View Full Version : [DoW2/CR] Dawn of War II: Total Carnage - Update w/ Screenshots, post #114!
Croaxleigh
2nd Mar 09, 12:39 AM
Though I've all but disappeared from the modding scene lately (yes, I'm still working on mods... just haven't been all that active lately in large part because of work being busy and me liking being able to do things like pay the rent), I've had an idea building for a little while for a Dawn of War 2 mod. It's the DoW2 version of a mod series that I started back with Dark Crusade... Total Carnage.
Here are the goals of Dawn of War II: Total Carnage:
- Squad size adjustments for certain units
- Weapon loadout adjustments for certain units
- Increased squad cap for all armies
- Stat rebalance for certain units
- Persistent bodies added (because it can't be Total Carnage without the carnage)
- Improved, more aggressive AI (powered by TrueAI (http://forums.relicnews.com/showthread.php?t=217360))
- Incorporation of Fuggles' additional Victory Conditions (http://forums.relicnews.com/showthread.php?t=215621)
- Additional tweaks not specifically included in this list
Given my other mod work (and writing work, which has been seeing a major surge lately) and the fact that I've only recently finally committed myself to the project, it may be a little while until I have a playable version of the mod available. As soon as I get caught up on one or two of my current modding commitments then I'll try to get an initial release of this mod put together for testing purposes, however.
More updates and information to come as soon as they're available.
Additional discussion on this mod can be had on the Modthing forums, located at http://www.ominouscow.com/modthing/.
Releases:
Dawn of War II: Total Carnage v. 0.25 - Space Marine Preview (http://forums.relicnews.com/showthread.php?p=3566876#post3566876)
You have my interest, already. :)
Croaxleigh
2nd Mar 09, 3:39 AM
Just got the clear from Fuggles to include his Victory Conditions in the mod, so there will be a number of play options available in addition to standard Victory Points and Annihilate.
demetrius
2nd Mar 09, 3:54 AM
good,is it posible this is question for all moders,to reconfigure maps,by that i mean covert all points on the map to requsiton points and add generators buildings for power??is it posible to build turets around the base of course with engineer???will you add few buildings like baracks,machine pits,turets,mines,flying units and power genarators like in dow1??
Croaxleigh
2nd Mar 09, 5:17 AM
Most of those things will be possible with a map editor, though they aren't at the moment. It would theoretically be possible to make a random "builder" unit who could set up turrets, but with a leader or two that create turrets it would be more or less redundant. As for adding buildings into the game, that mostly won't be possible unless Relic releases an Object Editor or someone figures out how to get new models in-game without an OE... and even if the tools were available, there wouldn't be much use to a lot of the buildings. (Flying units would be a different matter entirely, of course; aside from not really knowing how they'd be implemented, they wouldn't really fit in with the scale of units in DoW2... it'd be a bit odd for a large flying unit to just be hanging around that close to the ground.)
Copernicus
2nd Mar 09, 8:47 AM
At least this "turn all energy points into requisition points" is possible through SCAR-code, buildable generators should be doable as well (without SCAR).
Croaxleigh
2nd Mar 09, 1:44 PM
Thinking about it, generators may be edited a bit in regards to how they work in the mod... they won't be buildable by a random unit, most likely, but I might have a little bit of change for 'em after all. Since power can be strained in the normal game and this mod will kick things up a notch, it'd make sense to offer up a way to increase power a little more (in addition to Fuggles' QS conditions.)
the_hunger
2nd Mar 09, 2:07 PM
Good to hear about your mod, Croaxleigh. I am most interested in your statement about an "Improved, more aggressive AI." Could you elaborate regarding your plans for the skirmish AI? I think that most people's concerns relate to the spamming of tier-1 infantry and tier-2 vehicles (one type), along with the AI's failure to use special powers.
khronosforce
2nd Mar 09, 2:16 PM
i like it specially someone gonna make a mod with my idea of rebalancing
Croaxleigh
2nd Mar 09, 3:41 PM
the_hunger: Well, I've been reading through the AI files and there's a lot of room for expansion there (provided that it doesn't lead to bashing one's skull against a convenient wall because of having to stare at all of those .ai files while tweaking them.) I don't plan on creating anything nearly as advanced as the Skirmish AI that Thudmeister and team created for Dawn of War, but I'm going to try and work it so that there's a better balance of units, less vehicle spam, more use of abilities and wargear, and hopefully much more drive to get out there and attack the players. The AI is actually the only part of the mod that I've started real work on as yet, because the rest of the changes are easy-peasy.
I'm also shooting for making the "hardest" AI as ungodly frustrating and difficult as possible, for those who really want to get out there and kill some shit. If all goes according to plan, the hardest AI will be out to kick your ass from the very beginning of the match and won't let up until either you've won or it's ground you into the dust. While we'll have to see exactly how things turn out with it, I figure that's a good enough goal so that even if I fall a little short it'll still be an entertaining game.
HeLMuT
2nd Mar 09, 4:18 PM
Sounds to be awesome mang! Hope you can start soon.
