Ultimate Apocalypse is a mod for Dawn of War Soulstorm, which aims to create the most diverse possible unit and faction selection within the confines of the original DOW engine. We strive to create the most engaging and balanced Warhammer 40,000 game that we can, without sacrificing the fun factor. From hordes of Orks to the towering Titans, you can always find a new way to play UA. We invite all of you to join us on our Discord server to keep up with the development of the mod!
Within the Imperium factions, you will notice a superweapon called "Great EMP" within the 1.72.7 version of Ultimate Apocalypse. It stood as a placeholder.
It is now complete and ready ingame for 1.73.
@Stahl: I would gladly accept your help. I'll take all the FX you have and provide credits plus maybe post them here by your permission. ^^ Thanks!
soo... will it disable vehicles for some amount of time? or building units?
Yes. I was thinking 1-2 minutes. Conceptual theory of course.
makes me think of the haywire missiles from the 1st edition of epic. I can't remember but I think they disabled vehicles completely
Foul xeno machines shall now be disabled!
It looks like the EMP blast from the Matrix movies
I still think what will be the cost of this ability. It have to be cheap in comparison to nuke or Ion cannon if this by any chance should attract people to disable rather than utterly destroy enemy in one blast.
It would be cool if servitors have to repair vehicles to make them operational again. But then again servitors would be killed by the emp too.
This is actually a good thing, meaning the organic repairers would survive but not the mechanized repairers. :)
Given that half of the races have organic repair and half have mechanized repair, it would be a good way to define certain races against guard. :)
Oh great and powerful mod makers! I behest of thee! Please make a game option to cause squads that are purchased by the player to spawn at full strength, without any extra charge. This would reduce the time spent prepping your army and, increase the egress of the inevitable and glorious slaughter!
That could be accomplished but it would mean the recruitment cost and time would have to be lowered to have the exact same cost when recruited. (recruitment cost is the number of starting units * (cost requisition+power+time))
It also can't be acccomplished. You can increase max squad loadout, sure, but not the min. Yet again DOW engine bites us in the butt.
He said game option so it could be related to special squads recruited at full strenght not the previous squads with increased loadout, i think there was something like that in tyranids, a full loadout squad that could be recruited late game. I know you can't change the min loadout of a determined squad with the modifiers present.
That is sort of what I was thinking I just don't want to have to spam the increase squad button for twenty some squads every time I want some carnage.
That's another 16 squads per race I don't want to deal with. Also to mention the fact that we don't have enough room.
I just said it was possible that way not that you should do that. That sort of thing would be better if done by those who want it since it wouldn't necessarily be all players, a personalization of the mod in their end (at least for those who don't play multiplayer)
You don't have to say that twice. I'm just.... tired of getting all these ideas, got my mod all planned out, then it doesn't work and I get repelled by the force of shock!
Eeeehhhhh.... good luck to all those who try. :P
What programm do you use for creating that?