View Full Version : Mod + maps soon to go up.
Psy
Jan 4, 2005, @ 04:13 PM
Edit: The mad fun mod is here:
MadFunMod (http://studioincarnate.com/CommBalance/FunMod.rar)
Edit: Maps included in the funmod
__________________________________________________ ____________
Changes
List of changes:
Eldar:
Bonesong fixed. Changed Center Target on Owner to true and radius to 30, range to 0. Reduced healing rate by half - from 8 to 4 (same as apoth/webway etc)
Eldar HQ now heals infantry when webway healing is researched. It is called Webway assembly is it not? Provides fortune research benefit.
Ranger. Changed cost to 45, range to 40, inifltration research to 40, increased morale damage to 55, max 6 rangers now
Falcon: Increased squad number it holds to 2, made the brightlance visible (find: meppa), increased HP to 850, can jump 2 times
FirePrism: Increased cost to 200/400, can not build more than 4, pop requirement back at 3, build time decreased to 50 seconds, stone cost increased to 250, can jump 2 times with lower setup time, increased morale damage to 30, increased armor piercing vs tp_vehicle_high to 80, max damage now 350/230
Vyper: Increased HP to 900, added haywire ability, can jump 3 times
Wraith: Increased HP to 3000.00 (doh!)
Shroud?relocation: Reduced cost to 125/125
Warlock power weapon research: Cost reduced to 100/75
All eldar buildings, EXCLUDING listening posts, turrets, and minefields now benefit from holofield research in same way as eldar vehicles do.
All eldar buildings, EXCEPT turrets, reduced relocation time from 30 to 20, and recharge from 300 to 180.
Webway Gate, reduced the squad cap increase per gate from 3 to 2. Gate now provides forutne research benefit
Avatar: Heals in same area as a webway gate (15) if the research has been done.
WarpSpider, increased reload time from 0.500 to 0.600, reduced accuracy from 0.850 to 0.800
Seer council , uses 1 pop now. morale increased from 400 to 500, now starts with 4 seers, increased council's pistol accuracy from 70% to 80%, increased morale regen from 9/s to 10/s, reduced cost to 70/30
Avatar now requires 4 cap which means eldar can have 10 squads max instead of 9 as is now. Wailing doom reload decreased from .7 to .68,
Dark reaper now can put a dent in tm_monster_hig, increased AP from 0 to 50.
Added Shadow of Khaine ability to webway gate, requires, shroud, relocation, and healing research before being available. Provides units nearby with a 15% damage bonus for a short duration of the time.
Addedd Firte Storm ability to farseer. Same as Eldritch, 10% better across the board. Requires eldritch and its own research from shrine.
Added Hand of Khaine ability to webway gate. Similar to battlecry only much weaker, 10% boost o damage instead of 40, 100 extra morale instead of 200, lasts 5sec instead of 20.
Added an ability similar to guide to webway gates, in comparison to guide, range reduced from 35 to 20, duration reduced from 25 to 5, bonus reduced from 30% to 10%, recharge increased from 155 to 180.
Chaos:
Reduced Sac Pit cost to 200/50
Reduced BT build time to 180, added chaos taint ability
Reduced horror cost to 250/50
Increased HQ support cap to 1, upon pit completion support cap will be 3 - enough for a defiler
Reduced obliterator pop requirement to 3
Added Demon prince to bloodthrone - requires tier 3 and a relic, takes up 5 pop , regenerates at 1/sec in cc, costs 400/200 / builds 150sec/ 2500 HP, unique - 1 allowed, requires tier 3 but no relic, can infiltrate, has chaos taint ability
Demon prince Maledictum accuracy reduced to 70% down from 90, uses BT speech pattern,
Chaos Obliterator laz reload reduced from 3 to 2, same damage 33% faster
chaos rhinos now have frag and melta bombs, frag can be researched from the temple, melta from the cult.
Rhino:
Increased speed to 32, (chaos rhino is slower 30/s but can infiltrate and stay infiltrated while dropping squads because I cant make it do otherwise :(....), reduced pop to 1 limit to 4 (chaos limit 3), increased HP to 800, (850 for sm rhino) reduced smoke launcher recharge to 60 (50 for chaos), increased duration to 20, range to 35, carries 2 squads now, builds in 15sec, costs 80/50
Made posessed take up 2 spots in hino
SM:
Can get 5 apothecaries now, increased apothecary chainsword accuracy from 65% to 70%
Sabotage duration 20-40 seconds
Skull probe HP increased to 300 (lasts longer)
Orbital bombardment armor peircing reduced from 100 to 50, damage reduced to 300/250, requires the inquisitor, if inquisitor is dead - no orbital bombardment, inquisitor can only build from the orbital relay and takes up 1 pop (fat ass). Limit of 1 inquisitor - in short orbital is an exterminatus wannabe now..
