Warhammer 40,000: Dawn of War - Soulstorm

Warhammer 40,000: Dawn of War - Soulstorm

OneVoltTen 2021 年 2 月 23 日 上午 6:57
W40k Remake in Unreal Engine [Project cancelled]
Hi, I'm developing a remake of this game. I'm looking if I could get feedback about what you would changed.
最后由 OneVoltTen 编辑于; 2021 年 11 月 3 日 上午 8:35
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正在显示第 16 - 30 条,共 50 条留言
Bolt 2021 年 3 月 4 日 上午 12:17 
引用自 The_Pastmaster
For most races I would agree but for Orks this would be a bad move as they have large squads but very limited Waaagh! resource. Then again I suppose you could just use it on smaller squads and then manually reinforce the big 'uns.
Yeah the Orcs need this in their own, unique way. Maybe it'd be okay to get 3 reinforce toggle options specifically for them: 1) off, 2) on, 3) automatically on whenever this squad's size drops below of what it's currently

引用自 The_Pastmaster
You need to elaborate more on this for me. I think I'm missing your point to the issue. I usually like when a unit is in a kill animation because then my squad can reinforce and possibly be saved or win the fight.
Kill animations exist for the flavor of Warhammer but they cause issues:
-with moral drain and debuffs being able to affect a unit that's locked in a kill animation it's a severe downside of it, same as if the unit was stunned; to keep the flavor without causing this absurd effect of it the unit performing the kill animation should be immune to such things until done with it in addition to being immune to damage, as it's currently the case, though during the animation the single unit's health regeneration should also freeze (reason for this: see next point)
-imagine UA Conscripts (very fast reinforcing very weak, very cheap large infantry squads) vs ranged Terminators: clearly the Terminators should win, right ? Well, if kill animations come into play the cheap, weak, mass spawn squad could actually keep the Terminators into endless melee combat, being unable to proceed and attack anything valuable. If the reinforce time of both squads locked in a kill animation would increase by the time this kill animation plays this wouldn't be an issue. It's necessary for both squads because otherwise a squad of strong melee units could become unkillable provided they're either hard enough to kill (high health / armor) or respawn fast enough or have very high health regeneration (which shouldn't stop during a kill animation for this reason) as the long taking kill animations essentially save them over and over with the spawn of yet another squad member
-melee combat already has some advantages for the units taking part in it: the squads being tied up in melee combat receive ranged damage reduction, the higher the more enemy units they're in combat with, making it harder to be gunned down by enemy ranged units while tied up in melee combat; melee combat specialized units usually have special attacks, like area knockback, single target knockback, knockdown, stun, a special strong attack every x attacks or a special effect attack (ignores armor or effective vs some unit type); some melee combat units also reduce morale drastically when fighting the enemy; melee combat as a mechanic to force an enemy squad into melee instead of ranged combat can also be used to tie up strong ranged units in melee damage in which they perform poorly or can't use their special weapons, forcing them to retreat; all of this along with the other units and their actions in battle should decide who wins the battle and how it goes, not some godmode immunity saving the squad with yet another squad member spawn because of a kill animation
-as the kill animation plays for the individual unit and locks it anytime your units push in further or retreat the kill animation unit is left behind and eventually also surrounded by enemy units, thus it should teleport back to the squad if a certain distance is reached that determines as this single unit being too far away from the squad; but this should happen only after being done with a kill animation as otherwise artillery that knocks back enemy squads would have them teleport right back to the squad's center, ready to be hit fully assembled again instead of only somewhat while all the units are scattered

引用自 The_Pastmaster
Eeeh, not a huge fan right now. The vehicles are powerful enough as it is. Don't need a line of Russ's mowing down my Sisters like a combine harvester. :P
Depends on the settings. Tanks shouldn't be able to squish elite heavy infantry or heavy infantry but only infantry instead. Baneblades and similar units of other factions shouldn't be able to squish other tanks but only light / small combat vehicles. Titans are titans, stomping everything, though for pathfinding and unit handling reasons this shouldn't happen to your own units, otherwise it could make moving Titans around tedious.
Edit: Any units but titans should also slow down while squishing any enemy.
最后由 Bolt 编辑于; 2021 年 3 月 4 日 上午 3:44
OneVoltTen 2021 年 3 月 4 日 下午 9:46 
引用自 Hollow
I've always wanted the auto-reinforce to not turn itself off once a squad is at maximum unit size
I think the best way to implement this is an additional toggle button to keep reinforcing. I believe I'll also need to add an icon above the unit to show it's set to this state as it could easily drain resources.

引用自 Hollow
All aircraft should be capable of landing
I'll add that, it's a good idea.

引用自 Hollow
Ingame hotkey changing
I really hated the hotkeys couldn't be changed, that won't be an issue.

