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Ultimate Apocalypse - 1.72.5 Released!

  1. #3501
    yeah complete collection cant be downloaded atm, seems like google docs cant handle this so many downloads... ok i will upload another mirror, and please Zack fair if you manage to upload a mirror please post it here to

  2. #3502

    Planned changes for 1.62.55

    Confirmed:

    Fixes:

    Nothing yet

    Balance changes:

    DE will be nefted, no cost increased because they are supposed to be fast, but will get some general hp nerf and some units will do less damage.
    DE titan will have a buff to compensate the general nerf of the race.
    Orks melee damage of starting units will be increased by .05

    Misc:

    Nothing yet


    Ideas that may be implemented:

    (if i get someone that can use the object editr)
    switching FX from XV88 broadside and XV88 apocalypse making XV apocalipse weapon look stronger (cause it is) and Bradside that dont need to entrench to shoot will look weaker.

    Either implement or make a win condition for the following reinfoce rules:

    Units can only reinforce when close to the base or lisenning points (this will make attack and defence more tactic and you will have to be more carefull)
    Units reinforce time decreassed (to compensate the rule above)


    So post your ideas here what do you think about the changes?

  3. #3503
    hanov just as a thank for you work I uploaded it on a mirror here it is

    1.6.542 Complete Collection Mirror: http://www.megaupload.com/?d=P2GN5ZO1

    oh and DE next patch balance is good IMHO and the reinforce idea is actually a very good thing..from DOW 2 and COH
    Last edited by .:Zack Fair:.; 27th Aug 11 at 6:45 PM.

  4. #3504
    Member PsykoTenshi's Avatar
    Join Date
    Jun 2011
    Location
    non-Steam game Dawn of War: Nounstorm
    First of all, I HAVE RETURNED (not like if it was epic, but...)

    Second:
    hanov, i just have 2 thoughts about you: YOUR AWESOME. And, thank you, THANK YOU for taking such an epic task making the Ultimate Apocalypse even better.

    Third:
    Either implement or make a win condition for the following reinfoce rules:
    Units can only reinforce when close to the base or lisenning points (this will make attack and defence more tactic and you will have to be more carefull)
    Units reinforce time decreassed (to compensate the rule above)
    Please, please can it be a wincondition?
    I really think i wouldn't particularly enjoy that. But may use it once in a while.
    But, if i have to use it i would like (if possible) it to include transports as a "reinforce point", like in Retribution. Captured critical locations will count too? What about allied listening posts?
    I'm trying to download 1.62.542 right now but (checks timer) TWO HOURS?! fffuuu...

    PS: Can you add hotkeys to units that do not have them? I can make a list, it would be ready on monday if i start now (around monday).
    PS2: now it's one hour... now it's one hour twenty... now it's one hour ten

    Edit: May i suggest using 7-zip to compress the next versions? UA devs used it (i think), and got those 2Gb into 500Mb

  5. #3505
    PsykoTenshi.

    First of all thank you, im doing nothing impressive really, just some bug fixes and balance stuff. well some extras like AI and hardcore wincondition.

    Now about the reinforce stuff, it may not be implemeted, or implemented as a patch that can be skipped, why is this? well the reinforce rule has to be applied as abilities (hiden from player always active) so making that a wincondition is hard for me, now LP, Transports allied and owned will allow you to reinforce. (IF i ever implement this)

    About the hotkeys, i dont know where the code for that is and i havent found it yet, so i will do it but i have some bugs and the primary goal of perfect balance first so you will have to wait a little for that =)

    I would use 7zip, but i used rar instead because 7zip is broken in my computer, give errors etc all the time.
    But dont worry after you download the big complete collection next patches will be around 1mb big (that was the reason for uploading the big complete file of 961mb, to make upcomming patches smaller)
    So sorry for the trouble but i prommise next downloads will be really small

  6. #3506
    Member dowman's Avatar
    Join Date
    Aug 2011
    Location
    Europe, Lithuania
    DE some units will do less damage? Oh man......
    DE strongest race? I don't thinks so. I think strongest races is SP and Chaos
    You want to make DE race weaker or maybe weakest? Now its realy hard to fight with DE against SM or Chaos......

  7. #3507
    Member PsykoTenshi's Avatar
    Join Date
    Jun 2011
    Location
    non-Steam game Dawn of War: Nounstorm
    The only thing i know about the hotkeys is a file named keydefaults.lua, located in \Apocalypse\Data\defprofile and in \Profiles\Profile1\apocalypse (and an additional folder per mod), which contains all the already assigned hotkeys.
    I already tried adding new units into that file with no luck (maybe if i add them on both?).

    Also, there's two little somethings that always annoyed me in IG, and seemingly never got noticed:
    -There's a Leman Russ Variant that's not affected by the heroes wincondition (i'm quite sure it was the Leman Russ Conqueror).
    -No matter in which stance the Mars Pattern Command is, the SwordShadow will always deepstrike on the default stance (the yellow one, forgot the name).

    I still think you're awesome.

  8. #3508
    Dowman:

    Yeah strong races are SM, Chaos, DE, SB, and last but not least ID. So all of that races need to be rebalanced, i will just start with DE.

    Right now the only balanced races are Tau, Orks, Tyranids, Eldar and IG.


    Its like the game is broken in 2, cause DE SM chaos and ID figth well against each other, but overpower the other races. so instead of giving the races a buff (with is more difficult to calculate) i will nerf the strong races.

    PsykoTenshi.

    hoykeys are maybe hardcoded if thats the case it will be imposible to add new ones. still im not looking for the files atm as you can see balance is far from perfect.

    About the bugs you talk about in IG i will look into them, thanks for the feedback.


    BTW i really really need someone who can use the object editor correcly to add some nice FX changes T_T anyone voluteer?

  9. #3509
    Member PsykoTenshi's Avatar
    Join Date
    Jun 2011
    Location
    non-Steam game Dawn of War: Nounstorm
    Just ran a quick skirmish, just to see if adding a new entry to both keydefault.lua will actually "make the hotkey appear". Unfortunately, it didn't work.
    The funny thing is that there were many assigned hotkeys in the .lua (not mine, so i'm gonna assume that they were set by the UA team) that also weren't available in-game. Mmhhhh...

    I would LOVE to get even better FX. But what's this object editor thing? I'm a quick learner with tech stuff, so i may learn how to use it and make the FX adjustments needed.

  10. #3510
    Member dowman's Avatar
    Join Date
    Aug 2011
    Location
    Europe, Lithuania
    Orks balanced????????? I think they not balanced
    they cant deffence base
    they dont have strong antivehicle
    waagh banners cost too much

    only way to win with them is to attack early because they dont have powerful apocalypse and titans

  11. #3511
    Well you see to change the FX from a weapon you have to edit the actual object (unit) .whm .whe files for that you use a series of tools,
    you might want to read this articles:

    http://forums.relicnews.com/showthre...-Mod-Tools-1.2
    http://forums.relicnews.com/showthre...t-Editor-ABC-s

    hoever you have to set up apocalypse mod in dark crusade folder, cause the mod tools work only for dark crusade.

    you see i manage to set up the files, extract conver the needed models files etc... but object editor crash on my system everytime, so i need someone else have it set up and try to edit the .whm , .whe and .ebp files.

    what i want to do is change the XV88 bradside weapon fx with the XV88 apocalypse weapon Fx, so XV 88 apocalypse look more powerfull cause it is more powerfull, (he have to entrench). and the other look less powerfull.


    Also you will have to copy Apocalypse mod to DC folder (including the .module) AND in the modtools folder (here My_mod is) well its somewhat difficult but it works, i was able to use it 1 time but i mess something up and since then object edit crash all the times (even after fresh install of everything)

    Good luck and if you manage to do it we shall trade MSN in private so we can work on FX changes.

    ----------

    Dowman:

    hmmm Orks are the ones i win the most using them.

    They are fast, have good melee, can spam, have great base defence (turrets + defence towers +lps).

    Maybe you are just bad using orks i mean each player is better with some race because all plays diferently (anyway Orks have a 0.5+ buff overral melee damage in my version (my test version of 1.62.55)

  12. #3512
    Member PsykoTenshi's Avatar
    Join Date
    Jun 2011
    Location
    non-Steam game Dawn of War: Nounstorm
    hanov:
    'kay. Downloaded the DC mod tools, mudflaps blender export tools and i think i'll start right away! ...after i install DC ...that's gonna take a while . Luckily i bought Dawn of War Collection.

    The thing is... i don't have an MSN account :facepalm:

  13. #3513
    Member BIG BEAST's Avatar
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    Aug 2011
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    leman russ
    Hanov
    I think orks almost balanced.Kustim stompa best fighting against one unit like daemon prince,warhound....but when fighting against big squad who can add units fast kustim stompa is very weak.Kustim stompa needs something ability like warhound titan stomp.

