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View Full Version : An hour's work - Morph - changes thus far


Psy
Dec 21, 2004, @ 12:43 AM
Updated:

Download link for mod beta (http://members.rogers.com/add10mb/Modz-beta2.rar)

To install replace the data folder in C\Program Files\THQ\Dawn of War\W40k with this one.

To uninstall and play online delete the contents of C\Program Files\THQ\Dawn of War\W40k\Data

If you have any other mods that use the same unpacked luas - those get deleted as well - sorry.

Once its completed, if it is completed it will be an exe.

List of NEW changes:


Eldar:

Bonesong fixed. Changed Center Target on Owner to true and radius to 40, range to 0.
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 50, range to 40, inifltration research to 40, increased morale damage to 55, max 5 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 but increased recharge 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
Added seer council to hero UI, uses 1 pop now. morale increased from 400 to 500. now starts with 1 seer. 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 .65,

Chaos:

Reduced Sac Pit cost to 200/50
Reduced BT build time to 180
Reduced horror cost to 250/50
Increased base 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 2/sec in cc, costs 400/200 / builds 150sec/ 3000.00 HP, unique - 1 allowed
Demon prince Maledictum accuracy reduced to 70% down from 90
Chaos Obliterator laz reload reduced from 3 to 2, same damage 33% faster

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

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
Land Raider can hold 3 squads now. addedd smoke launcher, frag nade and melta nade to it. machine spirit now affects an AREA - radius 15. Reduced pop requirement to 4, 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


Ork:

Get 5 mad doks



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)

Increased camera field of view to 90 - effectively increased zoom out distance - disabled in the mod atm

The Dark Messenger
Dec 21, 2004, @ 12:54 AM
Eh... I really don't like the Fire Prism being able to carry more than the Grav tank, but I'm not much good at this sort of thing. The Prism is already everything the Grav tank is and more, except it's unable to carry troops, but now it's just wrong... You could carry three squads of shees with a Farseer attached and, as soon as something gets near enough to damage the thing safely, BAM, they're meleed to hell.

Or is it just me?

Psy
Dec 21, 2004, @ 01:08 AM
its also 4 pop. Thanks for following the "fuck eldar" mentality tho: Out of all the changes you had to nitpick on one I didn't even fully document as i changed it after the post.

The Dark Messenger
Dec 21, 2004, @ 01:11 AM
Sorry, it's the first one I noticed, chill out man.

I play as Eldar all the time, most fun side in my opininon.

Psy
Dec 21, 2004, @ 01:24 AM
I know but you see what I meant tho. Ork got buffed, sm got buffed with the exception of scout snipers, chaos got buffed and the only feedback was re; prism.

The Fell Hand
Dec 21, 2004, @ 02:21 AM
In dark's defense, I don't think he was going after eldar. He commented it on likely because it was a big change, and one of the only changes to begin with. As I scroll through all the subsequent points for the other races, asides from s. rifle nerf, every single point without exception starts with the word "fixed". So note, they're all lua fixes, the only actual "changes" perse were made to eldar and once again the rifle.

Hmm, not much has changed so far. If FP is 4 cap, are there any other changes to it? Same price? just wondering really. Other than that, yeah they're all little lua fixes, a couple with real bearing on the game, like the fc pistol for anti-early game and perhaps a functioning word of emp. As for the chaos and ork fixes, I look forward to more. Not much to comment on currently.

hmm, just had a thought. Think the useless pos landraider could use maybe the ability to transport more than one squad? If an FP could fit three, I don't see why LR couldn't use a boost in transport capability since it's bloody huge. As we all know it stands a pretty useless, well rounded sack of crap. Just a thought. Maybe csm/sm rhinos could use a 1 pop, or 0 pop but a limit of 4. They're just not in the game atm.

Psy
Dec 21, 2004, @ 02:33 AM
Note that almost all fixes include "now does damage " implying that it didn't do damage before. Now no defense is needed as no attack was present.

And yes the landraider fix includes room for 4 squads.


As you can see I am way ahead of you fell....


Edit:


OMFG Relic is a bunch of fucking morons:

Change target to center on SELF - Radius of effect to 40, range to 0 and:

Bonesong fixed.


Fucking morons.

The Fell Hand
Dec 21, 2004, @ 02:56 AM
Lol. Way to fix bonesong then. Rhino use could use some playtesting, as no one has any experience with transports anyways I'm sure. Sounds interesting regardless though. Nice HP buff on the paper dolls (WL).

