Search found 90 matches
- Thu Oct 17, 2024 4:58 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 49
- Views: 24514
Re: Sandbox Skirmish - Player vs. AI campaign
Thinking about it that might be too much of a nurf to the fear aura. It's got a thermal cannon so pretty much any enemy infantry it gets close to are going to be dead anyway. It makes rallying more important which I like. When you used that knight did you find it to be massively OP? The fear aura co...
- Wed Oct 16, 2024 7:48 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 49
- Views: 24514
Re: Sandbox Skirmish - Player vs. AI campaign
However, I was thinking the wolves would be able to rally guardsmen, or heal them. I didn't allow Ragnar's Blackmaned cloak though, given it seems like guardsmen wouldn't be attuned to it, but I did allow runes of protection/destruction and Spirit of the Wolf. Would be interested in your thoughts. ...
- Fri Oct 11, 2024 8:31 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 49
- Views: 24514
Re: Sandbox Skirmish - Player vs. AI campaign
Nice additions. I combined those factions as well ages ago in my original mod that I'm updating. :D I haven't had time to work on it for the last few weeks. Are you planning to add the shared xp code to have it as an option too? I've had a couple of ideas for the Terrors of the Warp mod and for the ...
- Mon Sep 23, 2024 10:59 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 49
- Views: 24514
Re: Sandbox Skirmish - Player vs. AI campaign
BTW, regarding the Shared XP mod I made, you are more than welcome to rip the code or the concept for your Terrors campaign. If you're interested, version 1.1 would be a good place to start as I accidentally included Sandbox AI campaign specific code in CombatTools.BSF which also contains your upgr...
- Wed Sep 18, 2024 5:09 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 49
- Views: 24514
Re: Sandbox Skirmish - Player vs. AI campaign
Some of the spawn have the wrong points cost. I must have got distracted half way through then thought it was done. :roll: It should be... Spawn 120 Upg 150 (120%4)+120 = 150 Nurgle 140 Upg 175 (140%4)+140 = 175 Khorne 160 Upg 200 (160%4)+160 = 200 Slaanesh 180 Upg 225 (180%4)+180 = 225
- Sat Sep 14, 2024 4:46 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 49
- Views: 24514
Re: Sandbox Skirmish - Player vs. AI campaign
The icon we're using for the slaanesh spawn will of the warp is also used for deamon rally, I'm changing mine to AbilitySlot_Domination which at the moment is slaanesh knight's so that's changing to AbilitySlot_EternalWarrior which is unused by any unit. I think it's actually the full version of the...
- Wed Sep 04, 2024 10:55 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 49
- Views: 24514
Re: Sandbox Skirmish - Player vs. AI campaign
When I was hunting down leveling bugs I changed things up a bit as I needed to isolate and test so I took your original code and ran with it - it's a bit different now but seems to do the trick. You may or may not want it, just a heads up. Cheers, I'll go back through our conversations to make sure...
- Sun Sep 01, 2024 7:29 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 49
- Views: 24514
Re: Sandbox Skirmish - Player vs. AI campaign
I see, well it looks like you've fixed the problem so Ill just copy your work. Here have a reward https://www.mediafire.com/file/kauv2fjtglb4vpn/Fear_Files.zip/file This adds a fear status effect to units in range and makes a few alterations to Helpers. The upgraded errant and paladin need their lev...
- Sun Sep 01, 2024 12:22 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 49
- Views: 24514
Re: Sandbox Skirmish - Player vs. AI campaign
Were you thinking of adding nurglings then? I think using edited models would be tricky, I know nothing about models. There's an OUTPUT.REZ file in the battle folder that I assume has them in. Did you mean shrunk down plaguebearers? Which reminds me, I ran into an intermittent bug when initializing ...
- Sat Aug 31, 2024 9:12 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 49
- Views: 24514
Re: Sandbox Skirmish - Player vs. AI campaign
Brain fart, the morale checks need to be separate or they mess up the else checks so the first set should be this. if ((i == GetUnitX(me)-6) || (i == GetUnitX(me)+6) || (j == GetUnitY(me)-6) || (j == GetUnitY(me)+6)) { if (morale > 85) { morale = 85; } } else if ((i == GetUnitX(me)-5) || (i == GetUn...
