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Realistix Kapak Mod - Issues, Suggestions, Help

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#61 KebaxKapak

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Posted 09 July 2020 - 06:08 AM

SO
I re-made a "preview" version of the Realistix Kebax Mod, this time based on the great More Artilery's Cinematic Mod.
All factions are not modded, and the modded factions are not entirely modded, but they are modded enough to give you some idea of what I am looking for in terms of gameplay and sensations.

Here is the download link : https://drive.google...iew?usp=sharing

Warnings and recommandations :

1) All races are not modded at the same level, I recommand you to play Marines, Chaos and Guards as a player and to use them or the Eldars and the Orks as an AI enemy (apart from the marines, I'll explain why further). I didn't mod the Tyranids, Dark Eldars and Sisters weapons yet, so it won't match with the powerfullness of the other factions and I did mod the necron weapons/health but didn't test it yet and didn't looked at their sbps so you can play them but I don't know if it will be good. Also only Marines, Chaos, Guards and Eldars have producing restrictions (for example you need to have at least 8 guardsmen units to produce a Baneblade and you can produce only one baneblade of each type).

2) I changed unit health and weapon dammages to give you a preview of what I'm looking for, I didn't mod the abbilities and a lot of details that are entended to be in the final version so just focus on that little part, more is to come, a more complete modding.

3) DON'T let the Marines be controled by an AI, because the commander will make the game crash and, well, the AI don't know it (I tried to make a command squad for him it doesn't work and I forgot to retire him from the barrack spawner). You can play them but just don't build the commander from the marine temple/barracks. The commander produced by the relay building is ok, you can produce and use this one.

 

4) I recommand you to try it at low speed or super low speed (in the options before starting the skirmish) the first time, because things happen really fast and units die really "young" in this mod (excepted if you play space marines but be carefull with them anyway, a wild lazcannon have no mercy for space marines). You will have to make really quick decisions in the battle.

5) I recommand you also to play with high ressources and the "quick start" option because I didn't mod the ressources (but I think that the ressources gestion that MoreAtillery made in the Cinematic Battle mod wich I based mine on is fine so it's not really necessary) and also with the highest difficulty to have some challenge.

6) Balance : As you understood nothing is definitive, just a little have been done, so don't expect the battles to be fair for the moment.
For now the more powerfull faction are the Eldars, they make good enemies but don't expect to win against them.
Orks are the weakest, because of the powerfullness of the range weapons they have difficulties reaching the close combat where they would deliver their full potential; so I recommand you to play against 2, 3 or 4 ork AI if you want some challenge (2 guards against 4-6 Orks is a good scenario).
Guards : I have some issues with the AI when they are allies, they don't move a finger in the game (they produce a whole army that stays stuck in the base, and sometimes they send a guardmen unit or a chimera to the ennemy and that's all), but as enemies they are good. Still you can use them as allies for their basilisks, not a problem if they stay in the base. Anyway they are good to play too. 
Marines : As I said before, play them or don't put them in the game because the AI will produce the bad commander and the game will crash
Chaos : Good to play and good enemies



I'm waiting for Gambit to send me the latest version of the Unification Mod if he wants to, then I'll use this one as a base for my mod to have all the factions available. 

 

 

What are the defenitive foundations of the mod (the vallues could change a bit, specially regen that should be higher for the spaces, but this is the general idea) :

 

1) Health and dammage balance

A guard health is 100 HP with no regen,
    a Marine Health is 1000 HP + 450 (energetic armor) HP, regen = 25 (natural surhuman recover; not available in combat) + 50 (the armor ability to take a lot of damages before being pierced)
   Chaos Marine Health is 1000 HP + 400 (old energetic armor) HP, regen = 25 (not available in combat) + 25 (less efficient armor)

    An ork Health is 220; regen 25 (because orks don't mind about minor wounds when they are fighting like loosing an arm)

   A Predator Health is 10 000

A guard Lazgun dammage is 45 - 120 (able not to kill a man, or to kill him sometimes; you can't kill an ork with one lazgun shot)
A Bolter dammage is 135 - 1350 (able not to kill an ork but able to kill most of the basic units in one shot, as a human you can't receive a bolt and still be able to fight, so 135 is the min value here)

 

2) Army Restrictions
I'm sorry if you don't like restrictions but for material reasons I can't do a mod in wich orks should be hundred of thousands to defeat a Marine player. So I have to make restrictions. The most powerfull soldiers are Marines so all the restrictions will be based to match with the marines limitations and be balanced.
An other reason is that I would like to see visualy balanced armies on the battlefield (like not just tanks and commanders with 30 deamon princes fighting each other), based of what is possible according to the fluff (with a few exceptions, like it normally would be really rare to see 4 dreadnought, a chapter commander, a chapter Chaplain, 2 company commanders and 4 different types of land raiders at the same time and at the same tiny little place of a battlefield but it will happen in this mod).

So all the factions will be restricted to be balanced against more or less the 2 space Marines companies that would be the maximum army size for a Marine player :
3 Commanders (I'll try to make the command squads work)
3 Chaplain
3 librarians
10 Tactical Marines squad (10 marines)
4 Devastator Marines squad (10)
4 Assault Marines squad (10)

4 predators

4 dreadnoughts
2 Terminators
1 Assault terminators (but you can make full assault terminator command squads if I manage to do the command squads)

1 wirlwind (the missile battery really well made by More Artillery is too powerfull with my dammages rules, so 1 is really enough)
1 Land raider of each type

and the other units I don't have in mind right now, but you get the idea I guess.

