Post feature RSS Dawn of Coalescence Overview

Summary of what Dawn of Coalescence has to offer. 59 Races Destructible terrain Defensive Structures.

Posted by on

List of Armies:

Adeptus Mechanicus
Alpha Legion
Armored Company
Black Legion
Black Templars
Blood Angels
Cadian Interior Guard
Cadian Shock Troops
Chaos
Craftworld Eldar
Daemon World Hosts
Dark Angels
Dark Eldar
Death Guard
Death Korp of Krieg
Eldar
Elysian Guard
Emperors Children *Thanks to Catwell.*
Executioners
Gaunt's Ghosts
Genestealer Cult
Grey Knights
Harlequins
Harakoni Warhawks
Imperial Fists
Imperial Guard
Inquisition Daemonhunt
Iron Hands
Iron Warriors
Kanak Skull Takers
Kroot Mercenaries
Lamenters
Mantis Warriors
Minotaurs
Mordian Iron Guard
Necrons
Night Lords
Orks
Praetorian Guard
Raven Guard
Red Corsairs
Red Scorpions
Relictors
Salamanders
Sisters Of Battle
Space Marines
Space Wolves *Thanks to Codex Mod Team.*
Steel Legion
Tallarn Desert Raiders
Tau
Thousand Sons
Traitor Guard
Tyranids
Ultramarines
Vostroyan Firstborn
White Scars
Witch Hunters
Word Bearers
World Eaters *Thanks to Catwell.*
(59 as of now)

Flyer Scar:

Flyers now automatically fall back to their designated point of origin or nearest building of the designated type. This is still in the early stages of development so expect bugs and dysfunctional behavior but when it works as intended it makes flyers an entirely new element of game play in that they have to be managed in different fashion than other units, with multiple point plotted routes being the standard method of employment.

Destructible Terrain:

Destructible objects on a given map are neutral entities until a player (ai or human) has an entity within a predetermined range of it.Once they have an ebps in that range the NEUTRAL entity becomes possession of the player, making it target-able by enemy players and thus destructible (yes you can even delete it like you would one of your own buildings),And finally once you have no ebps entities within X distance of a given map entity it reverts back to neutral state making it "claimable" by another army.

Defensive Placements:

Tank Traps: Stop/Slow and damage vehicles that hit them, can be camouflagedRazor-Wire: Stops/Slows infantry, does minor damage and reveals stealthed units, can be camouflagedSandbags: Provide damage reduction, small chance of not being hit and a heavy cover bonusShield Generators: Repel most enemy fire and keeps enemies from moving into the shielded area.Walls: Large redoubts common to such forces as the Iron Warriors and Imperial Fists, Walls not only provide excellent protection but help the defender dictate enemy troop movements.Trenches: Dug in defensive lines that provide fantastic defense against artillery to nearby infantry units and also provide said infantry with a tremendous advantage vs. approaching enemy infantry. The best infantry counter to this is using melee specialists+teleportation/droppod/jump packs/etc; to get right into the trench and get to grips with the infantry hiding there.
One final note, moment of infantry (both allied and foe) is slower than normal while in trenches.

Comments
moddlord1
moddlord1 - - 11,188 comments

very coool!

Reply Good karma Bad karma+4 votes
LordofGilneas
LordofGilneas - - 694 comments

Yes, I for one approve of it.

Reply Good karma Bad karma+1 vote
whiplash308
whiplash308 - - 65 comments

59 races? Good lord.

Reply Good karma Bad karma+6 votes
Guest
Guest - - 689,188 comments

59 races and you did not include Blood Ravens? That seems like an obvious way to get to 60...

Reply Good karma Bad karma+1 vote
Roderic2014
Roderic2014 - - 244 comments

These are the vanilla space marines

Reply Good karma Bad karma+1 vote
LordofGilneas
LordofGilneas - - 694 comments

damn, this will be one of those that's gonna take awhile? And also this mod will likely take alot of space.

Reply Good karma Bad karma+1 vote
Roderic2014
Roderic2014 - - 244 comments

I'm very intrigued in this gargantuan mod.

I notice that a lot of models are new and many of them make their equivalents in other well known mods pale in comparison. It's amazing. I'm not meaning at all that the others models are bad in any possible sense, though (plz, do not get offended, moddelers :) )

I have some questions that hope somebody may clarify me:

a) Do you reuse some content from 3rd party mods asking for downloading them separately as UA? For example I see some well known races as Black Templars, Inquisition Daemonhunt or Tyranids that do not need to be redone at all because they are well made imo; or to the contrary are all models and races made from scratch? I have recognized some SM models so I suppose that you have also asked for them, but I am interested in the amount of new content you provided and the amount of good old content you bring also.

b) In the same direction, do you grant compatibility with some other mods which can be combined like in Codex mod or are there incompatibilities like in Titanium wars or others?

c) Which is the degree of re-usability of models in all these races, or in other words, how many models are expected to be in art/ebps and how many units in attrib/ebps?

d) Besides memory storage, how demanding is in terms of RAM and videocard?

e) How is the progress in defining each race in terms of abilities, tech-tree, costs, play-style etc?

Finally, I just encourage you to continue with this awesome work. It deserves to be made.

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.