i fully agree you should take out overlapping units, but why not just replace MoK CSM with berzerkers?
i fully agree you should take out overlapping units, but why not just replace MoK CSM with berzerkers?
I think Berserkers can have morale + High Damadge+ High Health/// But if they loose all morale points they will attack each other
Rubricks - Upgrades - Speed decreased (or just walking) +1.5 max tactical health + cannot be supresed +some damadge -damadge all units nearby when destroyed
Terminators - Gould but costly unit Can be Anti demon Infantru or machine...
Well mainly just the fact I feel no need atm, as I'm starting from scratch, but I will be looking into a new mechanic where once a squad reaches level 4, they upgrade themselves to a better squad, however this will be after the first release, atm I am just editing the races generally, after that will look into some cool new featuresi fully agree you should take out overlapping units, but why not just replace MoK CSM with berzerkers?
KHORNE - When life gives you lemons.......BLOOD FOR THE BLOOD GOD!!!!!!!
dude will the retribution version edit the campagin to inclued the new units stranger is making
I was once like you thriving on life, living large is what i used to say but now im a necron and all i can say is: I can never be bargained with, I won't see reason, I don't feel pity, or remorse nor do i feel fear and i will never stop until you, my human friends are dead
All I can say that is campaign would be after multi player if we decided to move onto that, but atm we have no plans.dude will the retribution version edit the campagin to inclued the new units stranger is making
Adratus,
Will there be any new Aspect warriors for Eldar in the new release? Just with all the upgrades and new units the other factions get the Eldar feel a little underwhelming and poorly equipped.
Problem with that is, just lack of models, otherwise yes I would look into adding them in, but for the time being, no sorry.Adratus,
Will there be any new Aspect warriors for Eldar in the new release? Just with all the upgrades and new units the other factions get the Eldar feel a little underwhelming and poorly equipped.
Thanks for the reply Adratus, with that tasty looking defiler I might just have to play as Chaos when the mod comes out![]()
Ah yes, well I wouldn't hold your breath on that just yet, stranger is very busy atm with uni, so obviously that will come first.Thanks for the reply Adratus, with that tasty looking defiler I might just have to play as Chaos when the mod comes out
Right I thought I would give a quick a preview of the sort of thing to expect from the mod, so here is the general changes to eldar, guard and tyranids so far, note that I will probably add more before it comes out. All these changes are designed to keep the game with same balance as vanilla, but a little more fluffy, this way change from vanilla to my mod won't be such a weird change. Also I have made sure that xp points, kill points and upkeep costs have been changed to reflect my ones.
Eldar
- All guardians(including support platform ones) range damage increased
- Battle Equipment no longer provides a health boost, cost of upgrade decreased
- 2 new upgrades for guardians, which provide a aura for the warlock of the squad, depending which upgrade, first aura increases damage of squad and nearby units and second aura decreases damage taken for squad and nearby units. (These upgrades were out in place to make guardians will a little more like the back bone of the army, as they how can be upgraded to essentially support units) .
- support platform guardians now have same health as regular guardians (100) cost for support squads altered
- Rangers now have 3 snipers instead of one, damage of snipers decreased
- Fire prism damage slightly increases and now has a holofield upgrade like the falcon
Guard
- Storm troopers now a squad of 8, health decreased more to guardsmen standard(they feel more like "glass cannons now" much more enjoyable to play with them.), Cost of squad altered
- Organs cost decreased, armour changed from superheavy to heavy, health altered, ranged damage decreased.
- Devils now squad of 9, melee damage decreased, cost decreased, health decreased ( they still serve the same roll, just feel more "fluffy")
- Leman russ lascannon damage increased, upgrades damage increased (vanquisher was really bad imo before, now similar to twin lascannons on predators)
- All baneblade side guns damage increased, main gun damage decreased( can no longer blow up tanks in one hit)
- guardsmen plasma and flamers damage increased, leaders health increased.
- heavy weapon guardsmen now like regular ones, more members per team now, cost changed to reflect.
Tyranids
- Termagaunts and homagaunts squad size increased to 10, health and cost decreased
- NONE SYNPASE units can no longer level up, all effected squads cost changed to reflect this in addition to cost changes from other tweaks
- Lictor mover from tier 3 to tier 1, now serves as a scout unit, health decreased, cost decreased, damaged decreased, limited to 2.
- raveners cost decreased, upgrade cost for ranged weapon decreased
-Warriors/venom warrior cost increased ( too powerful for cost imo)
- venom warrior melee damage increased.
