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

Voters
142. You may not vote on this poll
  • Eldar

    27 19.01%
  • Tyranid

    83 58.45%
  • Space Marine

    32 22.54%
Page 4 of 9 FirstFirst 123456789 LastLast
Results 151 to 200 of 418

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

  1. #151
    Member OneProduct's Avatar
    Join Date
    May 2009
    Location
    Canada
    To upgrade wargear you click on it, then garrison the drop pod for 3 seconds. You should see "upgrade complete" on the left side of the screen, then you can ungarrison. I did this because changing weapons in the field was a bit silly in my old hero defense mod and it was kind of neat to think that there were extra weapons stored in the drop pod. However I might change this in the future to reduce confusion since this mechanic is only mentioned in the read me file for the download and not in game anywhere. I'll probably make it cost power, allow it to be changed on the field and grant players 1 power after every few waves.

    @Sporty
    Apparently the dreadnought uses his fist ability with the right hand if he has double claws and with the left if he has a gun, interesting. Will be a default ability then. Chaos dread autocannon doesn't render properly so I won't be using that, it overlaps with the assault cannon too much anyways. The missile launcher's animations are a bit iffy but it's not too bad.
    Last edited by OneProduct; 21st Jul 10 at 9:49 AM.

  2. Gamers Lounge Senior Member Company of Heroes Senior Member Dawn of War II Senior Member  #152
    Healing and armour are quite tricky. In my opinion, outside heals should have an effect, if all else fails the Dreadnought should function like other heroes in this regard.

    There might be more elegant solutions though. A different armour type could add a nice twist to chaff waves, since AV units could be higher priority targets for this hero... currently, they're not so dangerous when you're not a turret
    Dreadnoughts still have an organic component, but since they're mainly machines, it would be flavourful if some restrictions apply to healing. Maybe outside heals couldn't restore the hitpoints completely, only up to a certain level? Might be possible to reduce their effectiveness with a modifier, to compensate for the superiour armour?
    No idea whether those can be implemented or not, last suggestion for now would be to use the unit's energy as "hull integrity" or something, with a function similar to current "bubbles". Depending on the energy level, some damage taxes the HP pool, which can be healed as usual. Limits the balancing control over abilities of course, they'd need to be free and only be restricted by their cooldown timer.

    I'd prefer if a Dreadnought hero would break the existing mold a little, but ultimately it's your decision whether that's worth the additional time getting the balance right.
    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 [...]

  3. #153
    could it be possible for u to make us toggle between using kill moves and not? because it would be so damn awesome if we could choose to do that, and can u maybe lower the cooldown for split the earth for fc because all of his offense abilities have long cooldowns oh and like the guy above said i think it would be cool if there was a venerable dread hero(just some muscle for sm)

    and i hope your gonna make a GUO,avatar and maybe carnifex boss after the librarian (although when he splits 5 and everybody gets to fight 1 of him is hell lot of fun)
    My Face is my Shield!!! My CURRY is my Sword!!!

  4. #154
    Member FingeredGroges's Avatar
    Join Date
    Jun 2010
    Location
    South West England
    Your link is broken by the way, any chance of a new link? I can get onto filefront but it then won't let me download.
    "I'm going to own you!"
    -Ten minutes later and a lot of Space Marines-
    "Yup, I knew you were going to win"

  5. #155
    Member OneProduct's Avatar
    Join Date
    May 2009
    Location
    Canada
    Fixed the link in the first post. FileFront links die after awhile, I'll have to find a more permanent place to put them in the future but it should hold out till next patch.

  6. #156
    Member OneProduct's Avatar
    Join Date
    May 2009
    Location
    Canada
    Venerable Dreadnought hero is done, but decided not to give him the chaos dreadnought's missile launcher due to lack of animations. Here are his UCS lines if anybody is curious:

    Spoiler

    Last edited by OneProduct; 22nd Jul 10 at 2:58 PM.

  7. Gamers Lounge Senior Member Company of Heroes Senior Member Dawn of War II Senior Member  #157
    Yay, it's really happening. Can't wait

  8. #158
    He could fight a carnifix, amazing.

