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Comment History
stf911
stf911 - - 18 comments @ STF's Magic Cookbook

Make sure you don't update the game after you apply the mod.
Also, not all changes are implemented when loading a map you started before applying the mod - start a new map.

Good karma+1 vote
stf911
stf911 - - 18 comments @ Republic Commando: Battlefront

I'm getting a black screen when selecting some of the classes or sometimes while playing, while the game keeps running. Sometimes it fixes itself (when selecting another class or after dying). Tried reinstalling. Any permanent fix?

Good karma+1 vote
stf911
stf911 - - 18 comments @ STF's GSB Better Progression

I've found the reason, though it has nothing to do with this mod.
It was just an older version of that mod that broke with the latest game patch:

Forums.positech.co.uk

"I updated this to be compatible with the latest version of GSB. Previously using this mod would cause crashes whenever you retreated or issued a direct order. This is because, having been made previous to the implementation of those features, this mod would overwrite even the vanilla comm lines for those actions with nothing. When a direct action or retreat was queued, it would search for a communication line, and, upon finding none, would crash.

This simply integrates the vanilla lines for retreats, direct orders, and limpet mines and appends it to the end of the original Communication Improvement comms.txt."

Good karma+1 vote
stf911
stf911 - - 18 comments @ STF's GSB Better Progression

I've tested my mod on both the mission and the survival with Order, using multiple factions, and I've gotten no crash here, or during any testing I've done. My mod isn't really complex enough to crash the game...

Do a complete reinstall, then after installing one mod, do the same test you did above. Then install another one, and so on, until you crash, to find the culrpit.

Good karma+1 vote
stf911
stf911 - - 18 comments @ STF's Less Odious mod

Thanks for the feedback!

I did play Revelati's mod and it's fun in its own way, but its scope and goals are different enough that I wouldn't compare it much with this mod.

I'm currently working on making Medusa (because hybrid) faster, while making Dobrovsky (because elderly) and Slavsky (because overweight) slower. Small tweaks to their attributes may also be necessary.

Besides adding variety, this should help balance out the temporary characters, since Joan and Anna cannot use heavy weapons and Medusa cannot use any item.

Good karma+1 vote
stf911
stf911 - - 18 comments @ reduced melee weapon damage 2

The bayonet now has the same damage as Fist, but it can level its weapon skill and does better against medium and heavy armor.

Good karma+1 vote
stf911
stf911 - - 18 comments @ reduced charged weapon damage 1

The base damage for the flamethrower is in fact 20, but weapon skill, random chance and enemy armor are a factor.

Good karma+1 vote
stf911
stf911 - - 18 comments @ D2 Nevendaar Rebalanced

Hey there,

Thanks for taking the time to provide a well-structured feedback!

Now, it's been a while so my opinion on what constitutes a good change has shifted back and fourth a few times since I made this mod. I'll try to comment on your notes and hopefully answer some of your questions.

(the purpose of this post is only to exchange the experience)

-=[ Interesting changes ]=-
1. decreasing the costs for leaders
Yup. This, alongside the faster experience gain, was my attempt to encourage multiple main/backup leaders since I never liked the "all eggs in one basket" approach.

2. Kraken (really nice one!)
Thanks! Even though, I do miss the close Kraken vs Leviathan duels :P

-=[ Strange changes ]=-
a. "All Fighter Leaders get 15 armor."
Scouting leaders move a lot, can strike on the back line and usually attack first. Mage leaders can attack all 6 enemy slots, which synergizes very well with static damage increase and "on hit" effects from artifacts and stuff. Warrior leaders just get a little more health and damage? I firmly believe 15 armor won't change the fact that they are decent early-game and suck late-game (but the extra armor might make them a more obvious choice on fast maps). Also, I didn't quite get your comment here, but I assume you were saying that as an example, since there is no playable Elven faction in Dark Prophecy.

b. "Werewolf purchase price lowered to 500 gold and revive to 400 gold"
Well, Undead can also get the Wraith creature line in mid-game and the Damage Ward spell in late game (if playing a mage warlord) so I thought I'd squeeze in Werewolves as a pricey (but not debilitating) early-game weapon resistance option. Werewolves are also arguably the weakest weapon resistance option of the 3 (one-trick-ponies, only good for creeping) so I think the cost-benefit evens out.

c. "Drain Life and Drain Life Overflow attack source changed to Earth"
The reason is "fun", which is the same reason that I gave other races new damage sources to branching units (somewhat keeping the balance while adding more options for each faction)

-=[ questions ]=-
i. DL: Have experimented with double attack for fighter?
Not only that, I had been thinking of making leaders from different factions less copy-pasted. Good suggestion.

ii. Undead Hordes: changing zombie tree to be a meat (increased HP, decreased dmg and initiative)
I mostly spent my time on the Templar line, since the Zombie line was already more attractive to use. I think the idea sounds cool, but slow-and-sturdy is more of a Clans thing... I'll have to mull it over, but it might be one of those changes that are very subjective.

iii. Imperium: Just changing attack source for Angel to Life. Possibly changing: Holy Avenger to have same life and armor as Defender of Faith.
I tried giving the Angel Life damage source, until I realized that I created an unblockable army of Angels - not good design.
The HA is more of a reckless attacker, where the DoF is more of a resilient tank - making them more similar in stats for balance's sake would just blur the lines a little too much for my liking.

v. Exchanging warrior hero only
What do you mean by exchange?

