View Full Version : [MOD]SW 13th company
Hirmetrium
3rd Dec 05, 10:22 AM
UPDATED (24th January 2006):
A forum has been added to allow better communication between us and you.
http://s15.invisionfree.com/13th_Company_Mod
go and register your support for the 13th company mod now!
Original Post (3th december 2005):
So after some very light critisizism in general modding, we went ahead and made a start.
http://img.photobucket.com/albums/v208/Hirmetrium/13th2.jpg
http://img.photobucket.com/albums/v208/Hirmetrium/13th1.jpg
any comments are welcome ;)
i'll give you a progress update in here every time to time.
hope you guys enjoy this small teaser of whats to come ;)
EDIT: thanks black templar :P consider this mod 'active'
This modification is dedicated in memory of Hugh Pinder - A great halo player and friend. We dedicate this mod to him, since its almost year since his passing. It feels good to put his name on something - it means he can finally be remembered who the guy we all loved(in a sense).
so this is you, Hugh. enjoy it, where ever you may be now.
p0seidon
3rd Dec 05, 10:28 AM
new tools are out...
And this model can be done faster with alpha editing.
Hirmetrium
3rd Dec 05, 12:27 PM
we now have models with powerswords and fists! i will post them later as im currently making the race skeleton.
Exigo
3rd Dec 05, 12:36 PM
I could help with coding.
Hands_of_Fate
3rd Dec 05, 12:48 PM
It looks disturbingly... chaotic. Don't the Space Wolves 13th suppose to be, like, good guys? Or maybe they have been wandering near the Eye of Terror for too long?
Aron_DeTomado
3rd Dec 05, 12:55 PM
I'd say change the chestplate to Imperial power armour since it carries to many ruinous emblems, IMHO. Maybe change one of the arms tp chaotic armour as "compensation".
stranger
3rd Dec 05, 1:14 PM
It would be better, if you kept the torso loyalist, as at the moment he is looks like a chaos marine. Sometimes less is more
Hirmetrium
3rd Dec 05, 1:31 PM
hes meant to. he has fought hard, and his main armor is damaged. so he pillaged the chaos marines :P
i also point out -
he is ONE VARIATION of possibly many. we intend to make them so that they all look different, which gives us a lot of modelling. our next design has a chaos backpack, leg and shoulder, but loyalist head body leg etc.
we feel this would really add the touch of 13th company to it.
Julian
3rd Dec 05, 1:36 PM
You may or may not know that the 13th have been in the eye of terror since the day the space wolves all but destroyed the thousand sons, they like Chaos Space marines, have been constantly fighting since the 31st millienia. They have to scavenge armor and arms to continue tofight. As far as the inquistion can tell they have remained loyal, and despite thier chaotic appearence they fought the hardest of all the imperial forces arrayed in and around the cadian gate.
Fluff aside, to be honest hes based on my 13th company army, there i tried to not have too many chaos parts. Basically attempting to balance more chaotic parts, with the ones which are less so. I.e dont have backpack and breastplate together. It doesnt really matter, but waht we are interested in trying to do is getting the chaotic parts to alternate. so that the army is varied and albeit... spiky. Wolf pelts may be added.
Mit Gas
3rd Dec 05, 1:44 PM
Die, Space Wolves!
I think the problem can easily be changed with a new texture. :)
Just give them time, guys!
Aron_DeTomado
3rd Dec 05, 2:01 PM
Ah, so you'll be using randomized models, I see. That totally rocks, and stuff.
CrossOrion
3rd Dec 05, 2:04 PM
Care to share more fluff? This is the first time I heard of the 13th company.
Hraefn
3rd Dec 05, 2:45 PM
Information on the 13th Company can be found in the "Eye of Terror" campaign.
Julian
3rd Dec 05, 3:37 PM
Dont mind if i do:
The Origins of the Thirteenth Company:
The Origins of the Thirteenth Company rest in the history of the great Betrayal. In the Millenia M31, the Emperors chosen Son Horus, revealed the darkness of his heart and with the aid of roughly half of the legions of Space Marines, turned against his Genetic father, and Assaulted Terra the Holy world of the Emperors birth.
This is known. Prior to Horus revealing his treachery, his most Glorious highness the Beloved Emperor of Mankind, had critisced his son the Primarch of the Thousand Sons, Magnus the Red for his investigation into the Forbidden arts of Sorcery. The Emperor Banned Magnus from investigating these arts, as in his wisdom he knew they would lead to Heresy. Magnus ignoring the wisdom of his sire, continued his diabolical studies in secret.
Magnus through his arts, scryed the future, and seeing the treachery of Horus, sent a message through the Empyrean, to The God-Emperor. The Emperor however, did not believe his son Horus was much beloved by his Father, and instead sent Leman Russ, Primarch of the Space Wolves to destroy the Thousand sons, now suspected of attempting to spread discord and sedition between the Emperor and his sons. Russ took his Legion, and with all the Great Companies of the Space Wolves, fell upon the World of the Thousand Sons, Prospero, with the vengeful force of a mighty shower of comets.
The Thousand sons met the Space Wolves on the field of battle, and at the forefront of the Battle was the Thirteenth company led by their Lord Bran Redmaw, one of the Fiercest warriors of the Space wolves, and with his battle brothers fell upon their erstwhile brethren the Thousand Sons. The Traitorous Thousand sons could not stand against the ferocity of the Space Wolves, and bit by bit grudgingly gave ground, untill they were surrounded in their own Fortress Monastery, and determined to defend it to the last man.
Meanwhile Magnus, Giant Cyclops lord of the Thousand sons knelt in his tower and wept as his sons were ripped away from him. In his anger and sorrow he called to all who would listen and one voice answered. Tzeentch the Manipulator, at the moment Magnus gave his soul Tzeentch granted the Mutant full mastery of the vagaries of sorcery, and Magnus with his new found power took the battle back to the Wolves of Russ.
Falling upon the lines of Space Wolves, Magnus was unstoppable, even the Feral brotherhood of the Wulfen was unable to stand before the heretical Might of the Daemon enfused, Magnus. All fell before him untill, the great Primarch of the Space Wolves, Leman Russ advanced upon his Brother. The battle between the two Titans was fierce, and would fill several tomes. Regardless, after two days and two nights of combat Russ took the battered body of Magnus, and raising him to the storm wracked skies, brought him down once more onto his knee.
With a mighty crack, Russ broke the back of his foe, and the heart of his enemy. Magnus sunk to the floor, and as Russ raised his fiery sword Mjalnar to strike his enemies heart, Magnus whispered a single word of Power and sunk into the earths dark embrace.
As Leman Russ howled his fury to the packs, of the space wolves, the sorceror-librarians, of the Thousand Sons, opened a vast Maelstrom of energy, through which their forces fled. The Wolf Brothers, the Thirteenth Company of the Space wolves, at a gesture from their Primarch, and led by their Lord Bran Redmaw, bayed and followed their foes into the very eye of the warp. With a blinding flash, the swirling Maelstrom of energy collapsed, and the Thirteenth company, passed from the Galaxy.
K. Well as far as my knowledge goes, thats the origins of the Thirteenth company, the Wolf Brothers.
It is theorised that it was Russ who forsaw, the flight of the Thousand sons, and had given an order to the Thirteenth company to follow them through the eye, this is mentioned in the Eye of Terror Codex, as the mysterious mission given to them by Russ their Primarch. Seeing as their reapperance, coincided with the advent of Abaddon's Thirteenth Black Crusade, it seems obvious that their mission has something to do with the prevention of the victory of Abaddons forces, and perhaps is linked to the tailsmans of Vaul (the Blackstone Fortresses, leftovers from the gothic war) and hence to the Necron threat. Regardless the history of the Thirteenth comapny is long and violent, having spent 10 millenia battling, and as a result are literaly the veterans of a thousand battles, perhaps a billion.
The original comapany is greatly shrunk, as casualties took their toll, and unlike their tratiorus Brethren the 13th did not have the resources to replenish the ranks of their fallen, nor did they have access to workshops and instead were forced to scavenge armour and arms from the bodies of their defeated foes. Despite the warping effects of the eye, it seems that the 13th have been almost entirely unaffected, by the mutable influence of the warp. The theory here is that although the space wolves Geneseed does have several flaws, most notably the mutation known as the mark of the wulfen and the strong effects of the Canis Helix gifting the Marines with pronounced canine teeth like those of wolves. Despite these intial mutations, the space wolve geneseed is remarkably stable, and space wolves if they do not die in battle are incredibly long lived. Logan Grimnir the Great wolf of the space wolves is other a thousand years old, and the Bjorn the fell-handed the first Chapter master, is still entombed within his dreadnought sarcophogus, and is the oldest surving loyalist fighter from the Horus Heresy.
(The Thirteenth company it must be noted have either lived infinitely longer or infinitely shorter, depending upon your viewpoint as time has no meaning in the warp, which is why its navigation is so hazardous. Its easiest to just believe that they are the same age however.)
(The Warp is an alternate dimension which does not subscribe to the rules of Newtonian physics, there is no up or down in the warp, and their is no forwards and backwards. It is rumoured that if you are as skilled in its navigation as the eldar and have access to the black libary. It is possible to navigate through the warp to a time which has or has not yet come to pass. This is why Ahriman, sorceror of the Thousand Sons, traverses the Webway in search of the libary of the Xenos Eldar.)
Anyways, i would like to point out that all this is entirely from my own cobbling together of the various fictions, of Games Workshop, and as such has no accuracy to what may be the story which GW might one day release. If it does then you must all worship me as a god.
This is all my own, work, the only research, which i conducted whilst writing was the search for the name of Russ's sword Mjalnar, if anyone is interested his two wolves are called Freki and Geri. who happen to be the two wolves of Odin, chief Norse god whilst to anyone who knows halo, Mjalnar is a bastardisation of the word Mjolnir, which is name the armour of the master chief, which itself is named after the hammer which the Norse god Thor wields.
A very interesting thanks for the info. I still thank the chest plate could be more imperial space wolf like. My opnion though.
Hands_of_Fate
3rd Dec 05, 5:11 PM
I'm one for a bloodstained claw/paw mark pressed agains the eight-pointed star chestplate variant.
:grrr: Arr..!
Hirmetrium
3rd Dec 05, 5:59 PM
well were trying our hardest.
we also plan to bring BIKES into it. since the 13th have little to no viehcals, its important to give them everything we can.
btw, julian is the modeller of those screens above ;)
im the coder, and theres a third person around somewhere...he'll show his face when the time is right. hes the texturer.
