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Dawn of War 2: Warhammer 40.000 ( Bloody & Epic ): v3.0 released!

  1. #101
    Member Z405's Avatar
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    Im not sure though because it seems to lag when i had my settings high in 3v3 so i lowered it and did a one on one and it ran fine so im not sure. :/
    Eitherway, nothing much i can do about it; perhaps the game isnt meant to be played with such large squads and the game sometimes will simply refuse to go forth. Certainly isnt a bug from my hand; of that i`m positive.
    Dawn of War 2: Warhammer 40.000 MOD

    *your commander requires aids*

  2. #102
    Member Z405's Avatar
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    DOW2 W40K MOD v3.0 update


  3. #103

    3.0

    I really like the direction this is taking now.

    I think if the fodder troops have 0 reinforcement cost and 0 reinforce speed, the starting req needs to be lower. What happens if people scout spam into a razorback? or something similar

    Experience gains for commanders doesn't work well if using high range units (snipers and heavy bolter units). I can't get a warp spider to level unless he's actually shooting at something, and sometimes rangers pick off most of the units before he can get any shots off.
    Last edited by MDragoon; 11th Jul 10 at 4:01 PM.

  4. #104
    Member Z405's Avatar
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    I think if the fodder troops have 0 reinforcement cost and 0 reinforce speed, the starting req needs to be lower. What happens if people scout spam into a razorback? or something similar
    Not sure, i`m guessing armies with the ability to quickly kill won't have a problem with it. Scouts still are squishy though. I`m not entirely sure why you would have the starting req to be lower; will this not only provoke players to spam more troopers (even though there is a squad cap of 6) and ofc ive deliberately made troop choices cost the same as in each race their army codex, so id rather keep it that way. Might perhaps just add a small increase to the reinforce should it be exploited to overpowerdness, allthough on the other hand, each race has exceptable good av, which will blow up any rhino in mere seconds.

    Experience gains for commanders doesn't work well if using high range units (snipers and heavy bolter units). I can't get a warp spider to level unless he's actually shooting at something, and sometimes rangers pick off most of the units before he can get any shots off.
    If must i can remove the hero leveling requirement. I just wanted the tiers to be free of cost so that you can focus completely on buying units and upgrading without tiers 2 and 3 readily being available. Not sure (yet) what cost id want to add to tiers 2 and 3 now, or i could simply give them no cost and remove the hero level requirement. Since this entire mod is about a w40k approach, well, TT doesnt have Tier progress, so perhaps i could delete it all together. Not sure yet, thinking out loud.

  5. #105
    Please dont remove the hero leveling requirement.

    This make more fun the game and give us more time playing whit normal troops.

    Im hate how many players go directly to strong unities, but whit your hero leveling sistem take a little more time before they can train hard unities.

    Hero Leveling Sistem Good for me and thanks for the DMG/RangedBuff gived to Warp Spiders and Banshees haighly apreciated and very much needed.

    NOTE: The effects on passive jumps on some units like warp spiders, asault squad marines and heros is very very nice... Pls never quit that..

    What can im say? You are the Man

    Maybe one day you have some time and can make an alternative version of your mod whit normal range weapons, higtly apreciated if you do that, anyway great Mod.

    Thanks for your awesome work.
    Last edited by LIZARDMANZ; 11th Jul 10 at 10:27 PM.

  6. #106
    Member ChaosReigns's Avatar
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    Is there any chance you could double or triple the experience gained by AI commanders? As it is the AI seems to have some difficulty keeping its commander alive long enough to benefit from any killing done in the field, and otherwise it seems to keep its commander out of the fight, leading to the human player being able to relatively quickly outstrip even the "expert" AI in tech level.

    Maybe I should start playing multiplayer?

    Another balance concern. Chaos Space Marines do a little too well with their instant reinforce, once they've got a Champion. Maybe they should have a short reinforce time?

    This mod is really fun, in any case. It's getting progressively closer to being awesome with every patch, and it was already pretty damn good to begin with.
    Last edited by ChaosReigns; 14th Jul 10 at 11:14 AM.

  7. #107
    Member Z405's Avatar
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    Maybe one day you have some time and can make an alternative version of your mod whit normal range weapons, higtly apreciated if you do that, anyway great Mod.
    I`m affraid i have to dissapoint you at this; my mod is intended to be more akin to w40k and these are all the official w40k ranges; to me it looks alot more badass these long ranged firefights and more realistic even (as realistic as a fantasy game can get ofc).

