A high quality mod aimed to improve the base game of Soulstorm while also providing a new experience in how the game plays.

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New Armours! But Major Set Back (Games : Dawn of War : Mods : Redux Mod : Forum : Changelog : New Armours! But Major Set Back) Locked
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Jan 12 2020 Anchor

I'm designing an entirely new armour system!

Rather than adhere to the base game's rules, I've gotten a huge inspiration from the concepts found in the tabletop game and will be implementing them into a new armour piercing system. Three major components will dictate how a unit's armor will function:

  • Toughness: How resistant the unit is to damage. Tougher enemies will always take less APD but a weapon's strength can help even that number out (found within the tabletop rules). Units like the Greater Knarloc and Squiggoth share the same armour class as a Howling Banshee and Fire Warrior but have higher toughness, making them harder to kill in comparison.
  • Armour: How much damage a weapon can deal based on the unit's armor level. Since armour is now numerical, infantry, commanders and vehicles are pretty much on the same page; it just depends how armoured they are. The armour types are Low, Med, High, Heavy Med, and Heavy High. A weapon can have armour piercing ranging from 0 to 4. A Heavy Bolter for example has an AP of 1, thus its damage potential is boosted from Low to Med and diminishes in APD the higher it goes. A Meltagun has an AP of 4, making it most effective to Heavy High armour but diminishes in APD the lower it goes on the armour scale.
  • Class: What type of unit it is. This doesn't affect APD in any way and only serves to define that unit through keywords. This is merely to dictate how certain weapons and abilities affect the unit due to how the game is set up. This includes Infantry, Commander, Monster, Daemon, Daemon Engine, Vehicle and Aircraft.

Now with all of these criteria, the armour list is going to be enormous and if it wasn't obvious, any APD work I did do will be scrapped in favor of this new system so yes, this will be a major set back for the mod, but hopefully it'll bring something new to the table for Soulstorm. Instead of evenly distributing the work to every faction, I'll be just working on race at a time so they're at least playable in my game.

Jan 12 2020 Anchor

So with this new armour change, the weapons are going to work the same way as before you mentioned the APD work? Or the weapons are going to have an influence?

Jan 12 2020 Anchor
JC_Bomb_Expert wrote:

So with this new armour change, the weapons are going to work the same way as before you mentioned the APD work? Or the weapons are going to have an influence?

Nope. Weapons function more on a spectrum rather a precise armor type with Toughness reducing the damages to tougher enemies. The Heavy Bolter, for example, has a similar APD for a Living Saint and a Squiggoth and half that APD for a Land Raider. The Living Saint has higher armour but lower toughness and the Squiggoth has higher toughness but lower armour. The Land Raider on the other hand has high armor and high toughness.

Certain weapons like the Lascannon which have high AP and Strength aren't very good at Low armour but still do a decent amount of damage to tougher enemies in that class. The damage done to a Slugga Boy wouldn't be far off from how much it would do to a Great Unclean One, which share the same armour.

Edited by: Eranthis

Jan 12 2020 Anchor

But for example, the concept of making the plasma gun and power weapons a highly effective weapon against heavy infantry and less against light infantry still remains?

Jan 12 2020 Anchor

To an extent yes. When the AP goes up, the APD for armor classes below that are decreased, although plasma guns can deal just as much to vehicles if those vehicles are close to the heavy infantry armour type.

After learning of some limitations the game has, which is a 31 entry limit for its files, I've managed to condense the armours into a 30 count, sacrificing some of the potential vehicles had. Unfortunately this means that classes like commander, daemon, daemon engine and monster won't be fully realized, but we'll make do.

tp_infantry_low_1: Cultist, Gretchin, Mandrake, Farseer, Repentia, Kroot Carnivore
tp_infantry_low_2: Slugga Boy, Haemonculus, Vindicare Assassin, Plaguebearer
tp_infantry_low_3: Krootox, Grotesque, Karanak
tp_greater_daemon: Great Unclean One

tp_infantry_med_1: Guardsman, Guardian, Ethereal, Kabalite Warrior
tp_infantry_med_2: Genestealer
tp_infantry_med_3: Ogryn, Clawed Fiend

tp_infantry_high_1: Howling Banshee, Kasrkin, Fire Warrior, Servitor
tp_infantry_high_2: Scout Marine, Tactical Drone, Necron Warrior, Nob, Biovore
tp_infantry_high_3: Canoptek Wraith, Scourge, Bullgryn
tp_greater_knarloc: Greater Knarloc
tp_ctan: Night Bringer, Deceiver
tp_squiggoth: Squiggoth

tp_infantry_heavy_med_1: Dark Reaper, Battle Sister, Incubus
tp_infantry_heavy_med_2: Tactical Marine, Chaos Marine, XV15 Stealth Suit, Immortal
tp_infantry_heavy_med_3: Necron Lord, XV8 Crisis Battlesuit
tp_avatar: Avatar of Khaine, Daemon Prince
tp_bloodthirster: Bloodthirster

tp_infantry_heavy_high_1: Living Saint
tp_infantry_heavy_high_2: Terminator, Obliterator, Mega Armoured Nob
tp_infantry_heavy_high_3: XV88 Broadside Battlesuit, Warboss

tp_vehicle_low_1: Reaver, Wartrak, Sentinel, Raider
tp_vehicle_low_2: Penitent Engine, Wartrukk, Raven,
tp_vehicle_med_1: Weapon Platform, Land Speeder, Killa Kan
tp_vehicle_med_2: Predator, Basilisk, Falcon, Chimerae, Defiler, TY7 Devilfish
tp_vehicle_med_3: Baneblade, Monolith, Exorcist, Dais of Destruction
tp_land_raider: Land Raider

tp_aircraft_low_1: Raven, Fighta Bomma
tp_aircraft_med_1: Tempest
tp_aircraft_med_2: Hell Talon, Marauder, Lightning, Nightwing

Edited by: Eranthis

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