Terrors Of The Warp (campaign mod)
Terrors Of The Warp (campaign mod)
https://www.mediafire.com/file/zd0hahbc ... p.zip/file
Installation
⦁ Place the TERRORSOFTHEWARP folder in your Documents\My Games\SANCTUS\CAMPAIGNS folder.
⦁ The campaign will now be selectable from the main campaign list.
Features
⦁ New Daemon units added (variations of existing units using models already in the game), including Chaos Knights.
⦁ Daemon units replaced with Upgraded versions in all story missions.
⦁ Even mix of standard and Upgraded Daemon units in skirmish missions.
⦁ Ork units replaced with Upgraded versions in the first mission.
⦁ Extra ork forces added in the first mission from mission start and to the second group of reinforcements.
⦁ A different upgraded Knight added to the Space Wolf forces for each story mission.
⦁ New skins for Upgraded Knights and Upgraded Daemon units (standard units for Tzeentch Heralds and Horrors).
⦁ Space Wolf level up ability potency increases progressively per level (a bit more so than standard).
⦁ At least one of the level up ability options will always be an ability that the unit doesn't have.
⦁ Units cannot have more than one ammo type (they're only available for one level up per unit).
New Daemon Units
Khorne
⦁ Spawn: Has three attacks and the Murdertide ability.
Tzeentch
⦁ Knight: Errant (thermal cannon) with the Ephemerial Shield and Ceramite Plating abilities. Upgraded Tzeentch knights have an aura ability that reduces the morale of nearby enemy units (more morale loss the closer they are).
Nurgle
⦁ Spawn: Slower and has the Virulent Touch and Revolting Regeneration abilities.
⦁ Soulgrinder: Slower and has the Virulent Touch and Revolting Regeneration abilities.
⦁ Knight: Warden (gatling cannon), slower and has the Virulent Ravager (can work on vehicles) ability. Upgraded Nurgle knights have a cloud of flies that follows them reducing accuracy.
Slaanesh
⦁ Spawn: Faster, has three attacks and a random fiend ability.
⦁ Soulgrinder: Faster and has three attacks.
⦁ Knight: Paladin (battle cannon), faster and has three attacks. Upgraded Slaanesh knights can use one fiend ability per turn as a free action.
Installation
⦁ Place the TERRORSOFTHEWARP folder in your Documents\My Games\SANCTUS\CAMPAIGNS folder.
⦁ The campaign will now be selectable from the main campaign list.
Features
⦁ New Daemon units added (variations of existing units using models already in the game), including Chaos Knights.
⦁ Daemon units replaced with Upgraded versions in all story missions.
⦁ Even mix of standard and Upgraded Daemon units in skirmish missions.
⦁ Ork units replaced with Upgraded versions in the first mission.
⦁ Extra ork forces added in the first mission from mission start and to the second group of reinforcements.
⦁ A different upgraded Knight added to the Space Wolf forces for each story mission.
⦁ New skins for Upgraded Knights and Upgraded Daemon units (standard units for Tzeentch Heralds and Horrors).
⦁ Space Wolf level up ability potency increases progressively per level (a bit more so than standard).
⦁ At least one of the level up ability options will always be an ability that the unit doesn't have.
⦁ Units cannot have more than one ammo type (they're only available for one level up per unit).
New Daemon Units
Khorne
⦁ Spawn: Has three attacks and the Murdertide ability.
Tzeentch
⦁ Knight: Errant (thermal cannon) with the Ephemerial Shield and Ceramite Plating abilities. Upgraded Tzeentch knights have an aura ability that reduces the morale of nearby enemy units (more morale loss the closer they are).
Nurgle
⦁ Spawn: Slower and has the Virulent Touch and Revolting Regeneration abilities.
⦁ Soulgrinder: Slower and has the Virulent Touch and Revolting Regeneration abilities.
⦁ Knight: Warden (gatling cannon), slower and has the Virulent Ravager (can work on vehicles) ability. Upgraded Nurgle knights have a cloud of flies that follows them reducing accuracy.
Slaanesh
⦁ Spawn: Faster, has three attacks and a random fiend ability.
⦁ Soulgrinder: Faster and has three attacks.
⦁ Knight: Paladin (battle cannon), faster and has three attacks. Upgraded Slaanesh knights can use one fiend ability per turn as a free action.
