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Project WARhammer - Version 0.2 Alpha RELEASED!

  1. #51
    Quote Originally Posted by Aliblabla
    Last one is not possible as there is no base unit which does those kind of upgrades, so I can't make that happen.
    Yeah you can. Unless I'm misunderstanding you or the request itself?
    You should just be able to use a copy of an existing upgrade and edit its values accordingly to equip the desired weapon.

    It's certainly doable. Happy to help you if you'd like?

    Please try out my DoW II Multiplayer Mod here
    Join the STEAM group to find other players here

  2. #52
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    I think he meant to allow the squad to equip two different types of heavy weapons. Everytime I tried this, it just changes the guy who already has a special weapon to something else, basically wasting money.

  3. #53
    Oh ok, then yes you're right.
    I had the same problem with my devastators. Tried a bunch of stuff and eventually gave up.

  4. #54
    I'm sorry, I only mod DoW1. The DoW2 modding utilites does not seem to work correctly for me.

    Can you have multiple squad leaders in a squad?

    I think perhaps you could either mod the ork abilities to cost less WAAGH!, or give the orks faster WAAAGH -income.

    I only mod DOW1, so I don't know if it is possible...

  5. #55
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    Multiple squad leaders: I think it's possible - never actually tried it. Would be a lot of work to keep it, well, limited, though.
    Costing waagh: Yes.
    Increasing waagh income: The only way to do that is to increase the WAAAAGH bonuses offered by other races. Which reminds me, I need to adjust them to the new squad sizes (killing a squad of Orks definitely offers more zeal/waaagh/whatever overall than a squad of Tactical Marines, despite the Tactical Marine squad here being far better).
    Last edited by Aliblabla; 12th Jun 09 at 4:58 AM.

  6. #56
    Member xanith's Avatar
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    This is amazing thank you so much aliblabla. It's just a bit annoying on 3v3 and 3 of them are orks... über lag lol all good though. really fun thank you for a re
    lease
    lolz i haz a signature. it shall rule the world :D.

  7. #57
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    Your PC will hate Tyranids, then. Had to remove the Rippers (50-unit swarms, overkill) from the build list just to make them playable in 3vs3, lol.

  8. #58
    Member xanith's Avatar
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    ive played this a bit now and i find the tacticals very overpowered. i like being the idiotic orks and with about 5 squads they all die on normal difficulty or is that i just suck lol

    @aliblabla i found out an antivirus thing was scanning while i was playing so that made go psycho
    Last edited by xanith; 12th Jun 09 at 9:59 PM.

  9. #59
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    Ork Warboss is much more powerful than the SM FC. Use him to whip any troublesome Space Marines.

    Otherwise (non-hero):

    If the Tacs have a flamer, don't use Sluggas - use Shootas plus Stormboys. If he has Devastators, use Stormboys. If he has scouts with shotguns, use Shootas, if he has scouts with Sniper Rifles/normal weapons, use Sluggas/Stormboys. If he has Assault Marines.... oh, dear. You need Deff Dreads to counter that....

    Faling any of the above, just bombard them with Tankbustas.

    In the next version, I'll have the rest of the Ork units edited. Looted Tanks should make good firepower bases for killing SMs (but you have to keep them alive, of course), Lootas will be quite deadly when settled down and on defence mode, and well, keep using your Warboss.

    Though, you can build more than 5 Ork Slugga Mobz per Tactical Squad anyway (90 vs 540). Then you'll have about 180 Boyz vs 9 Tacs.
    Last edited by Aliblabla; 12th Jun 09 at 10:18 PM.

  10. #60
    Member xanith's Avatar
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    hmm i tried SM again and i lost again lol. i can never get enough req and and they continue to kill my guys even though wen i was orks they won... quite annoying but ill get used to it i guess

  11. #61
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    Use FC + Powersword/Powerfist/Twohanded Hammer + Alacrity + Iron Halo. Huge amounts of damage (specialization depending on weapon, of course), mobility (Alacrity grants Assault Jump ability) and durability (Iron Halo grants force field).

