Search found 201 matches
- Sat 29 Aug, 2015 8:28 pm
- Forum: Balance Discussion
- Topic: Ogryns... to dam expensive?
- Replies: 86
- Views: 29088
Re: Ogryns... to dam expensive?
No one has mentioned the IG Tier one economy, especially in relation to power. I think this is pretty important. IG still go into tier two having spent not much power. Plus if i somehow manage to tank my power economy I can buy power free Storm troopers while accumulating the power to upgrade them. ...
- Thu 27 Aug, 2015 5:29 am
- Forum: Community General Discussion
- Topic: Are we growing or shrinking?
- Replies: 51
- Views: 19576
Re: Are we growing or shrinking?
I have just come back after a hiatus playing and modding Total War Rome 2. It seems to me that in retail there are more games in the Public lobby than there were 12 months ago (this doesn't count match-making games) and certainly more newer players: I even win a game occasionally. I am in a difficul...
- Sun 23 Aug, 2015 9:29 am
- Forum: Modding
- Topic: Creating your own mod files
- Replies: 30
- Views: 124113
Re: Creating your own mod files
Hi, I been away a while. Does cope's toolbox not work anymore or is it just something special about this mod that you need the other programs?
Thanks
KK
Thanks
KK
- Sun 23 Aug, 2015 5:55 am
- Forum: Modding
- Topic: Skirmish AI
- Replies: 7
- Views: 6635
Re: Skirmish AI
No, the AI can't be made to bash power. AI attacks by moving to a spot and then letting auto targeting take over. As nodes are not auto targetable the AI can't shoot or melee them. The code to fix this is hidden in the game and not accessible to modders If you Change the SGA file you will get de-syn...
- Sun 23 Aug, 2015 5:29 am
- Forum: Community General Discussion
- Topic: L2P lobby/stream?
- Replies: 12
- Views: 5621
Re: L2P lobby/stream?
Why not just use the old L2P group lobby?
Would be great to be able to log in and see if people of similar skill around
Would be great to be able to log in and see if people of similar skill around
- Sun 04 May, 2014 10:17 am
- Forum: Modding
- Topic: KanKrusha's AI Mod
- Replies: 30
- Views: 28607
Re: KanKrusha's AI Mod
It is done. "It was only a matter of time" to misquote https://drive.google.com/file/d/0B9O7D6H50YheS19zNmR3b2Y3aFk/edit?usp=sharing This link contains -- replacement AI folder which goes in Data folder -- a replacement designerlib.scar file which goes in the scar folder -- and also a repl...
- Thu 17 Apr, 2014 9:47 am
- Forum: Modding
- Topic: KanKrusha's AI Mod
- Replies: 30
- Views: 28607
Re: KanKrusha's AI Mod
I have had severe problems improving it beyond what I posted above as Relic "retired" a function between COH and DOW2 that I really wanted to use. My modding time has also disappeared recently.
Above posted files seem to be functional and could be included though
Above posted files seem to be functional and could be included though
- Sat 12 Apr, 2014 7:01 am
- Forum: Community General Discussion
- Topic: Dawn of War soulstorm Group
- Replies: 18
- Views: 9648
Re: Dawn of War soulstorm Group
Have you considered joining with the dolts goup on relicnews forum? I think they play mostly for fun
- Sun 16 Mar, 2014 3:16 am
- Forum: Modding
- Topic: KanKrusha's AI Mod
- Replies: 30
- Views: 28607
Re: KanKrusha's AI Mod
Hi guys This is a playtestable version. There are some things I have not yet fixed but the scripting is doing my head in so there may be some time before I can make more progress The ai_tuning.info file replaces the file in attributes\ai_tuning folder the ai folder replaces the entire data\simulatio...
