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A crash report here.
Unfortunately I am afraid that it was caused by the blackops mod.
Allright I srsly need help testing this:
Disclaimer: "I did a complete fresh install with 1.2 patch to rule out faulty servers stuff".
I have got two identical installs. One is on Win 7 machine one on Win 8.1 machine. Whenever I put them together in a multiplayer game everything runs fine. HOWEVER!
When the multiplayer includes AI and one AI plays the necrons, the game reports a sync error right after loading and kicks the guest player. Doesn't matter which one of the computers is host.
Example setup to test:
At least 2 human players with at least 1 AI
Ai standard, start location fixed, team fixed, resource sharing on,
Map any apocalyzed map 3 players and up.
At least one AI player is necron
Wincondition annihilate and apocalypse rules
I'd say 5-6 players and up is "Large Battles"
Especially if it crashes on the loading screen during the second half/ last third of the loading bar...
You can try and do a complete redownload/reinstall to rule out corrupted files or first try the suggestions for large battles.
Also since it is just the necrons....
Could it be the three carcasses that it spwans at the beginning? Those are hardcoded, right?
Also in case you wondered it the Tau do not have simillar problems. So it is not an expansion race thing.
I have an idea. It seems that an action performed by one player right at the start of a multiplayer match when the other player doesn't have his game fully loaded and running is prone to causing sync errors. Could it be that the necron AI just starts doing stuff quicker than any other and thus brakes the game?
Also a hint might be in console reports as whenever the game loads with a sync error at the start the console says: "player x finished loading (-1)" While with the game running well it is "player x finished loading (xxxxxxxxxxxxxx)" the X being numbers. And "ignoring corrupt packet"
Before I read your post, I tried to run it without anny addons on annihilate wincondition.
Sync error right of the bat. It must have something to do with the necron AI as playing as them does not produce the error, while giving them to the AI does.
Can pls somebody help me recreate this sync error?
Play THB with new races multiplayeer at least two players, play on apocalyzed larger map (size 513) and have at least two NECRON medium AIs against you.
If this setting holds, try throwing in FOW disabled addon. You should get a sync error right from the start. Please submit feedback on whether the sync error occurs.
Question to the mod team: I have narrowed down the sync error to occur under these circumstances if others dont have it, what do you suggest?
You either have a dual steam library: i. e. you have another place that steam stores your gamedata, or you have botched the file placement (usually happens when extracting from archive that the extraction puts everything into folders while it should be out of them) - the .module file has to be in the same folder as your SS exe and the rest of the mod is supposed to go in one folder deeper.
If these two are not the case, you might have a damaged archive. Try redownloading
Hi... been playtesting a bit with a friend and have a bit of feedback:
Necrons armor increase ability seems bugged. Shows the efect (fx) and description (taskbar unit window: light vehicle) much longer than the ability works for some reason...
Nevermind solved it.
I had left the "overridebigfile" in the path...
If you hear no fx sound and have other problems, this might be the cause
Hi I have tried this mod and am liking it so far.
I have an issue with the mod however. For some reason, I get no ingame sfx sound. I can hear the updated music and batllechatter, but not the classis FS sounds. Do you have an idea what I might be doing wrong? I have tried changing the volumes and zooming really close in, but it doesn't seem to have any effect.
Thanks for the reply and the bugs squashing work. You sir are doing a tremendous job and your care about players leaves me stunned (in a good way).
Concerning the rocket launchers. Yes I like the rocket spam the eldar can bring. Didn't mean to suggest to just boost damage but give em better pen against some targets like heavy buildings (for rush tactics) however this is your mod and your choices are pretty much fine with me. Also your point about vehicles becoming useless is valid.
I get the thing with wraithguard now and am ok with it. Just maybe really drop the set-up time on them? Since even slow vehicles can run from them pretty easily. Or maybe drop the price a bit or add more health. Otherwise I don't see a reason to use them game-wise (but would love to) since I can manage what they are designed for with a few fire dragons.
Anyways thanks for all the explanation. Will try to playtest more and give feedback as I go; from other races also.
Ork towers seem to be a real pain in the *** in the beginning in combination with their basic lps having return fire. Three Waagh banners plus basic lp can kill of a unit on tier 1 pretty quickly considering that it has to get really close to inflict melta damage. Generally I'd suggest making the light building armor damagable by more weapons than just meltas. It would spice the game a bit being able to raid basic Lps, waagh banners and plasma gens.
Generally giving plasma weapons a little more beef they aren't that much usable atm. With the bolter being as powerfull as it is. Is plasma supposed to kill what? Superheavy inf.???
Rocket launchers damage should be higher imho. Yes they are a light anti armor weapon, but still miss about half the time even on big buildings which makes them superweak. I think the hit/miss of rockets might be hardcoded so doubling the damage on buildings/heavy vehicles to compensate for irrational miss?
