warhound needs a re animating.
Ive had 2 problems.
1. the ai hates my guard snipers- i mean they use that nurgle thing on them when there across the map- an cloacked.
2. i t takes forever to kill a building- using the shadow sword, imean honestly.
warhound needs a re animating.
Ive had 2 problems.
1. the ai hates my guard snipers- i mean they use that nurgle thing on them when there across the map- an cloacked.
2. i t takes forever to kill a building- using the shadow sword, imean honestly.
Meh, makes sense Grorc. But even if the animation doesn't make sense (I have seen it before), a lot of animation for other things in this mod dont make "complete" sense so I think that melee Titan should be no exception. Besides, its not like we can have a refined scene with sync animation of the titan actually stomping a unit, and concerning the squiggoth animation, I dont think the warhound (even if being a scout class titan) can "charge" forward that fast.
Mithril Hound is right. If you let you renemy build anything in Tier 4, u deserve to lose. By then in any game, those things are legally "game enders".
The the 4 barreled auto gun tank is not very good at all, when it should be win.
I disagree Mithril Hound, the Hydra Flak Autocannons are not that good on tabletop, they just have bonuses to hit on aircraft.
In this mod, they make amazing support for infantry and tanks alike.
You're using a very old version of the warhound. The new version should use the walk cycle and idle as shown on the Dogs of War thread first post. If your version isn't doing that, it's the one Zany Reaper did animations for, before he learned how to animate properly. :-) I animated the later one using skinning so it's all a bit smoother
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I actually agree with Mithril Hound, vehicles should remain a Requisition<Energy ratio of cost.
Is it possible for Ork to get the newly animated warhound then Winterdyne? It would problary add alot to the mod.
(Formerly "The Herald")
"The bible is like an EULA. People just scroll past everything and click "I agree" without reading it."
-Moe
Umm... do Orks really need the Warhound titan?
Not the race the person, yer gubbins.
The tau titan- i hate the idea, tau focus on air superiority not walkers. It would be nice to throw in a TIGER SHARK AX-1-0 for soulstorm as the 'tau titan'.
p.s gubbins is:
1. an object of little or no value
2. a small device or gadget
3. odds and ends; litter or rubbish
4. a silly person
Or we can just get it over with and give the Tau a Manta.
1. its too huge.
2. its to awesome.
-So basicly what im saying is if WD gives us the warlord then yup. TIGER SHARK AX-1-0 has heavy armour and is very heavily armed, the smaller tiger shark also acts as a drone harbinger. They would be cheaper and faster than titans and would output high damage.
Ugh orcs with the titan is a no-no. They allready have the custom stompa, battlefortress and gargantuan squiggoth, so i have to ask why oh why should they get the warhound? Maybe you want them to have space marine troops aswell?
Orcs need nuthing as it stands now, if the imperials get the warlord then they may need a gargant of some sort but before that, nada! :P
By the way i really dont see a problem with giving a faction 1 HUGE unit and another faction several small ones, for my part the tau could just have a sunstorm squadron or sumthing for their relic unit, call out 3-5 hammerheads in 1 buy. It dont have to be huge vs huge, it can always be huge vs several smaller. Aslong as its balanced properly. That goes for all factions though. If everyone just have the same big unit the different factions just gets... less different and more booring imo.
Edit: maybe sunstorm was eldar i dont remember, the point stands though.
Last edited by Pedro; 18th Dec 09 at 6:11 AM.
The Eldar needs to cut those wierd Oversized War Walkers as their "titans" and put in Revenants.
Perhaps orks can get a better looking Stompa?
I was refering to the creator of the mod ie. ork, *facepalm*
#116
You probably should have written his name properly, it's only 5 characters long.
-It's not the fall that kills you, it's the sudden stop at the end (Douglas Adams)-
-Make something idiot proof and nature will create a better idiot.-
-Me fail English? That's unpossible!-
I understood what you meant Herald, someone just erased my post abouth it, itchy delete finger i guess.![]()
New small hotfix. Change log:
- Fixed bug with no damage Missile Launcher of Support Sentinel.
- Unusable Carapace Armor buttons are hided.
- Titanium readme files are updated.
Last edited by GrOrc; 19th Dec 09 at 11:35 AM. Reason: Reloaded updated hotfix 003.
>>> Titanium Wars Mod <<<
Yes. I use old model of Warhound Titan. Of course I saw the more advanced version of this model in latest version of TTRU Mod. However that model have some problems. For example with footprinting. New idle anims are too fussy.Originally Posted by Winterdyne
Titan must be majestic. Old model behaviour is not ideal but more titanic-like. This is IMHO of course.
If most people think otherwise I'll obey to common opinion. I ready to use new updated model of Warhound Titan. We need with agreement and support from Winterdyne.
Do you see my last PM, Winterdyne? What do you think about my request?
