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Comment History
tyronebiggum7
tyronebiggum7 - - 24 comments @ Dwarves under attack

I hate to be "that guy" but is 0.9 going to be released anytime soon? Because hearing about all of the fixes and new features in 0.9 has completely killed any interest I had in continuing to play version 0.8.9b

Good karma+4 votes
tyronebiggum7
tyronebiggum7 - - 24 comments @ World Map: Old vs New

It might be hard to tell from the preview image but it looks like more detail and depth was added to everything overall.

Good karma+4 votes
tyronebiggum7
tyronebiggum7 - - 24 comments @ TPC beta v0.8.9b patch

Hey there darudaru,

This glitch is caused by using the thumbs down (back button) icon at the options menu after making changes (or not). What seems to be happening is that the back button sets the game to an incorrect resolution that skews where the mouse is clicking on the actual behind the scenes menu. Usually the mouse is clicking a spot a few inches above where you intend.

But anyway to fix this you could try going into these folders Documents->The Protectors->Settings and either manually editing or deleting the "Options.json" and/or "Advanced Options.json" If you delete them the game should recreate them the next time you launch it with working default settings that it configures.

In the future DO NOT use the back button at the options screen (until its fixed in future patches anyway), use the confirm changes (thumbs up) button instead to navigate away. Hope this helps, if not let me know and I'll think of something else. Or if it does help let me know as well so if others have this problem they can be referred to this fix.

regards,
tyrone

Good karma+4 votes
tyronebiggum7
tyronebiggum7 - - 24 comments @ TPC beta v0.8.9b patch

LOL wow that's crazy always neat to find out all the intricacies of the code. Good to hear that it was fixed. Big thanks to the team for quick response and feedback. Looking forward to next release.

Good karma+1 vote
tyronebiggum7
tyronebiggum7 - - 24 comments @ TPC beta v0.8.9b patch

Must be from some kind of conflict with the new repair system I would guess. Back in the day before fan patches and mods earth power would work if you loaded a save and used it on a damaged building, likewise it would work on buildings that were already present at map load. But with the new patch even loading a save does not seem to fix the problem, so it doesn't seem like a map check problem. If I had to guess it probably has to do with the negative resource drain over time that accompanies the new system where as under the old system resources were taken all at once and then hitpoints granted over time. With the spell I assume it basically pays zero resources and then forces a hitpoint change over 1 second. Maybe the game doesn't push the building hitpoint change through because it doesn't detect any negative adjustment to resource rate so it cancels it out right away. Or it might be based off the way repair gets auto-canceled when buildings receive damage interrupting repairs. Just speculation though because I can't see that level of the code, I might even be completely wrong. At any rate I have faith that the team will figure something out as they are very dedicated to the project and responsive to the community which is something you don't see very often in a lot of mods.

Good karma+1 vote
tyronebiggum7
tyronebiggum7 - - 24 comments @ TPC beta v0.8.9b patch

Error/Bugs so far

Riders of trarg- no bonus, penalties or neutral description

Gemberry- spell descrition error in spellbook repeats "non-mechanical/undead/extraplanar troops" instead of "(+25hp, +10hp per level; cures from level 3)" can be fixed manually on user side by deleting all or part of "non-mechanical/undead/extraplanar troops" in the English->spells.txt file

Order of Iron Fist:
- Mercenary General only spawns minotaur king
-Rage of sartek upgrade incorrectly shown in both slots 6 and 8 of minotaur keeps level 1-4. Check line 77 of faction code and include keep levels 1-4

Doomwood subfaction- Sorceror casting dominate spell triggers racial synergy bonus activated text

Alchemists goldify perk nullifys assasination skill granted by items at least with ranged damage

Licheguard of Zhur- Archive hero spell researches not registering new keep as Requirement, PSRJ and PSRO need to be added to the line 413 adjustments

General error- Hero skill tree screen at level up lists old incorrect mana costs for spells i.e. final necro spell for raise champ that had lowered mana cost in new patch etc.

Dark Dwark- main faction- guild build description "teeches" should be-> "teaches"

D. Dwarf high druid- with both "wild home" and "Mercantile Acquaintance" perks will cause crash when a match starts if not enough map space for placing both buildings at map load, probably not fixable or worth fixing really, just be aware

Good karma+1 vote
tyronebiggum7
tyronebiggum7 - - 24 comments @ TPC beta v0.8.9b patch

Really enjoying the new patch. Cut down on in game load times and crashes by a huge amount. Agree with most of the balance changes, especially the spell cost reduction for many spells that summon things. But one thing seems a bit off so I was hoping someone on the team could clarify. Why does the cryohydra have 15 armor and resistance? I'm assuming that was a mistake because that's the same amount that titans have. Shouldn't it be closer to something in the 5-6 range to put it in line with the other hydras?

