Yeah, the accessory is what really makes them overpowered. Being able to use health / energy restore and shields with a short cooldown really lets you hammer through enemies.
Yeah, the accessory is what really makes them overpowered. Being able to use health / energy restore and shields with a short cooldown really lets you hammer through enemies.
Ya I noticed that on the second mission, without that heal and energy abilities those stormtroopers could cause some serious damage.
making those "1 entity squads" larger would go far in making the game difficult. For example, there are numerous areas where one Chaos havok will be defending a hill or something. If you made that one guy and entire havoc squad, well, you get the idea. The game would be harder and more fun.
For the Emperor !
Rest assure, the moment I find out the magic "Oh, here's what you've been looking for" file, those single units will be long since replaced.
I don't have any DLC.
IG mission is now very hell for Inquisitor, She tend to go down in 10 second when rampage into front line and wake up again full health then go down second time.
The other heroes not have much of same faith, They still cover them self somewhat.
ps. She make me need to have Health Pack Carry in 1 of Heroes.
Great Tactics come with great sacrifice.
Well I normally don't field the inquistor BECAUSE she is a melee hero who gets like destroyed in 4 seconds. I see it as better to put here away and field a Veteran Storm trooper squad in her stay and get the increase pop cap.
Originally Posted by Godlike_Power
Her abilities have been altered to favour more ranged spells (in the next version). However, if you find her getting torn apart too quickly, I'm assuming you don't have her shield ability in stamina, or the Commissar's taunt ability. With either of those, she takes remarkably little damage while unleashing plenty.
Sending her in to "rampage" the enemy forces is something I'd suggest leaving for the Commissar, while having her follow behind and not draw enemy fire. Her lower health in no way implies that she should be leading a charge.
Andrastia is an offensive mage. No other way around it. She has some melee capabilities if she runs out of magic, which is nice, but her health is crap for a reason. The commissar lord is the perfect compliment for her; he casts defensive spells and buffs (ironically, usually by murdering someone), and is clearly more of a brawler, with a good sight more meaty hitpoints on him. Even he should avoid running into heavy weapons and large mobs without a great deal of support though. Ideally in a jam, both Bernn and Andrastia support common guardsmen from relatively safe cover by proving buffs and debuffs to the enemy, whilst the lord general shoots from afar and provides reinforcements, and Merrick lays down some hurt with some kind of weapon other than a flame thrower.
It is true that they work great in unison but I am not that great at working out tactics very fast and when I look at it I see the StormTroopers adding more Damage faster then the Inquisitor could right now. I wonder how the inquisitor is going to be changed to more of a ranged that she already is.
Once Merrick gains the heavy weapons specialist and gets a strong Heavy Bolter/Lascannon/Autocannon He becomes a huge Damage at long ranges. Due the the strengths of either of those three weapons. Heavy Bolter for suppression and damage to troops. Autocannon for increased damage to everything. Lascannon for epic damage to the vehicles of the enemy. Merrick is pretty epic once he's got the skills.
Yeah. I always refer to him as "John McClane" due to his superhuman capabilities and baldness. *watches him constantly pack up, haul, and teardown a friggin lascannon*
Here's where I stand on increasing the enemy squads:
As I'm sure you noticed, most enemy squads have increased. However, several scripted units have been left unaffected. This includes units such as the enemies at the beginning of mission 1, those four squads of 3-4 that are near the fallen hero unit. From what I've seen, these 'scripted' units are primarily Eldar, with few occasions being Tyranids and Chaos. I'll keep looking around, and ask those more knowledgeable than myself, but currently is is not looking good for increasing the sizes of those units.
At least you figured out why they didn't increase that's one half of the way to finding out how to change them.
I dont think i get the "PVP" section. Do you mean like, multiplayer ? I thought this was a SP based mod ?'
Also: single player still has charachter retinues right ?
What he means by no retinues in Multiplayer is that the single player retinues will not be applied to multiplayer but single player will still have them. I don't know if you can play with others when this mod is on but it would be fun to test that.
Also you can play skirmishes with this mod on which I think that's what he means by PvP.
Haven't been home today, sorry for the delayed response.
Yes, PvP implies skirmish. The retinues are by no means balanced if pitted against one another, so it was better to just not include them. From what I understand of Retribution, you can play a skirmish match against another player so long as they also had the Realism Mod.
This is a single player mod, yes, however, I enjoy playing skirmishes and I wasn't going to see the larger squads get neglected.
Well, I just finished Very Hard with this mod with csm, and I have to say, the final mission took a ridiculous amount of time. It wasn't much because of the mobs as opposed to Kyras. It was pretty easy dealing with the mobs as always considering how long of a range doombolts and letting the galaxy burn spells are. I think my problem was the fact that the population count was a bit high, so there were less units to deal with him, while at the same time, he was still doing his ridiculous amounts of damage to me. I spent a good 30-45 minutes trying to take him down. But other than his fight, this mod has made SP a lot more enjoyable.
