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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My IDH feedback, suggestions (With pics and links) (Games : Dawn of War : Mods : Ultimate Apocalypse Mod (DOW SS) : Forum : What do you want to see in the future? : My IDH feedback, suggestions (With pics and links)) Locked
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Battlemage1
Battlemage1 Inquisitor
Oct 2 2015 Anchor

Good day, ladies and other soldiers

For past month I have been studying Inquisition Daemonhunt faction in the Ultimate Apocalypse mod, untill this very moment. I had to say that it is a great faction, one of the most powerful in late game, mostly because of it's Chamber Militant - the Grey Knights... And, ofcourse, one of the most pretty.

I believe it was hard to do it and make it work as good as it works now, but... I can't say that there are no problems at all. In this thread I want to share full list of my thoughts and suggestions.

I must apologize for my not perfect English, but I hope you can read and underand it without problems.


Inquisition Daemonhunt Bugs/Most Valuable Problems

  • Every time, always, Inquisition has only bodygards, when starting with SP/Elites/transports.

  • When Inquisitor's Psyhic Aid addon is active and all relics forbidden, Inquisition can't build it's commander vehicle - Land Raider Deamonhunter.

  • Inquisitor Lord can't get into any building or vehicle without attached squad.

  • Inquisitorial infantry can't shoot from their bunker barracks, while IG can. But both structures share the same model.

  • Maintainance servitors don't have building animation. They only stand and wait untill process is complete, being melded with other servitors models during all operation.

  • All Inquisitorial vehicles can't be loaded into Valkyries, while IG can load even tanks. Please, fix.

  • Assault servitors don't have their own models in-game, so they use maintainance models. But on their pic they have their own models. Also, they shows up with builded commander.

  • Deathcult assasins can't take minor commanders.

  • Razorback armored transport don't have assault cannon/psycannon in-game, while it has it in Army Painter.

  • Inquisitorial barracks and Valkyries/Vultures share color scheme of 1st IG faction in match, doesn't matter it acts as friend or foe. If there is no IG, so barracks and planes use normal faction (Inquisitorial) color scheme.

  • Grey Knights transporter can't cease fire, even if in green mode.

  • Inquisitorial Archivists are vehicles, so they might be killed easily with any long-ranged anti-tank attack, like SoB's Exorcist's missile ability. So, all archivists dying very fast and there is no other way than use servitors for 1 infantry cap. By this, I can state that the Inquisition has most ineffective and vulnurable main builders in-game. Please, make Archivists infantry only or delete cap requirements for maintainance servitors.

  • Inquisitorial Archivists can't get into Valkyries, but they're not bigger than IG Sentinel. They also can't get into any other vehicle or building (to b deepstriked).

  • Inquisitorial Naval Melta (From Astra Telepatica) has too low damage to be valuable ability with such long cooldown. Please, increase damage greatly or decrease it's cooldown to be even somehow effective.

  • Inquisitorial Whirlwinds have problems with target lock. They engaging own target even if I'm ordering them to engage something else. After 100500 cliks they finally responding.
  • Heavy Bolter turrets and Damocles for sure do not detect broodlords, particularly bad when several grey knights squads cannot engage - however the Brotherhood Champion can pick them up (by 1stLtAlpha)


  • When upgraded the Chimera with the flamethrower, they dont update their range ( to a closer one ), this means that when you order them to attack a non-near enemy, they will just stand far from it and dont attack because the Chimera is trying to shoot with the startup range and the flamethrower dont reach that far. This also happens with the personal Lord Inquisitor's Land Raider when upgraded with the Phobos cannons, but this should be noted because also sometimes it wont shoot anymore in any range.
  • I dont know if it's a bug but Bodyguards start with a frag grenade even though it wasnt researched.


  • The Land Raider's Machine Spirit ability doesnt have its effect in all Land Raiders so this means they can be damaged and can be destroyed while in it. I dont remember exactly in which Land Raiders this occurs but more than 1.


  • Vulture Gunships get stuck in some impassable terrain if you order to bomb a location while over impassable one or if you order the plane to jump to it. It is true you can get out of it jumping again but in any case this shouldnt happen.


  • While having selected a deepstriked turret, the Stop-Fire button will change to a missing texture if some enemy race uses some disabling ability over it or the get-crazy Chaos one.


  • When ordering a builder to build something, the building-under-construction-zone will be almost impossible to catch with the mouse while the building-descending-from-sky-animation is happening. This means you will have a hard time telling another different builder to go to help when the building hasnt landed yet. (by caribpa)


Inquisition Daemonhunt Illogical and Strange moments

  • Inquisition can't upgrade it's vehicles equipment and abilities in cost of increased healt ot damage. So, all Inquisitorial vehicles are narrow specialized a mostly
    ineffective in specific situations. So... player often has no other choice than only seat and wait untill Grand Master and Paladins built.

