Yeah i noticed the Ork issue of them being overpowered when i was playing earlier
Nice look chainfists can't wait to see them in-game
Good work Zany, keep it up.
Yeah i noticed the Ork issue of them being overpowered when i was playing earlier
Nice look chainfists can't wait to see them in-game
Good work Zany, keep it up.
Does this mean Orks will be getting green blood(lol)?
*funny pics
Heh, ice work. In the screenshots, it looks like the terminator is just standing there and ignoring the ork while sawing it. Keep up the good work.
Every time I play the mod The Boss puts something new in...Maybe the Orkz seem overpowered because you weakened all the early weapons down? After all, the Marine's bolters would fall under those weapons you made weaker.
Our games showed that the Orkz weren't overpowered compared to the Tau before your nerfed early weapons, I have not tested them since the weakening yet though...life has been, rough, lately. It should be lessening some now though, and I hope to get in more playing of the mod.
Looks amazing. Gotta try this one out
Gorb - You should see the sync_kill 2 animation then. It's full of flesh-rending fun (the chainfisterminator shoves his chainfist into the torso of the enemy victim & guts it)!
Bloodrage_tau -![]()
Warlord Skrakar - With burna bombs? They sure are fun these days... Remember that Mad Doks are too crappy to fix dead Orks, but dey don' need ta, fa wen an Ork diez, we'z get ten more Boyz!
haloelite52, John1918 & Chapperlain - I've been thinking about increasing the weapon ranges of all ranged weapons in TTRU by 20%, coz I'm not gonna increase the damage of those lower-tier weapons as research is supposed to do that for us instead.
Also, Orks were partly overpowered due to a piece of code I forgot to remove that makes them take 25 points less of ranged damage. I've removed that for 1.34 however, so bolters & other weapons should do maximum damage to them.
ChaosReigns - I wish, though It'd be bloody annoying for me to replace all the FX used in every Ork model! However, it'd make it more fluffy.
Chosen Terminat - It'd been even better if the Ork jaw was fully sawn off, but the existing image had to do (I rendered them however).
whishky - Hello & welcome to the modification that currently has the most new units & changes around for DOW! You will enjoy the next release.
-------------News-------------
Beta testers: Seeing as Killer_zero & Vaaish have been booted without them knowing (I gave them plenty of non-response time however), I wanna have 2 replacement testers here.
However, Thudmeizer has recently joined our cause & has been saying that many of the beta testers have failed to spot some crucial errors, so I need some beta testers that I can trust will give me some half-decent information on bugs or balance issues.
If you think you're up to it, then say that you want to here. Don't bother PMing me about this offer as I haven't got that much space. I also need to know any previous testing experience too.
Now for an update:
Heavy Weapon team SQUAD
These guys have no new models added to them (yet), but it's a combination of the 2 existing HWT separate models, into one mega model, allowing the deployment of multiple teams in a single squad, like with Broadside Battlesuits.
There is one exception though, & that is that these teams may have weapon upgrades whilst deployed.
The upgrade system hasn't been tested yet due to my base being overwhelmed by Big gun batteries & Slugga boyz.
Here are some screenshots of what I currently have however:
I also want to try to put mortar teams into this combo too, so that we may have mortar teams rather than as separate single-man units.
In addition, Thudmeizer has been hard at work & is proud to finally get THe Heroes modification working, as well as a more functional AI for the mod (hence why I lost to big gun batteries).
Credits go to Thudmeizer & Cuttershane. Thanks!
Leader & (a) modeler/texture artist/animator of the
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Closer-to-codex mod files - To expand your mod.
Codex Toolbox project - for furthur mod expansion!
One more thing:
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#1157
i'll beta test for you.
i've got this week off so i'll have a lot of free time.
are you rescaling the units so sm's are taller than guardsmen and tanks are bigger
'All that is solid melts into air, all that is holy is profaned, and man is at last compelled with sober senses, his real conditions in life, and his relations with his kind.'
Ok, previous experience?
well i havent really had time to play many game because of real life matters so srry zanyThudmeizer has recently joined our cause & has been saying that many of the beta testers have failed to spot some crucial errors,
Show me a fortress and I'll show you a ruin+++ Captain Eddan Bourne,
No. 2 Assault Company, Silver Skulls +++
Fear me, for I am your apocalypse
#1160
i'm testing for dowpro and did a bit of testing for the deathwing mod
i also know how things should be balanced.