 

You'll need to have 5 tactical squads to produce 2 Dreadnoughts and 5 more squads to produce 2 other dreadnoughts

All the special, command or tank units availability are based on the presence of a certain amount of basic troopers for each army, it guaranties a visualy balanced battlefield.

 

As you know if you know a bit the 40K universe, orks would actually need thousand of boyz to defeat such an army, and I told you I can't do such a mod, my PC would go crazy.
So I think I will do a simple thing : Orks will be really fast to produce and boyz and grots will be available from any building (same thing for tyranids), and as it's the case in the fluff, it will take a really long time to replace a space marine (I modded a part of the "reinforce cost time", but didn't mod the "cost time" yet). So when you loose some soldiers you will be forced to resist with a few marines waiting for new squads to come. I hope it will be enough to balance each others.

Well I think I talked enought, now please try the mod and tell me what you think and if you have ideas, suggestions or some issues


Oh yes and what about explosions ?
I would like to make every missile explode like the baneblade explosion animation (41th millenium missiles are not crap) of the vanilla game, I had them in the previous and more adanced version of the mod (but I had some issues with the mod files), but I couldn't find this animation/fx in the Cinematic Battle mod, my bad. But as soon as I can i'll put more explosions !


Edited by KebaxKapak, 10 July 2020 - 08:53 AM.


#62 KebaxKapak

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Posted 09 July 2020 - 06:43 AM

Why not just help with me with my mod? Your goals are very similar to mine and I've already done all the corsix stuff. You'll need to learn 3ds max/OE, fx coding, sound, or image editing but I can help you with that.

 

 

Sorry sometimes I read faster than my brain and I don't answer to everything (and I smoke too much).

Yes I know but maybe not that similar, I really have a specific idea of what I want. Maybe I'm wrong and it's not worth it, as soon as it's ready you could download the kebax version of your mod and have and idea of my goal (in the previous post).
However I would help you in anyway I can with your mod.

And I have a question, Gambit said he made all the factions reunited in the Unification mod (wich I did'nt find a recent edition), why not using this mod as a base for yours ?
Because as I understood adding each faction one by one is difficult and has already been done.

I didn't test the mod as did'nt know it existed, I'm wondering if it contains really all the factions (steel legion, witch and deamon hunters, salamanders, black templars, blood angels, angry marines, imperial fists, thousand sons, World Bearers, deamons, emperors children, vostroyans and all and all) it would be AWESOME, the greatest game ever.
Also as I understood searching for the mod, it's only made for soul storm, am i wrong ?

 


Edited by KebaxKapak, 09 July 2020 - 06:46 AM.


#63 Gambit

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Posted 09 July 2020 - 07:06 AM

Well, brother KebaxKapak, first let me say that there is NO Dark Crusade version of Unification!

And if you try to use Unification in Dark Crusade, you WILL have issues...

 

I strongly recommend "moving" to Soulstorm.

 

Now, of course there is a newer version of Unification!! I am the creator of the mod so yeah I do have access to it :p

But it is not ready for the public - my latest version is not even ready for an internal team release!

I am working on it, full-time though.

 

Si wait a bit, and I guess I will have one more recent version, soon.

 

 

I know this was not THAT helpful, but man, at this moment, my hands are tied, I mod like 8hours/day, I cannot afford more.


-In search of Papasmurf...

#64 KebaxKapak

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Posted 09 July 2020 - 11:21 AM

Well, brother KebaxKapak, first let me say that there is NO Dark Crusade version of Unification!

And if you try to use Unification in Dark Crusade, you WILL have issues...

 

I strongly recommend "moving" to Soulstorm.

 

Now, of course there is a newer version of Unification!! I am the creator of the mod so yeah I do have access to it :p

But it is not ready for the public - my latest version is not even ready for an internal team release!

I am working on it, full-time though.

 

Si wait a bit, and I guess I will have one more recent version, soon.

 

 

I know this was not THAT helpful, but man, at this moment, my hands are tied, I mod like 8hours/day, I cannot afford more.

 

Yeah that was helpfull, so I can make plans for my mod and ask the good questions such as :
Is it possible to "copy-paste" all the dark crusade modded attrib files from my dark crusade mod into a Soulstorm attrib folder ? I mean, does it work ?
Or will I have to re-do all the corsix stuff for the 4th or 5th time ? ^^

Anyway, if you planed to release a soulstorm mod with all the fxcking factions, man, that would be the greatest game, for sure I will move to soulstorm

Allright man, I'm waiting for it, take care of yourself, I don't have your competence and your experience but I've been modding for 8 to 12 hours a day the last monthes until I discovered I made all that for nothing (I didn't know I had to run the Corsix studio as administrator, all the modded files and maps I made are unavailable to share... you know what frustration means), so I know a bit what it feels like. Take care of your eyes and hands, fist tendons are fragile, you don't have power fists.
 

I'm actualy downloading a preview version of my mod on the google drive, I'll put a link here, hope you'll find the time to test it if you want to, maybe the gameplay I'm proposing will give you some ideas.



