View Poll Results: What race of enemies should I add next?

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  • Eldar

    27 19.01%
  • Tyranid

    83 58.45%
  • Space Marine

    32 22.54%
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[Dawn of War 2] Killteam v1.72 - Last version update in post #344

  1. #51
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    Someone else had a similar comment and I feel about the same way. I'll probably reduce the effects of suppression so enemies don't move so slow or suffer as much ranged penalties which would increase the need for melee units to tank, tie up and disrupt them.

    I'll probably make the waves get harder faster as well to get out of the easy part a bit faster. I might also just include an option to start on a certain wave number for people who just want to jump right into it. I'm curious as to what's causing the crashes but nobody has really provided any details or a crash log and I haven't had this problem when playing myself, though I actually haven't gotten past wave 24 or so heh.

  2. #52
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    Played a few games and managed to figure out what was causing the crash so here's a hotfix for it along with some other minor changes:

    Killteam version 1.3: http://www.filefront.com/16944317/killteam_v1.3.rar

    1.2 -> 1.3

    ---------
    --GENERAL
    ---------

    WAVES
    -Reduced the number of waves from 50 to 40
    -Increased the rate at which the difficulty increases

    CRASHES
    -Fixed a crash caused by the dreadnought's missile launcher

    SUPPRESSION
    -Speed reduction decreased from -65% to -50% (from -30% to -25% for plague marines)
    -Accuracy reduction decreased from -85% to -75%

    ---------
    --HEROES
    ---------

    FARSEER
    -Now has light knockdown resist

    ---------
    --CHAOS
    ---------

    DREADNOUGHT
    -Reduced Missile Launcher DPS from 68.75 to 60
    -Missile Barrage missiles no longer deal impact damage, they just have a fire DoT
    -Reduced Missile Barrage fire DoT from 40 to 11 (WTF was I thinking)

  3. #53
    The crashes that me and my friends get occur when the enemies' blood keeps piling up over each other until you get a massive piece of land thats red. When a new wave of enemies come and battle starts on that piece of 'bloodied land', lag starts happening and eventually everyone in the LAN game crashes. That could also be the cause of lag.

    I tested 3 times over the LAN where the use of the Chaos Lord's and Tech Marine's massive AOE abilities to clear the area of blood, the game continues on fine with a significantly less of lag.

    Wave number doesn't seem to be the cause of crashes as my friends have crashed at wave 5, 17, 24 and so on. Playing the game in an open field with heroes spread out seems to help as blood isn't at the one spot but gets too hard to play on later waves, whereby heroes are isolated.

    All LAN games were played on the Transport Down map.

    Another thing, different from the crash but it's to do with the HP. I liked the old version where heroes leveled up with an HP boost. Seems to help survive waves. Currently, the first 20 waves are easy to win and heals work accordingly. However, later waves, the heal doesn't heal enough, and you dont have enough HP to last and wait for another heal. As enemies do more dmg/wave, you have the same hp. Gets to a point where a group of chaos marines can range barrage you to half health, you heal and eat another barrage and die to the third barrage. At that stage, the heal has only cooldowned for 4-5secs. Maybe increase hero HP per wave or tweak healing power accordingly per wave? Though playing with a completely ranged team seems to overkill all waves up to wave 30.


    On another note, any date as to when the scripted bosses are in?

    I hope my opinion helps.

  4. #54
    Do what me and my friends do put terrain details to LOW and then start the game up i play the game on Ultra with no graphical issues and the game runs fine.... Finally beat it last night twice so much fun going for round 3 this time

  5. #55
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    Regarding melee, I realize its still generally not as good as ranged combat or spellcasting but I'm not exactly sure what to do with it, suggestions would be welcome.

    Regarding health, I'll probably look into making heroes level up as the game goes on to help with this. I didn't put it in initially because it makes it even harder to balance and I was getting tired of balancing.

    @ Delta
    Glad to hear someone beat it.

    I'll put in an option to disable the blood for next version. I'm working on ork enemies now. As for bosses, how would you guys like them put in? Just one at the end of all the waves chosen at random or have them in the middle of waves? My concern is that people might play all the way to wave 30 or something (close to beating it) then get disappointed if a boss shows up and suddenly kills them. The way I have the boss fights it's pretty lethal to make a mistake, but it wouldn't really be good if it wasn't lethal, for example if the librarian's simon says game or the seer council's storm channeling didn't deal 100% damage it wouldn't be efficient for them to use such abilities at all.

