I thought we'd play this mode, once received.
However, while the game is not listed correctly in the text of the unit
I knew was not. Production has made this mode magnetic
Let me answer in my opinion.
I thought we'd play this mode, once received.
However, while the game is not listed correctly in the text of the unit
I knew was not. Production has made this mode magnetic
Let me answer in my opinion.
This is incorrect. Please see my HTML-files with balance info (among mod-archive files close with readme-files). This is real balance info data about TWM. Compare it with standard Relic balance (Relic balance data are formed in HTML-file too). For example, we see now in TWM:
785. tau burst cannon stealth team Accuracy: 0.50 / 0.35 Range: 0 - 25 Max Dmg: 17.00 Min Dmg: 13.00 Min D Val: 1.00 Moral Dmg: 15.00 R/S Time: 0.4 / 0.0
Armour piercing (base = 0): 30.00 60.00 50.00 40.00 30.00 8.00 6.00 3.00 25.00 3.00 15.00 10.00 7.00 5.00
Damage per shoot: 4 - 5 8 - 10 7 - 9 5 - 7 4 - 5 1 - 1 1 - 1 0 - 1 3 - 4 0 - 1 2 - 3 1 - 2 1 - 1 1 - 1
Damage per second: 6 11 9 7 6 1 1 1 5 1 3 2 1 1
798. tau fusion blaster stealth suit Accuracy: 0.65 / 0.50 Range: 0 - 25 Max Dmg: 90.00 Min Dmg: 75.00 Min D Val: 2.00 Moral Dmg: 2.00 R/S Time: 1.0 / 0.0
Armour piercing (base = 0): 25.00 25.00 25.00 25.00 10.00 55.00 55.00 20.00 25.00 25.00 25.00 25.00 20.00 10.00
Damage per shoot: 19 - 23 19 - 23 19 - 23 19 - 23 8 - 9 41 - 50 41 - 50 15 - 18 19 - 23 19 - 23 19 - 23 19 - 23 15 - 18 8 - 9
Damage per second: 13 13 13 13 5 29 29 11 13 13 13 13 11 5
832. tau pulse rifle fire warrior Accuracy: 0.50 / 1.00 Range: 0 - 35 Max Dmg: 72.00 Min Dmg: 63.00 Min D Val: 3.00 Moral Dmg: 2.00 R/S Time: 1.5 / 1.0
Armour piercing (base = 0): 30.00 52.00 52.00 50.00 35.00 8.00 8.00 5.00 35.00 10.00 20.00 15.00 10.00 5.00
Damage per shoot: 19 - 22 33 - 37 33 - 37 32 - 36 22 - 25 5 - 6 5 - 6 3 - 4 22 - 25 6 - 7 13 - 14 9 - 11 6 - 7 3 - 4
Damage per second: 7 12 12 11 8 2 2 1 8 2 5 3 2 1
As we see, weapon for Stealth Team and for Fire Warrior are comparable. Stealth Teams are not strongly then Fire Warriors.
Only 8 shots from invulnerability on first initial setup. So few shots.But then Gauss Pylon is vulnerable for any close attackers in any time.
IG and Eldar enough strong to kill any of their enemies. Chaos ehough strong too. This Mod is complicated for initial adaptation, but then gamers learn more features of Mod and form own good tactics for any race against any other.
AI is not perfect in any modern RTS-game. However AI in DoW is perfect enough for good game against it. AI in TWM based on Skirmish AI Mod with my own redactions and tunings. Any gameplay features of TWM are known for my new AI.
Obvious you have a few statistics for the present.AI reaction depend on map, successful expand, local economy situations etc. Sometimes AI is stupid, but sometimes it play with strong reaction. Play by selecting harder or insane difficulty settings on large map and you’ll see very strong AI opponent for any race.
Any single unit is not enough strong in TWM.Especially against strongly developed defence. Gamers must play with good own tactic schemes.
![]()
Titans and titan-like units are strong enough now. New buff will lead us to imbalance in Mod.
Concrete facts, please. AI is improved continuously.
Eldar Titan is only placeholder now in TWM. However it is enough effective against all units.
I ask about concrete facts again. Please describe your game situations. I am needed with detailed battle reports for correct balance conversations. I wait more concrete info from experienced network gamers. Describe your battle situations with behaviour of units in combat. Who are strong and/or who are weak in concrete confrontation. And see HTML-balance files for more argued balance conversations.
