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sgnl05
sgnl05 - - 23 comments @ DoW40k: Firestorm over Kaurava

An update of sorts:

I PMd'd Baz to ask if he'd consider releasing the latest private beta since I assumed they'd stopped working on it. I'm assuming baz won't mind me sharing his reply:

"we are still working on it mate. every day. I just dont get time to post. MK has done huge amout and we talk every night. we even added more models this week. Just not time to put a public post toghter."

So there you go. Mod isn't dead. I figured a few of you would probably like to know.

Good karma+7 votes
sgnl05
sgnl05 - - 23 comments @ DoW40k: Firestorm over Kaurava

baz44331 If development on this has actually stalled again, I wonder if you'd consider releasing the latest private test version that got shared with other DoW modders to the public? Even if it isn't "done", I'm sure I wouldn't be the only one who'd be really keen to play it.

Good karma+2 votes
sgnl05
sgnl05 - - 23 comments @ DoW40k: Firestorm over Kaurava

Sorry, don't check here very often.

Just install over a clean, patched version of Soulstorm. You don't need any previous versions of FoK. Install the main file and then overwrite with the patch.

Good karma+2 votes
sgnl05
sgnl05 - - 23 comments @ DoW40k: Firestorm over Kaurava

Since the devs have gone AWOL again, I figured I'd repost my unofficial FoK update as it got bumped off the first page of comments.

Main file: Mediafire.com

Patch: Mediafire.com

See my post history for the changelog. Note that this isn't endorsed by the original dev team. Just something I did for fun.

Good karma+5 votes
sgnl05
sgnl05 - - 23 comments @ DoW40k: Firestorm over Kaurava

It's all good! I didn't mean to sound like I was complaining about the lack of updates.

If you don't have time to post news much then maybe a discord channel would be a good idea? That way you could send us all a ping when the mod gets released. Just an idea.

Good karma+2 votes
sgnl05
sgnl05 - - 23 comments @ Total Annihilation: Escalation

If you're checking this page for news, you should know that the author of the mod doesn't update moddb very often. There have been several major updates since the last version posted here. If you want the latest version you're better off keeping an eye on the website, and if you want up to date development news then you should join the discord.

Just wanted to post this because the lack of news here can give the impression that the mod is dead, when in fact it's very much alive. In fact there was even a multiplayer tournament a couple of weeks back.

Good karma+1 vote
sgnl05
sgnl05 - - 23 comments @ DoW40k: Firestorm over Kaurava

I was wondering what was going on as well, so I asked on a DoW modding discord run by a guy that I know has access to the private beta. Corncobman (from corncobman's fun mod) replied to me. Here's what he wrote:

"New private beta was released a couple days ago. apparently there are some AI crashes and other stuff that need fixing."

I do wish they'd update us on what's going on a bit more, but at least it's good to know that that things are still happening behind the scenes.

Good karma+5 votes
sgnl05
sgnl05 - - 23 comments @ DoW40k: Firestorm over Kaurava

I'm not really sure why you got downvoted for this. To answer your question:

FoK is a 'closer to codex' mod that aims to make DoW play more like the tabletop game. The major changes are:

1. New units, weapons and abilities from TT.
2. Existing units, weapons and abilities overhauled to make them closer to their TT versions.
3. Various gameplay changes, i.e. only 'troops' class units can capture strategic points, and units can only be reinforced next to a listening post or transport.
4. New models for existing units to make the game look nicer.
5. Tyranids.

Compared to vanilla DoW, the scale was a bit larger, a lot of units and weapons were a bit more specialised in what they could accomplish (you generally needed heavy weapons to take down vehicles for instance), and diverse armies were pretty much enforced because the game used the force organisation chart from older versions of 40K. Since the mod is being updated to 9th edition though, I guess nobody really knows how the new version will play.

Good karma+5 votes
sgnl05
sgnl05 - - 23 comments @ DoW40k: Firestorm over Kaurava

It's not just undivided, the other four marks have their own terminators as well, as do renegades.

Good karma+1 vote
sgnl05
sgnl05 - - 23 comments @ DoW40k: Firestorm over Kaurava

No worries. I've added these two units to my list of things to fix for any possible future versions.

