What about being able to add heavy weapons to other squad members in tier 2? Why not give it a try and see if it really would be unbalanced?
What about being able to add heavy weapons to other squad members in tier 2? Why not give it a try and see if it really would be unbalanced?
I like this.
You may want to upp the number of weavy weapons in specialist teams to balance it out though
It seems the forum ate half of my previous post, anyway what i was going to say is that Space Marines feel really OP, of course this is just a beta, but yeah, Honor guard and Terminators just stomp on everything, kudos on the AI though, now it's actually hard and pretty fun to play against, although i did notice some weird behavior, for example a Dreadnought stood in front of a wall for minutes just staring at it.
right ok.....
This is generally in my "Ideas" folder, however I thought it make them too strong to opted it out for now.What about being able to add heavy weapons to other squad members in tier 2? Why not give it a try and see if it really would be unbalanced?
Ah I knew someone would bring them up, yes those units are strong, but actually do have counters, the honour guard are good vs infantry but lack the power to effectively fight walkers really , and anti-heavy infantry weapons will bring both terminators and honour guard down fairly fast. also with ranged terminators, a good melee unit will take them down. And unless you are FC you are parting 900 req and 300 power for thos bad boys. But yes they are quite strong and will be look at with my keen eyes in the next update.It seems the forum ate half of my previous post, anyway what i was going to say is that Space Marines feel really OP, of course this is just a beta, but yeah, Honor guard and Terminators just stomp on everything, kudos on the AI though, now it's actually hard and pretty fun to play against, although i did notice some weird behavior, for example a Dreadnought stood in front of a wall for minutes just staring at it.
and thank you about the AI, they will get even better. And about the dreadnought, that's the AI creating what the code calls "mobile defence" just not very good at it :P
Last edited by Adratus; 10th May 11 at 11:40 AM.
KHORNE - When life gives you lemons.......BLOOD FOR THE BLOOD GOD!!!!!!!
Actually, Adratus has coded in emotion and memory for the AI; that dreadnought was having traumatic flashbacks of where he was killed. Poor guy....for example a Dreadnought stood in front of a wall for minutes just staring at it.
Isn't that what a beta is for? To test and see how it actually would work. If it seemed too strong and wouldn't work well, you can always take it out. Reality is this mod isn't going to become some pro-sport, so why not aim to make things more entertaining and fun? I don't see why you can't make it balanced, but it's your mod so you'll do things how you like of course.however I thought it make them too strong to opted it out for now.
Last edited by Steel*Faith; 10th May 11 at 8:53 PM.
Ah you have tempted me good sir, suppose had it in the CR version, will give it a test.
Killed by that wallActually, Adratus has coded in emotion and memory for the AI; that dreadnought was having traumatic flashbacks of where he was killed. Poor guy....![]()
I'm just wondering, is opening the file "Launch DOW2Reincarnate.exe" the only way to start the game? Or can you start it manually?
Last edited by Searcher64; 10th May 11 at 1:22 PM.
as long as you have the right launch parameters in place, retribution will become my mod, so can launch it anyway you would launch retribution, in theory anyway
I was playing this and when I was a space marine I moved over the new squad and it came out as the name was like $120091092 or something like that. And it said no range for description.
Originally Posted by Godlike_Power
You need the UCS file, if you downloaded the first one i put up then get the UCS file from the first post, if you have the UCS file in place and it still does it let me know
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Great news, Setha, who went missing for a while, turns out isn't dead, he's alive.........which is good because with Stranger beening so darn busy with uni we now can get some new units in.
Stay tuned as we have planned some very widely demanded units , and yes they will have roles which actually benefit the race.
And on that note just to be 100% clear, we will not be adding in pointless units, so unfortunalty even if it is a super cool unit, probs won't be added in if the said race doesn't need it, unless we were to replace a current unit with it.
Also has the AI as gone down so well, I am planning on really making it good and marketing it as "Adratus's AI" or AAI :P, just cus well I can![]()
i would really like it if you guys somehow put the new units in campagin but if not then its cool
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
Wait for a whilei would really like it if you guys somehow put the new units in campagin but if not then its cool.................and it shall be done :P
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no seriously though yes most likely, plus awesome new AAI for them![]()
Actually it was the version with the UCS File included and I put it exactly where the installation file told me to put it.
do you have any other mods installed or UCS files besides the normal one and mine??
What do the two guardian upgrades do? The in game tooltips don't explain very well.
Ill remove the mod I have its the campaign realism one. Ill test if that's whats wrong with it.
No it is still doing it. Also I have looked at the chaos and some of theirs are also No range.
