Search found 18 matches

by Agemmon
Mon 14 Nov, 2022 11:39 pm
Forum: Modding
Topic: [Release] CompStompMod for DoW2 Elite
Replies: 8
Views: 9032

Re: [Release] CompStompMod for DoW2 Elite

Updated the mod for v2.9.8.3.
by Agemmon
Fri 22 Apr, 2022 5:56 pm
Forum: Modding
Topic: [Release] CompStompMod for DoW2 Elite
Replies: 8
Views: 9032

Re: [Release] CompStompMod for DoW2 Elite

Updated the mod for the latest DoW2 Elite release (2.9.8.1).
by Agemmon
Wed 10 Mar, 2021 9:52 pm
Forum: Modding
Topic: [UI] Client-side mod for Elite-like UI unit order in vDoW2R?
Replies: 3
Views: 8753

Re: [UI] Client-side mod for Elite-like UI unit order in vDoW2R?

*bump*

Anyone want to try and figure this out? I think this would be a great addition for the vanilla game and all other mods if we can get this working as a standalone SGA.
by Agemmon
Fri 24 Jan, 2020 9:51 pm
Forum: Modding
Topic: [UI] Client-side mod for Elite-like UI unit order in vDoW2R?
Replies: 3
Views: 8753

Re: [UI] Client-side mod for Elite-like UI unit order in vDoW2R?

I believe I found the trigger, or at least something that points to the actual trigger: https://imgur.com/a/QwYQp6n As we can see from the image I uploaded, I found this in the 'DATA\simulation\scar\Elite\config.lua' path. Looks like we just need this segment of the code: Elite.config = { -- sort UI...
by Agemmon
Fri 27 Dec, 2019 8:03 pm
Forum: Modding
Topic: [UI] Client-side mod for Elite-like UI unit order in vDoW2R?
Replies: 3
Views: 8753

[UI] Client-side mod for Elite-like UI unit order in vDoW2R?

Hey folks! I was wondering if it was possible to create a client-side mod (online compatible) for vDoW2 Retribution that forces the UI for the units in DoW2 to reorder itself based on the control groups that a player has set. In the Elite mod, units within the unit UI are reordered when a player is ...
by Agemmon
Tue 09 Oct, 2018 9:01 am
Forum: Modding
Topic: Multiplayer Campaign Mod Question
Replies: 2
Views: 5767

Multiplayer Campaign Mod Question

Hey folks! I suppose this question goes out to the more talented modders out there, but is it possible to change the player slot / number of the joining player in a multiplayer campaign? More specifically, is there any way to turn the co-op campaign into a competitive campaign by having the second p...
by Agemmon
Sun 23 Oct, 2016 6:15 pm
Forum: Modding
Topic: [Release] CompStompMod for DoW2 Elite
Replies: 8
Views: 9032

[Release] CompStompMod for DoW2 Elite

Hey everyone! I know that there are a few of you out there who enjoy playing alone or with your friends against the AI, so I've decided to upload a simple mod that changes the value of the "is auto-attackable" statement from false to true in order to make games against the AI a bit better,...
by Agemmon
Tue 23 Feb, 2016 9:15 pm
Forum: Community General Discussion
Topic: [Suggestion] AI Compatible Victory Conditions
Replies: 5
Views: 3287

Re: [Suggestion] AI Compatible Victory Conditions

I definitely agree that playing with and against other players is more fun, but that's not what I'm getting at. I think you're missing the core purpose of my initial post. Numerous AI changes were made in the new 2.5 version and they are somewhat in vain because the AI is incapable of recapturing fo...
by Agemmon
Tue 23 Feb, 2016 2:14 am
Forum: Community General Discussion
Topic: [Suggestion] AI Compatible Victory Conditions
Replies: 5
Views: 3287

[Suggestion] AI Compatible Victory Conditions

Hey everyone! I noticed that the 2.5 Elite released featured numerous AI adjustments, which is fantastic news for a few friends of mine that now play Dawn of War II with me. With help from Wise Windu, my friends and I have been using a quick and easy mod I created to make power nodes auto-attackable...
by Agemmon
Wed 16 Dec, 2015 4:09 am
Forum: Modding
Topic: Making Power Nodes Auto-Attackable Again
Replies: 18
Views: 10088