    Imperial guard is too mobility.Mars Pattern Command can deepstrike super heavy tanks anywhere with long range scanner from stronghold.I can deepstrike super heavy tanks near enemies buldings and destroy it and when i build Mars Pattern Command i can uncapture enemies relic or critical location so enemies powerless because they cant do apocalypse,super weapon and titans.Maybe you can do deepstiking range limit.
    Last edited by BIG BEAST; 28th Aug 11 at 1:02 AM.

  14. #3514
    Random thoughts on heroes type of game.

    would it be possible to change characters in game when they get to level ??? in heroes mission. to the net level up characters?

  15. #3515
    Member BIG BEAST's Avatar
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    Aug 2011
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    leman russ
    Where gone tau ethereal holographic projection ability.hanov can you add that ability to tau?

  16. #3516
    PsykoTenshi

    dont worry you can just create one or we can use any other chat system you like, but first lets see if the tools can be runned in your computer if so making changes using the object editor must be easy.

    RT2

    sadly thats not posible (at least for my skill lvl =))

    Big beast

    i take note of that and i will try to implement it but remember bugs and balance comes first =)

  17. #3517
    first i have random ctd not every time??

    started at 2011-08-27 23:17
    23:17:07.43 OS NT 6.1, 0MB Physical Memory
    23:17:07.43 RUN-OPTIONS
    23:17:07.43 WORKING-DIR I:\igre\soulstorm
    23:17:07.43 USER mauritos
    23:17:07.43
    23:17:09.15 Validator type :
    23:17:09.15 XTHREAD: Hyper-Threading Technology Processors are not detected.
    23:17:09.15 XTHREAD: Detected 2 core(s) with 2 hardware thread(s)
    23:17:09.15 XTHREAD: Main thread now used as XThread 0
    23:17:09.15 XTHREAD: Spawned thread on processor 1
    23:17:09.15 MATHBOX -- Version=5, Cpu=INTEL Pentium-III:f=6,m=7, Mode=SSE
    23:17:09.15 FILESYSTEM -- filepath failure, path does not exist 'Engine\Locale\english\Data'
    23:17:09.15 GAME -- Warning: Failed to map folder 'Engine\Locale\english\Data'.
    23:17:09.15 GAME -- Warhammer, 1.2.120, Build 120
    23:17:09.15 GAME -- Available memory: 4095MB RAM, 8138MB Pagefile
    23:17:09.15 State::State - set socket send buffer to 131072
    23:17:09.15 State::State - set socket receive buffer to 131072
    23:17:09.15 HostState - 5.28.124.169:6112 / 5.28.124.169:6112
    23:17:09.15 Session : Now Host
    23:17:09.15 Session : We are now a Host
    23:17:09.15 PeerState - 5.28.124.169:6112 / 5.28.124.169:6112
    23:17:09.15 PeerState::ConnectCallbackHost - connecting to host at 255.255.255.255:6112
    23:17:09.15 GSTransport::Connect - GT2AddressError
    23:17:09.15 SPOOGE - Driver[Dx9 : Hardware TnL] on adapter[0], version[4,32]
    23:17:09.15 SPDx9 -- Driver Name = nvd3dum.dll Device = \\.\DISPLAY1 Desc = NVIDIA GeForce GTX 260
    23:17:09.15 SPDx9 -- Driver Vendor = 0x10DE Device = 0x05E2 SubSys = 0x064B10DE Rev = 0x00A1
    23:17:09.15 SPDx9 -- Driver Version Product = 0x0008 Version = 0x0011 SubVersion = 0x000C Build = 0x1D6D (7533)
    23:17:09.15 SPDx9 -- Driver GUID = {D7B71E3E-46A2-11CF-036E-47261FC2C535}
    23:17:09.15 SPOOGE -- 2654.00MB available texture memory
    23:17:09.15 SPOOGE -- 2654.00MB available texture memory
    23:17:09.15 GAME -- Beginning FE
    23:17:09.18 MOVIE -- Opening movie 'movies:dxp_relic_intro.lua'
    23:17:09.86 MOVIE -- Closing movie 'movies:dxp_relic_intro.lua'
    23:17:09.86 MOVIE -- Opening movie 'movies:nvidia_logo.lua'
    23:17:10.20 MOVIE -- Closing movie 'movies:nvidia_logo.lua'
    23:17:10.20 MOVIE -- Opening movie 'movies:dow_intro.lua'
    23:17:12.02 MOVIE -- Closing movie 'movies:dow_intro.lua'
    23:17:12.02 FE -- Loading front end.
    23:17:12.02 FE -- Cursor hidden.
    23:17:47.27 MOD -- Initializing Mod apocalypse_xp2, 1.62.542
    23:17:47.27 LOCALIZER -- Failed to load file Tyranids\Locale\english\Heroes.ucs due to overlapping range with Apocalypse\Locale\english\Heroes.ucs
    23:17:47.27 LOCALIZER -- Failed to load file inquisition_daemonhunt\Locale\english\Heroes.ucs due to overlapping range with Apocalypse\Locale\english\Heroes.ucs
    23:17:47.27 MOD -- Warning: Failed to load archive 'Apocalypse\Locale\english\DXP2DataLoc.sga'
    23:17:47.27 MOD -- Warning: Failed to load archive 'Apocalypse\Locale\english\DXP2DataKeys.sga'
    23:17:47.27 MOD -- Warning: Failed to load archive 'Apocalypse\DXP2Data.sga'
    23:17:47.27 MOD -- Warning: Failed to load archive 'Apocalypse\DXP2Data-SharedTextures-Full.sga'
    23:17:47.27 MOD -- Warning: Failed to load archive 'Apocalypse\Locale\english\DXP2Data-Sound-Speech.sga'
    23:17:47.27 MOD -- Warning: Failed to load archive 'Apocalypse\DXP2Data-Sound-Low.sga'
    23:17:47.27 MOD -- Warning: Failed to load archive 'Apocalypse\DXP2Data-Music.sga'
    23:17:47.27 MOD -- Warning: Failed to load archive 'Apocalypse\DXP2Data-Whm-High.sga'
    23:17:47.27 MOD -- Warning: Failed to load archive 'W40k\W40kDataGOTY.sga'
    23:17:47.27 MOD -- Warning: Failed to load archive 'Tyranids\Locale\english\DXP2DataLoc.sga'
    23:17:47.27 MOD -- Warning: Failed to load archive 'Tyranids\Locale\english\DXP2DataKeys.sga'
    23:17:47.27 MOD -- Warning: Failed to load archive 'Tyranids\DXP2Data.sga'
    23:17:47.27 MOD -- Warning: Failed to load archive 'Tyranids\DXP2Data-SharedTextures-Full.sga'
    23:17:47.27 MOD -- Warning: Failed to load archive 'Tyranids\Locale\english\DXP2Data-Sound-Speech.sga'
    23:17:47.27 MOD -- Warning: Failed to load archive 'Tyranids\DXP2Data-Sound-Low.sga'
    23:17:47.27 MOD -- Warning: Failed to load archive 'Tyranids\DXP2Data-Music.sga'
    23:17:47.27 MOD -- Warning: Failed to load archive 'Tyranids\DXP2Data-Whm-High.sga'
    23:17:47.27 MOD -- Warning: Failed to open folder 'Apocalypse_XP2\Locale\english\Data'.
    23:17:47.27 MOD -- Warning: Failed to open folder 'Apocalypse\Locale\english\Data'.
    23:17:47.27 MOD -- Warning: Failed to open folder 'DXP2\Locale\english\Data'.
    23:17:47.27 MOD -- Warning: Failed to open folder 'DXP2\Data_Shared_Textures\Full'.
    23:17:47.27 MOD -- Warning: Failed to open folder 'DXP2\Data_Sound\Low'.
    23:17:47.27 MOD -- Warning: Failed to open folder 'DXP2\Data_Music'.
    23:17:47.27 MOD -- Warning: Failed to open folder 'DXP2\Data_Whm\High'.
    23:17:47.27 MOD -- Warning: Failed to open folder 'W40k\Locale\english\Data'.
    23:17:47.27 MOD -- Warning: Failed to open folder 'W40k\Data_Shared_Textures\Full'.
    23:17:47.27 MOD -- Warning: Failed to open folder 'W40k\Data_Sound\Low'.
    23:17:47.27 MOD -- Warning: Failed to open folder 'W40k\Data_Whm\High'.
    23:17:47.27 MOD -- Warning: Failed to open folder 'Tyranids\Locale\english\Data'.
    23:17:47.27 MOD -- Warning: Failed to open folder 'Tyranids\Data_Shared_Textures\Full'.
    23:17:47.27 MOD -- Warning: Failed to open folder 'Tyranids\Data_Sound\Low'.
    23:17:47.27 MOD -- Warning: Failed to open folder 'Tyranids\Data_Music'.
    23:17:47.27 MOD -- Warning: Failed to open folder 'Tyranids\Data_Whm\High'.
    23:17:47.27 LOCALIZER -- Requested string ID '18112430' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '18011258' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '18011259' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '18011262' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '18011257' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019204' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '18011289' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '18010879' does not exist!
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    23:17:47.27 LOCALIZER -- Requested string ID '18011314' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '18011273' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '18011262' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '18011257' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '18011312' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '15104040' does not fit in a valid key range!
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    23:17:47.27 LOCALIZER -- Requested string ID '14001020' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '14001022' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '14001023' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '14001024' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '14001021' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '14001022' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '14001023' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '14001024' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '14001070' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019201' does not fit in a valid key range!
