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Inquisition : Daemonhunt. A mod for DC 1.2

  1. #801
    Most importantly, we are not making a commercial mod, we are modding for our own pleasure. We don't search to sell as many copies as we can, we just want to make something we like and that people like us will like
    I was a scripter for a free Ultima online shard for 4 years, so I understand what you said, other people sometimes whine about everithing even without try the new features before...
    But I think that suggestions about balance can be taken with a grain of salt to make the project better.
    This mod is awesome, great graphics, good concept, first complete mod that add an entire new race.
    Would be a sin if people don't play with daemonhuner cause some balance issues.
    I played dow with my friends for months every afternoon, we didn't play in the ladder so much for some reasons (principally due to our indecent connection (56k)) so we don't claim us a Pro-Players.
    In general is our opinion that DH is overpoverded in some areas, we known every races has advantages and disadvantages and that some Mus are worst than others, so we tried different mu and differents Buil orders - tactics.
    If you are intersted in some analysys (with replays) I'll post them.

    Anyway DH is an awesome mod.

  2. #802
    I'd be interested in replays anyway

    WOOOO! Good going DH team, that's a might number of downloads.
    IMO, I prefer the grey icons as it really helps when you first start to play as you know what you are aiming for.

  3. #803
    NOT Relic Stormsong's Avatar
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    Hey guys, the next month's Gamestar magazine (Germany) features a short article on the mod - the skirmish AI mod gets a mention too - as well as being included on the magazine's DVD.

  4. #804
    Retired modder compiler's Avatar
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    "Would be a sin if people don't play with daemonhuner cause some balance issues."

    May be. But have you considered the fact that perhaps not everyone agreed with your remarks ?
    We get very conflicting remarks. Some asking for a nerf, others for a boost, often on the same units. Which makes me say that the general balance is not much off mark.


  5. #805
    Guarnasco
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    awesome.

    Prise the awesome work of the Almighty Compiler and His Most blessed Team!

    The only incongruence is that the "Architect" for some reason is called "Archivist" when levelling up, in heroes setting... Odd.

    I was curious about the Radical Faction, It will be implemented having a building different from the GK Teleporter?
    Will it contain a clear replacement of all GK units (say a possessed chained veicle insead of the dreadnought) or will it have a totally different flavour?

    Ceers

    Guarnasco

  6. #806
    Retired modder compiler's Avatar
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    There won't be a radical faction.
    We considered adding one, but the only fluffy troops they have is the Daemonhost, and this is too little to compensate for the loss of the whole Grey Knights tech tree branch, even if I add a daemonsword.

    True, I can always find reasons to add some other strange troops from "the lost and the damned" codex, but it would start to look like really forced.

    I'll keep the radical side for making a cameo sighting in the campaign.

  7. #807
    Guarnasco
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    Radical tears

    This is a dire but inevitable truth...

    the Grey Knights tech tree branch comprehends 6 units
    GK marienes, Gk teminators -troops
    GK suppot dreadnought, GK assalt dreadnought -vehicles
    GK grand master -commander
    and the two variants of GK land rider -vehicle/relic

    even adding the Daemonhost -relic and a daemonsword wielding Radical Inquisitor Lord -commander we are down of 2 troops and 2 vehicles...

    so sad...

    Are you creating the models only to use in the campaign?
    Ceers

    Guarnasco

  8. #808
    Member holyknight's Avatar
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    "Ahh, to walk upon the bloodstained ground."
    Oh... so you aren't going to add Daemonhost?
    What about the Callidus, Culexus, Eversor, and Vindicare Assasins? It would be cool if you can choose one from four of those (and because IG already has Vindicare, maybe on in IG can be switched to IG Elite Sniper or something...)

    And before when you said that it's just Into the Breach with the nuke thing, I realized the unit killing nuke thing has no range. The vehicle one is weaker, while it does have a range, but the other one, which is way stronger, can be implemented at anywhere with views. I think that's pretty unfair... Maybe it should have a range around the Inquisitor.
    As our bodies are armoured with Adamantium, our souls are protected with our loyalty. As our bolters are charged with death for the Emperor's enemies, our thoughts are charged with wisdom. As our ranks advance, so does our devotion, for are we not Space Marines? Are we not the chosen of the Emperor, his loyal servants unto death? - Chaplain Fergas Nils

  9. #809
    Guarnasco
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    @ holyknight
    Are you sure? It seems to me the exterminatio Incipio has a range just a little biggher than the Naval Melta, the major advantage over it (beside the more damage, against infantry concentrations too) is that You actually can shoot it in any area inside his green circle, even an unseen/unscouted one!

