Jump to content


Photo

A new Harlies Vision - In comes UnDirector


  • Please log in to reply
25 replies to this topic

#1 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 31 October 2008 - 04:18 PM

For debate/conversation I bring you UnDirector's possible vision of Harlies to help with tweaks and balance:

First things first, I have to tell you most of the things I'll enumerate on this page, were already implemented in the Harlies mod on the version I have... on my comp. Yes... I took the liberty of modifying the Harlies mod in secrecy. I wasn't planning on ever releasing any of these modifications, ANYWHERE! However, I talked to Thudmeizer and he deemed certain "modifications" I did to the Harlies interesting, not all.. just some. So... here I am telling you about what I did. Feel free to flame me, spit on me, curse me :sad:

Also, before I begin, I'd like to tell you, that the thing that impressed me the most in this mod, is not the breath-taking FX, the originality of the race or the models, but 1 piece of script, used by all harlequin units. It's a passive ability (Holosuits and Holofields) which enables something I never actually heard of in dow. EVASION. That's right ppl! Harlie units aren't though... they dodge sh*t sent at them. :p


Now the changes:

Units
===

New Addition:
---------------
Choreographers
-since, the ebps file was there. I took the bonesinger's sbps file and edited it.
-and made them attachable,
-with a passive ability that speeds up building time
-and hardcapped at 4

Troubadours
-but wasn't sure what would they be used in Shin's vision, but I decided I give them a rather crucial role as army-buffers
-represented by the banshee Exarch model
-and Hard capped at 4
-set up with 500 hp/infantry-high
-given 2 abilities. One is the exact replica of the banshee scream (with a bit of more effect), while the other is the already existing passive musician_aura, which, I converted into a 15 second buff affecting 10 radius modifying unit's reload times, dmg and giving morale immunity.

Existing:
---------
Mimes
-aren't using squad cap anymore
-now Hardcapped at 4
-reload of weapons set at 0.5 (special research added to upgrade mimes weaponry)
-power swords taken away
-Infiltration research slightly affects hp

Troupe
-affected by the general 0.5 reload time modifier of the race
-now hard capped at 4
-has normal melee weapon changed to scale with researches through tiers. But being an all round weapon, it's not all that affective
-received power swords. Weapon is modified, i made it as a hardcounter against heavy infantry
-harlequin's kiss modified. Now it's a hardcounter for infantry and monsters
-fusion pistol modified. Now it's a melee range fire-weapon. Extremly effective against all vehicle armors.
-Holosuit now has a 50% / 50% chance to dodge 100% dmg respectively 50% dmg against ranged weapons.
-research on health bonuses only give now +150 total hp.

Death Jesters
-are moved to the troupe portal
-are hardcapped at 2
-Shrieker shot ability rebalanced
-weaponry rebalanced

Jetbikes
-left untouched
-except for haywire grenades (piercing values changed and dmg reduced)
-summonable from the ... vehicle factory (lol)
-weapon dmg reworked reload time set at 0.5
-okay maybe I did changed them a bit ;)

Venom
-Cap use is gone
-Hardcapped at 4

Mocking Bird
-Hardcapped at 2
-Basic weapons left untouched, Vibro cannon was majorly nerfed though (reload rate 0.25, dmg nerfed accordingly)

Master Mime
-received a melee weapon upgrade called fusion gun. It does tremendous dmg to vehicle high and med.
-hp reduced to 750
-affected by mime's infiltration reseach
-is now attachable
-weapon rebalanced, does great dmg to commander armor and monsters
-satchel charge ability rebalanced (namely piercing values and recharge)
-received the great harlequin's dominofield ability

Shadowseer
-hp set to 750
-weapons modified dmg/piercing values redone
-nearly all abilities modified

Great Harlequin
-hp was reduced to 1000
-0.5 reload time on all weapons
-weapon armor piercing values and dmg redone
-Dominofield ability changed to 60% chance to avoid 100% dmg and 60% chance to avoid 75% dmg
-Last Laugh properly working

Solitaire
-hp set to 1500
-0.5 reload time on all weapons (armor piercing values changed, dmg changed)
-Dominofield Solitaire ability changed 75% chance to avoid 100% dmg and 50% chance to avoid 75% dmg