#65 Gambit

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Posted 09 July 2020 - 07:59 PM

Is it possible to "copy-paste" all the dark crusade modded attrib files from my dark crusade mod into a Soulstorm attrib folder ? I mean, does it work ?

Yes, it will work, but there are some new mechanics is Soulstorm that your versions may not have...

Most are in the ebps. For example Poison and Souls support, some events in the event_manager_ext, etc.

In a case of a crash, you can always look into your log to see what went wrong.

But in general, it is a more or less "easy" transition.

 

Anyway, if you planed to release a soulstorm mod with all the fxcking factions, man, that would be the greatest game, for sure I will move to soulstorm

We already have!!

Unification is just that :p

Wait, you mean... You have NOT tried Daemonhunters, Witch Hunters, Imperial Fists, or the uber Emperor's Children mods for Soulstorm???

HERESY!

 

:party:


-In search of Papasmurf...

#66 KebaxKapak

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Posted 09 July 2020 - 08:56 PM

 

Is it possible to "copy-paste" all the dark crusade modded attrib files from my dark crusade mod into a Soulstorm attrib folder ? I mean, does it work ?

Yes, it will work, but there are some new mechanics is Soulstorm that your versions may not have...

Most are in the ebps. For example Poison and Souls support, some events in the event_manager_ext, etc.

In a case of a crash, you can always look into your log to see what went wrong.

But in general, it is a more or less "easy" transition.

 

Anyway, if you planed to release a soulstorm mod with all the fxcking factions, man, that would be the greatest game, for sure I will move to soulstorm

We already have!!

Unification is just that :p

Wait, you mean... You have NOT tried Daemonhunters, Witch Hunters, Imperial Fists, or the uber Emperor's Children mods for Soulstorm???

HERESY!

 

:party:

 

 

 

Oh cool, so I won't have to redo all the stuff

And, yeah I have always been a Dark Crusade player, and I never played other races than those that are in the game plus the Tyranids, and now, with the cinematic battle mod I have access to the Sisters and the Dark Eldars and that's all. That's why that is so exciting to me knowing there is a mod with all those factions.

Man, I can't find any working link to a recent version of the Unification mod, I would be so glad if you'd give me a link to the latest shared version so I can try this and start modding on it.

Also have a question, does the dark crusade maps can be played in soulstorm ?



#67 Gambit

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Posted 10 July 2020 - 07:01 AM

Of course man! Here: https://www.moddb.co...f-war-soulstorm

This is an old build, but it WILL "get you there"..

For more info, I urge you to click the black READ MORE button, located at the bottom-left of the front page.

It will expand my description, and they you will find ALL there is into Unification :thumbsuphappy:

 

Also have a question, does the dark crusade maps can be played in soulstorm ?

Yes!

If fact there is NO Soulstrom Map Editor... All creators of maps still use Dark Crusade, and the DC Editror.

It would have been OK, if it wasn't limited with Flyers...

See, the flyers was haphazardly coded in Soulstrom. And in DC maps... They stuck over impassable terrain.

I DO have a fix for this in Unification, but it is actually a patch... It adds a jump ability to flyers, so that the player to have a tool to fix stuck situations. I even added AI code, so that the CPU can avoid it.

It works.

 

 

P.S.: Man, if you have AE skills, and you like modding, AND you prefer race mods (and like to combine them)... Why not joining us??? We have so many races that are on hold, waiting for a capable AE coder to take over!!!


-In search of Papasmurf...

#68 KebaxKapak

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Posted 10 July 2020 - 08:51 AM

1) Download
Thank ou very much, I'll download that and start modding.
Sure I'll read the description.
But you got to explain me, because my brain is a bit slow, do I have to download all the 9 files ?
Because I can't find a unique donwload link on the moddb page, just a list of 9 different mods

2) Maps
Oh so cool, I was wondering why nothing happens when I try to run the mission editor while oppening a SoulStorm mod with Corsix, I though it was a bugg and I intended reinstalling corsix


3) I whish I had coding skills but, I don't even know what AE is ^^ But I'd like to learn I would be happy to join you and help you make the greatest game ever uniting in one game all the 40K races.
       For now my competences are just about making the game realistic by changing the attribs, I'll let you see that if you have some times to test the "pre-pre-preview" of my mod wich I'm posting a link to in the next post.



#69 KebaxKapak

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Posted 10 July 2020 - 08:54 AM

SO
I re-made a "preview" version of the Realistix Kebax Mod, this time based on the great More Artilery's Cinematic Mod.
All factions are not modded, and the modded factions are not entirely modded, but they are modded enough to give you some idea of what I am looking for in terms of gameplay and sensations.

Here is the download link : https://drive.google...iew?usp=sharing

Hope it'll work this time !

Warnings and recommandations :

1) All races are not modded at the same level, I recommand you to play Marines, Chaos and Guards as a player and to use them or the Eldars and the Orks as an AI enemy (apart from the marines, I'll explain why further). I didn't mod the Tyranids, Dark Eldars and Sisters weapons yet, so it won't match with the powerfullness of the other factions and I did mod the necron weapons/health but didn't test it yet and didn't looked at their sbps so you can play them but I don't know if it will be good. Also only Marines, Chaos, Guards and Eldars have producing restrictions (for example you need to have at least 8 guardsmen units to produce a Baneblade and you can produce only one baneblade of each type).

