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Gambit_1
Gambit_1 @ Penal Legions Mod

Nice work brother!

Good karma+4 votes
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

Due to real-life obligations, I could not post here earlier - in general, I tend to avoid making non dev-related posts.
But this occasion is different, and I think I must share my thoughts out of sheer respect (first and foremost) to my teammates and our beloved project.
So all I have to say is that I am very surprised and saddened, that such an incident happened to us after all the hard work we have invested in this project.

Leaks, as a deed, are highly inappropriate. And I am sorry to say it, completely unacceptable.
It is against the general unity of our community.
And this is obviously the reason the community itself rejected the deed on the spot.
I am glad we all despise such practices. It was definitely a wrong call.

So a big thanks to all for your support, and I hope we keep modding and creating, like maniacs!
As the rest of my teammates have said before me, let's move on and hope that such things will never bother our community ever again. :)

Good karma+18 votes
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

Well, the new-stuff log alone is already... Nigh unreadable!
I mean, you need to invest some SERIOUS time to just overview the additions!
And I do not even dare talk about the balance/fixes/updates log...

Good karma+3 votes
Gambit_1
Gambit_1 @ A last gift from us before the end of 2021

Thanks brother!
Our best wishes to you as well :)

Good karma+2 votes
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

Hello brother cmarshall-ma.
Well, if you have modified Unification in any way, then it is difficult to remotely isolate the culprit!
My suggestion is ... Proper and careful Re-installation, to be sure everything is in place :)

Merry Christmas!

Good karma+5 votes
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

Same with you brother Fry_Kickstart.
It seems there are not many people following the old ways any more - but I guess the time is nigh for people to turn to retro stuff :)

Good karma+1 vote
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

I agree with brother oyun papağanı on this, but I have to ask: Which is the way Relic followed brother Fry_Kickstart? I may be missing something here! :)

Good karma+2 votes
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

I coded it as it is now, because... there is no other logic I could think of!!
The idea is to allow/disallow reinforcement, based on where the units are. And this is how it works now (just to say here that I have further updated the code!)

Is there any other logic that you can suggest brother Fry_Kickstart??? (BY THE WAY: Amiga fan myself, got an A1200 back then, and now I keep on using WinUAE!)

SUGGESTION: The only trick I can think of is to allow reinforcement to COMPLETE, once it is started (disallow only the "beginning" of the procedure, not the procedure itself).
What do you think of that?
(Coding-wise, this is NO easy task though! Doable, of course)

Now, I CAN add the option to be able to reinforce near a troop carries, but it is THEN that it will become much more complex and cumbersome, brother!

Good karma+1 vote
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

It was a balance call brother Fry_Kickstart.
Uber units with stealth is sometimes too powerful to counter.
Combine this with its jump ability, and the Ghostkeel will be nigh indestructible.
Remember that the big suits can also be repaired by one builder as well, and you will see that the balance call was justified.
:)

Good karma+1 vote
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

Absolutely true. It enforces steep memory limitations.
Back then, this was more than enough.
But now, Unification alone is ten times bigger than the whole original game itself!

The original coders were really competent, so that we can still mod - EVEN today!
And trust me, the engine is very carefully coded.
There are flaws, yes. Especially regarding the implementation of flyers, for example. BUT... It is really SOLID!

For me, there is one more severe limitation that I would love to see removed. CORE utilization.
The engine is old, so only one core is addressed.
This is the reason it is struggling, when many players and objects appear simultaneously.

BUT I DO NOT COMPLAIN :)
To be honest, I really feel gratitude for the engine we have. Given its age, it ROCKS!

Good karma+4 votes
Gambit_1
Gambit_1 @ Lady Inquisitor Kyria Draxus

OK, just to say that for Kyria Draxus and Shang, we invested a lot of time with brother Kek, to do it right. Because the engine does not support what we achieved.
For one, Shang (the little drake) is ALWAYS accompanying her, casts spells by his own, has no green selection circle and you cannot select him (although he IS a "leader"), and there are tons of other little things that you must see in-game to believe it.

I have never coded something like that before.

Good karma+12 votes
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

Hello brother BigEl_nobody :)

1. The actual time a melee hit land, is not animation-based, but attribute-based (weapon stats) brother.
So the Wraith Knight behaves much like any other unit does in melee.

