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[SS] Black Templars - Kaurava Crusade - Dawn of War is Not Dead (link in 1st post)

  1. #201
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    Predalienator: OK iinstall the archive and works well, thanks for the help

  2. #202
    installed the beta 3 and the hotfix but when i start the BTKC cmd in the desktop it doesnt work it says windows cannot find 'soulstorm.exe'.
    help pls

    ----------

    i got it figure out (forgot to install AI skirmish) nice mod

  3. #203
    So, some feedback...

    Modelling
    -if you look closely, the helmet-less land speeder guy's head becomes detached from his body and floats up in air when he's looking around
    -the melee terminator sword brethren don't have greatswords (though to be fair, ppl generally model with thunderhammers/lightning claws)

    Animating
    -When the various melee squads are stunned or caught around a vehicle, they go back to a default position which is standing with legs spread and arms out. I've mostly noticed this with Sword Brethren

    Voices
    -Are there BT voices in the works? If need be, I can pitch in with some missing voice scripts...

    Gameplay
    -Could the crusader squad neophytes be set to allow continuous reinforce? the acolytes have better stats so they'd be trained first anyways
    -All the squads (except terminators / assault terminators) are really expensive relative to how "good" they are. Maybe shave off a bit of training cost for Crusades/Fire Support/Sword Brethren? You actually get less bang-per-buck with melee squads because they can't focus fire, do very little damage when chasing ranged squads around, and have to be more exposed to damage by getting in close. This is compounded with BT when they go into that rage mode and you can't reinforce or order them to back off from stationary defenses. It makes you throw all your squads into combat at once in massive charges (very fluffy) but means you take a lot of expensive casualties
    Last edited by goldenhorde; 17th Oct 11 at 9:50 PM.

  4. #204
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    I love this mod, really nice addition to combine with the other racemods i have:

    Warp Daemons (Dont know who made it, but part of codex mod): http://www.gamefront.com/files/20746...s_Daemons_beta
    Renegades (also from the same guy, who made the codex mod) : http://www.gamefront.com/files/20838...ex___Renegades
    Inquisition daemonhunt ss
    Tyranids ss
    Steel legions ss
    and the enhanced mod by morat.

    But i still got a problem though.
    When i play as BT there are no problems playing against other races.

    But get a crash without any error, when i play against BT ai as the daemons race and renegade ally.

    I have no idea what it could be, also i tried without enhanced mod, but still same result.

    my enhanced.module file looks like this:

    [global]

    UIName = $16049489
    Description = Adds new units and options to enhance Soulstorm.
    DllName = WXPMod
    Playable = 1
    ModFolder = Enhanced
    ModVersion = 0.4.0
    TextureFE = Art/UI/Textures/Title_winter_assault.tga
    TextureIcon =

    DataFolder.1 = %LOCALE%\Data
    DataFolder.2 = Data
    DataFolder.3 = Data_Shared_Textures\%TEXTURE-LEVEL%
    DataFolder.4 = Data_Sound\%SOUND-LEVEL%
    DataFolder.5 = Data_Music
    DataFolder.6 = Data_Whm\%MODEL-LEVEL%

    ArchiveFile.1 = %LOCALE%\DXP2DataLoc
    ArchiveFile.2 = %LOCALE%\DXP2DataKeys
    ArchiveFile.3 = DXP2Data
    ArchiveFile.4 = DXP2Data-SharedTextures-%TEXTURE-LEVEL%
    ArchiveFile.5 = %LOCALE%\DXP2Data-Sound-Speech
    ArchiveFile.6 = DXP2Data-Sound-%SOUND-LEVEL%
    ArchiveFile.7 = DXP2Data-Music
    ArchiveFile.8 = DXP2Data-Whm-%MODEL-LEVEL%
    ArchiveFile.9 = IDData

    RequiredMod.1 = BTmod
    RequiredMod.2 = Steel_Legions_SS
    RequiredMod.3 = warp_Daemons
    RequiredMod.4 = objective_points_SS
    RequiredMod.5 = Tyranids
    RequiredMod.6 = renegades
    RequiredMod.7 = inquisition_daemonhunt_SS
    RequiredMod.8 = DXP2
    RequiredMod.9 = W40k

    Hope someone has an idea of what it could be
    Thanks in advance


    BTW Tried playing BTmod without any other mods turned on

    When trying to play against BT ai, it just dont move

    I have dowai 3.2 installed, but not activated in BTmod.module
    it looks like this:

    [global]
    UIName = $15205000
    Description = $15205001
    Playable = 1
    DllName = WXPMod
    ModFolder = BTmod
    ModVersion = 0.94
    TextureFE =
    TextureIcon =


    DataFolder.1 = Data

    RequiredMod.1 = objective_points_SS
    RequiredMod.2 = DXP2
    RequiredMod.3 = W40k

    I will try add RequireMod.4 = dowai, and see if anything will happen

    edit:
    Ok, just did it and BT began moving and then mystical crash after 20 sec.

