New Build in the morning. Now SW AI is winning 100% of the time.. it was due to the T0 cappers.. you need to get out a few Blood Claws and especially cheap scouts to gain early local and mid-range map dominance. Also added Heroes, proper Annihilation, Assassination, and much more. So much was fixed but did not go super-deep into the AI to fix everything but now they are super-competitive now.
Space Wolves Mod (Not Wolf Lords)
#161
Posted 20 October 2017 - 03:25 AM
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#162
Posted 20 October 2017 - 05:46 AM
#163
Posted 20 October 2017 - 12:08 PM
Possibly but better to balance/nerf a faction that wins most times now then trying to understand why they remain competitive.
Btw, I am not aware if things like MapDB, updated Annihilation / Assassination, Fortress, etc and other now-common addons to a faction mod are being held by another project so I'll keep them in this one and the team binding everything can take it from there.
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#164
Posted 20 October 2017 - 12:10 PM
All those things (except Heroes, since the race is still in development) are already taken care of in Unification.
If they are not up-to-date in the stand-alone mod, just copy them from there.
Word of Caution: Some of the winconditions are UNIFICATION-ONLY! The assassinate, for example, uses the new Necrons code. So it won't work outside Unification.
Edited by Gambit, 20 October 2017 - 12:11 PM.
#165
Posted 20 October 2017 - 12:14 PM
That is ok.. once I hand this over please do what is required to make it bind to the new universal standard.
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#166
Posted 20 October 2017 - 02:32 PM
Question: Noticed some residual space_marine prereqs here and there pointing to vanilla SM and not Space Wolves.
ie. HQ's Deepstrike option to enable it was set to vanilla's Orbital Relay and not Space Wolves? Should this not be Space Wolves OB? Same with Turret Addons were set only if vanilla SM Turrets were present. Not be Space Wolves? Those sort of things I corrected but do we want Space Wolves Turrets getting the Missile Addons? Otherwise those calls or prereqs should be removed.
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#167
Posted 20 October 2017 - 03:47 PM
#168
Posted 20 October 2017 - 03:57 PM
So SW Turret should have the Missile Upgrade but the HQ should not allow Deepstriking to occur if garrisoned once the SW OB is there?
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#169
Posted 20 October 2017 - 04:01 PM
#170
Posted 20 October 2017 - 04:06 PM
Ok will remove that from the HQ but ensure the Deepstrike code is completely gone.
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#171
Posted 20 October 2017 - 07:23 PM
Also... Generators and Listening Posts had a respective Power Cost Modifier and Power Cost / Req Modifier attached to them but only modifying their vanilla counterparts so assume this was incorrect so pointed them to their SW versions.
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#172
Posted 20 October 2017 - 07:55 PM
Done! Download HERE!
Ok here is the brief changelog...
Instructions: backup entire old project and replace with this one:
0.73
- Added Heroes, Massive Battles, Fortress, MapDB, proper Annihilation, Assassination, AI Donations, and other common Game Modes.
- Fixed all backend Sound (missing Razorback storm bolter sound), art (two invalid fx), and remaining AE issues (so no designmessages.txt will appear in logfiles).
- Updated Spaces Wolves AI so they are 100% competitive winning most games now. Corrected Techmarine AI (so they repair damaged vehicles when asked) and Lone Wolves will now join the fight.
- Minor fixes like ensuring all units that use "chaos_dummy_weapon" now use the "space_wolves_dummy_weapon". Buildings like Listening Posts and Turrets also now using Space Wolf exclusive weapon names.
These wulfen chaps are A BEAST! The only one that they cannot overcome is, obviously, vanilla Tau but no faction can that I have ever seen since SS 3.20 came out in mid-'09. No matter..
Would be interesting to see Space Wolves pitted with the 13th!! Gather you all know who the 13th Company of the SW are? Yes a full mod was done of those also completed - they are one of the only factions that cannot have vehicles EXCEPT as T4 ubers (which was a real nice touch for a faction mod as by the codex the 13th operate in the Warp and vehicles they could not procure/use so making them end-game ubers for em seemed natural). They also use Rune Priest Terminators, mostly only deepstrike when built, and due to very limited # of infantry types due to being so badly culled in the Warp searching for Russ their squads are all brutally-powerful... Yummm!!
