8 new races, new units and features for the original 9 races. With the mission to bring all races to Dawn of War, in the style of their Codex, drawing inspiration from the Table Top Game. The complete collection of the Codex Mod to date.

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Space Marines Balance and Bugs (Games : Dawn of War : Mods : Codex : Forum : Bugs/observations : Space Marines Balance and Bugs) Locked
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Jun 8 2012 Anchor

I figured each race should have its own thread hm?

I think the Devestator Plasma Cannon should be looked at. Try ground attacking with it it seems there's no explosion and it might not be doing the damage its supposed to. Shouldn't the PC have an explosion with knockback?

Jun 8 2012 Anchor

There's a small explosion, but I agree, I think it should be improved with a knockback and higher damage vs everything.

Jun 9 2012 Anchor

mh, yeah good spot on this. Ya want the type where enemy troops are scattered about a bit afterwatd disrupting them?
I'll look at the damage, it's very focused on certain things at the moment, and yeah, balancing out probably better
Increased moral damage if scattered too?
(things like this are why having loads of marine varient armies is bad, can you just change once, nooooooooo.........)

Jun 9 2012 Anchor

Yeah, sounds good for all the things you mentioned. Good luck ;)

Just a couple of things about the Chapter Master. Him, combined with his 4 Honour Guards, have less health than (for the Ultramarines doctrine) the 4th Company Captain and his segeant bodyguard. Surely just the CM by himself should have more than the Captain and sergeant combined? Also the Chapter Master (for Grey Knights, aswell) seems to slide sometimes when attacking. Thanks.

Jun 9 2012 Anchor

ok, couple of things to check on that then. Shouldn't really have less health, but there's the research buffs, and the heroes things to check. OK have a look

Jun 9 2012 Anchor

Thanks. It's after all hero researches.

Jun 15 2012 Anchor

'Word of the Emperor' and 'Weaken Resolve' researches at the Sacred Artifact building appear to be useless because the Chief Librarian already has them when he's built.

Jun 16 2012 Anchor

ah yes. hangover from previous version. Fixed (ie must be researched again)

and the lightning power needs both now.

Jun 30 2012 Anchor

New Space Marines Terminator Thunder Sheild has missing texture.

Jun 30 2012 Anchor

Does it? I'll pass to the arts and crafts department to address

oh, yeah. that's horrible isn't it. Wonder why no-one spotted that before, if I paid the testers, I'd have to sack them! But I don't so it's all good, sort something for 3.3 ;)

Jul 16 2012 Anchor

When playing Dark Angels Race (possibly Space Marines), after you build Machine Cult there is a thin black line whenever it is onscreen that goes from the building to the bottom HUD. Might be a bug.

Jul 17 2012 Anchor

It is, but it not mine............ :)

Aug 16 2012 Anchor

BA and DA commanders ( the one with jump packs ) should be able to attach to assault squads. imo :D

Aug 16 2012 Anchor

The problem is with the game engine on that mate. You allow attachments or not, so everyone can attach or no-one. Can't specify allowed squads, so any of the non-flying commanders could attach, then the jump is determined by the squad, so they all jump. Looks a bit stupid then..............

Aug 16 2012 Anchor

oh man that sucks.

Imagine Lord Commander w/o his own guard. :( They should've made it like what you did with UM Chapter Master and IG Commander. (spawning there own "appropriate" squad)

Edited by: bsgodlike

Aug 16 2012 Anchor

There is always the possibility of a command squad (as you said, like the IG). However, this would require the BA and DA command squad models and textures. There may be something we could borrow for DA, if we asked permission from the DA race mod, but we'd have to do the BA stuff from scratch (we don't and never will have permission to the BA race mod). As you can probably imagine, Dante's guards are no easy feat to make. ;)

Sep 1 2012 Anchor

I tried to get heavy armour deployment so i could get land raiders and titan but I cant find the icon so I can research it. I think the machine cult build bar is too full so it wont show

Sep 1 2012 Anchor

you just playing 3.0 complete without the 3.4, was a problem in that, but fixed straight away. and put into hq too..................

Sep 11 2012 Anchor

Here's a suggestion: in my own mod i made (never released because nobody will play it anyway) I borrowed from DoW2 by getting rid of the non-codexy skull probes and adding scout sarge's as detectors. It works nicely IMO and makes scouts more useful than just cappers.

Sep 11 2012 Anchor

I like. Nice idea dude!

Oct 30 2012 Anchor

Seems like the SM'terminators are a little bit smaller as compared to the normal SM's. .or is it just me? :)

Oct 31 2012 Anchor

Just you, me thinks ;)

Nov 3 2012 Anchor

No, the terminators are smaller (Confirmed, they are as normal space marines at height while reading the lore, they should be taller because of the extra genetical enhancement for wearing the Terminator Armour)

Nov 5 2012 Anchor

Some animations bug, SM commanders have a tendency to "slide" instead of running :P

Nov 5 2012 Anchor

They're just wearing Heelies or roller skates ;)

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