Hierophant is the Titan unit of the Tyranids.
Hierophant is the Titan unit of the Tyranids.
It is still not implemented on the public version though.Originally Posted by Whiteshield
My latest logfile is shown here. I have still not found out why the "failed to activate the requested game" error is showing up, nor how to fix it.
Please help me find out what is up so I can prevent it from happening ever again.
Soulstorm.exe caused an Access Violation in module ntdll.dll at 0023:7764e41b.
Error occurred at 4/1/2012 17:24:24.
Soulstorm.exe, run by (username).
Microsoft Windows XP?.
4 processor(s), type 586.
0 MBytes physical memory.
Write to location 00000000 caused an access violation.
MiniDump failed to save - error loading symbols.
Registers:
EAX=00000000 CS=0023 EIP=7764e41b EFLGS=00210206
EBX=4dac0001 SS=002b ESP=00fcfddc EBP=00fcfe10
ECX=0000002d DS=002b ESI=030970b0 FS=0053
EDX=00000000 ES=002b EDI=4dac0000 GS=002b
Bytes at CS:EIP:
89 30 8b 45 e0 8b 55 e4 8d 7e 08 f0 0f c7 0f 3b
Call Stack:
0x33203938: ()
0x62382030: ()
0x20353420: ()
0x38203065: ()
0x35352062: ()
0x20346520: ()
0x37206438: ()
0x38302065: ()
0x20306620: ()
0x63206630: ()
0x66302037: ()
0x20623320: ()
0x05CAE800: ()
0x00FCF588: ()
0x766514DD: ()
0x05BB0000: ()
Stack dump:
00fcfddc: 00000000 03090000 016a6d68 0100f1b4 03090000 00000000 00000000 00fcfd30
00fcfdfc: 0000000d 00fcfe78 00000000 00000001 016a6d60 00fcfe28 7764e023 01650588
00fcfe1c: 01650588 016a6d68 016a6d60 00fcfe3c 766514dd 03090000 00000000 016a6d68
00fcfe3c: 0000000c 001ff1b4 03090000 00000000 016a6d68 0020fc4c 001f2c43 016a6d68
00fcfe5c: 0000000c 00b8c904 00fcfef4 0020fc4c 00fcfe01 00fcfee4 00205928 00000000
00fcfe7c: 001f3bdf 0000000c 00000002 00000001 001f501c 016a6d68 0000000c 007f6470
00fcfe9c: 016a6d68 00b8c8e4 007f659f 30db448a 00b8c8e4 007f6838 00b8c8e4 00400000
00fcfebc: 02dfdeac 72ad19d8 20a0af20 00b8c92c 00243253 00000000 02dfdeac 02dfde98
00fcfedc: 00fcfec4 00fcf998 00fcff78 72ad8ced 52e91aec 00000000 00fcff88 72ad1a4b
00fcfefc: 00000000 00000000 00000000 007b3dad 00000000 20a14259 00000000 00000000
00fcff1c: 7efde000 00000044 0026c6a0 0026ccc0 00273028 00000000 00000000 00000000
00fcff3c: 00000000 00000000 00000000 00000000 00000801 00000001 00000000 ffffffff
00fcff5c: ffffffff ffffffff
Module list: names, addresses, sizes, time stamps and file times:
C:\Program Files (x86)\THQ\Dawn of War - Soulstorm\Debug.dll, loaded at 0x001c0000 - 49152 bytes - 4907807c - file date is 3/28/2012 09:10:10
C:\Program Files (x86)\THQ\Dawn of War - Soulstorm\Memory.dll, loaded at 0x001f0000 - 135168 bytes - 49078081 - file date is 3/28/2012 09:10:10
C:\Program Files (x86)\THQ\Dawn of War - Soulstorm\STLPort.dll, loaded at 0x00340000 - 577536 bytes - 490780bd - file date is 3/28/2012 09:10:10