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    23:17:47.27 LOCALIZER -- Requested string ID '16019202' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019203' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '14001070' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019201' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019201' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019202' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019203' does not fit in a valid key range!
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    23:17:47.27 LOCALIZER -- Requested string ID '16019201' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019201' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019202' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019203' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019204' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019200' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019201' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019201' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019202' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019203' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019204' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019221' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019222' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019223' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019221' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019222' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019223' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019221' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019222' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019223' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019221' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019222' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019223' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019221' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019222' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019223' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019221' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019222' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019223' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '16019224' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '18011273' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '18011262' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '18011257' does not fit in a valid key range!
    23:17:47.27 LOCALIZER -- Requested string ID '18011313' does not fit in a valid key range!
    23:17:47.28 LOCALIZER -- Requested string ID '18010339' does not exist!
    23:17:47.28 LOCALIZER -- Requested string ID '18010340' does not exist!
    23:17:47.28 LOCALIZER -- Requested string ID '18010341' does not exist!
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    23:17:47.28 LOCALIZER -- Requested string ID '18010041' does not exist!
    23:17:47.28 LOCALIZER -- Requested string ID '15800259' does not fit in a valid key range!
    23:17:47.28 LOCALIZER -- Requested string ID '18112296' does not fit in a valid key range!
    23:17:47.28 LOCALIZER -- Requested string ID '18010896' does not exist!
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    23:17:47.28 LOCALIZER -- Requested string ID '18010898' does not exist!
    23:17:47.28 SIM -- Attempted to load duplicate blueprint, EBPs\Environment\SINGLE_PLAYER_TGD\NECRON_STRONGHOLD\ORK_BOMB.RGD (1755)
    23:17:47.28 MOD -- No localization file for game rule '_apocalypse_rules', skipping...
    23:17:54.31 GAME -- Using player profile mauritos
    23:17:54.31 AppRegistry::GetValue - Failed to read valueName CDKEY
    23:17:54.33 AppRegistry::GetValue - Failed to read valueName DXP2CDKEY
    23:21:40.84 Skirmish - loading badge 'ork_race/BadMoons' for player (0)
    23:21:40.84 Skirmish - loading banner 'ork_race/BadMoons' for player (0)
    23:21:40.84 Skirmish - loading badge 'Dark_Eldar_race/All-SeeingEye' for player (1)
    23:21:40.84 Skirmish - loading banner 'Dark_Eldar_race/All-SeeingEye' for player (1)
    23:21:40.84 Skirmish - loading badge 'chaos_marine_race/AlphaLegion' for player (2)
    23:21:40.84 Skirmish - loading banner 'chaos_marine_race/AlphaLegion' for player (2)
    23:21:40.84 Skirmish - loading badge 'Sisters_race/ArdentFlame' for player (3)
    23:21:40.84 Skirmish - loading banner 'Sisters_race/ArdentFlame' for player (3)
    23:21:41.65 APP -- Game Start
    23:21:41.65 GAME -- Ending FE
    23:21:41.65 GAME -- Shutdown play
    23:21:41.65 GAME -- Beginning skirmish mission 'FoK_Urban Assault' (3 Computers)
    23:21:41.65 GFx -- loading file DATA:ART\UI\SWF\LOADINGSCREEN.gfx
    23:21:41.65 GFx -- loading file DATA:ART\UI\SWF\LOADINGSCREEN.gfx
    23:21:41.65 GFx -- loading file DATA:ART\UI\SWF\FontBody.gfx
    23:21:41.65 GAME -- Recording game
    23:21:41.65 GAME -- Initializing sync checking...
    23:21:41.67 GAME -- Initializing FX Manager...
    23:21:41.68 GAME -- Initializing Rendering Systems...
    23:21:41.69 GAME -- Initializing NISLets...
    23:21:41.78 GAME -- Initializing World Blueprints...
    23:21:41.78 GAME -- Initializing Scene Graph...
    23:21:41.78 GAME -- Initializing MOD systems...
    23:21:45.22 GAME -- Initializing Session...
    23:21:45.22 GAME -- Initializing Players...
    23:21:45.22 GAME -- Initializing SCAR (Pre-Sim) systems...
    23:21:46.20 MOD -- Loading Win Condition(DATA:Scar/WinConditions/exterminate.scar)
    23:21:46.20 MOD -- Loading Win Condition(DATA:Scar/WinConditions/Fortress.scar)
    23:21:46.20 MOD -- Loading Win Condition(DATA:Scar/WinConditions/Heroes.scar)
    23:21:46.20 MOD -- Loading Win Condition(DATA:Scar/WinConditions/MassiveBattles.scar)
    23:21:46.20 MOD -- Loading Win Condition(DATA:Scar/WinConditions/restrict_tierv.scar)
    23:21:46.20 MOD -- Loading Win Condition(DATA:Scar/WinConditions/walls_restrict.scar)
    23:21:46.20 MOD -- Loading Win Condition(DATA:Scar/WinConditions/restrict_aircraft.scar)
    23:21:46.20 GAME -- Initializing Team Colour Systems...
    23:22:01.36 GAME -- Preloading all models...
    23:22:01.36 Error: D3DERR_INVALIDCALL
    Desc: Invalid call
    Code: 2156, Facility: 2166, Severity: 1
    Call: [m_pStdTexture->LockRect( mip_level, &lockRect, &rect, flags )]
    23:22:01.36 RENDER ANIM -- Art/EBPs/Races/Eldar/Projectiles/Eldar_Reaper_Missile: Unable to open file!
    23:22:01.36 RENDER ANIM -- Art/EBPs/Races/Space_Marines/Projectiles/turret_missiles_scaled: Unable to open file!
    23:22:13.55 GAME -- Applying Team Colours...
    23:22:14.19 GAME -- Initializing UI...
    23:22:14.19 GAME -- Initializing LUA...
    23:22:14.20 GAME -- Initializing SCAR (Post SIM)...
    23:22:49.86 GAME -- Precaching Events...
    23:22:49.86 GAME -- Initializing Sim-Vis Handlers...
    23:22:51.29 GAME -- Initializing music...
    23:22:52.64 GAME -- Initializing AI...
    23:22:52.64 GAME -- Initializing SCAR...
    23:22:52.81 GAME -- Preparing Sim-Vis...
    23:22:52.82 SIM -- Setting SyncErrorChecking level to Low
    23:22:52.82 GAME -- Local player (mauritos, 0) finished loading (b5792da0) (71 seconds)
    23:22:55.22 GAME -- Starting mission...
    23:26:26.18 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:26:32.19 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:26:49.18 SimulationController::GenerateSyncCmd - couldn't send all commands, 4 binned
    23:26:50.68 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:26:56.69 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    23:27:27.71 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:27:49.72 SPOOGE -- 2604.00MB available texture memory
    23:27:49.72 SPOOGE -- 2654.00MB available texture memory
    23:27:52.76 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:28:03.26 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:28:24.79 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:28:40.30 GAME -- SimulationController::Pause 0
    23:28:46.47 APP -- Game Restart
    23:28:46.47 GAME -- SimulationController::Pause 1
    23:28:46.47 GAME -- Ending mission (?)
    23:28:46.47 GAME -- Resetting SIM...
    23:28:46.47 GAME -- Beginning FE
    23:28:46.71 APP -- Game Start
    23:28:46.71 GAME -- Ending FE
    23:28:46.71 GAME -- Shutdown play
    23:28:46.71 GAME -- Beginning skirmish mission 'FoK_Urban Assault' (3 Computers)
    23:28:46.71 GAME -- Recording game
    23:28:46.71 GAME -- Initializing sync checking...
    23:28:46.73 GAME -- Initializing FX Manager...
    23:28:46.75 GAME -- Initializing Rendering Systems...
    23:28:46.75 GAME -- Initializing NISLets...
    23:28:46.79 GAME -- Initializing World Blueprints...
    23:28:46.79 GAME -- Initializing Scene Graph...
    23:28:46.79 GAME -- Initializing MOD systems...
    23:28:47.81 GAME -- Initializing Session...
    23:28:47.81 GAME -- Initializing Players...
    23:28:47.81 GAME -- Initializing SCAR (Pre-Sim) systems...
