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Comment History
Davias_Arzgul
Davias_Arzgul - - 13 comments @ Mod Manager v1.3 - Mod Merger Preview

Awesome !

Conflict resolution will be hard unless reading the content of conflicting files I think... Since some mods are ok for overwriting, others are touchy (load order matters) and some just doesn't like to be together unless doing some modding to clear inconsistencies.

Are inactives mods not present or commented ?

Good karma+2 votes
Davias_Arzgul
Davias_Arzgul - - 13 comments @ DoW Mod Manager 1.3 WIP

Gosh I just re-read Kasrkin comment and actually he was talking about something else ! That was indeed already fixed in 1.2... Anyway thanks for fixing the stuff with ;

Good karma+1 vote
Davias_Arzgul
Davias_Arzgul - - 13 comments @ DoW Mod Manager 1.3 WIP

Thanks for checking it ;)

Here is the link to the previous thread :
Moddb.com

Good karma+1 vote
Davias_Arzgul
Davias_Arzgul - - 13 comments @ DoW Mod Manager 1.3 WIP

Hi brother Cosmocrat, thanks for the mod manager ;)

If you read the thread about v1.2, I already mentioned the error reported by brother Kasrkin84, that a line starting with ";" were not properly handled (as opposite as those beginning with "//").

As well as some other suggestions ^^ please if you can read it that would be cool.

Good karma+2 votes
Davias_Arzgul
Davias_Arzgul - - 13 comments @ DoW Mod Manager 1.2 + 1.3 (OUTDATED)

About last part of my message I see that you already thought of that (and even more ! create a new module file from scratch) in main comments section ! great and much thanks for the tool ;)

Good karma+1 vote
Davias_Arzgul
Davias_Arzgul - - 13 comments @ DoW Mod Manager 1.2 + 1.3 (OUTDATED)

Thanks for the update ^^

If there are lines commented with ";" the manager reads them as un-commented lines sadly, hope it can be fixed in the next update.

Would be nice to have the mod version displayed in the left pane too, to visually check if every mod is up to date.

The top of the top would be to be able to drag and drop required mods in case of mods that are touchy with load order, to quickly test different load orders without having to edit a textfile. But this is a bigger update :P maybe just double-clicking or right clicking on a mod to be able to launch text editor would be super cool already ^^ then a button to refresh mods in the manager would be needed or something similar.

Good karma+1 vote
Davias_Arzgul
Davias_Arzgul - - 13 comments @ Campaign Generator 1.2.1 (DoW SS:UA)

Hi brother Skellskull, thanks for the new update.

I have a problem with Map Finder, every time I try to scan for maps it tells me "invalid directory" despite entering my SS directory... (tried with and without quotes " )

Also did you saw my answer to your reply in the comments of v1.1 ?

Good karma+2 votes
Davias_Arzgul
Davias_Arzgul - - 13 comments @ Campaign Generator (DoW SS:UA)

Thanks for your answer :)

I meant restriction of the size like 127, 256, 512, 1024. For example if I play big armies/titans war with UA 2 vs 2, I'd like to be able to get rid of the list maps smaller than 512.
Or to reach final tier in UA to get rid of maps without any critical points. Same idea about relics, slag deposits, number of SP. You could define a range, for example :

for my game 2v2 in UA with big armies, I want to have some power boost but not too much, I want opponents to fight over the relics and the critical points to have a challenge, I want a lot of SP to have a lot of turret outposts to defend and to spice it a bit, I want maps to be more ore less symetrical for a bit of balance... I will have theses restrictions for the map list:
- number of players : 4, 6, 8
- map size : 512, 1024
- Relics : min value 2, max value 3 (I want to filter to get only maps with 2 or 3 relics)
- Criticals : min 0, max 2 (sometimes no critical point, no final tier, to have varied challenge)
- Strategic Points : min 32, max infinite (I want maps with minimum 8 points per player)
- Slag Deposits : min 4, max 4 (one for each players)

Of course it implies reading info inside the map files, I have no idea if it is easy or not to do... but it would be cool and super customisable, especially enjoyable when having hundred of maps and having to choose before each play ^^

Also, about the original maps not being scanned by the mapfinder, since the list is known, you could add an option for non-UA players to add the names in the list after the scan. The names could pre-stored in a textfile or something ? No worries about me, I'm already an UA user ^^ but it could be useful to someone else.

Good karma+1 vote
Davias_Arzgul
Davias_Arzgul - - 13 comments @ Campaign Generator (DoW SS:UA)

Cool idea !

A nice addition would be to be able to restrict maps size too, to avoid too big/small maps for example.
Even further to set ranges to restrict numbers of points/relics/slag deposits/criticals.

I don't even know if is possible :) I'm dreaming already.

The tool is very cool already ^^ thanks

The readme is saying that the tool to scan maps will touch them a bit, what will it do exactly ? formatting the name or something else ?

Good karma+1 vote
Davias_Arzgul
Davias_Arzgul - - 13 comments @ Compatible Mods

Just tried Adeptus Mechanicus Explorators beta, I was hoping to do a 4v4, two explorators and two Codex's Ad Mech vs 4 Necrons AI... No luck, AI for the new mod is not working with Codex :'( Also the "Advanced Build" Codex icon is replacing two abilities of the Explorator's heroes...
I can play them but their AI is dead...

Good karma+2 votes
Davias_Arzgul
Davias_Arzgul - - 13 comments @ Compatible Mods

Sorry I never tried online with this setup...

Good karma+1 vote
Davias_Arzgul
Davias_Arzgul - - 13 comments @ Ultimate Apocalypse Mod (DOW SS)

Greatest mod indeed ! I just wanna say that I experienced sync errors too in multi since 1.86, no problems with 1.85...

Good karma+1 vote
Davias_Arzgul
Davias_Arzgul - - 13 comments @ Compatible Mods

Thanks for Codex mod, I couldn't imagine getting back to vanilla SS since I'm using it, sadly I can't combine with all my favorite separate race mods...

The mod seems compatible (on my rig) with :
- Inquisition Daemonhunters
- Black Templars
- Salamanders
- Witch Hunters
- Steel Legion
- Harlequins
- Tyranids
- Dark Angels (Already in Codex but it is cool somehow to have two flavors to choose from :)
- Renegade Guard (Also already present but same remark as for Dark Angels)
- RAGE (Same remark as for Dark Angels and Renegade Guard)

But is not compatible with :
- Chaos Daemons (You can never reach tier II because the upgrade icon is missing :(, AI can't reach tier II also... I know Chaos Daemons are already into Codex Mod, but the Chaos Daemon Mod (2.0) is so awesome, it is a shame I can't have both daemon armies in front of my Inquisition + Grey Knights team ^^)
- Craftworlds (AI is not working... but you can play them fine if you select them, too sad for the AI :( )
- Space Wolves (does not appear in army selector, not a big issue since Space Wolves are already in Codex Mod, but would have been nice to have two flavors ^^)

I tried to combine with the new Unification Mod in every order possible to see if it can somehow fix these issues but with no success, it either crashes or it does the incompatibilities I mentioned before.

I really hope someday I could play with all the race mods and codex together :)


Good karma+3 votes