arka cannon should be one but very powerful.hanov i like your balance changes.
arka cannon should be one but very powerful.hanov i like your balance changes.
I agree with the BIG BEAST about arka cannon.
Zack Fair someone have to win the battle.
I guess that would be the last patch 1.62.55 Bugfix
hanov found the solution then
However I found that rush works very well against TAUGork and Mork blezz da Orkz
EDIT: Orks' apocalypse bomb are useless against buildings...They have the weakest apocalypse..even if you can use it thre times it's useless, the first time against the army, the second and the third are wasted if used on powerful structures
Last edited by .:Zack Fair:.; 29th Aug 11 at 3:08 AM.
zack fair share apocalypse orks useless.
Orks apocalypse could be brought enormous bomb with airplane
----------
zack fair yes orks apocalypse useless.
Orks apocalypse could be brought enormous bomb with airplane
Another things..Orks late game is bugged..Most of the time I can't use battle fortress, gargantuan squiggoth or kustim stompa..It says the limit of 1 is reached even if it isn't..Kustim Stompa sometimes block itself on 100% of production so I can't summon it
FOR THE APOCALYPSE: I suggest leaving it as it is..But make them have much more armour penetration and building damage..It's a shame orks apocalypse cannot destroy a land raider u.u
It's the apocalypse! Other races apocalypse destroy entire bases! so it should be with 3 of Orks' apocalypse bomb
Unfortunately ill have to put thi mod on hold for a moment. I love apocalypse mod because of the lots and lots of units, but i have been called to make a mod of pure balance for SS, it will include some new units/FX but all races will have the same amount of units/roles for them, i was called to balance the mod out so i will take it.
Patch 1.62.55 will still be on in 10 days or so but after that i will have to put this projet on hold, until the devs come back and (hopefully) i join the project officialy.
Then Guys..we need to make him know every UP or OP thing in the mod in 10 days![]()
lootas very very very UP
Orks need powerful gun
I share your opininon..It has been said many times that lootas are way too underpowered...
A thing for hanov: Inquisitor in late game becomes useless..He's the only commander that cannot buy upgrades..I don't know what can be done but please change that
Last edited by .:Zack Fair:.; 29th Aug 11 at 8:07 AM.
take a look at this post of a few pages back
Heya Apocalypse team, I'm new here but I've been stalking your mod for...well...since time immemorial. I've found some bugs I noticed for the IDH.
Unit Bugs
--------------
Architect
-Okay…no bugs detected
Bodyguards
-Melta bomb does not use power/resource
Inquisitor
-Slightly weak compared to other race fully wargeared commanders.
Storm troopers
-Frag grenade and melta bomb does not use resource
Rhino
-Not bugged, but I don’t see a purpose for this unit since they have a chimera. Is it possible to add more units to this race?
Chimera
-no bugs. Refer to Rhino for thoughts X.x
Grey Knights + Grey Knight Termies
-Considering the fact that these guys are mini-Primaches, and can be a challenge for a fallen Primach, I really should urge you to consider making them stronger, especially those termies. Perhaps this can be balanced by increasing cost slightly?
Grey Knights
-default stance is ranged. Should be changed to assault since their melee attack value is higher compared to range. Personally, I switch them to assault stance myself but it gets tiresome.
Dreadnoughts
-Perhaps they can be beefed up a bit? Is it just me that feels like the Daemon Hunters should be more overpowered with elite units?
GK Commander
-No bugs was seen. However, I do request that he should sap morale. I mean, come on, you say this gigantic armored guy charging at you with righteous zeal/fury carrying a badass sword…just consider it.
Scholar
-No bugs were seen. But, they are pretty useless in my arsenal.
Death Cult Assassin
-Greande does not consume resource
Warhound
-This unit is fine, but I do think they need a better titan to rival the SM’s Reaver. Which, btw, is quite awesome.
I still feel bad about not being able to do that FX thingy.
What i can do (done it on my computer on the past) is to correct the tooltips.
Because i found many, many of them to be wrong (i.e: on the Chaos havocs, it says "Hard cap of 3 squads", but you can build as much as you can afford).
So if it's going to be included on the mod, i'm willing to do a through revision and correction of all the tooltips in game.
edit: about bugs with IDH, i noticed that sometimes the AI sends a non-upgraded Rhino (without guns) to attack, and it just follows the "attacked" unit and sticks to it. Kinda funny to see.