  12. #62
    LochKopf
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    I play SM (+2Expert SM) vs 3 Expert Orks and i win ^^

  13. #63
    Member Claw of Lorek's Avatar
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    I just wanted to congratulate you on this nifty mod.And to add to that it's changed my vision of Dow2 forever(and here I was,thinking that XViper's mod did that).It's quite an epic battle against all those Orkz(literally a green tide).
    So far I've tested both of them.
    Space Marines
    Well,their scouts are nigh useless(except for capping things).But the Tacts...oooh don't get me started on that.I know that they ARE supposed to hold the battlefield by themselves,but come on.Their Plasma Guns are insta fraggers against everything Orky.Considering Pred...I absolutely love that change.Faster attack,more dmg and all that in T2
    Devs are also nifty,but too specialized for me(plus I really think that this mod punishes set-up teams(speed)) and the Assaults are good I guess.I haven't seen Termies(yet).
    FC-one question springs to mind as soon as you load this mod.What the hell is FC going to do with Jumppack AND a teleporter?That's one odd thing that I found out.Else,Power Sword and Plasma Pistol has become a somewhat good piece of wargear(because of dmg of sword and KD of pistol).Storm shield gives you literally a TON of defense(I once tanked expert Ork ai with it and Artificier).No change necessary-it's supposed to be that way.Thunder Hammer-it's insta frag weapon for SM(Klaw for Da Orkz).
    Concerning Armor-well I've already mentioned Artificier's Armor.What I seem to avoid is the Armor of Alacrity(opposite in vanilla DoW2-i'm addicted to it there).I don't know why,maybe it's because of inherent speed in this mod.
    Utilities-all fine,except for little illogicality pointed out before.
    TM-The bolter is absolutely SUPERB.What have you done to it?And what do the red bolts mean(are they hollow pointed so they explode)?I find that I keep it even in late game-it slaughters Orkz in millions.Plasma Gun is rather redundant if you are equiping Tacts with them.It has that rather useful Overheat function....but it's meh for me.And tactical nuke...yay
    Armors-1st one I never use(but it has potential to it when I better think).Bionics are SUPERB against masses,no make that tides of Sluggaz and Stormboyz(you knock'em down,your tacts take care of them).Signum Armor is great,but does the Mark ability work?If it does->
    Utils-Refractor is ASTONISHINGLY useful in this mod(because the tide IS going to crash against the TM).And orbs are good enough I suppose.On the off topic...could you make 3rd util,please?It's not necessary,but...
    Da Orkz
    They are at last played like they ought to be played.And I love their numbers(so fluffy...yeeeey).And so spammy.They are so beatiful at last(and it's great joy killing them as well).What is there else to say?Warboss is still a beast(upwards to about 16k health with Mega Armor and lvl 10),and slaughters enemies(klaw is 1shot against most things anyways).
    Conclussion
    Well I'd be tarnishing my liar rep if I said that I ain't looking forward to next release,let alone release when all the races get fixed.
    Keep up the good work and godspeed Ali!(oh boy what a length!only the OP is longer than this-I'm amazed)
    p.s.Armor look changes are SO good-they oughta be in vannila me thinks.
    Last edited by Claw of Lorek; 15th Jun 09 at 10:22 AM.
    Call me Ixim

  14. #64
    I think perhaps that only the Marines and Eldar should be fast. The orks and nids could don't need that high speed to move units across the map from one end to the other, because they swarm over it

    I think Warboss maybe would need a little less health (or Assault marines a little more).
    However I think that Ork heroes should freely reinforce sluggas/Shootas/Stormboyz around themselves, making them better at keeping their fellow boyz alive.

    To Claw of Lorek
    Almost all bolters explode after penetrating the target.

    To Aliblabla:
    Perhaps bolters gibbing the enemy like assault cannons would be a nice addition.

    A bit of my rant from the DoW2 forums on the matter of bolter shells:

    Standard Bolts comprise the following components: Outer casing, propellant base, main charge, mass reactive detonator cap, depleted uranium core, diamantine tip. The standard bolter shell is standardised at .75 calibre, whereas heavy bolter rounds are larger, at 1.00 Cal.

    Hellfire Rounds have devastating results on organic matter, as the rounds are developed to combat Tyranids. The core and tip are replaced with a vial of mutagenic acid with thousands of needles that fire into target upon the shattering of the vial, pumping the acid into the target.
    Heavy Bolter Hellfire Rounds are used against Carnifexes in the 5th edition codex.

