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Comment History
ZeusHammer
ZeusHammer - - 12 comments @ Adeptus Mechanicus: Explorators mod

Where does the Visitor concept come from? I can't find any description of the unit online.

Good karma+2 votes
ZeusHammer
ZeusHammer - - 12 comments @ Unification Mod - Dawn of War: SoulStorm

I see. The comment is a glimpse of things to come then :)
No, i had no relic unit, but I was expecting I wouldn't be able to build the Lion a second time if he died (from the description).

I am reluctant to use Discord because I find it rather intrusive, though I am aware this limits my reach.

Good karma+2 votes
ZeusHammer
ZeusHammer - - 12 comments @ Unification Mod - Dawn of War: SoulStorm

Greetings, everyone. Congratulation on the new release, "astonishing" doesn't cover the half of it.

I would have some questions.

1) I tried playing with DA and killed Lion El'Jonson by accidentally hitting del. Before the animation would conclude and the body disappear, I was able to put him to build again in the Sacred Artifact equivalent, while the description says he should be summonable only once. Is it the intended behaviour (with a non-updated description, maybe)? I forget whether the same happens with the heroes of the inner circle.

2) Again on DA, this time about the Cypher win condition: would you consider adding a win condition to just make him available normally, much like the "all squads" win condition for witch hunters?
- The win condition description also states "for one Dark Angels or Fallen Angels player". Is there a Fallen Angels mod in the works?

3) About the "[Deamons] One Angron" win condition: I understand that what this does is making it so that only one player can get Angron and only once (as in, he dies and he can't be produced again). Does NOT activating this make it so that every Demons player can get Angron, as a primarch-level unit (I don't know about "spawn once only" caveats)?
- Bonus question: do World Eaters also get access to Angron (deamon, non-deamon) or do they have another primarch-level unit? Could it make sense to insert Fulgrim and other deamon primarchs in the Deamon army too for their respective chaos gods' marks, when you have them, other than in their CSM-faction-specific mod? (You do need to take the Khorne branch to get Angron, correct?)

4) Steel Legion: I remember the vehicle branch ultimately gave you 15/25 for squad and vehicle cap, respectively. I played a game with the "Massive Battles" win condition on, which states a +50% max cap increase. I ultimately reached a 15/29 cap with all the upgrades researched. Are you supposed to reach the modified maximum cap by building unit production buildings (for factions which normally require researches instead too), or should the formula be "Once you are in a condition that would give you 100% cap in vanilla, you'll find yourself with +50% that cap" (e.g. max squad cap after 3-4 researches for SM, or after building three barracks, ...)? That 29 in the end gave my brain a blue screen ^^'

5) IDH: The Deamon Host (Greater Deamon) retains a line mentioning "his previous Librarian form", while it is made from the Oblationist Acolyte.
- Are they enabled through a specific win condition because they are too strong? I haven't quite tested anything balance-wise.
- GK dreadnoughts are still available after creating deamon hosts. Is the ban intended to apply only to GK infantry/commanders?

I have performed a manual install the first time (the installer would get stuck), and applied the 5.9.1 patch.

Please do let me know if and where to elaborate, and whether I should rather send this feedback as PM to someone instead (woe upon the poor soul who would have to read this much, as I am aware of how verbose I can be).

Good karma+4 votes
ZeusHammer
ZeusHammer - - 12 comments @ Dark Angels mod: Repent! For tomorrow you die!

Glad to hear it, brother Gambit. Looking forward to it :D

Good karma+3 votes
ZeusHammer
ZeusHammer - - 12 comments @ Vostroyan Firstborn Modification for Soulstorm

Speaking of void shrieks, they are the only squad which takes 3 points in squad cap, and with a hard cap of 1. Basically you either cap at 19/20 using them, or at 20/20 without. Being like this, it's as if they actually took 4 points. Maybe allowing at least two squads of void shrieks? Or should we expect some new unit taking 3 points in squad cap?

Good karma+1 vote
ZeusHammer
ZeusHammer - - 12 comments @ Vostroyan Firstborn Modification for Soulstorm

Great mod, it took me more than an hour to beat the AI with either IG and Steel Legion. It's very, VERY hard to get through those turrets :D

There are some things which caught me a little off-guard, I hope I'm not sounding picky here...

