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A new WIP beta for the Inquisition Daemonhunters modification for Soulstorm, this time containing a branching tech tree for the Grey knights!

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Inquisition Daemonhunt 3 0  (OBSOLETE)
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fuggles2k Author
fuggles2k - - 958 comments

Happy New Year everyone! Enjoy the new build - it's by no means finished so share your thoughts so we can make it the best we can.

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Shuunsei
Shuunsei - - 6 comments

Not sure if this make this op or not, but would it been better if the other leaders you can train on the Inquisitor lord when you pick GK branch be grey knights also like interceptor/purgator/purifier to a maximum of 2? or maybe other melee grey knight troops since the unit is mainly for close combat or just plain out make it a unit that can attach to squads maybe?

Also I notice this strange sound (like a radio frequency) while training dreadnoughts on the building + it gets very obvious when you train and upgrade any weapons from the veteran(forgot the name, but the one with 1 limit) dreadnought.

Give GK teleportarium the ability to also take in interceptors/purgator and purifiers to teleport them out of the field.

Does purifier squad really not have any teleport ability? i feel they are like GK/deathwatch in space marine but they lack the buff(charge) so they're mostly range/backup melee unit (+ they walk so slow).

so far having alot of fun for the mod but at long fights GK usually looses initiative due to dreadnoughts having the only anti vehicle weapon (lasca cannon) they can produce while their infantry is only able to coop up to a degree till the AI spawns dreadnoughts/killercanz/tanks and just move around on the middle of those melee units to make them pause their movement/attaks (since most of all GK troops are for melee or i'm playing it wrong).Would be nice if purgator squad or even purifiers gets lasca cannon or melta guns to counter play this.

+ forgot to add, when adding brotherhood champion (from HQ) to an GK interceptor squad, they loose their teleport ability but comes back ones the champion leaves, later on tho when you finish to research everything this gets fixed but its rather annoying that they loose the teleport ability early when you haven't researched it yet.

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Gambit_1
Gambit_1 - - 2,537 comments

Thanks a lot for the report brother Shuunsei.
We need feedback, to make the faction perfect!

Inquisitor Lord's Retinue
- We can of course add GKs instead of Bodyguards, but ... is it fluffy? The Lord is always unaccompanied by bodyguards - GKs' role is different.
- Remember that the IDH branch has the SAME Lord, with no retinue, so its melee/ranged role IS upgraded, in GK branch.
- Now, we already have many "attachers", that is why I desired to make him stand-alone. The idea of the GK branch is to still have the Lord of course, but to be based on GK troops and config, as much as possible.

Strange Sound on Building Venerbale DNs
Wait, there is no Dreadnought upgrade! By the way, the "radio frequency" sound is the data stream that requisitions the DN from orbit, so it is excellently put there. But since you say there is a strange sound, let me check all sounds on all buildings again... :)

Building Deep Strike for all
Whoa if we do that, THE WHOLE race will be able to DS - and able to do so from T1! The idea was to limit non-termi GKs from DSing. Interceptors/Purgator/Purifiers can always use the Stromraven, but at the end of the game - and this is more like a last-tier bonus/luxury! We would risk a REAL OP, if we were to allow DSing the FIRST squad into the enemy's base from start...

Purifier Teleport
In the fluff, Purifiers cannot teleport as far as I know. And frankly I wouldn't think of them to be a teleporting squad. Their role is YET to be perfectly defined, but for now they are the best anti-commander squad. And their fire ability is really something! As well as their grenades.