  9. #159
    Member OneProduct's Avatar
    Join Date
    May 2009
    Location
    Canada
    Today I'm starting the balance work for the Kommando Nob and Weirdboy. If anyone has ideas I still need 1 ability for the Psionicist and 1 or 2 non-weapon specific abilities for Avitus.

    If someone is interested in making a logo for the game let me know. I'm more interested in some fancy artwork rather than plain text though.

    EDIT: Kommando Nob is done, here's the UCS:

    Kommando Nob

    Last edited by OneProduct; 23rd Jul 10 at 11:21 AM.

  10. #160
    Sorry to be a damn newbie but.. I can play the game solo, however, when I try to run the game with the -modname killteam all the games are greyed out \ cannot join. Even the annihilate games etc.

    What am I doing wrong?

  11. #161
    Member OneProduct's Avatar
    Join Date
    May 2009
    Location
    Canada
    When running a mod you can only ever play with other people who are also running the mod, games hosted by people without the mod will appear greyed out. Because of a bug with the way mods work, victory point games in the public games list show as Killteam, even though they aren't.

    If you want to play with other people, you will likely have to either specifically ask some friends or organize an event in the Steam group listed in the original post.

  12. #162
    Ah ok thanks..

  13. Gamers Lounge Senior Member Company of Heroes Senior Member Dawn of War II Senior Member  #163
    Stikkbomb armour sounds fun. Will certainly be an interesting choice.

    No ideas regarding the Psionicist (that's the one with all the Force Barrier stuff?), came up with two possible abilities for Avitus though.
    First one could be something that increases sight range temporarily (Keen Eyes, Eagle-Eyed, Marksman-Vision...). Yeah, sounds boring, but should be useful for a heavy ranged hero. Additionally, I found the concept of Avitus baiting ranged enemies interesting... maybe let him deploy a decoy that draws ranged fire, or give him increased accuracy/damage against enemies shooting at him (since they give their position away)?

  14. #164
    Member OneProduct's Avatar
    Join Date
    May 2009
    Location
    Canada
    Done trying to balance the Weirdboy, will probably find out that he's too OP after some people actually play with him but oh well. Spellcasters with AoE abilities are harder to balance and I don't have time to try him out. Here's the UCS:

    Weirdboy



    Next up is design and balance for Avitus, balance for Psionicist and design and balance for a Plague Lord using Shuma's currently WIP model for it.
    Last edited by OneProduct; 24th Jul 10 at 9:22 PM.

  15. #165
    The plague lord will be done by tomorrow, monday at the latest. Just saying.
    Pro-Skub, supporting the idea of new heroes for the Last Stand as DLC since 1967.
    Mod forum: SWR

  16. #166
    You two are a great team Its great that this mod is moving so fast, and so well.
    Last edited by Mithril-hound; 25th Jul 10 at 2:58 AM.

  17. #167
    Member OneProduct's Avatar
    Join Date
    May 2009
    Location
    Canada
    Psionicist UCS:

    Psionicist



    Onto Avitus now.

  18. #168
    You know, what about releasing a few small maps that are balanced for specific situations like being surrounded or funneling through choke points. By having them focused and small in size they shouldn't be to huge of a download and run better for lower end machines.
    It's Warhammer. Fuck common sense, the universe is built on awesome. Headshotting aliens from long range with a pistol is fucking badass hence its presence in the game.

  19. #169
    Avitus 2 abilities hm it would be something that would benefit him at range with all weapons I was thinking something to keep the mob off his tail or a sweeping attack.

    Avitus abilities(idea):

    Furious Charge: Enemies hit by furious charge are knocked down and stunned for a total of 2 seconds.

    Zeal and Fury : under this ability Avitus is immune to knock back and shrugs off most blows.

    Only when he is mortally wounded can he use this ability kind of like Tactical advance and is fueled by killing many enemies... Many.
    =][= "We are the hammer!" =][=

    --------O҉R̚̕̚DO҉ MA҉LLE҉US--------

  20. #170
    Hey, I'm just curious and this may have already been posted, but do you have an idea on when the next update will come out that include more races?