Can't help but feel the tanks are a little oversized. I did notice units just disappearing (compenetrating the model) in melee, for instance. I understand the unit itself must be small to maneuver on the field, and perhaps malcadors are supposed to look bulkier than leman russes (and macharius vs baneblade), is that the reason?

Are void shrieks supposed to go melee? Their stats shows a higher damage stat for ranged attacks, but indeed they spawn with the assault stance. And they also lack a shooting animation, though damage does get dealt.

Good karma+2 votes
ZeusHammer
ZeusHammer - - 12 comments @ Unification Mod - Dawn of War: SoulStorm

Greetings.

I wanted to thank you on behalf of all those who, like myself, like race mods the most. I visit this page quite often, in fact.

I just happened to stumble upon this...
Moddb.com
Now... I know you have your hands full as it is (:)), but I was wondering if there had ever been a thought to port and develop it for Soulstorm (unless it's supposed to be little different from Adeptus Mechanicus), like, recruiting its creator in the team. I'm just talking about a vaaague thought about a distant future, no "AI WANT IT NAO" :)

Good karma+1 vote
ZeusHammer
ZeusHammer - - 12 comments @ Farsight Enclaves

Balance-wise, you get the same fire warriors as vanilla Tau for 20 req less (when it comes to reinforcements), at least at Tier I (can't remember the upgraded statistics after Tier II research).
I think it's not easy to balance fluff and gameplay... For instance, all races have a Tier I commander (or command squad), while the Enclaves "only" get the Eight later on. I'm not sure how they would hold up against a big mek or a force commander (though I usually don't use commanders at Tier I myself, but the AI tends to retreat rather than push, even when their commander could really corner you). However, you can't just put a "generic Tau commander" just because, right?

Resources are another thing... Even though I understand the will of putting a research for each caste in the armory, and the water caste would indeed feel more related to economy than other things, that is only one upgrade while other races have to go through four (two for requisition and two for power). Not mentioning rates here, I haven't been too attentive on that front :D

Listening posts... They can't be upgraded... I haven't been able to properly test their active defense skill, but I am more concerned about the economic and structure resiliance aspect: other races may upgrade LP to make them sturdier, meaner (with guns) and produce more requisition. I'm not sure it can be properly balanced with just one research (though I doubt anyone ever upgrades ALL their LP to Tier II in a game).

Mercenaries... the Kroot and Vespid may be fine, albeit perhaps they may need a soft-cap of one each rather than a hard cap of one at all. The gue'vesa... Fluff-wise, I doubt Farsight Enclaves would be able to field an entire regiment of gue'vesa so a limit is fine, but it's still imperial guardsmen. Just one squad with no special weapons choices doesn't count much, when you can have fire warriors shooting harder and from farther plus their own support abilities. Not sure they can just be given imperial granade launchers. Do they have some strange feat that I haven't noticed, like a super-fast reinforce rate?

Drones... Maybe allowing fielding one more squad at a time? :)

And, maybe allowing for one more (hard-capped) kroot mercenary squad of some sort? Haven't really tested the vespid in close combat, but... maybe one more close combat unit would be handy.

There's a few animation issues with Farsight when shooting and/or moving. Nothing strange I noticed on his close-combat animations.

Looking forwards to seeing developements :D

Good karma+3 votes
ZeusHammer
ZeusHammer - - 12 comments @ Dark Angels mod: Repent! For tomorrow you die!

Oh, I forgot to add... maybe it could be better if more than one Tier III building were allowed. From Tier III, that building becomes a bottleneck because you can only build most combat-effective units from there (at least for the Deathwing and Ravenwing branches), and you also must research Tier IV from there. It is a problem more dearly felt when you have a lot of resources, e.g. playing in 4 on an 8-player map. Vanilla Marines could spawn two dreadnoughts and terminators at once given enough resources, while DA are restricted to just one unit at a time in any case.
On the other hand there's the deep-strike issue... Vanilla marines are limited to one orbital relay for a reason, I think. Having three production centers capable of deep-striking could be too much. Maybe you could consider adding Ravenwing/Deathwing/Veteran units to chapel barracks and machine cult too?

Good karma+3 votes
ZeusHammer
ZeusHammer - - 12 comments @ Farsight Enclaves

Absolutely awesome!
A little OP, but, well... it's work-in-progress :)

Keep it up!

