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Space Wolves Mod 0.76 (Not Wolf Lords)

space wolves faction mod dawn of war

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#41 thudo

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Posted 10 November 2019 - 03:16 AM

Excellent!

 

Yeah we're basically looking for full balance testing and/or any glitches mentioned in that Testing Checklist link. Its the bread-and-butter of DoW1 testing and troubleshooting: in the end it will very much help us deliver a superior product to the masses by ensuring the front/mid/back-ends are as near clean and crisp as we can.


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#42 fuggles

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Posted 10 November 2019 - 07:27 AM

Happy to add the big bad wolf as well as the death worms.

#43 Kekoulis

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Posted 10 November 2019 - 10:17 AM

Happy to add the big bad wolf as well as the death worms.

So,you are ready to work on them?


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#44 fuggles

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Posted 11 November 2019 - 10:48 AM

Well I have deathworms at my end (do they have a grenade throw animation btw?) and alpha dog there has an immediate role.

#45 Kekoulis

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Posted 11 November 2019 - 12:33 PM

Well I have deathworms at my end (do they have a grenade throw animation btw?) and alpha dog there has an immediate role.

I think they do.

Should I send you the dog?


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#46 fuggles

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Posted 12 November 2019 - 08:31 AM

Cool and yes. I'll call it scooby (or chitzkoi)

#47 Kekoulis

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Posted 12 November 2019 - 11:10 AM

Cool and yes. I'll call it scooby (or chitzkoi)

Fuck me,you are right!

Who would be Volkov though?


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#48 fuggles

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Posted 12 November 2019 - 07:47 PM

Kaldor draigo

#49 Kekoulis

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Posted 12 November 2019 - 08:53 PM

Kaldor draigo

You had me and you lost me. :(


Edited by Kekoulis, 12 November 2019 - 08:53 PM.

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#50 thudo

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Posted 12 November 2019 - 09:22 PM

That would be the IDH thread and I am unsure we need him as we already have the Grand Master (although Kaldor is more powerful but trapped in the Warp and is considered a "Supreme" Grand Master).


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#51 Kekoulis

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Posted 12 November 2019 - 10:13 PM

That would be the IDH thread and I am unsure we need him as we already have the Grand Master (although Kaldor is more powerful but trapped in the Warp and is considered a "Supreme" Grand Master).

It is a joke.

 

Draigo is as powerful as Volkov in Red Alert 1.

 

Also,the IDH have Grand Master Stern.


Edited by Kekoulis, 13 November 2019 - 11:44 AM.

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#52 fuggles

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Posted 13 November 2019 - 06:10 AM

I'm up for alternatives, or we make a space wolves volkov, super sniper

#53 Ultramar12

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Posted 30 January 2020 - 01:32 PM

Hi all, I am a beginner mod tester.

So, I've tested Space Wolves mod. Well, at first about balancing:
1) The builder takes a long time to produce, reduce pls his Requisition cost;
2) Blood Claws long time to produce, and they are expensive...
3) I am delighted with the 3d model of wolves! (Fenrisian Wolf Pack)

4) Wolves Pack were attacked by a regular SOB squad with flamethrowers and they died quickly, it needs to be fixed, I think;

5) Wolf Lord runs fast, I think;

6) SOB squad with Holy fire quickly killed Sky Claws...

7) Long Fangs squad are too expensive (there are 4 units in squad, by the way);

8) It is advisable to produce Scouts in the HQ, instead of blood Claws

9) It's advisable to give Scouts sniper rifles, without them they are useless

10) Lone Wolf runs fast, but I think it is normal (it shouldn't be fixed), BUT he has not many HP's - only 750  :)

11) Plasma pistols research is tooooo slow...

12) Plasma gun (Long Fangs Squad) shoots very poorly, it practically doesn't deal any damage to Necrons

13) Void Claws die quickly even from Necron Warriors, it is not normal I think. Add them armor, pls  :)

 

And here are some logfiles with errors:

https://1drv.ms/u/s!...MzvSoh?e=YOakIx



#54 fuggles

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Posted 30 January 2020 - 06:11 PM

Excellent report, I do intend to revisit them. I have at least one new unit to add.

#55 3ldrad_Ulthran

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Posted 16 February 2020 - 12:08 PM

Hi brothers,

 

I recently joined the test team and was asked to test teh Space Wolves 0.76 mod. Here below are my findings.

It seemed quite polished eventually and the logfiles did not show any missing sound, texture or AE so the items listed below are minor.

 

Visuals

  • Incorrect flag when capturing a point: For some reason, I always get the Dark Angels' flag when capturing a point with Space Wolves. Not sure if it is my game that has an issue or the mod itself but I still wanted to mention it
  • The Helfrost Blast ability from the Rune Priest seems to lack proper FX compared to others. You basically just see a tiny ball of light flying towards the target but no explosion at impact or anything else
  • Cannot see unit costs in the UI: It may be a problem from my own game again, but I do not see the RP needed to produce a unit
  • Fenrissian Wolves would require some revamped texture and animation (especially when killed by a blast) but I know this is not a tester's job to criticize this aspect.

Gameplay/Balance

  • The Fenrissian Wolves appear to die very quickly and against pretty much everyone so I was wondering if they should be balanced a bit
  • I am not sure why but both the Lone Wolf and the Wolf Priest run much faster than the other units which is surprising given they wear terminator armours
  • If I follow the logic of SW not reinforcing squads but rather have increased damage for the survivors, I would expect the Lone Wolf to be a bit stronger than he is (he dies fairly quickly)
  • This may be a silly remark but is there a reason why scouts are not available in HQ and cannot have sniper rifles?