- Tyrant guard cost decreased
- Zoanthrope cost decreased
- swarmlord changed from vehicle armour and 1700 to health to superheavy armour and 4500 health(more like avatar now)
There might be some more for these 3 races I forgot but that's it so far, will post an update soon.
Last edited by Adratus; 2nd May 11 at 7:44 AM.
Retribution version should be out soon, just making sure it's all balanced etc
Sounds good AdratusWill the Autarch be receiving a buff? She is after all supposed to be the ultimate expression of war. And totally agree with the Swarmlord if you read the fluff it destroys worlds
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Very nice I look forward to it, Just a pity I have so much Uni work to do and so little time :P Would be awesome if you have it out in the next 3 weeks![]()
I'm in the same situation as you lol, so is Stranger, but I actually reckon I could release this say.....tomorrow![]()
Ah the joys of advancing ones mind :P Ha ha releasing it tomorrow? Thats just mean lol
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You should just release it tonight![]()
you never knowI am doing an all nighter so I suppose :P
But yes good new, looks like secondary hero's will make into this first release(which I am going to call a beta, just in case people pull out the "this doesn't work" card I can pull out the "It's a beta" card :P)
Will make a list of the new secondary hero's when I release it, although not all races will have one.
The new changes sound awesome looking forward to itJust have to hurry up and release it
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I could release it soon I guess but I think I want to play round with it a little more and see what I can do first.
Hey Luque13 you seem eager enough to try it out, want to be a tester for the mod? And you know what that means right?Send me a PM if you are interested or I guess just reply here will be fine too.
Right Got the Tyranid AI to stop fucking spawning spore mines lol, It's about time I guess, I also plan on adding some new units to the mod which I will then get the AI to build.
Expect the mod will be released by 10th of may
Excellent the spore mines are always such a bloody pain! attacking a nid base and facing all the army of spore mines![]()
Right how does this sound for chaos. Don't worry other races will get some lovin soon
Chaos marines upgrades
Mark of khorne - Increases squads general damage, allows ,missile launcher upgrade or CC weapon upgrades
Mark of Tzeentch - Allows squad to have shields(light shields), allows missile launcher upgrade or 2 inferno bolters upgrade
Mark of Nurgle - Gives a health boost, and allows missile launcher upgrade or bile spewer upgrade
All cult marines will be included, bezerkers will be a fast anti- infantry melee unit and rubric marines will be anti- heavy infantry/infantry
Now people are probably thinking why would they want to build basic chaos marines when you can just have the superior cult marines, well the chaos marines like the space marines will be abe to switch between their missile launcher upgrade and anti infantry upgrade making them more versatile choice.
Wow, can't wait to try this! Improving the AI alone makes this mod worth it lol!
lol, well hopefully the AI will get better with each release. As always if anyone finds any bugs or errors then let me know,any game play suggestions or ideas, or if anything doesn't seem well balanced like atm I'm thinking the eldar wrath guard are a little on the cheap side for what they do, even though they do get munched in CC.
WOOOOOOOOOOOOOOOOOOOOOOW! I wasn't expecting this, you made the AI GREATLY improved. Now SP skirmish is finally fun to play. I played an Ork 1v1, and the AI gave me a serious run for my money. Thank you very much for this!
CSM dark shield is bugged and doesn't work. I assume much of the other stuff is just placeholder or unfinished?
I have an important request though. Could you PLEASE give Tactical Space Marines a close combat upgrade to use Chainswords? I would like to use a more Black Templar or Space Wolves themed army, and want to make my SM units mainly melee. If you could do this, it would make me extremely happy and be very awesome!
As I play more, i'll be sure to report any bugs I find.
first thanks for the the comments on the AI
second the chaos dark shield upgrade requires the mark of tzeentch, the ability just appears there atm. And no, no place holders, the icons are but the units are there, will post some screen shots to proof it :P
Third there won't be an upgrade for them that does that, but a whole new squad which will be essentially what your on about.
Check the first post for more unit screen shots
Last edited by Adratus; 9th May 11 at 12:14 AM.
I noticed the Guardsmen, and many other basic infantry, don't get many upgrades. Guardsmen will go for plasma guns when I play as chaos, but they won't get a sergeant or commissar. Is there any way you could make the AI get squad leaders for their infantry?
Also, what about giving Eldar rangers a melee upgrade choice so they can become a guerrilla/melee unit (give them power swords and a buff to their hit points and melee skill)? Then for SM scouts, give them a bolter/close-combat upgrade (bolter gains a bayonet, and bolter ranged damage increased).