2) I changed unit health and weapon dammages to give you a preview of what I'm looking for, I didn't mod the abbilities and a lot of details that are entended to be in the final version so just focus on that little part, more is to come, a more complete modding.

3) DON'T let the Marines be controled by an AI, because the commander will make the game crash and, well, the AI don't know it (I tried to make a command squad for him it doesn't work and I forgot to retire him from the barrack spawner). You can play them but just don't build the commander from the marine temple/barracks. The commander produced by the relay building is ok, you can produce and use this one.

 

4) I recommand you to try it at low speed or super low speed (in the options before starting the skirmish) the first time, because things happen really fast and units die really "young" in this mod (excepted if you play space marines but be carefull with them anyway, a wild lazcannon have no mercy for space marines). You will have to make really quick decisions in the battle.

5) I recommand you also to play with high ressources and the "quick start" option because I didn't mod the ressources (but I think that the ressources gestion that MoreAtillery made in the Cinematic Battle mod wich I based mine on is fine so it's not really necessary) and also with the highest difficulty to have some challenge.

6) Balance : As you understood nothing is definitive, just a little have been done, so don't expect the battles to be fair for the moment.
For now the more powerfull faction are the Eldars, they make good enemies but don't expect to win against them.
Orks are the weakest, because of the powerfullness of the range weapons they have difficulties reaching the close combat where they would deliver their full potential; so I recommand you to play against 2, 3 or 4 ork AI if you want some challenge (2 guards against 4-6 Orks is a good scenario).
Guards : I have some issues with the AI when they are allies, they don't move a finger in the game (they produce a whole army that stays stuck in the base, and sometimes they send a guardmen unit or a chimera to the ennemy and that's all), but as enemies they are good. Still you can use them as allies for their basilisks, not a problem if they stay in the base. Anyway they are good to play too. 
Marines : As I said before, play them or don't put them in the game because the AI will produce the bad commander and the game will crash
Chaos : Good to play and good enemies



I'm waiting for Gambit to send me the latest version of the Unification Mod if he wants to, then I'll use this one as a base for my mod to have all the factions available. 

 

 

What are the defenitive foundations of the mod (the vallues could change a bit, specially regen that should be higher for the spaces, but this is the general idea) :

 

1) Health and dammage balance

A guard health is 100 HP with no regen,
    a Marine Health is 1000 HP + 450 (energetic armor) HP, regen = 25 (natural surhuman recover; not available in combat) + 50 (the armor ability to take a lot of damages before being pierced)
   Chaos Marine Health is 1000 HP + 400 (old energetic armor) HP, regen = 25 (not available in combat) + 25 (less efficient armor)

    An ork Health is 220; regen 25 (because orks don't mind about minor wounds when they are fighting like loosing an arm)

   A Predator Health is 10 000

A guard Lazgun dammage is 45 - 120 (able not to kill a man, or to kill him sometimes; you can't kill an ork with one lazgun shot)
A Bolter dammage is 135 - 1350 (able not to kill an ork but able to kill most of the basic units in one shot, as a human you can't receive a bolt and still be able to fight, so 135 is the min value here)

 

2) Army Restrictions
I'm sorry if you don't like restrictions but for material reasons I can't do a mod in wich orks should be hundred of thousands to defeat a Marine player. So I have to make restrictions. The most powerfull soldiers are Marines so all the restrictions will be based to match with the marines limitations and be balanced.
An other reason is that I would like to see visualy balanced armies on the battlefield (like not just tanks and commanders with 30 deamon princes fighting each other), based of what is possible according to the fluff (with a few exceptions, like it normally would be really rare to see 4 dreadnought, a chapter commander, a chapter Chaplain, 2 company commanders and 4 different types of land raiders at the same time and at the same tiny little place of a battlefield but it will happen in this mod).

So all the factions will be restricted to be balanced against more or less the 2 space Marines companies that would be the maximum army size for a Marine player :
3 Commanders (I'll try to make the command squads work)
3 Chaplain
3 librarians
10 Tactical Marines squad (10 marines)
4 Devastator Marines squad (10)
4 Assault Marines squad (10)

4 predators

4 dreadnoughts
2 Terminators
1 Assault terminators (but you can make full assault terminator command squads if I manage to do the command squads)

1 wirlwind (the missile battery really well made by More Artillery is too powerfull with my dammages rules, so 1 is really enough)
1 Land raider of each type

and the other units I don't have in mind right now, but you get the idea I guess.

 

You'll need to have 5 tactical squads to produce 2 Dreadnoughts and 5 more squads to produce 2 other dreadnoughts

All the special, command or tank units availability are based on the presence of a certain amount of basic troopers for each army, it guaranties a visualy balanced battlefield.

 

As you know if you know a bit the 40K universe, orks would actually need thousand of boyz to defeat such an army, and I told you I can't do such a mod, my PC would go crazy.
So I think I will do a simple thing : Orks will be really fast to produce and boyz and grots will be available from any building (same thing for tyranids), and as it's the case in the fluff, it will take a really long time to replace a space marine (I modded a part of the "reinforce cost time", but didn't mod the "cost time" yet). So when you loose some soldiers you will be forced to resist with a few marines waiting for new squads to come. I hope it will be enough to balance each others.