    -----------

    I'm going to do what I did with my last hero defense and put up this offer: if any modder wants to make their own custom hero, I'll put it in the game. There are just a few guidelines and a few things I need:

    Guidelines
    1. The hero must have 7 abilities on its bar at all times, it can have more than 7 abilities though, for example some abilities may only be available with some weapons.
    2. No passive abilities. I don't want to see an ability on the hero's bar that's a passive, it's not as fun. That being said, you can have toggled or timed abilities that behave similarly to passives.
    3. Not every ability should own face. It's good to have one ability which can destroy a crowd such as an orbital strike, but not every ability should be crazy. (note to self, probably have to nerf my librarian)
    4. The hero must only use weapon wargear upgrades. I like that weapons provide a visual change and there's generally not a reason why an ability strictly needs to be tied to an armor or an accessory, the character could just always be holding that accessory for example. Take a look how I have my hero upgrades set up and try to mimic it as best as you can as well.
    5. No summoners yet, I plan on doing one later, probably for a tyranid or IG hero, but for the moment I don't want to have to make the little scripting changes needed to accommodate them.
    6. No weapon should be useless. A good example is the techmarine's master-crafted bolter, it has an inferior damage type compared to his plasma gun but makes up for it by having higher DPS. Not every weapon should be good against everything either, one should be better vs vehicles for example.
    7. The hero shouldn't be a master of all. If the hero is really good at melee, it shouldn't be really good at range and spellcasting as well. Generally either be really good at one of these or moderately good in 2 of them. You can add passive bonuses to wargear itself to help reinforce a role. For example, my librarian's sword grants him increased melee skill and both melee and knockdown resistance while the staff is more beneficial for casting.
    8. No confuse/mind control abilities. These can mess up some of the AI scripts so I'm generally trying to avoid them.
    9. Try to be have an original ability or two, however I realize that most abilities are generally built off default abilities and some are even strictly copy/paste. While I don't expect abilities to be completely brand new or anything, try to add your own little personal touch to them.

    What I need
    1. All the files for the hero of course: ability/ebps/sbps/upgrade/wargear/weapon. Try to name these files as simply as possible. If your hero has a chainsword called "The Vengeful Doom" you can call it that in your tooltip descriptions but in the files just call it chainsword so I can find things.
    2. UCS (tooltip) descriptions for the hero, his wargear and his abilities sorted nicely.
    3. A little description about the power levels of each ability. I'll be doing the balancing for your hero (though feel free to make it as balanced as possible beforehand), so I need to understand which abilities are suppose to be more powerful and adjust them accordingly. For example if your hero is a sniper hero and has a "super-snipe" ability, how powerful a unit is it suppose to be able to one-shot?

  6. #56
    so by weapon wargear upgrades, you mean no armour, accessory, entity, entity with different weapon upgrades?

  7. #57
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    You can have upgrades that add entities if you're thinking of making a command squad type thing.

  8. #58
    Can we use the maximum of 12 upgrade slots or only the first 4?

  9. Dawn of War Senior Member  #59
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    Just tried this out... pretty fun.

    My only request would be a better UI.... something like TLS where I can get a quick readout of my allies health/energy reserves... if you can copy-pasta from TLS that would be awesome.

    GG!

  10. #60
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    You can use the 12 if you need to.

  11. #61
    Regarding melee, I realize its still generally not as good as ranged combat or spellcasting but I'm not exactly sure what to do with it, suggestions would be welcome.
    You could make melee heroes have bonus damage against enemies hero types only, not against grunts. Range heroes would have a negative bonuses against hero type enemies. Another suggestion would be to make melee heroes do a bit more dmg or bigger AOE dmg and have more HP. Then increase the EP usage of range heroes? That way if u have all rang, then you would only be owning while you have EP. But when you run out...


    As for bosses, how would you guys like them put in? Just one at the end of all the waves chosen at random or have them in the middle of waves? My concern is that people might play all the way to wave 30 or something (close to beating it) then get disappointed if a boss shows up and suddenly kills them.
    Putting scripted bosses in between waves is probably the best. Not after the waves or at random. It makes the game less monotonous. Getting owned by the scripted bosses also makes replayability a bigger factor for the game. Also you mentioned, maybe in the future, that you could start from certain wave levels. That should clear out the concern that ppl get disappointed, since you can just re-resume the scripted bosses you lost against without battling through 30 waves. Personally i prefer to play from the beginning.


