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As for balance against existing races/neutrals, I think a simple -4 to the modifier from BS --> ranged weapon damage may help. I've also divided all armour values by 2.
So -4 damage and 1/2 armour. I can reduce HP next and increase summoning costs if they're still beyond OP, rather than merely OP. (They should be a little OP, bows and arrows against the lightning...they are Space Marines).
Bugs
Razorback - Unarmed, Requisition heavy troops does nothing, repeatable, uses relics. (Even rhino is armed.)
Rhino suffers same requisition issue as razorback, with heavy troops.
Land raider's requisition dreadnaught ritual does nothing, same as razorback's req heavy troops.
Lightning claw terminator is unarmed.
Drop pods spawning additional drop pod when opening, resulting in two opened drop pods.
Terminator assault sergeant only has a blind grenade.
Land raider appears to be equipped with a demolisher cannon?
Suggestions:
Assault Sergeant is back row, does not advance, despite being assault trooper.
Many units suffering from no melee attack, can't shoot in melee. Suggest giving basic Combat Knife attack to most troops, allowing 1-2 slashing damage?
All dreadnaughts have no melee, yet are frontliners. Needs melee. Power claw for 1-10 magic?
Assault cannon on terminators does 1-6 pierce, twice. Seems low compared to a bolter or storm bolter which is 1-4 pierce twice. Perhaps give them an additional shot, or a low burst?
I seem to be having more fun adding things at the moment, still having fun but I don't get as long in-game to find bugs so it is a real help to have feedback like that. On the subject of adding stuff, I've got Tyranid sprites done and the start of unit conversion. (Synapse creature = local leadership 5 , that sort of thing). Hopefully have that done by the weekend. *fingers crossed*
NÃ¥got gick fel!
calcaoe bad level
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Also, really like the changes! Definitely getting offers for captains and librarians now. Would it be possible for drop pods to open into their non-commander version instead of the commander version? They tend to clutter the areas they are on because you cannot transfer them to someone else's army (As they are immobile/stationary.) If not, it's a slight issue that can be ignored.
Assuming the large numbers of hits are a problem I've made a quick fix:
Hurricane bolter now hits 4x (three next weapon effects) and doesn't have reload 1 anymore. 8 hits/two turns vs 9 hits/two turns before. I've also done the same to Twin-linked heavy bolter. 6hits->3hits.
As for Drop Pods, unfortunately using the caster target and kill target commands doesn't change leadership status. As I don't know how to demote the caster (... there's a forget ritual command I could try, but rather than experiment...) for now I've just seperated the large and normal drop pod rituals out and added a non-commander opened drop pod of the appropriate size to the summons. So no more clutter! But, unfortunately that means that if an unopened drop pod is killed before opening it just dies... (awww)
Thank again for testing. Let me know if you encounter anything else and I'll try to fix it.
I think you may have nerfed the armour too much. My terminators just got killed by slingers...
Remember that CoE factions are not necessarily balanced against one another well, and also that even in a high-tech setting Space Marines are supposed to be the best of the best and almost unstoppable. Off the top of my head, I'd suggest armour 3 for normal Power Armour, and for Terminators either 3 or 4 plus 50% resistance to physical damage types. Against medieval enemies they SHOULD be almost impossible to kill, and you can balance your other 40k factions to match them rather than the default classes.
Also, the bolters and other rapid-firing weapons would possibly make more sense if they caused less damage but multiple strikes per round (an Assault Cannon should be able to mow down an entire squad of 'soft' enemies, rather than just blsting the crap out of one of them!).
Guys with flamers should be able to burn forests (the Imperium are the masters of scorched-earth tactics).
You could add Chaplains (Leadership) and possibly Apothecaries (is it possible to create new disciplines of magic? If so, make him a level 1 caster whose only available spell heals an adjacent ally). Also on the subject of magic, if new disciplines CAN be created, the Librarian's spells could be handled a lot more simply.
The Imperial language is faux-Latin, while faux-Hebrew names also seem fairly common. So it seems like either Latin (Senator-class) or Angelic names would make more sense for these guys?
I had an idea about the Captain's Drop Pods. Would it be possible, rather than spawning them at the summoner's feet, for them to be summoned at a remote location with a chance of scattering (like the HC's summoned Horrors)?
Finally, with regard to the not-ready-yet Tyranids, surely a Synapse creature would simply be a Commander, while instinctive creatures would be standard troops? You then preserve the 40k dynamic where most creatures either nest or rip their surroundings apart, and only become strategically useful if directed by synapse creatures. Independents like Genestealers (are they still independent? I'm a few years out of touch with 40k!) could be non-leading commanders like the Unexpected Hero.
Again, great job so far, and sorry for poking holes in your hard work.
I did try modding Drop Pods to no avail. Drop pods/Deep strikes are *supposed* to be dangerous... but for the moment they are reliable, safe and accurate. Expect that to change once the modding manual is updated.
On the subject of Tyranids: wait and see for the first draft. I'm open to suggestions for improvements once you've tried them out. I have some ideas to make them a little different and I've tried to put some gameplay effect from each of their special rules.
I've done the weapons, sprites and now I'm just halfway through filling in the unit stats/rituals, not too long to wait hopefully.
(For those interested: farsummon and/or randomloc <1-5> in many different combinations either fail to work or summon 52+ units directly into opponent capitals... a logical end to the conflict but somewhat anticlimactic. I have no idea how to get it working currently, but if anyone else knows feel free to leave a comment. It would also be nice to drop pod rituals have a chance of changing a terrain to #134 for "Crater" or destroying terrain but for now I'll put those ideas on the back-burner)