  10. #810
    Retired modder compiler's Avatar
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    Nope, it has a range around the building, not the Inquisitor. This is not the Space Marines Orbital Bombardment nor the Imperial Guard straffing run.

    As for the Assassins, we don't need them in our balance, and other mods already are adding them.

  11. #811
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    I know I called for nerfs on a few things in Tier 1 and 2, but if you're going to buff anything, please make the Death Cult Assassins more powerful. I don't think I've ever killed anything with one (or two). They do too much disruption to cause any amount of damage to anything.

    Personally I imagined them as one squad of three, dealing a hilarious amount of damage and being quite weak (weaker than they are now, at least in melee if not to ranged attacks). Having two independent ones is nice, but what am I supposed to use them for? Are they really only for disrupting and annoying ranged units?

  12. #812
    Retired modder compiler's Avatar
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    That's a good start.
    Some testers also used them late game to guard strategic points who had an aura of protection. Since they are cloaked they are usually quite good at this.

    They are just Death Cultists, so they are not as Elite as the real Assassins.

  13. #813
    Member mdcertainty's Avatar
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    I think it might be good when the player gets a Death Cultist Assassin, she comes out as a not infiltrate unit and fully visible.

    So the player must do a research for the Death Cultists Assassin to make her "invisible"... is that a good idea and possible, too?

    Greetings

  14. #814
    Retired modder compiler's Avatar
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    Of course it's possible. I just don't see the interest in doing so. It adds one more button to push, but does it add a tactic decision ?

  15. #815
    Bug report:
    It appears that the heavy bolter turret on the grey knight teleporter does not shoot. I have seen AI troops in melee with the building to destroy it without any reaction from the turret. The lascannon turret after the upgrade to the teleporter works fine.

    My apologies if this report is redundant.

    Also, I have noticed that the Deathwatch Veterans for the SM seem to disappear if any other mods are added to Inquisition through the *.module file. I'd expect that for mods that modify the SM, like DOWXP, but it seems to happen even when adding mods that don't touch the SM, like Tyranids. Does mod loading in DOWDC have a 'load order' like oblivion, where rearranging the mod order effects which overlapping features you see? if so, how would I tweak that load order so changes from Inquisition have the highest priority?

    Thank you for your assistance.

  16. #816
    first of all congratulations on a very professionally made mod...

    I'm glad to finaly have a fully playable daemonhunter race (they are my second favorite race after the harlequins) I ve been hoping for a mod like this since the first DOW so it is kind of a dream come true...

    clearley a sub faction could not have ever been included in an official add-on, so from the start the task would have been left to a modding team - so indeeed my expectations were, let's say,.. -not very high- but the job you did was absoluteley fantastic in all aspects ( modeling, effects, and creativity) and this mod looks very much like an official add-on than something done by a few dedicated fans on their spare time

    well I can't praise you guys enough so I'll stop here

    aside from this I would like to make a few suggestions:

    in the codex there is the psychic power HOLOCAUST wich is used somehow the same as a flamer,
    I would suggest to add it to the Inquisitor since he has no mass decimating offensive ability (something like smite or eldrich storm...etc)
    I have modded this ability -for my personal use of course- and duplicated the IG hellhounds 'let it burn' and; at least for me and the few people I played with It integrated itself very well in the overall ballance...

    next as I have seen also in other posts I would suggest a squad of 3 death cultists (in tt they are more than one in a squad not sure now exactly how many...) but 3 would do fine
    they would have less hitpoints but do more damage due to being more than one
    or at least increase the chance for a sync kill, which would play really well for their role as, hit and run ,commander hunting ,shock troops
    that especialy if you don't plan to include the assassin temples (wich would be more than awsome) in future releases

    the grey nights look just a little weak in melee , a strenght 5 force weapon should at least be translated in the game with a max damage of over 100 ( I understand renouncing the furious charge since GK are not haelequins)

    -and also as the mod was developing; you peple have mentioned that the GK wolud have the RITES OF EXORCISM translated in the game; wich would degenerate the health of nearby demons and slow their movement speed ...
    same eas purification decrees but only effective against daemons - I dont think this feature would upset the balalnce too much-

    and finaly (I appologise if I might sound redundant) I hope you won't keep the melta effects looking like beam weapons, since this, first of all ,goes against the entire concept behind the idea of melta weapons
    the effect itself doesn't look bad at all it's just ut of place...(in my oppinion of course)
    and in a mass of stormtroopers shooting at your vehicles; it is realy hard to determine, among the volleys of hellguns, if there are any 'double' red beams amidst, so you can retreat them in due time...

    well that was all ....cheers

  17. #817
    Member mdcertainty's Avatar
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    @compiler
    (The Death cult assassin comes uncloaked to the battlefield)

    Think of the IG Assassin for example. The Death Cult assassin would be more attackable until the player researched the Infiltrate option.