SpiritWalker
-multi-grenade-ability modified (mainly nerfed)
-Dmg nerfed
-Hp set to 7500
-Now affected by holofields

Research:
-Mask of fear morale dmg modifiers changed (reduced slightly)
-Holosuits are wonderful, but I changed some modifiers for all the units which use it
-First Health upgrade hp buffs reduced greatly (kept morale ones)
-Second health upgrade hp buffs reduced greatly, weapon dmg upgrades redone and rebalanced according to the new harlie weapons
-First accuracy upgrade affects weapons in the same way the second health upgrade does
-Second accuracy upgrade reworked so it won't affect only death jesters. Of course values were greatly reduced to maintain balance

I know there are more to it, but I figured they aren't important.

P.S.: Truth is... I am not sure what is original anymore. It seems I touched way too many things. Anyway, look it up, maybe you find something usefull. When the new mod get's out this version goes down the drowner. And I just start again XD


There ya go. Comments anyone?
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#2 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 03 November 2008 - 02:54 PM

Updated Proposed Changes from UnDirector:

Mimes
-Still use 1 squad cap
-Hard capped to 4
-weapons slightly balanced
-taken away power swords
-given a special research wich boosts max-min dmg and reload weapon time

Chorus
-hp set to 200 with commander armor
-taken away ability to build (and help builders. It didn't worked as I planed, so idea scrapped)
-*NEW* activable ability: harlequin_song_of_wraithbone (triples repair rate)
-*NEW* passive ability: harlequin_song_of_spirits (+50 hp/member, x5 hp regeneration rate -not stacking-, radius 5)
-QUESTION! I am pondering whether to make them a squad or not. Exact replicas of the mime squads. I'd change the armor type, hp, and certain bonuses that apply to them.
-affected by infiltration and armor researches

Troupes
-Hard capped at 4
-normal melee weapon changed to scale with researches through tiers. All-round weapon.
-added and modified Power Swords, effective against heavy infantry and buildings
-modified harlequin's kiss, effective against infantry and monsters
-fusion pistols ... still uncertain :)
-Holosuit have a 50% / 50% chance to dodge 100% dmg respectively 50% dmg against ranged weapons.

Troubadurs
-Musician Aura modified (+15% min-max dmg, +15% faster reload, morale replenisher and double morale regen rate; also the 10 radius is gone, only affects his own squad), duration 15 seconds, recharge 60 seconds
-added a passive aura of 10% min-max dmg (stacks)
-hp now affected by armor researches slightly (a total of +100 bonus hp from the two existing researches)
-commander armor, also the troubadur is affected by the hero health researches
-still using the howling banshee exarch as a model, since the "rilietan" is missing (should go in the to-do list)
-hard capped at 4
-uses 1 squad cap

Choreographers
-I think they were meant to be Harlequin squad leaders... so... there you have them as harlequin squad leaders ;)
-I really searched for a good replacement model for them, but whether I like it or not the only model I felt to fit perfectly into the role is of course the elderly, wise, beautiful (I am glad Akranadas isn't reading this right now), experienced Farseer. Sue me.
-500 hp with infantry high armor
-*NEW* passive ability: harlequins_coordination (+25% min-max dmg, +50HP/member)
-Second armor research turns armor_type into commander

Death Jesters
-are moved to the troupe portal
-are hard capped at 2
-Shrieker shot ability rebalanced
-weaponry rebalanced

Master Mime
-attachable, no weapon upgrade (in the last post I made a typo. I said "now attachable", instead of "not attachable)
-hp set to 550
-affected by infiltration research

Shadowseer
-hp set to 750
-weapons modified dmg/piercing values redone
-nearly all abilities modified

Great Harlequin
-hp was reduced to 1000
-weapon armor piercing values and dmg redone
-Dominofield ability changed to 60% chance to avoid 100% dmg and 60% chance to avoid 75% dmg
-Last Laugh fixed?

