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Was haltet Ihr von dem inoffiziellen Patch by Aetherfox?

Der Aetherfox-Patch: Probiert Ihr ihn, bzw wie brauchbar sind die Balance-Änderungen?

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Welcome to the Warhammer 40k bug fix and balance mod by Aetherfox.
Version 02

This hack job mod is designed to fix many bugs and make some numerous slight balance changes to the game. The primary purpose for this is to play with your friends over a local LAN while we wait for Relic to actually make the next patch. Changes made in version 01 will be prefixed with (01) and those in 02 with (02) and so on.

How to use this mod: Extract all files to your Dawn of War directory (these files and folders should be in the same location as the w40k.exe file). Run the fox_balance_and_bugfix.bat file to start the game using data from my balance and bugfix mod. If you want to run the game with just my bugfixes then run the fox_bugfix_only.bat file.

I have fixed as many bugs as I have been able to find. Quite a few of them have not been noticed by the community at large but I assure they exist, and have been tested to be fixed.

As for balance however, it would be silly for me to presume that I know more about balancing the game than the developers of the game. I believe that the balance between the races are fine as they are, having played quite a few 1v1 rated matches online. However there are units within each race that are underused : what I have done is make some small changes in order to encourage the use of these inferior units. I have also made some "common sense" changes as I see fit, for example giving Chaos Horrors non zero health regeneration. These balance changes are meant to be fun, not game changing: in fact I fully intend that each race matchup is as "difficult" as it was before the changes. I do not intend to address the perceived weakness of orks vs warp spiders, or the general weakness of chaos at top levels of play - everyone has a differing opinion on these topics. Furthermore, there is a difference between trying to balance the game for 1v1 play, 2v2 play, 4v4 play, FFA - I would say it is almost impossible to balance a game for all play types. These balance changes right now are designed for 1v1 ladder matches.

What the balance changes WILL do, however, is encourage a bigger diversity of units fielded by each army : and thus giving each race greater flexibility when dealing with threats. The only true "balance" change I have made is reduce scout damage slightly against other races initial units, and increase the cultists hit points slightly. Have fun guys, it's been great game so far.



CHANGES MADE IN VERSION 02 (for cumulative changes just skip to the next section)
(02) Rangers: All Rangers get infiltration ability by default. It is silly to have a research for a squad you only plan to have 1 or 2 of.
(02) Taking into account the Ork Mob Bug I have reduced the mob values required until I or someone else figures out how to fix the Ork Mob Bug. I have reduced the required mob values by 20% for each level of bonus and increased the search radius by 5. So now the level 1 bonuses are acquired by having 12 population of orks in radius 20, level 2 bonuses by having 24 population in radius 25, and level 3 bonuses by having 40 population in radius 30. Orks will now easily obtain mob bonuses when they first charge out of their base, but quickly lose them when sustaining casualties and will not regain them by reinforcing, they have to regroup in the base and pop in and out of a building to regain them. Perhaps this will encourage more mob ork armies rather than mechanized rushes. =\
(02) Fixed Eldar Seer Council WitchBlade Upgrading (minor typo in last balance change)
(02) Fixed FirePrism Jumping (major bug in last balance change)
(02) Warlock Power Weapon upgrades now costs 70/40 and takes 45 seconds, in line with SM and CSM leader melee upgrades. Previously it cost 150/100 and took 60 seconds.
(02) Warlock WitchBlade upgrade now costs 70/40. Previously it cost 20/30.
(02) Eldar Commander Veterancy Upgrades now give +100hp to members of the Seer Council. (reduced Seer Council hit points back to 500hp as it was previously and cost further lowered to 80/35).
(02) Weaken Resolve now completely disables squad morale regeneration.
(02) Weaken Resolve now has no prerequisites (previously required word of the emperor research and tier 3 upgrade).
(02) Rhino Smoke Launchers are included as default on Rhinos (no research required). Cooldown halved to 60 seconds, previously 120.
(02) Rhino Vehicle Cap consumed is 1 instead of 2.
(02) Chaos Rhino Smoke Launchers are included as default on Rhinos (no research required). Cooldown halved to 45 seconds, previously 90.
(02) Chaos Rhino Vehicle Cap consumed is 1 instead of 2.