    23:28:48.03 MOD -- Loading Win Condition(DATA:Scar/WinConditions/exterminate.scar)
    23:28:48.03 MOD -- Loading Win Condition(DATA:Scar/WinConditions/Fortress.scar)
    23:28:48.03 MOD -- Loading Win Condition(DATA:Scar/WinConditions/Heroes.scar)
    23:28:48.03 MOD -- Loading Win Condition(DATA:Scar/WinConditions/MassiveBattles.scar)
    23:28:48.03 MOD -- Loading Win Condition(DATA:Scar/WinConditions/restrict_tierv.scar)
    23:28:48.03 MOD -- Loading Win Condition(DATA:Scar/WinConditions/walls_restrict.scar)
    23:28:48.03 MOD -- Loading Win Condition(DATA:Scar/WinConditions/restrict_aircraft.scar)
    23:28:48.03 GAME -- Initializing Team Colour Systems...
    23:28:52.27 GAME -- Preloading all models...
    23:28:52.27 Error: D3DERR_INVALIDCALL
    Desc: Invalid call
    Code: 2156, Facility: 2166, Severity: 1
    Call: [m_pStdTexture->LockRect( mip_level, &lockRect, &rect, flags )]
    23:28:52.27 RENDER ANIM -- Art/EBPs/Races/Eldar/Projectiles/Eldar_Reaper_Missile: Unable to open file!
    23:28:52.27 RENDER ANIM -- Art/EBPs/Races/Space_Marines/Projectiles/turret_missiles_scaled: Unable to open file!
    23:28:56.70 GAME -- Applying Team Colours...
    23:28:57.02 GAME -- Initializing UI...
    23:28:57.02 GAME -- Initializing LUA...
    23:28:57.03 GAME -- Initializing SCAR (Post SIM)...
    23:29:07.41 GAME -- Precaching Events...
    23:29:07.41 GAME -- Initializing Sim-Vis Handlers...
    23:29:07.59 GAME -- Initializing music...
    23:29:08.01 GAME -- Initializing AI...
    23:29:08.01 GAME -- Initializing SCAR...
    23:29:08.05 GAME -- Preparing Sim-Vis...
    23:29:08.08 SIM -- Setting SyncErrorChecking level to Low
    23:29:08.08 GAME -- Local player (mauritos, 0) finished loading (b5792da0) (21 seconds)
    23:29:10.61 GAME -- Starting mission...
    23:31:26.16 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:31:39.66 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:32:53.17 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    23:33:40.17 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:33:47.06 GAME -- SimulationController::Pause 0
    23:33:52.58 GAME -- SimulationController::Pause 1
    23:33:53.01 SimulationController::GenerateSyncCmd - couldn't send all commands, 8 binned
    23:33:54.51 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    23:33:56.01 SimulationController::GenerateSyncCmd - couldn't send all commands, 4 binned
    23:34:08.01 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    23:34:09.52 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:34:14.01 SimulationController::GenerateSyncCmd - couldn't send all commands, 4 binned
    23:34:15.51 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    23:34:17.02 SimulationController::GenerateSyncCmd - couldn't send all commands, 4 binned
    23:34:18.02 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:34:20.01 SimulationController::GenerateSyncCmd - couldn't send all commands, 9 binned
    23:34:23.03 SimulationController::GenerateSyncCmd - couldn't send all commands, 17 binned
    23:34:26.03 SimulationController::GenerateSyncCmd - couldn't send all commands, 4 binned
    23:34:29.02 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    23:34:32.03 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    23:34:35.01 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    23:34:36.01 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:34:38.03 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:34:41.04 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    23:34:47.04 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:34:48.02 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    23:34:51.03 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:34:54.02 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:35:11.05 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:35:14.04 SimulationController::GenerateSyncCmd - couldn't send all commands, 4 binned
    23:35:18.07 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    23:35:21.07 SimulationController::GenerateSyncCmd - couldn't send all commands, 5 binned
    23:35:23.02 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    23:35:30.04 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    23:35:33.02 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    23:35:36.03 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    23:35:42.06 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    23:35:45.05 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    23:35:47.06 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:35:48.05 SimulationController::GenerateSyncCmd - couldn't send all commands, 5 binned
    23:35:51.02 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    23:35:53.04 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:35:54.02 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    23:35:57.03 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    23:35:59.02 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:36:02.03 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:36:06.02 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:36:09.02 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    23:36:17.03 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    23:36:20.02 SimulationController::GenerateSyncCmd - couldn't send all commands, 6 binned
    23:36:21.03 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    23:36:24.05 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:36:27.05 SimulationController::GenerateSyncCmd - couldn't send all commands, 4 binned
    23:36:29.03 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:36:30.03 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    23:36:39.03 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    23:36:45.05 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:36:57.06 SPOOGE -- 2600.00MB available texture memory
    23:36:57.06 SPOOGE -- 2654.00MB available texture memory
    23:37:02.11 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:37:11.11 SimulationController::GenerateSyncCmd - couldn't send all commands, 11 binned
    23:37:20.50 SPOOGE -- 2607.00MB available texture memory
    23:37:20.50 SPOOGE -- 2654.00MB available texture memory
    23:37:21.06 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    23:37:24.07 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:37:27.06 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:37:30.06 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:37:36.05 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    23:37:51.06 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    23:38:24.06 SimulationController::GenerateSyncCmd - couldn't send all commands, 6 binned
    23:38:28.05 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    23:39:41.22 GAME -- SimulationController::Pause 0
    23:41:07.78 GAME -- SimulationController::Pause 1
    23:43:40.88 MOD -- Player Computer 3 has been killed (1)(frame 6106)
    23:46:34.38 SPOOGE -- 2589.00MB available texture memory
    23:46:34.38 SPOOGE -- 2654.00MB available texture memory
    23:46:58.34 SPOOGE -- 2602.00MB available texture memory
    23:46:58.34 SPOOGE -- 2654.00MB available texture memory
    23:47:03.89 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:47:29.63 DynamicDecals -- Hit maximum number of decal indices or vertices
    23:47:34.00 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    23:47:49.07 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    23:49:35.67 MOD -- Player mauritos has been killed (1)(frame 8858)
    23:49:43.37 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    23:49:46.37 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:49:52.40 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    23:49:55.42 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    23:49:58.45 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    23:50:22.42 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    23:50:29.99 GAME -- SimulationController::Pause 0
    23:50:37.14 APP -- Game Stop
    23:50:37.14 GAME -- SimulationController::Pause 1
    23:50:37.14 GAME -- Ending mission (Abort)
    23:50:37.14 GAME -- Resetting SIM...
    23:50:37.14 GAME -- Beginning FE
    23:51:31.11 Skirmish - loading badge 'space_marine_race/bloodangels' for player (0)
    23:51:31.11 Skirmish - loading banner 'space_marine_race/BloodAngels' for player (0)
    23:51:31.11 Skirmish - loading badge 'chaos_marine_race/BlackLegion' for player (1)
    23:51:31.11 Skirmish - loading banner 'chaos_marine_race/BlackLegion' for player (1)
    23:51:31.11 Skirmish - loading badge 'Dark_Eldar_race/All-SeeingEye' for player (2)
    23:51:31.11 Skirmish - loading banner 'Dark_Eldar_race/All-SeeingEye' for player (2)
    23:51:31.11 Skirmish - loading badge 'Sisters_race/ArdentFlame' for player (3)
    23:51:31.11 Skirmish - loading banner 'Sisters_race/ArdentFlame' for player (3)
