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Dawn of War 2: Codex Edition

  1. #4551
    If we really could get a cooperation running, then that would be a huge boom for Dow. Caeltos Mod is far more balanced and already has several good mechanics integrated (like better application of Sternguard Ammunition). Futhermore it has a fully playable Grey Knights Faction (but only with one hero). We could add things from Codex Edition to the mod, step by step. So we would have a playable and stabile basis and could add new goodies with as much time as needed. Does anyone here has a good connection to Caeltos?

  2. #4552
    I'm sorry, I respect the work of the work on the Codex Edition - but we have two very different interpretations & approaches of design and implementations in general that I don't see a merge happening.

  3. #4553
    I agree with Caeltos, Elite is basically a continuation of the basic design that Relic had when they made the retail version. CE is a complete re-design. It wouldn't be hard to add grey knights and other things using the Bloodravage method, but I don't see how it would be possible to combine the two in any meaningful way. The whole point of Codex Edition was to create a mod where the game is designed around the lore/fluff of 40k, whereas retail and all the mods that build on it basically ignore fluff and go with a design scheme that's based on Company of Heroes. Still a good game, but retail mods are going in a completely different direction from us.

  4. #4554
    Bug report for 1.7 Beta so far:

    General:
    - Repair rate is abyssal slow. I don't know if this is intended. Maybe a percentual repair rate could be implemented?
    - There are a lot of Tooltips with wrong names and/or information. But I guess this is low priority.
    - Smoke Launchers doesn't seem to work outside of their 90° Line of sight.

    SM:
    - Vanguard Lightning Claw Upgrade seems to change the sidearm (Boltpistol) into a Lightning Claw only (giving Vanguard Claw + Sword, Claw + Axe). Don't know if this is intended, but it seems rather cool =D

    Eldar:
    - Autarch is a box.
    - Striking Scorpions are boxes.

    Chaos:
    - Only Khorne Shrines are spawning Daemons (though the readme says otherwise).
    - Worshipping the Shrines doesn't seem to do anything.
    - Maul for Chosen is a pink box.
    - Only one Lascannon Sponsor on the Land Raider Phobos seems to work.
    - Plague Champion's Armour of Pestilence doesn't give any bonus or abilities.
    - Plague of the Undeath Global revives loyalist SM instead of CSM when fighting CSM.
    - Starting Heretic squad is oddly marked as Team 3 instead of Team 2.
    - GUO's Foul Snare doesn't seem to work outside of his 90° Line of sight.
    - Chaos Rhino and Predator Armour Plating upgrade doesn't give HP Bonus.
    - Predator Lascannon Sponsor seem to have heavy Bolter Sponsor stats and Grafic.
    - Chaos Lord in Terminator Armour with Bloodfeeder has no Sidearm (maybe intended).
    - Chaos Lord in Terminator Armour bugs out, when equipped with sword, than Claws, than back to swords.



    Greates Balance issues so far (just for notice and future references):
    - The difference in cost of units within the same army is to close together, making it much better to wait a little bit to build something better instead of building the "cheaper" unit. The unit costs have to have a better underlying system for each race. If Codex is revived again properly, I'm willing to make a systematical attempt, to balance the costs of all units and upgrades.



    To be continued...
    Last edited by Nightwing; 22nd Apr 13 at 11:00 AM.

  5. #4555
    Codex Edition 1.7 beta bug report+

    General:
    -frag launchers doesn't seem to work outside of their 90° Line of sight.


    Sm:
    -Simple dread armor upgrade doesn't work.
    -Predator's lascannon sponson can friendly fire your rhino if for egz: enemy is behind it and meleeing it.
    -FC can get stuck on ledges for egz:in calderis refinery if leap charges to units on the ledge behind wall.
    -Possible bug for drop pod it has 1250 hp but is crushible (if it is forward reinforcement point it shouldn't be).

    Orkz:
    - More boyz upgrade if using auto reinforce will reinforce 2 or 3 units at random for first auto reinforce
    ,but consequent reinforcements will reinforce only one boy , till next coming to base with auto reinforce then first reinforce will be 2 or 3 and etc.

