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Comment History  (0 - 30 of 36)
dv1
dv1 - - 36 comments @ Mordheim Monster Magic

You can load warbands from vanilla into the mod. The other way works as long as the warband did not receive rewards for the last story missions.

It is not likely to remain that way.

I recommend starting new warbands for the mod anyway.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Cold Corridor Combat

I'd look in resources.assets/units.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Cold Corridor Combat

Don't worry. There is no reason to take it down.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Mordheim Monster Magic

No cheating, please.

Good karma+2 votes
dv1
dv1 - - 36 comments @ Mordheim Monster Magic

Your warband cannot hire them now. But it will be able to do so eventually.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Cold Corridor Combat

The last thing the developers did was update the regular steam version to 1.4.2b2-14263. Steam supplies the version this mod requires by default.

Just tested that. Uninstall the game. Reinstall the regular version from steam. Game works. Download Cold Corridor Combat V2.2.1 from here. Install. Game with mod works. Start a new game, select a campaign, start a mission: Everything works.

There has to be another problem at your end.

One known issue is that the tutorial does not work with this mod. If someone plays this game for the first time or lost his settings file, he has to use the unmodded version to play the tutorial.

The "new game" button loads a lot of textures which can take a while on slow PCs. Just wait. If the game crashes, I suspect a faulty installation, some unknown trouble with versions of Windows (compatibility mode may help) or hardware issues (RAM).

The mod is known to work on some Linux distributions but not on others. There are Linux distributions on which the unmodded game works but not the mod.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Cold Corridor Combat V2.2.1

One of the last things the developers did is update the regular steam version to the beta one. Installing this mod on top of the regular steam version should work just fine.

However, the game is no longer for sale. That is an issue.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Mordheim Monster Magic

Don't remember which version of the mod I tried with but it worked with GOG offline installer.

There are reports that it does not work with GOG galaxy.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Mordheim Monster Magic

Yes it does. The two mods are not compatible with each other. However, they share a good portion of the code.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Mordheim Monster Magic

No, there is not.

The mod includes a file "README_installation.txt". It says: "Unpack contents of mordheim_Data into directory mordheim_data of your installation." That is all it takes.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Mordheim Monster Magic

Why does a player field a guy from the undead is in a band of skaven?

AI only does what players are allowed to do.

Players unlock units from other warbands via faction reputation. AI uses the same units depending on warband rank.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Cold Corridor Combat

Yes, it is possible. I don't think it's a good idea: melee defence is way to powerful for that. A small +5 % bonus has a huge impact.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Cold Corridor Combat

I honestly have no clue.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Cold Corridor Combat

I get your point: There is a chapter for every weapon except thunder hammer.

Flesh Tearers have a very unique Librarian, Storm Wardens combine melee weapons with a cyclone missile launcher. A "thunder hammer chapter" requires more than just thunder hammers, something that is not pure melee.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Cold Corridor Combat

Ideas are always welcome.

Before I start on a chaper, I need a good and (almost) complete idea that creates unique gameplay. Chapter name and colour scheme are of secondary importance.

A chapter based on melee weapons is a problem: The way melee calculations work there is a very fine line between being overpowered and too weak in melee.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Cold Corridor Combat

No way.

I'd have to implement all the changes into an old version of the game. That alone would take months. And I'd have to fix the bugs of that version on top of it and I don't even know what those bugs are. Not going to happen.

Instead, get someone to a) update non-steam versions to the latest version of Space Hulk: Ascension and b) tell me what, exactly, they did to which file.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Cold Corridor Combat V2.0

The changelog is on this page:
Steamcommunity.com

Good karma+1 vote
dv1
dv1 - - 36 comments @ Cold Corridor Combat

I don't know what the non-steam versions modify. If they only modify the steam dll, and if the version that is based on is the public test version, then it might even work.

If I only knew what, exactly, those versions modify.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Cold Corridor Combat V1.4.1

Thank you for the input.

