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onard
onard - - 49 comments @ DoW40k: Firestorm over Kaurava

You can send it to me and I'll show it to the team.

Good karma+4 votes
onard
onard - - 49 comments @ DoW40k: Firestorm over Kaurava

What special skirmish rules are you using? Try turning AI scar on or off, plus the other special rules that point out they consume extra computer resources.

Good karma+1 vote
onard
onard - - 49 comments @ Beta Firestorm over Kaurava 2

In case you missed it, there is a new FoK version released here:
Moddb.com

With our own brand of Tyranids included.

Good karma+1 vote
onard
onard - - 49 comments @ FoK Beta 3 Public Release-Now with Tyranids!

I suggest you and your friend both remove all of the mod's files from your Soulstorm directory and do a fresh clean instal, making sure you have the same base files and are taking the same steps.

Good karma+1 vote
onard
onard - - 49 comments @ DoW40k: Firestorm over Kaurava

1-The Dark Eldar already are playable, with new abilities and converted stats. Not very sure what you meant by that question, perhaps you meant to ask if Dark Eldar are getting new models? We would like to, but our modelling resources are limited.

2-That's a somewhat murky question, since I believe the assets from those specific mods are not free to take. They have really good models and some members of our dev team suggested borrowing them, but others disagreed pointing out that reason.

Good karma+2 votes
onard
onard - - 49 comments @ DoW40k: Firestorm over Kaurava

The terminator leaders haven't been coded in yet. We still haven't reached an agreement on what stats they should use, since terminator armor for commanders is basically the same as artificer armor, which would be somewhat dull.

Good karma+1 vote
onard
onard - - 49 comments @ DoW40k: Firestorm over Kaurava

Most of the team has been really busy with real life matters on the recent months, and then we got some technical problems when trying to upload a new version to moddb. I uploaded a new public release to mediafire with tyranids included so that you can try it out right now. Link:

Mediafire.com

Good karma+4 votes
onard
onard - - 49 comments @ DoW40k: Firestorm over Kaurava

The mod is still being worked on but we're in serious lack of artists. In particular people who can make icons. As you may've noticed we have a lot of missing icons or improvised ones. Actually that's the main reason currently delaying the next release (second bein tyranid balancing).

If you can make icons/models and want to help this mod, PM me and I'll get you in contact with the current team through skype.

Good karma+5 votes
onard
onard - - 49 comments @ DoW40k: Firestorm over Kaurava

The video is just a preview of the internal version of the mod, not yet released to the public. But we're working on polishing them up enough for the next release of FoK.

Good karma+2 votes
onard
onard - - 49 comments @ DoW40k: Firestorm over Kaurava

Rifleman squads were an experiment in deviation of the codex since a single special weapon and a single heavy weapon in a guardsmen squad aren't very synergetic.

Following on the above, heavy weapon squads got 4 teams to make up for the fact the basic IG squad could no longer take an heavy weapon themselves.

There is a veteran guardsman squad with stealth already, also packing snare grenades. Both them and the grenadiers with carapace armor get the demolition charge and melta bombs since they cost resources to activate. The devs decided it wouldn't be worth it to have a third veteran squad for that.

Mech guard veterans are simply grenadiers that can be taken in platoons if you take the armored infantry doctrine, which is still in development. Like the tank doctrine unlocks the top tanks and infantry doctrine unlocks the more exotic infantries like conspricts and ogryns.

Thanks for the critique!

Good karma+1 vote
onard
onard - - 49 comments @ DoW40k: Firestorm over Kaurava

If you only have DC, then get FoK 3.6. It's of course somewhat old (from 2010) since the team has been working on the SS version since then.

Good karma+1 vote
onard
onard - - 49 comments @ DoW40k: Firestorm over Kaurava

No. Tyranids will be included in the next FoK public release, and will be independent from other mods as Undirector coded them from the ground up by himself.

Good karma+4 votes
onard
onard - - 49 comments @ DoW40k: Firestorm over Kaurava

It is part of the mod. Due to all the changes implemented to the factions, the normal campaign ended filled with so many bugs that it was basically unplayable. That's why the team decided to disable it by removing the button.

Good karma+2 votes
onard
onard - - 49 comments @ DoW40k: Firestorm over Kaurava

Multiplayer should work normally. I would guess either you downloaded different versions (remember the latest beta 2 release was up for some time before being replaced by a slimmer version) or you made some mistake while extracting the files. I would suggest you and your friend to try to delete your DoW40KSS folders and make a new clean instal of the mod, after ensuring you have the same downloaded files.

