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Author Topic: Dawn of War 1: Soulstorm: Ultimate Apocalypse  (Read 31704 times)

Mech#4

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #105 on: July 09, 2015, 10:58:31 pm »

I'll add a bit more; From what I remember and have seen, the A.I. goes straight for your main command centre, attacking anything that is in their way. If there are walls in the way, they will attack them, but they won't go after them specifically.

I have found walls to be useful, if only to block off areas and provide protection for vehicles from melee units. However, when you deal with a faction with good ranged artillery (Imperial Guard, Tyranids, Space Marines, Daemons of Chaos), walls with turrets near them don't last too long.

I believe some factions walls actually come with small effects, either buffing your units or debuffing the enemies.
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Aklyon

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #106 on: July 09, 2015, 11:12:24 pm »

Necron walls can be upgraded into obelisk-walls, so you can offense your defense.
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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #107 on: July 09, 2015, 11:24:53 pm »

IG has a dakkawall, too... in like the fourth tier or something. Also expensive, and not really that dakka-y. And kinda' huge -- it's a bit bigger than the bloody barracks.But, with the wall health upgrade running it's got like 80k health and faintly ridiculous armor. Kinda' neat.
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Aklyon

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #108 on: July 09, 2015, 11:40:34 pm »

Pretty sure you get the necron walls with ancient core, so T3? Not sure if the range/damage defenses upgrades apply to it, though they aren't that expensive as far as power goes. 500ish combined power and some time for wall and dakkabit, holds up well enough with sentry pylon turrets nearby.
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Mech#4

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #109 on: July 09, 2015, 11:45:45 pm »

The Imperial Guard 2nd tier wall can also be upgraded to have a lascannon replace the bolter. Orks also have small turrets on their walls. I think the Dark Eldar walls reduce enemy moral, or that might be Chaos.
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Mech#4

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #110 on: July 18, 2015, 03:05:41 am »

There's been another ptach in the last week, bringing the mod up to version 1.82.

I think this has been the only patch in the last week or 2 since the last update I did. I was a little confused at one point but I think it was the topics getting mislabelled.


Spoiler: Version 1.82 Changelog (click to show/hide)

Apparently in the next update the Eldar, Dark Eldar and Tau are going to get a new unit each. I would like if the Dark Eldar got the model for their Wracks as they still use the placeholder Homunculus model.

Other changes of note:
"All tier 1 and under Chaos Space Marines, loyalists, and Grey Knights cost more (especially Raptors and Assault Marines). "

I do think they were rather expensive before anyway. Meant to make those factions utilise their weaker infantry more? Bodyguard for Inquisition, Scouts for Loyalists and Cultists and evil guardsmen for Chaos.

"Chaos Sorceror's Ritual "sacrifice" now does minoot damage versus builders."
Probably for the best. These ritual abilities can be used quite frequently and it would be a lot of micromanagement having to constantly rebuild workers. I tend to use Confusion personally.

Last thing:
"New unit: Mobile Obelisk (Thanks to Boychaos!)"

I'll have to see this. Is it like an early Pylon? It seems a little odd.
I would like to see some of their other new type of units included alongside the Deathmarks. Triarch Stalker, Tomb Blades, Lychguard and Praetorians.


As an aside: I have noticed in my playing of Chaos that it mentions that dedicating your forces to one of the gods is supposed to give you unique spells for your sorcerer. Most of the spells I believe are Tzeentch styled, including the rituals, but I have noticed at least as Nurgle you get a "Warp Vomit" spell though the icon looks the same as the meteor swarm one. Slaanesh doesn't get any new spells from what I can tell. It's something that I would like to see expanded on in a later update. Possibly also the ability to summon the lesser daemons of the god you follow; Bloodletters, Plague Bearers, Daemonettes and Screamers/Flamers.
« Last Edit: July 18, 2015, 03:07:17 am by Mech#4 »
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Jacob/Lee

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #111 on: July 26, 2015, 02:32:20 am »

Maybe I cannot into Imperial Guard anymore, but I just got completely screwed by a normal/hard Necron AI in a 4v4 skirmish, me being the only human (allies are Space Marines, Orks, and Eldar). I spawned right next door to them on Penal Colony and felt nothing but pain for most of the game.

It started with sending a maxsize conscript squad + commissar to a critical point and getting ambushed by a wraith, ending in it seemingly reviving three or four times before I just called it a draw and ran. The mass of bodies in the way made it hard to tell how much it was hurting, so maybe the soldiers just kept knocking it over with melee.

Necron destroyers and the Necron Lord keep running at me from that front of my base, so I fortify with bolter turrets and a Leman Russ tank.

Then I suddenly notice that my base is being hammered my Necron attacks from their base. They have sentry pylons that go through spurts of being able to fire at my bolters and sporadically decide to shoot the infantry command at times. I deploy earthshaker platforms, basilisks, and marauder bombers to underwhelming effect in my counter-strike. The swarms of destroyers and the Lord continue, with one wave having a bunch of deathmarks that succeed in shattering the morale of my cavalry squad before they even reached melee range. Fortunately, the bolters turned them into scrap metal.

Deciding that it was time to roll my own cheese wheel into the battle, I bought the General and slapped all the upgrades onto him and gave him a retinue of eight priests. Running into their base at full tilt, I hammered fanaticism until all the sentry pylons were piles of living metal goop before running him back to the command center, lacking a single priest. On a side note: maybe I missed it before, but the General has an ability that lowers the morale of all enemies in the game and plays a certain speech for its sound effect. Awesome.