  21. #171
    Member OneProduct's Avatar
    Join Date
    May 2009
    Location
    Canada
    The next patch which should be ready in another 2 or 3 days is mostly about new heroes. The patch after that will be tyranids but that probably wouldn't be for at least a week after the hero patch and there's also the risk I get pulled off of this for StarCraft 2 for awhile which wouldn't help.

  22. #172
    Can't wait to make use of Psionic Pacman

  23. #173
    Member OneProduct's Avatar
    Join Date
    May 2009
    Location
    Canada
    It's too nice a day outside today to be indoors working on the mod so I'm just going to release what I've done so far and go biking.

    Killteam v1.5: http://www.mediafire.com/?i57s65ipjg7pjlg

    Notable additions:
    -New heroes: Kommando Nob, Weirdboy, Venerable Dreadnought and Psionicist
    -Deep deployment: Enemies now have a chance to deploy by drop pod or deep strike at random positions near heroes
    -Spawn protection for enemies: if you are camping a spawn, they will spawn at a different point, if you are camping all spawns, all enemies will use deep deployment
    -Boosted default enemy damage by 12% since it was a bit easy overall. Remember that the host can adjust the damage if you feel it is too high or low.
    -Miscellaneous balance/bug/cosmetic changes

    full change log


  24. #174
    Member OneProduct's Avatar
    Join Date
    May 2009
    Location
    Canada
    Shows I don't test my own mod enough:

    Hotfix, Killteam v1.51:
    FileFront: http://www.filefront.com/17147803/killteam_v1.51.rar
    MediaFire: http://www.mediafire.com/?apohf56pwaf53d2

    -Fixed a SCAR error
    -Drop pods were buggy so for now they just deep strike
    Last edited by OneProduct; 26th Jul 10 at 11:27 AM.

  25. #175
    Downloading now

    Minor bug has cropped up, I have still got access to original "red" powers, or some of them. Of course I can't use them, but it looks a bit odd
    Healing grenade HoT is not affecting wierdboy.
    And the dread and wierdboy cannot revive.
    Last edited by highonsinz; 27th Jul 10 at 4:42 AM.

  26. #176
    was gutted the Dev Marine didn't make it in this update..
    still, LOVING the Dread.
    Whoever's idea that was is a GENIUS and thank you.

    hope you enjoyed the weather, Oneproduct, now get back indoors and make us our mod. hehe
    Shows I don't test my own mod enough
    Don't worry mate, you code it...we'll test it!
    Last edited by Axyl; 27th Jul 10 at 12:18 PM.

  27. #177
    Avitus sweeps too? forgot to mention that on my little suggestion for the none weapon based abilities.

  28. Gamers Lounge Senior Member Company of Heroes Senior Member Dawn of War II Senior Member  #178
    Some impressions from a complete game today:

    Rites of Repair weren't too useful for the player with the Dread hero. Spawns were set to 3, you couldn't avoid all incoming fire, and receiving a hit means sitting through the entire cooldown without healing. Regeneration rate also seems a bit low when playing with hero-leveling. The revive global ability doesn't affect the Dreadnought. Speed becomes an issue in the boss fight, he can't escape a vortex.
    Weirdboy Warp Vomit seemed to overshoot its target regularly, and Open yer Gob is plagued by the same problems as the Bioplasma projectile it uses (terrain collision). Sparky armour and Eadbanger seem to have some overlapping functionality, no?
    First victory of the Librarian, his second phase is probably too tough... we only got through by separating the clones, and that was with leveling. Likewise, we drew the vortices away during the last wave, and simply beat him down. Maybe those could spawn near the Librarian again if the distance between them gets too high?

    The Psionicist racked up tons of kills, no complaints from the player with that hero. No feedback on the KNob yet, but it's definitely a very impressive release

  29. #179
    Member Dharkhar's Avatar
    Join Date
    Jul 2009
    Location
    Nîmes, South France
    Very great mod ! I've tried it with friends (so, 5 players), and it's quite fun.
    The only bad thing I've to say, is for the apothecary, I think you've forgotten to give him sm_fist_hero for his bolter, he doesn't seem to fight in close combat... Maybe you've added it, we tried the 1.41 version
    [Dow2] Zone Control
    Once again, sorry for my poor english .. ;)

