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Eldars suggestions (Games : Dawn of War : Mods : CornCobMan's Fun Mod for Soulstorm : Forum : Requests - What do you want in the future? : Eldars suggestions) Locked
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Sep 2 2020 Anchor

I wanted to do the work myself but I am not a programmer and I don't have time to do it.
Thank you.




NEW UNITS

  1. Request permission from the Ultimate Apocalypse MOD programmers to add the Ancient Wraithlord unit, incompatible with the Avatar or Cobra tanks UNIT

UPGRADES

  1. Heroes die very quickly, currently I play with the quadruple life victory modifier, it is necessary to implement a option to resurrect them and thus preserve the experience obtained, to enjoy powerful heroes, not immortal.
  2. That the heroes can retain the experience obtained when they are defeated and resurrected later.
  3. That the heroes regenerate faster inside the buildings to be able to take them to Battle again in a reasonable time.
  4. Implement armor on the ships, such as troop morale, once the armor is lost, the ships are quickly destroyed.

TROOPS REINFORCEMENT

  1. Squads of units can receive reinforcements inside buildings or ships.
  2. In unit production buildings, do not deactivate the production icon of units when they have reached their maximum capacity, but prevent them from being produced more troops, but leave the icon in the "AUTOMATIC PRODUCTION" mode to be able to maintain the automatic production chain of the troops and ships, in this way once a troop is defeated and releases squad capacity, the building can automatically build the Troops selected for continuous production.

UNIT INTELLIGENCE

  1. Have builders help, repair and automatically construct nearby buildings within their vision range.
  2. Fix builders failure to build minefields when hovering over them.

ACCESS AND QUICK ORDERS

  1. That the abilities of the troops can be activated in a fast way, for all the selected squads, by pressing a single button, for example: F1 to activate all abilities 1 and F2 to activate all abilities 2 and so on. In conclusion, activate with a single shortcut, the same ability, for all groups of selected units.
  2. Select all buildings of the same type with double click.
  3. That the portals to the web (Webgates) have the button to eject units in 2 modes: Automatic Evacuation / Manual Evacuation. Like the automatic reinforcements of the troops. Also another additional button to activate automatic transport between 2 webgates, vehicles, or buildings, with 2 modes Automatic Transport / Manual Transport

TURRET ORDERS AND LISTENING POINTS

  1. The listening points and turrets have 2 modes: Attack / Cease Fire


MODIFIERS GAME AND STRATEGY

  1. New condition: hide listening points, strategic points and relics on the minimap, as in other games, for greater strategy when playing human games.

UNIT AND WEAPON EFFECTS

  1. Correct the color effect that Swoping Hawck weapons have when firing, the color is too dull and the effect of the shot is not noticeable.
  2. Ship turrets can be removed to install another turret from the range of possible selectable turrets, with the condition of needing to be out of combat and close to a constructor or a building

TRANSPORTATION OPTIONS

  1. That the troops and constructors can also be transported from the webgates or buildings to the ships and vice versa, is the future, everything is may.






UNIDADES NUEVAS

  1. Solicitar el permiso de los programadores del MOD Ultimate Apocalypse para agregar la unidad Ancient Wraithlord, incompatible con el Avatar o los tanques Cobra

MEJORAS DE UNIDADES

  1. Los héroes mueren muy rápido, actualmente juego con el modificador de victoria de cuádruple vida, es necesario que se implemente una opción para poder resucitarlos y asi conserven la experiencia obtenida, para disfrutar de héroes poderosos, no inmortales.
  2. Que los héroes puedan conservar la experiencia obtenida cuando son derrotados y resucitados posteriormente.
  3. Que los héroes se regeneren mas rápido dentro de los edificios para poder llevarlos a batalla nuevamente en un tiempo razonable.
  4. Implementar blindaje en las naves, como la moral de las tropas, una ves perdido el blindaje, las naves son rápidamente destruidas.