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- Corporal - Strongpoint
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Re: Terrors Of The Warp (campaign mod)
This is pretty awesome, I'm looking forward to trying it out. I played a bit of the first map and already I like the looks of some of the upgraded abilities. Might be a tough campaign!
I noticed this in your release notes: "Upgraded Tzeentch knights have an aura ability that reduces the morale of nearby enemy units (more morale loss the closer they are)."
For the past couple months I've been working on adding the Night Lords and did something similar for some of the units, but at a single range. I like the nuanced approach you took here.
I'm still a ways out from releasing what I have. I'm nearly done with all of the textures (oh lightning bolts, how I loathe thee) and am also working on the particulars for the units.
I think I read in a different post you mentioned you had more in the pipeline - are you planning on more campaigns?
I noticed this in your release notes: "Upgraded Tzeentch knights have an aura ability that reduces the morale of nearby enemy units (more morale loss the closer they are)."
For the past couple months I've been working on adding the Night Lords and did something similar for some of the units, but at a single range. I like the nuanced approach you took here.
I'm still a ways out from releasing what I have. I'm nearly done with all of the textures (oh lightning bolts, how I loathe thee) and am also working on the particulars for the units.
I think I read in a different post you mentioned you had more in the pipeline - are you planning on more campaigns?
Re: Terrors Of The Warp (campaign mod)
Feel free to rip the code for yours.toadfather wrote: ↑Thu Aug 08, 2024 8:03 pmI noticed this in your release notes: "Upgraded Tzeentch knights have an aura ability that reduces the morale of nearby enemy units (more morale loss the closer they are)."
For the past couple months I've been working on adding the Night Lords and did something similar for some of the units, but at a single range. I like the nuanced approach you took here.
I'm going to open this one up first so the new units can be used outside of that campaign. That mod was actually the first thing I did three years ago but then I started working on the patch and it became a monster. Now I have to copy everything over to the patched files.toadfather wrote: ↑Thu Aug 08, 2024 8:03 pmI think I read in a different post you mentioned you had more in the pipeline - are you planning on more campaigns?
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- Corporal - Strongpoint
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Re: Terrors Of The Warp (campaign mod)
Thanks, might do that. For the Night Lords, I took a different approach as I wanted to give them a universal aura, at least for infantry anyway as it seemed to be more thematic that the individual attire and reputation of the NL should strike terror into an exposed squad rather than into an enemy vehicle or armor. So currently I have it as NL infantry will give a -25 morale loss to other infantry in a 3 square radius. Other ideas would be to give this to ALL NL, but still only impact enemy infantry. Was also thinking of giving Raptors an additional brief enemy morale loss when they swoop down for an attack, which they should get anyway. I've also implement a form of "Talent for Murder", giving them bonuses when they outnumber their opponents. I'm kicking around a few other ideas as well with the goal to give the army a unique feel rather than just "space marines in dark blue armor".A_Wal_ wrote: ↑Fri Aug 09, 2024 7:03 pmFeel free to rip the code for yours.toadfather wrote: ↑Thu Aug 08, 2024 8:03 pmI noticed this in your release notes: "Upgraded Tzeentch knights have an aura ability that reduces the morale of nearby enemy units (more morale loss the closer they are)."
For the past couple months I've been working on adding the Night Lords and did something similar for some of the units, but at a single range. I like the nuanced approach you took here.
At any rate, I was also just about to add a Chaos Knight to the mix, but it looks like you took care of that with the above mentioned Tzeentch. That guy might fit perfectly for the NL, and his powerful aura seems appropriate. Not sure though if I would give him NL heraldry or leave him independent.
Cool. Not sure if you mean you'll add the daemons to the next patch, but when I merged your units into the sandbox AI mod, I noticed a couple minor fixes I had to make. I can PM them to you if you're interested.A_Wal_ wrote: ↑Fri Aug 09, 2024 7:03 pmI'm going to open this one up first so the new units can be used outside of that campaign. That mod was actually the first thing I did three years ago but then I started working on the patch and it became a monster. Now I have to copy everything over to the patched files.toadfather wrote: ↑Thu Aug 08, 2024 8:03 pmI think I read in a different post you mentioned you had more in the pipeline - are you planning on more campaigns?