>>> Titanium Wars Mod <<<
This letter is a strange signal coming.
Please correct and precise analysis of this error please.
And so the letters will appear. ex) $ 1000574 no Range
In addition to this mode is almost always followed.
I dont think the balance is that bad now really, the above seems to be more of a "i like X thus i want X to be more powerfu, and i dont like Y and A so Y and A should be less powerfull"
Regarding the AI. it works great for me, but ofc its not perfect, but then what is...
To mightner: May be you speak about in game help popups. No problems with them. This Mod use only English locale. You must use English locale settings or copy Mod's UCS to your locale folder.
This mod is very good. If you read this and haven't had a chance to play it, you should check it out!
No bugs, or crashes I've experienced. Game play feels like Chess. And buildings require a little thought
to take out, other then suicidal rushes. I quite enjoy it
Question: Any chance for the incorporation of Steel Legion? Aside from building health, I don't think there
would be much to edit? And if that's not possible- How about What the other mod team did- If you have
the mod installed then it would act as a playable race after the fact? (don't know what its called)
The SL have such nice models.(there Team did a good job!) I'd love to see them along with how up to date all
the other races are in Titanium Wars.
I plan to add only standard race of W40k: DH, WH, DE, Tyranids. I don't plan to add any small fractions as separate races. I plan to work on base W40k races and this is big work. In addition I am needed with permissions from some great mod-teams for realize this project.
After following this mod for about 2 mouths I just felt that I had to say some things:
first of all, thank you for this awesome mod GrOrc. I have never played a mod which I've stuck with for so long.
second, I'd like to know how it's coming along with the update. I read that you planned to work on the campaign which I am very grateful for. campaign is all I play on DoW you see. I'm not about to tell you wat to do, but I would appreciate if you could seriously improve the chaos honourguard. I can't say for sure, but I'm quite certain that the eldars 2 warp spider exarch squads alone could wipe out the entire chaos honourguard, which should say something about how weak chaos is. then again, the eldars honourguard is probably the strongest of all. could you also improve the SM honourguard? the only thing that makes it usefull are the dreadnoughts.
another thing I'd like to remind you of is that when facing the enemy strongholds, make sure the enemy there don't fight as a skirmish enemy. I mean, come on, facing an enemy that owns 90 % of the map is impossible. the current version makes it a living hell to fight against the SM and chaos stronghold, since they're the only ones that somewhat use the special units they have. when facing the SM stronghold you have to fight of enemies that would normally be alone in squads of 8. just imagine being attacked by 4 enemy squads that usually consist of one unit each suddenly consisting of 8 units in each squad. I played with IG on hard and they almost destroyed me. chaos is hard to fight because of the same reason, and because they spam chaos dreadnoughts. it occationally happens that Chaos builds the Chaos Temple (or something), which enables them to use a warp storm against me. and if I have the bad luck of them building the temple, they also start spamming huge numbers of special units (rubric marines etc).
My point is that the enemy should be hard on hard, and not insane. I trust that you know what you do and wish the best of luck to you and I hope that you will continue working on the md.
Last edited by Rytlock; 18th Feb 11 at 6:54 AM.
I have a small request. could you increase the number of Tau devilfish transports one can requsition? it's kinda hard to move large armies fast with 3 transports. Thanks in advance and I hope you'll continue working on this awesome mod.
sure is dead in here... are you still working on the mod GrOrc?
#311
Last reply was 7 (seven!) days ago. Why would it be discontinued? Because GrOrc hasnt yet replied? Seeing as he's planning a lot it seems perfectly plausible there is work behind the scene. It could also be in the domain of reality that he's got a life outside modding and RN which hasn't yet given him time to reply.
Don't be impatient, Grasshopper, modding takes time on its own already without anything going in the way and good things (even simple replies) come to those who wait.![]()
We look to the heavens so that one day our children may look back towards home.
sorry, I didn't make my point clear in the earlier post, but I meant that it was quiet compared to other mod topics. I understand why this mod isn't as recognised as FoK or Apocalypse, but I really think this is the best mod out there. anyway, I might not have been a member on here for very long (because of s registration problem. took me forever to get an E-mail that worked), but I've been watching the mods for some time. with all respect to Lleman, I'll wait and just see what happens. and since I'm a serious player of the mod, I will report bugs and misspelling when I see it.