Well I added the parametersas long as you have the right launch parameters in place, retribution will become my mod, so can launch it anyway you would launch retribution, in theory anyway
I started the game, and it simply crashed without the game even starting showing the bug report window. I use this same method with other mods and they work perfectly, but it doesn't seem to work with this one. Any ideas?Code:-dev -nomovies -mod DOW2Reincarnation
One increases damage of squad and nearby squads and one increases defence of squad and nearby squads, 15% to be exact.What do the two guardian upgrades do? The in game tooltips don't explain very well.
.Ill remove the mod I have its the campaign realism one. Ill test if that's whats wrong with it.
No it is still doing it. Also I have looked at the chaos and some of theirs are also No range
This is strange, right check open up the UCS file and see what's in it, could be corrupt for some odd reason, part from that I'm not too sure, it is a random error.
Um try it with the right parameters :Pwell I added the parameters
Code:
-dev -nomovies -mod DOW2Reincarnation
I started the game, and it simply crashed without the game even starting showing the bug report window. I use this same method with other mods and they work perfectly, but it doesn't seem to work with this one. Any ideas?
It's -dev -modname DOW2Reincarnate not Reincarnation
Last edited by Adratus; 11th May 11 at 2:17 PM.
Thanks for the help but still no go for me, still just crashes (btw, I assumed you mean -modname, I typed in -mod as a typo)Um try it with the right parameters :P
It's -dev -mod DOW2Reincarnate not Reincarnation![]()
mmmmm installed in the right place? make sure there are no extra spaces either in the parameter.
What version you running? And did you add the parameters in the right DOW 2 game??
Silly things I know but you will be surprised the mistakes we make sometimes :P
Ah I figured it outmmmmm installed in the right place? make sure there are no extra spaces either in the parameter.
What version you running? And did you add the parameters in the right DOW 2 game??
Silly things I know but you will be surprised the mistakes we make sometimes :PThank you for taking the time to help out a newbie
![]()
No worries, we were all noobs at point
Part from Chuck Norris of course
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Plan on working on version 2 soon, just with the end of uni coming up, Will be a very a slow progress.
Somehow, the new units won't show up. The game launches well ad runs well, but there are no new units.
I did everything according to the readme. It there something else thant I can't figure out?
Thanks.
Sounds like the mod isn't launching, another way to make sure the mod is loaded is to check last stand.
If you can't select last stand then mod is loaded.
The most common error is people not putting in the right launch parameters, so make sure it's:
-dev -modname DOW2Reincarnate not Reincarnation
Sorry for taking your time, it was just me being dumbSeemed to launch successfully as of now.
Though I still had a bug. My computer-controlled SM ally seemed to be unable to build any squads. My enemies didn't have that issue.
Some balance issues and other suggestions I hope you'll consider for the beta.
- Sentinels in particular do pretty poor damage now to SM, Chaos, and the horde races due to their larger numbers; it would be nice to see the Sentinal multi-laster and Krak-missles get a damage boost.
- add grenade launchers as an upgrade for Guardsmen.
- I know this is Relic's fault, but could you fix that IG bunkers so units can shift position. This is especially annoying for HWT's since they can readjust their position to attack the enemy within the bunker.
- How about changing the heretics with autoguns to do more damage and make them all outfitted with autoguns by default. Also makes the Aspiring Champion carry a bolter instead of a chainsword and bolt pistol.
- Then make heretic grenade launchers an additional/separate upgrade.
- Making TCSM and KCSM more differentiated from Rubrics and Berzerkers.
- Perhaps making KCSM carry the blighted bolter models, so they can be more proficient in melee then regular CSM, and giving them the ability to increase their attack speed/ firing rate with each enemy they kill (like the Khorne Havocs and Korne Predator).
- TCSM can upgrade to carry daemonic flamers, which are effective against all infantry, and somewhat effective against light vehicles. Or they can choose from the inferno bolter upgrade. They also gain the ability to teleport through the warp.
- Change standard CSM to have a regular bolter, not one with a bayonet.
- Change warrior broods so they all carry the same weapon. For example, Barbed Strangler upgrade makes all the members carry stranglers.
- Also make Venom Cannons more effective against heavy infantry and commanders.
- Incease squad sizes for Ork stikkbommaz.
- Give ork squads an "'ard bitz" upgrade that gives them better armor and durability. So they look bare from creation, but with upgrade gives them all the armored look.
- Make Ork Nobz tier 2, and they start off with sluggaz and choopaz, and have less durability. Tier 3 they gain the heavier weapons and armor.
Last edited by Steel*Faith; 21st May 11 at 9:22 PM.
