Its currently still in development and still needs more work but I did find a way to bring cover back in a way. It basically works on sandbag cover, aegis wall assets, barrels and trees. Stealth cover is also converted into this form of cover as well. So basically now if you take cover it looks like this
I put it into my mod which is still in development right now but if you want to try an early build feel free to try it out here.
https://steamcommunity.com/sharedfiles/filedetails/?id=1370542563
Comments
Dandalus
Well done.
ReubenUK
How long did it take you to make this and can you add the defence bonus to craters made by certain units?
MegaDerpLord
So this is actually my first mod ever in existence and first time creating something like this so it took me some number of months starting in october but that was with part time school and alot of various life related busy work. Yes I was thinking about doing the defense bonuses for craters as well but I'd likely want to rebalance that to be lighter cover damage. I gotta figure out where to apply it, how to apply it etc but if someone wants to give me pointers i'm definitely open to suggesstions
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CANNED_F3TUS
Really cool! Great job!
MegaDerpLord
Okay so I ran into some serious game breaking problems that basically prevented people from seeing the game. Worst still was the fact that I was not able to upload the changes taht I wanted to upload so I went for the full nuke option and decided to reupload a new one which can be found here in this link.
https://steamcommunity.com/sharedfiles/filedetails/?id=1376068008
I apologize in advance if this caused any inconvenience. This is definitely not how I wanted to make changes and how I wanted to update my mod
Decepticats
Tried the mod with Space Marines. It's interesting. One thing I noticed that was problematic though is that the Kill Team can be built unlimited times and only costs 20 points while Tac marines cost 75 points. Seems strange that a more powerful version of a unit would cost less supply.
Also some balance of costs seems off. Diomedes costs like 3x Gabriel but doesn't feel like he is that much more powerful?
I couldn't tell when I was or wasn't getting cover bonus either. Maybe I missed some indicator.
What does an elite point node and generator do in this mod and does the number of potential generators matter to how much resources a node generates?
MegaDerpLord
Ok its definitely not supposed to only cost 20 points. I'll go ahead and fix that.
-My justification for Diomedes costing as much as he does is because of the fact that he's in tier 2. By tier 2 income usually flows faster. I did actually nerf Gabe though. His crits still hit like a mofo but I did substantially nerf his hammer swing.
-Cover is supposed to be indicated by an orange defense icon above the unit but sometimes if the icon is too crowded with other things you won't see it which is something I haven't figured out to mod out unfortunately. Also if you barely feel it that's actually understandable because it only reduces ranged damage by 15% or so. I'm still experimenting so you may have to bear with me.
-Elite point nodes just generate power and requisition at the same time.
-Generators don't do anything for the flow of income but has an effect on your total resource cap. For Requisition each generator increases your cap by 250 while each power generator increases your total cap by 100. Elite generator nodes on the other hand don't really do anything (for the time being). I actually do have plans for what to do with elite points but I don't want to disclose it yet until I can confirm that I actually have the skills to be able to do what I want to do(or even better find someone who has the skills to help me)
MegaDerpLord
All that said though I actually do appreciate your feedback and I am going to make changes based on your suggestions. Only thing is it might take a while since I want my next update to be a bigger one. As we speak i'm playtesting fooling around with units being able to move and shoot like they used to in DoW1 and 2.