    Please dont remove the hero leveling requirement.

    This make more fun the game and give us more time playing whit normal troops.

    Im hate how many players go directly to strong unities, but whit your hero leveling sistem take a little more time before they can train hard unities.

    Hero Leveling Sistem Good for me and thanks for the DMG/RangedBuff gived to Warp Spiders and Banshees haighly apreciated and very much needed.
    Right, thats why i gave it the requirements, because i also don't like it (at least with vanilla) when people start spamming vehicles (even though my mod provides every unit with a squad cap and if you have decent AV, enemies spamming vehicles will not last that long if they do not have proper normal troops). Instead i perhaps could increase the experience increase buff the commanders already have. Or just increase this buff for certain commanders; its hard to say atm.

    Is there any chance you could double or triple the experience gained by AI commanders? As it is the AI seems to have some difficulty keeping its commander alive long enough to benefit from any killing done in the field, and otherwise it seems to keep its commander out of the fight, leading to the human player being able to relatively quickly outstrip even the "expert" AI in tech level.
    Well, i`ve already editted the game so that you begin with the minimum squad size, being able to reinforce to the max, which when playing vs orks or tyranids has completed broken their ai; they wil stand reinforcing untill the reach 30, beginning at 10. In other words, best start playing against other players

    Another balance concern. Chaos Space Marines do a little too well with their instant reinforce, once they've got a Champion. Maybe they should have a short reinforce time?
    Might be an idea yes, i`ll add 1 or 2 seconds to it. It's already for free, so instant reinforce spamming might be a little over the top.

    -----------------------------------------------------------------------------------

    Thanks for the compliments that you both like it btw; i`ll try to release an update asap.

  8. #108
    Greetings and sorry for my bad English.

    I`m affraid i have to dissapoint you at this; my mod is intended to be more akin to w40k and these are all the official w40k ranges; to me it looks alot more badass these long ranged firefights and more realistic even (as realistic as a fantasy game can get ofc).
    I agree with you, but certainly at times I like to see my troops who shoot .... XD I'm sorry but the question was necessary for me ... thanks anyway and continue so with this great project that you created.
    Another balance concern. Chaos Space Marines do a little too well with their instant reinforce, once they've got a Champion. Maybe they should have a short reinforce time?
    I agree with this, the troops of chaos need one or two seconds in his reinforcements, yesterday a friend of mine destroyed a two computer experts with troops, he did it alone, at another point the Orcs are very hard when they are at the base and my tyrants seem slightly weak in the same situation.

    -------------------------------------------------------------------------------------------------------------------------------------------------------
    IDEAS:
    I'm sorry if you uncomfortable with this question but I must do it XD...

    Would it be possible that you could add to all units and buildings (except HQ) an option to delete the selected units as is usually possible in most strategy games, could be called "emergency extraction", I am sure many players appreciate that option.

    The units would have to retreat to the headquarters for its repositioning (Removal) maybe 50% or 80% of the cost could be returned to the player and while they retreat to the headquarters will be disabled as when normally retreat to receive reinforcements.

    During the retreat (Removal "emergency extraction") movement and speed would be normal melee damage and distance would also received normal, so it forces the player you want to remove their units to carry them to the headquarters preventing make it so tricky to be immersed in a battle, this prevents use this option to avoid the loss of resources to be on the verge of losing expensive units such as vehicles or terminators during a confrontation with the enemy.

    It's really frustrating to build a webgate or a relay beacon and can not destroy it after I am no longer useful.

    -------------------------------------------------------------------------------------------------------------------------------------------------------

    As I said before ... You're the man ...
    Thanks for your great work on this project.

  9. #109

    In regards to my previous post

    what I meant as far as reducing the starting requisition was the starting points for the player, not any squad costs. being able to pump out the max points for a 500 point game in the beginning is a bit too much.

    Most of the times you can reach 80% cap and still have enough req to activate and put 3 generators on all power nodes on the map. I would just like the req to be earned, and not come freely

    I have had instances where an entire squad of scouts just disappeared, but that was like 4 squads of tacs focus firing on it

    The squad costs for the units is fine.