Alastor
2nd Mar 09, 5:26 PM
I eagerly await news of your work.
Steel*Faith
2nd Mar 09, 5:37 PM
Sounds great! Would you be able to have more visual unlocks for the units (since online will be disabled, and we won't be able to level up). Also what about adding more weapon upgrades & abilities to the units?
Oxyminoan
2nd Mar 09, 6:08 PM
It was hard for me to swallow Relic releasing the game with only 2 game types...only one of which is even viable as a real gametype.
These types of variations should have been included in the release, especially Take and Hold. More proof that the game was shoved out the door too quickly. Shame on you, Relic.
Nice work here.
akuma85
2nd Mar 09, 6:23 PM
Relic lack of polish/content will only help mods in popularity imo. Your mod sounds nice. The thing I would like to see is more customization (like melee tacs or melee FC termi). Sadly... only SM come with loads of extra content.
Croaxleigh
2nd Mar 09, 10:57 PM
Paladin: I've been thinking of incorporating some of the visual unlocks, yes; they may even be included as additional squad wargear options if I can get 'em to work correctly.
Oxyminoan: All praise for the Victory Conditions should go to Fuggles... he's the one who coded them (and actually had most if not all of them done within the first week or so of the beta.)
Akuma: If the visual unlocks can be converted to wargear like I'm hoping to do, you'll see more customization possible like you're talking about. Total Carnage for DoW2 is going to be much more content-heavy than the previous Total Carnage mods, as they were all about getting more troops on the field; this one has a much grander purpose.
Steel*Faith
2nd Mar 09, 11:17 PM
That's great you're thinking about it! I hope it all works out for all of us.
I'm curious how much the gameplay will be altered, and how it will be altered? Do you plan on making cover more important/prevalent? In Xaero's IG mod he's already made an ability that let's you make cover, similar to CoH. Do you plan on adding this to the mod as well? Wreckage, and creating cover are the two most missed features i'm missing in DoW II, that I loved in CoH.
Croaxleigh
3rd Mar 09, 1:09 AM
Considering that wreckage is still on the list of things that Relic is working on, I'm not going to worry about adding it to the mod. I might adjust one or two things and have them make cover, but I probably won't go to much into that... most of my changes will focus on the units themselves, not on the gameplay (aside from work with the generators, etc.) This isn't going to be nearly as in-depth of a mod as my Dawn of War mods, but I hope that it'll still be quite fun to play. *smiles*
Steel*Faith
3rd Mar 09, 2:12 AM
Something small that i'd like to see changed, is when you upgrade the primary energy point, it changes graphically to represent your race. So instead of the generic node, it becomes a Nid generator ect.
Croaxleigh
3rd Mar 09, 5:27 AM
Well, I don't really see myself doing that for this mod... 'course, I like the generic energy nodes. *smiles*
Also...
CROAXLEIGH reads AI FILES!
CROAXLEIGH gains MODDING KNOWLEDGE +1!
CROAXLEIGH gains a level!
- SPACE_MARINES gain PLASMA DEVASTATORS!
- SPACE_MARINES gain PREDATOR TANK!
- SPACE_MARINES gain MINES!
- SPACE_MARINES gain TURRETS!
Next level at 1500 xp!
hellhunter
3rd Mar 09, 8:35 AM
Will be monitoring your progress... ;)
I'm thinking at the moment - is it possible to model a Land Raider for DoWII?
Croaxleigh
3rd Mar 09, 8:38 AM
I'm sure it's possible to model one. Getting it in-game without an Object Editor, though... that's the trick. (So basically, not at the moment. Hopefully eventually, though.)
Croaxleigh
4th Mar 09, 5:09 AM
The armored fist of the Emperor himself, the Space Marines are a fighting force without equal. Each soldier is like an army unto himself, with specialized units able to fill every need on the battlefield. This fighting force will strike fear into even the most alien mind, for the Space Marines are fear incarnate.
Leaders:
Force Commander
Apothecary
Techmarine
Troops:
Scout Marines (3 man squad + Sergeant)
Tactical Marines (6 man squad + Sergeant)
Devastator (Heavy Bolter) Marines (5 man squad + Sergeant)
Devastator (Plasma Cannon) Marines (5 man squad + Sergeant)
Assault Marines (4 man squad + Sergeant)
Vehicles:
Rhino Transport
Dreadnought
Venerable Dreadnought
Predator Tank
Notes:
- Tactical Marines were originally concepted as an 8 man squad, but that would have made the squads appear too large in comparison with others
- Each Sergeant will have a unique ability that will be usable only by their specific squad
- Space Marine squads will be expensive, making the Space Marines the slowest race to deploy; given that they are the Emperor's Space Marines, however, this doesn't mean that the army will be vulnerable or that the units will die too quickly to make them playable
- Squads will no longer be capped at level 4, but will instead be able to reach level 6; bear in mind that it will then be that much more of a loss for a full veteran squad to be killed in battle
- Scout squads will travel a bit further than other squad when automatically seeking cover
- Devastator squads will have a higher resistance to suppression than other squads, though this does NOT make them immune to suppression
- Tactical squads will have an option available to make them more deadly in melee combat as well (allowing them to have even more specialization)
- Assault squads will have a slightly increased jump range and will be more deadly in melee combat than other squads
More information to come as it is developed, including previews of changes made to the other 3 races.
khronosforce
4th Mar 09, 3:32 PM
meh nice work croax i'll love to play this mod
Alastor
4th Mar 09, 4:58 PM
Do you intend on changing the Carnifex at all?