C:\Program Files (x86)\THQ\Dawn of War - Soulstorm\Platform.dll, loaded at 0x003d0000 - 180224 bytes - 490780c5 - file date is 3/28/2012 09:10:10
C:\Program Files (x86)\THQ\Dawn of War - Soulstorm\Soulstorm.exe, loaded at 0x00400000 - 7671808 bytes - 4907b15e - file date is 3/28/2012 09:10:10
C:\Program Files (x86)\THQ\Dawn of War - Soulstorm\LuaConfig.dll, loaded at 0x00fd0000 - 315392 bytes - 490780db - file date is 3/28/2012 09:10:10
C:\Program Files (x86)\THQ\Dawn of War - Soulstorm\Util.dll, loaded at 0x01030000 - 352256 bytes - 490780e6 - file date is 3/28/2012 09:10:10
C:\Program Files (x86)\THQ\Dawn of War - Soulstorm\GSLobby.dll, loaded at 0x010a0000 - 577536 bytes - 49078108 - file date is 3/28/2012 09:10:10
C:\Program Files (x86)\THQ\Dawn of War - Soulstorm\Localizer.dll, loaded at 0x01160000 - 90112 bytes - 490780d9 - file date is 3/28/2012 09:10:10
C:\Program Files (x86)\THQ\Dawn of War - Soulstorm\seInterface.dll, loaded at 0x01190000 - 446464 bytes - 490780f6 - file date is 3/28/2012 09:10:10
C:\Program Files (x86)\THQ\Dawn of War - Soulstorm\DivxMediaLib.dll, loaded at 0x01220000 - 86016 bytes - 40299282 - file date is 3/28/2012 09:10:04
C:\Program Files (x86)\THQ\Dawn of War - Soulstorm\DivxDecoder.dll, loaded at 0x01240000 - 413696 bytes - 40299280 - file date is 3/28/2012 09:10:04
C:\Program Files (x86)\THQ\Dawn of War - Soulstorm\FileParser.dll, loaded at 0x012b0000 - 86016 bytes - 40299281 - file date is 3/28/2012 09:10:04
C:\Program Files (x86)\THQ\Dawn of War - Soulstorm\UserInterface.dll, loaded at 0x012d0000 - 1736704 bytes - 49078123 - file date is 3/28/2012 09:10:10
C:\Program Files (x86)\THQ\Dawn of War - Soulstorm\MathBox.dll, loaded at 0x01490000 - 122880 bytes - 49078087 - file date is 3/28/2012 09:10:10
C:\Program Files (x86)\THQ\Dawn of War - Soulstorm\SimEngine.dll, loaded at 0x014d0000 - 1241088 bytes - 4907817b - file date is 3/28/2012 09:10:10
C:\Program Files (x86)\THQ\Dawn of War - Soulstorm\NetConfig.dll, loaded at 0x01610000 - 15872 bytes - 490780bc - file date is 3/28/2012 09:10:10
C:\Program Files (x86)\THQ\Dawn of War - Soulstorm\PlatHook.dll, loaded at 0x03070000 - 5632 bytes - 49078078 - file date is 3/28/2012 09:10:10
C:\Program Files (x86)\THQ\Dawn of War - Soulstorm\dbghelp.dll, loaded at 0x053d0000 - 894464 bytes - 4047b322 - file date is 3/28/2012 09:10:04
C:\Program Files (x86)\THQ\Dawn of War - Soulstorm\Filesystem.dll, loaded at 0x10000000 - 368640 bytes - 490780d3 - file date is 3/28/2012 09:10:10
C:\Windows\system32\apphelp.dll , loaded at 0x6fce0000 - 295936 bytes - 4ce7b73e - file date is 11/20/2010 03:18:04