引用自 Hollow
Attack option to prefer structures over other targets doesn't work.
Noted. I'm rewriting almost everything so I'll have to review this later.

引用自 Hollow
Not just 1 type of stealth level but 2.
Really good idea. For high level abilities this is a good idea, though only for short durations since it could be abused.

引用自 Hollow
Fixed pathfinding.
The current build uses Unreal Engine pathfinding, which has no issues.

引用自 Hollow
Crusher levels for vehicles/units
Good idea, noted. I'd want it restricted only to movement abilities with a cooldown, this would be sorely abused.

引用自 Hollow
Range circle for deepstrike that isn't global range.
I'll resolve this by adding a range limit from the base, and by restricting the area around a players base to prevent them from directly deploying units on a base from a building.

引用自 Hollow
Attack range fix
Hmm. I think I'll try implement a squad system that allows units with long range to move independently from their squads. So a unit with saw a heavy bolter will deploy independent of their squad, while those with bolters will continue moving until they're in range.
That said, it'll likely need to be set as a unit stance as it'd get out of hand and units can only move a limited range from their squad leader.

引用自 Hollow
Kill animation
Plan to completely review this system, much faster animations and they will gain say 50% extra shield while performing the animation but will not be immune.

引用自 Hollow
IG's tunnel transportation network
Will add an icon on above the building to show if a unit is inside.

引用自 Hollow
Construction build view option.
I'll make the ground green for every area that is flat and isn't occupied.

引用自 Hollow
Auto repair toggle for construction units
No guarantees with this, though I'll add it to the list. I think this could work - if unit is in range of repairable building and is set to auto repair. Could work. Builder units will by default by autonomous, automatically building nearby buildings etc. Though I think I'll make it an player option if they want to manually control their builders.

引用自 Hollow
Game performance: global effects
I'm remaking the game from scratch, this won't be an issue. The previous developers likely didn't consider this.

Thanks for your ideas, I've added them all to my todo list.
最后由 OneVoltTen 编辑于; 2021 年 3 月 4 日 下午 9:53
Bolt 2021 年 3 月 5 日 上午 7:57 
Will add an icon on above the building to show if a unit is inside.
I believe we've run into a misunderstanding on this one: It's not to know who's inside a structure, which can be seen by selecting the structure and is imo fine the way it is. It's about when pulling a unit from another structure into the currently selected one that I can't see from which structure at which place this unit is being pulled from, which is important.

Thanks so far.
dinovart 2021 年 3 月 6 日 上午 6:10 
3 game modes if possible in distant future: vanilla-based version, unification-mod based version, ultimate apocalypse verison. They shall be just options which units to restrict/allow, how much resources and prduction speed building/training units takes, how many "soldiers' in one squad etc. In other words, options to choose how many units are possible and on what level of scale, from soulstorm vanilla (or even dawn of war 2 retribution level) to titan wars and superweapons. It would take around 5 years to implement, but the result would become the berst W40K classic RTS ever created.
最后由 dinovart 编辑于; 2021 年 3 月 6 日 上午 8:43
OneVoltTen 2021 年 3 月 6 日 上午 6:43 
引用自 dinovart
3 game modes if possible in distant future: vanilla-based version, unification-mod based version, ultimate apocalypse verison.
I'm just starting with base version game, so I don't overload myself. I will add full mod support so those mods will be able to be ported into this engine, though will take a while to communicate what they need for their mods.

引用自 dinovart
Restrict/alloww, how much resources and production speed building/training units takes, how many "soldiers' in one squad etc.
Yes I plan to make it very simple to adjust unit stats with a single stats file. I'm still planning how to best implement this.

