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#1 NecronLord

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Posted 03 May 2019 - 06:02 PM

I am looking for 3D modders, animators, Experts at the mod tools for DOW 1 and people familiar with DOW 1 particular soulstorm. This is a project where each person will receive $500 bucks (max of 4 people) to get the mod done right and in a timely manner. MUST be experienced. 



#2 Gambit

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Posted 03 May 2019 - 06:16 PM

What is your "vision" brother NecronLord? What kind of project you want to create?


-In search of Papasmurf...

#3 NecronLord

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Posted 03 May 2019 - 08:31 PM

I'd like the following changes to DOW SS.

 

Change log 05/02/2019:

 

The changes have been made to accommodate both pro and casual players.

 

General Changes:

 

  • New Visual Effects

  • Bug Fixes

  • Updated Models

  • Flyer units gone

  • Enhanced Camera

  • New Units & Abilities

 

Eldar:

 

New Hero Units:

  • Kyrie (Autarch) Hero option tier 1 unit

  • Abilities:

  • Jump: Cooldown: 100s can also bypass terrain, 1 jump that  causes 130 HP damage. Area of effect is 10 knocking all infantry around him (15-20 force).

  • Eldritch Winds: Cooldown 150s that cause 20 HP damage & slow enemies area of effect is 12 lasts for 6s. Must be researched at soul shrine.

  • Unit Cost: 250 req / 100 power

  • Same Range Stats as Farseer

  • Melee Attack: Infantry: Low 38, Med 47.9, high 40.9, h med 45.9, cmdr 58.8. Vehicles: Low 18, Med 19.6, High 65.6, air 13.5. Buildings: Low 26.8, Med 15.1 High 15.9. Base damage: Min 35, Max 25, Min.D 2.

  • Moral Damage: DPS 39, Min D 80

  • Accuracy: 100%

  • Unit Mass: 10

  • Move Speed: 16

  • Sight Radius: 25

  • Armour: Commander

 

  • Swooping Hawks (Autarch path) tier 3 unit

  • Unit Cost: 270 req / 160 power

  • Abilities: 1.5 Jump that disrupts 10 area effect & causes 100 HP damage area effect is 10. Jump cooldown is 120s

  • Same Range and Melee stats as seer council.

  • Unit Mass: 10

  • Move Speed: 16

  • Sight Radius: 25

  • Armour: Commander

 

 

New Line Units:

  • (Requires Autarch Path) Wraithguard - tier 2 required: Mobilize for war research 4 infantry popcap

  • Unit Cost: 175 req / 50 power

  • Armour: Vehicle light

  • Unit Mass: 20

  • Move Speed: 22

  • Sight Radius: 35 (cannot detect)

  • Armour: Infantry Heavy High

 

  • (Requires Autarch Path) Dire Avengers - Tier 1 2 popcap

  • Unit Cost: 145 req

  • HP: 270

  • Same Range and Melee stats as Guardians

  • Unit Mass: 10

  • Move Speed: 16

  • Sight Radius: 25

  • Armour: Infantry Medium

 

New Weapons:

  • Wraithblade option for wraithguard tier 3 upgrade (Cost: 55 req / 45 power)

 

Eldar Paths:

Each eldar player has the option to choose between the autarch path or the traditional farseer path each path has its own set of units. The selection is made from the HQ and takes 1s to finish. This will give eldar players a choice similar to Tau and provide variety.  

 

 

                Autarch path Unlocks:

 

Infantry

  • Kyrie Hero Unit can not be attached

  • Wraithguard (Anti Vehicle) tier 2 unit

  • Dire Avengers

  • Dark Reapers

  • Banchees

  • Rangers

  • Warp Spiders

  • Swooping Hawks (Made from HQ)

  • Avatar of Khaine

 

 

Vehicles

  • All (No platforms)

 

Farseer path

 

Infantry

  • Farseer

  • Fire Dragons (Anti Vehicle) tier 2 unit

  • Guardians

  • Dark Reapers

  • Banchees

  • Rangers

  • Warp Spiders

  • Seer Council (Made from HQ)

  • Avatar

 

Vehicles

  • All (With Platforms)

 

Race Changes:

