View Full Version : unusualfashion's Hero Defense Mod
OneProduct
31st Jul 09, 12:07 AM
Version 1.06 now available!
Now affectionately called "The First Stand". The installation instructions have changed so check the readme.
Download link:
http://www.filefront.com/14420591/The%20First%20Stand%20v1.06.rar
Made a steam group if you want to find people to play with:
http://steamcommunity.com/groups/DoW2-HD
----------------------------
Up to 5 human players can play together on the same team, using only heroes to fight against the tyranid swarms!
Gameplay preview:
Part 1:
http://www.xfire.com/video/101b2b/
Part 2:
http://www.xfire.com/video/101b47/
Part 3:
http://www.xfire.com/video/101b6a/
Part 4:
http://www.xfire.com/video/101b87/
Copernicus
31st Jul 09, 2:56 AM
Good to see that my code was of use to you :). If you have any SCAR questions then don't hesitate to ask me ;).
It's great that you're using my Modlauncher as well. :)
(Way too many smileys in this post of mine =P.)
Good luck with your mod!
Edit: Just watched the videos, the effects of the Farseer are WOW. I didn't actually know that there were such cool animations and effects (I don't actually play DoW2 :D).
Steel*Faith
31st Jul 09, 5:32 AM
I played the mod for awhile with a buddy of mine. Very fun stuff here! Only let down was Mek & Kommando Nob not being available :(
From what i've gathered so far, Tech Marine needs a serious boost, particularly his turret. Why not let him build up to 3 turrets, and give them a damage & suppression buff. His High powered shot also needs a damage boost.
Also, what about giving the Warboss a charge ability, so he can flatten enemies in his path? Also new tyranids to fight, like Carnifex, Zoanthrope, Ravener ect is greatly needed, but love the swarm effect.
P.S. Looking forward to Kommando with a shit load of explosive skills!
Ciaphas Cain
31st Jul 09, 6:41 AM
Freaking AWESOME. I just played with my friends last night, Apoth, FC, and Techy, it was really fun. The Tech does need some sort of boost, like Steel said, but still, amazing man. I had a lot of fun as the Apoth. It would be cool to have other races involved, like the Warlock (< Favorite Eldar hero) and the Kommando Nob. A lot of fun sir, good job!
-Ciaphas Cain
liniv
31st Jul 09, 8:56 AM
small thing i did it is pretty fun.
image (http://img41.imageshack.us/img41/7330/relic00000z.jpg)
image 2 (http://img396.imageshack.us/img396/9853/relic00001.jpg)
video (http://www.xfire.com/video/1025ef/)
PS relay fun mod love it.
PPS Tell me if you want me to remove any of the pics or videos
OneProduct
31st Jul 09, 6:53 PM
Beta v0.2 is available:
http://www.filefront.com/14168205/Hero%20mod%20beta%20v0.2.zip
TheWeasel
31st Jul 09, 8:46 PM
Can I get terminator on my force commander? :D
OneProduct
31st Jul 09, 9:08 PM
All his terminator wargear is actually ready, including a thunder hammer & stormshield, teleport and the ability to switch back to non-terminator armor. The only reason it isn't in yet is because I was having problems with the SCAR code when switching between the FC and the terminator because it gives him a different squad ID which makes it harder for me to keep track of units.
I will definitely be trying to fix that in the future.
TheWeasel
1st Aug 09, 12:32 AM
Just played a game with some friends, got to wave 250.
My warboss bugged out at one point for for some reason. He couldn't move at all, luckily I had enough rage to use stomp to unfreeze him but otherwise I would have been screwed and it happened again later on. May want to look into that.
Good job but an end wave would be nice, not as fun defending forever.
Just played a game with some friends, got to wave 250.
My warboss bugged out at one point for for some reason. He couldn't move at all, luckily I had enough rage to use stomp to unfreeze him but otherwise I would have been screwed and it happened again later on. May want to look into that.
Good job but an end wave would be nice, not as fun defending forever. And good God a orbital bombardment would be nice later on...
dowshield2
1st Aug 09, 1:42 AM
Its a great mod, sometimes the units freeze up while trying to use their special moves, so I changed the wargear in game and that made it work again.