Good karma+4 votes
tyronebiggum7
tyronebiggum7 - - 24 comments @ The Protectors of Etheria

Awesome work as always to the team. Very appreciative to hear that the next patch will be out so soon. One last thing I found was that the grand oracle classes soothsaying perk is supposed to grant +50 to vision range but hero vision range seems to be hard capped at 30. Not a big deal because 30 is still a lot but wanted to bring that to the teams attention before the patch drops.

Good karma+1 vote
tyronebiggum7
tyronebiggum7 - - 24 comments @ The Protectors of Etheria

How does the Alchemists Goldify perk work? Does it give gold the resource or crowns per hero kill? I've tried using it with an undead temporary lvl 20 hero and a Dark elf temporary lvl 20 hero. But the perk didn't seem to be doing anything. Perk description says "When your hero kills an enemy unit, it turns it into gold" so I thought it worked like assassination or petrify ability on basilisk

Good karma+1 vote
tyronebiggum7
tyronebiggum7 - - 24 comments @ The Protectors of Etheria

Wait what? Dragons have always needed a lvl 5 keep. Unless something has changed that description should be correct. If not I'll fix it but to my knowledge dragons should require a keep lvl 5. Unless you mean there is a spelling error somewhere?

At any rate also added a fix for the garden of the dead faction to the mega as well (had wrong spell research requirements). If anyone see's any other minor stuff that needs addressing leave a comment. Only things I can't fix are things that require the source code for the mod so no spells, animations, game mechanics, etc. No idea about fixing the ferry, haven't gotten around to even looking at or using it yet. Also realized that the problem with the void I was having was due to me corrupting my own file for the dark elves when I was modding them for my own personal balance tastes (because I only play single player), so I reverted the Dark Path faction to using the void instead of the lightining spire in the mega folder. And yes if you play multiplayer with friends you all need to have the same files so either back them up or make sure everyone is using updated files because game does not check integrity between players and different files being used will cause desynchs.

JoeTheBartender
You're welcome. Keep up the good work guys, really enjoying the mod so far. Factions, reworked spells, new units, and expanded map art is great. Looking forward to future versions. Also I've noticed that I can't edit the zombie unit with Dal Gurak's editor, any ideas? Give it a try on your end so I can determine if it's just me. I was trying to change stone cost to gold cost if that helps.

Good karma+3 votes
tyronebiggum7
tyronebiggum7 - - 24 comments @ The Protectors of Etheria

To the guy who mentioned the dark path faction not working. Here is a download for the fixed xml for that faction. Instructions are included in the folder. The only thing I couldn't get working was the void structure, which I instead reverted back to the default lightning spire for the daemon faction. To the creators, feel free to use this code if you haven't already fixed this issue for the next patch.

Mega.nz

Good karma+3 votes
tyronebiggum7
tyronebiggum7 - - 24 comments @ The Protectors of Etheria

lol. Dude it is not hard to edit a pdf, they don't have to remake them from scratch every time they update something. If they had kept up with it every time they implemented or changed something it would literally only take a few seconds to update each time. Heck I might even make an updated manual on the spells just to show how easily it can be done.

Good karma+1 vote
tyronebiggum7
tyronebiggum7 - - 24 comments @ The Protectors of Etheria

Don't get me wrong. I really like this mod. The expanded quest and campaign system, the unique factions, the cursed items, additional hero models, new units, expanded lore, class/race perks, improved editor, additional hero voices, etc. It is by all means a really great mod. But it needs a lot of polish on the minor things like spelling mistakes, glitches, the user Interface, and better documentation to make it a truly legendary mod. One thing in particular that would be nice would be an updated pdf on the new spells and spell spheres in the manuals folder.

Good karma+2 votes
tyronebiggum7
tyronebiggum7 - - 24 comments @ The Protectors of Etheria

An excellent mod but one thing that really needs to be addressed is the overly long descriptions in some of the text fields. It's fine to have long blocks of text for things like the race and faction lore because you can scroll. But many of the tool tips and window descriptions are getting cut off because of how wordy the descriptions are. For example in the window description of the Deathknight's "Thirst for Power" perk it says "Every time your hero kills a non-Undead, non-Machine unit, it produces an empowering soul on your hero's side. Each Empowering Soul" and then it cuts off. This text alone could have been shortened to simply "When your hero kills a living unit it creates an empowered soul which {does x}". Conversely some classes and factions have almost no description at all like the rouge, while the daemonologist description is two pages long.

Good karma+2 votes
tyronebiggum7
tyronebiggum7 - - 24 comments @ CornCobMan's Fun Mod for Soulstorm

Alright took me the better part of the afternoon but here is the fix for anyone interested.
1. Download the attribute file from version 1.76
2. Open the Corncobman mod folder and go to data->ai->races->dark_eldar_race
3. In this folder you need 2 ai files: under strategies-> darkeldarbuildbasestrategy.ai
4. Then go back to the previous folder and open Tactics-> darkeldarhqtactic.ai
5. Replace these two files with their counterparts in your soulstorm mod folder for corncobmans mod.

