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DoWpro 1.51 for Winter Assault released - Eldar revisited.

  1. #551
    Member D-coy's Avatar
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    How about giving the squad member increase when you research a pop cap raising reasearch?

    Really just a random thought, but could be good, dunno.

    Those anims were only ideas. :Slap: And no I can't use anything like 3DsMax . Just thought my ideas will inspire you...

    Cheers, D-coy

    Btw, use the lil' p for the smilie .
    GFWL gamertag/ LoL name: ReadInPeace

    Just call me Readin'

  2. #552
    Wraithlord vs Defiler, Kan vs Dread, Defiler vs Dread, Dread vs Wraithlord sync kills are already in WA. They look amazing and do always happen when the first unit kills the second (1. vs 2.). Bad luck if the shot of an grot deletes the last hp from the dread before the kan would cut its power fist of....
    IMO the Wraith vs Def is just as cool as it sounds. It really looks like the Wraithlord pulls out all strength he has to rip of that head and smash it to the ground like a football. But those are already there lets get some new stuff .
    ...

  3. #553
    Yes, why did we even get on the WL vs Defiler tangent? It's already in DOWpro for the longest time, as are all synckills from DOW/WA.

    My previous post points to "new" synckills that can be added easily, as long as you know how to do it. It is from the campaign. Gabriel has a campaign-only kill-Bale anim and a campaign-only kill-evil-Isador anim. Either we can extract it ourselves for DOWpro, or we can ask the CTC team to give us the extractions. I think Excedrin can put it into the heroes for some new hero-vs-hero synckills.

  4. #554
    PhoenixX
    Guest
    Nope, sorry LarkinVB, there was no IG AI involved in any of ther crshes that I've had, AND this does not happen during a match it happens BEFORE a match, while the level is loading, AND once again it does NOT happen (at least that I have seen) with any other versions of DoW:WA and/or DoWPro. I even tortured 1.49 (after I posted last night), by ALT-TABing in and out of the program repeatedly, and then by ALT TABing at different times during and prior to play, but everything still ran fine in game.....

    This is a really strange problem, I know, and I'm even having a hard time believing what I'm seeing, since (per the changelog) I don't see anything that has been altered that would cause this problem on this particular version, but testing doesn't lie, it's only version 1.5 that causes this problem for me. That's why I'm wondering if there are any files, that are being left behind by the uninstaller, that I may to manually remove, since it could be a file version incompatibility issue.....

    I'll continue testing as the time presents itself, but it sure woud be nice to hear if there's another solution that I'm missing....

    Thanks again

  5. #555
    UnseriousSam
    Guest

    concerning crash with ig ai...

    Hi all!

    Concerning the crash that occurs when starting a skirmish game in dow-pro with ig involved as ai player I might have found a solution:
    If you have installed the dow ai-mod for winter assault you can copy the five .ai files in root\dowai_mod\data\ai\
    to the ai-folder of dow_pro. They seem to be somehow damaged.

    After I did it I am now able to fight with or against ig in skirmish battles. Still it is easy to see that ig has not yet been balanced. However its a lot of fun to fight all those little stupid humans with a
    (customizable!) predator...
    I hope it works not only with me...

    Anyway THANK YOU for dow_pro! It has literally revived my favourite rts for me. :thumb:

  6. Tabletop Senior Member  #556
    Fluffy Necromancer Andkat's Avatar
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    You will see me again at the Gates of Saint Romanos...
    Whenever you select an IG as a member of the AI unless you do the file modification the game will crash during the loading screen
    If you feel that a Backstory thread or post deserves a sticky, then please post your recommendation in the List of Useful Threads Thread. Backstory & Fluff Forum Rules.

  7. #557
    A workaround is to copy this file into the DoWpro\Data\ai folder, replacing the old one.

    Otherwise the game will crash still showing the load screen if IG AI is involved.