  • Bone singer Wraith Tomb cooldown increased to 250s instead of 150s

  • Bone singer Wraith Tomb duration slightly decreased to 25s instead of 30s

  • Weapons Platform HP decreased to 800 instead of 1100

  • Dark Reaper build time slightly increased to 28s instead of 24s

  • Dark Reaper squad now comes with 4 units instead of 3

  • Dark Reaper Reinforce cost increased to 85 req instead of 70

  • Ranger cloak research build time decreased to 15s instead of 25s

  • Fire Prism jump ability changed to teleport, Radius increased to 85 instead of 70 (jump)

  • Webway Gate production cost increased to 130 req instead of 100 and require 30 power

  • Webway Gates now generate a fleet of foot radius of 50

  • Webway Gates can now teleport anywhere granting a fleet of foot radius of 50

  • Webway Gates HP decreased to 800 hp instead of 1000

  • Fleet of foot is no longer a toggle on infantry units

  • Webway Cloak can now cloak units, units become uncloaked once they attack

  • Webway Cloak now has a duration. Duration lasts for 50s

  • Webway Cloak now has a cool down instead of a toggle. Cool down lasts 60s

  • Eldar vehicles (Vypers only) can now pass through into the webway

  • Dire Avengers start with a grenade

  • Eldar Relocation time decreased to 15s instead of 30s

  • Eldar Relocation cooldown time decreased to 250s instead of 300s.

  • TBA (To be announced) Eldar nightwing removed

 

Replaced Models / Updated Models:

 

  • Wraithlord Updated Model

  • Webway Gate Updated Model

 

 

 

 

 

Space Marine:

 

New Upgrades:

  • Venerable Dred - tier 4 Upgrade Increases the HP of the selected dred from 4780 to 5700

  • Unit Upgrade Cost: 350 req / 350 power. Tier 4 Plasma Upgrade deals high DPS to a single unit

  • Unit Count: 1 max

  • Range Damage: Infantry: Low 46, Med 48.9, high 44.9, h med 21.9, high h 19, cmdr 20.8. Vehicles: Low 10, Med 20, High 20, air 20. Buildings: Low 11.8, Med 11.8 High 11.8 Max Base damage: Min 65, Max 95, Min.D 6.

 

New Infantry Line Unit:

  • lascannon squad - tier 2.5 unit 4 infantry popcap  

  • Squad size: 3

  • Unit: Cost: 220 req / 25 power)

  • Range Damage: Infantry: Low 18, Med 18.9, high 16.9, h med 11.9, high h 19, cmdr 13.8. Vehicles: Low 39, Med 30, High 25, air 20. Buildings: Low 21.8, Med 21.8 High 31.8 Max Base damage: Min 785, Max 925, Min.D 6.

  • Moral Damage: DPS 4, Base 55

  • Melee: Same as Assault Marine

  • Range: 47

  • Accuracy: 98%

  • Refire rate: 0.2s

  • Set up time: 2s

  • Unit Mass: 18

  • Move Speed: 15

  • Sight Radius: 25 (cannot detect)

  • Armour: Infantry Heavy Medium

 

Race Changes:

  • Scout build time increase to 15s instead of 12s, Base Damage decreased to min 10 instead of 10.6 and max to 11.5 instead of 12.9, scout cap time slightly decreased by 3 secs

  • Scout cap time decreased 28.6 secs instead of 31.74s.

  • Land raider Machine Spirit Ability now Reduces ranged damage received by 60% for 10 seconds instead of 40% to 15 seconds.

  • Chaplain Healing aura decreased to 20 and 5 instead of 25 and 10

  • Liberian smite area of effect slightly increased to 12 instead of 10, range decreased to 20 instead of 25, cooldown increased to 100s instead of 75s

  • Space Marine HP slightly increased to 400 instead of 390

  • Assault Space Marine now use leap which causes a small amount of damage upon landing

  • Landspeeder tempest will stay as is

  • Landspeeder build time increased slightly to 38s instead of 30s

  • Terminator Squad now come in 5. 1 Squad member can be upgraded with rocket pods

  • Terminator Close Combat Squad now come in 5. 2 members can be upgraded with power claws

  • Terminator squad teleport time slightly decreased to 3s instead of 5s and 2s to attack instead of 5s to attack

  • Terminators teleport cooldown time increased to 120s instead of 50s a full charge will allow 2 jumps requiring 240s total to charge.

 

Race Bug Fixes:

  • Double terminators

 

 

 

Ork:

 

New Vehicle Unit:

  • Warbiker Mob - Fast attack tier 1 unit requires at least two war banners + barracks, 2 popcap, only 1 can be built can also decap, has medium range and does medium amount of damage to buildings.

