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Old 12th Oct 06, 11:19 AM Forum Rules   # 1
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Dark Crusade Changelog

Here is the changelog for Dark Crusade from Winter Assault. Please note that although this list is comprehensive and accurate, there may be a couple changes missing. I'm trying to track those down.

Thanks!

---------------------
Global

• Turrets
o Turrets can be placed anywhere
o Turrets detect infiltrated units
• The Infiltration system has been enhanced and better integrated into Dark Crusades:
o Infiltration on units is no longer activated with an action button. The effect is persistent and passive.
o Units can attack while infiltrated.
o Units can capture while infiltrated.
o Commanders no longer detect stealth. See each race for a list of detectors.
• Reduced the cost and research time of Tier 3 upgrades
• Reduced the research time of Tier 4 upgrades by 50%

Space Marines

• New unit: Grey Knights
o New ability: Psychic Inquisition - Tortures units within the area with psychic energy. This energy haunts an area, dancing around seeking victims.
o New ability: Furious Charge - Allows Grey Knights to approach enemies at blinding speed. The momentum is converted into a devastating attack
• Reduced the train time of Land Raider to 90 seconds.
• Skull Probes now require an Armory instead of a Monastery and can now detect infiltrated units.
• Librarians
o Librarians can detect infiltrated units.
o Increased damage and reduced cooldown of Smite
o Increased duration of Weaken Resolve
o Weaken Resolve now requires tier 2, not tier 3
• Reduced squad hold of Orbital Relay from 6 to 4
• Increased Space Marine Deep Strike delay from 5 to 10 seconds
• Space Marine Force Command and Chaplain plasma pistol
o Reduced penetration versus heavy high from 50 to 45
o Increased penetration versus building low from 25.5 to 30
• Space Marine Force Command and Chaplain Power Sword
o Penetration to building low increased from 20 to 25
o Penetration to commanders increased from 30 to 40
• Increased setup time on Space Marine Tactical Heavy Bolter from 1.5 to 2
• Space Marine Inspiring Aura research
o Cost reduced from 100/35 to 80/35
o Research time reduced from 90 to 60
• Space Marine Commander health 2 research time reduced from 60 to 45 seconds
• Terminators and Assault Terminators
o Increased cost from 200/100 to 240/100
o Heavy Flamer:Morale damage increased from 35 to 50
o Assault Cannon: Cannot fire on the move, Increased damage from 12-20 to 30-50, Increased range from 30 to 40
o Increased stun effect from 10% to 25%
• Tech Tree changes
o The Armory no longer requires the Chapel Barracks
o The Monastery (Tier 2) now requires either the Armory or the Barracks, not both.
o The Fortress Monastery (Tier 3) now requires either the Machine Shop or the Sacred Artifact, not both.
• Elite unit caps
o Assault Terminators now have a squad cap of 1
o Terminators now have a squad cap of 1
o Predators now have a squad cap of 2
o Whirlwinds now have a squad cap of 1
• Support cap costs
o Increased Predator support cap cost from 3 to 5
o Increased Whirlwind support cap cost from 2 to 5
o Increased Dreadnought and Hellfire Dreadnought support cap cost from 2 to 3