Zany Reaper,
Well done on the heavy weapons SQUAD. Something that DC has been lacking since its release. And yes, it would be great to see mortars teams being a choice for the squad as well.
Mortar squads....delicious.
Excellent work.
regards
sunray
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But you have already put forward the issue with bolters & weapon ranges however. I am considering modifying weapon ranges...well i havent really had time to play many game because of real life matters so srry zany
Colonel temp - Ok. You'll be put on the maybe list for now.
Maybe list so far = Colonel Temp!
Sunray - I knew that HW squad would get your attention!
#1163
Major Thanks to our core AI coder: Arkhan and the 2.30 beta team of Larkin, Inquisitor, Zenoth, and others.Credits go to Thudmeizer & Cuttershane. Thanks!The current 2.30 AI shows you how "extensible" it is across new mod expansions.
Oh and.. I sooo look forward to beta reports from all the TTRU beta team!
"Major Thanks to our core AI coder: Arkhan and the 2.30 beta team of Larkin, Inquisitor, Zenoth, and others."
Yeah, kudos to them as well as you...
#1165
woot ,maybe!!
been following this mod for bout a week now.
them big stompy ork things look kool.
(cant remember name)
Yeah, sorry about the lack of updates Zany, been bogged down with studying and RL stuff.
"Yeah, sorry about the lack of updates Zany, been bogged down with studying and RL stuff." I usually manage roughly 3 hours of revision a day, 2 at a minumum (depends on my attention span then). I've got exams too
Colonel Temp - It's the Kustim Stompa mate, & it's fun!
----------------
Ok, I'm gonna start doing some testing for the mod in about 10 minutes, so if you have any last questions, then post them here & I'll check soon...![]()
#1168
orks can make anything.
just wait till they build a... a...<--- one of those
would it be possible to change heavy weapon squads for ig so that thery dont hasve to deploy and are attachable.
"would it be possible to change heavy weapon squads for ig so that thery dont hasve to deploy and are attachable."
I doubt it. Even if it was possible though, it'd probably screw up pathfinding & really wouldn't work out in the end.
On the other hand, who says that we can't have special weapon squad guardsmen?
Anyways, I'm going now. Have fun with... Whatever it is you like best!
#1170
no one did!!On the other hand, who says that we can't have special weapon squad guardsmen?
ok is there any way of replicating the *gets hot* rule from tt. by having a small chance of plasma guns hurting the user?
Right, again i just got off and it seems that necrons were VERY slow.. THis may well have been fixed in the new beta (Thanks to everyone who was working on the AI btw) but if not, mayb take a look (i know necrons are slow anyways but.....
I am also sorry for the lack of testing time (exams like the rest of you (good luck all)) but in a week or two they finish and i then i shall be able to get on a bit more!
I don't think there is (as far as I know, weapon upgrades cannot trigger other hardpoint changes). However, I don't think that it'd be a very good idea to implement into the mod as People would probably get really pissed off having to continuously re-inforcing plasma guns for their infantry, especially in the case of guardsmen.having a small chance of plasma guns hurting the user?
Bloodrage_tau - Do you mean by slow, as in their movement speeds, because they're supposed to be slow! It's a compromise to their greater durability & weapon damage compared to your average space marine (in shooting, not so much melee).
IRT Zany:
Any chance of us seeing 2 men for the undeployed HWT teams rather than the single guy? Just wondering since it seems rather silly having a single guy running around when the HWT is undeployed suddenly becoming 2 once the HWT deploys. (the 2nd guy is hiding in the first guy's backpack maybe?)
That'd be a huge & difficult animation project to do, & I'm as a result kinda reluctant to do that. I know it'd look better, but I'm focussing more on other issues to do with the mod.Any chance of us seeing 2 men for the undeployed HWT
I'm not trying to be akward here, I'm genuinely curious-why exactly would it be?
By slow i meant the AI building time. They seemed ot have very few units when a human player could possibly have a good army.
Also, hahahha, Yes in the other guys backpack![]()
#1177
Which AI was this? The old or the *NEW* one I crafted for TTRU? I would need to know as the new AI definitely DOES NOT have issues like building large armies.By slow i meant the AI building time. They seemed ot have very few units when a human player could possibly have a good army.![]()
Anyway, such comments should be in TTRU's own forums.
THis was proably the old AI as its not the new beta that Zany is doing.
#1179
modifiers work on alot of things. just got to go ahead and try things out. say actualy having a modifer on the weapon itself etc.
