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Inquisition : Daemonhunt. A mod for DC 1.2

  1. #1601
    Okay... I was just joking (which I actually kinda said in my last post), but if you want to freak out about it...

  2. #1602
    pyroschronos
    Guest
    Is it just me, or do the daemonhunters suck at FFA? I can't attack anyone until I get those GK teleporters (no armor/base bashers), and once the dreads come out, it's too late and kills my economy. Since the DHs have inferior anti armor, it's hard to win the map either. Any tips?

  3. #1603
    Blackjon_Bludd
    Guest
    bodyguard squad owns vehicles with meltaguns. they can handle a pair of predators if you have melta bombs as well and light vehicles such as defilers go down in seconds =)

  4. #1604
    pyroschronos
    Guest
    I'm especially frustrated with DH mirror matches, there's no point in attacking before T3 because incipio/naval melta/turrets = kill all DH...

  5. #1605
    Retired modder compiler's Avatar
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    "I was just joking (which I actually kinda said in my last post),"

    Sorry if I appeared to have over reacted but I am not a native english speaker, so I have hard times making a distinction between what is said and what is "kinda said".
    You'd better assume I have as much capacity at inuendo as Carrot Ironfoundersson.

    As for a PR, most annoying things went through PM or e-mails, and a good proportion were in french. So I guess it won't help much. But thanks for the offer anyway.


  6. #1606
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    It may well count me out fella, but I am sure there are plenty of guys out there who would jump at the chance of being able to help out or contribute towards a mod as prestigious as IDH. Granted, finding someone you trust to do the job may take a bit of vetting to make sure you get someone who will represent your mod in a suitable fashion, but once that is done, you should find your life a little more complaint/rant free

    Good luck getting this going for SS Compiler. I wish you the best of luck, and really look forward to seeing your amazing work brought to the latest expansion and given a chance in the limelight once again.
    Strangers, you bring pain. You bring suffering. You bring so many dreams of dust and death.
    But, strangers, I am Icarium.
    And I bring far worse.

  7. #1607
    Retired modder compiler's Avatar
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    OK, I have a nearly working version of the mod for Soul Storm.
    Just waiting for Thudmeizer's team to work their magic on the new files, and for Prmythius to send me the updated Objective Points models.

    So far, no big changes : just made the Archivist a flier, and gave some AA capacity to the troops.
    Further changes will be considered once this build is deemed stable.

  8. #1608
    Cool thx for the hard work and the great mod.

  9. #1609
    Beefpike
    Guest
    Okay here are those screenshots. Hopefully its still in time to be fixed for the SS version.
    Pic 1
    Pic 2
    Pic 3
    Pic 4
    Pic 5

    Thanks again for the hard work.

  10. #1610
    Member mdcertainty's Avatar
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    The Archivist is a flier now... that´s good I like it. Great thanks compiler for your continuing work on this superb mod... and all who have made this possible, well you know what I mean

  11. #1611
    Retired modder compiler's Avatar
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    "Hopefully its still in time to be fixed for the SS version."

    Don't worry. For the moment, this is just a hotfix, so nothing is changed on the models.

  12. #1612
    Retired modder compiler's Avatar
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    OK, I have got the revised Objective Points from Promythius.
    I'm just waiting for Thudmeizer's team's AI before releasing this quickwork porting from DC to SS.

  13. #1613
    Resident AI guy thudmeizer's Avatar
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    DH_ID AI is done and I also found out why it was all this time having issues. Now it won't ever EVER be no pushover. Its tweaked now to be a death-hand to those who dare trifle with the Inquisition! Muhahaah! We'll correspond via email/MSN and get it out.

  14. #1614
    Retired modder compiler's Avatar
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    Great news !

  15. #1615
    Member mdcertainty's Avatar
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    Hurray! Awesome news indeed

  16. #1616
    Member Radulykan's Avatar
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    Oh Hell yes ,This is the best news I have heard in awhile,I cant wait to kill the Dark Eldar with the Inquisition,Thanks guys later and have a good one.
    Outlaw guns and the only ones who will be armed are the outlaws,Criminals will be armed regardless of more silly gun laws.

    That which does not kill me,Better run really really fast.

  17. #1617
    Blackjon_Bludd
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    sweet. i can hardly wait =)

  18. #1618
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    This is fantastic news. Thanks Compiler, Promythyus and Thud, this will be very much appreciated.
    Dark Angel Within, Dark Angel Without, Dark Angel Forever.
    Get your Soulstorm Skirmish/Multiplayer Wargear mod here or check out the thread here

    Now on Facebook as Raven Morpheus, there's only one...

  19. #1619
    Awesome

    Claymore

  20. #1620
    Member Jaguar-Lord's Avatar
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    Indeed this is a gret nwes for us, we were a bit worried about the DC--SS transition since you announced you retired from the modding scene. Thanks Compiler and Thud !! We can now progress on the campaign.