Solitaire
-hp set to 1500
-Dominofield Solitaire ability changed 75% chance to avoid 100% dmg and 50% chance to avoid 75% dmg
-weapons rebalanced

Venom
-Cap use is gone
-Hard capped at 4

Mocking Bird
-Hard capped at 2
-Basic weapons left untouched, Vibro cannon was majorly nerfed though (reload rate 0.25, dmg nerfed accordingly)

SpiritWalker
-multi-grenade-ability modified (mainly nerfed)
-Dmg nerfed
-Hp set to 7500
-Now affected by holofields


Researches
-------------
Armor Research 1
-50 hp - 150 morale to harlequins
-25 hp - 100 morale to mimes
-100 hp to Choreographers
-100 hp to Chorus

Armor Research 2
-50 hp - 150 morale to harlequins
-50 hp - 100 morale to mimes
-50 hp to Choreographers
-50 hp to Chorus
-harlequin_chainsword max-dmg 1.2, min-dmg 1.15
-harlequin_power_blade max-dmg 1.30, min-dmg 1.2
-harlequin_kiss max-dmg 1.3, min-dmg 1.2

Accuracy Research 1
-harlequin_shurkien_pistol max-dmg 1.3
-harlequin_chainsword max-dmg 1.2, min-dmg 1.15
-harlequin_power_blade max-dmg 1.30, min-dmg 1.2
-harlequin_kiss max-dmg 1.3, min-dmg 1.2

Accuracy Research 2
-reworked yet again. With the new leader system the harlequins won't need the oh so essential dmg buffs. So I modified it to affect only death jesters (as it was)

Commander Upgrade Research 1
-all commander weapons 1.30 max dmg, 1.15 min dmg -hp buff of 100 (affected leaders: Great Harlequin, Shadowseer, Troubadur and Solitarie)

Commander Upgrade Research 2
-all commander weapons 1.30 max dmg, 1.15 min dmg-hp buff of 150 (affected leaders: Great Harlequin, Shadowseer, Troubadur and Solitarie)

Infiltration research
-now affects the master mime and the chorus beside mimes (A mime buffs removed)

harlequins_mime_upgrade research *REDONE*
-(+25% min/max dmg, -25% reload weapon time)
-now affects chorus too with doubled bonuses (if I make the chorus a squad, instead of doubled values, they would get the same set of bonuses as the mimes)


!IMPORTANT!
---------------
Economy Changes
-The idea of Listening posts generating requisition and energy is both nice and interesting (+original)
-The idea of listening posts giving 100 energy gift bonus is not all that nice. Resource gift reduced to 25
-Also 10 energy rate/listening post is also tad bit imba when you have 6-7 of them. So it was reduced to 5.

Weapon Reload times
-Most weapons have 0.5 reload times. Harlequins are supposed to be fast. Both in speed, reflexes, what the... real agility machines. I thought it would be a nice twist to give nearly all melee weapons 0.5 reload rates.

=====
Any comments?
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#3 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 07 November 2008 - 05:46 PM

No one wishes to comment?
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#4 GMB

GMB
  • Members
  • 223 posts

Posted 07 November 2008 - 10:21 PM

i shall have to see it in game to comment effectively, but i like the raw changes i think (too tire to read and analyse them all lol)

#5 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 08 November 2008 - 03:15 AM

Well thats an endorsement. Now if only Shin were around so we can start coding kuzz we are ready..
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#6 UnDirector

UnDirector

    Resident AE Coder

  • Project Team
  • 313 posts
  • Location:RO-Mania
  • Projects:CW, Harlies, SL, TS, UM, I_DH, WH_AS
  •  Ghost

Posted 08 November 2008 - 06:40 AM

Well thats an endorsement. Now if only Shin were around so we can start coding kuzz we are ready..


But but... nearly all of it is coded. Lolz.... I could just zip it and send it to most of you... now if it just wouldn't ctd with the ai. T_T

#7 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 08 November 2008 - 02:21 PM

Hmmmm.. thats an idea.. I'll have to discuss this with UnDirector and offer a "Soulstorm-approved and UnDirector-inspired" Harliequins build as Shin is taking time to get back to me.