Mod development is in progress. Big work has done. Almost all have done for new DC campaign in TWM-style. Now I am reprogramming Stronghold's scripts. This is very complicated work spending much my time for debugging changed scenarios. Chaos, IG, and Eldar Strongholds have been completed. 4 remain. Next version of Mod will be released only with all 7 reprogrammed Stronghold's scripts. Be patient, comrades.![]()
Last edited by GrOrc; 1st Mar 11 at 2:49 PM.
Nice to hear that. I was wondering, as posted earlier, will you change the honourguards?
also, there is this one bug that I've noticed. for some reason, the texture on many map is weird. take the eldar stronghold for example: the ice blocks surrounding the stronghold have a zigg zagg blue/white texture that don't match. I don't know if this happened only because I'm playing with low grafics, but it looks kinda weird.
This is good, but why did you stop writing on warforge? My english is bad and i'm can't understand some messages)Mod development in progress. Big work has done. Almost all have done for new DC campaign in TWM-style. Now I am reprogramming Stronghold's scripts. This is very complicate work spending much my time for debugging changed scenario. Chaos, IG, and Eldar Strongholds have been completed. 4 remain. Next version of Mod will release only with all 7 reprogrammed Stronghold's scripts. Be patient, comrades.
So what exactly are the new stuff GrOrc?
Toss me a teaser will you, hehe.
alright GrOrc, there is this thing that´s been bugging me for a while. it seems that you can't attack units when they are in the "negative cover" areas. is this intentional? cause it's very annoying, espesially against the Guard stronghold, where one of their routes of attack goes through a negative terrain area.
The mind is like a parachute. It doesn’t work unless it’s open.
...Dude, are you even bothering reading this page anymore? if you are writing somewhere else, could you please tell me where? I'd love to know about the progress of this mod.
#319
Updates will be posted when updates are ready to be posted. Please don't bug the mod team for updates, especially with that kind of attitude.
Thanks
EDIT@below: taken to PM to avoid off-topic discourse.
Last edited by Gorb; 26th Mar 11 at 6:54 AM.
I am an Iron Warrior! Iron Within, Iron Without!
I post info about TWM only here and on the Russian W40k Community forum.
Current progress is good. The Green Coast is completed and it is testing now. Only SM and Tau strongholds remain. Probably 2-3 weeks needed to complete the 10th version of TWM.
yay, info from the master! and from this point on, I'll stop posting here... it only seems to annoy people. no respons to this is neccesary.
SM fortress is almost completed. Testing-testing-testing now... Tau stronghold remain.
For all about placeholders in TWM:
I am not a modeler. Placeholders depend on the activity of DoW Community modelers. Also free access to the DoW Community models depends on the goodwill of their authors. Now we have in our real Universe:
Revenant, Eldar Titan (no in free open source yet) -- Craftworld mod
Lord of Change, Greater Daemon of Tzeentch -- Thousand Sons mod (private unfinished mod)
Keeper of Secrets, Greater Daemon of Slaanesh -- I know that Catwell have this ready model in his private work.
Ork Stompa -- some private work.
All these models are not available to TWM yet. Perhaps the authors will demonstrate their goodwill in the near future.
Once these models separate us from the Titanium Wars version 1.0.0.
Additional other races... it's a different story...
Last edited by GrOrc; 7th Apr 11 at 7:04 AM.
Good stuff GroOrc.![]()
Well not the missing models part. heh.
Lets hope they become availible some time in the future.
I did notice something, highly cosmetic and merely wondering if it was intentional, and/or if I missed the post where you said it, but messing with the campaign I noticed that the imperial guard don't use the 1st Kronus Liberators colors and badge but instead use the 252nd Kaurvan colors and Badge, save for the TWM units such as the mortar team for example.
There's three types of folks in this world, those who serve the Emperor willingly, those who serve the Emperor unknowingly, and those who stand in the way of the Emperor's armies..you better hope your the first two.
TWM 0.95.10 is almost completed. Many new fixes and updates as usual. Textures for campaign have been updated long time ago (in January). All needed new RTX-files were made. Later, see all the new changes in the TWM log-file... Now TWM has new highest level of quality...
cool. looking forward to it.
