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[SS] CornCobMan's Fun Mod version 1.75 (07/05/2013)

  1. #51
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    mlai - Togglable stealth is a plus, but shouldn't be active for all units. It's better off as a thing for units that'd otherwise be IMBA whilst firing & cloaking. CSM units are a good example.

    All these new features should be implemented bit-by-bit. Again, I suggest that shoota stikkbomms should be left out for the moment until we're certain that they're needed. I'm aware that all they do is damage, but the extra distruption gives them just that slight edge over being chased.
    One good reason to give stikkbomms to shootaz is to make them better than flash gitz in some way, but that's it. TBH though, flash gitz should be slow anyhow.

    corncobman - BTW, it'd be even better if you could make it so that instead of infiltration being togglable, it automatically stops working once the cloaking unit starts firing at something. That'd remove unneccessary micromanagement.

    I tried to do this, but the best I could get was to have weapons add keen-sight to whatever is shot at. Whilst it works, it's still IMBA to an extent. I'd rather just see the infiltrated unit appear immediately once it starts attacking something.
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    Closer-to-codex mod files - To expand your mod.
    Codex Toolbox project - for furthur mod expansion!
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  2. #52
    The flying one corncobman's Avatar
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    @ Zany Reaper

    I don't think that's possible. I tried to do it but there are no modifiers that happen when a unit is shooting, only when they are shot at. It's a shame, because I really wanted to do that to avoid the unnecessary micro as you said.
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  3. #53
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    Hmm, damn

    Well, what's the progress with entering the semi hard-counters & buffing IG captain/DE Archon damage to vehicle/Monster_high types?

    Addionally, what things are getting hard-countered & how?

  4. #54
    The flying one corncobman's Avatar
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    I've reduced normal infantry damage of Dark Reapers and Chaos Plasma and reduced heavy infantry damage of Warp Spiders. IG Captain and Archon Damage against said armour types have been increased.

    I've also made the Chaos Horrors start off anti-infantry and be able to upgrade each of them them with anti-vehicle daemon fire.

    Beyond that I haven't really given it much thought.

    I've uploaded to dowfiles and I am waiting for it to appear.

  5. #55
    BTW, it'd be even better if you could make it so that instead of infiltration being togglable, it automatically stops working once the cloaking unit starts firing at something. That'd remove unneccessary micromanagement.
    I tried to do this, but the best I could get was to have weapons add keen-sight to whatever is shot at. Whilst it works, it's still IMBA to an extent. I'd rather just see the infiltrated unit appear immediately once it starts attacking something.
    Zany, this would actually add MORE micromanagement. With the current toggle, if you want to sneak, you can. As soon as you want to shoot, you just toggle off. Or, if you're detected, you automatically start fighting back.

    But if units can fire while cloaked, it means if you want to sneak you have to toggle thru the stances to make the squad cease-fire. And then if you're detected, you're fumbling with stances while the detected squad is standing there letting themselves get shot at without fighting back.

    And that way offers no advantage. If you decloak automatically when you shoot, then of course you'd want to be on cease-fire. Otherwise why be infiltrated?

  6. #56
    @ Corncobman:

    Looking at your Infiltrate, and it may use a bit more fine tuning:

    1. First there are infiltration voice samples for SM, Chaos, Eldar, Orkz, and IG. Such as Rangers saying "Chameleoline activated." This is left over from the old days when infiltration was toggled. If you have DC game installed, you can implement these voice samples.

    2. In DOW, once you're detected, you cannot reinfiltrate if you're in plain sight of enemies, even if the detector itself has left/died. You must run to a secluded area and be alone for 5 seconds before you can infiltrate again. You can simulate this effect:

    - disable infiltration when in_melee and in_combat.
    - ability initial_delay_time 1.5 seconds.

    I reckon, this will force you to be not shot at or chopped at for 1.5 seconds (it doesn't matter if the enemy misses) before you can reinfiltrate.

