don't trust Steam? seriously? this is Valve we're talking about, one of if not the most upstanding company in gaming, just get Steam man, it's so much easier....
edited 16th Jun '16 11:26:59 AM by FieldMarshalFry
advancing the front into TV TropesRetail DoW1 and its expansions have no DRM to speak of. I don't know about Soulstorm, but the prior ones don't even ask for the disk after installation.
But a word of warning: while the patches are only a few hundred megabytes at worst, they actually need AT LEAST eight gigabytes of space to run successfully due to the patch having to uncompress and extract the whole game archive in order to get at the files it needs to modify. This isn't documented anywhere and Company of Heroes, being based on the same engine, shares this issue, but there's no way around it.
edited 16th Jun '16 2:14:42 PM by amitakartok
Not gonna happen when i got GOG.
edited 17th Jun '16 4:32:27 AM by MrTerrorist
Speaking of Steam, guys, the sale starts on the 23rd.
That is the face of a man who just ate a kitten. Raw.yay, right in time for me to blow 4k of inheritance on!
advancing the front into TV TropesI think the Imperial Knight may be a runner up for greatest example of Catharsis Factor in an RTS.
People forget the eldar wraithlord actually kill the first imperial knight which is shame
In fact I see a lot of fan of Do W are IG fanboys, is weird
"My Name is Bolt, Bolt Crank and I dont care if you believe or not"Im talking about actually unleashing that bad boy in gameplay instead of just watching a cinematic.
IG are pretty close to your "typical" RTS faction (and are very popular among the 40k fanbase), so its not surprising.
I just hope they don't turn a core race into pre-order DLC like Total Warhammer did. If pull that stunt again, I'm not touching this game.
Politics is the skilled use of blunt objects.@nervmeister: Runner up indeed, because everyone knows the Shogun Executioner is #1.
"And as long as a sack of shit is not a good thing to be, chivalry will never die."I feel a little bit better after watching this, though it's clearly unfinished. I wished we knew more about what the actual finished game will look like.
And an article on the art style choice. Supposedly, it's to make the game more responsive and make it easier to identify your units as well as the enemies. Still not a fan of it, but I'll get over it if the game plays well.
I'd still really like to have the old Gabriel Angelos voice actor back.
That is the face of a man who just ate a kitten. Raw.x6 same reason they're popular on the table top, there is something awesome about unmodified humans beating the crap out of all the horrors of the galaxy who are, on paper, superior to them in near every way, oh and tanks, they get the best tanks
advancing the front into TV Tropes.....I am very turned on by that
advancing the front into TV TropesWhat mod is that game for???
I think it's Ultimate Apocalypse for Dawn of War 1. The IG get a bunch of new tanks in it, including several baneblades. Every faction gets a ton of new units, for that matter. There's even a version that adds Tyranids and the Inquisition.
There are also Chaos Daemons with Angron as "titanic" unit. The mod has a wiki here
Speaking of modding, I had a few more ideas for my DC campaign enhancer mod.
- By digging into the mapfile, I confirmed my suspicion that the Janus Savannah map is indeed buggy. Namely, the "remove player's stuff from this radius" effect that's supposed to prevent you from spawncamping the AI does not work for the second AI starting position while affecting a spot the AI never starts at instead. This is because the map markers that produce this effect got their names switched up, so the game fires the wrong one. I intend to fix this but in the meantime, I got the idea of going through the maps to adjust where honor guard units are spawned in order to prevent big honor guards from being inadvertently walled into the player's base by prebuilt structures and the like. Do you guys have any map-specific suggestions?
- For example, on Murad Swamplands, I'm moving the honor guard spawn markers to the opening just outside the player's base where there's plenty of room. But since this is near where the second AI player's vehicle production building spawns (and immediately gets spawncamped by the player's nearby Listening Post), I'm moving that marker too to the other side of the AI's base.
- Horror Squads get a short-ranged version of the Flayed Ones' morale-draining effect. I know they're weak in melee to give them a counter, but you go into melee range with an Eldritch Abomination so hideous and reality-violating that it hurts just to look at it.
- Accordingly, Grey Knights get their own aura that drains 10 HP/sec from all nearby daemons, regardless of whether they're friend (ie. allied Chaos player) or foe. If I get around to implementing this, I have to figure out how to make Krootoxen immune to this effect since they have Daemon-type armor as well but are obviously not Warp entities.
- Speaking of auras, once an Eldar player fully techs up, they have the option of reinforcing Dark Reaper and Fire Dragon squads with a Warlock instead of an Exarch. Aside from naturally being much better at close combat (which is why Howling Banshee squads don't get this option, seeing as the Banshee Exarch is already good enough), the Warlock also radiates a psychic aura that passively boosts his squad's health and morale regen. On the other side of the coin, Exarchs passively boost their squad's ranged accuracy. So there's a choice: very high ranged DPS but fragility, or better durability but not as high DPS? Mind you, the Warlock and his aura are not meant to turn the squad into universalists; a Warlock-led Dark Reaper squad will still get cut up by an overwatched Kroot squad. But if the same Dark Reapers get tied up in melee by Guardsmen, those Guardsmen are gonna get a nasty surprise.
- I mentioned before that I'm thinking of reducing squad sizes for the non-Ork and non-Guard factions. Now, I'm thinking of supplementing that with making everyone's population cap work like the Orks' do, ie. individual units are counted instead of squads, along with vehicles using both squad caps and vehicle caps at the same time, so every tank you have cuts into the number of infantry you can deploy to support that tank. How does that sound?
edited 29th Jun '16 4:05:17 PM by amitakartok
if your guardsmen enter melee you're doing it wrong anyway, correct protocol is to spam the fuck out of the Commissar's *BLAM!* and watch the flashlights cut Space Marines and everyone else down, with a few plasma rifles thrown in for variety
advancing the front into TV TropesSometimes it's really hard to avoid, though. That's what jump packs are for, right?
Not necessarily. The Guard don't have a dedicated melee unit aside from Ogryns, and those guys are hardcapped. What I've been referring to above is that, while Guardsmen are not that good in melee, the Dark Reapers can't shoot while being melee'd, so the OTHER Guardsmen nearby can shoot them with impunity. Granted, if the shooter Guardsmen have grenade launchers, the melee Guardsmen are likely to get killed by friendly fire... but in Castor's words, a Guardsman's life is to die, right?
And now I'm wondering... would it be too OP to give every Eldar infantry squad teleport capabilities? Warp Spiders would get Teleport Spam instead.
edited 30th Jun '16 4:30:20 AM by amitakartok
and that is why my Ogryn squad (with priest) is for (though it is s bit shitty giving the Guard ONE melee squad [aside from a melee Commander, but I normally give him Karsikan bodyguards and make him shooty], while all the other factions get loads)
the Eldar are already fucking OP, don't make them stronger...
edited 30th Jun '16 4:30:12 AM by FieldMarshalFry
advancing the front into TV Tropes
They also moved Do W 1 multi to Steam around the same time. It came at the cost of LAN though.