Another thing, i just had a CTD, but i was playing a truly apocalyptic 3v3 skirmish and recording it with fraps. I had 6 fps (and i've got a high end computer) with that amount of units on screen. maybe it was just too much load?
edit 2: ah! just remembered this. Space marines is supposed to be able to deploy four Land Raiders? If you deploy two "common" LR, then a Crusader and a Redeemer you can have 4 relic units while other races can have just 3.
I'm using that a lot lately...
Last edited by PsykoTenshi; 29th Aug 11 at 11:33 PM.
Same question here, i wish i knew how.Hey guys...Do you know how to make custom hotkeys for IDH?
Sooo... shall i work on the tooltips or not?
SM has a Reaver titan..? Since when?
Courage and Honor!The enemies of the Emperor fear many things.
They fear discovery, defeat, despair and death.
Yet there is one thing they fear above all others.
They fear the wrath of the Space Marines!
#3567
AFAIK SM Chapters don't field titans (ubers for them are Thunderhawks, LandRaider variants, Storm Raven, and some orbital cruisers).SM has a Reaver titan..? Since when?
However, in the context of Apoc mod, it makes sense for consistency and balance. Imperium would work with the Marine chapters and supply them Titans also.
If you do plan to add new units to tyranids I think it will be perfect unit.
here is link http://www.youtube.com/user/TheAndre...75/8THkJaSCUp8
Andrei is porting DoW2's models for personal use. Public mods can't use resources from DoW2. It's such a shame though.
This model from daw2 ?
wait this model not ripped from dow2
http://www.moddb.com/mods/tyranid-mo...odel2#imagebox
Last edited by dowman; 30th Aug 11 at 9:59 AM.
@demetrius
I have always played with both massive and extreme battles winconditions, but i never had a CTD (as long as i remember).
My PC specs are:
ASUS M4A78T-E
Phenom II 955 OC @ 3.51 Ghz
4Gb RAM @ 1600
ATi Radeon 4890 VaporX
While i've seen massively more powerful systems, i believe it still counts as a high end computer.
edit: YAY! the forums are back online! it's almost 6 am where i live, i'm a creepy stalker...
a-! my last edit didn't get saved. well here it is again.
I was playing as Chaos and had no problem in making them both. Just by chance, sure you are choosing the mark of Khorne or Slaanesh? they're a requeriment to get a Bloodthirster.again how the cpu controled AI can have deamon prince and bloodthirster at same time???
I was also playing hanov's version, 1.62.542.
Last edited by PsykoTenshi; 31st Aug 11 at 1:58 AM.
Hey guys IDH rhino is awesome! It can beat a Dreadnought with the upgrade :O Very useful unit since IDH doesn't have anti-vehicle 'till mid-game
I dont know if it is on the map, or if this is an error with the chaos marines but, i was playing the map jalaganda and theres the lake in the middle of the map. theres a critical point on both ends. the area in the first crit, close to the players 3 and 4 spawn. Right outside the walls, close to the entrance chaos builded some turrets and strongholds. No unit was able to shoot'em only melee units could damage them and the orbital bombardment of space marines barely scratched them. i dont know if this is a map bug or mod bug, or even if it is hardcoded but, it seriously broke gameplay and i had to spend 30 minutes at least to destroy it using marine assault squads.
#3575
Ok and? Whats that code line in the Apoc mod's CommissarTactic.ai file say? You guys put something there that is causing such an error to which I never saw when I tested the Apoc mod months back.![]()
I believe I am back from the dead. Finally. After a busy summer and my computer crapping out back in some month I don't care to remember too badly, I finally decided I'd post again on the forums.
''I will see the galaxy burn.'' -- Magnus the red, Primarch of the Thousand sons, post Burning of Prospero.
Alright, i'm making a "bug scan" while i work on the tooltips and here's what i found so far:
-When the Bloodthirster is ready to be summoned on an Aspiring Champion or Commander, the wargear upgrades button for the Chaos Lord disappears.
-I got the plasma pistol, but i couldn't get the daemonic lightning power claw for the Undivided Chaos Lord.
-When the Shadow Superheavy tank enters the Dais' protective energy field, the Shadow's defense lowers from 2 to 1... shield thingies.
-At least it's intended to be this way, the Night Field researches do not affect the Shadow Superheavy tank's HP.
-The Farseer can (at least partially) combine Fortune and Focus. The resulting is always the power from Fortune + Entanglement and Mind War.
