Warhammer 40,000: Dawn of War III

Warhammer 40,000: Dawn of War III

Dawn of War 3 - Redux
iToaster  [developer] Oct 14, 2018 @ 2:46pm
Thing
A discussion because stuff.
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Showing 1-15 of 19 comments
Stargazzer811 Oct 14, 2018 @ 10:04pm 
Could use this as a suggestion thread iToaster. Speaking of which I got to play through a game with the Space Marines. I'm impressed I must say, apart from my continued reservations as far as squad size, I have some rather high praise for your mod so far, it makes the game more playable. As far as the Tartaros terminators, op as hell, might need to drop the HP a little and maybe drop the cost the tiniest of bits.

I will say however, ♥♥♥♥♥♥♥ that Knight Errant. As a fan of Knights I loved the custom work there on the thermal cannon though I would see if you can scale up the land speeders melta burst for the Errants Thermal Cannon in order to make it more like how the weapon is described. That though is a minor visual thing that can be done anytime. Great work on the Terminators though, didn't think the Storm Bolters would work out well but I was wrong and I'm plesantly surprised.

Sidenote: If you ever do a custom Imperial Knight Mod for this game, you have a beta tester in me
iToaster  [developer] Oct 14, 2018 @ 11:10pm 
ooo...Using a multi-melta blast for the thermal cannon might be really cool. I wonder if it's possible to scale it up now that you mention it...it was actually using an in-game already existing Thermal Cannon model but firing Plasma Cannon projectiles. I wish I could add ♥♥♥♥ myself but nope XD

As for the Tartaros Terminators, yeah they're OP mostly because they're bugged XD I can't figure out why. They're tagged as 'Assault Terminators' in the mod files which are supposed to be exempt from health/damage upgrades that typically affect other infantry (I did that to prevent terms/meganobz from being too OP) but they still get affected by them, raising their HP and attack to frankly ludicrous levels. I'll keep working on making it so they aren't affected by them and then they should be more balanced - standard HP is at 7500, and with the armor level being significantly lower than non-upgraded Imperial Knights, they're supposed to be way easier to take out. Provided those upgrades don't affect them.

If I can't fix that bug...I'll just lower their health and attack til it makes sense with the upgrades :P

As for the Imperial Knight 'mod' idea - funny thing, I may or may not add a Warden to the game. Sadly, I can only use files that are already in the game, hence the thermal cannon, but an avenger cannon from solaria and the chainsword would make a good Warden. Was also thinking about making the Crusader start with one avenger and one battlecannon, upgradable to have both avengers Solaria style. Basically, either way you're stuck deploying 2 so in theory it should still be balanced having multiple knight choices since each faction can still only put out 2 superunits.
Last edited by iToaster; Oct 14, 2018 @ 11:13pm
Lord Cylarne Oct 15, 2018 @ 5:24am 
add warhound titans
Mustafao01 Oct 15, 2018 @ 11:55am 
Can you add new line units for each faction as well? Expand the guard or something like that or try your like for a chaos faction.
Stargazzer811 Oct 15, 2018 @ 10:15pm 
Toaster! I had another thought(s)! Modify the predator model to add in the Baal Predator, with dual Assault cannon's by default. Perhaps see if you can scale down the Thermal cannon and turn it sideways and add it as an optional Flamestorm cannon upgrade for the Baal as well; the ability to use that Flamestorm cannon to clear cover would be great, and remember its range is longer then normal flamers. Also for the Rhino, add the option for a Heavy Bolter turret to compliment the lascannon option. Remodelling the turrets for both into modded versions of the turantula turret would also fit the overall look better but thats just tiny details.

Also I played through the Orks and Eldar. Orks are actually pretty on point though I'd see about cleaning up the looted tank model, looks kinda meh. Eldar on the hand are a bit well, boring. I think the addition of perhaps like Mustafao01 said, extra line units, would help the Eldar, specifically the Fire Dragon's and perhaps Swooping Hawks.

The former might be hard to make work (I wouldn't use the dark reapers as a base for them) but the latter you could just used modified versions of the helmated Autarch. They could fill the same role as the Assault Marines and Stormboyz.
Last edited by Stargazzer811; Oct 15, 2018 @ 10:22pm
Mustafao01 Oct 16, 2018 @ 7:31am 
I believe you can even ask the guy behind the DEATHWATCH mod for help on how to add new line units as well.
iToaster  [developer] Oct 16, 2018 @ 8:25am 
New line units are always a possibliity, the big problem is I can't import nor really adjust assets in the game :P Basically, yeah the Looted Tank and some others look a bit janky but that's because the model files are just slapped on top of one another. I can't adjust it. The most I can do is tell the game to put a big trakk gun on a predator chassis and call it a day. Problem with some of this is that certain models are incompatible with certain animators - with the Space Marines, the standard marine model encompasses range, melee, heavy weapons, deathwatch, etc and can be interchangable as a result, but with other factions (looking at you Eldar) they aren't interchangable whatsoever. I tried to put a howling banshee melee animation on a dire avenger model or whatever and it just T-Poses. Specific models have to be linked to specific animations a lot of the time and its stupid, but besides that it's possible to adjust things (sorta). Storm Bolters and the Thermal Cannon are so far the only functioning non-used items in the game files - the Eldar have various grav platform weapons (mobile & turret) that probably don't work, and the Space Marines have various tarantula turret weapons that definitely don't work, for example