    I'll put in an option to disable the blood for next version. I'm working on ork enemies now.
    I will try Delta's suggestion and put LOW to lowest with my friends, but the option is definitely a good idea since if ppl start the game and can see the option, they might use it in favor of longer and less laggy gameplay. As for the Ork enemies, great work! Good to see another enemy race comin in soon. Keep up the good work. =D


    An extra thing about scripted bosses that would make the mod interesting is to have the scripted bosses scaled in different difficulty levels. So after wave 10, a scripted boss should be easier than the one after wave 30. But this is into the future when everything else works. My suggestion for this is to make the mod less dependant on just surviving waves and waves till wave 30. Though i understand that scripting different bosses are difficult, so it's best to wait until most of the other stuff in the mod has been finalised.

  12. #62
    maybe include the community map pack 3 in your mod? Or forgotten glory because its massive and has plenty of defend-able positions :P just saying because it will add more maps to the fray.

  13. #63
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    Could also make a guide for people on how to easily add maps themselves *hint* >.> <.< *hint*

    It's really easy.
    EDIT: easy if you can use the map packer tool from Cope x]
    Last edited by Pyrian; 6th Jul 10 at 4:32 AM.

  14. #64
    So.... i take it we only get one hero each?

  15. #65
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    You get 5 heroes divided among however many players there are, so you could have as little as 1 if you have a full house or as many as 5 if you're playing solo.

  16. #66
    Ah, i understand. I think a fast-melee-life steal berserker hero would be cool.
    Also, is it possible to have last-standesque lobby?

  17. #67
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    I can't do any fancy lobby thing unfortunately. At some point I may try to steal some in-game HUD elements from TLS if possible (haven't looked at how they do it yet) but for the moment I'm concentrating on content, balance and bug fixes.

    The update I'm working on now will contain ork enemies and probably the boss fights in the first post. The patch after that I'll be adding more hero selection, most likely kommando nob, plague champion and an Avitus type heavy weapons guy but if I do a melee hero a Khorne berserker with Shuma's model is probably a sound choice.

  18. #68
    Empire . Would it be possible to have ui for our heroes back? The one on the right with the pics.

  19. #69
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    Done, squad tabs are in.

  20. #70
    Dude, me and my mate just got to wave 34. Does it ever end?

  21. #71
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    Yup, it ends at 40. Let me know if you beat it, only person I know who has done it is -Delta-.

  22. #72
    Four of us managed to beat it. Very nicely done, would love to see the squad tabs/ork enemies.

  23. #73
    Well I with 2 ppl beat wave 40. Libby is somewhat retarded, when you cast rift and spam energy potions at him. Scored 2500 kills at the end (The second guy had 2 times less kills than me). A bit nerfing could be of use.

    Also I noticed a strange behavior on Chaos Preds. They tend to ram into your base (still they are ranged units, not melee) and get horribly surrounded.

    Other Balance Issues:
    Warlock
    - Providence loads to fast. Currently you can be runinng on perma providence. Increase dmg necessary to load providence by x 1.5
    - Lower Warp throw cast time.
    Apothecary
    - Toxic granade destroys whole waves, it also damages buildings and cover around. Lower dmg and remove cover/building damaging factor.

  24. #74
    Perhaps stop energy potion usage on units using skills if possible (sorcerer using rain of fire is a similar issue).
    The nurgle champion seems to one shot heroes with his pistol.
    Havoc autocannons need toning down.
    Wouldn't mind seeing a "Davian Thule" style dread hero, balanced appropriately.
    Some cast times on the sorceror such as doombolt/warpfire seem too long, in comparison to librarian skills.

  25. #75
    Would this avitus type hero have the same armor as before :P Sorry i cant help but ask. Also with this Avitus type hero will he be limited to just Heavy weapons?(Heavy bolter, plasma cannon, las cannon?) Or will he have a weapon he can also kite with like a bolter gun? I believe there is a bolter gun from the campaign that comes with a scope mounted ontop of it. Just thinking aloud here.

  26. #76
    We only stopped at 34 cos we got bored, it was too easy. The only thing that got thru our massive mine field was the pred. The pred was the only challenge.

  27. #77
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    Ah? Too easy? Now I'm confused. Some people told me too hard and now I hear too easy. I put in leveling for heroes so they can gain some stats to be stronger for later in the game but maybe I'll have to make that an "easy mode" toggle.

    Anything particular that's OP that hasn't been mentioned yet?

    @Vhailor and highonsinz
    Thanks for the feedback, I've done something about most of the things you've mentioned.

    @Delta
    I guess I'll give him that armor you like so much lol. For weapons probably heavy bolter, plasma cannon and shotgun for sure. Other could be lascannon or maybe that bolter with scope you mentioned if I can think of something interesting to do with it.