Quote:
having a small chance of plasma guns hurting the user?
I don't think there is (as far as I know, weapon upgrades cannot trigger other hardpoint changes). However, I don't think that it'd be a very good idea to implement into the mod as People would probably get really pissed off having to continuously re-inforcing plasma guns for their infantry,
Tutorials_And_Helpful_Sites_Here <-link
Want a 3d model commissioned? I may do so. Pm me!
http://steamcommunity.com/groups/dow40k2-woa Join up for updates and view other members.
#1180
how about making orks faster when power of the waagh is used. to represent their doubled initiative.
#1181
Right, I don't like holding people hostage, but I'm going to have toOriginally Posted by Zany Reaper
I really want to see that animation. Also, if you need another possible tester to put on the "maybe" list, I'd like to volunteer. No previous official experience, however I'm involved in a few mods at the moment, all of which have made me intimately familiar with the contents of that damn Logfiles folder
Anyhow, keep up the great work! Chainfists, mmm, they be nice.
I am an Iron Warrior! Iron Within, Iron Without!
Heavy Weapon Team Squad?!
Need cover.Dese Grotz`ll do!
You didn`t know that it`s possible for Mad Dok to fix a dead Ork(I mean in backstories).If some Ork misses a head and the other misses the body,Dok`ll stitch`em up!
Last edited by Warlord Skrakar; 2nd Jun 07 at 2:38 PM.
Actually, it be called a 'Heavy Weapons Platoon' in tabletop, with 3-9 heavy weapons teams. But I think 'squads' of three will also work.
"I'm not trying to be akward here, I'm genuinely curious-why exactly would it be?"
RoadKill - Because it is. It would require me to make about 30 really complicated animations for another guardsman in the squad, & then make sure that the animations synchronise properly. It would basically take me about a month to do properly.
Also take into account that I am crap at animating infantry, especially movement animations (unless they don't have legs, in which case I'm OK with them).![]()
Sorry, but I ain't gonna do it.
"By slow i meant the AI building time. They seemed ot have very few units when a human player could possibly have a good army."
Bloodrage_tau - Thudmeizer's post
HorusHeretic - But is it possible to make it so that such a disaster could only occur when the plasma gunner is shooting?
I'm not sure It is in Dawn of War.
colonel temp - I've re-introduced what happens in Dark Crusade for the Orks (Whenever you have a certain number of Orks in close proximity with each other, each Ork gets a small but cumulative speed increase), for version 1.34.
Gorb - I'll put you on the maybe list, though a lack of experience leaves me pondering... Sorry, but you know...![]()
Warlord S. - Mad Doks resurrect Dead Orks in fluff? Wouldn't surprise me, but AFAIK, it doesn't happen in Tabletop.
"Actually, it be called a 'Heavy Weapons Platoon' in tabletop, with 3-9 heavy weapons teams. But I think 'squads' of three will also work."
Chosen Terminat - That's news to me. Shall I change the name of the squad then, to Heavy Weapons platoon?
Anyways, as soon as the Mortar team is made (I'll be able to resume it after Friday next week at the latest, after my exams are finished), Big gunz batteries will be rivalled.
#1185
Yeaaazh I never understood why Relic went with the single Imperial HWT trooper then when they entrench they become 2 d00ds? Bahh.. I'm sure the game engine can handle 2 units represented as one being built then when they entrench to become the stationary heavyweapon emplacement they are still 2 people. Oh well... its more a graphical request but low on the priority.
I'm more curious what the TTRU testers think of the current build with the new AI. My gawd is it pure bedlam or what? Even the Guard are seriously owning them byatches but watch out for DA ORKY BOYZZZZ!![]()
I run away like cowardly grot poo.
Zany Reaper,
Just so you know all the available info, the "Heavy Weapons Platoon" is made up of 1 to 3 "support squads". They can be a mortar squad, a fire support squad, or an anti-tank squad. Each squad has three heavy weapons.
The fire support squad consists of either 3 heavy bolters or 3 autocannons. The anti-tank squad consists of either 3 lascannons or 3 missile launchers. And of couse the mortar squad consists of 3 mortars.
Support (heavy weapons) squads are also used in the Command Platoon, which can have from 0 to 5 "support squads". These squads can be squads of any of the above, as well as special weapons squads and Sentinal squadrons. No more than two squads of any type can be used for the one Command platoon.