Good karma+1 vote
sgnl05
sgnl05 - - 23 comments @ DoW40k: Firestorm over Kaurava

Go to attrib>ebps>races>chaos>structures and open chaos_temple.rgd

Find squad table under spawner_ext and add this to the list:
"sbps\races\chaos\chaos_squad_iron_warriors_terminator.lua"

That should work, unless there are issues with the research, or it sharing the same UI index hint as another squad, or something else that I've forgotten. I haven't tested it myself.

Good karma+2 votes
sgnl05
sgnl05 - - 23 comments @ DoW40k: Firestorm over Kaurava

Do you mean beta 2? I based my version on beta 3 which isn't available from the file menu. I just reinstalled that version to check and the iron claw terminators can't be built from any Chaos structure, although the files for them are all there. I have no idea why they were never made buildable, but I definitely didn't remove them myself.

I can't find any word bearers terminator files though. I suppose it's possible that the files themselves were removed for the later release, although it seems like in a lot of cases the files were kept and the units just weren't added to the spawner for any of the race's buildings.

Good karma+2 votes
sgnl05
sgnl05 - - 23 comments @ DoW40k: Firestorm over Kaurava

What version of the mod were they in? I based my version on the latest official release, and I didn't remove them from that. I'm guessing that they were removed by the devs in a previous version, like the IG special weapons teams that I re-added.

You could probably re-add them yourself without too much trouble. You'd need to download Corsix, and add them to the spawner for the Chaos temple. If you read up on some tutorials it wouldn't be too hard.

For future releases I'd like to add more of this kind of "cut-content" where ever I can and it makes sense to do so. At the moment though I'm taking a break so I can't really say when or if that will happen. What other units have you found that are missing? I'll take a look at them and keep them in mind for whenever I end up picking this up again.

Good karma+1 vote
sgnl05
sgnl05 - - 23 comments @ DoW40k: Firestorm over Kaurava

Yeah try not playing against orks and see if that helps. I also have a suspicion that more AIs and harder AIs = more crashes. You might find that a 1v1 against a regular ork AI is fairly stable.

EDIT: Not setting resources to quick-start may help too. Also I remember way back in the comments to this page I saw someone say that they solved some crashes by tweaking some AI settings outside of the game. You may have to go through 40-60 pages of comments to find it though.

Good karma+2 votes
sgnl05
sgnl05 - - 23 comments @ DoW40k: Firestorm over Kaurava

That's strange, I don't have that issue, although I'm pretty sure there's a crash related to the orks that I couldn't track down.

A few questions that might help:

What race are you playing as, and what are you playing against? How many AI, and what difficulty? 1.20 or steam version? When it crashes do you see the thing asking you if you want to submit a bug report to Relic?

Good karma+1 vote
sgnl05
sgnl05 - - 23 comments @ DoW40k: Firestorm over Kaurava

No worries =)

Were you still looking to play online? I'd be keen to play a few games if you wanted

Good karma+1 vote
sgnl05
sgnl05 - - 23 comments @ DoW40k: Firestorm over Kaurava

No worries, glad you like it!

For now I think I'll just keep it here in the comments. It's not a very serious project so I'm happy keeping it pretty low profile. You can probably expect at least one more update in a few months though.

Good karma+1 vote
sgnl05
sgnl05 - - 23 comments @ DoW40k: Firestorm over Kaurava

This should cover most of the major changes:

GENERIC:

Bundled the mod with a modified soulstorm executable that allows the game to utilise more RAM. Should help prevent some crashes.

Ranged weapons (excluding artillery) are now blocked from firing by terrain and other units. It isn't perfect and there may be some bugs, but you should see less units firing through walls, hills etc.

IMPERIAL GUARD:

Guard infantry squads can now take heavy weapons teams as a leader upgrade, replacing the commissar. These teams spawn with a heavy bolter but can be upgraded with an autocannon, missile launcher, lascannon or mortar.

The number of special weapons a squad can take has been reduced to 1 for guardsmen squads, 1 for platoon command squads, and 3 for veteran squads.

Kasrkin per-weapon special weapon limit removed. You can now take any combination of 4 special weapons.

Heavy weapons squads reduced to 3 teams per squad from 4.

Heavy weapons squads cap reduced. Previously it was a cap of 12 for each of the 3 different types. It's now a combined cap of 6 shared across all types.