  10. #110
    Hi i did everything said in the Installation.txt but it crashes every time i start the launcher.exe i just put DoW2 on English (by default it's on German)... it worked before with the German language version but now it crashes every time... any help?

    €: never mind i forgot to set the normal DoW2 on english... i just set Chaos rising on english before the normal game was still in german :P Problem solved

  11. #111

    Hers Unsless

    Hello, first of all I say sorry my bad English, please direct any claim to the translator of G...

    After playing several games against the computer my friends and I have come to the conclusion that the heroes have become useless against some teams, we are not really experienced players but we have long been playing strategy games, so that if we are wrong please someone who is knowledgeable about the game I correct in this assumption.

    According as we see the problem is that some teams have the ability to knock down their opponents on an ongoing basis with the consequent result that in the case of heroes to be an individual unit is unable to cope with only one entire fleet without being in the ground every two seconds.

    The question here is:
    The mod is designed so that this situation is normal? ie, realistically no man than superman can face only one group of enemies without regret, if this is so, please forget all that and read the following tabloid.

    In the other aspect to be my supposition actually be true and correct in the situation arising consider it necessary that all heroes are resistecia to increase the demolition to an acceptable level or that the teams with this ability may diminish the ability to shoot down the heroes in a way most appropriate rate without affecting its use in Conrad enemy vessels.

    _______________________________________________________

    On another topic, and please do it again stressing that we are not expert players, I think the Banshees and Warp Spiders of the Eldar race still continue to be too weak, is that Warp Spiders are designed to attack squadrons from distance and that its damage is based on rank and the player's ability to use his teleportation technique but since this mod have been classified as fast attack troops and their attack power is based according to the distance that they are attacking really is difficult to personally meet a squad of space marines equipped with assault retroreactores and immediate passive jumping ability, is not that the damage is not adequate to simply consider that they still need a life consistent increase of perhaps up to 20% or maybe the ability to immobilize their enemies for a time be increased a little more for that frankly we do not see it enabled on any side, or maybe the possibility of launching grenades or using fleet as all other squares, any of these would be welcome but this I leave to the consideration of the mod designer who really appreciate the fun times I spent in the company of my friends thanks to his great work on this project, I think it would be more accurate to the increase of life and light-footed technique, because as I said a squad of space marines assault really becomes a headache because of the serious damage that causes his jump attack, followed by demolition skills required to throw more grenades and the use of a power fist whose name escapes me now, not to mention teams that are designed for melee, I the only one left with the option of withdrawal because it is impossible to fight back with Warp Spiders in my opinion because resistance to remote units that this squad has is pretty good compared to my Banshees.

    I know many think that my son there for the Banshees why not use them against these guys?

    And I will say that the result is almost the same, the Banshees are classified as elite and really too difficult to manage these troops assault space marines do not understand because it is assumed that when elites should be stronger but someone correct me if I'm wrong about this.

    Derived from this, I dare say the Banshees also require a considerable increase in life because they do not fulfill their function of elite infantry thing one more time and consideration be left to the teacher and creator of this project.

    As I said at the beginning of this tabloid "We are not experts in DOW2 players but we're not rookies in games of strategy" whereby we know that the Eldar are a race whose strategy of attack is based on speed and firepower distance but also as I said earlier in this mod ranged damage is modified according to the distance at which face each unit against other situation that further complicated the life of an Eldar player since the attack only classified as distant causes 16% and 100% for you must be stuck to the enemy in close combat and so dangerous for so frail and weak teams like the Eldar.

    In conclusion do not want my Eldar are too powerful as they no longer play but would have felt the desire not to be too weak, just as it should be balanced.

    _______________________________________________________

    On the other hand are literally massacring wraithlords my banshees on the battlefield to be causing friendly fire against all units owned or have been allies in the range of impact to fire their weapons, if this situation is normal appreciate it someone clarify what I have to say that without Banshees in the defense is really hard to protect the advance of my attacking troops as they are the only Eldar unit designed for close combat and without them that I defend myself against those pesky marines .

    _______________________________________________________
    Thanks for reading this little testament and having a great day and the best of games.

    Greetings.