  • Produced from HQ

  • Unit Cost: 120 req /  75 power

  • Build time: 35s

  • HP: 430

  • Range Damage only: Infantry: Low 13, Med 20.9, high 20.9, h med 21.9, high h 30, cmdr 10.8. Vehicles: Low 4, Med 4, High 4, air 4. Buildings: Low 4.8, Med 4.8 High 3 Max Base damage: Min 20, Max 30, Min.D 3.

  • Moral Damage: DPS 3.5, Base 3

  • Refire rate: 0.2s

  • Range: 45

  • Movement speed: 38

  • Site Radius: 28 (cannot detect)

  • Set up time: 0

  • Squad size: 3

  • Accuracy: 100%

  • Can Decap: Yes

  • Armour: Vehicle Low

 

Race Changes:

  • Stormboyz Melee DPS slightly decreased to Min 39.5 instead of 43.3, max 55.0 instead of 57.3, Min.D 3.50 instead of 3.75

  • Stormboyz HP increased to 285 instead of 275

  • Stormboyz HP upgrade 1 increase hp to 380 instead of 366

  • Ork Slugga Boyz Melee DPS increased  Min 29.5 instead of 32, max 35.0 instead of 41, Min.D 3.3 instead of 3.8

  • Slugga boyz HP slightly increased to 270 instead of 250

  • Slugga boyz HP upgrade 1 increase hp to 350 instead of 333

  • Shoota boyz HP slightly increased to 250 instead of 235

  • Shoota boys HP upgrade 1 increased hp to 325 instead of 313

  • Killa Kanz unit walking speed increased to 16 instead of 14

  • War-banners now gain a taunt ability that lasts for a duration if it isn't destroyed upon charging up, the ability grants a temporary speed boost and damage increase to nearby units. While the banner is charging the banner is vulnerable and takes on bonus damage.

  • Shoota Boyz now can throw grenades after being researched has a small radius and low damage

  • TBA (To be announced) Burner Bommber now is an ability that affects a large radius, with a long cool down, from the warboss.

 

Replaced Models / Updated Models:

 

Buildings

 

  • Ork Settlement (HQ)

  • Ork  Waaagh! Banner

  • Pile O Gunz

  • Da Boyz Hut

  • Da Mek Shop

 

Units

  • Killa Kan

 

 

 

Necrons:

 

New Hero Unit:

  • Imotekh the Stormlord - tier 1.5 only one lord can be selected / available per player with a choice of regular necron lord for a early lord or a tier 1.5 necron lord with more HP & Melee DPS. Imotekh the stormlord has 1 teleport with a larger radius then the regular necron lord. medium cool down. Can ONLY  transform into the deceiver. ONLY has 5 abilities Can NOT use the other artifacts.

  • (Cost: 250 power)

  • Build time: 90s,

  • HP: 2000 Hp,

  • Hp increased with awakened monolith upgrade to 4900

  • Teleport: Cooldown is 85s.

  • Teleport range: 100

  • Melee Damage: Infantry: Low 38, Med 67.9, high 70.9, h med 90.9, cmdr 58.8. Vehicles: Low 38, Med 29.6, High 125.6, air 13.5. Buildings: Low 50.8, Med 45.1 High 25.9. Max Base damage: Min 135, Max 175, Min.D 7.

  • Moral Damage: DPS 23, Base 60

  • Range Damage: Same as Regular Necron Lord

  • Movement Speed: 16

  • Armour: Commander

5 New Abilities Exclusive to Imotekh the Stormlord available through archives only 3 can be selected permanently:

 

All abilities require archives

 

  • Transdimensional Displacement Tier 1.5 Temporary speed bonus units next to the lord gain a speed boost 90s cool down (Cost: 90 power)

  • Tesseract Labyrinth Tier 2 Creates a Pocket dimension that throws a selected target into oblivion has a  130s cool down. Can not be used on commanders or tanks. (Cost: 150 power)

  • Void field Tier 3 Deflects incoming projectiles in a medium radius around the necron lord for a duration 100s cool down (Cost: 175 power)

  • Sempiternal Weave Tier 4 Makes ONLY the necron lord temporarily invulnerable & can still attack for a duration lasts for 20s and has a cool down of 250s (Cost: 375 power)

  • Translocation Beacon Tier 4 up to 2 squads can teleport to his location has a cool down of 170s (Cost: 350 power)

 

New Line Unit:

  • Deathmarks - tier 1 Only one squad can be built - 3 infantry popcap does good damage to light vehicles and infantry in long range. Only scales with warrior HP upgrades.