Air units are not natural for DoW engine especially for DC and early version of DoW. Even if I made a Soulstorm mod, I should remove all aircrafts from game.
Air units in DoW are not realistic (as we see in Soulstorm). DoW engine unable to realize aircrafts properly. Battlefields are too small. Air space is also too small. Aircraft behaviour too bad. No space for realistic manoeuvre. In DoW we must realize only airstrike instead of free manoeuvring flying aircraft.
#124
Air units in Soulstorm were implemented very roughly, simply by altering the simvis attributes of the models so that they were rendered higher up in the viewable plane. They caught on various pieces of terrain and had some pathfinding troubles because how maps were created weren't reworked and flying units had to navigate traditional impasse areas on the map and also avoid map entities (such as tall tower spires and the like) that went up to the top of the visible plane.
Simply put, they weren't implemented very well, from a coding and design perspective.
EDIT: Ninja'd by GrOrc![]()
I am an Iron Warrior! Iron Within, Iron Without!
I think that IronLore guys bad worked over all Soulstorm project.All Soulstorm is slipshod work. And we all remember how this project was bad supported after its releasing.
Practically Soulstorm is not a Relic game IMHO. I don't believe that Relic can do so bad quality. Although DoW2 strongly disappointed me too. May be in DoW3 we will see something new horizons... Hope is only thing that we have...
All of those are main reasons why I don't make a Soulstorm mods. Of course I want to realize all races from W40k Codexes within Titanium Wars Mod in future. May be I'll convert TWM to SS for this goal or may be not. In any case I am needed with some permissions from some other great mods for realize this project.
Happy New Year!!!
Win In New Battles!!!![]()
Good Luck With Achieving Any New Goals!!!![]()
Hurray!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!![]()
Hehe happy new year.
Please make the Soulstorm port, with all air units disabled ehehehhehe
Many people want this as I see here and by PM... Hmmmmm... OK. But I'll do this only with one important indispensable condition. I am needed with models from Witch Hunters Mod and Inquisition Daemonhunt Mod for realize Soulstorm version of Titanium Wars Mod. (And may be some new Dark Eldar models in addition.) If DoW gamers persuade these Mods teams leaders to give permission for Titanium Wars Mod then I'll able to make interesting SS version of TWM.Originally Posted by paleskin
Also I am needed with Tyranid models for realize Tyranid race. However I cann't make Tyranid without Hierophant Bio-Titan. In addition I see some problems with balance of Dark Eldar. What DE must have for balance with Titans?
#133
The Dark Eldar art assets I consider to be in an unfinished state, and while I proliferate the stance that assets should be shared throughout the modding community I also feel said assets should be completed before they are distributed.
Thus unfortunately no custom Dark Eldar models will be forthcoming from the Dark Eldar mod for the forseeable future. If anyone else has any assets to offer (I know Horusheretic did some work on the Dark Eldar Warriors a while back), feel free to ask them as they're not connecting with the DE Mod.
New important hotfix. Change log:
- Special Weapon Guardsman and Sniper Guardsman now receive bonuses from Battle Armor, Death before Dishonor and Will of the Emperor upgrades.
- Anti-infantry Heavy Weapon Team, Anti-tank Heavy Weapon Team, Mortar Heavy Weapon Team now receive bonuses from Death before Dishonor and Will of the Emperor upgrades. Initial morale of these squads were decreased.
- Model of Commissars were replaced. In addition all Commissars now receive bonuses from Officer's Power Sword, Officer's Bolt Pistol, Officer's Plasma Pistol upgrades.
- Bane Wolf's Chem Cannon was remade. Health degeneration modifier was removed. No post-effects to all targets. But now Chem Cannon is very effective weapon against infantry and monsters. Be careful! Chem Cannon kill ALL in forward cone angle. Include own troops!
- Punisher Cannon have small area effect now.
- Aim behaviour for Eldar War Walker was fixed. Aims animations were reworked, WHM-file was remade and correct muzzle/origin data were added in RGD-file.
- Eldar Eldritch Storm effectiveness was increased.
- Annihilate the Enemy research pass to Eldar HQ.
- Placeholder model for Eldar Titan was replaced. Scaled War Walker model used as Eldar Revenant Titan. Equipped with Sonic Lances in arms and Missile Launcher in head. Can be upgraded with Pulsars in arms. Can jetpack quickly around, and over, the battlefield.
- Titanic super-weapons now more powerful.
- Fixed some errors in Titanium UCS-file.
I have got many units with "No range". Do you know a method to fix this?
What your localization of DoW? This Mod use Locale\English only. If you use other Locale then go to Mod's folder Titanium_Wars_Mod then go to Locale folder. Make folder with your localization name and place AllGWUnits.ucs file in it. May be you see English in game. Other way -- change localization of your DoW: DC to English. See Regions.ini file in DoW: DC root directory and edit it.You must have English UCS-files in Locale\English folders.Originally Posted by ChrisM
I've got the German version. I'll try this, thank you.