Baneblade now has heavy armour 4.
NOTE: The tooltip for the official version said that the baneblade had armour 4 but this was incorrect. I decided to resolve this inconsistency by increasing the armour value since the baneblade already has less HP than it probably should have according to its TT stats.

Baneblade now takes up a heavy support slot.

Special weapons squads added. These have their own cap of 6 and require the infantry support doctrine.

Stormblade super heavy added.

Stormsword super heavy added.

Super heavies share a combined cap of 1, meaning that you can take any one super heavy of your choice at a time.

SPACE MARINES:

Heavy weapon upgrades for tactical, scout and sternguard veteran squads have been reworked. In order to take a heavy weapon for these squads you must first reinforce the squad with a 'heavy weapons marine' as a leader upgrade for the squad. These heavy weapons marines have the same cost and stats as a basic trooper, and are initially armed with the base weapon for that squad (so that if you don't want to take a heavy weapon for that squad you won't be down a squad member). These leaders can then be upgraded with the various heavy weapons available to that squad.

The number of special weapons that these squads can take has been reduced by one.

NOTE: In case you're unfamiliar with TT, the purpose of these changes is to replicate the 'one heavy weapon, x special weapons' rule from the tabletop. The upshot is you can no longer take multiple heavy weapons in a squad, and you cannot take more special weapons than you 'should' be able to by not taking a heavy weapon.

Sternguard veteran combi weapon squad research removed. You can now buy both types of squad without having to do any research.

Scout squad heavy bolter leader can no longer swap ammunition types. He now fires hellfire ammunition by default.

Plasma cannon infantry cost increased. Plasma cannons previously costed about half as much as any other heavy weapon and since they obviously weren't half as good I decided to bring them into line.

CHAOS:

Chaos marine heavy weapon upgrades now work in the same way as space marine tactical squads.

Renegade guard heavy weapon upgrades now function from a single leader upgrade. This prevents players from purchasing a second heavy weapon of a different type if the sergeant is killed.

ORKS:

Kommando special weapon upgrades reduced to codex-friendly values.

Big gunz model replaced.

Sabbatine's ORK AI crash fix (see page 7 of the comments to this page) implemented.

ELDAR:

New wraithguard model and weapon FX.

INQUISITION:

Inquisitorial stormtrooper per-weapon special weapon limit removed. You can now take any combination of 4 special weapons.

TYRANIDS:

Various visual changes, mostly to weapon FX.

Biovore can now fire all three types of spore mine.

Base termagants can no longer upgrade to devourers. Termagants with devourers are now available as a separate squad.
NOTE: This was unfortunately necessary in order for fleshborers to have their own unique weapon FX.

Good karma+4 votes
sgnl05
sgnl05 - - 23 comments @ DoW40k: Firestorm over Kaurava

Hey all,

I mostly made this for my own amusement, but I thought some of you might also get some enjoyment out of it:

Mediafire.com

Note that it's completely unofficial and in no way endorsed by the original dev team.

It's a full version, you don't need to have the official release installed.

EDIT: And a small patch: Mediafire.com

The patch updates eldar swooping hawks, the chaos keeper of secrets, and the ork battlefortress with new models. The old models had animation errors which are not present in the updated version.

See below for a changelog for the original update.

Good karma+4 votes
sgnl05
sgnl05 - - 23 comments @ DoW40k: Firestorm over Kaurava

Thanks for the reply. It just seems like an unnecessary change to me. It isn't really more codex 'friendly' no matter which way you look at it since IG have always been able to take heavy weapons in their regular squads and this has been in every edition. If you have to deviate from the codex for balance reasons then sure, but was it actually unbalanced?

Good karma+1 vote
sgnl05
sgnl05 - - 23 comments @ DoW40k: Firestorm over Kaurava

Is it just me or are guard squads missing the option to take heavy weapon teams like they could in old versions of the mod? Is it a bug or deliberate? I don't know why you'd take something like that out though, one of my favorite things about the mod was that you could actually get heavy weapons for infantry squads like in the codex...

Good karma+1 vote
sgnl05
sgnl05 - - 23 comments @ MechWarrior: Living Legends

P.S What did you win?

Good karma+1 vote
sgnl05
sgnl05 - - 23 comments @ MechWarrior: Living Legends

Congrats! MOTY 2009 players choice AND editor's choice! Not too shabby for your first public release =)

Good karma+1 vote