REFUERZOS DE TROPAS

  1. Que las escuadras de unidades puedan recibir refuerzos dentro de los edificios o de las naves.
  2. En los edificios de producción de unidades, no desactivar el icono de producción de las unidades cuando estas han alcanzado su máximo de capacidad, si evitar que se produzcan mas tropas, pero dejar el icono en la modalidad "PRODUCCIÓN AUTOMATICA" para poder mantener la cadena de producción automática de las tropas y naves, de esta manera una ves que una tropa es derrotada y libera capacidad de escuadra, el edificio puede construir automáticamente las tropas seleccionadas para una producción continua.

INTELIGENCIA DE UNIDADES

  1. Que los constructores ayuden, reparen y construyan automáticamente los edificios cercanos dentro de su rango de visión.
  2. Corregir error de los constructores que no construyen los campos de las minas cuando se quedan encima de ellas.

ACCESOS Y ORDENES RAPIDAS

  1. Que las habilidades de las tropas puedan ser activadas de una manera rápida, para todas las escuadras seleccionadas, al pulsar un unico botón, por ejemplo: F1 para activar todas las habilidades 1 y F2 para activar todas las habilidades 2 y asi sucesivamente. En conclusión, activar con un solo acceso directo, una misma habilidad, para todos los grupos de unidades seleccionadas.
  2. Seleccionar todos los edificios del mismo tipo con doble clic.
  3. Que los portales a la telaraña tengan el botón de expulsión de unidades en 2 modalidades: Evacuación Automática / Evacuación Manual. Como los refuerzos automáticos de las tropas. También otro botón adicional para activar el transporte automático entre 2 webgates, vehículos, o edificios, con 2 modalidades Transporte Automático / Transporte Manual.

ORDENES DE TORRETAS Y PUNTOS DE ESCUCHA

  1. Los puntos de escucha y torretas tienen 2 modalidades: Atacar/Cese al Fuego

MODIFICADORES DE JUEGO Y ESTRATEGIA

  1. Nueva condición: esconder puntos de escucha, puntos estratégicos y reliquias en el minimapa, como en otros juegos, para una mayor estrategia cuando se juegan partidas entre humanos.

EFECTOS DE UNIDADES Y ARMAS

  1. Corregir el efecto de color que tienen las armas de los Swoping Hawck cuando disparan, el color es demasiado opaco y no se nota el efecto del disparo.
  2. Las torretas de las naves pueden ser desinstaladas para instalar otra torreta de la gama de posibles torretas seleccionables, con la condición de necesitar estar fuera de combate y cerca de un constructor o de un edificio.

OPCIONES DE TRANSPORTE

  1. Que las tropas y constructores también puedan transportarse desde las webgates u edificios a las naves y viceversa, es el futuro, todo se puede.
Oct 10 2020 Anchor

NEW UNITS

  1. Request permission from the Ultimate Apocalypse MOD programmers to add the Ancient Wraithlord unit, incompatible with the Avatar or Cobra tanks UNIT. The Wraithlord model has already been updated.

UPGRADES

  1. Heroes die very quickly, currently I play with the quadruple life victory modifier, it is necessary to implement a option to resurrect them and thus preserve the experience obtained, to enjoy powerful heroes, not immortal. The player should be penalised for losing the heroes and negating it like this seems like a bad idea to me.
  2. That the heroes can retain the experience obtained when they are defeated and resurrected later. See above.
  3. That the heroes regenerate faster inside the buildings to be able to take them to Battle again in a reasonable time. Webway gates have the healing research. It's very useful and the units don't even need to be inside the gate to use it.
  4. Implement armor on the ships, such as troop morale, once the armor is lost, the ships are quickly destroyed. I don't think that I will be doing this as vehicles would quickly become useless for their expensive cost.

TROOPS REINFORCEMENT

  1. Squads of units can receive reinforcements inside buildings or ships. Not possible. The game engine prevents this from happening.
  2. In unit production buildings, do not deactivate the production icon of units when they have reached their maximum capacity, but prevent them from being produced more troops, but leave the icon in the "AUTOMATIC PRODUCTION" mode to be able to maintain the automatic production chain of the troops and ships, in this way once a troop is defeated and releases squad capacity, the building can automatically build the Troops selected for continuous production. Not possible. The game engine prevents this from happening.