EDIT: I'll again reassure you people - you WILL NOT be seeing whole squads like the pictures above. just a heads up ;)
PacPomarnacki
3rd Dec 05, 6:57 PM
Hey guys, just thought id show my head. Im doing most of the Texturing for the mod, just working on a few things here and there. Hopefully this mod will generate enough interest to become popular and we can all enjoy it once its done! :P
momalyd
3rd Dec 05, 9:04 PM
i really like what you have done with that model. it looks like it could be possible to do a red crosier army mod. they were a chaos army made up of old and new space marines (individuals that had turned traitor) each Marine was from a different chapter and still donned there same armour, but the had sections of it painted red, and of course have added chaos symbols
Hirmetrium
4th Dec 05, 5:34 AM
ill point out again - this is a 13th company mod. we will use our own models, our own ideas, and accept feedback ABOUT 13TH COMPANY to add in the mod.
i wonder how many 13th company players really are out there 0_o
anyways, the reason were doing 13th comapny is because their play-style is so considerably different to that of SM/CSM. their tier four is NOT about spamming tanks - its about harassing and wearing down your foe with a mobile extremely powerful elite infantry force. if you have played daemon hunters mod, you will know what im talking about - THAT kind of troop toughness.
all the 13th company troops are extremely good at what they do, but it comes at a price - a larger sum of req to build and a higher squad cap.
there will be 10 squad cap for bikers, and were thinking 40-60(with limits on some units, so you cant have an entire army of wulfen :P) squad cap, with basic scouts at 2, men @3(long fangs, storm claws, slayers), and elite units(like the HQ retinue) at four. i think a cap on the HQ isnt a bad idea - since at that tier he can get a retinue of wolf guard in terminator armor. also theres wolf guard sargents, which when attached to squads FURTHER increase their damage output(JUST!) like priests(limited to maybe 3 or 4).
they will also feature portal relocation, like that of the eldars. the portal command(tier threee structure) will contain research for this, as well as allow the teleportation of troops(ie deepstrike).
all these factors we feel, will add a VERY unique race, with lots of tactical though and planning needed. for example, you cant camp. 13th company do not turtle. thats why their strutures are 3/4 and in some cases 4/6 of SM buildings(to represent the damage they have taken over the millenia and the fact that scrap has simply been quickly welded on).
As long as this gains some general support(thank you mit_gas :P) in what its doing, we dont plan to let it die.
and about the never ending battle of balance? well for the moment it can go to hell - we want a mod with models and a whole race before balance is even considered....
PacPomarnacki
4th Dec 05, 8:01 AM
Ok some new devlopments, a new pic of the same Marine, but with all the different peices he can be fitted with, note a loyalist Breastplate, and a Space wolves shoulder pad. Also a Mark VI helmet for fun :) the banner will probably be touched up a bit, along with other things.
http://img.photobucket.com/albums/v410/PacPomarnacki/GSall.jpg
I know its kinda the same but we shall be getting to work, on more things later today.
momalyd
4th Dec 05, 9:39 AM
hi Hirmetrium sorry if i offended you, i didn't make my self clear, i was only saying that in theory it could be possible for someone to make a mod based on that obscure chaos army. you have proved that it could be a viable idea and have proved the technology. it was really only the red shoulder pad on your 13Th chapter model that got me thinking about it. i raised the idea in the new mod ideas forum i wa shot down and told that it would be "heresy" and "it would be impossible to do that to a model"
sorry for polluting your forum with talk of other mods real or not
keep up the good work, it looks great.
Hirmetrium
4th Dec 05, 9:57 AM
its ok ;) its one of those 'omfg u violated teh fluff' things.
if you want, when this project is done we could hand you some of the code and let you do it yourself :)
and hes something you should take heed from - NEVER listen to anyone. do what you want. we had started well before the interest thread was going :P
also, im glad you spend your first two posts in this thread, it makes me feel honored :D
Typhoon GX
4th Dec 05, 10:25 AM
Will you be adding SW dread and SW scout models?
Julian
4th Dec 05, 10:39 AM
No. Thirteenth company have no vehicles apart from bikes ^ read the threads above.
As for scouts... perhaps.
Hirmetrium
4th Dec 05, 10:48 AM
weve been discussing what would be more 13th comapny like. scouts arguably are the prefered choice - yet they dont fit well with a 13th company.
fluff wise, the dreads got screwed while fighting chaos - which means no dreads.
however, with such a powerful large infantry force, which can deep strike, as WELL as a relocating base...i think its safe to say SW 13th offers a unique playstyle as ive said above.
its shocking how few people know about 13th company...i dont even have the codex and i know most of their rules and units :P
carpetninja
4th Dec 05, 12:00 PM
theres another space wolves mod around (which seems pretty deadified though) you might be able to borrow parts of their models for even more random parts, i think they had pelts and stuff too
Hirmetrium
4th Dec 05, 12:21 PM
ok thanks for that, but since 13th company and space wolves are so different, i doubt we need anything. then again, do you know how much they have done? a wolf guard model would be a MASSIVE help, since it would jsut need a new texture or some slight changes.
fortunately, i dont have the time to try and contact these dudes, and have lots of school work to get on with too. also, im not a very people to people person :/ as you might be able to judge from above. i'll try at some point, but their site seems to have died, and im not gonna bother making us one(too much time/money/effort)
weve had some great response though, and would like to thank everyone for it :)
edit-
if your still wondering, we have gone for the scouts. also, ill redo our preliminary tech tree and post it soon.
momalyd
4th Dec 05, 1:08 PM
will the 13th company mod include any models of Marines with wolf heads. i can remember that the original space wolves codex had them, but i don't now about latter editions. would they fall under the category of showing too many wolf traits so there company would ship them off to the 13Th company
oh yea i think it was a space wolves captain model that had a wolfs head
Hirmetrium
4th Dec 05, 1:29 PM
I think your talking about wulfen.
Wulfen are Space wolf elites that have turned into almost were wolf like people in power armor.
think of PSM - but as wolves.
for those not in the know-
http://uk.games-workshop.com/spacemarines/space%2Dwolves%2Dwulfen/
thats the designers notes. and yes im working on the updated tech tree ;)
thsoe who dislike the chaos breastplate?
http://uk.games-workshop.com/spacemarines/space-wolves-gallery/12/
plenty of them in that picture...
compiler
4th Dec 05, 1:50 PM
Do you plan to make the Fenris Wolves packs, too ?
Hirmetrium
4th Dec 05, 1:53 PM
EDIT:
lol wasnt very specific.
i BELIEVE julian intends the 'wolf packs' to be that. if i can remember >_<
Julian
4th Dec 05, 2:03 PM
yes wolf packs will be present, fenrisian ones certainly, other wolves arent four foot high.
Julian
4th Dec 05, 4:08 PM
K a small update Here we have a StormClaw, the 13th's Veteran unit, this soldier is a truly fierce warrior, having ripped the helm from a Khornate bezerker who he has bested in combat.
http://i28.photobucket.com/albums/c210/nowuseeme/SCrender.jpg
there is another Storm Claw variant Model who shall be shown later.
K antother render fast on the heels of the previous one
this tiem an unfinished iron priest. Enjoy:
http://i28.photobucket.com/albums/c210/nowuseeme/ironpriest.jpg
Lleman
4th Dec 05, 5:10 PM
Hey guys!
About that space wolf Captain that Momalyd was talking about, he may have refered to that mini from the 90's which wore the wolf helm of Russ chapter icon.
Wish I could link that pic, I've got the mini there... For some view-able image, go to the GW store and search the SW captain in the 'clascics & collectors' section.
Apart from that, very nice work guys!!! can't wait for it to be released...
Hirmetrium
5th Dec 05, 5:36 AM
thanks :)
as you can see, we had a busy weekend, and we may now have a slow week while i finish the placeholder race and the rest of the team work on the textures and animation, and the rest of the models we plan to input.
I'll give a full lsit sometime this week, possibly today if the tech tree is redone.
CrossOrion
5th Dec 05, 7:13 AM
I wonder if the texturing could show the armor is more patchy and wielded together from bits and pieces other then outright replacements from other pieces instead... just a thought.
Hirmetrium
5th Dec 05, 7:44 AM
First things first.
The Planned tech tree, which ive been working on.
http://img.photobucket.com/albums/v208/Hirmetrium/13_companytreemk2.jpg
Second, The Commander list.
Wolf Lord-
Frost blade
bolt pistol
Wolf Priest-
Bolt pistol
Cronus Arcanium
Rune Priest
bolt pistol
Runed Weapon(ie force weapon)
-Special skills
Physic Storm - basically creates heavy cover around the men using the rhino like smoke skill
Warp Teleportation - The rune priest(and any squad he is attached to) are instantly teleported to where-ever they like. Long cooldown.
Third, the Tier one squad list currently lined up.
Grey Slayers
Bolt guns
Knife
Wolf Packs
Fangs
Wolf scouts
Bolt guns(scout version)
Knife
Iron Priest
Thunder Hammer(high melee damage vs buildings and tanks)
Bolt pistol(very weak ranged damage)
Thats just a taster of whats coming your way....more later.
CURRENT TEAM:
Hirmetrium - Leader, Coder.
Julian - Modeler, Fluff expert.
PacPomnacki - Texturer.
'Danny'(yet to register) - Animator.
CURRENT PROGRESS-
Concept - 75%
Coding - 30%
Modelling - 20%
Texturing - 15%
Animation - 5%
Also, i may have a bit more news later. so check back!
In response to above-
Well, were taking things bit by bit. we are quite happy with the models, and there isnt really room for 'wield marks' on the armor. Its something I'll suggest to the PacPom however.
Julian
5th Dec 05, 8:27 AM
I must stress that as far as texturing goes, these are all unfinished, we will add weathering to the models, later. For that However we have to increase the resolution of the models, this means that combined with multiple different models, this will cause some to experience Graphical slow down.
As far armour being welded together, no. Space Marine armour is made of single piece composite Ceramite and Adantium plates. these are linked through an under suit known as the black Carapace ( see this post (http://forums.relicnews.com/showthread.php?t=80089&page=3&pp=15) scroll down to phase 19 of Mases post) the armour plates are connected on top but are individually intact. For example, the Breastplate, is in three pieces, the back, the front chest plate, and the stomach plate. Non of the armour parts are articulated. Only at the joins can a space marine move, for an example look at the foot, whcich is made of three overlapping plates which all move independently. Black Carapace, contains the nerve bundles that control the marines input to his armour.