You also said:
"...at long fights GK usually looses initiative due to dreadnoughts having the only anti vehicle weapon (lasca cannon) they can produce while their infantry is only able to coop up to a degree till the AI spawns dreadnoughts/killercanz/tanks and just move around on the middle of those melee units to make them pause their movement/attaks (since most of all GK troops are for melee or i'm playing it wrong). Would be nice if purgator squad or even purifiers gets lasca cannon or melta guns to counter play this.""
>> A design decision as well (nice strategy remark brother!) If the GKs were also good against vehicles... There was NO stopping them. Still, they do get the option to counter them, in melee! Hammerhand ability, and thunderhammers (available at T2) are the best choice by far. Not to mention that BOTH Interceptors AND Techmarines, get Melta bombs VERY early in the game.
Ah, and almost ALL squads can also be used as ranged ones - not only melee! Excluding interceptors, Purgators are the primary ranged squad, Purifiers CAN be a ranged squad, and so do Paladins, with the proper weapons. What I do, is use Interceptors/Terminators for melee, and Purgators/Paladins for ranged combat, most of the time.

You also said:
"...when adding brotherhood champion (from HQ) to an GK interceptor squad, they loose their teleport ability but comes back ones the champion leaves, later on tho when you finish to research everything this gets fixed but its rather annoying that they loose the teleport ability early when you haven't researched it yet."
>> It is a bit annoying I know. But it was DESIGNED so because a Tier 1 squad WITH teleport AND a commander attached... Is really OP. And if you think of it, HOW can a unit Teleport without a personal teleporter??? We intentionally made it so that the TP ability to work once the Brotherhood Champion also has his personal teleporter. As it should.

As you can see, we ALSO stumbled upon those issues - and what you see in the current implementations are the decisions we made for each :)

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Shuunsei
Shuunsei - - 6 comments

ohh, so those was intentionally put in.

Inquisition lord
Ahh I get your point here, but I was thinking of the grey knight "secrecy" where only chosen few could see them but i guess this version is alot better (another anti tank unit courtesy of meta bodyguard).

Strange Sound on Building Venerbale DNs
Yes the sound is so cool like it really sounds like its transmitting a signal onto home HQ, but the one i'm concerned of is the unit itself also has that strange sound when you attach/upgrade a weapon on that unit (autocannon/lasca/twinflamer/multimelta), the sound plays permanently if the unit is in your screen. I first tested the mod after release (yeahhhhh) then check out those shiny new troops, but i notice the sound on dreadnought that after upgrading one of its weapon, when the training was done the building sound stops (ok!), when the unit is on the field there's no sound too even when fighting but the problem was when you upgraded a weapon the sound starts to plays and doesn't go off.

Building Deep Strike for all-
No I was thinking like how the original IDH gk work, after making the building grey knights(the ones on IDH branch) could DS anywhere when trained, with ultimate force even terminator could DS, so i though why not the GK branch could adopt this to their tier 1 units after getting maximum research? also have them the option to go back to their building to be deep striked (or maybe just another building for that like orbital relay on spacemarines?).

Purifiers
Yeah last game I just went on and upgraded their bolters instead of fire sword, got better result compared to having them use Fire swords so i guess not having them teleport is fine.

Counter vehicle
Yup after some trial and error i just went ahead and spammed more interceptors and less purgator due to having those grenades. I also make my dreadnoughts wear lasca cannon and make them fight in range combat then let the rest go melee.

About the teleport, yeah I just found an easier way to do that,
Detach commander then let the interceptor use their teleport, then once they kneel down re-attach the champion back and viola! champion also gets teleported without having that upgrade.

I guess the only thing left i'm concern on is high power cost for the building and its tier one units are, they eat 80% of what was suppose to be savings to upgrade listening post (rip me for maps with very close starting location) but I feel this is also intended since leaving a gk to get a foothold already and got their research to add more troops to their squad is extremely hard to counter unless you have vehicles (walkers) that could intercept this.

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Gambit_1
Gambit_1 - - 2,537 comments

Inquisition Lord
Exactly, and the anti-tank bodyguards are really helpful, as you said!

Strange Sound
OK, this really intrigues me. I will check it asap.

