The v1.4b downloads (tried all three from ModDB) all tell me that they are invalid archives when I try to open them after download.
The v1.4b downloads (tried all three from ModDB) all tell me that they are invalid archives when I try to open them after download.
I probably should've asked this before installing. Will this mod make DoW II vanilla unplayable in the next patch version?
Have you done something to the AI ? I can't see any reference in the changelog and now, expert is a tough AI.
Eh, please excuse my n00b-ness.
Do we just extract the whole update in over the previous version?
Last edited by Scar™; 6th Jun 09 at 3:24 PM.
Pulse Carbine Lover
@Steel*Faith: This will NEVER cause the vanilla game to become unplayable. However the vanilla game may cause the mod to become unplayable.
@Scar: Yes, you can just extract it over the previous version. I'm constantly using the same file names, so newer versions will update older versions.
@Gideon: I'm not sure dude? Noone else seems to have had the problem. I have a feeling that perhaps it didn't save as a .zip properly and is still using the .rar format.
If you have trouble with the download, download it here:
Tabletopmod 1.4b
@Joubarbe: As for the AI, no; I have not touched it and never will. However I've played some expert games in the past, and they didn't seem as hard as they were recently. I actually LOST a game vs an Ork/Nid AI with me and another expert AI as SM during my testing yesterday.
XViper I don't know much about the TT, but do the SM have hardly any close combat upgrades? Or is it you don't want to add more close combat upgrades to them?
For instance, does the Force Commander in Terminator armor get a thunder hammer & storm shield in TT? If so do you plan on adding this in a future patch?
I haven't done anything with the heroes yet as is obvious, however improving the viability of the FC's Termi armour is one thing I will be doing. Yes the FC can have Termi armour with CC wargear on the TT.
and no, regular Tactical marines do not get close combat upgrades. (except in some chapter specific rules)
Thank you XViper.
Yes, the AI seems tougher because they take advantage of the increased resources and pop cap.
My buddy and I were swarmed by nids yesterday and could not beat them down. One funny thing though, they pushed us several times and each time they pulled back when they could have just squished us like bugs (excuse the pun).
Then why not simulate this in your mod, and give the players the ability to have those chapter specific items if they choose? Sorry for being annoying(except in some chapter specific rules)I just really love this mod and making a close combat crusade with Black Templars is the only thing missing.
Because the game is not chapter specific. All the races are 'generalised', as it should be. Things need to be consistent and balanced. There are so many chapter specific things for so many different chapters, and thats just for Space Marines.
You've got the same thing for Eldar Craftworlds, Ork clans and even Tyranid Hive Fleets. It's just too much work.
That second link you posted works just fine. Now the ModDB page has changed to "awaiting approval from admins-mode", so I think it is an issue on their end.
Keep up the good work!![]()
Moddb has changed to waiting approval because I uploaded a 'fixed' .zip file. The problem was my fault.![]()
Less aggressive suggestions please.
Please keep in mind my purpose here is not to 'fix' Relic's game. I am not Relic, you did not 'buy' this mod.
I will look into fixing the suppressable Avatar.
I've already tested this mod, but I did not come up against any balance issues yet. As you can deploy more units now, the game is more playable and entertaining. It is a long way before us until we shall gain the same level of progression and variety of the former DoW in terms of modding, but again, we haven't got good modding tools yet and there are a few good starts such as this one, Zetrial's or Copernicus'.
There are some bugs that occur only wiith your mod.
For example
when i select a unit of mine or the enemy and then want to use a global,i am unable to do so.It happens only with your mod.
When in battle,devastators do not deploy in the direction you point them to have.When 4 devs deploy in battle(happens only in battle),at least(there can be more of them)l,face the wrong direction.
That's right: I remember now having problems with my devastator squad.
I can't say I've come across that global one, but if thats true I have no idea why that would happen. I've done nothing that I can think of that would cause such a bizzare bug like that, and consequently don't have the slightest clue on how to fix it.
As for Devastators, yes occassionally they won't all deploy facing the right direction, however its not constant. It works more often than not, and I suppose thats just a side effect of having more than one deployable/firing arc weapon in a squad. Again not something I can fix, but its not really a big problem.
Pretty much. There are about three heavy weapons in my mod's devastators, and it's a pain in the arse getting them to face one direction for more than a few seconds.
interesting change with the predator autocannon will do extensive testing tonight,
btw Aliblabla, the term autocannon blanket a LOT of things... an auto loading self propelled artillery like the german PzF2000 or the auto loading main gun of modern tanks are technically autocannon as well and while they fire quite fast for a gun of their size they are still fairly slow.
the term is not strictly restricted for use with the rapid fire medium caliber automatic cannons like the multi barreled vulcan or the single barrel bushmaster.
Can we please keep this thread on topic? thanks(no more autocannon debates :P)
BTW, you could probably do what the other TT mod did for your upgrades - base Dev squad only has Bolters, but you can upgrade ALL of them to use a single heavy weapon.
Similar to the Shotgun upgrade.
I was initially going to do base dev with bolters, but wanted to allow more than 1 upgrade.
I actually spent hours going through the effort of making it so you could have more than 1 heavy weapon in a squad.
Also a lot of player feedback suggested devastators start out with heavy weapons, so that's what I've done.![]()
What I meant was that you give them an option to upgrade that affects every single member. Like the shotgun scout upgrade.
I'm not following.
Squad size is 4 (without sergeant)
2+2 = 4? (full squad?)
What I mean is: Base squad has 4 members with bolters, but access to three HW upgrades (Plascannon, Missile Launcher, Heavy Bolter). Each upgrade equips every single man in the squad with the selected heavy weapon. So, you can have just a single Devastator squad (without clogging up your HQ ui screen) but allow for more-or-less the same amount of specialization.
