A big update for v1.5.3, with several Soulstorm missions getting major overhauls, plus a whole raft of bugfixes and enhancements sprinkled across the mod.
Ensure you have v1.5.0 installed first (the v1.5.1 and v1.5.2 patches are not required, but it won't hurt if you do have them already), then extract the contents of the zip file to your Soulstorm folder, overwriting files when prompted. Then run configure_mods.cmd (the file is within your stronghold_missions_ss folder), and the mod can then be run from the Game Manager on the Soulstorm main menu. As always, I advise you to consult the readme before you get started and if there are any problems just let me know. :)
CHANGES IN V1.5.3
- General
- Replaced the old Dawn of War: Strongholds logo with a new version by Aro from the Twisted Insurrection mod for Command & Conquer: Tiberian Sun.
- Tau Empire
- Modified the texture of the Fire Warrior Shas'ui to more closely match the pattern in Codex: Tau Empire.
- Modified the Ethereal's Holographic Projection ability so that it works properly on Kais and Or'es'Ka.
- The Disciples of Kauyon and Mont'ka now have access to the Ethereal's Air Caste Strike and Holographic Projection abilities.
- Losing the Disciple of Kauyon or Mont'ka will now have the same penalty for your army as losing the Ethereal.
- Blood Angels
- Fixed a crash that would occur when attempting to use the Spaceport ability at the same time as the Wings of Sanguinius branch of the tech tree.
- The Deimos Peninsula
- Fixed the first line of dialogue between Eliphas and Taldeer.
- Victory Bay
- Fixed a Fatal Scar Error that could sometimes occur when spawning enemy squads to recapture strategic points.
- The Thur'Abis Catacombs
- Adjusted the timing of the bomb explosion to better match up with the dialogue.
- Modified the FX on the Sisters of Battle, Salamanders and Witch Hunters bombs to be more fiery.
- Added a new bomb model for the Necrons.
- The Green Coast:
- Fixed the speech icons during the final dialogue between O'Kais and Gorgutz.
- Added negative cover to all submerged areas.
- Or'es Tash'n
- Fixed a Fatal Scar Error that could sometimes occur during the closing cutscene.
- The Peninsula of Iseult:
- Rebalancing of mission difficulty, with adjustable difficulty settings now available (selectable from the mission setup screen, rated from Easy to Insane).
- Changed the in-mission Chaos Lord (i.e. not the one in the cutscenes) from the Lord Carron model to the Lord Bale model from the original Dawn of War.
- Restored some dialogue that was cut from the original retail release.
- Fixed the exploit where it was sometimes possible to destroy the enemy HQ before destroying all the shrines.
- The Defiler and Hell Talon objectives are now completed by destroying the relevant Machine Pits rather than the HQ buildings.
- Added a new secondary objective near the start of the mission.
- Lacunae:
- Reduced the frequency of attacks against your base.
- Fixed a Fatal Scar Error that occurred shortly after setting up your base.
- Daemon Hunters can no longer get Grey Knight Terminator squads from destroyed cages.
- Changed the southern Warp Beast patrol to Wyches.
- The Dark Eldar will now launch attacks against your HQ as it is being constructed.
- Reduced the number of Raider transports that attack your forces in the opening phase.
- Fixed some missing speech files.
- Restored a line of dialogue that was cut from the retail release.
- Added the player's commander to the closing cutscene, gave Archon Tahril an Incubi bodyguard and added more variety to the player's squads in the scene.
- The Upper Wastes:
- Modified the closing cutscene so that it looks like the Eldar are losing more decisively, and added the player's commander to the final scene.
- The Dussala Precinct:
- Made some cosmetic changes to the map.
- Removed Stubbs' plasma gun from cutscenes to prevent glitches during certain animations.
- Restored some lines of dialogue that were cut from the retail release of Soulstorm.
- Convoys can now have armed escorts.
- Convoys will now behave differently, reacting better to the player's actions in the mission.
- Added the player's commander to the final scene of the mission outro.
- Fixed the facing of the enemy heavy weapon teams.
- Changed the artillery spotters to use the Special Weapons Guardsman model.
