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The Mod isn't dead; I'm just busy.
Computer was hit by viruses... I think I'll start from scratch.
I think most folks take a look and think it's worthless without reading about it. Few people do more than skim if their attention isn't caught right off the bat. I know, I've done it before, and would have for this if I hadn't created it. This is partly why I was surprised when folks were interested. Thanks for the encouragement. If folks like the alpha of v0.01, I might work on this one on and off over the next year, instead of just leaving it.
I didn't think anyone would be interested; or my mod would go unnoticed for ages.
Note - all weapons using ammo or power require such to operate. This currently takes the form of requisition and power consumption.
Blizzard hit MA. Twas pretty at first, then the power died, and nearly a week of freezing showers. So, now that the power has been restored time to get back to work. - Eldar can now upgrade their seers through the melee wep chain, chaos now has all their HWs again, orks sluggas shootas and tank bustas have regained their flexibility. Eldar tech now operates uniquely, eg. scatter lasers are now like giant full auto shotguns as described in the warhammar40k wiki (like i said its only version 0.01 and I'm a beginner). Warp spiders can move incredibly quickly around the map, being able to make a great many shorter ranged jumps with their warp jump generators, whereas terminators actually teleport. Fixed the SM sergeant so clicking on him doesn't crash the game anymore. Further improved buildings, added lascannns to guard bunkers with the slots. Found out that the whirlwind isn't particularly good vs buildings, changed that so its frag missiles no longer have as much anti armour firepower. Now has a ROF of 1. Hell-fire dreadnaught now has frag missiles and AA missiles. Lascannon upgrade has been added back to the hellfire. Space Marine predators now start as tank killers but can be upgraded to fight inf., or a combination. Chaos preds', now start normal, get the chaos projectiles which gets rid of their ammo cost, and greatly increases AP, then can be upgraded with Lascannons if the player wishes. Oblitoraters are now Obliterators. HQ addons now give unique bonuses for that faction. e.g. The guards tier 2 HQ addon slightly increases HQ HP, also reinforcing hte HQ superstructure makes it takes less damage, and the "dish" now provides stealth detect in a significant radius around HQ; still have to test it though, and the tier three gives reinforced super structure again, more HP this time, and lots of LOS for the HQ. Lots of other changes. Will be releasing 0.01 for testing soon. AI still stinks.
The bottom line is that all "win keys" or "trump cards" are just temporary perceptions, reflecticing the lack of an adequite counter strategy.
Another one is when I was playing a 1v1 against another space marines on doom spiral. I never made much in the way of troops at first, I prefer to play cautiously. So he filled his squad cap with tactical marines and wiped out my 4. Conquered everything destroyed what of my base I had built, only thing left was the hq and the armoury for enough time for me to get snipers and stealth, while he was attacking, then I trained as many scouts as a could but had them set to hold fire till I had enough to barrage and decimate his army all at once, and thus deal a psychological blow to keep him at bay for a while. So needless to say he nearly destroyed my HQ, and it took 20 more minutes for me to rebuild but I had the advantage and monopolized it. He would send skull probes and the librarian every so often but I had enough scouts to knock them out before they did much damage. I went on to attack his base from all 3 sides with predators and tactical marines and scouts and win the game. He was friendly when he was winning, but his last message was simply "wha?". Its all about how you play, and you choose the faction with the strategic and tactical flexibility which you prefer.
I use the phrase "trump card" to refer to strategy developed by the players for one particular factions strategic and tactical flexibility - how the game plays.
Like when I was playing C&CZH with my friend a long while ago. One this one map as the GLA he had a strategy that allowed him to always win. ESP against Americans, whom I preferred. So, I played as the air force general and I figured out how to defend against it, starting with combat Chinooks to takeout his quad cannons and scorpion tanks etc., and then I slowly fortified. He had pretty much all the resource places, then built a super weapon. Just before it was ready to go off I sent some stealth Comanches between his defenses and ambushed it from the rear. I then proceeded to wipe his the majority of his base; which gave me the time to focus on capturing resources. He plays resource intensively. Since he lacked them, I was on a winning spree for the rest of the game. Another example is when my brother and I had a win ratio of 100% on WA multilayer. only 20-30 games, but we had a strategy for myself as space marines and him as chaos that always won us on doom spiral. Then we met our match against 2 chaos players.