    3. If you really want to be fancy... you can put in an ability_motion_name to correspond with the 1.5 seconds delay.
    \data\art\events\order_confirm_events\infiltrate_chaos|eldar|marine|orks.events
    The IG Assassin has an especially nice one that sounds like a cloaking device starting up, and then he fades out in a special way.

  7. #57
    The flying one corncobman's Avatar
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    I had in_melee and in_combat modifiers set but I removed them for some reason. I'll work on getting that stuff implemented tomorrow.

  8. #58
    Meh... I've been testing the in_combat modifier. I think Korbah was right the first time; in_combat is a nonfunctional line of code. It doesn't take effect, whether you're shooting or getting shot at. In_melee does work, however.

    Even though infiltration in ebpextensions folder has a line that allows initial delay time... I haven't yet seen it work. Maybe it's because the ability is on toggle.

  9. #59
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    corncobman - You're missing the textures for the Pathfinder rail-rifles, as well as the sounds. Please put them in

    Also, I imagine that ideal DPS for Dark reapers would be about 20 dps to heavy infantry, & about 6 to normal infantry. Warp spiders, seeing as they're higher-tier units would deal 30-ish dps to normal infantry & 10 dps to heavy infantry.

    Of course, Dark reapers COULD actually have their weapon range increased & then shifted to Tier 2. That might be a bit too far though.

  10. #60
    The flying one corncobman's Avatar
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    Dammit, I had the specular maps in the dxp2 folder so I never noticed the missing textures.

    The sounds folder was spelt troop_weapons instead of troops_weapons.
    Last edited by corncobman; 23rd May 08 at 7:15 AM.

  11. #61
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    lol. Maybe you should upload a version of the mod with the rsh files added d22d. Adding the hard-counters would be a plus too.

  12. #62
    The flying one corncobman's Avatar
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    1.2 is up. See first post for details blah blah blah.

  13. #63
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    Ah, the introduction of hard-counters brings a smile to my face.

    But there are other problems. I played with Necrons & unfortunately they're overpowered again. Whilst the power generator thing system works to an extent, I think that the power cost increment should be 20, not 10.

    Additionally, does the monolith really need to generate +15 power, as well as being coupled with a starting power of 350, rather than 300 (I think)?

    Necron infantry move too quickly. Ideally, they should start with similar speeds to what they have in SS & maybe make them scale slightly with yer researches. They should still end up slower than usual infantry however.

    Wraiths are extremely hard to deal with too, especially since they're available in Tier 1. They're very cheap for their abilities, so you need only one squad of 3 to send into an enemy base & totally wreak havoc. They're better off just being one-wraith squads, pretty much as what they are in SS. Difference is that they should be harder to shoot down.

    Furthurmore, Two pariah squads is overkill. Please restore the original hard-cap (especially seeing as their squad size has been buffed).
    ________________________

    Cost-scaling would be great. Use the original W40k lua files to get an idea of how the prices of higher-tier stuff increased to be proportional to their power.

  14. #64
    The flying one corncobman's Avatar
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    The squad size for Pariahs hasn't changed between DC and SS.

    Ok. I've reduced the health of Wraiths from 500 to 350 (I forgot to do this when increasing the max squad size) and movement speed from 24 to 20, as well as reducing the speed of Necron Warriors and Immortals slightly. Generators cost modifier now 15 instead of 10. Starting power 325, Monolith now back to +10. Pariah Warscythe health reduction effect reduced by half.

    Elite infantry cost increased for all races slightly, more for Chaos Possessed Marines.
    Last edited by corncobman; 23rd May 08 at 3:19 PM.

  15. #65
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    Okay, good to see your suggested changes.

    However, elite costs should be seriously high. Terminators for example should cost about 100/40 per terminator, and the squad itself should cost somewhere around 400/160 for the entire squad.

    Other elites are prolly better off slightly cheaper than that, seeing as terminators are... Rather special cases. Possessed marines might be better off nearer 90/25 each.

