Dawn of Warhammer 40,000: Firestorm Over Kaurava

The definitive Table Top conversion mod for Dawn of War.
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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Mon May 16, 2011 10:33 am 
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@bloodtitan : +1

But the true pain IMO for voice scripting Space Marines and CSM isn't the choice of accent but the emotion and feelings in their voice. CSM will be a true success if every time they open their mouth (or what can be considered as their mouth :mrgreen: ) it's to explain anger or slaughter etc...

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Mon May 16, 2011 1:00 pm 
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Yeah basically its gonna go like this:

Iron Warriors = Generic N. American accent, Evil, vox Robotica.
Word Bearers = Generic N. American accent, Evil, Missionaries, Possessed Daemons speaking for half of units but most sergeants, HQ, some vehicles.
Thousand Sons = Generic N. American accent, Arrogant sorcerers, wraith like voices for Rubrics but more natural smart voices for all Sorcerers.
World Eaters = Generic N. American accent, Utterly insane vox Grill FX.

Others to TBD are Death Guard, Emperors Children, Night Lords, and much more from that list.

The way you guys are describing things is the way its being voiced **BUT** its critical to establish a common accent for all chapters/regiments like Black Templars are Germanic.

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Mon May 16, 2011 2:40 pm 
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The way you guys are describing things is the way its being voiced **BUT** its critical to establish a common accent for all chapters/regiments like Black Templars are Germanic.



And for the remaining chaos legions, IMO we should just take a standart angry american (or canadian for the nationalists) accent.

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Mon May 16, 2011 3:40 pm 
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Hmmm that sounds too easy. :mrgreen: Surely not all CSM legions use a generic N. American accent? I think I understand whats needed for:

Death Guard - not sure on these guys..
Emperors Children - evil arrogant but kind of carefree?
Iron Warriors - evil old warriors with robotic vox of sorts for some units.
Thousand Sons - pompous sorcerers / rubrics as stone-cold wraiths.
Traitor Guardsmen - like guardsmen but tainted by Chaos..
World Eaters - hehe using Khorne Berzerkers as examples. Easy.
Word Bearers - Evil Missionaries with Daemonic Possession in some voices.

Alpha Legion - sneaky, backstabbing, what else?
Black Legion - Commanded by Abbadon so focused evil organized legion?
Blood Pact - Imp Guard + Khorne = insane sounding but still guardsmen-like.
Night Lords - not sure but think they should sound horrifically terrifying?
Red Corsairs - space pirates.. sneaking, unaligned, backstabbers.

For the Space marine chapters... heheh.. have to figure that one out.

Most of the Imperial Guard I think its all settled except for..

Last Chancers = insane desperate prisoners mostly?
Tanith = talk softly like snipers would. English accent? Some females in the mix.

So I am trying to get close to what is expected for each chapter/legion/regiment.

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Mon May 16, 2011 5:46 pm 
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thudo wrote:
Hmmm that sounds too easy.


:lol: :lol: I haven't heard such a thing since ages, but it was refreshing.


More seriously, that's your baby thudo, do whatever you want. I suggested a generic accent because in don't think we'll allow the player to choose the voice of its CSM in FoK (too many other things to do).

And instead of tanith, could you voice the ratlings ?

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Mon May 16, 2011 6:08 pm 
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Quote:
More seriously, that's your baby thudo, do whatever you want. I suggested a generic accent because in don't think we'll allow the player to choose the voice of its CSM in FoK (too many other things to do).
Well I do not want to tick off the fluff monsters like the movie did with Utramarines. :) I'm trying to be accurate as possible but then again when was the last time someone heard a Night Lord NightCrawler Marine squad say something? Right.. never. All of this is basically net-new. ;)

Quote:
And instead of tanith, could you voice the ratlings ?
That will be lumped in for FOK to use. This is what we got to explain Ratling personalities..

Ratlings
Notes:
Small, loud, hungry, lecherous, sneaky kleptomaniac humanoids who wish that they would be as far away from trouble as possible. Complaining and high tone expected.

You can find all Tanith scripts finished HERE. Yes we were.. thorough. ;)

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Mon May 16, 2011 6:08 pm 
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standard chaos should vary, every one no matter how poor or snooty can fall to chaos *snoff snoff*

especially if your a rich playboy toff your slanesshi b1tch for sure ^^

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Mon May 16, 2011 6:22 pm 
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Yeah I figured. Its being done. all of it :D

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Wed Apr 02, 2014 3:44 am 
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Whooaa long time folks..

Ok so much has happened since this thread was left off.

Check this out!