Steel*Faith
1st Aug 09, 3:53 AM
Great changes in the new map, Tech Marine is a lot more fun to use. Although is there a way to make his turrets scale up as the match progresses?
Only thing missing now is my two favorites in DoW II, the Mekboy and Kommando.
Are you still going to add other enemies? Making single warriors, into broods was a a great change. Adding the Hive Tyrants were nice as well. Although what about making Tyrants rarer, but stronger, and have assorted biomorphs.
Insted if the amour upgrade you can have a health upgrade i think it is easyer to make
OneProduct
1st Aug 09, 10:23 AM
@ Units freezing
Yea, it seems the game has some problems with switching wargear so frequently and having certain toggled abilities which modify hero stats like battle cry and 'amma time. Not sure if I'll be able to do anything about that, you'll have to stick to workaround.
@ Turrets
Not sure if I can make the turrets scale, I'll check if I can give them leveling attributes or if I can make the "build turret" on the techmarine build stronger turrets later on. This would be very low priority though. It's more likely I'll make the turrets better at suppression so that even if they aren't doing that much damage they'll still be useful.
@ Armor upgrade
I'll probably replace the armor upgrade with orbital strike. :)
liniv
1st Aug 09, 10:37 AM
and it would be nice if you added the thing with the bodies i did to the public it only take like one min to do it
OneProduct
1st Aug 09, 10:50 AM
I've heard it takes up a lot of processing power, so I'm hesitant to do so because some people are already saying it's running slow for them. I like it of course but I have to keep the mod accessible.
liniv
1st Aug 09, 10:54 AM
ye for me it starts to lag a little bit on like 1500 kills on the screen so i think it dosent take that mutch power
Steel*Faith
1st Aug 09, 3:52 PM
The most important thing this mod needs is more diversity in the Tyranids, and random threats. Just like the SP defense missions, there were a variety of attackers, and it made things more interesting.
UnnamedNewbie
1st Aug 09, 4:10 PM
I love this mod.
I would love to see:
1. Random enemy IG spawns, these start from the start of the game and happen alot. 35 HP IG won't do much other than distract you, which is the purpose. Lots of them, though, and it probably wouldn't be too hard to do.
2. Occasional Horms with upgrade / occasional termas with upgrade
3. Occasional Barbed Strangler
4. Lictor as Boss Unit; Ravener as Boss Unit
5. If all else fails, more heroes.
Also, I was wondering how I could play this in a custom map?
OneProduct
1st Aug 09, 11:28 PM
I don't really know much about custom maps. You need to do something like -dev -modname [insert map name] right? Maybe if you rename your map to "hero" my mod will boot and your map will also be available. I really have no idea though.
I'll be adding a lot of diversity to the tyranids. Probably spore mines, zoanthropes, ravener broods with devourer, barbed stranglers and carnifexes.
NarrowSnake
2nd Aug 09, 1:07 AM
I just don't get it, this mod is just incredible but when i go to play with others, almost no one is playing online with this mod, come one people, lets get some games going!
Ciaphas Cain
2nd Aug 09, 7:29 AM
^ You want some online games? Alright, people, let's coordinate, i'm up for it!
NarrowSnake
2nd Aug 09, 7:54 AM
Alright so I have today off, will be hosting games CA/USA preferred, as international players tend to lag me out
OneProduct
3rd Aug 09, 1:24 PM
Beta v0.33 now available:
http://www.filefront.com/14186409/Hero%20beta%20v0.33.rar
More Tyranid enemy types
Added Mekboy
Fixed several bugs (of note; nids won't be invisible to people who are rank 0 nid)
Balanced a few things
Farseer gets seer council
See patch notes in the rar for more info
TheWeasel
4th Aug 09, 1:21 AM
Can we put in a set wave limit as optional for fun? =p
TheWeasel
4th Aug 09, 3:55 AM
Alright, just got done playing a game with my friends
It scar errored out at wave 230. I didn't save a screenshot sadly. We're not sure what happened but we could still play after it scared but no more tyranids spawned. Anyways onto feedback..