Inquisitor added, 1 pop, can smite and rally..
Scout sniper armor piercing reduced from 100 to 50 for infantry_low, from 100 to 30 for infantry_med, accuracy reduced from 80% to 70%, max damage from 350/300 to 200/150, morale damage at 150, reduced reload time from 12 to 10
Weaken resolve range increased to 35, multiplier increased from .300 to .200 (applies to enemy morale)
Land Raider can hold 3 squads now. machine spirit now affects an AREA - radius 15. Reduced pop requirement to 4,
3 new research options from machine pit at ier 3: a longer lasting smoke screen launcher with 10% better protection, a better frag granade with greater aoe effect and greater morale damage than a regular nade, and a better melta nade again more damage than a regular melta nade - all recharge in about 240 to 300 sec. Added appropriate icons.
land raiders limited to 3
Sacred Artifact now heals in radius of 15. Can be built anywhere projects control area 10.
Orbital relay, can be built anywhere. Projects Control area around it radius 10,
Fixed Word of emperor
Increased Dred orbital spots to 3, support requirement to 3
Increased accuracy of the hellfire assault cannon form 65% to 70%
Terminators/Assault terminators can now Rally
Terminators can now research heavy weapon upgrade from orbital relay which will allow one extra weapon upgrade per squad.
Ork:
Increased number of mad doks to 5
Added "eavy_wood" (lolz) research, acts like holofield on ork buildings, increasing their health by 10%, requires 50 pop, applies to all ork buildings except lps and minefields.
All races:
Minefield explosion recharge time reduced from 4 to 3, maximum explosions increased from 10 to 12. HP remains the same, cost remains the same.
All leaders should now add without delay, eldar was notorious for having exarch stuck at 100%, sometimes happened to sm as well. Fixed (squad_extension, squad_leader_ext - add while moving - true)
__________________________________________________ _____
Since DoW gaming is shit, I have been playing the next best game around - mocking DoW up.
Maps: Tartarus Dam will knock your fucking socks off and probably embarras relic :P. I got the maps covered tho.
Mod: I need space - 200mb of it... been adding art and effects and now i can't simply host the luas - Help?
Also I have a few ideas - depending on help I may get I may yet realise them.
help needed:
Someone who knows how to model/texture and get the model in game
Someone smarter with the FX tool.
Somone who has patience for SCAR.
Failing that, I'll stick to maps. Its a "pass the time" hobby anyway, since TV sux as much as dow.
The Dark Messenger
Jan 4, 2005, @ 05:38 PM
What do you mean by space? Webspace?
Could tlsconline host it, or do we not have enough webspace?
Psy
Jan 4, 2005, @ 06:15 PM
Yes webspace my ISP is being "newyearmustbringunnecessaryletsfuckshitupchanges" gay
Psy
Jan 4, 2005, @ 07:08 PM
Teasers:
Eldar Fire Storm:
http://members.rogers.com/add10mb/1.jpg
http://members.rogers.com/add10mb/2.jpg
http://members.rogers.com/add10mb/3.jpg
And the best DoW map ever:
http://members.rogers.com/add10mb/teaser.jpg
ilia
Jan 4, 2005, @ 07:26 PM
Mm.. wow
But Eldar aren't really about "Fire" thingies... but rather about psychic powers... As far as I know, Eldar are not supposed to bring fire on their opponents, but rather a psychic energy.
And Eldar already got all hose storms... Unless that Fire storm is the replacement of the Eldrich storm, I doubt they really need it.
Stilll Ultra cool. Think that new map will r0x0rz. GL :thumbup
The Fell Hand
Jan 4, 2005, @ 07:28 PM
Firestorm looks okay. Completely overshadowed by the omgwtf pwnzorness of the new map. Looks quite...amazing. Only goes to show the despicable lack of variety in Relic maps. Bout time we had a warpstorm above a battle lol.
Psy
Jan 4, 2005, @ 08:12 PM
Well I could call it warp storm - and no its an extra ability I gave eldar. Somewhere between Eldritch and OB - check the health bar on that HQ in first screenies for an idea of the power. Here are the hit effects on enemy units as above is just the main effect - the psychic energy makes them suffer from SHC or in this case Spontaneous Xeno Combustion :jig:
In short - Hit effects are pwnz0r:
http://members.rogers.com/add10mb/firestorm2.jpg
http://members.rogers.com/add10mb/firestorm3.jpg
Same map.
As for the warpstorm - thats not new its just not used a lot - its from SP end missions.