Yep you are NOT seeing things we have pretty much done all of War40k voiced and likely enough for modding War40k for generations to come! ;)

Now I am updating my voice credit list and cannot find the original voice actors for the following FoK units voiced. I downloaded the latest FoK from SVN but there is no mention of voice actors in the credit list. :(

Anyone know who voiced the following?

Death Guard
COMMANDERS
Sorcerer

Imperial Guard
COMMANDERS
Commissar Lord

VEHICLES
DevilDog
Hydra
Tank Hunter
Thunderer

Space Marines
INFANTRY
Vanguard Veterans

VEHICLES
Damocles

Any help with the above would be appreciated!

Oh and... anyone interested in voice scripting Deathwatch? I am doing some right now but could use some help especially on vehicles. Would not be much to do now as I am almost done all the Infantry units.

Hope all is well gents!

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Fri Apr 04, 2014 2:05 pm 
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That's nice to hear, but the latest internal update still crashes right at start. Is anyone still doing any coding work?


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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Fri Apr 04, 2014 7:50 pm 
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Gorbs mentioned there was an SVN sync failure but what specifically in the console or warninglog is the error?

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Sun Apr 20, 2014 11:19 am 
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I think I broke some Chaos squads merging some modifications back into the main trunk, but I can't fix it as the SVN appears to be down again.

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Tue Apr 22, 2014 3:44 pm 
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Understood..

Still.. no one can validate the voice actors above as they need to be credited with a name at least. ;)

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Wed Apr 23, 2014 7:57 pm 
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That's wonderful news thudo! Kudos! I still remember casting for you like 3 or 4 years ago, sadly spanish accent was not required. However I'm very glad this finally came together and is handy to generations of modders to come.

Gorb can I help in anyway?

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Sat Apr 26, 2014 7:00 pm 
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Yeah everything re: Crimson Fists/Pedro Kantor was done a while ago now in terms of voicing. As you'll notice on that link a few message back, we're just in the end phase right now for all of War40k voicing: remaining Eldar Units, all of Deathwatch, and just some lingering misc Space Marines and Imperial Guard units then we're all done.

I still need to identify those Voice Actors who did those characters I mentioned a few message back.

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Wed Apr 30, 2014 2:43 pm 
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SVN should be back up, with my latest commit reverted. I broke a few things, shouldn't happen again :P

No idea what VAs did what thudo, sorry.

@LordBaal: not sure, you're best off finding Mirage or someone. I don't see a problem with you playtesting, tbh.

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Thu May 01, 2014 1:12 am 
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Could you... you know, tell him?

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Thu May 01, 2014 8:43 am 
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Couldn't you? :P

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Fri May 02, 2014 1:58 pm 
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Don't know where to contact him. He's still roaming around here?

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Mon May 05, 2014 9:34 am 
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RelicNews, or Steam, generally.

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Fri May 09, 2014 4:12 am 
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I suppose I'll just mark those voices as <unknown> for now.

Btw, scripting done on the following... voicing now commencing..

Dark Angels
Land Speeder Vengeance
Land Speeder Darkshroud

Space Marines (Generic)
Scout Bike Squad
Scout Bike Squad Sergeant
Bike Squad
Bike Squad Sergeant
Captain
Damocles Command Rhino

Imperial Guard (Generic)
Rough Rider (Bike)
Rough Rider (Bike) Sergeant
Banner/Standard Bearer
Vindicare Assassin [almost done scripting]

Yep we're moving fast on these including 75% of all of Deathwatch/Ordo Xenos is scripted.

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Mon Aug 04, 2014 12:27 pm 
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nice work mate.

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Tue Aug 05, 2014 2:12 am 
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Voicing now done on all the above and more! All voice packs now updated so go see what has been added. :)

Now adding new Ork Units (Gorkanaut, Morkanaut, 4x Mek Gunz, and the Big Mek in Mega Armour + Oiler Grot) also having the forthcoming new Space Wolves Fliers (StormFang Gunship and Stormwolf) done also. Shant be long there.

Deathwatch/Ordo Xenos scripting is now 95% scripted as all battlefield spottings are complete. Very close to start voicing that massive project!!

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Sun Sep 14, 2014 2:04 am 
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Ok the following custom FoK/PoK scripts are being re-voiced so they are far more complete verses before which had too few lines written:

Space Marines
Misc
Techmarine
Sternguard Veterans
Sternguard Veterans Sergeant
Vanguard Veterans
Vanguard Veterans Sergeant
Honour Guard
Damocles Command Rhino

Chaos
Death Guard
Sorcerer

Renegades
Militia

Thousand Sons
Rubric Marines
Chosen Terminators

Misc Chaos
Slave/Cultist
Terminators (Undivided)
Terminators (Undivided) Champion
Dreadnought

Imperial Guard/Astra Militarum
Misc
Lord Commissar
Laser Destroyer
Devildog
Hydra
Thunderer

Of course FoK/PoK already has access too all voice packs so you will never EVER run out of a voice to use BUT I felt it necessary to use the voice scripts written by others on this form over the years so they do not go to waste. ;)

Also, Deathwatch/Ordo Xenos is VERY close to being script-complete. Progress is 98% done so if you wish to see it currently before we finish it all off ready for the voice actors/actress once more here it is: http://forums.revora.net/topic/88097-deathwatch-final-voice-script-list-in-progress/

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Sun Sep 14, 2014 1:49 pm 
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Wait, what, we have another loyalist scum faction in the works? I don't remember hearing anything about that.

