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ExceptionHandler::unhandledExceptionFilter()
regex_error(error_complexity): The complexity of an attempted match against a regular expression exceeded a pre-set level.
1) Make sure to subscribe to the mod
2) Start new game as whatever faction/race you'd like, and make sure to turn QUESTS ON.
3) Once the game is started, found a city somewhere, and the "Hold the Line" quest line will start.
4) Have fun!
I could look into changing the items, but I didn't want them to be too powerful. I tried to balance them to fit the flow of the mod, that being that you would get them relatively early on and were meant to help you before you got any really powerful units/abilities.
It all boils down to where the waves spawn, and how aggressive/reckless they are, which again we unfortunately can't control. The only thing left that I can recommend is to perhaps play on a slower game pace and play on a smaller map perhaps? The smaller map would at least limit how far the spawned in waves could retreat, which might help.
Again thank you for the feedback. I appreciate you taking the time to play through this niche mod and relaying your experience in an effort to improve it
Sorry again. Believe me, if there was something I could do to fix the AI's behaviour, I'd do it.
Thanks for this, will definitely give it a go!
When I first started this mod, there were 100 waves. I don't know what I was thinking.
I appreciate all the feedback everyone
Thanks again for letting me know about your experience with this, it is much appreciated!
Your mod game pace, I think players should succumb to enemy about 150 turns?
It took 156 turns for me to finish Mechanicus story on normal speed.
And I think new mechanicus story line last mission was most intense, it had 7-10lvl units only.
So my main point is to increase difficulty faster pace, maybe 8 wave should include 10tech lvl units already. My games usually last 100-150 turns, never played past 200 turn games.
And if game goes past too long, game starts to becames stale bread to eat.
Anyway, interesting mod u have created.
Fast 0.75x production, resource, research costs, & fast population growth.
Which means you get a 25% discount on unit/building costs, and also research and build things 25% faster, and your population grows faster, allowing for more buildings to be "manned". Just wanted to clarify the difference.
AdeptusMechanicus/CyberneticaDatasmith
AdeptusMechanicus/SkorpiusDunerider
AdeptusMechanicus/TechPriestManipulus
AstraMilitarum/HeavyWeaponsSquad
AstraMilitarum/PrimarisPsyker
AstraMilitarum/TechpriestEnginseer
ChaosSpaceMarines/DarkDisciple
ChaosSpaceMarines/KhorneBerzerker
ChaosSpaceMarines/MasterOfPossession
Eldar/HowlingBanshee
Eldar/Spiritseer
Necrons/Cryptek
Necrons/Immortaldlc="Supplement1"
Orks/Mek
Orks/Tankbusta
Orks/Weirdboy
SpaceMarines/AssaultSpaceMarine
SpaceMarines/Chaplain
Tau/Ethereal
Tau/Pathfinder
Tyranids/Malanthrope
Tyranids/Tervigon
Tyranids/Warrior
AdeptusMechanicus/IronstriderBallistarius
AdeptusMechanicus/SerberysSulphurhound
AdeptusMechanicus/SkitariiMarshal
AstraMilitarum/Chimera
AstraMilitarum/LordCommissar
AstraMilitarum/Ratling
AstraMilitarum/ScoutSentinel
ChaosSpaceMarines/ChaosLord
ChaosSpaceMarines/ChaosRhino
ChaosSpaceMarines/ChaosSpaceMarine
ChaosSpaceMarines/ChaosSpawn
Eldar/Autarch
Eldar/Ranger
Necrons/FlayedOne
Necrons/Lord
Orks/Warbiker
Orks/Warboss
Orks/Warbuggy
SpaceMarines/Captain
SpaceMarines/Razorback
SpaceMarines/ScoutBiker
Tau/CadreFireblade
Tau/Piranha
Tyranids/Gargoyle
Tyranids/Hormagaunt
Tyranids/TyranidPrime
AdeptusMechanicus/SkitariiVanguard
AstraMilitarum/Guardsman
ChaosSpaceMarines/ChaosCultist
Eldar/Guardian
Eldar/ShiningSpear
Necrons/TombBlade
Necrons/Warrior
Orks/Boy
SpaceMarines/TacticalSpaceMarine
Tau/FireWarrior
Tyranids/Termagant
Playing on the fast game pace does affect how quickly you can build stuff, and we tried to balance it for normal game pace. I can definitely change the wave parameters if you guys feel it's too easy, but can I ask you to try it on normal game pace and see if it's any better? If you still think it's too easy, I'll gladly change it. Maybe beef up the first 10 waves now that we have 20 turns to build up.
The unit composition should be pretty varied, which is weird. Which DLCs do you have? For the first 10 waves you should be fighting units from tiers 0, 1, 2, and 3 from all the other factions/races in the game.
As for the 10 turn break in between waves, I'm going to add in optional targets of opportunity that you can take out for some interesting rewards. Won't know how long is a good break length until I add that feature, so sorry about that.
I played till 11 wawe and enemies can't overpower me, I got late games units and enemies dont.
I recommend that you speed up enemy difficulty, 10 wawes of same enemies gets boring. And 10 turn tea time is also too long brake.
I would adjust your settings as 5 waves of same enemies and brake time 5 turns as well.