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Dark Crusade 1.2 nobrainer fix list

  1. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #101
    Why shout... Octopus Rex's Avatar
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    nope. The command squad version of the ability specifically cancels out the modifiers that it is inheriting. Hence the "no_modifier" line being the only one there. I've also checked it in the AE.

    Edit: oops, I was looking at the health regen modifer. Sorry!
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  2. Child's Play Donor Dawn of War Senior Member  #102
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    Quote Originally Posted by Slow_Runner
    I also toyed with the idea of a Kasrkin ability that would activate when the research is done but then one would have to make it exclusive to keep it from stacking within the squad which would in turn screw up the priest modifier. =/
    Make it an ability of the squad (add it to the sbps LUA) instead of the unit (ebps LUA) and you should get what you're going for.

    Any I have no idea what I was on with that speed modifier cap. I'm sure there is one, but the Priest slowing them down thing makes so much more sense.

  3. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #103
    Why shout... Octopus Rex's Avatar
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    Unfortunately you can't stick abilities on the squad. All the squad based abilities are specially made extensions, most of which appeared in DC. Cheers Relic!

  4. Child's Play Donor Dawn of War Senior Member  #104
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    Huh, coulda sworn you could, but upon checking the LUAs, you're right. Shoulda waited until I got home to verify that before I said it.

    On a completely different note, there are a ton of death explosions in the game that don't have proper piercing values, meaning they do no damage. Death explosions are what power generators can do (25% chance) when they're destroyed. The original four races' power generators and thermos all have proper death explosions, dealing low damage and some morale damage to any unit close enough. The Pile O' Gunz! likewise has a proper death explosion (never a good idea to leave that much ammo lying around).

    Unfortunately, IG's power generators don't have piercing values for anything. The following units have death explosions that do no damage. They have min and max damages (which would indicate they're supposed to do damage), but no min damage value and no piercing value, so they only do knockback and morale damage.

    Wraithlord
    Tomb Spyder
    IG Plasma Generator
    IG Thermo Plasma Generator
    Tau Plasma Generator

    The fix? Give them piercing values or a min damage value. It's also worth noting that Necron Plasma Generators and Thermo Plasma Generators have far more powerful death explosions than any other race. But that's balance discussion I think.

  5. #105
    Hi everyone........

    Copy and paste form an old SlowRunner thread.

    IG:
    -When upgrading a listening post to level 3, the Imperial Guard LP not gets an additional hp whereas all the others get a significant increase (Orks get 655 additional hitpoints and SM and CSM get as much as 1200 extra hp).

    See yaa...
    (i not speak english, sorry)

  6. The Studio Senior Member Dawn of War Senior Member  #106
    true that. IG have the highest beginning LP health of 2500
    but it caps at 2700
    tau starts at 2000, but caps at 3200
    SM and chaos caps at around 4062

    however, orkies do have it worse
    their's is tops at 2480

  7. #107
    Wraith_Lord
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    Imperial Guard Imperial Guard Command Squad

    Imperial Guard Command Squad: - The Command Squad takes up 2 squad population, even though it is considered to be a squard of hero units. It is inconsistant with all other races' hero units, which take up 0 population. Solution would be to change the squad population cost from 2 to 0. Think this should be added to the list?

  8. #108
    Member The_Guardman's Avatar
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    They are not the only army payng his hero in pop, orks do it. however, Orky heroes cost far less in pop term (1/50th of theire pop each vs. 1/10th of the CS). It is a balance issue.

    - I notice in the wiki that the CC damage of the HWT knife (I think unentrenched) are flat ZERO, despite listing a min/max of 10. Is wiki right? Otherwise, need to add it.
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  9. Child's Play Donor Dawn of War Senior Member  #109
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    Yep. The HWT is armed with the generic guard_knife and guard_lasgun when undeployed. The knife has no minimum damage value and no piercing values, so it does 0 damage across the board. The lasgun at least is set up to be very close to the GM lasgun.