Also I notice you're including voice scripts to over a dozen chapters that are all bundled together in-game as generic loyalist scum. Can the game recognize the paint scheme of the opponent or something?

Will you include a functional AI with it? Would be a nice add-on for a later public relase of the Soulstorm beta.


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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Sun Sep 14, 2014 6:58 pm 
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Um.. Deathwatch/Ordo Xenos is loyalist scum? Pashh! Yeaahhh ok tell that in front of a single 1st Company Deathwatch Terminator which by himself equals many marines in terms of power and prestige. Its hard enough to become a member of a Kill-Team LEST I MENTION how long it takes to be a Deathwatch Terminator whom just on his own could utterly annihilate many Traitor Legionnaires just by farting! hehe..

No this is NOT for FoK/PoK but it is available if they wish to use it for the future. Its only voices right now which is a huge part of the workflow of any project. I tend to think a few chess moves ahead.

Again, Deathwatch/Ordo Xenos is not in FoK/PoK.. I am simply working on all the voices.. everywhere.

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Mon Sep 15, 2014 8:54 am 
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thudo wrote:
Um.. Deathwatch/Ordo Xenos is loyalist scum? Pashh! Yeaahhh ok tell that in front of a single 1st Company Deathwatch Terminator which by himself equals many marines in terms of power and prestige. Its hard enough to become a member of a Kill-Team LEST I MENTION how long it takes to be a Deathwatch Terminator whom just on his own could utterly annihilate many Traitor Legionnaires just by farting! hehe..


Ha, typical loyalist scum propaganda!

Even SW furries claim they're the best marines and openly attack the Inquisition without fearing the DW.

Even DA emos claim they're the best marines and openly attack the Inquisition without fearing the DW.

Even GK bathe themselves on the blood of virgins to fall in favor with the ruinous powers while openly making alliances with xeno forces and the DW dares not raise a single finger against them.

Really, it's a wonder how the chaos legions are still around when every named chapter claims they're the very best loyalist scum uber marines around! :lol:


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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Mon Sep 15, 2014 7:16 pm 
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Except Deathwatch/Ordo Xenos picks from the best of all the Astartes legions and this is reflected in their high overall stats in TT which makes sense considering how hard it is to meet the Inquisition's standards even in their own Chapter + DW in TT is represented by a very small handpicked # of minis so you won't see legions of them. They are designed for pinpoint strikes against the worst kind of enemies the standard armies cannot handle.

Are they little Primarchs each of them? Well no of course not and they can still go down if the DW player is an arse and squanders their benefits but generally they are quite powerful in TT.

Of course in the fluff you'll get the odd Chapter or organization in the Imperium skirting or defying the Inquisition.. where would be the sport if all was rose-pedals and lollipops, eh? :D

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Mon Sep 15, 2014 10:44 pm 
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By their high overall stats, do you mean the slightly-increased WS and BS?

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Tue Sep 16, 2014 4:30 am 
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Indeed but simply based on the fluff surrounding each one of them and the fact all their wargear are the absolute finest the Imperium and Holy Terra can equip AND the fact each Deathwatch Marine is incredibly experienced as service in the Long Vigil is, in itself, can be extensive.. there is simply more to them then just TT rules. Just the simple fact acknowledging that "out of a thousand Astartes only ONE is accepted into the Deathwatch" and then knowing how all the Marine Chapters themselves have these insane and sometimes absurdly impossible recruiting techniques just to become a Marine.. Yeah I can in some feeble way royally appreciate that each in the Deathwatch comes from hundreds or thousands of years of battle experience backed by arcane wargear and technology. Some of the coolest lore comes from the Watch hence why I have an interest in them.

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Tue Sep 16, 2014 11:14 am 
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You can't balance a game on fluff - simple as that. Fluff is biased to the perspective of whomever the story revolves around. Tabletop is the gameplay this mod bases itself on, because it presents a decent vaguely-balanced set of rules that make it fair for people to play against each other with.