It is not only the time required to add a weapon to the game. One needs to have an idea for a weapon that fits the chapter, does not break overall game balance, is not overpowered by itself but good enough to get used at all. Ranged weapons allow for a good number of changes. For melee weapons, there is a very limited number of game stats one can change while "overpowered" and "useless" are very close together.

Having said that, 11 of 22 chapters (not counting Deathwatch for obvious reasons) already have unique weapons: SW Bloodhowl, Deathwing HQ and Legion of the Damned have their own sets of ranged weapons. Then there are Power Sword and Combi-Melta for Blood Angels Captain, combi-flamer with round pattern for Salamanders, Omega Skulls with combi-flamer and -melta, Plasma Cannon Ryza and penetration missiles for Iron Hands, Assault Cannon variants with unique default firing mode for Angels Vermillion, Swiftstrike and Murder for Raven Guard (plus unique servo skull and auspex), Storm Bolter for The Fallen and Power Sword and Storm Shield for Storm Wardens.

On top of that, Imperial Fists receive a new ranged weapon variant in the next update while the next chapter has new cyclone missile types.

Not only weapons make chapters unique. There are other aspects, some of which are more important than weapons.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Cold Corridor Combat V1.4.1

Another update is in the pipeline. I hope to release it this year. If all goes according to plan.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Cold Corridor Combat

You are right, there is no description of relic upgrades.

In the current version (V1.4.1) there is at least one relic upgrade for every weapon except weapon "Empty Hand" and ranged weapons for Legion of the Damned.

Storm Shields do not have upgrades. Technically Storm Shields are not exactly weapons. Boarding Shields have relic upgrades.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Cold Corridor Combat

I assume you are referring to relic upgrades for weapons. Relic upgrades exist for almost all weapons. Tooltips always include information about unlocked relic upgrades.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Cold Corridor Combat

No it does not. Space Hulk has multiplayer. Space Hulk Ascension includes a lot of hidden fragments from Space Hulk. Unfortunately the Space Hulk multiplayer server code is not part of Space Hulk Ascension.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Cold Corridor Combat V1.0.2

cyberpunk
The page with SW Bloodhowl: How many and which chapters does it show? Version 1.0 and 1.0.2 there should be ten on that page for 20 total.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Cold Corridor Combat V0.5.7

Add me (user dv) on steam. Then send me a message and we talk about it.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Cold Corridor Combat V0.5.7

For most players, playing with low level Terminators and limited equipment options is the best part. The game gets easier at high levels.

Having said that, I can start new games with Terminators at any level. That is pretty much mandatory for test purposes. If you like to join the betatesters, you are more than welcome.

Good karma+1 vote
dv1
dv1 - - 36 comments @ Cold Corridor Combat

In the unmodded game, displayed stats for TH/SS and LC variants are wrong. Your memory may be right and it says +25 or more. Only the game gives incorrect information.

Good karma+2 votes
dv1
dv1 - - 36 comments @ Cold Corridor Combat

Thunder Hammer Crusher and Storm Shield Pavise give +15/+20 in the unmodded game. The mod does not change that. What it does change is that hammer/shield combinations inflict an additional point of damage. That is a buff in my book.

The mod changes the last set of Lightning Claws from +35 attack to +35 defense to match the description. That makes them identical to Wolf Claws Skoll.

Good karma+2 votes
dv1
dv1 - - 36 comments @ Cold Corridor Combat V0.5.3

If it makes its own folder my best guess is you are unpacking into the wrong directory.
Try to copy the unpacked files (complete directory structure) into the game directory manually.

Both Space Hulk Ascension and Cold Corridor Combat have a directory called "game_Data". That tells you where the files have to go.

Do you have permission to write into the game directory on your machine?

Good karma+1 vote
dv1
dv1 - - 36 comments @ Cold Corridor Combat V0.5.3

You need to extract it into the game directory. Then it overwrites existing files.

Good karma+1 vote