So as for armour being welded together from various parts. Only an Ork could be foolish enough to attempting something like that. The armour would be weaker from the welding of parts, and it would be even less manouverable than normal powered armour. Secondly the nerve bundles, and hydraulic muscle fibres, that run throught the armour would be comprimised by the welding together of various parts of armour. So its not going to happen, as I personally feel that it would look silly. On the less Feral models.
As an explanation, look to the wulfen, those guys are literally bursting out of their armour due to their carelessness, and ferocity, as the ravages of the Canis Helix take their toll the marines inside do not care how their armour performs, on most of them the chances are that the suits power pack has failed, and they haven't even noticed.
carpetninja
5th Dec 05, 9:02 AM
ok thanks for that, but since 13th company and space wolves are so different, i doubt we need anything. then again, do you know how much they have done? a wolf guard model would be a MASSIVE help, since it would jsut need a new texture or some slight changes.
fortunately, i dont have the time to try and contact these dudes, and have lots of school work to get on with too. also, im not a very people to people person :/ as you might be able to judge from above. i'll try at some point, but their site seems to have died, and im not gonna bother making us one(too much time/money/effort)
weve had some great response though, and would like to thank everyone for it :)
edit-
if your still wondering, we have gone for the scouts. also, ill redo our preliminary tech tree and post it soon.
well, i found a link to their thread on here at the daemonhunters site. heres what it says about it "Full functional Mod, longfangs, blood claws, wolf guard, leman russ battle tank to honore there patriarch" and heres the link to the thread http://forums.relicnews.com/showthread.php?t=39355
PacPomarnacki
5th Dec 05, 9:10 AM
yeah just to add the texturers, point of view. these photos are the first go at the textures, so pre-alpha atm. hopefully the final ones wil be better, scratches on their armour, any bare heads will look nice and good looking wolf pelts for the build units and things.
Lleman
5th Dec 05, 10:38 AM
Er, just one question guys (for the moment, eh eh):
Why would you 'bother' (ahem!) with iron priests when the 13th company hasn't got any real armour to care for (and I don't think Vincent Black Shadow bikes are even counted as 'armoured vehicle'...).
Just as you stressed before, "their tier four is NOT about spamming tanks", so there's no need for that priest, even though I recognize it should be an impressive model. (but you're the modders, so basically, you're the gods and you're allmighty... er, no lightning bolt, thanks ;) )
However, you might pep things up by giving both wolf priest and wolf lord a 'wulfen-mark', just (quite) as in the TT, a permanent ability once activated, providing them with an increased CC bonus but also giving them less defense as they slowly fall into an animal rage close to that of the Wulfen SW. Anyway, that was just an idea...
BTW, the 'diamond' chestpiece is looking really great but that shouldn't prevent the SW wearing chaotic iconography; they know who they are (and so do we) plus that'd confuse the chaos adversaries...
Hirmetrium
5th Dec 05, 11:09 AM
the priests job stands however - instead of repairing tanks, hes repairing and maintaining the outpost that is on the battlefield. thus he keeps his job. please his charater model PWNS.
Yes, the mark of the wulfen is in there, were just not gonna brag about it until the tech tree is in its final stage. it is researchable at the portal command - it increases the attack of commanders greatly(13 company are extremely commander reliant since they have no tanks) and troops HP and damage further. since grey slayers really are the core of your army, this is imperitive.
PacPomarnacki
5th Dec 05, 11:56 AM
ok in response, the Iron preists job is going to be the Builder. Were thinking cool animations for constructing buildings and repairing things. Hes going to be quite tough, thanks to the power armour, but not too tough for balance issuse (so early builder rushes)
We decided to cut out thralls as its extra work, but who knows, maybe they will come back later? :)
Hirmetrium
5th Dec 05, 12:12 PM
well, i found a link to their thread on here at the daemonhunters site. heres what it says about it "Full functional Mod, longfangs, blood claws, wolf guard, leman russ battle tank to honore there patriarch" and heres the link to the thread http://forums.relicnews.com/showthread.php?t=39355
something else i didnt mention, was the fact were doing a 13th company mod was to seperate ourselves as much as possible from the 'normal space wolves play'. we are not imatators. we might be amatures, but we dont want to copy something thats already been done. i didnt see a 13th comapny mod. so we did one. the new mod tools just gave us even more of a reason to do so, and ive kicked around the idea in my head for a while. it really started when julian randomly said on xfire 'hey, wnana do a 13th company mod?' and thats where we kicked into action.
carpetninja
5th Dec 05, 12:29 PM
well, you said it would be usefull if they had a wolf guard model and it appears they have. if you dont wanna use however then thats obviously your choice and i was just telling you in case you didnt know of those models that might or might not be usefull to you
Lleman
5th Dec 05, 12:35 PM
Allright, I withdraw my remark about the Iron Priest in the 13th C°. Indeed, they would replace thralls admirably (ngee... me too dumb, me not think 'bout that..). AND of course the IP's model pwns, even if we haven't seen it textured. *hint hint* ;)
About the mark of the wulfen rage, have you planned any drawback for it? I mean, if it so increases the squad stats, maybe it could be somehow balanced by using some stuff like with heretics where their HP decrease as you 'push' them further on... (as I'm not much into working mechanisms, I might just have said smthg totally stupid...)
King_Tiger
5th Dec 05, 12:41 PM
At the risk of sounding stupid and n00bish, couldn't you be able to extract part of the Chaos Lord model to augment the SW model...specifically the Fur on the shoulder pads?
Bloody good work by the way, but it'd be nice to see more chainswords! :bow:
Hirmetrium
5th Dec 05, 1:05 PM
yes carpet, but as i said - i dont have time to poke through the thread - i will do so tomorrow night if i find the time, or one of my team will.
Lleman: does other tier four research have drawbacks? i dont think so....and this research is ultimately their ultimate unit....making all the others strong enough to fight throughout. we couldnt really think of any other way to implement it.
King_tiger: way ahead of you ;)
Lleman
5th Dec 05, 1:10 PM
ok, ok... next time, I'll put my foot in me mouth instead of saying stuff like that... :Slap: *ouch*
Julian
5th Dec 05, 2:23 PM
As for a textured Iron Priest...watch this space, it may be here this evening, perhaps tommorrow. As for Chaos, lord Shoulder pads, yes they will probably be used as they are too cool to not use.
@King tiger, chainswords you say? The Storm claws have those, they have Bolt pistols and chainswords, let me post another render.
http://i28.photobucket.com/albums/c210/nowuseeme/sccspp.jpg
there you are chainsaw man.
Hirmetrium
5th Dec 05, 2:32 PM
its ok. i apprecieate your input greatly, as it helps me rethink some of the things ive missed, or help rethink the tech tree.
and the modders like complements ;)
Lleman
5th Dec 05, 2:43 PM
Well, in this case, let me ask you one more question: how fluffy do you want your mod to be? Will it stick closely to the TT aspect or are you keeping it as a vague guideline?
Yeay!!! plasma pistol upgraded storm claw. Man, that will prod buttocks to say the least.
Hirmetrium
5th Dec 05, 3:07 PM
It will tend to be kinda like DoW - based on fluff, with a strong fluff influence without, but will change considerably for game mechanics. however, we still want fluff in it - we have scraped many ideas and names because they just dont match with the fluff. dreads, all veihcal ideas have been abandoned because of this.
we want the 13th comapny to be true to the fluff - but we want them to be fun to play. undoubtbly you will see things change over time - from page one to whatever of this thread. and then - well, i'll truely be able to give you the answer of how true to fluff this mod is ;)
Lleman
5th Dec 05, 3:20 PM
ok, so does that mean that 'true' SW nutties will be able to moan once in a while "ooh, that's not really fluffy, here's how it is..." without being shot ??? :D
Good words aside, I'm at your service for any fluff-to-reality (!) advice, even though Julian sounds like a true fluffmeister there... (I'm actually one of the SW nuts, and no joke about these words, please... got the wallet itching from drooling too much onthose 13th C° SWs... :boohoo: )
Julian
5th Dec 05, 3:30 PM
Heh, ill keep a good eye on the fluff, but yeah it will be quite firmly within the realms of the 40K universe. The 13th are not going to have any drop pods, or dreads when its finished. Wulfen will only be able to have wolf Priests attached, etc...
So do you collect SW's? I used to and had always toyed with 13th company, and then the rules were released so i jumped ship.
Lleman
5th Dec 05, 3:41 PM
Yeah, I'm currently working on my SW force. I toyed with some termies lately to try and give them the feel of those horus heresy terminators, but, well, that was a try and next squad, I WILL do much better. Actually, I'm composing a force with the pre-heresy color scheme (the true SW scheme in my opinion, not that fancy blue one) and quite a number of Mk II to Mk V power armours... Last I assembled was a limited blood claw pack with jump packs (yes, I dared :D) but armour-wise, they are: 1 MkIV, 2 MkIII & 2 MkII. Quite a baroque crew with a reinforced oldie feeling since I used the 'original' jump pack for every model...
I think that I'll also please myself this months with the start of a 13th C° force, though that might not be reasonable since I'm already 20 minis late as far as painting goes... (and I don't tell you about eldars... my, 24 hrs in a day are not enough...)
Julian
5th Dec 05, 3:45 PM
yeah i like 13th cos the colours are fun to mess with, you can contrast the various chaos armours, and its great to think of a backstory as you paint each model. They are a very individual army, which rewards slow considered painting, and also happen to pretty damn good on the tabletop. I also prefer the pre heresy colour scheme, as it looks much grittier, and more rugged, as well as being easier to higlight.
Lleman
5th Dec 05, 3:49 PM
HA! Yes, that's a good army to start with, paint-wise, and you learn quite a lot as far as highlighting is concerned. I've received some criticisms sometimes, what with the pre-heresy scheme being 'too easy since it's plain'... However, you learn to do it finer every time and detailling then plays a great part to make peculiar minis stand out.
Here's an example. Wolf lord & retinue:
http://img263.imageshack.us/img263/3467/wolfguardlord2tw.th.jpg (http://img263.imageshack.us/my.php?image=wolfguardlord2tw.jpg)
close-up
http://img263.imageshack.us/img263/2527/wolfguardmkiilord3dc.th.jpg (http://img263.imageshack.us/my.php?image=wolfguardmkiilord3dc.jpg)
BTW, THAT's the wolf lord / captain (in the old days) I told you guys about, with the wolf helm... no doubt it was mistaken for a true wulfen's head...