10% of life is what happens to you and 90% is what you DO about it
So while waiting what abouth a copy-paste of the new txt. file for the upcoming version that you always include.
By the way when i played death guard in skirmish i noticed that the warhound had red arms, it didnt look too bad, but not sure if its meant to be that way. if it is, ignore this hehe.
Really having fun with the latest version, but more campaign stuff will be great. Crossing my fingers that those guys with the missing models are going to feel the urge to share them soon.![]()
Last edited by Pedro; 6th May 11 at 2:42 PM.
Titanium Wars Mod ver. 0.95.10 is released. Global campaign essential update. Now the DC-campaign is made in the true style of Titanium Wars Mod (TWM). Everything you have seen up to this point was not this campaign TWM-style. Only since the 10th version of this Mod the campaign takes real quality in TWM. See changelog for details.
New Battle Screenshots (Full version)
Valkyrie drop IG troops...
Valkyrie away.
Thunderhawks drop SM troops on enemy base directly (on Victory Bay).
Thunderhawks away.
Fighta-Bomma drop Ork troops on the battlefield.
Multidrop (by AI opponent).
Fighta-Bomma drop (on smoke marker).
Orks troops landed.
SM titan on the battlefield.
Deadly consequences...
Orca drop Tau troops...
... Tau Commander XV89 on the battlefield from Orca. For the Greater Good!!!
Landing campionship.
Double shot!!!
IG attack (on Victory Bay).
Orks attack on Tyrea.
Battle consequences on Tyrea.
Chaos Portal.
Great Unclean Ones, Greater Daemon of Nurgle on the Deimos Peninsula.
Battle on the Thur'Abis Plateau.
Battle on the Green Coast.
SM landing on the North Vandea.
Battle on the North Vandea.
AI defend Relic site by air dropping.
Unity Plaza captured!
Landing of Tau army.
Landing of Tau army (next view).
Landing of Kroot army.
Landing of Kroot army (next view).
Battle on Tash'n. SM defence on their first base.
Final Ethereal defence line.
Tau citadel. Final Ethereal defence line (ground view).
Titanium Wars Army Painter
Last edited by GrOrc; 7th May 11 at 11:15 AM.
great stuff. Downloading now. This will be fun.![]()
Waiting for a detailed battle reports...Especially about new view of DC campaign. Pay special attention to all 7 race strongholds.
It was discovered a glitch. No deep strike for Necron's uber units. Sorry, friends. Mea culpa.Usually such glitches does not happen in the TWM. Archive file with TWM 0.95.10 was reloaded on Megaupload already. Please, redownload updated file if you download it before 9th May 2011 0:45.
I congratulate everyone on Victory Day! A good holiday for all mankind.
Congratulation yes. So ive been playing the mod some and ugh the strongholds are hard.. maybe too hard. having it like this forces me to drop hard, and long for even easy. Have you played through them yourself grorc? How did you do? Space marine stronghold felt nice and comfo to begin with, i helt them off easily until although i noticed that their attacks got stronger and stronger, going from infantry to dreads and predators and then finally land raiders. When i lanched my first sortie i noticed that the entire map were crawling with em. And once you hit critical places they just keep coming in wave after wave. Now i think i maybe slacked a bit to much comfy with the easily held off attacks, but you cant lauch early attacks either -to hard oppossition for a few units to go out. Im not a great player but im descent and my turtle and turret spam at critical locations suits your mod just excellent with the much stronger buildings.
Ugh ugh ugh. I just havent lost a fight against ai in ages, ugh ugh. So i came here to whine abouth it. :P
I died at the end and i counted 3 land raiders 2 preds, 7 dreads and like 12 units of infantry pluss transports laying waste to my base. "Retreat to the webway!!" "Retreat to the webway!!"
I am going to try once more, and then i am going to push out and put up a ton of turrets and some unit factories closer to the frontline, maybe that will do the trick. Holding steady in your base building up a full army and going out did not work.
In any case you wanted to make it harder and you did. <grumble grumble>
I noticed that the eldar autharch counsils says they are 3 with the old description but that they now are 6, so maybe change description to just "exarch counsil" and drop the "the three deadlies exarchs" etc seeing that they now are more than 3.
