Happy Birthday Medes buddy.
Happy Birthday Medes buddy.
Beta Tested:
[Inquisition: Daemonhunt]|[Tau Mod: Exiled Union]
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#4902
MONTY PYTHON FTW.
Hungarian phrases...correct?
Cookiee.
Iron Within! Iron Without!
#4903
Happy Birthday Medes!
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"The book of love has music in it, in fact that's where music comes from, some of it is just transcendental, some of it is just really dumb"
Happy Birthday Medes!
@InternetIan - Like they said you can only have 6 Space Marine squads/Scout squads.
veteran squads, Dreads, and Termies count as Elite only allowed 3.
Assault Marine squads, Land speeders, Land speeder typhoons count as Fast Attack only allowed 3.
LRs, Preds, Vindies, Damocles, Whirlwinds, and Devastators count as Heavy support again only allowed 3.
Rhinos and Razorbacks are not hardcapped, so you can have 6 of each.
The chaplain, Librarian, and the Command squad count as HQ only allowed to have 2.
The Force Commander is a HQ unit too, but you are allowed to have him plus the 2 other HQ units.
Thats the unit cap breakdown and its not hard to stop a Nec or Ork rush in the early game with just the 2 units you start off with. Just get the Armoury up, get the T1 upgrades and upgrade your unit while you are doing that and your fine.
Don't forget turrets. I always make it a point to have one set up at some choke point. It helps discourage rushes (which you always seem to get if you play against Nec or Ork AI opponents).
Here's a question: I know IG starts out with its commander. I usually run across the bosses of other races pretty early when fighting AI opponents. I don't think Tau starts out with it if you play them, and I know SM doesn't. Has the AI been set up to automatically have their races' commanders, or is it just a major priority in the AI setup?
Happy Birthday to both Medes and Vol, thanks for all the hard work, you've kept this game alive and dynamic for me.![]()
IG are the only race that start WITH their commander, because they are weakest in the early game. But i'd still say that its a high priority to get that Commander out for the AI.
Monty Python's Hungarian sketch of course...Originally Posted by Mirage Knight
I am an American, so, of COURSE I know these things...![]()
Ah. I should've picked up on the TT aspect from the get-go. Derrr....
L0b0: My friend is a fiend with the orks. Maybe it's just the way we play.
Medes: Nice changes to the Pred's. It's now painfully easy to knock out a Baneblade. XD
#4911
thanks for the bday wish everyonei really appreciate it.
Okay, regulars, the map I've made for the next beta release is ready to be evaluated. Head on over to the FoK forums to find out how to get it.
If you don't have Testers' Forum access...sorry!
Hey, I don't know if these things has been fixed/said before, but i really wish you could implement gauss weapon technology + disruption fields. Also, could you do so that when the lord has VoD and has joined a squad, that he can teleport himself and that squad? And why aren't heavy destroyers in squads of 3?
One last question: How big is the chance for a necron to self repair?
PS. Happy birthday Medes
Edit: Also, why is Nightbringer essence an artifact?
Last edited by Godmouth; 22nd Nov 07 at 2:00 PM.
Happy B-day Medes!
Had some pondering about weapons balance. Lets say two LRs square of. They fire, and fire and fire their lasers, slowly chipping away at each others health, until one dies and the other is severely damaged. This works good in an computer RTS. In TT, in is important to manouver good, to get of that first shot, hit, and hit hard. Basicly, in TT, leathality is very high. Now, in Fok/Dow, a thing that I am missing is a bit of radomisation in the battles. Here is my idea:
How about double(or something) the damage for all weapons, but at the same time halving the firing rate? The effects this will have is that hitting with your first shot is more important, and a LR vs LR-battle will result in one tank surviving like before, but it will be more variation in what state the surviving tank is in, instead of always having about the same amounth of health left. In general, units will die at the same rate, but the results from two equal units clashing will be more random.