  28. Dawn of War Senior Member  #78
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    Its not too hard really. There are some moments that get tense, but with a competent team its not going to trip you up.

    I've only played once, and we beat it on my first attempt. I think part of it depends on how large the map is and its layout.

  29. #79
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    Oh that reminded me. I was curious as to how people were setting up their spore mines. I was playing with some people and they had set the spore mines quite far away so that the enemies didn't really come in a constant stream. I usually set them fairly close, something around 100-150 distance (2-3x grenade launcher distance). It's much easier if you set the spawn points too far and somewhat boring as you have to wait for the enemies to walk over.

    It's also quite a bit easier if you force the enemies through a single funnel rather than giving them 2 or 3 entry points. This however doesn't really negatively effect gameplay and I go pretty 50/50 with 1/2 entry points. For best effect though the spore mines should really be placed fairly close.

  30. #80
    It was very easy. It became boring, as we realized that the waves were not getting harder. Might have been the mine field tho, it was pretty massive- and mines + libby + mek boy + apothecary + chaos lord + warlock(he dropped pretty early) are a good tactic.

  31. #81
    well the bolter gun could be made kind of like the way the Mark of Tzeentch marines are with their guns. A low rate of fire but make it so it dosen't do that much damage but has some good range?

  32. Gamers Lounge Senior Member Company of Heroes Senior Member Dawn of War II Senior Member  #82
    Usually urged the host to set up the Spores in close proximity, in order to keep travel time to a minimum.

    As a suggestion, maybe you could consider fabricating an "exposition" for new additions to the waves? Often feels like even special enemies like the three "marked" Chaos champions go unnoticed, drowning in cultists and CSM. The aura markers help, but I've found that not many players notice that they originate from the champions. CL enemies do stand out due to terminator armour and considerably more health, but the Sorc and especially the PC blend in a little too well... Maybe have new additions lead the next wave as slightly buffed "exposition variants"?
    One step closer to the end of the decadent Eldar race.
    [...] the reason we don’t like DRM solutions is because they punish the innocent and they have to jump through all these hoops. We don’t want to do that [...]

  33. #83
    With a full team the game can go very well, but I would never say it is always easy. It seems to be down to chance, map and number of players. Of course spore mine and point of defence make a difference too. Difficulty can already be "varied" by positioning in more challenging positions, so this hero level up system sounds good for if you are going for a challenging spot.

  34. #84
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    @Mithril-hound
    Made mines do medium knockdown instead of heavy so they won't work on the really heavy units at the end, like termies.

    @Sporty
    I know what you mean about the enemy heroes going a little unnoticed. However the spawning system I have is random and most of the spawning happens mid-wave rather than fresh waves (only after the little breaks) so it's not really convenient to have exposition variants (I could but it would require me to go quite out of the way for it). Even if you don't notice the enemy hero itself you would probably feel the effect of its presence, those auras aren't just for show, they're powerful buffs. Perhaps I'll give them their decorators and glowing hero aura back though.

    @highonsinz
    I'll make the leveling a toggle option then, people can decide if they want it on or not. At the moment it just adds 5% health per level and you level up after each break in the waves.

  35. #85
    Are termis supposed to be a problem, cos the chaos lord with the mace eats two squads at once....

  36. #86
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    The enemies aren't really suppose to be able to solo any of the heroes, they really just try to overwhelm you. As the waves go on the amount of enemies is the same but they get tougher. Chaos melee terminators have 2.5x the health of cultists, 2x the DPS, heavy armor, are immune to suppression, can teleport small distance to get over obstacles or cliffs and are resistant to AoE attacks due to their small squad size. Their improved stats making it harder to kill the enemies as fast as they are respawning and makes them harder to survive since they are putting out more damage.

    I'm going to put some options to toggle the difficulty for people who find it too easy/hard. I'll probably have the next version out tomorrow. Orks are done, bug fixes and hero tweaks are done, just have to balance boss fights and add the code to spawn them.

  37. #87

  38. #88
    Well, I think problem lies in Chaos. They are rather easy to defend from, lack of good AoE and mass of numerous weak units that die in second from AoE. I think Ork can bring something better in this regard (Stikbombz + Rokkit Barrage should be good line breaker)

  39. #89
    Or nids, we wont miss tyrant guard or a carifix in the mob.

  40. #90
    Eagerly awaiting the new update.

  41. #91
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    Version 1.4: http://www.filefront.com/17014929/killteam_v1.4.rar

    Change log is quite long. Most notably added ork waves, the librarian boss and customizable difficulty.

