Oh well, i'm no coder. But maybe you could look at how the IG General works, after all he has a default retinue of stormtroopers.
Oh well, i'm no coder. But maybe you could look at how the IG General works, after all he has a default retinue of stormtroopers.
Hey, I have a question regarding Realism mod and Shuma's Black Templars pack's cobination. How can I manage to change the colour of my SM units to the BT ones? I have installed both mods, and now my SM are blood ravens but with BT decorations and Armor..yet with Blood Ravens' colours =(
How can I change that?
Please check out my mod for Warcraft 3: The Frozen Throne
Not only does the IG general have several potential retinues, but he also has a vox caster and I believe a commissar with him in tow (in MP, anyway)
Soo... yeah, what shuma said essentially. Relic can do it, why cant us modders ?
Check out the campaign colours mod for retribution, or one of the MANY tutorials about how to change the defaultchaptercolours.lua - trust me just search around.
For the Emperor !
@mike go here http://forums.relicnews.com/showthre...ign-Colors-1.0
Download it go into the space marine folder and take the sm_blacktemplar one and put it in your mods folder done.
I think I may have found a bug in 1.23. I do not seem to be getting zeal when I kill a enemy squad in the campaign. I have tried multiple missions and I still do not get zeal after killing anything.
Also it kinda sucks that the las cannon devastators in the space marine squads do not get the effect of no setup or tear down from the ancients ability.
I hadnt noticed, but yeah. Small downside when you think of it, if you consider the fact that our dev squads are now 100 percent more badass
@Shuma -- I've been using the General as my main point of reference. His retinue is individual units attached to his, while functioning outside of his blueprint data. I'm sure it's not (too) hard, just a matter of sifting through their data files. However, since the only real retinue that suffers is Diomedes, he's been put on the back burner while I worked out other bugs and adjustments.
Now that I have finished a few more changes - such as having the drop pods spawn tactical squads - I'll soon return some attention to the retinues.
@miketwistam -- MrBlazzar's above post is your answer. It's really a great mod by Morat that adds new flavour to the campaign.
@MrBlazzar -- I'll check out the zeal issue. It's heretical to fathom the Emperor's own champions being without such fervor!
Over the next few days my responses will be few and far between. Exam week coming up, along with a publication due date fast approaching. I'll do what I can when I can. Thanks for reporting issues as they pop up.
Last edited by Calon001; 8th Apr 11 at 7:11 PM.
I know how you feel calon, they are but two weeks away for me as well. Good luck on yours.
Ok, thanks for the link
Worked like a charm
Is there any way to increase the damage of Diomedes' buddies' Immolate ability? Cuz right now it is very weak and pointless.
Can you adjust his skilltree to somehow improve that power as well?
Increasing it's damage in offensive tree, for example. It's AoE in energy tree etc etc etc. )
I started the ork campaign and realized that the orb retinues when they die cost requisition and pop cap to re add to the hero squads. Which I found kind of annoying. Also every time Mr. Nailbrain tuns back to a stronghold or reinforcement point it seems to drain all of my requisition sense one time He ran to it and I had like 298 requisition and then went down to 28 without anything happening.
Last edited by MrBlazzar; 9th Apr 11 at 10:00 AM.
Originally Posted by Godlike_Power
some retinues auto-reinforce, thats what i assume is happening there, theres just a price tag on it, which is unusual.
Ya that explains some but not when my mekboy his the reinforce points that he gains no retinue back and and I lose almost all of my requisition lol.
I had fixed that problem earlier, but when I was forced to load an older version those were among the changes to be toasted. He is a greedy little shit; sometimes not reinforcing and stealing all the shiny bits. I'll tighten the bolt in his head a little, that'll teach our greenskin pickpocket.
Also, here are some changes I pulled off today:
Version 1.24 upcoming
-+-+- Version 1.24 -+-+-
- To prevent the player from amassing requisiton and power from killing enemy units, players no longer gain any resource from killing NPCs. This includes Waagh/Zeal.
- - When player units die, they generate considerably more Waagh/Zeal.
- Tactical Squads will now receive three plasma guns, three flamers, or two missile launchers when upgraded.
- Sternguard Veterans now receive three plasma guns, three flamers, or two missile launchers when upgraded.
- Scouts now receive three snipers when upgraded. The setup time on the sniper has been reduced to 0.5 seconds (down from 1.5)
- Apollo Diomedes can now call in a drop pod loaded with a dreadnought.
- Apollo Diomedes' retinue's immolate spell is now stronger.
- Havoks have been changed to two heavy bolters and two autocannons by default.
- The Drop Pod ability now spawns a tactical squad.
- Force Commander is now a psyker.
