2.2 beta
Re: 2.2 beta
How come it won't start for me? i used the desktop shortcut but nothing happens... I already tried reinstalling DOW2 and still it won't run... i installed from build 7 then 8... Can someone please help me?
- Nuclear Arbitor

- Posts: 1106
- Joined: Tue 12 Feb, 2013 2:56 am
Re: 2.2 beta
so you open with the shortcut and nothing happens? is the game installed on the same drive as steam?
Re: 2.2 beta
As a matter of fact no. Can i do something about it or should i just reinstall it to the same location as steam?
- Nuclear Arbitor

- Posts: 1106
- Joined: Tue 12 Feb, 2013 2:56 am
Re: 2.2 beta
iirc people have had problems with ret installed on a different drive as steam. it'd be good to get some conformation from someone else before you do that but i think that may solve the issue. you should just be able to copy everything thing to a new folder, uninstall the game, and reinstall into that folder and not have to download much.
Re: 2.2 beta
elanareon wrote:As a matter of fact no. Can i do something about it or should i just reinstall it to the same location as steam?
Just move the files there... or re-install, whichever.
Re: 2.2 beta
Hi, this is an idea to consider for the beta, it is a different working of the weird boy vomit
Most people feel the weirdboy vomit has too long a duration of action and shorter durations down to 6 seconds have been suggested (i havent seen comment on how current beta reduced duration is going)
My concern with shortening the vomit duration is that it is potentially difficult for orks to inflict damage on super heavy infantry units without the vomit debuff.
Suggestion
-- remove the increased damage modifier from the vomit (move to zzap)
-- rework zzap so that it does not skip between squads and now inflicts the 1.2 increased damage modifier
-- now you can independently adjust the vomit stun duration eg 6 seconds and the increased damage debuff eg back to 10 seconds
-- the damage debuff now only applies to a single squad instead of an area effect (nerf)
-- the damage debuff now costs additional energy on top of the vomit to cast (nerf)
-- you can even make the damage debuff move to a different tier or be dependent on an upgrade
-- the downside is the opportunity to chain the abilities so you could stun for 6 seconds and then damage debuff for a further 10 seconds
Most people feel the weirdboy vomit has too long a duration of action and shorter durations down to 6 seconds have been suggested (i havent seen comment on how current beta reduced duration is going)
My concern with shortening the vomit duration is that it is potentially difficult for orks to inflict damage on super heavy infantry units without the vomit debuff.
Suggestion
-- remove the increased damage modifier from the vomit (move to zzap)
-- rework zzap so that it does not skip between squads and now inflicts the 1.2 increased damage modifier
-- now you can independently adjust the vomit stun duration eg 6 seconds and the increased damage debuff eg back to 10 seconds
-- the damage debuff now only applies to a single squad instead of an area effect (nerf)
-- the damage debuff now costs additional energy on top of the vomit to cast (nerf)
-- you can even make the damage debuff move to a different tier or be dependent on an upgrade
-- the downside is the opportunity to chain the abilities so you could stun for 6 seconds and then damage debuff for a further 10 seconds
- HandSome SoddiNg

- Posts: 324
- Joined: Wed 16 Oct, 2013 5:57 am
Re: 2.2 beta
Kan, I love the way u think bro. It deserves its Intended Nerf for AGES now
Batman V Superman : Dawn of Justice 2016
Wonder Woman/Justice League 2017 Movies, WB/DC bring it ON !!
Wonder Woman/Justice League 2017 Movies, WB/DC bring it ON !!
- xerrol nanoha

