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Author Topic: Dawn of War 1: Soulstorm: Ultimate Apocalypse  (Read 31722 times)

Aklyon

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #45 on: June 16, 2015, 08:52:21 pm »

IG turrets are particularly effective at demolishing them, at least the way the AI builds around its points. The ones that fire rockets, anyways.
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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 #46 on: June 16, 2015, 10:17:46 pm »

I would suggest turrets, grenades, flamers and other area of effect weapons. Difficult to get that early on but with the rate they respawn you would need to kill them off faster than one at a time. Mines could help as well in that regard.
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Kaypy:Adamantine in a poorly defended fortress is the royal equivalent of an unclaimed sock on a battlefield.

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Frumple

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #47 on: June 17, 2015, 12:22:31 am »

... y'know, I think I just had the sound on with a hell drake on the field for the first time. That. That is a noise.
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Sinistar

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #48 on: June 17, 2015, 02:38:12 am »

Ugh, yeah, we got rekked by hard AI. Though in all honesty I did play like shite, pretty much. The only time 've played moderately well was when me and Mech#4 played as SM and Eldar vs. (hard) CSM and DH. I pushed CSM pretty hard, but was slowly loosing my momentum thanks to that annoying chaos spell that immobilizes your units. And then the game crashed anyways, hehe. Me and Aklyon were doing fine at the beginning against that Dark Eldar. I've secured our relic point early and manged to clean out a small DE infestation close-by while Aklyon pushed to the second relic. AI was starting to push hard, however, so I went up to help. Credit to AI, when I arrived to engage, a small part of it's army sneaked past me to open another front by attacking our poorly defended relic point. Soon, it began to field relic units and because I didn't manage to rebuild our own relic point (and also loosing it in the process) we were soon raped by 4 Shadow super heavies and assorted combination of DoD, Ravagers etc. So yeah, I could do better. I do wonder if hard AI is cheating in any sort of way though, the jump between standard and hard seems a bit unreal...
Still, even with the least modified factions like (imho) SM, UA is different just enough you can't use your standard unit/equipment composition but instead have to re-think your approach. Besides, I'm pretty bad with large-scale DoW engagements. I'm pretty sure I've had this problem before back in DC/SS, but UA just makes it more obvious, hehe.

About Necrons - haven't try them yet, but I suggest you try your strategy against hard AI. Do report how that turns out, I'm quite interested. Otherwise, well, it is said you better destroy Necrons early because their late game is pretty much impossible to beat, but if their early game is also OP... Necron bias much?

Also, I wasn't up much yesterday due to some irl stuff, but I'll probably be hosting some games again today. If we manage, I'd be cool if we can get 3 (or more!) people at the same time. Maybe that way we can finally beat one lone hard AI.
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Mech#4

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #49 on: June 17, 2015, 02:49:02 am »

I sent you a friend request on Steam Sinistar. If you message me when you and possibly Aklyon want a game I'll be willing to join. Er, as long as it's within the next... 8-9 hours or so.
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Sinistar

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #50 on: June 17, 2015, 03:34:40 am »

I won't have time before 1230 CEST, but after that, and ignoring lunch somewhere in between, I'll have some hours free so yeah, will definitely message you. :)
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Everything is an instrument if you hit it the right way.
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Aklyon

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #51 on: June 17, 2015, 08:02:48 am »

And that time is...a few hours ago, according to worldtimebuddy. I'm guessing you've had lunch by now though.
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Quote from: RedKing
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.

Aklyon

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #52 on: June 17, 2015, 06:44:35 pm »

So Me & Sinistar were fighting a desperate alliance of Tau, Eldar, and Spess Marines on Normal after getting beaten up by some random AI's that kept including demons.

Eventually the AI could not get through one side of the map without getting blasted by me, and through the other side went Sinistar's stuff and my scouts. Eventually we just built everything and I found out that the Death Lord is basically unperma-killable with 5 beacons, althoguh he isn't the best fighter considering he dies surrounded. Excellent scout though, and scout was all I needed for some clear shots across the map to strike down the spess base and obliterate the tau base while Sinistar rampaged around the Eldar via Hell Drake until we got some detection over there. Sinistar got a picture of a gauss pylon shooting across the map apparently, and I hadn't thought to get a picture until the end, so here's one of my base with a bit of his off to the north.
Spoiler (click to show/hide)
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Quote from: RedKing
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.

Frumple

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #53 on: June 17, 2015, 07:08:43 pm »

My, but that's excessive. Also I totally need to update. I don't think the version I have even has a death lord...