Re: Terrors Of The Warp (campaign mod)
I made a mod before the patch that included the new demon units with two edited campaign maps for multiplayer. I need to update the mod with the patched files and add a few things.toadfather wrote: ↑Sun Aug 11, 2024 11:56 amNot sure if you mean you'll add the daemons to the next patch, but when I merged your units into the sandbox AI mod, I noticed a couple minor fixes I had to make. I can PM them to you if you're interested.
Were the fixes for the knight aura in StartTurn or something else? Yea if you've found any issues PM me or just post it here or on the steam forum.
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- Corporal - Strongpoint
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Re: Terrors Of The Warp (campaign mod)
Ok, well along with what we've been discussing on steam, here are a few I ran into:
* Minor wording fix in IDS_SANCTUS_ABILITY_AURAOFFEAR_EFFECT3 - "All enemy units in the sixteen tiles surrounding [the eight tiles surrounding] the knight have their Morale reduced by 75." (maybe remove the text within the [])
* In AbilitiesHelpers.BSF, I had to add a default icon for ability 28 (Chaos spawn of Slaanesh) since he won't have a random ability yet during force selection: PrintWorkStringLiteral("Abilityslot_Demons.dds");
* In AbilityHelpers.BSF, the astra lost a couple of abilities with the daemon merge. Lines 3676 where it does this check:
if (GetAttrib(me, "Class") == 9)
should also include the astra faction:
if ((GetAttrib(me, "Class") == 9) || (GetCustomSideID(GetUnitSide(me)) == 2))
also right below it
if ((IsUnitType(me, "LordOfSkulls") == 0) && (IsUnitType(me, "Elite_LordOfSkulls") == 0) && (IsUnitType(me, "Upgraded_LordOfSkulls") == 0))
should get similar treatment:
if (((IsUnitType(me, "LordOfSkulls") == 0) && (IsUnitType(me, "Elite_LordOfSkulls") == 0) && (IsUnitType(me, "Upgraded_LordOfSkulls") == 0)) || (GetCustomSideID(GetUnitSide(me)) == 2))
* In StartTurn.BSF I added a check to suppress the Nurgle Knight's flies during deployment as they won't follow him around the battlefield when you're placing him.
if ((IsDeploying() == 0))
{
<enable nurgle cloud of flies>
}
* For nearly all of the Ork leveling, I wasn't sure if your ability list was specific to your mod, but I had to use the game defaults to ensure the units would get new abilities to level 4. I tried to keep the tweaks in place (like the upgraded weirdboy still has a chance to explode). Wasn't really sure what was going on there but just thought I would mention it.
* Had to change #define NUM_MAXUNITS 561 to #define NUM_MAXUNITS 629.
* Needed to make dummy unit 562 belong to faction 99 (or remove it) in UNITIDS.txt to prevent it from being loaded as a valid unit.
* Nothing to do directly with the daemon merge, but something I noted was there are a number of ability icons in the main game that are off. A partial list would be, "flyer", "grotsized", "ravenous", "tzeentchdisk", "venerable".
* Minor wording fix in IDS_SANCTUS_ABILITY_AURAOFFEAR_EFFECT3 - "All enemy units in the sixteen tiles surrounding [the eight tiles surrounding] the knight have their Morale reduced by 75." (maybe remove the text within the [])
* In AbilitiesHelpers.BSF, I had to add a default icon for ability 28 (Chaos spawn of Slaanesh) since he won't have a random ability yet during force selection: PrintWorkStringLiteral("Abilityslot_Demons.dds");
* In AbilityHelpers.BSF, the astra lost a couple of abilities with the daemon merge. Lines 3676 where it does this check:
if (GetAttrib(me, "Class") == 9)
should also include the astra faction:
if ((GetAttrib(me, "Class") == 9) || (GetCustomSideID(GetUnitSide(me)) == 2))
also right below it
if ((IsUnitType(me, "LordOfSkulls") == 0) && (IsUnitType(me, "Elite_LordOfSkulls") == 0) && (IsUnitType(me, "Upgraded_LordOfSkulls") == 0))
should get similar treatment:
if (((IsUnitType(me, "LordOfSkulls") == 0) && (IsUnitType(me, "Elite_LordOfSkulls") == 0) && (IsUnitType(me, "Upgraded_LordOfSkulls") == 0)) || (GetCustomSideID(GetUnitSide(me)) == 2))
* In StartTurn.BSF I added a check to suppress the Nurgle Knight's flies during deployment as they won't follow him around the battlefield when you're placing him.
if ((IsDeploying() == 0))
{
<enable nurgle cloud of flies>
}
* For nearly all of the Ork leveling, I wasn't sure if your ability list was specific to your mod, but I had to use the game defaults to ensure the units would get new abilities to level 4. I tried to keep the tweaks in place (like the upgraded weirdboy still has a chance to explode). Wasn't really sure what was going on there but just thought I would mention it.