Well I think I talked enought, now please try the mod and tell me what you think and if you have ideas, suggestions or some issues


Oh yes and what about explosions ?
I would like to make every missile explode like the baneblade explosion animation (41th millenium missiles are not crap) of the vanilla game, I had them in the previous and more adanced version of the mod (but I had some issues with the mod files), but I couldn't find this animation/fx in the Cinematic Battle mod, my bad. But as soon as I can i'll put more explosions !



#70 Gambit

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Posted 10 July 2020 - 09:31 AM

1) Download [...]  do I have to download all the 9 files ?

No! Just Unification, Objective Points, and FreeUI.

And you will also need Chaos Daemons and Inquisition Daemonhunters race mods.

 

Because of the complexity, the requirements of many files was inevitable.

But I am now planning a compact version. It is already done, in fact, but I have some last WIP parts.

 

After downloading the above, see HERE, for a complete installation guide!

 

AND TRY A SURVIVAL GAME ONCE DONE!


 

3) I whish I had coding skills but, I don't even know what AE is ^^

Well, AE is... Attribute Editing! That is, the "basic" modding.

I use Corsix Attribute Editor for this :)

 

... I would be happy to join you and help you make the greatest game ever uniting in one game all the 40K races.

Well, the Unification role is... Ahem... My role!

There are TONS of code behind Unification and TONS of fixes that are otherwise "hidden".

Some examples:

- Many new winconditions, seamless operation, all modular. Adding a new race is a matter of minutes, NO need to modify the wincons.

- TONS of bugfixes, thanks to the integrated bugfix mod.

- Necron Lord (AI) can now transform into the Deceiver as well. You will not see him into this form (used by the AI) into ANY other mod! And he CAN summon the illusionary monolith.

- Unified Spotting Sounds.

- Full Objective Points (flag planting) support.

- Fully moddable UI per race. You can have WHATEVER you want.

- Squiggoths can rampage, tyranids can burrow, Eldar can relocate. NOWHERE else can you find this.

- The latest AI you can get, with some nasty advanced coding you will find nowhere else.

- 40+ total races support. More than 20 are UBER quality. FAR above vanilla. Top mod, the Emperor's Children. EXCESSIVE (as it should), but if you like such things look nowhere else.

- Wargear implementation into a WIN CONDITION.

- Fixed Flyers code for user-created or modified maps (I told you, we only have the DC Map Editor. And this breaks flyers).

- Survival Mode. These two words took me AGES to recode. But it is AWESOME.

- Last Stand mode. WIP. If you play once, there is no turning back. The experience can be (I dare say) as good as DoW2 Retribution Last Stand.

 

I kept the best for last. MODULAR.

You need just a few steps to add a new race. Actually, you make a race profile :)

 

And man, these are JUST a few of the additions.

If you had the patience to ready this far!!

 

       For now my competences are just about making the game realistic by changing the attribs, I'll let you see that if you have some times to test the "pre-pre-preview" of my mod wich I'm posting a link to in the next post.

Well... I am the primary AE coder of my team (Thud's Team), and as I told you, at the moment I do NOT have time for anything else!!

This post is lengthy, because I am a bit ill and DO have time to write. :p


Edited by Gambit, 10 July 2020 - 09:44 AM.

-In search of Papasmurf...

#71 KebaxKapak

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Posted 10 July 2020 - 05:46 PM

1) Download

ok I'll download all you said, thank you for the installation guide
And yeah I like the idea of a survival, I surely will try it as soon as possible

2) Complexity
yeah sure, it must have been hell to combine all those mod. The compact pack will be a great thing !

3) AE
Oh ok ! Well, if it's about the attribs yeah, that is all I do in corsix, modding the attribs. I don't go in the other folders because, in general nothing is working, and it makes the game crash when I change something

 

4) Helping
"Well, the Unification role is... Ahem... My role!"
So,.how could I help you ?
Then all you listed, some I don't understand really, and the others seem like a great job and a huge amount of work

 

5) Thanks you for answering me, if I can be useful in anything just tell me, I'd be happy to help you



#72 Gambit

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Posted 10 July 2020 - 07:56 PM

Whoa man, I "sense" you are a real brother ... !

 

 

3) AE
Oh ok ! Well, if it's about the attribs yeah, that is all I do in corsix, modding the attribs. I don't go in the other folders because, in general nothing is working, and it makes the game crash when I change something

Well, can you create new abilities? Or weapons? (no need from scratch, you can copy->rename->edit)

Can you import a unit in a race from scratch? I mean, given a model, can you put it in a race?

This is more or less what is needed to create a race - apart from design!

So,.how could I help you ?

As I told you, we have MANY races that are currently on-hold.

You can take over!! And I am here to help you.

Are you interested?


-In search of Papasmurf...

#73 KebaxKapak

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Posted 10 July 2020 - 09:06 PM

1)

<<Well, can you create new abilities? Or weapons? (no need from scratch, you can copy->rename->edit)

... This is more or less what is needed to create a race - apart from design!>>

Ok, I just didn't understood what you meant, in fact, I know how to change the values inside the already made attribs through corsix
But yeah if you explain me how to do those stuff I could do that, I'd be happy to know how to do it

 

2)

<<As I told you, we have MANY races that are currently on-hold.