    Just something i noticed was that almost all the race mods has the dowai included, although i updated daemonhunters dowai to 3.1, which steel legions also use.

    Renegade race use dowai 3.2

    Warp_daemon race depends on a dowai no matter if it is from a ai included in mod or activated through module.

    so i can conclude that BT ai is broken atm, or just not finished yet.
    Last edited by masterslay; 18th Oct 11 at 4:58 PM.

  5. #205
    Member jONES1979's Avatar
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    Skinnie, great thank you for mod support!


    Quote Originally Posted by goldenhorde View Post
    Voices
    -Are there BT voices in the works? If need be, I can pitch in with some missing voice scripts...
    All voices for BT was already recorded in 2010, but require post-processing.

    Gameplay
    -Could the crusader squad neophytes be set to allow continuous reinforce? the acolytes have better stats so they'd be trained first anyways
    Unfortunately no. It is limitation of UI-engine. But you can use BT-autoreinforcement wincondition for skirmish games.

    Quote Originally Posted by masterslay
    so i can conclude that BT ai is broken atm, or just not finished yet.
    You are wrong. BT AI is working fine even since time of first beta released in 2010 year.
    Your problems is the effect of your experiments, no need to spread your "wrong conclusions" onto the results of my work.
    Last edited by jONES1979; 7th Jan 12 at 4:01 AM.

  6. #206
    Resident AI guy thudmeizer's Avatar
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    hehe.. yeah all BT voices were LONG since scripted AND acted on. Jones' BT is currently the only mod using them. Hell, even all of White Scars is voiced also. Yep we're BEYOND thorough!

  7. #207
    help idk y but the BT mod crashes while starting it doesnt go and if am in game already a nd want to switch it says tht the requested game could not be started or executed. can anyone help with this?
    ----
    -i have AI Skirmish 3.20 intalled before i got this mod so idk wats up.
    You will quake at the wrath of the emperor.
    Dawn Of Coalescence Mod

  8. #208
    Member jONES1979's Avatar
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    Quote Originally Posted by death_incarnet View Post
    help idk y but the BT mod crashes while starting it doesnt go and if am in game already a nd want to switch it says tht the requested game could not be started or executed. can anyone help with this?
    Did you applied a hotfix http://forums.relicnews.com/showthre...post1045304352 ?

  9. #209
    Member jONES1979's Avatar
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    Quote Originally Posted by goldenhorde View Post
    So, some feedback...
    Modelling
    -the melee terminator sword brethren don't have greatswords (though to be fair, ppl generally model with thunderhammers/lightning claws)
    They are armed by Thunderhammers and Lightning Claws as it is stated in BT codex. No plans to model greatswords for them

    Animating
    -When the various melee squads are stunned or caught around a vehicle, they go back to a default position which is standing with legs spread and arms out. I've mostly noticed this with Sword Brethren
    I Never noted this before, or maybe I just don't understand you right. Can you provide the case-screenshoot?

    Gameplay
    -Could the crusader squad neophytes be set to allow continuous reinforce? the acolytes have better stats so they'd be trained first anyways
    There is the UI restriction, that they can't do continuous reinforce while squad is selected by player.
    However there is a trick, if you right-click neophyte icon while another Initiate Recruiting or Weapon Upgrade still performed, and next you are switch to another squad - You will get desired result: neophytes will reinforce "continuously"
    Another approach: Just use my "BT auto-reinforcement" wincondition rule.

    -All the squads (except terminators / assault terminators) are really expensive relative to how "good" they are. Maybe shave off a bit of training cost for Crusades/Fire Support/Sword Brethren? You actually get less bang-per-buck with melee squads because they can't focus fire, do very little damage when chasing ranged squads around, and have to be more exposed to damage by getting in close. This is compounded with BT when they go into that rage mode and you can't reinforce or order them to back off from stationary defenses. It makes you throw all your squads into combat at once in massive charges (very fluffy) but means you take a lot of expensive casualties
    This is the desired gameplay idea.