  8. #558

    Random Question

    Love what I've seen so far. When can we expect the next version? ^^

  9. #559
    Why does everyone want to play with IG before they are balanced. I can hardly imagine that its fun.
    Something else. What about Commanders changing weapons with cetain upgrades. In WA you give your FC and Lib a power sword after the upgrade for power sword. Everyone knows that this is just unlogic and unfluffy. But what if its the other way around? Starting with the power sword and getting the "real" weapon along with a upgrade (doesnt need to be the power sword upgrade). It is rather difficult for the SM because a Chap wont walk around without his croc. arcanum. For a Lib it is possible but by the time you get the Lib you would have the upgrade anyway and if the upgrade comes later it will be too late because most games end before that stage anyway and you will rarely see the real weapons. For the FC it is simply the stun wich would no more make sense with a sword. Thats for SM but what about Chaos? What about giving the CL the vanilla WA Khornate axe after, lets say, the first hero upgrade? Like Korbah already said, visual affirmations for buffs are a good thing. Just a suggestion. I hope someone got what Im talking about.^^

  10. #560

    Commander Weapon Upgrades

    I personally like the idea of the SM Commander starting with a sword and upgrading to the Daemonhammer, since it's a much better weapon in literally every characteristic.

    For the Chaos Lord? I'd recommend that either he start with a Power Sword and upgrade to the Manreaper, and ditch the Axe of Khorne entirely - or, let a character have the option of going for the Manreaper or Axe of Khorne in the Army Painter. I have another idea for an expansion on that - more in a moment.

    Here's why the Manreaper is better than the Axe of Khorne. This comparison is made from my experience with the Tabletop version, but a lot of it carries over, here.

    Both are power weapons - and both grant additional attacks in specific circumstances. The Manreaper grants an additional 1-6 attacks if the weilder enters close combat against more than one enemy - potentially giving the Chaos Lord as many as 10 attacks in a row in close combat. The downside? The Manreaper doesn't give additional attacks at all in single combat; the scythe is meant to carve through multiple foes.

    Conversely, the Axe of Khorne has a 1-in-6 chance to score an additional attack. Each time it successfully scores an additional attack, it gains an additional 1-in-6 chance to gain an additional attack, and so on. While the Axe offers the promise of some truly insane results if you get really lucky, the chance of successive additional attacks are astronomical. At best, you usually have a 30% chance of one additional attack each combat.

    From a tabletop standpoint, the Manreaper is an infinitely better weapon. A melee-oriented Chaos Lord can make an absolutely ridiculous number of attacks with it, and at a more reliable rate than the Axe of Khorne.

    Then there's the simple manner of Aesthetics. A scythe is more intimidating than an Axe. It's that simple. Certainly, an Axe has a certain viceral appeal, but a scythe, even one as rusty and battered as the Manreaper, gives a more dynamic emphasis.

    An Idea I had was the ability to semi-customize your heroes in the Army Painter. Maybe give some alternate heads for the Chaos Lord and Commander (I for one, would love to see the old-school Chaos Lord Horned Helm), and the ability to choose what their big weapon of doom would be, whether something as mundane as a powerfist or as ridiculously over-the-top as a Dark Blade. The actual statistics wouldn't change; it'd be an issue of just giving you some customization options. Everyone loves that.

  11. #561
    True but thats more work at the moment the DoW Pro wants to have (I guess) . I dont know the TT stats of the CLs weapons in DoW. Its simple, the program has two already modeled weapons for the CL. The Axe looks rusty and with 4 blades looks quite exotic too. I like both weapons and I think it is never wrong to have some visual variations. Its already there, why should one not use it?

  12. #562
    There's no reason why we can't have random heads/weapons for the heroes.

    Except for the fact that the DOWpro balance team currently has no modelers.

    However, you can ask for random heads/weapons for heroes on the Closer To Codex Mod thread. If the modders there do it, we can take it and add it to DOWpro (and so will anyone else who wants it). They take requests, but they only do what they feel like (mainly SM/CSM).

  13. #563
    You took back the manreaper to WA somehow. So should you not also be able to give the CL the vanilla WA Axe after a certain upgrade, or random choice? You also disabled the power swords for SM heros. I really dont want to bother you too much with this but Im just wondering why you arnt able to do this since you did other things that are not too far away from that.