You can take over!! And I am here to help you.

Are you interested?>>

Sure I'm in !
If you tell how to do the things you told I'll do it

My goal is : having a realistic and brutal mod for Dawn of War, but if I can participate to have a "all races and units" mod in dark crusade I will have a realistic and brutal mod in Dawn of War WITH ALL RACES AND UNITS
So everything is clear to me ^^


Edited by KebaxKapak, 10 July 2020 - 09:12 PM.


#74 Gambit

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Posted 11 July 2020 - 03:03 PM

Ok, I just didn't understood what you meant, in fact, I know how to change the values inside the already made attribs through corsix
But yeah if you explain me how to do those stuff I could do that, I'd be happy to know how to do it

Well, yeah, of course this is what you do what you modify an EXISTING ability/entity/weapon etc.

It is VERY easy to create new one though.

 

Here is a fast Tuto

See, all the entries you see in Corsix are actually SINGLE files (with the .rgd extension).

So, if (for example) you want to add a NEW ability to an entity, you just copy an OTHER ability (the rgd file) that is similar to what you want, rename it properly, modify it as you see fit, and give it to the entity :p

 

NOTE: All vanilla rgds are compressed. They do not appear anywhere, that is why you do not see them.

For example, the standard Space Marine troop is Data\attrib\ebps\races\space_marines\troops\space_marine_tactical_bolter.rgd
But you will not see this space_marine_tactical_bolter rgd file ANYWHERE.

You must decompress it.

 

Try this:

1] Load DXP2.module on Corsix.

2] Navigate into DATA, and right-lick on the attrib folder.

3] Select "Extract all files in this folder".

4] Once done, go into your Soulstorm installation folder, and into dxp2\Data...

... And you will see ALL those files extracted!!!

 

Now, you can copy/rename/modify and thus add new abilities/troops/weapons/researches/addons, etc.

 

Please get familiarized with the folder structure and the naming here as well

 

NOTE: If you have ALREADY modified files, those that you have changed will be in their places (folders) already.

Because, once you modify a file, it is also automatically extracted, if it wasn't already.

 

 

In general, when we mod, we do NOT compress the folders. We want all rgds to appear stand-alone.

 

 

Sure I'm in !
If you tell how to do the things you told I'll do it

PERFECT!!!

Please follow my instructions above, and tell me your impressions!

YYou can PM me if you want, and we can discuss from there.

 

 

My goal is : having a realistic and brutal mod for Dawn of War, but if I can participate to have a "all races and units" mod in dark crusade I will have a realistic and brutal mod in Dawn of War WITH ALL RACES AND UNITS
So everything is clear to me ^^

Sounds good!

I am not far from that at all. In my team, we create Race Mods, and I code unification to combine them properly.


-In search of Papasmurf...

#75 KebaxKapak

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Posted 11 July 2020 - 04:17 PM

That's really simpler than I though

 

Extract from the DXP2...
SURE !! damn how didn't I think about it ??
You can't imagine how many times I tried to extract all the files from my mod through corsix to do stuff with them and see no file in the mod folders as a result.
Man, I'm going to create a bunch of new weapons !

 

I think I'll easily be able to do what you said but there come two or three questions :

1. Do you have some team members specialized into creating 3D models for the new weapons ?

2. What are the normal attribs values you put to weapons in you mod ? Because I have my references according to the gameplay and the expression of the fluff I "built" (Guard health = 100hp / Space Marines = 1000 + 450 HP and then all the weapons damages are estimated to make it realistic according to those values), but what are your default values ?
Well, I guess I'll see it when I'll download unification (I didn't manage yet, due to my connexion).

3. I already gave a new weapon to a unit sometimes (but with existing and not used files, like tactical chaos marine's missile launcher) and there are 3 issues that could happen :

      a) It works but when I upgrade the unit with this weapon choice the unit icon becomes a pink square
      b) It works but only for AI, and there is not even the weapon choice apearing for the player
      c) It works and you can use it as a player but the AI won't use the weapon

 

 

Concerning the folders structure I'm a bit used to it since I tried many times to combine some mods just by copying folders or files one by one into my own mods.
But it doesn't mean that I'm able to tell the function of every single folder or file type, so I'll still ask you questions about that if it's required for my understanding.
In the present case I think it's ok, you made a good tuto and I'm used to those folders.
 

 

Now I'm going to create assault rifles for the renegades to test all that and I'm back to tell you if I managed to do it !



#76 KebaxKapak

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Posted 11 July 2020 - 07:09 PM

I managed to ceate the automatic rifle for the renegades. It was in fact really simple.
Now I'm going to create a "fresh recrew" squad for the guards

 

Thank you for you tuto !
If you have more things to teach or other tutos about other stuff it's cool !



#77 KebaxKapak

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Posted 11 July 2020 - 09:22 PM

Can I create a new armor type the same way than squads and weapons ?

 

I just created conscript and veteran guards with their respective weapons, it works well !


Edited by KebaxKapak, 11 July 2020 - 09:23 PM.


#78 KebaxKapak

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Posted 12 July 2020 - 09:28 AM

 

1) Download [...]  do I have to download all the 9 files ?

No! Just Unification, Objective Points, and FreeUI.