I'll be satisfied with any reply you can give me.
Anyway - Great mod, one of the greatest ever, made me play the game again quite a bit, that's why I decided to give you feedback, hope it helps.
Hi, some more feedback I found about this mod.
Mainly balancing issues with the Eldar, but first let me thank you so much for porting the new Wraithlord model. You made my single wish come true...
Wraithlord seems kinda weak atm, maybe try boosting the health just a little bit? But that is really a personal feeling of butthurt ;-).
Wraithguard doesn't seem that much usable or viable. Combination of high cost, low range, bad damage against weak infantry, set-up time, ****** melee, not transportable. While I understand the fluff reasoning, I can't see how I should use those awesome models. Seems like eye candy to me atm, shure good for tearing down buildings, but ineffective against nearly anything that moves. They don't fit at all to the eldar strategy or I am doing something seriously wrong.
Maybe giving them reinforce with warlock that would make them a little bit faster and have fire on the move, or just the fire on the move really.
(also their firing fx is desynchronised - the lightning effect shows long after the shot is fired and damage dealt and damage FX shows)
Also bolter fire fx seems to screw up, especially after I upgrade the squad with meltas or somesuch, tested only with chaos marines. The bullets fx will just spawn too quickly forming an ugly single streak line of fire.
Also maybe try to get permission for bolter fire sound fx? Dunno but the modded one in FoK and other mods seems good enough for me.
Eldar storm guardians can't be upgraded with meltas or flamers after I give them warlock - UI problem, the icon just gets hidden under warlock upgrades and doesn't come back up (using the UI for widescreen that comes with the mod)
Ehm... Are we supposed to play the campaign yet? Cause I cannot beat the Deldar stronghold. At start, they are showering me with wehicles and I have to destroy buildings and I dont have any units that could hurt that.
Concerning the harlequins... Why not go with the W40k fluff and give harlequins to both races? They can even have the same model and textures. In W40k universe harlequins have been known to stand on the side of both groups of eldar and sadly even with the mon-keigh... Special courtesy of C.S.GOTO.... Blegh....
Thanks for the info and the tips
The problem was caused by my DPI settings.
Thanks for the great mod btw. Have been silently enjoying it for quite some time.
Hi, I have a huge problem with the launcher - namely skirmish window. The thing is It can't fit into my resolution (window too big) and does not refit itself automatically. It lets me drag the window, but the lower part (launch and back buttons) does not render thus preventing me from playing. I tried searching over google and somesuch, but to no result. I also tried rotating my screen resolution, but then it does not render the right part with player selections and only a small part of the map is visible. Is there some workaround? Can the skirmish setup window be somehow resized? My highest possible res is 1366x768. Thanks for any and all help. W
This is a known issue, related to vanilla. Unfortunately the modders are unable to do anything about it.
Thx for the reply
I did, but the missing text remained the same... Any other sugestions guys?
Hi, First is great thanks for the mod, its very good.
I have a problem:
I installed and played it a bit, then
I updated to .5
I got the Nids
I got the Black temps
I got the update for Nids
I got the SS objective updated
I tried to use the combiner .module file to no avail
I manually rewrote the 3.5 module file like this:
RequiredMod.1 = objective_points_SS
RequiredMod.2 = dowai
RequiredMod.3 = Tyranids
RequiredMod.4 = BTmod
RequiredMod.5 = codex_base
RequiredMod.6 = DXP2
RequiredMod.7 = W40k
The mod seems to work, but I get lots of displaced text even in map selection menu (map names missing)
My SS version is Czech, so i figured i have to play with the locale files, but can't seem to copy the right ones in the right spots
SS is updated prior to all this.
Nice one, okay thumbs up for you guys, you just created a lot of positive energy, don't turn that into dissapointment because of petty squables ;-)
It's no use, after clicking the download, all it does is opening my space inventory...
10 dollars also and I feel a bit ashamed...
You know, stop solving what does not need to be solved. What is so bad on being paid for your hobby? Does not the prospect of recieving money for what you do for fun in your spare time intrigue you? Is it that bad?
And you have to look on a complete different aspect of paying indie devs. It is a means of protest against the big companies and a lot of "not nearly as good and fun to play games as were made before" they produce and demand being paid for.
Sory to sound like a hater... But when will people stop asking this question?
One thing is good tho, it perfectly distincts new fans from old fans, thus shows that the community around this mod keeps on growing...
Well don't support DLCs then... I think that's a better way of solving this. Mods are great as they are, why? Cause they are not burdened by marketing. People can do a hell lot of crazy stuff for a very small portion of the public...
Good sir if I were beghins, I'd probably started ignoring you right after this...
Glad that I'm not...
Nice smart talk... But hey... Does anyone do have any constructive comment on a strategy to prevent such disasters as having your recruitement or RU supply blown to bits?