    Chaos :
    -about chaos lord bug out it changes chaos lord walking animation with bloodfeeder to holding it upwards into sky with one hand , and his attack and special animations into sidearm hits
    ,half swings and holding hands if front its chestpiece and releasing them for knockback also makes his sync kill unanimated like autarch's.
    -Chaos lord (power armor) doesn't have leap charge like FC ,after FC battlecry knocks him down when he gets up he just stand's there until u click him to attack or move etc.
    -PC doesn't have leap charge.
    -Dreadnought armor upgrade doesn't grant any hp.
    -Sorceror Mass teleport does nothing.
    -Sorceror Bolt of change only gives fx of slow(like meltaguns) on vechiles but don't stun and don't seem to snare either.
    -Sorceror Warp Rift does not teleport any units
    -Sorceror Armor of raven god grants nothing
    -Chosen lightning claws are unanimated only fx happens in melee
    -Chosen all except champion don't have leap charge
    -Havocs no leap charge (unless intended)
    -Rubric marines don't have leap charge,neither their sorcerer squadleader.
    -PC using plague sword and killing 1 devastator model spawns 4 member zombie tac squad.
    killing scout doesn't spawn anything it seems.
    zombie spawn doesn't work if sync kill and idk couldn't spawn another zombie for awhile now, seems unreliable or only first kill works need to test more.
    after testing orks seem to spawn from sword most of time if not sync killed. Spawned tankbustas and nobs quite a few times.

    to be added to Nightwings bug report ... probably.
    Last edited by FaceCommander; 26th Apr 13 at 11:59 PM.

  6. #4556
    I am aware of some things not working right since the last patch. Apparently, Relic changed some file paths for certain modifiers and abilities. I just got home a little while ago, and will be working on it. Expect a patch tomorrow - Really this time, lol. Regarding the zombies, I have no idea why that's happening now. We played the old version during Chaos Rising and that stuff never happened. I will look into it, but I may disable the zombie spawning and replace it with something else if we don't get it fixed tomorrow.

    The autarch black box thing has to do with his backpack. If someone would model a new backpack for him it would be fixed.

  7. #4557
    Zombie sword and plague of undeath will probably be out next patch. Plaguebearers will be in at some point, and the zombie global will be replaced with a portal-spawn similar to the current sorceror portal. The shrines will eventually all spawn chaos daemons as well. We will have to use something as a place holder for horrors and plague bearers for now. Perhaps genestealers for horrors, and heretics with green glow for plague bearers?

    The plague sword could just be a good power sword with poison splash damage or a debuff/dot effect. I didn't really like the zombie thing anyway.

    He's got the plague flamer for anti-swarm, the sword could be for fighting commanders and heavy inf, and the fist is for vehicles and general disruption/mayhem. In his termie form, he'll get the one handed plague flamer, the manreaper for power melee damage/aoe splash, and perhaps something for taking on vehicles and monstrous creatures. What do you guys think? Nurgle's champion is more of a support hero than a dps machine, so I think that blight grenade launchers on the termie armor and a Destroyer Hive upgrade would be fine, and Icon of Nurgle in slot 3 for the constant heal/dmg aoe.

    I had a power planned for Tzeentch where units under the Curse of Tzeentch (which is the t1 global now) would get crit/knockback from weapon hits while curse was active. Units with Mark of Tzeentch would be able to inflict explosive magic hits from normal attacks in addition to the explode-on-death effect. However, after reading the new Codex, I think that a stacking Soul Burn dot that scales well with armour type would be more appropriate. Units with mark of tzeentch would be able to activate their buff, plus any enemy target that is under curse of tzeentch would get soul burn from MoT units. Also, when MoT units are close to enemies that explode from curse, they get hp and energy back. It's definitely fluffy, but perhaps a bit too much? Also, the sorc kind of suffers if he wants to cast doombolt to full effect, since MoT uses energy to activate. Perhaps MoT would just grant a passive chance to avoid incoming dmg, and no offensive buff? Like, say, 10% chance to dodge any incoming attack, kind of like Termies get? Shrines could provide a ranged dmg buff aura, and spawn horrors. That plus the new curse of tzeentch effects should be plenty.

