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Gambit

Posted 20 September 2018 - 03:04 PM

Still it seems a bit few...

You are right, they are...

8 members with only 2 special weapon upgrades...

We wanted to keep it low, but this is not the way. I think we will make them 4.

And there WILL be a new version, as brother Kekoulis just sent me some more model updates :thumbsuphappy:


ZmajOgnjeniVuk

Posted 20 September 2018 - 12:42 PM

Well, in DA, tacticals get 2 weapon u[grades, and that's it. They do not upgrade to 4 weapons, like SMs do.

We followed this config for many reasons, one of them is the existence of devastators.

Still it seems a bit few, only 2 but your mod your rules :) 

 

As for our race mods... man you are missing so much fun!!!

I will try to catch up and check some of the stuff out :) 


Gambit

Posted 20 September 2018 - 09:31 AM

How do you mean 4 weapons, SM squads already have 4 weapons, or I presume you meant something else?

Well, in DA, tacticals get 2 weapon u[grades, and that's it. They do not upgrade to 4 weapons, like SMs do.

We followed this config for many reasons, one of them is the existence of devastators.

 

 

As for our race mods... man you are missing so much fun!!!

I suggest Strongholds mod of course.

Just try every mission with a different race :twisted:

This way, you will BOTH enjoying the race, AND experiencing a different scenario with many unexpected events!


ZmajOgnjeniVuk

Posted 20 September 2018 - 08:23 AM

To armour, yes, they will be more vulnerable.

But remember they will still have their heavybolters for infantry and heavy infantry, plus melta are actually better than missile launchers, bt at a shorter distance.

Yeah, the range was the thing which bothered me, but I guess the rate of fire and better damage compensate for the range
 

More to this, we have the BRANCH squads for the other roles!

PLus I am thinking also giving the FOUR weapons now  :twisted:

 

How do you mean 4 weapons, SM squads already have 4 weapons, or I presume you meant something else?
 

Yes, ALL our mods do.

Man,... tell me you have not played our mods...!  :ohmy:

You have caught me in the depths of my heresy brother, I have seen and tried BA and DA, and also Thousand Sons and tried Survival, but didn't really went to deep into it. Glad to hear the all mods have Advanced AI, I used to run all my skirmishes with AI and really liked the way it behaved :) I will try to make up for my lacking attitude in terms of gameplay with your mods :D 


Gambit

Posted 18 September 2018 - 04:53 PM

Hmmm, interesting decision. Wouldn't that make Tacticals to vulnerable to long range armor fire and remove their ability to destroy armor from a distance?

To armour, yes, they will be more vulnerable.

But remember they will still have their heavybolters for infantry and heavy infantry, plus melta are actually better than missile launchers, bt at a shorter distance.

More to this, we have the BRANCH squads for the other roles!

PLus I am thinking also giving the FOUR weapons now :twisted:


 

Also, does DA incorporates Advanced Skirmish AI by any chance?

Yes, ALL our mods do.

Man,... tell me you have not played our mods...! :ohmy:

 

Not only they are excellent, we also have the Survival mode (Unification), AND the Strongholds mod!!!

Just imagine storming the IG HQ with your Thousand Sons!!!

Practically, these modes/additions, elevate the gameplay to sky-high levels.


ZmajOgnjeniVuk

Posted 18 September 2018 - 04:28 PM

Yes, that is the last Dark Angels version.

... BUT I guess there will be... one more update! See, there is a discussion on removing missile launchers from tacticals and replace them with melta guns. But other than that, I will collect whatever issues the community mentions, and make a last 3.1 version, and that's it  :thumbsupcool:

 

Hmmm, interesting decision. Wouldn't that make Tacticals to vulnerable to long range armor fire and remove their ability to destroy armor from a distance? 
Maybe its good for DA play style, haven't played DA but from vanilla perspective it seems this would remove the only way to deal with enemy armor from afar.

Also, does DA incorporates Advanced Skirmish AI by any chance?


Gambit

Posted 18 September 2018 - 08:57 AM

OK, so I figured that out, however, it would seem the issue was with the Biffy Peril map, because last night I played about 10 matches of KT on different maps (not BP) and it went without any problems.

Indeed. Here is how it works:

KT mode works on any skirmish map.

LS mode is map-specific! For now, LS works ONLY for Biffy's Peril :thumbsuphappy:

 

Terminators with heavy flamers and assault cannons are whole lot of fun  :twisted: but Tacticals, flamers+plasma guns = good bye everything else on the map. It was fun, and I think with actual human players it would be even more fun.

