Why, hello there!
The purpose of this mod is 3 fold:
1)To add random mission objectives to each skirmish mission in the Soulstorm Campaign
2)To try and improve the SS metamap AI and to add player HQ defence maps
3)To add a truck load of win conditions, including the famous Player Independent Win conditions, where each player has their own win condition which may change randomly! Some of these win conditions were created by KiteKaze, but all are detailed in the epic readme file.
I hope you enjoy this mod, even though the picture doesn't make it look very exciting - it's all about how the game plays, which is hard to convey through pictures. If you like variety...then you're in the right place!
I hope you enjoy this mod!
Ever thought that Soulstorm Campaign was just dull grindfest? Do you want something to spice the campaign up? Well good thing your reading this, since Fuggles just released a mod which allows random mission objectives or win conditions to be added in each skirmish mission in the Campaign. Not only that, but it has other improvements such as improving the metamap AI.
If you want more info, check out the readme for a detailed list of things about the mod. Check it out!
Welcome to the Random WinConditions Mod for the SS Campaign! Now with Fuggles Win Conditions Mod This mod quite simply adds more variety to the bread and butter of the Soulstorm campaign by selecting a random win condition when you enter one of the current 'skirmish' territories - i.e those which are not a stronghold or take and hold. In addition when you are defending your stronghold you start with an established base and some defence in place. After 30 minutes you get a ton of reinforcements as the surrounding troops rush back to save their stronghold. New to v1.9 I have changed the typo in the keen sight win condition and added a module to allow the random win conditions to run alongside the AI mod until the bugfix mod is made 1.1 patch compatiebl. Overall I think this mod is as finished as it's getting now. New to v1.8 I have attempted to encourage the AI into a semblance of usefulness. There is a chance now that your HQ will be attacked and that the AI will wipe out other HQ's if left to its own devices. That only took..ooh...4 versions after I made the defence maps... I'm slightly firing into the dark with the AI tweaks, but at least now it's theoretically possible to LOSE the campaign. Also changed the UCS error in the 'random' mission when adventure was picked and corrected the spelling in RokClaw Foothills Fixed. PDF explaining how to edit which random missions you can get in the campaign is now in the zip. New to v1.7 I have very kindly been sent some new win conditions by the ultra talented kitekaze! These are: Adventure - You have one elite squad that gains in power as it kills. Any PC players will get 5 waves of increasing difficulty for you to destroy with your cabal of monsters. Should you lose your HQ then your are killed. Note that you get a civilian and by killing them (delete) it will increase the difficulty. General - An army is only as good as its general. The more combat experience that your general gets the more powerful he becomes, which leads to buffs to the player's army. Colony - If you take a player's HQ down to 10% of its health then that player is force to join your cause. All buildings and units are given to the conqueror. These have been added to the 'Random' win condition so that they will come up during the campaign. I've added 'General' to all non scripted missions as well, because it's cool. Unfortunately I did have to alter them a little bit from the original state that I got them, so in parts the beautiful code has been made fugly, but I've spoken with Kitekaze about it, and he seems okay! If there are any problems with the new code then its invariably my fault, as it worked when I got it! XD New to v1.6 I have fixed the UCS problem with 1.5 (hopefully!) and added a fixed version of Rokclaw foothills New to v1.5 I have recoded the day/night and weather so it likes Tyranids and will be smoother, quicker and now has a touch less vision reduction. I've also changed the UCS ranges of everyting to try and avoid some of the errors that people have been having. I've successfully merged the tyranid mod with this by adding the tyranid mod as required mod 2 to the bugfix.module, so hopefully this is solved it. Also I have added Shakun Coast fixed, which is the Shakun Coast map, but with the impass map corrected. For SS 1.0, I recommend that this mod is played in conjunction with Maktaka's excellent bug fix mod for soulstorm, which polishes up some of the diamond's rougher edges as well as using the AI from the Dawn of Skirmish team. You can find this at http://forums.relicnews.com/showthread.php?t=193645 and is only a 7mb download, so stop making excuses- go away and GET IT DONE! This mod adds things not covered by the Patch, so keep watching it for upgrades post 1.1 when it's remade to be fully compatible. Welcome back. INSTALLATION INSTRUCTIONS OPTION A) I have the bugfix mod! 1) Ensure that you have copied the 'Movies' folder from the DXP2 folder which is found in the Soulstorm root directory in to the 'Bugfix' folder from Maktaka's install program. This will allow you to see the video files that are part of soulstorm 2)Extract the 'FugglesWinConditions' into your soulstorm root directory, along with 'FugglesWinConditions.module' and 'Bugfixrandom.module' 3)Fire up Soulstorm and in the game manager load 'Bugfix + Random Wins' OPTION B) I DO NOT have the bugfix mod! 1)Extract the 'FugglesWinConditions' into your soulstorm root directory, along with 'FugglesWinConditions.module'. 