Psy
Jan 4, 2005, @ 08:35 PM
only use msngr..... - antibitx@hotmail.com
TaiNteD
Jan 4, 2005, @ 09:32 PM
Dude, I say you should get that map up and running so we all can download it and play games on it. That map look AMAZING. *Dreams of an inner battle on that map.*
ilia
Jan 4, 2005, @ 09:40 PM
Psy, Eldar already got 2 different AoE abilities! What good will add a 3rd? Why would I want to use Eldrich, if I have this warpstorm pwnzor?
The Dark Messenger
Jan 4, 2005, @ 09:45 PM
Yeah, I'd say get rid of Eldritch if you're planning on using Firestorm. Or at least make it an upgrade to Eldritch Storm.
Psy
Jan 4, 2005, @ 10:34 PM
Its simply a more powerful version of eldritch. This one requires a research as well, is a mfw only ability and it requires a sc.
Had I given it to SM I don't think it would have been an issue. Damn people are so anti-eldar .....
Anyway polishing up Badlands map, once its done itll go up, tonite or tomorrow. check main post in this thread for edit.
Bentusi
Jan 4, 2005, @ 10:40 PM
Holy shit psy, that looks awesome.
And btw, I can host it on the website no problem.
I also volunteer to be a tester :D
ilia
Jan 4, 2005, @ 11:00 PM
Psy its just not that were anti Eldar. Its just that you dont use an ability that you already have a more powerful version of. Besides, this is going to affect balance, Im certain...
TaiNteD
Jan 4, 2005, @ 11:01 PM
Yeah it might actually make the Farseer worth her 240 req and however much power. I would take ANY Eldar unit over a Farseer...Except maybe the Bonsinger :D She is purely useless early and mid game. Most of the time I only get her once it's become late game.
laserflip
Jan 5, 2005, @ 12:25 AM
yea guys, i think eldar really needs some boosts. they are pretty weak, stop whining when they get anything good ;)
The Dark Messenger
Jan 5, 2005, @ 12:29 AM
I have nothing against the firestorm, I'd love to see it implemented, it just makes Eldritch redundant, and, if she's attached to a squad, the extra icon could render other abilities impossible due to lack of space.
laserflip
Jan 5, 2005, @ 12:37 AM
this is true...possibly make firestorm replace PSYCHIC storm instead ?
Psy
Jan 5, 2005, @ 01:05 AM
eldritch = Av and it throws infantry around (a fart would disperse infantry just as much and do just as much damage btw - we all know what FREE orbital does - for 250/25 eldritch will bring an LP down to half health and not even kill a single missile turret)
Firestorm = Anti-everything 100% armor piercing on buildings but less than half the orbital damage + damage bonus of 15% when cast for the duration of the storm to nearby infantry (still working out the bug in child ability) - filter= all which means you dont want your own dudes in its path - theyll take as much damage as the enemy.
As for the map - not a problem only I decided I am not going to be lazy and will hand layout a few hundred objects and make a 2v2v2v2 vesrion, a 3v3 version and a 4v4 version.
The 2v2 version is a rushfest and claustrophobic which is a dycothomy considering its open, 1v1 version simply owns the piss out of any dow map whether it be relics or custom.
flip - too powerful for psy storm replacement - if it replaces anything it would have to be eldritch.
laserflip
Jan 5, 2005, @ 02:42 AM
ahh i see...eldritch storm isnt all that powerful anyhow.
Psy
Jan 5, 2005, @ 04:54 PM
Sorry guys 8p map is driving me insane. I have HALF the number of objects /textures dauturias pits has, same fog/anim/sky settings and its laggy. bug hunting...
Psy
Jan 5, 2005, @ 11:03 PM
Allrighty I think i got it under control. The mod link is going up in about 30min. Dude named Jigger was kind enough to offer the space.
I do not want to abuse the help so I will not be uploading the maps there, now if tusi ever wakes up and returns my pm maps will go up - archive is ready :P
Psy
Jan 6, 2005, @ 12:46 PM
updated
Stealth the forum disalows editing of the orginal thread title....
ilia
Jan 6, 2005, @ 02:20 PM
What are the changes in the mod? Do they only include the Warpstorm, or both that and your prev mod's changes?
Nyway, DLing now, lets see how it goes... :thumbup
Psy
Jan 6, 2005, @ 02:21 PM
Readme is included. Lots of small art FX changes - lets see if you notice them. :)
ilia
Jan 6, 2005, @ 02:58 PM
Well... This seems very solid. I understand that this is not the balance mod, as you stated on RN.
I will playtest it today, and see what i can find out.
