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Thanks for the information. I tested simply adding all the weapons into the Astra Militarum with the intention of making a custom race for anyone having problems with the load order and found that it didn't exceed the weapons cap when all the races were loaded. I assume only one weapon with the same name is loaded and the others ignored. Either way I hope it resolves that problem for you and you can try the Astra Militarum.
(I managed to get it working just after you posted but steam wouldn't let me access this forum, I added the quick fix to the v1.300 dropbox folder but was unable to reply or edit the first post until now)
draco2million and canadiansrnotok:
I've added a coal mine as you suggested as well as making 1 in 6 servitors give a limited iron bonus (and some starting servitors). Hopefully that should give an incentive to hire the clumsy servitors as well as a choice between keeping them in the army for their attack power or stationed in mines for economic power/Defence.
The Astra Militarum also still get a 50% boost to Iron and Gold income, that can change if they seem too powerful now, let me know what you think
Ironic, given that I usually don't care for balance and usually play against modded civs in these types of games anyway.
But very glad to see you steaming ahead and nearing having a larger list of armies for us to use in the mod. Thanks for putting together such a mod, I'll poke through the IG and tell you what I think later on.
Glad you've had fun with Necrons - They were always my favourite race in Dawn of War 1. I feel a little bad for taking liberties with them (giving them extra C'Tan) but fun should triumph over strict adherence to the rules. I hope you get a chance to play and let me know when you encounter errors bugs and I'll do my best to fix them.
canadiansrnotok:
Glad you've been able to play the Astra Militarum for long enough to spot those bugs. Hope I've fixed them. (Had the same problem before with "Gargoyles" Summoning the rock kind rather than the Tyranid units). I hope the walls are fixed, but I can try testing them out later to see what's causing that. I'd like for them to have the relevant attributes:
As it could be any of the above causing a problem, let me know if you still encounter the bug and it'll remove two possibilities from the list. If it's fixed then it's narrowed down to two instead.
Tested the Imp Guard a bit, everything seems to work with a couple of minor issues. First, all the superheavy tanks use the same main weapon (Baneblade Cannon), regardless of what they're supposed to have.
Second, the Primaris Psykers refuse to cast spells. Ever. Several times, I've seen them get killed by stacks of weak enemies because in every instance they choose their laspistol in preference to large-area spells that could one-shot the enemy army.
Last (that I know of), the Tempestus guys can summon troops at any location, but it seems like the rituals should be terrain-limited like everybody elses are?
I'm aware of the Superheavy tank issue, I had a limited amount of room to add new weapons. I'll have to make a pass on weapons removing any that are unused to free up space to add more. I'm not sure why Psykers are refusing to cast spells... I could try changing them from spellweapon to spellweaponsingle or spellweaponbonus instead. Bonus works in melee, single is the type used by Ultramarine Psykers and they worked as intended when I last checked (also allows them to have multiple spell paths and only use one per round). Not sure what's wrong with Tempestus, in theory they all require Citadels, will have a look later about changing the numbers to get them working properly.
Are all Primaris psykers pyromancers? Or are there other versions that I just haven't seen?
Also, all Valhallan Ice Warriors are commanders. Is this intentional? Or are there supposed to be Valhallan 'regulars'?
Lastly, I noticed that Tallarn Special Weapons (and possibly the Desert Raiders too) currently have the Cadian unit's description.
Yeah, the order does seem to be significant. I was messing around recently with trying to give succubi a regular (non-spell/non-assassination) ranged Charm attack. If I added it at the end of the list, it never got used because they were casting spells instead. If I cleared the list of attacks and put spellcasting at the end, they always Charmed and never cast spells. It seems like it starts at the top of the list and goes in order, using the first one that it can (with some weapon definitions having a percentage chance to be usable, such as rangedweapon25/50 when in melee).
On the 40k mods themselves:
I've just given the Necrons a try and their siege weapons don't seem to work. I can definitely say that Heavy Destroyer and Doom Scythe siege weapons aren't firing for me in the pre-battle phase (in one case sitting idle even as a catapult stones were raining down around them), but haven't gotten a Monolith to a siege yet to test that one.