    0) Close combat crusaders do have Speed and Damage_Resistance bonuses in charge, deal additional ""melee leap" damage, and armed by chainswords by default from Tier-0. Chainswords are the same as Vanilla SM Assault Squads has.
    Again however, there is some "features" that lie beneath the "cursory glance"
    1) In the "rage mode" all the crusaders have the Damage_Deal, Speed and Damage_Resistance bonuses which are stacked (except Speed) - Righteous Zeal rule.
    2) After KEY Tier 2 research, Crusaders became controllable while in "rage mode"
    3) Sword Brethren squad only: There is a research which "activate" a requisition-resource refund after each Sword Brethren death, so small amount of spent resources are return to you if you are unlucky. So this little "over-price" is deliberate.

    Additionally: Prices also set with accordance with Unit's Status, not with Theirs "relativeness to how "good" they are". Because of this is Requisitioning, not the Market/Shopping.
    Last edited by jONES1979; 7th Nov 11 at 2:19 AM.

  10. #210
    I was wondering about an addition to an existing race: in the Army Painter, for Space Marines, you can see a unit that looks like a regular Space Marine but holding a chainsword, wearing one of those kilt-things worn by black templars, and with a differently colored helmet, called a "First Company Veteran". What does it do, and how can I use it if I'm playing as Space Marines?
    Also, I looked on the Moddb page for this mod: moddb.com/mods/black-templars-kaurava-crusade
    The video there shows a Thunderhawk dropping off Black Templar troops. How can I do that when playing as Black Templars?

  11. #211
    Member jONES1979's Avatar
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    Both this features are reserved for campaign.

    - Veteran's squad will replace the Grey Knight squad on Kaurava system.
    - Thunderhawk drop also will be used in campaign and in scripted maps only.

    -----

    BTW, have you any comments about balance/features?
    Last edited by jONES1979; 8th Nov 11 at 6:07 AM.

  12. #212
    I have two suggestions for the next versions:
    - Since this mod comes with a killer installer, could you please add an option to only install the base Black Templar race files? No campaign, no modification to the other races. This way it'd be easier for me to avoid BT conflicting with other mods (I've been a pest with that lately)
    - If there's a Black Templar model that I miss from FoK it's the Marshall. I don't know where to fit him though because the BT have a bunch of heroes already.

    Sorry, no comments about balance yet. I'm a terrible player after all.

  13. #213
    Member jONES1979's Avatar
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    Quote Originally Posted by RMX View Post
    I have two suggestions for the next versions:
    - Since this mod comes with a killer installer, could you please add an option to only install the base Black Templar race files? No campaign, no modification to the other races. This way it'd be easier for me to avoid BT conflicting with other mods (I've been a pest with that lately)
    Yep, since currently I know about this "problem", I will definitelly revert back some or most of changes

    - If there's a Black Templar model that I miss from FoK it's the Marshall. I don't know where to fit him though because the BT have a bunch of heroes already.
    I've see no place for the Marshall in regular skirmish gameplay. Sure, It will be used in possible campaign, along with "advanced" techmarine and other types of Land Raiders

  14. #214
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    Minor Suggestion/Issues/Questions Report
    - Shouldn't you rename Assault Marine Squad to Crusader Assault Marine Squad?
    - When I choose the building "stand your ground" stance, some characters still have different initial stances. I guess that is intentional? (it does make sense)
    - The standard bearer, though included in the command squad, he still has a hero icon. The command squad has its own hero icon. Is there a reason for a 2-icon squad?
    - I noticed that a TH comes at certain points in the battlefield (i.e. at standard bearer's demise). At the front of the model, there is a green circle (the base of all models) that is succeptible to damage (and it DOES take damage). What does it stand for?
    - Land raider crusader and land speeder models show some thin white lines (outlines).

    PS1: This is my first report, I may have repeated previously posted topics. Sorry if I did.
    PS2: Jones, BT are a very good experience!! Too much work is put one them, too much detail, plus their assault possibilities are endless!
    -In search of Papasmurf...