2. We have already nerffed him. Not by a lot, it's a titan!

Good karma+1 vote
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

Thanks Alex!

Good karma+4 votes
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

Hello brother.
There is no support for ability auto-casting in Unification.
Now, this was indded coded some time ago by another coder - and an adaptation will be easy to do in Unification - but to be honest I do not like the idea of having the CPU controlling your own units...

Good karma+3 votes
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

Well, each ability has its own Hotkey...
The idea of a universal Hotkey scheme was mentioned in the past, but brother this requires too much work, for something that is already there.
So for now, I think we can adjust to the existing Hotkeys, per race :)

Good karma+1 vote
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

Well we already have an ALPHA Deathwatch build
And trust me, it is very promising.(I have added a mechanic where you collect battlefield artifacts and alien genes, to unlock forbidden technologies !)

BUT, as I said, it is in alpha stage.
And it is of low priority, other mods come before the Alien Hunters. We shall see.

Good karma+3 votes
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

That was a decision of the Tyanids team - the creators of the mod.
But rest assured, the Swarmlord from DoW2 is already part of the Tyranid Swarm mod, an alternative Tyranid race implementation we are working upon. :)
It not available yet, but let me say here that our internal build is already 100% playable!
... Now there IS a leaked TSwarm version circulating the net, but that is really old (and buggy) - our latest is far more advanced.

For one, I have totally recoded the global builder mechanic :)

Good karma+1 vote
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

While we increased the VISUAL size of the models, the actual unit (ebps) sizes were not changed brother Radu273.
Which means that the pathing is IDENTICAL to that of the vanilla game, the tweak we performed is 95% visual. :)

Some SPECIFIC models were indeed modified, but we are talking 3-4 individual cases. And those changes were mandatory.

Good karma+3 votes
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

Just as brother oyun papağanı said, and let me add here that MORE ideas and win conditions and additions are already included :)
The changelog so far is... Immense!

Good karma+3 votes
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

Your request is already coded brother, and will be in the next Unification release. :)
Optional, of course (via WC).

And the same is true for Tau and Dark Eldar Turrets.
(TAU and DE are also optionally available for Campaign, not only Skirmish)

Good karma+5 votes
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

To play all vanilla races, you must have bought all the game and its expansions brother Jameson44. With Soulstorm, you can play Dark Eldar and Sisters of Battle - you must already be able to.
The core game unlocks SMs/Chaos/Rldar/Orks.
Winter Assault, unlocks the Imperial Guard.
And Dark Crusade unlocks Necrons and Tau.

All three have interesting and rewarding Campaigns.
I suggest you buy them just for that, not only to unlock the races - heck, they are really cheap games!

Good karma+6 votes
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

Well, you are referring to the "Deterrent" - it is a special rule made to avert layers from attacking the enemy base BEFORE wave 10, unless they have LOTS of troops.
Plus, Insane SHOULD be just that - insane :)

Regarding the swords - There are two mechanics to this: The damage is either translated as the "lowering" of the Max HPs of the enemy, or a direct proportional HPs' transference to the weapon's wielder, with each hit.
Both are noticeable, if you pay attention to the HPs of the "parties" involved - but if they are subtle, then you must be very perceptive to notice them, especially the life leeching.

Good karma+1 vote
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

It is awesome, and I have already finished the Ad Mech game - and I enjoyed it a GREAT lot. :)
...There is another one theme in the same OST that is also awesome, but I think the whole soundtrack is impossibly thematic in general!

Good karma+4 votes
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

Hello brother ASPID123.

1] SURVIVAL
I am glad you like it, it was a challenge to code and made modular, but I also think it worths it :)
There is one last trick I want to add - namely let a HUMAN control the attacking player.
But there is an issue with the intrinsic random generation index, and so far I had not time to delve deeper into this.
FIXABLE of course, it is only a matter of time :)
Regarding your notes:
- Most races have their own specific attacks, but I was not able to code SPECIAL attacks for all of them. Indeed, some miss the race-specific ones.
Tyranids and Emperor's children got MORE love because there were more ideas on the table at the moment I was coding their attacks.
- 2B was MEANT to be unpredictable and outwordly! To be honest, the way you describe it I like her more :) Because THAT is what we were trying to achieve.
- More attacking enemy CPU players did cross my mind. I made the code really modular, so adding AI players is indeed possible. But WHAT would it serve?
The waves are spawned as needed, and in the end you defeat the assailant player. Adding (say) one more AI enemy would indeed make things dire fgor the players and would introduce some more variety, but I think it kinda defeats the purpose. But OK, I will think about it. Note though that the MAPS should also support something like that, so we will have to modify them all.
- I did not get your third note. Can you elaborate on what happens at waves 4-9?? It is less "hectic" than expected? Is this what you mean? Or the opposite?