Psy
Dec 21, 2004, @ 02:58 AM
I'll post the mod in an hour or so - we can playtest then

laserflip
Dec 21, 2004, @ 04:29 AM
i think reapers need a buff, actually...faster buildtime or faster reinforce times or something

Weavern
Dec 21, 2004, @ 05:02 AM
Initial thoughts WTF buff to FP. Sure you increased the pop to support the ability to transport troops, but seriously the fact that it can transport 3 squads and lay down artillery support is beyond reason. I'd rather see the grav recieve more attention then the prism try to mirror the grav by being one more supply, given eldar supply already exceeds all the other races factoring in webway and avatar.

Psy
Dec 21, 2004, @ 05:11 AM
Fireprism: Added ability to carry 3 squads, increased pop to 4, cost to 180/375, decreased hp to 3400.00, reduced area of effect main cannon damage from 10 to 8, added a second jump ability before recharge

Eh?

I also increased holofield upgrade cost to 125/125

Psy
Dec 21, 2004, @ 06:19 AM
Now that the link is up - anyone wanna play?

eXoRciSt
Dec 21, 2004, @ 07:48 AM
ok i have it.. just find me and ill play...

Psy
Dec 21, 2004, @ 08:16 AM
I updated it
redownload

eXoRciSt
Dec 21, 2004, @ 08:49 AM
sigh...

ok i have it

Foree
Dec 21, 2004, @ 09:45 AM
laser I hope you're not being serious

Psy
Dec 21, 2004, @ 10:41 AM
ok will be edited - it doesnt quite balance as intended - and prism does not need a nerf or a change at all - nerfed prism is just a money sink - one squad kills it.

Was sweet to see rangers wtfpwning the FC tho :p

eXoRciSt
Dec 21, 2004, @ 10:46 AM
Was sweet to see rangers wtfpwning the FC tho :p

lol how did that happen

Psy
Dec 21, 2004, @ 12:40 PM
lol how did that happen

desire for revenge?

Erik_Firewolf
Dec 21, 2004, @ 01:08 PM
A fire prism is a tank, just like the Predator. It is not a transport. It should NOT be able to transport anything at all. Being able to carry 3 squads is just plain stupid. Naturally you don't give the marine tank (not that it needs any sort of transport capabilities) any sort of buff since you're so anti-marine.

MVB
Dec 21, 2004, @ 02:22 PM
There's modest bias for eldar in the mod list, but that's always psy's way, and otherwise I'd say the whole thing looks like it at least has potential.

Everything for the prism is good except the ubertransport dealio. You can still have more than 5 prisms, and 5 in even a tier 2-ish sorta game, and that's still an insane force; it's even more insane if it can carry a massive force of aspects as well.

The Fell Hand
Dec 22, 2004, @ 01:30 AM
Iunno, I commented on what I thought were changes, and didn't comment on that mess of text that doesn't appear to do much. Last time I screamed at skulls for having too little hp, or cursed myself as I couldn't build assaults from the orbital...was probably never. Weaken Resolve? What's that? Ok ok, I like that ability actually, but few use it so it probably wasn't noticed by many. I don't think others are anti eldar, I just think that we all deal with FPs and their power every day. Sabotaging my enemy's barracks for an extra 5 seconds won't change anything, but watching fps jump beside my army, unload 10 dr squads and then jump to my back lines might actually change something. Seeing a rhino being rendered 10% bigger will just mean that there be 10% more cardboard to pick up after my sergeant accidentally leans on it for cover and it explodes

I think the d pod dropping on the tacs is hilarious. I'd like a screenshot rofl. I'm not sure about the horrors' decrease in cost. Most csm players seem to say that for the hp, 300/100 is really good. I already commented on most of the other stuff. Fixing null values and tweaking duplicate values is something Relic should have done awhile ago of course. Good to see that it's difficult, so we don't have to look at the real online version and wonder why relic is so sux0rz.

eXoRciSt
Dec 22, 2004, @ 01:50 AM
Psy your mod made me drop from 5 games :wtf:

Psy
Dec 22, 2004, @ 07:41 AM
demon you nedd to fuicking delete it to play online. DOH.

Fell, not even gonna coment on it as that prism died in two missile hits. But its ok, I didn't like all of the changes myself. And since all of extra firepower and added ability/flexibility at SM disposal is "not much" I might as well delete the changes. :)

Tunnel vision I swear.

Anyway mod completely redone.

ilia
Dec 22, 2004, @ 02:56 PM
Psy's ideas are very decent. It's good to see a fresh change from the biasness of RN forum n00bies.