Basically, I'll look into adding new stuff, but chances are it won't be anything major because (outside of the janky text) I don't want it to look too silly in some regards. I can just give a chainsword to a ranged-animator Guardsman for example, but he holds it like a 2 handed chainsaw (admittedly THAT one turned out funny, maybe i should add it). Other times weapons straight up get held upside down, backwards, or they sit on the floor or in the sky. Still, I'll do what I can :P
Stargazzer811 Oct 18, 2018 @ 6:27pm 
Hmmm, I had some terrible ideas iToaster. Firstly, heavy flamer option for terminators perhaps? And I know we went over the whole marine squad size thing but I was thinking about doing something like DoW1 did with the Marine Squads.

You call them in and they come as 3 guys but then have the ability to spend resources to upgrade the squad to a max of 5 and perhaps lock that behind tier 2 of the stronghold or something or an arsenal upgrade. That way they still deploy small but people can upsize them because, lets face it, its sad when I need to call in 4 "squads" (fireteams really) of Marines just to get 2 full squads of Marines. Additionally I think altering the devastators so that they only have 1 las cannon is a bit meh but thats just me. Just a thought
iToaster  [developer] Oct 18, 2018 @ 6:54pm 
Heavy flamers, believe it or not, are a weapon in the game files for terminators - and like many things, it's broken XD

As for the whole increasing squad size thing via upgrades, i WISH i could do that. Problem is, DoW 3 literally straight up ignores squad size increase commands (and if you force it to listen? it crashes the game XD). So basically, the size of a squad on construction is the permanent size of the squad. With devastators, I may switch that so it's 3 lascannons instead of 1, and I have been putting thought into increasing squad sizes or raising pop caps to make big armies more feasable.
Stargazzer811 Oct 18, 2018 @ 7:32pm 
*nods* So far the squad sizes for Orks and Eldar seem good, though with orks you can never, ever 'ave 'nuff boyz! The Marines have power for their squads but they get easily overwhelmed by the larger squads of the other two factions is all.

And it sucks that the Heavy Flamers are broken but thats to be expected with Relic's half-baked game and crap mod tools. Worse then EA in some regards.
Sokite Oct 22, 2018 @ 11:36am 
A thought I've had for the last few days, is it possible to add Anti-Vehicle versions/upgrades for the turrets? It would help to add more options for defence imo.
Last edited by Sokite; Oct 22, 2018 @ 11:36am
iToaster  [developer] Oct 23, 2018 @ 8:46am 
I wish it were possible to add anti-vehicle stuff to the turrets. I suppose I could if you don't mind the animators being the same, but in those cases, they're in the game files and...broken. Again. Something I've been tooling with (but for some reason it isn't ♥♥♥♥♥♥♥ working) is the idea of global turret upgrades ala UA which would make them better against everything, vehicles included. Chances are I'll keep working on that instead.
Stargazzer811 Oct 23, 2018 @ 2:06pm 
Its too bad you cant like, take the lascannon off a predator or plasma rifles from the marines and just mount them on turrets, or the cannon off wraithguard onto the shuriken platforms, ya know?

EDIT 7 hrs later: It also sucks that you probably can't add the option to add lascannon or assault cannon to dreadnoughts, cause that would be cool.
Last edited by Stargazzer811; Oct 23, 2018 @ 9:12pm
Sokite Oct 30, 2018 @ 3:47pm 
A couple of issues I noticed while playing last gamenight:
1) The Wraith Knight's jump ability needs a nerf - upon landing he fires of a large number of shots, but since each shot is extremely strong in this mod that means the ability annihilates anything he jumps at.
2) You broke Taldeer - two of her abilities revolve around Stasis, which she could break applying a debuff to hit enemies, however she can no longer attack stasised enemies making her practically useless outside of freezing enemies for a moment.

One of my criticisms, which a few others share with me, is that it feels like most units (infantry at the very least) die too easily, more so than vanilla, which makes them feel far less effective and fights even shorter than they should do. Perhaps most don't agree but I think they should be able to take a bit more damage.
Last edited by Sokite; Oct 30, 2018 @ 3:52pm
Stargazzer811 Oct 30, 2018 @ 7:55pm 
I think Infantry is pretty tough tbh, closer to 8th codex standards actually and much tougher then vanilla. I simply hold reservations about squad size for Marines, thats about it. Other then that I'd just like to see additional line units for all factions such as the Baal Predator, Fire Dragons, and something Orky.
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