C:\Windows\system32\DNSAPI.dll , loaded at 0x70cb0000 - 270336 bytes - 4d6f2733 - file date is 3/3/2011 15:38:02
C:\Windows\system32\dhcpcsvc.DLL , loaded at 0x70d80000 - 61952 bytes - 4a5bd9b5 - file date is 7/14/2009 11:15:12
C:\Windows\system32\uxtheme.dll , loaded at 0x70de0000 - 245760 bytes - 4a5bdb3c - file date is 7/14/2009 11:11:26
C:\Windows\system32\dhcpcsvc6.DLL , loaded at 0x70f50000 - 43008 bytes - 4a5bd9b6 - file date is 7/14/2009 11:15:12
C:\Windows\system32\dwmapi.dll , loaded at 0x70f80000 - 67072 bytes - 4a5bda07 - file date is 7/14/2009 11:15:14
C:\Windows\system32\mswsock.dll , loaded at 0x725b0000 - 232448 bytes - 4ce7b8e8 - file date is 11/20/2010 03:19:58
C:\Windows\system32\WINNSI.DLL , loaded at 0x72640000 - 16896 bytes - 4a5bdb43 - file date is 7/14/2009 11:16:20
C:\Windows\system32\iphlpapi.dll , loaded at 0x72650000 - 103936 bytes - 4ce7b859 - file date is 11/20/2010 03:19:24
C:\Windows\system32\WINMM.dll , loaded at 0x72910000 - 194048 bytes - 4ce7ba42 - file date is 11/20/2010 03:21:38
C:\Windows\system32\WSOCK32.dll , loaded at 0x72970000 - 15360 bytes - 4a5bdb63 - file date is 7/14/2009 11:16:22
C:\Windows\WinSxS\x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.6195_none_d09154e044272b9a\MSVCR80.dll, loaded at 0x72ad0000 - 632656 bytes - 4dcddbf3 - file date is 2/16/2012 22:43:12
C:\Windows\WinSxS\x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.6195_none_d09154e044272b9a\MSVCP80.dll, loaded at 0x72b70000 - 554832 bytes - 4dcddc6c - file date is 2/16/2012 22:43:12
C:\Windows\System32\dsound.dll , loaded at 0x737a0000 - 453632 bytes - 4a5bd9fd - file date is 7/14/2009 11:15:14
C:\Windows\system32\powrprof.dll , loaded at 0x73a20000 - 145408 bytes - 4a5bdb0c - file date is 7/14/2009 11:16:14
C:\Windows\system32\rasadhlp.dll , loaded at 0x73c70000 - 11776 bytes - 4a5bdad6 - file date is 7/14/2009 11:16:14
C:\Windows\system32\AUDIOSES.DLL , loaded at 0x73d90000 - 195584 bytes - 4ce7b725 - file date is 11/20/2010 03:18:06
C:\Windows\System32\PROPSYS.dll , loaded at 0x73e10000 - 988160 bytes - 4ce7b983 - file date is 11/20/2010 03:20:58
C:\Windows\System32\MMDevApi.dll , loaded at 0x73f30000 - 213504 bytes - 4ce7b892 - file date is 11/20/2010 03:19:40
C:\Windows\syswow64\CRYPTBASE.dll , loaded at 0x74cf0000 - 36864 bytes - 4a5bbf41 - file date is 7/14/2009 11:15:08
C:\Windows\syswow64\SspiCli.dll , loaded at 0x74d00000 - 96768 bytes - 4ec49b90 - file date is 11/17/2011 15:28:50
C:\Windows\syswow64\SETUPAPI.dll , loaded at 0x74d60000 - 1667584 bytes - 4ce7b9d9 - file date is 11/20/2010 03:21:16
C:\Windows\syswow64\USER32.dll , loaded at 0x74f30000 - 833024 bytes - 4ce7ba59 - file date is 11/20/2010 03:08:58