  10. Dawn of War II Senior Member Dawn of War Senior Member  #110
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    Wraith_Lord, that's not a clear cut thing, more of a Balance thing.

    The_Guardman, that's already in the list.

    IG LP3 is indeed apparently a bug, there's a modifier in the LP3 addon that's supposed to bump the health up by 200. In fact it's the exact same modifier as the LP2 addon has. After labbing it a bit, it seem that the second modifier overrides the first one so the fix is to make the second modifier increase health by 400 instead of 200, resulting in the intended +200 hp with LP3.
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  11. Child's Play Donor Dawn of War Senior Member  #111
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    You know what's odd about that Slow_Runner is that all the LPs seem to operate that way, with the newest add-on always being the only active one. The Waaagh! Banner however, does not. The extra health listed in the addon's LUA is added cumulatively.

  12. Dawn of War II Senior Member Dawn of War Senior Member  #112
    Forum Fact Fairie Slow_Runner's Avatar
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    I think I know why that is, the WAAAGH! banners specify a target type (ork_waagh_banner) whereas LPs and the like don't. So while the WAAAGH! banner modifiers all sort of "pile on" on the base banner, LP modifiers... erm... do something else. Tried changing it to the same but failed. Tricksy this.

  13. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #113
    Why shout... Octopus Rex's Avatar
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    Just a small point about the G-men Plasma range: I from looking at the LUAs I would say that a range of 22 is intended.

    Why? Well, the Lasguns have a range of 27. This has most likely been tweaked so the G-men have a slightly longer range than most infantry, yet not too long. Maybe they tried 30 and found it was too long, but wanted it longer than 25 so they are at an advantage. Relic tends to work in fives, so this sounds relatively plausible to me. The plasma is 22, this is five less than the lasguns. This would make sense if Relic decided to make the Plasma guns shorter range than the Lasguns, so the plasma didn't out-range lots of the heavy-infantry and the G-Men would have to get close for plasma stuff. However, I can also see that putting Plasma at 25, 2 less than lasguns would seem a little pointless, so they probably agreed to have it 5 less. (I'm aware that 27 is only 2 longer than standard range of 25 though, so the argument kind of defeats itself).

    Overall: not entriely convinced this is a no-brainer bug-fix and suspect it may be a balance issue.

    Note: in my own mod I have raised the range to 25 as would prefer it like this, I'm merely trying to be objective here.

    EDIT: just spotted something - Assassin Infiltrate Research has no hotkey. All it needs it something written in the "ui_hotkey_name" bit to sort that one out.

    EDIT2: Flash Gitz CC weapon does 1 Morale Damage. Shootas do 5, Sluggas and all the rest using the same weapon as the Gitz (choppas) do 15.

  14. #114
    When updating the main list, can you put some kind of indicator as to what is new? Makes it easier to keep updated by reading it
    Give them nothing, but take from them EVERYTHING!


  15. #115
    Wraith_Lord
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    Eldar Eldar Shuriken and Brightlance Grav Platforms

    Okay, I just remembered that Shuriken and Brightlance grav platforms were converted into vehicles as of patch 1.2, correct? I also remembered that I couldn't repair either of them using Bonesingers. Before the patch, they were considered as Heavy Infantry units, so that made sense. However, since they have become vehicles, they still can't be repaired. So, shouldn't they be repairable just like any other vehicle?

  16. #116
    Freeloader
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    Chaos

    Chaos: When the Bloodthirster leaps and crashes down, it creates a morale break. Also, his initial appearence should generate MAJOR morale break and fear to all enemy units nearby. Since his leap is random, give him his standard jump and flight ability, and a seperate "leap" ability on a chargeable timer. Fair?

    Lemme get this straight - Sorceror floats and crashes into the ground and BOOM - big 25 foot tall demon with wings and a big fuckin axe appears in his place. That doesn't break morale? Every single unit within 100 feet should be shitting themselves. Bezerkers generate fear and a Bloodthirster doesn't? That's crazy.

