All voices need processing -- it was already extremely tacking over the many years just to coordinate that part of the workflow.
Like all our projects, we lack a full time reliable and committed 3d dev.
Posted 31 October 2017 - 12:18 PM
All voices need processing -- it was already extremely tacking over the many years just to coordinate that part of the workflow.
Like all our projects, we lack a full time reliable and committed 3d dev.
Posted 31 October 2017 - 12:20 PM
Hey, let me try something this month.
Posted 02 November 2017 - 08:30 PM
As far as I remember, back in Dark Crusade (unpatched version) broadsides used to come out in squads of three, and they did lack a reinforce button. Chaos horrors too lacked a reinforce button too, I can't remember when that got fixed. I know it's little help code-wise, but perhaps... there's something to break so the button won't show
Anyway... test run here too with build 0.74. It's mostly text things and it's likely all known already, but...
Also, I tried to produce a landspeeder and got a pink box. Log file...
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GAME -- Preloading all models...
RENDER ANIM -- Art/EBPs/Races/Space__Wolves/Troops/Land_Raider: Not a valid chunky file!
RENDER ANIM -- Art/EBPs/Races/Space__Wolves/Troops/Land_Raider_redeemer: Not a valid chunk header!
RENDER ANIM -- Art/EBPs/Races/Space__Wolves/Troops/Land_Speeder_codex: Not a valid chunky file!
------------------------------------------------------------------------------------------------------------------------------------------------
Incidentally, I only tried the land raider crusader in-game, so I got lucky, I guess. Could it be a problem when I downloaded the archive? My skirmish also took a very long while to load, even though I played the mod by itself. It only took that much time with, like, 7 races at once or with UA. Maybe it was just my computer making some introspection about the meaning of life or about its registry (could be likewise important to it) : /
I shall test balance after I burn out of my hype for the new many things I am seeing. I'm still missing a few mods and builds
Edited by ZeusHammer, 02 November 2017 - 08:34 PM.
Posted 02 November 2017 - 08:54 PM
Posted 02 November 2017 - 09:25 PM
There are a lot of soundtracks. Good choice.
Posted 02 November 2017 - 09:58 PM
Lone wolves can pick their own gear, this one picked frost hammer and storm shield! No customisation. Maybe change of ucs needed.
It happened twice. Hard luck blues
Anyway, I'll download again. I have been having problems downloading because of my internet connection : /
Posted 02 November 2017 - 10:38 PM
Have lone wolves random weapons really?
Posted 02 November 2017 - 10:41 PM
Posted 04 November 2017 - 10:54 PM
No, but in fluff they can, this is considered the best pick though on tt.
I feel I was lied to some four posts ago then :'(
(I know it was just me giving a wrong interpretation, worry not )
No pink speeders here...? Weird. No problems with redeemer. Maybe corrupt download.
Yes. I downloaded and reinstalled again. No pink boxes and much faster skirmish loading time. Sorry for the false alarm.
Posted 07 November 2017 - 10:32 PM
Again problems with models... This time I tried playing AGAINST them, using SM. Loading the skirmish took longer than I liked, and as I ran into "blood claws", they were a set of pink boxes.
From the warnings.txt file...
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
GAME -- Preloading all models...
RENDER ANIM -- Art/EBPs/Races/Space__Wolves/Troops/space_marine_vanguard: String buffer overrun!
RENDER ANIM -- 'art/ebps/races/space__wolves/texture_share/land_speeder_space_marine': Not a valid chunky file!
RENDER ANIM -- 'art/ebps/races/space__wolves/texture_share/land_speeder': Not a valid chunky file!
RENDER ANIM -- Art/EBPs/Races/Space__Wolves/Troops/librarian: String buffer overrun!
RENDER ANIM -- art/ebps/races/space__wolves/troops/space_marine_tactical: String buffer overrun!
GAME -- Applying Team Colours...
TEAM COLOUR -- 'DATA:art\ebps\races\space__wolves\texture_share\land_speeder_codex_parts_default.wtp': Not a valid chunk header!
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
And this is from "render model usage log.txt"
--------------------------------------------------------------------------------------------------------------------------------------------------
RENDER MODEL USAGE -- Loading model 'art/ebps/races/space__wolves/base_mesh/space_marine_unit'...
RENDER MODEL USAGE -- Loading model 'Art/EBPs/Races/Space__Wolves/Troops/space_marine_vanguard'...
RENDER MODEL USAGE -- Loading model 'art/ebps/missingmodel'...
RENDER MODEL USAGE -- Loading model 'Art/EBPs/Races/Space__Wolves/Troops/runepriest'...
--------------------------------------------------------------------------------------------------------------------------------------------------
With a few more "Loading model 'art/ebps/missingmodel'..." too. I still have the logs in any case, do tell me if I should look somewhere else.
Blood claws kept being a set of pink boxes on the next game (again me SM vs AI SW), and the next after that (me SW against AI random). Shall I attach the whole log? It feels as if I am getting file corruption for this module alone for some reason. As of my last post here, I had no pink boxes with landspeeders nor anything, and certainly not with blood claws. Am I jinxed or something?