    23:51:31.85 APP -- Game Start
    23:51:31.85 GAME -- Ending FE
    23:51:31.85 GAME -- Shutdown play
    23:51:31.85 GAME -- Beginning skirmish mission 'FoK_Urban Assault' (3 Computers)
    23:51:31.85 GAME -- Recording game
    23:51:31.85 GAME -- Initializing sync checking...
    23:51:31.88 GAME -- Initializing FX Manager...
    23:51:31.88 GAME -- Initializing Rendering Systems...
    23:51:31.89 GAME -- Initializing NISLets...
    23:51:31.91 GAME -- Initializing World Blueprints...
    23:51:31.91 GAME -- Initializing Scene Graph...
    23:51:31.92 GAME -- Initializing MOD systems...
    23:51:33.00 GAME -- Initializing Session...
    23:51:33.00 GAME -- Initializing Players...
    23:51:33.00 GAME -- Initializing SCAR (Pre-Sim) systems...
    23:51:33.37 MOD -- Loading Win Condition(DATA:Scar/WinConditions/exterminate.scar)
    23:51:33.37 MOD -- Loading Win Condition(DATA:Scar/WinConditions/Fortress.scar)
    23:51:33.37 MOD -- Loading Win Condition(DATA:Scar/WinConditions/Heroes.scar)
    23:51:33.37 MOD -- Loading Win Condition(DATA:Scar/WinConditions/MassiveBattles.scar)
    23:51:33.37 MOD -- Loading Win Condition(DATA:Scar/WinConditions/restrict_aircraft.scar)
    23:51:33.37 MOD -- Loading Win Condition(DATA:Scar/WinConditions/restrict_tierv.scar)
    23:51:33.37 MOD -- Loading Win Condition(DATA:Scar/WinConditions/walls_restrict.scar)
    23:51:33.37 GAME -- Initializing Team Colour Systems...
    23:51:42.39 GAME -- Preloading all models...
    23:51:42.39 Error: D3DERR_INVALIDCALL
    Desc: Invalid call
    Code: 2156, Facility: 2166, Severity: 1
    Call: [m_pStdTexture->LockRect( mip_level, &lockRect, &rect, flags )]
    23:51:42.39 RENDER ANIM -- 'art/ebps/races/space_marines/texture_share/space_marines_weapons_2': Unable to open file!
    23:51:42.39 RENDER ANIM -- 'art/ebps/races/space_marines/texture_share/space_marines_weapons_4': Unable to open file!
    23:51:42.39 RENDER ANIM -- 'art/ebps/races/space_marines/texture_share/space_marines_weapons_3': Unable to open file!
    23:51:42.39 RENDER ANIM -- 'art/ebps/races/space_marines/texture_share/space_marines_weapons': Unable to open file!
    23:51:42.40 RENDER ANIM -- Art/EBPs/Races/Eldar/Projectiles/Eldar_Reaper_Missile: Unable to open file!
    23:51:42.40 RENDER ANIM -- Art/EBPs/Races/Space_Marines/Projectiles/turret_missiles_scaled: Unable to open file!
    23:51:52.28 GAME -- Applying Team Colours...
    23:51:52.60 GAME -- Initializing UI...
    23:51:52.60 GAME -- Initializing LUA...
    23:51:52.61 GAME -- Initializing SCAR (Post SIM)...
    23:52:06.00 GAME -- Precaching Events...
    23:52:06.00 GAME -- Initializing Sim-Vis Handlers...
    23:52:06.20 GAME -- Initializing music...
    23:52:06.66 GAME -- Initializing AI...
    23:52:06.66 GAME -- Initializing SCAR...
    23:52:06.72 GAME -- Preparing Sim-Vis...
    23:52:06.74 SIM -- Setting SyncErrorChecking level to Low
    23:52:06.74 GAME -- Local player (mauritos, 0) finished loading (51dd584d) (35 seconds)
    23:54:42.86 GAME -- Starting mission...
    23:58:10.93 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:58:22.95 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    23:58:51.46 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:58:53.96 SimulationController::GenerateSyncCmd - couldn't send all commands, 4 binned
    23:58:55.46 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:58:56.97 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:59:03.45 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:59:04.45 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    23:59:04.95 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:59:07.98 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:59:11.04 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    23:59:11.95 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:59:13.49 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    23:59:34.95 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    23:59:40.44 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:00:18.48 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:00:30.47 SimulationController::GenerateSyncCmd - couldn't send all commands, 4 binned
    00:00:32.48 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:00:33.49 SimulationController::GenerateSyncCmd - couldn't send all commands, 5 binned
    00:00:36.51 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    00:00:39.50 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    00:00:42.50 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    00:00:45.48 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    00:00:51.49 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    00:00:54.49 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    00:00:57.49 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    00:00:59.96 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:01:12.49 SimulationController::GenerateSyncCmd - couldn't send all commands, 4 binned
    00:01:24.02 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    00:01:36.02 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:01:45.50 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:02:21.02 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:02:23.99 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    00:03:06.50 SimulationController::GenerateSyncCmd - couldn't send all commands, 4 binned
    00:03:15.51 SimulationController::GenerateSyncCmd - couldn't send all commands, 14 binned
    00:03:18.53 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    00:03:30.58 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    00:03:41.32 SPOOGE -- 2585.00MB available texture memory
    00:03:41.32 SPOOGE -- 2654.00MB available texture memory
    00:04:23.89 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    00:04:51.41 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    00:05:53.93 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:06:27.42 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    00:06:47.91 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:07:27.52 SimulationController::GenerateSyncCmd - couldn't send all commands, 5 binned
    00:08:13.97 SPOOGE -- 2577.00MB available texture memory
    00:08:13.97 SPOOGE -- 2654.00MB available texture memory
    00:09:16.81 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:09:34.54 SPOOGE -- 2572.00MB available texture memory
    00:09:34.54 SPOOGE -- 2654.00MB available texture memory
    00:11:49.63 SimulationController::GenerateSyncCmd - couldn't send all commands, 10 binned
    00:11:52.63 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    00:12:25.72 MOD -- Player Computer 2 has been killed (1)(frame 8360)
    00:16:52.18 SPOOGE -- 2564.00MB available texture memory
    00:16:52.18 SPOOGE -- 2654.00MB available texture memory
    00:16:52.69 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    00:18:46.57 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:19:30.83 SPOOGE -- 2568.00MB available texture memory
    00:19:30.83 SPOOGE -- 2654.00MB available texture memory
    00:19:36.91 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    00:23:57.16 SimulationController::GenerateSyncCmd - couldn't send all commands, 4 binned
    00:24:03.15 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:24:37.63 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:24:40.63 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:24:44.06 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:25:11.84 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    00:25:14.36 MOD -- Player mauritos has been killed (1)(frame 14152)
    00:25:32.81 GAME -- SimulationController::Pause 0
    00:25:40.27 APP -- Game Stop
    00:25:40.27 GAME -- SimulationController::Pause 1
    00:25:40.27 GAME -- Ending mission (Abort)
    00:25:40.27 GAME -- Resetting SIM...
    00:25:40.27 GAME -- Beginning FE
    00:29:24.23 Skirmish - loading badge 'guard_race/Cadian412' for player (0)
    00:29:24.23 Skirmish - loading banner 'guard_race/Cadian412' for player (0)
    00:29:24.23 Skirmish - loading badge 'chaos_marine_race/BlackLegion' for player (1)
    00:29:24.23 Skirmish - loading banner 'chaos_marine_race/BlackLegion' for player (1)
    00:29:24.23 Skirmish - loading badge 'Dark_Eldar_race/All-SeeingEye' for player (2)
    00:29:24.23 Skirmish - loading banner 'Dark_Eldar_race/All-SeeingEye' for player (2)
    00:29:24.23 Skirmish - loading badge 'space_marine_race/ultramarines' for player (3)
    00:29:24.23 Skirmish - loading banner 'space_marine_race/UltraMarine' for player (3)
    00:29:25.02 APP -- Game Start
    00:29:25.02 GAME -- Ending FE
    00:29:25.02 GAME -- Shutdown play
    00:29:25.02 GAME -- Beginning skirmish mission 'FoK_Urban Assault' (3 Computers)
    00:29:25.02 GAME -- Recording game
    00:29:25.02 GAME -- Initializing sync checking...