:)
TaiNteD
Jan 6, 2005, @ 09:44 PM
GAHH!!! I WANNA' PLAY IT!!!
ilia
Jan 6, 2005, @ 09:57 PM
Then DL it..
Whats the prob?
Edit:
Stuff discovered so far:
Webway special ability that you added has no descriptions but some numbers. There is only 1 ability, no "Shadow of khaine" thingy.
No icons for SM LR weapon research abilities.
There is no Ranger cap despite what you stated.
LR Frag nade is very good. But the melta nade would be just a bit more damageable... like 2000 Dmg seems right.
Scout sniper rifles are balanced out and are just as useful as the other choices. Good job I think.
Orks really dont need that 5th mad doc. This would lead to even more Fightin juice abuse!
So far looks pretty solid. I will playtest orks and chaos tomorrow. :)
Edit: :thumbup
Psy
Jan 6, 2005, @ 09:58 PM
rofl
download link in main post - first one in thread.
TaiNteD
Jan 6, 2005, @ 10:01 PM
Hello?! Where have you people been?!? My computer isn't working with DoW! :howdy:
The Dark Messenger
Jan 7, 2005, @ 05:44 PM
Where do I unpack the rar to? Sorry, I'm not used to installing DoW mods :)
ilia
Jan 7, 2005, @ 06:37 PM
Simply replace the Data folder in your W40k folder with the one provided. If you want to uninstall sinply delete/move that Data folder eslewhere, and create an empty Data folder instead. ;)
The Dark Messenger
Jan 7, 2005, @ 07:20 PM
Does it come with that warp storm map? I installed and can't find it.
ilia
Jan 7, 2005, @ 07:41 PM
There are no new maps as far as I know.
The Dark Messenger
Jan 7, 2005, @ 07:43 PM
Ah. Evidently, I hadn't reread the first post. Thanks anyway :)
So far, it seems great :)
Well done Psy.
Psy
Jan 7, 2005, @ 08:06 PM
Ok guys don't know if you know about my community mod project but I am uploading that mod with maps as wel speak.
http://www.studioincarnate.com/CommBalance/CommunityBalance.rar
Weavern
Jan 7, 2005, @ 09:05 PM
Package it proper :D
ilia
Jan 7, 2005, @ 10:24 PM
Could you upload the maps independently please? I already got the mod... :rolleyes:
That of course presuming you didnt change anytihing since then ya modding bastard <3
Psy
Jan 7, 2005, @ 10:36 PM
Package it proper :D
Uses a module file and commandline argument - community mod that is and that one has very few changes.
Uploading updated FunMod with the maps
Done funmod now has maps
Psy
Jan 8, 2005, @ 11:47 PM
Edit:
Stuff discovered so far:
Webway special ability that you added has no descriptions but some numbers. There is only 1 ability, no "Shadow of khaine" thingy.
I know didnt get around to text yet
No icons for SM LR weapon research abilities.
You need melta for assaults to unlock melta for LR research, same goes for smoke
There is no Ranger cap despite what you stated.
left over from previous version wrong read-me
LR Frag nade is very good. But the melta nade would be just a bit more damageable... like 2000 Dmg seems right.
it was, it pwnt hqs I nerfed it
Scout sniper rifles are balanced out and are just as useful as the other choices. Good job I think.
Scout and ranger are perfectly balanced in the mod - no1 is listening tho - thanks for noticing
Orks really dont need that 5th mad doc. This would lead to even more Fightin juice abuse!
I wasn't aware of any such abuse
So far looks pretty solid. I will playtest orks and chaos tomorrow.
Thanx
ilia
Jan 9, 2005, @ 06:58 AM
Psy: I did researched the melta smoke and frag, and then the melta smoke and frag for the LR! The icons were present but they were blank. Maybe this is ow I should have phrased my prev post.
And FJ abuse is just that: Its ok to use FJ once or twice, but 4 or 5 times in a single fight, it is unfair I think. Imagine WoTE that you can cast - be it only on one unit - 4 times in a row! Orks dont deserve 4x or 5x invlunerability I think... Maybe having it only as a Warboss ability will be useful.
Psy
Jan 9, 2005, @ 02:39 PM
I'll check out the icon thing I remember it working.
Dibujante
Jan 10, 2005, @ 04:42 AM
I believe that the way fightin' juice works is that it kills all severely wounded Orks at the end of its duration. If someone could test to see if it resets the timer after each application of fightin' juice, that would be great, but 5 maddoks can only fightin' juice *one* squad five times....so it's not much of an abuse. Otherwise, they could juice 5 squads one time, which isn't much of an abuse either, considering how easy Orks are to mow down. What would be really, really, really helpful would be for the fightin' juice button to be changed so that it functions like Rally Squad, that is, it immediately applies to the squad the dok is attached to rather than applying to whatever squad you click on (much less micro-intensive, if that was the case I'd use fightin' juice much more often). This would also eliminate BM+Mega-Blasta+Fightin' Juice, a combination that kills (whatever you throw at him + 1) Space marines.