- Mon 10 Mar, 2014 7:47 am
- Forum: Modding
- Topic: New U.I. Contribution
- Replies: 73
- Views: 34495
Re: New U.I. Contribution
Level one forever??? I knew GK players were a bunch of newbs
- Sat 08 Mar, 2014 4:19 am
- Forum: Modding
- Topic: KanKrusha's AI Mod
- Replies: 30
- Views: 28607
Re: KanKrusha's AI Mod
Nearly done, just getting some weird erros which I think are upgrades that have been removed such as aspect of banshee Anyone got a list of other removed upgrades? Save me a little time and heartache :-) EDIT - okay error is actually new upgrades but only those upgrades with very long rbf names like...
- Fri 07 Mar, 2014 1:45 am
- Forum: Community General Discussion
- Topic: Tyranids and new units
- Replies: 29
- Views: 13277
Re: Tyranids and new units
If the gameplay doesn't seems new and exciting for ex-Retribution players, they simply won't return to DoW2 just for balance.
That seems to happen with Tyranids' players, from what i've seen
What, both of them?
- Mon 03 Mar, 2014 7:59 am
- Forum: Modding
- Topic: KanKrusha's AI Mod
- Replies: 30
- Views: 28607
Re: KanKrusha's AI Mod
Hi,
Lulgrim mentioned the previous AI was unstable. Was there a problem with tyrannids in tier two? I am getting weird fatal AI errors
Lulgrim mentioned the previous AI was unstable. Was there a problem with tyrannids in tier two? I am getting weird fatal AI errors
- Sat 01 Mar, 2014 5:02 am
- Forum: Modding
- Topic: KanKrusha's AI Mod
- Replies: 30
- Views: 28607
Re: KanKrusha's AI Mod
finally knuckled down new Ability checklist - tell me if i missed anything Chaos ===== land raider dirge raptor jump plus 2nd jump raptor melta raptor strike sorceror 2nd teleport bloodletters 2nd teleport Eldar ====== brighlance beamscorch warpsiders 2nd and 3rd teleport Dark reapers - pinning Dark...
- Thu 27 Feb, 2014 6:07 pm
- Forum: Modding
- Topic: KanKrusha's AI Mod
- Replies: 30
- Views: 28607
Re: KanKrusha's AI Mod
Yep, any sensible suggestion taken. You kind of need to be a bit nooby like me. I have programmed the AI to do thinks like "omg I have 4 squads, tech to tier 2" and buy squad leaders as soon as possible The only thing to remember is I am setting priorities for upgrades rather than giving d...
- Thu 27 Feb, 2014 7:11 am
- Forum: Modding
- Topic: KanKrusha's AI Mod
- Replies: 30
- Views: 28607
Re: KanKrusha's AI Mod
So, the idea was i would quickly add the abilities and then tell Lulgrim it was one and maybe in a few months I would work out a few other bits of code to add BUT, then I saw some of my logic was wrong, even though it worked really well ... So, I fixed it but that made some bugs which I had to fix ....
- Tue 25 Feb, 2014 8:33 pm
- Forum: Balance Discussion
- Topic: The Deff Dread and Zoanthropes - Are They OP
- Replies: 56
- Views: 21753
Re: The Deff Dread and Zoanthropes - Are They OP
For Deffdred Time to genbash = timetobuild + timetoupgrade + movementtime(incl rampage) Cost to genbash (incl a time factor which is power cost) = costtobuild + costtoupgrade Therefore, to delay genbash rather than looking at build time and cost of the deffdred we could look at upgrade time, we coul...
- Sat 22 Feb, 2014 10:04 pm
- Forum: Modding
- Topic: KanKrusha's AI Mod
- Replies: 30
- Views: 28607
Re: KanKrusha's AI Mod
Checklist. These are the new units I have added to the ai_tuning.info file. let me know if any thing is missing. Now I need to start on the abilities [spoiler] Chaos ====== Raptors Terminators Landraider Eldar ====== dark reapers fire dragons wraithguard (were missing) Imperial Guard ===============...
- Sat 22 Feb, 2014 6:51 pm
- Forum: Balance Discussion
- Topic: Gates and Autarch Upgrades
- Replies: 23
- Views: 7615
Re: Gates and Autarch Upgrades
Shuriken stays stuck even if you destroy the gate. I think this is because of their deset up time. Basically when you exit the gate you scar takes control of your unit for a period and then returns it. I suspect shurikens don't exit fast enough to return control to the player. I have wondered if sho...
