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#21 Guest_Realistix Mod_*

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Posted 21 June 2020 - 10:27 PM


 

 

 

 

Use FragJacker's mod launcher which also works for DC and has the 4gb patch included.

https://github.com/F...ager_v1.8.2.zip

 

 

Thank you I downloaded it, I just have to launch your mod with it ?
I tried to launch it without and it works, just have some texture issues. I just took a quick look at it, and I already saw you done a great work. I'll tell you more about my impressions as soon as I played a bit !
Is there a way I can share my mod with you ?
There is not all the races and units you have in your mod, but maybe the gameplay and all the changes I have done could inspire you cause there are some (I hope) good ideas in it,or if you want to give me your impressions or suggestions.
Also, I suggest you to have a look at the M42 mod, I found the wraithlord model beautiful in it, maybe it could intrest you to add it to your mod.
Now I'm gonna play and I'll give you more impressions soon, thank you again and tell me if you are intrested taking a look at my mod



#22 Guest_Realistix Mod_*

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Posted 21 June 2020 - 10:32 PM

I tried to launch it without the 4gb patch and it works, just have some texture issues. I just took a quick look at it, and I already saw you done a great work. I'll tell you more about my impressions as soon as I played a bit !
Is there a way I can share my mod with you ?
There is not all the races and units you have in your mod, but maybe the gameplay and all the changes I have done could inspire you cause there are some (I hope) good ideas in it,or if you want to give me your impressions or suggestions.
Also, I suggest you to have a look at the M42 mod, I found the wraithlord model beautiful in it, maybe it could intrest you to add it to your mod.
Now I'm gonna play and I'll give you more impressions soon, thank you again and tell me if you are intrested taking a look at my mod



#23 Moreartillery

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Posted 22 June 2020 - 03:39 PM

I tried to launch it without the 4gb patch and it works, just have some texture issues.

Please be more specific, I'm not aware of any texture issues.

 

Leave a download link for your mod and I'll take a look. If you're not ready to put it on moddb use megaupload or something.


Edited by Moreartillery, 22 June 2020 - 03:40 PM.

Developer of the Cinematic Battles mod.

https://www.moddb.co...nematic-battles


#24 Guest_Realistix Mod_*

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Posted 24 June 2020 - 12:04 PM

 

I tried to launch it without the 4gb patch and it works, just have some texture issues.

Please be more specific, I'm not aware of any texture issues.

 

Leave a download link for your mod and I'll take a look. If you're not ready to put it on moddb use megaupload or something.

 

The texture issues happened when I launched the mod without the launcher the other man told me to use (cause I couldn't find the 4gb patche), now it's fixed. There is one thing now it's the screen name of the units and races, it's like "#53747" and there's no name but that where it should be written "Inquisition" or "tyranids" or "genestealer". But it's okay if you didn't manage to fix it, I personnaly have no clue how to fix it, I can play like that, it's allright.

I'll try to share my mod, by google drive it's ok ? Because it's not really finished even if it's playable, I would need a bit of help to make it "perfect" and sharable on moddb.

I have another question now, I made a few maps and I can play them but the files of the maps don't apear in the "mp" folder (when I do "open" in the mission editor the "module" file is in the mp folder but when I go in the folder by myself there is nothing), I can't copy them to share them. It's too bad because I just finished a 8 players big map wich I worked a few weeks on it.
How can I make the files apear in the "mp" folder so I can copy them and share the maps ?

Thank you again for your help man !



#25 Guest_Realistix Mod_*

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Posted 24 June 2020 - 12:18 PM

 

Please be more specific

 

 

 

About the maps, when I said that the "module" file apear in the mp folder when I do "open" in the mission editor I was talking about the "sgb" file.
But when I go by myself in the mp folder there is nothing but the files of the maps I downloaded, but not my maps folders, neither the sgb files nor the other files I need to share my maps (3 TGA files ?).



#26 Moreartillery

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Posted 24 June 2020 - 01:08 PM

Yes I can download from your google drive.

 

When you make a new map the mission editor will put it in the folder of whatever mod corsix has open. You are opening the mission editor via corsix right? It sounds like you saved it in a different mod folder. Check the sp and mp folders in all the other mods you have installed, then check my_mod, and if you still can't find it search the dark crusade folder for the maps filename.


Edited by Moreartillery, 24 June 2020 - 01:09 PM.