Good karma+2 votes
ZeusHammer
ZeusHammer - - 12 comments @ Dark Angels mod: Repent! For tomorrow you die!

It is a great mod indeed, and by Tier III you basically get three entirely different races each with its own peculiar units. That never lets you get bored.

Even though I am not the best player on Terra, I am having a hard time beating vanilla marines at insane difficulty. Vanilla marine units just seem to deal more damage and be more durable than DA units. DA infantr upgrades too don't seem that effective.
Even when I managed to build a mortis dreadnought with autocannons, all I could do was just hold them off for a little while.

In some other games, I managed to get to the Deathwing branch, and I think DA terminators are a little too fragile when compared to their vanilla counterparts.

I also think they resent from the lack of turret emplacements, considered they are not that durable (compared to vanilla marines at least) nor they have such a great mobility until Tier III.

Also, DA scouts are basically powerless against vanilla scouts, at least when using either bolt pistols or shotguns (shotguns don't seem to affect morale, either). DA scouts seem to have a rather high close combat damage statistic, but... they didn't achieve much of anything against, again, vanilla scouts ^^'

Also, I think they are too limited on the number of heavy weapons they can have. All races with heavy weapon choices have some upgrade by Tier II that expands by two their basic infantry heavy weapons cap, while DA only get that option by Tier III, and only with the battle company branch.

Playing myself vanilla marines vs DA,I did notice that the AI tends to get into close combat even with its tactical squads, and that did seem to disrupt temporarily my own tactical squads, but in the end I won by just Tier II with two scout squads, two tactical squads (two with four missile launchers), and a couple of turrets.

DA AI did beat me when I played Steel Legion against it (it took the Ravenwing branch with many anti-armor choices and... well... the AI is better at micro-management than poor old me :D), though SL are also somewhat a slow roller.

If I may dare, I think they may need to be at least a little sturdier as far as early tier units go, or have better upgrates and they need more heavy weapons regardless of the battle company branch (two plasma rifles just can't beat four, and two rocket launchers won't do much against a dreadnought). Even though my mistake may be relying too much on infantry, you still need to be able to gather enough resources to field vehicles.
Also, the scout thing: shotguns and melee seem to deal no damage at all.
Last thing that I noticed... the Mortis dreadnought starts with twin-linked heavy bolters. Although it does say "effective against infantry", I think they should deal a little more damage to heavy infantry too. After all, isn't it supposed to be a heavier-caliber version of the same bolter that does deal good damage to heavy-infantry when used by tactical squads? The first time I fielded a couple of Mortis I had no armory (tried to save on resources), so I couldn't give them autocannons... and they were possibly less effective than Imperial Guard lasguns against vanilla tactical squads.

Sorry for the verbose post and the complaints. I know it always comes as "get back to work", but it's indeed a great mod. Just a little... shy, so to say. It feels as if they were more attuned to IG than SM. They need more steroids :D

Good karma+3 votes
ZeusHammer
ZeusHammer - - 12 comments @ Codex

It's definetly a great mod, but I think a tech tree illustration would definetly help figure out what does what. I understand it'd be a time-consuming endeavor, given how many races and branches there are, but I personally remain confused as to how to reach some units. It's hard to tell if I'm missing something or if some unit has not been put in game yet (in which case, it's fine). I have tried four different chapter choices so far for the standard Space Marines, and I haven't been able to produce the warhound titan or the legion of the damned squad.

Another bothersome thing, especially when there are other things that have a higher functional priority for the mod: some descriptions might use being updated. Vanguard veterans and assault veterans, for instance, have the same descrption, stats, heavy weapons choices and costs... there's basically no way to tell them apart except that the latter have a jetpack, and in fact no reason not to prefer jump-jet infantry to foot soldiers at that point. If there is indeed some difference (speed, armor values, ...), stating that in the description would definetly help.

I was also wondering, what is this "allies" feature? I have only played 1vs1 games against the AI, so maybe I missed it. How does it work? Has it been implemented yet?

Some minor glitches every so often, but that's expected with such a huge mod. Except for the first two points points (sorry about the verbose explanation), I really like this mod. Looking forward to seeing updates!

Good karma+5 votes