- Sat 22 Feb, 2014 6:04 am
- Forum: Modding
- Topic: KanKrusha's AI Mod
- Replies: 30
- Views: 28607
Re: KanKrusha's AI Mod
Thanks guys. Those are helpful notes but I have to confess i am a bit more limited than that. The dow2 AI is in some ways much more limited than the dow1 AI in that I can't control units directly . But is is also much more flexible because it is all runs on "demand" and priorities so we ha...
- Fri 21 Feb, 2014 10:22 pm
- Forum: Modding
- Topic: KanKrusha's AI Mod
- Replies: 30
- Views: 28607
Re: KanKrusha's AI Mod
Great. But guys, I need the input! What upgrades for the units are "essential" for the AI? I have also just discovered how to stop the AI building a unit (no more spore mines sitting in base). Are there any units the AI should not build? Any units that the AI should not choose to buy more ...
- Thu 20 Feb, 2014 7:25 am
- Forum: Modding
- Topic: Tau and Permissions
- Replies: 18
- Views: 9963
Re: Tau and Permissions
Wouldnt nastynoodle need to give permission for the tau models?
- Thu 20 Feb, 2014 7:21 am
- Forum: Balance Discussion
- Topic: Tentative Balance changes to be made
- Replies: 59
- Views: 21101
Re: Tentative Balance changes to be made
An ability that reduces incoming damage? That ability would need a requirement like a player upgrade that is granted by the map?
- Wed 19 Feb, 2014 11:54 pm
- Forum: Community General Discussion
- Topic: New Games Modes?
- Replies: 16
- Views: 7108
Re: New Games Modes?
I think you guys are talking about a different mod. For those interested:
http://forums.relicnews.com/showthread. ... etribution
http://forums.relicnews.com/showthread. ... etribution
- Tue 18 Feb, 2014 6:25 pm
- Forum: Modding
- Topic: KanKrusha's AI Mod
- Replies: 30
- Views: 28607
Re: KanKrusha's AI Mod
Hi, Lulgrim contacted me to see if this would work. There is no reason it wouldn't except that Tzeentch does like to interfere in the modding process. I am waiting to hear back from him again but i could start doing a test build. i had planned to incorporate this in my own mod first but its going to...
- Tue 18 Feb, 2014 4:11 am
- Forum: Replays
- Topic: Orbital Fail
- Replies: 22
- Views: 10720
Re: Orbital Fail
Shalesey used to do some "learn to play" casts that were quite good. His website is down and he seems to have moved on to league of legends but some of his old casts are on youtube.
http://steamcommunity.com/groups/shaleseycasts
http://steamcommunity.com/groups/shaleseycasts
- Sun 16 Feb, 2014 3:21 am
- Forum: Community General Discussion
- Topic: Necrons
- Replies: 20
- Views: 8625
Re: Necrons
Hah, I knew bloodravage couldn't keep away. He kept posting to help people out on the relicnews forum. He was obviously checking the forum every day. It was only a matter of time ...
- Thu 06 Feb, 2014 10:23 pm
- Forum: Community General Discussion
- Topic: Melee Resistance
- Replies: 37
- Views: 12759
Re: Melee Resistance
I think nuclear is correct. Running into melee at short distance is related to melee_leash distance and doesn't mean the entity Is in combat (it's similar to entity seeking cover at short range) I think it is based on the state "unit is shooting" which includes using a mellee weapon. I fee...
- Thu 30 Jan, 2014 6:11 am
- Forum: Community General Discussion
- Topic: How big is our community?
- Replies: 8
- Views: 3530
Re: How big is our community?
Every silver lining has a cloud
- Thu 09 Jan, 2014 6:51 am
- Forum: Random Stuff
- Topic: More Class?
- Replies: 30
- Views: 12057
Re: More Class?
Does "Moar Dakka!" count as an objective moral code?