WHAAA!??? FC as a PSYKER!!??? Didn't think that was allowed o_o. lol Anyways the new changes seem pretty cool. But when you wrote: "This includes Waagh/Zeal." does that mean we no longer get zeal from killing enemies only losing units? because that were make me want to send my honor guard squads into a mass slaughter to gain zeal xD. I do like the drop pod ability seems pretty epic although I would want the tactical squad for single players not a huge fan of dreadnoughts because they take up all my walking room!
I think we should still generate waagh/zeal from kills. the requistion/power changes make sense though.
Havocs are looking good too. that weapon config makes sense to me.
I like the idea of scouts having a lower sniper setup time but 3 snipes ? 2 would probably be more balanced.
Never! I want 3 snipers shooting all my enemy at EPIC range!!
The goal of this mod is to make the campaign harder and more interesting. I hardly see how making the cheapest and most easily spammed space marine unit able to kill some of the tougher campaign foes at a safe range accomplishes either.
This is true. I agree with panzer maybe make it 2 or just keep it at one. Then again that's kinda crap compared to the new squad sizes.
Can I suggest you add a 4th upgrade, something like "versatile upgrade" for SM tacs?
This will provide 1 Plasma Gun, 1 Flamer and 1 ML.
And since SM tacs have an Apothecary with them, what if you'll give them Combat Stimulants ability? Smth like increasing their movement speed and regeneration twice?
Last edited by miketwistam; 10th Apr 11 at 12:59 AM. Reason: Apoth Changes.
@MrBlazzar -- It's a double edged sword. Either you generate requisition, power, and zeal when killing enemies, or you don't. Generating this small amount of requisition and power will give you a substantial amount within minutes. This is attributed to the hordes of enemies. Unless I produce five different versions of the mod (one for each campaign), this won't be possible to fix. If I was to adjust it not to include the requisition and power while killing enemies than you (the player) wouldn't generate the same currencies when your units die.
@PanzerKrieg -- Snipers are great: they can pick off weaker units with a single shot each. But, three snipers firring into a horde of 30-40 enemies, all the while taking fire... Suddenly they seem less effective. Not to mention that they aren't yet deserving of full power armour as their brethren. Everything and their mother can either overwhelm or overpower a scout squad - if you merely send them alone into the fray. They're powerful, yes. Why shouldn't they be? They are carrying a longlas, and are marksmen. They can now hold their own against basic enemy units one versus one, if the enemy is at distance. Break this conditions, and you've got dead scouts.
@miketwistam -- Currently there is only room for four upgrades for any given unit (for everything that isn't a multilayer heroes). I'll see about giving the tactical squad (followed by every squad) the multilayer hero upgrade panel, which will allow such additional upgrades.
Ah yes indeed. About the 4 upgrades. I have seen some mods have more then four but it was only in multiplayer so I wouldn't know if that could work for single player.
I'll see what I'm capable of doing. ^.^ Also, added in a new commander-only weapon for each hero at level 10. They're all something really... unique.
Sounds awesome look forward to 1.24. Also I bought the tactical marine squad and it seems that one of there units is.. uh... missing a head.. and a backpack...
But ya lol kinda funny watching him shoot people without a skull.
Can you please post a screen shot? I've yet to come across that and I've been testing SMs all day.
What you say about the mortality of scouts is true, but how often have you seen retribution AI actually react to long range combat. Half the time they just sit there while cyrus or some infiltrated scouts take pot-shots. Whatever, I just wont use scouts now.
Alright here are some screens I took of my Headless Brother lol:
When I first saw this I reinstalled this mod just in case but it stayed there. Could be due to the black Templar pack but I didn't think so.
maybe the headless tac is the sarge ?
Edit: no, nevermind. Im an idiot.
Last edited by PanzerKrieg; 10th Apr 11 at 12:34 PM. Reason: My idiocy
Well the newest version works for me!!! tried all the older ones and they still don't but 1.23 worked splendidly : )) Just played the skirmish with it so far but Great mod can't wait for 1.24
Since I'm mostly here for skirmish mode.. (I like the campaign but I sometimes like to mess around with skirmish) and I've played a bunch of games already I have a few questions.
1- Why make the FC a psyker? As far as I know the only chapter that would have that is Grey Knight unless that's what you are going for but would be nice to have the option for him not to be since he's already pretty powerful.
2- In pvp this mod in some cases has the exact opposite effect and make some factions such as Space Marines very easy to win with even on Expert AI, the increase in squad size coupled with the decrease in unit cost make them truly uber and hard to break never mind the fact that Assault Marines are now almost as cheap as tactical ones and have no power requirement.. in short Space Marines are too good.
3- I really like the fact that tanks generally cost more!!!
4- Increasing the Pop cap is almost necessary now with the squad size increases... I like this alot but is there any way to limit tank impact to preserve the tactical nature of the game and prevent an arms race that always descends into a last ditch tank fight?
And awesome to see you actually unlocked the Rank 60 Guardsman gear!! anyway great mod and hope to see it evolve!