  14. #564
    BoRT
    Guest
    not being able to do something and not DOING it because there are more important tasks are two things

  15. #565
    CL + Manreaper and CL + Axe are *two separate models.* Unless you know how to combine models using 3D modeling programs, you cannot have the 2 CLs as one model in the same game.

    BTW, DOWpro 1.51 should have random SM and CSM helmets. And Land Raider + hatchtop stormbolter.

    Courtesy of Closer To Codex Mod, which will be credited in the release.

  16. #566
    BoRT
    Guest
    <-- no idea of moddelling whatsoever. but from what i read, it should be possible to extract the axe from the moddel and using it like the powersword for the FC in WA. like the random heads.

  17. #567
    Valaraukar
    Guest
    I'm a little bit worried, im wondering if anyone has observered that when tier 3 kicks in space marines tend to pretty much have a substantial advantage over most other races, simply because of how shooty they are. chaos can hold them off for a bit but they are probably the best off.

    Just some random ideas here feel free to shoot me down

    I do think that termie assault cannons need to be brought back in line, they do nearly 400 dps according to in game stats when upgraded, i feel when fully upgraded they should be identical to dreadnaught assault cannons not far away superior in every aspect. I have seen obliterators die in seconds from a few assault cannons, which is ouch. couple that with space marines outstanding av capabilities on their veichles and it's gg in tier 3 vs a good player.

    Because eldar cant take the punishment i strongly recommend letting dark reapers have the same range as space marine heavy bolters (tier 3 upgrade for reapers?) they need to be able to do damage with out being hit back, at least for a short time, this is hard when they will be outranged by termie ac's and heavy bolters if they are to have a constant range of 35.

    I also think that it may be worth considering removing setup times on some eldar units (prism, platforms, wraithlord BL etc) to allow eldar the ability to remain mobile rather than having to hold fast and enguage in a firefight they will eventually lose.

    Any chance of the prism being able to fire on the move like the predator? or the winter assault prism? I very much doubt it will be imba

    Any ideas?

  18. #568
    1. 1.51 Eldar will be able to take plenty of range punishment. Perhaps too much. Dunno yet.

    2. DRs have 35 range. Termie Assault Cannons are 30 range.

    3. 1.51 DRs are more powerful than vanilla at end tier tech. But more fragile.

    4. All BLs have been buffed 15% in 1.51.

    5. Eldar have a new heavy tank in 1.51. The Falcon. Same HPs as FP. Same old dps but with 15% buffed BL, which is the same strength as the 15% buffed BL plat.

  19. #569
    Member Searaven's Avatar
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    I've not really experienced nearly as much late game SM dominance as the original DoW and WA featured. I think the main thing is that SM are just about the only race that can get away with massing termies and tacs, while other races have to mix up their tactics a lot more.

    For chaos, you can't just go all chaos marines any more, you really have to mix them with other things like Raptors, possessed, horrors etc. Obliterators are absolute ownage, although expensive they seem well worth their price. I have seen one squad of oblits kill 2 and a half squads of tacticals with plasma and take only 1 casualty - in previous versions some of us thought they were overpowered, and they haven't really been touched in a long time.

    Orks don't really have any problems with large battles due to (currently overpowered) mob bonus, although that will be getting something of a rework in the next version.

    Eldar, well, as mlai already said, they're going to be a lot better at taking ranged fire.

  20. #570

    That said....

    For simplicty's sake, just keep the Manreaper then. XP

  21. #571
    Valaraukar
    Guest
    Good stuff! cant wait to see the next version

  22. #572
    @ Korbah:

    Did you want to limit the Land Raider to only one, at a time? Or did you want max two?

  23. #573
    Valaraukar
    Guest
    I personally find the prospect of 2 land raiders troubling, despite their lack of durablity compared to other ubers they by far have the largest effect damage wise because of their ranged compacity, recommend leaving it at one unless other ubers are substantially buffed somehow.

