Do you have any time table for this mod? My fingers are itching for happy gasmask noises.
Do you have any time table for this mod? My fingers are itching for happy gasmask noises.
I must admit that this mod asks me to play dorn first and BT later. Like seriously! This is a scrin faction with slower respawn rate. I can't make a meaningful assault until the fifth or sixth minute.
No release yet! Sadded.
No Russia or ECA challenges?
Why are the missions for this faction a bit too hard? I Mean both Zhukov, Alexander, and Orlov felt like fighting against brutal enemies in less than 4mins.
Is this intentional?
Ahh op? Can you help update this to 2.3 wolfe? Is there any text files to edit or something?
That's not overweight! That's obese! Fat! I'm overweight! But I can still wear Lancelot's plate armor just fine.
Damn it! I'm getting a boner for this! Where did you get your models btw? And also if you're making sound files, a little bit of radio distortion would help, makes you feel like you're really in Krieg.
I'm sorry but this could end up being a harsh critique that it could be a rant but this mod had a lot of problems fluff-wise and gameplay-wise. For one, the elysian drop-troops from the Imperial guard comTower. They can't drop on the enemy and instead drops on you turning them into mere stormtroopers instead of paratroops and I tried the transport aircraft that can't carry people and constantly had a useless tank attached to them. Second would be the ill disciplined and overpopulated mordians. They can't shoot in formation and acts like a slow firing Imperial guard squad, the only redeeming part is the nonfluff ability to gather a ridiculous amount of troops worth 1 understrength platoon in a single squad. Guardsquads are only supposed to be ten for a reason, and I tried modding before and found what happens if your squad had atleast 20troopers: they sucked, only 10-12 people fired and the rest are freeloaders. And also, disciplined fire is not something you can achieve in the game, I tried it before with modding tools and I got a second at best per delay last 2019, they still shot like Freikorps. And next is the DK, and need I say more? Morale and heavy-special weapons. I got my four squads trashed by just a squad of necron warriors and a destroyer for not being able to carry heavy weapons, and trust me it sucked. I kind of hoped you atleast gave them the chance to equip a single plasma or flamethrower and I'd atleast be satisfied because in the tabletop that's already a thing.
If there's a hope for a new update, I'd recommend to remedy these issues. And also the Mobile bunker mk4, why was it in the Imperial guard when the DK was in the Steel Legion! That's their traditional tank! If I were to be asked for recommendations I'd say:
Delete the Mordians or cap them at 10-12 per squad, give them a morale value of 500 at the start, and give them the damage of a scout marine with a sniper rifle and everybody the firing rate of a vostroyans scout. That way they'll be a sight for sore eyes.
The DK would be better off without morale but that never worked as I tried tinkering the Steel Legion mod into a DK mod only to find extremely demoralized troops that never listened. So I'd recommend a starting morale value of atleast 500-800 if possible for fluff value and atleast a single flamer-plasma option for added oompf. Their hotshots aren't that good in the game, they sort of sucked especially against necrons.
I have no problem with the catachans and Tallarn other than that the Catachans didn't have the option to go stealth as they should during infiltration missions which I would recommend for the imperial guard.
Hope this gets heard.
I can't seem to make this version work with the Steel Legion Ss mod. I didn't consider downloading the new version yet but any suggestions?
Been trying to make the SS version work with unification but it doesn't help.
Any suggestions?
How to make outpost!!!
Is it possible to make a fully functioning player faction or even add a feature to add new player made villages, forts or camps in game? I've been thinking about settling in the border princes for a while. Btw transfering your capital as an independent faction is not possible in this version. Tried it after a reconquista but I never managed to transfer it from a castle to Miragliano.
Is this mod capable of supporting an independent kingdom established by a player? I tried to do an estalian reconquista but found that I can't change change my capital.
Can someone help me with this one?
Only one problem,the game lags surely if you create your own kingdom with a 4gb processor.
Can this work on the stand alone version of DOW:SS?
I can't play this on my DOW SS 1.0. any suggestions?
Is this compatible with Unification?
What does it add if you don't mind my asking?
What unit does it add Really?
Can somebody give me a valid battle tactic with this faction? I keep getting overwhelmed by the orks whenever I play till mid game and the near incapability of most infantry units to reinforce gives me a headache when facing a massive horde in the middle of the map.
(I'm a guard player btw and so my tactics usually leans towards attrition and standard pre heresy DuskRaiders tactics.)
Is this playable with Unification mod?
That's part of the lore,breaking their morale causes Pyromortis which makes them cut through nearly everything like butter but kills them slowly like poison. You need to ready a rhino for evac after an engagement by then otherwise you'll lose a squad.
I played this mod since the beginning of the quarantine and I must say, I always end up sidelined while playing this mod. You can't really beat an enemy detachment alone with this current version. Sometimes the only way to win is by supporting a single army while outnumbering them two armies vs one.
I must admit, lorewise they were never an established race. Denying them heavy defenses is a Good thing since they seem to just appear out of nowhere. However the problem starts with unit production and unit abilities. The Marines in general are only capable of dealing massive damage when they are demoralized and experience Pyromortis or during late game after the Stealth upgrade is bought and to bear in mind that they are constantly outnumbered which makes it harder to even cause damage.
Honestly I would like to suggest lowering unit caps/unit production time or the addition of personal teleporters for all bipedal units would be a far better update. I found it troubling that sometimes you have to send three outriders for harassment duty as you wait till a single, undermanned, slow as hell tactical marine squad to make it out on the front lines only to learn later that you will be defending a LP or otherwise your Gate could end up collapsing. It's established that LOTD engages an enemy if the Imperium needs a win and they appear in less than a hundred but smacks the heck out of nearly everybody. With this mod, you're the leech. You get smacked unless you had the IG.
With this in mind, the only thing I've found truly lacking is Production speed, unit caps and the special ability of the tactical Marines since they are the backbone of the force. We can comprise two for one like faster production but 5population for a tactical squad or just 3pop for +5 more seconds production. Or just screw those two and give them teleporters, they were known to appear and disappear after a fight BTW.
The "Just a figment of your imagination" skill is only helpful if you play easy-standard while early to mid-game but it sucks after it gets harder when the AI uses massed infantry tactics not to mention their current mobility leaves you scrambling with either a queuing a rhino or a dreadnought.
Anyway, how do we combine this mod with stronghold mod. I've been trying to test the Black Templars.
Herrstracken
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