  15. #215
    Member jONES1979's Avatar
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    Quote Originally Posted by Gambit View Post
    Minor Suggestion/Issues/Questions Report
    - Shouldn't you rename Assault Marine Squad to Crusader Assault Marine Squad?
    Yes, it makes sense. While the basic "Crusader Squad" named in accordance with the codex, the Assault Squad was left outside my "renaming scope"
    - When I choose the building "stand your ground" stance, some characters still have different initial stances. I guess that is intentional? (it does make sense)
    Yes, it's intentional.
    - The standard bearer, though included in the command squad, he still has a hero icon. The command squad has its own hero icon. Is there a reason for a 2-icon squad?
    1. Basic squad troops can be dead. 2. Hero icon mean the high status of Unit. 3. Hero icon allow to visually control Standard Bearer health. Probably, Standard Bearer Death will decrease global army moral in future mod release.
    - I noticed that a TH comes at certain points in the battlefield (i.e. at standard bearer's demise). At the front of the model, there is a green circle (the base of all models) that is succeptible to damage (and it DOES take damage). What does it stand for?
    Currently, the Green Circle allow player to targeting TH firing (4 linked heavy bolters). But probably I will remove it one day, after full finishing the TH model. It depend from final model's features.
    PS1: This is my first report, I may have repeated previously posted topics. Sorry if I did.
    No problem with it

    PS2: BT are a very good experience!! Too much work is put one them, too much detail, plus their assault possibilities are endless!
    Thank You! Your work is appreciated!


    -----

    Allow me yet one off topic question:
    Is the model size of DA equal with the models size of BT? (the camera confuses me).
    - Vehicles size of DA mod are the same, as in vanilla game (pure game without any mod)
    - In BT mod, all vehicles sizes are increased in 1.1 .. 1.3 times, (by lua-files, like it was done in FOK/POK mods) for all most known races included IDH and DA. So if you combine DA-beta mod with BT mod - all vehicles will be with the same increased size

    -----

    I am also search for large, good detailed maps, suitable for replacing skirmish ones from original SS campaign.
    Last edited by jONES1979; 10th Nov 11 at 10:53 AM.

  16. #216
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    About Standard Barer Hero Icon: I agree, plus I do want to keep an eye on his health. And it doesn't cause confusion as I initially thought.
    About vehicle size icrease from 1.0 to 1.1-1.3: Good call !!!!! I always thought that Vanilla vehicles were underscaled...
    Last edited by Gambit; 10th Nov 11 at 9:51 AM.

  17. #217
    Does anybody else feel that the Land Speeder Cyclone Missile Launcher upgrade is weak? I can't really appreciate much damage done against vehicles and that's their whole purpose.

  18. #218
    Member jONES1979's Avatar
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    Quote Originally Posted by RMX View Post
    Does anybody else feel that the Land Speeder Cyclone Missile Launcher upgrade is weak? I can't really appreciate much damage done against vehicles and that's their whole purpose.
    I felt it, but had no time to check
    Yes, you are right. Initially this weapon stats was copied, from SM Hellfire dread, but reload time even increased for purpose of sync with animation, ... hmm


    Indeed, it show very low both Damage Per Second and Damage Per Shot, especially in comparison with SM Tactical Krak-Missile. This issue will be fixed.
    Last edited by jONES1979; 11th Nov 11 at 3:45 PM.

  19. #219
    Great, thanks.

    How did you obtain that table, by the way?

  20. #220
    Hey Jones, my first time playing the Black Templars without FOK, in-cred-i-freeking-ble! Very nice work!

    I'm no mod tester or anything, but here's my feedback.
    - The Thunderhawk squad hold seems a bit too much of a loadout, not to mention the Thunderhawks are extremely uber upon deepstrike, whipping out all of anything possible with its powerful guns.
    - The Terminator commander could maybe contain a choice to upgrade into a ranged Terminator with many upgrades, or the Assault Terminator, for melee combat.
    - The Marshal appears to be slightly weak when facing other commanders. I battled a halfly healed Mek Boy against the Marshal fully healed, and the Mek Boy won in combat shockingly. I dunno if that was out of pure luck or what not for the Orks.

    That's it, again, great job.
    Mods In Progress: Ultimate Apocalypse | Daemons Mod

    Beware, my Ultimate Apocalypticinator!

  21. #221
    Member jONES1979's Avatar
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    Quote Originally Posted by RMX View Post
    Great, thanks.