Well, as I said, even in this "primitive" mode, it is fun to play if other human players are in-game.

I played with my brother and he agreed that it was interesting!

 

So is this the final version?

Yes, that is the last Dark Angels version.

... BUT I guess there will be... one more update! See, there is a discussion on removing missile launchers from tacticals and replace them with melta guns. But other than that, I will collect whatever issues the community mentions, and make a last 3.1 version, and that's it :thumbsupcool:


ZmajOgnjeniVuk

Posted 17 September 2018 - 08:53 AM

If you run the game in -dev mode, then you will see a whole new folder with all kinds of reports into the logfiles folder of the Soulstorm directory!

 

OK, so I figured that out, however, it would seem the issue was with the Biffy Peril map, because last night I played about 10 matches of KT on different maps (not BP) and it went without any problems. Terminators with heavy flamers and assault cannons are whole lot of fun  :twisted: but Tacticals, flamers+plasma guns = good bye everything else on the map. It was fun, and I think with actual human players it would be even more fun.

 

There are two AE changes, first increasing the range the squad engages enemies, and set [false] to moving to minimum distance on engaging...

Both will require altering vanilla files, so we better don't...

 

Roger that mate, lets not mess with anything, let player adapt I guess

 

By the way we have just released Dark Angels!

 

So is this the final version?


Gambit

Posted 15 September 2018 - 08:52 PM

Can you tell me where to find it, I knew there is report somewhere but for life of me, I cant remember.

If you run the game in -dev mode, then you will see a whole new folder with all kinds of reports into the logfiles folder of the Soulstorm directory!

 

Good to know, thought I was losing my edge :D

No way!! :twisted:

I recall playing the "old version" of waves (the one you have), and losing at the 3rd wave...

 

Can anything be done about this? Its rather annoying and I dont want to lose to Chaos :D

There are two AE changes, first increasing the range the squad engages enemies, and set [false] to moving to minimum distance on engaging...

Both will require altering vanilla files, so we better don't...

 

No problem brother, take your time, I should get back to the Paradise Lost map as well, have some more things to finish. It is good working with you but I get it that you work on many projects at the same time. 
You finish what you have to and then we can continue KT and LS.

Excellent!

We return to this KT and LS in due time. :thumbsupcool:

For now, I have some other tasks in various projects...

By the way we have just released Dark Angels!


ZmajOgnjeniVuk

Posted 15 September 2018 - 07:03 PM

Sorry for the late response, TOO much to do with the projects (by the way, the new Dark Angels is out - probably our final version!)

 

No problem mate, take your time :) 
 

Well, I CAN transfer the experience points (or better its level) from one squad to the other, but this is COMPLEX... Still, doable.  :thumbsupcool:

 

Good enough for me, just something to keep in mind as we consider the option of giving player ability to "degrade" his squad so he can choose new weapons.
 

Well, I am generally distanced from those platforms  :p

Hey, I do not even have (ANY) social media network account (I especially disdain FB!!)

PMing keeps things slow, but really neat. Are you OK with that brother?

 

Of course man, no problem, thought actual conversation could speed things up, but no pressure :) If you like slow and neat, PMing it is :D

 

Strange... Please post the exact game report if you can.

Probably that is why you have issues with the KT game itself...

 

Can you tell me where to find it, I knew there is report somewhere but for life of me, I cant remember. 
 

This was simply a showcase, difficulty is waaay off  :p

 

Good to know, thought I was losing my edge :D 
 

It is the minimum distance a squad engages enemies... Player squads do not follow the same method as AI-controlled squads.

 

Can anything be done about this? Its rather annoying and I dont want to lose to Chaos :D 

 

I got tacticals, my brother got warp spiders, but yeah, the other configs may be under-powered.

 

Eldar AI always choose Banishes, and given the standard AI behavior, they went to cap points and lost time doing that. I think if we were all together, they would have been better, but Chaos Marines with Plasma guns destroyed them, they were the biggest issue.
 

 So, gimme sometime, I as STILL trying to perfect Survival. Dammit, in MP games it is STILL giving me de-sync errors, and I have reviewed the WHOLE code at least twice and fixed wherever seemed suspicious...

I will return to KT and LS as soon as possible. But not very soon  :ermm:

 

No problem brother, take your time, I should get back to the Paradise Lost map as well, have some more things to finish. It is good working with you but I get it that you work on many projects at the same time. 
You finish what you have to and then we can continue KT and LS.


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