  30. #180
    Played a game of Killteam with Imperial Honour earlier today. Besides being FREAKING EPIC, we had a couple of errors:
    - The Total Kills section only showed the kills of player 2, not all players (I had 1000 odd, he had 800 and it only showed total kills as 800)
    - Every so often we got a fatal scar error (Didn't kill the game though). This is the output from SCAR-trace.txt:
    -- FATAL SCAR Error! --
    SGroup_GetSpawnedSquadAt: Invalid Spawned SquadGroupObs index 9
    Lua chaos_lord.scar Ln 21 (lord_of_terror)
    I guess day 1 DLC was too casual for EA, so let's start doing 8-month-early DLC! - Shuma
    Eagerly awaiting DoW3 with mod tools. You hear me Relic?!


  31. #181
    Yes, total kills has always shown the bottom player on the list for me come to think of it.

  32. #182
    If you open the module file and remove the lines referring to patch 2.2 content it should probably work I imagine. The lines look like:

    archive.01 = GameAssets\Archives\220_sound.sga
    archive.01 = GameAssets\Locale\English\English_220_speech.sga
    archive.02 = GameAssets\Archives\220_data.sga
    etc.
    Probably irrelevant but yeah that doesn't work for the current 1.5.1 version. Can load the mod, choose heroes but CTD when the first wave comes or the 5th wave. Just saying this incase it matters in making the mod better.


    On to the feedback! As sporty said, the rites of repair couldn't be effectively used for the dead hero unless you literally trudged halfway across the map to some isolated place and healed... Though I like having the dread unable to be revived, makes it a challenge hero in which if you die it's all over. Guess it's a reason for being a bit more powerful than other heroes? As for the hero regen gained by leveling, my friends and I found maybe a little buff would be ok, but it's more challenging as it is now and it makes the apothecary's heal more significant (i.e. choosing the right player to heal). The new Psionicist with support (heal/ngy) from other heroes can take out waves by itself, though it seems to decline in power as the game goes on. Lastly is the libarian battle. Maybe it's just me and my friends, but range heroes suffer in that battle or maybe it's just that they cant seem to do enough dmg ><. The dread's big body seems to be an easy target for the libarian to hit lol.

    Sorry for the big slab of text, but that's it for my feedback. Eagerly awaiting next the version release. Keep up the good work OneProduct!

  33. #183
    First of all, thank you a lot for this mod ! It's totally awesome, especially for someone like me who used to like Last Stand but was waiting for something new.
    I just have one or two things to tell about the balance :
    - psyonicist is very very fun, but really too much strong. I was able to go to the wave 35 alone after my mate left, until looted tanks arrived ! I really love this hero, but he is too awesome. I think you should add 4 seconds on the shield cooldown, and it will fix everything.
    - For the most part, i think warboss is a bit weak. he doesn't have any really big special move and can't endure as much as the others, with their awesome selfheal. maybe you should add a heal to the "I"m angry" move.

    Anyway, thank you for everything, and good luck !

  34. #184
    thank you so much for adding the Ven dread...love him and the new psionic hero is pretty cool too keep up the good work mate =)

  35. #185
    Member Dofd's Avatar
    Join Date
    Jul 2010
    Location
    Some where in the north of Germany
    The Mod is freaking Epic as mentoined a thousand times before
    The Ven dread is just epic but the heal function of it is some sor of crap
    It just heals tooo slow and if u are atacked u have to wait really important seconds before u can heal again
    AAnd for that the weirdboy can't revive
    But keep up the good work man
    Looking forward to relaease 1.6 with tyranids as enemys

  36. #186
    Member OneProduct's Avatar
    Join Date
    May 2009
    Location
    Canada
    I'm fixing up the weirdboy and venerable dreadnought a bit and adding two new heroes, should be ready in 2-5 days, depending on how hard I feel like working on it. I'll just tease you with the pictures:



    After these two I'll be getting right on tyranids. For the moment I'm putting Avitus aside because I really can't think of enough good abilities for him which aren't passive. When your theme is "I'm a guy with a big gun" it's hard to make abilities. :P After tyranids I'll probably add an Imperial Guard command squad hero and a tyranid summoner hero.

  37. #187
    Nicely done with the mod.

