Warhammer 40,000: Dawn of War III

Warhammer 40,000: Dawn of War III

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Direct Strike 1.05 (Requires Angel Gate or Agamar Refinery map, link in description)
   
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标签: tuning
文件大小
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更新日期
2.219 MB
9 月 14 日 上午 2:55
10 月 19 日 上午 7:10
7 项改动说明 ( 查看 )

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Direct Strike 1.05 (Requires Angel Gate or Agamar Refinery map, link in description)

在 Playgu 的 2 个合集中
DoW3 Discord Collection
26 件物品
Playgu's Map Pack
29 件物品
描述
Requires Angel Gate map: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3567955213
or Agamar Refinery map: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3585722284

Game mode is simple: Place units on a pad near your base and they will be copied to the main arena every 30 seconds, iterating between human players on each team. IT DOESN'T WORK WITH BOTS.
Additional details:
- You can rotate camera while holding INSERT key, and reset the view to default by pressing TAB key twice
- Waaagh range increased to cover spawn area, but it has to be timed about 19 sec before it is your turn to spawn so 11, 41, 1:11, 1:41, etc.
- Fleet of foot range increased to cover the entire map
- Drop pods are disabled. You can make units in drop pods, but not drop them. I'll look into how to remove them entirely later
- AI can't use DLC elites' abilities, unfortunately it wasn't updated to do so.
- Build time for units is cut down to 10 seconds, faster than in vanilla, but not fast enough to skip build structure animation entirely
- Don’t try to get into main arena by using teleport/jump abilities. Controllable units outside of starting area will be despawned


Update 1:
- Upkeep is removed as it prevented players from teching up
- Players can no longer spawn (and lose) their elites in the main arena
- Elites can only cast abilities manually now to prevent AI from messing up the combos
- Slightly improved AI
- Player zones are now separated
- Base Req income is reduced from 340 to 180
- Players can no longer build units in drop pods

Update 2:
- Removed refund for lost units as requisition income went out of hand fast
- Added despawn ability to all line units. Upon using it squads will refund 60% of req and power.
- Increased reward for being on the opponents’ field from 60 req and 20 power to 120 req and 40 power
- Fixed rare behavior where setup teams, snipers, rangers and wraithguard switched to melee during combat
- Zoomed out the camera slightly
- Time between spawns increased from 30 to 35 seconds
- Whirlwind range reverted to 80 (still shorter than in vanilla)
- Fire prism range reduced from 80 to 70
- Removed teleport from Eldar buildings

Update 3:
- Horfix for sync error

Update 4:
- Added post launch elites (Wraithseer Kayduin, Ironclad Dreadnought, Lifta-droppa Wagon)
- Escalation phases are back
- Escalation phases happen every 6 minutes instead of 10
- Unit population cost is brought back at half value meaning there's a practical cap on how many units can be built due to upkeep and hard cap while spawned army is alive
- AI will no longer try to control units near base during ork Waaagh or near transports
- Elites’ abilities that require target can only be cast when target is in range (fixed, didn't work in previous update)

Update 5:
- UI fix
- Warboss, Weirdboy, Stormboys, and Gorkanaut spawn fully scrapped
- Minor AI tweaks for doctrine abilities that may or may not work
- Stormboys missile ability range reduced, Ronahn's long shot still can hit units on player spawn fields though so be aware. Will fix it if/when I find out how
- Warp spiders can now use their Warp ability
2 条留言
Ultramarines 10 月 8 日 上午 10:03 
goood mod!
-9-6-9- 9 月 27 日 上午 10:31 
Very cool!