引用自 dinovart
What level of scale
Yes, All unit stats, caps, etc. Will be modifiable. Since I'm developing in Unreal Engine4 will likely need to release a example mod race and such since it's not as simple to load mods. The way mods generally loaded in DOW1 was it just overwrites files and that caused issues, I plan to work with modders to help them integrate mods properly.
OneVoltTen 2021 年 3 月 6 日 上午 6:45 
Small update, I plan to release a singleplayer/coop only game first. Reason being I need a first release to ensure everything works properly before player vs player. It'll be very similar to DOW1 campaign, but two or more players will be able to connect to campaign and help control the base/units rather than just one person to make the campaign a bit more interesting. Depending on how many players play I might adjust the difficulty and scale of the map. Still a work in progress.
最后由 OneVoltTen 编辑于; 2021 年 3 月 6 日 上午 6:46
Cursed Hawkins 2021 年 3 月 6 日 下午 9:36 
引用自 Nova Solarius
引用自 Cursed Hawkins
Just watching out for you, I know GW's protective of its IP and the last thing we need is someone trying to do something nice for fans only to get a C&D from GW like Nintendo does to their community.
Not that we can blame either Nintendo or GW. If they don't enforce their IP, they risk losing it.
But even for a simple remaster/remake? I sorry but when I hear that Nintendo is copyright claiming people on YouTube JUST for making videos of THEIR GAMES to get them out there so people know about them that's just too far! There's a reason why Nintendo's reputation has gone down for a while its because of ♥♥♥♥ like that, they abuse their own fans to the point that the fans are getting sick of it.
Nova Solarius 2021 年 3 月 7 日 上午 3:00 
引用自 Cursed Hawkins
引用自 Nova Solarius
Not that we can blame either Nintendo or GW. If they don't enforce their IP, they risk losing it.
But even for a simple remaster/remake? I sorry but when I hear that Nintendo is copyright claiming people on YouTube JUST for making videos of THEIR GAMES to get them out there so people know about them that's just too far! There's a reason why Nintendo's reputation has gone down for a while its because of ♥♥♥♥ like that, they abuse their own fans to the point that the fans are getting sick of it.
Videos are usually fair use, which is completely different. And yes, copyright claiming those is likely indeed abuse of the copyright system. This is also why mods are usually permitted.
OneVoltTen 2021 年 3 月 7 日 上午 3:20 
Regarding copyright, during development I'm not using any trademark Games Workshop content, images, logos, music, etc. At most if I had content that infringed their trademarks they would send a Cease and Desist in which I would remove the infringing content.
That said I'm developing it as a generic game first in the style of Warhammer, it'll be released as knockoff with alternative race and unit titles, etc. Assuming there's enough backing before release getting a license should be within reason.
Cursed Hawkins 2021 年 3 月 8 日 下午 5:13 
引用自 Nova Solarius
引用自 Cursed Hawkins
But even for a simple remaster/remake? I sorry but when I hear that Nintendo is copyright claiming people on YouTube JUST for making videos of THEIR GAMES to get them out there so people know about them that's just too far! There's a reason why Nintendo's reputation has gone down for a while its because of ♥♥♥♥ like that, they abuse their own fans to the point that the fans are getting sick of it.
Videos are usually fair use, which is completely different. And yes, copyright claiming those is likely indeed abuse of the copyright system. This is also why mods are usually permitted.
Tell that to Nintendo M8. I watch a YouTuber by the name of Vash12349 and every single video related to Nintendo's Pokemon series or any other series gets copyright claimed all the time. There was even a fanmade project of one of the Metroid games (I forget which) and Nintendo C&D that ♥♥♥♥ extremely fast once they became aware of it.
Formous 2021 年 3 月 9 日 上午 3:24 
GW has always allowed modding. The trouble is when trying to sell it. It's best not to -hide- the development, and make sure GW's marketting is aware. For those not in the know, GW has a line in their public info that if you want to create a game for GW, you can contact GW with your proposal, which can further lead to recieving a actual full on License. Maybe even funding. Point is though, don't hide it. Remake the game on this game's engine for now. If you want to use Unreal, consider making GW the pitch with a functioning prototype. And don't rehash Soulstorm. Expand it.
OneVoltTen 2021 年 3 月 9 日 下午 2:50 
引用自 Formous
Consider making GW pitch with a functioning prototype. Don't rehash Soulstorm.
I'm focusing on getting it into a playable state, just started working on maps and such. Still a ways off a prototype, I'll keep in mind making a prototype for GW.

No plan for a blatant rehash, that'd be boring and a time waste. I'm reviewing what I can add/change and reviewing other RTS games. One thing I've settled on is a singleplayer campaign that'll support up to ~4 other players connecting and being able to control buildings/units.

Joy 2021 年 3 月 9 日 下午 5:04 
Hi owo♥
:luv:
OneVoltTen 2021 年 3 月 9 日 下午 9:07 
引用自 ✪ikiio
Hi owo♥
:luv:
Hi there
PlasmaWaagh 2021 年 4 月 18 日 上午 9:17 
Larger maps to make transports more necessary and limit how much artillery and other non-los can dominate. Stealth that is proximity-variable... so the "invisible" unit can no longer stab you in the face without you having any idea where said unit is. No titans, and probably not even anything in the size category of knights... keep it squad based and fluid.

Being a Tau fan, composite squads (such as fire warriors and drones) would be nice, with limited amounts of Tau specialized drones that could function like IG squad leaders... But, honestly, I'd just like crisis suits to not be dreads that are doing gundam cosplay. Shoot and scoot, or a Vectored Retro Thruster upgrade to give movement ala SoB seraphim would be fantastic.
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发帖日期: 2021 年 2 月 23 日 上午 6:57
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