    Flash gitz also need looking at. These are insanely powerful ATM, and are still hard-capped at 2. 2 squads of these can actually gun down on average almost a grey knight every second, when fully upgraded/teched. That's almost 800 HP being shot down every second. That needs to be looked into.
    Nerfing the damage by a third would be a fair fix, but a furthur damage reduction to ordinary infantry armour types may be appropriate.

  16. #66
    The flying one corncobman's Avatar
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    Ok, I'll do that tomorrow.

  17. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #67
    Why shout... Octopus Rex's Avatar
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    mlai: "I looked in DC's attrib folders and sure enough, the same code was there... HOW DID WE MISS THIS!!!!!!!!????????????????" Indeed hahaha - nice one CCM.
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  18. #68
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    Necrons

    What i would love to see for necrons is res orb that is actualy usefull. Troops with 30% health are just taking up pop cap, waiting to die. For them to regenerate to a point of producing any threat is far too long. In fact it is quicker to rebuild the troops most of the time. What i would suggest is make the troops get up with 100% or close too, but counteract by hefty price tag on this ability (like earthshaker round) and have it not go over the cap.

    If it is possible having a certain chance that the troops will not leave a gib would also help to balance if it is still imba.

    I just want to have some resurrection fun (without 1.2 imbaness) with combat able troops.
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  19. #69
    The flying one corncobman's Avatar
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    Necron troops resurrect at 40% health instead of 30% health. Forgot to mention that. I also made bodies disappear after something like 3 minutes.

  20. #70
    Member Makenshi's Avatar
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    Quote Originally Posted by corncobman
    Space Marines:

    Devastator squad added, starts with Missile Launchers, Plasma Cannon upgrade does very little damage, but AOE and knockback, Lascannon upgrade
    Dude, I love you!!! In a non-gay way, of course

    Downloading imediatelly.


  21. #71
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    Hey here's a suggestion. How bout changing the armour of troops like horrors, possessed marines and obliterators into demon armour? That would make more sense =D
    "The difference between genius and stupidity is that genius has its limits." - Albert Einstein

  22. #72
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    Horrors & Possessed marines should definately have daemonic armour types. I'm not so sure about obliterators though. They should keep their current armour level, same with Chaos Terminators.

    The 'codex' Vypers also are really wierd. The starcannon does basically no damage (AP inheritance problem), the scatter laser has penetration values but still fails to actually be useful.
    The bright lance however has some strange AP values. It's amazing against building armour types, but comparatively weaker against vehicles. Likewise, the missile launcher still uses its old stats, making it less useful against building_med & _high armour types.

    I recommend using AP values like these:

    Code:
    ----------------------------------------
    -- File: 'weapon\eldar_starcannon_vyper.lua'
    -- Created by: AttributeEditor v2.0
    -- Note: Do NOT edit by hand!
    -- (c) 2001 Relic Entertainment Inc.
    
    GameData = Inherit([[weapon\eldar_starcannon.lua]])
    MetaData = InheritMeta([[weapon\eldar_starcannon.lua]])
    
    GameData["cost"]["cost"]["power"] = 30.00000
    GameData["cost"]["cost"]["requisition"] = 30.00000
    GameData["cost"]["time_seconds"] = 12.00000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_piercing_value"] = 20.00000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_piercing_value"] = 25.00000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"]["armour_piercing_value"] = 20.00000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"]["armour_piercing_value"] = 70.00000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_05"]["armour_piercing_value"] = 52.00000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"]["armour_piercing_value"] = 10.43000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_07"]["armour_piercing_value"] = 5.51000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_08"]["armour_piercing_value"] = 0.24100
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_09"]["armour_piercing_value"] = 30.00000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_10"]["armour_piercing_value"] = 10.58000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_11"]["armour_piercing_value"] = 5.50000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_12"]["armour_piercing_value"] = 31.86500
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_13"]["armour_piercing_value"] = 0.56400
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_14"]["armour_piercing_value"] = 3.00000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_15"]["armour_piercing_value"] = 10.43000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["max_damage"] = 45.00000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["min_damage"] = 35.00000
    GameData["max_traverse_down"] = -15.00000
    GameData["max_traverse_left"] = -180.00000
    GameData["max_traverse_right"] = 180.00000
    GameData["max_traverse_up"] = 50.00000
    GameData["reload_time"] = 0.40000
    