Though in other news, I did just find out that two assault scarab squads and a (free) gauss turret more or less steps over an early game SM commander (and everything else SM has to offer at that point, apparently. Also, two gauss turrets with one upgrade, and about four scarab squads will drop a dreadnaught with no losses and little energy cost reinforcing the scarabs. Good to know!). It... it was kinda' sad. If things haven't changed between 1.7-something and now, necrons definitely don't seem to have an actual early game problem, at least vs. quite a few other races. Those freaking scarabs are ridiculous -- fast reinforcing on the cheap, no actual cost besides time for base recruitment, very fast (plus they jump!), actually pretty effective versus most peripheral buildings (turrets, listening posts, etc.), ridiculously good at tying up squads... they're just kinda' silly for a zero energy recruitment unit. Throw in units that actually deal damage and it's just a bit of a nightmare, apparently.
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Aklyon

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #54 on: June 17, 2015, 07:14:10 pm »

Ah, but this isn't 1.7-something. This is The Hunt Begins, 1.8-something! (and by the time I remember where the death lord is built from either we're losing or he's kinda not needed, so wah. Also he talks in a threatening doom-voice everytime you tell him to go somewhere, which is odd for necron units. Apparently also buffs pariahs.)
« Last Edit: June 17, 2015, 07:15:49 pm by Aklyon »
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Crystalline (SG)
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Quote from: RedKing
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.

Frumple

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #55 on: June 17, 2015, 09:20:03 pm »

Yeaah, updated. Assault scarabs are both locked behind the summoning core and significantly weaker (like, their health has been right at halved, comparatively) now.

Mind you, after a test game, they're still apparently able to take down early game infantry with like no effort, and they still do a number of weaker buildings, but turrets are definitely better against 'em and them being flimsier and faster to reinforce means they're even more micro heavy than before to keep alive (which is irritating like you wouldn't believe ;_;). Still nasty little bastards for their cost, though, and really good for screening for warriors or whathaveyou, early-ish. They'll take out scouts or tac marines one to one without much trouble, just as an example.

And agreed the death lord's voice is just... yeah. Also hella loud. Though I do like they've got the arks in now. Was playing titanium wars a bit before and those things are quite nice.

Now I just need to see about getting the new races to work. Ruddy thing's crashing when the game loads, when I try. Hopefully it's just a config file or somethin' I've forgotten to fix up.
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Aklyon

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #56 on: June 17, 2015, 09:31:06 pm »

Gotta make sure you installed all three right in the soulstorm folder. Or updated them. Inquistion daemonhunters, chaos demons, tyranids. Theres links in the installation readme.
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Crystalline (SG)
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Quote from: RedKing
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.

Frumple

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #57 on: June 17, 2015, 09:40:45 pm »

Mm. Yeah, looks like the IDH disappeared off somewhere into the aether. Coulda' sworn I already had it at some point, but eh. Already had the other two for the earlier version of UA, and they haven't been updated since, soooo...
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sambojin

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #58 on: June 17, 2015, 10:02:29 pm »

How would a mix of assault scarabs and annoying teleporting flayers o' death go? Probably still useless vs buildings, but I remember flayed ones being horribly broken in vanilla DoW.

More so as an honour guard unit for your incredibly badass Necron Lord (you'd be attacking their base far too early) in a SP campaign, but it might still work in MP.

More fiddly micro, but it might work in UA MP if they're not too far up the tech chain. Little scarabs and annoying flayers.

Teleporting in a full squad of flayed ones (that you've previously reinforced to max size while mucking around/teching) onto any scarab attacks that make it through the defenses sounds better than just constant reinforced scarabs alone.

Insta melee blobs on call to properly reinforce those pesky beetlebots.
« Last Edit: June 17, 2015, 10:40:44 pm by sambojin »
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Mech#4

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Re: Dawn of War 1: Soulstorm: Ultimate Apocalypse
« Reply #59 on: June 17, 2015, 10:48:54 pm »

After several more match I only have four screenshots. Sorry about the low number but without pausing playing against the A.I. requires an awful lot of concentration. Always doing something.

Spoiler (click to show/hide)

Oh, and here's a .rar file of all the maps I have. I wasn't able to find the pack download I used, sorry.
A little bit of legwork involved. Two folders contained within. Place both "Art" and "Scenarios" in the "Data" folder under:


C:\Program Files (x86)\Steam\steamapps\common\Dawn of War Soulstorm\DXP2\Data"
Or the equivalent folder wherever your copy of Soulstorm is installed.

The pack is about 428mb, so it's a little large. Not all the maps are very good but there's a nice variety.
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Kaypy:Adamantine in a poorly defended fortress is the royal equivalent of an unclaimed sock on a battlefield.

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