  24. Dawn of War Senior Member  #574
    Antipostmodern Aron_DeTomado's Avatar
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    Any chance of the prism being able to fire on the move like the predator? or the winter assault prism? I very much doubt it will be imba
    Well I don't. FPs without setup-times will just be over-the-top. As it is now it is IMPOSSIBLE for CSM with MLs to take down FPs unless they greatly outnumber them squad-vs-vehicle wise, so the only option there is really las-preds.
    FPs do not need a buff.
    On the Khorne-Axe vs Manreaper issue, why not just make it randomised when the CL is built? It wouldn't effect balance and shouldn't take to much of a wrokload(at least not as much as recoding the armypainter and making it an option there, I would think).
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  25. #575
    @ Valar:

    I find your reliance on WA game design disturbing.

    Despite saying "this balance" or "that balance," all you seem to be really doing is thinking "what did WA do?"

    @ Aron:

    Manreaper-CL and Axe-CL are two separate models.

  26. #576
    Member dEmOnSpAwN's Avatar
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    :p

    When I play sp I play this mod and I love it.
    and now you will add some new "units" (see landrider with stormbolter) Do you plan to add more units?

    Like veterans , Baal Predator and Chaos terminators?

    That would rock!

  27. #577
    Sry Demon we don't really have any goog Modellers, animators etc. in our mod (why haven't we asked for one yet?) so we aren't very big on including more units just yet.

    Anyway we don't want to add a new unit for adding a new units sake because it will upset balance, which is foremost.

  28. #578
    Change of plans. For 1.51, random CSM and SM heads will be added, courtesy of Closer To Codex Mod. No modded Land Raider yet. We'll work out some kinks with the LR and release it for 1.52, which is likely to be very soon afterwards considering all the Eldar re-balancing.

    @ Korbah:

    Did you want to limit the Land Raider to only one, at a time? Or did you want max two?

  29. #579
    Yay mlai yay yay yay random heads :tooth: :allnight:

    gd job collaborating with the closer to codex mod. That's one of my other favourite mod out there.

    Thought you didn't have internet?

  30. Dawn of War Senior Member  #580
    Antipostmodern Aron_DeTomado's Avatar
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    Manreaper-CL and Axe-CL are two separate models
    I assume that means no randomising then(I wouldn't know as I can't mod), what shame...

  31. #581
    Valaraukar
    Guest
    hmm, I'm not a fan of the dawn of war WA's simplified playing style, there are a few aspects of the expansion I find to be fully suitable.

    Overall I find the DOWPRO mod to be much more enjoyable in general, and considrably closer to the fluff on the WH 40k universe.

    Don't be disturbed by certain remarks I made about the WA expansion, they are made in complete ingronace of the changes undertaken in the latest unreleased version of the DOWPRO mod.

    I suppose I have been on the spanking end of too much insane ai space marines.

    Please dont take offence.

  32. #582
    I'm a sworn enemy to almost every single change made by WA. WA is the sole reason I joined the DOWpro team. Before that, I happily played 1.3/1.4 online and whined endlessly/pointlessly about imbas, and completely ignored DOWpro mod.
    WA shattered my faith forever.
    LR being an unique unit is a change made by WA. Therefore there must be damn good reasons for me to accept it, even if by itself it is not imba.

  33. #583
    Are there any strategy guides about DoWpro to get you booted?
    (Strategy guides not installation guides, mind you).

    Is it possible to still play WA when you have updated to DoWpro?
    If you want to flame, buy a flamethrower. It's only 50 munitions.

  34. #584
    If got a question. There are new icons in DoW Pro WA like the one for the Chaplain, the one for Berzerkers or the havoc training for CSM etc.(cant really rember the exact names). Have they been delivered with DoW WA and were just unused or are they own creations? They really fit to the rest and one would not say that they are new if he wouldnt know better. Something I like about DoW Pro, it doesnt only bring good balance it also makes the game near perfect and always looks "Professional".

  35. Dawn of War Senior Member  #585
    Antipostmodern Aron_DeTomado's Avatar
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    The new icons are custom made. I beleave it is Searaven and Ironslip who are the people behind them.

  36. #586
    Banned Ra2iel's Avatar
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    OK for the 2nd time im telling u.....
    SM/CSM mass is suxxor.....
    its lame,linear and very effective.Do something about it cause every game SM/CSM plays looks like DOW game.