  • Ability: Phase shift must be researched at summoning core for 75 power.

  • Teleport: 1x with a short radius with a 60s cool down.

  • Phase shift: Cooldown 85s

  • Unit Cost: 175 power

  • Build time: 35s

  • Reinforce cost: 100 power

  • Reinforce time: 27s

  • HP: 530

  • HP upgrades: Disruption field level 1: 560 HP, Enhanced disruption field: 850 HP

  • Range Damage: Infantry: Low 16, Med 28.9, high 34.9, h med 31.9, high h 40, cmdr 30.8. Vehicles: Low 20, Med 20, High 20, air 20. Buildings: Low 1.8, Med 1.8 High 1.8 Max Base damage: Min 1035, Max 2005, Min.D16.

  • Notes: When hit, the target squad's morale regeneration is halved for 15 s (does not stack).

  • Melee Damage: Same as Immortals

  • Refire rate: 8s

  • Range: 45

  • Movement speed: 11

  • Site Radius: 45 (cannot detect)

  • Teleport Range: 50

  • Set up time: 0

  • Squad size: 2 / 3

  • Accuracy: 100%

  • Armour: Infantry Heavy Medium

 

Race Changes:

  • Scarab HP increased to 300 instead of 225

  • Bug Fix: Scarab 3 sec immunity for capping removed

  • Warriors now cost 25 power with the first two warriors Free

  • Warriors now start off with 3 instead of 4

  • Warriors HP slightly increased to 560 instead of 530, HP upgrades: Disruption field level 1: 590 instead of 570, Enhanced disruption field: 895 instead of 870

  • Necron HQ now generates 10 power

  • Necron tier 2 power research now cost 375 power up from 350 power

  • Necron Gauss Turret DPS decreased to min 220 instead of 235, max 270 instead of 285, min.D 20 instead of 25, HP increased to 1325 instead of 1125

  • Necron LP3 DPS increase to min 265 instead of 250, max 290 instead of 280, min.D 7

  • Wraith production time decreased to 40s instead of 45s

  • Immortals range DPS decreased to min 80.0 instead of 89.7, max 165.8 instead of 174.7, min.D 3.5 instead of 4.5

  • Immortals now require an upgrade for increased range DPS at Summoning core costs 100 power. After upgrade Range DPS increased to min 90.0, max 180.0, min.D 5

  • Tomb Spider micro scarbs now have a toggle to fly & can also engage ground units

  • Deceiver No longer creates an entire monolith but instead must target a real active monolith to create a hologram that lasts for a duration. It can not be repaired.

  • Deceiver gets the new Time vortex ability, which desentagrates targets in a medium radius,

  • Deceiver gets the new Ctan lighting ability is another new ability which affects a large area that slows enemies and does great moral damage overtime until ability has finished lasts for 15s..

  • Deceiver old abilities have been removed

  • Nightbringer animation redone, with increased movement

  • Nightbringer path is limited only to the regular necron lord, the Deceiver path is limited to Imotekh the greater necron lord.

 

Replaced Models / Updated Models:

 

  • Pariahs are now replaced with the Necron Lychguard

  • Wraith now replaced with canoptek wraith

 

New FX:

 

  • Immortal Heavy Gauss rifle now shoot in medium bursts of energy

Bug Fixes:

  • Double Monolith Bug

  • Deceiver sync error bug

 

Chaos:

 

New Line Units:

 

  • Rubric Marines - tier 2 can not be put into a rhino - 3 infantry popcap only one squad can be built

  • Abilities: Fog of War - a deadly mists surrounds an area small radius when active range damage is decreased by 30%. Witch-light - Increases attack speed, eyes glow

  • Unit Cost: 190 req / 100 power

  • HP: 500

  • Build time: 30s

  • Range: Bolter: Low 12, Med 14, high 11, h med 11, high h 11, cmdr 10.8. Vehicles: Low 5, Med 5, High 5, air 5. Buildings: Low 9, Med 6 High 6 Max Moral Damage: DPS 4, Base 6 Base damage: Min 17, Max 20, Min.D 3

