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I appreciate your work alot and I understand, putting up alot of effort for something that can just break sometime later would be really bothersome.
Part of me kinda hopes they go for Gates of Hell and perhaps can make the whole thing more stable there but well
Sorry guys, but I won't be able to update it till the UMW40k devs stop changing file paths for no reason every other update. Insanely tedious and slow work for something that will be broken again in a month.
I'll update it as soon as we have a stable version of UMW40k.
No but well hoping for the best sometime~ its really hard to find skirmishes for this >:
Main problem with finishing this thing is that with every major UMW40k update the devs change the file structure of everything in their mod for seemingly no reason, breaking everything in my mod in turn.
Basically, I don't think I'll be able to properly update this until they release a somewhat stable version of UMW40k and settle on a decent file structure.
Definitely going to update this eventually. Current version of UMW40k is extremely unstable and still being patched. If I fix it most of my changes will be reverted in future updates, so it's just not worth it right now.
he doesnt give a shit anymore
If you really want to play the mod I suggest getting an older version of UMW40k. 1.19.05.09 should work fine.
The amount of time this will take depends on how much stuff the update broke. I'll have an ETA as soon as I finish checking all the changed files.
The last map I make in the mod pack will be relatively small but completely custom.
Thanks for explaining me how it works. Exactly how you explained it was how the Tau Battlesuits felt but I was really unsure.
Im absolutely looking forward to more releases from you ^-^
Did you thought of making a custom map instead of porting one of those so you could use some more assets and make it a bit more warhammer-like map-wise?
Tau Battlesuits are the exception, they do have an hp pool and most continuos fire will chip away at it slowly. This is because;
1. They are basically big infantry units.
2. They are unfinished.
They still have armor you have to penetrate and parts you can disable. (shooting their arms will disable weapons, etc)
The devs of the main mod have been teasing reworked mechanics for all super heavy infantry that make how they work much clearer. As soon as they go live I'll include them here.
You also mention things not having a description. I could add short descriptions to the units but it'll look too crammed in a small box and written in tiny font.
I also feel it's a bit unnecesary since most people familiar with 40k will know what the units are from the name and portrait, and they work about how you'd expect. Let me know if you disagree though.
No problem, I appreciate the feedback.
I knew the Tau mission was going to be a bit of a mess from the moment I started making it. It's definitely beatable but all your stuff is so unfinished and buggy it's just not that fun to me.
Twin-Linked Lascannon Chimeras have also decent suvivability and precision, you get them early on and they have pretty long range.
I'd also recommend trying out Plasma weapons. Kasrkin teams come with a single Plasma Cannon but even their regular Plasma Guns will do short work of Terms and Dreadnoughts if you flank and can keep them alive. With a few Lascannons supporting them they can be really devastating despite being fragile.
Once you get Leman Russ Executioners, make the switch to them. They do very high damage and are basically indistructible to bolter fire. Mixed with Lascannon Chimeras they will make Terms and Dreads stop being a problem at that point.
Please try out these alternatives, If you still feel it's too unbalanced I'll lower the spawn frequency. I'm just hesitant to do so since I don't feel it's that bad from all my testing.
I find the main issue to be that the artillery basically destroys all vehicles while all of your vehicles dont seem to have anything that can penetrate the eldar stuff.
I mean the strongest seems to be the railgun but that cant shoot the warlocks and a bunch of other units /=
I have to play the Disaster mission more but so far it seems well bearable if you have the right weaponary to me, sadly nothing has a description so to me its more like a gamble currently but at least everytime I learn something new :D
Lascannon spam, Plasma Cannons, and Meltas destroy them very quickly. That's why I made them spawn relatively frequently.
I'll test the mission again sometime soon and verify they weren't buffed in the main mod.
I tested the mission quite a few times and don't remember eldar arty firing from outside the map though. Just from the top of their platforms. Maybe an update broke it?
Doesn't matter anyways, I think you're right. Will end up entirely remaking the mission and make one for the Tau when they're finished. If you found other bugs or balance issues in the other maps do let me know.
Heck there are still vanilla Russians coming out of the train and the objectives have no description or anything, poorly done.
At least the other two are better.
How is that relevant to this mod anyway?
I will still be updating this if a main mod or game update breaks it.