I know you're aware of this, but without the ability for the AI to get squad leader upgrades, it makes them pretty lacking - particularly the IG. So is there any hope of this issue being fixed? I really hope so...
Last edited by Steel*Faith; 21st May 11 at 9:21 PM.
Ok, Finally done with uni......................FUCK YEAH!!!!!
So now I can spend time with the mod.
Steel*Faith thanks for the feedback and comments and will consider all you said and comment on them in due time once version 2 is in the works.
I know I feel the same, but atm I can't see how to make them, but I will hopefully find out at some point.I know you're aware of this, but without the AI to get squad leader upgrades it makes them pretty lacking - particularly the IG. So is there any hope of this issue being fixed? I really hope so...
Can I ask when are we going to see the land speeder make its arival in this mod?
Youtube of Dow2 Mods
Lords of the Warp [Closed]
Black Templar Campaign
Tyron: Creator of:
- Lords of the Warp
- Black Templar Campaign
As said before, Stranger, who is the one working on it, Is not currently working on the mod or any modelling to do with the mod atm, due university work taking up all his time. When he come back, then he can say when it will be ready.Can I ask when are we going to see the land speeder make its arival in this mod?
If you makes you feel better, It is almost done, but Stranger needed to contact Santos about some animation problems to do with the landspeeder, however Santos never got back to him about it.
Since the Hive Tyrant is getting a Devourer Cannon for new TLS wargear, will you be able to add this wargear in your mod? I'm hoping to see the Hive Tyrant, Warriors, and Carnifex carry them as well.
OH! Have you considered a Brood Lord as a secondary commander? Perhaps your skinner can edit the genestealer model and make a better Brood Lord model?!
Santos recently released the tool that Stranger would've needed to make the landspeeder work, so i'm sure he'll bee pleasantly surprised when he gets back.
Perhaps........ PerhapsSince the Hive Tyrant is getting a Devourer Cannon for new TLS wargear, will you be able to add this wargear in your mod? I'm hoping to see the Hive Tyrant, Warriors, and Carnifex carry them as well.
OH! Have you considered a Brood Lord as a secondary commander? Perhaps your skinner can edit the genestealer model and make a better Brood Lord model?!
that is good to hear, I will let him know.Santos recently released the tool that Stranger would've needed to make the landspeeder work, so i'm sure he'll bee pleasantly surprised when he gets back.
Also has I have just moved back home from uni, I won't be modding just yet, give me like 2 days or so.
Ok so far made some plans and balance changes, Plans so far:
- Wrathguard ranged damage decreased
- Devastator squads will be able to upgrade with a sergeant, who is equipped with a heavy weapon.
- Terminators will take 4 times longer to level up
- Chaos tactical marks will change slightly, making them a little more different to their cult counter parts.
- plague and rubric marines will have their melee damage reduced.
- All Super units will cost an additional 150 red resource.
- Leman Russ will have it's health reduced to 650.
- Extra armour upgrade will be reduced in cost.
Some thoughts I am still pondering with:
- Assault marines can upgrade to veterans once level 4, will be equipped with better melee weapons and plasma pistols.
- Warrior Squad might get a new system, although I am unsure on the gameplay impact so might ignore it, however the idea was they would we be able to mix and match between heavy talons, barbed strangler and venom cannon, so you can either make them serve one role or a less effective at each but multi role.
Any yes just some idea I have been playing around with in my head, will post some actual changes in the nearby future.
Loving the sound of all the changes, but especially this one! Would you consider expanding this idea beyond just the ASM? This could work well for Tacticals Marines. It would also work really well for some Ork, IG, Tyranid, and Chaos units! Ork boyz at level 4 could upgrade to either 'ard boyz or flash gitz; various tyranid units could all upgrade to a higher evolved state at level 4 (new look, abilities, and biomorphs); IG sqauds could become veterans with better stats and equipment ; Chaos squads could obtain daemonic gifts at level 4.Assault marines can upgrade to veterans once level 4, will be equipped with better melee weapons and plasma pistols.
Please consider, this has A LOT of potential for the mod!
PS would you consider changing the current Rubric models to the authentic ones Shuma is making? Also making them function similar to Wraithguard where they have short line of sight and slow movement speed, but get bonuses with an Aspiring Sorcerer upgrade? The Aspiring Sorcerer could also have a spell or two at his disposable. I think this would make the Rubric squad very unique and fun to use and would go a long way in portraying them closer to the fluff.
You basically listed out stuff in my ideas boxLoving the sound of all the changes, but especially this one! Would you consider expanding this idea beyond just the ASM? This could work well for Tacticals Marines. It would also work really well for some Ork, IG, Tyranid, and Chaos units! Ork boyz at level 4 could upgrade to either 'ard boyz or flash gitz; various tyranid units could all upgrade to a higher evolved state at level 4 (new look, abilities, and biomorphs); IG sqauds could become veterans with better stats and equipment ; Chaos squads could obtain daemonic gifts at level 4.
