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Inquisition : Daemonhunt. A mod for DC 1.2

  1. #1751
    Retired modder compiler's Avatar
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    "I´ve found an issue with the GK squad morale, it seems they recover it instantly,"
    It's not a bug : Grey Knights are fearless.


    "The hardcap of GK teleport is certainly an important modification"
    I finally decided to hardcap it to 2 per HQ. The solution you gave for the research is more simple and elegant, but if an opponent manages to destroy the GK Teleporter, then the IDH player is deprived of all his tier 3+4 troops and vehicles. That's a bit too hard to bear, on afterthought.


    Camera mod will be set outside the archive, so that people can delete it at will.


    After checking, there is no reason why the DE corrosion ability would not affect the IDH troops. Could you check that again, please ?
    Mind you : Corrosion doesn't have any effect by itself on the target's health : it just increases the damage taken by the target while in combat.


    "the rhino does have the "unload all" function, but when you get the missile launcher upgrade this function gets replaced by the "attack ground" function."
    I'm afraid that's hard coded, since both are game related features.
    Mmmm.... I'll see if I can remove the attack ground ability from the rhino, then : it's missile launcher is supposed to be a secondary AV weapon, not an artillery barrage.


    "maybe you could switch the hotkey for the grenades to "f" or something."
    "F" is already for adding a flamer to the squad.
    Would "D" be OK ?


    By the way : I checked into the weapons new abilities and it seems that we can make rear facing weapons now... Good news for huge Imperial Battle tanks.
    Last edited by compiler; 10th May 08 at 4:05 AM.


  2. #1752
    Resident AI guy thudmeizer's Avatar
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    "The hardcap of GK teleport is certainly an important modification"
    I finally decided to hardcap it to 2 per HQ. The solution you gave for the research is more simple and elegant, but if an opponent manages to destroy the GK Teleporter, then the IDH player is deprived of all his tier 3+4 troops and vehicles. That's a bit too hard to bear, on afterthought.
    Hmmm actually the GKTeleporter building is hardcapped to 1 per HQ as it says in the new code you gave me to update the AI:

    Code:
    GameData[requirement_ext][requirements][required_1][required_structure_count] = 1.000000
    GameData[requirement_ext][requirements][required_1][required_structure_name] = ebps\races\inquisition_daemonhunt\structures\inquisition_tower_hq.lua
    GameData[requirement_ext][requirements][required_1][this_structure_count] = 1.000000
    Btw, any reason the Maintenance Drones repair things sooooo slllloooww? It takes 2 Squads of Maintenance drones to repair a GK Dread and even then it takes a donkey's age. Can this be repair rate be increased?

  3. #1753
    Retired modder compiler's Avatar
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    "actually the GKTeleporter building is hardcapped to 1 per HQ "

    Yes, it was in the code I sent you.
    Since then, I have changed my mind.

    As for the servitors' speed problem you're describing, it's because the GK dread has plenty of hit points to heal.
    If I'd increase it, the rhinos and chimeras would be repaired in no time.
    Since this has not been raised as an issue so far, I'd rather let the matter stand for the moment.

    Any news on your new AI build ?
    When I get it, I can publish beta 2.

  4. #1754
    It looks like that GK vehicles are the only units relatively cheap on requisition and expensive on power, these are Tier 3 and 4 units. I think the power cost for maintenance servitors could be increased from 10/unit to 15 or even 20/unit in order to reduce effectiveness of a very powerful bodyguards + maintenance servitors rush when the player goes for a build order without inquisitor. 60 req / 60 power or 60/80 will still be a very good cost for such a durable tier 1 squad and it should prevent the players from endless reinforcements of these servitors early in the game.

    And if the player decides to get the inquisitor, he won't need extra power for maintenance servitors so maybe the inquisitor abilities could be cheaper on req and more expensive on power.

    Claymore

  5. #1755
    "Mind you : Corrosion doesn't have any effect by itself on the target's health : it just increases the damage taken by the target while in combat."

    -My bad. I equated DE corrosion with Chaos Corrosion and haven't really used DE enough to tell the difference.

    "F" is already for adding a flamer to the squad.
    Would "D" be OK ?