- Added a new enemy unit, the Imperial Lieutenant.
- The Basilisk Magnus is now more difficult to destroy, and has an additional mission objective associated with it.
- Changed the colour scheme on the crashed Thunderhawk from Ultramarines to Blood Ravens.
- Fixed the weapon upgrades on enemy Kasrkin squads.
- The idle Leman Russ tanks in the Imperial Guard's main base will now activate when you approach.
- Rebalancing of mission difficulty, with adjustable difficulty settings now available (selectable from the mission setup screen, rated from Easy to Insane).
- Coastal Imossa:
- Replaced the model for the large Necron generator at the centre of the map with an improved version.
- Made some cosmetic changes to the terrain.
- Added additional Necron turrets and Listening Posts to the central area.
- More dynamic behaviour from enemy squads, such as the use of abilities and teleportation.
- Removed the Nightbringer from the mission.
- Added new mission objectives.
- Restored some dialogue that was cut from the original retail release.
- Added a new cutscene.
- Rebalancing of mission difficulty, with adjustable difficulty settings now available (selectable from the mission setup screen, rated from Easy to Insane).
- Nan Yanoi:
- Fixed the opening cutscene so that your scouts will be attacked by the ambushing Gun Drones.
- Fixes to Broadside, Stealthsuit and Fire Warrior tactics scripting.
Thank you so much Kasrkin84
May I ask why did you change the Chaos Lord model in Iseult? What led you to do it?
I just wanted it to not seem like Lord Carron was being killed by the player during the mission, so that his actual death in the ending cutscene would have more significance.
The Lands of Solitude actually has the same thing, with generic Force Commanders (the helmeted model) running around rather than Boreale.
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Excellent news brother K.
Strongholds never gets old - there is ALWAYS a new race and a new map to play. Endless variety!
And the consistency is now awesome. :)
TOP MOD.
been checking everyday for something, finally the drought spell ended (lack of mods lately) thank you so much for your hard work sir!
Hello Kasrkin84! I'm glad to see your new patch.And unfortunately I have to report an a new error on a "The Peninsula of Iseult". After about an hour of play, te game is crashed in fatal error. Played races - Legion of Dammned. I has not tested other races yet.
11:33:07.32 Lock of skin batcher failed. This is a sad day for skin batchers everywhere.
11:34:09.74 GAME -- SimulationController::Pause 0
11:35:50.10 SPOOGE -- 2553.00MB available texture memory
11:35:50.10 SPOOGE -- 2720.00MB available texture memory
11:35:51.48 GAME -- SimulationController::Pause 1
11:35:57.40 GAME -- SimulationController::Pause 1
11:35:57.40 GAME -- Ending mission (?)
11:35:57.40 GAME -- Resetting SIM...
11:35:57.40 MOD -- Shutting down Mod 'stronghold_missions_ss'...
11:35:58.65 SPOOGE -- 2720.00MB available texture memory
11:35:58.65 SPOOGE -- 2720.00MB available texture memory
Was this a Fatal Scar Error? If so, can you PM me the contents of your scarlog.txt file?
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It seems I could understand where there was an error trigger. It seems that the error occurs within 10-15 minutes after the destruction of the last temple.
hello i was tryingto ativate i have al requiements unification, free ui bugfix mod all on their most up to date versions.But whenever i run the configure mods cmd it always tells that theres already a file with the same name or that the file couldnt be found already tried instaling and uninstalling themod multiple times to and still doesnt work
Uninstall the mod, then reinstall v1.5.0, then delete the following file: stronghold_missions_ss/data/attrib/ebps/environment/stronghold_bonus/
stronghold_daemons_stability
Then install the v1.5.3 patch and run configure_mods.cmd. This should hopefully fix things.
Some how i can't get it to run."can't register the game" is the error.I tried running config,i said the mod was fine .Reinstall doesn't work,but i can still run the 1.5.2 patch,i just can't upgrade it to 1.5.3 even when i update straight from 1.5.0
Here is the what the configure mod say
----------------------------------------------------------
CHECKING FOR REQUIRED MODS:
Required mod found - Unification.
Required mod found - FreeUI.
Required mod found - Objective Points.