  • Range Infernal Cannon 2 max: Low 28, Med 30, high 26, h med 19, high h 22, cmdr 10.8. Vehicles: Low 8 Med 7, High 8, air 7. Buildings: Low 11, Med 12 High 15 Max

  • Melee: Low 20, Med 20, high 16, h med 15, high h 20, cmdr 10.8. Vehicles: Low 8 Med 7, High 8, air 7. Buildings: Low 10, Med 12 High 15 Max 19, Min. D 5

  • Moral Damage: DPS 5, Base 7 Base damage:

  • Range Infernal Cannon set up time: 1.7s

  • Reinforce cost: 80 req / 25 power

  • Reinforce time: 11s

  • Movement Speed: 17

  • Sight Radius: 26 (Detector)

  • Squad Size: 3 / 5

  • Armour: Infantry Heavy Medium

 

Race Changes:

  • Raptor Melee DPS increased to min 52 instead of 49, max 63 instead of 59, min.D 6 instead of 5

  • Raptor Building time increased to 50s instead of 42s

  • Raptor Reinforce time increased to 14 secs instead of 12s

  • Chaos Space Marine build time decreased to 25s instead of 26.4s

  • Chaos Khorne berzerkers Building DPS increased to low 6.0 instead of 5.0, medium 4 instead of 3.3, high 3.0 instead of 2.4.  HP slightly increased to 750 instead of 610

  • Cultist Grenade DPS decreased to min 55 instead of 62, max 65 instead of 75, min.D 10 instead of 15, 3 weapons can be equipped up from 2

  • Barracks build time slightly decreased to 50s instead of 57s HP decreased to 1900 instead of 2200

  • Armory build time slightly decreased to 40s instead of 45s, HP decreased to 2900 instead of 3100

  • TBA (To be announced) Chaos Taylon dirty bombing run is now an ability which the ch6os lord can call down, effects a medium radius, & slowly kills a target location, has a long cool down,

 

Updated Model:

  • Horrors

  • Chaos Space Marine

 

Imperial Guard:

 

New Line Unit:

  • Bullgryns - tier 3, 3 infantry popcap only one squad can be built

  • (Cost: 270 req / 70 power)

  • HP: 730

  • Build time: 25s

  • Melee Only: Battle maul: Low 63, Med 88.9, high 67.9, h med 76.9, high h 65, cmdr 34.8. Vehicles: Low 25, Med 20, High 12, air 9. Buildings: Low 14.8, Med 13.8 High 9.8 Max Moral Damage: DPS 0.30, Base 0.6  Base damage: Min 85, Max 105, Min.D 0.8

  • Reinforce cost: 70 req / 20 power

  • Reinforce time: 13s

  • Movement Speed: 14

  • Sight Radius: 24 (Cannot Detect)

  • Squad Size: 3 / 5

  • Armour: Infantry Heavy high

 

  • Skitarii Vanguard ranged Unit - tier 3 unit choice between kasrkin squad or Skitarii Vanguard.

  • Does 20 bonus damage to any squad that comes into contact through melee for a short duration 15s only

  • 1 squad Max  takes 3 infantry popcap

  • Squad Size: 4 / 6

  • Unit Cost: 250 req / 150 power

  • Same Range and Melee stats as Kasrkin squad

 

New Weapons:

  • Power Fist - tier 2 required tactica optional wargear for commissioners (Cost: 70 req / 50 power)

 

Race Changes:

  • Bunker Weapons - 3 slot Range increased to 30 instead of 25

  • Tech-priest HP decreased slightly 290 instead of 310

  • Commander build time increased to 30s instead of 25s

  • Commissar build time increased to 25 secs instead of 20 secs

  • Guardsmen Grenade DPS decreased to min 95.0 instead of 113.0, max 140.0 instead of 147.0, min.D 8.0 instead of 10.5

  • Guardsmen build time Increased to 25s instead of 20s

  • Imperial Guard global capping time decreased from 23.5s to 20s.

  • Imperial Guard Bomber removed

 

 

Dark Eldar:

 

New Hero Unit

  • Lhamaean - tier 2.5 made from HQ 2 infantry popcap only one can be built

  • Unit Cost: 150 req / 50 power

  • Unit HP: 1200

  • Unit Production time: 48s

  • Death Kiss: Area effect is 15, range is 5 poisons a target does 50 damage for 10 secs & decreases moral. Has a 75s cool down.

