Search found 16 matches

by davea
Tue Jun 02, 2015 6:28 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Army ballance
Replies: 7
Views: 3410

Re: Army ballance

One good way to limit elite units is by requiring upgrades to get them. For example, suppose you could only get an ogron elite veteran unit by spending extra to upgrade an ogron infantry unit, after it had acquired at least one level of experience. Comments and the structure of the game data files c...
by davea
Sun May 24, 2015 4:50 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Surrendering in MP crashes Game
Replies: 1
Views: 1034

Re: Surrendering in MP crashes Game

You may get more response from the company by posting in the tech support forum instead ?
by davea
Fri May 22, 2015 9:48 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Tempted
Replies: 10
Views: 4239

Re: Tempted

Mass Titan? unless you are doing Apocalypse game. I agree this could be balanced a little better. On the lower difficulty levels, you have more than enough points to buy all titans. On the higher difficulty levels, this could be possible, but it's much less likely. Probably, reducing the points ava...
by davea
Tue May 12, 2015 2:25 am
Forum: Mods and Scenario Design
Topic: upgrade cost/prereq not working?
Replies: 0
Views: 2140

upgrade cost/prereq not working?

The files like avail1.whdat are supposed to control which units are available for selection in each scenario. If you look in avail5.whdat or later, you can see that each line has three fields. These are supposed to be the unit number, the base unit from which to upgrade, and an upgrade cost. For exa...
by davea
Sat May 09, 2015 6:00 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: overwhelmed by unit choices
Replies: 8
Views: 4164

Re: overwhelmed by unit choices

Unfortunately I don't think there is any way *modders* can define new traits or abilities. The files available for modding only include the basic numeric stats like shots, damage, etc. Traits and abilities are hard coded. As a request for the game developers, I agree this would be nice. People's Gen...
by davea
Thu May 07, 2015 12:10 am
Forum: Warhammer® 40,000® Armageddon™
Topic: overwhelmed by unit choices
Replies: 8
Views: 4164

Re: overwhelmed by unit choices

The easiest thing (as a mod) would be to remove about 50 units by editing the availability table.
by davea
Tue Apr 28, 2015 12:32 am
Forum: Mods and Scenario Design
Topic: Add new Factions
Replies: 3
Views: 6855

Re: Add new Factions

Yes, it is certainly possible. See the forum posts on the Tau and Tyranid mods which are already out.
by davea
Mon Apr 27, 2015 4:11 am
Forum: Warhammer® 40,000® Armageddon™
Topic: overwhelmed by unit choices
Replies: 8
Views: 4164

Re: overwhelmed by unit choices

I don't know anything about the lore. But, based on the stats, I can see the differences between weapons. I actually like the idea of one unit with a variety of weapon ranges, including gaps (like no short range on arty). This post has all the details to figure out the weapon differences: http://www...
by davea
Sun Apr 26, 2015 3:32 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: overwhelmed by unit choices
Replies: 8
Views: 4164

overwhelmed by unit choices

I find the huge number of unit choices, with tiny tiny differences, to be a little overwhelming. Is there really a reason to have over 75 different tank units, or 45 different infantry units? There are no two *quite* the same. Even if the unit name is the same, the red, blue and green variants are f...
by davea
Sun Apr 26, 2015 3:20 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: What is with the loss of unit strengths and loss of points?
Replies: 12
Views: 6525

Re: What is with the loss of unit strengths and loss of poin

Is this bug of "no additional points" true for all campaigns or just the dlc? I was about to start the act 1 campaign on challenging, but if you never get any reinforcements that seems *too challenging*. That is what some other games call an "iron man" mode (XCOM for example). ED...
by davea
Sun Apr 26, 2015 2:42 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: will recon ever work?
Replies: 6
Views: 3561

will recon ever work?

I see a number of posts from months ago complaining that the recon trait doesn't work: http://www.slitherine.com/forum/viewtopic.php?f=235&t=54574&p=509610&hilit=recon#p509610 This makes it very difficult to scout properly. Apparently this works in most of the other games using the same ...
by davea
Sun Apr 26, 2015 1:54 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: experienced units not very valuable?
Replies: 4
Views: 2539

Re: experienced units not very valuable?

Thanks for the insight. I looked around in the files but I can't tell how units gain experience and what the level breakpoints are. Is this known, from some file? I can see in diff.whdat that the player gains double experience at "easy" but all the other difficulty levels have the same exp...
by davea
Sun Apr 26, 2015 1:12 am
Forum: Warhammer® 40,000® Armageddon™
Topic: experienced units not very valuable?
Replies: 4
Views: 2539

Re: experienced units not very valuable?

I've played most of the way through the campaign one time on normal difficulty. Do units gain experience faster on higher difficulty levels? I have one unit with five skulls but it didn't really seem any stronger than a starter unit. Of course it is a destroyer which always has 100% to hit at any ra...
by davea
Sat Apr 25, 2015 8:06 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: experienced units not very valuable?
Replies: 4
Views: 2539

experienced units not very valuable?

According to data\exp.whdat, each experience level adds +1 to initiative, +5 to accuracy, +1 to attack and +1 to defense. For most units, this is not very valuable. Especially for some units which have 100% accuracy anyway. I was hoping that there would be a good incentive to avoid getting experienc...
by davea
Sat Apr 25, 2015 7:03 pm
Forum: Mods and Scenario Design
Topic: Mission Objectives
Replies: 1
Views: 2835

Re: Mission Objectives

Are you trying to edit the text for an existing scenario or save game? That doesn't appear to work:

viewtopic.php?f=326&t=64055
by davea
Sat Apr 25, 2015 6:49 pm
Forum: Mods and Scenario Design
Topic: changing text in existing briefings?
Replies: 0
Views: 2194

changing text in existing briefings?

Has anybody figured out how to change text in the existing briefings, for example to correct a spelling error or similar? This thread says it can't be done: http://www.slitherine.com/forum/viewtopic.php?f=326&t=54435#p507756 The text is in the strings.whdat file. But modifying the strings.whdat ...

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