Julian
5th Dec 05, 5:04 PM
nice! I especially like the use of the old wolf guard model, thats pretty well done. And its cool to see the old armor variants in units again, ive always kinda liked the old "Crusade armour" you may notice teh change in the Iron Priests helmet when the texture is finished, its now and old skool crusade pattern helm, one of the hook nosed mark sixs.
*Update
Ok the iron preist model is to the beta texture stage, i.e he has one now. His armour is old but hes managed to keep it in condition with his skillz, the iron Priest for those of you who havent guessed will fufill the role of the traditonal builder unit. However being a marine and not some namby pamby, singing Xenos freak (im looking at you eldar players) hes tougher than your average builder. So with out further ado i give you the Iron Priest (version 0.6)
http://i28.photobucket.com/albums/c210/nowuseeme/IronPriest.jpg
and another side view:
http://i28.photobucket.com/albums/c210/nowuseeme/IronPriest2.jpg
k thank you goodnight.
PacPomarnacki
5th Dec 05, 5:07 PM
Yeah just a heads up on the texture. Took me all afternoon but its not done yet :) atm the shoulders are something that will be worked on as well as maybe the pelt and armour slightly. Atm its fine for beta testing (when we get there) then ill go over most of the textures and touch them up to soothe my inner-perfectionist :lol:
Lleman
5th Dec 05, 5:08 PM
[EDIT]
Well, one more thing for the discerning TT player :D :
http://img526.imageshack.us/img526/5978/pict00020ed.th.jpg (http://img526.imageshack.us/my.php?image=pict00020ed.jpg)
Er, I hope I'm not polluting this thread btw...
[EDIT]
As for the IP: Maybe you should leave the AM icon from the shoulder pad. He's already got it on his breastplate. Plus, it doesn't really feel like Heresy time IP. Ok, admitedly, we haven't got any pic from those guys at the time the 13th C° vanished in the EoT, but in the 10,000 yrs afterwards, there has been that vying from the AM to implant faithful men in every chapter / army whereas the pre-heresy legions might not have been that 'dependant' from the AM. (how twisted a sentence...)
Maybe a plain SW shoulder pad or a 'recycled' classic chaos one might do the job?
As for the hammer, by the nether hairs of Russ!!! what an impressive wolf's head... great job man. I mean, great job for the priest first of all, but that gives him that extra 'believable' touch.
One more thingy before I fall dead asleep on my kboard:
d'you intend to have all of the SWs enclosed in their helmets or is it possible to see some good ole gruffy heads? I must confess that WPs are particularly striking when the head is visible. As for IPs, they are (IMO) best left face hidden for nobody really knows them as pack members do among themselves...
If you want some old armours to reflect the ancient looks of the 13th C°, maybe you could contact the Horus Heresy mod. They've done a pretty brilliant work with their suits from the MkII to the MkVI (actually, as far as I know, they haven't entirely completed all the marks but it's a close thing...) and one of their MkIV's helmet would have suited perfectly the IP's helmet. But I wouldn't also want you guys to react as with the SW mod thing suggestion, so the mod is yours to make what you want of it.
c-ya
PacPomarnacki
5th Dec 05, 5:23 PM
yup i know :) the shoulders will be worked on i assure you, atm they are pretty much place holders till after beta, they give you a feel of whats going to be there in full release
oh and no your not polluting the thread :P nice to see keen interest in both the mod and TT
Hirmetrium
6th Dec 05, 9:50 AM
We might be breaking until christmasish now, working on the mod very lightly. we'll show you some new models, and hopefully that news i want to tell you about will fall into place....
as they say:
WATCH THIS SPACE!
watching...and nothing appears to be happening..aybe my comp cant play whatever is supposed to be there...
ok...that was a crap joke...im loving the progress dudes!!! keep it up
Lleman
6th Dec 05, 1:14 PM
Awwww... Come on now Hirmetrium! You've suddenly told too much or not enough... in either case, you should tell us more about that news thing... *hides behind sandbags and awaits the shelling*
Just kidding ;)
Hirmetrium
6th Dec 05, 3:03 PM
firstly, i take NO full credit for this idea. without the team i have, i would merely be thinking about modding i nthe space wolfs again still. in truth, im just pointing the team in the right direction.
as they say, there no 'i' in team. that is why they are posting stuff here, and not just me.
we will give you guys a nice big bite of something soon i hope. making onto the dowfiles news DEFINATELY lifts your spirits, and gives us more reason to work hard on this.
you can scrap the break or slow progress thing - this makes us want to work ours asses off until the thing is done now :D
Julian
6th Dec 05, 4:22 PM
As is now mentioned at the start of the post, this mod is dedicated to the memory of a very dear friend, Hugh also known as Xavier, who unitil his death on the 26 of December was an outstanding member of the Halo modding community, and an incredible convertor of Warhammer. This mod we now, would have been made with him, and is lesser because of his absence.
There is a memorial to Hughs memory online and it can be found at http://www.halomods.com/site2/geeklog-1.3.9/public_html/staticpages/index.php?page=20050107121232507 and there, there can be found links to his various works.
To hugh who should be here now, man how we miss you.
Typhoon GX
6th Dec 05, 4:27 PM
I reconise the name, but I'm not too sure what he did. Could someone remind me? Either way, it's a sad moment in both Halo and DoW communities. :(
PacPomarnacki
6th Dec 05, 4:42 PM
Ok a bit of a post here,
firstly a picture of the Iron priest again, this time weve redone a few things, noticably the shoulder is now yellow with a paw print on it. A few other changes that me and julian wernt happy with.
http://img.photobucket.com/albums/v410/PacPomarnacki/13thcompIP.jpg
Secondly and more importantly a Picture of...... the Wolf Lord!
http://img.photobucket.com/albums/v410/PacPomarnacki/wlflrd1.jpg
Un-textured i know :lonely: but it will have to wait.
Dont expect anything massive over the next few days as we will be busy doing non mod related things but there should be another update by the weekend.
As for Xavier there is a full list of his amazing acomplishments here (http://www.halomods.com/site2/geeklog-1.3.9/public_html/staticpages/index.php?page=20050107121232507) he was a true friend and almost everything i know about texturing was learnt from him. As we where working on this mod someone commented that it was almost a year since he passed away and we all having known him decided it would be nice to dedicate something to him.
Lleman
6th Dec 05, 4:56 PM
Just a quick comment about the shoulder pad (again!!!): the 'bloody paw' thing is the blood claws marking, therefore your IP would be a 'pup' in the C°. Strange when you know that IPs are chosen among older members of the C°... OK, I know, I'm a pain in the *beep* (?) but fluff-wise this wouldn't fit. Left plain black or plain grey, it would be as neat as with the paw. Otherwise, at least make him a grey slayer / grey hunter (same thing at the begining) and this should give him a red / black triangles-patterned shoulder motif...
One more thing for the IP: if possible, try to keep in the metallic / iron grey-black tone for all the 'accessories', i.e. gloves, greaves (or is it shin guards?) and such.
As for the Wolf Lord, here's a non-initiate question: Is it possible to do some mane for that model? I mean the hair, not the fur cloack, of course...
Oh, and btw, the most important thing: Great work, as you will tend to get us used to :D
PacPomarnacki
6th Dec 05, 5:06 PM
ok ill answer just before i go to bed :) yes the wolf lord shall be significantly hairier inthe facial department to fit the SW. As for the IP shoulder it was just copied out of the SW codex section under "pack markings" section, so meh. Its there for the internal Alpha and Beta when we have one, after the beta we want lots of feedback from everyone on what they think is awsome, what they think could be better and what sucks. We will be working damn hard to try and make this mod as good as we can and thats helped a lot by feedback.
Btw did anyone see this? (http://dawnofwar.filefront.com/news/Thirteenth_Company_mod_kicks_off;23584) :D
Julian
6th Dec 05, 5:20 PM
K well, the bloodied paw, i know in the SW codex, its the bloodclaw pack marking. But it is also an acceptable symbol for the thirteenth company. Secondly as the thirteenth company are Pre-heresy, the contents of the Chapter are all relatively even ranked. At this point there would have been very few new recruits, the founding of the space wolves having only been 200 years back. This in effect means that there are no bloodclaws, as there are no new initates.
I am aware of the connotations of the pawprint, but as my friend above stressed, this is only a beta skin. In the final version we will probably leave the left shoulder pad empty so people can create their own companies. So at the moment it is little more than a filler.
A word on custom colour schemes, at the moment, our avowed aim for colour schemes is to allow the user to change the various colours of the Chaos sections, this is to stop the 13th colours from being changed. So the chaos sections will be divided into main colour, and trim. These will be modifiable so the user can change them at will.
Lleman
6th Dec 05, 5:26 PM
Yeah, of course... At least that's what made me jump for this thread...
Yeah, well, ok, my remark about the shoulder pad was a little bit too enthusiastic, and I might have gotten carried away, maybe...
Anyway, just FYI (but I think you should already know it) since you mentionned the codex, 'modern' SW pack colors are:
Yellow /red for blood claws
Red/Black for grey hunters
Black/white for long fangs.
Wolf Lords & retinue have their own markings.(+ termi honours)
As for pre-heresy & heresy SWs, they seem not to have had such differentiating markings. What seems clear is that they sported their lord's icon on either both shoulders or on the right one (opposite to 40k SWs).
[Note: If Julian is master of fluff, can I be high initiate of fluff then??? :D)
PacPomarnacki
7th Dec 05, 4:02 PM
Lol xD i dunno, thats a sacred position :P you will have to wait for julians respone :)
Hirmetrium
7th Dec 05, 4:05 PM
just a heads up for now, were thinking about a sort of teaser movie sooner or later. basically once the first few models are in, we'll make one, refine the mod then realease it for public beta.
for those after a job:
short term wise, we have no openings. VERY LONG TERM WISE however, voice actors etc, MIGHT be considered. currently however, this is a project we want to undertake ourselves.
keep the comments rolling guys ;) anything you might want to know is in the mod, or want in the mod, please tell us. you never know, your wish might come true!
Julian
7th Dec 05, 4:14 PM
Yes well as a fluff test... as a pre initiation test.
What are the ten CODEX Company colours.
This is in the fluff somewhere. By Codex i mean the tome written by _____________________ establishing the deployment of teh space marines and their organisation. This is not a specifically SW question. it applies to all, codex chapters. So to be honest... not to the Spacewolves.