The special weapons squad consists of 6 guardsmen, armed with either a lasgun, or a laspistol and close combat weapon. Up to three guardsmen can be upgrades with three special weapons. These special weapons upgrades can be either a flamer, melta gun, sniper rifle, grenade launcher, or demo charge. However only one demo charge can be allocated.
The big bit of info here, is that Codex says, in TT the command platoon is used as one entity for force selection purposes only. In practice, it can either be used as one cohesive unit, or its squads can be used independently.
So Zany, what you intend to do is quite OK. Codex says that the heavy weapons squads can be used as individual units.
regards
sunray
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Sorry to upset you Thudmeizer, but I haven't given it to them yetI'm more curious what the TTRU testers think of the current build with the new AI. My gawd is it pure bedlam or what? Even the Guard are seriously owning them byatches but watch out for DA ORKY BOYZZZZ!
I still wanna get the Mortar team re-integrated first, & then there's the matter of sorting out that missing widget thing in the taskbar error log (if I manage).
Sunray - so you can't have mixed weapons in a HWT squad? That kinda sucks...
#1188
No man thats coolio! Do what ya need to do first...
Zany Reaper,
I will check. I'm sure I have seen many photos of TT games, where players are using a mixture of HW's in their support squads.
To me, the mere fact that the game engine will not allow you to attach HW's to an infantry squad effectively, gives you the right to mix your HW's in a support squad.
regards
sunray
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Sunray - I saw a game of 40K being played in a GW gaming room where IG were against Space Marines. I took more of an interest in watching the 40K game rather than playing the crappy game known as Inquisitor.
The IG were having a lot of fun, mowing down marines. The sentinels got into melee with some marines, & a kasrkin squad bombed a Land raider with melta bombs! That was excellent.
A leman russ battle tank annihilated half a squad of assault marines in one shot with its mighty battle cannon, & the demolisher tank was patroling the area trying to blast the SM dreadnought hiding in some wreckage.
It was a great game...
Anyways, the point of me saying this is that the IG player had a squad of HW teams, which had mixed weapons. I think the guy wasn't completely obeying the codex rules though (he didn't bring his IG codex with him & the store doesn't allow their own to be used), so I don't know.
However, I've been told by someone else you may have mixed weapons in a HWT squad, so that's fine by me
Ok, now to change some necron research names (distruption field is a crap name for the research ingame, completely different to what it is in Tabletop).
You can mix heavy weapons in squads. The wording in the codex is'nt 100% clear. But yes, you can mix your heavy weapons.
Thanks for Clarifying that then
I'm introducing a little change to the HP of squads in the mod, seeing as shooting has been vastly stunted in T1 & T2 (for most things):
Most infantry will now have their HP lowered, just like with the damage values of certain weaponry. However, common researches to the races will increase the HP of these things back to what they should be. This avoids most infantry escaping instant death from powerful weapons (barring titan killers) due to the action of researches. I might consider applying this to commanders, although I do not aim for commanders to suddenly become almost completely useless again like in version 1.2.
Great mod, I've had a blast trying it.
I have one suggestion though - BUildings should be muuuuch tougher, at least Building_Medium and Building_High. I think it'd be much funner over all if your base wasn't instantly destroyed. I mean, they're gigantic buildings, they should be pretty crazy tough.
Vack - That's already been done in the DC version. Most buildings have had their HP increased by a fair amount due to the new scaling system, as well as the Ork HQ getting an additional armour buff as well.
#1195
Yes, because there isn't a near beta release yet. Thanks for reminding me though.am i still on the maybe list for beta tester?
Maybe list:
Colonel Temp & Gorb.
Please inform me if I've forgotten anyone. I thought there were 3 people who were on the list...
well havent played much cause of exams grumble anyways hope to play soon though just a FYI 4 u zany
Thanks Haloelite52. My exams are now over so I am using the rest of my study leave (8 days now) to holiday & work a bit more on the mod, seeing as I have nothing really to revise for.
Although I might spend some of my time looking for some info on universities briefly...
Anyways, Xamon has returned. Hopefully he'll continue to work for us...
bad news guys my desktop fed up and using dads laptop to talk on forums anyways i think its cause system restore crashed
2 more exams to go for me, maths on monday, and History on thursday
And i can't find anymore bugs with the SM, well, none that haven't already been mentioned
Can't wait for when the Commanders don't get killed in 2 hits lol ¬¬
Will test the other races.
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