-The Revenant Titan can jump while using Eldritch Regeneration. The storm (with it's consequent damage) and the wraithbone fx stays where it started but the Titan (still inmobile) keeps regenerating where it landed from the jump.
-The Nightspinner isn't affected by the Farseer's cloacking (with Fortune).
-I believe that the Revenant Titan being able to get stealthed (with Farseer's Fortune research) is a bug, since an invisi-titan is kinda OP.
And some suggestions from myself (wink):
-I think that 1000 health (1300 & 1600 with Commander Veteran Upgrades) for the secondary commanders is too low, specially for late in-game, they get killed rather easily considering they're commanders.
-Is it too much trouble to change the GUO icon? Because the GUO in the icon looks like a Necron Deceiver (but this has been like this since the GUO is in UA).
That's it for now, but i still have 8 races' tooltips to sweep
PS: Any reason no one is posting anything?
Everyone is playing nowThe game is balanced..However I found that Aeonic orb still costs 7500..Don't know if there was the nerf cylarne was talking about..
Guys I have a problem..How to counter a fast Aircraft SOB rush? I lost against it with necrons..He did his aircrat so soon and I couldn't beat them..I usually use Inquisition but I don't know if I'm able to counter this..Any tips?
If nobody not post.
Maybe hanov can realese it earlier?
dowman he hast to wait for permission i think
team i is back after summer to and ready to go whenever
Former Play-tester/Beta tester for the APOC mod team.
The roar of engines, the recoil of cannons. That is where the true joy of battle lies
Any chance that the Space Marines can get Deathwatch Veterans to replace Gray Knights? It was a neat trick that the IDH mod used to avoid confusion between SM Gray Knights and IDH Gray Knights.
I can't get this mod to work.
I downloaded main file 6 point whatever, 450 megs or so. I downloaded the patch, also 450 megs or so, as well as three map packs, and Daemon mod, already had Tyranid mod. I extracted all the files to desktop, then moved them into the game directory, overwriting main files with patch files, copied bonus kronus map file into DXP2 data scenarios sp, and I also edited module files to have player = 1 instead of 0. SO the mods show up in list, but they always fail to activate.
*EDIT*
Original mod and XP1 activate successfully, but XP2 and XXP1 do not.
Destroy to create. All for the hunt to dominate.
![]()
@DoMiNaNt_HuNtEr
Try downloading hanov's version. There's a Megaupload link by Zack Fair in page 71. It's 960 MB but works.
I'm doing a incorrect/bugged tooltip sweep (very limited due to my lack of knowledge in modding) and found some stuff which could use correction in the way:
I'm checking the races in the order they are in the selection, and almost finished with IG.
Spoiler
Chaos:
-I got the plasma pistol, but i couldn't get the daemonic lightning power claw for the Undivided Chaos Lord.
-When the Bloodthirster is ready to be summoned on an Aspiring Champion or Commander, the wargear upgrades button for the Chaos Lord disappears.
Dark Eldar:
-When the Shadow Superheavy tank enters the Dais' protective energy field, the Shadow's defense lowers from 2 to 1... shield thingies.
-At least it's intended to be this way, the Night and Shadow Field researches do not affect the Shadow Superheavy tank's HP.
Eldar:
-The Farseer can (at least partially) combine Fortune and Focus. The resulting is always the power from Fortune + Entanglement and Mind War.
-The Revenant Titan can jump while using Eldritch Regeneration. The storm (with it's consequent damage) and the wraithbone fx stays where it started but the Titan (still inmobile) keeps regenerating where it landed from the jump.
-The Nightspinner isn't affected by the Farseer's cloacking (with Fortune).
-I believe that the Revenant Titan being able to get stealthed (with Farseer's Fortune research) is a bug, since an invisi-titan is kinda OP.
Imperial Guard:
-The Warhound Titan's Vulcan Mega-bolter muzzles are "invisible".
-The Hellhound main gun does no damage to heavily fortified structures.
-Leman Russ Conqueror isn't affected by the "Heroes" wincondition.
-When double clicking on Imperial Conscript Guardsmen it also selects "the other" non conscript Guardsmen. This doesn't happen the other way around.
-I believe that the limit for the IG superheavy tanks is bugged or something. while it says "Limit 3" when three have been deployed, they can only be deployed on the following combinations: 1 of each, or 2 of one and 1 of other (for example: 2 Baneblades and a Stormblade). Also, when having deployed 1 of each, if one is destroyed, only that same tank is available, instead of any.
