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The DoWPro FAQ


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#1 Hollow

Hollow
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Posted 03 April 2011 - 11:10 PM

Courtesy from Viparas, our Public Relationship member!.

In response to being asked and seeing people asking on sanc endlessly about some core stuff in dowpro that has strangely managed to not be documented very well, this post is just to post some basic info for new guys, or as a refresher for vets.
2nd post reserved for future updates.

2nd HQ benefits: Building a second HQ, grants you additional requisition income, as well as additional pop, access to the wargear you didn't choose from the first HQ*, and allows you researh additional pop upgrades, as well as doubling the cap for buildings. IE max armories goes to 2, max gens goes to 16, max mines goes to 8.
*except for necron who have their wargear in Forbidden Archives. You must make a second archives to access them.

Morale break:
when morale is broken the unit suffers a 80% accuracy nerf, disabled timed ability recharge and a 10% movement speed slow
if the unit is a daemon, then jnstead suffers a 50% accuracy nerf and a 12hp/second damage effect to itself.


Builder stacking:
Each builder contributes half the build speed of the last guy to join.
So 100%/50%/25% etc
In the case of Necron and Ork, this applies until you reinforce you scarabs/gretchin.
2 builder scarabs work at max efficiency and 3 gretchin work at max efficiency

Cover bonuses:

light: 20% reduction to damage taken, 20% movement speed slow, 20% reduced Line of Sight (LoS)
heavy: 40% reduction to damage taken, 35% movement speed slow, 40% reduced Line of Sight (LoS)
negative: 10% increase to damage taken, 20% movement speed slow, 20% reduced Line of Sight (LoS)

Timer/cost scaling:
Only Power generators increase in cost however, but each duplicate unit/structure built past the builds more slowly.

Known bugs (unfixable)

Necron Melee bug:
When necron infantry are killed in melee and ressurect, there is a chance the squad will think it is still in melee with that unit, causing it to ignore orders like ranged stance, hold ground, etc and try to melee the offending unit if it is on screen. This is an engine bug and cannot be fixed. However if you kill the offending unit, or garrison the unit in question (Flayed Ones in monolith, or NW/IM/WR in summoning core) the bug will be gone when they pop back out.

(possibly fixable)
Corrupt replays:
Since the transfer from Dark Crusade to Soul storm, there has been an unpredictable bug that will corrupt a replay. No in-roads to fixing this have been made as it doesn't seem to be tied to what happens in game, at least, not in any clear way.

Duplicate monolith:
Sometimes the necron monolith will not dissapear when the restored monolith is spawned, giving you an extra monolith. This is related to the monolith build animation, it is possible it is fixable but no one has figured out how yet.

Player Profile bug: When installing dowpro, you must have already created a profile in Soulstorm. Not doing so will make it so you cannot create one until you reinstall, or have somebody else create one for you and send you the files from the profile directory.

Melee conceal: All units capable of melee combat in DoWpro have a conceal, or damage reduction value, that applies towards ranged damage recieved. It is roughly the same as the amount of cover provided by heavy cover, but will stacks with other bonuses LIKE heavy cover. Exact numbers are :
33% less ranged damage taken from ranged combat while in melee for infantry.
17% for walker vehicles.




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