    Spoiler



    Noticed the librarian clones aren't using purify or ignite soul :/ Worked with -dev but hadn't tested it normally and apparently the game thinks it's cheating. Will hotfix that and a few minor things later tonight or tomorrow probably.

  42. #92
    Thanks for the update. Apothecary boltgun was a little too powerful, if its not changed you may want to look at it before hotfix.
    Last edited by highonsinz; 9th Jul 10 at 3:22 PM.

  43. #93
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    Hotfix 1.41: http://www.filefront.com/17016221/killteam_v1.41.rar

    Invariably whenever I test alone and using -dev mode I miss a few things.

    1.4 -> 1.41

    ---------
    --HOTFIX
    ---------

    -Librarian boss can now use purify and ignite soul in phase 2
    -Cultists can now use grenade barrage
    -Race enabling/disabling fixed
    -Revive global ability tooltip fixed
    -Sorcerer doombolt damage increased from 33 to 67 (won't shoot 6 bolts at once for some reason)
    -Anointed Power Axe energy refresh on hit increased from 3 to 6
    -Witchblade energy refresh on hit increased from 1.5 to 3

    @highonsinz
    I haven't changes his bolter damage but it's on par with the techmarine and mekboy in terms of damage.

  44. Gamers Lounge Senior Member Company of Heroes Senior Member Dawn of War II Senior Member  #94
    Good job with this release! Haven't given it more than a quick look (so no Librarian feedback), but Ork waves, hero decorators and Chaos specialists in Legion colours make it feel so much more varied

  45. #95
    Ok, I have made a IG hero for this mod. I have tested it, and it should all work.

    http://www.mediafire.com/file/nwkamj53jkj/ig_hero.ZIPX

    Notes on IG hero:
    Each man is weak compared to a'normal' hero. Overall, the squad at full strength is low health, made up for by the weapons choice and corresponding rate of fire. The commander cannot be upgraded, but there are 9 upgrades each adding a man in sets of three (one from each row) and a tenth upgrade adding a basic trooper.
    Abilities
    -Order abilties - FRFSRF boosts damage. In codex it applies only to lasguns, but that would not be appropriate here. Move Move Move! increases speed, and incoming reduces ranged damage but slows movement.
    -Taunt is the same
    -Should be able to make mines
    -Grenades
    -Nuke - incedirary strike

    That is seven.. Medic gives heal aura and target heal

  46. #96
    Sounds like an interesting hero Nathaniak. About the apothecary bolter, it may be they all need toning down then, because I have seen an apothecary rack up 300+ kills just stood still with no one reaching him for the first few waves.

  47. #97
    The idea is that you have a large choice of loadouts, so to counter that versatility, the men are low health, and you cannot replace them until they are dead

  48. #98
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    Good job with this release! Haven't given it more than a quick look (so no Librarian feedback), but Ork waves, hero decorators and Chaos specialists in Legion colours make it feel so much more varied
    Unfortunately it seems there's a little bug with this that if multiple squads spawn simultaneously they'll get the same colors. This usually happens after a break in the waves when a fresh wave spawns all at once and you sometimes get things like a whole wave of World Eaters or whatnot. The way I'm doing it it temporarily changes the team color as the unit spawns but I guess it doesn't change fast enough (the units aren't technically spawning simultaneously but rather within a small fraction of a second of each other). Still, I guess it's better than nothing.

    There's a team color override section in wargear files which I use to use to color scout capes individually without changing the team color but it seems I can't remember exactly how that worked anymore... Oh well, minor detail anyways.

    @Nathaniak
    I had to download a new program just to open your silly .zipx archive. Generally just .zip or .rar is more friendly as everything supports those.

  49. #99
    Got to the third stage of the librarian after two attempts. Sure is a tough one. Still haven't cracked that egg yet
    The ork wartrukk seems to be very damage resistant - not sure if its intended.
    A player warboss hero using the stormboy bombers at some point gained uncontrollable storm boys around the edge of the map that fought enemies near them. Not sure of the circumstances around this.

  50. #100
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    I accidentally gave the wartrukk the wrong armor type, it has the same armor as the tanks, so it takes 10x less damage but unlike the tanks it doesn't take 10x damage from rear armor hits. Fixed for next version.

    The stormboyz come when the Warboss uses his ability and are suppose to use bommaboyz and smash into the target, guess the trigger failed which is odd as I've never seen it not work before. Possibly high lag? I guess I'll make the enemies able to kill them just in case in happens in the though.

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