    00:29:25.04 GAME -- Initializing FX Manager...
    00:29:25.05 GAME -- Initializing Rendering Systems...
    00:29:25.06 GAME -- Initializing NISLets...
    00:29:25.08 GAME -- Initializing World Blueprints...
    00:29:25.09 GAME -- Initializing Scene Graph...
    00:29:25.11 GAME -- Initializing MOD systems...
    00:29:26.22 GAME -- Initializing Session...
    00:29:26.23 GAME -- Initializing Players...
    00:29:26.23 GAME -- Initializing SCAR (Pre-Sim) systems...
    00:29:26.66 MOD -- Loading Win Condition(DATA:Scar/WinConditions/Fortress.scar)
    00:29:26.66 MOD -- Loading Win Condition(DATA:Scar/WinConditions/exterminate.scar)
    00:29:26.66 MOD -- Loading Win Condition(DATA:Scar/WinConditions/MassiveBattles.scar)
    00:29:26.66 MOD -- Loading Win Condition(DATA:Scar/WinConditions/Heroes.scar)
    00:29:26.66 MOD -- Loading Win Condition(DATA:Scar/WinConditions/walls_restrict.scar)
    00:29:26.66 MOD -- Loading Win Condition(DATA:Scar/WinConditions/restrict_aircraft.scar)
    00:29:26.66 MOD -- Loading Win Condition(DATA:Scar/WinConditions/restrict_tierv.scar)
    00:29:26.66 GAME -- Initializing Team Colour Systems...
    00:29:35.53 GAME -- Preloading all models...
    00:29:35.53 Error: D3DERR_INVALIDCALL
    Desc: Invalid call
    Code: 2156, Facility: 2166, Severity: 1
    Call: [m_pStdTexture->LockRect( mip_level, &lockRect, &rect, flags )]
    00:29:35.53 RENDER ANIM -- 'art/ebps/races/space_marines/texture_share/space_marines_weapons_2': Unable to open file!
    00:29:35.53 RENDER ANIM -- 'art/ebps/races/space_marines/texture_share/space_marines_weapons_4': Unable to open file!
    00:29:35.53 RENDER ANIM -- 'art/ebps/races/space_marines/texture_share/space_marines_weapons_3': Unable to open file!
    00:29:35.53 RENDER ANIM -- 'art/ebps/races/space_marines/texture_share/space_marines_weapons': Unable to open file!
    00:29:35.53 RENDER ANIM -- Art/EBPs/Races/Eldar/Projectiles/Eldar_Reaper_Missile: Unable to open file!
    00:29:35.53 RENDER ANIM -- Art/EBPs/Races/Space_Marines/Projectiles/turret_missiles_scaled: Unable to open file!
    00:29:48.53 GAME -- Applying Team Colours...
    00:29:48.86 GAME -- Initializing UI...
    00:29:48.86 GAME -- Initializing LUA...
    00:29:48.87 GAME -- Initializing SCAR (Post SIM)...
    00:30:01.07 GAME -- Precaching Events...
    00:30:01.07 GAME -- Initializing Sim-Vis Handlers...
    00:30:01.27 GAME -- Initializing music...
    00:30:02.01 GAME -- Initializing AI...
    00:30:02.01 GAME -- Initializing SCAR...
    00:30:02.09 GAME -- Preparing Sim-Vis...
    00:30:02.10 SIM -- Setting SyncErrorChecking level to Low
    00:30:02.10 GAME -- Local player (mauritos, 0) finished loading (bb1b952a) (37 seconds)
    00:30:03.57 GAME -- Starting mission...
    00:30:12.86 SPOOGE -- 2633.00MB available texture memory
    00:30:12.86 SPOOGE -- 2654.00MB available texture memory
    00:30:47.02 SPOOGE -- 2617.00MB available texture memory
    00:30:47.02 SPOOGE -- 2654.00MB available texture memory
    00:31:03.58 GAME -- SimulationController::Pause 0
    00:45:10.61 GAME -- SimulationController::Pause 1
    00:47:46.00 SPOOGE -- 2619.00MB available texture memory
    00:47:46.00 SPOOGE -- 2654.00MB available texture memory
    00:49:27.68 SimulationController::GenerateSyncCmd - couldn't send all commands, 5 binned
    00:49:30.67 SimulationController::GenerateSyncCmd - couldn't send all commands, 8 binned
    00:49:39.66 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:49:48.67 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    00:49:55.17 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:50:16.21 SimulationController::GenerateSyncCmd - couldn't send all commands, 4 binned
    00:50:28.20 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:50:51.68 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:50:54.68 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:51:10.17 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:51:30.70 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    00:51:34.87 GAME -- SimulationController::Pause 0
    00:51:42.79 APP -- Game Restart
    00:51:42.79 GAME -- SimulationController::Pause 1
    00:51:42.79 GAME -- Ending mission (?)
    00:51:42.79 GAME -- Resetting SIM...
    00:51:42.79 GAME -- Beginning FE
    00:51:42.98 APP -- Game Start
    00:51:42.98 GAME -- Ending FE
    00:51:42.98 GAME -- Shutdown play
    00:51:42.98 GAME -- Beginning skirmish mission 'FoK_Urban Assault' (3 Computers)
    00:51:42.98 GAME -- Recording game
    00:51:42.98 GAME -- Initializing sync checking...
    00:51:43.00 GAME -- Initializing FX Manager...
    00:51:43.02 GAME -- Initializing Rendering Systems...
    00:51:43.03 GAME -- Initializing NISLets...
    00:51:43.07 GAME -- Initializing World Blueprints...
    00:51:43.07 GAME -- Initializing Scene Graph...
    00:51:43.07 GAME -- Initializing MOD systems...
    00:51:44.21 GAME -- Initializing Session...
    00:51:44.21 GAME -- Initializing Players...
    00:51:44.21 GAME -- Initializing SCAR (Pre-Sim) systems...
    00:51:44.48 MOD -- Loading Win Condition(DATA:Scar/WinConditions/Fortress.scar)
    00:51:44.48 MOD -- Loading Win Condition(DATA:Scar/WinConditions/exterminate.scar)
    00:51:44.48 MOD -- Loading Win Condition(DATA:Scar/WinConditions/MassiveBattles.scar)
    00:51:44.48 MOD -- Loading Win Condition(DATA:Scar/WinConditions/Heroes.scar)
    00:51:44.48 MOD -- Loading Win Condition(DATA:Scar/WinConditions/walls_restrict.scar)
    00:51:44.48 MOD -- Loading Win Condition(DATA:Scar/WinConditions/restrict_aircraft.scar)
    00:51:44.48 MOD -- Loading Win Condition(DATA:Scar/WinConditions/restrict_tierv.scar)
    00:51:44.48 GAME -- Initializing Team Colour Systems...
    00:51:50.46 GAME -- Preloading all models...
    00:51:50.46 Error: D3DERR_INVALIDCALL
    Desc: Invalid call
    Code: 2156, Facility: 2166, Severity: 1
    Call: [m_pStdTexture->LockRect( mip_level, &lockRect, &rect, flags )]
    00:51:50.46 RENDER ANIM -- 'art/ebps/races/space_marines/texture_share/space_marines_weapons_2': Unable to open file!
    00:51:50.46 RENDER ANIM -- 'art/ebps/races/space_marines/texture_share/space_marines_weapons_4': Unable to open file!
    00:51:50.46 RENDER ANIM -- 'art/ebps/races/space_marines/texture_share/space_marines_weapons_3': Unable to open file!
    00:51:50.46 RENDER ANIM -- 'art/ebps/races/space_marines/texture_share/space_marines_weapons': Unable to open file!
    00:51:50.46 RENDER ANIM -- Art/EBPs/Races/Eldar/Projectiles/Eldar_Reaper_Missile: Unable to open file!
    00:51:50.46 RENDER ANIM -- Art/EBPs/Races/Space_Marines/Projectiles/turret_missiles_scaled: Unable to open file!
    00:52:02.54 GAME -- Applying Team Colours...
    00:52:02.86 GAME -- Initializing UI...
    00:52:02.86 GAME -- Initializing LUA...
    00:52:02.86 GAME -- Initializing SCAR (Post SIM)...
    00:52:13.25 GAME -- Precaching Events...
    00:52:13.25 GAME -- Initializing Sim-Vis Handlers...
    00:52:13.74 GAME -- Initializing music...
    00:52:14.21 GAME -- Initializing AI...
    00:52:14.21 GAME -- Initializing SCAR...
    00:52:14.27 GAME -- Preparing Sim-Vis...
    00:52:14.29 SIM -- Setting SyncErrorChecking level to Low
    00:52:14.29 GAME -- Local player (mauritos, 0) finished loading (bb1b952a) (31 seconds)
    00:52:15.39 GAME -- Starting mission...
    00:55:15.97 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:56:41.04 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    00:56:41.04 SPOOGE -- 2605.00MB available texture memory
    00:56:41.04 SPOOGE -- 2654.00MB available texture memory
    00:56:42.89 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    00:56:46.83 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:58:00.90 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:58:12.95 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    00:58:21.91 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:58:37.19 SPOOGE -- 2587.00MB available texture memory
    00:58:37.19 SPOOGE -- 2654.00MB available texture memory
    00:58:39.00 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:58:48.00 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:58:50.99 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:59:00.02 SPOOGE -- 2595.00MB available texture memory
    00:59:00.02 SPOOGE -- 2654.00MB available texture memory
    00:59:21.73 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:59:27.73 SimulationController::GenerateSyncCmd - couldn't send all commands, 1 binned
    00:59:37.20 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    00:59:40.21 SimulationController::GenerateSyncCmd - couldn't send all commands, 4 binned
    00:59:42.71 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned
    00:59:46.22 SimulationController::GenerateSyncCmd - couldn't send all commands, 2 binned
    00:59:49.22 SimulationController::GenerateSyncCmd - couldn't send all commands, 3 binned