ETA: Tried sieging with a solo monolith... Not only did the siege weapon not fire, the Monolith didn't move at all during the battle, even though it's not flagged Stationary, while a defending Ice Witch slowly took it apart.
That did, however, get me the answer to why the siege weapons aren't working: Their range is too short! In a siege, no enemies will ever spawn within a range of 6 (Monolith/Doom Scythe) and frequently not even within 9 for a Heavy Destroyer, since they're mid-rank. I extended the Particle Whip's range to 20 (the same as most vanilla siege engines) and it then functioned properly in a siege.
Found a couple issues with Nids. Not sure if they've been reported or not, but here goes anyway.
Old One Eye description is incomplete, gets cut off right around the word description near the end, ironically.
I have a Broodlord with two instances of summon gargoyles, 2nd level version. Don't know if that's the mod, but I have seen it in the base game a couple times as well.
addcomrec typo fixed: Valhalan Ice warrior changed to Valhalan Sergeant (hope that fixes things)
Also, while I was in the addcomrec section : Catachan Sergeant +10gold (Camo gear), Armageddon' +2 (for rebreathers), Tallarn Sergeant +5 (fast), Valhalan Sergeant +5 (snow), Vostroyan +2 (rebreather)
Added Wyrdvane Psyker (5% if Primaris Psyker owned) to recruitment list
Added Wyrdvane Psyker Quorum (1% chance if Primaris Psyker owned) to recruitment list
For Tallarn they should have still displayed [generic special weapons description (no mention of cadians)] [generic Tallarn description. (also no mention of cadians)] if not I'm not sure why it's displaying the wrong description. But now I've replaced the first part with:
"As special weapons, the Tallarn prefer the plasma gun and the missile launcher. Both weapons suit the Tallarn preference for hit and run attacks, and are prized for their ability to deliver a crippling blow as well as for their relative ease of transport."
[Followed by the old Generic Tallarn]:
"The Tallarn Desert Raiders is the name given to those Imperial Guard regiments raised from the Desert World of Tallarn who are highly skilled at desert and mobile armoured warfare. The Desert Raiders are mobile guerrilla fighters, evasive and opportunistic. They are especially known for their lightning-quick Sentinel and hard-hitting tank squadrons and are masters of hit-and-run mobile warfare. They love to strike a killing blow at the heart of an enemy formation before returning to their own lines, prepared to pounce once more. The people of Tallarn are extremely resourceful and pragmatic. They are patient, determined and utterly ferocious in pursuit of their enemies. Tallarn are all accomplished riders, and often will use riding mounts to move from battle to battle, dismounting only when they are close to the enemy and wish to employ stealth. Once the enemy is sighted, the Tallarn will stalk them closely, relying on their practiced marksmanship and lightning-quick curved combat knives to achieve victory.^^“Be swift and silent -- as the breeze that crosses the dunes without stirring a grain of sand.” ^———Captain Al'rahem"
I Tested and seems to be working, or at least it displays the above text when I added a couple of starting tallarn special weapons units.
On the Psykers: I've added some more so now there are:
3x "Wyrdvane Psyker" Mastery 1 Pyromancy/Hydromancy/Storm Magic
3x "Primaris Psyker" Mastery 2 Pyromancy/Hydromancy/Storm Magic
3x "Wyrdvane Psyker Quorum" Mastery 3 Pyromancy/Hydromancy/Storm Magic
(The Quorum is a group of 5 Psykers as a 3x3 unit, each figure standing at the points of one of 3 pentagrams drawn upon casting -fire, blue flames and snow)
(Summoned as a the retinue of a Primaris Psyker, so either alone, Primaris+Quorum, Primaris+5 Wyrdvane Psykers or Primaris+Quorm & 5 lone Wyrdvane Psykers.)
nDervish:
From what you've said I'll try putting spells first from now on (though I'm confused about why some seemed to work as spellweaponsingle even when last like Ultramarine Psykers).
