colorable?

    Also, will the techmarine be able to go servo-harness eventually?

  19. #19
    Member jONES1979's Avatar
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    Quote Originally Posted by Mephistoned
    Will it ultimately be team-colorable?

    Also, will the techmarine be able to go servo-harness eventually?
    Because models are directly from FoK-mod v3.5 (except holy orb ), so such update will be after it's next public release.
    Last edited by jONES1979; 3rd Mar 10 at 9:59 AM.

  20. #20
    Member Visitor13's Avatar
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    Quote Originally Posted by jONES1979



    In development, I always use -dev mode, but not had a such error long time.
    Unfortunatelly, alike errors not stored in warnings.log. So, can you provide me a screenshot of console with described error?

    I ran a few games without any of the skirmish options added by Skirmish AI 3.2, and everything was ok. But then I had an AI error again and this in the console:

    AI - - *ALERT: [string "Races/blacktemplar_race/Tactics/TemplarEmpe..."]:82:attempt to index I

    ocal `oEnemyCommander' (a nil value)

    SCAR - - Could not execute rule: AI Think

    GAME - - SimulationController::Pause 0

    BTW, I tested the AI using the system Thud describes here:

    http://forums.revora.net/index.php?showtopic=42522

  21. #21
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    Well, we still use techmarine_builder model, which doesn't have weapon upgrades (including servo-harness) - only techmarine_elite is upgradable. But we use basic model mainly for balance reasons. It's no longer FoK, so Templars should match with Soulstorm balance. Of course, techmarine armed with several weapons at the time is great, but in such case he will be too powerful in comparison to other race builders. As new faction Templars are already strong and we don't need uber-builder for now)

    On teamcolors: models are already team-colourable, shoulder pads, weapon, robes and other elements. Only power armor is not teamcolourable because Templars never use any colours except for black.

  22. #22
    Member jONES1979's Avatar
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    Quote Originally Posted by Visitor13
    AI - - *ALERT: [string "Races/blacktemplar_race/Tactics/TemplarEmpe..."]:82:attempt to index local `oEnemyCommander' (a nil value)
    Yeah. You find a bug...
    This file \BTmod\Data\ai\races\blacktemplar_race\tactics\templaremperorschampiontactic.ai need to be replaces for updated one http://www.filefront.com/15731781/te...mpiontactic.ai

    Or just change line 82 in this file from such
    PHP Code:
     self.squad_ai:DoAttackMove(oEnemyCommander:GetPosition()) 
    to this
    PHP Code:
     self.squad_ai:DoAttackMove(oSquad:GetPosition()) 
    little texture update


    ---





    Also, glad to say you, that with easy trick upon gamescreen.screen I now able to provide to Fire Support Squad up to 6 weapon choices and up to 8 to any vehicles. It is all with saving compatibility with another races/mods and preserving visual layout of Soulstorm UI
    Last edited by jONES1979; 1st Feb 11 at 10:59 AM. Reason: weapon choice expanded

  23. #23
    Hi all! Thanks for this great mod! Just a serious bug spotted: something in this mod conflicts with the soul effect for Dark Eldars (I'm referring to the pink-purple glowing effect from dead meat, not showing with this mod activated). Hope it can be fixed soon.

    P.S. Where the Marshall is supposed to be built? There's a building (black_marine_ability_building) not showing in the construction list of the builders, that seems to be deserved for Marshall and some researches.
    Last edited by benelli; 6th Mar 10 at 3:42 AM.

  24. #24
    Member jONES1979's Avatar
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    Quote Originally Posted by benelli
    Hi all! Thanks for this great mod! Just a serious bug spotted: something in this mod conflicts with the soul effect for Dark Eldars (I'm referring to the pink-purple glowing effect from dead meat, not showing with this mod activated). Hope it can be fixed soon.
    Can you provide a screen?

    P.S. Where the Marshall is supposed to be built? There's a building (black_marine_ability_building) not showing in the construction list of the builders, that seems to be deserved for Marshall and some researches.
    No. Marshall and ability_building are unavailable in this mod for balance purposes.

    Marshall will be available in scripted missions only.
    Last edited by jONES1979; 7th Mar 10 at 1:13 PM.

  25. #25
    I'll try to give you a screen, but I'll also try to explain: in default game, when you play Dark Eldar, there's the Soul resource. Dark Eldars slaves harvest this from dead bodies, and the standard effect is that soul appers like a purple flame on dead bodies. Well, with this mod that effect is no more.
    Last edited by benelli; 6th Mar 10 at 4:38 AM.

