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 | Locked | |
Thread Options | 1 2 | |
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? |
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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. |
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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? |
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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. |
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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 |
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Jun 9 2012 Anchor | ||
Thanks. It's after all hero researches. |
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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. |
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Jun 16 2012 Anchor | ||
ah yes. hangover from previous version. Fixed (ie must be researched again) and the lightning power needs both now. |
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Jun 30 2012 Anchor | ||
New Space Marines Terminator Thunder Sheild has missing texture. |
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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 |
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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. |
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Jul 17 2012 Anchor | ||
It is, but it not mine............ |
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Aug 16 2012 Anchor | ||
BA and DA commanders ( the one with jump packs ) should be able to attach to assault squads. imo |
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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.............. |
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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 |
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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. |
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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 |
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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.................. |
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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. |
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Sep 11 2012 Anchor | ||
I like. Nice idea dude! |
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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? |
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Oct 31 2012 Anchor | ||
Just you, me thinks |
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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) |
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Nov 5 2012 Anchor | ||
Some animations bug, SM commanders have a tendency to "slide" instead of running |
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Nov 5 2012 Anchor | ||
They're just wearing Heelies or roller skates |
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