I feel that anything that I have 2 assault cannons aimed at should die EVENTUALLY, and not just sit there because of regeneration staring my force in the face.
I think doubling or tripling it's health and doing away with the regeneration would do the trick.
HOWEVER, this could all just be the Emperor loving space marine fanboy in me (though I'm sure you can guess where my real loyalties lie) throwing a fit because something didn't die the instant it came into firing distance.
Croaxleigh
5th Mar 09, 12:28 AM
Pretty much everything's changing. *smiles* Doesn't mean that a 'Fex will be easy to kill, though...
Shuma
5th Mar 09, 12:32 AM
Or just attack the fex with Av weapons...
demetrius
5th Mar 09, 4:18 AM
wouldpopulation capacity be 100 or more??i like the idea of 300,not more,everything over will be to much.
-will you add abitlity that units can reinforce anywhere on the map??
Croaxleigh
5th Mar 09, 4:54 AM
Population is currently planned to be set at 200, though I've thought about maybe adjusting the pop levels a bit on a per-race basis for those who like a little more WAAAAAGH! in your wars (please note that this isn't a "yes I'm going to do it" sort of thing; it just crossed my mind when working on ideas for Orks and 'Nids.) I doubt that I'll add reinforcement from anywhere, but stranger things have happened.
Croaxleigh
7th Mar 09, 4:54 PM
Here's a screenshot from the mod in development:
http://www.ominouscow.com/TotalCarnage2/TotalCarnage_001.jpg
As you might notice, the Plasma Devastator squad has undergone a change or two. It is now composed of 5 units at spawning, featuring 3 Marines with bolters and 2 Marines with plasma cannons. The squad can also spawn a Sergeant at Tier 2, who obviously also comes with a plasma cannon. The standard Devastator squad features similar changes.
Croaxleigh
23rd Jun 09, 4:28 PM
It's been a while since I've done much in the way of DoW2 modding, since I was in the midst of moving for a while there and have been working on stuff for both the Tyranids mod and Depth of Heresy for Soulstorm... things are definitely moving forward with Total Carnage again, though. If all goes well I'll quite possibly be finishing up a preview build later this week that'll show off the updated Space Marines before moving on to the next race. Just not sure which race will be reworked next. *smiles*
BattleBrotherMo
23rd Jun 09, 7:12 PM
Could you please increase the size of the scout squads as they are weak and really they're the future of the chapter and they need to be trained so you're not just going to send 5 scouts out to get massacred
Croaxleigh
27th Jun 09, 4:45 AM
We'll just have to see when the Space Marine beta of Total Carnage is released... within the next 48 hours.
BattleBrotherMo
27th Jun 09, 5:29 PM
Man I sounded winy in that last post, and WOOOOOOOO :banana: :nervous: maybe a release in the next day or two!
Croaxleigh
28th Jun 09, 5:48 PM
Dawn of War II: Total Carnage v. 0.25 (http://www.ominouscow.com/TotalCarnage2/Total_Carnage_v_0_25.zip)
Please note that this is the initial Space Marines release... no other races have been edited in this release other than Space Marines, and the changes present in this version of the mod do not represent all changes that will be made to the Space Marines.
The .zip file contains 3 items: the "TotalCarnage2" folder, the "TotalCarnage2.module" module file, and the "DoW2 - Total Carnage" shortcut. There isn't a ReadMe file in this version, largely because I forgot to create one.
Keep in mind that this is essentially designed as a "preview" of the mod and is not in any way a full-fledged intensive beta. Some of the edits to the Space Marine infantry were done prior to my 2-month sabbatical from the forums, and their age is evident because of the visual bug that they have introduced. The first "real" beta will be version 0.5, and will likely be released after patch 1.4 to ensure both compatibility and the inclusion of all of the new abilities and the like that are being added by Relic in that patch.
Should any pressing issues be present in this beta that I was unaware of, a "hotfix" update will be released. A second beta may be released prior to 0.50 as well, though I can't guarantee this as yet.
= = = = = = = = = = = = = = =
Installation Instructions
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Unzip the "Total_Carnage_v_0_25.zip" file into your main Dawn of War II directory (make sure that you leave the folder structure intact while doing so; the .module file and the shortcut file should both end up in your DoW2 directory, and the "TotalCarnage2" folder should recreate its folder structure there as well.)
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Launching the Mod
= = = = = = = = = = = = = = =
Double-click the "DoW2 - Total Carnage" shortcut to launch the mod. This will launch Dawn of War 2 in -dev mode, loading the "TotalCarnage2" module in the process. Please note that movies have not been disabled in the shortcut.