  26. #26
    Thanks. hope it can be fixed. That soul visual FX is very important when playing Dark Eldars. Really waiting for you fix!

    And just another question: in data\attrib\ebps\races, what's the purpose of "sisters_canoness.rgd" and "chaos_aspiring_sorcerer.rgd" files?
    Last edited by benelli; 6th Mar 10 at 6:13 AM.

  27. #27
    I understand it. It seems that both soul-effect and RZ-effect use same color but different visuals. (Flames for soul, Circle(sphere) for RZ)
    I will check it additionally. May be change color of RZ
    Ok, can you tell me what files affect these effects (the RZ and the dead-bodies-soul)?
    So I can help you in searching and editing a solution (I really hope that this bug get solved before they leave many months or years!) Except this bug, in fact, this mod is really great!

  28. #28
    Member jONES1979's Avatar
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    Quote Originally Posted by benelli
    And just another question: in data\attrib\ebps\races, what's the purpose of "sisters_canoness.rgd" and "chaos_aspiring_sorcerer.rgd" files?
    It can be deleted. Now they are not used.

    Initial purpose was making an affection from EC under "Abhor the witch" vow.

    ---

    Quote Originally Posted by benelli
    Ok, can you tell me what files affect these effects (the RZ and the dead-bodies-soul)?
    So I can help you in searching and editing a solution (I really hope that this bug get solved before they leave many months or years!) Except this bug, in fact, this mod is really great!
    Unfortunately, for now I do not know solution. And even not found a reason for such error.
    For souls fire Art\FX\dark_eldar\corpse_soulglow.lua FX is used. And it is not touched by mod. With accordance with \Logfiles\xxxx-xx-xx.xx-\fx usage log.txt - this FX (corpse_soulglow.lua) is successfully loaded in game. Textures required for FX - also unchanged...

    During fight, souls are definitely generated by deaths. D.E. can harvest it and able to explode by haemonculus. Environment/Gameplay/Cannibalism_Parts are visible, but theirs FX is not.

    I am sure that RZ-FX not intersect with Corpse_soulglow FX by any way.
    Corpse_soulglow FX not visible even I play DE vs SM, or vs any other race...
    Last edited by jONES1979; 1st Feb 11 at 11:00 AM.

  29. #29
    Corpse_soulglow FX not visible even I play DE vs SM, or vs any other race...
    Yes, I think it's somewhere in other files the problem. But thanks for the FX indications, I'll check from these.

    And, about the soulglow effect, it's not related to the races involved (DE vs SM, or DE vs BT, or DE vs OTHER), but is caused by the loading of the BT mod (if you play vanilla game, you see the FX effect in all cases. If you load BT module,there's no more FX).
    Last edited by benelli; 7th Mar 10 at 1:43 PM.

  30. #30
    Member jONES1979's Avatar
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    Ok. After spend 3 days to tests, I found the solution

    This is another great shame of Iron Lore. I found that corpse_soulglow FX only visible if Attrib\racebps\dark_eldar_race - race definition is second in races list.

    So to get souls visible during playing this mod, blacktemplar_race.rgd file must be renamed to just templar_race.rgd

    The fix-archive below include all already modified files that referred to new race name (AI, team_color, scar), and also renamed race definition file. So you must just delete obsolete BTmod\Data\Attrib\racebps\blacktemplar_race.rgd manually, and also in AI folder \BTmod\Data\ai\races\ you need to rename blacktemplar_race to templar_race too

    http://www.filefront.com/15788357/bt...0%2003%2010.7z
    Last edited by jONES1979; 10th Mar 10 at 6:27 AM.

  31. #31
    Great!!! Thanks!

  32. #32
    Well, I used the updated file.
    And then, the Ai didn't work anymore.
    The builder would do nothing but stand there.

  33. #33
    Member jONES1979's Avatar
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    Quote Originally Posted by shadowwolf
    Well, I used the updated file.
    And then, the Ai didn't work anymore.
    The builder would do nothing but stand there.
    Sorry, this is my fault for now. I forgot to mention that in AI folder \BTmod\Data\ai\races\ you need to rename blacktemplar_race to templar_race too
    Last edited by jONES1979; 11th Mar 10 at 12:51 AM.

  34. #34
    I discover one problem.
    If you use Tau to face BT, the game will crash and back to windows.
    In contrast, you use BT to face Tau, the game will be fine.

    I use only annihilate for win condition.

  35. #35
    Member jONES1979's Avatar
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    Quote Originally Posted by shadowwolf
    I discover one problem.
    If you use Tau to face BT, the game will crash and back to windows.
    In contrast, you use BT to face Tau, the game will be fine.
    Usually, such game behavior is caused by AI in inconsistency in one of used "strategy build program".
    I test by Tau vs BT all 4 BT build orders and no get any crash.
    Last edited by jONES1979; 20th Mar 10 at 9:03 AM.