Re: Making Power Nodes Auto-Attackable Again

Perfect, everything works! That also actually helped me out for an old mod I was working on where I tried to have variants of the mod run through different shortcuts and module files. You, Wise Windu, are a miracle worker — thank you so much for your time and help :D
by Agemmon
Wed 16 Dec, 2015 4:05 am
Forum: Modding
Topic: Making Power Nodes Auto-Attackable Again
Replies: 18
Views: 10088

Re: Making Power Nodes Auto-Attackable Again

I had a crash at first, but then realized I forgot to add "-dev". After I added it in the target line of the shortcut, it just wouldn't start at all.

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*Edit: Ahh, okay, I'll try that now*
by Agemmon
Wed 16 Dec, 2015 3:53 am
Forum: Modding
Topic: Making Power Nodes Auto-Attackable Again
Replies: 18
Views: 10088

Re: Making Power Nodes Auto-Attackable Again

Hmm, actually, I do have two shortcuts now for it: one that launches Elite and one that launches CompStompMod, but the CompStompMod shortcut isn't launching the game. I just renamed my modified Elite.module to CompStompMod.module and put my backup of the unchanged Elite.module in the Dawn of War II ...
by Agemmon
Wed 16 Dec, 2015 3:41 am
Forum: Modding
Topic: Making Power Nodes Auto-Attackable Again
Replies: 18
Views: 10088

Re: Making Power Nodes Auto-Attackable Again

I can confirm that everything is working perfectly! :D Thank you so much for your help!
by Agemmon
Wed 16 Dec, 2015 3:34 am
Forum: Modding
Topic: Making Power Nodes Auto-Attackable Again
Replies: 18
Views: 10088

Re: Making Power Nodes Auto-Attackable Again

All good, I'm happy enough having you assist me!

I'm about to try it out, but here's all of my steps just in case it helps:

Step #1 (Edit process):

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Step #2 (Just showing that the files are there):

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Step #3 (Showing my shortcut and module edits):

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by Agemmon
Wed 16 Dec, 2015 3:26 am
Forum: Modding
Topic: Making Power Nodes Auto-Attackable Again
Replies: 18
Views: 10088

Re: Making Power Nodes Auto-Attackable Again

By putting in the square brackets, I just meant that as being any race. Chaos Space Marines have there listening post filed as "csm_listening_post.rbf" for example. I'll try the change to the module line and let you know how it goes!
by Agemmon
Wed 16 Dec, 2015 3:13 am
Forum: Modding
Topic: Making Power Nodes Auto-Attackable Again
Replies: 18
Views: 10088

Re: Making Power Nodes Auto-Attackable Again

Hmm, still doesn't seem to want to work for me. My file structure is fine in relation to the module information under [attrib:common], the auto-attackable extension is checked off for each respective race's listening_post.rbf and they are in the folder (C:\Program Files (x86)\Steam\steamapps\common\...
by Agemmon
Wed 16 Dec, 2015 1:32 am
Forum: Modding
Topic: Making Power Nodes Auto-Attackable Again
Replies: 18
Views: 10088

Re: Making Power Nodes Auto-Attackable Again

Ahh I thought I was right — yeah, I saw each of those earlier when I was excavating through the files. I actually have all of those for each race in the Elite_attrib.sga and saved them. It made an additional Elite_attrib folder inside the Elite / Archives folder. Running Dawn of War II – Retribution...
by Agemmon
Tue 15 Dec, 2015 9:11 pm
Forum: Modding
Topic: Making Power Nodes Auto-Attackable Again
Replies: 18
Views: 10088

Making Power Nodes Auto-Attackable Again

Hey everyone! I have a few friends who recently bought the Dawn of War master collection not too long ago during that black Friday sale on Steam. So far, they mostly enjoy the Last Stand game mode but they love good ol' comp stomps even more. I really don't know what happened to the Dawn of War II -...

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