    
    MetaData["$METADATATAG"] = {desc = [[]], type = 7, category = [[]], dispval = [[]], isLocked = false, }
    MetaData["$METACOLOURTAG"] = 
    {
    
    }
    Code:
    ----------------------------------------
    -- File: 'weapon\eldar_brightlance_vyper.lua'
    -- Created by: AttributeEditor v2.0
    -- Note: Mirage Knight is gay
    -- (c) 2001 Relic Entertainment Inc.
    
    GameData = Inherit([[weapon\eldar_brightlance.lua]])
    MetaData = InheritMeta([[weapon\eldar_brightlance.lua]])
    
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"]["armour_piercing_value"] = 80.20000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_07"]["armour_piercing_value"] = 70.10000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_08"]["armour_piercing_value"] = 30.30000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_09"]["armour_piercing_value"] = 35.00000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_10"]["armour_piercing_value"] = 24.20000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_11"]["armour_piercing_value"] = 7.30000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_12"]["armour_piercing_value"] = 32.50000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_13"]["armour_piercing_value"] = 22.20000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_14"]["armour_piercing_value"] = 8.50000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["max_damage"] = 470.00000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["min_damage"] = 413.00000
    GameData["cost"]["cost"]["power"] = 35.00000
    GameData["cost"]["cost"]["requisition"] = 25.00000
    GameData["cost"]["time_seconds"] = 15.00000
    GameData["horizontal_traverse_speed"] = 45.00000
    GameData["max_traverse_down"] = -15.00000
    GameData["max_traverse_left"] = -180.00000
    GameData["max_traverse_right"] = 180.00000
    
    
    MetaData["$METADATATAG"] = {desc = [[]], type = 7, category = [[]], dispval = [[]], isLocked = false, }
    MetaData["$METACOLOURTAG"] = 
    {
    
    }
    Code:
    ----------------------------------------
    -- File: 'weapon\eldar_scatter_laser_vyper.lua'
    -- Created by: AttributeEditor v2.0
    -- Note: Do NOT edit by hand!
    -- (c) 2001 Relic Entertainment Inc.
    
    GameData = Inherit([[weapon\eldar_scatter_laser.lua]])
    MetaData = InheritMeta([[weapon\eldar_scatter_laser.lua]])
    
    GameData["accuracy_reduction_when_moving"] = 0.60000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_piercing_value"] = 60.00000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_piercing_value"] = 80.00000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"]["armour_piercing_value"] = 70.00000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"]["armour_piercing_value"] = 25.00000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_05"]["armour_piercing_value"] = 15.00000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"]["armour_piercing_value"] = 30.50000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_07"]["armour_piercing_value"] = 13.90000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_09"]["armour_piercing_value"] = 25.00000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_10"]["armour_piercing_value"] = 4.50000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_11"]["armour_piercing_value"] = 11.00000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_12"]["armour_piercing_value"] = 20.00000
    GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_13"]["armour_piercing_value"] = 8.90000
    GameData["cost"]["cost"]["power"] = 30.00000
    GameData["cost"]["cost"]["requisition"] = 60.00000
    GameData["cost"]["time_seconds"] = 15.00000
    GameData["max_traverse_down"] = -15.00000
    GameData["max_traverse_left"] = -180.00000
    GameData["max_traverse_right"] = 180.00000
    GameData["max_traverse_up"] = 50.00000
    GameData["setup_time"] = 0.00000
    
    
    MetaData["$METADATATAG"] = {desc = [[]], type = 7, category = [[]], dispval = [[]], isLocked = false, }
    MetaData["$METACOLOURTAG"] = 
    {
    
    }
    You can get other goodies from the Skimmer Pack I released last november too. It's hiding in the adeptus modificatus section somewhere.