 

That's about it.

 

Take care brothers.

 

EU



#56 Cneo_Gaunt

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Posted 18 February 2020 - 05:16 PM

 

 

I am not sure why but both the Lone Wolf and the Wolf Priest run much faster than the other units which is surprising given they wear terminator armours

 

I think it's ok that the Lone Wolf goes fast, I mean, he is a crazy Viking super-warrior. Maybe you're right about the Rune Priest, but... don't slow down the Wolf Lord! Since he can't do orbital deep strikes, it's fair he can go faster than the rest



#57 Cneo_Gaunt

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Posted 14 March 2020 - 07:00 PM

Brothers, I've been testing a little with Space Wolves. I have several suggestions:

 

- I think Grey Hunters should have more upgrades options. They could be more versatile this way. I know they already have Devastator-like squads too, but it could be cool having more options.  

- I would definetly add an sniper option for Scouts, but keeping the same upgrades slots per squad (only 3), and you could choose either both stalker bolters or sniper rifles. Maybe their sniper rifles don't need to be as strong as vanilla scouts, since Space Wolves can fight at early game with the builder unit. Maybe it would be just fine if they only have 1 sniper per squad. I'm not sure about this one, what do you think?

- I believe there should be a limit for Fenrisian Wolf Packs. I mean, you can build like 10 squads at the same time. IMO It's fun but not realistic!  

- There are several fx graphic issues about Terminators shooting fx (see image below) and Fenrisian Wolves when they die. 

 

https://imgur.com/a/ukaobrk

 

PS

Stay indoor, keep the quarantine! Coronavirus is getting worse!


Edited by Cneo_Gaunt, 25 March 2020 - 10:59 PM.


#58 Xan Lyppiatt

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Posted 28 April 2020 - 01:50 PM

Greetings!

 

I have recently looked into your mod.

 

While I found no technical issues in the newest version, I have some remarks regarding the mod’s balance and overall structure.

 

  1. Early-game balance

 

Space Wolves are an interesting an unique race, even among those of DoW:SS. Albeit in many aspects similiar to vanilla Marines, their unique troop count / army management makes them truly stand out. What makes them and Marines very alike, alas, is the slow expansion phase and difficult economy management. And even moreso with Wolves, whose slow beginning tend to be their end. Like Necrons, they are likely to be harassed from the very beginning of the match. Unlike the Necrons, they lack proper immediate solutions. What they also lack, to my surprise, are Scout units.

 

Blood Claws, while fast and not without a punch, are far from an ideal starting unit. Adding the price of 300RP, one is sure to find himself wanting soon, would he have chosen to produce more of them.

 

What I find to be the greatest issue regarding that is that the Space Wolves lack an unit akin to a Scout. While I understand that Wolf Scouts are a thing, their accessibility strictly from Wolf Lair is a great setback. Compared to Tau or even Eldar, their beginnings are painfully slow, a fact one would expect of the Death Guard, but not Space Wolves.

 

My suggestion would be either adding Wolf Scouts to the Great Hall or rebalancing the Blood Claws, so that they may better fit a similiar role.

 

Saying that, I think that the price and build-time of Blood Claws should both be reduced, in order for them to better suit the role of a versatile early/mid-game unit.

 

      2. The no-reinforce rule and population cap

 

The no-reinforce mechanic is something that I myself have enjoyed a lot. It provides additional challenge and I have no problem with it, as I find it to be balanced well.

 

What I find myself to be struggling with is the unusual pop cap management. Seeing as many capable units only have a pop-cap of 2, I was often tempted to produce them en masse, so as to quite literally drown my enemies in Wolves. It should go without saying that the AI has adopted a similiar stratégem, making it very difficult to consistently defeat the Wolves on higher difficulty settings.

 

I have a problem with this for a) if such situations occur, and they’re far from rare, it’s often impossible to defend against the Wolves. Doing so requires incredible amount of macro, which is simply no fun and b) I believe that the very spirit of the chapter is somehow violated by this. Their slow beginnings do not match the chapter’s preferred strategem, which would be more akin to the calculating Necrons or the slow, grinding machine of war which is the Death Guard. Also, the loyalist IG is famously profound of making use of massive armies, though such tactics were rarely used by the independent Wolves.

What I am trying to say by that is that the Wolves, albeit a fun mod, aren’t as authentic as I would like them to be. I know the Vlka Fenryka as fast and furious beasts, approaching their enemies head-on either on their own or in small packs.

 

What I think should be done is to revisit the idea how a SW army should work, making them more resilient, more independent, faster-paced and capable of holding their ground even (or preferably) in small numbers.

 

 

 

I will continue to play the mod, as it is well done, and will propose specific solutions.

 

Thank you for all the amazing content provided, I am looking forward to full release!


Edited by Xan Lyppiatt, 28 April 2020 - 01:56 PM.

"In the end, Faren, it wasn't a bullet or a poison that killed you. It was arrogance that made you oblivious to the apparent. It was you who allowed me to take my land back, house by house, street by street. You may have forgotten, Faren, indeed, such is the nature of your prideful ignorance, but Lyppiatts have been the paragons of this empire for a long time, aeons, even. And now we will step up once more. I shall see to that."





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