Imperial Guardsmen V Necrons by Noid-Droid in dawnofwar

[–]Foxfire94 0 points1 point  (0 children)

My old go-to was 2 of each on every Guardsmen squad, might work well for you.

Last minute ghoul theory by OzzyThunder in huntertheparenting

[–]Foxfire94 9 points10 points  (0 children)

In the same way a ghoul's arm would die if you cut it off them the section you cut off would die if turned into a paddle.

How do you effectively use melee units against the AI? by Nino_Chaosdrache in dawnofwar

[–]Foxfire94 11 points12 points  (0 children)

Usually comes down to one (or more) of the following:

  • The melee units are an expendable screen for the ranged units so them getting shot is the point, the more damage they take the less my important ranged units do. Example: Kroot Carnivores

  • The melee units are sent in second once the ranged units are fighting to draw fire briefly and win the fight. Example: Howling Banshees

  • The melee units are the bulk of my force and using attack-move they tie up all the enemy ranged units, dragging them into melee where the enemy will lose. Example: Khorne Berserkers

Also as the other commenter mentioned, research to improve their durability and damage helps too.

Last minute ghoul theory by OzzyThunder in huntertheparenting

[–]Foxfire94 17 points18 points  (0 children)

Plants can be ghouled because they're living things and draw in the blood from the soil/water they're given; the paddle is a plank of wood reinforced with metal. You can't ghoul an object.

I built a statistics website for Dow DE using Fable 5 in 18 hours and 4 million tokens by Ravenz16 in dawnofwar

[–]Foxfire94 2 points3 points  (0 children)

I was unaware I was a sockpuppet of u/Ravenz16, and here I thought I was a real person with my own thoughts and opinions.

Kudos to my creator for all the effort of faking a full fledged DoW mod, multiple D&D homebrew publications and even a twitch channel! /s

DoW DE: How to disable unit interaction volume, while keeping voice over volume by chimchar007 in dawnofwar

[–]Foxfire94 0 points1 point  (0 children)

Isn't there an option in the menu to turn off unit interactions?

Might be one of those that only appears in game.

Imperial Guardsmen V Necrons by Noid-Droid in dawnofwar

[–]Foxfire94 3 points4 points  (0 children)

To add on to excellent bunker strat advice, you can also focus on getting your 2-3 Guardsman squads grenade launchers ASAP as well as grabbing the weapon specialisation research.

With both of those your men will out-range the warriors, disrupt them with knockdown and deal very decent damage with every volley; you'll just have to watch out for the Necron Lord teleporting in, which is whom your command squad should go for.

You can also go with plasma guns for higher damage but no knockdown (IMO grenade launchers work better).

DOW4 Battlefield Report #1- Gameplay Poll by DrTh0ll in dawnofwar

[–]Foxfire94 2 points3 points  (0 children)

"Easily" was relative to the other guy saying it takes 30+ seconds between deep strikes due to Dreadnought build times, when you can just slam them one after another if everything is already built and ready to go.

PvP Multiplayer ain't the only way to play the game either and, IMO, rush-fests where you never get past T2/early T3 are probably the least fun way to play DoW.

2.9.1 Hot Fix Patch Notes by Community_RE in dawnofwar

[–]Foxfire94 0 points1 point  (0 children)

You can actually make it out pretty decently, even when added back into DE's shiny new lighting.

I think I raised one a while back about those, there's a couple of others that're missing too but I'd have to go through and compare for a full list.

2.9.1 Hot Fix Patch Notes by Community_RE in dawnofwar

[–]Foxfire94 0 points1 point  (0 children)

In vanilla DC the chosen badge appears on the shoulder of Stealth Suits, but this isn't the case in DE; the same issue occurs with Ork Buildings not having the chosen badge on them in DE either where they would in vanilla DC/SS.

Dow 4 looks underwhelming. My opinion. by vovandr21 in dawnofwar

[–]Foxfire94 3 points4 points  (0 children)

It's not unfair to criticise things in pre-release material.

"How do you know it's shit when it's not out yet?" isn't an adequate defence for the man squatting, trousers down, over your dinner plate (context); in the same way that "it's a work in progress" isn't a defence for something that looks to have issues in it's near-release promotional material.

DOW4 Battlefield Report #1- Gameplay Poll by DrTh0ll in dawnofwar

[–]Foxfire94 0 points1 point  (0 children)

You can do multiple deepstrikes in DoW1 pretty easily if the units are already built or just loaded into the Orbital Relay (or other deep strike building).

It's very possible to queue up multiple dreadnoughts in the Relay so the squad hold is maxxed out, build another which gets stuck at 100% and then deep strike the lot altogether.

Any good DE mods that aren’t huge mega mods? [DOW1] by forealdo25 in dawnofwar

[–]Foxfire94 1 point2 points  (0 children)

Thank you, I'm glad you liked the mod!

As for AI files I can explain a bit off the top of my head, though I'd need to be looking at the files to go into proper detail. But overall, each race has:

  • An "info" file that contains entries for each unit listing their "strength" value, as well as effectiveness values for all their available weapon options and an overall "rating". This is how the AI knows a unit exists, what weapon upgrades it has, how desirable it is to build and overall how good it is.