    So there is a tactical option in giving the player the possibility to choose. It´s always cool to have the possibility to enhance a unit, by any means. In most cases you add weapons or numbers in a unit, so the option that the Death Cult Assassin will be uncloaked once it came out has surely a new aspect to the unit, and the player.

    Maybe you like the idea and consider it. After all it´s only my opinion so what do i know

    cheers

  18. #818
    Retired modder compiler's Avatar
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    "the heavy bolter turret on the grey knight teleporter does not shoot"
    Known bug, will be fixed in the upcoming patch.

    "Deathwatch Veterans for the SM seem to disappear if any other mods are added to Inquisition through the *.module file. "
    That's normal. If you load a data folder (such as a mod) or an archive (such as a mod or Dow/DC) which has code for the Grey Knights before our archive, then you'll get the original Relic's Grey Knights. You can find how to edit the module file to suit your needs by searching the Adeptus Modificatus forum.

    "in the codex there is the psychic power HOLOCAUST ... I would suggest to add it to the Inquisitor"
    This power has been added to the GK termies (the name has been changed to Nemesis because Holocaust had some real world meanings which I found unsuitable to evoke in a game). The Inquisitor is potent enough as he is now. Indeed most good to elite players asked us to nerf him a bit.

    "I would suggest a squad of 3 death cultists."
    They are meant to be an harassing force, not a frontal combat force. Use the GK or the bodyguards or even the stormtroopers for frontal assault.

    "strenght 5 force weapon should at least be translated in the game ..."
    This is not the "closer to codex" mod. DoW is not entirely true to the codex. Some modifications have to be made to translate a turn by turn battle game to an RTS.
    These weapons' damages have been reduced because otherwise the GK would tear through anything without breaking a sweat.

    "you peple have mentioned that the GK wolud have the RITES OF EXORCISM translated in the game"
    I don't remember ever writing this. And even if this was the case, it became obvious very early in game development that we could not make rules of specific use against daemons. First because the Daemons were not easily identifiable by the game engine (they are just monsters, just as the squiggoth or greater gnarloc), second because this would make things imbalanced (even in the Daemonhunters codex, Games Workshop had to add new rules to beef up the Chaos adversaries of the Grey Knights), both considerations would have led us to make intense modifications to the chaos faction, which we ruled as undesirable for compatibility sake.

    "It´s always cool to have the possibility to enhance a unit, by any means"
    Well, in my opinion it's not. I positively just hate to click on buttons like mad. New buttons should be added only for 2 things IMO : either because both options are desirable for the player (here, it is quite obvious that 100% of the player prefer to have the Death Cultist having infiltration capacities : she's the only infiltrator in the army !), or because this is needed for balancing the game by adding a delay before the capacity is available (here it was not the case : by the time the Death Cultist is out, all of the other armies already have infiltrators).

    "well I can't praise you guys enough so I'll stop here"
    Don't worry, we are getting used of posts composed of 25% of generic praise and 75% of "suggestions to improve the mod". Especially by people who created an account very recently.

  19. #819
    Member mdcertainty's Avatar
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    Thank you compiler for sharing your thoughts, you surely got some good points in your argumentation. I´m looking forward to the upcoming patch for IDH .
    Thanks once again for this awesome mod and your great support

  20. #820
    Lordoftheflies
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    Just a small thing I noticed: When playing with Annihilate win conditions, you regularly have to destroy all of the enemies' production facilities to win. This is not the case when playing against the Daemonhunters, as in order to defeat them, you have to destroy every building, whether it produces units or not, which means that in order to win you have to destroy every Listening Post, Generator, etc. effectively meaning that the Daemon hunters need to destroy less buildings than you to beat you.

  21. #821
    Resident AI guy thudmeizer's Avatar
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    @LordoftheFiles - that should be fixed in the next patch. Real simple. Also.. the NecronLord assassinate bug will be plugged as well as many other nice tweaks

  22. #822
    Retired modder compiler's Avatar
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    Strange bug. The scar file is correct, however.

  23. #823
    Jeff_850
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    awesome mod, starts out slow but after a few seconds its great!!!
    the grey knights rule and the detail on thier models is good too

  24. #824
    James_The_Red
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    Been playing this mod just recently and wanted to say how much I've been enjoying it. First off the look of the units is great. The Gks are really shiney and the combination of them, Stromtroopers, Dreads, LR and others all firing really is all the fun of the fair.