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Removing the Mod
= = = = = = = = = = = = = = =
To remove the Dawn of War II: Total Carnage mod, simply delete the "TotalCarnage2" folder and .module file as well as the "DoW2 - Total Carnage" shortcut.
= = = = = = = = = = = = = = =
Features
= = = = = = = = = = = = = = =
- Devastator Squads (both plasma and heavy bolter) now feature additional members, with 2 heavy weapons in the squad
- Devastator Squads (both plasma and heavy bolter) now have Sergeant upgrades
- Assault Marines now have additional members and differences between the armor of those members
- Tactical Marines now have additional members
- Scout Marines now have additional members
- HP of infantry units has been adjusted
- Cost of infantry units have been adjusted (to keep the cost of more members from making these costs too high)
= = = = = = = = = = = = = = =
Changes to Come
= = = = = = = = = = = = = = =
- Similar changes to squad sizes, HP, and cost for all other races
- Adjustments to SM vehicles
- Adjustments to racial squad caps
- Squads will feature much more individuality in regards to the look of their troopers
- Refinement of the Devastator sergeants in order to give them unique abilities (i.e., making them so that they're not essentially carbon copies of the Tactical sergeant... they were remade at the last minute because of problems in their original files)
- Additional Victory Condition options
- Possible "Total Carnage"-specific maps (most likely not until v. 0.75 or 0.90)
= = = = = = = = = = = = = = =
Known Issues
= = = = = = = = = = = = = = =
- Several Space Marines units may have a rainbow-colored "no image" picture to appear on the left side of their selection tab; this is due to changes introduced in the 1.3 patch and some of the files predating that patch. This will be fixed in the next version of the mod.
Enjoy!
BattleBrotherMo
28th Jun 09, 8:52 PM
For orks I'm thinking squads of 15 because in one other mod you get a rain of 30 grenades from the stickbommas, marines seem good to me. Eldar probably should be in squads of 10 as they are more numerous then marines yet less so than an actual race. Tyranids should be thirty or so. I know I'm not the modder here and so I apologize if I seem rude but this is what I think
Croaxleigh
29th Jun 09, 3:34 AM
No worries... I'm always happy to hear the opinions of others. *smiles*
BattleBrotherMo
29th Jun 09, 4:33 PM
With the possible addition of the map editor can you make a victory condition that makes it so you have to hold a certain plot of ground for x amount of minutes then counter attack or receive reinforcements. This may not be W40K but I'm thinking something like minas tirith or helms deep in lord of the rings. The fortress maps are why I was thinking of the map editor
Croaxleigh
29th Jun 09, 5:16 PM
Hmm... though the SCAR that would be required is probably a bit beyond me at the moment, something similar to that should be able to be done now. I might try to get my peoples* on it and see if I can't make something out of this idea...
* = I suppose I need to get peoples first, though.
BattleBrotherMo
29th Jun 09, 7:53 PM
There is something similiar it's cope's defense mod, there's just not actual fortresses.
Croaxleigh
29th Jun 09, 11:42 PM
I was thinking something more along the lines of a game mode that let you switch back and forth between attacking and defending; maybe a game mode where your opponent only loses Victory Points if you're in attack mode, and you can only lose them if you're in defense mode... but if you're in defense mode and lose all of your VP's, you lose. You'd need to play aggressively to capture points while attacking, then fight hard to hold at least one when defending.
Eh, it's just an idea that came in the dark of night. *smiles*
BattleBrotherMo
30th Jun 09, 7:03 AM
I admit that sounds really good :donny: , I couldn't find one that claps so I'll make clapping sounds wit someone elses face
smeckma
30th Jun 09, 9:52 AM
So where can you download?
Croaxleigh
30th Jun 09, 10:00 PM
Download link in the first post and in post #35.
xanith
30th Jun 09, 11:19 PM
that idea sounds a bit like assualt/warfare from unreal tournament
Croaxleigh
30th Jun 09, 11:38 PM
Never played it. Had a friend who used to love that game, though... she said it was a great stress reliever after classes.
BattleBrotherMo
5th Jul 09, 8:41 PM
probably because you run around with giant weapons killing each other, and one question will you continue the mod? I'm not suspecting it's dead it's just that the latest "beta" of a patch has signicantly screwed it up and that would be more than I would want to fix.
Croaxleigh
5th Jul 09, 9:17 PM
I'm definitely continuing the mod... the likelihood of things being messed up by 1.4 was the main reason that I didn't overhaul the other races before the preview release. There are already plans for Total Carnage in a post-1.4 world. *smiles*
BattleBrotherMo
6th Jul 09, 1:22 PM
:awesome: :crazy: Yay
Fuzzykitten
8th Jul 09, 4:43 AM
Nice job on this mod so far i really look forward to the finished product, will be interesting to see what you do with the other three races.
FYI - theres a slight bug with the assault marines one of them is missing a body :p(if its just me than ignore this :3 )
Croaxleigh
8th Jul 09, 11:33 AM
It's not just you... I just thought that I'd fixed that. *laughs*
BattleBrotherMo
17th Jul 09, 3:37 PM
So how's it going so far?