Developer of the Cinematic Battles mod.

https://www.moddb.co...nematic-battles


#27 Guest_Realistix Mod_*

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Posted 24 June 2020 - 03:09 PM

Well,I searched in all the mp and sp folders of all the mods, I search in the dark crusade folder with the filename, and I can't find the maps files anywhere, and when I want to open the map in the mission editor (yes via corsix) the mission editor find the file at the right place in the good mp folder, but nothing when I go for it by my self or by the searching bar. I don't understand what to do to fix it.

Can I send you screenshots here ? So you can see the problem.

 



#28 Moreartillery

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Posted 24 June 2020 - 04:39 PM

Did you run corsix as an administrator? What OS are you using?


Developer of the Cinematic Battles mod.

https://www.moddb.co...nematic-battles


#29 Guest_Realistix Mod_*

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Posted 24 June 2020 - 05:22 PM

Yes I can download from your google drive.

 

 

 

I'm preparing it, it's 1,9 gigas (less than I though, but still needs a few hours to dl it to google drive).

You'll see I limited the army caps, basing the maximum cap of all the armies to an equivalent force to one marines company (if I don't do that Orks would need thousands boys to have a chance against the marines and my pc would absolutly not like it).
I took some freedom on the codex and the rule book, I was aiming a realistic and rude feeling based on the lore more than a table top based gameplay.
The real lack is about the AI that doesn't follow the new gameplay each time and far less since I added the tyranid mod, but, I tested each army against each other army in one on one skirmish with maximum dificutly (AI against AI) for hours and the balance seems ok in a general way. My criteria was : if after half an hour nobody won. If AI against AI is ok I suppose a human player would be ok too. I let some battle last a few hours between Chaos and guards and when I came back, after 10 thousand death guards no army was in position to win against the other. Since then I made multiple little changes so, I constantly rework on the balance, it's really not definitive.
In fact, I have to learn how to change the AI before all, but I have really no clue how.

 

Space Marines : Powerfull and polyvalent but really (really) expensive in time cost to reinforce and produce, don't send your troops to death unless it's needed for the will of the emperor
Guards : Send them in mass to protect your vehicles and artillery, wich are the ones that make damages, a lot are going to die
Orks : We all know orks, just send them to the fight, more they are better is the chance to reach some guard cheeks with choppas
Eldars : fast and efficient but not resistant, they have a good accuracy when moving, good for fast attack and retreat, harassement, don't let them under fire, they will die
Tau : Long distance weaponnery, really powerfull, you know the deal with the melee, kroots are here for that
Chaos : Slow but powerfull, bolters always do the job. Less accuracy and efficiancy than loyal marines but faster to produce. Demons are practical to take the range hits while you're moving to the enemy, or to send on heavy weapons or tanks. The sorcerer can invocate demons. Oh yeah and chaos cultists can be devastating if you make them charge like kamikazes with their plasma shotguns (short short range, low low accuracy, weak weak owner... but plasma)
Necrons : Really slow but really resistant, I made them more like terminators than weak skulls, their desintegrating weapons work well on vehicles too
Tyranids : what should I say, send all your creatures to the enemy (I didn't worked on the tyranids as much as on the other armies, so there could be some changes to do; it's difficult to know what dammage would really do tyranid weapons on diverse units such as vehicles to make it look plausible and have a realistic feeling)

Units production :
Their are special requirements to produce most of the units that are not basic troops.
For exemple, to produce your chaos sorcerer you must have (as far as I remember) produced 4 chaos cultists units and 5 Chaos Marines units.
To produce demons you must have cultists units and a sorcerer etc etc
That prevent the AI from producing only comand units and sending them to death against your whole army and so, when the AI is willing producing anything, it resulsts in beautifull visually and military well balanced armies.

In some races you can produce certain units in the strategy point turrets.

Weapons :
Laz cannons are really powerfull, you can destroy many vehicles in one lucky hit or two (same for infantry, most of the units can't survive to lazgun shot)
Missiles are the same, a bit less powerfull but they always explode, even if you miss, so maybe the most devastating weapon. Avoid missile turrets or destroy them quick, specially the guard turrets
Range weapons in general are powerfull, most of the units die really fast if you don't do some dynamic micro-strategy. Use terrain to cover them, unless you're the aim of some basilisk and it's screwed, then send some soldiers to a suicide mission to destroy artilery, well, you'll find some ways.