Imperial Guard

• New unit: Heavy Weapons Platoon
o New ability: Entrench - Heavy Weapon's Platoon sets up a powerful fortification combining defensive cover with increased firepower.
• New ability: Long-range scanner - Located in the HQ, this ability detects infilitrated units.
• New ability: Let it Burn - The Hellhound, in Tier 3, can set an area on fire for a limited duration. Any unit takes damage while in this area.
• Reduced the train time of the Baneblade to 90 seconds
• Guardsmen squads can reinforce to 12 members (up from 9) once reaching Tier 2.
• Pyskers can detect infiltrated units.
• Priest morale boost reduced from 400 to 50
• Assassin
o armor penetration versus monster high reduced from 100 to 50
o armor penetration versus commanders reduced from 100 to 75
• Guard Commanders improvement versus vehicle high and monster high armor types
o guard_chainsword_priest: Armor piercing against monster_high from 0 to 25, Armor piercing against vehicle_high from 0 to 25
o guard_power_sword_commissar: Armor piercing against vehicle_high from 0 to 20
o guard_power_gauntlet_captain: Armor piercing against vehicle_high from 0 to 20
o guard_power_gauntlet_captain: Armor piercing against vehicle_high from 0 to 29
o guard_psychic_spike_psyker: Armor piercing against monster_high from 0 to 25, Armor piercing against vehicle_high from 0 to 25
• Weapon Specialization Research cost increased from 100/25 to 100/100
• Kasrkin Knife’s penetration to building low reduced from 65 to 45
• IG Command Squad Commissar Power Sword penetration to building low reduced from 50 to 33
• Command Squad Priest Chain Sword penetration to building low reduced from 33 to 23
• Command Squad Captain power Gauntlet penetration to building low reduced from 50 to 35
• Command Squad Captain power cost increased from 15 to 25
• IG Psyker Curse of the Machine Spirit hotkey set to "C"
• Tech tree changes
o The Tactica Control no longer requires the Infantry Command
o The Battle Command (tier 2) now requires either the Infantry Command or the Tactica Control, not both
• Elite unit caps
o Ogryns now have a squad cap of 1
o Kasrkins now have a squad cap of 1
o Leman Russ Tanks now have a squad cap of 2
• Support cap costs
o Increased support cap of Leman Russ from 3 to 5

Orks

• New unit: Flash Gitz - Tier 3 ranged infantry
• New research: More Sluggas - makes recruitment of slugga boyz squads free.
• New ability: Burna bomb - Mad Doks can place this device, which explodes after a brief countdown.
• The Big Mek and War Boss can still detect infiltrated units (unlike most other Commanders)
• Armored Nobs can now detect infiltrated units.
• Reduced the train time of Squiggoth to 90 seconds.
• Ork Warboss Claw penetration to building low increased from 31 to 60
• Ork Nob Choppa
o Armor penetration to monster high increased from 0 to 15
o Armor penetration to vehicle high increased from 0 to 15
o Armor penetration to building high increased from 0 to 15
• Ork Rokkit Launcher Listening Post
o Armor penetration to vehicle high increased from 5 to 10
o Armor penetration to vehicle med increased from 7.5 to 20
o Armor penetration to vehicle low increased from 12.5 to 20
• Ork Big Shoota Twin Waagh Banner
o Armor penetration to building low increased from 0 to 25
o Armor penetration to building med increased from 0 to 20
o Armor penetration to building high increased from 0 to 10
• Reduced health of Tankbustaz from 400 to 360
• Tech Tree changes
o Pile of Gunz no longer requires a Boyz Hut
o Orky Fort add-on no longer requires Da Mek Shop
o Orky Fort add-on now requires either Da Boyz Hut or Pile of Gunz, not both.
o Da Mek Shop now requires either Da Boyz Hut or Pile of Gunz, not both.
o Mega Armored Nobs no longer require a Boyz Hut
• Elite unit caps
o Nobs now have a squad cap of 3
o Looted Tanks now have a squad cap of 2
• Support cap costs
o Increased Looted Tanks support cap from 3 to 5
o Increased War Trukks support cap from 2 to 3
o Increased War Trakks support cap from 2 to 3