For siege weapons... if they aren't working I'll remove them as listed weapons. The Doom Scythe's "Death Ray" is surprisingly only range 6, or 24" in the tabletop game - so that's why it wasn't firing. For Heavy Gauss Cannons I also didn't add it as a siege weapon in the case of Triarch Stalkers but at range 9 it should technically work if they are on the front lines. (which is quite unlikely, hence not firing). I've removed them as weapons and can remove other weapons that are also too short a range to fire in sieges when noticed... or I can buff all weapons above range 9 to get them to fire properly and make all range 9+ attacks siege weapon attacks.
Phantom Ace:
The description you mentioned cuts off ~ 2977 characters long, (2979 for another)... I can either check each description and re-write them to be shorter or hope in future even longer descriptions are allowed. I think I'll opt for the later at the moment. (I rewrote the Ultramarines descriptions to keep them short at first, then Descriptions size increased and now I feel like I should go back and increase the length to match the other races... but I may wait until I can be sure it isn't going to get cut short again). Also, just to end Old One Eyes description here it is:
"However, rumours persist that creatures matching Old One Eye’s description have been seen plaguing planets across Ultramar and beyond. If this is the same creature, it is unknown how it escaped the confines of Calth, but the fact remains that, wherever Old One Eye is sighted, carnage and slaughter follow in its wake."
p.s. I tested changing Description to specification thinking (incorrectly) that the letters descr were causing the problem, also tried changing the formatting (^^) because I assumed (incorrectly) that another long description was working correctly
Fixed the Gargoyles. There were two level 2 spells, one version of the spell summoned Instinctive Gargoyles (incorrectly since it's a level 2 spell costing fungus) Deleted incorrect duplicate.
Also, just a thought as I don't know how they work in tabletop 40k, but the psykers could reasonably have Illusion spells to represent telepathy (just assume that the mirror images are induced hallucinations, rather than being actual, objectively-visible images).
Are Cadians the only ones with conscripts that level-up automatically? Or are there conscription rituals for other regiments, that I just haven't seen yet?
Enginseer could perhaps have rituals to build citadels and watchtowers at high cost (not stationary units, but actually modifying the terrain). He kind of seems like he should be able to. It's potentially a powerful ability though, so if you decide to implement this it should be really expensive and take a long time.
I've tried to fix the units not casting spells, all Astra Militarum units should now have spells listed first in the order.
I've added a 50% chance to cast Illusionism spells for Psykers. Let me know what you think, I worried about confusion charming units but I can always add charm resistance to more units or I can simply replace this line with a one-shot mirror image weapon attack (when I have more weapons to work with).
Cadians were the only units with Conscripts because I couldn't find good Conscript models. I've added conscripts for all the worlds now, with small modifications to the existing sprites (a white stripe somewhere - boots, gun, helmet etc.)
Concerning buildings - I had intended to add more buildings (the sprites were in before, unused). I've made my first attempt at modding terrain types here as well. So now the Astra Militarum have a fully thematically appropriate start (Bastion + Manufactorum + Imperial Statue). With Enginseers able to upgrade each tile with additional buildings.
There's only really a few creatures in 40k that seem like they should be uncharmable. Tyranids are an obvious one, and daemons when you get around to doing a Chaos faction. Eldar probably could be vulnerable in theory, but I'd imagine they have rather high MR. The same could apply to Chaos Marines, though they might be too far gone and simply be immune. Not sure about Necrons, do they have a soul, a machine-spirit or just a software replica of their original mind? And Tau seem highly suggestible - witness their sudden adoption of a brand-new and alien philosophy, introduced by unknown strangers (who have jewels in their foreheads that, I now realize, are curiously reminiscent of the Deceiver...whose only other known 'associates', the Necrontyr, are also totally non-psychic and hence distanced from the Old Ones, just like the Tau - yeah, I've been doing my homework!)