Building Deep Strike for all
The primary IDH branch makes the GKs available later in the game - that is why they immediately get the power to DS from the building. Moreover, the IDH branch has two GK suaqds, not 5!!!
In the GK, we have them ready from T1 - and as I sad, being able to DS troops like GKs so soon, is very OP. Remember, Termies, Paladins, the Termi Commander, the Librarian and the Apothecaries ARE able to DS from the GK building, just like in the IDH!

You also asked:
"Why not the GK branch could adopt this to their tier 1 units after getting maximum research?"
>>This is NOT supported by the engine! A building CAN, or CANNOT Deep Strike. In the IDH branch, the GK Teleporter CAN Deep Strike DNs from the beginning - they are just NOT available!

About the Brotherhood Champion teleport, you said:
"...yeah I just found an easier way to do that, Detach commander then let the interceptor use their teleport, then once they kneel down re-attach the champion back and viola! champion also gets teleported without having that upgrade."
This is an engine exploit you used!!! :)

High Power Costs Everywhere
Also designed to be so. The GK branch is NOT like the other vanilla branches. It is MORE rigid, MORE costly, because... It is more powerful! I liked to make the Grey Knights as powerful as they should be, and the only method to keep this balanced was to increase costs. Both time costs, and resources costs.
It is FAR from perfect of course. That is why the race is fully playable - but still WIP. :)

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Shuunsei
Shuunsei - - 6 comments

ohhhh didn't notice libs and apothecaries could DS too, i just let them stroll with the squads due to same movement speed or just jump teleport them to attach to squads.

"This is NOT supported by the engine! A building CAN, or CANNOT Deep Strike. In the IDH branch, the GK Teleporter CAN Deep Strike DNs from the beginning - they are just NOT available!"
>> i see, sad to see that we can't have reinforcement raining down on the field at any time (idk if we even need reinforcement at this point when the army is fully upgraded).

I'm looking forward to WIP for gk, so far i haven't tried doing other tactics yet and now testing unification to dish out fights against other races. thanks so far for the cool new branch brother Gambit_1! :)

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Gambit_1
Gambit_1 - - 2,537 comments

Heheheh excellent!
Thanks for the interest and your support brother Shuunsei :)
Remember, if you find any issue or have any suggestion please report it.

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Predalienator
Predalienator - - 1,327 comments

Well looks like all the important things have been discussed already, might I add a request for more uniform textures for the new GK to better match the old GK?

The new ones look kinda dull.

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Gambit_1
Gambit_1 - - 2,537 comments

Well, we were in the process of doing exactly that - a full texture update for the new branch.
But... Some RL issues intervened and our texturer was not able to continue. :(

The current textures are "acceptable", if you ask me. But we have that in mind. If the opportunity presents itself, they will be updated, brother.

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Predalienator
Predalienator - - 1,327 comments

Yeah the textures are acceptable, nice to hear you guys have plans on updating the textures anyway.

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Gambit_1
Gambit_1 - - 2,537 comments

Plans, but no dedicated texturer... :(
I tried to do something myself in the past, (see for example the Techmarine and the Stormraven), but I an not nearly as good.

We need one of the pros of the community.
Let's hope...

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aaaaasds
aaaaasds - - 8 comments

I try to run the mod, have everything installed, but it just says "Failed to activate requested game." I don't get what the issue is because other mods run fine.

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Guest
Guest - - 688,627 comments

I need mp3 sound files. Seriously, every FDA sound converter I've found is garbage, and I'd really like to use the sound files for an SC2 mod I plan on making. I'm not planning on making profit from them.

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aaaaasds
aaaaasds - - 8 comments

Failed to activate requested game.

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chaosgreaterdeamon
chaosgreaterdeamon - - 1 comments

i was wondering if it was possible to upload the same mod in exe instead of 7zip? thanks

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CharlieChill
CharlieChill - - 138 comments

I hope they get stronger than in the first version ...I love the models and the music so the voices...the mood look real professional...But I have always found the Grey Knights and Inquisitors forces weak against the units of the Chaos Demons mod.

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Guest
Guest - - 688,627 comments

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