    Sa far only been playing with against the AI, 3v3 against their natural enemy Chaos. Been supporting them wth Marines kitted out as Black and Red Templars (as much as you can on DoW, with the correct colour schemes and banners/badges). Find early game they are reassuringly strong, with Inquisitor backed up by bodyguards and once they've done a few caps Stormies. That said I do turn and run when I see vehicles. Anyone got good T2 AV strategy for me? Started to employ Chimeras in that regard but still not adept.

    I do find myself using the full cap in pop but struggle to fill the vehicle one. The cap for the GK squads is big and once you got the T4 showdown the STs are dying quickly and you're deep-striking GKs and Dreads to support your frontline, rather than bringing up STs and Chims from your base. Inquisitor is a lot of fun tho. Would like the GK cap to be lower so I don't suicide ST squads to make room for them (I hate doing that, just not right) but I understand they are the elite and why the cap.

    Guess I miss the amount of vehicles you can use with some of the other races, but then if this is accurate to the original codex then I am happy. That said I would like maybe some GK Rhinos so they don't get their shiney shoes muddy?

    Sorry if my analysis is slighty amateurish compared to some, and I hope none of it sounds churlish or ungrateful because it's all great fun. Just getting to grips with it. Is there much potential for Multi-player? If there is I hope people observe the fluff: if I played I wouldn't like playing against IG or SM (unless their sus[ected of taint of course)

  25. #825
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    AV tactics were mentioned a few pages back...the consensus was that Maintenance Servitors built from the Librarium are very effective early on - they do great damage to vehicle armour in melee and also have an EMP ability that damages and temporarily disables vehicles. They take up only 1 cap for each squad and are very cheap to boot!

  26. #826
    James_The_Red
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    Thanks. I have tried reading some of the pages of the the thread but there are rather a lot of them! Maintenance servitors aren't something I've built till later game to support my vehicles so building them early will be useful, ta

  27. #827
    good argumentation compiler

    but I still stick to my oppinion about the death cultists
    They are meant to be an harassing force, not a frontal combat force. Use the GK or the bodyguards or even the stormtroopers for frontal assault.
    i'm not sayng a front assault force but a harassing SHOCK TROOP something used mainley for disruption and desorientation bu that can really pack some damage the drawback being that it is a small force -3- with low hp and cannot stand on the frontline very long


    you peple have mentioned that the GK wolud have the RITES OF EXORCISM translated in the game"
    no you actually didn't say RITES OF EXORCISM but you mentioned something - here on relicforums that the GK will be able to decrease the time the bloodthirster spends ingame ...

    it is I who understood this as a translation of RITES OF ...

    well this indeed would have made the gk too powerfull since demons are indeed not the only units that count as 'monsters'
    this would have worked for me but of course mine is just one oppinion...

    well keep up the good work .....and once again thank you for a great mod

  28. #828
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    This is the article from Gamestar that was mentioned above.


    Captions:
    - Inq. DH has an ameliorated AI.
    - The GKs are especially strong SMs and therefore also modeled especially detailed.

    In war you can't have enough forces on your side

    DoW: Dark Crusade
    Inquisition

    Dreaded centuries ago, revered in the far future of the Warhammer-universe: The holy Inquisition. But contrary to the historic inquisition the clerics from Inquisiton: Daemonhunt for DoW: DC are hunting the true evil, chiefly the powers of Chaos.
    The strongest soldiers of the inquisition and for this reason coolest unit in the mod are the Grey Knights: Elitist Space Marines in imposing, grey steel armours, who developed powerful psychic skills for the battle against Chaos troops. In addition Inq. DH offers lots of other new units like the inquisitorial storm troopers or modified vehicles.

    Scrap metal utilization
    Mod-experienced DoW veterans might know some of the models. Inq. DH inherited some units from the now abandoned Daemonhunters project, including the Grey Knights. They have been fully reconditioned graphically by the new team though and look even better now.
    Although the Inquisition is deemed archenemy of Chaos, the new army is balanced against all races from Dark Crusade. For single players there is a special treat: The developer team included the Skirmish AI mod 2.3 in Inq. DH, an enhanced AI. It is more challenging than that of the basic game.

  29. #829
    Stellar mod.
    Straken is like on tha roidz!

  30. #830
    Lordoftheflies
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    I have to say that GK dreadnoughts are easily the best looking unit in the mod, I love the Forgeworld models and they were adapted flawlessly to DoW.

    Support dreadnoughts are also quite handy units, fulfilling the same role as other races' uber tanks, albeit with less pathing problems given its status as a walker.