    I think overall, the Khorne hero needs the least changing, and the Sorc needs the most. Post some ideas here, I'll be working on this for the next 2 days.
    Last edited by Gabriel Gorgutz; 27th Apr 13 at 1:39 AM.

  8. #4558
    Where can I find the link to download the latest version of this?

  9. #4559
    The link will be posted soon, right now there's still too many bugs for serious games. Let us beta it for a few more days and then I'll post the link on page 1 of this thread.

  10. #4560

  11. #4561
    sadface.jpg

    New Codex Edition Patch comes out when my computer no longer works (gaming rig that is, my laptop and workstation are fine, although I doubt they'd run CE well)... As for the Chaos stuff, i'll brainstorm up some ideas and throw em in here. I think I covered most of the stuff I would find amusing in the previous pages...

  12. #4562
    Tzeench Hero Wargear Ideas:
    Unholy Pursuasion: T1 wargear costs 250/25, uses 75 energy, has a longish cooldown. Basically it will convert any T1 "fodder" unit into a Heretic. For example, simple Eldar Guardians, Guardsmen, Boyz, Scouts, would become Heretics with their respective race weapons and armor but with the abilities of a heretic (worship, ji-had suicide bomb, etc.). The amount of units converted will depend on the squad size and racial traits, scouts coming in only squads of 4? will have 2 converted, while guardsmen with squads of 12? will have 6 converted.Perhaps this could be a wargear that can be upgraded at each tier to scale well, at T2 you can convert stronger units?
    Soulstrike: Gives the Tzeench champion somesort of 2h spear/lance that improves his charge and attack range at the cost of his ranged attacks and speed of each strike. Give an ability to single out commanders, squad leaders, etc to kill for 50 ish energy with a 1 minute cooldown. Costs 300/35 and is T2
    Spawn Familiar: Pretty straightforward T2 spell costs 500/45, uses 100 energy to temporarily spawn a Tzeench familiar. The familiar stays for 5 minutes (until its slain or host dies) He amplifies the spell capabilities of the Champion along with enhancing his combat abilities slightly (both melee and ranged)
    Armor of Shrieking Souls: T2 armor that costs 350/35, has an ability that lets out an AoE "Shriek" that temporarily stuns everything in the cast range. Has a very long cooldown so it can't be abused, and costs 100 energy. Gives the champion +25 energy and 100+ hp.

    Nurgle Champion:
    Intestine Grab: T1 300/25, costs 25 energy. Functions similar to GUOs grab but is much less powerful and much smaller range. About 1/4 of the GUOs range and "throws" the unit only half as far. Good utility to get rid of heavy weapon teams as he is a glorified tank to soak up all the damage (and is immune to suppression?). At melee range, if the unit is low enough hp, he will "ingest" the unit to regain a portion of his health (10%?) costs 25 energy
    Festering Armor: T1 325/30 armor that adds 300+ hp. Passive effect: When hit in melee the unit that hit him will be poisoned for a short duration. This could stack with his plague AoE for some good synergy
    Regenerative Armor: T2 500/45 armor that adds 550+ hp 25+ energy. Active Effect: When hit in melee combat, the PC will regenerate 3% of the damage dealt back into HP, and 4% into his next strike. This ability costs 5 energy per second (this is a very powerful armor so either it should be very expensive and not as easily spammed, or a T3)
    Plague Hammer: (Couldn't think of a fluffy name for this, sorry) A plague equivalent of the SM thunder hammer, swings much more slower (unless the PC is in termie armor, then it swings at normal speed). A 2 handed heavy weapon, causes knockdown on hit/impact, slows vehicles/Big Guys (will not snare or stun, just a 15%ish movement speed slow). Has an ability where the PC can "slam" the ground to deal AoE knockdown, damage, and poison for enemies, or heals for nurgle units (uses 75 energy). T3 weapon that costs 650/50

    Thats all for now folks!