- Shodar87, Gambit and meatshi3ld like this
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#173
Posted 21 October 2017 - 05:59 AM
May have to eyeball the balance again. Norwegian_loki has found the damnatus soundtrack so I can have some cool tunes and try to make a theme tune/playlist.
Never seen the 13th mod. Done, you say?
#174
Posted 21 October 2017 - 10:02 AM
With SW you need to alter slightly everything a standard chapter has just because they are special snowflakes.
It sounds like a minor detail, and it is, but I think the power sword/blade upgrades for the pack leaders should be called "frost blade". They are a little more powerful version of the standard power weapons. I wonder if they were giving some freeze ability but it seems that not.
Then there's that thing of the helfrost ranged weapons, which really freeze.
Helfrost Weapons are a type of specialized weapon used by the Space Wolves. These weapons can fire focussed or dispered beams of sub-zero energy at their targets that instantly encase them in blocks of ice colder than the vacuum of space. Unless a foe can break their way free quickly they will remain trapped within their glacial tomb forever.
There are the helfrost pistol (iron priest), helfrost destructor (aboard of a stormfang ship) and the helfrost cannon (on dreadoughts).
A relic weapon for the Lord is called The Fang Sword of the Ice Wolf, which is a frost blade with Helfrost ability.
Edited by Roderick, 21 October 2017 - 10:03 AM.
#175
Posted 21 October 2017 - 10:20 AM
#176
Posted 21 October 2017 - 10:23 AM
#177
Posted 21 October 2017 - 10:49 AM
Rather than the model, which could be a plasma or whatever the ironpriest can get as upgrade but retextured, I was more concerned about the FX or the kind of effect of the new weapon. Freezing guns look fun, I think the only ones who have those are the AdMech and the cryo-gun.
#178
Posted 21 October 2017 - 11:14 AM
OK so I tested the last build, and it is very good!!!
There are no warning, Thud made an excellent job there
Just a couple remarks...
- (AI) I would make the AI build all 4 builders. Some of the times, it has 2.
- (AI) I would make the AI to build the tier 4 research (heavy deployment) sooner.
- (Audio) The builders' squad_ready vocal, is different to that of the actual squad.
- (Design) The Wolves squad does not increase in max squad load-out after the wolf research. Intended?
#179
Posted 21 October 2017 - 02:45 PM
Never seen the 13th mod. Done, you say?
Yep! I need to review it to see if there are even more slight improvements I could make in light of new developments these days.
- (AI) I would make the AI build all 4 builders. Some of the times, it has 2.
I found 2 were more than capable but assumed the SW project wanted only 2 for.. well.. reasons. I think if you build more than 2 you will really do quite well as SW is now so quite powerful... Still SW Techmarines are expensive and take time to build so I found 2 to be adequate.
- (AI) I would make the AI to build the tier 4 research (heavy deployment) sooner.
Yep... but left it as I again assumed there was a reason.
Mind you, was there a reason all SW BOs want to force-build a 2nd Artifact Building? Does the SW get passive benefits by having a second one in T3?
Btw.. noticed a slight error in the SW HEROEs piece. Can someone edit the file "Space_Wolves\Data\scar\heroes\races\space_wolves_race.scar" (use Notepad to do so) and on the line change it from:
Title = "Space Wolves Assault Terminator Veteran",
to
Title = "Space Wolves Assault Terminator Squad",
Save it in Notepad and you are done!
Have to say... SW Mod is.. wow...
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#180
Posted 21 October 2017 - 04:45 PM
Have to say... SW Mod is.. wow...
Agreed. Honestly, I never expected much out of what could be done with the Wolves. Thought they'd just be melee-oriented SM with viking/wolf aesthetics. Oh was I wrooooong hahaha
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