UNIT INTELLIGENCE

  1. Have builders help, repair and automatically construct nearby buildings within their vision range. Again Webway gates already heal units around them. This includes vehicles as well.
  2. Fix builders failure to build minefields when hovering over them. No idea about this.

ACCESS AND QUICK ORDERS

  1. That the abilities of the troops can be activated in a fast way, for all the selected squads, by pressing a single button, for example: F1 to activate all abilities 1 and F2 to activate all abilities 2 and so on. In conclusion, activate with a single shortcut, the same ability, for all groups of selected units. Not possible. The game engine prevents this from happening.
  2. Select all buildings of the same type with double click.
  3. That the portals to the web (Webgates) have the button to eject units in 2 modes: Automatic Evacuation / Manual Evacuation. Like the automatic reinforcements of the troops. Also another additional button to activate automatic transport between 2 webgates, vehicles, or buildings, with 2 modes Automatic Transport / Manual Transport Not possible. The game engine prevents this from happening.

TURRET ORDERS AND LISTENING POINTS

  1. The listening points and turrets have 2 modes: Attack / Cease Fire Why is this necessary?


MODIFIERS GAME AND STRATEGY

  1. New condition: hide listening points, strategic points and relics on the minimap, as in other games, for greater strategy when playing human games. I don't think this is possible.

UNIT AND WEAPON EFFECTS

  1. Correct the color effect that Swoping Hawck weapons have when firing, the color is too dull and the effect of the shot is not noticeable. The firing effects of Swooping Hawks have already been updated for the next release.
  2. Ship turrets can be removed to install another turret from the range of possible selectable turrets, with the condition of needing to be out of combat and close to a constructor or a building. Not possible.

TRANSPORTATION OPTIONS

  1. That the troops and constructors can also be transported from the webgates or buildings to the ships and vice versa, is the future, everything is may. I don't think this is possible, but even if it was possible it's not lore-friendly.

Edited by: corncobman

Dec 26 2020 Anchor

Not possible. The game engine prevents this from happening.

Thanks for the info.
I was hoping to do it myself if you didn't implement it ...
Sniff ...


That the heroes regenerate faster inside the buildings to be able to take them to Battle again in a reasonable time.

Webway gates have the healing research. It's very useful and the units don't even need to be inside the gate to use it.

Hi good day.

When playing with 4x health option (for heroes), the amount of health that web gates restore to heroes only restores the amount of 
health that is predetermined, based on the life of the common hero.
When played without the health modifiers this amount is well considered:

EXAMPLE WITHOUT MODIFIER
1. Hero Health: 1500
2. Percentage of life restored per second: 5%
3. Percentage of real life restored per second: 75
4. Total Restore Time in seconds: 25s

But, when played with the 2x, 3x, 4x health modifiers, the amount of health restored remains the same, even though the hero's health 
is multiplied by 4 due to the 4x Health scaler.

This causes a hero with 4x Health to take approximately 4 times longer to regenerate their full health, which implies that it takes a 
long time before being able to return them to battle, by the time this happens all the other units have already regenerated, because 
they are not being affected by the 4x Health modifier.

EXAMPLE WITH 4X MODIFIER:
1. Hero Health: 4x x 1500 = 6000
2. Percentage of life restored per second: 5%
3. Actual percentage of life restored per second: 75
4. Total Restore Time in seconds: 80s

I imagine this could be fixed with a joint health modifier, that is, all included in the same modifier.
I know that it can also be implemented as separate modifiers, but that implies, in my opinion, more work, in addition to the fact that 
you would have to activate the 3 modifiers to be able to play:

JOINT MODIFIER (1 single modifier including all 3 conditions)

Heroes 4x Health: 6000
Formula: (4x x 1500 = 6000)
Heroes health regeneration per second 4x: 20%
Formula: (4x x 5% s = 20% s)
Web Gates Heal Heroes per second 4x: 20%
Formula: (4x x 5% s = 20% s)

And this modifier would have to be done for all 2x, 3x, 4x health modifiers.
I also suppose that this would imply reviewing all the races and verifying all the heroes to locate in what ways they are affected by 
improvements and regeneration or healing buildings (auch).