  13. #4563
    Great news, the above bugs have been resolved. I am packing the mod now for further testing. Tomorrow, I hope to have all the eldar goodies ready as well - big thanks to Lupus for helping out with models! Also to Horus for all his hard work - one day he will return from the Warp.

  14. #4564
    Sounds really great! After the release we should have a racial tournament! =D

    PS: Zymran and I will be playing in the 2v2 Tournament in Caeltos Elite Mod against Caeltos + Buddy directly in the first match up. I'm counting on the CE Cheerleaders!

  15. #4565
    Member LupusXIII's Avatar
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    http://www.mediafire.com/?69lj6hxr0zducmu here are Eldar Waveserpent Models including Twin Brightlance, Twin Shuricanon, Twin Starcanon, Twin Misslelauncher, Twin Scatterlaser all with real wavesepent turret and Fins including Texturs Bones and Markers

  16. #4566
    Member caid's Avatar
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    Can I use that in the Harlequin mod?

  17. #4567
    Member LupusXIII's Avatar
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    sure also give credit to horus some of the parts are from his Firestorm over Kaurava mod its open source as long credit is given

  18. #4568
    Member caid's Avatar
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    Thanks, sure

  19. #4569
    Member LupusXIII's Avatar
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    another update http://www.mediafire.com/?hdh66u26hk8bct2 five weapons for grav plates includes starcanon, scatter laser, missle launcher, shadow waver and vibro cannon including texturs in .dds except for scatter laser

  20. #4570
    Beta fix buggy things.

    Chaos:
    - rhino: armor upgrade doesn't give anything: frag and smoke launchers used not in 90 degree arc in front gets rhino stuck
    -predator: lascannon sponsons fx seems blue and shoots from below sponsons also fx only seen for windup and hit ,none in middle flight (not most major thing)
    -dread: now armor upgrade requires level 3 stronghold (unpurchasable).
    -shrines: nurgle and tzeench does absolutely nothing
    -sorcerors teleport global now teleports one squad to sorcerer (I assume works as intended). , But global gives no range $$$$ in tooltip
    -Chosen: with claws (special attack is animated) ,but simple attacks unanimated.
    -Raven god armor gives 200 hp no abilities (I guess not intended)
    -Chaos lord: weird animation change in termie armor still persists when changing weapons. In adition I figured out it happens with maul as well. Basically bloodfeeder uses last used weapon motion tree .
    first time upgrade has normal sword behaviour cause last weapon was power sword , it changes when changing weapons and changing back to bloodfeeder.
    -Maul head for chosen AC still pink
    -Touch of nurgle seems not healing or damaging just gives green fx no explosions (so far tested on CSM)
    -Sorceror: doesn't have MoT (like other chaos heroes have their marks)
    -Chaos worship: on demons either painfully slow or doesn't work (especially on Guo)
    -Guo flesh hook: doesn't make him change direction towards target so if target is not in 90 degree arc in front ability cooldown starts but it doesn't initiate flesh.
    -Chaos lord in power armor: axe doesn't grant any ability nor it changes existing one.(Not sure if it should grant it, tooltip says should) seems it grants passive ability indicated by rings in fight ,if yes (ignore this line)
    -Khorne berzerkers : maul head is pink.

    Sm:
    - rhino same problems as chaos counterpart
    - razorback armor upgrade does nothing
    - dread armor upgrade does nothing
    - not sure if it's bug or not implented but drop pod is not working as forward reinforcement point.
    -venerable dread armor upgrade does nothing
    - cosmetic weirdness: vanguard who threw any grenade keeps doing animation of throwing grenade while idle and moving
    - sternguard stormbolters shoot without sound (dragonfire and kraken makes sound when reaching target)all fx only appears at target
    strombolters tend to make squad move too close to enemy.