  23. #73
    If you haven't done so yet, you should adjust Necron resurrection stats, so that they start resurrecting after a smaller delay, and the effective range is much larger.

    Even with NW slow walk speed, right now they leave their resurrecting brethren in the dust, so that by the time the dudes are finished resurrecting, the parent squad is already too far away, and they auto-self-destruct.

    Decreasing delay time, and increasing range, will fix this, and allow resurrections to finish properly.

  24. #74
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    Lol. I forgot there actually was a delay time with ressurrection :S

    Yeah. These things should be adjusted proportionately to fit the new movement speeds.

    Phylactery also seems too powerful. I preferred it when phylactery just tripled the regeneration rate of everything in its vicinity. Coupled with the ressurection orb it actually heals the re-necrons.

    The res-orb animation for the Destroyer Lord doesn't work properly either. Seems strange seeing as you're using the DCpro one :S

  25. #75
    The flying one corncobman's Avatar
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    @ mlai, yeah, I've already done that.

    @Zany I've already toned down phylactery a bit. I also noticed that the Destroyer Lord doesn't have the animations for the Resurrection Orb. It didn't have it for DCPro either.

    Right, I've set Horrors to Monster_medium, hp reduced from 800 to 500

    Possessed Marines set to Monster_medium hp reduced from 800 to 650

    Flash Gitz weapon damage reduced and armour penetration to heavy infantry types reduced.

    Eldar Vyper Starcannon, Scatter Laser and Brightlance armour penetration, damage and costs changed to something like Zany's suggestions.

    1.4 here
    Last edited by corncobman; 24th May 08 at 10:34 AM.

  26. #76
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    Cool, new download.

    Surely Flash gits should actually have their damage to normal infantry reduced, rather than heavy infantry? Generally they shouldn't deal more than 16 dps to normal infantry armours after fully upgraded, & no more than 40 to heavy infantry likewise.

    What's the progress with the cost-scaling?

  27. #77
    The flying one corncobman's Avatar
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    Flash Gitz - I read that wrong. Oops. Anyway I'll see how this works and change it if needed.

    Cost scaling - I haven't done anything else really.

  28. #78
    What's the reason for changes to Gitz again?
    And if you nerf Gitz, where's the corresponding buff? Perhaps Gitz should then:

    1. Cost less ork pop.
    2. Have more lenient hard cap.
    3. Contribute more to Waagh!
    4. Receive more Waagh! bonus.

  29. #79
    The flying one corncobman's Avatar
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    3. Mob bonus will be 2 instead of 1, I thought I already did this but I guess I didn't.

  30. #80
    @ Corncobman:
    In SS, Gitz do not receive a lot of the Waagh! bonuses, unlike runtier orkz.
    Now that they're runtier themselves, theyz gonna need dem bonuses.

  31. #81
    Member Makenshi's Avatar
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    New suggestion for your awesome mod, dude! Give jumps to the following units, in the name of fluff:

    Tau:

    - Earth caste builder
    - Drone squad
    - Devilfish
    - Skyray
    - Hammerhead.

    Dark Eldar:

    - Jetbikes (only in T2, with the Targeting Module upgrade)
    - Raiders (add a normal jump, only the screaming jet is not enogh mobility, specially when compared to it's ubber cousin [Falcon])
    - Ravagers
    - Perhaps the Dais, but I don't know if it's fluffy - besides, it seems too heavy to jump... and it would need moar nerfing in exchange

  32. #82
    The flying one corncobman's Avatar
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    Tau:

    ECB - Already has the speed boost ability and I think this should be enough.
    Drone Squad - Nah. Burrow is enough I think
    Rest - yeah.