Chaos

• New unit: Daemon Prince - The Chaos Lord can upgrade into the Daemon Prince in Tier 3.
o New ability: Daemon Roar - The Daemon Prince breaks the morale of surrounding enemies with a fearsome roar.
• New Ability: Tainted Auspex - Chaos Lord drops a taint, which detects infiltrated units.
• Cultists now detect infiltrated units.
• Sorcerers now detect infiltrated units.
• Chaos Predator damage increased by 25%
• Chaos Marines now have Plasma Weapons (tier 3)
• Reduced the train time of Bloodthirster to 90 seconds.
• Chaos Lord Plasma Pistol penetration to building low increased from 25.5 to 30
• Chaos Missile Turret
o Armor penetration to building low increased from 0 to 25
o Armor penetration to building med increased from 0 to 15
o Armor penetration to building high increased from 0 to 10
• Obliterators no longer requires a Relic
• Standardized Obliterator Damage
o Assault Cannon range increased from 30 to 35
o Lascannon weapon: Min damage from 145.38 to 258, Max damage from 177.69 to 290, Armor piercing against infantry_low up from 20 to 60, Armor piercing against infantry_med up from 20 to 100, Armor piercing against infantry_high up from 20 to 90, Armor piercing against infantry_heavy_med up from 20 to 100, Armor piercing against infantry_heavy_high up from 20 to 91, Armor piercing against vehicle_low up from 29.91 to 43, Armor piercing against vehicle_med up from 22.45 to 32, Armor piercing against vehicle_high up from 10.36 to 14, Armor piercing against monster_med up from 0.00 to 100, Armor piercing against monster_high up from 9.93 to 14, Armor piercing against commander up from 0.00 to 36, Armor piercing against building_low up from 49.14 to 70, Armor piercing against building_med up from 18.35 to 26, Armor piercing against building_high up from 21.80 to 31
o Plasma Twinlinked weapon: Max range up from 30 to 35, Armor piercing against infantry_low up from 21.25 to 45, Armor piercing against infantry_med up from 36 to 78, Armor piercing against infantry_high up from 31.5 to 68, Armor piercing against infantry_heavy_med up from 40.07 to 80, Armor piercing against infantry_heavy_high up from 40.40 to 70, Armor piercing against vehicle_low up from 10.91 to 33, Armor piercing against vehicle_med up from 10.45 to 24, Armor piercing against vehicle_high NO CHANGE, Armor piercing against monster_med up from 40.44 to 80, Armor piercing against monster_high NO CHANGE, Armor piercing against commander up from 25.18 to 27, Armor piercing against building_low up from 15.14 to 53, Armor piercing against building_med up from 18.35 to 20, Armor piercing against building_high up from 0.80 to 25
• Tech tree changes
o The Chaos Armory no longer requires the Chaos Temple.
o The Desecrated Fortress (tier 2) now requires either the Chaos Armor of the Chaos Temple, not both.
o The Machine Pit no longer requires the Sacrificial Circle
o The Unholy Monastery (tier 3) now requires either the Machine Pit or the Sacrificial Circle, not both.
• Elite unit caps
o Obliterators now have a squad cap of 1
o Possessed Marines now have a squad cap of 1
o Predators now have a squad cap of 2
• Support cap cost
o Increased support cap cost of Predators from 3 to 5
o Increased support cap of Defilers from 2 to 3

Eldar

• New unit: Harlequin
o New ability: Harlequinn's Kiss - The Harlequin drives a tube into her victim liquefying his innards killing the target instantly. The boiling blood splatter injures all surrounding units.
o New ability: Dance of Death - Eldar Harlequin jumps from enemy to enemy, knocking them down, displaying acrobatic attacks
• The Guardian Warlock can now detect infiltrated units.
• Reinforced Armor and Enhanced Reinforced Armor
o Increased health effect on Guardians from 15% to 25%
o Increased health effect on Guardian Warlocks from 0% to 25%
o Increased Warp Spider health and morale boost from 25% to 40%
• Seer Council
o Now requires tier 3
o Increased health from 400 to 800
o Increased melee knockdown chance from 10% to 50%
o Increased damage by 25%
o Increased Conceal bonus versus ranged damage from 25% to 50%
o The Seer Council can now detect infiltrated units.
• Reduced cost of Brightlance Platform from 140/105 to 125/75
• Warp Spider
o Increased armor penetration versus infantry heavy high targets from 32 to 38
• Superior Optics
o Increased ranged damage boost of Warp Spiders from 25% to 40%
o Increased melee damage boost of Banshees from 10% to 20%
• Increased Optics effect on Dark Reapers from 25% to 40%
• Webway Gates increase support by 3 (instead of 2)
• Eldar Rangers Infiltration research cost increased from 50/0 to 50/50
• Reduced cost of many Eldar ability researches.
• Eldar D-Cannons no longer deal friendly fire damage
• Eldar Fire Dragons Fusion Gun penetration to building high increased from 6 to 12
• Tech Tree changes
o The Soul Shrine no longer requires the Aspect Portal
• Elite unit caps
o Fire Prisms now have a squad cap of 2
o Warp Spiders now have a squad cap of 3
• Support cap costs
o Increased Wraithlord support cap from 2 to 3
o Increased Falcons support cap from 2 to 3
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Old 12th Oct 06, 11:20 AM Forum Rules   # 2
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Stickied.
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Old 12th Oct 06, 11:20 AM   # 3
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Thanks
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Old 12th Oct 06, 11:24 AM   # 4
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This is great
 