* Had to change #define NUM_MAXUNITS 561 to #define NUM_MAXUNITS 629.
* Needed to make dummy unit 562 belong to faction 99 (or remove it) in UNITIDS.txt to prevent it from being loaded as a valid unit.
* Nothing to do directly with the daemon merge, but something I noted was there are a number of ability icons in the main game that are off. A partial list would be, "flyer", "grotsized", "ravenous", "tzeentchdisk", "venerable".
Re: Terrors Of The Warp (campaign mod)
Thank you very much, much appreciated.toadfather wrote: ↑Wed Aug 14, 2024 9:54 amOk, well along with what we've been discussing on steam, here are a few I ran into:
Here's the link to those edited files: https://www.mediafire.com/file/d4w0uwo2 ... s.zip/file
I used the files from your last upload, let me know if you want me to list the edits.
Okay.toadfather wrote: ↑Wed Aug 14, 2024 9:54 am* Minor wording fix in IDS_SANCTUS_ABILITY_AURAOFFEAR_EFFECT3 - "All enemy units in the sixteen tiles surrounding [the eight tiles surrounding] the knight have their Morale reduced by 75." (maybe remove the text within the [])
I did think of that before but it slipped my mind.toadfather wrote: ↑Wed Aug 14, 2024 9:54 am* In AbilitiesHelpers.BSF, I had to add a default icon for ability 28 (Chaos spawn of Slaanesh) since he won't have a random ability yet during force selection: PrintWorkStringLiteral("Abilityslot_Demons.dds");
Yea the new units weren't added with a wider context than the campaign mod in mind.toadfather wrote: ↑Wed Aug 14, 2024 9:54 am* In AbilityHelpers.BSF, the astra lost a couple of abilities with the daemon merge. Lines 3676 where it does this check:
if (GetAttrib(me, "Class") == 9)
should also include the astra faction:
if ((GetAttrib(me, "Class") == 9) || (GetCustomSideID(GetUnitSide(me)) == 2))
also right below it
if ((IsUnitType(me, "LordOfSkulls") == 0) && (IsUnitType(me, "Elite_LordOfSkulls") == 0) && (IsUnitType(me, "Upgraded_LordOfSkulls") == 0))
should get similar treatment:
if (((IsUnitType(me, "LordOfSkulls") == 0) && (IsUnitType(me, "Elite_LordOfSkulls") == 0) && (IsUnitType(me, "Upgraded_LordOfSkulls") == 0)) || (GetCustomSideID(GetUnitSide(me)) == 2))
Right.toadfather wrote: ↑Wed Aug 14, 2024 9:54 am* In StartTurn.BSF I added a check to suppress the Nurgle Knight's flies during deployment as they won't follow him around the battlefield when you're placing him.
if ((IsDeploying() == 0))
{
<enable nurgle cloud of flies>
}
Yep, it's totally mod specific. The orks are only in the first mission so they can only level up once. I've got files for the ork and astra faction abilities but I might redo them because each ability is only available for one level up of the unit. I included the astra one so you can see what I mean, I can't find the ork one. I might leave them like that, not sure. The downside is less possible ability combinations but the upside is you'll never being given even one ability option as a level up that you already have.toadfather wrote: ↑Wed Aug 14, 2024 9:54 am* For nearly all of the Ork leveling, I wasn't sure if your ability list was specific to your mod, but I had to use the game defaults to ensure the units would get new abilities to level 4. I tried to keep the tweaks in place (like the upgraded weirdboy still has a chance to explode). Wasn't really sure what was going on there but just thought I would mention it.
Good to know.toadfather wrote: ↑Wed Aug 14, 2024 9:54 am* Had to change #define NUM_MAXUNITS 561 to #define NUM_MAXUNITS 629.
I don't know what you mean by prevent it being loaded as a valid unit, where was it showing up other than in the editor? If it's not a valid unit it will break the killbolt and ectobolt projectile abilities being used to destroy terrain.toadfather wrote: ↑Wed Aug 14, 2024 9:54 am* Needed to make dummy unit 562 belong to faction 99 (or remove it) in UNITIDS.txt to prevent it from being loaded as a valid unit.