Please consider, this has A LOT of potential for the mod!
PS would you consider changing the current Rubric models to the authentic ones Shuma is making? Also making them function similar to Wraithguard where they have short line of sight and slow movement speed, but get bonuses with an Aspiring Sorcerer upgrade? The Aspiring Sorcerer could also have a spell or two at his disposable. I think this would make the Rubric squad very unique and fun to use and would go a long way in portraying them closer to the fluff., yes it's all being considered, part from nids, as they don't level up, well at least not all of them.
And the models I'm sure I can include, But soon will probs be using models from setha, as he will soon be back in action
It would not work with 'nids. Instead of upgrading their existing troops, tyranids produce new, better ones.
Oh really? Then how do you explain certain elite Nid creatures such as Old One Eye, The Red Terror ect? Some Tyranids can continue to adapt and evolve without being reabsorbed. Even the Swarm Lord has become so powerful from experience in countless battles. Point is, some Tyranid species improve from experience in battle as well.It would not work with 'nids. Instead of upgrading their existing troops, tyranids produce new, better ones.
The Red Terror doesn't exist anymore, it isn't said anywhere that the Old One Eye gets stronger, it was always strong, it has always had regeneration, it has always been a monster that refuses to die, the Swarm Lord is immortal like all Hive Tyrants and even he doesn't get stronger, the codex just says he retains his memories which means he gets smarter, but again he's a hive tyrant, gaunts and carnifexes are animals.
That said iirc there are biomorphs that appear with age like bonded exoskeleton and some others but it's not something that would happen in the short span of a battle anyway. Just saying anyway.
Well nids won't be getting that treatment anyhow, regardless of fluff.
But I doubt this feature will make into the next release, as my main focus is getting the balance 110% and making all the current new additions feel right.
However fear not there will be some new stuff, otherwise it may not be worth the download :P.
And the AI is getting even better, hopefully........
sorry for lack of updates, life getting in the way and all that, expect a new release fairly soon
Last edited by Adratus; 24th Jun 11 at 7:04 AM.
Expect version 2.0.0 to be released either today or tomorrow.
And just to let everyone know, I will be on holiday (yay), from Monday for 2 weeks, so no work from me from then onwards
I,m also going to stick a mod member status chart thingy on the first post, so people don't have to ask where or what people are doing
Version 2.0.0 now released!!
Check first post for details and download link
Seen as there has been no comments I presume all is well with the download and installing, which is good as I shall be on holiday from tonight on-wards, till 11th July.
So if anyone has any problems I won't be able to comment or help, part from the odd time of accessing the internet on holiday, will update the mod member status's
I'm really looking forward to playing the new version; once I get my computer setup, I'm playing this straight away. I especially can't wait to see how the new AI does. I'll be sure to post any feedback I have about the balance and new ideas or suggesttions to improve the mod. Keep up the great work Adratus!
Back from holiday, back to real life..... sigh... :P
Thanks Steal, any feedback would be great, how's the AI??
I have a few questions:
Are you planning on increasing the squad sizes for all races?
Would it be possible to add another version of the mod with persistent bodies? I wonder why Relic never bothers to add an option in the settings for persistent bodies, just like DoW1?
"Faith is my SHIELD, my fury is my SWORD!!!"
Fantastic mod
Although the only issue I have (Its not your fault at all) is the AI being unable to build leaders, which means the Imperial Guard AI seems to always struggle.
Nope, I think there good as they are now.Are you planning on increasing the squad sizes for all races?
It would, if I do however, is another question, I will look into it, but I don't really want 2 versions of the mod.Would it be possible to add another version of the mod with persistent bodies? I wonder why Relic never bothers to add an option in the settings for persistent bodies, just like DoW1?
Man that is the most annoying thing about the game as far as I'm concerned, maybe one day I or someone else will figure out how but atm no dice I'm afraidAlthough the only issue I have (Its not your fault at all) is the AI being unable to build leaders, which means the Imperial Guard AI seems to always struggle..
Dont worry about it, Iv found that the Imperial Guard AI can hold its own if you support it, generally the lack of leaders means more pop cap, which means it keeps spamming machine gun teams and tanks.
Anyway, just played a 3 v 3 vs 3 Ork expert AI, after losing to them twice in a row I finally managed to win, although I had Chaos and the Tyranids helping me lol
Fantastic job, you've made this game a thousand times better for me, it really feels like a chaotic battle now.
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