    -Any unused key would be fine. "D" sounds good to me.
    "You destroyed an entire civilization just to prove that Evil is BAD?!" -Spiderman to the Beyonder

  6. #1756
    Resident AI guy thudmeizer's Avatar
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    I cannot publish AI until a mod team *code freezes* their attrib. This would have been incredibly disasterous for the Firestorm/BT team as it would cause a support nightmare. Since you changed your mind on the DH_ID tech tree I need to have the final code to ensure the AI wants to get that 2nd Teleporter like it was. Send it to me via email asap then the AI will be yours after I run a few playtests.

  7. #1757
    Retired modder compiler's Avatar
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    I didn't think changing a single digit would warrant resending the whole thing again, with the new modifications.
    Anyway, it has been sent your way.

    Changelog from beta 1 :
    Archivist back to its non flier state.
    Lowered the max number of GK termies in a squad to 8 instead of 9.
    GK teleporter building restricted to 2 per Inquisitor Tower.
    Domus Astra Telepatica restricted to 1 per Inquisitor Tower.
    GK dreadnought harcapped to 4 (either support or assault counts towards the max of 4)
    Naval Melta now targets ground and will also damage infantry.
    Slightly reduced GK Hero's abilities' radius.
    Slightly increased Stormtrooper's health and slightly reduced their reinforcement cost.
    Added unload delay of 60 seconds to the Domus Astra Telepatica (but decreased time for constructing the Land Raider accordingly so that the time between the creation click and the deployment on the ground is still 90 seconds).
    Flamers,grenade launchers, bolt pistols, lasguns, hellguns, plasma pistols cannot attack air units anymore.
    Hotkey list fixed
    Hotkey list is now outside the archive, so that people can modify it at will.
    Camera mod is now outside the archive, so that people can delete it at will.
    Animated textures (generators, tanks) : fixed.
    Main menu scroll menu fixed.

  8. #1758
    Retired modder compiler's Avatar
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    OK, here is the new version.

    http://spacedragons.free.fr/files/IDH_beta2_SS.rar

    Delete the old Inquisition Daemonhunt folder, and replace them with this one.

    As usual, feedback, suggestions and comments are most welcome.

    Many thanks to Thudmeizer's team and to Promythius.
    Last edited by compiler; 15th May 08 at 3:00 PM.

  9. #1759
    YAY!!!!!!
    Last edited by fuggles; 15th May 08 at 10:15 AM.

  10. #1760
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    Post above edited.

  11. #1761
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    Cool. Nice one. I just wish it didn't take me 3+ hours to dl...
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  12. #1762
    Member Swanky's Avatar
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    Two quick notes:
    1) The Orbital Mega Melta doesn't damage any vehicles anymore... this seems strange to me as it always worked this way. I tried it out in a quick match against standard orks on Quest's Triumph and it wasn't working.
    2) With the new softcapping of dreadnoughts you can build 4 support dreadnoughts which will literally own anything in their way. Remember that other factions only get 2 T3 tanks, and because of this I found the other capping version of dreadnoughts better.

  13. #1763
    RoNsTaR
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    It seems I missed the point on how to install and use above release, the ss-fix posted before is somehow down..., did I contain necessary files?! However there's no module-file...

  14. #1764
    Member the_hunger's Avatar
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    It seems I missed the point on how to install and use above release, the ss-fix posted before is somehow down..., did I contain necessary files?! However there's no module-file...
    Same here. I was hoping to have a few rounds with the ID this evening, but the module file is indeed missing from the download. Can this be quickly posted?
    Download my DoW maps "Redemptus Reloaded" (8p) and "Shrine of Sephreus" (2p) here.

  15. #1765
    Retired modder compiler's Avatar
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    nah, just use the previous one. I botched the expalantion above.
    Just use the first quick fix files, and replace the IDH folder with the new one.

    As for the melta not working, that's a problem.

  16. #1766
    Nice work guys, I'm downloading now and eagerly anticipating an Inquisitorial coalition facing down some combination of AIs. This mod is great.
    Sic dixit, at ad caelum tendens ardentia lumina frustra,
    lumina, nam teneras arcebant uincula palmas.

  17. #1767
    RoNsTaR
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    nah, just use the previous one. I botched the expalantion above.
    Just use the first quick fix files, and replace the IDH folder with the new one.

    As for the melta not working, that's a problem.
    But the quick fix files are 404

  18. #1768
    Retired modder compiler's Avatar
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    you should have downloaded them sooner.

    It's a problem with my host's webspace. I'll fix that tomorrow.

  19. #1769
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    Can't you just upload it to filefront or somewhere similar?