The colours must be in the right order. Also as a bonus, tell me who wrote the Codex, (that ones easy)
Lleman
7th Dec 05, 5:03 PM
HAh. You're talking about the most high Roboute Guilliman, primarch of the Ultramrines (smug bastards!)
As for the colors, lessee...
Are you asking about the internal colors in each chapter or for colors that could be given to a chapter? For, as far as I know, there are a multiplicity of colors available for a chapter (yeah, even flashy pink if they want to) while only 9 are suitable for the codex chapters: white, yellow/golden yellow, red, green, black, orange, purple, grey/silver, blue, no colors (scouts). techmarines are in principle in red + left shoulder pad with the chapter color, librarians are blue with left shoulder pad the chapter color and chaplains naturally wear black w/ left shoulder pad chapter color.
EDIT: oops, I forgot the apothecaries who wear white, in principle, but with the left shoulder pad in the chapter color.
Julian
8th Dec 05, 6:49 AM
No im afraid i did not make myself entirely clear. Im talking about the company colours. The colour badge of each company. I.E the first company second etcetra. Oh and for the hell of it their names. I.E first = Vetrans. There are ten companys in a chapter, and ten colours. (well two are the same)
Lleman
8th Dec 05, 9:49 AM
Sorry to say so pal, but there are only 10 companies per chapter in the orthodox codex chapters...unless you count the armoury and the librarius as companies - which they are definitely NOT - then it makes 12, but then you also gotta count the apothecarion (13) and the chapter fleet (14) as you go...
As for their colours, I already gave them. I used the Ultramarines organization since they are the most orthodox of all chapters.
For more precision:
1st is veterans, 2nd, 3rd, 4th & 5th are batlle companies (sent more than the rest on the frontlines, 6th, 7th 8th & 9th are reserve (kept in normal times in the fortress monastery in a personel turn around between these companies and the battle C°s which need resupplies of men. 10th is scouts company.
As far as I know, and this gets back to Rogue trader, there always have been 10 companies per chapter, even if later on, the chapters themselves were described but as a tiny part of whole legions (pre-heresy & heresy era).
[EDIT]
Ok, correction seen... we both agree on ten... :D
Julian
8th Dec 05, 10:54 AM
Im personally never sure whether its pink or purple, it looks pink, but that seems odd. I mean, marines in pink? WTF? But yeah the colours are as follows:
FIRST VETERAN COMPANY: white,
FIRST BATTLE COMPANY: Yellow,
SECOND BATTLE COMPANY: red,
THIRD BATTLE COMPANY: Green,
FOURTH BATTLE COMPANY: Black,
1ST RESERVE COMPANY (TACTICAL): Orange,
2ND RESERVE COMPANY (TACTICAL): Pink,
3RD RESERVE COMPANY (ASSAULT): Grey,
4TH RESERVE COMPANY (DEVASTATOR):Dark blue (it think of it as regal blue)
1ST SCOUT COMPANY: White/no colour,
Each company also has its own geometric symbol.
Each Battle Company consists of its Captain, 6 tactical squads, two assault squads, two devastator squads. The men of the Apothecarion are chosen from the squads, although the techmarines are a seperate entity (the armoury) they are chosen from amongst the companies, Likewise for the Libarians. A Codex chapter will always consist of one thousand marines. This is because it is only with the Progenoid glands implanted in a space marine, can the numbers be replenished. So a companies, numbers will be lower than its normal numbers, but it will often be accompanied by its original members, those from the Armory, Libararium etc. As for the Chapter fleet, im afraid that is where you are slightly incorrect. Each company maintains its own selection of ships, and with the assistance of the Techmarines in the armory (oh and thousands of servitors) are respsonsible for there upkeep. Space marine fleets were much larger in the days of the great crusade but the treachery of Horus, meant that the high lords decided to limit the space marines power, and the imperial navy was born. Before then invidual space marine chapters would have control of large fleets, and forces which contained non space marines.
Before the Heresy, there was not so much organisation behind the space marines. They were known as Legions, which I presume meant that they followed the roman organisation, which would mean that each legion was around 8,000 men (figure taken from the latterday roman empire) this would fit with the fluff, as roman legions were based around units of ten and one hundred, and would fit with the Imperium (a latin word which means ultimate power) and usually around twice the number of auxillaries. This would seem to fit the conception of a space marine legion in the days of the great crusade, where the marines would have been suplemented with large portions of the Imperial army. (later renamed the Imperial guard)
Lleman
8th Dec 05, 11:17 AM
Where did i get wrong with the SM fleet?
As for the pre-heresy legions, the number of marines for each legion varies greatly from a few thousands (for the Salamanders for example) to several tens of thousands for the ultramarines (this number explains the many second founding chapters successors of the UM). This does not include, as you mentioned, the imperial army that fought alongside the legions. However, each legion was organized around the chapter (usually 1000 men) itself divided into companies of 100 men. At the head of each chapter was a commander (later dubbed chapter master) answering directly to the primarch himself. Each chapter had its captain and most often the 1st company captian was the chapter commander. (e.g. Abbaddon, captain of the Luna wolves / Sons of Horus 1st company of one among many chapters of this legion, although it must probably have been the 1st chapter since he was Horus's most trusted lieutenant). As a honorific was the title of lieutenant commander, commander amongst commanders as you might say, the right hand man of the primarch who was sent for the greatest duties by his lord and often spoke in his name.
PacPomarnacki
8th Dec 05, 11:53 AM
Wow thats a LOT of fluff :P
Lleman
8th Dec 05, 12:09 PM
Er, did we go out of thread there...???
And Fluff Shall Rule Until The End Of Days... DA -DA DA DAAAHHHH!!!! :D
Hirmetrium
8th Dec 05, 12:38 PM
i'd appreciate you kept the fluff to PM's from now on guys :/
to the rest of you, we hope to have an internal alpha by christmas.....that will allow to tweak stuff etc.
Lleman
8th Dec 05, 1:13 PM
'kay boss. Sorry for the flooding. :mute:
Julian
8th Dec 05, 5:12 PM
k just a teensy update, we have here a new improved Wolf Lord, still unfinished, there is still much work to do, he now has squarish hair, and a beard... pigtails may come later.
http://i28.photobucket.com/albums/c210/nowuseeme/wlflrd.jpg
The WL is gonna see a lot of changes, but his weapon combo should hopefully remain the same, we also should hopefully soon be able to start putting animating our new models. Whilst the WL is gonna be textured by me and Pac tommorrow. Hopefully his axe and powerfist combo is going to mean that he will completely own all who stand before him.
NB i gave him the powerfist cos the axe seemed to big to wield continously in one hand. expect some massive double handed swings, and some awesoume sync kills. Anyways, thank you goodnight.
Lleman
8th Dec 05, 5:31 PM
GREAT !!! That big boy will crush all who stand before him...
Though, he lacks some big walrus whiskers...lol
p0seidon
8th Dec 05, 11:23 PM
yeah and big pointy ears.
Hirmetrium
10th Dec 05, 4:02 PM
were going through some zzzzz time atm. ive got the coding thing down now, thanks to the folks in the IRC channel(palii and tempest).
ill finish up my schoolwork and then ill start heavily on the coding(and revision for january exams -_-) around the end of next week.
texture/model side, our texturer is having some problems with BT...so nothing i can show there. modeller is taking a break too ;)
dont worry - ill have my gamer cam out as soon as the first few models are into the game :P
PacPomarnacki
11th Dec 05, 5:24 PM
Hi guys, just a kinda "how we are getting along" post atm. As hirm said BT decided to cut off my internet for a few days, however once they had re-connected it I found out it was to increase my broadband speed :D so all good there.
As for work on the mod, we have ploughed through the easy units that just require a small amount of change (Grey slayers, Storm Claws, Iron Preist) and now we have hit the harder units that take more time, at the moment the Wolf Lord. He is coming along nicely but slowly, hopefully some textured screens some time next week.
As for progress from now on you can probably expect it to remain at this kind of level except when we draw close to a release date, as we have gone through the early euphoria of a mod that seems to be attracting attention.
Turning to the grand scheme of things, we really dont know when Betas and such will be released, but we know we want an internal alpha out by Christmas-ish, and we MAY want a FEW playtesters for that, so keep an eye out for updates in this thread around that time!
Lleman
11th Dec 05, 5:52 PM
no need to say it twice... palms itching already ;p
As for the 'serious' characters, will you use un-tweaked ones in the pack or will you modify some stats so as to have an untextured 'pretense' (ooh, I don't like that term but that's what comes to mind 1st, so...) of say the WL?
inquistor_c
12th Dec 05, 12:59 PM
im learning to rig/ animate so if you need help give me a few days and i'll be animating if you want a animator. im only new to it so if you dont want to i understand but if you want to pm me and i'll see what i can do. i've got 3ds max btw
Sirius02
12th Dec 05, 3:30 PM
me and my team were preparing to make a 13 rd company mod for wa.
Just about to start and there i find the mod !!!!
We are at least 3 personns interested in helping you, as for me i am a coder , one of my friend learn to make models and the other would be ok in creating the icons , pictures , the front end or whatever that could help you!
If you re interested ( i would like to help in in bringing bikes into your mod as it was one of my project for my white scars mod before i change to 13 rd company) tell us where we can find information to help you and who are the other members.
kindred ravens
12th Dec 05, 3:51 PM
by the way the chaos betrayers mod will have bikes too
PacPomarnacki
12th Dec 05, 5:08 PM
hmm thanks for the interest guys, ill take the matter up with Hirmetrium tommorow and see if theres any space for you guys. Ap until now 3 of us live in the same city so its very easy to translate ideas and concepts and hirm being a coder doesnt need to be there :P j/k
But im just wondering if we have say.... a moddeler how easy it will be to translate idea over the web instead of being able to sit in the same room and go "i think that could be done like this... there thats better. Wow that looks great" etc etc.
I dunno, like I said ill talk to hirm tommorow.
P.S. sorry didnt mean to steal your mod ^^
although as we said earlier this idea has been kicking around for some time, and it was kind of luck that the day we started folling around with models, thinking we might try to make this mod if the mod tools came out, when lo and behold Hirm excitedly starts messaging us "The mod tools are out!!" and thats how things got started really.
P.P.S wow I go on for a long time :o
inquistor_c
13th Dec 05, 1:02 AM
lol easiest way is msn messenger or yahoo if its models just send pics/ 3dsmax files to the other members, if its concept art/icons just scan or just send the file over msn or email. well if you would like an animator just ask its not really that hard and i've got quite a few good ideas for what to do
Hirmetrium
13th Dec 05, 12:45 PM
if you wish to join the team, please contact me on hime_13@hotmail.com for MSN, and hirmetreus on xfire. its much easier to talk via IM.