- Sat Aug 31, 2024 8:09 am
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 49
- Views: 24514
Re: Sandbox Skirmish - Player vs. AI campaign
Yea those previous ability files edits were a waste of time now I've fixed the leveling up function. Oh well. Well, I made use of them anyway while testing and they are still in the latest patch so they are being used. Now I'm in the process of using your latest InitAbility code in conjunction with...
- Fri Aug 30, 2024 7:59 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 49
- Views: 24514
Re: Sandbox Skirmish - Player vs. AI campaign
The knight's fear aura counts the furthest knight, not the closest. I had it backwards in my head because I'm an idiot. Counting the furthest is a lot easier because you can check if either axis is out by 6, then 5, 4 and so on. To get the closest you need to check both in relation to each other. I...
- Thu Aug 29, 2024 10:57 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 49
- Views: 24514
Re: Sandbox Skirmish - Player vs. AI campaign
Lol - well my friend you are keeping me hopping with these bug fixes. I saw your post(s) on steam as well, will reply when I get a chance. I'm also still tidying up a few sandbox army interface changes before I put out another patch. Yea those previous ability files edits were a waste of time now I...
- Mon Aug 26, 2024 8:55 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Terrors Of The Warp (campaign mod)
- Replies: 18
- Views: 5772
Re: Terrors Of The Warp (campaign mod)
Small unrelated fix - I bumped the Upgraded Spawn of Khorne to level 2 to be consistent with the other upgraded daemon spawn. Oh nice spot, cheers. I added the khorne spawn a lot later. I forgot I can't post mediafire links on the steam site. Here, https://www.mediafire.com/file/amla8bpruc6shls/New...
- Fri Aug 23, 2024 5:54 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Terrors Of The Warp (campaign mod)
- Replies: 18
- Views: 5772
Re: Terrors Of The Warp (campaign mod)
I tested the morale changes but it was tricky to keep track of the AI morale as they ran in and out of the knight's radius, and trying to mix in a commissar made it worse. I'm going to merge all of the daemons and knights into the hotseat mod anyway and plan on testing again when I can tightly cont...
- Wed Aug 21, 2024 8:54 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Terrors Of The Warp (campaign mod)
- Replies: 18
- Views: 5772
Re: Terrors Of The Warp (campaign mod)
Here's a new link with the ability files done and and StartTurn fully working: https://www.mediafire.com/file/tgsllk4w ... s.zip/file
It also includes the AITools file.
It also includes the AITools file.
- Wed Aug 21, 2024 8:02 am
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Terrors Of The Warp (campaign mod)
- Replies: 18
- Views: 5772
Re: Terrors Of The Warp (campaign mod)
There's a mistake in StartTurn, I tidied up after I'd finished and checked the rest. Just copy everything from CheckStatusEffects(me); down from the old file into the new one and then add the ((GetTurn() == 0)) || (GetTurn() == 1)).
- Tue Aug 20, 2024 7:43 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Terrors Of The Warp (campaign mod)
- Replies: 18
- Views: 5772
Re: Terrors Of The Warp (campaign mod)
Here's the AI and StartTurn files: https://www.mediafire.com/file/zd0hahbc9f4nj5g/TerrorsOfTheWarp.zip/file I did a lot of tidying up too, which is good because it reminded me about a patch fix for campaigns when you deploy and get the first turn which you definitely don't want in your mod. Make sur...
- Mon Aug 19, 2024 10:47 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Terrors Of The Warp (campaign mod)
- Replies: 18
- Views: 5772
Re: Terrors Of The Warp (campaign mod)
The dummy unit not being assigned a side in UNITIDS means that it shouldn't show up in sandbox matches. If it's not assigned the code will give it an ID of 0 and it ends up at the bottom of the wolves force list. Not a huge deal to work around but I still just need to test. Oh, the reason that didn...
- Sat Aug 17, 2024 9:10 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Terrors Of The Warp (campaign mod)
- Replies: 18
- Views: 5772
Re: Terrors Of The Warp (campaign mod)
Had a script error pop up caused by an extra curly bracket (line 11772 in CombatTools.BSF) Sorry, that's because you format the code spacing differently so I didn't spot it when it copied it over. Because I wanted full leveling I had to go the other direction and also included the Elite units in th...