Warhammer 40,000: Dawn of War III

Warhammer 40,000: Dawn of War III

(Fixed) EliteMod_Skemooo (v2.3) _ Trainable Elites and Doctrines
 This topic has been pinned, so it's probably important
Bullied by Pigeon  [developer] 3 Sep, 2017 @ 10:09am
Please leave Feedback and Bugreports here..
I woudl appreciate your feedback even if its negative so feel free to share your expereince here and if you have any suggesstions or spotted any bugs you encountered describe it here..
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Showing 1-15 of 24 comments
Papa Smiles 4 Sep, 2017 @ 11:05am 
If you can , make the turrets available all the time :)
Slimspadey101 4 Sep, 2017 @ 8:49pm 
buildable Taldeer can't target units in stasis
Bullied by Pigeon  [developer] 5 Sep, 2017 @ 11:31am 
Originally posted by Slimspadey101:
buildable Taldeer can't target units in stasis
i fixed the taldeer issue will push it in next update.. good catch ..
Alpharius Nox 6 Sep, 2017 @ 7:28pm 
This is the best mod that ever existed!
bakapi91 10 Sep, 2017 @ 4:23pm 
I dont know its just me or it a realy weight bug , AI ork is ok but player chose ork don't have super elite and all elite don't get any upgrade
Bullied by Pigeon  [developer] 10 Sep, 2017 @ 4:37pm 
Originally posted by bakapi91:
I dont know its just me or it a realy weight bug , AI ork is ok but player chose ork don't have super elite and all elite don't get any upgrade
unsubscribe and resubscribe if the changes arent reflecting.. i can see Ork superelites.. and also change your language to English if it isnt in game.. I heard it doesnt work in other languages.
bakapi91 11 Sep, 2017 @ 4:50am 
@ Skemooo , can you make elite and super elite rebuild time more longer after it's builded or after its dead , for now all elite nearly install rebuild if i have enough resouces which is alway over thousands .It's feel no reward when you kill enemy elite, super elite and feel that you don't need to pay when you lost them becuz it's very easy to rebuild them . Super elite build time is 26 sec so when you take about 5 min to kill them and move to your enermy base , BAM , their super elite appear again over and over .
Bullied by Pigeon  [developer] 11 Sep, 2017 @ 6:18am 
yeah im working on porting the cooldown mecahnic. its harder than i thought, i had it planned for yesterdays release but its still buggy so i had to remove the cooldown logic . if im able to get it working properly ill add cooldowns for downed elites and rework pop caps..
Fusilion 12 Sep, 2017 @ 8:32am 
Hey, just want to say mod's fun in introducing buildable elites (4 imperial knights at one time? AWESOME). Anyways, here's my feedback/bug report:

1. Introducing buildable elite did make hard AI way more insane (since they have more resources). 2. A destroyed built elite triggers the cooldown even though the selected elite has not been summoned yet
Bullied by Pigeon  [developer] 12 Sep, 2017 @ 10:04am 
@Fusilion I thought i fixed the respawn timer reset bug.. ill have to look again thanks for pointing it out.. i dint test for all elites i fixed for some of them.. i thought it would apply for all.

I still cant properly implement a cooldown on elite spawn from base.. when i do that the AI hard should be beatable.. having no cooldown make them come one after another.. If i cant get it working ill delay the build time for them.. but thats the last resort
KPMaker 16 Sep, 2017 @ 7:54pm 
Very Nice Mod; ty for your work , time, and effort Skemooo. :)

Suggestion: Make the Listening Posts 200

Overall the building of all the Elites is a blast.
The problem still lies in the Escalation Phase Economy and the Weaker Line Units.

Not everyone would like this, but to have very strong Units (both Line & Elite) so it plays more like DoW 1.

Each Line Unit being valuable vs. feeling like fodder.
This on top of the Escalation Phase Economy which makes the game super spammy.

Possible Suggestions
Line Units- extremely stronger with an increase in the number of squad members like DoW 1.
Elite Units- Very strong Health, but not so powerful dps & ability wise that they wipe squads out; again more like DoW 1 where you have the Commander fighting 2-3 squads, but the fight lasts a while.
Balance this Super Strong Line & Elite Unit path with an increase in cost of the units.


The way you did the Elite Units with the Damage & Health Upgrades is fantastic and a lot of fun to play. But to get it so the game no longer feels like a spam micro intense spam fest would rock if someone creates the mod to do it or if this mod goes in that direction.

Ty again for the work; some good fun. :)
Last edited by KPMaker; 16 Sep, 2017 @ 7:54pm
bakapi91 18 Sep, 2017 @ 5:57am 
I agree with Cordero ,elite and super elite should have more hitpoint , just hitpoint because dps of all elite are insane but all of elite die very easy when line unit forcus fire on them
Bullied by Pigeon  [developer] 18 Sep, 2017 @ 6:55am 
I dont feel comfortable changing damage/health numbers as they were finalized by relic based on some formula.. what elite are you having trouble keeping alive? Solaria? All heavy elites in my opinion have right health ..
bakapi91 18 Sep, 2017 @ 7:33am 
some elite like ass terminator , taldeer , mad dread , wraith lord have that problem, range elite are alright but melee elite almost install dead when engage enemy force .
bakapi91 18 Sep, 2017 @ 7:57am 
It my personal but seem like the damage system vs the health system is so much unbalance . The damage system is too powerful and the health is much more lower . Abilites , base damage of x units are super high compare to itself hitpoint .I tested many x unit vs y unit with my friend. i.e : wraith lord again terminator and one glaive charge almost install kill terminator , paladin 2 shot tank , solari melt anything super fast and when she face again 3 squad wraithguard , she almost dead in few seccond .In all large engage almost melee unit inclue all melee elite install die in first few seccond or nearly useless when you keep them alive behind your force
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