CUMULATIVE BUG FIXES

:: Chaos ::
(01) Fixed missing penetration values of predator autocannon and defiler autocannon vs infantry_med and infantry_high. The values were missing entirely : I gave them 32.6% penetration (doubled vs infantry_low which is 16.3%). These penetration values are still low but better than zero, for comparison penetration vs infantry_heavy_med and infantry_heavy_high exceed 65%.
(01) Corruption : Fixed invalid target filter entry for infantry_high. Previously Corruption did not affect infantry_high.

:: Eldar ::
(01) Made Falcon brightlance visible
(01) Fixed the issue of Exarches not being able to be added while aspect squad is moving.

:: Orks ::
(01) Fixed Mad Dok healing aura not affecting units outside the squad. Now Mad Dok healing aura is area of effect, in line with the Apothecary Healing Aura being area of effect.
(01) Fixed Mad Dok healing aura not affecting commander units. Big Mek and Warboss now heal faster when in range of the healing aura, in line with all other races being able to heal commander units.
(01) Fixed invalid Stormboyz weapon penetration vs infantry high. (previously it did min damage only)
(01) Fixed Ork Killa Kan Big Shoota missing penetration values for infantry_heavy_high and monster_med. The values were missing entirely : I put in the penetration values from infantry_heavy_med which are roughly similar in my experience. (previously it did min damage only)
(01) Fixed Ork Stormboyz speed boost research missing reference to speed_maximum_modifier. Now it should affect Stormboyz Nobs as well as regular stormboyz.
(01) Fixed Tougher Bosses upgrades : previously did not affect Stormboyz Nob Leaders. Now Stormboyz Nob Leaders gain 100hp per upgrade just like Slugga / Shoota / Nob Squad leaders.

:: Space Marines ::
(01) Fixed missing penetration values of predator autocannon vs infantry_med and infantry_high. The values were missing entirely : I gave them 14.7% penetration (doubled compared to infantry_low which is 7.35%). These penetration values are still low but better than zero, for comparison penetration vs infantry_heavy_med and infantry_heavy_high are roughly 28%.
(01) Fixed penetration values for Force Commander Bolt Pistol having invalid entries for infantry_med and infantry_high (one was overwriting the other)





CUMULATIVE BALANCE CHANGES
:: Chaos ::
(01) Cultists HP increased by 11%, hp now 100 from 90 previously.
(01) Chaos Machine Pit now gives 3 support cap (up from 2).
(01) Heretics now regenerate at 0.500/s (previously 0.000)
(01) Horrors now regenerate at 0.500/s (previously 0.000)
(01) Defiler HP now 2690 up from 2320. (16% increased hit points)
(01) Taint commander healing increased to 4x hp regeneration (previously 2x) to bring it in line with other races commander healing.
(01)Taint morale regeneration penalty increased from 20% to 30%.
(01) Tier Three Add-On reduced in cost and time : now costs 400/150 and takes 100 seconds instead of 500/200 and 125 seconds
(01) Obliterator population cost reduced from 4 to 3.
(02) Chaos Rhino Smoke Launchers are included as default on Rhinos (no research required). Cooldown halved to 45 seconds, previously 90. Area of effect increased to 20, from 15.
(02) Chaos Rhino Vehicle Cap consumed is 1 instead of 2.

