Posts by wuu

    Ein paar mods wo ich der meinung bin, das sie die zurzeit besten sind die in arbeit sind.
    Das sind eigenständige mods und haben nichts mit der dämonjäger mod zu tun. Falls es zu verwirrungen kommen sollte.
    Die Thousand Sons und Dawn of Steel sind ja bekannt, wollte sie trotzdem aufzählen. Bei der Witch Hunters : Adeptus Sororitas Mod bin ich mir nicht sicher ob die bekannt ist???

    Witch Hunters : Adeptus Sororitas Mod



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    Dawn of Steel

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    MOD Thousand Sons


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    Quote

    Original von The_$h0gun
    Cost and build time of Space Marine Tactical Bolters reduced by 5%
    Reinforce time of Space Marine Tactical Bolters reduced by 10%

    Ich nehme an das damit die normalen Space marines mit bolter gemeint sind (taktische sm mit boltern) . Es kann aber auch sein das damit die schweren bolter der taktischen sm gemeint sind .

    Das mit 47.5 bezieht sich auf die erste annahme . Dan würde das 4er squad 190 und ein einzelner 47.5 kosten.


    Damit sind die bolter gemeint.

    Warhammer 40,000: Dawn of War -- Patch 1.4 Changes
    Balance Changes
    Increased Defiler cost to 190 requisition 400 power
    Increased Defiler build time to 60 seconds
    Increased the cost of the Chaos Sorcerer to 200 requisition 100 power
    Chaos Sorcerer build time is now 60 seconds (up from 20)
    Cost and build time of Chaos Marine Tactical Bolters reduced by 5%
    Reduced the cost of the Chaos Temple by 10%
    Reinforce time of Chaos Marine Tactical Bolters reduced by 10%
    Warp Spider damage against infantry has been reduced by 15%
    Guardian damage reduced by 5%
    Ork Stormboyz armor changed from Infantry High to Heavy Medium. Ork Stormboyz should now be a much better counter to Warp Spiders.
    Reduced the cost of the Space Marine Dreadnought to 170 requisition 350 power
    Reduced the train time of the Space Marine Dreadnought to 50 seconds
    Cost and build time of Space Marine Tactical Bolters reduced by 5%
    Reinforce time of Space Marine Tactical Bolters reduced by 10%
    Reduced the cost of the Chapel Barracks by 10%
    Scouts were inadvertently given an accuracy penalty while moving in the 1.3 patch. This penalty has been removed. Scouts should now be more effective at dealing damage.
    The recharge for Battle Cry was reduced to 96 seconds (down from 120)
    The recharge for Orbital Bombardment was reduced to 195 seconds (down from 240)
    The recharge for Smite was reduced to 100 seconds (down from 120)
    The recharge for Weaken Resolve was reduced to 45 seconds (down from 60)
    The build time for the Predator Lascannon upgrade was reduced to 20 seconds (down from 25)

    Code & Performance Changes
    Many small optimizations for low-end systems
    Full front-end now reloaded after switching mods (games)
    2 new graphics options: Persistent Bodies, Persistent Decals
    Improved system performance detection capabilities of GraphicsOptions utility, resulting in more accurate settings. As a result, the GraphicsOptions utility will automatically run next time you start the game, post-patch/update

    Zitat wuu

    Ich kann aus einer quelle sagen, das die squads der orcs jetzt spezialisiert sein sollen. Sie werden besser darauf ausgelegt sein melee, range.

    Zitat Terroris

    Mir kommt es vor, als wäre die Aussage nicht ernst gemeint gewesen..

    @ Terroris

    .:23·36·58:. «EugenusMaximus» Ein Beispiel zu Orks
    .:23·37·05:. «EugenusMaximus» Sluggas kosten nur noch 120
    .:23·37·07:. «EugenusMaximus» sind immer noch 4
    .:23·37·13:. «EugenusMaximus» Können nur noch Brennas haben
    .:23·37·21:. «EugenusMaximus» Haben schlechteren CC dmg als Kultis
    .:23·37·29:. «EugenusMaximus» Und Fernkampf ist ne Katastrophe
    .:23·37·31:. «EugenusMaximus» ABER
    .:23·37·41:. «EugenusMaximus» Shootas haben besseren Fernkampf dmg als Marines
    .:23·37·54:. «EugenusMaximus» Können nur noch Big Shootas haben
    .:23·37·59:. «EugenusMaximus» Keine Rockets

    Hab ich doch gesagt, aber mir glaubt ja keiner, rofl.