Good karma+1 vote
onard
onard - - 49 comments @ Beta Firestorm over Kaurava 2

Unfortunately, the campaing had to be disabled for this mod, as so many stuff is changed for all factions that too many bugs appeared.

Good karma+1 vote
onard
onard - - 49 comments @ Beta Firestorm over Kaurava 2

The dev team is giving higher priority to glitch fixing right now, along bringing Dark Eldar up to the same level as the other factions (their commanders now get wargear options and pain resource special powers are also being implemented).

Good karma+2 votes
onard
onard - - 49 comments @ Beta Firestorm over Kaurava 2

Because of the following reasoning:
-In tabletop you can take 3 Heavy Support options.
-However some factions can take up to 3 vehicles in a single heavy support choice, like tomb sypders from necrons.
-To represent that, those factions get 9 vehicle cap, with the vehicles that can be taken in multiples just taking 1 cap each, and regular tanks taking 3 cap.
-Factions that have no "multiple vehicles per heavy slot choice" rule have just 3 vehicle cap, however all of their tanks cost only 1 vehicle cap.

Good karma+4 votes
onard
onard - - 49 comments @ DoW40k: Firestorm over Kaurava

Beta FoKaurava 2, it's the second, more advanced release.

Good karma+2 votes
onard
onard - - 49 comments @ DoW40k: Firestorm over Kaurava

This mod seeks to replicate the Tabletop Force Organization chart, meaning there's actually multiple smaller populations caps: 2 HQ(leader units), 3 elites (terminators, nobz, etc), 6 troops (basic infantry, etc), 3 fast attack (vypers, assault marines, etc) and 3 heavy support (predators, leman russes, etc). Transports like rhinos and chimeras have their own population cap. Massive battles special rule increases the caps.

However currently only troops and heavy support are shown on the UI.

So, for example, if you're playing space marines with massive battles turned on, you can get a maximum of 4 heavy support vehicles, say 4 predators. But then you could also grab 4 land speeder squadrons with your fast attack slots, and then some rhinos and razorbacks, which would result in a lot more than 4 vehicles.

Good karma+2 votes
onard
onard - - 49 comments @ DoW40k: Firestorm over Kaurava

Well, GK Paladins have power weapons and a bonus in melee against Daemons, so yes they should kill most of chaos forces pretty quickly, specially in melee. GK paladins also have lots of HP and terminator armor plus Feel No Pain as long as their apothecary is alive, so they're some of the toughest infantry in the whole game.

However they're also pretty expensive. Two full squads of GK paladins should cost you as much as a basic army for other factions. If you can get such a force in the field, you should have a pretty significant economic advantage.

Good karma+2 votes
onard
onard - - 49 comments @ Beta Firestorm over Kaurava 2

I don't understand that question. Tau were perfectly viable in the previous release. They gets crisis suit squads that can deep strike, firewarriors with markerlights to shoot the enemy good, kroot to hold the line, T2 you get ion cannon hammerheads, piranhas and devilfishes transports to support your troops, and then T3 broadside squads with railguns.

Good karma+22 votes
onard
onard - - 49 comments @ DoW40k: Firestorm over Kaurava

The old version should work fine, but filled a lot more hard disk space than it needed to (double actually). It's probably best you get the new version that just got up even if you had got the previous one, should also load faster.

Good karma+3 votes
onard
onard - - 49 comments @ DoW40k: Firestorm over Kaurava

Damn, can't edit after 5 minutes. Well, I'll try to keep a more updated list of changes in the mod description itself.

Good karma+3 votes
onard
onard - - 49 comments @ DoW40k: Firestorm over Kaurava

Hmm, I suppose we should write one.
Space Marines:
-Greatly improved AI.

Chaos:
-Greatly improved AI.
-Added Lord of Change and Keeper of Secrets greater daemons.
-Each Mark now has unique Chaos Terminators.

Eldar
-Greatly improved AI.
-Added war walkers.
-Fixed brightlances reload.
-Fixed Vyper costs.
-Warlocks no longer indepent commanders.
-Guardians cheaper, worse acuraccy, single weapon platform, can get a warlock leader.
-Proper textures for Swooping Hawks.

IG:
-Improved AI, shouldn't crash now.
-The third, new doctrine now unlocks special veteran squads, but still a work in progress.

Necrons:
-Improved AI.
-Added Ghost Ark.
-Added Annihilation Barge.
-Added Death Marks.

Inquisition:
-Improved AI.
-Sisters of Battle Acts of Faith buffed.
-Added some vehicle upgrades.

Dark Eldar:
-Improved AI.
-Added wracks.

