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Space Wolves Mod 0.76 (Not Wolf Lords)

space wolves faction mod dawn of war

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#1 thudo

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Posted 11 June 2018 - 02:25 AM

For Public Consideration..
 
0.76
Added new eventspeech.lua (1.7) and all spottings for all vanilla factions. Space Wolves still need all custom voices and spottings added.
Updated music in main menu and during game where more score selections were added and the play order changed a little.
Fixed non-moving treads for the Vindicator, Whirlwind, Land Raider Crusader, and Land Raider Redeemer.
Vindicator now has a small Storm Bolter added to it.
Fixed missing cover icons for both Vindicator and Long Fangs Squad + Sergeant.
Added Flag Plant animation to the Blood Claws squad (Thank you Kekoulis!).
Updated Melta Bomb action for Blood Claws so the proper throw animation shows (using now Frag Grenade action instead) without glitching.
Updated Rhino so when it gets tossed by a large explosion the model does not briefly glitch.
Fixed Rune Priest's Mist ability as the wrong motion name caused model to glitch when using ability.
Removed non-used sync-kill and sync-deaths for both Wolf Squad and Iron Priest.
Minor clerical work done to keep things neat and clean.
 
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#2 thudo

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Posted 26 June 2018 - 01:51 PM

- Maybe the SW Scouts' models have no Plasma Pistols? Dunno.. :unsure: Wasn't my design decision.

- What... errors? The project has been quite vetted now so wondering what else is there? Ran many games and its clean now.

- Again, design decision based on when your Wolves fall in battle.. quite like that mechanic.


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#3 thudo

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Posted 26 June 2018 - 02:12 PM

Those are design decisions for which Fuggles can best answer for you.


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#4 Industrial_Strength

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Posted 26 June 2018 - 10:37 PM

Those are design decisions for which Fuggles can best answer for you.

Who are you talking to thudo? I see no replies in thread other than you?

I'm sorry if I'm dense & missing something obvious! Could you clarify please?

Thanks! 😉
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#5 Kekoulis

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Posted 26 June 2018 - 10:54 PM

 

Those are design decisions for which Fuggles can best answer for you.

Who are you talking to thudo? I see no replies in thread other than you?

I'm sorry if I'm dense & missing something obvious! Could you clarify please?

Thanks!

 

A user(I do not remember their name) wrote something about giving Plasma Pistols to Scouts. Thudo answered this is not possible,since the models themselves lack plasma pistols,so they deleted their posts.

 

No,Thudo hasn't gone insane yet. ;)


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#6 thudo

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Posted 26 June 2018 - 11:03 PM

His posts to me in this thread were.. deleted?!?!? :huh:

 

Strange...

 

I did not get confirmation which Scouts was inquired about? Scouts? Blood Claws? Grey Slayers?

 

Blood Claws HAVE Plasma Pistols

Scouts have Plasma Guns

Grey Slayers have Plasma Guns

 

So they have all that you ask but not enabled in the project.


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#7 Kekoulis

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Posted 26 June 2018 - 11:26 PM

 

Scouts have Plasma Guns

Do Codex Scouts models have plasma guns? Not as far as I am aware of. They do have heavy bolters on the other hand.


Edited by Kekoulis, 26 June 2018 - 11:26 PM.

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#8 thudo

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Posted 26 June 2018 - 11:33 PM

They do.. I checked the model however it was not mentioned if its the Scouts or the Blood Claws? One has Plasma Pistols (Blood Claws) while Scouts have Plasma Guns.

 

Anyway, should be available to add but Fuggles excluded them for... reasons...


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#9 Industrial_Strength

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Posted 26 June 2018 - 11:53 PM

Those are design decisions for which Fuggles can best answer for you.

Who are you talking to thudo? I see no replies in thread other than you?

I'm sorry if I'm dense & missing something obvious! Could you clarify please?

Thanks!
A user(I do not remember their name) wrote something about giving Plasma Pistols to Scouts. Thudo answered this is not possible,since the models themselves lack plasma pistols,so they deleted their posts.
 
No,Thudo hasn't gone insane yet. ;)
Thanks my friend! I thought I was losing it; &/or was uber confused for a bit there. 😆

Appreciate the clarification. Deleted posts can really throw ya sometimes. Thanks again. 😉
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#10 fuggles

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Posted 27 June 2018 - 05:45 AM

I think the model is screwed and shows no weapons.

#11 Roderick

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Posted 05 September 2018 - 09:59 AM

I downloaded yesterday from the public version. Fortunately we have removed the bug in the oP mod which gave bad interaction in the flag. The mod needs a beautification I was going to made, however I have found a potential source for new models/bits that would skyrocket the mod once applied.