  37. #587
    Valaraukar
    Guest
    Indeed I feel much the same way about WA, practically the only two changes I found acceptable with WA was the prisim becoming a mobile fire platform like the predator even if it is seen as imba (which in standard dow it is with 6000 hp's and being able to have 10 of the gits) that the seer council being semi capable.

    I put my full faith behind the pro team anyday when it comes to bringing a fantastic fluff valid balance to this game. I hope very much that this mod will expand to include some of the other closer to codex units such as chosen terminators and other such things some time way down the track.

    I quiver at the prospect!

  38. Dawn of War Senior Member  #588
    Antipostmodern Aron_DeTomado's Avatar
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    Ra2iel, 1.51 will have HQ power, this will make teching and rushing more viable while keeping massing more or less the same.

  39. #589
    Banned Ra2iel's Avatar
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    Thats what im afraid of.It will promote rushing even more :ds:
    Anyhow i think my idea,which has been casualy ignored ,can be a nice solution to this.
    I have no problem beating it...but its lame and its contratictory to what DOWpro is all about AFAIK
    ok cheers

  40. Dawn of War Senior Member  #590
    Antipostmodern Aron_DeTomado's Avatar
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    Well, IMHO the HQ power solution should iron out any IMBAs associated with massing while still allowing players to actually mass. This way people can mass if they want to but they can't expect to just steamrole over everyone else.
    It cures cheese but maintains diversity, much better then artificial limiters, IMHO.

  41. #591
    If you have no problem beating it, that means it's not overpowered, then why would it need fixing?

    Ppl can try to DOWpro Guardian rush all day long, and die horribly. That means the balance team has succeeded. Does that mean Guardian "rush" needs fixing?

  42. #592
    Banned Ra2iel's Avatar
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    actualy i beat it,but it far from being easy.its very strong ,espectialy on smaller maps like BR and VoK.
    well after u played a little ull se my point cheers

  43. #593
    I know your point, because a lot of 1v1 games end at tier 1.5, which is how it is.

    The only way to "solve the problem" would be to make turrets scale in power, so a player can always make 2 turrets without econ strain. That essentially stops tier 1 rushes dead. It's very easy to mod - I can easily make the first 2 turrets cost no/little power, and the 3rd turret on have normal cost.

    But that's not what we want to do, I believe.

  44. #594
    Well, maybe it's not supposed to be beaten easily?
    People tend to forget that these are all valid tactics (rushing, massing, heavy teching and the like). What's bad is when there is only one tactic (WA to a much larger extent than DoW) or overpowered/useless units.
    In DoWpro, basically all these tactics are beatable, but can, if employed properly, win you a game. Does that mean they are bad/useless/in need of removing? No.
    Take WC3 for example. Turret rushes made for a lot of extremely interesting games. It was a risky and very sneaky strategy, quite hard to pull off. Still, it was counterable so overall the better player still usually won.

  45. #595
    What he said.

    @ Excedrin:

    In the Support Portal, the Falcon gem icon and the Falcon icon need to be rearranged in terms of position on the taskbar. You know what I mean?

    @ Korbah:

    You want Land Raider to be an unique unit? Or max limit 2?

    DOWpro 1.51 is ready for release. Waiting on this one question.
    Last edited by mlai; 19th Jan 06 at 4:45 PM.

  46. #596
    Member Searaven's Avatar
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    Quote Originally Posted by Aron_DeTomado
    The new icons are custom made. I beleave it is Searaven and Ironslip who are the people behind them.
    Nope, they're all from me actually. Yes, I'm rather shameless.

  47. #597
    Aralez
    Guest
    *...reads mlais words "Dowpro 1.51 is ready for release"

  48. #598
    Korbah is probably on a plane traversing the pacific right now and proabably won't be able to answer for a good half day at least. Should we just make a quick decision in the meantime then realease a hotfix re: landrader cap?

  49. #599
    f4lx
    Guest
    well i thinking like dys we should release that patch asap and leave the cap as it is. further changes we can do wiht the next patch.

    i would like to play some dowpro this weekend so c'mon

  50. #600
    Member dEmOnSpAwN's Avatar
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    "i would like to play some dowpro this weekend so c'mon"


    Yup!

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