  20. #1770
    Retired modder compiler's Avatar
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    I can do that on my server when I have half an hour to spend on this project.
    This will be tomorrow.
    Tonight, Im' busy, sorry.

  21. #1771
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    That's cool. Was just a suggestion for those that don't have it already.

    Also just in case, on the offchance, you can't fix the issue with your server.

    But yeah it's Friday night - paaartayyyy lol

  22. #1772
    EldarAspect
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    Hi can someone please give me a link to the first beta fix i tryed it and the download site keeps comming up error so i cant download i tried just the beta 2 but with only beta 2 thanks.
    Last edited by Silver-Fox-7; 16th May 08 at 1:13 PM.

  23. #1773
    Retired modder compiler's Avatar
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    Try this link now :
    http://spacedragons.free.fr/files/IDH_beta2_SS.rar

    It should have all the files needed.

    I haven't fixed the Naval Melta problem yet. I have no idea why it doesn't work : I have just added the "can target ground" option, so I don't see why this would make it unable to damage the tanks.
    But, admitedly, I don't have ideas clear enough today to be extremely effective at coding.

  24. #1774
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    Hangover?

    Probably out of line asking this but can we just extract the archive of the previous fix and replace the naval melta files with the ones from the previous fix ourselves?

  25. #1775
    Retired modder compiler's Avatar
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    Reminder : This is a BETA. People downloading it must know that this is a draft version for which several modifications will be made and unmade.
    If you don't know what to do with the files, if youa are not willing to post reports, if you are not willing to go thorugh several revisions of the mod, then you'd better wait untill the balance is finished and the final version is published.

  26. #1776
    RoNsTaR
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    Thanks Compiler

  27. #1777
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    Reminder : This is a BETA. People downloading it must know that this is a draft version for which several modifications will be made and unmade.
    If you don't know what to do with the files, if youa are not willing to post reports, if you are not willing to go thorugh several revisions of the mod, then you'd better wait untill the balance is finished and the final version is published.
    Er I'm assuming that was partly triggered by my post above that...

    I was only thinking of what I suggested as a short term fix, obviously there will be several revisions and we need to report on what doesn't work but it would also be helpful if while we're playing the game to play, rather than to test and seek bugs/balance issues etc. that we could use bits that work...

    But if you don't wish us to extract the files for the naval melta that worked in the previous version from the archive to replace the ones that don't work in this version I can respect that and will not replace them.

    But if I can take a look at the files so that I can amend them (which means extracting them), I may be able to help find out why the naval melta doesn't work, and save you guys some time (seeing as I have lots of spare time) but if that means I'd be stepping on the mod teams toes then I'll not do that.

    I respect greatly your work, it's a great mod thats taken many years to come about, but I do like to tinker and feel that if there is something not working in a mod that I've downloaded that I could take a look and see if I can fix it, either by replacing whats not working with a previous working version or by fixing the one that's not working, and then give the results of my experiments to the mod team.

    Sorry if my suggestion hit a raw nerve.
    Last edited by ravenmorpheus; 17th May 08 at 7:16 AM.

  28. #1778
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    Umm I'm going to make some constructive criticism for a change.

    Well it's more like UI text nitpicking - the domus atra telepathica building is shown as restricted to 2 per inquisition tower (the HQ building) in the UI?

    My copy greys out the icon as soon as I build 1 per 1 tower and I see from the changelog you've got it limited to 1...

    Haven't noticed anything else, haven't had a chance to use the Naval yet...

    The anims on the tank tracks are back - yay.

    I do have one other point though - could you add more slots to the Grey Knights building - I don't think it has enough. Again probably just me but I think it could do with a couple more slots on it.
    Last edited by ravenmorpheus; 17th May 08 at 9:01 AM.

  29. #1779
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    "I'm assuming that was partly triggered by my post above that"

    Don't assume too much. I get plenty of mails and pm.
    Of course, suggestions for code correction from fellow modders are welcome. That's why I post this beta in the modders' forum anyway.


    The tooltips will be edited once the changes are stabilised, I won't change the tooltip about having only 1 building per HQ untill the change is final. That's also why it's a beta.

    Another reason why it's a beta is that I need to have people testing reported bugs to confirm them or not. In the DC version, there were plenty of reported "bugs" which finaly proved to be shoddy installations. So I need bugs to be checked, especially those for which I don't understand immediately what's wrong.
    Please also bear in mind that I don't play DOW anymore. I'm just making this update to adapt the mod to a new game (call it client service if you will...) so I'm rellying heavily on your precise descriptions to know what's wrong.

