View Full Version : [Mod][Campaign] C Triple T (V1.0)
Mantaray
26th Apr 09, 1:06 PM
Welcome to C Triple T mod
i hope I've gained your attention remotely by this mods very name
it stands for: 'Closer To Table Top'
its a fancy name for a simple mission
When i first wacked up the o'le DoW2 i saw squads of marines... anywhere between 3 and 4.
this made me fustrated.
as i say this mod has a simple mission. make your campaign space marines as close to tabletop as possible
so far i have done this by increasing all squads to a size of 5 (excluding the FC)
Tactical squad has 5 guys, Devestator squad has 3 heavy bolters and 2 bolters, assault squad has 5 guys, and scout squad also has 5 scouts
my future wish-list includes:
having all the sergents bearing CQC weapons and giving the squad (or the appropriate member) the wargear assigned.
for example. Tarkerus and his 4 marines. Tarky has his chainsword and boltpistol, and his squad have boltguns
the .SGA is available on Filefront Here (http://files.filefront.com/CTTTv1+0sga/;13663722;/fileinfo.html)
Please enjoy. post back with bugs/improvements etc.
liniv
26th Apr 09, 2:16 PM
if you want it to be close to TT add 10 squad size
Mantaray
26th Apr 09, 2:36 PM
which in turn would make it seriously imbalanced, i would either have to lower the space marine health (which removes the 'feel' of DoW2 i think, as relic was going for the personal attachment to squads thing) or i would have to quadrouple the enemy unit sizes to compensate, which would completly blow out my PC and possibly half of everyone else...
i hear what your saying. but it kinda wouldn't work.
its tabletop right now, as for you XXpts in 5th edition you get 4 space marines and a sergeant, which is what ive tried to achieve here...
thanks for the input tho
smeckma
26th Apr 09, 2:43 PM
The idea is good, but I think we need to start thinking about how units do engage in combat as well. Closer to TT means all aspects of the TT game and not only unit count. I don't mean this in a bad way though (please do read me well). I wish I could edit the ebps folders myself, but this is a brand new field for me and I am not used to these moding tools yet. It is only a matter of time though.
Mantaray
26th Apr 09, 3:05 PM
if you want to look at how they engage, then your looking at the AI behind the attack move button.
indeed maybe just the AI itself
if im not mistaken (im certain someone with more savvy will correct me) but the AI is written in SCAR no?
SCAR and LUA are different kettles of fish. i do see where your coming from, but looking at the AI and thier engagement it sint that bad, the orks and nids charge you. and hug cover for those 4+ cover saves or you may die.
the only thing that could be improved that i can think of right now is combat in cover. im sure there is a way (unless it is already in effect) that varying degrees of cover affects combat, as with assault phase and charging into cover without grenades is generaly a no-no.
Khorney
26th Apr 09, 4:12 PM
dev's should have 4 heavy weapons, unless that doesn't include the sergeant for some reason.
otherwise, i fully endorse tabletop mods, you should hook up with the MP TT mod and swap notes, or possibly incorporate the 2 as a complete package:
http://forums.relicnews.com/showthread.php?goto=newpost&t=218037
Mantaray
26th Apr 09, 4:58 PM
mmm. i know that i can take 4 heavy weapons in a dev squad. but im looking at somehow getting avitas to play a more passive role in the squad, with the other 4 guys bearing the main weapons/upgrades
having 4 heavy wepaons comes along with my wishlist of wargear equip options.
Khorney
26th Apr 09, 5:55 PM
gotcha. are you going to be re-working the wargear aswell? things like targeters, auspex's, things like that that increase RoF and LoS for the squad would be cool, rather than random armour buffs and such.
Mordecai
27th Apr 09, 12:12 AM
Mantaray wrote:
mmm. i know that i can take 4 heavy weapons in a dev squad. but im looking at somehow getting avitas to play a more passive role in the squad, with the other 4 guys bearing the main weapons/upgrades
Maybe limit him to the same weapons as Tarkus (bolters, flamers etc) and setting his squad up so they use better weapons as the squad levels up. Similar to how Jaylo, Zetrial and Netrogor do it.
Problem with that is all the heavy weapons like plasma guns, heavy bolters etc would only be usable by the FC.
Just an idea that popped into my head anyway.
Mantaray
27th Apr 09, 1:25 AM
a way i could do it is by having the tactical squad 'willy Padfoot and bob' set-up (if you haven't seen the tactical squad load out then don't worry)
and apply it to the heavy weapon squad, and if we can get some more slots on the main wargear equip (is this even possible?) i can have different weapons for each member
for example. with the Dev squad i would need 6 main wargear slots.
guy1
guy2
guy3
guy4
avitus left
avitus right -
also (fustratingly enough) if i went for total codex madness, i would not be allowed to give any special weapons to the tactical squad anyway, cause the codex says they have to number 10 men or more. (which sucks)
unless i was to somehow 'add' another tactical squad of 5 to the campaign and pass them off as the second part of Tarky's combat squad... not quite sure how im going to work that one yet
as far as wargear goes. im certain an auspex can be done. however i lack the skills to make a visual representation on the model.
thanks for input so far guys. have much to play with tonight ^^
DeusImperator
29th Apr 09, 2:13 AM
Quadrupled enemy numbers? Sounds good and I'm sure my PC can take it.
Mantaray
2nd May 09, 3:35 PM
hmm. been working hard on this lately.
main problem being that i need to create some dummy war gear that comes under as a ranged weapon, bot works as a melee weapon. i belive there is a section on this in the main section so im working hard on it.
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