ALso I will add new stuff, since I'm new at this and right now by myself i'm starting with the game play overhaul of whats already there. Regular dow was fun, far better than C&C, but still was rubbish compared to the classics (arn't they all though?). So, rebuilding current game play so it makes it more true to the story, scale not balence makes the game playable. Also you have to think in this one, cause there are alot of trump cards folks can play, like the orks using "the big waaagghh" ability which masse spawns orks, and so even though its only temorary and takes a long time to recharge, and only commanders and mega nobs have it, mega nobs arn't available for a long while till like 6000 60000 or something total pop cap is achieved. So you have to develop counters for such things, one is simply fortify and focus on hit and run against the ork bases early on, cause orks take forever to build up, but their builds are cheapo, can be destroyed by commanders with weps like the godsplinter hammer or force weapon, which now has a change to vaporize instantly, like it says in the manual which came in hte box. Raiding the orks although only works if your faction has resilient or powerfully inf early. So its a thinker.
It's version 0.01, I'm learning as I go. Right now just the basics, drastically revamping game play. The key to this mod is that it builds on itself. Eventually I'll consolidate the Imperium of Man, and then do the same for the other factions.
There were many more space marines before I hit them with my inquisitors smite and lightning arc. You can see how the lines were thinned.
Since research and upgrades and structures and armour now cost so much and take so much time you will find yourself specializing. If you are currently fighting lots of infantry you will develop your inf. fighting capabilities, not your tank fighting ones. So because it takes so long and so many resources it will be impossible for you to "tech up" rather you must choose where to use your resources carefully, in fortifying or mounting an offensive, advancing one tech line, or developing a new one, building a forge, (Lots of research and armour production facilities clustered) or sticking your toe into the next tier, scouting or seizing lots of territory quickly. You will never have the resources to do all at once, almost always barely enough to pursue 1 at a time. So, if your position is fairly stable, your current tech is working well, don't waste time upgrading your inf, you don't need to, all it will do is increase their expense and train time which will probably hinder your efforts, rather stockpile in case another opponent is pressing a different angle. You can never be sure which base or defensive line you should strengthen or how until it is attacked, and then you may require a different tech line than the one you had otherwise intended on focusing on. If the other guy uses tanks you must increase your AT capabilities, if he fields advanced inf. you must upgrade your inf. fighting capabilities. Having the resources, to respond adequately to the unexpected is paramount.
Stockpiling is important - fast paced, slow development - if you do not stockpile you will be caught with your pants down without the resources to respond appropriately. This usually takes the form of funneling troops to hold and repair a defensive line at the same time as queuing the production and research in your forges of armour and tech to combat the new threat. With out stockpiled resources you cannot respond in this way. You will not have the capacity to maintain the necessary defenders and research melta bombs, or que up basilisk production immediately in a nearby forge, and hold off the armour of your opponent just long enough to bring to bear your own. History shows those who constantly wage war with all their resources will lack the resources, manpower, capability simply, to respond to new threats or unexpected threats. As such, this is now included in the game.
Expanding doesn't have the resource gain it used to, expanding is important esp. early on for resources, however, conquering territory wont win you the game like it used to. HQs certain upgrades, and esp. HQ addons, will make up the bulk of resources, which almost entirely go into sustaining, so for the little extra push so you can advance your faction and continue engaging your opponents you must expand, otherwise your faction's development will be extremely stagnant. Also, the consolidation of resources, pop, main forces, and critical research in the HQ also makes it a prime target. Sieges of bases will constant - destroy your opponents HQ, cripple their faction. To take and to hold ground is difficult, and without expansion you lack the resources to do so. With the resources provided by your base and tech you can sustain or hold at bay opponents, but not both at once, or wage any significant offensive.
It's difficult to show changed game play in screen shots, videos too, cause my computer can only handle so much in the way of video, and the stock AI stinks anyways, but has lots of trouble with the new game play. Also, game is really fast paced, but slow to develop, its all about strategy, don't pay attention for a moment and you can loose and army; it makes it hard to play and capture good footage. Also, the current game play makes it about the player, their stratagem and tactics. Its no longer a race to the top. If your sharp, you can fight with folks in tier 3 when your still in tier 1. So it can easily get bogged down into hour long stalemates - trapped in the early tiers for lack of resources.
No new graphics yet, just completely new game play. The mod will eventually have an overhaul of this gameplay as factions such as space marines and imperial guard are consolidated into the Imperium of Man and other factions are added. For right now, its just a gameplay overhaul. Later it will be a total conversion. Mod has been tested and works well, then again its just me. Just waiting to upload it.