    Bugs to check :

    - is the naval melta actually damaging vehicles directly beneath it at the moment ?
    Does it target ground correctly ?

    - Someone told me that the generators in SS had some sort of code colour for their status in SS. Could you explain to me this concept ?

    - I've been told that the resources for Sisters of Battle and Dark Eldars are screwed somewhat in the mod. Could you check this ?


    Thanks everyone for your help.

  30. #1780
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    Don't assume too much. I get plenty of mails and pm.
    Hmm. Ok. Might have been better if you'd mentioned that, just seemed (to me anyway) that you were "going off on one" and probably rightly so, due in part to my post.

    I know it's a beta test, didn't know you weren't changing the UI as well though, hence my mentioning it...

    Bugs to check :

    - is the naval melta actually damaging vehicles directly beneath it at the moment ?
    Does it target ground correctly ?

    - Someone told me that the generators in SS had some sort of code colour for their status in SS. Could you explain to me this concept ?

    - I've been told that the resources for Sisters of Battle and Dark Eldars are screwed somewhat in the mod. Could you check this ?


    Thanks everyone for your help.
    Don't know about the melta, I haven't had a chance to play against the AI where it's used vehicles (or a humie for that matter), hopefully someone else will confirm it.

    Generators? Dunno either I haven't noticed them changing color or anything so I can't explain the concept, again hopefully someone else can.

    Ditto with the resources for SoB and DE, although I think that's something to do with Observers being able to use their resources...

    Just my further input.

    I'm off to have some tea and then burn some heretics
    Last edited by ravenmorpheus; 17th May 08 at 10:59 AM.

  31. #1781
    Member wxyz's Avatar
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    The Generators have luminous dots on them. When the Generator is made they are green. When the produced Power is decrease they change to yellow. And when the Generator is decay they change to red.

    Green:

    Sisters of Battle Generator

    Dark Eldar Generator

    Yellow:

    Chaos Plasma Generator

    Red:

    Tau Plasma Generator

    Sorry for my bad grammar. I hope it was understandable.
    Last edited by wxyz; 17th May 08 at 2:45 PM.

  32. #1782
    Reasonably sure that the coloured generators were installed in DC as well, since they introduced the generator expiration rules.

  33. #1783
    Resident AI guy thudmeizer's Avatar
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    Nope they never showed up until SS arrived. So wow thats what those strange colours around the Gens mean? Not sure why they apply to Gens when its LPs that are more important to these rules. Power is too easily exploited in DoW because so few things cost a lot of power that are purchases often and Power Plants can be strategically placed to avoid harm, LPs cannot.

  34. #1784
    I'm sure they used to be under the gen...

  35. #1785
    Resident AI guy thudmeizer's Avatar
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    Nope. Only showed in SS.

  36. #1786
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    Sorry thud the indicator light that showed whether a generator had fully decayed or not was included in Dark Crusade. The thing is, the light was at the base of the generator, so you couldn't really see it except with Eldar, or for a few seconds when a generator was destroyed.



    Left: DoW/WA version, Center: DC version, Right: SS version

    This really annoyed me in Dark Crusade, and was one of my favourite changes made in Soulstorm.

  37. #1787
    Member Nox's Avatar
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    I like the new ID version better (I mean the recent fixes), nice job!

    To be more specific, some thoughts
    1) Moving of Archivist (builder) is very hard - could it be reverted to DC version? I mean increase significantly rotation speed and acceleration, because I think since they have only 2 builders at least this could be done (compare 6 Chaos, Tau...)
    2) Looking forward to Melta fix...little AV options in T2
    3) I'm not sure now but what was the 60 sec rule in Domus Astra Tel.? Time between ordering construcion and deployment on the field of battle of LR was very short, it could be those 30 sec (down from 90)
    4) Improving stormtroopers is nice thing as they were pretty weak and expensive...however their damage (and bodyguards') doesn't seem to me very high, but maybe I'm mistaken
    5) Could be fixed the fact that GK's are in ranged stance when entering battlefield?
    6) What's the reason for cumulative gen cost? (when I think about it maybe DH are not so power demanding, don't know...)
    7) I would lower GKCommander's knockback (forgot the name of the attack) recharge - he only throws enemies away thus dealing almost no damage, with insane 3200HP imho he doesn't need that

    The thing LR/LRC is pretty tricky...I can never decide which one
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  38. #1788
    Member the_hunger's Avatar
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    Some feedback:

    I have had some time with the Daemonhunter mod this weekend (with 3.00 AI). Great fun as usual, but here are some observations that may (or may not) be useful for the next version. (Note: Some of my observations are the same as Nox's.)