    Stalker Silenced Shells are rounds with low sound signatures, meant for covert fighting and used in conjunction with an M40 targeting system and an extended barrel and stock on a bolter to produce a sniping weapon system. A solidified mercury slug replaces the mass-reactive warhead for lethality at sub-sonic projectile speed. A gas cartridge also replaces both the propellant base and main charge for silent firing. Usually only used by Deathwatch and Scouts.

    Inferno Bolts are designed to immolate their targets and destroy them with superheated chemical fire. The uranium core is replaced with an oxy-phosphorus gel, known as Promethium. It should be noted that the Chaos Space Marine Thousand Sons have their own similarly-named but unrelated type of inferno bolts, which are actually psychically-bound slugs that release arcane energies; these slugs explode with sorcerous energies upon impact.

    Metal Storm Frag Shells are best against multiple lightly-armoured targets. They detonate before impact and spray shrapnel, shredding their victims. A proximity detonator replaces the mass-reactive cap, and the diamantine tip and deuterium core are replaced with an increased charge and fragmentation casing. They are similar to flak rounds and are used against clusters of enemies.

    Kraken Pattern Penetrator Rounds are powerful armour-piercing rounds. The uranium core is replaced by a solid adamantine core and uses a heavier main charge. Upon impact, the outer casing peels away and the high velocity adamantium needle accelerates into the victim, where the larger detonator propels shards of super hardened metal further into the wound. These are effective against heavily-armoured infantry.
    These rounds are usually considered to have a longer range.

    Psycannon Bolts are used by the Inquisition, primarily the Ordo Malleus and Grey Knights. They are very similar in nature to the rounds fired by their namesake, the Psycannon, and are similarly used against psychic and daemonic targets. Of all the rounds these are the most expensive, as each and every bolt is inscribed with runes on a microscopic level. Other sources say that they contain an anti-psychic substance that still others claim is a byproduct of the Emperor's Golden Throne. The psychic nature of these rounds are not only effective at destroying daemonic targets but also highly efficient at piercing the powerful barriers created by forcefield generators (such as the Tau Shield Generator and the Imperium's own Iron Halo and Storm Shield).

    Dragonfire bolts: These hollow bolter shells explode with a gout of superheated gas that makes a mockery of cover.
    It seems this shell is like the Inferno, just its effect is spread over a wider area.

    Vengeance Rounds: Originally used to breach the power armour of Traitor Marines, Vengeance rounds employ unstable flux core technology that makes them hazardous to use, but incredibly effective against armoured targets.
    These ones seems to be mini nukes.

    Tempest Bolt Shells: These are special shells that explode into plasma on impact, like minature Plasma missiles.
    Most likely these are the Rarest type of shells along with Psycannon rounds.
    These are only manufactured on Mars and used by Elite Mechanicus forces only.

  15. #65
    wow these would be nice upgrades for squads!!!

  16. #66
    Ah, nice work. You made so much progress! Downloading now! And I didnt know tempest and vengence bolt shells existed lol.

    EDIT: Do I need to add -dev? It aint working for me. I tried with -dev and without -dev and I see no changes made to the game. I did everything the readme said. And the readme did not say how you should launch the game after moving the folders.
    Last edited by jianjian94; 18th Jun 09 at 6:10 PM.

  17. #67
    Member xanith's Avatar
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    No need for-dev you sure you did the right thing for the module

  18. #68
    Well i dragged it to my dow folder and replaced my original module after making a backup of my original module.

    EDIT:
    Got it to work after doing some changes

  19. #69
    Vengeance round has been introduced in the 5th edtition SM codex alongside Dragonfire, so it is brand new
    Tempest has been described in the official Dark Heresy book (Core Rulebook or Inquisitor's Handbook at the ammunition section I think).

  20. #70
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    Until I find a way to extend the upgrade slot UI I won't be able to have those round upgrades for the Marines in full.

    Also, note that the "Hellfire" rounds in vanilla are completely unfluffy.

    Hmm, I've found a way to make vehicles "crush" infantry whenever the two meet. Problem is that it's all too easy to "crush" heavily armoured ones, and on more than one occasion while testing, I've "crushed" the Ork Warboss using my Razorback.

    So... do you want me to keep it and see for yourselves in the next update?