    I really, REALLY think his damage should be upped a bit. Every game I play - axes do more damage than swords. Why does the avatar do double the damage the BT does? Does the BT need his damage that high? Not necessarily, but the 650-770 damage range would be nice. You'd think he'd hit harder than anyone.

    The coolest unit in the game - he should be one of if not the MOST powerful relic unit. It's not like the Chaos have mad vehicle choices exactly - this would be a fair compensation.

  17. The Studio Senior Member Dawn of War Senior Member  #117
    that's more balance than a nobrainer fix

  18. Dawn of War II Senior Member Dawn of War Senior Member  #118
    Forum Fact Fairie Slow_Runner's Avatar
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    Freeloader, that's a balance issue/feature wishlist.

    Anything that I add goes to the bottom of the list, under the given race. I keep them sorted by race so that if you find a fix, it's easy to look it up if it's already on the list. Map fixes and tooltips are also separated. I usually post when I add something.

    Added the assassin infiltrate hotkey and grav platform lack of repairability.

  19. #119
    Wraith_Lord
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    Just to add to my last post...

    I BELIEVE that the tooltips for Shuriken and Brightlance platforms still list them as Heavy Infantry units instead of Vehicles.
    I can't get to the game right now, so somone might want to double-check those tooltips.
    Thanks.

  20. Child's Play Donor Dawn of War Senior Member  #120
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    No problem there, their tooltips make no reference to armor type whatsoever.

    Another simple bug with fix. The Hammerhead clone still has vehicle high armor. The fix would of course be changing it to infantry low vehicle med.

  21. #121
    I choose to note, with some dismay, that the overwhelming majority of these "no brainer" fixes - at least as far as the IG are concerned - were brought up during the IG Balance Thread.

    At any rate, I propose that Strip Soul's allegedly "effective vs commanders" tooltip be changed, because it is now not effective against anything but infantry units. You're unlikely to kill anything but another GM with it (proving once again, that the Imperial Guard excels against itself).

    Also, the tooltip specifying that Chaos Marines can only get Heavy Bolters needs to be fixed.

    Yet more tooltip fun: The Power Sword upgrade still claims to change the weapons of the Force Commander and Librarian.

    Assassin Scope for the assassin still claims to increase LOS.

  22. Child's Play Donor Dawn of War Senior Member  #122
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    Strip Soul (332 flat damage) isn't too far behind Mind War (315-440), so I'd say it's still effective against commanders in terms of damage comparison. Long chargeup sucks, but the damage is good.

  23. #123
    slow runner, what about my suggestion/request?

  24. Dawn of War II Senior Member Dawn of War Senior Member  #124
    Forum Fact Fairie Slow_Runner's Avatar
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    SoulessCorpse: http://forums.relicnews.com/showthre...27#post2246627

    The ease of spotting new stuff to me isn't as important as finding if the fix one's proposing is already in. I usually make a post when I add something to the first post so to keep updated on the latest stuff, just read the latest replies.

    EDIT: Jaimas' tooltip thingies added.
    Last edited by Slow_Runner; 10th Apr 07 at 2:20 PM.

  25. #125
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    I don't want to open a can of worms here, but is there any indication that Ig (and Tau) vehicles benefitting from cover is an intentional design decision, rather than an oversight?

    In any case, there's some standardisation needed regarding skimmer vehicles and cover movement speed reduction.
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  26. #126
    Member The Boz's Avatar
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    IG have always relied on cover, even their vehicles, and even in TT. You'll often find pictures of Lemans hidden behind rubble for some cover, and stuff like that. That's why the Baneblade is mean in capable hands.
    But for Tau, I've no idea why they get the bonus too. Kinda goes against their "Attack, retreat, never defend" teachings.
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  27. The Studio Senior Member Dawn of War Senior Member  #127
    probably helps counnter their vehicle's low hp
    Tau has the worst HPs for vehicles
    while IG have 2nd lowest

  28. #128
    Senior Member Chris's Avatar
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    I'm not sure if this is an engine limitation but I'll post it anyway.