  • Death Dance Passive ability: Lhamaean leaps from unit to unit every 7 hits for 10s knocking them back in an acrobatic display and resets starting the passive ability over again. Each knockback does 45 damage and 50-55 throw force to the target. Does additional 10 plus slow damage from poison that lasts for 5s.

  • Melee Damage: Low 26, Med 26.9, high 26.9, h med 26.9, high h25, cmdr 25.8. Vehicles: Low 22, Med 20, High 12, air 11. Buildings: Low 24.8, Med 18.8 High 12.8 Max

  • Moral Damage: DPS 47.30, Base 86.6  Base damage: Min 65, Max 75, Min.D 6

  • Unit Mass: 20

  • Move Speed: 22

  • Sight Radius: 30 (Cannot detect)

  • Attachable: no

  • Armour: Commander

 

 

New Line Unit:

  • Wracks tier 2.5 unit 4 infantry popcap produced at the Hall of Blood (Cost: 200 req / 80 power)

 

Changes:

  • Dark Eldar now can build webways (uses the old model), these dark webways are weaker then eldar webways, vehicles can not move through them with the exception of jetbikes

  • Dark Eldar webways expire after 20s.

  • Dark eldar builder unit will be required to build structures instead of auto building

  • Dark eldar builder unit has the dark matter constructor ability (auto builds buildings) HP is halved by 50 percent.

  • Dark eldar builder build time decreased to 8s instead of 10s

  • Dark eldar builder build cost from 75 req to 90 req

  • Mandrakes build time slightly decreased to 25s instead of 27s

  • Scourges Range DPS decreased vs infantry to low, medium, high, h.medium 15.9 instead of 16.9, h.hi 11.0 instead of 11.8, Cmdr 9.5 instead of 10.1. HP increased slightly to 400 instead of 320

  • Corrosion ability now decreases armor of units in the cloud by 10% instead of 8%, cloud radius increased

  • Piercing vision ability now cost 20 soul power instead of 40, decreased cool down time to 45s instead of 60s.

  • Hellions: They now require Wych Cult Arena only. Changed armor type from inf_high to inf_heavy_low. Increased mass from 19 to 30.

  • Hellion Tracking Device ability removed and is now a global ability. Can also be used on vehicles. Cooldown time increased from 200s to 250s.

  • Warrior Dark lances require the unit to stand still.

  • Warriors: Terrorfex Grenades duration time decreased to 20 secs instead of 30. Increased immediate morale damage to 15 instead of 12.5.

  • Raider speed increased slightly to 45 instead of 42

  • Raiders now come pre-loaded with warrior squads

  • Raiders are no longer transports (due to the use of webways)

  • Dark eldar do not have fleet of foot

  • Archon Vampire ability must be researched at Haemonculus' Laboratory. Once researched all melee attacks give archon a small HP boost & does bonus damage overtime to targets while in melee.

  • TBA (To be announced) Raven fighter is now an ability that is called down from the HQ with a medium radius, with a medium cool down.

 

Replaced Models / Updated Models:

 

Buildings:

  • Dark Eldar Kabal Fortress (HQ)

  • Dark Eldar Dark Foundry

  • Dark Eldar webway

  • Dark Eldar Soul cage

  • Hall of Blood (Barracks)

  • Plasma Generator

  • Slave Chamber

  • Haemonculus' Laboratory

  • Wych-Cult Arena

  • Thermo Plasma Generator

 

Infantry:

 

  • Dark Eldar warriors

 

Bug Fixes:

  • Archon vampire ability fixed

 

 

 

Tau:

 

New Line Units:

 

  • KV128 Stormsurge - tier 1.5 heavy weapons platform (Turret). The first two do not count toward popcap.

  • Abilities: Missile barrage, must be researched.

  • Entranch cooldown time: 0

  • Unit Cost: 360 req / 150 power

  • HP: 3500

  • Armour: Infantry Heavy High

  • Unit Mass: 50 (9000 while Entrenched)

  • Move Speed: 10

  • Sight Radius: 22 (cannot detect)

  • Build time: 28s

  • Range Damage same as XV188

 

Changes:

  • Stealth Suit build time increased to 15s instead of 10s

  • Stealth Suit jump packs no longer need to be researched

  • Bug Fix: Stealth Suit no longer stay stealthed when decapping from the west side of a strategic point

  • Builder walking speed increased to 17 instead of 16

  • Vespid build time increased to 35s instead of 30s

  • Vespids now have a toggle to fly can target location to slam into ground reverting back to a ground unit, ability has a cool down of 80s. Causes knock back and damage.