Heavy Bolters are powerfull, they can destroy most of the vehicles with more or less efficiency, specialy if there are many of them. Infantry have no way against heavy bolters.
Artillery, I talked about it already, destroy it or keep your distances and be stealth.
Plasma can destroy vehicles and most of the infantry, if you're lucky one shot is enough

Bolters, with one bolt you can kill most of the infantry units, with 4 or 5 bolts you can kill a space marine, if you're really lucky one bolt might be enough. Ten bolters against a chimera ? The chimera is screwed. Diamond point auto-motorized (sorry for my english, I'm improvising) bolts are described as able to pierce any material.
Lasguns... well, is more to reassure the guard than to kill enemies, but when their are many of them it can make a difference. Anyway if you're lucky you can kill a Tau in one or two hits, but the tau might have killed you before you saw him
Orks range weapons in general : sometimes surprisingly efficient, most of the time miss the aim, but a lot of shoota a lot of dead enemies

Eldar range weapons in general : good accuracy, really efficient but more specialized, you can't stand against an armored vehicle with shuriken weapons
Necron range weapons : really accurate (they are robots and they defeated the old ones) but low range, they have to walk slooowly to the enemy and reduce him into particles, even vehicles
 

Melee :
20 guards against one berserk have no chance, they are already dead.
I still need to improve it a bit (specially on the reload time of each unit in melee) but it works already
Force hammers and energy fists can destroy a vehicle
Don't turn your back if the enemy have range weapons, if you run you'll be shot in the back and most of the time destroyed
When in melee units take far less damages, basicaly the more the unit is big the more it can be aimed by the units that are not engaged in the melee, and so the more it takes damages

Sight and keen sight :
All units have a basic keen sight (because... how can't you see those invisible scoots ?? Shooting at you with bolters right in front of you nose ?? You can even smell them !!) depending of their natural ability and awareness
Most of the time sergeants, special units and command units have more sight and more keen sight than basic troopers.
Orks don't see really far, you'll have to send them straight ahead if you want to know what is up somewhere, or send some grots, don't bother if they die
Eldars have good keen sight for most of them
Tau have special units with good sights
The assassin and the psyker are really usefull to the guards, an assassin guiding some basilisks.. really efficient
Basic tyranids are lost without the synapse units, they don't see really far, but they can smell, so their keen sight is equal to their sight
Chaos and Marines are pretty much the same, the sorcerer can see further than the librarian, and both races are a bit better than humans in sight and keen sight
 

Producing costs :
I supressed the requisition and energy cost (I forgot some units, buildings and research costs here and there, I will fix it, but it doesn't really affects the game) so it doesn't interfer with the gameplay based on the time cost of the units.
I'll work on a requisition and energy system later.. maybe.. it's not really needed in the game, but I'll think about it
In some races having some building or some units can reduce the time cost of other units (having a big boss allow you to produce boys and nobs faster; but at the opposite having a chaos sorcerer  increase the time cost of the berserkers, because Tzeensch and Khorne are not best friends, but it allows you to have horrors)
In most races having energy buildings reduce the time cost of vehicles.

 

Regeneration :
You'll see some units such as Marines and Necrons regenerating more or less fast for different reasons.
Necrons can't feel pain, they will fight untill they are physically unable to do it and they are made of self healing metal
Energetic armour can take a lot of damages before being pierced, and once it's done a space marine can survive to wounds that would have killed tree men, so I made the space marines regenerating fast.
Chaos Marines don't regenerate as fast because their armor are less efficient.

 

Other considerations :
I tried to make two more things and failed at it :
1) The units have a normal speed but when in combat situation they are faster (when someone is shooting at you you tend to be a bit faster in your moves)
2) The units sight is far reduced when they are in melee and their keen sight is near than 0 for most of them (when someone is trying to cut you into pieces you don't take the time to look around you), depending on the natural "awereness" of each unit
But I failed on those two parts, it doesn't seem to work, unless for the movment, some times chaos marines are faster but I can't explain why. Anyway, they reach the good speed so, i guess I'll try to fix that later
 

Maybe you'll find my maps in the mod, I hope so you can send them back to me haha ^^
you'll maybe find some "giant project" or "urban try" among the maps, those and some others are mine and I'm still working on it. But take a look at the "giant project" (there are two versions, one more advanced than the other), it just misses some details and improvment and the map will be ready to make multiple scenarios (it's a road/river fortified half militarised indutrial village station surrounded by dense forests,swamps, desert and stuff) , if ever I can reach its files...