Last edited by PsykoTenshi; 3rd Sep 11 at 9:42 PM.
dominant maybe you do not have installed tyradids and daemonhunters mods.without these mods xp2 and xx1 are nothing
Yeah, an invisible titan is OP, but it depends on how you put it. I see the Revenant as a Stealth titan anyway.
If it uses stealth but can still attack it is indeed overpowered, but if it uses stealth, but cannot attack while using it... that would be more balanced.
HelpGuys I have a problem..How to counter a fast Aircraft SOB rush? I lost against it with necrons..He did his aircrat so soon and I couldn't beat them..I usually use Inquisition but I don't know if I'm able to counter this..Any tips?![]()
I found bug on eldar !when three d-cannon are damaged i can repair just one of them.
It (the Revenant) can move, attack, and do everything it always does, but stealthed as long as it's near the Farseer (with Fortune and Exterminate and Conquer researched).
Update on stuff-that-could-use-correction!
Spoiler
DaemonHunters:
-Rhino missile has huge range and really good damage. It could be toned down a bit. Or not. But 4+ rhinos firing that at a same target should have a clear advantage vs most units, even some meele relic units, like the Bloodthirster.
-Daemonhunters can deploy FIVE Land Raiders (3 Land Raiders and 2 Crusaders), but they all got 5000 HP. In my opinion, it would be better if they were less with more HP.
-Naval Mega melta is cannot be used anywhere.
-Bodyguard squads reinforced with an Acolyte and near a Scholar squad with Exorcist will have their maximum morale switching from with and without bonus constantly.
-Maybe it's supposed to be like this, since it's four Multi Meltas + Hellguns... But just one squad of Bodyguards with all four weapon servitors with all upgrades is ultra-deadly.
-Four Stormtrooper Flamers are as effective vs heavily fortified buildings as four Stormtrooper Meltas. And the Meltas were quite effective.
-Grey Knight Terminators meele attack doesn't do ANY damage to heavily fortified buildings. I think it should.
-The Land Raider Crusade can hold three squads but the "normal" Land Raider can only hold two. But considering the size of the Grey Knights, two makes more sense.
-Support Dreadnought missiles are rather innacurate (therefore innefective), specially if compared with the ones the Rhino has.
-The Lascannon on the support dreadnought has lower range than the missile launcher, and when ordered to attack a target out of range, it will close only the distance needed to use the missiles. The same happens with the Plasma Cannon.
(And a last one that I haven't properly confirmed)
-The Bodyguards still cost 30 power when the apocalypse has been researched. (notice that this is due to the "Elite Bodyguards" researches)
BIG BEAST, you mean the D-Cannon support platform team?
Last edited by PsykoTenshi; 4th Sep 11 at 6:54 AM.
I am not a balance expert, but I think that prioritising things would make balance come smoother. That being said, I am against constantly adding new things and models (not that I do not like the idea, of course...). There are quite a lot aspects of the mod requiring attention, and I suggest all team members to focus on those.
-In search of Papasmurf...
when D-Cannon support platform team are damaged i can repair just one of them.Land speeders too.sorry for bad speaking
Believe me, if someone is far away from being an expert on balancing/coding/anything related with modding is me, but i feel sort of guilty if i just witness BEYOND EPIC battles on my computer and doing nothing to contribute.I am not a balance expert, but I think that prioritizing things would make balance come smoother.
So i've been dedicating all my gaming time this last few days to make a full correction of the .ucs files on the Apocalypse\Locale\English folder (worry not, while english is not my native language, i'm quite used to it. I've got good grammar, i check the words i'm not sure about on online dictionaries and the in-game units on the Lexicanum). And while i'm at it i report every potential fun breaking thing i find, such as the Eldar invisi-titan.
Unfortunately, some wrong tooltips (Like the last line on the Noise Marines) will remain unchanged since they're not in the .ucs files and i'm not aware of their location. And there are other "extra" lines (like the Aspiring Sorcerer's "Daemonettes" which will also stay there... But the majority from Chaos to the Imperial Guard are corrected by now.
@ BIG BEAST: I haven't looked into this but, no matter on which of the three you click, only one gets repaired?
edit: a-! just found out that ALL of the Daemonhunter's tooltips are on the IDH mod, not on Ultimate Apocalypse. So if i alter those it will alter the IDH mod gameplay too... If it's ok with you (or you don't play the IDH mod) i could modify those too, but not doing so will save me lots of time. For now i'm skipping to the next race.
yes only one can be repaired on these units: D-Cannon support platform team........,Land speeders,destroyers,heavy destroyers.
