This mod is about strategy, resource management and map control. It has the following features: - Unique weapon system that forces you to adapt to your enemy tactics. - The unique gameplay for each of 9 races. Playing the Inquisition is very different, than playing orks. - The cost and squad/support caps of all units now depend on their power so a squad of terminators will be much more expensive than the squad of tactical marines. But it may be much more effective... - Low tiers are now has extremely important, because you will need a strong economics to step into tier2 or tier3. - A lot of new models, some of those were made especially for this mod. The mod is still in beta and has some placeholders (like chaos Hellbrute or tau Riptide). Stay tuned for new patches and releases.

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Overall balance (Games : Dawn of War : Mods : Galaxy in Fire RELOADED : Forum : Balance issues : Overall balance) Locked
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Dec 31 2014 Anchor

Which fracion is OP and which one is too weak? And why?

Jan 1 2015 Anchor

I tried IG, after you changed lots of things which were really necessary.

To make you remember, the main problem of IG was that :
- first : veterans were too strong (heavy infantry at T1, 3 special weapons including flamers against buildings), and if a company command squad was with them (giving them fire bonus) it was even better
- second : normal guards were totally useless, because they had just few men in their units, only one special weapon and did not so much damage (this part was normal)
- third : HWT were weak, because often alone and whithout a good shield

The last patch changed :
- company command squad is only T2 available
- other HQ (comissar, priest, psyker) are now T1 available, but only one of them can be created
- HWT can join normal guard units, and even veteran ones (which looks normal, according to the AM codex)

I personally tried this strategy :
T1
- 2 vet squad + psyker
- then, upgraded in heavy infantry
- then some infantry squad, and a platoon one with a medic to heal nearby units
T2
- HWT with missile launchers, inside the normal guard units to be more resistant
- Company Command Squad, to lead perfectly all my troops
...
It still seem good, but the T1 will be more difficult because of a lack of a good HQ.
Maybe the Commissar should be upraged in Lord Commissar, and equiped with a power sword ?

It should be tested !

A last thing : I think that special weapon team must not be joined by HWT, like conscripts.

Thanks you for this big change !

Ungo

Jan 2 2015 Anchor

Ungolyant wrote:
Maybe the Commissar should be upraged in Lord Commissar, and equiped with a power sword ?


The commissars are leaders of guardsmen squad, while Lord Commissar is a attachable secondary commander, and he is equipped with a power sword by default.

Ungolyant wrote:
A last thing : I think that special weapon team must not be joined by HWT, like conscripts.


It's either everyone can join squad (lord commissar, priest, hwt, etc.) or nobody.
Do you think that veterans should be more expensive (like 50 req) and more cap? the problem is they are capper units, so player should be able to build at least 3 of them without increasing the squad cap (so 3 is maximum).
Thank you for your reply.

Apr 7 2015 Anchor

So i have been enjoying your mod for abit now and it runs well but my concren is with the tau it seems they have very little range on most of their guns and with that bug that makes all of them run into a really close range(like point blank) before they fire makes shooting with them hard and when you lose a fire warrior squad/crisis suit in the early game it screws you over massively is this intened or just a bug or something?

Apr 8 2015 Anchor

yoyoman619 wrote: So i have been enjoying your mod for abit now and it runs well but my concren is with the tau it seems they have very little range on most of their guns and with that bug that makes all of them run into a really close range(like point blank) before they fire makes shooting with them hard and when you lose a fire warrior squad/crisis suit in the early game it screws you over massively is this intened or just a bug or something?

Thats strange. Fire Warriors have pretty good range (30) compared to other races (mostly 25). Crisis suits range depends on their upgrades. it can be 20 with their default burst cannon, 25 with plasma rifles, 30 with missile pods, 18 with fusion blasters and 10 with flamers. Try using hold ground stance for them, it might help.

Apr 10 2015 Anchor

while that works yes what happens is when you tell a squad to attack another squad that is when the that bug comes into it they all try to run into point blank and unload into the emeny and i am talking about so close a flamethrower can reach them

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