    How did you obtain that table, by the way?
    I have a macro-script for CMS, which generate me a huge html datasheet. Next I copied what I need to the ms excel.


    Quote Originally Posted by Cylarne_04 View Post
    Hey Jones, my first time playing the Black Templars without FOK, in-cred-i-freeking-ble! Very nice work!

    I'm no mod tester or anything, but here's my feedback.
    - The Thunderhawk squad hold seems a bit too much of a loadout, not to mention the Thunderhawks are extremely uber upon deepstrike, whipping out all of anything possible with its powerful guns.
    - The Terminator commander could maybe contain a choice to upgrade into a ranged Terminator with many upgrades, or the Assault Terminator, for melee combat.
    - The Marshal appears to be slightly weak when facing other commanders. I battled a halfly healed Mek Boy against the Marshal fully healed, and the Mek Boy won in combat shockingly. I dunno if that was out of pure luck or what not for the Orks.

    That's it, again, great job.
    Probably, You confuse my mod with someone's another mod

    My mod not contain Marshal as playable unit. Also, it not contain Thunderhawk as transport in regular game, it can be used only in scripted maps.

  22. #222
    He probably meant the Castellan

  23. #223
    I ddo realize that you save the Marshall for the campaign, but many people ask for this unit... maybe offer it as an optional micro patch?
    (along with those varients of Landraiders & Predators you mentioned - the Baal one!)
    Just put it into the archive with the main mod...
    Best wishes!

  24. #224
    @Jones: Yup I meant the Castellan, and about the Thunderhawk deepstrike... Long ago treasure.

    I haven't seen the Thunderhawk in the mod either, darn it though I thought it would be.

  25. #225
    Member jONES1979's Avatar
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    Quote Originally Posted by goldenhorde View Post
    So, some feedback...
    Modelling
    -if you look closely, the helmet-less land speeder guy's head becomes detached from his body and floats up in air when he's looking around
    Now fixed, thank you.
    Moving to proper missile firing and damage...

    ---

    Current (13-nov-2011) confirmed fixes over beta3:

    - Land Speeder Missile firing animation and damage fixed.
    - Squad CAP "increasing" redefined, based on feedback.
    - Skull Probe invisibility research restored.
    - Emperor Champion resurrection health percentage reduced.
    - BT auto-reinforce wincondition/rule updated
    - Full support by Objective_Points_SS mod (Proper flags on strat-points, objective-points and relics)
    Last edited by jONES1979; 18th Nov 11 at 2:35 PM.

  26. #226
    Member darktetor's Avatar
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    Great! x3 so I just have to wait for the patch with these changes n-n

  27. #227
    Just played this today, seeing as i had played FOK and Purgation of Kaurava i thought it was a waste to play black templars when they were allready in there, but was pleasantly surprised by how nicely you have worked them into the standard game. Great music, loading screen and the research and overall feel of the way you did them. Thumbs up on both hands. Too bad black templars arent the SM race of choice in campaign hehe. Nothing like some religious zealots out for blood to get the blood pumping. Great work.
    Balance seemed okay to me, the land speeders had some graphical anomalies but you allready know of those, nothing else i noticed pretty much. And yeah before i forget: great voice acting. Really makes them come alive and stand out from the stock sm. Although i think i heard knights of caliban somewhere in their shouting. I think the marshall need to be told that dark angels have infiltrated hes esteemed battle brothers. hehe.

  28. #228
    Member jONES1979's Avatar
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    And yeah before i forget: great voice acting. Really makes them come alive and stand out from the stock sm. Although i think i heard knights of caliban somewhere in their shouting. I think the marshall need to be told that dark angels have infiltrated hes esteemed battle brothers. hehe.
    Yes, currently I use DA-mod voice asset provided by Thudmeiser. All Praise to Him.
    Too bad black templars arent the SM race of choice in campaign hehe. Nothing like some religious zealots out for blood to get the blood pumping. Great work.
    We are working on this problem

  29. #229
    Oho. Now this is interesting.
    Eagerly awaiting more news in this department.

  30. #230
    Just mentioning this: i cant get heroes wincondition to work for black templar units. I also have alot of ehrr "tearing" on the land raider and the landspeeders. I dont know if that word is the right one. You know when a sliver of a different colour reaches from the mentioned vehicle and goes up into the sky. This happens pretty much almost every fight for me for the two mentioned units but maybe the issue is on my part. <shrugs> i dont know, just mentioning it incase itsnot.
    Very pleased with the mod. When the black templars goes berserk and refuses to do as they told, ah ah ah, just awesome. And ive noticed a thunderhawk gunship landing from time to time blasting away with its guns, i dont know if its dooing damage or what its purpose it but i like it.

