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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Skirmish Game Rule Additional Options (Games : Dawn of War : Mods : Redux Mod : Forum : Suggestions : Skirmish Game Rule Additional Options) Locked
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Jan 7 2020 Anchor

Greetings I've played your mod for several days and would like to suggest the inclusion of some additional skirmish options that other mods feature. I would like the inclusion of :

- A reinforcement script, it's more taxing to reinforce in your mod due to the increased population caps, while not being unmanageable. This would make the micro less intensive.

- An auto-abilities script, I enjoyed using it UA

Other suggestions

- The tau stealth teams when attacking structures cause an explosion which doesn't seem to fit with the laser type projectile. Could you make the impact effect more appropriate to the projectile?

- Could you increase the build limit of vespids from 1 to 2, could you please consider this I don't think it would be too strong.

Thanks for you time and consideration keep up the excellent work.


Jan 8 2020 Anchor

With those winconditions, I have no idea how they work or how they are scripted. Could be a chance they're not compatible but I'll give them a test. Not sure what you're referring to with Stealth Teams. None of them are "laser" weapons though as the Burst Cannon is plasma and the Fusion Blaster is melta. Regardless, those fx should be possible to replace since dow2 covered them before. As for Vespids, they're staying at 1 squad limit especially since they now have no squad cap in the current build.

Jan 9 2020 Anchor

I was talking about XV 15 stealth teams, I felt that their impact animations of structures are a bit jarring as it's an explosion however their projectile is a small rapid-fire laser.

I'm not sure what you mean about the vespids not having a squad cap, but it doesn't really matter too much. Thanks for your time.

Jan 9 2020 Anchor
Eternity6 wrote:

I was talking about XV 15 stealth teams, I felt that their impact animations of structures are a bit jarring as it's an explosion however their projectile is a small rapid-fire laser.

I'm not sure what you mean about the vespids not having a squad cap, but it doesn't really matter too much. Thanks for your time.

Yes, those are Stealth team Burst Cannons and Vespids use to take up 2 squad cap but like Grey Knights and the Seer Council, they'll be squad cap free (unless that was already implemented)

Edited by: Eranthis

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