Also maybe let swooping hawks use their grenedes while they soar? If possibly ofc.
Also noticed that prism cannon contribution lasted a very short while, should it not be an on/off abbility?
Thanks for the good fun though, nice work youve done.
edit: found out that honour guard dark reapers dont show any level, all other units ive seen show their level but none visible on dark reaper hg.
Okay on medium difficulty its doable.and i guess its doable at hard aswell just a frickin pain. good stuff :S
Last edited by Pedro; 9th May 11 at 3:07 AM.
This is hardcore Mod only for veterans of DoW and RTS games. All players, who play in TWM, must be ready to great battles. They are needed with good strategy and tactics. On strongholds in campaign they are needed with good defence in debut of game. Player must wear down the AI opponent first, enlarge own army and only than go to counterattack. Sometimes they need to retreat for safekeeping the army, stay on good defence positions, destroy attacking opponent and than go to attack again. The war is nonsense -- the main is maneuver.![]()
GrOrc, not a bad release (After the Necron deepstrike fix), nice job. I love the aircraft btw, just can't get to the strongholds on the hardest difficulty like I used to... so I can't observe yet, but over all, finely done. Keep working on the Dark Crusade, it's not a bad mod really. I find the structures a bit too buffed but I guess that's my opinion.
I do have one question. Why is it that the Gauss Pylon requires... no relic? I played against the Necrons as Tau, I held the only relic and there pops in a Pylon, destroyed my fortified relic and Scarabs took it over. I tried to take the point back but then I encountered 2 Monoliths and a Night Bringer and Deceiver along with the Necron Lord and 20 billion (exaggeration) other Necron soldiers 3-5 minutes later, I find it a bit... unbalanced. No big issue really.
To Cylarne:...because if TWM will go to Soulstorm than some other mods will go to dustbin.Keep working on the Dark Crusade
Maybe you wanted to say: "TWM is best quality Mod with difficult to achieve quality for many other mod teams."it's not a bad mod reallyTWM has many unique features which have no other DoW mods.
About balance. I am needed for more argumentative opinions on the balance in TWM than the game difficulty for some gamers.For any strong army in TWM gamers can find sufficiently strong army (belong any race) for counterattack. I repeat that I am needed with detailed battle reports from gamers for correct balance conversations. Describe your battle situations with behaviour of units in combat. Who are strong and/or who are weak in concrete confrontation. And see HTML-balance files for more argumentative balance conversations. TWM balance is improved continuously.
About Necron Gauss Pylon. This unit don't requires relic as Restored Monolith. Pylon is just uber tech unit. Defensive and/or offensive depend on battle situation. I want that gamers use this unit as freely as Restored Monolith. Only C'tans are relic unit for Necrons and it is true for this race.
Now TWM is unique Mod regarding DC campaign. I am waiting impressions from DoW-gamers about new quality of campaign...
Last edited by GrOrc; 9th May 11 at 11:48 AM.
Yup it is indeed a hardcore mod not for the beginners.I like it, forces me to focus in some areas of the game and not just stroll around singing happily.
I have to concur with cylarne in that necrons are a biatch, but i like it seeing necrons are pretty super nasty grave threats in lore, they should be really nasty, might not be so perfect in multiplayer though. But i cant really talk abouth that.
Can you strip out the warhound you're using and replace it with the one from Ultimate Apocalypse (they have the version with the skinned animations)? It's really a lot better!
Now taking commissions! PM me for information.
Vote for my stuff on CMON: http://www.coolminiornot.com/artist/winterdyne
Check out my blog: http://winterdyne.blogspot.com/
Follow on facebook: https://www.facebook.com/winterdynecommissionmodelling/
Ooh 0.95.10 I'll have to try this out again, personally I liked the crazy hardness of the crons, I have many fine memories of me fighting 4 necrons and dying gloriously![]()
I found the Tau a little weak back when I played .06 (?) so I wondered if they'd been buffed.
I also mentioned this in the apoc thread, but could you increase the weight of the chapter master for the spacemarines? As currently he seems to fall over from most things. Maybe give him the same weight as a dread or something, to keep him competitive vs other t4 units.
(Formerly "The Herald")
"The bible is like an EULA. People just scroll past everything and click "I agree" without reading it."