(it will also have some other effects too, like anti tank weapons getting less effective against infantry)
Basicly, from a mathimatical point of view, more "samples" leads to more consistent results. Having high rates of fire, and a certain precentage chance to it, but low damage, the results more likely to get the same every time. This is quite different from the TT, were you have low rates of fire, but high lethality (and hitting first therefore is more important).
Now, is this something that is suitful for Fok? I don´t know, what do you think MK and the rest?
Last edited by Jinxter78; 23rd Nov 07 at 1:36 AM.
hey medes/ mirage how do you 2 feel about soul storm coming out....do either of you 2 plan on making a mod out of it? jw i know its early to ask because the current mod is still in its beta and the game dosent come out till spring or somen like that
To the Mod Team: I'd have posted this on the mod forums, but my account has yet to be activated(D'oh)...so here's a bug report:
When I try to run the Eldar campaign, their weapons do ***NO*** damage to anything. At all. Period. Not the turrets on the LP or even the Prisim Tank's main gun.
But when I get beat and retry the same map, the gear and guns work flawlessly![]()
Curious.
how are you going to make the command vanquisher look more like a veteran tank? i'm curious. btw happy belated birthday medes!
medi: I'd think by making the hull/paint look scarred, worn, dirty and just used in general.
I like! Thats realy sweet looking.
BTW you wouldn't mind making the Vanquisher and Laser Destroyer cannons a bit stronger? I mean they do almost no damage to heavy armour (about 50!)!
Very good so far. But Tanks are just slightly over-powered on armour. Their weapons (as above) arn't imensly powerfull but they are realy hard to kill even with anti-tank weapons. Just thought i'd throw it out there, keep up the good work.
"Celtic fans right now sit in silence and watch, and hope that the damage doesn't get any worse from this Graham Carey free kick. Away by Wilson. Teale. Still options waiting in the middle for St. Mirren...OH, AND THEY HAVE ANOTHER ONE! It's stunning! It's absolutely stunning at Hampden park! And it's Steven Thompson, who scores his thirteenth goal of the season, and that might just be the goal that takes St. Mirren into the league cup final!" - 27/01/2013
There's a discussion of sorts on the topic of vehicle HP on our forums atm so I figured I'd bring it here.
At any rate, here's an idea I had...Basically, standardize HP for ALL vehicles at say 600 HP and let the vehicle's armour type dictate the amount of damage that it takes.
Edit: Something else I wanted to mention. Seeing as we're adding in Cameleoline Cloaks for Special Weapon Teams, I was wondering how everyone would like to see that implemented.
Should it allow SWT's to use the Infiltrate ability or should it provide "always on stealth" ala Tau Stealth Suits?
Last edited by Mirage Knight; 23rd Nov 07 at 3:28 PM.
I thought it was currently: Standardized HP x Wounds with armor removing some/all damage. Whats wrong with that?
At present that's the case with troops - not vehicles. For, instance, currently vehicles with Armour 10 in TT have 600 HP (and a matching armour type) while Land Raiders which have Armour 14 have 1000 HP.
It's been pointed out that in light of the fact that vehicles in TT don't use Wounds / Toughness persay that it might be a better idea to used a standardized HP system for all vehicles, regardless of race as oppose to having a set HP for different vehicle armour types.
#4924
I really like the idea of standardized health with variable armor. IMO it makes a lot of sense and should simplify vehicle health.
btw - pimp out my russ indeed. sweet command tank.
@MK - I'm liking that idea of standardized HP for vehicles. Even when I myself don't have problems killing vehicles, probably because I'm SM all the time and if there is a problem I can answer it with assault cannons.
@InternetIan - That is because the single player campaign has not been touched. They are polishing multiplayer first, then they will start work on the single player.To the Mod Team: I'd have posted this on the mod forums, but my account has yet to be activated(D'oh)...so here's a bug report:
When I try to run the Eldar campaign, their weapons do ***NO*** damage to anything. At all. Period. Not the turrets on the LP or even the Prisim Tank's main gun.