Fuzzykitten
20th Jul 09, 12:38 PM
well i dont mean to be an impateint sod...no wait i do when the next update >:)
Croaxleigh
20th Jul 09, 1:58 PM
Guys, be patient... I'm waiting for the finalized code for 1.4 to be released before progressing again with the mod. More than likely there will be a post-1.4 release within a few weeks of the patch going live, including the current changes to SM and several more customizations as well. Pretty much all that I'll be doing between now and then code-wise is perhaps working on a few additional unit randomizations to help make the armies look more visually appealing.
Steel*Faith
23rd Jul 09, 2:06 PM
Croaxleigh do you plan on adding additional wargear options to commanders and units?
Would you be interested in adding a melee wargear option to Tacticals, and additional upgrade choices for squad sergeants (powerfist, powersword, poweraxe ect)?And/or a Space Marine Veteran squad (ranged and close combat)? I've been desperately wanting more strategy options when using SM so if I want to play as a Black Templar army i could do so, or if I want to play a Salamander army, and choose more flamer upgrades, I could do that as well. What do you think?
Also, what about adding more changes like
- Adding Tankbusta Nob to the sqaud, since there's nobz in the campaign with a rokkit lauchaz.
- Lootaz all have Deffguns, and one can be upgraded to a Beamy Deffgun.
- Giving the Mekboy a 3rd weapon choice, perhaps a melee weapon (like in the campaign) that also let's him build/repair faster?
- Making All Eldar Vehicles faster, and other vehicles somewhat slower?
- Giving Tacticals more upgrade choices. New Grenade upgrade choice, close combat weapon choice.
- Give FC more weapon & upgrade choices. Thunder Hammer & Stormshield combo upgrade choice for Terminator armor.
- Heavy Bolter wargear upgrade for Tech Marine.
Just throwing out some ideas, not sure if you'd be interested.
Croaxleigh
23rd Jul 09, 8:14 PM
I've actually considered both adding some new wargear options (or at least tweaking existing wargear a bit to make it more unique) and giving Tacs a melee option in addition to the current upgrade selections.
And I'm always interested in suggestions... while they may not all be implemented, I certainly appreciate other viewpoints. *smiles*
Zakarius
23rd Jul 09, 9:40 PM
I will have sex with this mod when you release it, Croaxleigh.
Ciaphas Cain
23rd Jul 09, 10:57 PM
Good GOD man! Restraint! (Thought I do support your enthusiasm)
Awesome mod Croaxleigh. I was wondering... Is it possible to give Terminator Armor to the Apothecary and Tech Marine? Not saying you have to, but I'm just wondering for myself.
Steel*Faith
23rd Jul 09, 11:09 PM
Good to know Croaxleigh, i'l lbe looking forward to this mod even more if you make those changes you mentioned!
- Giving the Mekboy a 3rd weapon choice, perhaps a melee weapon (like in the campaign) that also let's him build/repair faster?
How would you feel about this wargear addition in particular? I thought it be a ncie way to give the Mek better support capabilities, and also be a nice synergy upgrade with Electric armor, since he has to get in melee range anyhow.
Croaxleigh
24th Jul 09, 12:55 AM
Hmm... could be do-able. *smiles*
Fuzzykitten
24th Jul 09, 4:14 AM
Rofl Zaka! and some of those ideas look pretty good maybe another thing to add in adjusting the hp and melee of the orkies? becausee there supposed to be tough and brutal but i dont totally see that in game =[ plus possibly fixing the annoying thing when the slugg'as are upgraded with flamers they just stand there and flame..i ould expect them to charge while burning till they can chop em up :P
Pocktio
24th Jul 09, 4:21 AM
- Giving the Mekboy a 3rd weapon choice, perhaps a melee weapon (like in the campaign) that also let's him build/repair faster?
Power wrench! Or even better....KNIFE WREEEEEEEEEEENCH for kids!
Fuzzykitten
24th Jul 09, 7:02 AM
or maybe imrove the gun upgrades such as the suppression weapon maybe doesnt require to setup seeing as he's a leader unit , itll give him some more Dakka dakka!
Hellfire
24th Jul 09, 8:06 AM
Very awesome mod, keep it up man! Also, how about adding some imperial guard to the mod from the campaign? I know theres a guard mod out but hes having trouble making it work with the latches patches - you dont seem to be having the same problem. I say this because I can play yours on the latest patch right now! xD
If the Emperor was here he'd reward you greatly for your dedication and good work. If a God of Chaos was here he'd probally just turn you into a mindless spawn - I know which one I'd pick, being a spawn is awesome fun =D.
Ciaphas Cain
24th Jul 09, 8:49 AM
I think Croax is also waiting for the 1.4 patch to be released before he updates the mod. It seems to be holding up just about everything right now.
Also, Pocktio, did you just invoke Tool Time?
Zakarius
24th Jul 09, 11:30 AM
This is good stuff. Keep it up Croaxleigh!