The new changes you've made are great, and the mekboy is awesome. However the mekboy bugs out. I haven't been able to pinpoint what causes it but it's one of the gears. Basically what happens is that he starts randomly losing health and energy until it gets to 0 at which point he falls down like he's been knocked out but keeps firing and can't be revived except for heals and laraman's blessing. He also can't be attacked when down. Like I said, I believe it's one some of the gear glitching out that's causing it because I was switching my gear around both times when it happened. I believe it's either the zapper ability or the bumpa shield. Everything else seemed to work fine. Hope that helps.
Nice changes on the teleport and farseer as well. The new tyranid types are also welcome. Throw some rippers in!
I guess the force commander will be cool once he gets terminator armor but right now he doesn't have very cool abilities really. Wish he got some cooler ones. Maybe an signum strike or orbital bombardment =D?. Also the sniper rifle upgrade on the techmarine seems to be pretty bad. One of my favorite features from Cope's mod is the barricade building with the techmarine, do you think you could put that in or something like it? It's nice to be able to build more cover.
Ideas for the commando that I can think of off the top of my head...Explosive shotgun blast, and just tons of grenades. I don't use him much in vDoW2 so can't tell you much.
Anyways that's it for feedback on the last release! Keep up the good work!
OneProduct
4th Aug 09, 5:34 PM
Made a steam group if you want to find people to play with:
http://steamcommunity.com/groups/DoW2-HD
Hero Defense Beta v0.37 now available:
http://www.filefront.com/14195793/Hero%20beta%20v0.37.rar
Lots of changes, check the patch notes in the .rar
Biggest change is the spawning system. Enemies now spawn in a constant stream but there's a max number of enemies at a time. For example, at the beginning of the game the max # of enemy squads is 3 per player and as soon as you kill one another will take it's place. The squad size limit increases as you go on, to a maximum of 5.
To make the game less tedious and more action packed, the pace has been increased by a lot and the game ends after wave 50. Take a screenshot and save a replay if you can make it that far, I'd be interested to see it done as it's probably super hard lol.
I'll be online playing it for the next hour or so, GFWL = unusualfashion. I have to warn you that I have driver issues though and sometimes I randomly get a BSOD.
OneProduct
4th Aug 09, 7:27 PM
Hotfix v0.38:
http://www.filefront.com/14196509/Hero%20beta%20v0.38.rar
Fixed an issue where hormagaunts could become invulnerable if left alive too long.
Removed the impact graphic, terrain deformation and cover generation from zoanthrope's attacks as they cause the game to lag when there are too many.
PztKrieger
4th Aug 09, 10:31 PM
Game is synching out for us almost immediately with new patch =(
TheWeasel
4th Aug 09, 11:22 PM
We made it to wave 50 on the first go =p well, when it didn't crash
Eihger
5th Aug 09, 2:01 AM
Mine doesn't seem to play well with other versions of the mod. Product thinks its the mappacks I downloaded, really I haven't the slightest clue.. anyone else having this problem?
OneProduct
5th Aug 09, 11:06 AM
Hot fix beta v0.39:
http://www.filefront.com/14201167/Hero%20beta%20v0.39.rar
Mostly to fix the invisible nid bug which had returned by mistake.
TheWeasel
6th Aug 09, 6:38 PM
Haven't played since 3.8, what do you have planned next?
OneProduct
7th Aug 09, 6:50 PM
Not too much actually. I'll add the kommando nob and probably FC terminator as its own unit and fix the seer council SCAR error assuming I can figure it out.
This mod is kind of like a 1 shot experience thing by nature, any change at this point wouldn't really be major.
TheWeasel
7th Aug 09, 8:17 PM
Aw no bosses or anything? Being able to call in some back up units the longer the game goes, like venerable dreadnoughts and such? No cover placing system?
OneProduct
7th Aug 09, 11:34 PM
To do "real" bosses I would need to script AI. I could easily put in tougher enemies like screamer killers with barbed stranglers and venom cannons to replace the warrior equivalents at later waves though.
The dreadnought call-on actually sounds awesome. If I can't figure out anything better then that and orbital strike will replace the damage and armor upgrades.
I could quickly attach the ability to make cover to the WSE, tech and mekboy I suppose.
The thing about the mod is that writing the script (coding) is actually quick to do, it's modding the abilities and characters that's a pain because it takes so long and I have to try to sort of balance it.
