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Imperial Guard and Warhammer fan from Tas, Australia I like Ogryn a lot, and also play a range of other games Feel free to say hello Dabbling in modding half life 1 to tell the story of Otis Laureys' where-abouts in Operation Thunderbolt

Comment History
Laser_Guided_Donut
Laser_Guided_Donut - - 15 comments @ GoldSrc M.A.R.S. scene1 v1

Love it - i'm confused though, are you making a playable mod, or a sandbox for graphical effects?

Good karma+1 vote
Laser_Guided_Donut
Laser_Guided_Donut - - 15 comments @ (new mod) Breakthrough is impossible (in dev)

I love what you've put together so far. I'm not a person with any technical modding skills but I'm happy to provide constructive feedback and positive support!

Good karma+2 votes
Laser_Guided_Donut
Laser_Guided_Donut - - 15 comments @ Unification Mod - Dawn of War: SoulStorm

It's kind of tricky because the game itself does work regardless of which order you over write things, but can also work in two or three different outcomes

each install can be different from another players globally and still work absolutely fine in singleplayer but not work multiplayer because there may be different things you didn't acquire

Generally my advice is to run through all the mods that you want to add (outside of Tyranids and Steel Legion as one is outdated and the other dysfunctional) and install all of the base mods first, before proceeding to apply the patches

also make sure that if your friends install the game they get the same selection of mods and follow the same patch sequence;

My own patch sequence looked like this (because I didn't like LOTD you'll notice I did not install it)

>>> BT 02.2
>>> SAL 2.01
>>> SAL v2
>>> IMPERIAL FIST + SALAMANDERS COMBIPATCH
>>> VANILLA MODEL FIXES (copied Data folder into Unification_Bugfix)
>>> RAGE INSTALL + PATCH

+++REMEMBER: OVER-WRITE WITH ANY PROMPTS ASKING+++

>>> RUN 4GB .EXE PATCHER ON BOTH GRAPHICS CONFIG AND SOUSTORM EXEs

let me know if this works! I could send you a more detailed instruction set if you need more assistance

Good karma+1 vote
Laser_Guided_Donut
Laser_Guided_Donut - - 15 comments @ Imperial Fists

Some brief feedback from my experience so far;
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As always, thanks for reading
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I've observed with Imperial Fists that centurions are limited in the same regard as terminators; you may requisition 1 of each type but not 2 of one type. I think this should be changed because personally I tend to rely on them for high lethality fire support that other units just don't offer, even with combi weapons etc.

Shield squads are good troops to catch bullets and trade with light stuff but for T2 i find that Assault Centurions are really squishy for their job and have trouble killing enough to be worth your time. I also find that devastator centurions struggle to survive in the mid game because they are a bullet magnet and as heavy infantry there is a lot in there which can end them quickly

My suggestions are basically to give them each slightly better armour, and make it so you can have 2 centurion squads regardless of what that makes up (1 assault/1 dev or 2 assault or 2 dev) simply because I think that they should be more effective as a breakthrough unit and since siege squads don't seem to buff their armour much anyway they could do with a lot more toughness

Just as I'm typing this I don't really have opposition to the idea of Centurions receiving these things as upgrades, but it would put a bulge in the side of T2 resource cost which I already find to be a big speedbump

(keep in mind, this is just me crash testing them on skirmish mode, I am probably not objectively very good at planning a build order or micromanaging them, although I feel like this might also impact the general experience of playing them)

Worth noting, I've been loving the mod so far

Good karma+3 votes
Laser_Guided_Donut
Laser_Guided_Donut - - 15 comments @ Unification Mod - Dawn of War: SoulStorm

Oryns' Player Feedback Notes
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As always, thank you for reading, I hope this is helpful
+++++++++++++++++++++++++

Hey there! Keep getting a SCAR error when I try to play Kill Team mode; I've unticked all other objectives options and have tried changing teams from fixed to random placement but can't seem to get it to work - I've tried a few different maps, this was using the Imperial Fists Vanguard faction btw, I haven't tested other armies yet!

Other brief notes;
+ you have probably heard this millions of times but the Steel Legion seem to not be recognized by Unimod Race Config, I'm unsure why as the mod directory and .mod file show up; as I'm typing this out I think maybe it must be due to a difference in the .mod file name and the folder directory. Worth looking into.

