Presenting the CornCobMod or the CornCobMan's FunMod (I'm really creative and original with names you see).
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Eldars suggestions | Locked | |
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Sep 2 2020 Anchor | ||
I wanted to do the work myself but I am not a programmer and I don't have time to do it.
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Oct 10 2020 Anchor | ||
NEW UNITS
UPGRADES
TROOPS REINFORCEMENT
UNIT INTELLIGENCE
ACCESS AND QUICK ORDERS
TURRET ORDERS AND LISTENING POINTS
UNIT AND WEAPON EFFECTS
TRANSPORTATION OPTIONS
Edited by: corncobman |
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Dec 26 2020 Anchor | ||
Thanks for the info. I was hoping to do it myself if you didn't implement it ... Sniff ... That the heroes regenerate faster inside the buildings to be able to take them to Battle again in a reasonable time.
Hi good day. When playing with 4x health option (for heroes), the amount of health that web gates restore to heroes only restores the amount of health that is predetermined, based on the life of the common hero. When played without the health modifiers this amount is well considered: EXAMPLE WITHOUT MODIFIER 1. Hero Health: 1500 2. Percentage of life restored per second: 5% 3. Percentage of real life restored per second: 75 4. Total Restore Time in seconds: 25s But, when played with the 2x, 3x, 4x health modifiers, the amount of health restored remains the same, even though the hero's health is multiplied by 4 due to the 4x Health scaler. This causes a hero with 4x Health to take approximately 4 times longer to regenerate their full health, which implies that it takes a long time before being able to return them to battle, by the time this happens all the other units have already regenerated, because they are not being affected by the 4x Health modifier. EXAMPLE WITH 4X MODIFIER: 1. Hero Health: 4x x 1500 = 6000 2. Percentage of life restored per second: 5% 3. Actual percentage of life restored per second: 75 4. Total Restore Time in seconds: 80s I imagine this could be fixed with a joint health modifier, that is, all included in the same modifier. I know that it can also be implemented as separate modifiers, but that implies, in my opinion, more work, in addition to the fact that you would have to activate the 3 modifiers to be able to play: JOINT MODIFIER (1 single modifier including all 3 conditions) Heroes 4x Health: 6000 Formula: (4x x 1500 = 6000) Heroes health regeneration per second 4x: 20% Formula: (4x x 5% s = 20% s) Web Gates Heal Heroes per second 4x: 20% Formula: (4x x 5% s = 20% s) And this modifier would have to be done for all 2x, 3x, 4x health modifiers. I also suppose that this would imply reviewing all the races and verifying all the heroes to locate in what ways they are affected by improvements and regeneration or healing buildings (auch). Actually these are just examples to clarify the subject, as such I have not given myself the task of entering the corxismod and checking the regeneration rates offered by the web gates. I do not know the formula or if it is possible to fix it, I understand a bit of how the corsix mod works, but programming scripts is already beyond my understanding. I really like your work on this mod and it's no use doing the fixes myself if others can't enjoy them. I hope I have clarified the point. Have builders help, repair and automatically construct nearby buildings within their vision range.
I was referring to the fact that nearby builders are not left as useless stopped watching the other builders work. I've seen that when I play games with computer allies, their builders help mine build and repair buildings, and so do the eldar builders. But ... when I give a chain of commands to a builder of my own race, the other builders (of my own race) do nothing, in other words, they just stare as useless, when they should help to repair and build the nearby buildings automatically. Fix builders failure to build minefields when hovering over them.
Usually I order one of my builders to build mines together with each other. It often happens that, when the builder finishes building a mine, he is standing on the other mine that he needs to build and, consequently, he no longer builds it and simply stands there doing nothing. I only play with the Eldar. I do not know if it happens with the other builders of other races. The listening points and turrets have 2 modes: Attack / Cease Fire
I am an Eldar player. When camouflage is activated, many times it is convenient that a turret does not fire, simply because I do not want to attract the attention of the AI in that area, or because of some particular strategy. Or maybe because that turret is in the path of the enemy units and it is not convenient for me to destroy it, but to continue on its way. I'm a defensive player, you know, the kind who put 1000 turrets on their base. Although I imagine that the AI (regardless) sees everything. It would still be nice to have those options on the turrets and listening points. I remember a mod that had that option, I don't know if it's Dawn of War PRO. Correct the color effect that Swoping Hawck weapons have when firing, the color is too dull and the effect of the shot is not noticeable.
Many thanks. Thank you very much for improving what was already a great game from the beginning. Have a great day. Edited by: asimetron |
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Dec 27 2020 Anchor | ||
asimetron wrote:Hi good day. When playing with 4x health option (for heroes), the amount of health that web gates restore to heroes only restores the amount of health that is predetermined, based on the life of the common hero. When played without the health modifiers this amount is well considered: I don't think I will change this as the health regeneration is not done with the increased health win conditions in mind. I may however add some win conditions to increase health regeneration at some point in the future. I was referring to the fact that nearby builders are not left as useless stopped watching the other builders work. I've seen that when I play games with computer allies, their builders help mine build and repair buildings, and so do the eldar builders. But ... when I give a chain of commands to a builder of my own race, the other builders (of my own race) do nothing, in other words, they just stare as useless, when they should help to repair and build the nearby buildings automatically. I don't think this is possible without some very complex scripting. asimetron wrote:Usually I order one of my builders to build mines together with each other. It often happens that, when the builder finishes building a mine, he is standing on the other mine that he needs to build and, consequently, he no longer builds it and simply stands there doing nothing. I only play with the Eldar. I do not know if it happens with the other builders of other races. It may be that the hit box of the mines prevents the builder from moving just enough that the pathing is changed enough for the builder to stop building. You can notice this too when Orks queue multiple buildings, they can occasionally stop and not continue building. This is a problem with the game itself. I'm don't think this is fixable. asimetron wrote:I am an Eldar player. When camouflage is activated, many times it is convenient that a turret does not fire, simply because I do not want to attract the attention of the AI in that area, or because of some particular strategy. Or maybe because that turret is in the path of the enemy units and it is not convenient for me to destroy it, but to continue on its way. I'm a defensive player, you know, the kind who put 1000 turrets on their base. Although I imagine that the AI (regardless) sees everything. It would still be nice to have those options on the turrets and listening points. I remember a mod that had that option, I don't know if it's Dawn of War PRO. Okay, that makes sense. I will add this for Eldar. Edited by: corncobman |
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