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Tonns V - Alpha Release v0.04 Released 25/3/12

  1. #1

    Tonns V - Alpha Release v0.04 Released 25/3/12

    Tonns V. A backwater planet at the edge of Segmentum Pacificus. For generations, Tonns V has been a mildly prosperous world, its citizens loyal to the Emperor and to the Imperium. Now, war rages over its surface. Great cities fall. Towering hive spires crumble to the ground. Astropathic distress signals shoot out across the void.

    In answer, the Emperor's Imperial Guard are deployed to Tonns V. There, they find the true nature of the threat. Half of the planet is in the grip of Chaos. The Imperium responds. Several Chapters of Space Marines send delegations to wipe out their hated foe. Ork scavengers, excited by the prospect of war, urge whole Waaaghs! to further test the beleagued defenders. Next to arrive are the Eldar, in response to a long-recieved prophesy. If Tonns V falls, craftworlds will be next. Finally, as these factions descent on the planet, the most deadly and terrible of them all arrives - a Tyranid splinter fleet, weakened in its last encounter with the Imperial Navy, sees Tonns V as a prize meal.

    Six armies, fighting desperatly for survival. Only one can emerge victorious. This encounter shall go down in the Imperial annals as the Battle for Tonns V.


    Tonns V is a horde defence mod for Dawn of War 2 Retribution, currently in development. When complete, the mod will hopefully involve several new maps, every race fleshed out as either an attacker or defender, rising difficulty as games progress, and much enjoyment for all.

    v0.04 Released!
    Download link:http://www.mediafire.com/?wgbf2v8er84yxrv

    Changelog



    Screenshots:

    Spoiler


    Overview of WIP maps

    Spoiler



    Aims of this mod
    -A dynamic and engaging gameplay that is realistic to the Warhammer 40k fluff
    -Compatability with vanilla game maps
    -New maps designed around the mod
    -Defend as Imperial Guard, Space Marines or Eldar against hordes of Chaos heretics, Tyranids and Orks
    -New maps with a variety of environments and gameplay styles
    -New units, weapons and abilities

    Please Note:
    -This mod should be played against AI in custom battles with Annihilate victory conditions
    -Set AI to 'Expert'
    -High Resources is highly recommendeded
    Last edited by nathaniak; 15th Apr 12 at 1:17 PM.

  2. #2
    Always wanted a survival mod for Ret. So will you later include the option of playing as the Nids,Chaos and Orks defending against the attack of Eldar and/or the Imperium?

  3. #3
    That's in long-term plans, yes. It would involve either a seperate, parallel mod or re-work of current progress though (probably second), so it's scheduled for after initial release.

  4. #4
    Member laszers's Avatar
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    so, what you are saying is that it will be like last stand on a bigger scale? also with realism, are you including weapon damages, cause that may not work well with a wave mod like this.

    either way good luck!

    p.s if you need anything from my mod ask.
    Ultimate Warfare
    Realism, lore based, and fun!

  5. #5
    A bit like last stand, yes, but with armies instead of heroes. With fluff accuracy, I'm going to try to make things accurate to the background as opposed to accurate to the tabletop game.

  6. Modding Senior Member  #6
    Looks nice! If you finish this, I'll never again have to feel sorry for not continuing my old defense mod.
    "When life gives you lemons, make lemonade. Then use the profits to buy an assault rifle. See if life makes the same mistake twice."
    When to report?

  7. #7
    Ah, the key word there being 'if'!

    Progress is coming on OK. Tyranids now deploy hormagaunts, termagaunts, carnifezes and supposedly warriors. Orks deploy sluggas, shootas and wartrukks. Chaos deploy melee heretics, heretics with autoguns, heretics with lasguns and Chimeras. (CSM are becoming more Traitor Guard and less CSM in this mod).

    Ork attack on the second WIP map:

    Spoiler


  8. #8
    Member shadowninja0069's Avatar
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    Conover NC
    this looks awesome dude.gl in this.

  9. #9
    Member General Kong's Avatar
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    Jan 2010
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    Tipperary, Ireland
    this looks promising, ill be keeping an eye on this
    Damn It Ravenor, im a chaos worshipper, not a loyalist
    They mapped for our sins: http://mapsofwar.info/
    Chocolate?