  31. #231
    Member jONES1979's Avatar
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    I leave "heroes" wincondition support to volunteers, cause I never was interested in it. One my Friend have made the update but it was year ago, for outdated beta-2 version. You can try it though, http://www.gamefront.com/files/17871...es-update.rar/ . At least, it is not support new units like Castellan-terminator or Damocles

    TH's damage is equal to 4 turrets (4 twin heavy bolters).
    TH is landing for the rescuing dead body of Emperor Champion or Standard Bearer
    Last edited by jONES1979; 29th Nov 11 at 10:42 PM.

  32. #232
    Ahh so thats what activates it. Thanks. Ill try the heroes uppdate, i always run with heroes if its availible, makes it much more fun by making me care abouth my experienced units hehe.

    Edit: seems to be working mostly fine (the hero version) only thing that i saw that didnt get a level number was the terminator uppgraded hero. So good stuff.
    Last edited by Pedro; 29th Nov 11 at 1:41 PM.

  33. #233
    One suggestion... would it be possible to make the Crusader Squads so that when you reinforce with an Initiate, you get a Neophyte free? Crusader Squads especially seem to take a lot of casualties and burn req a lot faster than other factions

  34. #234
    Member jONES1979's Avatar
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    Ough.
    How do you do it? Are you talk about vs AI game, or vs Human in mp?
    Crusaders get some bonuses in "charge", + in "melee", + from R-Zeal (+they are stacked). Assigning Castellan to squad also benefit them, (much more then just morale add). Don't rush them to enemy-base too early, until "bionics1" and "accuracy1" researches, or until t2 "crusader seals" research. Something like that.

    Tell me, against which race you are experienced too much problems?
    Last edited by jONES1979; 5th Dec 11 at 2:27 AM.

  35. #235
    In general, they just take casualties faster against all races and, in early game, retreating crusader squads doesn't always work. I'm generally trying 2x crusade squads -> castellan -> sword brethren -> command squad (sometimes) -> chaplain (if command squad) -> 2x dreadnoughts -> terminator -> assault terminator -> emperor's champ -> land raider -> 2x predator -> 2x vindicator

  36. #236
    Member jONES1979's Avatar
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    It looks like you trying to teching fast but with weak army.

    Definitely, 2x crusade squads is not enough for start.

    Also, it seems like you underestimate Emperor Champion, but He is a Key person for BT. (In tabletop game you even must take Him, if your army worth > 750 points)

    His abilities kind-of global to BT army, and by selecting cheapest Vow for them He have the defence aura with 200m radius, which reduce incoming range damage to 85% for all your infantry around.

    Also, EC [sometimes ] benefits from "Shield of Faith" ability-bonus, so some "negative" modifiers from some enemy [warp related] abilities not applied to Him

    try:
    2x crusade squads -> castellan -> fire support squad with 2HB (or T2 Melta) or Assault Squad -> emperor's champ -> command squad (apothecary+banner bearer first) for/with EC or Castellan as a Leader -> next as you like.


    As in fluff, power of BT is based on infantry, so try research "infantry benefits" as fast as possible.

    Also, razorbacks are much cheaper (esp. in "power") then dread, and with AssaultCannon it shred infantry very good.

    P.S. Why not " 2x predator/vindicator" and only next the LRaider?
    Last edited by jONES1979; 5th Dec 11 at 1:59 AM.

  37. #237
    I have not had any problem with the black templars balancewise.I feel they are a powerful race, not overpowered but fully capable of beating the other races.
    Will the land speeders and land raider get fixed in next version by the way?

  38. #238
    Member jONES1979's Avatar
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    I have not had any problem with the black templars balancewise.I feel they are a powerful race, not overpowered but fully capable of beating the other races.
    I think the same way, so always searching for what screws I can tighten for purpose of more intensive and more interesting gameplay. Unfortunately, often people are asking about the opposite things

    So people, prepare for weaker turrets in the near future

    Will the land speeders and land raider get fixed in next version by the way?
    Yes. It was for timed debugging purpose, so you can even fix it yourself without brings mp "Sync-error" to life (I hope so! It is 99% guarantied )

    in BTmod\Data\Art\ebps\races\black_templar\troops folder find appropriate LR or LS .lua file, open it, search for "vehicle render debug" string or something like that, and change "true" to "false", or "1" to "0", (I don't remember exactly)
    Last edited by jONES1979; 5th Dec 11 at 2:42 AM.

