Adds Thomas Macabee from the Dark Crusade campaign to the Necron race.

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[d22m10y2023]:Fifth test upload of a mod I was working on a while ago; (Pariah Sub faction is probably slightly broken in this version with little real addition, but the WXP style Necron faction is slightly more completed.)

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True Necron mod [DarkCrusade]
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NikTheSad
NikTheSad - - 168 comments

I can't download my friend your mod :(

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Ezarik Author
Ezarik - - 245 comments

I'm sorry about that, it seems to have worked for someone else (it shows one download today)

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Spinoindominus
Spinoindominus - - 1 comments

Okay, generally? This is one of the best dawn of war mods I ever seen made by a single individual. But after some play testing I see some problems, pariah faction works great, but the winter assault Necrons ehh not so much. Mechanics that are in place are great, although the fact that only mercenaries are fast flayed ones is a bummer + less than a half of normal Necron lords artefacts are available. But those are nit-picks, from what I've this faction is extremely feast of famine, as it literally doesn't have an early game, the most optimal playstyle is to immediately rush all the possible scarabs and go straight to the nearest relic otherwise you lose, as on higher difficulties a single war barge is easily defeated by a couple of infantry squads, because most factions can reinforce faster than barge can kill them. I don't know what are your future plans but what I would propose to improve the faction is 1-Monolith should be the only relic restricted part of the faction, the fact that you cannot finish your tech tree without relic means that you're either rushing or are completely defenceless. 2-This faction NEEDS some kind of early game turrets and units, scarabs even 5 full squads lose against every single basic squad in the game and also serve as your builders, even when you build your barge creation of basic Necron warriors is far to slow to defend anything, and spawn squad of 4 is actually really weak, like can be killed in a couple seconds weak, you basically pray for the first 10 minutes of the game that no other player finds you and afterwards after you've made like 2-3 squads of Necron warriors a lord and a couple mercenaries, you basically are unbeatable. There was this other mod made really long ago for winter assault that tackled the same idea, it was obviously garbage compared to yours but it had mechanics that I believe could really benefit what you were going for 1-Monolith should reduce the cost of all units not only warriors, 2-You could make some sort of a research building that can be put on top of HQ that would allow you to buff the Necron warriors armour to that of Winter assault, but also speed and reinforcement rate, at a cost of making the basic unit weaker, 3-This faction desperately needs other buildings, as mentioned previously i would say that it needs: some kind of a special turret, maybe from the parts of the original monolith model like you created the barge; Some generators, maybe make them based on chaos generators but with parts of the monolith model, i could recommend that those generators could have a repeatable upgrade that converted factions requisition into energy; and lastly the above mentioned research centre, with a tech tree for 2 key features, 1-Necron warrior upgrades, the should start out a little bit weaker than pariah Necrons and end up as faster tougher winter assault Necrons and 2-Speed, EVERY and I mean it EVERY single advancement in this faction is sluggishly slow, I know that remaking crusade Necron mechanic would be boring so I recommend a repeatable upgrade like what vanilla factions have as their HQ and by speed I do not mean only movement speed like barge or the monolith but also the research and unit creation, maybe some upgrades should be locked behind relic, like basic Necrons units having teleportation ability. There are also some bugs with the faction for example, sometimes barge randomly stops on nothing and cannot move unless teleport is used, if you build special post upgrade before finishing post or the generator, you won't get their benefits unless they're destroyed for you to build them again and finally, units that you create with the monolith always take melee defensive stance, no matter what stance the monolith, barge or the HQ has. And as a final note what I think would be a creative WA Necron starter unit could be a squad of wraiths with pariah weapons and weaker stats, as this faction only has 1 real melee unit (heroes don't count) a fast brittle melee attacker that reduces HP of enemy units and buildings for warriors and different monoliths to finish would be cool, and could also be a threat on their own in big numbers, maybe the could be requisition only units that have low HP and cost 1 infantry slot, and one of the major upgrades in the research station would be to increase HP of all Necron units the lower the level the more HP it gets so wraith would have their squad HP doubled for example and each stronger unit would have lesser increase. But that's my digression, I would also highly recommend contacting UNIFICATION SOULSTORM mod team, I believe that your faction would be a highly appreciated addition to the biggest mod for this series of games, and their mod team could help to polish your DC version. That's all, I really enjoyed the mod and hope I wasn't too critical!

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Ezarik Author
Ezarik - - 245 comments

Thanks for the feedback :) , I really appreciate it, I still haven't come close to finishing either race but I agree these necrons have some issues early game, (thanks for confirming for me that it becomes a bigger problem on higher difficulties) , (I think the pariah faction still doesn't really add much yet, but if I can get around to it, then hopefully there'll be a lot more troop options for them and more stuff for the necron faction too (the trick with these necrons is to use the orphadean flenser mercenaries as ambush troops, keep them in reserve and drop them directly from the fleet-link onto any enemy squads which you encounter, then send them from the hq back up to the fleet link, I think another way of dealing with enemy scouts early game was that the full set of scarabs can be made to attack a target together (each one can deal up to 3 attack scarabs worth of damage, so all together they can semi-reliably swarm enemy scouting troops in an emergency)) (I'm not sure what makes the warbarque get stuck either but I also encountered this problem once ore twice) , I'll see if there's some way of stopping the buildings from going on top of incomplete structures, too :) (I intended for the player to use the warbarques as transports for their troops, stop and unload them when they encounter enemies, then reload into the warbarques and continue) (by the way, try the campaign if you didn't already, necrons and pariahs are both independently selectable, with their own starting locations, necrons don't have a proper stronghold map yet though, but you can play as them to fight against the chaos stronghold, and possibly the ork stronghold too (I think I probably didn't setup the other strongholds yet)

(also thanks for reminding me, the other necron artefacts are coming soon, I need to get them ready, veil of darkness for example will work more like in tabletop, letting 2 squads come with the necron lord and be dropped into combat when needed (a little invulnerable portal type thing will follow the necron lord around basically, similarly resurrection orb will be automatic but have relatively closer range, again to be more like the 3rd edition tabletop version))

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