    When using ork or IG buildings to garrison troops it's impossible to select where you want them to exit from. This is extremely frustrating when you have a whole bunch of units jump out of a building right into the firing line of the enemy. Having the rally point affect where the units exit would be an ideal fix.
    Chriss is that IG hater he wanted them to nerf everything about igs

  29. #129
    getting into a chim seems bugged, sometimes units just wont get in even if spaces are free, not sure if this affects other transports, had it happen a couple of times using sm, but IG seems to happen a lot

  30. #130
    It does affect other transports, I noticed it when trying to get 3 Broadsides into a Devilfish. Making them all move and then stop, and then trying it again often helps. Seems more like a pathing glitch than something that can be easily fixed.

  31. #131
    Wraith_Lord
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    Transport pathing problems, when loading or unloading units, are in every strategy game not just this one.

  32. Child's Play Donor Dawn of War Senior Member  #132
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    Got another tooltip error. Berzerk Fury says it increases damage dealt and decreases damage taken. This is incorrect. It increases damage dealt, decreases morale damage taken, and increases physical damage taken.

    This error has existed since DoW vanilla as the ability has to my knowledge remained untouched throughout both expansions.

  33. Dawn of War II Senior Member Dawn of War Senior Member  #133
    Forum Fact Fairie Slow_Runner's Avatar
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    Added.

  34. #134
    Tirisyil
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    Tooltip error for the Eldar: For the Armour upgrades, it says they affect Reapers, Banshees, Warp Spiders and such, but makes no mention of Fire Dragons. Fire Dragons do get a health increase.

  35. #135
    This one's a bit... well of a small issue, but i noticed the bolter graphic for the IG general's sub machine gun is the 1 barrelled model, i'm sure the 2 barralled graphic (that looks much nicer) was in 1.1

  36. #136
    Wraith_Lord
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    Imperial Guard Imperial Guard Mines dmg piercing values

    From Imperial Guard Mines @ RelicWiki:

    " There is no armor piercing value for monster armor of either grade, so the mines default to their min damage value. "

    Min damage = 30

    Basically, Imperial Guard mines only do 30 dmg to monster_medium and monster_high armor types. Whereas everyone elses' mines are doing around 70-100 dmg.

    Wat's more is that IG mines are the only ones that do 90-100 dmg vs Commander armor, whereas all other races' mines do around 20 dmg.

    I suggest switching the armor-piercing values for Commander armor with both Monster_Medium and Monster_High. This would make much more sense.

  37. The Studio Senior Member Dawn of War Senior Member  #137
    nah
    there are hardly any monsters other than the avatar
    and the bloodthirster
    so it's really a non-issue
    and the IG line has no good anti-commander ability
    so keep it the way it is

  38. #138
    Wraith_Lord
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    Well, how many commanders are gonna run over your mines, compared to a bunch of Horrors, or two Krootoxes (8000 hp each when upgraded), or a horde of kroot hounds!

    Compared these 15-25something units to what? A Tau Commander who can jet-pack over them? Or a Chaos Sorcerer and Necron Lord, who can just teleport around?

    IG are actually worse-off with this bug...

  39. The Studio Senior Member Dawn of War Senior Member  #139
    hmm...good point
    but horror, orgyns, and PSMs have been chaged in armor type
    Daemon_med seems to be phasing out of use
    i expect the infarty to be moved out of that armor class with the next patch
    ironicly the anti commander damage(as an IH player)
    this is actually very good for anti IG
    as their commanders usually have around 400 hps

  40. Child's Play Donor Dawn of War Senior Member  #140
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    Don't forget the incorrect armor type on illusion Hammerheads, Slow_Runner!

    Also, I've been adding the death explosions to the vanilla vehicles in the wiki (just found out they have them, and I'm willing to bet they've had them since DoW 1.0). As I did so, I found some peculiar bugs:

    Wartakks and Looted Leman Russ tanks have death explosions of 0 radius, 0 damage, 0 knockback, 0 everything, but still a 25% chance to trigger.