Within minutes, more pylons had sprung out of the concrete and the Necron superstructure was shooting at me too apparently. By now I had all the production facilities, most upgrades, a nice pile of resources, tons of defenses on my north side, and enough green energy bolts flying around that I thought I was in a Green Lantern movie for a second. It was about this time that I built a Stormlord and noticed my Ork ally gettin' stomped flat by the Necrons. I deploy my Stormlord amidst a few squads of deathmarks and immortals to back them up and watch it get shredded by their weapons fire... How horrifying. Shortly after, the Necrons sent a massive wave to my Eldar ally, with me being in the sights next. There were sentry pylons right next to the Eldar buildings, too. I decided that I was probably done for and just called it quits there.

Melta and plasma didn't seem to help my guardsmen very much. Maybe I should use more Leman Russes next time.
« Last Edit: July 26, 2015, 03:12:33 am by Jacob/Lee »
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Mech#4

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #112 on: July 26, 2015, 02:53:10 am »

I tend to build huge amounts of turrets, 3 to 4 deep, as a front line for defence as the Imperial Guard. The Imperial Guard can also focus their production on one of, I think, four different areas; Infantry, Armour, Air or Artillery. Artillery is particularly useful as it increases the range on all artillery, tank and turret types. Inferno shells helps against buildings and massed infantry and you could also use EMP shells to disrupt building (though I don't know how effective that is against the A.I.).

I have found that the Necrons are a faction, like the Tyranids, that you have to deal with early on in the game. Focus all attention on them before about 20 minutes otherwise the only real way of stopping them is by dropping nukes or Reaver Titans.
In one of the recent updates, Necrons got a lovely upgrade that costs 20,000 energy that makes all of their Sentry Pylons gain map wide range. It might also apply for normal turrets, obelisks and the wall turrets. It is pretty much the last upgrade though so not something you need to worry about in a game shorter than 30 minutes or so.
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RoguelikeRazuka

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #113 on: July 26, 2015, 04:38:11 am »

How to enable this mod to work? It shows the mod's logo while loading before proceeding to the main menu, but I see no new factions available opposed to what is mentioned...
« Last Edit: July 26, 2015, 04:41:55 am by RoguelikeRazuka »
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RoguelikeRazuka

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #114 on: July 26, 2015, 04:39:06 am »

[sorry for doubleposting]
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Mech#4

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #115 on: July 26, 2015, 06:36:08 am »

On the mods "ModDB" page, there is a link available to a mod manager for Dawn of War. The base mod doesn't include the extra factions "Inquisition" or "Daemons of Chaos", though I think it includes Tyranids.

You need to choose in the mod manager the game module that's called "UltimateApocalypse_THB_DIDHT". On the right it'll have several required mods listed. If one of those is red you'll need to follow a link to the download on the moddb page for that part.

In the "Read more" section of the "The Hunt Begins" (a recent, major update that included the new factions) download page on Moddb, there should be links towards both the "Daemons of Chaos" and "Inquisition" factions pages as they are separate mods but have been worked into Ultimate Apocalypse.
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Aklyon

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #116 on: July 26, 2015, 07:34:22 am »

I don't think the mapwide range upgrade applies to the small defenses,only pylons and pylon turrets. There is however, 3 or 4 general turret upgrades that boost both damage and range. The more of them the necrons have the worse time you'll have getting in range to destroy them all.
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Jacob/Lee

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #117 on: July 29, 2015, 08:52:34 am »

The Basilisk Magnus is the best thing ever. It takes forever + 1 day to build and costs enough to bankrupt Terra, but when it's done you can turn the map into a moonscape in the true IG way. Necrons don't stand a chance now.

Frumple

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #118 on: July 29, 2015, 09:11:14 am »

It started with sending a maxsize conscript squad + commissar to a critical point and getting ambushed by a wraith, ending in it seemingly reviving three or four times before I just called it a draw and ran. The mass of bodies in the way made it hard to tell how much it was hurting, so maybe the soldiers just kept knocking it over with melee.
Well, possibly that, mostly conscript squads being complete trash. They're good for two and only two things -- capping points in the early game and being a meat shield for only slightly longer. The amount of damage they do is basically nothing. If you're trying to kill something with a conscript squad, you're either having a laugh or have screwed up badly :V

As for the rest of it: Yes, more tanks. The general honestly is kinda' shit, at least insofar as direct combat goes. The only really good hero units the IG have are the fire/lieutenant commanders, after you put them in their tank of awesome (and probably stick the vanquisher cannon on it).

IG wants to spam russes ASAP, and super-heavies shortly thereafter. The artillery is... okay. En masse (if you're not going to build at least six basilisks, don't bother with any), it's even pretty damn decent. But you're really not going to do shit without your armor in force. One leman russ is not enough. Six leman russes are not enough. You want more, where "more" is your entire squad limit, plus as many pattern/etc. commands as you can have filled up ready to pop new ones as soon as your old ones die.

Can't really speak on the infantry, though. Maybe use some the support squads a bit. Definitely don't bother with conscripts past the third or fourth minute. Probably don't bother with plain ol' Guard shortly thereafter. IG infantry is... not the most impressive of things, and they're doubly not impressive as anything but armor support. You need your tanks. The IG response to "Should I build more tanks?" is "Yes." Always. Under all circumstances. No exceptions.
« Last Edit: July 29, 2015, 09:14:08 am by Frumple »
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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #119 on: July 31, 2015, 10:21:22 am »

Ok so I've decided to give this mod a go after ignoring it for a while. Wanted to try out that kill count win condition, sounded mighty fine... but the problems is - I can't find it. What's the deal? Is it tied to a special map? Because I triple checked the game options and nothing. No win/loose: kill count. Unless it's hiding under a different modifier, under a different name, for whatever reason.

I have Steam version of DoW:SS and a 1.82 UA patch so... what gives?
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