  21. #71
    I say keep it. Would be fun to crush hordes or orks with a razorback or predator. Btw, eldar and tyranids have not been modified in 0.2 right?

  22. #72
    Member xanith's Avatar
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    Nope

  23. #73
    Hm perhaps you could simply delete crush damage. The Marines have armour that can not be crushed by a tank(Terminators can be stepped on safely by TITANS), and the orks are extremely tough and just might survive being ran over.
    IF the only option is instant kill, I say disable it.
    The Venerable Dreadnought needs to be modified.

    In vanilla DoW I only noticed the Dreadnought Hellfire round, which seemed like explosive assault cannon rounds. However there is a blue level 20 assault cannon Wargear in campaign, with "Primarchs" in its name. THat fires rounds which explode in green sprays and deal damage over time, which seems reasonable for acid.

    But I think that first Eldar and Tyranids need the upgrade.

  24. #74
    Yea, Eldar and Tyranids need upgrade. Im kinda bored just playing with and as Orks, though it was fun. I feel that venerable dreadnought needs to be buffed a little, my venerable got blown up by sluggas and shootas lol

  25. #75
    The venerable is unedited I think.

    I would try helping with the mod if I could, but there is no Corsix, and no editor for me

  26. #76
    I love the persistent bodies! Though it sometimes causes massive lag! Just look at what my terminators and marines did! A sea of green bodies. Cant wait for tyranids as im sure their bodies would cover the entire area!


  27. #77
    Member xanith's Avatar
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    Wow orky ground LOL

  28. #78
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    At the moment they seem to enjoy spamming Warriors more than Gaunts... yeah, mod version is 0.33a at the moment, but I'm not going to release it until after patch 1.4 drops and I've had the ability to readjust the modded files so that everything works without crashing the game.

    Here's another miscellanous change:
    - Camera modification, more flexibility. Possible to zoom out to a distance of 120 (original of 45) and in to a distance of 0 (original was 10), with an angle of between 90 and 0 degrees. Field of Vision is now modified to 90 degrees from 60.

  29. #79
    I noted that your mod changes the armour of the space marines, but the changed armour is still not the epic rank60 armour. Could you include that feature in the next version? Epic rank60 SM armour combined with new helmet textures from kelembribor21's new textures would make some awesome looking marines!

  30. #80
    For one I would gladly like to help modding, however I would need you to send me your tools in order to do it myself, since I got errors all the time.

    An idea: Force commander could get the "Rally" ability from Standard, like he did in the CAmpaign. That would be awesome.

  31. #81
    I think that perhaps the time the bodies stay should actually be a time, 3 ork enemies, 2 space marine allies, 30 minute game says the computer, took us 2 hours

  32. #82
    This mod seems to work with 1.4 patch. Good, because that patch makes marines as deadly as retired grandmas.

  33. #83
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    Yeah, good that I don't have to redo the whole thing to fix.

  34. #84
    Are you going to optimise it more or adding more things to it?

  35. #85
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    The mod is still quite incomplete, but I think I'll get back to working on it after Patch 1.4 hits.

    Mind you, I have another exam about to smack me in the face in a fortnight, so I obviously can't be spending too much time on them RBFs.

  36. #86
    Yeah patch 1.4 sucks, and can you please make the bodies go away, I like the fact you can see who you've killed but the lag is murder, I'm refering to my last post.

  37. #87
    Any chance of seeing some ranged vets as well?
    Heresy lies in idleness.
    Dawn of War: Firestorm over Kronus ;D
    http://www.fok.dow-mods.com/index.php

  38. #88
    I support Ranged Veterans, but I think there should be a version with staying corpses, and one with disappearing ones for people with bad pc-s.

  39. #89
    sik4ink
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    Link for mod down?

  40. #90
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    Filefront seems to be a little psycho atm.

  41. #91
    Lt_Apollo
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    links dead

  42. #92
    sik4ink
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    Finaly got ahold of the mod, and when i loaded up a game(which looked awsome) all my scouts were just heads and guns floating around. No bodies at all. Any idea why this might be? Also, is there anyway to adjust game speed, is extremly fast.

    ok, went back and checked and even in army painter scouts have no bodies, only a head and a gun.

    disreguard the comment on game speed. Its great when i ran sm vs orks. still haveing the grphics glitch with the scout bodies. Although i have nutin against flyin heads with shotguns

    And YES---This mod is has provided in jsut the 3 games i ahve played with it, the msot epic battles i have seen in dow2!, amazing--10/10

  43. #93
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    I'm not sure how it could do that, seeing as they work perfectly fine with my PC and I had all the necessary art files.