But when I get beat and retry the same map, the gear and guns work flawlessly
Curious.
I know this is your first time posting about it, but really I'm getting tired of saying the same thing to people. the team opted to finish multiplayer first, because that means slightly less work when doing the campaign.
I can't download the mod for some werid reason.
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
If a change is required then this standardization of health is cool from a realistic point of view. I mean if you fire a bullet from a high powered rifle at the driver of a jeep it will likely go through the window glass, kill the driver, and disable the vehicle. If you fire the same rifle at the driver location of a tank the bullet would likely never hit the driver, doing little to disable the tank. However, if the bullet did hit the tank operator, then it could kill him or her instantly just like the jeep’s driver. Thus, you could say both vehicles have the same health.
Unfortunately, some DoW vehicles have more than one driver, so I don’t know how well this line thinking holds with complete standardization (i.e. 600 hp baneblade versus 600 hp predator). But it could also be argued that a vehicle with more than one operator requires each and every one of them to properly control the vehicle.
I think there is a mod (which I can’t find now) that is using a land raider variant with many laser cannons. I remember reading a post from one of the devs stating that if the vehicle fires all its weapons at once then it may damage itself and start to break down. Technically, I think they said that they instantiate a child function that disables random hard points or something.
Maybe a child function of this sort could be implemented to reinforce the idea of vehicles with multiple “health units” (people) as operators, such as the baneblade. Every 600 or so points of damage the child function would be ran to randomly break/negatively affect something on the multi-driver vehicle indicating that there is only so much an understaffed crew can do to operate a massive war-machine effectively. This continues until the entire crew is dead (out of HP) or new crew is added while the builder tries to repair the damaged systems.
With regard to the baneblade, it has Structural Points which are the vehicle equivalent of Wounds - 3 Structural Points to be exact.
Therefore, if 600 HP is agreed on for standardized vehicle HP - then the BB will have 1800 HP...right now it has 2700 HP.
Oh (smacks forehead), ok, thanks for the reply MK. I’m sure play testing will indicate whether 600 HP is appropriate, athough you already know that. BTW, I’ve been sort-of fasting today, so please excuse my rambling = P I must get some food….
Cameleoline Cloaks, doesn´t the Eldar Rangers use those too?
About armour and health, open topped vehicles get more catastropic results if damaged, so they should have less HP. Also, skimmers that get a crew stunned result crashes, so they should crash faster than a normal tank also. Now that vehicles gets slower if damaged, can disabling weapons and temporary stun be implemented? It would remedy some of my issues noted in my last post.
Ah, about vehicles and movement, for example a LR has two main guns, but if moving, a tank can only fire one of its main weapons. How about making the second laser of the LR only fireable while stationary? (and similar implementations for the other tanks and vehicles)
#4931
Jinxter, having weaker armor types for open top style vehicles would be the same as less HP.
Also, don't some skimmer vehicles in TT like Eldar Falcons have special rules that make them really hard to kill even though they have lower armor? *looks at MK*
L0b0: That's all fine and good. Just thought it was a bit funny and odd, and maybe worth a quick giggle.![]()
hi!!! :P im back, long time since i dont get my nose on this forum hehe....well anyway i was looking at the code/rgd and I figured that some vehicles use a ability to slowdown when their HP is at a specific level....well i was thinking that maybe this could be used to represent TT damage tables with random modifiers :P
by the way nice modi enjoyed DOW once more
xD Happy Bday medes with delay xD
i forgot we have the same Bday
-++Orks!...Burn the beast!!!...++-
Yes, skimmers are harder to hit...but is killed more easily
About open topped and armour, no, they generally have lower armourvalue, but you also increase the damage by one when dicing for damage. So, they should have both lower and some sort of HP nerf.
Mirage i think that the comeleion suits should always be stealthed like stealth suits just because its a specail thing they wear to cloak them selfs, like stealth suits...and i luv tha idea of 600 standardized hp
Last edited by derge; 26th Nov 07 at 6:25 PM.