Old 12th Oct 06, 11:28 AM Forum Rules   # 5
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There's some pretty big changes there.
It'll be very interesting to see how the online play will be, as players will have to use the normal units instead of an all-elite spam.
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Old 12th Oct 06, 11:34 AM   # 6
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Thanks so much for this. C&P'd to my guild forums.
 
Old 12th Oct 06, 11:36 AM   # 7
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Buggo, could you do me a favor and double check all Banshee weapons damage figures and health figures and upgrade affects figures.

Reason i ask is that under WA they where in affect the same HP's/Damage as PSM and not far behind AT's/Nobz (without clawz). If they indeed got a bigger buff from improved optics (it was 15% in WA, BTW), then they are now packing nearly as much punch per squad as the Capped T3 CC units. But cost only 2 Inf cap and are not Capped to 1 or 2 squads. This sounds like a damm big IMBA to me. I can't belive Relic have missed it. So i'd like to confirm that there are no undocumented changes to Banshees.

Thanks, otherwise great work.
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Old 12th Oct 06, 11:39 AM Child's Play Donator Forum Rules   # 8
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Awesome, many thanks!
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Old 12th Oct 06, 11:46 AM Forum Rules   # 9
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Ditto ^^

Very interesting changes. Looking forward to see how the expert replays at DoWsanc will be with the barracks/armoury choice before T2.
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Old 12th Oct 06, 11:55 AM   # 10
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Although it's annoying i can understand why Relic has decided to cap elite units and certain vehicles. It'll take some taking used to when playing the original races.
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Old 12th Oct 06, 11:56 AM   # 11
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Thanks for the infor buggo ,just one question does the harlequins ability: Harlequinn's Kiss kills comander units?
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Old 12th Oct 06, 12:05 PM   # 12
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You Forgot "2 all new races and many new maps"
 
Old 12th Oct 06, 12:06 PM   # 13
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Quote:
Turrets can be placed anywhere


So it's a bug that eldar and orks cannot?
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Old 12th Oct 06, 12:08 PM   # 14
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Well, know it is all clear. I should be here 3 days ago:P

THX Buggo!!!
 
Old 12th Oct 06, 12:09 PM   # 15
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Quote:
You Forgot "2 all new races and many new maps"

Come on Buggo, hop on the ball!
 
Old 12th Oct 06, 12:11 PM   # 16
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Thanks for the info. I actually have a couple of questions when it comes to infiltration and detector units. I have been having real trouble fighting infiltrated units with the necron since my only mobile detectors appear to be the necron Lord with the solar pulse ability which is on a cooldown and builder scarabs. First, are there any other units for the Necrons that can detect? And, why do the orks get three different, and powerful, units as detectors while other races have to struggle to even get one detector out? Thanks for the help.
 
Old 12th Oct 06, 12:15 PM   # 17
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rumors say tankbustaz start infiltrated. but nothing on that in the changelog.

infiltration for tankbustaz or not?

thx for the changelog, nice job!

PS. another "rumor": ork buildings can detect. true? only banners? none?
 
Old 12th Oct 06, 12:17 PM   # 18
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Yep, and others are saying the OB seems to do no Freindly Fire.

If you have the time could you chech the anwsers in my Q&A Thread please as i don't have the game (live in europe) so i'm rellying on accurate info from the peopl who do have it.

Linky: http://forums.relicnews.com/showpos...232&postcount=1
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Old 12th Oct 06, 12:30 PM   # 19
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No mention on the movement accuracy reduction either.

Didn't the CL's slow posion get axed as well?