+ I observed some feedback items with Imperial Fists I will unpack on that mod page to save you clutter here

+ I will do the same with salamanders after a bit more testing

++ Legion Of The Damned are not a very effective army in general, but perhaps more importantly they are not very fun to play. Their sound design for units moving around is very unstimulating and muted, and their soundtrack doesn't really work well enough without ambient gameplay sounds to flesh it out

LOTD seems to be a few things; (and I DO understand this is a lesser priority as it should be)

A) The units it offers deplete base health - but they are also time consuming to spawn and especially builders could be quicker; bikes are okay. They depend too much on expanding strat points as their T1 stage seems to really lack basic firepower to consolidate them against a number of enemy grunts that can be spawned and co-ordinated in the meantime

+ I suggest making builders faster to produce so you spend less time sitting around for them; I also suggest making the portal stabilizers less anchored to strat points and use a 4th building of some form; maybe the stabilizers should be limited like turrets by how many LPs you have, but they should not be forced to be exposed and hard to defend

B) The research and many of the unique features seem more like setbacks for a masochist than they do viable mechanics for a balanced or feel good gameplay experience; If my base teleports WHY would I want to reset to T1? At that point, coupled with my emergency situation and my already slow to make and outgunned units it seems like it has the same result just to surrender, although less cheese for everyone (especially in annihilate)

++ I recommend changing this so they get a unit production speed boost and build cost reduction from LPs while their base is stabilised separately from a 4th building type, maybe teleport homers? This means that your first expansion is rewarded by being able to reinforce the important objectives faster and consolidate a defense when you can. It also means you can benefit from and be motivated to build LPs without risking your base eating itself from all the units you'll need to produce to defend them. In addition to this I think that separating stabilizers from LPs will give your army a liability to defend and keep players more entertained than just guarding caps

The only benefit I can see currently is that LOTD fit the flavour of Control Point Victory VC

Good karma+3 votes
Laser_Guided_Donut
Laser_Guided_Donut - - 15 comments @ Image 29

I look forward to trying it out

Good karma+1 vote
Laser_Guided_Donut
Laser_Guided_Donut - - 15 comments @ Unification Mod - Dawn of War: SoulStorm

Appreciate the quick response again!

So far Bugfix does not work - so we are trying plan B and I'm sending the directory to him using a filesharing service

Not so much because we may have not made any mistakes but more so because it's less of a headache

I look forwards to the next release where it seems that you will have streamlined much of this! - I told my friend early on in the process that it would be far easier if you could verify your local files against those of your friends account (without directly accessing it but letting steam check both ends)

thanks for the feedback, I hope this was helpful to you in your developing process

Good karma+1 vote
Laser_Guided_Donut
Laser_Guided_Donut - - 15 comments @ Renaissance Nova

Just an outline of where this mod is at and where I intend to take it

so far the mod scope is as a galactic age of discovery powered by futuristic renaissance technology; Primarily the exploration of the unknown and witnessing the birth of interplanetary and interstellar travel within the galaxy.

The mod starts during Galactic Year 1400 and progresses from there.

So far

Good karma+2 votes
Laser_Guided_Donut
Laser_Guided_Donut - - 15 comments @ Nice to NO you

Looks very cool

Good karma+1 vote
Laser_Guided_Donut
Laser_Guided_Donut - - 15 comments @ Frontlines: Fuel of War

Just letting other players know that there is currently a three times a week event hosted by Theanzacsgamers.com community - I recommend going into the forum website if you want to participate

I think their server is also listed on GameTracker if you needed the address but sometimes it changes

Good karma+1 vote
Laser_Guided_Donut
Laser_Guided_Donut - - 15 comments @ Space Empires V

Does anyone still play this in public multiplayer? would be fun to burn a couple of saturdays with it

Good karma+1 vote
Laser_Guided_Donut
Laser_Guided_Donut - - 15 comments @ Unification Mod - Dawn of War: SoulStorm

Thanks for the quick reply, I appreciate the feedback

We decided to skip the tyranid and Steel Legion packs but we are having some sort of version inconsistency

We both went through our directories and made sure we all had the same folders and did the same install process precisely, and our games are the same builds - I was just wondering if there were any other considerations that may have altered the directory or changed the files?

Thanks for reading

Good karma+1 vote
Laser_Guided_Donut
Laser_Guided_Donut - - 15 comments @ Laser_Guided_Donut

First contact! I'll probably be on this site a lot more often now.

Good karma+1 vote