  39. #239
    Ahh that easy hehe. That i can do until you release next version.

    Weaker turrets eh, hmm. As in remove turrets/mines or just make them weaker? What will they get in exchange?

    Also i love the wargear you have made and the scar scripts showcased on the revora forums. Cant wait to play campaign with the black templars hehe.

  40. #240
    Member jONES1979's Avatar
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    Quote Originally Posted by Pedro View Post
    Weaker turrets eh, hmm. As in remove turrets/mines or just make them weaker? What will they get in exchange?
    Lesser "power" cost. Faster deployment. You will see why...
    The player will be forced to care more about infantry, probably about rushing, not for base defense

  41. #241
    Aha. Well i like that approach for the black templars. Normally i am very much in favour of turtling and a slow steady approach with a wall of death but i must honestly say that my normal approach dont feel right with the zealous templars so i have started early rushing and skirmishing with them. Hehe. So goody good.

  42. #242
    1. ahhh maybe someone said this but i think the venerable dreadnaught is too soft.....

    2. can the Chaplin be as tuff as the sm one seems a bit under armored also do u think we could get like i see his model has jumpck and two meele wepon d dual to tht ould tht be used ....

    3. land speeders and land raider and vindicator has modeling lings showing....

    balance i dont c an issue.

  43. #243
    Member jONES1979's Avatar
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    2. can the Chaplin be as tuff as the sm one seems a bit under armored also do u think we could get like i see his model has jumpck and two meele wepon d dual to tht ould tht be used ....
    Not for BT race, sorry. Maybe for Raven Guard, once.

  44. #244
    I suggest either removing turrets and mines entirely or just letting you build say half of the numbers you could normally build, not say:lowering their dps to half or something. Also IF you remove the turrets the black templars could use some more detector units perhaps? Right now, who among them can detect again?
    Nothing is worse than having no detector units when 3 squads of chaos marines come knocking.

  45. #245
    Member jONES1979's Avatar
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    I suggest either removing turrets and mines entirely or just letting you build say half of the numbers you could normally build, not say:lowering their dps to half or something.
    I had such idea initially and it was even implemented, but I've restored turrets to the current state after when I tried to play SS Necron stronghold mission by Templars. It was the darkest nightmare.

    Right now, who among them can detect again?
    Nothing is worse than having no detector units when 3 squads of chaos marines come knocking.
    Now it is the skull probes. You can recruit 5 of them. In the last mod build they are not able to infiltrate, but I was strongly asked by people to restore its infiltration ability.
    The next detector is the Damocles, but it from tier3 only.

  46. #246
    Ahh yeah the probes, i have the vague recollection that last time i played they lost health constantly so got tired of repurchasing and attaching them all the time. Unless i remember wrong hehe.
    If i didnt have probes that might explain why chaos lurking around invisible was a pain in the ass. That is until i charged em with the whole company. Hehe.

    So necron stronghold was a bitch eh. I can imagine.

  47. #247
    So what are you working on for the next version Jones? Will it be few or many fixes/adds?

  48. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #248
    Retired Compliance Fairy Gorb's Avatar
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    Pedro, you've been here long enough to know that the forum rules do not allow the requesting of updates. Even if your post prompts a team member to post something, they will post normally when they have something they are willing to share.
    I am an Iron Warrior! Iron Within, Iron Without!

  49. #249
    Member jONES1979's Avatar
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    Quote Originally Posted by Gorb View Post
    .
    Thank you, mister moderator.

    Quote Originally Posted by Pedro View Post
    So what are you working on for the next version Jones? Will it be few or many fixes/adds?
    A few. You can check at moddb for this

  50. #250
    True enough, sorry.
    Thanks ill check moddb. I am not usually there.



    Yeah by the way Jones, i was wondering exactly what the different wows did in game effects. I get the essence of what they do from the description but id like to know the details to better know what to choose for different situations.
    You said something abouth the cheapest wow making the emperors champion having a 200 radius aura that reduced infantry damage to 85%.

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