C:\Windows\syswow64\IMM32.dll , loaded at 0x75030000 - 119808 bytes - 4ce7ba53 - file date is 11/20/2010 03:08:52
C:\Windows\syswow64\CLBCatQ.DLL , loaded at 0x75090000 - 522240 bytes - 4a5bd9b1 - file date is 7/14/2009 11:15:04
C:\Windows\syswow64\KERNELBASE.dll , loaded at 0x75300000 - 272384 bytes - 4e211319 - file date is 7/16/2011 14:24:24
C:\Windows\syswow64\MSCTF.dll , loaded at 0x753b0000 - 828928 bytes - 4a5bda69 - file date is 7/14/2009 11:15:44
C:\Windows\syswow64\WS2_32.dll , loaded at 0x75490000 - 206848 bytes - 4ce7ba68 - file date is 11/20/2010 03:21:40
C:\Windows\syswow64\SHELL32.dll , loaded at 0x754e0000 - 12872704 bytes - 4f0412de - file date is 1/4/2012 18:59:40
C:\Windows\syswow64\NSI.dll , loaded at 0x76130000 - 8704 bytes - 4a5bdad9 - file date is 7/14/2009 11:16:12
C:\Windows\syswow64\msvcrt.dll , loaded at 0x76140000 - 690688 bytes - 4eeaf722 - file date is 12/16/2011 17:53:00
C:\Windows\syswow64\DEVOBJ.dll , loaded at 0x76400000 - 64512 bytes - 4ddb887d - file date is 5/24/2011 20:40:06
C:\Windows\syswow64\RPCRT4.dll , loaded at 0x76420000 - 663040 bytes - 4ce7ba59 - file date is 11/20/2010 03:08:58
C:\Windows\syswow64\LPK.dll , loaded at 0x76630000 - 25600 bytes - 4a5bdb3b - file date is 7/14/2009 11:11:24
C:\Windows\syswow64\kernel32.dll , loaded at 0x76640000 - 1114112 bytes - 4e211318 - file date is 7/16/2011 14:24:24
C:\Windows\syswow64\USP10.dll , loaded at 0x76750000 - 626176 bytes - 4ce7ba29 - file date is 11/20/2010 03:21:34
C:\Windows\syswow64\SHLWAPI.dll , loaded at 0x767f0000 - 350208 bytes - 4ce7b9e2 - file date is 11/20/2010 03:21:20
C:\Windows\syswow64\ADVAPI32.dll , loaded at 0x76850000 - 640512 bytes - 4ce7b706 - file date is 11/20/2010 03:18:04
C:\Windows\syswow64\ole32.dll , loaded at 0x768f0000 - 1414144 bytes - 4ce7b96f - file date is 11/20/2010 03:20:50
C:\Windows\SysWOW64\sechost.dll , loaded at 0x76ad0000 - 92160 bytes - 4a5bdb04 - file date is 7/14/2009 11:16:14
C:\Windows\syswow64\CFGMGR32.dll , loaded at 0x76af0000 - 145920 bytes - 4ddb8851 - file date is 5/24/2011 20:39:40
C:\Windows\syswow64\OLEAUT32.dll , loaded at 0x76b20000 - 571904 bytes - 4e58702a - file date is 8/27/2011 14:26:28
C:\Windows\syswow64\GDI32.dll , loaded at 0x76bb0000 - 311296 bytes - 4ce7ba53 - file date is 11/20/2010 03:08:52
C:\Windows\SysWOW64\ntdll.dll , loaded at 0x77620000 - 1292080 bytes - 4ec49b8f - file date is 11/17/2011 15:38:40
Gah that's an errorlog[insert date here].txt file, not a warnings.log
The reasons for crashes on loading are usually recorded on the aforementioned .log file.
Oops sorry. I'm gonna reinstall anyways. If it happens again, I'll post the right file.
@ Hellboy: BLOODY MAGNIFICENT MATE!!How long until a patch with the Triolith is up for download?