#30 Guest_Realistix Mod_*

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Posted 24 June 2020 - 05:40 PM

Did you run corsix as an administrator? What OS are you using?

 


Did you run corsix as an administrator? What OS are you using?

I'll try but what does it change ? What do I do once I runned it as administrator ?

I'm using windows 10

 

Thanks for trying to help



#31 Guest_Realistix Mod_*

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Posted 24 June 2020 - 08:16 PM

man that's a catastrophy, the giant map has desapeared....one month of work....damn.....all my fucking work....



#32 Guest_Realistix Mod_*

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Posted 24 June 2020 - 08:22 PM

I tried to understand how to change the AI, I followed a "guide" that said to clear the files in corsix.. all my mod is erased... and all the maps i done....



#33 Guest_Realistix Mod_*

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Posted 24 June 2020 - 09:26 PM

problem solved, I had a copy of the mod, the copy I made to share the mod with you; in some way you saved my mod without knowing it... and my maps !

It tends to proove that the files of my maps are really in the mp folder of my mod, but still they don't appear anywhere apart when I open the map with the mission editor via corsix...

I took some screens for you to see the problem (sorry for the langage on the screen, it's french, but I think you'll be able to recognize the essential) and some screens of the map I'm talking about, it's downloading on google drive, I'll send you the link when ready



#34 Guest_Realistix Mod_*

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Posted 24 June 2020 - 10:40 PM

Here are the screens:
https://drive.google...iew?usp=sharing,

https://drive.google...iew?usp=sharing,

https://drive.google...iew?usp=sharing,

https://drive.google...iew?usp=sharing,

https://drive.google...iew?usp=sharing,

https://drive.google...iew?usp=sharing,

https://drive.google...iew?usp=sharing,

https://drive.google...iew?usp=sharing,

https://drive.google...iew?usp=sharing,

https://drive.google...iew?usp=sharing,

https://drive.google...iew?usp=sharing,

https://drive.google...iew?usp=sharing,

https://drive.google...iew?usp=sharing,

https://drive.google...iew?usp=sharing,

https://drive.google...iew?usp=sharing,

https://drive.google...iew?usp=sharing,

https://drive.google...iew?usp=sharing,

https://drive.google...iew?usp=sharing,

https://drive.google...iew?usp=sharing,

https://drive.google...iew?usp=sharing,

https://drive.google...iew?usp=sharing,

https://drive.google...iew?usp=sharing,

https://drive.google...iew?usp=sharing

Maybe it will give you an idea of what to do to make the files apear.
The map is named "giant project" and as you see on the screenshots it apears only when I try to open it with the mission editor, when I search for "giant" in the whole dark crusade folder there is nothing.
I tried to right click and copy the "giant project" file that apear in the map editor but when I try to paste it it says that the file I want to paste is not existing anymore... but the map does exist, I can edit it and play it.
Maybe you could play it too when you will have the mod downloaded



#35 Moreartillery

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Posted 25 June 2020 - 04:07 AM

I'll try the map when I download your mod. It looks interesting.

 

Running corsix without admin may prevent it from saving files on C: drive, but it still saves them somewhere, I'm not quite sure how that works. I always run corsix as admin to ensure it saves properly. The mission editor may work in the same way.


Edited by Moreartillery, 25 June 2020 - 04:12 AM.

Developer of the Cinematic Battles mod.

https://www.moddb.co...nematic-battles


#36 Guest_Realistix Mod_*

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Posted 26 June 2020 - 12:11 AM

Ok, i'll try running it as admin and saving the files, we'll see.
 

here's the link for the mod :
https://drive.google...IG9?usp=sharing
Hope you could help me with the AI, if I manage to change it I'll make it the ultimate killing game.
What should I begin with ? Do I need a software ?

Yeah try the map (I also made 2 other maps, one called UrbanTry and another I forgot the name of, surely something like "test1"), it's playable but it's not finished.

PLEASE if you find the files of the map send them to me

You can finish the map if you want and make your own version to release it, just put a note saying that I made the most of it (my name : Kebax Kapak) cause I spent some time on it you know.
You can do even better if you rename the map "Kebax Station", that's the name I wanted to give to it ^^

 

And for sure, if ever you release my mod, even with some changes, please put a note to saying I made the most part (apart the tyranid race wich I didn't make and the M42 base with the textures and all and I'll give credit to the makers when I'll release my mod if ever I do).