However, great work! Hopefully we can do some multiplayer gaming with the balance mod, since it seems like it improves the original immensely.
Regards,
Dibujante
Psy
Feb 4, 2005, @ 07:15 AM
anyone interested in an update to this?
2 new eldar units - one of which is a 3pop eldar tier 2 CC bitch - able to stand up toe to toe to (unupgraded) posessed in damage...
one new SM unit.... some other fun crap.
new units are complete - sm squad is not my work but I was able to "embrace and extend" as gates would have it.... and the units are not just gretchins being built from sm base you KNOW they are "new"....
TaiNteD
Feb 4, 2005, @ 08:11 AM
Okay, time for me to official download the fun mod.
Psy
Feb 4, 2005, @ 04:23 PM
still waiting on permission to use the ww ability so upload when and if i get it...
TaiNteD
Feb 4, 2005, @ 08:44 PM
I played around with the Eldar last night. A few things I noticed:
-Rangers! Useful! Only thing I would like to see is the having a squad size one bigger, then some serious Ranger+Banshee pwnage could go down. :D Other than that, good work with them.
-While having the Seer council one pop cap is really cool, it is a bit overpowered. Simply because you can then have 10 squads(Including the Seer Counsil + bonesinger + avatar. Just for infantry cap. Cool, but I dun' quite think it will work.
-Fire prism, decent now, much less overpowered only I still dun' think that Prisms are too nasty late game. Early game you have fixed them for sure, maybe a bit less damage to infantry still but late game they have somewhat become useless. If late game comes across for Eldar I usually mass brightlance plats, Prisms seem very fragile to enough anti-vehicle. ESPECIALLY laspreds. Other than that good work.
-Wraithlords, MUCHO better with the more HP, still a bit fragile, but I can deal. Simple enough.
-Avatar, STILL SUCKS AS AN ACTUAL COMBAT UNIT! I swear this thing is cursed...-_-
-Warp Spiders, PERFECT! I swear you've made these things do just enough damage to be balanced yet still powerful.
-Just an idea, instead of having to research the Fire Storm, why not make it slightly more powerful but have it require an avatar, as soon as you get it you unlock the ability? I can understand why, he is a big flaming tiki head after all. :D
-That's it really, other races I shall be testing sometime over the weekend most likely. GOOD JOB!
P.S. Does that crazy ass Eldar unit that does a shitload of damage go by the name of Striking Scorpion? -.^
Psy
Feb 4, 2005, @ 09:05 PM
no - but better
dunno if such a thing exists but I called new aspects Craftworld Guard - an army unto itself - adding a third aspect btw - they are close to balanced..... But you should know - dow is limited in that area - even if i had the skills I wouldnt have the time....
they all build from hq and require MfW - I hink I gave eldar clear late tier 2, tier 3 units.
now if i could only find that dude that did the model for the war walker or whatever its called.
TaiNteD
Feb 4, 2005, @ 09:17 PM
O.o The unit in the game is called Wraithlord. :P The War-Walker is in TT though.
Psy
Feb 4, 2005, @ 09:29 PM
is that what it is called in game? yes I know its a TT unit model that he did - its freaking driven vehicle - seen the model - looks like it has a guardian driving it....
ps you may have a bugged version of the mod - if fire storm effect is absent you definitely do - will up a mod in a few hours as soon as i get the third aspect to work
ilia
Feb 4, 2005, @ 10:51 PM
There are no new uunits in the version which is linked to in your first post.
Psy
Feb 5, 2005, @ 05:02 AM
thats because it was a question - the new units will go up as soon as I resolve a weapon anim problem.
Attachable speeders, prisms anyone? :D
ilia
Feb 5, 2005, @ 08:19 AM
Could you at least provide some screenies? Im curious as hell.. :D
Psy
Feb 5, 2005, @ 03:00 PM
no :P
But im uploading the mod 9am est - link will be operational in a few min. May have a few bugs but i'm too lazy atm to get anal about them - icons and firestorm now work...
Edit: link operational - craftworld exarch lossess are not apparent visually but are immediately apparent in the hud as they are the ones with the abilities, except in case where I used a warlock as a leader.
enjoy - dare you to go back to normal DoW after this :P and not be bored. Especially if you are a eldar/sm player....