@ Tenshi: No need for warning log file now. The reinstall of everything worked.![]()
I thought the triolith was cancled for being to op, like a super, superunit/ game ender
also it seems that corncobs fun mod has a keeper of secrets, i havent gotten around to playing dow for a bit but has one been added to UA as well?
Last edited by lootedcarnifex; 1st Apr 12 at 10:02 AM.
@Psyko - yeah, but pretty much every modder who DL'd DoC, ZMS or Dark Prophecy has em now.
good luck with ur release and to Cylarne - get well soon.
hey does this mod implament a toggle hud? me and my cousin play and someitmes while typing the hud disappears completely
@ maxb: Exactly that was what I was dealing with in online games and my human allies. After meddling around for a while I found what causes it!
Easy, (and I mean EASY) solution:
Either go open (with any simple text editor, as in Notepad. NOT Word) the autoexec.lua provided with the UA mod, look for this and erase it:
Note: The code you see here is lacking the spaces before each line.
Note 2: You can search for "shift+s" to find it quickly.
what to erase
("shift+s", "toggle_screenmode()")
screenmode = 0
function toggle_screenmode()
if screenmode == 0 then
taskbar_hide()
message_hide()
ingame_select_ui_toggle()
ingame_stats_toggle()
screenmode = 1
else
taskbar_show()
message_show()
ingame_select_ui_toggle()
ingame_stats_toggle()
screenmode = 0
end
end
Or rename the autoexec.lua to something like autoexec.lua.backup
Windows will warn you (in case you had a program assigned to the .lua extension) that upon changing the extension the file "may become unusable". And that's what we want. To Soulstorm to not use it.
You should be able to still edit it while on a .backup "extension".
EDIT:
The problem with this keybinding setting arises since it seems to not be able to get the UI back once used (at least I'm mistaken. If so, correct me please)Originally Posted by maxb
About the Dreadknight:
http://forums.relicnews.com/showthre...post1045337235
:yay:
Last edited by PsykoTenshi; 1st Apr 12 at 5:01 PM.
ya shift s doesnt bring it back. also as a side note i know apocolypse didn't make the inquisitors but shouldn't they have dreadknights?
Last edited by maxb; 1st Apr 12 at 5:42 PM.
Going to ne out of touch due to complications with the person I care for till some time around the 16th of April.
What have I been upto?
"I want to be your Jackhammer...
......Why don't you call my name...
.........You'd better call the Jackhammer."
Happy Easter UA!
Even the chaos gods are in on the easter fun!
@RT2: My best wishes to whatever desirable end, concerning your friend man...
-In search of Papasmurf...
I believe you guys deserve a new update?1.62.61 coming soon. Definitely report any final bugs you would like me to patch
.
Yeah sorry... I was out... for a long time.
well come great master !
I love flying units, don't know why? I guess it makes war as hell as it can be. Is every man for himself, I heard that some where? Hey thanks a lot great piece of work.![]()
Imperator. Very high resolution image 4kx4k, on model 52k polygon,
Glad to see you back.
I assume all those huge titans eat up a lot of polygons. With the scale of apocalypse battles, how do your games widthstand all that load? Frames must surely go down to a crawl
He is Back !!!!!!! Hell Yeah)))))
Can't wait for the update)))))))))
The Version 1.62.61, is the final version(not a beta)?
I'd love to see Nurglings (maybe in swarms) in upcoming releases. They are just so cute and Chaos would have another unit to spam then, since I dont really like Cultists... :P
I'd also love to see Soul Grinders, Lords of Change and Keepers of Secrets!![]()
Last edited by JHORDEE; 10th Apr 12 at 2:54 PM. Reason: Some m0ar suggestions
@Hellboy: Oh! is the best imperator that I have seen.
@Hellboy: Full of surprises there. I salute.
No the Grand Release is the end of all betas. Mwa ha ha.The Version 1.62.61, is the final version(not a beta)?