  12. #112

    Terminators

    Terminators lose the ability to fire missile barrages if you add two missile terminators to a squad

  13. #113
    Member whitewolfmxc's Avatar
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    how to use the community map pack with the mod ? http://forums.relicnews.com/showthread.php?t=248997


    Also any future plans on adding more new units as per codex ???

    i find the tech marine and the other supporting HQs hard to level up , hence slows the army leveling a lot

    And the AI needs to be worked on , right now it sits around a lot ><

    Also the 0 cost and time reinforcement is not cool at all , it should only be for orks and nids , tactical and chaos marines ? come on , right now i cant win with nids at all vs marines , at least make the reinforcements something like 5 - 10 points a piece and 5 seconds time to reinforce depending on unit type
    Last edited by whitewolfmxc; 27th Jul 10 at 8:24 PM.
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  14. #114
    I'm afraid the mod doesn't work. Instead of opening after loading, I get an error report whose details are on DOW2ROA954V6dmp *, 013P0401.xml *, warnings.txt, SCAR-trace.txt, AI-trace.txt.

  15. #115
    Crashed in same way as above.
    Bang Enterprise

  16. #116
    Member Quozzo's Avatar
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    the new patch obviously added new data, in the warhammer40k.module open it, scroll down and copy and paste the following info under [data:common] to look like this:

    [data:common]
    folder.01 = Warhammer_40k\Data
    folder.02 = GameAssets\Data
    archive.01 = Warhammer_40k\Archives\Warhammer_40k_data.sga
    archive.02 = GameAssets\Archives\230_data.sga
    archive.03 = GameAssets\Archives\220_data.sga
    archive.04 = GameAssets\Archives\210_data.sga
    archive.05 = GameAssets\Archives\200_data.sga
    archive.06 = GameAssets\Archives\GameArt_DELTA.sga
    archive.07 = GameAssets\Archives\GameArt.sga
    archive.08 = GameAssets\Archives\GameArtEnvironment_DELTA.sga
    archive.09 = GameAssets\Archives\GameArtEnvironment.sga
    archive.10 = GameAssets\Archives\GameArtEnvironmentTextures_DELTA.sga
    archive.11 = GameAssets\Archives\GameArtEnvironmentTextures.sga
    archive.12 = GameAssets\Archives\GameMaps_DELTA.sga
    archive.13 = GameAssets\Archives\GameMaps.sga
    archive.14 = GameAssets\Archives\GameDefault_DELTA.sga
    archive.15 = GameAssets\Archives\GameDefault.sga
    Your unique, just like everyone else

    [Combat Squads | Pop Cap]

    IA: Phoenix Angels

    Chapter Name Creator | Chapter Library

  17. #117
    That won't, you know... mess up the normal game, will it?

  18. #118
    Member Quozzo's Avatar
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    as long as you only edit the warhammer40k.module and not the DOW2.module

  19. #119
    Hi!
    It really seems like a great mod! And you have made large work to do it more like Tabletop.

    And then i wounder why not incorporate reatures from the Codex Editions? Like real Commanders and not the standard apothecray and techmarine. Especially as you have with thousand sons special commands and things like this. And Sternguards and Vanguards. Otherwise your mod seems more serious and i like that, but just some inputs from my side.

    I would be in favor of removing requerments for tehcing up since you already have slots limit and you want to be tabletop true.

    Could you link to a good SGA program?
    Last edited by Sirex; 5th Sep 10 at 1:14 PM.

  20. #120
    Okay i really love this mod and i think it is the best out there. My last post was a first impression, now i have had time to play the mod and to compare it. I absolutely love that you have given proper number and wargear for Scout squads and tactical squads, that really rocks and no other mod can compete with that. Love powerfist for scout and tac. And heretics having lazor weapons makes much more fluff sense then expensive bolters.

    I really think that this mod is awesome, but could with relatively easy changes be even better. First thing, is is possible for you to talk with the Dawn of war 2: Codex Edition developer? Becouse they have several basic things that is Tabletop true that you could utilize (referring to game models). It surprises me since they are an arcade mod and your mod is a serious mod that they have models and more tabletop true then you. But i also recognize that this is a young mod and you are a single developer.

    First of models that you could easily port over from CE: Heroes, like the Chaplain, Librarian Hero and Orc Psyker as Hero options instead of vanilla like now. Also wargear, they have FC and Chaplain have jump packs, isn't that more tabletop then teleporter? On units, you could make the apothecary and the techmarine a command squad or like in CE two buyable units, you have slots for it in Tier 1. CE Chaos units got mark of xxxx and stuff like that and Guardian squad got D-Cannon Grav Plattform and Star-Cannon Grav plattform in CE, this could be ported? Because their is a certain unbalance for eldar considering units and wargear compared to Space Marine and Chaos Space Marine.