    DE:

    Jetbikes - if I add jump I'd probably make them 2 cap instead of 1
    Raiders - Not sure. I could make them have 2 Screaming Jets and reduce the morale damage.
    Ravagers - yeah
    Dais - nah.

    @mlai - Gitz receive more bonuses than say Shoota Boyz
    Last edited by corncobman; 25th May 08 at 9:14 AM.

  33. #83
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    Flash Gitz shouldn't have a hard-cap more lenient than 2, otherwise they'd effectively make up half of an entire Ork army if at 3, say. Combined with Nobz, you'd see almost no lower-tier troops on the field.

    I say that these things should be soft-capped at 3 with Nobz squads. Making their HP scale with the armour researches would also be cool, and giving them an extra mob bonus or whatever might work too.

  34. #84
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    @corncobman: fair enough, just having half those units jumping made my day! I still think Drones squads are too slow, burrow isn't an omfgbbq ability anyway... perhaps a speed buff? I always felt they'd be built more often if they could get into the fray faster

    But it's your mod, so you're in charge boss!

  35. #85
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    Drone squads are speed 24, i.e. Possessed Marines speed or FoF speed so I don't think they need to be faster. I think the reason they aren't built much is because of their cost and fragility, but they do a lot of damage.

  36. #86
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    I'd be opposed to RJB 2 pop cap personally. Their redeeming quality in any tier after 1.5 is spaminess, and quick production. I think traiding 2 pop cap for a jump will hurt. i like Bikes as they are already

  37. #87
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    I just played as Necrons and I think I might need to tone down the Necron infantry researches.

    I also realised I put in modifiers for Pariahs in the squad size researches, so they could reinforce to squad size of 10. Oops. I think I had set the Pariah max squad size in my DC version to 6, and then increased it through the researches but I decided not to for the SS version.

    I think that 2 cap Warriors coupled with 2 cap Immortals is a bit much. So I'll set one of them to 3 cap.

    Oh and move speed of 14 was too fast for Necron infantry. 13 might still be too fast but I'll have to check.

  38. #88
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    12 as movement speed is better IMO. Additionally, make the warriors have a cap of 3.

  39. #89
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    Ok done.

    I've started to work on getting the commander wargear in game (visually).

    Version 1.6 here
    Last edited by corncobman; 27th May 08 at 4:37 AM.

  40. #90
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    Version 1.6.5 with some minor fixes. Check first post.

    The warger should be in as of version 1.6

  41. #91
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    You should probably add some more major changes, rather than just simply various bug-fixes (which are good, but not enough).

    Cost-scaling as I keep saying would make more people interested. It's not hard to pull off (it's mainly infantry that need this, though vehicles come next).

    Also, do Marines really have to have a hard-cap of 2 on the land raider? Shouldn't it just be capped at 1 like the other super-units, & made tougher in some way to compromise. I am not suggesting more Hitpoints, but rather an improvement in its armour value itself. 110 as its armour value (not armour type) would make certain weapons practically useless against it, for example - missile launcher upgrades would do much less damage to the land raider with its vehicle_high armour type.

    It'd effectively force players to use Commanders more to take down the Land raider, assuming that you have infact made the damage of commanders to vehicle_high & monster_high at about 100% (apart from the Tau commander, which should be nearer about 60%).

    Whilst I see that you have to an extent done that, those commanders at base deal poor damage anyways (as they're in squads), so the DE Archon, IG captain & Bitchunter Cannoness melee weapons all need their AP values against them things nearer 100% to keep them useful.

  42. #92
    The flying one corncobman's Avatar
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    What would you like to see as far as cost scaling is concerned?

  43. #93
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    You know, more powerful units having their costs scale proportionately with their power.

    A quick & easy way of doing things is to compare an elite units cost with a lesser unit's cost. Work out the factors at which damage, weapon range & HP are higher than the lower-tier equivalent, add the factors up & then roughly match the factors with the cost of the lower tier unit (or rather, copy over the cost of the lower-tier unit & then multiply it by the combined factor, allocating some cost to power).