Kyras always throws a wrench in the system while trying to balance things. Either you face him going "Oh, that wasn't too bad", or after tweaking it (even very slightly) he becomes a matter of "Stop one shotting my tanks!"
I'll need to see about reducing his damage output.
On my second (for laughs) playthrough, I used some cheats to get a massive IG army together. Something like 15 russes, 20 GM squads, several heavy weapons, a half dozen kasrkin, and all 4 heroes.
Only the heroes made it out. Sh*t was sad.
Need some help, I can't play new mission of Ork. It show nothing on screen when map finish loading.
Are you running other mods through your .module file? Perhaps they're higher up on the priority list and causing conflicts.
Try removing all mods (in both your .module file and in your GameAssets\Mods folder), deleting a previous version of the Realism Mod, and preform a fresh install.
The new changes for version 1.2.1 seem pretty good. When do you think you will be finished with v1.2.1 and have it for download?
Very good, Very good. I would really like to see the inquisitor more ranged as that is what I mainly use in the campaign are ranged heros and squads. So I hope it benefits her ranged skills.
As of right now - of which I'm not making any promises - I believe I've found a way for the enemy to use the full-sized squads. Right now I've just played through the Prologue, and currently mid-way through Mission 1 for the Space Marines. To this point (of the first beacon), all but one enemy squad has been full sized.
Edit: After completing mission one all but a very small (less than five) amount of enemy squads were unaffected by the loadout changes. However during the final battle two Eliphas' spawned. Currently trying to correct that issue.
Edit 2: Readjusting the difficulty. With properly sized enemy forces this should now be called the Oh dear God! Sacrifice the children! RUN! Mod
Last edited by Calon001; 1st Apr 11 at 8:38 PM.
Two Eliphas' you say? Sounds like the heretics found a way to clone themselves lol. Sounds good it must be that kinda game or it is not as fun.
Not just Eliphas, I'm afraid. It appears all bosses have their doppelganger with them. Lets just say two Baneblades wasn't fun. Looking for the one out of place value that is allowing two to spawn.
ThinkI found the troublesome SCAR file.Lets hope so,That'll mean with a little difficulty tweaking I can have the new version released today.
Last edited by Calon001; 2nd Apr 11 at 5:37 AM.
Very nice I look forward to the next version. Would of been funny as he'll to fight two kyros' lol.
Last edited by MrBlazzar; 3rd Apr 11 at 7:57 PM.
Version 1 says that it makes changes to pvp. Is that the skirmish mode? My weapon teams in skirmish don't have 2 weapons. It works fine in the campaign though.
The mod is lots of fun though. Thank you.
Alright, the skirmish mode of this mod is not working for me then. I only use visual mods so I am not sure what is causing my issue.
This is my DOW data common module. The attribute part is exactly how the readme tells it to be.
[data:common]
folder.01 = GameAssets\Data
archive.01 = GameAssets\Archives\Mod_Realism_data.sga
archive.02 = Mods\CampaignColors\Eldar\eld_ulthwe.sga
archive.03 = Mods\CampaignColors\SpaceMarines\sm_blacktemplar.sga
archive.04 = Mods\CampaignColors\ImperialGuard\ig_cadian_shadowcorps.sga
archive.05 = Mods\CampaignColors\Orks\ork_goffs.sga
archive.06 = Mods\CampaignColors\Tyranids\tyr_leviathan2.sga
archive.07 = GameAssets\Archives\002_campaign.sga
archive.08 = GameAssets\Archives\002_laststand.sga
archive.09 = GameAssets\Archives\002_multiplayer.sga
archive.10 = GameAssets\Archives\002_extra.sga
archive.11 = GameAssets\Archives\002_data.sga
archive.12 = GameAssets\Archives\001_campaign.sga
archive.13 = GameAssets\Archives\001_laststand.sga
archive.14 = GameAssets\Archives\001_multiplayer.sga
archive.15 = GameAssets\Archives\001_extra.sga
archive.16 = GameAssets\Archives\001_data.sga
archive.17 = GameAssets\Archives\000_campaign.sga
archive.18 = GameAssets\Archives\000_laststand.sga
archive.19 = GameAssets\Archives\000_multiplayer.sga
archive.20 = GameAssets\Archives\000_extra.sga
archive.21 = GameAssets\Archives\000_data.sga
You need to add a line to the data:attrib section of the module file, like this:
archive.01 = GameAssets\Archives\Mod_Realism_attrib.sga
@Necron0398 -- Please read the instillation file provided, or the one on the first post.