And you will also need Chaos Daemons and Inquisition Daemonhunters race mods.

 

Because of the complexity, the requirements of many files was inevitable.

But I am now planning a compact version. It is already done, in fact, but I have some last WIP parts.

 

After downloading the above, see HERE, for a complete installation guide!

 

It took me all the night, but I finaly managed to download all you said.
I followed the installation tutorial instructions (excepted for the imparial fists/salamanders patch, I'll install it later, and the 4Gb wich I didn't find a recent version).

When I launched the unification config file a black window poped with a list of ""access denied"", well, here is a copy.
(accès refusé means denied access, in french)

 

 

--------------------------------------------------------
 Dawn of War: Unification - New Races Mod Detection v4.6
 Based on code created by Evil Isador at www.moddb.com
 --------------------------------------------------------
 
 
 CHECKING FOR REQUIRED MODS:
 
Accès refusé.
Accès refusé.
Accès refusé.
Accès refusé.
Accès refusé.
Accès refusé.
Accès refusé.
Accès refusé.
Accès refusé.
 Required mod found - Unification Bugfix.
 
 Required mod found - FreeUI.
 
 Required mod found - Objective Points.
 
 Required mod found - Chaos Daemons.
 
 Required mod found - Inquisition Daemonhunters.
 
Accès refusé.
Accès refusé.
Accès refusé.
Accès refusé.
Accès refusé.
Accès refusé.
Accès refusé.
Accès refusé.
Accès refusé.
Accès refusé.
Accès refusé.
Accès refusé.
Accès refusé.
Accès refusé.
Accès refusé.
Accès refusé.
Accès refusé.
 
 CHECKING FOR OPTIONAL MODS:
 
Accès refusé.
 No optional Race Mods found.
 
Accès refusé.
Accès refusé.
Accès refusé.
Accès refusé.
 
 SUMMARY:
 
 All required Mods found!
 Dawn of War: Unification - New Races can now be activated.
 
 0 optional Race Mods found.
 
 Press any key to continue...
 
 
 
So I pressed the only "k" I got on my keybord ^^ then I runned the game, selected the Unification New Race Mod in the game manager, the game restarted and then tells me 
""fail at activating the asked game"".
 

Did I make something wrong ?
How can't it work ?
Do you know this issue already ?

I have the CD version of the game, maybe it's not made for this, don't know if it could be that

Edited by KebaxKapak, 12 July 2020 - 09:49 AM.


#79 Gambit

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Posted 12 July 2020 - 10:36 AM

1. Do you have some team members specialized into creating 3D models for the new weapons ?

Yes, but we are talking only one brother here (brother Kekoulis), and he is REALLY preoccupied with the tons of stuff already in cue...

So the short answer is "we work with what we have" for now, regarding 3D. But WE HAVE MUCH ALREADY!

 

2. What are the normal attribs values you put to weapons in you mod ? Because I have my references according to the gameplay and the expression of the fluff I "built" (Guard health = 100hp / Space Marines = 1000 + 450 HP and then all the weapons damages are estimated to make it realistic according to those values), but what are your default values ?

We more or less follow Vanilla balancing.

For example, if we want a laser weapon, or an autocannon or a power sword, then... We copy if from vanilla, and modify it properly.

For completely new weapons, we do the same, finding a more or less "equivalent" Vanilla weapon.

And then, we HEAVILY modify it.

This is true for races that are WILDLY different, like Tyranids, or Chaos Daemons, for example.

But still we DO deviate. And sometimes by a lot!

 

The keyword here is: Vanilla balance.

More or less.
 

 

3. I already gave a new weapon to a unit sometimes (but with existing and not used files, like tactical chaos marine's missile launcher) and there are 3 issues that could happen :

      a) It works but when I upgrade the unit with this weapon choice the unit icon becomes a pink square
      b) It works but only for AI, and there is not even the weapon choice apearing for the player
      c) It works and you can use it as a player but the AI won't use the weapon

a) For units with no Complex Weapons (no need to bother with this at the moment), such as the Tactical Chaos Marines, when you give them a new weapon, you MUST create an additional new icon for them, for that weapon. The name of that icons must be identical to the original + two underlines "_" + the nemae of the weapon.

Example: The standard icon of the entity is chaos_lord_icon. The new weapon you added is called chaos_mankiller. So you copy the original chaos_lord_icon, and rename it: chaos_lord_icon__chaos_mankiller.

Note that I added TWO underlines _ , after the icon and before the weapon name.

NOTE: You must always have a chaos_lord_icon__multi icon as well, in case that entity gets TWO or more upgrades. The "__multi" suffix is a universal constant for the icon of entities that get multiple simultaneous upgrades.

 

b) For the weapon to appear, you must make sure that:

1] There is available UI place. If you already have 4 weapon upgrades,adding a 5th will NOT show. The UI only uses 4 weapons.

You can bypass this with FreeUI!! But for this, you come to me :thumbsuphappy:

2] The squad must already have the squad_reinforce_ext, AND in there, the max_upgrades > 0

3] The weapon itself must have the show_in_reinforce -> [true]

 

c) A bit more complex. You need to tell the AI how to use it. For this, you must add it in the appropriate ai file. An example will make things faster here.