    Orkz:
    - nobs don't have leap charge , they reinforce above their maximum squad size with meaner and greaner in tier 2 and 3
    even if hammers upgraded such models come with chainaxes
    - more boyz reinforcement seems to reinforce less with more boyz alive
    (Test start only nob leader left reinforced 3,3 then 2 then 1 and 1)
    - graphical bugs: apart from well known Nob Nob ,shoota Nob with rocket launcher has disconnected rockets
    - meganobs don't have leap charge
    - slugga nob no leap charge (not sure if its planned needed or ...)
    - none of ork vechiles have charge type ability like other races ( unless intended)

    Eldar :
    swooping hawks: exarch only have wing fx not model
    autarch: in beginning and with all armors have wing fx. Spider snare has fusion gun model and sound.
    Striking scropions : image in unit roster and base is missing , they have pink part of helmet on their forehead
    Last edited by FaceCommander; 1st May 13 at 10:39 PM.

  21. #4571
    Member LupusXIII's Avatar
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    Time for a new model "brand new and soon in your craftsworld armory the Night Spinner
    Have fun and a nice day

    Greeting Lupus the Artificer

  22. #4572
    That thing's bound to ruin many a guardsman's day...

  23. #4573
    Member LupusXIII's Avatar
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    so while gabe puts everything together now that the modeling is done for the update her a pic of the new wave serpent model

  24. #4574
    Wow, it really looks great. The structure is superb! The new Eldar Codex will be released in June. So be prepared to create new models for whatever goodness will be in the new Codex

  25. #4575
    Member Dawarboss's Avatar
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    For some reason I am getting no range errors for everything,yet the UCS is definitely in the right place I opened Cope's modding tool to check this aswell .Any idea whats going on?
    Thanks
    *Insert Witty Remark here*

    Mods:
    ------------------------------------------------------------------------
    Retribution Chaos Campaign Overhaul , Renegade Force Commander

  26. #4576
    Do you have another ucs from a different mod? This can cause conflicts. In that case delete the ucs from the other mod.

  27. #4577
    Member Dawarboss's Avatar
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    I have one from the mod I am making sharing the same starting range but surely if the other UCS is selected it shouldn't matter.Nonetheless I will try moving it into a different folder for now to see if it works
    Thanks

  28. #4578
    UPDATE: Most bugs are fixed, the zombie thing is out for now. The upgrades all work, and the graphical bugs are gone. All wargear is now working properly.

    Chaos worship will now heal daemons again, as well as recover their energy.

    Mark of Tzeentch is no longer an active clicky buff, instead it provides a flat 10% chance to avoid incoming attacks. Tzeentch worship provides 10% ranged damage buff, and does not cloak units. The tzeentch shrines will have a clicky that teleports a friendly unit to the shrine, but no additional buff or aura.

    Right now, all shrines will spawn bloodletters.

    Also, units with Mark of Tzeentch will inflict Soulburn on any enemy hit with Curse of Tzeentch. Soulburn does DOT psychic damage and has a red flamer effect, like getting hit with the Sword of Flame. This applies to ranged and melee attacks. Untis under Curse of Tzeentch that explode will heal and restore energy to friendly CSM with Mark of Tzeentch.

    The reason MoT no longer provides a clicky is because 1. it interfered with the sorceror's energy economy and didn't make much sense for him, and 2. 10% invul save is powerful enough without additional buffs. Tzeentch is more blasty and direct with the warp powers than other Chaos armies, who typically rely on buffs (Khorne, Slaanesh) or debuffs/heals (Nurgle).

    Touch of Nurgle is now working on all units.

    The Shrine of Nurgle can resurrect units (reinforce), and also has a heal aura. There is a limit to how much healing you can get from Nurgle auras, and they generally don't stack (the strongest heal over time supersedes the others). So, building several Nurgle shrines close together won't make your units heal faster than 1 shrine. The exception to this is the Chaos Lord of Nurgle with Icon of Nurgle, but that's a t3 wargear and should stack with everything.

    Other than that, we have new Rhinos and Eldar tank weapons. More details coming later today.

  29. #4579
    Sounds very good. I also like the changes to Mark of Tzeentch and Tzeentch shrines. Though it is important, that Tzeentch does not become to strong in Melee through soulburn.