  44. #94
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    Playing as this is fun as hell as Space Marines, but Space Marines rape all the other races infantry-wise even if they have 20 more, ESPECIALLY with flamers, which pretty much eat up infantry in a matter of seconds.

    I haven't tried playing beating computers above normal, but I beat 3 Tyranid normals on Argus Desert Gate by myself with my FC, shotgun scouts and a flamer-equipped Tac squad for 75% of the game. Tyranids are ridiculously easy to smoke early on. Haven't fought Eldar yet. Orks are harder to beat then Nids, mostly because they overwhelm early on, but they get burninated by flamers too.

    (3v3 with all Orks is hilarious)

  45. #95
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    Must be something to do with the fact that Tyranids and Eldar are not at all modified in this version.

    I've already fixed the flamer issue in my current version (which is still 0.33) by having them damage your own men when firing (if the other guy is too close). As well as the "squashed" formations issue with Orks.

  46. #96
    For some reason, the scouts became "heads and bolters" to me too.

    Perhaps I unlocked some ranked scout wargear that caused this?

  47. #97
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    Yeah, that may be it. I know how to fix it anyway.

    P.S. The mod isn't dead, guys. I've decided to leave the Tyranids for last, next release will feature Eldar modifications (and scary they are, firepower-wise. Very scary).

    What I've decided to change:
    Ork Shootas/Stikks/Stormboys/Sluggaz no longer have 200-300 HP each - reduced to 90-150

    SMs now have Heavy Infantry armour, which means that ranged fire is almost useless against them (but good melee units will still work). To compensate, Ork numbers will bring them down in melee quite handily, and Howling Banshees can beat any T1 SM unit in a 1on1.

    I don't have the models or sounds for a proper "Dire Avenger" unit, but you'll be seeing that Aspect Warrior gracing T1 regardless... along with Storm Guardians.

    Eldar ranged fire against SMs is like water - doesn't work well on the ones in fully enclosed suits. On the other hand, Warp Spiders/Howling Banshees/Dire Avengers with power weapons will eat them in melee.

    The Eldar of course have low durability, but you'll probably be surprised at how fast they are in 0.33.

    Problems?
    .... The Veteran Marines are stupid-tough, stupid-strong and quite fast, and they can shoot. How should I make a counter to a unit that can deal out more melee damage than pretty much any other unit out there, deal out a fair amount of ranged damage as well, has a tonne of HPs, heavy armour (so shooting doesn't work well), and moves too fast for artillery to be reliable?

  48. #98
    Well Veterans are expensiv and tier 2. Just make Eldar cheaper

    Dire Avengers, Storm Guardians... sounds good. Perhaps orks could get Burna boyz too!

    Also, you could make brightlances(and other non-are of effect anti-tank guns) effective versus marines, heroes(all kind of them) and nobz.

    Hm Ranged veterans please ?
    Also Assault Terminators should be a bit faster/tougher, with a better attack speed, because now they are only good against single powerful targets.

  49. #99
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    Hmm, okay, I might have to rely on the walkers being effective Vet-killers... seeing as giving them Power Fists has the effect of raping their anti-infantry power from what I've seen.

    I'm still rather on the fence about separating Vets into Sternguard and Vanguard. Sternguard are basically Tactical Marines with shiny armour and fancy Relic Bolters. Vanguard are Assault Marines with shiny armour and power weapons.

    Oh, and I've found that SMs shrug off Heavy Bolters/Shuriken Cannons a wee bit too well. Going to have to tinker around with the damage modifiers for those things - like I've already done with Avenger Shurikens, because I've decided that Dire Avengers being utterly impotent against Tactical Marines is not balanced. And, really, the same can be said for them shrugging off hits from high-calibre HMGs designed to kill heavily armoured infantry units and spew out lots of death at the same time.

    Guardians still suck as much as ever against anything with heavy armour, though.

  50. #100
    any plans to update this fro 1.5 since this isn't working for me anymore

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