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Comment History
Rotlung
Rotlung - - 25 comments @ (Outdated) CCM Version 1.88.4 Patch

Yep, all good, thanks for the prompt fixes!

Good karma+1 vote
Rotlung
Rotlung - - 25 comments @ (Outdated) CCM Version 1.88.4 Patch

Thanks!

By the way, you might not want to have a duplicate CornCobMod folder inside the CornCobMod folder next time.

Also, I just noticed the stormtrooper medkit ability hotkey is tied with priest's fanaticism. Not a major issue but it would cause conflicts when attaching the priest to the squad.

Edit: Fixed in 1.88.4

Good karma+1 vote
Rotlung
Rotlung - - 25 comments @ (Outdated) CCM Version 1.88.4 Patch

Thanks, the researches are fixed.

However, I just noticed that the unit production icons for guard heavy weapons team, special weapons squad, and sniper squad are different depending on whether you take infantry or vehicle doctrine from the HQ. Any idea why that's the case?

Edit: This has been fixed in 1.88.3

Hotkeys for 1.88.4: Dropbox.com

Good karma+1 vote
Rotlung
Rotlung - - 25 comments @ CornCobMan's Fun Mod Version 1.88 Released

The Guard tactica control bottom row researches seem to be having some major overlaps in researches, resulting in shifting icons, sometimes the frag and krak grenade research gets shifted to the top too.

Good karma+2 votes
Rotlung
Rotlung - - 25 comments @ CornCobMan's Fun Mod Version 1.87 Released

Seems like Tau start the game with the fire warrior breacher unit.

Missing hotkey entry for fire warrior breacher.

Don't think the baneblade drop was mentioned in the changelog, unless I missed something.

What are the requirements for unlocking the incinerator torpedo strike for the canoness?

Good karma+1 vote
Rotlung
Rotlung - - 25 comments @ (Outdated) CCM Version 1.86 Installer

To clarify, the Necron AI issue happens on any map.

For the more general AI problem, so far I've noticed it only on Forbidden Jungle (years ago I remember encountering it on another map but I can't recall what it was since I didn't think it was map-specific then). Forbidden Jungle is an official 8-player map.

Good karma+1 vote
Rotlung
Rotlung - - 25 comments @ (Outdated) CCM Version 1.86 Installer

Not sure at which point this started happening, but the Necron AI is broken. It doesn't ever build plasma generators, and it doesn't ever tech up to T2. Most probably already happened in 1.85 when you made some changes to the plasma generators?

Edit: I had a lengthier comment regarding AI giving up sometimes, but surprisingly enough this might be a map issue. The AI would intermittently refuse to build the vehicle structure at T2 and just stop teching up. But this seems to happen quite often (1-2 AI players per game) on Forbidden Jungle, but hasn't occurred yet in other maps I'm testing.

Good karma+1 vote
Rotlung
Rotlung - - 25 comments @ (Outdated) CCM Version 1.86 Installer

keydefaults for 1.86 for anyone interested. Added the new Weirdboy ability. Made no other changes.

Dropbox.com

Good karma+1 vote
Rotlung
Rotlung - - 25 comments @ (Outdated) CCM Version 1.85.2 Patch

Verified that the kommando's abilities, including the icons, are working properly now with 1.85.3

Thanks for the prompt fixes!

Good karma+1 vote
Rotlung
Rotlung - - 25 comments @ (Outdated) CCM Version 1.85.2 Patch

No dice. I tried again.
Reverted to 1.85, the icons, and effects both stikkbombs work properly (explosion for the burning one, smoke for the... smoke one).

I redownloaded 1.85.2 and unpacked it, the icons turn pink, and the effects don't work. For the burning stikkbomb, the ground still burns, but without explosion. And as I said earlier, no smoke for the other.

Good karma+1 vote
Rotlung
Rotlung - - 25 comments @ (Outdated) CCM Version 1.85.2 Patch

I tested quickly with the test wincondition, so reports might not be accurate.
Doesn't seem like the stikkbombz share timers. Furthermore, their abilities are now replaced with pink square icons.