  10. #10
    Update as of 31/1/12: Progress is happening, albeit at a slower rate than I hoped. Nethertheless, I'm slowly but surely forcing this mod into shape. Still no idea how good it will be at the end. The mod is now much more playable - I would release it now, but there are too many bugs, of which many are gamebreaking. Despite this, I've made enough progress to charecterise the current version as IB v0.01 (Internal Build v0.01) and save it to backup. One final note - new maps may not make it to the first few releases, as they seem to have bugs all of their own.

    Internal Build IB v0.01 Changelog



    Edit: New images

    Spoiler

    Last edited by nathaniak; 4th Feb 12 at 10:36 AM.

  11. #11
    Just got the Chaos Chimera's first texture done. What do you think? Does it need more work?

    Spoiler


  12. #12
    I absolutely love this idea! Feel free to use any of the assets in Codex Edition such as the new bolter fx to add to the realism and atmosphere of Tonns V, and thanks for being part of the mod community.

  13. #13
    Member Squab66's Avatar
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    Withernwick you know that place you've never heard of
    id say the chaos chimera could do with some added spikes maybe a skull nailed to the turret but not a must
    I lost the game guys

  14. #14
    It would have that, but modelling is not within my abilities. Unless I can find some spare spikes lying about...

    Edit: How about this?

    It turns with the tank, not the turret, though
    Last edited by nathaniak; 5th Feb 12 at 4:17 AM.

  15. #15
    Member Squab66's Avatar
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    Withernwick you know that place you've never heard of
    that's brilliant also will ai launch flanking attacks with stealth units or deep strikes at later stages because that would (in my opinion) add some more challenge than hold the line from gaunt blobs
    EDIT:will there be a prep time before they swarm

  16. #16
    I'm thinking of ways to incorporate deep striking units, yes. I'll probably tweak the red abilities that put a unit in the field. There isn't really a prep time ATM, but the bases are situated quite far away on the custom maps (you have time to build a tier-1 unit). On regular maps, there is one, as the AI captures all the points before moving to attack you! The AI is still in a very basic stage - essentially the regular AI we all know and 'love'. Adjusting it for the mod is in the plans though.

    Bear in mind that this mod is still in the alpha phase, so there is a lot to be done, but also a lot that can be changed. For example, I've just re-worked the race selection to tie attacker or defender into the commander that you choose, so you can attack or defend as any race. I'm actually considering removing supression from most weapons that have it - probably won't but, as I;ve said, everything is under consideration.

    Work is progessing slowly. I'll probably have a first release in a fortnight, if all goes to plan.

  17. #17
    OK. First release out. Try it and tell me how many bugs you can find. Hopefully none, but some always slip through...

  18. #18
    Preliminary patch notes for v0.03:

    Spoiler



    Screenshots


  19. #19
    i'm sorry but the ai just stand there and do nothing? anyone know the issue?

  20. #20
    Which races are you using? Currently, only Tyranids work as the attackers. Can you give a screen of the battle setup?

  21. #21
    Yea same thing happens to me.
    The Tyranid AI leader just hangs out by his base in all the maps.
    So there is no clear instructions how to run this mod;
    -Do you run a custom game and if so what is the victory condition we need to set?
    -I've tried annhilation with Tyranids on the attack, and space marines on defend. Tried on Normal Diff. Computer. The Tyranid leader just sits at his base. He only responds if you run up and attack him.
    -Tried with Tyranid Defendor (middle hero) Same issue, just stands there and sorta half-tries to defend

    You need to give us clear instructions on how to play your mod.
    -What game type do we need to choose?
    -Do we run the maps individually via the Multiplayer>Custom Game choice?
    -What resources do we need to choose? (As I noticed there are no capture points/req/power nodes, I had to switch it to high resources)
    -What Computer Difficulty do we need to set for the computer player who attacks?

    Thanks.

  22. #22
    Ok. Choose Annihilate in Custom Games with High Resources against Expert AI. Sorry for the long time to reply - RL issues are slowing the mod quite a bit. Sorry for not making that clear.

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