    1. Archivist: Does seem to need a bit of a speed boost (maybe 25-33% more?). Even the jump ability is kind of slow.

    2. Land Raider: No question that the Crusader is my favorite variant. It is right up there with the Baneblade as my favorite unit in DoW. But I did notice that it rebuilds way too fast. It should probably rebuild at the same rate as the build time for the first one.

    3. Transports: I think it was the Chimera, but could have been the Rhino, but I noticed that I could not place two commanders (Inquisitor & GK leader) inside, though there are two slots that appear that suggest room for two (even with the Inquisitor inside). Would be nice to be able to cart the two commanders around the battlefield together, since I hotkey them together as a kind of command squad. Actually, it would be even better to carry around the 2 commanders plus a death-cult assassin, which makes a very nice command squad.

    4. Crashes: I had to disable AI donations and noncritical in-game messages to stop the game from crashing. This may not be the mod's fault since AI donations crashed my game with just the v3.00 Dawn of Skirmish mod loaded. No big deal, since I really don't miss AI Donations and the noncritical messages could really clutter the screen. However, I would really like to know if the mod team or other players are having any similar crash problems. Thud has told me in another thread that the AI donations crash appears to be rare, which I did not experience in the DC version of Daemonhunters.

    5. Other stuff: I haven't noticed the melta problem yet (haven't really looked for it). GK's default ranged stance is cool with me, assuming that the ranged weapons do about as much damage as melee (I'll have to check).

    I have mixed feelings about buffing stormtroopers. They are fine in tier1 and even in tier 2 with weapons upgrades. They are somewhat pointless beyond that. However, the GKs comes in tier 3, but they are very expensive. I would suggest either giving the stormtroopers more of a health and/or damage upgrade in tier 3, or reducing the cost of GKs. It seems somewhat hard to justify a GK squad costing more than Possessed Marines or Pariah. But at the same time, the GKs come in a full squad, and these others (PSM, Pariah, SM Termies, etc.) have to be reinforced to full strength. I guess it all balances out. Maybe a slight buff for the stormtroopers in tier 3 makes more sense than a smaller, cheaper GK squad that needs to be reinforced to full strength. I don't know.

    6. Some more praise: Okay guys, fantastic mod. Great models and animation, pretty well balanced overall, good voice acting and sound effects, smart AI, etc. This beta is as good as retail-quality work, and I appreciate the obvious pride and care that the mod team puts into its work. My sincere thanks to all involved for greatly enhancing the DoW experience with your excellent work.

  39. #1789
    Member Nox's Avatar
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    I second - mainly voice acting impressed me as I thought it would be hard for you as you are not a professional studio....LR is my favorit

    the_hunger
    1) for example when he rotates do you think it's quick enought? It seems to me like an eternity - I didn't the speed (full speed), but rotating and acceleration from 0 speed
    4) In my case restart of PC before playing SS and any mod helps, try it, maybe you wouldn't have to play without those options
    5)
    a) Domus Astra Telepatica: Naval Melta, tried several times - I clicked on the Cpredator, Melta blasted but it received no damage (I think it was moving during the process, maybe it was the reason)
    b) Original GK's had circa 33-50% ranged dmg, so I guess it could be similar - this brings me to another thing I posted here recently and hadn't received any answer - will there be any stats listed on web like are Wiki Reliccommunity DoW Players Guide? I think many people would appreciate it

    ST > I agree they're weaker in later phases, at least they have anti-armor grenades almost for free, but I agree with what you posted...however if GKs cost is equal to their power I wouldn't decrease it a lot

  40. #1790
    Resident AI guy thudmeizer's Avatar
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    Sorry thud the indicator light that showed whether a generator had fully decayed or not was included in Dark Crusade. The thing is, the light was at the base of the generator, so you couldn't really see it except with Eldar, or for a few seconds when a generator was destroyed.
    Ohhh right... sorry... yeaa it was in the generator's base in DC. I remember that.. weird how it went from under the building to the tops in SS

  41. #1791
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    Ok I'm gonna ask a dumb question - what exactly does that light do, or more specifically what does the decay of the generator mean. Does the generator stop or slow down on power production eventually? (sorry I should probably ask that somewhere else).

