모드

타이타니움 워 모드 ver 0.95.10(신버젼!!)(dc용)

지게쿠스 2011. 5. 9. 11:16

 

 (임가 딥 스트라이크)

 (스페이스 마린 딥 스트라이크)

(카오스 캠페인 스샷)

일단 바뀐점부터..

Change Log



Version 010

- New team colourable texture for Chaos Dreadnought. Thanks to Bloodravage.
- Flamer was added for Chaos Marine tactical squads.
- Stormsword was added. Effects of die animation for Stormsword variant were replaced in OE-code.
- Model for Tau Shas'ui Fire Warrior was replaced. This model and model for Tau Shas'ui Pathfinder were OE-coded for true Photon Grenade Launcher (new more correct OE-code for this weapon than it was used in previous versions of this Mod). Bodyguards and Elite Fire Warriors have improved Pulse Rifle now. Pulse Carbines with Photon Grenade Launchers are used only by Shas'ui Firewarrior in Fire Warrior squads, Fire Warrior Assault squads, and Tau Shas'ui Pathfinders.
- Ethereal have ranged fire now (OE-coded).
- Air deep strike was added for the Imperial Guard (uses Valkyrie as dropship from Mechanized Command and Mars Pattern Command), Orks (uses Fighta-Bomma as dropship from special buildings), Space Marines (uses Thunderhawk as dropship from Machine Cult), and Tau (uses Orca Dropship from Tau Commtower). Uses standard Relic models. Additional animations and events, OE- and AE-coding were made by Grumbling Orc.
- New view of Army Painter interface. More free space for viewing models.
- Some rebalance overpatching was made.
- (!!!) Global campaign update. (Now the DC-campaign is made in the true style of Titanium Wars Mod (TWM). Everything you have seen up to this point was not this campaign TWM-style. only since the 10th version of this Mod the campaign takes real quality in TWM):
- - New Honor Guard system. Other set of Honor Guard units and their deployments to the provinces. All Honor Guard squads have normal reinforcement size. Hitpoints of elite units were increased. one Honor Guard tank was added for each race.
- - Tau Turrets were added to the set of Forward Base buildings (instead Kroot Nest) as for all other races in DoW: DC. Tau Turrets also appear anywhere on the scripted campaign map, where they also presented for other races.
- - Turrets in scripted missions (in race Strongholds) upgraded to maximum HP now. Some scripted movies were corrected to include new models (for example, the model of Khorne Champion was replaced from a conventional Berserker to Skull Champion wherever it occurs, Emperor Champion kills Eldar Avatar in Outro of Eldar Fortress, Predators were upgraded to lascannons in the Intro and Outro of Marine Fortress, Dreadnoughts and Chapline were replaced by new models, etc.). In particular, fixed critical bug in the Outro of Eldar stronghold.
- - Other scripted mission also redesigned for their compliance with the spirit and style of Titanium Wars Mod. To find all 10 servitors on Pavonis (Space Port), their model was replaced. Need more kills for the glory of Khorne on the Eres Badlands. You have a little more time at The Vandean Coast to kill all before the accumulation of energy (actual only on hard difficulty). Special rework was made for the mission The Hyperion Peaks. Basic Army was increased. It includes new units (and some other stuff). Now there are given all the upgrades and you can normally hire all sergeants in the squads for all races.
- - AI is at war more actively. The reaction of AI was strengthened in the defense of the provinces. Double opponent appears earlier during the campaign.
- - RTX-texture were made for all new units and buildings. The Titans and the new units are now painted in campaign normally.
- - Stronghold scripts were special remade and redesigned for their compliance with the spirit and style of Titanium Wars Mod. Many new improved algorithms for many aspects of gameplay. New camera and sound events. Strong reactions from AI opponents. New defensive and offensive behaviour. Improved patrol and moving algorithms with more stability after save/load procedure. New battle events. All new units and their new weapons used in Stronghold's armies. New buildings and researches too. NIS events were changed and improved. Many new units used as NIS actors.
- - - Chaos Stronghold: Improved Chaos attacks. Thematic Chaos Marines with support of Chaos Dreadnoughts attack player base. Nurgle Greater Daemon and Daemon Prince of Chaos Undivided are on the battlefield. AI uses Warpstorm on player's squads.
- - - Eldar Stronghold: Improved Chaos and Ork opponents. Randomised Chaos opponent with true thematic textures and gameplay capabilities. Strong Chaos and Orks attacks. Strong Eldar attacks on Falcons and Wave Serpents with support of Swooping Hawks jumping attacks.Improved Eldar reactions on capturing Critical Locations.
- - - IG Stronghold: Strong attacks from IG base on a river. This position is a key for IG defensive and offensive stategic plans. All supertanks are on the battlefield.
- - - Necron Stronghold: Impoved attack algorithms. Necrons intensify their attack and use key positions more effectively. Improved Beacon abilities. Improved defence for all key positions. Necron Gauss Pylons are on the battlefield. Strong Necron reaction in the end of scenario while player is escaping.
- - - Ork Stronghold: Improved defensive and offensive behaviour for all Ork clans. True Ork Civil War algorithm. Clans can fight with other clans long time. Now Gorgutz send battle orders to each clan while it is loyal. Rebel Ork bosses also send battle orders to their clans. All clans have own specific units.
- - - SM Stronghold: Thunderhawks drop infantry and vehicles. Landing attacks on Razorbacks. Global attacks with any SM units. New SM heroes are on the battlefield.
- - - Tau Stronghold: Orca Dropships drop Tau infantry, Tau vehicles, and Kroot army. Specific attacks from Mont'ka and Kauyon bases. Harassing jumping attack by random Crisis Suits with random weapons. Ambush behaviour for XV25 and Gun Drones. Markerlight, markerlight, markerlight!
- - - Many-many other changes...
- Many-many other changes for skirmish too...
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