    Im ernst höört sich alles wirklich gut an, freu mich schon auf Wa.

    ))

    Ach, komm schon leute. Her mit den infos. Wir wollen doch nur die enderungen im tech tree.

    Ich kann aus einer quelle sagen, das die squads der orcs jetzt spezialisiert sein sollen. Sie werden besser darauf ausgelegt sein melee, range.

    Eine kleine info für die einheiten der alten rassen.
    Als zweites :

    Chaplain

    In today's world, a chaplain is a humble, pious man who stays behind enemy lines, and ministers to the spiritual needs of the soldiers in camp. Such is not the case in the Warhammer 40,000 Universe. In the world of the distant future, a Space Marine Chaplain of the Imperium of Man is a towering figure on the battlefield who wades into the carnage of the front lines, and lays waste to all he sees. His unflinching courage and his battle prowess serve to inspire his brother Space Marines in the face of impossible odds.

    We've tried to capture this feeling in Dawn of War: Winter Assault. We've made the Space Marine Chaplain a powerful hero unit that will now be available when you upgrade your Stronghold. The Space Marine Chaplain is not quite a match for the Space Marine Force Commander in hand-to-hand combat, but the effect he has on nearby Space Marines more than makes up for the difference. Space Marines who fight near the Space Marine Chaplain will almost never break morale, and they will also take far more punishment and damage before they allow themselves to collapse from their wounds. The Space Marine Chaplain also has a Demoralizing Shout he can use to frighten nearby enemies. This paralyzes the enemy with fear and makes it difficult for them to advance (or retreat which they often want to do).

    Any Space Marine worth his salt would never allow a minor inconvenience such as a severed limb or missing vital organ to slow his advance with a Space Marine Chaplain in the area. And only the most resolute enemies can withstand the Space Marine Chaplain's focused fury. Such is the degree of their inspiration….such is the fear they instill.

    IGN

    Neue infos zur imperialen armee und den anderen einheiten.

    Who told you to die! Keep fighting!
    - Commissar Otto Xavier

    With over a billion soldiers at its disposal, the Imperial Guard is the largest and most diverse single military body in the galaxy. It is without question the Imperium survives because of these valiant men and women who serve the Emperor without fail. They are the first line of defense and often, the last as well.

    Often equipped with nothing more than close combat weapons, their armor is a thin flak jacket and the hundreds of Guardsmen in front of them. That is, until they hit the front line and become living shields for the men behind them. There are no personal victories in the Imperial Guard. They live and die by the thousands each day, but they get the job done!

    But any foe who believes that the Guardsmen are only good for dying is in for a rude awakening. At their command lies awesome firepower and the ability to visit blistering ruin upon the enemy. They are the masters of mechanized warfare, entering the field of combat with an assortment of highly specialized armored vehicles.
    HR

    Providing reconnaissance and advanced scouting are the quick-footed and bird-legged SENTINELS, which also engage in guerilla warfare to raid enemy positions. Equally quick are the CHIMERA transports, which ferry soldiers to the front line and protect them with armor plating and a variety of weapons. Mounting a transport with an Inferno Cannon turns the Chimera into a fire-spewing HELLHOUND, a vehicle to be feared by any ground force.

    The Guardsman can also direct the awesome firepower of the BASILISK against enemy positions. With its Earthshaker artillery cannon, a Basilisk can obliterate enemy positions from afar, making it the most powerful artillery weapon on either side of the conflict.

    For absolute mastery of the battlefield, however, the BANEBLADE is oldest Imperial tank still in use and the grandfather of punishment. Its appearance on the frontline can rally Guardsmen to the battle or scatter the enemy under the punishing onslaught of its 12 heavy weapons.

    The mainstay and backbone of the Imperial Guard's mechanical cavalry, however, is the LEMAN RUSS BATTLE TANK. This versatile and customizable vehicle can sport any number of different hull weapons to contend with a variety of foes.
    HR

    Despite their reliance on mechanized units, the Imperial Guard is a formidable adversary in close-quarter combat. Under the COMMAND SQUAD, the Guard wields a vast array of soldiers, from the merciless COMMISSAR who ensures nobody falters lest they face execution, to the PRIESTS who inspire and fight despite the most mortal of wounds, to the PSYKER who unleashes a barrage of mental powers to cripple enemies, to the ASSASSIN VINDICARE who performs surgical kills.