  • Kroot Leap now causes knock back

  • Commander HP increased to 1300 instead of 1000

  • Fire Warrior Range DPS decreased to min 59 instead of 62, max 68 instead of 73, min.D 2 instead of 3, HP increased to 380 instead of 340. Improved Metallurgy research: HP increase to 400 instead of 374

  • Fire Warrior build time increased to 27s instead of 24s

  • Kroot HP increased to 340 instead of 310

  • Kroot build time decreased to 20s instead of 24s

  • XV88 battlesuit replaced with the KV128 Stormsurge the first 2 do not take up infantry popcap

  • Barracuda Gunship now cost 4 vehicle cap, only 2 can be built, the size of the model has been increased

 

 

Replaced Models / Updated Models:

 

 

  • XV88 battlesuit replaced with the KV128 Stormsurge

 

 

Sisters of battle:

 

 

New Weapons:

  • Chainsword wargear for Missionary - requires armory

  • (Cost: 90 req / 70 power)

  • Stats same as IG priest

 

Race Change:

 

  • Sisters Squad DPS increased to min 12 instead of 10

  • Celestian HP decreased to 400 instead of 430, Melta DPS decreased to min 60 instead of 70, max 70 instead of 80, min.D 1.5

  • Celestian Grenades DPS decreased vs buildings / light armor to Low 400 - 500 instead of 450 - 562.5, med 500 - 685 instead of 600 - 750, high 250 - 285 instead of 300 - 375

  • Inferno Turret DPS increased to min 40 instead of 34, max 43 instead of 38, min.D 3 instead of 2.5

  • Mine DPS increased to min 150 instead of 140, max 175 instead of 160, min.D 38 instead of 30, moral 115 instead of 100

  • Mine HP increased to 600 instead of 500

  • Sisters of battle transport vehicle DPS increased to min 42 instead of 40, max 50 instead of 45, min.D 3 instead of 2.5, pop cap increased to 2 instead of 1

  • TBA (To be announced) Lightning fighter now is a ability called lightening run which effects a medium radius, lightning fighters do a fighter run. this can be used from canoness. This has a medium cool down



#4 Gambit

Gambit

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  • Location:Athens, Greece

Posted 03 May 2019 - 10:01 PM

I had a fast look and I believe all the above can be done by 2-3 guys :thumbsupcool:

You need a coder (AE/AI), and a modeller (3D).

And possibly an FX guy to help the AE coder with the FXes needed for the abilities.

 

Some More Thoughts

Not implying anything, but honestly I can take care of the "coder" part. I deem myself VERY experienced, in AE/AI/SCaR. Icon-making is also easy, almost all members of my team are able to crate their own icon set, including me.

That being said, AE guys are relatively "easy" to find, AI guys are not that available but I suppose you won't have issues finding one! For example, brothers Fuggles, Kasrkin and Thudo can do ALL the above as well - and I suppose there are more :thumbsuphappy:

The 3D is a bit difficult, the only guy that I know, and is able to do it is brother Kekoulis.

 

Brother NecronLord, is this for personal, or public use?


Edited by Gambit, 03 May 2019 - 10:03 PM.

-In search of Papasmurf...

#5 NecronLord

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Posted 03 May 2019 - 10:28 PM

This is great! Well i use to work with Relic on DOW 1 Vanillia and Dark Crusade. So at first its going to be closed and then open to the public.

But this sounds great. If you could put together a team i'd be willing to give you an extra $100



#6 Gambit

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Posted 04 May 2019 - 12:43 AM

I will speak with brother Kekoulis, and we will see what can be done :thumbsuphappy:

 

Just one note:

Some of the things you requested above, are not easily implementable, others are nigh impossible (trust me).

For example, you want this ability:
 

  • Translocation Beacon Tier 4 up to 2 squads can teleport to his location has a cool down of 170s (Cost: 350 power)

 

 

This is VERY tricky to code, (not impossible via AE, but REALLY tricky). Even with SCaR, it is EXTRA tedious...

DOABLE of course, :twisted: but either way may pose certain compromises...