Ive been playing the SM preview for a bit now and I do have some feedback. Ignore it if it is not in keeping with your vision for your mod:
When issuing the Plasma Devs an attack order, the Marines with the cannons will open fire while the ones with the bolters will charge into their (much, much shorter) range, get strung out away from their squad, and often get destroyed rather quickly. It's especially annoying when trying to doge grenades. Is there a way to have this unit's AI recognize the fact that they need to stay together?
I also second the need for a buildable squad of SM veterans (either ranged or melee, perhaps building one makes the other un-buildable).
Force Commander Terminator upgrades. We really need more choices / potency. Thunder Hammer / Stormshield perhaps?
Croaxleigh
24th Jul 09, 2:20 PM
Let's see if I can address all of this in a consolidated effort... forgive me if I miss anything. *smiles*
Orkz: Expect some tough Boyz to be hitting the field when the Orkz make their Total Carnage debut. Of course, part of that toughness is just going to be "strength in numbers"... I'll also look into making some adjustments to the Mekboy in order to tweak him a bit. Not sure about how to fix the flamer thing, but I'll see what I can do.
SM: I must have missed the Plasma Dev bug... I'll check into it and see if I can come up with a better solution than having the squad break up. An SM vet squad might be do-able... maybe make them kind of like the "melee Tacs" that everyone seems to want, but with a bit more oumph? As for Termie FC stuff, I definitely want to make it more of a force to be reckoned with. I mean, it's freaking Termie armor.
IG: Sorry, not going to happen. I couldn't bear to do IG without a Russ or two to throw at the enemy...
Compatibility: I try my best to make my mods evergreen (aka, not tied to one specific version.) While I could go ahead with that mindset using the files that I have now, there were so many changes made in 1.4 that I feel it would be better to wait until I have the final 1.4 files to work from so that the next version of Total Carnage will have to look and feel of 1.4 but just have more Carnage to it. *smiles* Just because I'm waiting 'til then to do more coding on the mod doesn't mean that I'm not still working on ideas on how to implement things, though.
BattleBrotherMo
24th Jul 09, 2:27 PM
for the vets, if you do it, can you use the bolter Tarkus gets in the campaign with the scope on it?
Ciaphas Cain
24th Jul 09, 3:09 PM
You know what I was just thinking about... Why isn't a Sniper Rifle an available upgrade for the Tech-Marine? He's not much of a straight up combatant anyway, and it would support his theme of out of combat backup. Also, I totally support the idea of having more melee units. I love close combat guys.
Fuzzykitten
25th Jul 09, 6:04 AM
sniper rifle eh? hmm well units with sniper rifles are usually agile lightly armoured units such as the SM scouts or the eldar rangers, but i can see where ya coming from there.
and nuuuu i wants IG units!!!! i miss the old cadians cant wait to see relic make a full race of em.
Ciaphas Cain
25th Jul 09, 6:59 AM
^ I agree with you about how snipers rifles usually are, but unless you can give the tech marines Heavy Weapons like the Devastators or an Autocannon or something, it's the only viable ranged weapon upgrade I can think of. (Actually, Devastator Techmarine? Aweeesooommeee)
Steel*Faith
25th Jul 09, 11:50 PM
Sniper Rifle needs a infiltration ability to be effective. I'd much rather see the TM get a Devestator weapon. Sniper Rifle wouldn't make much sense for him. Besides his high powered shot ability is essentially a sniper shot anyhow.
BattleBrotherMo
26th Jul 09, 7:56 AM
I vote for a tactical nuclear rocket launcher :nervous: Or maybe just a heavy bolter, that fires faster than the regular.
Fuzzykitten
29th Jul 09, 5:32 AM
or the heavy bolter from the campain the uhhh i forget its name ''never ending hail'' or something like that might make him slightly over powerd but its an idea or possibly the ''loins roar'' anoter camp wep causes knock back that maybe the more appropriate weapon.
BattleBrotherMo
29th Jul 09, 9:22 AM
i vote for complete annihilation of enemy infantry :D
Croaxleigh
31st Jul 09, 6:11 AM
Now that patch 1.5 has been released, expect more progress on this mod soon (as in, "Expect to see something new and interesting once I get back from my vacation and back to my own computer next weekend.")
Ciaphas Cain
31st Jul 09, 6:42 AM
^Spectacular. Can't wait to see what you're planning on doing. I think I speak for everyone when I say we're cheering you on and waiting eagerly. Good luck and good modding.
-Ciaphas Cain
Croaxleigh
31st Jul 09, 9:20 AM
One of the big things that I'm considering looking into is the possibility of T3 wargear upgrades for squad leaders... basically a late-game method of giving your veteran squads some more punch. Not only will it let you add more firepower when you need it most (such as when you're staring down an Avatar or a Predator), but it will also make the investment to get to T3 that much more worth it. If all goes well then I hope to have some of the proof-of-concept versions of this wargear included in v. 0.35 here in a few weeks.
Ciaphas Cain
31st Jul 09, 9:43 AM
^ I like that idea a lot. I have some ideas for wargear if you need it.
