Search found 27 matches

by DownTheDrain
Fri Jan 23, 2015 6:35 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Balance suggestions
Replies: 6
Views: 3089

Re: Balance suggestions

I have no idea about multiplayer balancing but if Orks need buffs I strongly suggest only changing the price of their units.
Otherwise it might have unwanted results for the campaign, where you're not fighting an evenly matched enemy but are usually outnumbered approximately 347:1. :wink:
by DownTheDrain
Sat Jan 17, 2015 8:18 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Aerial units
Replies: 18
Views: 7243

Re: Aerial units

As some of the aerial units are super heavy transports it would be nice if they could pick up units and transport them. be nice to drop of a unit of close assault terminators in the back lines Any unit can be converted into a transport by changing a single value (and adding a trait if you want it t...
by DownTheDrain
Mon Jan 05, 2015 3:31 am
Forum: Warhammer® 40,000® Armageddon™
Topic: Cheat Interface
Replies: 11
Views: 6041

Re: Cheat Interface

Editing file is a perma-cheat. I got stuck in a campaign mission, get slaughtered every time, I can just add a tiny bit of Requisition and I can get myself through with a challenge... no other way of doing this so I am waiting for cheats First of all, what Xadie said. You can just keep a copy of th...
by DownTheDrain
Wed Dec 31, 2014 3:07 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Request: Enhancing morale and causality mechanics
Replies: 1
Views: 1206

Re: Request: Enhancing morale and causality mechanics

On another note: I think it would also be pretty cool to introduce something like a wounded state (comparable to suppression in panzer corps) to the game and providing units (infantry) with a passive ability of turning causalities into wounded by per unit set percentage. For all combat purposes wou...
by DownTheDrain
Wed Dec 31, 2014 3:00 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Transports for unique commanders
Replies: 2
Views: 1311

Re: Transports for unique commanders

nexusno2000 wrote:Could we get some transport options for unique commanders?
Can you actually buy transports for pre-deployed units?
Might be easier to just improve his regular movement a bit. Shouldn't be a balance issue with a single unique unit.
by DownTheDrain
Wed Dec 31, 2014 2:48 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Cheat Interface
Replies: 11
Views: 6041

Re: Cheat Interface

C'mon guys, this is such a non-issue. You can edit pretty much any value using a simple text editor, or if you absolutely have to cheat in-game you can use cheat engine or something like that. It's really, really easy to do, unless you want completely invincible units, but at that point there isn't ...
by DownTheDrain
Fri Dec 19, 2014 8:51 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: How much Glory do you have?
Replies: 31
Views: 21595

Re: How much Glory do you have?

Glory would be good for purchasing extra elite units, like your still missing Ogryns or some units like Tempestus Scions. Or you start to introduce heroes again like in Panzer Corps which may be purchased by Glory and added to whatever unit as leader with some tiny bonuses. Assuming that you gain m...
by DownTheDrain
Fri Dec 19, 2014 8:20 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: The unit & weapon traits request thread
Replies: 30
Views: 8888

Re: The unit & weapon traits request thread

Nah, in PzC there is an extra "Usable Transports" and a "Transport Category" column which isn't there anymore in WA. Looks like these weren't seen so useful anymore, so they got unfortunately kicked out. Bad idea! I see. The more you know... Not sure why they would get rid of an...
by DownTheDrain
Fri Dec 19, 2014 7:57 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: The unit & weapon traits request thread
Replies: 30
Views: 8888

Re: The unit & weapon traits request thread

Horst wrote: Oops, looks like Rudy deleted too much from the good old Panzer Corps code...
Are you sure it has actually been deleted, not just deactivated?
I'm asking because the strings.whdat still reads like a WW2 game for the most part.
by DownTheDrain
Fri Dec 19, 2014 7:22 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: The unit & weapon traits request thread
Replies: 30
Views: 8888

Re: The unit & weapon traits request thread

That should work. You can actually add new units from the game editor comfortably. Only to set which graphics have to be used and to give the unit traits you have to use an text editor. I guess I'll give that a try. The only time I opened the game editor so far was to confirm that it doesn't allow ...
by DownTheDrain
Fri Dec 19, 2014 6:40 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: The unit & weapon traits request thread
Replies: 30
Views: 8888