TaiNteD
Feb 5, 2005, @ 11:43 PM
Oh no Psy...You've got me hooked back on mods again....NOOOO!!!
Psy
Feb 6, 2005, @ 05:59 AM
did you play it ? or just a random comment :cop:
ilia
Feb 6, 2005, @ 11:33 AM
I was yet again unable to detect any new units added.
Stop teasing us! :P
Psy
Feb 6, 2005, @ 12:47 PM
downloaded the 30 MB one?
Sm - tier 2 barracks
Eldar MfW - from HQ
ilia
Feb 6, 2005, @ 12:50 PM
I did. There are no new units in either the Eldar HQ or SM Barracks after T2.
Psy
Feb 6, 2005, @ 02:05 PM
??? kk rechecking...
ed
works like a charm here - fixing up a prism judgment volley ability - once that is done ill reup...
Dibujante
Feb 6, 2005, @ 07:33 PM
Been doing some thinking (after repeated losses to scoutrush as Ork) and come to a realization about what the true SM balance issue is. It's not overpowered scouts, it's overpowered req income. WIth 4 scouts, the enemy can be tangled up and poitns captured at a fast rate, leading to a SM req income that is simply incredible. Scouts alone don't win the battles, SM are necessary for that, but they certainly win the war.
So I think that it might be fruitful to make playing SM more req-intensive, just to counter this. I find that I'm frequently outnumbered by the SM, mostly because my 35-req-per-unit is larger than their scaled req-per-unit costs (if they have, say, twice my req income, their units cost, effectively, 25 req or so...unrealistic).
Instead of that, you could also buff each and every other side. But I think that it's the side effects of scouts, rather than the scouts themselves, that are the SM's strongest asset.
Regards,
Dibujante
Psy
Feb 6, 2005, @ 07:47 PM
you got it but a scout u can kill (lower hp) nullifies that while not messing up the economy and putting the same strain on it as other races t1 units that die
balance
TaiNteD
Feb 6, 2005, @ 08:35 PM
Yes Psy I played it. And I cannot find the new units either. And Dibs, I play SM myself, and I do beleive scouts should be a 2 cap unit. They are the only race with that crazy ass 1 cap unit that is actually decent. Either bring up the scouts to 2 cap or give the other races a 1 cap unit.
Psy
Feb 6, 2005, @ 10:51 PM
wait are you guys installing this shit right?
Fun_Mod folder
Fun_Mod.module
Run_Fun_mod.bat should all be inside your thq\dawn of war\ directory...
shortcut the .bat file and run it via that - or double click the bat whichever
Does other stuff work? like a cheaper ranger... because if not then the mod is not loaded to begin with
The Fell Hand
Feb 6, 2005, @ 10:57 PM
All that stuff's been debated endlessly tainted. Read the threads about it on RN etc. The situation is much more complex than it's being made out to be. Simply making scouts 2 pop would give sm ...what? 2 scout 2 sm and FC? what are you going to kill with that, and your only average eco? There are a lot of issues to address, though I agree with dibs in that the scout is sm's best asset, but if you nerf them to a 2 pop, 4 man squad, I probably won't build them thx. Anyways, if people are still interested in this, bring it over to SM discussion.
Psy
Feb 6, 2005, @ 11:25 PM
pop would give sm ...what? 2 scout 2 sm and FC?
vs say two cultists cl and two csm? SM wins,
he said give other races an equaly viable 1 pop unit or nerf sms down to level of other races starting units, simple -done
and I am tired of sm cheeze - as someone who now knows the details of this game:
SM racial advantages:
regenerate health faster
regenerate morale faster
only race that has an instant morale regen ability at t2
have the most resiliant/effective starting unit
have the best vehicles
are the most flexible
have the most overpowered cheeze at tier 3
etc etc
there are a LOT of advantages that addup.
CSM good in melee? After FCharge ONLY, prior to that according to dps and regen rates equal number of tacs will win vs equal number of chaos - no wonder chaos whines so much. they dont even have what was supposed to be theirs - it was given to sm....
Anyway.Answer to my q?
Weavern
Feb 7, 2005, @ 12:12 AM
Well psy once my infinite torrent finishes i'll download funmod and test out the changes. If you want to compare changes in a human vs human setting give me a nudge thursday.
Psy
Feb 7, 2005, @ 02:09 AM
im working on chaos now - it is pathetic how overpowered sm are in comparison - buffing everything pretty much - but nerfing the one trick pony that is pcm.
Weavern
Feb 7, 2005, @ 02:45 AM
psy the're only one trick if you're eldar and lack entangle... all other races kill them exceptionally well unless ur running around with 6 packs.