Actually these are just examples to clarify the subject, as such I have not given myself the task of entering the corxismod and 
checking the regeneration rates offered by the web gates.

I do not know the formula or if it is possible to fix it, I understand a bit of how the corsix mod works, but programming scripts is 
already beyond my understanding.

I really like your work on this mod and it's no use doing the fixes myself if others can't enjoy them.
I hope I have clarified the point.


Have builders help, repair and automatically construct nearby buildings within their vision range.

Again Webway gates already heal units around them. This includes vehicles as well.

I was referring to the fact that nearby builders are not left as useless stopped watching the other builders work.
I've seen that when I play games with computer allies, their builders help mine build and repair buildings, and so do the eldar builders.
But ... when I give a chain of commands to a builder of my own race, the other builders (of my own race) do nothing, in other words, they 
just stare as useless, when they should help to repair and build the nearby buildings automatically.


Fix builders failure to build minefields when hovering over them.

No idea about this.

Usually I order one of my builders to build mines together with each other.
It often happens that, when the builder finishes building a mine, he is standing on the other mine that he needs to build and, 
consequently, he no longer builds it and simply stands there doing nothing.
I only play with the Eldar. I do not know if it happens with the other builders of other races.


The listening points and turrets have 2 modes: Attack / Cease Fire

Why is this necessary?

I am an Eldar player.

When camouflage is activated, many times it is convenient that a turret does not fire, simply because I do not want to attract the attention 
of the AI ​​in that area, or because of some particular strategy.
Or maybe because that turret is in the path of the enemy units and it is not convenient for me to destroy it, but to continue on its way.

I'm a defensive player, you know, the kind who put 1000 turrets on their base.
Although I imagine that the AI ​​(regardless) sees everything.

It would still be nice to have those options on the turrets and listening points.
I remember a mod that had that option, I don't know if it's Dawn of War PRO.

Correct the color effect that Swoping Hawck weapons have when firing, the color is too dull and the effect of the shot is not noticeable.

The firing effects of Swooping Hawks have already been updated for the next release.

Many thanks.

Thank you very much for improving what was already a great game from the beginning. Have a great day.

Edited by: asimetron

Dec 27 2020 Anchor
asimetron wrote:
Hi good day.

When playing with 4x health option (for heroes), the amount of health that web gates restore to heroes only restores the amount of 
health that is predetermined, based on the life of the common hero.
When played without the health modifiers this amount is well considered:

I don't think I will change this as the health regeneration is not done with the increased health win conditions in mind. I may however add some win conditions to increase health regeneration at some point in the future.


I was referring to the fact that nearby builders are not left as useless stopped watching the other builders work.
I've seen that when I play games with computer allies, their builders help mine build and repair buildings, and so do the eldar builders.
But ... when I give a chain of commands to a builder of my own race, the other builders (of my own race) do nothing, in other words, they 
just stare as useless, when they should help to repair and build the nearby buildings automatically.

I don't think this is possible without some very complex scripting.


asimetron wrote:
Usually I order one of my builders to build mines together with each other.
It often happens that, when the builder finishes building a mine, he is standing on the other mine that he needs to build and, 
consequently, he no longer builds it and simply stands there doing nothing.
I only play with the Eldar. I do not know if it happens with the other builders of other races.

It may be that the hit box of the mines prevents the builder from moving just enough that the pathing is changed enough for the builder to stop building. You can notice this too when Orks queue multiple buildings, they can occasionally stop and not continue building. This is a problem with the game itself. I'm don't think this is fixable.


asimetron wrote:
I am an Eldar player.

When camouflage is activated, many times it is convenient that a turret does not fire, simply because I do not want to attract the attention 
of the AI ​​in that area, or because of some particular strategy.
Or maybe because that turret is in the path of the enemy units and it is not convenient for me to destroy it, but to continue on its way.

I'm a defensive player, you know, the kind who put 1000 turrets on their base.
Although I imagine that the AI ​​(regardless) sees everything.

It would still be nice to have those options on the turrets and listening points.
I remember a mod that had that option, I don't know if it's Dawn of War PRO.

Okay, that makes sense. I will add this for Eldar.


Edited by: corncobman

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