    second i agree that race are unbalanced,well they were olways unbalanced,i played against csm with orcs,and sm and loose on harder,i played with csm and deamon prince when gain experince,his hitpoints raise to 65000 to much,when cylarne get back i propose him to limit how much hitpoints unit can have with gainded experience, i would put max of 30000.


    and third how the hell computer controled csm can have blodthirster and deamon prince at the same time??,i only can have deamon prince??



    Units can only reinforce when close to the base or lisenning points (this will make attack and defence more tactic and you will have to be more carefull)
    Units reinforce time decreassed (to compensate the rule above)

    i hate that reminds me of dow2,i vote for units can reinforce anywhere on the map as is know.
    Last edited by demetrius; 28th Aug 11 at 4:42 AM.

  18. #3518
    Member dowman's Avatar
    Join Date
    Aug 2011
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    Europe, Lithuania
    Hanov can you add necron vizier to necrons please.Necrons dont have new units exept titans.
    Link to mod
    dawnofwar.filefront.com/file/Necron_Vizier_mod;93722

    Thanks

  19. Forum Subscriber  #3519
    Greymane pack-father Lleman's Avatar
    Join Date
    Dec 2005
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    On my way back to my cubs, eternally.
    Demetrius, you want to post your warnings.log of a session that ended in CTD if you want to give a clearer account of your problems. Just saying. (also, spoiler tags ffs!)
    Last edited by Lleman; 28th Aug 11 at 4:40 AM.
    We look to the heavens so that one day our children may look back towards home.

  20. #3520
    Member Tyrantarmy6's Avatar
    Join Date
    Jul 2010
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    Netherlands
    Jeez... you guys sure ask a lot of him you know.
    Personally I don't really like the Necron Vizier. I like them having more units, but not that one.
    And about those guys being balanced etc. did you forget about necrons?

  21. #3521
    Member dowman's Avatar
    Join Date
    Aug 2011
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    Europe, Lithuania
    But this is only not relic new necron unit.
    And I think nobody creating new units for necron
    Oh tomb stalker but it will be relic

  22. #3522
    2 Arka Cannons are way overpowered..I suggest limiting them to 1..

    XV81 Crysis Battlesuits are too strong

  23. #3523
    Member BIG BEAST's Avatar
    Join Date
    Aug 2011
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    leman russ
    OMG zack fair!tau have arka cannons because they do not have strong titans.Imagine tau vs orks.Orks attack with 2 Squiggoths,1 gargantuan squiggoth and kustim stompa tau attack with 3 greatests knarlocs so 2 arka cannons vs kustim stompa which can teleport near the arka cannons and you think 2 arka cannons are overpower.With one arka cannon tau will be weakest race ever!!!!!Maybe you go too hard level against tau.MAyBe TRY NORMAL OR EASY LEVEL
    Think about warhound vs 2 arka cannons or daemon prince vs 2 arka cannons

    tau is perfect balanced dude this is strong race not weak
    I just now tested 2 arka cannons.both Arka cannons does 4000hp damage to buildings with focused ION blast.Both Arka cannon does 400hp damage to buildings with ion blast.both arka cannons does 400hp damage to buildings with ion strike.do not effective against buildings but very efective against vehicles and daemons.Serve as strong warhound like Titan, daemon prince, Revenant or kustim Stompa
    Last edited by BIG BEAST; 28th Aug 11 at 8:34 AM.

  24. #3524
    You're totally wrong, I do no play at all against AI..I can beat Insane easely..So I play with my friends..One of them use 1 Arka Cannon to destroy my army and the other to destroy my base..Is it normal?

  25. #3525
    Member BIG BEAST's Avatar
    Join Date
    Aug 2011
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    leman russ
    who is better 2 arka cannon or kustim stompa which teleport to your base.Maybe he destroy base with apocalypse.its imposible to destroy all base without apocalypse.

  26. #3526
    @hanov when i noticed chapter master bug i was already playing with 1.62.542 version.. if i found something else i'll tell you here!!
    DreamingInTheWrong89 -------->
    BURN THE HERETIC! KILL THE MUTANT! PURGE THE UNCLEAN!

  27. #3527
    Member BIG BEAST's Avatar
    Join Date
    Aug 2011
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    leman russ
    and XV81 Crysis Battlesuits are just strong units like ogryns,zoanthropes,uberfex carnifex,pariahs,warp beast pack, terminators,obliterators,grey knights terminators,mega armoured nobz.

  28. #3528
    they're much stronger..they can take out units AND VEHICLES AND buildings so EASILY

    who is better 2 arka cannon or kustim stompa which teleport to your base.Maybe he destroy base with apocalypse.its imposible to destroy all base without apocalypse.
    he takes out GENS some LP barracks armory and machine barracks...Yeah he doesn't destroy the whole base..but surely he's close..

    And Arka Cannon can be got relatively early

  29. #3529
    Member BIG BEAST's Avatar
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    leman russ
    do you think only tau have strong super weapon?strongest super weapons have imperial guard,chaos and tau(tau have only and not strong titan).Maybe you dont saw how warhound or kustim stompa destroing buildings in single shoot.

  30. #3530
    do you think only tau have strong super weapon?strongest super weapons have imperial guard,chaos and tau(tau have only and not strong titan).Maybe you dont saw how warhound or kustim stompa destroing buildings in single shoot.
    do you think I'm a newbie!? -.- arka cannon can shot directly from player's base. First you destroy enemy army..Then advance with your army and then you use the second cannon..Titans and Stompa seems so easily to beat insted of arka cannon

  31. #3531
    anyone knows how to build the repair scarabs artifact fir the necron lord?

  32. #3532
    Member BIG BEAST's Avatar
    Join Date
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    leman russ
    i dont think you are newbie.Tau is a different team than the other.i want to know how you plan beat kustim stompa,daemon prince or warhound with focused ION blast(i think this is strongest tau ability) when they are moving?focused ION blast is slow.With IG artylery strike you can destroy enemy base totally.Can you saw chaos summoned slaanesh super weapon.This super weapon can be do 3 at same time

    I tested 2 arka cannons all six abilities damage 25000 hp to warhound.warhound did not be killed with 2 arka cannon!!!!!!
    SO 2 arka cannons are not overpowered.Race are balanced!!!!
    Last edited by BIG BEAST; 28th Aug 11 at 2:12 PM.

  33. #3533
    @demetrius
    please use pasetbin...

    @dowman
    New units will come after balance and bug fixes =)

    @zack fair and big beast
    all super weapons are OP because there is no counter to that, until we add ANTI super weapons (like antinukes in other games) all superweapons are just that, Game enders.
    About tau 2 arka cannons what i can do is increasing the damage of the arka cannon by .35 and resctrict it to only 1 builded.

    @Ilboss
    thanks for the feedback =)

    @googleness
    Usualy you need to tier up and have previous wargears for the last wargears to be unlucked.

  34. #3534
    Member PsykoTenshi's Avatar
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    Jun 2011
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    non-Steam game Dawn of War: Nounstorm
    I've disabled nukes and other stuff i didn't like (DE Rend Soul ability) by rewriting the restrict walls wincondition and i must say i enjoy the apocalypse a LOT more since then.

  35. #3535
    Yeah i also dont play using Superweapons.

    btw PsykoTenshi can i see your scar file?

  36. #3536
    Member PsykoTenshi's Avatar
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    Jun 2011
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    non-Steam game Dawn of War: Nounstorm
    Sure, i just copy it's contents in a comment here?

    Also, about the Tau railgun FX, i noticed something interesting. I could make ALL of the railguns (muzzles, not the whole thing) have that awesome fx by just renaming the .lua files.
    It's almost as far as i can go without a specific tutorial/instructions on how to swap FX.

  37. #3537
    To swap the Fx you need to open the broadsides whm, whe, and switch weapons, we dont want all rail guns to have the same effect, but i can try it.

    Can you tell me what luas you renamed?

    and yeah paste the content of the scar here maybe we implement a new win condition.

  38. #3538
    Member PsykoTenshi's Avatar
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    non-Steam game Dawn of War: Nounstorm
    To swap the Fx you need to open the broadsides whm, whe, and switch weapons
    Ahhhhhh. If nothing stops me from doing it, it will be done for tomorrow.