    The Imperial Guard also commands specialized units. Be it the muscle of the large, slow but brutal Ogryn with their ripper guns, or the elite and veteran experience of the rapid-strike Kasrkin Squads, the Imperial Guard always has the right tools for any job.

    Other Races: New Units

    Chaplain
    Guiding his war-brothers in prayer and in battle is the seasoned CHAPLAIN. The Chaplain leads by example, fighting in the thick of each skirmish while extolling the virtues of the Emperor. To him falls the ability to interrogate the enemy and uncover their battlefield structures.

    IGN

    Khorne Berzerkers
    Paragons of an all-consuming battle-lust, KHORNE BEZERKERS savage opponents with maniacal frenzy. When Khorne Bezerkers are lost to their blood-fury, few can withstand their single-minded ferocity in hand-to-hand combat.

    IGN

    Fire Dragons
    The FIRE DRAGONS are destruction incarnate. While their sisters wield an impressive array of psychic powers and spellcraft, the Fire Dragons use Fusion Guns and Melta Bombs at close range to devastate enemies, vehicles and even buildings.

    Mega Armored Nobz
    Possessed with all the bloodthirsty ferocity and experience of a veteran Nob, MEGA-ARMOURED NOBZ are heavily armored killing machines that can shirk off the most troubling blow. What they lack in speed, they more than make up for with their ability to teleport into the tick of battle.

    DowGame

    Anscheinend sind jetzt alle einheiten bekannt der IG sind auch ein paar gebäude zu sehen.

    Imperial General
    The Imperial General is the primary hero of the Imperial Guard. He is armed with two power claws, with an integrated storm bolter on the right arm. Additionally, he has the ability to request a strafing run by bombers.

    Commissar
    The Commissar is the secondary hero of the Imperial Guard. He's responsible for keeping morale high, and has the ability to execute wavering guardsmen to restore his comrades' fighting spirit.

    Sanctioned Psyker
    The Sanctioned Psyker has unstable yet potentially devastating psychic abilities. Details not known.

    Priest
    They ensure that the troops are sufficiently motivated to do their duty without fear, as well as fighting fanatically themselves.

    Techpriest Enginseer
    The Techpriest Enginseer is the builder unit of the Imperial Guard, and carries an axe to fight when the need arises.

    Imperial Guardsmen
    The Imperial Guardsmen are the basic infantry of the Imperial Guard. Lightly armoured and equipped with lasguns and grenade launchers, they're usually the first to die in a battle.

    Kasrkin
    The elite stormtroopers of the Imperial Guard, Kasrkin are better trained, armoured and equipped than your average Guardsman.

    Assassin Vindicare
    The Assassin Vindicare is the sniper of the Imperial Guard, operating alone and killing enemy infantry units at long ranges. He can also be attached to squads, where he most likely boosts the accuracy of the squad members.

    Ogryns
    The Ogryns are large and not-too-bright mutants that have been integrated into the Imperial society. They carry ripper guns which can also be used as clubs when the enemy is close enough.

    Chimera
    The Chimera is the armored personnel carrier of the Imperial Guard. Three infantry squads can enter the Chimera, and two members of each squad can use the fireports to fire out. The Chimera can also be upgraded with a variety of weapons.

    Sentinel
    The Sentinel is the walker vehicle of the Imperial Guard. Ideally used as a scout, it's lightly armoured and armed with an anti-infantry multi-laser. Unlike other walkers, the Sentinel has the ability to uncapture enemy strategic points.

    Leman Russ
    The mainstay and backbone of the Imperial Guard's mechanical cavalry, however, is the LEMAN RUSS BATTLE TANK. This versatile and customizable vehicle can sport any number of different hull weapons to contend with a variety of foes.

    Hellhound
    The Hellhound has a turret-mounted Inferno cannon, making it very effective at killing infantry and breaking morale.

    Basilisk
    The Basilisk is the artillery vehicle of the Imperial Guard, firing deadly shells over long ranges. At the cost of some Requisition Points, it can also fire the even more powerful Earthshaker rounds.

    Baneblade
    The Baneblade is the Imperial Guard's super unit. Heavily armored and with a large array of guns mounted on the hull and turret, it's more than a match for any other tank.

