Alright i give a try to what you released previously but ther's too many problem to make a regular game.
Did you read the text under the download link ?
Because, as I said in the warnings, just a few factions are usable in this pre-preview version and their modding is really really basic, I just modded their HP and their weapons damages.
It's just about giving an idea of the dynamism and the brutality I'm looking for in the game to make it as fluff-realistic as possible.
Two major bug block the way the first one is that the scouad and vehicle cap are broken they just didn't work (and that make the ork unusable)
yeah, no squad and vehicle cap for now, each unit have its own cap.
For example, if you take the imperial guard, you can only build 3 sentinels, 6 chimeras, 3 leman russ of each type etc but you can build all the different vehicles.
I said in the warnings that Orks were not meant to be played in that ''pre-preview" version, they are not ready. You can play against them, but they are weak in front of the now really powerfull range weapons, so you can fight against 3 or 4 AI ork players with the max difficulty and still win.
Two important points I didn't tell in the warnings :
1) ONLY PLAY SKIRMISHES, I really didn't bother the campaign because, well, it is made of skirmishes so, well, I usually just play skirmishes, it's the same at the end. The mod is really not made to play campaigns.
2) I suggest you to always play with the maximum difficulty and the maximum ressources and ""fast start"", well I don't know how it's called in english but in french it's ""lancement rapide"".
the second is that for advance in the units tree you need to created some lower level units but it's didn't work either so you can't progress.
Yes, for example, if you want to build a space marine commander you need to have 5 space marine squads.
The problem is that the game doesn't tell how many basic troopers squads you need to build each advanced unit. So you have to build basic troopers untill the games doesn't tell you ""guards/marines/cultists/whatever required"" anymore (or, in french, je sais plus ce que c'est la formule exacte mais un truc comme ""nécessite gardes/marines etc"", en gros, tant que tu peux pas faire ton commandeur ou l'unité que tu veux, continue à faire des troupes de base, c'est jamais plus de 10 unités requises).
Some big vehicles in the imperial guard also need you to have built a command squad (the big command squad, not the platoon one), like baneblades. So, to have a baneblade you must have 8 basic guardsmen squads and a command squad.
Because we never saw a baneblade going alone to the battle in the warhammer universe; they are deployed for big battles only.
I made many tests and I did'nt encouter any block, even the AI can make all the units. If I saw any AI struggling to make a complete army or being blocked I would have change the units requirements.
It did happen for the guards at the beggining because I decided that some units or vehicles needed a platoon command squad to be produced. But the AI didn"t agree with me and was half blocked, so I changed it, and the last tests I made Guards were able to make complete armies and to be fully usable as a player and as an ennemy.
Try to play imperial guards, build 8 basic guardsmen squads and a major command squad, and tell me if there are still units that you can't build (appart the ones that also need a captured relic to be built).
Or, the same, try to play Space Marines, build 10 space marines squads and tell me there are still units that you can't build.
If you still can't build advanced units it means that the download version has a problem that my version doesn't have (and it's meant to be the same, because it's a copy).
If the second point is intended i think you should remove it and stay with the regular stuff (just build new building and some upgrade).
The problem with that is that the result is : The AI produce only vehicles (and sometimes not even the more powerfulls) and commanders.
I'm exagerating a bit, but I really don't like those empty and weird battlefields where a lonly captain is charging a land raider and 4 rhinos. For me it's a bit non sense.
A other weird stuff is that ther's no more 2 player maps
Yes, I don't know what happened with the maps. It's really weird and I still don't understand, half of the maps just disapeared.
It's not that important, because the final mod is going to be developped with the Unification Mod as a base wich is a different one and above all, on soulstorm, not anymore on Dark Crusade.
I still regret the huge 8 players and ultra detailed map that needed I month of hard working and that is hidden somewhere on my computer, and I have no idea how to find it in despite of all we tried to recover it.
How to say "bref ça me déprime" in english ? ^^
And ihave a questionfor the faction i test there was no possibility of upgrade for the units is that normal or not ?
well, it depends on the units, but most of them are meant to have, at least the same upgrades than in the vanilla game, and some even are meant to have more upgrades. For example, normaly, you must be able to have flammers with the imperial basic guards (wich are not available in the vanilla game).
Tell me if you can upgrade your imperial guard, and if their is also the flammer available; tell me if the "special weapon guards squads" can have fusion weapons; tell me if marine devastators can upgrade with lasercannons. And tell me if even the vanilla game upgrades (like plasma guns or missile launchers for the space marines) are not available.
It would be weird because it works in my version.
I don't know if making some bug report at this stage of the mod is needed but i don't know anything about programmation so i have no other way to help ¯\_(ツ)_/¯
Yeah it's very important, without you I would have no idea of what is working or not or if the version I put on the google drive is the same than mine. As we saw with the previous version there are issues with hidden files and stuff that are not copied well. I still need to understand really what is going on with all that and I hope I'll find solutions to propose a mod that would be the same than the one I'm playing to when I test it. It's normal to have bugs or approximative things, because it's a "pre-preview" version but.. .at least if we could have the same bugs... it would be a step to the understading and managing of all that^^
Thank you very much for your report, it's very usefull.
I took some days off, because I'm experimanting difficulties in my life, and food is sometimes more important than warhammer, so.. but I'm doing what I can to fix all that with the help of your reports and returns.
I think the best thing I could do now is to uninstall everything about dawn of war and re-install it in a folder that is not in the ""program files"" because that is making everything bugging because of hidding files and programs missing autoristions and all and it's wasting all my work.
The problem is, if I uninstall everything, the 8 players map I spent 1 month on would be lost. And for now I can't accept it. I NEED to find that map's hidden files.
(french humor : si tu connais les comiques "Les Nuls" je pourrais dire que perdre cette map "ça me fait une sorte de fussoir !")
So for now I'm a little bit blocked.
But, waiting for solutions and the new Unification mod release on Soulstorm I'll be working on the rule book for the future "Unification Realistix mod" that I hope will exist one day.
Thank you again !
Edited by KebaxKapak, 17 July 2020 - 04:52 PM.