-Moe
Originally Posted by Me
Um, no.Originally Posted by GrOrc
Um, no. Perhaps your first reply was better, GrOrc. It explained much more than insulting other mods.Originally Posted by GrOrc
We'll take it up in a pm.
EDIT: As for below on comment #343, I think I made my statement clear that I don't only "mod." All good modding skills gives us very high quality of gameplay in a mod. And that GrOrc, we have in common. Think about it, GrOrc. Think what we could achieve if we work together. Think of the skills we can wield.
Last edited by Cylarne_04; 10th May 11 at 11:33 AM.
Titanium Wars is really unique Mod for many modding aspects (AI, 3D, OE, Scar and many other aspects). However, it is understanding only for real working modders (more than only Corsix Studio specialists,more than combiner-mod-makers
). In general, all good modding skills gives us very high quality of gameplay in a mod. AE-coding only (by Corsix Studio) don't give us good modding result. Think about it, Cylarne.
Your disrespectful and arrogant behavior towards other modders making any cooperation impossible... Do not bother me anymore, please. Good luck in your ordinary combiner modding...Originally Posted by Cylarne_04
Last edited by GrOrc; 12th May 11 at 11:36 AM.
alright, mod squables aside, I just want to say: THANK YOU!
you have effectively managed to turn the worthless honourguard of Chaos into a huge engine of mass destruction. I can now play with chaos without having to worry about getting my arse kicked before I can build up a substantial army. I'm going through the campaign on hard, and even with the new "two enemies at level 4 maps", I'm still able to beat the enemy relatively fast. I remember playing 0.95.9 and having a really hard time against orks on The Hyperion Peaks. now I just have to send out 2 landraiders and a titan. those poor orks never had a chance...
#345
Great work GrOrc.. got lots to try out..
However I am getting so many models and sounds/voices not being found. Running it under Dark Crusade 1.2. All of Tau and Necrons shows fine but all others have either missing models or textures or sounds/voices (lots of beeps). Whats going on? I'm dying to see all those custom buildings you did too.![]()
Thanks. I saw some other variant in TTRU mod (with new walk cycle and idle anim [Do you speak about it?]). This variant have restless behaviour with new anims. I like older variant. It has more titan-like behaviour on my opinion.Originally Posted by Winterdyne
Solid, tranquil, and mighty.
You sent me your team-colourable texture long time ago... Thanks again. I use it well in the Titanium Wars so long time. See screenshots in the special section within start message. Now (since 10th version) I made titan's RTX-texture for campaign based on your textures.
Where your other Titan, Winterdyne?I would like to see it in the Titanium Wars.
No any problems with sound in my mod. No any problems with models too. Try to reload and reinstall... Keep directory structure after unpacking! Maybe this is your problem during current installation. Now many gamers play with new version and report me about good gameplay (on other forum) without any critical glitches. The quality of Titanium Wars is cause my honor. Best quality is constant goal.Originally Posted by Thudmeizer
How about new buildings on the Hyperion Peak? What do you think about them? Do you use new deepstrike?Originally Posted by Rytlock
Last edited by GrOrc; 11th May 11 at 3:18 AM.
#347
Yeah I used latest Winrar to unpack. Using 7zip this time.
Edit: Nope same. The Titanium War factions impacted are Chaos, Eldar, Orks, and SM. The rest seem fine.All I've down is download and install your ver.0.95.10 into my DC 1.20 folder and run as usual. No clue why so many assets are missing.
I noticed them, but to be honest, I never had to use them. even on hard it was very easy to crush the enemy without having to use those building. although I've only played it with chaos so far, so I can't really say how useful the buildnings are just yet. all I did was create another builder and uppgrade some stuff.How about new buildings on the Hyperion Peak? What do you think about them? Do you use new deepstrike?
I would like to ask you about how you reasoned when you decided to let the enemy teams have two armies at level 4 maps? I always though that the SS way to give the enemies two armies at level 5 was to much, let alone 4.
#349
@GrOrC.. are their incremental updates required for you mod when starting @ 0.95.10 ? This version mentioned its standalone. ~330mb compressed.
@thudmeizer
I haven't noticed problems like that. you included chaos as one of the factions with sound problems, but I haven't noticed anything, despite almost only playing said faction.
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