@RMX: It depends on the creator and how big/small the poly count is hence the complications, otherwise the titans on apocalypse battles ironically makes framerates go faster.That and superweapons.
why not.I'd love to see Nurglings (maybe in swarms) in upcoming releases. They are just so cute and Chaos would have another unit to spam then, since I dont really like Cultists... :P![]()
So imperator old have at IW if whoever paint texture will very good.
Two quick questions (asked here so everyone gets the answers):
-To install patch 1.62.61 we simply unzip it and copy/move its contents into the Soulstorm directory?
(A quick note on that: The autoexec.lua included has a toggle screenmode function binded to shift+S, problem is it only work one way. In simple terms, if you have that autoexec.lua in your Soulstorm directory, shitf+S will make your UI disappear. See this post for more info.)
-Patch 1.62.61 can be installed either over 1.62.6 and 1.62.59, right? (I mean, it won't data sync fail online?)
(These are parenthesis) (Parenthesis again)
(Yet again, parenthesis)
Yup PsykoTenshi. You need 1.62.6 OR 1.62.59, doesn't matter as 1.62.61 is 1.62.6 and 1.62.61 co,mbined I guess. I'll fix up the autoexec file right now then.
@demetrius, excellent. What is the name of that tank?
@Hellboy: We unfortunately don't have any texturers atm, we can't even get people to texture our Warlord.
you have the release date of the final version?
is a kind of chemical or melta tank ?
Is that a Malcador Variant?!? <3
I love you guys so much
Infernus or Valdor Tank Hunter perhaps?
Hey great to see you back
just a quick question; in the patch notes, what exactly did you do to or for the Kustim Stompa?
There we go! About dang time.1.62.61 has been officially released folks, go ahead and download.
For lazy paths...
http://www.moddb.com/mods/ultimate-a...se-patch-16261 = mod db mirror.
http://forums.relicnews.com/showthre...post1045178225 = forums thread downloads.
Also check out Zombie Apocalypse100% Scar made and possible
I'll be back in two days. Gotta go to hospital
@lootedcarnifex: I got a video to show you, but can't upload it. I can show you via skype or I can tell you it kills everything in one swipe.
I don't like being the bringer of bad news, but IG AI isn't going up to Tier II even on 512 maps for me. They're still powerful as they throw a massive amoung of Guardsmen, Chimeras, Hellhounds and Griffon mortars at the enemy but... no Lemans
They're also powerful enough to beat Chaos too (see the minimap for allied units).
![]()
Hi Cylarne, i see, you are in good health! How is successes with UA mod?
My own mods for Dawn of War game
Awakening of Evil Mod
White Scars Mod
Spirit Storm Mod (Dies Irae)
Rise of Imperium Mod
Eldar Rebalance
DoW Rebalance
Laurentian Hussars
Emperors Children (w.i.p.)
co-author of:
DoW Realism SS
Perun Warhounds
and a lot of other mods :)
also i was tester of Ultimate Apocalypse mod (in august 2011)
Tester and skinner of Codex Mod :)
Really good work guys, glad to see everything is back on track! Look forward to seeing the final masterpiece!![]()
Have the ork loota's been fixed in this patch? They really need a major damage nerf, 4 squads of these guys are invulnerable at the moment.
(Formerly "The Herald")
"The bible is like an EULA. People just scroll past everything and click "I agree" without reading it."
-Moe
I love the mod. One thing I've noticed is in my game, the Tyranid and Daemonhunt armies don't get their units when selecting the "Starting Army" option. I've tried tweaking the startingarmy.scar file and deleting the "elseif (Mod_IsXP2 == true) then" line, but that just made it so none of the conditions worked (fog of war appeared despite being off, for example). I made a backup, so I'm back to square one. Fix?
Hey guys.
We have a couple of problems with this Mod running the New Races build that was released yesterday (1.62.61).
Firstly Tyranid units controlled by players do not auto-attack, we have to click to attack every single time. This is not an issue with AI controlled Tyranids.