    JL

  21. #1621
    Retired modder compiler's Avatar
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    Erh... take it easy guys. So far, it's just a quick porting from one extension to another.

  22. #1622
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    Well it is quite a significant thing - IDH are about the only major race/faction missing from DoW now, aside from nids but I'm sure the nids mod is progressing well, I haven't checked recently so it may have gone final...

    So, anyway, I'm going to be annoying for a moment and ask if there's an ETA on the release of the fix?

  23. #1623
    Grimskull44
    Guest
    The Stormtrooper's Valkyries are waiting on the landing pads, the Aquila landers are just fueling up, Rhinos are being loaded onto the larger transports, and the Grey Knights are just prepping for Teleport.

    So in the words of the computer Orac from the old Sci-fi series Blakes 7: The event is not far distant. "How far distant?" The event is now even less distant.

  24. #1624
    glad to hear of the imminant release! will download asap! I was just wondering, you know you couldnt find anything to go with the daemonhost.. (that was the problem right??) well what about some things from the inquisitor specialist game? They would fit on the inquisition side of the race :P things like:
    - chrono-gladiators
    -mutants
    -Archo-flagellants
    -kroot or other mercinaries
    im sure theres others but there just from the games workshop site. And i know the WH mod are using some and you dont want to make any new models but i was just pointing them out since this is an inquistion mod maybe if some looks into it they could find a flier lol if you want one that is.
    set the worlds ablaze

  25. #1625
    I've done a search on this, didn't find anything that related to it, but I was wondering is it possible to take the music from this mod and use it on others? I'm currently playing the Firestorm Black Templar mod and would like to have the DH music instead since it's extremely well made, and would fit the Black Templars well. Thanks in advance.

  26. #1626
    Fluff wise these units couldn't fit honestly:

    Chrono-gladiators: best suggestion of the pack, yet it's something that you don't see often, and when you do see it it's in the ranks of adeptus mechanicus, sure an inquisitor might requisition it, but it's a little of a stretch.

    Mutants: this mod features a puritan inquisitor, radical inquisitors aren't supported by grey knights, and only a radical inquisitor would summon mutants to aid him.

    Archo-flagellants: I think those are an exclusive of the ordo xenos.

    Kroot or other mercinaries: same as mutants.

    So none of these could really fit, but try again, you might come up with something better next time.

    P.S.: if you don't know the difference between a puritan and a radical inquisitor read here about it.

  27. #1627
    Retired modder compiler's Avatar
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    For the music : it is not allowed to extract anything from our mod.
    But Shrp has all the rights to our music, which he made. You'd better ask him in PM.

    The Radical branch :
    "you know you couldnt find anything to go with the daemonhost.. (that was the problem right??) "
    Wrong.
    I have enough imagination and WH40K books to make up at least 3 radical tech trees.
    The problem is that these trees are non codex : you don't have these units in the Daemonhunters Codex.
    So the decision not to include any radical tech tree was taken a long time ago, at a time we still had some manpower to work on new units (and the radical building had already been modelled).

    To sum it up : this mod won't include a radical branch. Ever. Period.
    Please do not revive this particular idea.

    For the future (and no, there is no ETA since a few days could be delayed indefinitely for plenty of reasons), we'll need remarks and suggestions to improve the way the units are implemented now.
    Suggestions for more units or buildings will be ignored as irrelevant.
    Last edited by compiler; 26th Apr 08 at 1:06 PM.

  28. #1628
    Could you change the hotkey for the frag grenade? Stormtroopers with grenade launchers have the attack ground ability, which overrides the grenade hotkey.

  29. #1629
    Retired modder compiler's Avatar
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    Good point.

  30. #1630
    CrossLight: If you have both mods installed, you can use the method described in PM.

  31. #1631
    Blackjon_Bludd
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    really all the mod needs is the teching repriced to soulstorm values as all the techs cost the same now. anything else is extra candy

  32. #1632
    Member Swanky's Avatar
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    And some recoding to get flyers down. But that's already been said. Anyway, I'm really happy about the news. Given that it can now take only a few months (or years), I'm very excited finally playing a balanced out IDH on SS as well.

  33. #1633
    Retired modder compiler's Avatar
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    Well, a quickfix beta should be available in a matter of weeks, and may be even days (no promises, though, for that).

    Could you expand on the problem of costs ?
    I have not dug too deep into the new files, so any pointing to where I should look would be much appreciated.

  34. #1634
    Ferrolho
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    Compiler i wanted to ask something regarding the melta guns:
    Are you going to change the FX for the IDH melta guns to match the ones used by the SOB?

  35. #1635
    I'd not change that, the IDH meltaguns are better than SOB imo Think of it as a difference between pulse and er laser in battletech

  36. #1636
    Member s1_ONE's Avatar
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    exactly... melta guns are supposed to give a stream, while actually sob ones are something like PEW PEW PEW
    - Rem tene verba sequentur -



  37. #1637
    @compiler,

    As far as i know,the tech speed in SS has reduced.