Required mod found - Bugfix.
CHECKING FOR OPTIONAL MODS:
Optional mod found - Adeptus Mechanicus Explorators.
A duplicate file name exists, or the file
cannot be found.
Optional mod found - Harlequins: The Dance Macabre.
Optional mod found - Witch Hunters: Adepta Sororitas.
------------------------------------------------------------------
Uninstall the mod, then reinstall v1.5.0, then delete the following file: stronghold_missions_ss/data/attrib/ebps/environment/stronghold_bonus/
stronghold_daemons_stability
Then install the v1.5.3 patch and run configure_mods.cmd. This should hopefully fix things.
It work perfectly,thank you
I don't know if this is happening to anyone else, but I keep crashing on the intro of The Dussala Precinct, when Stubbs starts talking about the city.
What sort of crash?
Hello. Kasrkin84. I enjoy your stronghold mod well. But How did you edited that ethereal clones? I added new unit swordfish gunship and i can't clone it. I need your help Kasrkin84.
You need to create a new squad and entity for it. In data/attrib/ebps/races/tau/troops/tau_troop_clones and data/attrib/sbps/races/tau/tau_squad_clones are a bunch of clone entities and squads. You need to create one of these for the Swordfish Gunship. Look at the existing entries to see what changes you will have to make to the Swordfish clone files. There is also some information in this (it's the documentation used by the developers when making Dark Crusade): Mediafire.com
Kasrkin84. Ye I did it. But when i opened that doc file i see there is written this help: (it needs to have all undesired squad extensions removed. You can refer to the spec here.) the world "here" was url link. It may shows me what i must do for it. BUT url don't work. I would be like if u tell me what i must to do. I did swordfish_gunship_squad_clone in data/attrib/sbps/races/tau/tau_squad_clones and swordfish_gunship_clone in data/atrib/ebps/races/tau/troops/tau_troop_clone. Still it say me invalid target: Becasue i simply did nothing. I just copied squad_clone_ext in swordfish_gunship_squad_clone and clone_ext in swordfish_gunship_clone. It's stilln ot enought need more help
Ye got it. I've needed add _clone_sp not only _clone in attrib/sbps/races/tau/tau_squad_clones. now it work and I can clone it :). Thank you Kasrkin84 :)
There are some variables within the clone files that also need to be added/deleted/changed. You can look at some of the existing examples to see what I mean.
Hello Kasrkin Kasrkin84 Where I can find option of targeting ability in fog of war (area what i don't see? for example orbital bombardmend can be targeted in invisible area.
And exorcist missile ability (sorry i don't remember name) can be targeted only in visible area like soulstorm or abilities of dark eldars. Where i can enable or disable it?
Also how i disable AI map hack like DE using soulstorm in invisible area or targeting melta bombs on invisible vehicle? :D Thank you for help. Also teleport without big mek when slugga boys come or cannoes use ability without faith recources and dark eldar soul abilites without soul recources. also when i owatch on dakr eldar ai like observer the harvested souls is ot displayed corretly. Even he harvest like 50 souls it show only 30. Thank you for help Kasrkin84
it keeps saying the unification mod is missing and i have Unification 3.3 downloaded cause thats the only Unification i can get and the link you put, it dosent exist
Yeah, version 1.5.3 was set up to support the previous version of Unification and not the current one. However, version 1.6.0 is currently uploading (and has been for the past 7 HOURS - my internet really, really sucks) and won't have this problem.
so 1.6.0 will allow me to play soulstorm strongholds? cause i have all the mods that are required and all the optional mods downloaded
That's the plan.
and without the need of having that Unification New Races, cause mod number 14 says (RequiredMod. 14=lotd....MISSING!) and Unification Vanilla Updates DEV cause i dont have (RequiredMod. 1=Unification_Vanilla...MISSING!) is what it says
If you're having trouble getting Unification_New_Races to work, try using this tool: Moddb.com
and whats this belong to?(RequiredMod. 14=lotd....MISSING!)
That's the Legion of the Damned mod.
Anyway, new version of Strongholds is uploaded, should be visible to you now (if not, just wait for a bit).
ok thank you very much