Description

This adds the Night Lords as a new playable race to Soulstorm in your skirmish and multiplayer games. Night Lords are a rogue chaos space marine faction who use terror and ambush as their weapons whilst largely shunning daemonic powers.

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Night Lords Modification for Soulstorm
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Roderic2014
Roderic2014 - - 244 comments

F I N A L L Y ! ! !
\o/ \o/ \o/ \o/ \o/

Congratulations Fuggles and the rest of the team

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Odysseus95
Odysseus95 - - 1,162 comments

Well, this came somewhat out of the blue. Might have to check this out ;). Congrats on another release!

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fuggles2k Author
fuggles2k - - 959 comments

What do you mean 'Might' have to check this out? Get it done! :D

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Roderic2014
Roderic2014 - - 244 comments

"At this time there are not custom voices and I am aware of no plans"

Aren't the voices made since 2011?

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jONES1979
jONES1979 - - 2,368 comments

Those are not post-processed, me thinks

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fuggles2k Author
fuggles2k - - 959 comments

Hey, lets relive the blood angels memories!

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Roderic2014
Roderic2014 - - 244 comments

lol

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thudo
thudo - - 985 comments

Yes they have been done, like all 40K factions everywhere, finished scripting, voicing, cropping, sorting, and packaging back a few years ago.

It was the intent of that epic project to script and voice all of 40K and have it ready so that future 40K-based projects would never EVER have to worry about that cumbersome aspect of the workflow so it was then done for them.

It is now up to a post-processor to clean, normalize, post-process/add fx, and import in-game.

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the_hunger
the_hunger - - 5 comments

Very nice job. I played several 6p and 8p games against AI. Seems pretty balanced and no crashes. Thanks!

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K84
K84 - - 973 comments

I've found a bug that is affecting the NL integration into the Strongholds mod. Some SBPs have the squad_leader_ext extension, but no actual leader blueprints defined, which causes CTDs on scripted missions. The problem can be fixed by either removing squad_leader_ext from the affected SBP files or by assigning some actual leaders to these squads.

The affected squads are "night_lords_squad_chosen_raptor" and "night_lords_squad_raptor_scout".

Otherwise it all looks great from what I've played of it so far. The Raptor Scouts should probably only cost 1 Squad Cap rather than 2 though, given their tiny squad size and lack of upgrades in comparison to regular Raptors.

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Guest
Guest - - 689,553 comments

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Maks04
Maks04 - - 3 comments

When creating night_lords_squad_daemon_prince, can I create night_lords_squad_lord so designed or is it a bug?

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Night_Lords_Captain
Night_Lords_Captain - - 34 comments

Is the difference between this mod and the regular CSM entirely cosmetic?
Night Lords are my favorite legion, and Batman is my fav primarch, so i'm curious.

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Radulykan
Radulykan - - 7 comments

Thank you so very much Fuggles and Team!!!

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Guest
Guest - - 689,553 comments

What is the version of Objective Points Mod required to run this mod?

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RavenActual
RavenActual - - 30 comments

Pretty sweet mod.

Running it with a combiner through Codex though breaks it a fair bit, seems to work ok but the unit names are all broken to just give a string of numbers and 'No Range' at the end.

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