 

For once, I like the new model of the blood claws. Did Kekoulis make it or was it from other mod? However I think the blood claws will be better with heads instead of a helmet. But once I have got the assets I am looking for.


Edited by Roderick, 05 September 2018 - 09:59 AM.


#12 Kekoulis

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Posted 05 September 2018 - 10:16 AM

 

For once, I like the new model of the blood claws. Did Kekoulis make it or was it from other mod? However I think the blood claws will be better with heads instead of a helmet. But once I have got the assets I am looking for.

Nope.That model is from Horus Heresy mini mod.You amy confuse them with my IF Devastators. :p


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#13 Roderick

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Posted 05 September 2018 - 10:19 AM

Suuure? I though I have seem them all! The HH minimod has the 30k but I don't remember the close combat marine with the mark VII helmet and the C2C torso. That's good, for I was looking this model for a project.



#14 Kekoulis

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Posted 05 September 2018 - 10:29 AM

Long Fang? I haven't worked on that model at all.I suppose you mean the one from the 13th Company,which is taken from the HH minimod.


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#15 Roderick

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Posted 05 September 2018 - 11:03 AM

No, I mean the blood claw.



#16 0HawkLord0

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Posted 18 October 2018 - 08:23 PM

Okay, so I checked out the Space Wolves, I had played them before, and I had the mod installed but I had only given them a few goes, anyway here are my thoughts.

 

1. The Blood Claws and Wolf Scouts Should probably be switched, Scouts should come from the HQ, and the Blood Claws be produced in the barracks. 

 

1A. My reasoning for this, is that I don't actually ever have to build a barracks in 1v1. I can cheese my enemy with an opening of double blood claws, while I build a power generator, get an armory, and just build wolves and my wolf lord, and more blood claws. They can push anyone off a point very well early on, and I think in the hands of a competent player in competitive play this could ruin an early game very quickly. The barracks is honestly not that important of a building, and I find that in the current build I would rather skip scouts entirely, because I don't need the long range support they provide, i can just go wreck face, and no one but the Orks, Dark eldar, or Grey Knights can really do anything about it.

 

1B. Blood Claws only cost one population point, I think that the lower cost of units (pop-wise) is great being that they cannot reinforce, I like that mechanic a lot, but I can spam them, and I was able to get 60 models to my opponents 30 on hard difficulty, and I was able to achieve the same result on harder difficulty although they had more units. Making them spawn at the barracks eliminates this somewhat, and makes them alot more balanced out. The AI doesn't do this but I am talking about players here. This also forces you to build scouts, which in the case of the space wolves I find them completely irrelevant since I just rush my enemy not worrying about the fire support.

Building scouts and using them as snipers, would actually help the Space Wolves AI be a little more efficient, Most of the time they don't make it to late game because they get overwhelmed, and generally they are lackluster because I find alot of times they build multiple builders, and spend to much requisition in doing so, stunting their growth. I think simply changing the build order would do alot to solve the problem. Scouts start as being infiltrated, which I don't see as a problem they are pretty weak in the first place, and I don't think it matters all that much because they rarely kill anything outright in the early phases of the game. That being said if you were to switch the two units as mentioned above, then maybe scouts could have a few more weapons options, more recruits, and be a better all around light infantry support unit. Much like vanilla Space Marine scouts, which I generally get very good results with. 

 

1C. I really love the wolves, they look fierce, and they tie up the enemy very well, I think that wolves should be a little stronger and a bit more expensive but not by much, they are important because they detect invisible units, since the Space Wolves don't get skull probes. As an aside, maybe some squads could have a wolf detector as a squad add on, Blood claws have their own pet wolf as a squad sort of thing, might be cool. 

 

2. I found that I still gravitate towards Blood Claws over Grey Hunters, even though they are cheaper early on. Mid game however I ditch Blood Claws for the most part and I build Grey Hunters and drown everything in Plasma rifle Fire. It's great, but they need one more member to the squad. I think make them cost 300 as well, and then you have a real choice of weather you need melee or ranged units, while giving them an extra model, although I would keep the weapon count the same, otherwise it would be to powerful. 

 

2A. Speaking of ranged infantry the Long Fangs squad is wonderful game play wise, and they fill the devastator role really nicely, the AI uses them pretty well also.

 

3. Sky claws are expensive, and it seems I am paying alot for mobility and a melta bomb, i generally build only one or two, I never need more, Blood Claws do the same thing and have more squad abilities. I would suggest making them a little cheaper maybe 340 instead of 360, right now they are more expensive than a Chaplin. Or keep the cost, and give them rally squad, It would make them very good when jumping into the fray, and since they are such a small squad they die quickly so having them keep their moral under fire I think would make them much more useful.