  30. #4580
    Tzeentch gets no direct melee bonuses, and soulburn only affects units that are under curse of tzeentch. While it does affect melee attacks, you'd have to curse the unit that you were about to charge to take full advantage of it. That, plus the 10% avoidance chance would make tzeentch melee do-able, but not better than khorne melee, who can stack damage, speed and melee skill buffs.

  31. #4581
    Sounds as if the 10% chance to avoid incoming attacks would be more of a Slaanesh trait seeing as they are the ones with heightened senses and faster reflexes (therefore avoiding bullets and such), personally I think the invl save Tzeench gets should be something different, such as a chance of not being instagibbed by abilities, etc. Honestly, I have no major complaints about the trait, as it technically would work, and you could give Slaanesh faster movement speed, etc. The 10% ranged buff should stack with energy regen? or replaced with it, Tzeench is the "caster friendly" army and should be displayed in a way where its highlights are offensive/defensive spells and rapid energy regen. Everything else sounds fine atm, can't wait to try it out!

  32. #4582
    Slaanesh is getting more speed and less damage buff than khorne, plus they are getting the stealth/concealment powers. They are also getting the mass darkness spell and some other tricks. Combat drugs will make an appearance, as will a form of berserk where units won't die until the effect ends. I've got Slaanesh written up rather good, I dare say you will like them. The ability to infiltrate vehicles and terminators is not to be underestimated.

    Tzeentch, in the codex, gives or improves invuln saves with his mark. His blasty powers and offensive stuff are separate and tend to be "Active" powers rather than buffs. I want to keep all the chaos armies distinct without making one universally "better" than the others AND keeping the chaos undivided mark useful (20% ranged resist and suppression break is always good, whether you're closing to melee or trying to win a shootout).

  33. #4583
    Damage reduction for Tzeentch is appropriate. Slaanesh is indeed more speed thing. We should also consider to give Slaanesh Daemons some universal special rule to represent rending in close combat, i.e. high damage special attacks.
    Gameplay wise Tzeentch should be very strong but the most Micro intensive god in the Chaos Pantheons.

  34. #4584
    I remember reading it somewhere, can't remember if it was in the Codices or not, that the Chaos gods and their armies are in fact not equal in strength. In descending order from strongest to weakest would be Khorne, Tzeentch, Nurgle, Slaanesh, Undivided. If this is the case, then it would be nice to have it reflected in the mod instead of making all of them equivalent in strength but play differently.

  35. #4585
    The Chaos Gods are indeed not equal in strength generally, but their power is in fluctuation. There are times when Nurgle are strongest and other times when Tzeentch rules etc. Furthermore no Chaos god can even come close to manifest their full power in the material universe. Of course a Bloodthirster is more powerful than let's say a Great Unclean One in close combat. But it is also much harder to sustain the essence of a Bloodthirster in the material universe, while the Great Unclean One is often self sustaining. Therefore I thin we should keep the balance between the Chaos gods.

  36. #4586
    That's a really good point Nightwing about how things get balanced out when transitioning to the material realm. So on second thought, it seems to make more sense to keep things balanced overall. Nonetheless, I think it would still be neat to have a separate side mod just for Chaos that really accentuates the differences so the battle could be an all-out Chaos vs Chaos in the Warp

  37. #4587
    Its simple, we kill the Chaos Gods...

    Batman reference in the 40k universe aside, I'm going to go off on a limb here and and assume Tzeench will be the extremely micro/technical army that is the hardest to play, but are probably the most strongest if used correctly? Straight ranged damage and suppression reduction is pretty powerful compared to better melee damage, moare special attacks, faster movement speed, etc. Infiltrating termies and tanks does sound fun, but I don't see how that fits with lore at all (not with Slaanesh atleast, sounds more like a Tzeench spell), I love the combat drugs idea, might I suggest some sort of psych drug grenade for the Slaanesh champion that will cause the enemy to fight each other or lose combat strength?. Because I haven't read up on the current Chaos Codex (sadly I have quit tabletop and therefore no longer see the need to buy/read every codex) I am not fully up to date on what exact changes have happened, all I know is Chaos was nerfed to the warp and back.

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