Re: The unit & weapon traits request thread

The "heavy pull" trait works. I tested it just now with Conscripts and Gorgon. If you have the latest game version then I would assume that you didn't used the right number of tabs in the text file. You have to be absolute precise about that. Apparently I edited my post right as you were ...
by DownTheDrain
Fri Dec 19, 2014 6:21 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: The unit & weapon traits request thread
Replies: 30
Views: 8888

Re: The unit & weapon traits request thread

What I miss from PzC is the possibility to create as many transport types as you like. In WA, it looks like there is only the Heavypull trait which differs from the default transport. For example, if you deny the Chimera but not the Gorgon for a large Conscript unit, I see now way how to do this. A...
by DownTheDrain
Fri Dec 19, 2014 5:30 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Futere factions/chapters
Replies: 18
Views: 6887

Re: Futere factions/chapters

Fair, but we did it before with the Panzer Corps series we released summer 2011, put in 23 patches and updates and next year in 2015 is still getting new Content, one of them announced being Sovied Corps but more TBA, so yes the proof will be in the pudding and on this one all I can say, keep the f...
by DownTheDrain
Fri Dec 19, 2014 4:48 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Futere factions/chapters
Replies: 18
Views: 6887

Re: Futere factions/chapters

I cannot comment on this in detail at this time for obvious reasons, just repeat what we have been saying all the time: this is just the beginning of a huge game series and there is a lot, lot more coming in the upcoming months and years... if you are a WH 40K fan or a hexbased turned based fan, or...
by DownTheDrain
Fri Dec 19, 2014 10:15 am
Forum: Warhammer® 40,000® Armageddon™
Topic: infantry proposal fix v2.0
Replies: 63
Views: 15614

Re: infantry proposal fix v2.0

And I have to admit it's a rather ... situational issue? It didn't bother me at all in Act1, but in acts2 and 3, there were missions where the only role for which I used INF was capturing and/or defending objectives in locations inaccessible to titans. I agree, despite Kerensky's assertion that inf...
by DownTheDrain
Fri Dec 19, 2014 9:13 am
Forum: Warhammer® 40,000® Armageddon™
Topic: infantry proposal fix v2.0
Replies: 63
Views: 15614

Re: infantry proposal fix v2.0

But we have experience for units, and now full history of the deeds. With all of it is very sad to lose a units. One point that players choose to avoid losses - is to purchase too many super heavy and Titans. Of course it is sad, but that's part of the game imo. There is no real reward without risk...
by DownTheDrain
Fri Dec 19, 2014 9:01 am
Forum: Warhammer® 40,000® Armageddon™
Topic: Act 2 Mission 2 (Breakthrough Operation) seems impossible..
Replies: 22
Views: 14942

Re: Act 2 Mission 2 (Breakthrough Operation) seems impossibl

I get that the game is still being tweaked, but I truly believe there are some massive gameplay problems here and I'd really like for them to be addressed. I don't want to "cheat" in order to advance. While there certainly are some gameplay issues, I'm not sure if having trouble with one ...
by DownTheDrain
Thu Dec 18, 2014 5:58 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: IMPORTANT: patch 1.03
Replies: 13
Views: 8071

Re: IMPORTANT: patch 1.03

Kerensky wrote:There are no Ogryns. I edited your changelog. :)
Damn, there goes my excitement.
Now I really want to know how they ended up in the changelog though.
by DownTheDrain
Thu Dec 18, 2014 1:19 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: The unit & weapon traits request thread
Replies: 30
Views: 8888

Re: The unit & weapon traits request thread

We already have a couple of those traits. Never played Panzer Corps but are you telling me that adding "Recon" to a unit in the unittypes.whdat will actually enable it to stagger movement? If so, that would be amazing. If not, I don't see how this helps. Apparently you also had a separate...
by DownTheDrain
Wed Dec 17, 2014 3:20 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: The unit & weapon traits request thread
Replies: 30
Views: 8888

Re: The unit & weapon traits request thread

Excellent list but probably asking for a bit much. Out of all the suggestions I consider "sequentialmovement" and the effective/ineffective traits the most important, possibly "squadweapon" and "flanker" as well. So if we could get those implemented I'd be set, at least...

Go to advanced search