  • Grey Knights and Chaplain transporter abilities have too big delay, while SM Force commander has not. Please, decrease delay or remove it.

  • Inquisition can deepstrike turrets, which use IG concrete bolter models. I suggest to change them to tarantulas from TW v.1.00.19. Those tarantulas might be
    armed with powerful laser, effective against both infantry and vehicles. But... in cost of it's health points and armour.

  • Inquisitorial Vengeance Titan plasma cannon shot effect use turbolaser animation (blue beam), not plasma blast as it should.

  • Inquisition use IG barracks model, while it has it's own beautiful Inquisitorial Watch model. If IDH can't shoot from their bunker anyway, why don't get Watch model back? Some extra models might be placed onto top tab, as Daemonhunter. Or: Inquisitorial Landing Pad (from TW mod) might be used for vehicles building and deepstrikes, while Watch will be infantry only depot.

  • Many Inquisitorial researches show up on tray only after Grey Knights trasnporter was build.

  • Inquisitorial wall use old model on its pic, while in game we have another one. It would be good, if you'll add second, more durable type of wall.

  • Inquisitorial deathcult assasins don't prove themselves as an effective tool to kill enemy commanders. Their melee specialization is nothing more than show off for unskilled players.

  • Inquisitor Lord's Dark Commandment is something like psy-control ability, but it works only on daemons, so it is useless in half of time. It would be great, if it would work on monsters and infantry.


Suggestions

1) Change Inquisitorial Land Raiders

Have you ever seen difference in size and style between Daemonhunter and other Land Raiders? It's really strange on my opinion, so I've wasted some time and found a good replacement choice. There are even usual Space Marine on top. I suggest to change them by Land Raider models from Titanium Wars mod v.1.00.19.

TW version Landraiders use more traditional textures and models, have grey knights on top and even some replacement choices.

Better Phobos (Not so dark, not so different from Daemonhunter; has grey knight gunner instead of usual spacemarine; has missile tube)

Better Reedemer (Medium quality model, but perfectly fits to all pack)

Better Crusader


2) Add hunter missiles for both Inquisition and Imperial Guard. You may see it as ability on upper screens. All needed vehicle textures and effects also might be found there. It is a good solution to improve light vehicles (like chimera or razorback) anti-tank combat effectivness. Ofcourse, I suggest to add them as close combat solution more against defilers and dreadnoughts, than real tanks. Not light transports can't do anything against armoured enemy at all.

Razorback with Psyannon and hunter pod. It is more effective than one poor flamer - trust me )


Chimera with Hunter pod. More like IG variant, so it could be used there.


3) Add Vindicare and Everesor assasins for IDH as minor specialists (in IG case). It's strange that Imperium secret police don't use their services in mod, proudly called 'total convertion'. Both assasins might be added on top of Inquisitor's tower or barracks menu. Now this faction heavily lacks of snipers and really long range units to deal with enemy specialists without significant casualties.

Everesor model might be found in TW as well.


4) Add Leman Russ tanks

While usual space marine on top of usual space marine predator looks strange (and where is it's chapter I must ask?), I suggest to change 1 predator to 2 Leman Russ variants.

They will have worse characteristics than predator, but their cap requirements and overall cost would be lower. Also, they will have hunter missile ability and upgrade choices. Also, Lemas Russes are most common tanks in the Imperium of Man and most likely that the Inquisition will use them as Inquisitorial Guard (read Eisenhorn: Xenos, Malleus, Hereticus) support.


Inquisitorial Executioner

Inquisitorial Annihilator

5) Add Grey Knights Librarian as grey knights support hero (heal, defence/speed/damage improvements). Anyway they're more like subfaction.



6) Add Tarantula turret from Titanium Wars mod, Inquisition Daemonhunt faction. It is a good replacement for current deepstrike bolter.

I suggest to add 3 weapon variants:

Bolter (Basic) -effective versus light and heavy infantry

Missiles (After Upgrade) -effective versus vehicles

Laser (After Missiles/or after Frey knights transporter/or after Tier IV) -effective versus all, except titans and similar super-heavies. Like SM laser towers or IG supression squads.


Choice of Links (You can get TW last version there).

Rutracker.org

Dropmefiles.com

Yadi.sk

Edited by: Battlemage1

Oct 2 2015 Anchor

These landraiders looks much better than now.
Hunter missile is good. If they will make it, there will be much less painass in midgame than now.

By the way, good idea about Leman Russes. Predator is not for the Inquisition.

Nov 13 2015 Anchor

Noted and will look into this thread. Thanks!

Hopefully most will be taken into account for 1.85.

So about the Land Raiders, they will not be added to the UA mod as our Land Raiders are of our own. TWM please do not use as a source next time, we do not really take models from that mod anymore. Thanks for feedback!

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