Note that the majority of the upgrades in the game (such as Plasma Guns) only equip one or two members. Which is why you will have to use the Scout Shotgun upgrade RBF as your base file for the new upgrades.
Nobs with shootas? Could you make that and call them Flash gitz?
Another idea would be to change the kommando nobs to flash gitz and bring more firepower to orkz.
Last edited by Facelessone; 11th Jun 09 at 5:37 PM.
Good idea on the dev squads...less clutter in the HQ UI. I do like to be able to mix and match weapons though.
Suffering from Requisition deficets...worst when playing as SM.
Yeah, will be looking at reducing the cost of the Devastator squads to match the weapons they start with.
Won't be boosting req income though.
It's already 50% higher than default for the req points and everything still costs the same, and there's no upkeep; so :P
Hi, I just wanted to ask if there is any way to get a description for the new units, like the burner boyz, I have always a "no range" there.
Ah! do you have the lastest patch? Did you have this mod first then get the patch from relic?
@ChrisM : move the aDOW2.ucs file from dawn of war 2\GameAssets\Locale\YourLanguage to dawn of war 2\GameAssets\Locale\English
BTW, I really think that Tyranids are too powerfull ; the Carnifex is a god and we can make a lot of them... (exactly the same problem with the original DoW 2 ^^')
Yes, the AI spams Carnifex now. Late game is "Carnifex Hell." I almost always play against nids, but I bet the AI would spam the other races super-units as well. I know you are not touching the AI, just saying...if the AI does it, others can/will as well.
As to the requisition...I know everything costs the same, but with the pop cap increase it seems like we spend alot of time waiting for req to build up instead of building units. I wont harp on this...not another peep out of me.![]()
Just to let you guys know this is on hold for abit. My interest has been diverted elsewhere for the moment.
Apologies if this causes any dismay. I'll come back soon hopefully.
after this big patch might be better mabey more to stuff to play with then eh?
Dude. Dismay and a half! Hope you get some time for your awesome mod again soon, man, 'cause I'm lovin' your work and I need more. More! MORE!!![]()
Unfortunately due to recent 1.4 update it is going to take far too much effort to 'fix' and rebalance this mod to the standard I would like. I just don't have the time or the interest to continue working on this.
I thank everyone who has given their support and hope it was enjoyable for the time I was working on it.
All of my work, ideas, files and the entire mod is freely available to anyone who wishes to use it. If someone would like to take it up and continue changing it, they are more than welcome to. However given the recent patch I'm not sure how much of a decent platform it will be for any changes.
Noooooooooooooooooooo.....
Oh well, thanks so much XViper for making such an enjoyable mod.![]()
This is the only Skirmish/MP mod I've enjoyed thus far, and the only reason I play the game.
I refuse to upgrade or play the 1.4 Beta patch, so looks like I'll be playing this for a while. To me this is the way DoW2 should of played right out of the gate.
If I was skilled in modding and had the time I would jump on board in a heart beat. Here is hoping someone will pick this up and continue the mod.
Do not download that Beta patch. It is the msot unbalanced patch yet.
It is a pity this mod will not continue![]()
#140
This isn't the place to bitch and complain about the beta patch (especially since it's a beta, and not the final 1.4 patch.) Let's focus instead on thanking XViper for his work thus far, and remembering good times had with the TableTop Mod.
I'm usually anti-smiley, but XViper deserves this one:
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What I would really like to do is to try the new maps with this mod.
The Four Stages of Smiley Grief:
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Thank you, XViper, for all of your hard work, I will keep playing it since it does not seem to have any major game breakers with how I use it.
Ditto.
My online co-op buddies and I are shutting off the automatic updates so we can keep playing this mod.
I'll bet that you can download the beta, take the maps out, and then go back to 1.3 and drop the maps in the map folder and the should work. I don't think anything has changed in the map format, so as long as the game sees the map it should load fine.Originally Posted by KPMaker
This mod might even work with the beta version of the game.
Space Hulk (1-5 player co-op)
http://steamcommunity.com/groups/DoW2-SH
Codex Edition (Fluff based MP skirmish)
http://steamcommunity.com/groups/DoW2-CE
Thanks BL4zD, I was thinking the same thing.
Well, I backed up my DoW2 file with the previous patch, then updated with the beta, and searched through the files but have not seen any of the new map info.
There is a new folder called “Assets”, with two sub folders called “ArchiveDesign” and “Maps”, but there is only a demo map present.
Also, when installing the custom maps, the directory is as follows: D:\Steam\steamapps\common\dawn of war 2\GameAssets\Mods
Then, you have to add a dev short cut:
D:\Steam\Steam.exe -applaunch 15620 -mod Map_Name
Maybe I’m missing something, but does anyone know where the new maps have been put? Maybe I have to do something with the hidden files?
ROFL,
Well, scratch that last question, bec. I installed the mod with the beta patch and it is still working just fine.
That's right, the Table Top mod is currently working with the 1.4 patch, woo woo. The new map names and new resource options have missing tags (you cannot see their names, but the usually $994812 NO RANGE error.) This to me is a minor issue, since the new maps are very playable, and the A.I. still appears to be intact.
I'll post my results with new custom maps as well, and see if I see any changes in the A.I. as I progress in my Skirmish play. Still only through the 1st match, but wanted to post with excitement for others to try it as well.
The new maps with the "82" level setting (camera zoomed out more) is just a beautiful site to see.
I think this mod might be giving me some trouble with tooltips - does anyone know how I should uninstall this?
#149
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