I didn't notice a visual effect for the kommando smoke bombs, but the defence bonus is there.

Good karma+2 votes
Rotlung
Rotlung - - 25 comments @ (Outdated) CCM Version 1.85 Installer

While we're on the topic of bugs:

- Ogryns gain teleport after upgrading Inquisitor personal teleporter (I believe this is an old bug)
- The 2 kommandoz stikk bomb abilities don't actually share a timer, they have independent cooldowns

Good karma+1 vote
Rotlung
Rotlung - - 25 comments @ (Outdated) CCM Version 1.85 Installer

Glad to see you're still active.

If anyone is interested, here's the gridkeys keydefaults file to support the new changes in 1.85 (since mostly the Daemons and Greater Daemon researches, the new Kommando abilities, and the new SoB research).

Dropbox.com

Good karma+1 vote
Rotlung
Rotlung - - 25 comments @ CornCobMan's Fun Mod Version 1.84 Released

Looks like a pretty solid release, thanks!

I've updated the keydefaults.lua for compatibility with 1.84 here Mediafire.com

Good karma+1 vote
Rotlung
Rotlung - - 25 comments @ CornCobMan's Fun Mod Version 1.83.6 Patch Released

What's the reason for moving all the relic unit researches around? It's very strange and unintuitive right now (especially for the Tau researches going to Kroot nest, and the prepare Bloodthirster showing up in Machine Pit).

Good karma+1 vote
Rotlung
Rotlung - - 25 comments @ CornCobMan's Fun Mod Version 1.83.6 Patch Released

Oops. I haven't checked the Necron Lord wargear yet, overlooked it. I've been pretty busy lately.

I have indeed left many of the generic commands in non-gridkey format because that's how I prefer it (I don't like holding Control+Q when I want to mash reinforce, for instance), and I'm already used to using 'Z' for melee, etc. From what I know, abilities can actually move around as well (unless they're designed to be fixed in place, even when having attached units), so getting complete gridkey layout for units doesn't seem worth the effort.

Personally my sharing of my gridkeys is not official - I just like to share my preferred layout since Corncobman has taken the effort to accommodate my many requests regarding conflicting hotkeys. It's not a project or anything to me, so feel free to use mine, or just upload yours for sharing as well, since our gridkeys aren't identical, after all.

Good karma+2 votes
Rotlung
Rotlung - - 25 comments @ CornCobMan's Fun Mod Version 1.83.6 Patch Released

Ahh sure. I've updated it to Mediafire.com (for fixing the Dreadnought lascannon addon and adding the guard_flamer_griffon hotkey).

I'd appreciate if you could include credits to Patro56 for helping out with this. Thanks!

Good karma+1 vote
Rotlung
Rotlung - - 25 comments @ CornCobMan's Fun Mod Version 1.83.6 Patch Released

Really solid release. With the added support for gridkeys for many of the weapon upgrades, I've managed to make significant improvements to the gridkeys. You can download them here: Mediafire.com

Special thanks to Patro56 for sharing his weapon upgrades hotkeys to speed up the progress of updating and testing the new keydefaults.lua.

Good karma+2 votes
Rotlung
Rotlung - - 25 comments @ (Outdated) CCM Version 1.82 Installer

Looks great! I've uploaded my hotkey configuration for anyone who is interested. To be used with 1.82.1.3.

Mediafire.com

Good karma+1 vote
Rotlung
Rotlung - - 25 comments @ (Outdated) CCM Version 1.81.7 Patch

Hi,

Tested with 1.81.7 with the Tyranids addon 1.81.82, everything looks good on the hotkey/icon placement front of things to me, thanks!

For those who are interested, my own version of keydefaults.lua is attached here: Mediafire.com

I've taken the liberty to add my own hotkeys for the tyranid global abilities (where possible). This requires some attrib edits, however. All other hotkeys are compatible with this version of CornCobMod directly.