I just ran several Lan parties using this mod with all hotfixes. Its a unanimous agreement that the Warhound is sorely underpowered. Two warhound titans do get beaten by a Plasma Blastgun and a Baneblade.
#139
You do realise in the TT game, and in the fluff, a Warhound would probably get beaten by a Plasma Blastgun and the variety of ordnance a Baneblade houses (Bane Battle Cannon, Demolisher Cannon, lascannon sponsons . . . all of which are effective against heavily armoured targets like a Warhound).
He-he. Possession of Titan by gamer is not equal automatic victory.Titan must be protected by other units for dominating on the battlefield.
First of all GrOrC, It was backed up by maxed out pop and upgrades guardsmen, and about 18 Heavy Bolter Turrets all of which were missile upgraded. Not to mention I had four anti tank teams.
Second of all Gorb... that is complete and total bullhonkey (avoiding getting banned for improper language). Now agreed that the Plasma Blastgun is anti-titan, but every experienced 40k player who knows their fluff knows that there isn't a single piece of weaponry on a Baneblade that can hurt a titan. Its lascannons and mega battle cannon do not penetrate or even dent void shields. You can even forget the void shields, the hull of a Warhound titan is ridiculously tough on its own. Knight Commander Pask took out a titan whose void shields were down because he "just hit the right spot". So shame for thinking that "in fluff", the baneblade could take on a warhound.
And GrOrC, what i was trying to say is... Titan weapons cannot bring the super heavy tanks down even half health (not even a third) by the time its destroyed by the super heavy tank? I mean, did the mechanicus go cheap on our Twin Linked Turbo Lascannons and Plasma Blastgun?
#142
seeker2653, I'm afraid someone needs to look up what Lascannons do. Void Shields merely negate the first successful hit a weapon makes on a Titan - and Warhound doesn't have many of them. I can't post exact stats and rules on here as that would violate forums rules.
If you don't think that a lascannon can harm a Warhound Titan you really need to play with Tabletop game again.
#143
I have to oppose that statement on rules and fluff basis (i won't even comment on the ridiculous generalisation).Originally Posted by seeker2653
Rules-wise, Gorb is spot on in the principle, so no need to further on that.
Fluff-wise, void shield can only take that much punishment (agreed, small arms fire or HW squads weaponry can do little on it -barring some uncomon luck-, but we're speaking heavy fire from heavy units that pack much more energy in powercells or in ordnance bore/power) and are bound to flicker and cut off under a nourished fire, even if they can be reactivated later on (if the titan has not suffered a crippling/killing hit). The only way to bear such a fire would be to overload the VS at the probable cost of a total generator burnout, much akin to a one-time use.
Back in the DoW side of things, this means that the idea of a decisive lascannon hit is perfectly plausible.
Now, about the 'WH can barely make damage on superheavies' topic, i'd say the titan loadout needs be buffed up to balance this aspect out. The 'problem' (for some, it could be) remains that a well used titan will wipe out most infantry and light vehs. But then again, it should happen in late tiers and would probably be deserved if a player used only inf to try and bring down a titan... suicidal you said? ^^
We look to the heavens so that one day our children may look back towards home.
Grr... Okay maybe I downplayed the lascannons power and the exaggerated the Void Shields, but I will agree with Lleman that the loadout Titan needs serious buffing. I guess that was just the point I was trying to make.
I still wish Titan could stomp again.
Hmmm... What tactical equivalent exchange for Titan? I think that we are not needed with BIG imbalance unit with quick victory over all any other units. Titans must have its own strength and weakness. Now we see as Titans is weak on short range in current version of TWM. It seems good tactical scheme. If Titan will stomp any units in close combat and crash at far range by its super-guns then it will be very imbalance. Do you need really unstopable unit un game?
#146
Titan = late tier game überunit; if by then your opponents haven't either eliminated you or built their own übers to counter yours, then it's only fair you crush them without any compunction about using a so-called imbalanced unit.
Sometimes game maybe so long. In TWM we see more strong defence aspect of game with more tough buildings and turrets. So as achieving Tier 4 and max limit of armies are possible for opponents in multiplayer or other game type. Titans are useful in high stage of game and it is possible that Titans can be crashed and constructed again and again. I saw it in my own games against harder AI (more than one). It was enchanting sight!![]()
A titan has what... 3 hard points and 2 void shields and 2 mega weapons vs a baneblade with 3 hardpoints no void shields and various armaments. In any tt game a titan with the right weapons would destroy a baneblade, generally speaking ofc, the baneblade could get very lucky and in any case the baneblade WILL hurt the titan, and probably severely but the titan will come out of the shooting match the winner in most cases. So it should be in game aswell in my oppinion. Also the void shields do regenerate so where the baneblade cannot survive a prolonged fight with small damage beeing taken here and there a titan will.
Pedro... You couldn't have said it any better.
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