    It's not totally reliable, but it is a start. Here's an example comparing Dark Eldar warriors with Scourges: Warriors effectively are made practically useless by scourges for Dark Eldar. Scourges, despite having a set-up time have a slightly more powerful & longer-ranged weapon than the warriors. They are just slightly tougher (initially) with their somewhat superior armour type, and can also jump. Cost-wise, scourges aren't that much more expensive however.

    Another classic example is with Space Marines & Terminators. Termies are about 25% more expensive than normal marines, yet are almost always twice as hard to kill, and deal about 250% more damage. Their weapon upgrades are powerful, but are expensive to match their capabiltiy (although I do feel that the heavy flamer deserves a buff in some way).
    Terminators technically should be about 4 times more expensive than their brother marines. Fluff-wise this makes sense, seeing as tactical dreadnought armour is rare & expensive.

    Those're just 2 of a whole range of examples that exist

  44. #94
    Have you given IG leaders/sarges their upgradeable weapons yet?

  45. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #95
    Why shout... Octopus Rex's Avatar
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    Just a note - units were proportiantely priced in DOW and I believe were infamous for causing T1 spam fests (I wasn't there, that's just what I heard). Teching up is devalued by proportional prices, it's a case of getting the balance right.

  46. #96
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    @mlai, no not yet. I will work on doing this soon.

    Korbah's PM inbox is full so I can't ask him if I could use the IG Captain with the wargear or Tau vehicles with the jump ability from DoWPro in my mod.

    @Zany Reaper, I think that 4 times the cost might be a bit too extreme. At the moment elites are somewhere in between SS and DOW costs. I will have to do tier 2 units and stuff though.
    Last edited by corncobman; 28th May 08 at 2:12 PM.

  47. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #97
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    The IG captain from dowpro is just the DC one reskinned. Just copy the face over from the old one, it matches exactly.

  48. #98
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    Octopus Rex - Whilst I did play vanilla DOW for a bit, I never really liked it that much as everything was basically too hard to kill, and I wasn't that familiar with the hard-counters either. The game bored me too much with its slow speed.

    Tier 1 spam-fests? I'm not familiar with that technique. AFAIK, teching was generally slower and more expensive than now in Soulstorm, because players were often required to build both their armoury & barracks to get to Tier 2, along with other long conditions for Tier 3 etc.

    Elite costs weren't that extreme. I'm aware that things like terminators were cheaper than their 'worth,' but as you said - it's a compromise.

    corncobman - I was really just providing a rough guide. Cost-scaling does come partly down to personal belief about the cost that suits the relevant unit (apart from dropping it completely). From what I remember, each terminator used to cost 90/40 each, compared to the current 60/25. The DOW price is less extreme than my rough formula and probably better too.

    So as a possible adjustment to the previous formula - Work out the factors at which damage, weapon range & HP are higher than the lower-tier equivalent, add the factors up and multiply this total factor by 0.66. Roughly match the factors with the cost of the lower tier unit (or rather, copy over the cost of the lower-tier unit & then multiply it by the combined factor, allocating some cost to power).

  49. #99
    The flying one corncobman's Avatar
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    IG Commissar replaced with Codex Commissar (Closer to Codex). Commissars therefore should get the weapons upgrades. Captain is also done. I'm not sure about the Priest.

    Cost scaling is done somewhat.

    1.7 patch here

    Bear in mind that I'm not using any hard formula or ratio so there may be more tweaking required.
    Last edited by corncobman; 29th May 08 at 10:46 AM.

  50. #100
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    Ooo cool, I'll download tomorrow.

    Yeah, you've missed a few infantry units that should have their cost increased. Dark Eldar warp beasts should increased too, especially seeing as they're effectively best melee units in the game. Bear in mind that their morale weakness should be taken into account.

    Vehicles come in next.

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