    If I can suggest anything, it would be to limit Support dreads to two, as they're quite strong right now, and being able to pump out 5 of those seems to be almost overkill.

    Another thing I liked about this mod is that the Inquisitorial Retinue is split in two (Scholars and Bodyguards), it would have been a bit troublesome to have all those unit variations in a single squad, wish there were Cherubs in the Scholars squad but its fine as it is.

  31. #831
    Member Exsus's Avatar
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    I just noticed a little egg with the Grey Knight Commander. I nearly fell out of my chair laughing when i saw it.

  32. #832
    Just a small question. Is there some reason that you didn't include the Vindicare assasin? Was it a balance issue or something like that?

  33. #833
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    Quote Originally Posted by Compiler
    As for the Assassins, we don't need them in our balance, and other mods already are adding them.
    I'm fine without Codex assassins in the Inquisition: Daemonhunt mod. Witch Hunters mod has at least two of the other ones, Imperial Guard has Vindicare. I just play with IG allies on big maps.

  34. #834
    Tankkiller99
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    love the mod guys just finished trying out today and i luv it!!!! Only thing is I can't get the orbital strike to work. I have the Inquisitor Lord alive when i try it at some target near him and it doesn't work.

    Any help with it would be greatly appreciated :}

  35. #835
    Member AshaD's Avatar
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    Exsus: You mean the zinedine zidane special move?

    Beta Tested:
    [Inquisition: Daemonhunt]|[Tau Mod: Exiled Union]
    [Relic Yearbook Profile 2007][Relic Yearbook Profile 2008][Relic Yearbook Profile 2010]

    Unhappy with the decision by Relic to not support modding for DoW2 sign the petition here

  36. #836
    Guarnasco
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    @ Tankkiller99
    It is beacause both the exerminatus incipio and the naval melta originate from the astra telepatica building; try to select any of the two icons in the building, you will find the cursor changed, ready to deliver the shot and a big green circle around it that gives you the range.


    @ AshaD
    how do you see the head butt easter egg?


    @ Compiler
    Is it possible, under DC engine, to add a custom building to a specific map and to gain its control by seizing a specific critical location? I have a good idea!


    Guarnasco

  37. Child's Play Donor  #837
    Col. (Ret.) Tempe's Avatar
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    just send him into combat and he'll nut em
    '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.'

  38. #838
    UnknownPrimarch
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    Its all great but when i try to turn it on it says can not launch game

  39. #839
    Member AshaD's Avatar
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    Yeah just put the GK commander in combat and he'll use the headbutt.

    Guarnasco it is indeed possible but that requires more modelling, more texturing, more rigging and animation, OE, FX, AE work.

    Its not really worth it.

  40. #840
    Guarnasco
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    @ AshaD
    may be but it will be an elegant solution to add the radical inquisitor to the campain!

  41. #841
    Member Exsus's Avatar
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    The egg i'm talking about is an Idle animation on the Grey Knight commander. I've only seen it once, but it was pretty damn funny. I'll give a hint, day dreaming.

    I was also sticking the Inquisition in the campaign in place of the Imperial Guard, but i stopped.

  42. #842
    Member AshaD's Avatar
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    Ahh thats what your getting at. You don't need to worry about the radical inquisitor...I'll leave it there.

  43. #843
    Guarnasco
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    you'll leave it there...
    instead of dragging his broken body to the brother interrogator on Titan?

  44. #844
    Member AshaD's Avatar
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    Sorry dude your just gonna have to let time tell all.

  45. #845
    Guarnasco
    Guest
    ok no spoilers about the campaign, understood

  46. #846
    James_The_Red
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    Can you play the campaign with the Inquisition?

    Just want to heap praise on this mod. Not only does it give you a new race to play but it seems to have enhanced my entire game, the look and feel of it

  47. #847
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    I'm fairly sure you can't, as there's no Daemonhunters option on the faction select menu... ._.

    The only thing I play campaign on IDH specifically is for the Deathwatch veterans.

  48. #848
    just want to confirm this with others. using the idh mod with the survival mod always gives fatal scar errors whenever the first wave starts. can anyone confirm?

  49. #849
    yes confirmed as Argonaut hasn't done the coding for the IDH, nearest you will get is the Beta Macragge which has Tyranid support.

    yes confirmed as Argonaut hasn't done the coding for the IDH, nearest you will get is the Beta Macragge which has Tyranid support.

    How do you get the GK commander to dream about the canoness?!?!?!? Is it a slim random chance?

  50. #850
    Member AshaD's Avatar
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    Who said he dreams of the cannoness?

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