So hope you'll have luck with the AI in the game, hope it'll be willing (try against the guard first, they're more often willing fighting than the other armies, don't know why), waiting for your return



#37 Guest_Realistix Mod_*

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Posted 26 June 2020 - 01:50 AM

 

 

Running corsix without admin may prevent it from saving files on C: drive, but it still saves them somewhere, I'm not quite sure how that works. I always run corsix as admin to ensure it saves properly. The mission editor may work in the same way.

 I just tried to run corsix as admin and to run the mission editor via corsix, when I do I can't find the map to open it, there is nothing

But when I run it as normal I can open the map and edit it

I think the files are in the mp folder because when my mod has been erased the map wasn't there anymore, but when I pasted the back up of my mod the map was there back to

but they are available only by the game and the mission editor runned as normal via corsix



#38 Guest_Realistix Mod_*

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Posted 26 June 2020 - 02:09 AM

Man, do you know any moders forum ? Maybe there are some people there who knows how to deal with the mission editor issues



#39 KebaxKapak

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Posted 26 June 2020 - 03:51 AM

Definitively looks like i'm already in a moders forum.. I made an account and a topic, so I can stop polluting yours

Thanks a lot for trying to help me !

https://forums.revor...ggestions-help/


 



#40 KebaxKapak

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Posted 02 July 2020 - 04:33 AM

Hey man, so I have a few ideas for your mod :

1) Let's add all the available content to it, all the factions, units and weapon that we can. Why having all those factions spread over different mods ? (don't know if I'm clear)

 

2) THe M42 wraithlord model for the eldars looks really good to me, the better I saw, would be cool to add it

 

3) Would be cool to have a research or a building for the chaos faction to choose a chaos god, so there could be a system like that :
          a) Universal Chaos : You choose the general way by a theorical ""Universal Chaos"" research/addon and you have the right to build 1 unit form each god (1 deamonette unit, 1 Berserks unit etc but not the great deamons such as the bloodthirster)
           b) You choose one god's reseach/building/addon and then you have the right to build as much of the units of your god you want and the great deamon of your choice but you can't build other god's units anymore
          I think it would offer a more diversified gameplay, even when you play against them; it's like 5 factions in one (4 gods, 1 universal options)

 

4) I had this idea of the FPS view I made a topic about, don't know what you think of it. But it fits well with the Cinematic Mod tittle

 

5) So as you now I started modding your mod, I will share with you maybe tonight or tomorrow the beggining of it (just changed the HP and damage of Chaos/Marines/Guards) so you can finally see after all those struggles what my gameplay general idea was. Maybe you won't like it, maybe you will. If you do like the render of it we could extend it to the whole mod (I could easily do it, just need a few times)

 

6) Oh yes, and I think that it would be good for the gameplay and for some fluffy considerations to have some restrictions on the unit productions. Because you can potentially have 20 dreadnoughts on the map, facing 15 bloodthirsters surrounded by 40 land raiders (I know it doesn't really happen, but it could).
Also AI tend to do a lot of vehicles and for some factions (like Space Marines) sometimes they just do many vehicles and stock them in the base and then everything is stuck due to the dozens of vehicles popping and not moving. And when that does not happen it's cool but, and it's only my opinion, I would like more infantry on the field than vehicles, because battles tend to be "big units against big units" so it results into a "world of tanks" simulation (if it makes sense). I miss big waves of infantry rushing to the enemy or trying to avoid artillery

And the last reason for units restrictions, according to my opinion, is that it adds strategy, reflexion in the game and psychological value to the unit. I'm explaining my self : If you know that you can fast produce as much land raiders and devastators as you want, well you don't really give a damn if they die, another unit is already poping, you just have to right click for automatic producing and send all the units to the front without really caring. But, if you only can build ONE terminator squad, and that it cost you 320 seconds to produce it, you'll take a fine care of it, you will really play not to have them killed at the first occasion, you will plan your next attack not to loose them but to make some impact with them as well and so now you're doing some strategy and the gameplay is leveled up. This is my opinion.
But it doesn't work for all the factions and units, orks is the contrary for example, this is tipically the faction where I like to have this impression that I can send them to the front line without caring if they die
Tell me what you think about it.
 


Edited by KebaxKapak, 02 July 2020 - 04:57 AM.




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