The other thing that makes me less excited is that since this is human vs cpu it's kind of repetitive and has less potential than a human vs human mod.
I will put out at least 1 more update to finalize the beta status of this mod just so I can call it v1.0 though. :)
In the meantime, if you haven't seen it already I've made a footman wars mod that's human vs human that I'm trying to improve. Fewer people are aware of it because they made a mod forum on the official dow2 forums so I can't post in the general discussion forum anymore. :(
http://forums.relicnews.com/showthread.php?t=231692
TheWeasel
8th Aug 09, 12:11 AM
Well, thanx for all the work you've put into it so far. It's come out nicely.
I agree that it can get repetitive but it provides a much needed break from multiplayer every now and then. I honestly think that a multiplayer mod vs. CPU and player and player mod tend to have the same replayability because there just isn't a large community for the player on player mods.
You might play with your friends time to time but I think it comes out to the be the same amount. Some successful multiplayer mods would be OMG and EiR for CoH. They owe their success to their established communities though because their mods are completely multiplayer.
Anyways. You said scripting things is the easy part? Well it would kinda take your mod to the next level if you had some random events happen throughout the waves.
Such as tyranid spores dropping from the sky onto your position that could be filled with anything, lots of rippers, a carnifex, some lictors, etc.
Several carnifexes spawning at a random location.
Your turrets get temporarily disabled.
Etc, etc.
Also, mini-missions tend to spice things up. For example a mission where you have to go pick up a certain item from the tryanid spawn, so you must fight your way there and then retrieve the item and it would give you a reward, such as an artillery strike or healing ability. It could even be some better gear for your hero (but that would be one the harder to code side of things right?).
Other missions could be like killing a specific unit that has alot of health some random place on the map, retrieving some AI troop that landed off course in a drop pod for a reward. Things like that.
Reapergod36
10th Aug 09, 5:00 PM
Seems, great but i dont know if i can trust it to be virus free
Corp.Shephard
13th Aug 09, 6:04 PM
I'm not sure if these are known bugs but I thought I'd throw them up here.
Anything that has a static boost to a basic statistic (X3 Energy Regeneration, -25% damage taken,-1.5 speed, etc) does not go away when the armor is bought, and indeed stacks with itself if the armor is bought again.
A good, easy example of this is with the warboss. His supa 'evy armor when bought four times will make him completely immobile, invincible, and unable to do damage (aside from his spiky armor). -100% damage done/taken and -6 speed.
Any hero with x3 energy regeneration wargear can gain truly absurd regeneration rates. As the Warp Spider Exarch I found myself bumping into this a great deal: all of his armors are very useful, so I would switch between the three of them. After a certain point, I no longer needed the energy regeneration one because he had probably x9 regeneration constantly. I couldn't spend enough energy. He did not however become immune to damage; I'm not sure if I used it four times in that game. Other than.
We've not run into any other bugs however, and have enjoyed the map quite a bit! Been enjoying the mod with some friends. Good work and thank ya.
ridgy
18th Aug 09, 2:33 AM
Reapergod, you're kidding right? O.O And this mod is really making tha tmoney in my pocket burn to buy DOW 2 :D
OneProduct
18th Aug 09, 12:51 PM
Version 1.03 now available!
Now affectionately called "The First Stand". The installation instructions have changed so check the readme.
Download link:
http://www.filefront.com/14316395/The%20First%20Stand%20v1.03.rar
I haven't beta tested it at all so let me know if there's any bugs and I'll put out a hotfix.
TheWeasel
18th Aug 09, 2:08 PM
Change log looks awesome, can't wait to try it! =D
Embrance
18th Aug 09, 6:27 PM
Nice idea and map but your mod installing instruciton are...crappy(not to sound like a bitch).For people who have problem withthe mod installing copy thsi over and rename the the_last_stand mod file to DOW2.