    I think IDH needs some rebalance to be balanced in SS.

  38. #1638
    Retired modder compiler's Avatar
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    "I think IDH needs some rebalance to be balanced in SS."

    Great, now that's some help. I hadn't figured that out myself ...

    OK, so I'll rephrase my question : Could anyone give me some precise indications ?

  39. #1639
    I think we had the same tech costs as SM so..
    T2 upgrade for HQ was changed from 250/105 to 300/125
    T3 upgrade for HQ from 300/300 to 340/340
    Heavy vehicles research from 400/400 to 450/450
    + you can't get GK/deathwatch veterans right after the HQ upgrade to T2, you need the sacred artifact first.

    I'm not 100% sure about the DC numbers but the SS ones are correct. So they can be more or less accurately used for the Inquisition tribunal, temporal power, and ultimate resources upgrades.

  40. #1640
    Blackjon_Bludd
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    aye, it seems that at least six out of the nine races use those numbers for their teching by my investigation, so using them would make the most sense

  41. #1641
    Retired modder compiler's Avatar
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    OK. Changes implemented.
    Anything else in the "obvious" department ?

  42. #1642
    Remove fire on the move accuracy penalty for assault dreadnought weapons in order to make them worth getting. I think the same was done for the SM versions in SS.

    The following is not from the obvious department but.. Smoke launchers on the assault dread would be nice.

  43. #1643
    Retired modder compiler's Avatar
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    "I think the same was done for the SM versions in SS."

    Nope. Wishfull thinking from you, I'm afraid... The Marines dreadnoughts still have accuracy reduction when firing on the move,so we keep ours.

  44. #1644

  45. #1645
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    IIRC vanilla dreads in DC upgraded with an auto or lascannon didn't suffer the fotm nerf that every other unit did. Not sure if that is relevant.

  46. #1646
    Member Swanky's Avatar
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    I think it's not. Also, IDH Dreads seem a little more fearsome given they arrive on the battlefield later and have more HP.

    On the obvious part, GK Terminators + Commander have around 15k (or was it 18k) HP, so this is hefty. You do need an army to stop these, reducing their overall HP recharge and increasing reinforce time might do the trick smoothly as they keep their initial strength against infantry / buildings.

    I'll be thinking about other things that should get some tweaking, but given IDH was quite balanced in it's final DC state, I think it should be fine.

  47. #1647
    Retired modder compiler's Avatar
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    "given IDH was quite balanced in it's final DC state"

    Aaaaahhhh... Now that's a pleasant thing to read from time to time...
    Thanks.

  48. #1648
    * Add time delay to Exterminatus Incipio
    * Slightly decrease range (by 10 or so units)
    * Hardcap Domus Astra Telepatica to 1 - this forces the player to balance between protecting a building that builds the T4 uber by placing it in the base and exploiting the Exterminatus Incipio and Naval Mega-Melta powers offensively by building it on the frontlines. Currently a player can have it both ways.
    I agree with the hardcap, and time delay - (making the ability not fully charged right after it's build - 2/3 charged?), then the range reduction might not be necessary.

    Cap the Grey Knight Dreadnaught; according to the codex they are rare and relics. Grey Knights, dread become Dreadnaughts… so make them a relic unit, and capped. -Codex. They are semi spammable right now.
    I'd not make dread a relic unit but some reduction in numbers would be nice - support dread with autocannons beats a laser predator, it's more expensive but has longer range, permastuns commanders (they can't move getting hit again and again) and has a devasting impact on infantry as well as vehicles. Hard cap to 3 might be enough (perhaps even 2 if the assault dreads get some boost). Or perhaps limiting the total number of dreadnoughts to 4, if that's possible.

    I'm not sure about other changes as it may be wiser to wait how the DC balance works in SS, we may not be very far from ideal already. But it should not be forgotten that Inquisition was about as powerful as Necrons and Tau in DC while both of these recieved a nerf in SS.

  49. #1649
    On the obvious part, GK Terminators + Commander have around 15k (or was it 18k) HP, so this is hefty. You do need an army to stop these, reducing their overall HP recharge and increasing reinforce time might do the trick smoothly as they keep their initial strength against infantry / buildings.
    I think it's about 23k-25k HP when a GK Terminator is attached with the GK Commander.It's very hard to kill them in this state.

    I would suggest a nerf in HP since no T4 infantry has this much HP.

    @compiler,

    Im sorry about the lack of details on my last post.I dont have SS yet so i dont have the exact figures and changes in SS.

    Change in tech speed is the only thing i know.

  50. #1650
    Escushion
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    I'm betting the patch for this will be out before the "hotfix" patch for SoulStorm.

    Note: SoulStorm does have a slightly slower tech than DC. I always felt the IH teched a little slow though, so I think they're on-target already to match with the other races.

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