Psy
Feb 7, 2005, @ 03:00 AM
with the buffs you wont have to rely on them so much - just wait till you see the buffs before you judge pcm brought down to 600hp
Weavern
Feb 7, 2005, @ 03:03 AM
Even with those it makes a dedicated CC unit useless when compared to the raptor unless they were improved in other areas. Plasma and flamers eat PSM alive before they ever enter into combat depending on the enemy plasma # and the size of your PSM pack. I think ever with the buffs to other areas of chaos nerfing PSM hp which IMO is the only thing that makes them better then raptors is rather redundant as then all you get is a faster raptor with better damage unable to jump.
Psy
Feb 7, 2005, @ 03:50 AM
and what you have now is a faster raptor with better damage unable to jump. Relax. pcm with upgrades are a freaking tier 3 unit.
Relax you havent seen the buffs - and they are MANY.
ilia
Feb 7, 2005, @ 08:08 AM
wait are you guys installing this shit right?
Fun_Mod folder
Fun_Mod.module
Run_Fun_mod.bat should all be inside your thq\dawn of war\ directory...
shortcut the .bat file and run it via that - or double click the bat whichever
Does other stuff work? like a cheaper ranger... because if not then the mod is not loaded to begin with
Dude this IS the mod. Only w/o new units (want a proof? I have bonesong and the webway ability).
TaiNteD
Feb 7, 2005, @ 10:02 AM
Yes, the Rangers are very nice and cheaper now. Along with the 3,000 HP Wraithlord!
Psy
Feb 7, 2005, @ 05:48 PM
ok checked and rechecked - included two screenies with all new units. prism volley uses a placeholder icon because i have to run atm - will fix later.
Mod is 60MB now - all files go to the dawn of war directory - make your own shortcut to fun_mod.bat
Should work if not ... well no clue why.
give it 10 minutes to upload and redownload - link in main/first post.
ed: upped, link working
Weavern
Feb 8, 2005, @ 04:17 AM
where be these pictures?
Psy
Feb 8, 2005, @ 05:18 AM
in the archive
btw I buffed chaos - indiscriminately :)
Weavern
Feb 8, 2005, @ 05:01 PM
Link be not working either.
Psy
Feb 8, 2005, @ 09:20 PM
i dont know what the fuck is going on the other end with you guys, but the link is working - so is the mod.
TaiNteD
Feb 8, 2005, @ 10:19 PM
I haven't tried the new one yet. I will as soon as I get home though.
TaiNteD
Feb 9, 2005, @ 12:21 AM
Just played the new one. CRAFTWORLD ASPECTS ROCKKKK!!!! Watching all the Warp spider fire with all dem exarchs is just wrong...
Played with the SM too. Land Raiders still ain't worth it. But they are starting to be... And the veteran squads are nasty, but both the veterans and the craftworld aspects are a bit overpowered. Maybe 4 cap for them?
ilia
Feb 9, 2005, @ 06:57 AM
They are not overpowered. They are simply not neeeded. once you have them, there is 0 reason to build the regular Eldar warriors. And we want all units to be useful during th whole game dont we? ;)
Uber units is good. But they should not replace your other units.
Instead of making these awesome exarch squads, you could instead bufff guardians/regular aspect squads after MfW in some way, to make them a bit more useful in T3 too.
As for the Veteran sqaud, I fail to see the need to have full 3 meleee oriented units in my arsenal. ATs and AMs is more than enough, when the former is slow, but very strong and damaging, and the latter is fast, and can jump.
Do not think wrong though. Youve done an awesome - simply as that - job. It's just that it defys the philosphy of unit preservations throughout the game completely.
Psy
Feb 9, 2005, @ 08:21 AM
sm have a t2 unit that can melee pcm/nobz? didn't know that :P
They are all there for variety tho. And there is a reason to use other units - numbers and range in case of sm veterans. Think about it - 7 craftworld reapers vs 10 regular sm? Or 7 veterans vs 10 regular reapers...
Those numbers are correct btw, eldar and csm cap has been increased to 21.
And after playing it btw - vs late game ork - those craftworld spiders/reapers are a necessity.
My favorite tho is the fact vyper missiles now knock units down.
Land Raiders still ain't worth it
Did you note the insta morale pwnage frag, the larger aoe of LR smoke launchers, the fact machine spirit is now applied to raider AND sm vehicles in nearby area and not just the raider?
Anyway - how about chaos?
ilia
Feb 9, 2005, @ 08:35 AM
I can somewhat agree in the case of the Vet Squad, but those Exarch squads simply make regular Eldar warriors completely obsolete...