2)Ensure that you have copied the 'Movies' folder from the DXP2 folder which is found in the Soulstorm root directory in to the 'FugglesWinConditions' folder. This will allow you to see the video files that are part of soulstorm 3)Fire up Soulstorm and in the game manager load 'Fuggles Win Conditions' WHAT IS THIS AI MOD? The AI mod is a kickass piece of work which immeasurably improves the single player experience by giving the AI some actual capabilities. It's found at: http://forums.relicnews.com/showthread.php?t=188730 OPTION C) I DO NOT have the bugfix mod, but I want to use the skirmish AI mod! 1)Ensure that you have copied the 'Movies' folder from the DXP2 folder which is found in the Soulstorm root directory in to the 'FugglesWinConditions' folder. This will allow you to see the video files that are part of soulstorm 2)Extract the 'FugglesWinConditions' into your soulstorm root directory, along with 'FugglesWinConditions.module' and 'FugglesWinConditionsAI.module' 3)Fire up Soulstorm and in the game manager load 'AI + Win Conditions' NEW WIN CONDITIONS You will notice that in skirmish there is now the 'Random' win condition. This will act exactly the same as in campaign, picking from Annihilate Assassinate Blue Collar Battle Control Area Destroy HQ Economic Victory King of the Hill Land Grab Sudden Death Take and Hold Colony Adventure with the chance of random mine fields to boot. Note that assassinate is slightly different to regular in that the Orks will get a Warboss rather than a Mekboy. This might affect the game balance in skirmish, but my hands are tied as they are the only race who don't get their primary commander in assassinate! If you are to use random in skirmish then it is advised to run only random as your win condition. Land Grab - when the timer expires whomever holds the most land wins King of the Hill - You earn points for the number of points you own, first to 5000 wins Booby Traps - mines are randomly scattered before the match No More Games - If the eldar just has webway gates then they are killed. Scorched Earth - You are not defeated until every last building and unit is dead (excluding mines) Blue Collar Battle - Each player starts with 3 super strong builder units and is unable to purchase any more. When the original 3 builders are dead, so is the player. Compatible with FOK, FOK_BT, I:DH and SL, new races will need to be added to the SCAR yourself. Attrition - Every time that you lose a point, be it critical, strategic or relic, the powers that be lose confidence in your abilities as a general you are penalised requisition. For each subsequent point lost, the penalty increases. Espirit de Corps - For every point that you own, your morale increases. Conversely, losing points negatively affects your morale. Compatible with FOK, FOK_BT, I:DH, Nids and SL, new races will need to be added to the SCAR yourself. Keen Sight - All units have a small keen sight range (ie can see stealthed units). Compatible with FOK, FOK_BT, I:DH, Nids and SL, new races will need to be added to the SCAR yourself. Word Of the Emperor - At the start of each match a word is shown followed by the definition - go learn stuff! Random Difficulty - Each AI player is assigned a random modifier to power and req. It might be positive, it might be negative. This seems to overwrite the natural difficulty bonus, but will not affect the AI's other functions (dancing etc). Compatible with the dawn of skirmish AI. Crazy Money - Following a 2 minute grace period, both your req and power income will start fluctuating. Sometimes you might be rolling in power and starved for req, sometimes vice versa; sometimes you might be up to the eyeballs in both... and sometimes you will have none. No Fly Zone - Aircraft are struck from the game Weather - Adds a chance of random weather conditions to your map. This can be several types of sleet, rain or snow which affect morale, vision and speed respectively. The heavier the weather, the worse the affect on your squads. Daynight - Night and day cycling. Your vision will increase and decrease every 10 minutes. PLAYER INDEPENDENT WIN CONDITIONS The PIWC are a pair of win conditions, Diverging Paths and Winds of War, which basically do what they sound like they do- at the start of the match each player is allocated a win condition, which can be either