Search found 18 matches
- 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.
- 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).
- 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.
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.
- 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...
- 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 ...
- 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...
- 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,...
- 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...
- 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...
- 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
- 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.
*Edit: Ahh, okay, I'll try that now*
*Edit: Ahh, okay, I'll try that now*
- 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 ...
- 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! Thank you so much for your help!
- 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):
Step #2 (Just showing that the files are there):
Step #3 (Showing my shortcut and module edits):
I'm about to try it out, but here's all of my steps just in case it helps:
Step #1 (Edit process):
Step #2 (Just showing that the files are there):
Step #3 (Showing my shortcut and module edits):
- 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!
- 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\...
- 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...
- 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 -...