    Also lots of units to port over, like rhino, scorpion strike squad, dire avenger, storm guardian. I feel that the tabletop eldar gameplay can't represented if they don't get all of their specialized units. On model subject, could we try to get a Razorback with assaultcannon and or Stronos Pattern (single lazorcannon + twin-linked plasma guns) and or twin-linked lazorcannon? The Assaultcannon i imagine would be easy to get, just increase weapon damage and half range and keep same model with an upgrade.

    On gameplay transports: I am really puzzled why Razorback goes in to Fast attack? Why not in Dedicated transport? Many of the transport seems to be classified as fast attack. I like to play a mech army and this really hampers that. In current codex they are transports, if you want to cap it can't you just classify them as dedicated transport and cap them at 4-5?

    Gameplay other: It would be nice with droppod dreadnought as global power, again inspiration from CE, and all around try to remake globals. You might consider lower the level requirement by one level, since in tabletop you have all the good things from the start of the battle. But i can see your view for having it and wanting it to increase, like the real tabletop mission "Dawn of war" :P. Also on the troop reinforcement it really depend on how you want the pace of the action to be, a small cost and time will have the effect of making a small pause in the battle and then a new push instead of continually warfare.

    Now much of what i wrote here might be seen as rant and "oh look at the Codex Edition mod!!11!one" but i assure you it is not. I think this is the best mod but could be improved. This is the reason why i am here and not in the Codex thread trying to make that mod more like this one.

    I would like to help you test the mod and even work on it, i have no experience modding Dawn of war but have made minimods for other games, but i have much experience with programming having read one year computer science and am now reading my first year of three year university "Innovative programmer" program.

  21. #121
    I had this error when tried to install mod with DoW 2.4 :

    17:06:50.66 MOD MANAGER -- 'data:common': Unable to mount archive 'GameAssets\Archives\223_data.sga'!
    17:06:50.66 Failed to mount GameAssets\Archives\223_data.sga

    In you're installation package no "223_data.sga" file !

    Is there a fix ? ( i tried to modify your Warhammer_40k.module and put correct value and game start )

    Thanks for this mod.

    Sorry haven't see #116 post .... admin ? get me out

  22. #122
    think this project is dead
    I love Warhammer

  23. #123
    This mod is the BEST... cant die... Z405 are made a great job here... great effects and fresh ideas... im waiting for an update all the days to the end of my life.... XD....

  24. #124
    For 2.4 (dow2) patch, use a any text editor to clear the Warhammer_40k.module and then copy/paste the text from the code block in it's place.

    If you don't want to use the exe launcher included with the mod archive,.. add this to your startup settings
    -modname Warhammer_40k
    I used the killteam.module file as a template and just edited in the 40k items where required.
    I also commented out the "UCSBaseIndex = 100000297" item as I'm not sure if thats necessary anymore.
    As far as I can tell everything is working properly, but someone with more experience with the mod will have to verify and recommend any changes if necessary.


    Warhammer_40k.module

    Last edited by kaloc; 20th Oct 10 at 9:37 AM.

  25. #125
    Member BLARGBLARGHONK's Avatar
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    This mod crashes everytime it tries to start up

  26. #126
    thats cause its old and outdated

  27. #127
    Will it work with new update of DoW2 , which is 2.5 ?

  28. #128
    Anyone know something about Z405?

  29. #129
    Call this necromancy But is this even compatible anymore?
    Add me on Steam! tau112 wow what a guess! Please add me I am so lonely...

  30. #130
    It should be compatible with Chaos Rising, unfortunately Z405 disappeared before Retribution came out.
    Pro-Skub, supporting the idea of new heroes for the Last Stand as DLC since 1967.
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  31. #131
    I think it doesn't because I keep on crashing.

  32. #132
    Member Boreale's Avatar
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    Z405! teh emprah calls to you wherever you are! you must come back please! this mod is to awesome and great to vanish into the void! May teh emprah be with you wherever you are and may he shine his light and guide you back into the modding career!

    FOR TEH EMPRAH!
    Those who holds faith in The Emperor, Are never truly defeated...

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