I used different icons from the folder for new abilities that weren't listed before like flyers being able to shoot without losing movement. I think they look okay, nobody else has said anything. I think the nurgle flamer stands out a lot more.toadfather wrote: ↑Wed Aug 14, 2024 9:54 am* Nothing to do directly with the daemon merge, but something I noted was there are a number of ability icons in the main game that are off. A partial list would be, "flyer", "grotsized", "ravenous", "tzeentchdisk", "venerable".
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Re: Terrors Of The Warp (campaign mod)
Cool. Had a script error pop up caused by an extra curly bracket (line 11772 in CombatTools.BSF)A_Wal_ wrote: ↑Wed Aug 14, 2024 7:51 pm Here's the link to those edited files: https://www.mediafire.com/file/d4w0uwo2 ... s.zip/file
I used the files from your last upload, let me know if you want me to list the edits.
Yeah, makes sense for what you're doing. Because I wanted full leveling I had to go the other direction and also included the Elite units in the astra abilities files.A_Wal_ wrote: ↑Wed Aug 14, 2024 7:51 pmYep, it's totally mod specific. The orks are only in the first mission so they can only level up once. I've got files for the ork and astra faction abilities but I might redo them because each ability is only available for one level up of the unit. I included the astra one so you can see what I mean, I can't find the ork one. I might leave them like that, not sure. The downside is less possible ability combinations but the upside is you'll never being given even one ability option as a level up that you already have.toadfather wrote: ↑Wed Aug 14, 2024 9:54 am* For nearly all of the Ork leveling, I wasn't sure if your ability list was specific to your mod, but I had to use the game defaults to ensure the units would get new abilities to level 4. I tried to keep the tweaks in place (like the upgraded weirdboy still has a chance to explode). Wasn't really sure what was going on there but just thought I would mention it.
Ahh, interesting. I hadn't seen where that unit was used, I'll have to check it out. In the original squads file, it looks like he is the last unit on purpose, so when the code builds up a sandbox army, it iterates through all the units up to but not including him. Now with the new daemons included, their IDs are higher than the dummy so he will get mixed in with the Space Wolves as he is not assigned a side ID in UNITIDS.txt. I gave him a side ID of 99 in my mod, but now I want to revist that to make sure it won't mess up killbolt/ectobolt. I'll need to take a look at that later.A_Wal_ wrote: ↑Wed Aug 14, 2024 7:51 pmI don't know what you mean by prevent it being loaded as a valid unit, where was it showing up other than in the editor? If it's not a valid unit it will break the killbolt and ectobolt projectile abilities being used to destroy terrain.toadfather wrote: ↑Wed Aug 14, 2024 9:54 am* Needed to make dummy unit 562 belong to faction 99 (or remove it) in UNITIDS.txt to prevent it from being loaded as a valid unit.
No, I actually like your icons, and I shouldn't have muddied the water. I was thinking about the default icons in the base game.A_Wal_ wrote: ↑Wed Aug 14, 2024 7:51 pmI used different icons from the folder for new abilities that weren't listed before like flyers being able to shoot without losing movement. I think they look okay, nobody else has said anything. I think the nurgle flamer stands out a lot more.toadfather wrote: ↑Wed Aug 14, 2024 9:54 am* Nothing to do directly with the daemon merge, but something I noted was there are a number of ability icons in the main game that are off. A partial list would be, "flyer", "grotsized", "ravenous", "tzeentchdisk", "venerable".
For example, the icons for the land speeder. The "flyer" ability looks like file folders, the "hit & run" might be ok, but looks suspiciously out of place for the ability. Another example is "grotsized" for the gretchin is a file folder with a green plus sign.
There are several more, I was planning on making a full list and replacing them in my mods at some point.
Re: Terrors Of The Warp (campaign mod)
Sorry, that's because you format the code spacing differently so I didn't spot it when it copied it over.toadfather wrote: ↑Sat Aug 17, 2024 11:07 amHad a script error pop up caused by an extra curly bracket (line 11772 in CombatTools.BSF)
Levelling the upgraded units can be tricky depending on the unit and how many times you want them to be able to level up. All of the upgraded ork and astra units with more than one model in them have two extra abilities so a lot of the time only have space for one more unless you make ability text alterations in AbilityHelpers so multiple abilities share a single slot, which I had to do for the campaigns to make room for the new abilities I added that weren't described before like flyer and hit & run.