-Ciaphas Cain
BattleBrotherMo
31st Jul 09, 10:07 AM
what type of wargeaqr are we talking about? Armor or weapons, or all. You could probably use the heroes wargear panel but make the wargear only available in T3.
Croaxleigh
31st Jul 09, 11:50 AM
Weapons. Squad leaders are going to spawn with more powerful weapons than the rest of their squad anyway; this will give the option to upgrade to something more powerful as well. If I did any sort of armor upgrade, then it would be for the whole squad and not just the squad leader.
BattleBrotherMo
31st Jul 09, 2:03 PM
bolters, plasma pistols, plasma rifles? :Hail:
Croaxleigh
31st Jul 09, 10:12 PM
It'll depend on what weapon they would normally have... most likely it will just be a (greatly) improved version of their standard weapon, though there may be one or two exceptions.
Fuzzykitten
2nd Aug 09, 5:46 AM
Maybe for instance when tactical marines are upgraded with the flamer maybe give them more than one? would be good to see would make them alot more effective. Things like that would be pretty nice, hope to see a new update on this mod soon :)
Croaxleigh
2nd Aug 09, 10:12 AM
That's something that I'm wanting to add regardless, kind of like how the Devastator squads have more than one heavy weapon by default now (plus the wargear heavy weapon that the squad leaders get.) The T3 upgrades would just be an upgrade to the weapon that the squad leaders have... not an upgrade to the whole squad.
Fuzzykitten
2nd Aug 09, 12:18 PM
hmmm to the squad leaders eh? would open up a possiblity of new skills for squads possibly :)
Ciaphas Cain
2nd Aug 09, 5:58 PM
I was playing a TT game today, and I realized just how useful veterans really are. Especially my Vanguard/melee orientated Veterans. Would it be possible to implement DoW II counterparts to Vanguard/Sternguard Veterans? I would love to see them.
Croaxleigh
3rd Aug 09, 11:19 AM
I'm going to work on melee-oriented veterans for SM... they'd give the Marines a solid melee component, and would help take some of the flak off of Devs and Tacs later in the game.
Steel*Faith
4th Aug 09, 5:22 PM
Sounds good Croaxleigh! Looking forward to this!
By the way, I was wondering if you'd consider putting out a version of the mod with the SM squads the same as vanilla squad sizes? Personally I love the small SM squad sizes, it makes them feel more elite as they should.
Everything else I love in your mod though.
BattleBrotherMo
4th Aug 09, 6:27 PM
Vanilla squad? Personally, althought the size is good right now, I'd rather see fluffy marines with a squad size of 2 or three including the sargeant.
Croaxleigh
5th Aug 09, 2:24 PM
By the way... if things go according to plan, expect to see something new previewed sometime between now and Sunday.
BattleBrotherMo
5th Aug 09, 2:32 PM
Finally a mod that works good with the newest patch, do the happy dance :jig:
Promythyus
5th Aug 09, 6:11 PM
Croax: You'll be my hero if you get those things working that you mentioned in Post 85, I've been trying to get that working for awhile now, to no avail. Knowing me it's probably something dead simple that i've missed..
Croaxleigh
5th Aug 09, 10:38 PM
Well, I'll do what I can... no guarantees, of course, but it is something that I'm going to try and implement. Maybe if I get it working, I can trade it to you for a LatD Russ. *laughs*
Aliblabla
5th Aug 09, 11:42 PM
Wait, are you implementing a multiple-weapon addition in one upgrade (like 2 Plasmas in one click) or a cumulative upgrade system (similar to DoW1)?
I certainly could help you with the former, and I think I know how to make your sergeants get more powerful versions of said wargear with each upgrade (.etc, Plasma upgrade for Tacs gives 2 Plasma Guns to standard Tacs and 1 Improved Plasma Gun to the Sergeant, if you have one)
BattleBrotherMo
6th Aug 09, 8:50 AM
Hail the people who can do modding stuff and confuse me at the same time :p :Hail: One more thing, would it be possible to create or edit a race making chaos marines or something?
Croaxleigh
6th Aug 09, 7:56 PM
Aliblabla: More the latter. Though the former will be implemented at least a little (and in a way is in the game already... Dev squads load out with 2 heavy weapons instead of 1 now.)
BattleBrotherMo: No clue.
Fuzzykitten
18th Aug 09, 11:36 AM
hmmm if an attempt to edit chaos into the game was made you'd have to use the space marine models and well it would be just like the chaos in the first DoW, theyd look too simular to SM and then theres teh other units...probably rather difficult ><''
Croaxleigh
18th Aug 09, 2:06 PM
Probably, though I have no plans of doing Chaos anyway. Or at least not until there's a Chaos faction included in an expansion (or they release some really good OE-like tools. *laughs*)
Sorry for the drought of information on this mod, by the way... I've got things underway for the next release, but I'm currently having major computer problems.