TheWookiee
13th Dec 05, 1:13 PM
Added you on MSN Hirmetrium.
p0seidon
13th Dec 05, 1:19 PM
please do not turn this into 'our mod is better than yours'. if you have something to say, say it.
Dude? Kindred was only pointing out that we will also have bikes, and where do you get that he said that out mod is better than yours?
IMHO,, Every mod is good:Panda:
Sirius02
13th Dec 05, 1:25 PM
ill give an answer to you in some days ,because the teams wonders about starting another mod or join yours.
As for the bikes i should help everybody working on it since i already worked on it!
Finaldeath
13th Dec 05, 1:35 PM
kindred ravens, no posting off topic or you'll be banned from the thread. Wether it was "our mod is better then yours" doesn't matter and thats the end of it. Hirmetrium you could PM a moderator if you feel someone is taking a topic off-topic and they can help.
PacPomarnacki
13th Dec 05, 2:06 PM
Hey guys, just a kinda update on our team.
We are proud to welcome The Wookie to our team as a secondary modeller for our mod! After seeing some of his excelent work on "The Factions" mod he contacted us with some examples of his work and we where impressed. He has now joined jules as a modeller and are as I write talking about future models coming to the mod (Bikers and Wulfen)
Stay tuned! :)
Sirius02
14th Dec 05, 6:14 AM
it seems that you don't need other members for your team.
moreover you re friends and can work in the same house while we can't.
i think we ll start again my white scars mod but my team would have prefered 13 rd company......
If i can't restart my mod i ll join a team who want to have bikes in their mods.
note: kindred ravens said they ll have bikes because i said i have already worked on it , not to show their mod is better or whatever else you suppose.
Hirmetrium
14th Dec 05, 3:52 PM
sorry. im under lots of stress, from modding, schoolwork, friends and such. christmas holiday might be round the corner, but you still have t oget there ;)
apologies to both. to sirius and kindred from being such an asshole to you guys(it was such a short post it sounded like a 'omg! we have bikes! they will > urs!), and final death because i should of known better than to try to make it into a flame war -_-
sorry to hear that sirius. its just were running a very tight ship, and its very helpful talking face to face. we had an offer a while back, and im trying to chase it up atm. i wish you luck in your scars mod :)
on the modding side of things, everything should now have a placeholder file.....whether it has values or not is something else ;)
PacPomarnacki
17th Dec 05, 4:08 PM
Ok an update on the mod so far.
The Wolf Lord has been textured (not amazingly) and i wanted to work on him for longer but he was sucking up all my time so we thought we would leave him as hes alright for an Internal Alpha.
Pictures!
Wolf Lord With his new long hair and Bear, note also the green eyes :P
http://img.photobucket.com/albums/v410/PacPomarnacki/WLclosefront.jpg
Wolf lord with Pelt
http://img.photobucket.com/albums/v410/PacPomarnacki/WLrear.jpg
Ok notes on those two, yes the beard and hair look a bit odd, i know but like i said it would take too much time for me to get it all corrected and we wanted to have an Alpha by christmas time-ish. The pelt also has a warped texture, yeah i know but its ok for now :P Atm the axe is the Bloodthirsters axe :) and the powerfist is chaos, btw we plan to have a Storm Bolter on top of it as his ranged weapon to avoid him being totally owend by other heros dancing.
As for everything else, The Wookie is working on the bikes, no screens yet though, the bulk of the coding appers to be done, and the animation is coming along nicely, we are now moving on to the Long fangs.
As i said and Internal Aplha by christmas or soon after i hope so screens of in-game units then, no release though (its internal!)
thudmeizer
17th Dec 05, 6:01 PM
Very much looking forward to the Space Wolves.. err.. 13th Company mod.. Many have been waiting for a looonng time for a SW playable chapter in DoW/WA.
Further.. you got a full staff so that you don't need additional talent to help out.. good progress with the project as well.
Julian
21st Dec 05, 12:43 PM
Thank you. Thirteenth Company are pretty different to Space Wolves. They share simmilar rules, but the thirteenth are better in almost every single way. (apart from the complete absence of armour.) Also to prove that we are still working away, I have a new WIP render to show. The base model of the Wulfen, this is an example of the model before I go through the stage of adding further details, and it is a basic blocking out of the models details. For those who are unsure of my modeling methods. I've been using Santo's tools to extract the model data, so I maintain the simmilarity with the current DoW models. The 3d modeling process, is kinda like that which is used by Tabletop players to create a unique army, one employed by myself, in the creation of my own 13th Company army. With the use of Custom created textures (or painting for TT) we can change the look of a model entirely. All of the detail stuff is custom created. This system will be used to speed an early modeled and textured release, however, more refined (and better) models will be eventually be released. Our current plans are to do a single pass at all the models, so we can get them into the game as quickly as possible. And then to return and redo everything which we dislike, (probably, by then a lot) Custom models are being made, for important things like bikes, lascannons etc...
Anyway here is our first render of the wulfen, with nifty, Space wolve head (straight from the sprue).
http://i28.photobucket.com/albums/c210/nowuseeme/wulfen.jpg
thanks, keep up the posting, any suggestions or submissions are welcome. But bear in mind this is a Thirteenth company mod, and all your ideas may just be... wrong.
Typhoon GX
21st Dec 05, 1:48 PM
How many units are there in the 13th Company?
Julian
21st Dec 05, 3:09 PM
Well in the codex there are nine:
Headquarters: Wolf Lord, Rune Priest, Wolf Priest
Elites: Wulfen, Stormclaws,
Troops: Grey Slayers,
Fast attack: Wolf packs, Stormclaw bikers,
Heavy Support: Long Fangs,
All of these will be in plus the Iron Priest as our builder unit oh and the possibility of scouts.
Typhoon GX
21st Dec 05, 4:19 PM
So that's 11 units. Abit small compared to the other races.
CrossOrion
21st Dec 05, 5:53 PM
Really?
5 types of Infantry and 5 types of vechicles are just what I can recall off the top of my head as the average amount of things you can have in DoW/WA.
Unless your talking about races in TT, then that's different.
Oh, quick note on the above texture. If you give his eyes a slightly more feral look (no idea how you would achieve that) Then you can stick as many badly textured furs on him as you want, that'll be the amazing stand point.
PacPomarnacki
22nd Dec 05, 10:20 AM
hmmm, feral eyes.
Havent thought about the finer point of texturing the wulfen yet, but yeah it should be relativly easy to do. just make them sort of Wolf like i suppose, and maybe make them yellow in colour... hmmm, ideas ideas :)
Either way, i lied before (not on purpose though). i havent finished with the wolf lord. Every time i sit down at my computer my eyes flick to the little folder Labled "Wolf Lord" and get a nagging feeling that he is un-finished (well all the textures are un-finished really) so i go back and edit him a little more.
Ah Well, we will keep you posted. Hopefully some screens of these guys in-game later.
Hirmetrium
22nd Dec 05, 12:41 PM
ill give you guys a final update on the concept soonish i hope. and yes, im much better and will get into the coding ASAP :P im a bit lazy if truth be told....
concept includes finalized tech tree and names, units, their weapons, and hopefully upgrades(im still defining those!).
Hirmetrium
22nd Dec 05, 1:45 PM
ok, here it is sooner than I expected, the (hopefully) finalised tech tree for you people to drool over.
first, we have the building tech tree, in all its glory.
http://img.photobucket.com/albums/v208/Hirmetrium/13_companytreemk2.jpg
wonderful. now an explaination is in order i think :P
13th Company Outpost:
Produces: scouts, Iron priest, Wolf Priest
Purpose: main tech building, base etc. produces capping and building units.
Upgrades to: >13th company Stronghold>13th company Fortress
Wolf Den:
Produces: Grey Slayers, Wolf Packs, Wolf Lord
Purpose: Main troop production building. Makes tier 1 commander and contains some research for the units it makes.
Iron Priest Workshop(Named wolf armory on diagram):
Produces: Nothing.
Purpose: Main research post. contains most troop upgrades. Can be garisoned by Iron priests for defense.
Facts: is a very tough building due to the priests working in it. the iron priests have much work to do for the thirteeth company.
Stolen Chaos Generator/Thermo Generator:
Produces: Nothing.
Purpose: Produces power for the 13th company. contains research for improved power production.
Facts: its been stolen from chaos. take that you scum!
Listening post:
Produces: Nothing
Purpose: Produces additional req and adds fortification. also contains research for improved requsition production.
Fact: is also one of the tougher structures, to provide its function.
Upgrades to: >LP2(with missle launcher)>LP3(with a single las cannon and additional HP)
Storm Tower:
Produces: Rune Priest and contains research for commander units.
Purpose: Commander research is contained in here.
Facts: VERY important structure, since it produces the rune priest, a crucial and important hero for the 13th company.
Wolf Pit:
Produces: Storm Claws, Long Fangs, Storm Claw Bikers, Wulfen(tier 3), and contains research for some of these units.
Purpose: Secondary troop production, produces all tier two and tier three structures.
Warp Gate:
Produces: Nothing.
Purpose: Is an important structure. allows the rapid movement and deep striking of troops, and contains tier 4 research as well as 'Portal relocation' Research, which allows 13th company buildings to relocate.
UNITS!
Tier 1:
Wolf lord
Purpose: Primary HQ
Weapons:
-Power Axe
Upgrades to:
-Frost Blade
-Bolt pistol
Upgrades to:
-Plasma pistol
Wolf Scouts
Purpose: Capping, light assault unit.
-Bolt pistols
-Axes/swords
Upgrades:
-Plasma gun
Grey Slayers
Purpose: Primary anti troop unit. heavily upgradeable, very important/crucial unit.
Weapons:
-Bolters
Upgrades:
-Meltagun(T2)
-Plasma gun(T2)
-Flamer
·Wolf guard sergeant
-Bolt pistol
Upgrades to:
-Plasma Pistol
-Power Axe
Upgrades to:
-Power fist
Wolf Pack
Purpose: Melee unit. Has a commander.
-Claws and maws
·Wolf guard sergeant
Spawns with the pack
Iron priest
Purpose: Builder and repair unit, very light defense. Can be upgraded to be a useful battle unit.
