Dawn of War Gold; Demo Out 47
An anonymous reader writes "It seems that Relic's Dawn of War has gone gold, and is due out on September 20th. Published by THQ, Dawn of War is a Real-time Strategy game based in the Warhammer 40,000 universe. It's gotten a few previews so far - but why trust them when you can grab the demo? Unfortunately, a quick jog through Google didn't turn up any torrents."
Awesome game (Score:1, Redundant)
Re:Awesome game (Score:5, Informative)
Re:Awesome game (Score:1)
Re:Awesome game (Score:1)
3dgamers.com (Score:5, Informative)
Re:3dgamers.com (Score:5, Informative)
Re:3dgamers.com (Score:5, Informative)
Re:3dgamers.com (Score:2, Informative)
Re: dawn of war demo (Score:1)
Thanks. The torrents that people here are linking to seem fairly reliable, and it's certainly a relief to roll-back the machine to before that godawful gamespot application was installed...
I wonder what it was actually downloading to my PC...
Re: dawn of war demo (Score:3, Insightful)
When will devlopers learn (Score:2, Insightful)
Release on shit web sites like that and alienate your customers, sound business model to me.
Re:And what about that OTHER Dawn of War game? (Score:2)
From the dawn of man comes the dawn of war..
Enter the world of Alchemist.
As the end of the beginning of mankind draws near, five powerful beings amass vast forces to bid for control of the fate of humanity. As one of these rulers, you will battle your opponents in an attempt to claim the greatness that has been promised. Your destiny awaits in Alchemist.
* 50 Action-packed missions
* Battle over a wide variety of terrain and face more than 50 awesome
No go at cedega (Score:3, Informative)
Re:No go at cedega (Score:2)
Re:No go at cedega (Score:2)
Great Game with Balance Issues (Score:5, Insightful)
My opinion agrees with the general consensus that 1.3 was far better balanced than 1.4. The reinforcement times have been decreased since 1.3, causing a severe rushing problem-- in effect, you have factories pumping out units right inside the enemy base.
So, if the enemy tries to build tech, build listening posts for gathering resources, according to some people even building a power plant (!) he's going to be far behind when you get into his base with, say, three marine squads.
In effect, the reinforcement system amplifies the Law of Diminishing Firepower which states that in a firefight, a momentary advantage to one side increases on a geometric rather than linear progression. If you get behind by a squad, you are not only losing the firepower of that squad but you are losing the reinforcing ability of that squad, meaning that your enemy is not only whittling down your numbers faster, but he himself is increasing in numbers faster than you are.
Perhaps they will balance the problems by the time the gold comes out. I doubt it because there are many, many. I do think the problems are of a nature that will cause the game to get pale at mid- to high levels of play rather than making it not fun from the start; from what I saw of the game it's extremely cool anyway.
Especially if you loved the tabletop wargame. Those were the days...
Re:Great Game with Balance Issues (Score:2)
If whenever you clicked the 'more guys please' button, the people in your squad all sat down and lowered their defense, then it would require a bit more planning than just spamming the 'reinforce' button.
Same with the 'in-squad' upgrades. If you click 'heavy bolt driver' button, then one of your guys just sits down and starts making it. You lose that guy in offence, and he (just he) is weak on
Re:Great Game with Balance Issues (Score:5, Informative)
The devs yanked the 1.3 reinforce system because it ruined balance. A dev posted this on the relic forums:
"The reason we removed the reinforce time modifier in 1.4 is that it threw unit balance completely out of wack. We'd spent months balancing all the units against one another using an established reinforce time, and changing that time basically threw all that work out the window (the Orks in particular suffered with this change). We would have had to re-balance the units practically from scratch, and that was far too great a risk so close to shipping."
He also mentions his intention to try to see the "reinforcements come much more slowly in battle" system reimplemented at some point (in a different post)
"The most frustrating thing about this whole issue for us is that I think we're 'all' in agreement. Reinforcement mods were a great addition in 1.3, and I want them back right now. That very fact should show how serious we consider this balance issue to be that we would stall putting in a change that we all agree will make the game better in the long run.
I say stall because no, we aren't going to let this one rest. We can't re-visit this issue for release (which should give you an idea of how close we are), but unless lightning strikes me down we will re-visit it."
So there you have it, why the reinforcement system in 1.3 was removed.
RTS vs RTT vs TBT (Score:5, Interesting)
Too late now, I guess
Re:RTS vs RTT vs TBT (Score:2, Interesting)
Then you would probably like an old game called Warhammer 40K, chaos gate. it's an X-Com like tactical combat game using warhammer units. A pity that you could only play the space marines fighting the chaos army.