 

All I am saying is that, some of the above requests, are subjected to Engine limitations and we should resort to alternatives.

Are you OK with that?


Edited by Gambit, 04 May 2019 - 12:50 AM.

-In search of Papasmurf...

#7 NecronLord

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Posted 04 May 2019 - 04:48 AM

Sure that sounds good.



#8 ultiraweirdo

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Posted 04 May 2019 - 07:20 AM

I am looking for 3D modders, animators, Experts at the mod tools for DOW 1 and people familiar with DOW 1 particular soulstorm. This is a project where each person will receive $500 bucks (max of 4 people) to get the mod done right and in a timely manner. MUST be experienced. 

 

Hello, I'd like to be of assistance.

 

I'm also curious, don't mind if I ask, why are you spending so much money on a mod project?


Edited by ultiraweirdo, 04 May 2019 - 07:26 AM.


#9 NecronLord

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Posted 04 May 2019 - 02:19 PM

Hey Ultra,

 

That i can not say, but what i will say is the community deserves a proper update to DOW 1 as far as a patch goes. I've taken a look at a lot of mods out there, ex: DOW Pro, UA to name a few, both great mods in their own respect but, both live on different sides of the balance spectrum. On one end you have DOW pro where its very competitive but also a lot of the changes seem to be biased and geared toward (1v1) and on the other side of the spectrum you have the UA mod where its geared toward the casual users and is full of units and large scale battles reminiscent of Dawn of war 1 Vanillia. So there is no mod that finds balance between competitive and casual. 



#10 Gambit

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Posted 04 May 2019 - 06:21 PM

OK, so I spoke with brother Kekoulis, and we decided that we do not have the time to do such a thing!!!

See, I was about to code all the things I have left unfinished in Unification (too much SCaR work involved), and brother Kek is FULL on Emperor's Children and Ultramarines... And other stuff. Yeah, he is always 3Ding! :twisted:

 

Not to mention that we have a loooong schedule to follow ... (we want to "finish" Thousand Sons next)

 

 

Even more (and this is important),... money always perplexes things :thumbsdownsmiley:

We discussed this, and we are both STRONGLY against any form of "payment".

Modding is fun, first a and foremost. It's a game by itself!

And we do not like the "money" idea at all, it will break the fun...

I understand your idea, offering a "motive", of course.

 

But we (my team) have done so many things so far, solely having sharing in mind.

Hell, we do not even like the idea of donations!!!

So... We will not be able to assist you.

 

Sorry for the inconvenience man.


-In search of Papasmurf...

#11 Kasrkin84

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Posted 05 May 2019 - 12:32 AM

I very much agree with Gambit on this one. I am involved with DoW modding first and foremost for my own satisfaction (I don't use the word "enjoyment" as far too often that is very much not the case :p), and the idea of doing this for any kind of material reward would just sour the whole thing for me. In any case, between RL stuff and my ongoing work on the Strongholds mod I wouldn't have any time for what you're talking about. Best of luck with your endeavours though. :)



#12 fuggles

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Posted 05 May 2019 - 05:09 AM

Honestly most of the models you want have been done and you could have learnt how to change balance values very easily in the time it's taken you to return here with the same request.

https://forums.revor...astered-update/

Get a program called corsix mod studio and return to us with questions when you get stuck.

#13 thudo

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Posted 05 May 2019 - 10:23 PM

Its already started on Discord. :whatoa:


Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#14 Moreartillery

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Posted 08 May 2019 - 04:32 PM

I will speak with brother Kekoulis, and we will see what can be done :thumbsuphappy:

 

Just one note:

Some of the things you requested above, are not easily implementable, others are nigh impossible (trust me).

For example, you want this ability:
 

  • Translocation Beacon Tier 4 up to 2 squads can teleport to his location has a cool down of 170s (Cost: 350 power)

 

 

This is VERY tricky to code, (not impossible via AE, but REALLY tricky). Even with SCaR, it is EXTRA tedious...

DOABLE of course, :twisted: but either way may pose certain compromises...

 

All I am saying is that, some of the above requests, are subjected to Engine limitations and we should resort to alternatives.

Are you OK with that?

No coding required, the restored monolith has that property in its ebps file.  The only restriction is a squad can't have more then one type of jump, so if you wanted destroyers to teleport to him they wouln't be able to fly like jetbikes.


Edited by Moreartillery, 08 May 2019 - 04:33 PM.




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