\looking forward for a new version of this petential mod of yours!:)
[global]
Name = DOW2
UIName = $1081
Description = Dawn of War 2
ModVersion = 1.3
ModFolder = GameAssets
; Note: the engine mounts the following automat(g)ically:
; movies: GameAssets\Data\Movies
; folder: GameAssets\Locale\<lang>
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[movies:french]
folder.01 = GameAssets\Locale\French\Movies
[movies:german]
folder.01 = GameAssets\Locale\German\Movies
[movies:russian]
folder.01 = GameAssets\Locale\Russian\Movies
[movies:spanish]
folder.01 = GameAssets\Locale\Spanish\Movies
[movies:italian]
folder.01 = GameAssets\Locale\Italian\Movies
[movies:czech]
folder.01 = GameAssets\Locale\Czech\Movies
[movies:tchinese]
folder.01 = GameAssets\Locale\TChinese\Movies
[movies:polish]
folder.01 = GameAssets\Locale\Polish\Movies
[movies:hungarian]
folder.01 = GameAssets\Locale\Hungarian\Movies
[data:common]
archive.01 = the_first_stand\the_first_stand_data.sga
archive.02 = GameAssets\Archives\GameArt_DELTA.sga
archive.03 = GameAssets\Archives\GameArt.sga
archive.04 = GameAssets\Archives\GameArtEnvironment_DELTA.sga
archive.05 = GameAssets\Archives\GameArtEnvironment.sga
archive.06 = GameAssets\Archives\GameArtEnvironmentTextures_DELTA.sga
archive.07 = GameAssets\Archives\GameArtEnvironmentTextures.sga
archive.08 = GameAssets\Archives\GameMaps_DELTA.sga
archive.09 = GameAssets\Archives\GameMaps.sga
archive.10 = GameAssets\Archives\GameDefault_DELTA.sga
archive.11 = GameAssets\Archives\GameDefault.sga
OneProduct
18th Aug 09, 8:02 PM
v1.04 now available:
http://www.filefront.com/14317691/The%20First%20Stand%20v1.04.rar
Patch Notes
v1.03 --> 1.04
Global
-All heroes with 2 handed ranged weapons had their "fist" DPS set to 40 so that they can fight off hormagaunts a bit (originally varied from 8 to 20)
Apothecary
-Improved medical equipment EP regen increased from +0.15 to +0.2
-Sanguine chainsword fixed
-Purification vials fixed
-Purification vials damage over time changed to do 50% of max HP over 5 seconds
Kommando Nob
-Sticky bomb fuse time decreased from 4 to 3
-Shotgun DPS increased from 25 to 35
-Shotgun damage reduction at long distances removed
-Shotgun damage at short distance increased
-Say 'ello to my little friend is now targeted at a location rather than on a unit
-Rokkit launcher accuracy reduced to 0 (fires randomly as intended)
Librarian
-Power Axe DPS increased from 42.5 (was incorrectly listed as 40) to 60
-Flamer DPS increased from 17.5 (was incorrectly listed as 28) to 35
-Heavy bolter DPS decreased from 30-275 to 40-80
Mekboy
-No longer crashes when trying to fire the beamy deffgun
Terminator
-Hammer and shield DPS increased from 100 to 150
-Hammer and shield now grants taunt instead of defend
-Heavy flamer DPS increased from 30 to 40
-Assault cannon DPS reduced from 100 to 80
Venerable Dreadnought
-HP regen increased from 3 to 5
-Now actually has emperor's fist and charge
Warp Spider Exarch
-Powerblades DPS increased from 40 to 60
OneProduct
19th Aug 09, 8:50 PM
v1.05 now available!
