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HQ Power

 
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HQ Power - 5/11/2013 3:35:31 PM   
nicodede62


Posts: 188
Joined: 1/4/2008
From: France
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Small question:

Why the "HQ Power" is not supplied to the troops in escorting a commander ?
Even in a combat, the troops involved do not benefit from bonus.





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RE: HQ Power - 5/11/2013 4:59:46 PM   
Vic


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Well first of all: that looks really beautifull!

Secondly... well.. it is a design choice. The HQs are meant to direct the troops from behind the frontlines and thus (according to my design logic) suffer a penalty (in not having staff and commander bonus) when fighting themselves. Basically these guys: commanders and staff have to be considered paper-pushers (no disrespect).

If you want to mimick the effect of frontline lower officers you should create an extra SFType and maybee give them some special power that helps the others in the unit like ability to take a hit for them, or use scripting to make them give some bonus.

Best,
Vic

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RE: HQ Power - 5/20/2013 5:53:24 PM   
nicodede62


Posts: 188
Joined: 1/4/2008
From: France
Status: online
quote:

ORIGINAL: Vic

Well first of all: that looks really beautifull!


Thank you for this comment .

quote:


Secondly... well.. it is a design choice. The HQs are meant to direct the troops from behind the frontlines and thus (according to my design logic) suffer a penalty (in not having staff and commander bonus) when fighting themselves. Basically these guys: commanders and staff have to be considered paper-pushers (no disrespect).


It's really annoying, in "Warhammer 40,000", the HQ are good in combat and manage troops.

quote:

If you want to mimick the effect of frontline lower officers you should create an extra SFType and maybee give them some special power that helps the others in the unit like ability to take a hit for them, or use scripting to make them give some bonus.

Best,
Vic


This is already the case, I have four general by race with various bonuses. I looked in detail the new heroes included in the 2.14, but it's too complex for me, I do not understand anything.

Would you have a sample script to give another bonus ?






< Message edited by nicodede62 -- 5/21/2013 9:08:57 AM >


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RE: HQ Power - 5/20/2013 6:16:05 PM   
Vic


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You should post a request in the mod forums. There are quite a few people who are quite good in scripting events.

Sadly no time to think this out for you right now, but i love your modding of the order buttons and gui elements! changeing them really gives a different feel.

best,
Vic

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RE: HQ Power - 5/20/2013 8:51:37 PM   
Josh

 

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Nicodede did a great job on his Warhammer mod. Unfortunately he's trying to use officers in the role of the special units Warhammer has, such as the Kommissar, or the Chaplain, the Priest, the Sergeant... and there are quite a few others who have special abilities to raise the fighting force of an unit. It would need some serious modding to make that possible in ATG.
I know there are quite a few gamers out there waiting for a turn based Warhammer (or Tolkien for that matter) game, instead of the usual RTS type of game Warhammer usually is.
As far as I know Warhammer doesn't have an HQ, only special characters... depending on the scenario.
Really really like your work Nicodede.

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RE: HQ Power - 5/20/2013 10:40:31 PM   
ernieschwitz

 

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There are several ways to go, to fix this... one would be to do like Tweber did in one of his scenarios... simply remove the need for a HQ, and have all units use 0 supply. Then you could make special modifications for units being stacked with a character ... for instance...

I think you just need to think creatively :)

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RE: HQ Power - 5/21/2013 10:06:26 AM   
nicodede62


Posts: 188
Joined: 1/4/2008
From: France
Status: online
Thank you for your comments.

Unfortunately, more I advance in the mod, more I said that the engine of atg is not suitable for warhammer 40000.
There are no planes, no boat, it is quite difficult to represent a front and a enormous conflict with just infantry units and armored.

Units, although different are pretty hard to represent with the engine, especially at a scale that is normally tactic, with only a dozen units.

I think in the coming weeks, I will at from my mod make a transition to supreme commander:
http://supcom.wikia.com/wiki/Complete_unit_list

I'll wait to see what will give the new game WH40K with Slitherine before rework on my 40K mod.
http://www.slitherine.com/forum/viewtopic.php?f=58&t=41380

< Message edited by nicodede62 -- 5/21/2013 10:18:23 AM >


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