Yup. Just confirmed it. It also happens with Vibro Cannon and Shadow Weaver Teams, since they share vehicle armor type. Brightlance and Shuriken Support Platforms aren't affected by this because they're Heavy Infantry and they have HP regeneration.
(though not all infantry obligatorily has regeneration, i remember [on other mod] Chaos heretics, with Infantry armor of course, and no regeneration for some reason. I think it was SS Legions.)
@PsykoTenshi Rhinos require tier III and they're the only anti-vehicle unit of inquisition before the dreadnought..The other things are rightHowever I think Inquisition should be strong late game..They're the most powerful servants of the Emperor..I think it's balanced cause they're rather weak early game (no anti-vehicle 'till tier III)..What do you think?
About the Land Raiders...Chaos and SM have 4 of them and SM LR are stronger
GK termies are useless against buildings yes :O it's a little bit strange
Support dreadnought are rather inaccurate you're right. For this I don't use them often, I usually prefer to use Assault Dreadnought.
I don't use IDH mod..It would be nice if you could do so..But it's your decisionedit: a-! just found out that ALL of the Daemonhunter's tooltips are on the IDH mod, not on Ultimate Apocalypse. So if i alter those it will alter the IDH mod gameplay too... If it's ok with you (or you don't play the IDH mod) i could modify those too, but not doing so will save me lots of time. For now i'm skipping to the next race.![]()
Last edited by .:Zack Fair:.; 4th Sep 11 at 7:43 AM.
psykotenchi check necron destroyers and heavy destroyers
@ Zack Fair
Yeah, Sometimes i forget that the Inquisition is THE HOLY IMPERIAL INQUISITION
btw, got some more stuff on the Daemonhunters that-could-use-correction-ish
-I know it's part of the original Daemonhunters mod but... A Dreadnought... INSIDE a Land Raider. I'm not saying it's bad, but's kinda bizarre. At least that would explain why the IDH Dreadnought is so small...
-Inquisition Tribunal requires both Inquisition Watch AND Librarium, while the other races require just one building to research Tier I.
-The Domus Astra Telephatica is Limited to one per HQ, which i find rather pointless since the Exterminatus Incipio is a global ability. So, this only limits Land Raider Production and mostly LR deepstriking capability.
And about the Assault Dreads, have you tried this?:
-I have shredded ANYTHING that walked (including commanders, even Tyranid Trygons) in a matter of seconds by massing Assault Dreadnoughts with Psycannons on ranged stance. Only vehicles and buildings are safe from this shooty psychic fury (this was some versions earlier, but they still look quite effective [i'm playing with AI dummies wincondition and it's saving me lots of time and effort]).
Right now i'm researching the apocalypse to confirm the Bodyguards costing 30 power when supposedly are free (not that 30 power for elite soldiers is much but...)
Edit:Confirmed.
-Bodyguards cost 30 power after the apocalypse has been researched.
Also: Anyone getting a "beep" sound instead of the basilisk fire sound? (both normal and earthshaker). Or it's me and my habit of messing with the audio files?
@ BIG BEAST
Hold on a moment, Necrons are the next race and i almost finished with IDH. But i'm practically sure it's going to be the same.
(part of the edit) Starting with Necrons now!
Necrons are supposed to have stealth :P
Wow never tried-I have shredded ANYTHING that walked (including commanders, even Tyranid Trygons) in a matter of seconds by massing Assault Dreadnoughts with Psycannons on ranged stance. Only vehicles and buildings are safe from this shooty psychic fury (this was some versions earlier, but they still look quite effective [i'm playing with AI dummies wincondition and it's saving me lots of time and effort]).But i usually upgrades my Assault Dreadnought with melta-cannon..I use them against mehicles most
I appreciate your work however..It's mostly welcome![]()
(i think) He means the bug with the support platforms, where you can only repair one from the three on the squad.
Try the Psycannons. They're da shootiest.
oh, and combine some Multi Meltas in there for maximum pain.
Oh, thank you.
I get finish up early however, i most probably do the IDH tooltips too, but pack them as an optional, since some players may want to keep the original ones so it makes sense when playing the IDH mod. ahhh, that's a long sentence...
Last edited by PsykoTenshi; 4th Sep 11 at 8:47 AM.
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