Fuzzykitten
20th Aug 09, 10:07 AM
Awsomes a new realease :D cant wait to try it out been gettin bored lately..wish the new expansion or whatever is coming soon i wants more races =[
BattleBrotherMo
23rd Aug 09, 1:19 PM
Is it possible to copy maps to this mod? When I play it only has maps that are given by relic
Croaxleigh
23rd Aug 09, 7:51 PM
It's possible, and I'm going to try and include some additional maps in the final version. I just can't use any maps without the permission of their creators and haven't taken the time to try and get permission to include any, and the map editor doesn't work on my PC, so that's why there currently aren't any additional maps.
Ewokz
4th Sep 09, 11:06 AM
Just checking in to see if this mod is still going(?). Hope it is its got practically all the changes to DOW 2 that would get me back into playing it.
Croaxleigh
8th Sep 09, 1:30 PM
Yes, it's still going. I've just been away from the forums a bit, and will be away from them more starting tomorrow... I'm going to Louisville for a charity event, then I'm going to be going to the town that I'm moving to in order to try and find a place to live. *smiles*
Updates will be forthcoming, but probably won't be posted until around the end of September or so, maybe a bit later. However long it takes me to get relocated and set up for modding again.
Croaxleigh
14th Jan 10, 4:36 PM
Whoops... looked like I missed September by just a little bit.
Anyway, I've finally gotten an updated version of DoW2 and am set up again. Expect to see progress soon... very soon.
Fuzzykitten
17th Jan 10, 1:18 PM
Horaay for a non-dead mod! Hope to see some updates soon.
Fixers2nd
18th Jan 10, 2:59 PM
very nice mod so far looking forward to updates, but will the IG be featured in some way?
Croaxleigh
19th Jan 10, 1:19 AM
There are currently no plans to include IG unless they are included as a race in a future expansion. Current plans include a release of some sort prior to Chaos Rising, and then a post-CR release that includes Chaos as well; IG or any other races that are released in expansions will be included in the same manner.
Steel*Faith
19th Jan 10, 8:27 AM
Great to hear you're on the warpath again!
Question: What will SM squad sizes likely be?
I'm hoping you don't plan on making them any bigger than 4 + 1 Sergeant.
Also, how is the TrueAI aspect of the mod going?
Fuzzykitten
19th Jan 10, 2:41 PM
Ah chaos rising mm sounds fun anyone have any info etc on that? Oh and the sm units are about 4+1 i played the Release coax put up. Not sure if the link is still good or not.
Croaxleigh
19th Jan 10, 3:50 PM
The link should still be good... it's hosted on my own webspace, so there's no worries about filehosting sites taking it down due to inactivity. I haven't tested it on 1.9, but it was still playable even after some of the earlier patches that broke some other mods.
And the squads each have slightly different sizes, depending on the power of the squad... but 4+1 and 5+1 are the most common I believe. I may have kept 3+1 for one squad (probably Scouts, as that seems like a good "scouting" squad size), though.
One thing that I do remember for sure is that Devastator squads with 2 heavy weapons really tear through Orks once they get set up. *grins*
Fuzzykitten: There's a lot of Chaos Rising info in the main DoW2 forum... including a link to the Relic blog post earlier today that introduced the Wraithguard unit for Eldar. *smiles*
Fuzzykitten
20th Jan 10, 3:58 PM
I must check it out! Woot for new eldar units :D
Croaxleigh
9th Feb 10, 9:36 PM
Just had a go with my test build of Total Carnage... things are shaping up well for the next release. Current plans are to do a 1.9 demo/beta and a final "DoW2 Vanilla" version (likely after the release of Chaos Rising), and then I'll move on to "DoW2 Chaos Rising: Total Carnage."
The final "Vanilla" release may have a few modifications to the SP campaign as well, incorporating Total Carnage squad sizes and such into the campaign (but not making changes to the plot, etc.)
Croaxleigh
21st Feb 10, 11:53 PM
An update: Things are progressing nicely for a release next month, possibly even having the release ready before Chaos Rising hits. Space Marines in both the campaign and MP have squad sizes ranging from 3 to 6 units (3 for Scouts, 4 for ASM, 5 for HB and Plasma Devs, 6 for Tac) and MP players may find a new unit or two filling out the SM barracks in T3 as well. Orks are now orkier in both the campaign and MP, making Ork mobs a bit mob-ier. Eldar and 'Nids are still to come, but expect changes for both in the upcoming release as well.
If things continue to go well then I'll be combining the 1.9 demo and the final vanilla release into an updated post-CR release; basically it will wait for the new units to be patched in, and once the files have been updated to include these new units then the release will come. Development will continue after this release, but it will focus on including Chaos and updating the Chaos Rising campaign.
EDIT: A few screenshots.
http://www.ominouscow.com/DoW2/TotalCarnage2/Campaign_Screen_t.jpg (http://www.ominouscow.com/DoW2/TotalCarnage2/Campaign_Screen.jpg)
http://www.ominouscow.com/DoW2/TotalCarnage2/MP_Screen_t.jpg (http://www.ominouscow.com/DoW2/TotalCarnage2/MP_Screen.jpg)
(Click for larger versions.)
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