Secondly we are plagues by De-Sync errors, everyone is running a DMZ and have all the right things off (firewalls, Anti-Viruses and other such programs) yet they still occur. Most commonly after 25 minutes and usually when there is more than 2 human players, though rarely with 2 (plus a ton of AI). Anyone got any advice on WTH is going on?
Has anyone had any issues with Eldar Ranger damage against Structures and even Armoured Vehicles like the Baneblade variants? One squad can lay the hurt on any one of these relatively easily, and i've noticed that the damage they deal is not only quite large, but on the baneblade variants at least, it also comes with a pretty decent DoT effect which deals probably 3-5 constant DPS. Their range also makes it exceedingly difficult to spot them, especially in larger games where your sensors are required elsewhere or are on cooldown, and attacking ground is only really effective with the Stormlord, since it generally kills them all if it hits; everything else misses completely, kills 1 or 2, or just spreads them out.
They also make short work of Techmarines sent in to repair, requiring a HQ or tunnel very close to the tanks to provide constant healing by funneling Techmarines in.
Also, are Kommandos meant to have Commander armour? I'm not sure if they have a hard-cap since I don't play Orks, but they seem to be exceedingly annoying to kill, on top of being cloaked. A turret wall of 14 HB and 7 ML turrets, and what amounts to essentially an armoured company of Leman Russ tanks (Vanquishers, Executioners, Command Tank, Murderers, Demolishers, Punishers, Exterminators and Eradicators) can take a goodly while killing a single squad of them.
All that aside, it's a very nice mod![]()
Chaos Scores:
Wins:7/Draws: 2/Losses: 3
Tau Scores:
Wins:5/Draws: 1/Losses: 0
@Avatar
Thats how eldar units work they are very powerful, but their units have very specialized functions
use *i think* fire dragons against structures and vehicles
I know what to use as Eldar, but i'm talking against Eldar. Rangers should not be able to take on relic units and structures on their own. Infantry and commanders, perhaps light vehicles, yes; armoured vehicles and structures, no.
Excellent, amazing, da best mod ever. But I got an issue w/ range #<random number here> bug. I know there is a fix (for earlier versions it worked perfectly), but it seems that no matter what I copy into locale, it just remains "no ranged". Would it be possible for any of the users to perhaps copy me his locale UCS files?
I'd be greatful.
Cheers!
Guys. You have a fucking SEXY mod. I may be over-exaggerating but I'm Australian I'm allowed to![]()
I've been having no problems with 1.62.61. However, I haven't played as anything but the guard as yet. The only problem I seem to have is that the Mars Pattern Command states that Valkyrie Transports are available with the Infantry Doctrine. While I have okish modelling and installation skills, I have no idea when it comes to coding. I have looked in here: C:\Program Files (x86)\THQ\Dawn of War - Soulstorm\BETA_Apocalypse\data\attrib\sbps\races\guard and there is no Guard_Squad_Valkyrie.rgd whatsoever. I was Just inquiring whether this is how it is supposed to be?
as i see in catwel world eaters banelord,can we use his model as i done???
Good work. High quality models. Excellent, Demetrius.
Whoops pardon me for not paying attention.
@demetrius: Whoah. How you make that? Gimme.
@Ewoks: Still? Fine i'll do it up more.
@Psyko: Oh lord...
@Maximicus: I'll investigte, noted as well.
@CruciasNZ: Ok mate I don't know what you mean totally about Tyranids not attacking like the ai does, perhaps you were attacking in water then? And the guns were under the water, hense no attacking? This is something that cannot ever be fixed.
I get that a lot from some other people too, I would like to know what causes these sync errors.Secondly we are plagues by De-Sync errors
Delete the older ucs files and place the new one, (from the 1.62.59+ mod) into your local folder, I'll update the thingy then.Excellent, amazing, da best mod ever . But I got an issue w/ range #<random number here> bug. I know there is a fix (for earlier versions it worked perfectly), but it seems that no matter what I copy into locale, it just remains "no ranged". Would it be possible for any of the users to perhaps copy me his locale UCS files?