Good karma+1 vote
tyronebiggum7
tyronebiggum7 - - 24 comments @ CornCobMan's Fun Mod for Soulstorm

An excellent Mod corncobman, one of my most favorite. However I noticed that the Dark Eldar AI seems to be broken. Going through the AI files for the Dark Eldar it looks like this is being caused by your switching of the mandrake with the warrior units. I am currently trying to see if I can fix the issue myself but on the off chance that you read this your help on the matter would be greatly appreciated.

Good karma+1 vote
tyronebiggum7
tyronebiggum7 - - 24 comments @ Eternal Confrontation

This could easily be the best Soulstorm mod out there if only the missing textures, bad animations on some units and certain sound files were fixed. If needed I could even go through and compile a list of all the things that need fixing so that the next version can be even more enjoyable. A great mod otherwise and I hope Dantles will keep up the good work.

Good karma+1 vote
tyronebiggum7
tyronebiggum7 - - 24 comments @ Eternal Confrontation

To you and anyone else who is interested I found a work around for the missing texture on the Vostoryan General.

1. get Corsix's mod studio 0.5.5
2. open Corsix's mod studio and select "Load Dow:SS mod"
3. Select and open "Eternal_Confrontation.module", click "data" on left panel, then click subheader "attrib", then click "ebps", then "races", then "guard", then "Troops"
4. Scroll down until you find "vostroyan_general.rgd", open this, then under it's game data select "entity_blueprint_ext", click "animator"
5. Under animator properties you should see "value", in the value text box paste "Races/vostroyan/Troops/vostroyan_general" without quotes.

That will replace the broken missing texture with a useable one.

Good karma+1 vote
tyronebiggum7
tyronebiggum7 - - 24 comments @ Changelog

Any chance you could make a custom patch for the base game that fixes the Item limit so that the base game can use kharn's item pack?

Would it be possible to add the other fixes to such a patch?

*Fixed bug where units were not being produced in late late game
*Increased army memory limit to 10000 (was 5000) - fixes crash/bug in late game and allows more units to be added in the editor
*Increased building memory limit to 10000 (was 2500) - fixes crash/bug in late game and allows more buildings to be added in the editor
*Increased feature memory limit to 10000 (was 5000) - fixes random huge map bug and allows more features to be added in the editor
*Increased item memory limit to 10000 (was 1000) - fixes crash/bug in chest-heavy game and allows more chests to be added in the editor

I like your mod but sometimes I just want to play the regular game without worrying about crashes.

Good karma+2 votes
tyronebiggum7
tyronebiggum7 - - 24 comments @ Kane's Wrath Unofficial Big Bang Patch 1.04

I think the best course of action would be to either...

1. remove it entirely because it ruins the already limited use of land mines.

or

2. move it to the commando units (mastermind, nod and gdi commando). In this way your $2000 unit doesn't get blown to smithereens and from an immersion perspective it would make sense that commandos are more 'aware' of their surroundings (landmines) and better trained than regular soldiers (like how commandos can't be mind controlled).

or

3. equalize nod and scrin stealth infantry detection by adding stealth detection to shadow teams and ravagers. This way gdi has stealth detecting snipers (good for spotting vertigos before they reach your base) and scannerpack upgraded zone troopers. That way each side has at least one infantry unit that can detect stealth and it helps make shadow teams and ravagers a bit more useful. also each side having one stealth detecting infantry is helpful if your vehicles and warfactory are destroyed and you need a quick stealth detecting infantry while you rebuild.

Personally I think option three might be good for a change of pace, option one would be the next best choice and option two might also be worth considering. Always bear in mind though that you don't want to add TOO MUCH stealth detection or else stealth becomes ineffective.

Good karma+2 votes
tyronebiggum7
tyronebiggum7 - - 24 comments @ Reaper-17 Fortified Base

Outstanding.

Good karma+1 vote
tyronebiggum7
tyronebiggum7 - - 24 comments @ Black Hand's Air tower

Sounds fair to me.

Good karma+1 vote
tyronebiggum7
tyronebiggum7 - - 24 comments @ Kane's Wrath Classic

Thanks again man.

Your doing a great job. Hope everything goes well with learning how to edit the default tib spikes.

Good karma+3 votes
tyronebiggum7
tyronebiggum7 - - 24 comments @ Kane's Wrath Classic

Thank You! Finally I can enjoy Kane's Wrath the way it was meant to be played once more! This mod has fixed the economy, the AI in skirmish and conquest mode. the AI no longer builds only refineries and never attacks.

So glad that someone finally created this much needed mod. Great Job egozi44.

Good karma+4 votes