Also, Psykers still break their own morale (or squad) when they cast Lightning Arc, which is kinda funny...
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Old 12th Oct 06, 12:32 PM   # 20
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Changelogs usually don't mention nerfs or bugs
We have to find those.
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Old 12th Oct 06, 12:33 PM   # 21
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Quote:
• Elite unit caps
o Assault Terminators now have a squad cap of 1
o Terminators now have a squad cap of 1
o Predators now have a squad cap of 2
o Whirlwinds now have a squad cap of 1


Good, ino more deep-striking spamming with unlimited Terminators into a base.

No more getting wacked in the butt with a line of Whirlwinds.
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Old 12th Oct 06, 12:33 PM   # 22
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Hm. Didn't the landraider already take 90 seconds to make in WA?
 
Old 12th Oct 06, 12:36 PM   # 23
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Thanks for the info.
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Old 12th Oct 06, 12:46 PM Forum Rules   # 24
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...So many new tactic forms appearing in mind...

Thank you Buggo, remember to thank everyone else at Relic too, this is all crazy, diffeent, and awesome.

'Lets just shake things up a little!'
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Old 12th Oct 06, 12:52 PM   # 25
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Holy monkey dung.

This is great, thank you for the unxpected (by me at least) gift!
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Old 12th Oct 06, 12:52 PM   # 26
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Quote:
• Seer Council
o Now requires tier 3
o Increased health from 400 to 800
o Increased melee knockdown chance from 10% to 50%
o Increased damage by 25%
o Increased Conceal bonus versus ranged damage from 25% to 50%
o The Seer Council can now detect infiltrated units.


Sounds like Seer Councils are monsters!
 
Old 12th Oct 06, 1:03 PM   # 27
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Unless they buffed the Special attack damage they actually got a damage nerf overall.

Otherwise they sound great though, as they now have an effective (with conceal) 1600HP's each, as apposed to the old 615HP's effective.
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Old 12th Oct 06, 1:09 PM Forum Rules   # 28
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Excellent, thanks Buggo.
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Old 12th Oct 06, 1:14 PM   # 29
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Quote:
Sounds like Seer Councils are monsters!

Indeed, it seems the Jolly Darthmaultroopers will finally be worth their exorbitant price. I've always been a fan of them (hey, they look cool ), but been saddend about their very limited(/inexistant) application in real games.

But now? A squad of ten units, with 800 HP of Commander armor, 1200 morale and doing 125-150 damage+Disruption, while on top of that all only taking half damage from ranged attacks? Wowzers!

...Sounds like Eldar now have their own Assault Terminators, if the Council's building damage penetration remains unchanged .

Can't wait to get my hands on my copy of DC now~
 
Old 12th Oct 06, 1:18 PM Child's Play Donator Forum Rules   # 30
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Old 12th Oct 06, 1:26 PM Child's Play Donator   # 31
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Cool.

Wow the Seer Council got buffed..alot..

I like the changes to the tech trees.
 
Old 12th Oct 06, 1:49 PM   # 32
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wow this just sounds awesome
elite units becoming really elite by capping them sounds nice to me
just can't wait to get DC =)

Edit: thx alot Buggo ^^
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Old 12th Oct 06, 1:51 PM   # 33
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holy cow :P this is some list ^^
 
Old 12th Oct 06, 1:52 PM   # 34
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Well done.
Much better than Winter Assault.
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Old 12th Oct 06, 2:04 PM   # 35
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Thanks Buggo! But... Whirlwind vehicle Cap set to 5? Sure that's not a typo?
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Old 12th Oct 06, 2:05 PM   # 36
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Thanks Buggo, got a question though.

Isn't the Chaos vehicle situation a little, stupid?

I mean, if preds are capped at two, then you get 10 vehicle pop right there, and with Defilers being the only other Chaos vehicle that uses pop cap, you can only get 3, with there being that 1 pop cap left over, for nothing to use...

Was that intentional to make the Chaos player choose whether or not they wanted 1 pred, and 5 defilers?

I mean, couldn't they just make the pred 4 pop cap? That way the Chaos player can use all of their pop cap, while stilling maxing out with the preds, who are more of long range support. I mean, it gives you another defiler, but it equalizes the pop cap problem.

Anyways, since that probably should go in another thread...

Thanks.

