Thing is, you are free to add whichever race mods to it, but in the end we are not gonna support them in any form; mostly because we do not want to fill it up with races and creating a mess.
The Veteran Superiors dont have any weapon replacement, so they only have the Power Sword and the Plasma Pistol. We cannot alter the models. One of the things I was on about was to stay away as much as possible from the Space Marine weaponry, so the vanilla model had to stay in thanks to her Inferno Pistol upgrade.
For the rest of the units, they are not gonna make it due that they dont have any role which has been already taken by other units.
To begin with, Tau in vanilla (or unmodded) only have one possible way to win, which is spamming Fire Warriors thanks to their overall damage and insane range. Due to damage and armor-wise, Kroot Warriors are not efficient enough as well as Stealth-Suits and the like. Another fact is that ONE single path has more bonuses than the other, which doesnt make sense from a design perspective.
In the mod however, Kroot may look weak; however this changes drastically through several factors.
- The reinforcement as a support unit like the Kroot Hound. Has a different armor type which helps a lot to surive them in several situations.
- Cannibalism: This ability helps them a lot by further granting and HP regeneration and combat damage boost.
- In later Tier, Kroot Shaper plus the Leap ability makes them almost incredibly unstoppeable due to his combat damage and further increase of survivability armor-wise.
No, it doesnt. The Dark Crusade version was the one that really featured them (there was one from "behind the scenes" which included a lot of changes from the public version. The difference is that the main developer of this mod along with some others offered help (big one) regarding code and gameplay/balance ideas. The mod creators from the WH mod managed to get a deal under (heavy) restrictions.
Long answer: I could, but the model lacks for the most part visual wargear, let alone her weapon upgrades which were not the options I want for (despite that the vanilla model uses the boring plasma pistol and energy sword, glad that it has another pretty different).
It doesnt mean big nerf to Necrons but more like complete changes.
To begin with, for a Necron player you have to actually place a "slag" piece in order to place a generator above it. Why it has been made?. For two reasons:
The first one to prevent the Necron player the so famous generator farming which added a lot of energy and made him almost unstoppeable. The second one to add a defense meassure, as these buildings provide a Line of Sight nerf and accuracy nerf to those enemy units who might attempt to attack. It also gives the Necron player advantage to attack from nowhere, by teleporting the Necron units near such Generators or Listening Posts.
I am working on a hotfix, I do not know how much it will take, but you, dear user, you can have some input in this by voting here: Z15.invisionfree.com
About the decapitator bug: How odd. I thought it was fixed by just adjusting the same thing as the Missionarys Emperors Touch ability, seems that I got out of ideas. The Dance of Death ability cannot be removed from the UI, seems a problem from the engine itself, or something worse.
Who knows. Probably yes, probably not. There are some models which I *might* update (tactical Marines beign the very first). But for the rest, updating or replacing the actual models is not in my must-do list.
There is something else in my list which is a priority, well, two in fact: Getting Sob and DE sorted and add *censored* if I get permission to do so.
I have no intentions to change the turret, sorry. Right now the current one works like a charm. Will reduce its maximum range from 25 to 22. Will think in a way to get an upgrade to it, as I cant touch the model.
I have already prepared a new version for the future with some balance corrections aside of other issues, I have included your tooltip errors. Will check on the Exorcist, though I cant promise anything.
Babar was an user from the whole DoW community, managed to do a couple of maps for the Inquisition:Daemonhunt mod as well as working for Korbah (namelly beign a slave doing the Italian translation for his mod).
Any similarities with me are just completly null :P.
1 - Dark Eldar are in 3.59; SoB will be in the next version which will be released on the 25th of december.
2 - We are not going to change the scale of units. With the current one it helps a lot on the pathing system.
3 - For the units and all that, please check the FAQ I have created.
Facts do not equal to personal opinions, so far nobody complained about the design from the Tau from vanilla; they were designed to the player convenience(although it is true that one path prevails over another).
These guys have all the right to do what they plan, a good plan which is worthy to give them the benefit that they will do an awesome job creating something unique and flexible.
Trust me that is only one race mod that fits completly with the mod's ideas and sets it up totally different in comparisson with the others.
And a subfaction or Imperial race is not in the list, make a wild guess :3.
Nope sorry, its a very delicade question.
Thing is, you are free to add whichever race mods to it, but in the end we are not gonna support them in any form; mostly because we do not want to fill it up with races and creating a mess.
Next Version Details - Keep in mind that is still a Work in Progress.
Z15.invisionfree.com
There are no plans to add these units.
The Veteran Superiors dont have any weapon replacement, so they only have the Power Sword and the Plasma Pistol. We cannot alter the models. One of the things I was on about was to stay away as much as possible from the Space Marine weaponry, so the vanilla model had to stay in thanks to her Inferno Pistol upgrade.
For the rest of the units, they are not gonna make it due that they dont have any role which has been already taken by other units.