As a final note, the point of my mod is not really to make the game more balanced - the developers did a pretty good job at that, barring a few oversights. The point is to make it more fun, by making it more fast pased and making different units viable in different situations, while keeping said balance (I got so tired of always ending up with 1 Lich Queen + 5 Deaths...).

Thanks a lot for the on-point feedback and some really good suggestions! If you still play this mod, I'd love to hear more from you.

Cheers

Good karma+1 vote
stf911
stf911 - - 18 comments @ DoW II: Codex Edition (Unofficial Continuation)

Any progress on this?
Same issue, tried all of the above plus a reinstall of the whole game and the mod - same error.
I don't have any of the DLC, if that helps (except the ones that come with the base Retribution game)

Good karma+1 vote
stf911
stf911 - - 18 comments @ Ultimate Apocalypse Mod (DOW SS)

Hi Devs.,

Your mod is excellent and I'm a huge fan, however there are a few minor issues about it, with pretty easy fixes, that may have gone under most people's radar and I haven't seen any comments about them or plans to change them, so here they are:

INTERFACE:
* When you enter the Multiplayer, Game Manager or Options menu, the interface style changes to that of the Tyrannids or Inquisition mods
* I think the style is a bit too neon-high-techy for W40K. You could provide an interface option closer to vanilla (your apocalypse_menu_second.tga comes to mind) in the installer, like the DoW Pro mod does.
* While I am aware that you do not officially support the campaign, I believe you should still provide the option in the interface and have a disclaimer in the main page - it's a really great feature that many want, even in its imperfect state (although, it runs pretty well for me personally).

SOUND:
* To me the EpicScore.fda track (the main theme of the mod, I presume) becomes way too repetitive if you play for a while, especially since there are also other versions of the same track in the playlist (you could make it so that it only plays in the menu, when you open the game or smth)
* The volumes for the Chaos Demons are a little out of whack, but the building loop sounds get the most irritating after a while, due to their volume (reducing their volume to 50% or 35% would do the trick)
* I believe this has been mentioned by someone before - some of the speech lines for the Chaos Daemons are a bit cringy, to the point that I mute voice volume when playing with them ("That sounds stupid!" - Demon Lord/Greater Demon Prince; "Alrigh, alright!" - Favored Demonette; etc.) - removing the more cringy lines would be an easy and acceptable fix.

TL;DR:
Please review and fix Interface graphics, add the Campaign option as is, remove the EpicScore.fda track from the singleplayer/multiplayer playlist, lower the building loop volumes for Chaos Daemons and remove the more cringy speech lines from some of their units.

If you read this comment, please let me know if the above changes are something that you would consider doing for the next release.

Thanks for your time and good luck!

Good karma+1 vote
stf911
stf911 - - 18 comments @ D2 Nevendaar Rebalanced

Thanks for input man.

I agree on you on both accounts and I see the point you are trying to make.

Fact is, though, the chance to hit (I looked it up) is possibly working as intended, we just don't know the complete formula. For example, you get a hidden To Hit bonus when playing on lower difficulties.
If I figure out the formula, I'll be sure to share the info and update this mod accordingly.

The heal mechanic can indeed be abused, but you could say the same about the werewolf's weapon immunity early-mid game, so I wouldn't say it's OP. It does make the game less fun though, like you said.
I could try and limit their attack somehow, like the Novice can't buff the same unit if it has already been buffed, but I'll hold this off until I at least get a half-decent idea on how to go about it.

Good karma+2 votes
stf911
stf911 - - 18 comments @ FX: Commander (Classic HW2)

Not sure if anyone asked this already but, are there any plans of adding megaliths, like HW2 was originally supposed to have? And how about those planet killers, will we see any of them anytime soon?

Good karma+1 vote
stf911
stf911 - - 18 comments @ Heroes 5 TotE Mod Compilation

There was unfortunately an additional (and larger) conflict between the campaigns and the modded AI which I noticed after uploading (it was late and I didn't have time to properly test it then).
I've removed the AI so now there should be no issues and will work on making it compatible or something.
The new download should be up sometime today.

Good karma+1 vote
stf911
stf911 - - 18 comments @ Heroes 5 TotE Mod Compilation

Fixed!

The new version should be available for download as soon as it gets aproved.

Good karma+2 votes
stf911
stf911 - - 18 comments @ Soul Reaver 1 texture mini mod

It's not impossible, just extremely tedious (you have to manually import each texture - there are 1200+ textures in the game...) and the benefit is minimal (the texture sizes are fixed).
The environments would have to wait for now (I'm still really new at this so progress is slow) unless someone offers to lend a hand.

Good karma+2 votes
stf911
stf911 - - 18 comments @ Soul Reaver 1 texture mini mod

Thanks for the encouragement, I'll give it my best :)
Also there was a bit of a screwup, the files should be up now.

Good karma+1 vote
stf911
stf911 - - 18 comments @ raziel facelift

I know it conflicts with the storyline somewhat. Besides, I bet Raziel would be less ****** off at Kain if he could still pick up chicks.
However, (like I said in the description) it's just something I did because I felt like it (as in, I never planned to include this in the mod, but if I do, it would be a separate download) and also, it's not finished (the face is the only part I did)

Thanks for the imput though :)

Good karma+1 vote
stf911
stf911 - - 18 comments @ Interceptor

just a thought. the same ship in homeworld 1 had the cannon on the other side, so I'm assuming this version will ultimately be the same, symmetry-wise... right?
I'm asking because the rest of your ships are spot on when looking at the screenshots.

Good karma+1 vote