Cya
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Old 12th Oct 06, 2:13 PM   # 37
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I think the Seer Council 'deserve' a buff because they are after all a secondary hero unit.

But there are some very interesting changes. Sounds like the game is going to speed up a lot.

Quote:
So it's a bug that eldar and orks cannot?


I don't think its a bug because Eldar can already build anything anywhere using Webgates and the Ork Waaagh Banners aren't 'technically' gun turrets. At least this is how it appears anyway.
 
Old 12th Oct 06, 2:23 PM   # 38
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Solar hit a good point, it would sound like chaos wasnt intended to work with the game cap system.
 
Old 12th Oct 06, 2:28 PM   # 39
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Thanks for the changelist!
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Old 12th Oct 06, 2:30 PM   # 40
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Here are some undocumented changes for chaos:

Raptor flamers no longer require tier 2, just armory.

Cultist aspiring champions dont receive any armory upgrades except purge the weak, ie they dont get plasma pistols, power swords and fists. (This looks like a bug).

Infiltration research moved to tier 2 and costs 150/100.

Daemon prince's roar only breaks one squad, not every squad next to him.

On another note, whats up with obliterator's lascannon piercing values vs Infantry? This is supposed to be a anti vehicle and building weapon.
 
Old 12th Oct 06, 2:35 PM   # 41
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only allowed 1 Kasrkin squad?
Thats stupid!
 
Old 12th Oct 06, 2:50 PM   # 42
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Quote:
Originally Posted by killtank
only allowed 1 Kasrkin squad?
Thats stupid!


how so? they r one of the most powerful T3 troops, they actually stand a chance against Termies as long as you keep them out of CC

with their nade and those great guns
with termies limited to 1, it makes sense to limit kask to one

also with GM squad upto 12 you now actually have an army of grunts to protect yr armour, which is also useful (basy accurate,HH will nice ability)

more of a shame abt the LR
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Old 12th Oct 06, 3:12 PM   # 43
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Add this in the list:

Each HQ on the map allows the building of max 6 turrets.
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Old 12th Oct 06, 3:12 PM   # 44
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No changes to Mines? Does Relic have some kind of irrational hatred of them? With the new detection craziness, minefields are even more useless then before. I only say this because right now the game seems a lot more "fun" to play because you can't spam elite units. The elite unit capping, while "cheap" does force the game to become a lot more strategic and varied when it comes to your forces but mines are even worse then before!
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Old 12th Oct 06, 3:34 PM   # 45
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Yup, mines should be the structures that detect (by blowing up), not turrets.

Mines used to detect (by blowing up) in vanilla DOW. I still can't understand why Relic changed that.
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Old 12th Oct 06, 3:44 PM   # 46
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Quote:
Yup, mines should be the structures that detect (by blowing up), not turrets.


That would be nice, but it would also be better (IMHO) if they where nearly undetectable too TBH, then people would actully run over them, instead of spotting them and ripping them to peices.
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Old 12th Oct 06, 4:10 PM   # 47
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Seer Council got buffed? Pfft..

LOOK AT THE OBLITERATORS! THEY GOT BUFFED TO ALL HECK!

*dies from looking at the sheer amount of firepower they now possess*

No wonder they are capped at one now and no longer require a relic...
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Old 12th Oct 06, 4:11 PM   # 48
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eldar still suck.
one seer council doesn't change that
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Old 12th Oct 06, 4:18 PM   # 49
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Quote:
eldar still suck.
one seer council doesn't change that


Ha!

An Avatar, Seer Council, Farseer, 3 Harlequins all backed up by Banshees is a pretty mean close assualt combination though!

And I am glad that Warp Spiders have a reasonable cap of three units versus two or even one.
 
Old 12th Oct 06, 4:18 PM   # 50
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I've always pleaded for a lower vehicle cap for chaos but a higher unit cap. Chaos doesn't have much vehicles, so why go with the same vehicle cap as everybody else.
Plus when it comes to offensive vehicles, chaos only has two (compared to the Smurf's 5). I can understand that Relic has to use GW property and Chaos Machines aren't numerous, but at least incorporate it into the techtree. It'd be more fitting for chaos to have a daemon cap then a vehicle cap!
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