The dummy unit not being assigned a side in UNITIDS means that it shouldn't show up in sandbox matches. That's why Skulltaker wasn't available in sandbox matches until the patch.A_Wal_ wrote: ↑Wed Aug 14, 2024 7:51 pmIn the original squads file, it looks like he is the last unit on purpose, so when the code builds up a sandbox army, it iterates through all the units up to but not including him. Now with the new daemons included, their IDs are higher than the dummy so he will get mixed in with the Space Wolves as he is not assigned a side ID in UNITIDS.txt.
Yea that was me. I needed new icons for the abilities that weren't described before. Those are only shown in the small boxes with the unit info, not the bigger ones for levelling up. I couldn't use the existing ones because people unconsciously get used to the symbols meaning a certain thing. Nobody else has noticed, or at least not enough to mention.
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Re: Terrors Of The Warp (campaign mod)
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.
Makes sense. Creating meaningful icons is pain, especially small ones like these. Not really sure I'm up to it myself. I'm going to give it a go when my schedule allows, probably in a couple weeks or so. Whatever I come up with I'll add to my mods, but again, feel free to use whatever you like for your purposes.A_Wal_ wrote: ↑Sat Aug 17, 2024 9:10 pmYea that was me. I needed new icons for the abilities that weren't described before. Those are only shown in the small boxes with the unit info, not the bigger ones for levelling up. I couldn't use the existing ones because people unconsciously get used to the symbols meaning a certain thing. Nobody else has noticed, or at least not enough to mention.
Re: Terrors Of The Warp (campaign mod)
Oh, the reason that didn't happen with Skulltaker must be because they accidentally used the same trick I used for the dummy unit, going up to but not including him because he was the last unit.toadfather wrote: ↑Mon Aug 19, 2024 11:59 amIf 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.
Re: Terrors Of The Warp (campaign mod)
Here's the AI and StartTurn files: https://www.mediafire.com/file/zd0hahbc ... p.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 sure you replace the two 'if ((((IsMultiplayer() == 1) || (GetSkirmishState() == 1)) && (GetTurn() == 1)) || (GetTurn() == 0))'s with 'if ((GetTurn() == 0)) || (GetTurn() == 1))' if you don't copy over the whole 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 sure you replace the two 'if ((((IsMultiplayer() == 1) || (GetSkirmishState() == 1)) && (GetTurn() == 1)) || (GetTurn() == 0))'s with 'if ((GetTurn() == 0)) || (GetTurn() == 1))' if you don't copy over the whole file.
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)).
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.
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Re: Terrors Of The Warp (campaign mod)
Grabbed everything and merged it in.
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 control both sides.
Big thumbs up to the ability file changes. I had it on my list to clean up the leveling in a similar way, but I noticed you also added nice touches like giving all the lemans a chance to gain the anti-assault spikes to prevent pinning. Excellent.
Was curious though - why was re-texturing of the custom units added to StartTurn? In my testing I haven't run into a scenario where it was needed, but I'm guessing there is an edge case?
In my mod I also had added a couple of conditionals around the nurgle knight's flies to prevent flies while deploying and also when the unit dies (although debatable if it should be rather when the unit is fully destroyed).
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 control both sides.
Big thumbs up to the ability file changes. I had it on my list to clean up the leveling in a similar way, but I noticed you also added nice touches like giving all the lemans a chance to gain the anti-assault spikes to prevent pinning. Excellent.
Was curious though - why was re-texturing of the custom units added to StartTurn? In my testing I haven't run into a scenario where it was needed, but I'm guessing there is an edge case?
In my mod I also had added a couple of conditionals around the nurgle knight's flies to prevent flies while deploying and also when the unit dies (although debatable if it should be rather when the unit is fully destroyed).
Re: Terrors Of The Warp (campaign mod)
I'm actually confident that's perfect, it was really clean in the end.toadfather wrote: ↑Fri Aug 23, 2024 8:45 amI 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 control both sides.