    Having a couple of issue with CTD when doing both the sorcerer's rain of fire and the techmarine's air strike. other than that, having alot of fun with it.

    Any chance of a warp spider exarch so we have some 100% ranged eldar love?

  38. #188
    Member OneProduct's Avatar
    Join Date
    May 2009
    Location
    Canada
    I imagine the rain of fire + artillery strike crash is because of the intensity of the graphics as they aren't directly related to each other, so I can't really do anything about that unless I removed the graphics from them but I'd prefer not to.

    I don't think I'll be doing a warp spider hero unless you can provide a very convincing list of abilities as ranged auto-attacking is fairly boring. I always welcome suggestions though and I've already made two heroes using suggestions posted here, but there's no guarantee. I've also sort of got the next batch of heroes already planned out so to be honest chances are kind of low.

    EDIT: Picture on the left two posts up is the Iron Warrior, featuring a custom skin by Ruelle. UCS:

    Iron Warrior

    Last edited by OneProduct; 1st Aug 10 at 4:32 PM.

  39. #189
    hmm.. not sure exactly what 'very convincing' translates to.. and how much information you'd need.

    for the 7 base skills..
    1. Teleport - obviously
    2. Spinneret Shot - Pretty much as the codex. A single high power shot which ignores armour. Boom headshot, for a tougher mob, say one nurgle marine. 20 second CD?
    3. Entanglement - Can 'root' mobs in a small area, making them unable to move. Fairly fluffy.
    4. Monofilament Wave - A knockback ability which travels outward from the Exarch in a specific direction, knocking back units it hits. Useful for keeping mods of the ranged guys/healers as well as saving the melee guys butt if he's taking too much damage.
    5. Phase - The Exarch and nearby allies phase out slightly, reducing damage recieved and letting them gain energy from the warp. Not that fluffy, but in keeping with what's in the game.
    6. Shuriken Platform - We have the eldar weapons platform model, but no eldar turret in the mod yet. Could have a Brightlance upgrade.
    7. Doomspinner / Monofilament Web - Pretty much pulled from the new Night Spinner rules, an AoE 'nuke' causing heavy damage to things in the area and damage to things which move while in that area for a duration afterwards (i think you had a similar mechanic already done for the chaos lord).

    In terms of weapon choices..
    Death Spinner - basic default weapon, i guess on a par with the mek boys basic gun.
    Spinnerete Rifle - Slower rate of fire, armour piercing, perhaps knockback
    Powerblades - Increases melee damage and reduces damage taken in melee, much like the other caster melee weapons.

    So while he'd be 'just another ranged dps guy', he brings in eldar turrets, can root and disrupt mobs and act as a 'mana battery' to help the healers rather than doing any healing himself. Synergy is cooler than just letting him have a heal. I can look through the other heroes abilities and try and put down some numbers for the abilities etc if that helps.

    Anyway, I know you've got things you're working on, just wantedto throw some ideas in there

  40. #190

    Abilities for the avitus hero

    Ideas for this character that I've had so far are:

    Optical sensor: increase team ranged dps for a limited time.

    I don't see him as a "front lines" kinda guy so something that buffs other people to keep em dead before they get to you seems like a good idea. his optics increase weapon accuracy and I'm not sure how accuracy works in killteam, but ranged dps boosts sounds good, and it synergies with other ranged damage dealers as well.

    Alternate fires for weapons: not sure exactly which weapons you were giving him yet, but I was thinking of going with a Bad/Good/Best idea for the weapons.

    Their normal damage would be best against certain things i.e. shotgun vs tough mobs or rocket launcher against vehicles. but then they would have an ability that didn't make them do what they already did better, but make them able to handle other types of enemies for a tiny duration. Like a lockon shot or spread missle for the rocket launcher that was good for hitting multiple targets or a single tough target (not both but one or the other)/explosive shells for the shotgun doing decent (but not rocket) tank damage, or a heavy bolter having a vengeance rounds/auxilary grenade launcher/dps rounds or something like that to make it better against less swarmy enemies.

