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 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
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Joined: Wed Dec 14, 2011 3:46 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
Do they have Battle Sisters in DOW 2? This mod makes me want to toss battle sisters/Inquisition into the mix, but if I don't have the right sounds, then ehhhh...


Wed Jan 04, 2012 2:16 am
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Joined: Mon Jan 11, 2010 12:41 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
Dawn of War 2 does not have Battle Sisters unfortunately.

Dawn of War: Soulstorm does though...


Wed Jan 04, 2012 4:50 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
DarthJawa wrote:
I love this mod! My only questions/complaints are the lasguns refract and generally f-up when close combat, is this a bug or on purpose, also the Sergeants, are they more powerful or just for variety?


That's weirdness with the script I think, unfortunately. I really need to look into refinements/replacements at some point.

IG Sergeants are slightly tougher, and have slow health regeneration.


Wed Jan 04, 2012 6:50 am
Profile YIM
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
out of curiousness, is it possible to have a Morale system in the game? like if X Guardsmen of X squad dies, some will start to flee? (or have longer reloads or fire slowly) cause in both games and tabletop, morale is something important.


Wed Jan 04, 2012 3:21 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
LordVonKain wrote:
out of curiousness, is it possible to have a Morale system in the game? like if X Guardsmen of X squad dies, some will start to flee? (or have longer reloads or fire slowly) cause in both games and tabletop, morale is something important.


Possible using Lua shenanigans. There's a 'rank-up' system (RPG brain thingy), so why don't we reverse-engineer it so it works the other way round? Although, the mod I mentioned only affects HP regen rate, but I'm sure there could be some improvements made.


Wed Jan 04, 2012 5:28 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
I imagine it would be possible to alter other AI variables (such as how precisely they aim, if that's a thing? it must be a thing, they can't shoot for ♥♥♥♥ sometimes) as well. Sergeants and Commissars on-map could reduce morale losses, though have more severe penalties if killed. Could certainly be a thing to do down the line.

Also if any lua wizards want to take a look at ironing bugs out of the las weapon scripts, be my guest. I might experiment with a couple of other minor tweaks to the trace projectile (to ensure it's not doing anything really bizarre like bouncing off the target) but otherwise I don't really know how it works and thus can't fix much myself. :???:


Wed Jan 04, 2012 7:15 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
this are great,i like the look,i like the actors,i love the guns...but please put some jetpacks


Wed Jan 04, 2012 11:09 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
If a morale mechanic is introduced, PLEASE make it optional or toggle-able. The only reason the guardsmen win any wars is because they have more artillery than the opposition. Infantry tactics begin and end with "Fleshwalling", and if the morale system ends up anything like it was in DOW... Well, CC is a very infantry heavy game.


Thu Jan 05, 2012 1:51 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
well personally how i see morale should work is more of the lines of Total Morale + num of units - Loses / time between each loss (so Less team = more damage to morrow) X 100. (or is it / 100?) regardless i do belive it should be a Optional thing or more of a Lua code related thing that will effect every NPC (in which just // or taking out the lua from the morale file/code whatever would render the morale not happening)or just be a Brain that act as a centre hub for morale related stuff.

also remember when i said i'll be working on my chaos stuff? yeaaaa i'm still not getting around to that.. I really need to get on that i guess but jesus i'm very busy this and next week ._."

regardless changing what i said before i'm aiming at the VERY least done a rubric marine sprite ready to code... which sounds really lazy considering i already finished the template.
anywho, anyone got any tips on how to improve my Previous Imperium Grenade launcher? every time i edit it it looks disgusting or just ♥♥♥♥ in general which means it goes in the "♥♥♥♥ it start over" bin.

also should i update the valkyire or are you fine with how it looks so far Arc?


Thu Jan 05, 2012 7:24 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
Go ahead and do some updates if you feel it needs them, maybe get some input from other spriters on it.

Also you guys have used up ~17% of my monthly box.net bandwidth in under a week. :roll: We're now past 1250 downloads since the initial recompilation release! (Over 1300 counting the mediafire mirror, in fact.)


Fri Jan 06, 2012 2:20 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
Why not make Comissars/Officers brain units, which has the Morale script on? That way, if they all die, game over (Squad broken!). You could have each Comissar/Officer count how many Comissars/Officers are there on your side, and make them factor in the Morale script. Also figure out some way to make the script work even if there are multiple Comissars/Officers (no stacking up of bonuses far more than what you need or something).

As for the toggling, just have a Boolean that enables it in the script (specifically in Create()), with a comment near it. I'm sure it'll be easy enough for people to find.


Fri Jan 06, 2012 4:29 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
You could even make it toggable with the lua console utilizing global variables or even create a weapon/tool that when fired turns it on/off for the most lazy people (or people who definately couldn't open the lua console or won't ever know how to edit a lua file).


Fri Jan 06, 2012 4:33 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
I agree that most users are unlikely to edit the AI scripts themselves, even to switch a 1 to a 0 or vice versa... thus it might be more prudent to have the morale system off by default, and then have instructions for enabling it, rather than the other way around.


Fri Jan 06, 2012 8:07 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
carriontrooper wrote:
Why not make Comissars/Officers brain units, which has the Morale script on? That way, if they all die, game over (Squad broken!). You could have each Comissar/Officer count how many Comissars/Officers are there on your side, and make them factor in the Morale script. Also figure out some way to make the script work even if there are multiple Comissars/Officers (no stacking up of bonuses far more than what you need or something).

As for the toggling, just have a Boolean that enables it in the script (specifically in Create()), with a comment near it. I'm sure it'll be easy enough for people to find.


Why would a commissar be a brain unit? The soldiers under his command would REJOICE at his death and probably improve their combat effectiveness(Unless he was Ciaphas Cain, but he's the exception, not the rule)


Sun Jan 08, 2012 5:08 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R6 Out!]
In older builds you were able to place multiple brains, making AI suffer terrible and multiple dilemmas.

It should be back :-( it was too much fun...


Sun Jan 08, 2012 5:46 am
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