Keep up the good work, man! :thumbup

Psy
Dec 22, 2004, @ 03:31 PM
:confused: :ponder: :confused:

Muahahaha I am a genius - wait till you see what I did to chaos and the landraider :)

TaiNteD
Dec 23, 2004, @ 03:21 AM
Amazing mod dude. I think what you did with the Prism is amazing. I like it alot. Though I would've liked to see PSM gettin' more nerf attention, oh well. Also the Daemon Prince being added is cool but letting Chaos have 2 special units is a bit overpowering. *Shudders at the thought of seeing those two with possessed running behind them.* And well, WEE I FINALLY GOT ON!!! Now I just need to get enough recomondations. And yes you know me.

ilia
Dec 23, 2004, @ 02:32 PM
Er..

DLed. Installation instructions? I tried to just put the "modz-beta" folder in the game dir, as with other DoW mods, but that seems not to work.

The thing is that other mods have an .exe file, while this one doesn't...

Psy
Dec 23, 2004, @ 07:15 PM
updated main post with those.

Abyss
Dec 23, 2004, @ 07:54 PM
Psy tonight when I get off work I'll download your mod it sounds great. I like the changes you've made to chaos like the 1 defiler and obliterator cap reduction. Oblits lascannon does pretty much no dmg can somthing be done with that? I kinow the multi weapon for the oblits is a little confusing (so I've heard). Quite frankly I'm surprised you beefed sm at all they need some nerfing IMO. Landraider now an whole army transporter really. Why build turrets at all if the enemy can just cruise right past em in a raider and unload in your base. I'm not a turtler but thats a lot of HP raiders have. Hence the cost.

Psy
Dec 23, 2004, @ 08:04 PM
I didnt reduce defiler cap, I simply made it so 1 can be built as soon as machine pit is done. Machine pit gives u 2 support, I made HQ give you 1 support as well. I just updated the list btw - had an idea about termies.

Missile turets will dispose of a landraider "just as" quickly as any other vehicle - its possible. I'll look into oblit laz cannon but with the insane laz cannon damage of predator laz I dont think its an issue - maybe up the accuracy a bit.


Edit re: obliterator

Done - try it.

ilia
Dec 23, 2004, @ 09:23 PM
Comments:

1. Remove Demon prince. This is pure insanity. I wouldnt mind if you made the BT's attack more powerful Vs all units except commanders and Greater demons. Just remove the damn prince! 1 Uber unit is bad enough. 2 is just way too much.


2. Make horrors 3 pop again. They are extremely cheap right now, and will be insanely overused if left at 2 pop. Either that, or increase the "preperation" time for horros in the Circle to 30 seconds, and not 3 as it is now...


3. Make Inqui benefit from health upgrades.


4. make chaos rhino as fast as SM one. Reduce HP if you must.


5. Eldar rangers are now useful. Scouts are useful too, though much less.


6. Where is my LR Frag and Melta bomb nades?! :blink:


7. See point #1.




Overall, excellent job. This thing has a future aight. :)




General conclusion:

SMs got buffed.

Eldar got buffed.

Chaos got buffed uber big time.

And they say evil never prevails... ;)

Psy
Dec 23, 2004, @ 09:42 PM
chaos rhino is slower because 1. it can infilttrate, 2 recharges smoke faster. Prince is not hard to kill at all. Its only 3000 HP and it reduces chaos infantry to 15 pop so nothing to deal with much on the side. I may remove CC hp benefit tho.

Horrors have never been 3 pop they are 2 pop in retail.

Where is my LR Frag and Melta bomb nades - Needs to be researched from barracks/cult.

Will do re: inquisitor.

The Dark Messenger
Dec 23, 2004, @ 09:50 PM
You added the Maledictum?

I'm gonna download this just so I can try that baby out :D

ilia
Dec 25, 2004, @ 09:40 AM
Well.. Ok leave the prince. But PLEASE take away his battle chatter during combat. "Pathetic Creatures!" etc. is untolerable! It reminds me too much of the campaign. Also remove the line "Was known as the sorcerer Sindri" in his unit information. Also remove his cheesy appearing upon completion animation.

Psy
Dec 25, 2004, @ 12:59 PM
Chatter: Changed speech to that of a BT, however it seems "pathtic creatures is hared coded somewhere else - can't remove it....yet) +side - does the bt growl thing
Sindri line - done
Anim: may not be able to.