- Posts: 175
- Joined: Wed 20 Nov, 2013 12:13 am
Re: 2.2 beta
When in a lobby and choosing race/commander/colors, why is there no longer a preview feature?
Re: 2.2 beta
Because of the 4th hero hack.
Re: 2.2 beta
Lulgrim wrote:Because of the 4th hero hack.
Wait, what?
Re: 2.2 beta
Um you've noticed there's a 4th SM hero perhaps...?
Re: 2.2 beta
Yeah.. I've noticed, I just didn't expect you to call it a "hack", would have thought a modded hero would have been better to say.
But why does that mean that previewing your commander in the lobby has to be disabled for all factions?
But why does that mean that previewing your commander in the lobby has to be disabled for all factions?
Re: 2.2 beta
Well the UI was crudely hacked to have the 4th selection and they couldn't get the 3D backdrop back in, I don't know what else to say about it.
Re: 2.2 beta
Lulgrim wrote:Well the UI was crudely hacked to have the 4th selection and they couldn't get the 3D backdrop back in, I don't know what else to say about it.
Ahh okay, cheers for clarification.
Re: 2.2 beta
modder team
why you dont put anything on loading screens?
like where is the mod from , who made it, where can we give feedback(this forum and steamgroup) etc.
you should add atleast to loading screens
www.dawnofwar.info (just this if u want save space)
steamcommunity.com/groups/DoW2EliteMod
why you dont put anything on loading screens?
like where is the mod from , who made it, where can we give feedback(this forum and steamgroup) etc.
you should add atleast to loading screens
www.dawnofwar.info (just this if u want save space)
steamcommunity.com/groups/DoW2EliteMod
Farseer/Doombringer/Falcon/Mindwar IGN: Ypulse
Re: 2.2 beta
But if the people are already playing the mod (presumably, since they have the loading screen there) wouldn't they know where to get it already...
Re: 2.2 beta
dont look only the current players and the small playerbase/family:)
for example if you decide to put on moddb site the mod in the future, it is a nice thing to have, and this is standard thing to have anyway when u do a mod for a game.
for example if you decide to put on moddb site the mod in the future, it is a nice thing to have, and this is standard thing to have anyway when u do a mod for a game.
Farseer/Doombringer/Falcon/Mindwar IGN: Ypulse
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Magus Magi

- Posts: 191
- Joined: Sun 12 May, 2013 7:12 pm
Re: 2.2 beta
I know that this goes without saying, but I am immensely appreciative of the SG Vengeance round range revert.
I've been playing around with the SG and their gameplay feels much smoother without feeling overpowered.
I know my opinion means very little compared to more venerable ELITE players, but I think the Vengeance range revert was a great choice and I just wanted to express that here.
I've been playing around with the SG and their gameplay feels much smoother without feeling overpowered.
I know my opinion means very little compared to more venerable ELITE players, but I think the Vengeance range revert was a great choice and I just wanted to express that here.
Re: 2.2 beta
WIP changelog for next version (looks like beta 9)
- Updated map: All of Indrid's maps (I think)
- Updated map: (2p) Leviathan Eye (by Blessed Spartan)
- Updated map: (2p) Sector 95 (HQ turrets moved)
- Updated map: (6p) Tartarus Harbor 2.0.3 (by Max Power)
- Apothecary "Master-Crafted Bolter" is now the "Customized Storm Bolter" (model by David-CZ)
- Tactical Squad "Sternguard Veterans" upgrade no longer reinforces nearby squads
- Assault Squad "Vanguard Veterans" upgrade no longer reinforces nearby squads
- Dreadnought "Multi-melta" no longer triggers the "Assault Cannon" speech when purchased
- Librarian now has a passive melee charge
- Terminator Assault Squad melee skill increased from 60 to 70
- Nob Squad using "Frenzy" should now be invulnerable despite debuff effects
- Warlock hero army level unlocks reworked: common armor (0), epic head (0), rare armor (28), epic armor (48), legendary armor (58), legendary head (60) [New models by David-CZ]
- Warlock "Warp Throw" now displays a warning symbol on the target area
- Tyranid "Infestation" capillary tower sight radius buff no longer stacks
- Hormagaunt "Warrior Synapse Leader" removed
- Termagant "Warrior Synapse Leader" removed
- Hormagaunt Brood T2/T3 health buff is no longer exclusive with Melee Synapse
- Termagant Brood T2/T3 health buff is no longer exclusive with Ranged Synapse
- Tyrant Guard using "Shieldwall" should no longer gain super speed when affected by multiple snares
- Bloodletters using "Warp Shift" should now be invulnerable despite debuff effects
- Chaos Predator "Mark of Nurgle" autocannon damage increased from 50 to 65 (for real this time)
- Interceptor Squad backpack fx should no longer render in FoW
- Vindicare Assassin "Exitus Rounds" wind-up increased from 0 to 1 and cooldown decreased from 4.5 to 3.5
- Vindicare Assassin "Turbo-penetrator Rounds" wind-up increased from 0 to 1 and cooldown decreased from 4.5 to 3.5
- Vindicare Assassin "Turbo-penetrator Rounds" now show a debuff effect on affected targets
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[TLV]Soul_Drinkers