There is an intermittent Tyranid scar bug that I know you are aware of: "string "DATA: Scar/WinConditions/Tyranids.scar"]:197: attempt to index 'Bar_InfCap' (a nil value)", which happens randomly at game start. I can't figure out the cause, sadly, so the only fix would be to restart the match until it does not show up.

Good karma+2 votes
Rotlung
Rotlung - - 25 comments @ (Outdated) CCM Version 1.81.7 Patch

Still testing

Good karma+1 vote
Rotlung
Rotlung - - 25 comments @ (Outdated) CCM Version 1.81.7 Patch

Hi there,

I've done some testing with 1.81.6.

1.) A new AI bug was introduced with \data\ai\core\plans\attackplan.ai, line 182 "local map_size, closest_enemy = self:GetMapSize()". Commenting this line seemed to fix the problem.

2.) The Eldar Soul Shrine researches tend to move about. I've localised the causes to eldar_farseer_ability_research_3.rgd and eldar_warlock_ability_research_3.rgd not having their ui_index_hint set properly like their preceding researches. But this might probably still need more testing unless I dig through all the rgd files.

3.) The Ork battlefortress and Ork squiggoth troop hotkeys are correct now, but their research hotkeys haven't been fixed, so they still use the marine_land_raider hotkey.

4.) Probably an old bug that I discovered through doing things differently: the Eldar Warp Spider haywire grenades research doesn't show up in the Soul Shrine unless you have built an Aspect Portal. But pretty rare bug since most players would build the Aspect Portal immediately...

5.) (Tyranids, too lazy to make a separate comment for the add-on) The Tyranids listening post addon seems to have the positions switched? The first addon uses ui_index_hint of 3 but the second has a value of 2.

Other than that, the update seems to have fixed most of the issues I mentioned earlier!

Good karma+2 votes
Rotlung
Rotlung - - 25 comments @ (Outdated) CCM Version 1.81.7 Patch

Sounds great, thanks! Looking forward to your next release when it's done then!

Good karma+1 vote
Rotlung
Rotlung - - 25 comments @ (Outdated) CCM Version 1.81.7 Patch

To add on, the Tyranids mod is actually not compatible with FreeUI - I had to comment out line 59 of data\scar\winconditions\Tyranids.scar of the Tyranids mods to fix it, else I'd get a fatal scar error.

The ui_index_hint for tyranids_building_miasmax2_research is set to 3, whereas its preceding research is set to 11, causing the icon to jump around.

The Tyranids HQ and spore chimney addons are using Space Marine equivalent hotkeys.

Finally, the spore chimney synapse and toxic miasma addons have ui_index_hint overlapping with the main addons, so their icons also jump around.

Good karma+3 votes
Rotlung
Rotlung - - 25 comments @ (Outdated) CCM Version 1.81.7 Patch

Hello! I was recently in a W40k mood and checked out the mod again, nice to see that there are updates.

I've played the mod a bit, with the following to report:

- Kabalite Trueborn are using the Dark Eldar Warrior hotkey
- The Ork Squiggoth, Kustim Stompa, and Battlefortress are all using the Space Marine Lander Raider hotkey
- Chaos Warp Spawn research is using the Great Unclean One hotkey
- Chaos Personal Teleporters research icon will occasionally move around
(UI index hint value clashes with that of the Chaos Land Raider research)
- guard_vehicle_time_research is using the same hotkey as guard_teleport_research

I've changed all of these on my local copy of the mod, but decided to highlight these to you if you have time to fix them.

The Tyranid AI also has several crashes caused by a few references to tyranids_squad_termagaunt (should be termagant) in nidstrategyinfo.ai. A reference to a non-existent research tyranids_hivetyrant_lwhip_bsword_research also causes crashes in the lategame (this bug is in the original Tyranid mod) in nidbuildbasestrategy.ai.

The Hive tyrant also needs some resizing, since it has a proper model instead of being an oversized Tyranid warrior. FYI I've scaled mine to 0.8, which looks great.

I've also updated the building gridkeys keydefaults.lua locally, but I won't be sharing it now since I've modified the some attrib files to separate the aforementioned shared hotkeys using my own hotkey names to do so.

Good karma+2 votes