http://www.filefront.com/14327191/The%20First%20Stand%20v1.05.rar
Patch Notes
Known Issues
-Spiky armor (and perhaps the knob's stikkbomb armor) seem to work even when the wargear has been unequipped
-Cyclone missile launcher looks funny on the terminator when using hammer and shield
-The damage output modifier for enemies doesn't seem to apply properly (damage input and speed work though)
-Farseer runes of reaping has been removed for the moment as I rework it
-Warlock channeling runes has been removed for the moment as I rework it
v1.04 --> 1.05
Global
-Orbital bombardment cooldown reduced from 120 to 60
-Orbital bombardment cost reduced from 400 to 350
-Revive cost reduced from 500 to 400
-Angels of Death duration increased from 8 to 12
Tyranids
-Only the host can customize the difficulty
-Hive tyrant no longer show up as an enemy hero on the minimap
Apothecary
-Rapid fire cooldown and post-idle delay time reduced from 0.5 to 0 (the weapon will now fire a constant burst)
-Removed the health drain from Combat Stimulants
-Changed the animation for Combat Stimulants
-Because Combat stimulants weren't as fun as I thought, they now cause the Apothecary's melee attacks to hit in a 180 degree forward arc with radius 10 for 250% weapon damage and cause heavy knock back
-[BUG FIX] Advanced Heal can no longer be used on the venerable dreadnought
Farseer
-[BUG FIX] Runes of reaping no longer shows the animation on vehicles or turrets, this is purely a cosmetic change since it never actually affected them
-[BUG FIX] Fixed the radius of doom, the animation was showing in radius 20 but the effect was only occuring in radius 7
-[BUG FIX] Doom no longer stacks multiple times on targets that remain in the area, it only applies once
-[BUG FIX] Seer council is limit 1 again
-Seer council reinforce time reduced from 8 to 5
Kommando Nob
-Kaboom damage to self reduced from 200 to 75
-Kaboom knockback now does friendly fire (required to launch the kommando nob, making this an escape mechanism)
-[BUG FIX] Say 'ello to my little friend can now be targeted
-Sticky bomb changed from radius 10 to single target
-Sticky bomb damage increased from 300 to 2000
Mekboy
-Can now build deployable cover
-[BUG FIX] Fixed a crash when trying to shoot the default shoota
-[BUG FIX] 'ave a taste can no longer be used on the venerable dreadnought
-[BUG FIX] Fixed mekboy mines
Techmarine
-[BUG FIX] Fixed the decorator on sniper rifle
-Can now build deployable cover
Terminator
-Changed the animation for wall of faith to make it more distinguishable.
-Reduced the limit break of Neverending Duty from 1500 to 150 (just to make sure you actually use it in combat)
-Reduced the cooldown of Neverending Duty from 60 to 20 (as long as you don't die twice within 20 seconds you can always revive)
-Reduced HP from 800 to 600
-No longer immune to suppression
-Cleansing Flame maximum duration reduced from 30 to 15
Venerable Dreadnought
-Decreased vulnerability against melee and ranged damage from 100% to 60%
Warp Spider Exarch
-Can now build energy shields
-[BUG FIX] Entangle now immobilizes whole squads rather than just the individual squad member
-[BUG FIX] Black hole now does damage
liniv
20th Aug 09, 9:36 AM
wow sens i started with my Librarian it semes that a lot of people have added a librarian to there mods i am not saing your coping just wanted to mention it geat mod by the whay
OneProduct
20th Aug 09, 7:11 PM
The librarian was a community made hero, made by Heavenfall. I had advertised on the dow 2 forums that if anybody made a hero I'd put it in the game as long as it was around the same power level as the other heroes and different enough to not be a clone of an existing one.
That offer is good here too, if you're interested send me a PM and I'll tell you what I need.
Ghost_828
22nd Aug 09, 2:58 AM
A very entertaining mod.
OneProduct
28th Aug 09, 9:53 PM
Version 1.06 now available:
http://www.filefront.com/14420591/The%20First%20Stand%20v1.06.rar
No new content, just bug fixes and some balance tweaks. Check the patch notes in the .rar for info.
Kharrak
30th Aug 09, 6:48 AM
Two things concerning the mekboy!
One, his electric armour no longer unlocks the Electric Shock ability, I see.
Two, the Mekboy's beamy deffgun does minuscule amounts of damage to the Carni's. Could I suggest you up the damage?
Thanks, and yeah, as usual, great work on the mod. I'm enjoying both this and Copes :D
OneProduct
30th Aug 09, 9:39 AM
@Kharrak
Electric armor is now a passive ability. :)
It's kind of like spiky armor but sends them flying away when they hit the mekboy.
Mormoran
5th Sep 09, 1:45 AM
Dude, awesome mod, it's freaking great!
Now, if you could only include the tyranid heroes as playable characters, that'd be sweet!
Could it be possible to add something like a store in which you could buy wargear/items? something like health regeneration or healing items, so you're not (almost) forced to take the apothecary as one of your heroes?
TheWeasel
5th Sep 09, 5:14 PM
You don't have to use the Apoth. You could also use the farseer or mekboy.
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