And a lot of minor bug fixes and tweaks for everybody. Yeah Orks and Tau didn't get much new this update. We plan to give them more love in the future, but it had been a lot of time since the last public release.

Good karma+4 votes
onard
onard - - 49 comments @ Beta Firestorm over Kronus

1) Balance is still being worked on by the team, and some things are bugs like Eldar brightlances. Out of curiosity, what's the factions you considered strongest and why, and same for the weakest ones?

2)Listening posts were downgraded because there was too much focus on getting their upgrades to boost income, when we wanted to shift focus to combat between troops over playing sim city resource management. Listening posts are still important because they allow you to reinforce units nearby, and without them, your enemy can just walk in with an infiltrated cheap unit and ninja-cap your points. And yes their guns can't hurt the strongest units at all.

3) Following on the above, we want to put a bigger enphasis on troops over buildings. Thus you only get a few turrets to serve as anti-rush early game. Still if you want to play defensive, IG gets bunkers that also work as turrets when you garrison them with infantry or builders.

4) The only faction that starts with more than 2 infantry units is IG. But IG lasguns can't even hurt basic listening posts. Every other race starts with two infantry squads and one builder unit.

As for your final point, this mod has always been about trying to replicate the codexes as best as possible. That's why we have lots of units for each faction, spread over a Force Organization Chart. Alas the codexes themselves aren't very balanced, but we're seeking to improve on that to the best of our ability. That's also why we don't have titans, as in tabletop they cost around as much as a regular army points-wise, and we simply couldn't find a way to include them in this mod without being either completely broken, or having to write stats from scratch for them.

Thanks for your detailed comments!

Good karma+1 vote
onard
onard - - 49 comments @ Beta Firestorm over Kaurava Patch

As usual, DE commander upgrades will be based on the respective codex upgrade option, we're seeing how to convert them to a RTS scenario. Also we have a wrack squad on the works, but not any other haemonculus units simply because we have no models.

Good karma+1 vote
onard
onard - - 49 comments @ DoW40k: Firestorm over Kaurava

The current conversion rules we're using are kinda scattered on the private sections of the forums, but I'll share what we're using right now:
1. Correct.
2. Correct.
3. Invulnerable saves are implemented as "hybrid" types of armor. So for example rubric marines have Shield 3/Armor 4, meaning attacks with no armor piercing deal them 1/3 damage, weapons that can penetrate power armor deal them 50% damage, and those rare weapons that can ignore invulnerable deal them full damage. We code it as a different kind of armor for each combination of armor/invulnerable.
4.Initiative is currently implemented as melee set-up time. The higher a unit's initiative, the lower the set-up time. I believe it's indeed 3/model's initiative as you deducted, although I can't check the files now.

Autocannons with a reload time of 1 sounds like a bug, but 4-men heavy teams is part of our IG redesign, since basic squads can no longer take heavy weapons. They should deal 33% damage against power armor and 15% damage against terminator armor, gonna check those out.

Also as a reminder, the BT faction was once a separate mod, but of such great quality that the dev team decided to speak with their creator add it to the main mod, so if you do a good enough job with nids, who knows, may one day become "official".

Good karma+1 vote
onard
onard - - 49 comments @ Beta Firestorm over Kaurava Patch

As one of the new factions, Dark Eldar still have a lot of work to do:
-Indeed the Dark Archon has no upgrades coded in this release.
-A raider has a limited number of models it can transport in TT, so in FoK the squads with bigger caps can't ride in.
-Power from Pain warriors was an idea I had for a tier 3 Dark Eldar unit, since DE was severly lacking in super-elite squads for late game.

As for ranged weapons, you have to remember that damage isn't everything, there's also penetration. Rubric marines inferno bolts for example ignore power armor or worst, meaning they deal full damage to other marines, while normal bolters have their damage reduced to 1/3 by power armor.

Good karma+2 votes
onard
onard - - 49 comments @ DoW40k: Firestorm over Kaurava

As said earlier here, I messed up and left Brightlances with a 0 firing cooldown, which is what makes them deal such insane damage. We've fixed it on the internal along several other minor bugs along adding some new units. However the dev team would rather have a decent working AI for all factions before we make a new release, and that is taking longer than expected.

Good karma+3 votes
onard
onard - - 49 comments @ Beta Firestorm over Kaurava Patch

Still being developed, just very slowly, because we currently have very few manpower. I couldn't host here if I didn't have the developer's permission after all.

I'm trying to see if we can make another patch before christmas. However we're currently lacking anyone who knows how to make the AI work for all races, and that's one of the most common complains around.

Good karma+1 vote