Re:RTS vs RTT vs TBT (Score:1)
Re:RTS vs RTT vs TBT (Score:4, Insightful)
And why exactly would Games Workshop (the company behind Warhammer 40k) want that? They make their money selling the tabletop game. Why sell a videogame version that would dilute the market for the original, and more sustainably profitable game?
It is much smarter to make games that COMPLEMENT the core product of the W40k tabletop game. If you want to play something like the W40k tabletop, then play the tabletop. But they can allow videogames that let you experience the universe in different ways (and possibly increase interest in the tabletop game) without cannibalizing their own market. I mean, I wish they would make another (good, as in not Fire Warrior) FPS that could make you feel how terrifying confronting a Carnifex or Hive Tyrant or Bloodthirster is supposed to be.
Re:RTS vs RTT vs TBT (Score:2)
Why sell a videogame version that would dilute the market for the original, and more sustainably profitable game?
It seems to me that the core competency of GDW is the content- the 40K universe, characters, vehicles, weapons, aliens, etc- and their sustainable profitability comes from regular additions to that universe. Gameplay on the tabletop seems secondary (though still important), and perhaps model fabrica
Re:RTS vs RTT vs TBT (Score:2)
Games Workshop has learned the lesson that it is the models/figures that have
Re:RTS vs RTT vs TBT (Score:2)
Even better for their business model would be to sell mini's and then give players thier digital equivalent for free via some code printed in the box/pack. I think that it'd be a popular deal, as finding players in your p
Re:RTS vs RTT vs TBT (Score:2)
Good Game, but might disappoint TT fans (Score:3, Informative)
Some of the concepts like "cover" don't appear to be as fully fleshed out as they could have been. In general though the game plays well, and the units are diverse, interesting, and it takes time to recognize how to use each one well (things like "jump" abilities and grenades can make big difference if you use them right).
It is definately a game I will be picking up when it comes out.
Actually... (Score:3, Funny)
Matt
Re:Actually... (Score:3)
Cool (Score:3, Interesting)
Now this game comes out and I don't have to buy any more of those fucking things! W00t!
But in all seriousness, I DL the demo, and played for a couple hours. It was VERY immersive. The key that they discovered was to make the invidivual units have personalities within the squads. Like, if you upgrade the squad leader to a powerglove, he'll use it in combat.
Its also cool to zoom in and watch the leader do a fatality on the last guy of a squad.
I liked upgrading your units on the fly, and reinforcements. I wish I could play as Eldar....oh well. Wish they made a Fantasy version of this.
I'll definitely be buying this one when it comes out. Its like WC3 but with 40k.
Necromunda (Score:4, Interesting)
It's rule system is similar to 40k, but it's on a smaller scale - gangs are 8-12 mini's, and each unit 'develops'. That is they start out fairly weak, and gain XP for kills, survivng battles, etc, and in turn, gain HPs, skills, abilities, etc. They can also get impediments and advantages from being wounded in combat, but living through the battle overall. All-in-all it was really fun.
Anyways, I was thinkign that this could be the KILLER MMORPG, because it would break the mold that EQ set. You wouldn't control just a single player, but a gang of 8-12 thugs. You battle other players via a RTS engine for territory, or could form alliances, etc, with other players. I think that it has defianate potential, since it's not just another EQ clone. The PVP would keep the PVPers happy,a nd the fact that you have 8-12 characters all the time should help keep the non PVPers happy, as it's not like your lvl 94 Palandin with Armor of Wonderment gets PVPed and you have to start all over again.
I think that there is a fantasy version of Necromunda out there, too, which may work better in the current market where all MMORPGs seem to be fantasy stuff.
Oh well, long enough post, but just one last thought... since the non battle elements could be handled via (very nice graphical) menu's, and the battles would only encompass up to say 4-6 players, this seems like it is something that wouldn't require massive server bandwidth/storage/power, and could be a really interesting opensource project...
Anyone interested in discussing that idea should email me at mrgreen4242 (at) infojunkie.net...
Re:Necromunda (Score:2)
The basics of the MMO and the sf page for UFO2000, the engine. Anywho, it's not as cool of a universe, but it's very similar in concept, and a pretty cool universe none-the-less.
Anyways, hopefully this will draw some more attention to their project.
Should be great, but only if... (Score:2, Funny)
Intro Video (Score:1)