Ultimate Apocalypse is a mod for Dawn of War Soulstorm, which aims to create the most diverse possible unit and faction selection within the confines of the original DOW engine. We strive to create the most engaging and balanced Warhammer 40,000 game that we can, without sacrificing the fun factor. From hordes of Orks to the towering Titans, you can always find a new way to play UA. We invite all of you to join us on our Discord server to keep up with the development of the mod!

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Imperial guard bunker mechanic. (Games : Dawn of War : Mods : Ultimate Apocalypse Mod (DOW SS) : Forum : What do you want to see in the future? : Imperial guard bunker mechanic.) Locked
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Jul 22 2016 Anchor

Hello there.

I am mostly an Imperial guard player because i do like to play defensive and well with artillery, a lot of them...

Right now and even since their introduction, the Imperial guard building are able to be garrisoned by troops to shoot back while being protected. Right now each build got a preset attack style that doesn't reflect the unit type in the bunker.

I would like to know if it would be possible to select the type of unit you put in the bunker and allow them to shoot with their own attack pattern. For instance having 3 Imp guard armed with Grenade launchers would shoot grenades from the bunker or setting heavy weapon teams doing the same.

Overall getting rid of the "standard" bunker shooting pattern to actually make the units you put in matter.

Jul 25 2016 Anchor

As I recall it was hardcoded and cant be changed but I may be wrong about that one, I have seen suggestions about that long time ago and I bet its the same thing as with units being loaded to vehicle with open top not being able to shoot their weapons. I am not sure if I understand that correctly but to have effect of garrisoned squad weapons shooting through windows You would have to add every projectile particles of all possible weapons garrisoned squad could posses to that building and code it so that building will:
- trigger that typical loadout depending on how the garrisoned squad is equipped. For every possible loadout (for example grenade launcher, plasma, plasma) there is a need of creating a group which will be triggered to allow a building to shoot with proper weapons reflecting garrisoned squad
- do a damage to enemy, taking into account the weapon loadout and its upgrades, buffs etc

So Yeah I am not a coder/modder but if I understand it and remember correctly, thats how it was explained to me years ago. I hope I am wrong anyway :P


Catz_Rule
Catz_Rule Uhhh....
Jul 26 2016 Anchor

Hmm, it sounds tough to do, but i think it could be do-able. Maybe if someone with DoW modding knowledge could drop by and check this, because i have a rough idea of sorts for how the coding could be done. Coding only though, I've never modded anything so wouldn't know how to make it in game code, could just make translatable to the game code.

--

Ummm....

Jul 26 2016 Anchor

You guys got it right, the idea is that the garrisoned units will shoot their own weapons from the said building.

Well not a coder myself but units can be "compacted" sometime when there is confine space like when you stack them in a crater of cover. Bunkers could act the same by "compacting the squads" to the size of the building and simply make the units invisible ( and immune to everything) to simply pop out when the building is kapout. Could also reduce by 1 the squad capacity for the barracks to make things easier ( i dont think 36 guardsmen could fit in a single barack anyways) since they now have more potential firepower.

Removing the attack animation of the building would be a must but at least coding the entire particle library to the attacks shouldn't be necessary if its possible to cheat like mentioned above.

Edited by: Bacl

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