- Posts: 178
- Joined: Wed 21 Aug, 2013 5:21 pm
Re: 2.2 beta
This is good to hear. Those synapse upgrades were retarted broken and unbalanced. I cant wait to see how tyra are after there removal,should be way more balanced
In the Emperors name, Blind faith is all you require.
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Magus Magi

- Posts: 191
- Joined: Sun 12 May, 2013 7:12 pm
Re: 2.2 beta
New apo Storm Bolter model...
Want so bad...so pretty...
This is a great mod.
Want so bad...so pretty...
This is a great mod.
Re: 2.2 beta
Added 3 changes in red.
- HandSome SoddiNg

- Posts: 324
- Joined: Wed 16 Oct, 2013 5:57 am
Re: 2.2 beta
Able time Tyranid leaders get those nerfs, so VA not getting cloak yet o.O
Batman V Superman : Dawn of Justice 2016
Wonder Woman/Justice League 2017 Movies, WB/DC bring it ON !!
Wonder Woman/Justice League 2017 Movies, WB/DC bring it ON !!
Re: 2.2 beta
Actually VA will get an infiltration upgrade for next patch, but I can't say if it will be the final mechanic or a temporary workaround.
In any case next release will be before this weekend's nooby tournament.
In any case next release will be before this weekend's nooby tournament.
Re: 2.2 beta
Beta 9 is available, changelog and download link in starting post.
Re: 2.2 beta
All fixes seem adequate for me but I got a question. 0.35 health regen on the spiky armor, isn't it too much? And how will it force me to attack the warboss with my melee units? This might have been done in other way. Like when the warboss is in melee combat with melee units he loses his health regeneration and when he is not engaged by any melee unit he regenerates his health. That will kinda force me to attack him in melee, at least I can do it with my hero to cancel that health regeneration. But still attacking him with things like tics, hormas is unwise.
- Orkfaeller

- Posts: 1069
- Joined: Mon 29 Jul, 2013 6:01 am
Re: 2.2 beta
Is it just me, or broke ß9 the hotkey-auto-ordering-unit-portrait thingy?
Re: 2.2 beta
We "didn't" do anything to it, but Thomas did write SCAR code for the Vindicare infiltration ability -- which involves the same files -- so it's possible.
Re: 2.2 beta
Sub_Zero wrote:All fixes seem adequate for me but I got a question. 0.35 health regen on the spiky armor, isn't it too much? And how will it force me to attack the warboss with my melee units? This might have been done in other way. Like when the warboss is in melee combat with melee units he loses his health regeneration and when he is not engaged by any melee unit he regenerates his health. That will kinda force me to attack him in melee, at least I can do it with my hero to cancel that health regeneration. But still attacking him with things like tics, hormas is unwise.
That's not the point of spiky anyway, spiky is just there to make your warboss an ultimate nuisance for ranged units because he can keep them tied up indefinitely with the hp regen+no melee units to pester him. Cybork by contrast is more for counter-initiation and helps vs melee.
Lets make Ordo Malleus great again!
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