Orks might not be suggestible as such, but could probably be controlled by the psychic equivalent of shouting louder than them. Obviously feel free to ignore any of this, if it doesn't fit with your ideas.
Also, is there anything to distinguish the Master of Ordnance from the Officer of the Fleet? Maybe I missed something, but as far as I can tell, they're basically identical in terms of their abilities. Maybe give the Officer of the Fleet some sort of Scry ritual (intelligence from orbital observers), and limit both their summons to thematically-relevant units? Or even remove the Master of Ordnance's summon ability completely, and instead give him a prebattle attack representing artillery bombardment even outside of siege situations. Not really sure what's the best way to go with those two characters.
I have just discovered that if they don't have plenty of mines near their start location, Imperial Guard get horribly slaughtered by Tyranids within a few years of first contact. While testing them out, I played against one Jester-level Tyranid AI only, without the event-modding. I could only find a couple of mines, before the first stack of 100+ Venomthropes and Genestealers appeared on my doorstep and ate my not-remotely-prepared forces for breakfast, then turned the corpses into more Genestealers. I was left with a few Valhallans (in a desert) and a Commissar who I like to think probably shot himself in repentance for his total failure to achieve anything.
On the one hand, you can imagine how frustrating this was (though mercifully, it only lasted a few turns!), but on the other, it's pretty much exactly what the lore says should happen. It seems like the only way I could win that particular matchup would be by holding a few strongpoints until I could get enough firepower together to break the rampaging swarms when they tried to besiege me. Which is exactly how the Imperium is always supposed to beat Tyranids - sacrifice almost everyone, while waiting for the cavalry (Fleet/Marines/armoured division/Titan Legions) to arrive. So it seems like you've pretty much nailed it!
However, you might (or might not) want to lower the iron cost of vehicles and/or fortifications slightly. Tanks should certainly be costly, but at present it's barely possible to deploy them at all, especially if you're also spending 45 iron a time on turrets. Bearing in mind that I'm now playing on the largest possible map and I effectively control the entire southern half of it, I have A LOT of iron coming in from mines and trade, and I'm still struggling to deploy Leman Russ tanks (to say nothing of Baneblade variants!) while hiring enough troops to replace my losses.
I was actually afraid that Tyranids would be unable to defeat entrenched forces due to their lack of siege weapons so in a way I'm glad they hit hard (and it is thematic to face massive Tyranid swarms). But that said I can make some changes:
I reintroduced the resource bonus I removed in v1.305 (I was afraid of stacking iron bonuses from Terrain+Buildings+Race bonus). But after what you said I'll try 100% bonus Iron, 50% gold... possibly overkill but worth trying. Tyranids gain lots of free units from corpse eater and Necrons have Immortal units reducing rehiring costs as well as easy access to other planes... (I intend later to give all races some ability to enter other planes, not sure how exactly atm) Ultramarines have tough, highly mobile units so suffer less attrition and a strong start. I hope that all balances out, but Ultramarines and Necrons may be at a disadvantage now.
I think it's always worth thinking about how to convert the different rules into CoE. Especially for races I haven't done yet, as there are always different ways it could be done or done better. Charming is a little tricky... I don't know exactly how best to do it. Currently for Tyranids all units with 'shadow in the warp' gain +3 MR so should survive against both charm-spells as well as MR-negates instant-death attacks from Psyker force weapons. The smaller Tyranids on the other hand, creatures directly controlled by Synapse creatures could theoretically be captured by a powerful psyker or stronger Tyranid fleet (it's also the only way of having wild Indy Tyranids captured by Synapse creatures). All Commanders also gain +1 MR and All Psykers +3 MR so both should be harder to charm whatever the race or spell in question...
Anyway, for v1.305 I've made a few changes to the recruitment list so that Baneblades no longer show up on turn 1. Now most vehicles require a commander much like the infantry requires a Sergeant. Also changed the default Baneblade into a command tank. Hopefully this makes unlocking them feel like more of an achievement as well as making the commanders more of a juicy target - crippling citadel-based recruitment if taken out.