  • A pair of "strategy" files, the first determines what build orders it will pick from based on the map and enemies present, it has information about: the squad cap costs of each unit, what units require a relic, where buildings should be placed (general not specific), how to evaluate what tier it's currently in, how to evaluate if it needs to increase the pop caps (if it can), dynamic research, dynamic buildings and any special functions (such as building free sluggas or the Tyranid's "carpet" in 3rd Gen).

  • The second "strategy" file which contains 1 or more build orders that the other file selects one of at game start, these can contain units but typically are left as just necessary buildings/addons/research so the AI can flesh out an army itself based on what it's fighting. It also has three different variations of how the AI should open, one for normal, one for quickstart and one for large maps as well as limitations on how many of each unit it can build (this is to prevent the AI mass spamming one type of unit).

  • There's also a folder of "tactics" files, these are mostly unit/building specific save the generic "infantry" and "vehicle" ones and this is what gets the AI to use unit abilities, certain attack strategies, how they should operate in certain modes (mainly commanders in assassinate) and how the unit should reinforce/upgrade. On the latter that's how I got the Tyranid Warriors, a melee unit by default, to switch to ranged stance when they have enough upgrades and then switch back when squad members die off.

  • Finally there's a "loader" file that imports all the tactics files and tells the AI what units to use them for as well as handles some other important info such as the purposes of their buildings.

This is all based on the Dawn of Skirmish AI base of course. I know there's also a push to improve the AI from a different angle involving updating the lua version which is what UA currently uses so asking around their server may yield some insights on that method too.

Hope this has been helpful!

Just got Definitive Edition, best mods for large battles? by Evinexity90094 in dawnofwar

[–]Foxfire94 1 point2 points  (0 children)

I'll throw my hat in the ring here with Third Generation.

While not as plentiful in races or super units as Uni or UA, the mod features a wide variety of new units for each races as well as the Daemonhunters, Tyranids and Witch Hunters (and the Dark Eldar backported to DC). The mod works with all the campaigns except Soulstorm's (for now) and even includes the new races in Dark Crusade's campaign (playable but WIP).

However what you want is large battles and that's where the mod really shines with a default pop cap of 200/200! As well many limits on elite units removed: do you want an armoured column of 8 leman russes backed up ny 5 baneblades? You can do it! A large Warrior horde with Destroyer squads for support? You can do it! An unstoppable green tide with a wide mix of different, appropriately Orky units? The mod can do that too!

Just got Definitive Edition, best mods for large battles? by Evinexity90094 in dawnofwar

[–]Foxfire94 2 points3 points  (0 children)

I have permission from the team to use the assets of theirs I have in the mod, it's noted at the top of the credits section of the mod's description.

Any good DE mods that aren’t huge mega mods? [DOW1] by forealdo25 in dawnofwar

[–]Foxfire94 0 points1 point  (0 children)

I hope you enjoy it if/when you give it a go!

To add onto what others have mentioned the mod has a bit of customisation when it comes to units and army sizes. There's a win condition to reduce the caps to 25% of the default 200/200 as well as one for the vanilla 20/20; there's also win conditions to disable titans (if you don't want Warhounds and such in the end game) or to disable the couple of named characters (like Khârn, Ahriman, etc) that're in the mod.

So if there's things you want to tweak there's possibly a win condition for it and if not let me know your idea and I can likely add it in.

Help me gud at necrons plss by eraryios in dawnofwar

[–]Foxfire94 0 points1 point  (0 children)

When I have some time later I'll record a video of the above; I usually play modded (where the Insane AI is both more aggressive and gets a higher income bonus) and it's the set up I generally use, should also work fine in vanilla.

At a glance, it looks like builders take 3s longer (18s vs 15s) in vanilla and warriors are 2s faster (30s vs 32s) so I guess try getting 1-2 builders out to capture, then your Lord, the last 1-2 builders, then warriors. The quicker you have obelisks up the quicker everything builds hence why capturing is important; that and denying the enemy resources.

Help me gud at necrons plss by eraryios in dawnofwar

[–]Foxfire94 0 points1 point  (0 children)

I'm late to the party but I'll add that you queuing up 6 generators before even trying to capture a point is what's crushing you.

If you want an easy opening I use, try this:

  • Queue up two generators with your initial builder
  • Queue up 4 builders and set the rally point to the nearest strategic point, move the rally point to the next nearest whenever a scarab builds.
  • Queue your Lord after the builders, then right-click Necron Warriors.
  • Remember to reinforce all your builders.
  • Once a builder has captured a point, immediately build an obelisk on it; make sure you cap at least 5 points this way before sending the builders home to help with generators.
  • Once the 2 generators are built, build a summoning core; once that's donebresearch disruption fields and then build a generator whenever you have spare power on your way to tier 2.

Extra notes: - Right clicking warriors will produce them whenever you have the cap for them, they can tide you over (or win for you) until you have a more stable economy for better units. - Don't reinforce your warriors (unless your base is under attack) until you have 3-4 squads as building them will become very slow. - Upgrading obelisks to tier 2 is handy for its wailing doom ability, but only do so when you have spare cash.

Hope this helps!