  36. #36
    I found that IG has the same problem too.
    Maybe other race?

  37. #37
    Member jONES1979's Avatar
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    Quote Originally Posted by shadowwolf
    I found that IG has the same problem too.
    Maybe other race?
    Now I test by IG all 4 BT AI build orders and have not get any errors/crashes.

    Now i think that something wrong with your game/modes installed. Maybe you Advanced Skirmish AI not updated to 3.2 version ?

  38. #38
    Gentlemen, I can confirm: tested BT, playing with or against all races (vanilla and modded) with Advanced Skirmish AI 3.2, and never had errors/crashes.

  39. #39
    Sound strange, I will check out my game.
    I had 1.2 version install and Skirmish_v3.20_SS.

    Is there any possibility because I use Chinese system.
    Sorry to bother you for this.

  40. #40
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    In FoK, you had special rules for reinforcing troops or the effectiveness of weapons against several troop types.

    Does this mod use the standard setting for this, or the FoK ruleset depending weapon damage (e.g. a chainsword did nothing against vehicles etc.) ?

  41. #41
    Member jONES1979's Avatar
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    Quote Originally Posted by ChrisM
    In FoK, you had special rules for reinforcing troops or the effectiveness of weapons against several troop types.
    Does this mod use the standard setting for this, or the FoK ruleset depending weapon damage (e.g. a chainsword did nothing against vehicles etc.) ?
    Yes, this mod balanced to original DoW(SS) gameplay style.

  42. #42
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    Just wanted to say what a great mod this is, and thanks to all the people involved in making it!

    And the thing which happens when the EC dies is very cool. Although I hope I don't have to experience it too often.

  43. #43
    Member INSCRIPTICOR's Avatar
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    woah, those are some scarily tempting screenies. dling now
    ==== RACE VARIANTS MOD =====
    Current State = Version One
    http://forums.relicnews.com/showthread.php?t=248221
    ===== Modders Needed To Make This Mod Brilliant :)
    http://forums.relicnews.com/showthread.php?t=248778

  44. #44
    Member Melooo's Avatar
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    FoK 3.6 is near release
    this means that the new black templar models and team colorable textures will be available very soon

    We are just polishing some minor stuff here and there so it shoulnd take too long
    -++Orks!...Burn the beast!!!...++-

  45. #45
    Member jONES1979's Avatar
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    Great thanks to you, Melooo, and to whole FoK team

    ---

    To the Darkness I Bring Fire

    Last edited by jONES1979; 9th Jul 10 at 8:08 AM.

  46. #46
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    Really wanted to play as the Black Templars... for some reason, it crashes when the Techmarines build the first building... does corsix support soulstorm's creation of logfiles?...... I want to fix this problem on my own if the creator is real busy.

  47. #47
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    1) Yes I have 3.2
    2) Yes I patched it correctly. I think it clashes with my mod.
    And thank you for the logfiles folder tip. Much appreciated

    ALSO - If there is an AI error, it would be in the AIlogs file.

    BUT WAIT... Where do I add -dev?... inside the parenthesis or outside?....

  48. Forum Subscriber  #48
    Greymane pack-father Lleman's Avatar
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    Make another shortcut to the executable and add the parameter to the 'Target' line.
    Eg. mine shows: "F:\Dawn of War - Soulstorm\Soulstorm.exe" -dev
    We look to the heavens so that one day our children may look back towards home.

  49. #49
    Member Whiteshield's Avatar
    Join Date
    Mar 2009
    Location
    In an abandoned Imperial Stronghold
    YOU WERE RIGHT!!! Filthy AIlogs not showing anything that can prevent AI related ERRORS.... Another EPIC FAIL for soulstorm... If the older Dark Crusade could show me the REAL errors, why can't the newer soulstorm!?!?!?!?

  50. Forum Subscriber  #50
    Greymane pack-father Lleman's Avatar
    Join Date
    Dec 2005
    Location
    On my way back to my cubs, eternally.
    Why don't you post the warnings.log instead of inanely raging against SS? Especially since, as you wrote about the BT patch
    2) Yes I patched it correctly. I think it clashes with my mod.
    Furthermore, the AI is the DoW Advanced Skirmish mod's own, for all i know partly based on SCAR, so errors will rather show in the console while in game. Finally, logs in SS show errors as well as in DC when errors are discernible by the game itself...
    Back on track now?

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