2] LAST STAND
First let me say here that the mode is largely WIP. I finished the CORE code, but fleshing out the rest is a real time challenge.
Creating a new hero requires much work, both in the process of design, and implementation.
- Number of races: Just as I said above. Adding more races, more heroes and more squads, requires careful planning, and MUCH work. Heck, I have not even added BOSS fights yet!
The Emperor's Children commander is the only "Serious" attempt to create a really good hero. And is is again FAR from complete.
- Progress Tree: The plan is to add upgrades and researches to SQUADS as well, not only to Heroes. Kind repeat myself again, but... WIP!
- Healing: This will NOT be added to squads. Because squads can REINFORCE. The idea is that: Heroes spend resources to heal, squad spend resources to add more troops. It is kinda the same thing. PLUS, some suqads DO have healing powers, and can heal allies (for example the heal ability of IDH Apothecaries). I think this was well-designed here, I gave it much thought!
- AI Players: Well, if the Last Stand itself needs much coding, creating AI for Last Stand is a HUGE endeavour. Perfectly doable of course. But I would rather invest time in coding outer things, because Kast Stand was meant for human players, not AI ones in the first place.

Thanks for the report brother.

Good karma+1 vote
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

Well... The saves that you have IN-MATCHES or IN-STRONGHOLDS will definitely NOT work!

Now, the saves on the metamap... Possibly.
Brother Zooasaurus, it will be better if you were to start the Campaign anew.
See, there are TONS of changes already.

Good karma+2 votes
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

We have already added some love to them :).
And MORE is coming, brother L3X3!

Good karma+2 votes
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

Regarding the CSM version on the final Assault: Well, the AI is not very cooperative with Human players...
So following the same pattern as yours (instead of encircling the enemy) sounds just like it! :)

But yeah, if the AI is attacked, it retreats to defend its base. This is designed so - as well as it retreats to defend allied bases under enemy attack. It IS that smart!

Now, your third approach, IS THE BEST course of action.
In short, instead of waiting from the AI to understand your strategy, simply adapt to ITS strategy yourself, for maximum effect :)

Regardless, it DOES sound like a "fluffy" and exciting match!
More to this... Try with a Human ally!
I play with friends, and we coordinate our attacks - that is why I enable the AI on wave's end!

Good karma+3 votes
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

Hello brother Twisted03.
The difficult of the game is the key factor here.

First let me say that it is enough for ONE player to defeat level 10. And get that "OK". Waves STOP after that, for all players.

BUT.
Harassing squads do not.
The same is true for Heroic Defence units (the other wincon)
And in Harder difficult and above, the enemy AI is enabled.
Plus, if two or more defending players are alive, caps of the Attacker AI rise to 150% (30/30, normally).

So, it is a matter of many factors!
Chosen Difficulty.
Heroic Defence.
Alive players after wave 10.

I code it so because after wave 10, having the attacking AI with.. NO AI, will be a simple "go and kill it".
It instead reverts to a complex skirmish.

You should cooperate with chaos, to defeat the Imperial Fists!
And in Insane... Difficulty is as its name implies :)

Good karma+2 votes
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

OK, I created a interesting new win condition, regarding resourcing.
It was easy to do (a couple of days), but I think the result is AWESOME.

In short, we all know that resources mostly are either scarce, or abundant (especially after some time) in games.
With the new system, resource management comes GREATLY into play!
I think you gonna like it.

As I said, it is a win condition, so you will be able to freely experiment with it if you like. :)

Good karma+8 votes
Gambit_1
Gambit_1 @ Unification Mod - Dawn of War: SoulStorm

We are OF COURSE working on balance as well!
We know many things are a bit off, but this was the first release, so it was expected :)

Balance suggestion noted, and will be fixed.

Good karma+2 votes