Not true.
To begin with, Tau in vanilla (or unmodded) only have one possible way to win, which is spamming Fire Warriors thanks to their overall damage and insane range. Due to damage and armor-wise, Kroot Warriors are not efficient enough as well as Stealth-Suits and the like. Another fact is that ONE single path has more bonuses than the other, which doesnt make sense from a design perspective.
In the mod however, Kroot may look weak; however this changes drastically through several factors.
- The reinforcement as a support unit like the Kroot Hound. Has a different armor type which helps a lot to surive them in several situations.
- Cannibalism: This ability helps them a lot by further granting and HP regeneration and combat damage boost.
- In later Tier, Kroot Shaper plus the Leap ability makes them almost incredibly unstoppeable due to his combat damage and further increase of survivability armor-wise.
No, it doesnt. The Dark Crusade version was the one that really featured them (there was one from "behind the scenes" which included a lot of changes from the public version. The difference is that the main developer of this mod along with some others offered help (big one) regarding code and gameplay/balance ideas. The mod creators from the WH mod managed to get a deal under (heavy) restrictions.
Not gonna happen, I explained it below.
Please for future reference, always try to read the Description as it says the following:
- Soulstorm 1.2.
- DoWPro 3.59 previously installed.
Short answer: No.
Long answer: I could, but the model lacks for the most part visual wargear, let alone her weapon upgrades which were not the options I want for (despite that the vanilla model uses the boring plasma pistol and energy sword, glad that it has another pretty different).
Mirror: Mediafire.com
3.59.55 is underway. ETA: 10 days.
Changelog - Z15.invisionfree.com
In the vanilla game, yes; however in the mod they werent.
It doesnt mean big nerf to Necrons but more like complete changes.
To begin with, for a Necron player you have to actually place a "slag" piece in order to place a generator above it. Why it has been made?. For two reasons:
The first one to prevent the Necron player the so famous generator farming which added a lot of energy and made him almost unstoppeable. The second one to add a defense meassure, as these buildings provide a Line of Sight nerf and accuracy nerf to those enemy units who might attempt to attack. It also gives the Necron player advantage to attack from nowhere, by teleporting the Necron units near such Generators or Listening Posts.
Lolno. Power generators are just designed to NOT be placed anywhere and to be placed strategically as a secondary form of defence.
Some little heads up:
I am working on a hotfix, I do not know how much it will take, but you, dear user, you can have some input in this by voting here: Z15.invisionfree.com
Let your voice be heard (or read or whatever!).
Simply unpack the file in your main SoulStorm folder. It will ask you to overwrite, just click on Yes and thats it.
About the decapitator bug: How odd. I thought it was fixed by just adjusting the same thing as the Missionarys Emperors Touch ability, seems that I got out of ideas. The Dance of Death ability cannot be removed from the UI, seems a problem from the engine itself, or something worse.
The rest of things are fixed though.
Who knows. Probably yes, probably not. There are some models which I *might* update (tactical Marines beign the very first). But for the rest, updating or replacing the actual models is not in my must-do list.
There is something else in my list which is a priority, well, two in fact: Getting Sob and DE sorted and add *censored* if I get permission to do so.
If you mean the official patches for SoulStorm you can find them on thepatchesscrolls.com
I have no intentions to change the turret, sorry. Right now the current one works like a charm. Will reduce its maximum range from 25 to 22. Will think in a way to get an upgrade to it, as I cant touch the model.
Aw, I sured missed your corrections <3.
I have already prepared a new version for the future with some balance corrections aside of other issues, I have included your tooltip errors. Will check on the Exorcist, though I cant promise anything.
Theres no autowiki for them - yet. They will have it in the future (which it will be a full release hopefully).
Mirror for those who might have troubles downloading it: Mediafire.com
Mirror for those who have problems downloading this file (and will help them to get 3.59.5)= Filesmelt.com
Babar was an user from the whole DoW community, managed to do a couple of maps for the Inquisition:Daemonhunt mod as well as working for Korbah (namelly beign a slave doing the Italian translation for his mod).
Any similarities with me are just completly null :P.
1 - Dark Eldar are in 3.59; SoB will be in the next version which will be released on the 25th of december.
2 - We are not going to change the scale of units. With the current one it helps a lot on the pathing system.
3 - For the units and all that, please check the FAQ I have created.
Facts do not equal to personal opinions, so far nobody complained about the design from the Tau from vanilla; they were designed to the player convenience(although it is true that one path prevails over another).
These guys have all the right to do what they plan, a good plan which is worthy to give them the benefit that they will do an awesome job creating something unique and flexible.
And now that I see it, why dont ya vote for us as MoTY 2012?. We will apreciate it!.
Looking for someone who can work on the AI for tweaks and something else. Interested people please contact me trough PM.
Babar? Wot. Im not him!.