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In fact - SM are pretty close to be nearly unkillable lore-wise, so - yes, they are rather hard to kill in this mod. As for rockets - must object, they do more,than decent damage even to Titans. Another thing, that there must be enough units with rockets to kill a Titan.
It's rather "Space Marines are the only race at least more or less (also in pretty perversive ways, BTW) doable closer to codices - respective assets for other races are merely not included to the game (like Biz Shootaz for Ork Boyz or Eldar Guardians as such)", than "this mod is focused on SM". As for Elites - it looks like I really overnerfed them a tad in terms of damage.
Дык эт .... убрать "v. 0.9" из названия - она как бы и нетрудно :-)) Только вот думаю - просто сменить описание (для этого даже перезаливать ничего не нужно) или всё-таки доделать этот наркоманский Power Core Mode? Хз, чесгря, ибо режим настолько притянутый за уХи, что и трогать его неохота :-)) Ну и - ещё (уже слабо, но всё же) надеюсь, что Релики введут в мододельные инструменты "героев" из последнего крупного обновления .....
Definitely. SMs and Orksez are merely taken as examples.
I mean... htey wanted to make the game full of elites with obsurd HP pools... might as well add them right? Custodians are just armies of terminator elites that are as fast as assault marines and have a firepower output twice that of bolt gun marines and hit like tank exterminating trucks.
This mod was started as "Fuck, what have they done to Space Marines? Isnogood, I'll make it better" hence was named the way it was. Renamings of any kind cause glitches in Steam (see the previous version of this mod, v. 0.87, which stopped working after the first update, and I cannot even delete it now)>
I suppose, it does, but its name is somewhat different there - True_SM
Also, Your mod never appears in my mod selection. WHy?
Let's say - it used to be this way for DoW 1 and DoW 2, for mod toolkits for them were unofficial, communityt-made ones. Mod Tools for DoW 3 are official, and I for one did not see any expanded variants yet.
Holy crap, If I only could ..... current Mod Tools are very far from even ones for CoH2, let alone the unofficial ones for DoW 1 by their functionality and game assets made accessible through them.
No, it doesn't, It is MP - only (as any DoW3 mod in general).
GW doesn't hire game devs - it sells licenses to them. But at least one thing it does is really bad for WH 40K games - it, in fact, forbids to make the games Codex-accurate (seriously, I communicated with some devs from Relic and Slitherine Studio, and they told me, that they may not make their games lore-accurate). Reason? GW is too afraid of losing profits from selling their miniatures.
I'm afraid, that never. Would like to add them myself (along with normal Kommandoz, Nobz with Shooty Weaponz, and normal upgrades for Orksez instead of fixed ones via looting scrap), but - with current state of Mod Tools all this is no more, than dreamZ .....
At least for now, and if they want to use Sluggaz - yes. Going to Shootaz-Lootaz-Killa Kanz is a more reliable option, though.
It's not "Orks get steamrolled" as such, it's rather "ranged vs melee balance" (which, in fact, isn't thaat good in the tabletop either - ranged armies like T'au are in favour now even there). Try to play Orksez via Shootaz - Lootaz - Killa Kanz, it's way easier (though not proppa for Orksez).
The goal of this mod is exactly to be closer to respective Codixed, than original game is. As for "workaround to increase survivability" - for now it is "mix your elites with line units, for they are still very powerful, but not immortal". Besides it - shields for some heroes are also lore-accurate (thus may be added somehow).
@Taeneeva
You don't need to download anything - simple create a custom match and select my mod (its name is True_SM) in the "Mod" dropdown list
That's one of the design faults of this game - for in TT main value of HQ choices are their auras (all these "+1 to hit rolls" "+1 to would rolls" etc.), not their direct combat stats (the latter are a sort of last resort).
Please, read one more time - how long would a tabletop game last, if:
a) tape measuring is removed;
b) reading rules is removed;
c) dice rolling is removed;
d) accompanying blabber is removed;
e) all actions were resolved SIMULTANEOUSLY (from BOTH) sides!) instead of ONE AT A TIME and ONE army FIRST, ANOTHER army AFTERWARDS;
Just imagine ..... I assume, it would be hardly much more, than a minute. And a turn would last hardly more, than 1 s. Thus - TTK of 3-4 s here is roughly equal to "several turns" in TT. That's what I'm trying to say. It may be uncomfortable for some players - that's another thing.
@Kinslayer
As for Guardians - they are merely absent in this game. It's one of it's numbrous design faults. As for "ingantry is more expensive, than vehicles" - it happens both in TT and here. As for Rire Prism specifically - I'll look into it, it may be an error.
And just because you roll 2 dice doesn't mean that you fire 2 shots, if you where to fire 20 shots per turn per gun then the turns would take forever to finsh (obviously not ideal) a one-to-one convertion is not necsserily a good thing.
Ether way you clearly aren't intrested in my points so I will return to my day job.
I see it somewhat differently. If all this blabber, dice rollong, points' counting etc. are removed (there's no such things in real-time fight) - what is left time-wise? A little prompt about conversion ratio - an SM bolter in DoW II| DoW III fires roughly 2 shots per second. And which profile it has in TT? Rapid Fire 1, IIRC (i. e. it is normal semi-automatic .... khm, 20-mm grenade launcher). Thus, a tabletop round would last below 1 second in real-time fight. On the other hand - must admit - accuracies like 0,67 (3+) are unobtainable IFRL .
Just one question - how long a tabletop turn would be in real time?
TT units are really tough compared to any game I've seen.