Weapons:
-Bolt pistol
-Thunder hammer(very effective vs viehcals)
Tier 2:
Wolf Priest
Purpose: Secondary HQ
Weapons:
-Crozius Arcanum
-Bolt Pistol
Upgrades to:
-Plasma Pistol
Rune Priest
Purpose: Important HQ. Has powerful Phsyic skills, very useful.
Weapons:
-Rune Axe
-Bolt Pistol
Upgrades to:
-Plasma pistol
Storm-claws
Purpose: Elite melee unit
Weapons:
-Bolt Pistols
-Close combat weapons
·Wolf guard sergeant
-Bolt pistol
Upgrades to:
-Plasma Pistol
-Power Axe
Upgrades to:
-Power fist
Storm claw Bikers
Purpose: Only Viehcal unit. Light Ranged unit, fast attack.
-Twinlinked Bolters
-Power axes for all
Upgrades:
-Meltagun
-Plasma gun
·Wolf guard sergeant
spawned with the pack
Long Fangs
Purpose: Ranged heavy anti tank unit. Very powerful weapons, effective at crushing buildings and tanks very quickly with their powerful weapons. also effective at killing infantry.
Weapons:
-Heavy Bolter
Upgrades:
-Missile Launcher(t2 Anti tank)
-Plasma Cannon(t2 anti inf)
-Multi Melta(t3 close range anti tank)
-Lascannon(t3 long range anti tank)
·Long fang sergeant (basically the same)
Tier 3
Wulfen
Purpose: Super heavy elite melee unit, Capable of ripping apart tank armor!
Weapons:
-Wolf Claws
Thats the full list of units and structures, their weapons, but no research.
my team has buggered off however, ones eatting dinner, the other might be eatting dinner too.....wookie is busy atm, so nothing from him.
bare in mind, we reserve the FULL right to change this anytime we like. this information is neither 100% accurate etc. you get the idea :)
thudmeizer
22nd Dec 05, 1:50 PM
Looks good to me! Like a super SPACE WOLVES faction! No complains and its good to be a little different - having less units and such perhaps allows a little more concentration and focus on what you already have. Keep it going..
Hirmetrium
22nd Dec 05, 2:01 PM
you got the idea thudmeizer ;) 13th company is all about elite, fast and hard hitting infantry. they are basically super space wolves without any tanks, having pillaged from chaos for millenia and fighting them off, with their spacewolf geneseed protecting them from the warps corrupting features.
CrossOrion
22nd Dec 05, 5:38 PM
Some thoughts. Don't give them an HQ building. Allow builders to be created through listening posts, and only provide one starting wolf den. I'm not completely sure how it would work, but I figure a different level of gameplay should be added to these elite troops.
thudmeizer
22nd Dec 05, 6:29 PM
No HQ eh? Wow.. that would be original.. Or it would be an HQ but contain different attributes not associated with an HQ (low HPs but cheap to build). I don't know if the game code allows for NO HQs?
Typhoon GX
22nd Dec 05, 6:38 PM
That is possibly a pretty dumb idea. The SWs may not be as bright as the Dark Angels, but they're not dumb enough to make their HQ weak enough for even Cultists to destroy.
thudmeizer
22nd Dec 05, 6:45 PM
Its a gameplay twist anyway + it would not be that vulnerable to get owned quick + 13th company would be balanced to counter rushes to stop such insolence. :D
Julian
23rd Dec 05, 6:43 AM
Well we are probably not gonna so extreme to just remove the HQ entirely, but all buildings are gonna be weaker than normal, to represent A: The lack of resources, and B: The nomadic nature of 13th Company. This we hope should balance out the fact that the army has two of the best Combat units in the game. Wulfen > Possessed, whilst Stormclaws > Zerkers. Plus the Wolf lord will be one of the best Combat heroes. Not quite up to the avatar and Bloodthirster standards. But at Tier four with the mark of the Wulfen upgrade, and gating, he will own almost all that stands before him. Our Ethos behind the 13th is to try and force the player to not turtle, but capture as many strategic points as neccessary. Their forces whilst incredibly elite, have small anti armour capability. Its neccesary for the player to pick his fights carefully, and to try not to get his units involved in a large firefight. (well apart from the longfangs.)
The thirteenth are Light infantry force in effect, apart from the notable exception that they are all really heavy infantry.
Hirmetrium
23rd Dec 05, 7:55 AM
most of the buildings will be as weak as ork ones, but some(as have been mentioned above) are tougher to kill.
also, i screwed up on some of the original things - the HQ does spawn the wolf priest, and portal command has had been renamed to Warp Gate.
and ill point out the Warp gate works similarly to that of the Sm orbital relay ;)
the problem with no HQ would beg the question - so what building do they start with? we felt a traditional tech tree approche would be best, since they are ALREADY missing viehcals, we couldnt deney them anything else.
we do want this mod to be playable you know ;) at the end of the day, i'd like to have a game online with my team and see who comes out top. this will help balance, futher planning and changes the mod may need. unfortunately, no HQ could significantly reduce their tech tree progression and competitiveness.
CrossOrion
23rd Dec 05, 8:10 AM
The HQ is essentially just a starting building where servitors and builders pop out. Relocate these to other buildings.
Start with a wolf den and maybe a starting capper squad + builder. Grey out troop selections until after the first LP is built. Tie tech advancements to listening posts. It is in all respects, your mod, but its just a thought that perhaps if the 13th company has a reliance on being as mobile and hard hitting as possible, their bases wouldn't be tied down to an HQ.
Lleman
23rd Dec 05, 12:40 PM
Hey guys!
I noticed you allow the pack to have scouts. Will they be as 'light' as the usual SM's or do you plan to have them reflecting the hardening times they have spent battling in the EoT against CSMs and such? Fluff-wise, the normal (ha!) SW scouts are amongst some of the more die-hard boys a lord can gather ('xcept for the wolf guard) so we can infer that the marines used as scouts in the 13th C° would be pretty tough guys.
Anyway, just wanted to know your opinion.
Oh, and damn good work!!!
Hirmetrium
24th Dec 05, 3:18 PM
Sorry onion, but its finalised stuff. As we have said, we dont want to change it, becasue it may potentially reduce the competitive nature of the 13th company. fortunately the only way to ensure that is with a proper HQ building and add on system.
Yes, we were thinking the scouts to be on the cheaper side of 13th co troops, but as tough as normal marines. their certainly not light, i can tell you that ;)
thudmeizer
24th Dec 05, 7:18 PM
We trust your judgements as you've obviously thought about it with the 13th team. Making unique gameplay elements ain't easy..
Hirmetrium
25th Dec 05, 6:39 PM
one of the most unique elements is not spamming tanks for once - it requires proper upgrading and micromanagement to achieve results. their meant to be hard to manage - but tough enough to take a lot of punishment and dish it back out as well.
the uniqueness of 13th company lies in the fact they are a race designed to be just very tough(your standard 13th company warrior is much tougher and more experianced than a marine) and powerful infantry, more so than anything else. imagine a terminator, with less armor/hp. thats what im talking about. but that terminator can die very quickly, and you will lose a lot of money for it.
13th company is about keeping those units you harass with- and if you dont, you will lose!
the other thing to note is their structures are VERY weak. you cant turtle with 13th company. you have to harass and take LP points which you defend instead, and draw fire from your base and men. relocation however allows the 13th company to move around, avoiding your foe and keeping him on edge with your men.
were trying to make the 13th company unique in many aspects as we can.
and keep the feedback coming guys! anything that might be nice to add will be considered!(as long as their not as mad as HQ removal :P)
thudmeizer
25th Dec 05, 8:52 PM
I really like your selection of units.. Very low # of vehicles (bikes would be awesome to add to DoW/WA as noone, not even Relic, could..), lots of infantry that fulfill various roles, and generally fit the SpaceWolves mould.
Be unique as you can but balanced and fit yourselves within the confines of the game engine/mechanics while maximizing creative expression.
CrossOrion
27th Dec 05, 3:16 AM
Well it is your mod and I'm merely making suggestions, by all means continue the way you wish. I'm merely concerned that the necessity of building weak static buildings mean that games will end within 5 minutes of any small map. and not victoriously.
As a side topic, I am NOT Onion >_<
Lleman
27th Dec 05, 4:05 AM
Well, considering that you can get SW scouts immediatly and that those guys will be tougher than your 'usual' first wave cannon-fodder, the said 1st wave might be seriously impeded even in a small map. Of course you cannot play static as far as the 13th C° style is concerned as the news given tell us so you'll have to go for most of the 1st and 2nd radius caps and then get in overwatch to protect'em. Once you'll reach tier 2, now, would mean getting into the interesting part of the game where you'll worry a little less IMO about your important structures since the rune priest will give you the ability to play with your opponent's nerves in relocating them...
Well, all this to say that don't forget it's not IG we're talking about but SWs, guys who can take much more punishment than your average guard and therefore will be able to repell assaults much better than other races.
All this said, of course, I'm not all-knowing (far from it) and might be totally wide of the mark :p
kindred ravens
28th Dec 05, 1:18 PM
excuse me for possibly being stupid but if the SWs can steal a generator they can steal a predator so why isn't there one i mean i know that they are highly infintry but haveing no vehicles at all is suicide, go against imperial guard with spacewolves without vehicles and their baneblades and basiliscs will just blow them up before they have even slashed a blade so please for your own balance issues and our enjoyment keep the vehicles, if not all of them, keep the predators because they are so cool (espeacially SW ones)
(even if it is a relic item and there is a limit of 2 it should be there in my opinion)
Typhoon GX
28th Dec 05, 1:27 PM
That actually is a good point. However, 13th Company are tougher than your average Space Wolf, so don't expect them to die that easily. ;)
PacPomarnacki
28th Dec 05, 6:59 PM
Yeah, it is a good point. Our master of Fluff (julian) is away for a few days so ill answer, but I might be wrong on a few points.
They dont have tanks etc, mainly because they dont have them in the codex, and secondly if we added tanks and such this mod would just be a re-modelling of a Space Marine army. To answer the other point, they still have, Melta-bombs, power fists, and scouts who can infiltrate behind enemy lines and destroy tanks ( I remember to my horror whilst playing TT julian grinning and producing the rules stating that wolf scouts could appear on my board edge armed with melta guns/bombs pointed at the rear-armour of my tanks) but most importantly long fangs which will (probably) start with Heavey bolters as they are a decent damage weapon against infantry and light vehicles and then will have the option to be upgraded with Lascannons (Anti-tank) Plasma cannons (Anti-infantry) and other things (havent fully decided yet)
So ive always imagined the long fangs picking up the slack the lack of armour in the mod.