    This is the .scar file for Apocalypse (non XP). It disables Apocalyptic superweapons, ALL mines (disabled the advanced ones first, and ended disabling them all) and the Dark Eldar rend soul ability (so they don't cowardmagically kill your techpriests)
    ----------------------------------------------------------------------------------------------------------------
    -- Restrict Mines and Nukes
    -- Modified by Psykotenshi, 0:31 4/29/11
    --
    -- ALL mines and apocalyptic superweapons will not be available.
    --
    -- Apocalypse Mod Team
    import("ScarUtil.scar");

    function RestrictWalls()

    local count = World_GetPlayerCount();
    for i = 0, count-1
    do

    local player = World_GetPlayerAt(i);

    Player_RestrictBuilding(player, "chaos_mine_field")
    Player_RestrictBuilding(player, "chaos_mine_field_advanced")
    Player_RestrictAbility(player, "chaos_nuke")
    Player_RestrictAbility(player, "dark_eldar_rend_soul")
    Player_RestrictBuilding(player, "dark_eldar_mine_field")
    Player_RestrictBuilding(player, "dark_eldar_mine_field_advanced")
    Player_RestrictAbility(player, "dark_eldar_soulstorm_apocalypse")
    Player_RestrictBuilding(player, "eldar_mine_field")
    Player_RestrictBuilding(player, "eldar_mine_field_advanced")
    Player_RestrictAbility(player, "eldar_nuke")
    Player_RestrictBuilding(player, "guard_mines")
    Player_RestrictBuilding(player, "guard_mines_advanced")
    Player_RestrictAbility(player, "guard_nuke")
    Player_RestrictAbility(player, "necron_annihilator")
    Player_RestrictBuilding(player, "ork_mine_field")
    Player_RestrictBuilding(player, "ork_mine_field_advanced")
    Player_RestrictAbility(player, "orks_nuke")
    Player_RestrictBuilding(player, "sisters_mines")
    Player_RestrictBuilding(player, "sisters_mines_advanced")
    Player_RestrictAbility(player, "sisters_holy_murder")
    Player_RestrictBuilding(player, "space_marine_mine_field")
    Player_RestrictBuilding(player, "space_marine_mine_field_advanced")
    Player_RestrictAbility(player, "marines_nuke")
    Player_RestrictBuilding(player, "tau_mines")
    Player_RestrictBuilding(player, "tau_mines_advanced")
    Player_RestrictAbility(player, "tau_nuke")

    end

    end
    Scar_AddInit(RestrictWalls)
    For XP2 i simply added this:
    Player_RestrictAbility(player, "inquisition_exterminatus")
    Player_RestrictAbility(player, "tyranids_planetary_bombardment")
    There's supposed to be tabulations before many of those lines, but the forum code isn't displaying them.
    When this wincondition is enabled, the AI builds loads of turrets to compensate the lack of mines. Re-enable the mines if you see fit (i'll just re-disable 'em on my files XD)

    The .lua's I edited where in \Apocalypse\data\art\fx\tau. But they only affected the muzzle fx, no matter what i did (maybe i didn't try hard enough).

  39. #3539
    Hmmm i think i will have to add just the restric super weapons, cause mines are fun and not so hard to counter.

    I hope nothings stop you, BTW invert the Fx for Broadside apocalipse (i think the whm and whe files are called XV 88 broadside) with the FX of the Broadside (i think file name are XV81 broadside or something like that)

    You know you have to open the SMG file (coverted with the mudflap tools) cread a EBP file, (write down whats the FX for each weapon) then open the next one and creat the EBP file, make the changes, and convert back to WHM and WHE files.

  40. #3540
    Member PsykoTenshi's Avatar
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    non-Steam game Dawn of War: Nounstorm
    I'm ok with "normal" mines. The mines that can destroy 3 leman russes on a lucky hit are the ones i find annoying. Besides, my RTS motto is: "stealth is for cowards!"
    I prefer to take an apocalyptic amount of tanks into the fight and smash my enemies with that. And the Imperium has THE tanks.

    oh, and thanks for the instruction details. Gonna get it done much faster now.

  41. #3541
    hahah well adv mines are defensive only, but you can spot them and destroy them and then continue your assault, of course everyone have a taste for gameplay, anyway im going to use some of your scar to create the wincondition restrict superwepons and restric adv mines. hope you dont mind.

    And if you manage to do the changes please send to me the whm and whe files so they can be added to the next patch
    of course the credit of that goes to you.

  42. #3542
    Member PsykoTenshi's Avatar
    Join Date
    Jun 2011
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    non-Steam game Dawn of War: Nounstorm
    you see i manage to set up the files, extract conver the needed models files etc... but object editor crash on my system everytime, so i need someone else have it set up and try to edit the .whm , .whe and .ebp files.
    That crash happened when you opened the .ebp with the object editor? because if it was so, it's not just your problem...

    I've managed to bypass the crash with the "Put_me_in_datageneric_and_change_my_name.sgm" that comes with mudflaps tools. But i just get a pink cube (duh), and everything i select just gives out nothing or the inverted "BAD FX" purple box with an occasional beep. So maybe i can find the railgun fire fx by entry name and swap it, but i'm not sure.

  43. #3543
    Ahh yes in fact you can find the name of the FX, thats was what i was aimming for (becaue i dont know how to use onject editor) but if you can see the name of the FX each of the broadside models use then we can swap them, i wish you good luck.

  44. #3544
    Member Sharphawkx's Avatar
    Join Date
    Jun 2011
    Location
    Macragge
    the only thing that i can say is THANK YOU for nerfing the DE. Yes i know my opinion changes from time to time and if are really going to do that reinforce thing on listening post then make it a wincondition, because that just ruined Dow II in my opinion and i have retribution. Or you could remake all the maps so they have more points, like the maps in retribution, at least some of em.

  45. #3545
    Member PsykoTenshi's Avatar
    Join Date
    Jun 2011
    Location
    non-Steam game Dawn of War: Nounstorm
    I think i need even MORE specific instructions, but regarding the use of the object editor. Is my first time ever using it, and i simply cannot find where is the association between the weapon fx and the unit.
    Once i get that, i could do swap the fx in a moment, but i'm too ignorant right now.

    Also, how do i convert the .ebp and .sgm back to .whm & .whe? there isn't a converter for that in the mudflaps tools i got...

  46. #3546
    the tool for that are in the same folder the tools for converting to sgm are.

    i dont know where the FX and wepon info is since the rpogram crash on me everytime, but read the weapon info only, put the weapon VX81 is using into the XV broadside and viceversa, then the Fx and weapons are swap, after that i will just need to edit the weapon luas and properties, but the FX swap thing must be done.

  47. #3547
    Member PsykoTenshi's Avatar
    Join Date
    Jun 2011
    Location
    non-Steam game Dawn of War: Nounstorm
    the tool for that are in the same folder the tools for converting to sgm are.
    filename? i didn't find them. maybe i'm just being dumb. i'm going to re-download just in case.
    Edit: none of the .exe's filenames mentions anything about converting a .sgm or a .ebp, just converting into those (or other) formats.


    I'm starting to believe that this is beyond my capabilities. i keep finding dead ends
    The object editor crashes on your system when you run it or when you load a file? because it crashed when loading on me as well until i used the "Put_me_in_datageneric_and_change_my_name.sgm" and renamed it instead of the converted .sgm

    Because while i whould be HONORED to have myself credited in the Ultimate Apocalypse, i have to be able to do the job first.

  48. #3548
    Hmm well i think thats all about object editor then, there is other way to do it but is tedious witch is hexediting, i might go for that maybe...

  49. #3549
    Member PsykoTenshi's Avatar
    Join Date
    Jun 2011
    Location
    non-Steam game Dawn of War: Nounstorm
    I'm really sorry i couldn't get it done. If i keep trying i will, eventually, but that may take months.
    If i had a more advanced guide on the object editor, or step by step instructions of how to swap a FX, i probably had finished by now...
    btw: hex editing?! and you were like
    im doing nothing impressive really
    takes some patience to do that

  50. #3550
    indeed and thast why i may or may not do it, i mean the FX can be changed by hexediting, but i have to find the line, count character etc... its not that easy.

    and dont worry about the FX at least you tried =)

    BTW courrent changes for next patch are:

    Confirmed:

    Fixes:

    Nothing yet

    Balance changes:

    DE will be nefted, no cost increased because they are supposed to be fast, but will get some general hp nerf and some units will do less damage.
    DE titan will have a buff to compensate the general nerf of the race.
    Orks melee damage of starting units will be increased by .05
    Tau arka cannon restricted to just 1 and damage increased by .35

    Misc:

    nothing yet

    Report Op units and bugs... =)

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