Would you give them the charge ability that allows them to run through heavy cover and units (like the FC had in the dow 2 campaign)? And a wargear package to upgrade their weapons from chainswords to powerswords, and the sergeant gets lightning claws?Third there won't be an upgrade for them that does that, but a whole new squad which will be essentially what your on about
As for the Chaos cult marines. Could you make them start out as a squad of 3, and have an upgrade for a sergeant? I haven't used the Rubrics yet, but their sergeant could be an Aspiring Sorcerer and could have similar effects for them that the Warlock does for the Wraithguard.
I am still looking on how to make the AI choose certain upgrades, at present I have no idea where that code is stored :/. Really bloody annoying I know.
All these extra things you have suggested might not make in, as at the end of day, balance is the aim of the mod as well as fluff, some of them might we will have to see, but I will take note if them when planning the next version.
Things that i will most likely add are the cult leaders, like in the CR version.
when i play this mod all i get is a bunch of numbers and no range instead of words am i missing a ucs file or any file for that matter?
Ah fuck my life, knew I forgot somethinghold on, you know one day I will release a version for this mod with no problems what so ever :/
Ok UCS file in first post, sorry to all, will upload the file again with the UCS file with it.
Another thing for the future. Making AI garrison the Battlewagon, Chimera and use transports properly.
Could you at least give scouts the improved bolter w/ bayonet upgrade? I'd like to use scouts more as Neophytes for Black Templar. Being forced to use the shotguns or sniper rifle kinda sucks considering how awesome bolters are in the fluff.All these extra things you have suggested might not make in, as at the end of day
again not sure how, but am always looking into itAnother thing for the future. Making AI garrison the Battlewagon, Chimera and use transports properly.
Don't see why not I guessCould you at least give scouts the improved bolter w/ bayonet upgrade? I'd like to use scouts more as Neophytes for Black Templar. Being forced to use the shotguns or sniper rifle kinda sucks considering how awesome bolters are in the fluff.
um the ucs file only changed the units you added all of the old ones still have the no range thing
really?? ummmm thats weird, what UCS files do you have in your english folder?
Ah, that be the problem lol, your missing the actual games UCS file lol, not sure how that happened you might of deleted it :S. Would you like me to upload my one for you?
not sure if this is a bug or not the honor guard for the space marines 2 of them have shields but no wepon http://steamcommunity.com/profiles/7...221409?tab=all as you see
That's weird, with me they do, as seen on first post, mmmmm not sure, your settings look lower than mine only reason why I think they might not show :S do they still like do damage and what not?
No they are power axes, very strange error......could try re-installing the mod, but part from that I have no idea sorry, are you patched to the latest version?
Pitching in, the decision to increase popcap from 100 to 150 is somewhat questionable, since the upkeep neccasarily isn't even revamped or rework to adapt to the change, so it becomes close to impossible to field anything above +100 due to the low requisition income you'll have by then. If you are to go from 100 to 150, you should re-adjust the upkeep to compensate, but that's quite a significant balance re-adjustment.
Well you're right, it is very hard to get over 100 pop cap, the decision really came from when playing a 3 vs 3 game, if the circumstances are right, there can be a point where one team dominates so much they get to 100 pop and still have lots of resources to spend, however sometimes, in this case vs 3 expert AI's I just couldn't break through the sheer defense they had, and it was just a big stalemate of me killing them as they leave the base but if I tried to attack I would fail. And all the way i was thinking if I had just that more units I could end it. So yes 90% of the time no none will go over 100, but for that rare time someone can, well that person can now :P.Pitching in, the decision to increase popcap from 100 to 150 is somewhat questionable, since the upkeep neccasarily isn't even revamped or rework to adapt to the change, so it becomes close to impossible to field anything above +100 due to the low requisition income you'll have by then. If you are to go from 100 to 150, you should re-adjust the upkeep to compensate, but that's quite a significant balance re-adjustment.
Thanks for the Axe clarification and comment.
Now....just need to get my mod into a portfolio presentation for Thursdayshould be easy......................I hope lol.
Oh, would you also consider making CSM Havocs and SM Devastators all armed with a heavy weapon. Right now they're boring and unfluffy (and copy the Eldar platform teams). Also, what about making them have a sergeant upgrade as well please??
Probably not I am afraid, that would make them unbalanced. And atm there by no means like eldar platforms, way more durable and decent in light melee attacks, at a cost of courseOh, would you also consider making CSM Havocs and SM Devastators all armed with a heavy weapon. Right now they're boring and unfluffy (and copy the Eldar platform teams). Also, what about making them have a sergeant upgrade as well please??
The whole point of havoc and devastators is to have the big guns - all except a sergeant
Yeah I know, but I also want it balanced, sometime I have to sacrifice some fluff for it, maybe I will look into for the next version but don't cross any fingers or hippos
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