The unit & weapon traits request thread
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Re: The unit & weapon traits request thread
Guys, you forgot one important transport issue about IG troops: they already have the Trojan as Heavypull transport for artillery platform units.
I need more than just default and heavypull. Imagine the Land Speeder Storm as Scout exclusive transport, for example.
Oops, looks like Rudy deleted too much from the good old Panzer Corps code...
I need more than just default and heavypull. Imagine the Land Speeder Storm as Scout exclusive transport, for example.
Oops, looks like Rudy deleted too much from the good old Panzer Corps code...
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- Lance Corporal - SdKfz 222
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Re: The unit & weapon traits request thread
Are you sure it has actually been deleted, not just deactivated?Horst wrote: Oops, looks like Rudy deleted too much from the good old Panzer Corps code...
I'm asking because the strings.whdat still reads like a WW2 game for the most part.
Re: The unit & weapon traits request thread
I've already tried something similar like adding a new "Weapon 5" column into the unittypes.whdat file, but I guess recoding the game is a bit more complicated than that.
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!
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!
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- Lance Corporal - SdKfz 222
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Re: The unit & weapon traits request thread
I see. The more you know...Horst wrote: 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!
Not sure why they would get rid of any options that worked before tbh.
With modding being such an integral part of the franchise I would've expected them to add to that aspect, not remove some of it.
Re: The unit & weapon traits request thread
Large parts of the engine have obviously been rewritten from the ground up, either completely or at least to a large degree. So these things had to be re-implemented.DownTheDrain wrote:Not sure why they would get rid of any options that worked before tbh.
And Rudankort has a policy I strongly disagree with, but also understand to a degree, as it HAS a lot of merits, at least potentially: He likes to only have stuff in his code he REALLY needs, not stuff a modder might potentially need or that might be useful for a unit that may or may not be implemented at some point in the future. My guess is that his reason is that, beyond the time it takes to implement it, all that stuff needs to be maintained, clutters up the codebase and opens up the door to cause bugs that wouldn't be there otherwise.
In theorcycraft, I'd have taken the PzC corps as a foundation and built upon it instead of ripping parts of it out and replacing them with new stuff, but that's a call you can't make without knowing the sourcecode. Even if you know how to program, stuff that can look absolutely trivial can potentially be a pita to implement depending on how the codebase looks.
So, we can only hope some of the stuff we crave will be (sometimes re-)implemented in due time.
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rezaf
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- Lance Corporal - Panzer IA
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Re: The unit & weapon traits request thread
Deepstrike, allows the unit to be deployed anywhere on the map.
Maybe wait a turn or two before they could drop. This would make Terminators really cool and enable the use of drop pods
Maybe wait a turn or two before they could drop. This would make Terminators really cool and enable the use of drop pods
Re: The unit & weapon traits request thread
The mine(field)s don’t work very well. At moment, you can even attack with them and reduce adjacent enemy’s morale that way. Units with the minefield trait work fine in Panzer Corps – another pitiful cut there.
It’s almost funny to watch the same AI behaviour like in PzC again that it is overly ambitious to attack minefields instead of real threats.
What I also don’t like is that you can’t attach a transport to an artillery class type unit, like a Tarantula unit or any desired Ork (big) gun unit. Transports possibly work with stationary class units because I see the many heavypull traits there, like on the Manticore Platform, but you can’t purchase anything from the stationary category in the game. You have to change unit classes to infantry type to access transports, but who knows what garbage you do to the AI again by that.
It’s almost funny to watch the same AI behaviour like in PzC again that it is overly ambitious to attack minefields instead of real threats.
What I also don’t like is that you can’t attach a transport to an artillery class type unit, like a Tarantula unit or any desired Ork (big) gun unit. Transports possibly work with stationary class units because I see the many heavypull traits there, like on the Manticore Platform, but you can’t purchase anything from the stationary category in the game. You have to change unit classes to infantry type to access transports, but who knows what garbage you do to the AI again by that.
Re: The unit & weapon traits request thread
I forgot to mention that mines have morale. That is not very logical next to AI-controlled units like the Tarantula sentry gun. A NoMorale trait would be in order here.
Good news for ambitious modders: the Kamikaze and Noreplace trait from Panzer Corps still work, so you can use Kamikaze on the Penal Legion Bombers and Noreplace to whatever you think should be rather wasted than replaced, like non-purchaseable units.
Good news for ambitious modders: the Kamikaze and Noreplace trait from Panzer Corps still work, so you can use Kamikaze on the Penal Legion Bombers and Noreplace to whatever you think should be rather wasted than replaced, like non-purchaseable units.
Re: The unit & weapon traits request thread
After reading a lot of feedback and thinking further about interesting traits to play around with. I want add a few new one to the list and mention other ideas which have been posted in other threads.
About squadweapons: in my idea a weapon doesn't scale with squad size. As others pointed out that behavior is well suited for a lot of "officer weaponry" but not always desirable for special weaponry that appears several times in an infantry squad.
So basically we need 2 versions. One, "onepersquad" trait still doesn't scale with squad size and another (keep the "squad weapon" trait name for the new trait) that now scales some by squad size. Maybe one additional per 5 squad members?
Another good request for some units like mines is a "nomorale" trait. Pretty obvious what it should do
Another remark about regeneration trait: it would also be nice to gain a trait where it actually also can revive dead squad members. But maybe keeping both separate maybe...
And to throw some new suggestions into the ring:
unit traits:
"furiouscharge" - the unit gains +25% strength with all its range 0 weapon when attacking adjacent units. If the enemy unit is completely wiped out by the attack the unit moves onto the field the defeated unit was, should it be a legal field that can be normally traversed by the unit.
"defaid" - adjacent units have their defense raised by +20%. Doesn't stack with additional "defaid"-units. Maybe several versions that limit which kind of units are affected (all, infantry, vehicles)
"aimaid" - adjacent units their ranged accuracy raised by +33%. Doesn't stack. Maybe several versions that limit which kind of units are affected (all, infantry, vehicles)
"movaid" - adjacent units have their movement allowance raised by +1. Doesn't stack. maybe several versions that limit which kind of units are affected (all, infantry, vehicles)
"coverace" -raises the effect of cover for the unit by +50%. Can be used to make "ignore-cover" weaponry more important in the game.
"fieldrepairs" - heals hit points of adjacent vehicles, including titans, by a set amount per turn. No "revive". A good range of different strength values would be nice. Great for techmarines and enginseers down the line
weapon traits:
"noreach" - this weapon can't target air units.
"overpower" - this weapon trait grants units having it a second attack per turn. The first attack remains normal, all weapons fire if in range. The second one is an attack where only overpower weapons can attack. Trait to model multi-targeting weapons and the like.
EDIT: deleted my erroneous assumption currently range 0 weapons could hit aircraft units but according to horst that's not the case
About squadweapons: in my idea a weapon doesn't scale with squad size. As others pointed out that behavior is well suited for a lot of "officer weaponry" but not always desirable for special weaponry that appears several times in an infantry squad.
So basically we need 2 versions. One, "onepersquad" trait still doesn't scale with squad size and another (keep the "squad weapon" trait name for the new trait) that now scales some by squad size. Maybe one additional per 5 squad members?
Another good request for some units like mines is a "nomorale" trait. Pretty obvious what it should do

