Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Reinforcements - Dreadheadz - Orks - New Faction
   
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143.485 MB
9 月 14 日 下午 12:41
10 月 4 日 上午 9:57
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Reinforcements - Dreadheadz - Orks - New Faction

在 Malaikat 的 3 个合集中
Collection of the Reinforcements Mod Series
39 件物品
New Factions
20 件物品
Dreadheadz
2 件物品
描述
We smar' Boyz! - The Dreadheadz

The Dreadheadz are a bunch of orks led by their mek boys that believe themselves smarter than their fellow orks.

The Dreadheadz are able to stick additional gadgets on their walker units strengthening them beyond orkish control. But orkish technology isn't exactly safe to handle.

Dreadheadz are more shooty than other groups of orks, but still stick to their orkish traditions and feel the most welcome in the middle of any battle.

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I'm looking forward to your feedback. The Dreadheadz are an ongoing project and everything is up for change.

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The models come from ForceOrg for Tabletop Simulator.
15 条留言
Malaikat  [作者] 11 月 9 日 上午 7:03 
When you look at Tau and Chaos Space Marines you'll see that their abilities also have a cooldown.

There is also the issue that the AI may ignore influence cost on abilities. This is especially noticeable for the world eaters. The AI still pays the influence but may queue multiple actions at once and use abilities with 0 influence.
YunRu 11 月 8 日 下午 9:35 
Is it possible to remove the cooldowns for adding the mods? dunno if it will be game breaking but i kinda wanted to be able to add the same type of mod to multiple units in a turn. Could also be used for world eaters i think
Ash Fireheart 10 月 4 日 下午 1:23 
Thanks for the feedback. I look forward to more orky goodness.
Malaikat  [作者] 10 月 4 日 上午 9:51 
Glad you like the Dreadheadz.
1.) The Waaagh isn't exactly meant to be the factions main mechanic, but more for flavor because ork. It is weaker than the original Waagh. Instead I'll be increasing the effects of the gadgets, both positiv and negativ. The high cost is intentional as gaining influence is easy as long as you find something to smack.
2.) An oversight, will be fixed.
3.) An oversight, will be fixed.
4.) In my philosophy tier 10 upgrades are meant to be this amazing powerful upgrade and an additional gadget slot fits this description much better.
5.) Balance is not my main concern, buuuut I try to stay close to what gladius offers for the most part.
Ash Fireheart 10 月 4 日 上午 9:12 
Part 2:
3.Stompas have the might makes right trait but do not have an influence upkeep so they also do not get influence upkeep. Is this intended?
4. Flipping the no self damage tech and extra mod tech may be worth considering most mek units only have one mod slot by default.
5. Preeetttty please let stompas have access to hero items for more sillyness. (I know it wont be balanced). =P
Thanks for all the hard work.
Ash Fireheart 10 月 4 日 上午 9:11 
Part 1:
I've been enjoying the mod. Good stuff. The mek mods are cool, the unique buildings are powerful, and unit models are nice. Here are some of the changes I think could elevate it even more:
1. Reduce the cost of installing mods. Right now it's roughly 60% of the units total cost in influence per mod installed for a 5-15% increase in combat effectiveness. I feel like my influence is better spent on items for heros or banked for passive waragh buffs.
2. Gorkinots don't have the might makes right trait so it can't gain influence from attacking while also still having an influence upkeep. Is this intended?
SutiituS 9 月 26 日 下午 6:29 
unironically vaguely similar to my own ork army
Paul59 9 月 20 日 上午 9:09 
I have noticed some more missing text; two of the Mega Dreads weapons have no name.
Paul59 9 月 18 日 下午 3:13 
Thanks Malaikat, I noticed the missing upgrade names earlier in the day, but you have fixed them now.
Malaikat  [作者] 9 月 18 日 下午 1:34 
The upgrade names and name for the dreadgrot abilities have been added about an hour ago. The grot tank weapon I hadn't noticed yet, I'll take a look right away.