If issue persists, please remove all files related to the Realism Mod, and do a fresh install.4. Under "[attrib:common]" remove "archive.01 = GameAssets\Archives\GameAttrib.sga" and add the following lines "archive.01 = GameAssets\Archives\Mod_Realism_attrib.sga" and "archive.02 = GameAssets\Archives\GameAttrib_orig.sga".
--
Almost done testing Imperial Guard, after that there will be a few more campaigns left to tweak before the release of 1.21, and the pleasure of huge battles.
Last edited by Calon001; 3rd Apr 11 at 6:29 PM.
Very well. and ya necron if you read the install info yo put that in the wrong spot.
Is the mod_realism_data.sga supposed to be 1kb in size?
Is my attrib:common file correct?
[attrib:common]
folder.01 = GameAssets\Data
archive.01 = GameAssets\Archives\Mod_Realism_attrib.sga
archive.02 = GameAssets\Archives\GameAttrib_orig.sga
Looks right necron.
The mod is small since it just changes some compressed game binaries; essentially elaborate text documents. But you should download it again just to be safe. The data part of the mod is minimal- after all most of what is done is with attrib files.
The files are exactly where it says they should be but the squads will simply not change for me.
Ok, the upcoming changelog says that squad sizes are changed in multiplayer to be like they are in the campaign, but the version 1 pvp says that weapon teams and squad sizes are increased. In the current 1.2 version, are squad sizes in skirmish increased or not?
Not all squads were properly changed in v.1, which is corrected in v.1.21.
Hey, I'm having some a problem getting this mod to work.
I've followed the install instructions but the game is still vanilla.
This is how my DOW2 module looks :
[attrib:common]
folder.01 = GameAssets\Data
archive.01 = GameAssets\Archives\Mod_Realism_attrib.sga
archive.02 = GameAssets\Archives\GameAttrib_orig.sga
[data:common]
folder.01 = GameAssets\Data
archive.01 = GameAssets\Archives\Mod_Realism_data.sga
archive.02 = GameAssets\Archives\002_campaign.sga
archive.03 = GameAssets\Archives\002_laststand.sga
archive.04 = GameAssets\Archives\002_multiplayer.sga
archive.05 = GameAssets\Archives\002_extra.sga
archive.06 = GameAssets\Archives\002_data.sga
archive.07 = GameAssets\Archives\001_campaign.sga
archive.08 = GameAssets\Archives\001_laststand.sga
archive.09 = GameAssets\Archives\001_multiplayer.sga
archive.10 = GameAssets\Archives\001_extra.sga
archive.11 = GameAssets\Archives\001_data.sga
archive.12 = GameAssets\Archives\000_campaign.sga
archive.13 = GameAssets\Archives\000_laststand.sga
archive.14 = GameAssets\Archives\000_multiplayer.sga
archive.15 = GameAssets\Archives\000_extra.sga
archive.16 = GameAssets\Archives\000_data.sga
This is the 3rd time I've tried redownloading the mod so I'm pretty sure its not a problem there.
I hope I just didn't miss something >_>
Thanks![]()
put archive.01 = GameAssets\Archives\Mod_Realism_data.sga at the bottom of the list as archive.16 = GameAssets\Archives\Mod_Realism_data.sga.
Thats what I did and it works fine for me.
your .module file is exactly like mine. So I dont know my friend :\
I tried it at the bottom and I still haven't noticed a difference![]()
So this mod will work for skirmish multiplayer? Persistent bodies and all?
@Shkaler -- Your .module looks fine. Silly question: but are all the files in the GameAssets\Archives folders? Are you attempting to load a mission in progress?
@ProximMaximus -- It does work for skirmish vs NPC, it working it multiplayer or not has yet to been tested by myself.
hi, i got some bugs whit the chaos wizard (what ever) when i give him a armour his model are bugged..... also the extra mens to some of the heros are takeing some og the pop cap and i see that as anyoing but still great mod!
p.s the force commanders librarins hotkey is the same as charge
Last edited by Defenseplayer; 5th Apr 11 at 9:47 AM. Reason: forgot something
Coulda swear he fixed all the retinues taking pop so none did. I don't have this problem from the ones I play in version 1.2 (IG, Space Marines, and Orks). I haven't seen that problem with the sorcerer.
@Defenseplayer -- Most graphical issues are corrected by doing a fresh install. What heroes and retinues are you referring to?
Edit: I see what you're talking about. Thanks for bringing it to my attention. It's fixed for the upcoming patch.
--
Also, just putting the finishing tweaks on the Chaos campaign, then all that remains is Eldar before 2.1 is released.
Last edited by Calon001; 5th Apr 11 at 2:17 PM.
Yeah, I've tried starting a new game, but now that I think of it I tried the new game before I started playing with everything.
I'll give it a shot and see
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