Last edited by Heretek; 10th Apr 11 at 11:32 PM. Reason: additions
@Heretek -- There are a great many Astartes in positions of influence that are psykers. Most Grey Knights are only powerful enough to keep their mental barriers active, and thus not able to use their abilities offensively. With a quick glance at any Space Marine codex it is clear that Librarians can be chosen as an HQ slot. Any rank of Librarian has endured more combat than even the most hardened of veterans as a result of their unforgiving training, which makes them fit to be commanders
Currently the Tactical Squad costs a very low amount of requisition and population. That will be corrected for the next version. While the squad sizes have increased, you'll notice their population amounts generally don't increase too much.
which is good because that way players still have a nice range of choice for there force composition.
Hmm, it seems to me that your mod isn't compatible with Shuma's Black Templar mod. There's red (mainly on the shoulders) that appear where there shouldn't be. Also, the loincloth in MP are all red that should be white instead as well.
I do not have any of the problems you have chouun. In MP for me there all white IF you chose the black templar color scheme the other ones change the color of the stuff due to it being a accessary. same goes for single player.
@Chouun -- I've not encountered any issues using the Black Templar pack. If you're using any other mods try disabling them and see if it works.
Posting v1.24 on the front page in the next few minutes. Currently I'm running out of ideas of what to change and balance :-/
Last edited by Calon001; 12th Apr 11 at 4:39 PM.
Well if you are out of ideas, that's not a problem for us - crazy idea guys out here in this community :P
Are you able to change the skilltrees of heroes and Honor Guards units at all?
I'm sure many people can come up with quite interesting ideas for skilltrees.
You can add a shuma nurgle termy model for chaos single player campaign?
I love Warhammer
adding in whole new content is always really cool. There are several open slots for buildings that could be filled with cool new units.
A cadian sniper team (a spotter and a sniper) would be neat, for instance. Also cool would be hardened vets *yes yes i know ive said that before*, maybe make Sentinels less garbage for both player and enemy (seriously they are worthless now !)... all these ideas are for ig...
Hmm, a close combat version fo the eldar guardian squad would be nice. I remember some minies that were guardians, just with a CC weapon and pistol a while back. Maybe add new abilities to squads, make tactical marine squads increase local healing or something (apothecary), I really dont know.
If at all possible, please add in chaos space marine Raptors ! They were SO COOL.
Thanks for the suggestions.
Last edited by Calon001; 16th Apr 11 at 4:14 AM.
2x Lightning Claws, 1x Daemon Maul
3x Power Swords, 1x Power Fist
2x Bolters, 2x Lasguns, 1x Meltagun, 2x Shotgun, 1x Plasma Gun
Right now their health pools / damage hasn't been touched at all.
I have added the artillery strike ability from the campaign to the Hardened Veterans. All new units will be getting new abilities to better suit their roles. In these screenshots you only see the default abilities.
Last edited by Calon001; 15th Apr 11 at 3:15 PM.
Really cool hardened veterans !
Not sure how often commissars work in squads but Whatever, theyre cool
Any chance of using Shuma's chaos terminator helmets (he has them up on his wargear thread as a modders resource)
@PanzerKrieg -- Commissar's work in squads while training several Cadet's under battlefield conditions. I'll see about adding in Shuma's helmets once everything else is in working order.
Edit: Here's the completed version of the Hardened Veterans and Commissar Squad...
Wargear: Bolter x2, Hellgun x3, Plasma Gun x1, Melta Gun x1
Abilities: Melta Melt, Shotgun Blast, Basilisk Flare, Artillery Strike
Wargear: Powerfist & Laspistol x1, Powersword & Laspistol x2, Powersword & Bolt pistol x1
Abilities: Inspire Courage
Last edited by Calon001; 15th Apr 11 at 6:32 PM.
Space Marine Veterans
Wargear: Powerfist & Bolt Pistol, Chainsword & Bolt Pistol, Powersword & Bolt Pistol, Lightning Claw & Bolt Pistol, Power Axe & Bolt Pistol, Thunder Hammer, Chainsword & Storm Shield
Abilities: And They Shall Know No Fear, Kraken Bolts, Defend, Unwavering Zeal (not in screen shot)
And that's that for today. Everything else will need to wait until after the weekend.
So ... you somehow made the hardened veterans more even more badass and created a space marine squad made of EPIC WIN ?
Is this like, all in a days work for you ?!
edit: also, i notice alot of randomization in these squads... its cool :P
Update: For the new version I'm adding in customized retinues for each hero. Accessories will drop similar to the Imperial Guard ones, equipable by every hero, to allow players to pick and choose their retinue units. For example, Space Marine heroes will be able to pick from a Tactical Marine, Assault Marine, Librarian, Terminator, and Assault Terminator.
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