    Imperial Guard: Buildings
    (back to top)

    Field Command
    The Field Command is the Headquarter of the Imperial Guard, producing the Techpriest Enginseer and the basic Guardsman squad.

    Listening Post
    The Listening Post increases the requisition income of the Imperial Guard. It also attacks nearby enemies when upgraded.

    Sentry Turret
    The sentry turret is the automated defense building of the Imperial Guard. It is effective against infantry units.

    Infantry Command
    The Infantry command is one of the buildings used to defend an Imperial Guard base. Up to three infantry squads can enter the Infantry Command, and each squad will man a different weapon mounted in the inside. The first squad will use lasguns, the second plasma guns and the third rocket launchers, making it effective against virtually every enemy. Additionally, each Infantry Command will increase the infantry pop by four.

    Tactica
    The Tactica will most likely be the the place to research unit upgrades, but little is known about it yet.

    Plasma Generator
    The Plasma Generator produces the energy needed for the war efforts of the Imperial Guard.

    Other Races: New Units

    Chaplain
    The Chaplain is the new hero unit for the Space Marines. He is wielding a Crozius Arcanum. Space Marines who fight near the Space Marine Chaplain will almost never break morale, and they will also take far more punishment and damage before they allow themselves to collapse from their wounds. The Space Marine Chaplain also has a Demoralizing Shout he can use to frighten nearby enemies. This paralyzes the enemy with fear and makes it difficult for them to advance (or retreat which they often want to do).

    Khorne Berzerkers
    The greatest of Chaos Berserkers often dedicate themselves to the Blood God Khorne, and fight with a maniacal zeal to murder in his name. Khorne Berserkers have superhuman strength, even by Space Marine standards, and show an unbelievable resiliency to shrug off crippling wounds. Khorne Berserkers have no fear, and their morale can never break. The damage they deal is so great that few armies can withstand the fury of their assaults.

    Only the greatest of Chaos Lords have the force of will and prestige to command these mighty warriors. For this reason, Khorne Berserkers will only become available from the Chaos Temple after your Desecrated Stronghold is upgraded to a Desecrated Fortress. Khorne Berserkers, as you will soon discover, cut through Tier 1 units with ease, and can only be kept in check by sheer numbers or by anti-infantry vehicles. Use the power of their fury wisely, and your enemies shall soon lie dismembered at your feet.

    Fire Dragons
    The Fire Dragons are new aspect warriors for the Eldar army. They're armed with short-ranged Fusion guns, capable of turning a vehicle into molten metal in seconds.

    Mega Armored Nobz
    The Mega-armored Nobz are heavily armored frontline units. Their armor, while heavy enough to slow the Nobz down, allows them to teleport into close combat, where they wreck havoc inside the enemy formations.

    Ich habs mal etwas überarbeitet.

    Eine kleine info für die einheiten der alten rassen.
    Als erstes die:

    The Khorne Berserker

    One can easily see why Chaos Marines are so fascinated by melee combat. Murder and rampage have become so ingrained into their psyche, that the only pleasure they find in their endless existence is the torture and suffering of others. Dealing death only brings a Chaos Marine satisfaction when they can see the horrified looks on their victims' faces while they dismember them limb from limb. But ranged weapons are a grim necessity in the world of the future, so only the most worthy of Chaos Marines are allowed to dedicate themselves to melee combat. These are the Chaos Berserkers.

    The greatest of Chaos Berserkers often dedicate themselves to the Blood God Khorne, and fight with a maniacal zeal to murder in his name. Khorne Berserkers have superhuman strength, even by Space Marine standards, and show an unbelievable resiliency to shrug off crippling wounds. Khorne Berserkers have no fear, and their morale can never break. The damage they deal is so great that few armies can withstand the fury of their assaults.

    Only the greatest of Chaos Lords have the force of will and prestige to command these mighty warriors. For this reason, Khorne Berserkers will only become available from the Chaos Temple after your Desecrated Stronghold is upgraded to a Desecrated Fortress. Khorne Berserkers, as you will soon discover, cut through Tier 1 units with ease, and can only be kept in check by sheer numbers or by anti-infantry vehicles. Use the power of their fury wisely, and your enemies shall soon lie dismembered at your feet.

    Die anderen kommen noch.

    IGN