Oh that reminds me, you'll need to change 'if (IsUnitType(me, "Elite_Shadowsword") == 1)' to 'if (HasAntiAssaultSpikes(me) == 1)' in FUNCTION IgnoreZoC(me) in the Functions file and...toadfather wrote: ↑Fri Aug 23, 2024 8:45 amBig thumbs up to the ability file changes. I had it on my list to clean up the leveling in a similar way, but I noticed you also added nice touches like giving all the lemans a chance to gain the anti-assault spikes to prevent pinning. Excellent.
Code: Select all
FUNCTION HasAntiAssaultSpikes(me)
{
if (GetCustomSideID(GetUnitSide(me)) == 2)
{
return HasAbilityIndex(me, 78);
}
return 0;
}
Also the text (Text17) specifies the shadowsword, argh!
IDS_SANCTUS_ABILITY_ANTIASSAULTSPIKES_EFFECT1, "Strategically placed retractable spikes prevent this vehicle from being bogged down by enemies.",
French: Des pointes rétractables stratégiquement placées empêchent ce véhicule d'être embourbé par les ennemis.
German: Strategisch platzierte einziehbare Stacheln verhindern, dass dieses Fahrzeug von Feinden festgefahren wird.
Russian: Стратегически расположенные выдвижные шипы не дают врагу застрять в этом транспортном средстве.
Spanish: Las púas retráctiles colocadas estratégicamente evitan que este vehículo quede atascado por los enemigos.
I think for reinforcements.toadfather wrote: ↑Fri Aug 23, 2024 8:45 amWas curious though - why was re-texturing of the custom units added to StartTurn? In my testing I haven't run into a scenario where it was needed, but I'm guessing there is an edge case?
When it's destroyed, it makes sense and it's cool that it still has an affect after dying.toadfather wrote: ↑Fri Aug 23, 2024 8:45 amIn my mod I also had added a couple of conditionals around the nurgle knight's flies to prevent flies while deploying and also when the unit dies (although debatable if it should be rather when the unit is fully destroyed).
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Re: Terrors Of The Warp (campaign mod)
Done.
Done.A_Wal_ wrote: ↑Fri Aug 23, 2024 5:54 pm add...in AbilityHelpers, after FUNCTION HasBackupWeapons(me) is a good spot for it.Code: Select all
FUNCTION HasAntiAssaultSpikes(me) { if (GetCustomSideID(GetUnitSide(me)) == 2) { return HasAbilityIndex(me, 78); } return 0; }
And done. Thanks!A_Wal_ wrote: ↑Fri Aug 23, 2024 5:54 pm IDS_SANCTUS_ABILITY_ANTIASSAULTSPIKES_EFFECT1, "Strategically placed retractable spikes prevent this vehicle from being bogged down by enemies.",
French: Des pointes rétractables stratégiquement placées empêchent ce véhicule d'être embourbé par les ennemis.
German: Strategisch platzierte einziehbare Stacheln verhindern, dass dieses Fahrzeug von Feinden festgefahren wird.
Russian: Стратегически расположенные выдвижные шипы не дают врагу застрять в этом транспортном средстве.
Spanish: Las púas retráctiles colocadas estratégicamente evitan que este vehículo quede atascado por los enemigos.
Small unrelated fix - I bumped the Upgraded Spawn of Khorne to level 2 to be consistent with the other upgraded daemon spawn.
Re: Terrors Of The Warp (campaign mod)
Oh nice spot, cheers. I added the khorne spawn a lot later.toadfather wrote: ↑Mon Aug 26, 2024 10:40 amSmall unrelated fix - I bumped the Upgraded Spawn of Khorne to level 2 to be consistent with the other upgraded daemon spawn.
I forgot I can't post mediafire links on the steam site. Here, https://www.mediafire.com/file/amla8bpr ... s.zip/file
I didn't realise valkyries can get the full throttle ability, they use the engine rev snd. Might want to replace that with their flying sound, 440.
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Re: Terrors Of The Warp (campaign mod)
Grabbed - will take a look.A_Wal_ wrote: ↑Mon Aug 26, 2024 8:55 pmOh nice spot, cheers. I added the khorne spawn a lot later.toadfather wrote: ↑Mon Aug 26, 2024 10:40 amSmall unrelated fix - I bumped the Upgraded Spawn of Khorne to level 2 to be consistent with the other upgraded daemon spawn.
I forgot I can't post mediafire links on the steam site. Here, https://www.mediafire.com/file/amla8bpr ... s.zip/file
Will do.
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.