    Sprint: if he has setup times, he might as well be able to run so he can setup quicker and I'm sure he won't have a teleporter. Maybe it could do light knockback too


    Know no fear: Simply Knockback immunity and a knockback melee attack arc for a duration. something to keep him from getting swarmed on and insta dying because I doubt his melee dps will be impressive at all

    that's all I got for now

  41. #191
    Member OneProduct's Avatar
    Join Date
    May 2009
    Location
    Canada
    Trying to fix the venerable dreadnought's healing. I want to keep him different in that only he can heal himself. What I'm thinking of doing is having him shut down for X seconds then after the whole duration he gains Y health in one shot. The idea here is that you can't just shut down and gradually heal while tanking (since he takes much less damage than normal heroes). This basically just forces you to shut down before your health drops dangerously low and encourages you to find a safer place to shut down. If anybody else has suggestions for an alternate healing method I'm open to it as well, I'm trying to figure out something that's good for healing without being too good considering his high armor.

    The picture on the right I revealed a few posts up is Shuma's plague lord model which I'll be designing abilities for today. If you have suggestions for that now's your chance and I'm all ears.

  42. #192
    Member Dofd's Avatar
    Join Date
    Jul 2010
    Location
    Some where in the north of Germany
    What about some unholy Minions he can summon for example two plague marines from the corps of your foes

  43. #193

    Nurgle Marines!

    Ability ideas for the nergle termie.

    Blessings of the plague father: either toggle-able or duration based light or medium knockdown resist and hp regen buff for allies in an area.

    Nurgling Grenade: A plague grenade with low AOE but infects enemies with an AOE damage aura that spreads.

    Swarm of flies: if he's gonna be slow, the vanilla knockback + ranged damage reduction and stun on this move would be great. Not sure what the area on it should be though, would have to test it.

    Nurgles Rot: causes him to act like a "poison cloud" maybe toggle-able too.

    Gift of undeath: Curse an enemy with reanimation on death, causing them to fight for you and dealing damage over time to them when you use it and when they reanimate, kinda works like a timer on it's own. Making it health % based would be a good idea. like 4-5% health per second with a 30-40 second cooldown (should only work on non-vehicles)

    That's all I've got for now, pretty basic, not sure if they'd be much fun, though I kinda like the first one

  44. #194
    Member OneProduct's Avatar
    Join Date
    May 2009
    Location
    Canada
    Plague Lord design is done, I just have to balance him and write his UCS lines. I'll probably be releasing the patch tomorrow between 11:00h-13:00h GMT -5 or so and I'll be hosting games.

  45. #195
    Great news, OneProduct.
    Can't wait to try out the Devastator Marine and the Iron Warrior.

  46. #196
    Member OneProduct's Avatar
    Join Date
    May 2009
    Location
    Canada
    Killteam v1.6
    FileFront: http://www.filefront.com/17169999/killteam_v1.6.rar
    MediaFire: http://www.mediafire.com/?87toofatyt1ypy5

    Two new custom heroes, hero rebalancing and a new map.

    EDIT: D'oh. Apparently the Iron Warrior's texture only shows up if you have your settings on ultra. Any texture artists know why? I notice that default armor textures seem to have multiple layers which are each smaller version of the previous layer so I imagine it has something to do with that.

    change log

    Last edited by OneProduct; 3rd Aug 10 at 10:32 AM.

  47. #197
    Excellent! Fast turn around, OneProduct.
    I have to go to work in a short while, so won't be able to play till 2moro, but may i ask when we can expect to see the Avitus/Devastator Marine make an apperance?

    Can't wait to try the new changes, not least of which being the removal of the Healing 'Nade's fuse.

  48. #198
    Looking good, will try it out later today.

  49. #199
    Member OneProduct's Avatar
    Join Date
    May 2009
    Location
    Canada
    Sigh. Another patch, another hotfix.

    Killteam v1.61
    FileFront: http://www.filefront.com/17170662/killteam_v1.61.rar
    MediaFire: http://www.mediafire.com/?a06iracuw89rum8

    hotfix


  50. #200
    heh nicely done.

    but just noticed that if the iron warrior builds a turret, upgrades it to las and it's then destroyed, you don't get the 15 of the 50 points back. guessing that's not intended as it's not the case with techmarine turrets which have been upgraded to missiles.

Page 4 of 9 FirstFirst 123456789 LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •