It's finally here - the biggest update yet for Soulstorm: Strongholds. In addition to a fully revamped Thur'Abis Catacombs mission, v1.4.0 also sees the introduction of not one but TWO new missions from the Dark Crusade single-player campaign, plus two new optional win conditions if you find yourself in need of an extra challenge.
Delete any previous versions of the Strongholds mod before installing v1.4.0. Then, simply extract the contents of stronghold_missions_ss_v1_4_0.zip to your main Soulstorm folder, then select Soulstorm: Strongholds from the Game Manager on the Soulstorm main menu. And as always, don't forget to check the readme file.
CHANGES IN V1.4.0
General:
- Added "Survival", a new optional win condition, which requires the player to keep their Commander alive for the entire mission.
- Added "Restricted Tiering", a new optional win condition, which requires the player to move out and capture Strategic Points in order to tech up.
- The player's commander will begin missions with additional squad members where these are available (e.g. Incubi Bodyguards for the Dark Eldar Archon).
- Adjusted the "Annihilate" defeat condition for all races to more closely reflect the normal "Annihilate" skirmish win condition.
Dark Eldar:
- Fixed the textures for the (CPU-controlled) Dark Eldar Archon and strategic point flag.
Dark Angels:
- Slightly changed the starting squads for the Dark Angels, including the ones that can be liberated from the Dark Eldar cages on Lacunae.
Pavonis:
- Added a new mission, "Pavonis", based on the Dark Crusade campaign mission and re-coded from scratch.
- Uses adjustable difficulty settings (selectable from the mission setup screen, rated from Easy to Insane).
- Fight against five randomised opponents for possession of the Servitors that will grant you control of the Pavonis spaceport.
The Eres Badlands:
- Added a new mission, "The Eres Badlands", based on the Dark Crusade campaign mission and re-coded from scratch.
- Uses adjustable difficulty settings (selectable from the mission setup screen, rated from Easy to Insane).
- Fight against three randomised opponents in a free-for-all battle to spill as much blood as possible and gain the power of the daemon of Khorne.
The Deimos Peninsula:
- (Hopefully) fixed a potential Fatal Scar Error that occurred during the opening cutscene.
Tyrea:
- Fixed the giant webway gate FX so that each is correctly linked with its corresponding critical location.
Victory Bay:
- Moved the button to fire the Titan Cannon from the Thermo Plasma Generators to the top-left of the UI for convenience.
- Re-balanced some aspects of the mission to make them slightly less punishing, particularly at lower difficulty levels.
- Removed the Strategic Point from the rear of the player's base.
The Thur'Abis Catacombs:
- Restored adjustable difficulty settings (selectable from the mission setup screen, rated from Easy to Insane).
- Moved the Plant Bomb button from the Commander's abilities menu to the top-left of the UI to prevent clashes with other icons.
- Added a UI icon and improved model for the Necron Beacons from the Ultimate Apocalypse mod.
- Added two new Necron Beacons and improved the functionality of some of the existing ones.
- Randomised the locations of each Necron Beacon (but not the Monolith Graveyard).
- Added new mission dialogue.
- The mid-mission cutscene will now only play once you have advanced further into the catacombs, rather than being quickly triggered by a timer during the opening rush.
- General re-balancing of the mission, with an overall increase in difficulty and enemy aggressiveness, especially during the final escape run.
- All races now use the appropriate bomb model.
The Green Coast:
- Removed the Strategic Point from the rear of the player's base and the two just outside it to the north-east and south-east.
North Vandea:
- Moved the central Strategic Point in the player's base to a location further away to the north-west.
Or'es Tash'n:
- Moved the central Strategic Point in the player's base to a location further away to the north.
Mannheim Bay:
- Removed the Strategic Point from the rear of the player's base.
Lacunae:
- Removed the Strategic Point from the south-east end of the player's base.
Coastal Imossa:
- Moved the north-eastern Strategic Point from the player's base to a position further away along the path to the north.
- Fixed a Fatal Scar Error that occurred after destroying all four Monoliths.
The Rokclaw Mountains:
- Removed the middle Strategic Point from the player's base.
The Sama District:
- Moved the Strategic Point from the western end of the player's base to the enemy base a short distance to the north-west.
Nan Yanoi:
- Fixed a Fatal Scar Error that occurred at the end of the closing cutscene.
Woooo hoooo! New version! It's what I'm looking force XD XD XD!!!!!!!
Still no White Scars support? I give this mod 10 of 10!
Oh, now thats fascinating news indeed!
Lots of worthy and most commendable effort put here.
"My lord, the living have released new version.
So much fear,noise and waiting. Finally we can accept the inevitable". xd
We needs more feeeeeeedback! Spread your words around!
^What he said. Tell me what you like, what you don't like, what works, what's glitchy, what's completely broken, what's missing, anything at all that comes to mind about the mod. Your feedback can only help make it better. :)
Let's do:
- Support for White Scars!
- Support for Green Scorpions!
- Multiplayer mode!
Everything else is secondary
Why do you have to joke about serious things jONES? There is no race by that name to be supported by Strongholds. What we recently discussed at my image section had nothing to do with race mods. Why spoil a serious opportunity to get feedback with weird jokes?
Seriously behave.
Damn!
Again, I mixed up with Red Scorpions, because of being influenced by your work.
I'm so sorry!
I have absolutely no problem with weird jokes FYI. :)
You pour balm on my wounds, mr. Nate!
What is the red scorpions mod?
It is the mini-mod, where Sergeants are replaced by Apothecaries.
No thanks. I prefer my squad leaders bare-headed. :P
Ok, that about Blue Necrons then?
No, no Green this time! Really Blue ones!
Where do I download the original? I can`t intall this without the original!
Yes you can. v1.4.0 is the full version.
it says to me: "failed request game" how do i make it work???
Run "configure_mods.cmd" and see if you get any error messages.
Not found BUGFIX and Not found Black Templars: Kaurava crusade.
You need to download and install those mods first.
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Unfortunately this mod disables Campaign missions which is disappointing for me.
LOL, read the readme.
Hi, in the game manager i don't have "Strongholds" but "$17020000 No Range" and it says "failed request game". And in "configure_mods.cmd" there is no problem : strongholds can now be activated :c
Sounds like a corrupted download. Try uninstalling the mod, re-downloading and re-installing. And don't forget the v1.4.2 patch.
420 MLG Mb Like a Boss! xD
i cant active the game it always say Failed to activate the requested game
but when i run configure_mods.cmd it say the strongholds can now be activated. What should i do ?
I'll PM you.
I have the same problem as lamhoang139, everything seems fine, but the game wont activate. configure_mods.cmd says it can be activated.
Failed to Request Game.....
help
A few things you can try:
1) Run configure_mods.cmd and see if you get any error messages.
2) Ensure you have both the Full Version and the latest Patch for the Black Templars mod, rather than just the patch.
3) If you have the Dark Crusade version of the Witch Hunters mod installed, remove it and install the Soulstorm version.
4) If you have the RAGE mod installed, you will need to delete a folder from the Strongholds mod. Go to your Soulstorm directory and navigate to "stronghold_missions_ss/data/attrib/ebps/races", then delete the "khm" folder.
whenever i try to run the mod it keeps saying error failed to load mod, and i installed everything i needed for this mod, pls help
Try out the four points in my post just above your one.
ok got that part and one more question, if i had the inquisition deamonhunt from the UA mod is that good or do i have to download the beta idh?
The UA version is different, so download the Soulstorm beta.