Another remark about regeneration trait: it would also be nice to gain a trait where it actually also can revive dead squad members. But maybe keeping both separate maybe...
And to throw some new suggestions into the ring:
unit traits:
"furiouscharge" - the unit gains +25% strength with all its range 0 weapon when attacking adjacent units. If the enemy unit is completely wiped out by the attack the unit moves onto the field the defeated unit was, should it be a legal field that can be normally traversed by the unit.
"defaid" - adjacent units have their defense raised by +20%. Doesn't stack with additional "defaid"-units. Maybe several versions that limit which kind of units are affected (all, infantry, vehicles)
"aimaid" - adjacent units their ranged accuracy raised by +33%. Doesn't stack. Maybe several versions that limit which kind of units are affected (all, infantry, vehicles)
"movaid" - adjacent units have their movement allowance raised by +1. Doesn't stack. maybe several versions that limit which kind of units are affected (all, infantry, vehicles)

"coverace" -raises the effect of cover for the unit by +50%. Can be used to make "ignore-cover" weaponry more important in the game.
"fieldrepairs" - heals hit points of adjacent vehicles, including titans, by a set amount per turn. No "revive". A good range of different strength values would be nice. Great for techmarines and enginseers down the line

weapon traits:
"noreach" - this weapon can't target air units.
"overpower" - this weapon trait grants units having it a second attack per turn. The first attack remains normal, all weapons fire if in range. The second one is an attack where only overpower weapons can attack. Trait to model multi-targeting weapons and the like.
EDIT: deleted my erroneous assumption currently range 0 weapons could hit aircraft units but according to horst that's not the case
Last edited by Xadie on Tue Dec 30, 2014 8:21 pm, edited 2 times in total.
Re: The unit & weapon traits request thread
No range 0 weapon can attack/assault flyers, so this at least works as it should be. I have no idea though how high this supposed evasion bonus of flyers against all attacks is. The combat simulator doesn't show any accuracy reductions, and the Mega Test somehow shows the same result when I let e.g. one flying Land Speeder unit fight against a non-flying Land Speeder.
Re: The unit & weapon traits request thread
oh. I didn't noticed.Horst wrote:No range 0 weapon can attack/assault flyers, so this at least works as it should be


Yeah the supposed evasion bonus of air units is a mystery - i didn't noticed it in-game at all... air units just drop like flies there.
I wish we could set the bonus value.