Lobo--think it's time someone starting looking at campaign? It shouldn't be that big of a deal to modify the single-player unit .rgds with what's already there in mp. I don't imagine it would take that long to do it.
I was wondering. Do berzerkers have a new Special ability now? e.g- They reach 1HP and then refuse to die for about an hour. Not a big deal i just thought i'd bring it up.
Also i'm not sure the mark system works just now. Sorry if its bean brought up before. But if I select the path of Slaanesh from the Chaos HQ, i can still build Zerkers, TS and PM. Is that supposed to happen? I doubt it to be honest.
P.S- Can't wait for the PM, TS and NM models.
@Vol - thats why I said *slightly* meaning easier to do single player when multiplayer is polished and done.Lobo--think it's time someone starting looking at campaign? It shouldn't be that big of a deal to modify the single-player unit .rgds with what's already there in mp. I don't imagine it would take that long to do it.
@Shoota Fodder - Thats known, Chaos were never completely finished before the first beta release(I know you can tell the difference). Zerkers last on that special ability for like a 1min or 2mins, something like that.
Marks of Chaos no longer excludes a chaos player of any special troops, according to the latest codex (damn them to hell!)
Right thanks that cleared things up a little. I could kinda tell Chaos wasn't finished. I didn't want to say though just incase they actually were and i proceded to offend the entire mod team.
Happy Birthday Medes.![]()
dosent chaos need, hounds, blood letters, and nurglings?
i dunno..maybe...depends if they can get them to fit in wtih everything else.
BTW...awsome mod...and its not even finished!!
Keep up the good work..cant wait for the final release!
Hey guys any chance of a quick patch or fix cos i love the mod so much but im getting tired of being vaped by scatter lasers, heavy bolters and krak grenades
and can we get a quick lowdown on all the new stuff that should be in the next version
i can't wait to see ira iduros skins for the scorpions and the wave serpent
with the vehicles hp getting sorted could you lower the buildings hp aswell because i hate it when at the end of annihilate you have to spend an extra half an hour nuking buildings
and also i know megazogg breezes past these parts and i would like to know if hes finishing his speculars for the eldar?
but still its one of the best mods with the best team for the best game everlove the work you guys put in
once soul storm is out what are the chances you guys are converting those to firestorm 40k? *rename your mod galactic firestorm 40k*
Any chance that the orks will get correct looking vehicls such as the wartrukk? or the wartrack which is actuayl a motorcycle with a double tread back ...
Perhaps the warschorcha
Big gunz batteries
or the Warbikes?
oh and maybe they can have more looted vehicles but just not look liek the imperial or marine vehilces like make em look F'ed up or somethine lol. like maybe a leamn russ is missing one of the sponsons, or has a hole where the sponson is with a grot stuck in it with a big shoota maybe? i saw a pic liek that it was an awsome conversion.. if i find it ill post it
whens the patch comin out!???!!! you guyz pwn your work rocks
#4948
actually being orky they can almost look like anything as long as it fills its role in the codex.
Any chance that the orks will get correct looking vehicls such as the wartrukk? or the wartrack which is actuayl a motorcycle with a double tread back
the ones you buy in the shops are just a base modelyou can buy to suit. much how you could buy a box of marines and convert them to another chapter with various symbols and different armour. as orks use junk and looted parts a wartrukk could be a hollowed out rhino with extra weapons for example.
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i know... just the curret wartrukk and wartrack look retared .. jsut to me though ...but reall any chance of the orkies getting warbikes or maybe different vehicles? i think the orks really need that da big gunz batteries... oh and i was looking up some new models a bit off tompic but the orks have a shok gun... wahts the rullign on that and waht is it A.T. or A.I.?
I love the eldar bulder sound with thier horns, but i experince alot of gliches, also ig may be armed with flash lights but 200 of them should be able to take down a lp. ALso when you pick ig over run ability you cant get all the infrantry, also you cant get inquisition units?
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