:: Eldar ::
(01) Fireprism stone now costs 250/100, up from 210/0 and takes 50 seconds instead of 37. Fire Prism restored to having 2 jumps.
(02) Fireprism hp reduced by roughly 10% going from 3485hp to 3140hp.
(01) Vyper jump meter recharges 50% faster than before.
(01) Wraith Lord HP increased to 2590 from 2250 (15% increased hit points)
(01) Rangers: Range increased to 40 (previously 32). Morale damage upped to 50 (from 40), max squad size 3. 1 population cap instead of 2. Added 15 to min / max damage - roughly 27% damage boost.
(02) Rangers: All Rangers get infiltration ability by default.
(01) Seer Council : Cost reduced to 80/35 (previously 80/50) maximum squad size now 6 instead of 15. Population cap now 1 instead of 2.
(02) Eldar Commander Veterancy Upgrades now give +100hp to members of the Seer Council per upgrade.
(01) Grav platforms (brightlance and shuriken) now regenerate at 0.500/s (previously 0.000)
(02) Warlock Power Weapon upgrades now costs 70/40 and takes 45 seconds, in line with SM and CSM leader melee upgrades. Previously it cost 150/100 and took 60 seconds.
(02) Warlock WitchBlade upgrade now costs 70/40. Previously it cost 20/30.


:: Orks ::
(01) Nob Power Klaws upgrade at PoG has been reworked. They now do 84% increased damage to all vehicles and buildings, and 35% increased damage to other targets over the standard Nob Choppa.
(01) Increased accuracy on the 3 anti infantry Heavy Bolter turrets mounted on the Looted Tank. Accuracy increased from 40% to 50% giving them a 25% damage increase. Note : they still do less damage than the predator Heavy Bolters.
(01) Increased the range of Looted Tank Battlecannon to 100 (from 60) and doubled the damage. Dis tank make da loudest boom! ^_^
(02) Taking into account the Ork Mob Bug I have reduced the mob values required until I or someone else figures out how to fix the Ork Mob Bug properly. I have reduced the required mob values by 20% for each level of bonus and increased the search radius by 5. So now the level 1 bonuses are acquired by having 12 population of orks in radius 20, level 2 bonuses by having 24 population in radius 25, and level 3 bonuses by having 40 population in radius 30. Orks will now easily obtain mob bonuses when they first charge out of their base, but quickly lose them when sustaining casualties and will not regain them by reinforcing, they have to regroup in the base and pop in and out of a building to regain them. Perhaps this will encourage more mob ork armies rather than mechanized rushes. =\

:: SM ::
(01) Dreadnaught hit points reduced by 10%. Reduction from 3880 to 3490
(01) Reduced the damage of all Dreadnaught ranged weapons by 10%
(01) Increased accuracy of all Hellfire Dreadnaught ranged weapons by 5% (assault cannon, missile, and twin lascannon). Roughly 7.6% damage increase for assault cannon and missile, and 6.25% damage increase for the twin lascannon.
(01) Scout bolter does 10% reduced damage to light infantry (infantry_low, infantry_med, infantry_high).
(02) Weaken Resolve now completely disables squad morale regeneration.
(02) Weaken Resolve now has no prerequisites (previously required word of the emperor research and tier 3 upgrade).
(02) Rhino Smoke Launchers are included as default on Rhinos (no research required). Cooldown halved to 60 seconds, previously 120. Area of effect increased to 20, from 15.
(02) Rhino Vehicle Cap consumed is 1 instead of 2.

For comments and suggestions PM me : I go by the handle "Aetherfox" on the relicnews warhammer forums... (www.relicnews.com)
 
hallo,

ich finds ne klasse idee ich spiel zwar kein DoW mehr aber seit dem BM weiss man jas was draus werden kann wenn der Entwickler, in diesem Falle THQ/Relic darauf eingehn würden, denke das man das einfach mal austesten müsste in irgendeiner liga sonst weiss man ja nicht nur vom ansehn, obs was taugt, aber ich finds gut das einer sich solche mühe macht...
 
Hat denke ich fast keine Chance sich durchzusetzen... und noch ist die Hoffnung auf einen Patch von Relic nicht so tot wie es bei CCG der Fall war (unbegründeter Weise wie sich nach einem Jahr Wartezeit herausgestellt hat).

ein Vergleich mit Aceton ist überflüssig da der Vergleich an allen Faktoren hinken würde...
 
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