NOTE: I am using DoWAI advanced AI coding! You will find thins in Unification. It totally updates and enhances vanilla AI.

>> So say you want to add a weapon to chaos marines. This is Chaos race. So go into: Data/ai/races/chaos_marine_race/info/, and open the chaosunitstats.ai file.

In there, search for chaos_marine_squad. SCROLL DOWN, untill you find its description. Will be something like:

    {
        name = "Chaos Marine",
        sbp_name = "chaos_marine_squad",
        ebp_name = "chaos_marine_bolter",
        class = UnitStatsAI.UC_HeavyInfantryMed,
        rating = 4,
        potential =
        {
            {
                name = "chaos_bolter_tactical",
                effectiveness = GenerateUnitEffectiveness(3.9,4.4,4.1,4.2,4.1,1.5,0.0,0.0,4.1,0.0,3.0,3.7,1.9,0.0,0.0,0.0,0.0),
                range = UnitStatsAI.RT_Ranged,
            },
            {
                name = "chaos_heavy_bolter_tactical",
                effectiveness = GenerateUnitEffectiveness(6.5,6.1,5.9,5.9,5.7,3.4,2.4,0.0,5.4,0.0,4.2,4.3,2.6,1.9,0.0,0.0,0.0),
                range = UnitStatsAI.RT_Ranged,
            },
            {
                name = "chaos_plasma_gun_tactical",
                effectiveness = GenerateUnitEffectiveness(6.1,5.1,5.1,5.3,7.1,4.9,3.8,2.2,7.1,2.2,6.5,0.0,4.1,3.2,0.0,0.0,0.0),
                range = UnitStatsAI.RT_Ranged,
            },
            {
                name = "chaos_knife_tactical",
                effectiveness = GenerateUnitEffectiveness(4.1,4.4,4.0,4.1,4.1,0.0,0.0,0.0,4.0,0.0,3.6,4.1,2.2,0.0,0.0,0.0,0.0),
                range = UnitStatsAI.RT_Melee,
            },
        }
    },

Here, you can see all 4 weapons they can get.

You add your 5th (6th, 7th and so on), following THE SAME logical format, and putting the name of YOU weapon, in each case.

PENETRATIONS: This is the interesting part. The AI chooses upgrades based on what it needs. So you must "describe" the weapon to the AI. This is achieved with the penetration ratings. These RANGE FROM 0 TO 10. With 0, you get no weapon at all, while with 10, you have the most bad-arse there is.

There are 17 entries in there, and each, corresponds to an army type and how good rating the weapon has against that armour.

So you either copy one SIMILAR to the one you just added, OR use your own values. The order is:

    effectiveness[ UnitStatsAI.UC_LightInfantryLow ]     = light_low
    effectiveness[ UnitStatsAI.UC_LightInfantryMed ]     = light_med
    effectiveness[ UnitStatsAI.UC_LightInfantryHigh ]     = light_high
    effectiveness[ UnitStatsAI.UC_HeavyInfantryMed ]     = heavy_med
    effectiveness[ UnitStatsAI.UC_HeavyInfantryHigh ]     = heavy_high
    effectiveness[ UnitStatsAI.UC_VehicleLow ]         = vehicle_low
    effectiveness[ UnitStatsAI.UC_VehicleMed ]         = vehicle_med
    effectiveness[ UnitStatsAI.UC_VehicleHigh ]         = vehicle_high
    effectiveness[ UnitStatsAI.UC_MonsterMed ]         = monster_med
    effectiveness[ UnitStatsAI.UC_MonsterHigh ]         = monster_high
    effectiveness[ UnitStatsAI.UC_Commander ]         = commander
    effectiveness[ UnitStatsAI.UC_BuildingLow ]         = build_low
    effectiveness[ UnitStatsAI.UC_BuildingMed ]         = build_med
    effectiveness[ UnitStatsAI.UC_BuildingHigh ]         = build_high
    effectiveness[ UnitStatsAI.UC_AirLow ]             = air_low (NOT ACTUALLY USED, set it to 0)
    effectiveness[ UnitStatsAI.UC_AirMed ]             = air_med
    effectiveness[ UnitStatsAI.UC_AirHigh ]         = air_high (NOT ACTUALLY USED, set it to 0)

 

 

Can I create a new armor type the same way than squads and weapons ?

Yes, but you better not...

For a private mod it's fine. But for a Race mod - especially one that you plan to combine, it will case MANY issues.

For example, if a race is not coded taking an armour type into account, weapon, abilities, attacks, EVERYTHING will have issues against it - either not affect or cause min damage to the impacted entries.

 

 

P.S.: Boy these tutos are time-consuming!!! hahahaha :twisted:


Edited by Gambit, 12 July 2020 - 10:36 AM.

-In search of Papasmurf...

#80 Gambit

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Posted 12 July 2020 - 10:42 AM

When I launched the unification config file a black window poped with a list of ""access denied"", well, here is a copy.

Damn!

You have the game installed in your Program Files directory, am I right?

If so, either run the configurator mini-batch program with Admin Rights, or edit the new races module file MANUALLY!!

See the Unification New Races module, I have included detailed instructions on how to do it.

 

 

In the next Unification version, ALL these will be history.

The WHOLE procedure will be MUCH simpler, and UNIFIED.


-In search of Papasmurf...



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