And it doesn't matter how experienced someone is - they can still die. The only things that make an actual difference are things like innate toughness values (remember, for comparison, T4 is an average Space Marine. T3 is an average Guardsman - think of the difference there - and T5 is the baseline for huge alien monsters and virtually-unkillable followers of Nurgle).

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Tue Sep 16, 2014 5:58 pm 
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Of course although law of averages based on experience (years of fighting in the field), wargear quality, luck, # of your own fielded, etc can mean a heck of a lot and I'll put dollars to donuts that a single 1st Company Deathwatch Terminator will live on much farther than many MANY most BUT of course throw him into a dark Space Hulk teeming with Genestealers and.. well.. ;)

Of course DoW1 translation of TT is another story as game mechanics for TT verses an RTS have to be considered so yep.. there have to be tradeoffs to keep everything in balance.

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Mon Nov 17, 2014 8:34 am 
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thudo wrote:
.. there is simply more to them then just TT rules.


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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Mon Nov 17, 2014 3:08 pm 
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Hi there Fuegan! Could I interest you in helping fixing the internal AI? So that at least it doesn't randomly crashes?

Or anybody else willing to help on that for the matter?

Was quite busy until now, but starting next week should have some proper free time and would like to release a new public patch for the Soulstorm FoK beta before christmas. And somebody with some experience helping with the AI would make for a much better work.


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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Mon Nov 17, 2014 9:42 pm 
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Onard wrote:
Hi there Fuegan! Could I interest you in helping fixing the internal AI?


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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Tue Nov 18, 2014 5:10 pm 
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Which FoK faction AI has the issue? Sorry been out of commission working on other aspects of DoW1 items but mostly in voice scripting and acting. I am getting a large amount of voice work post-processed as actors have asked for final cuts so I can offer a download of many of the pieces done. ie. Just finished full voicing on the Astartes Honour Guard.

@Fuegan - is that something new-ish? Exceptional front-end mind you!

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Wed Nov 19, 2014 6:59 pm 
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thudo wrote:
Which FoK faction AI has the issue?


Imperial Guard AI has very high chance of crashing the match.

BT AI just sits there and doesn't do anything.

Space Marines AI makes stuff from their HQ but fails to build stuff from their barracks, seemingly forgetting that production structures now need a nearby generator to work.

The other AIs are working relatively well right now, and are actually even more challenging at higher difficulties. Except that they randomly get to build vanilla HQs, but few people seem to have minded that, so it's low priority.


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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Thu Nov 20, 2014 6:46 pm 
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Quote:
Imperial Guard AI has very high chance of crashing the match.
Likely do to an invalid call to an item in AE which is incorrectly spelled in the FoK Imperial Guard AI code.

Quote:
BT AI just sits there and doesn't do anything.
Similar to above but depends on console message as it will show what the exact BT AI error is as its failing to launch the AI due likely to AI syntax issue. Likely not hard to fix UNLESS after its resolved the faction logic is broken passed the above issue.

Quote:
Space Marines AI makes stuff from their HQ but fails to build stuff from their barracks, seemingly forgetting that production structures now need a nearby generator to work.
Same logic as other working FoK AIs that do build units when their barracks are close to a generator. The Space Marines AI code needs to merely be updated with that logic so it can benefit.

Quote:
Except that they randomly get to build vanilla HQs, but few people seem to have minded that, so it's low priority.
Isn't that working as designed? Adv. DoW1 AI always built a second HQ especially in an ally's base JUST IN CASE the main one gets over run so at least it allows the AI to come back under the protection now of its friendlies. ;)

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Sun Nov 23, 2014 2:08 pm 
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Joined: Thu Sep 25, 2008 3:49 pm
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Location: Ireland
good so you understand our issues Thudo, we need help my friend and you are the key.
there are a lot of problems Onard is working on but one of them he can't fix is the AI.

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Honour your Chapter. Garviel Loken will never be forgotten.


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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Mon Nov 24, 2014 5:10 pm 
Infernal Tester
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Joined: Wed Sep 24, 2008 3:40 pm
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Location: North Toronto, Canada
If I have the cycles I can assist with the FoK AI.

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 Post subject: Re: Help FoK with voice scripts!
PostPosted: Fri Dec 05, 2014 4:38 pm 
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Joined: Wed Sep 24, 2008 3:40 pm
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Location: North Toronto, Canada
UPDATE!

Just received the brand new Lord Commissar voice session from one of my premier actors and it is simply stunning! This character can be used for either a Standard or High-Ranking Commissar Lord of your choosing but this is a bonus unit as we already had a Commissar Lord voiced a couple of years back BUT this recent addition has all new script lines making him completely unique.

Also, waiting on my 14th+ Techmarine session <"Hail the Ominissiah!"> so that will also be available for the team if required.

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