 

4. In terms of vehicles the Wolves are great, lots of options, and they don't break the bank, simple, straight forward and effective. I really love the option of choosing my end game land raider, It helps a ton when fighting against Orks, or tau, factions that are infantry heavy for tank heavy. 

 

4A. That being said, tier four has a very high cost, I would lower it to 400 on both power and requisition instead of 450 for both. 

 

5. Terminators, Wolf Guard are great, heavy fire power, and lots of health, everything people like in their super soldiers. Wolf Claw terminators, are a little under-powered in my opinion they need to have maybe another member added, and possibly a very sleight damage increase, but very little.

 

6. Obviously voices need to be added in some places, and minor cosmetic things have been mentioned but i really haven't seen any, except maybe the sergeant models faces, they could maybe use a little plastic surgery :D But other than that I think the graphic end is very solid.

 

Final thoughts: Obviously this mod is open to the public, and I think that it is in really good shape, but everything can be improved or changed, depending on how you look at it. I find that when playing the Space Wolves, early game is critical, if you mess up against a good opponent or a high damage early opponent such as the Dark Eldar, the match can be lost. But other than really having to make sure your early game goes well, they are easy to learn, the units mesh well with each other, and they have a great end game option in picking which land raider is needed, this is a great cherry on top, and makes them very flushed out. I find that they make for an interesting dynamic and force the player to use strategy especially on large maps or maps with multiple opponents. With your units being expensive to produce, and very focused on specific tasks, much like the Eldar, they incorporate a lot of different elements of strategy into their game play that are very enjoyable.



#17 thudo

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Posted 18 October 2018 - 09:35 PM

Not sure I can right now answer all the above but:

 

Yeah I think that they are really well developed but a few minor changes could go along way in game play, and overall balancing issues. I just played a 6 player free for all against hard AI and I was able to take out three players using the rush strategy, before the 20 minute mark, its fun, but it makes me not even bother trying for late game land raider stomp. That type of loophole kind negates the need for a well rounded army as you would with say, vanilla space marines at the later phases of the game.

So you used SW faction to take out that many Hard AIs? What factions were they? Map? Usual Game Modes? Balance is another deal for SW mod.

 

Right now, I was the last to update the project so unsure who is around to pick it back up.

 

Voices are all done but not in-game.. I am wayy too busy with other projects right now on that front to clean/normalize/process/export in-game. :sad2: Of course, my colleagues will tell you that we have a very good track record.. ie. we have 110+ characters fully voiced for Ultramarines making it the absolute largest faction mod in the community. Wait til you see what one!  :good:


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#18 0HawkLord0

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Posted 18 October 2018 - 10:46 PM

Okay so to clarify better, i was able to take out the tau, Pretorian Guard, and the Orks. The tau put up the most resistance, but that was because their army was in their base, the orks we off bashing skulls somewhere else, and i waltzed into their base. So i had a very easy time with the first two.

The Guard were engaged with the necrons and i came in behind them, but i ended up losing most of my force to the necrons, after i collapsed the PG.

I generally play annihilate, with standard rules, and i play either on hard or harder difficulty. Basically it has worked against everyone who has a weaker early game.

 

I was just testing them out within the current public build, and against other Unification/Vanilla races, so nothing special, due to the fact that they are already balanced to a degree. I forget the name of the map atm.


Edited by 0HawkLord0, 18 October 2018 - 11:41 PM.


#19 thudo

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Posted 19 October 2018 - 12:11 AM

Wut.. Vanilla Tau (the way IL left them so IMBA in their last official 3.20 release) are near impossible to stop. None of the vanilla factions can ever stand against them and most of our faction mods (unless they have serious balances issues) certainly cannot.

 

If you caught the Tau AI in their base being vulnerable.. that sounds like shear luck... try another map like 2p_Meeting_of_Minds or 2p_Fallen_City.. there are a few 2p maps I love vetting factions and AI to ensure quality. Also, you played 2+ FFA... that means while the other AIs were distracted you merely exploited their times of weakness: try 1vs1 against a Hard Tau AI.. :trickydick: 

 

Yeah I have my own "test methods" for vetting both faction and its AI from top to bottom.


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#20 0HawkLord0

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Posted 19 October 2018 - 12:21 AM

There is one moment when you can beat the Tau, its when they are trying to build the path to enlightenment. Literally the only way you can do it if not super late, or super early. With the Tau I just rushed them as soon as I had four units, and they didn't have that many squads built, I honestly thought there would be more for sure. 

 

In regards to testing, I was thinking of trying to run maybe five to ten 1v1s vs every faction, with which ever I am testing, and then then the same type of thing against multiple opponents, and with a team. Maybe to try and notice patterns or see if there are strategies that can be developed in order to maybe further flesh out the faction. Just a thought for how I could test things in the future. 







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