@Space Cadet: The Valkyrie Transport will be released within the Grand Release.Upcoming in a few months.
@Mr. last name I don't know (Avatar): Your problems will magically disappear.Sorry there...
I managed to get the starting army file to work by opening the startingarmy.scar file in notepad and changing the bottom of it from
Spoiler
Code:elseif (Mod_IsXP2 == true) then if (Player_GetRaceName(player) == "inquisition_daemonhunt_race") then Util_CreateSquadsAtPosition(player, "startingarmy", "inquisition_squad_inquisitor_lord", pos, 1) Util_CreateSquadsAtPosition(player, "startingarmy", "inquisition_squad_bodyguard", pos, 3) Util_CreateSquadsAtPosition(player, "startingarmy", "inquisition_squad_shock_troops", pos, 2) Util_CreateSquadsAtPosition(player, "startingarmy", "inquisition_squad_shock_troops", pos, 2) Util_CreateSquadsAtPosition(player, "startingarmy", "inquisition_squad_dreadnought_assault", pos, 2) elseif (Player_GetRaceName(player) == "tyranids_race") then Util_CreateSquadsAtPosition(player, "startingarmy", "tyranids_squad_broodlord", pos, 1) Util_CreateSquadsAtPosition(player, "startingarmy", "tyranids_squad_spinegaunt", pos, 3) Util_CreateSquadsAtPosition(player, "startingarmy", "tyranids_squad_termagant", pos, 2) Util_CreateSquadsAtPosition(player, "startingarmy", "tyranids_squad_hormagaunt", pos, 2) Util_CreateSquadsAtPosition(player, "startingarmy", "tyranids_squad_carnifex", pos, 2) end end end end Scar_AddInit(AddArmy)
to
Spoiler
Code:elseif (Player_GetRaceName(player) == "inquisition_daemonhunt_race") then Util_CreateSquadsAtPosition(player, "startingarmy", "inquisition_squad_inquisitor_lord", pos, 1) Util_CreateSquadsAtPosition(player, "startingarmy", "inquisition_squad_bodyguard", pos, 3) Util_CreateSquadsAtPosition(player, "startingarmy", "inquisition_squad_shock_troops", pos, 2) Util_CreateSquadsAtPosition(player, "startingarmy", "inquisition_squad_shock_troops", pos, 2) Util_CreateSquadsAtPosition(player, "startingarmy", "inquisition_squad_dreadnought_assault", pos, 2) elseif (Player_GetRaceName(player) == "tyranids_race") then Util_CreateSquadsAtPosition(player, "startingarmy", "tyranids_squad_broodlord", pos, 1) Util_CreateSquadsAtPosition(player, "startingarmy", "tyranids_squad_spinegaunt", pos, 3) Util_CreateSquadsAtPosition(player, "startingarmy", "tyranids_squad_termagant", pos, 2) Util_CreateSquadsAtPosition(player, "startingarmy", "tyranids_squad_hormagaunt", pos, 2) Util_CreateSquadsAtPosition(player, "startingarmy", "tyranids_squad_carnifex", pos, 2) end end end Scar_AddInit(AddArmy)
So it seems the check for the submod being enabled is unnecessary, especially since it doesn't seem to be used in other files. I don't know anything about modding, though.
Once again, keep up the great work! My only other niggle is having all the command units named from the SS campaign, especially having the Space Marine descriptions saying they're Blood Ravens, when we're probably using another chapter.
Everything else "wrong" in the mod is obviously from it being a beautiful WIP, so no big complaints, here. I also love the zombie mode mod, +1 vote for inclusion in the main game!
There are currently 2 users browsing this thread. (0 members and 2 guests)