    The Falcon Grav Tank, Wartrukk, and Killa Kan have a series of 4 death explosions, only one of which will trigger. The first of these explosions are also 0 radius, 0 damage, 0 knockback, 25% chance to trigger.

    Fix:
    Since for the most part vehicle death explosions only do morale damage, but no physical damage, in a radius of 8 to 10 (depending on the vehicle), and good knockback, I'd say adding a radius of 10, knockback akin to a Wraithlord's, and 10 morale damage would give these death explosions that trigger an actual effect.

  41. #141
    Member sn0zcumb3r's Avatar
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    Stormboyz loose the speed upgrade when they have a nob leader
    Whats the point in researching it if you cant use it on the squad?
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  42. #142
    IG commanders dont activate the bunker weapons, seems kinda odd that all the infantry,cs,teck priest etc all work the guns except for the commanders, what do they do in those bunkers? sit down, relax have a smoke while all hell breaks loose outside?
    gotta be a bug, or oversite, makes no sense

  43. #143
    anilkocman
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    Can you guys try this pls? I didnt touch the major damage numbers so it should be as balanced as DC 1.2.(no baneblede lascannon and leman russ bolter changes sorry) I tried to include some other problems you mentioned earlier. If you see any abnormality pls tell me. this is my first modding experience in my entire life


    edit:check the completed mods section pls.
    Sorry SlowRunner. removed link.
    Last edited by anilkocman; 14th Apr 07 at 4:16 AM.

  44. Dawn of War II Senior Member Dawn of War Senior Member  #144
    Forum Fact Fairie Slow_Runner's Avatar
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    anilkocman, glad that you're learning to mod, but this isn't the place to advertise a balance mod or to ask for modding advice. There's an entire sub-forum for modding here and you should read around there and discuss mod related thing as well.

    Tirisyil's tooltip, Stormboy speed upgrade thingie and the Hammerhead clone armor type added to the list.

    Lone commanders not being able to man the bunker guns is obviously intended. If you'd like to argue why it needs to be changed, start a thread on it.

  45. #145
    Why is it "obviously" intended? Considering that damn Techpriests can man the guns, I'd say it's more of an "obvious" oversight.

  46. #146
    An old one this but attacking a sqaud in cc, if you knock them all down, the order is forgotten, very annoying if you have your squad in hold ground postion, you click attack, they all get knocked down, you just stand there an start shooting, rather than re engage, ok you can use the other stances an it kinda mitigates this, but it also brings the problem of squads running into a fight when you don't want them too

    hmm i cant think of a reason why it would be intended, that lone commanders cant use bunker guns? i mean there pretty expensive i doubt it would be a balance issue, as bunker guns dont do that much dmg an buying a expensive commander to man a turret is'nt somthing most people will be doing i would have thought

  47. Dawn of War II Senior Member Dawn of War Senior Member  #147
    Forum Fact Fairie Slow_Runner's Avatar
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    War-Reborn, that's a bug submission, not a fix.

    Jaimas, such an obvious oversight ever since WA? I doubt it. It would mean that if you break up a Commissar off the squad and garrison both individually, you get two guns firing instead of just one, even though you have the exact same units inside the building. Clearly it would have balance implications. It can be debated with arguments both for and against it, which is why I suggest making a thread about it.

  48. #148
    Ahem, no offense Slow, but there are plenty of IG oversights since WA. No Morale damage in CC and bugged building armor comes readily to mind.

  49. #149
    Member The_Guardman's Avatar
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    I think it is a feature (and that is strange, for a time, to be in disfavour of my beloved IG...), not a missed point.

    CS and IG units are squads, and Techpriest can man the guns both for balance (help in T0) and fluff (direct link to the machine). The sub-commanders, however, do not do such things in fluff, and are teoretically not needed for a early defence, coming out later.

  50. #150
    Wraith_Lord
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    Did my Imperial Mines post get read? I think Slow missed it. Thanks.

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