    Anyway didn't the mod have the light thing for DC, I know the color of the inner part changes when you do researches?

    Also I'm going to point something out - the Rhino, seems to produce from the Inquisition Watch very quickly, I blinked and one appeared, well not quite that fast but they do produce quickly.
    Last edited by ravenmorpheus; 19th May 08 at 8:21 AM.

  42. #1792
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    Yeah, green indicates a gen is producing at full efficiency, red means it is producing jack all really, for the exact numbers, maybe the wiki can help? It is worth (late game mainly) deleting your decayed gens and rebuilding if you are using a lot of power.
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  43. #1793
    Member the_hunger's Avatar
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    Yeah, green indicates a gen is producing at full efficiency, red means it is producing jack all really, for the exact numbers, maybe the wiki can help? It is worth (late game mainly) deleting your decayed gens and rebuilding if you are using a lot of power.
    I have been playing this game for over three years and didn't know that. Thanks!

    1) for example when he rotates do you think it's quick enought? It seems to me like an eternity - I didn't the speed (full speed), but rotating and acceleration from 0 speed
    Yeah, I agree the turn speed for the archivist is too slow as well.

  44. #1794
    From this my understanding is that after 900 seconds it starts to incrementally decay until it reaches 0.45 power per second at the 1100 mark?

    GameData["resource_ext"]["decay_amber_event"] = "aura/Pulse_AMBER"
    GameData["resource_ext"]["decay_delay_time"] = 900.00000
    GameData["resource_ext"]["decay_enabled"] = true
    GameData["resource_ext"]["decay_green_event"] = "aura/Pulse_GREEN"
    GameData["resource_ext"]["decay_lower_limit_percentage"] = 0.45000
    GameData["resource_ext"]["decay_red_event"] = "aura/Pulse_RED_objective"
    GameData["resource_ext"]["decay_to_lower_limit_time"] = 1100.00000
    GameData["resource_ext"]["power_per_second"] = 1.00000

  45. #1795
    Member
    Join Date
    May 2007
    Location
    Right at the back of your mind, chipping away at your sanity
    Huh, you learn something new every day. I'm the same as the_hunger I've been playing the game for a couple of years and never knew that. I guess that also explains the "strategic point has decayed" messages.

    I'd also agree that the archivist is a bit slow to move off from their current position, but once they get moving they're not too slow, so just the initial move needs improving imo.

    Seems to me IDH against standard level DoW Skirmish AI 3.0 pwn, at least they do when I play them - I didn't even need GK against SoB :evilgrin:

    EDIT: Not that I feel the AI needs improving. And why is there no :evilgrin: smily here?

  46. #1796
    No, strategic points have always decayed. Really they should increase in value the longer you hold them to avoid the C&C 'no tiberium, WTF do we do now?' scenario.

    Since DC (go me!) power has also decayed, and that's a separate message. I think it's supposed to keep necrons in line.

  47. #1797
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    If you are an average player, Hard AI and up is the only way to go. Hell.. most of my friends get massively-owned against Standard Yeaah we're pathetic.

  48. #1798
    Member
    Join Date
    May 2007
    Location
    Right at the back of your mind, chipping away at your sanity
    Heh depends what race I'm playing as and what race I'm up against. Just won 3 in a row on standard as IDH, but it is a challenge.

    I had to restart 2 of them (so really I've won 3 out of 5 in a row) because I muffed up by being too slow on capping points/doing the upgrade...

    Slightly OT, sorry.

    Just wanna add also that IDH seem to get stomped on by chaos early on, in the first 1o minutes (I think it was that long, didn't take a look at the game timer cos I was too busy...) I had trouble defending my base against a defiler and a shed load of CSM and cultists...

    ...And then I got the GK out. :evilgrin:

  49. #1799
    Resident AI guy thudmeizer's Avatar
    Join Date
    Sep 2004
    Location
    North Toronto, Canada
    Thats the precise reason DH_ID is quite vulnerable until the GK Teleporter starts pumping out those Elite GK'ers. However, DH_ID plays different until Tier3 which then it starts to favour them.

  50. #1800
    Member
    Join Date
    Jul 2006
    Location
    Cambridge, England
    Sorry for the slightly OT post, but the global req and power upgrades are there to combat the effects of decay, and LP2's and 3's are also nice eco boosters +6 each IIRC (in unmodded SS anyway).

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