I mean.. The Reaper exarch squad is so kickass, that even 3 full reg. reaper units I think wont do the same damage as fast. Oh, and Warp exarch sqauds arent that needed, since the Reaper exarch squad is also very very kick ass Vs reg. infantry.
Psy
Feb 9, 2005, @ 09:04 AM
warp exarch squad is relatively decent across the board - biggest diff - it fires on the move.
ilia
Feb 9, 2005, @ 11:23 AM
It still sucks Vs marines though... Even with the leader.
My Fav is definately the Banshee Exarch Squad. These are sweet.. :D
Psy
Feb 9, 2005, @ 12:08 PM
i had to nerf them actually - they were killing entire 20 pop marines in time it took 2 spiders to wipe out 2 sluggas. Goes to show just how good banshee exarch with executioner actually is.
TaiNteD
Feb 9, 2005, @ 08:17 PM
Anyway - how about chaos?
Working on playing them now.
The Dark Messenger
Feb 9, 2005, @ 09:49 PM
How to install again? :(
I copied Data to the WH40K folder
ilia
Feb 9, 2005, @ 10:06 PM
Just copy the FunMod Folder, the Bat executible, and the log file to your DoW Directory... ;)
The Dark Messenger
Feb 9, 2005, @ 10:37 PM
Yeah, Tainted told me on MSN.
THX Taint ^_^
Psy
Feb 10, 2005, @ 04:12 AM
pay attention to details tho units have added tricks - weapons do more /less damage - pcm are nerfed slightly etc
Weavern
Feb 10, 2005, @ 04:40 AM
I'm refraining from commenting on the exact level of nerf :p But any changes from their current state particularly HP just means assault terms, and nobz beat them easier. Tomorrow I playtest the mod looking at how nerfed and balance issues.
TaiNteD
Feb 10, 2005, @ 04:54 AM
:\ The spider exarch squads suck. :\ So do the shee exarch squads.
Psy
Feb 10, 2005, @ 05:35 AM
can you be a bit mor inteligible as to a "why"
TaiNteD
Feb 10, 2005, @ 08:24 AM
Well the Spider exarch squad should be much more effective vs. light infantry, heavy infantry, and vehicles so...everything. It seems that even with all of them being exarchs they are doing just as much to light infantry, little less to heavy infantry, and MUCH less to vehicles then a regular spider squad. :\ Just seems a bit weird to meh...
And the Banshee Exarch squad isn't all too nice in cc. I took it against a squad of Nobz without power klaws and they got pwned. The warlock with Entangle is very nice but he dies so god damned fast! Him and the squad! Just seems that for all Exarchs they should be a bit more powerful.
However, the Reaper Exarch squad is the exact opposite of these two. Good against ALL unit types including vehs. And only the Spider Exarch squad is better at light inf. killing. Otherwise the Reaper Craftworld squad holds the position of being the best vs. all types of armor. Just a bit weird.
Oh, and the Whirlwind doesn't take damage when it uses it's volley ability. Just to let you know.
And the prisms A.I. is really fucked right now. They are very balanced with the new ability and whatnot, but the A.I. hates me. Sometimes it won't shoot at what I tell it to, it will just stop firing at something and not fire again until I bring them AWAY then BACK. And it always insists on moving right up to the enemy when I tell them to attack an enemy unit. A little annoying and very urkful.
ilia
Feb 10, 2005, @ 08:41 AM
Tainted, the WWs only take damage if they werent hit before.
Once they have been damaged, they will no longer recieve additional damage from overheat.
And yes, the prism acts very strangely.. especially when attached.
Psy
Feb 10, 2005, @ 09:02 AM
thats because i played with the shuriken cannons range to avoid self kill. Will fix. WW shouldn't take damage at all as i dont think i coded that right.
ilia
Feb 10, 2005, @ 11:17 AM
The WW does take 15 points of damage as you use the ability, but it only takes damage if in a perfect condition. If it is not in 100% health it will not take that 15 damage from using the ability.
Psy
Feb 10, 2005, @ 01:47 PM
once i get it to work proper both prism and ww will take damage from the volley and both will do more damage as well.
TaiNteD
Feb 10, 2005, @ 08:19 PM
Ilia, I used the ww at full health and it didn't take any damage. and it shot faster so I know I used it.
ilia
Feb 10, 2005, @ 08:55 PM
Thats wierd..
took 15 damage when I playtested em..
Ill have to recheck...
Psy
Feb 12, 2005, @ 01:20 PM
fixed prism volley - takes damage, takes 1.2x ranged and cc and doubles the prism cannon hit damage, - inspires nearby troups etc - ww is giving me a shitload of trouble i got it to fire with 100% accuracy but not overheat and only one projectile is visible :/......
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