I will coordinate with UnDirector to get this wholly new build out AND ensure myself no CTDs occur. :shiftee:
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#8 UnDirector

UnDirector

    Resident AE Coder

  • Project Team
  • 313 posts
  • Location:RO-Mania
  • Projects:CW, Harlies, SL, TS, UM, I_DH, WH_AS
  •  Ghost

Posted 08 November 2008 - 10:32 PM

Hmmmm.. thats an idea.. I'll have to discuss this with UnDirector and offer a "Soulstorm-approved and UnDirector-inspired" Harliequins build as Shin is taking time to get back to me.

I will coordinate with UnDirector to get this wholly new build out AND ensure myself no CTDs occur. ;)


Oh goodie news. I *somehow* fixed the CTD error. No, don't ask me how.

#9 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 08 November 2008 - 10:55 PM

Yeah I think I will move ahead with UnDirector to see how the team reacts to the Harlie changes.
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#10 UnDirector

UnDirector

    Resident AE Coder

  • Project Team
  • 313 posts
  • Location:RO-Mania
  • Projects:CW, Harlies, SL, TS, UM, I_DH, WH_AS
  •  Ghost

Posted 10 November 2008 - 06:14 AM

Yeah I think I will move ahead with UnDirector to see how the team reacts to the Harlie changes.


Badly?

I figured I changed way too many things, so guess what? I recoded, *yet* again, for the 4th time, the whole mod. Actually I am lying, for this time I haven't touched SBPS files. Of course the research, the abilities, the ebps files, the weapon tables and whatnot got their well earnt modifications.

Yes I know, now i am officially viewed as in indecisive prick. But I DON'T CARE! It's all passion, and it's all for the best (of the mod, I certainly hope so).

I might post an other changelog, if you want to. meh.

#11 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 10 November 2008 - 02:20 PM

Its best to sync our builds then proceed to release something internally to the team.
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#12 UnDirector

UnDirector

    Resident AE Coder

  • Project Team
  • 313 posts
  • Location:RO-Mania
  • Projects:CW, Harlies, SL, TS, UM, I_DH, WH_AS
  •  Ghost

Posted 11 November 2008 - 05:34 AM

Yup, also I owe you an appology for not being able to deliver yesterday, but I wanted to mess around with it a tad bit more. I fixed a few ucs ranges, smoothed out some content and edited some rgds, so it all looks better now. To be honest I am very satisfied with this build. So I'll definitely upload it. Stay tune for link.

#13 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 11 November 2008 - 02:09 PM

Looking forward to updating the AI then let the testers try it.
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 UnDirector

UnDirector

    Resident AE Coder

  • Project Team
  • 313 posts
  • Location:RO-Mania
  • Projects:CW, Harlies, SL, TS, UM, I_DH, WH_AS
  •  Ghost

Posted 11 November 2008 - 08:43 PM

Looking forward to updating the AI then let the testers try it.


But of course. You'll upload it then along with the AI. ;)

EDIT: forgot to tell you that the troubadur is using eldar weapons (being an experimental unit) and is not affected by any research. Based on your answer I'll modify this (or drop the unit/or change it/ what-ever you like).

Edited by UnDirector, 12 November 2008 - 10:07 PM.


#15 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 14 November 2008 - 08:07 PM

Updating AI to this new Harlequins build provided by Undirector. Will inform.
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#16 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 29 November 2008 - 03:36 AM

Update == moving forward with new UnDirector Harlies build. It updates Shin's build for use in SS. Its been scripted with AI so now we're appraising it. Standby..
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#17 GMB

GMB
  • Members
  • 223 posts

Posted 04 December 2008 - 06:07 PM

finally...

any idea when it'll be ready to play?

#18 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 04 December 2008 - 06:08 PM

VERY soon now. :shiftee:
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#19 GMB

GMB
  • Members
  • 223 posts

Posted 05 December 2008 - 04:41 PM

good good. Drop me an e-mail when it's availabe would ya i often forget to come by here every day XD ty

#20 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 05 December 2008 - 04:57 PM

We will.. it will be an internal Harlies build for testers then I want Shin to try it (unlikely as he doesn't seem remotely interested in DoW modding anymore). :(
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users