Posted 07 November 2017 - 11:41 PM
Hmmm no there are no such art issues on my end.. strange..
Posted 08 November 2017 - 06:12 AM
Posted 08 November 2017 - 08:57 AM
Posted 08 November 2017 - 05:58 PM
Ok, I re-extracted things again, and I could play a few games without pink boxes (or at least, I ended the game before I could see any ).
I played vanilla SM vs SW on Biffy's Peril (4p, 5 strategic points for each starting location, plus 4 relics, 4 slag deposits and one critical location) at Insane.
Balance considerations:
Posted 09 November 2017 - 11:11 AM
Update: I played vs IG and Tau, always on Biffy's Peril, Insane. Took 12-13 minutes each.
I also noticed some targeting issue: sometimes an enemy squad would be just beside my scouts, I'd point them at it, and either they had to move first (had this issue with kroot) or they would keep firing to their previous target (vs IG they'd keep targeting a LP rather than infantry). Also against the Tau I had a few scouts within firing range from a building, some not (within the same squad); as I gave the attack order, those out of range would stay in place. Maybe this is a non-issue, like when, for instance, an IG squad with grenade launchers gets just within firing range of the granade launcher, while the guardsmen with lasguns stand and watch, or squads with heavy bolters and missile launchers.
I will keep posting as I test agains vanilla races. Maybe I should keep a log and post it all at once.
Side-note: would anyone know on the spot why rocket launchers would be better than lascannons for long fangs, and vice-versa?
Posted 09 November 2017 - 11:44 AM
Update: Orks - about 16 minutes.
Here I observed strange behaviours against armored targets: while stalker bolters seemed to be generally effective against structures, they didn't seem to be effective against vehicles. And in particular, lascannons seemed not to cause damage to a single killa kan the AI had produced. However, I think it may have been due to the swarm of gretchins infiltrated repearing it before I finally took notice and called the wolves in.
I can only test against AI, I think I may need a human buddy sometimes. I may also be able to recruit someone myself, if you give me permission to (of course I'd have him/them join Revora first and agree to the non-discolusre terms).
Posted 09 November 2017 - 11:55 AM
Are you often relying on scouts rather than BCs or GWs? do you think the mod is biased towards them?
Posted 09 November 2017 - 01:51 PM
Side-note: I'm using a 1-based Tier enumeration when speaking, though I know that HQ upgrades are labeled I and II, thus making the base HQ a 0. Should I align to a 0-based Tier enumeration or is that fine?
Are you often relying on scouts rather than BCs or GWs? do you think the mod is biased towards them?
I am not sure about what you mean by "biased"... BC and GW should be primary troops and they perform rather fine in that regard. However they take long to build, and they are expensive. While they are somehow cost-effective, you need more squads early in the game to capture strategic points (or at least this may pay off when playing on a 4p map in two players). With that in mind, you will employ scouts as soon as you realize how fast they get trained, and after that you'll come to prefer them to other squads once you realize their damage potential, while likely keeping GW and BC for support/distraction (five flamers on a GW squad do cause problems to enemy infantry and also enemy player morale). It is true that I used neither of them against Tau nor Orks.
What I am trying to see is if there's any effective counter to spamming scouts with stalker bolter. So far I have been able to outsmart the AI of vanilla races (I know that there's more to be ashamed than proud of ), and I am not sure that scout spam wouldn't break the game for human players too. Marine scouts do become effective against infantry and morale with sniper rifles, however those are very slow-firing weapons, and you can only infiltrate scouts at Tier II. Conversely here you have a fast-firing, high-damage weapon on troops that are infiltrated by default at Tier I.
I want to be sure that they do make the game easy to win if abused before stating they need a nerf (always on personal consideration, of course). I have a few suggestions in mind already, not necessarily mutually exclusive, but I want to make sure they are needed. These would be:
Nerfing damage and/or improving it gradually while still keeping scouts somewhat useful is no easy feature to achieve, that's why I'd like to find out that scout spam does have a hard counter. The fact that I could defeat the AI with that on a specific map doesn't mean it would be effective against a human player, however scouts do seem so far more effective than they could be meant to be.
Posted 09 November 2017 - 02:25 PM
Posted 09 November 2017 - 04:16 PM
Well, the scouts are veterans so that they should be better than other SM scouts performance (hence the initial infiltration). I am thinking of replacing the standard heads somehow to give them an old appearance instead of young men.
(Conversely, the BC and skyclaws should perform underaverage compared to other SM chapters troops like the ASM).
This model of scout is the one used by DA and also by neophytes in BT I think, and both have the stalker bolter. Are they having the same stats and upgrades, disregarding the infiltration?
I am grateful for your thorough analysis, the gameplay of SW should not be oriented to scout spamming but rather a direct approach with cc and ranged heavy inf from the beginning.
It can go back a tier I think.
What is "it"?
Edited by Roderick, 09 November 2017 - 04:20 PM.
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