annihilation, assassinate, take and hold, destroy HQ or economic victory. If you are playing the standard PIWC, Diverging paths, then this will be your goal until the end of the game. If however you are playing Winds of War then there is a chance that each player's objective will switch as the game goes on...be alert! On the right of the screen you will see your name and objective. Annoyingly, DoW can only display 7 such alerts at once, so I have set them up as a ticker, so periodically it will refresh and you will be able to see any missing conditions. The objectives - Annihilate - you win by destroying everyone else's buildings and builders. Assassinate - if you have assassinate then every other player will receive a commander. They then lose if their commander dies. Be careful if you get assassinate and start with a commander, this means that someone else has the assassinate goal too! Economic Victory - you win this by amassing a large amount of either req or power. The amount varies based on the number of players, as there is a high chance the map is larger. Eco target = 4000 + (number of players * 500) Destroy HQ - If you have destroy HQ then depriving an opponent of their HQ will take them out of the game Take and Hold - You will get either Strategic grab, Critical grab or Relic grab based on random chance and the map. Quicker than normal T&H you have to hold over 50% of your grab target for 5 minutes. I hope you like these win conditions, they have taken a staggeringly large amount of both effort and time to get working and are now roughly 7300 lines of code long! Probably best to use these win conditions seperately of any other, asides from maybe game timer although this takes up one of your 7 lines so you can only see 6 WC's at once. please note that the PIWC only supports vanilla SoulStorm. STRONGHOLD DEFENCE Now if someone attacks a stronghold that you own then you will start with a base, a couple of units and a stand in commander. After 15 minutes, as long as you are still alive, a bucket load of troops will turn up to save you. Note that placing buildings via SCAR is difficult as they seem to need much more room than the actual building when placing. For this reason, if you are defending a stronghold with a race other than native you may find some of the buildings do not spawn. I think this is limited to the Mars pattern command and the sisters confessor building (i.e the ones with really big footprints), but to recap - this does not happen when playing on the native stronghold - e.g IG on IG stronghold and is generally fine 95%+ of the time. Sadly, I can't realistically fix the building thing without radically redesigning the maps to be more open...which sort of defeats the point of the project, but there is ample space to just build the missing structure yourself. COMBINING WITH OTHER MODS To add fuggles win conditions to other mods you will need to alter the .module file, or create a new one. This is a fairly self explanatory process so let's examine the bugfix + random which does exactly this: [global] UIName = Bugfix + Random Wins Description = Unofficial bug fixes for Dawn of War - Soulstorm including random win conditions DllName = WXPMod Playable = 1 ModFolder = bugfix ModVersion = 1.05 ;; ////////////////////////////////////////////////////////////////// ;; List of folders to map for this MOD ;; order is important - the first Archives registered will be scanned for files first DataFolder.1 = Data ;; ////////////////////////////////////////////////////////////////// ;; List of MODs that this MOD requires to work RequiredMod.1 = FugglesWinConditions RequiredMod.2 = DXP2 RequiredMod.3 = W40k I have set this up to launch the bugfix mod (hence modfolder = bugfix) and have added the FugglesWinConditions as a required mod above dxp2 and w40k. To add another mod, simply add that as a required mod above DXP2 and W40K ensuring that the numbers are individual and consecutive. In the case of some w/cs you may need to edit the SCAR slightly to add new races. THANKS AND CREDITS I'd like to extend my sincerest thanks to the filefront staff for giving my work a home and for all of you guys who played my mods/maps. It was the comments both positive and negative that made it worth doing all of this time and I'm massively flattered that people seem to generally post really nice things about me! It means a lot. On the plus, I believe that this and Maktaka's mod makes SS a MUCH better single player experience - I hope you guys like it. I just need relic to fix the long load times as promised in the patch and we have a really good game on our hands! Prepare for...FROZEN IMPACT... TTFN, I hope you enjoy this modification for Soulstorm! Fuggles CREDITS: Land Grab concept by OmbrePhoenix Blue Collar Battle concept by Jinxter78 Maktaka for letting me use his Bugfix mod Thudmeizer for Crazy Money concept and Name Keen Sight concept by WarpObscura KiteKaze for Colony, Adventure and General
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