And as a sort of end note, Wulfen will have pretty a high vehicle damage, I mean in the TT they come with S5! so if worst comes to worst throw some wulfen at that tank :P
CrossOrion
28th Dec 05, 8:59 PM
So will you be able to deepstrike scouts to take out the aformentioned Arty?
Lleman
29th Dec 05, 4:16 AM
Hey,PacPomarnacki, don't make plasma cannons anti-infantry only; you're a TT player and even though DoW doesn't reflect the TT rules 'word for word' (!) remember that those babies are mainly useful against everything it hits...especially vehicles. I play SW and of course have long fangs and it's a delight to consider the AP of those big toys...
The fluff reason why 13th C° SW CANNOT have armour is only because it's to heavy too big and 'unresonant' (?) to get through the warp portals opened by their rune priests. (hell that would smash any opponent if you could just warp-jump some armoured section that way...!!!).
As for the stealing of chaos generator it's only for playing purpose; 13th C° SW scrounge on chaos suits of armour because they haven't got any other choice fluff-wise but, fluff-wise again, they have their own power supplies either thru back packs (scrounged or not) or thru the picking of their enemies' ammo/energy packs after they're done with them.
Wolf scouts with deep strike ability would be terrific but it might seriously impede the opponent's play (yeah, I know, it's the goal of the game...) if it's available too early. Imagine those guys popping out from nowhere but precisely in the midst of your encampment... D'OH!!! (but YAY! for the SW player :)).
And , if I may, long fangs starting with HB is the minimum you could give them. They're heavy support from the start so any delaying in the obtaining basic heavy weapons would be a big weakness for the 13th C° player. I'd suggest (but you decide, 'course :p) making all 'usual' heavy weaponry available (as for TT) and getting the plasma cannon last for balancing purpose. Get 3 squads of them against heavy armour, I'm not sure of who'd come out from the smoke... And for a top trick, if it's possible, having the long fang leader alive could provide the squad with an extra hit points bonus.
PacPomarnacki
29th Dec 05, 5:54 AM
Ok Ok :)
I know im not amazing on the fluff side so I didnt know about the Rune portal reason for no tanks. However as for Long Fangs nothing is decided on them yet other than they will be Anti-tank and Anti-infantry depending on how you upgrade them. So far its just been me and jules throwing around a few idea in conversation.
Lleman
29th Dec 05, 6:17 AM
I didn't mean to crush you under a fluff wave 'Pac' (if I may dare ;) )
However, for the LFs you have ideas - even nascent - that hold well IMO; you'll have to see how it behaves once in the game but it should be pretty good and fair.
kindred ravens
29th Dec 05, 2:20 PM
well why can't u just say that they nicked a predator (texture it a bit banged up) and hey presto even if it isn't in the codex it should be because they can nick other armour so why not armoured vehicles
Typhoon GX
29th Dec 05, 3:00 PM
Because Chaos Vehicles are tainted and would probubly repel.
Lleman
29th Dec 05, 5:27 PM
and there's a slight difference between a piece of suit of armour and an armoured vehicle, viz. the suit you can punch holes in some part and use the rest in your 'bitzbox' whereas armoured vehicles you gotta punch several holes all over them to blow them apart most of the time... makes'em hard to use afterwards, eh?
kindred ravens
30th Dec 05, 6:04 AM
that's why u chuck krak grenades down the top hatch or capture it while its un occupied
Hirmetrium
30th Dec 05, 10:25 AM
Ok, ill take some shots here since im the main techtree and fluff designer :P
first, the reason plasma cannons are mainly anti inf, is so that it all balances out etc. were TRYING to make the general idea of this mod fair as possible, and plasma cannons i agree should do a fair amount of damage to viehcals(since the long fang roll in this mod is anti tank).
second, viehcals are not used by the 13th company. leman_russ i believe has the correct fluff on this.
the idea of 13th company with viehcals goes against a lot of things too- first, chaos viehcals are horribly tainted - im not even sure if any of them have drivers. defilers for sure dont have them. second, 13th company dislike complicated and technical machinery - they prefer their pistol and axe to kill things, and leave the technical stuff to others - like long fangs with their complicated guns, and iron priests with their tools and mechanics.
the Warp gate is controlled by the rune priests, who control all warp travel - so scouts, anything that the rune priest guide through the warp gate will be able to deepstrike.
the stolen gen is only in there for play purposes - it also fits perfectly with the 13th company play style of hit and run :P oviously the 13th company will have tried to change it, with the spikes sawed off and chaos taint removed.
PacPomarnacki
30th Dec 05, 1:40 PM
Yeah just a last post on this. We thought plasma cannons as anti-infantry because in TT they are S5? and a small blast marker, making them ideal for taking out tight groups of tough infantry, but are also quite good against light vehicles. Lascannons are anti-tank ofc and Missile launchers are the same as they are in DoW.
As for wolf scouts I was just talking about my merories from TT. We probably wont have them appearing on the opponents map side, as it would be just evil, however they will almost certainly infiltrate and will have melta bomba and such with upgrades, so taking out artillery and such is still a very viable role for them.
Oh and yeah just call me Pac :) I just have a long user name because its almost never taken.
Lleman
30th Dec 05, 2:02 PM
my!!! 'just wish I could make time accelerate...
BTW, aren't there already some guys working on the heavy weapons models or at least some of them?
Hands_of_Fate
30th Dec 05, 2:04 PM
Well, actually, TT plasma cannons are S7, so that's enough to blow a light vehicle and you can even gamble to take out a dred with it. Still, it's best for dealing with heavy infantry as AP2 chews through all known personal armour with ease.
The lack of vehicle support for the 13th Company is going to show. This kind of force can't win a battle of attrition, it needs to srike fast and hard to have a chance. Forgive me, but I haven't read all of ten pages to check if you already have them, but you definately need bikers and melta weapons. It's still won't be enough methinks, but should give the Company enough fighting chance against enemy armour.
Best of luck with your mod people. I like the concept of the force as being one of more trickier to master and that is a challenge I can't refuse.
PacPomarnacki
30th Dec 05, 4:50 PM
K ill just answer this
Well, actually, TT plasma cannons are S7, so that's enough to blow a light vehicle and you can even gamble to take out a dred with it. Still, it's best for dealing with heavy infantry as AP2 chews through all known personal armour with ease.
Ok I wasnt sure :) so S7 & AP2 yes but still not massivly anti-tank, so atm were thinking Anti-infantry like I said before. Of course everything is up for change atm, so that might not be true for long
The lack of vehicle support for the 13th Company is going to show. This kind of force can't win a battle of attrition, it needs to srike fast and hard to have a chance. Forgive me, but I haven't read all of ten pages to check if you already have them, but you definately need bikers and melta weapons. It's still won't be enough methinks, but should give the Company enough fighting chance against enemy armour.
Yes there will be bikers, and there will be Melta bombs, mixed with long fangs we are hoping this will be enough to replace the lack of vehicles. If not we shall find out in the beta and work around it as such.
Best of luck with your mod people. I like the concept of the force as being one of more trickier to master and that is a challenge I can't refuse.
And yes this is a good point. This mod will probably not be for beginners, as it will most likely need superior micro management and the ability to survive without sheer frontal force ( until Teir3 ofc where the wulfen arrive)
CrossOrion
30th Dec 05, 5:11 PM
What's the word on the progress? ETA on release? I'm kinda itching to play this now... must be the space wolves fleas.
Hirmetrium
31st Dec 05, 6:16 PM
the really annoying thing is, due to my exams, the coding is postponed until the end of january....and by then we will only have an internal alpha for the team to model and work on(the really big bugs thanks to my noob coding :P) then the public alpha will be ready, where we will show it to a very few select people, and they will give us their feedback. from that, we will change what we believe is nessisary, then product the public beta. from then on, you know the plan. add in many things, most importantly textures and models we may not have wanted to put in/not have been ready/did not have time for.
we do know some of our internal alpha testers already however. this is only becasue they have supported this idea from day 1 etc. there is a golden rule however - NEVER ASK. that will only give us a reason not to give that person an invite.
but what am i saying? this is a stupidly early time to talk about who will be in the alpha.
so until the end of january, ill be revising. so try and be patient ;)
kindred ravens
31st Dec 05, 8:36 PM
maybe u should ask people who seem to have a keen interest in this mod inside this thread, u know the people who constantly make there voices heard (like me lol)
PacPomarnacki
31st Dec 05, 8:47 PM
Yeah we where thinking something along those lines :)
About the internal alpha, basically its when we first get everything into the game, atm everything you see is internal aplha stage, which is about the first of 3-4 stages of the mod release.
Basically everything will most likely be improved 3-4 times along the way. Thats what were aiming for. And when its done we will post some in-game screens for you to drool over.
As for release dates and such, who knows... as Hirmetrium said him and almost the entire mod team has exams in january at some point so you can expect light work untill they are over then we shall pick up the slack again.
Lleman
1st Jan 06, 7:51 AM
Happy new year guys!!!
Well, get your exams done & passed, it's got some importance (if only to get some dough later on to buy those extra-expensive minis you've been drooling over all that long ;) )
Anyway, we'll be patient and try not to be too critical... promised :))
Julian
2nd Jan 06, 10:21 AM
K well im back from the place of no internet...
For the final battle...
Anyways. Vehicles, its a contentious issue.
1: Predators: Do Not Fit in the small specialised warp tunnels which the 13th travel through. Obviously for the same reason neither do buildings... but that would be stupid, after all the 13th need to have base units. My theories on their construction of permanent stuff, is that they either grab whats already there... scrounge around for parts. or open a warp channel to a space hulk... rip out the bits they need and dump them through the warp tunnels onto the planets surface. However, this would not be possible with complex machines.
2: And as for looting chaos vehicles. I think this has been partially covered. Chaos Vehicles are all to a lesser or greater extent Possessed. The machine spirits of Loyalist machines have been replaced with minor Daemon's to fufill the same roles. Orks loot imperial or chaos stuff only because they destroy the spirit housing and use the shell of the vehicles. (The machine spirit is basically a nascent AI ask a fluff master and they will tell u that AI are a contentious issue in WH40K) Obviously it is not as easy to loot a chaos vehicle... Look at the TT rules for Daemonic vehicles - no stunned or shaken unless im mistaken. To gain control you have to destroy it utterly and leave nothing working. This means that you end up with no tank.
3: My next reason is... The Thirteenth's hit and run style of gameplay. Your not meant to get your troops involved in a major firefight. To deal with tanks you have to use better tactics than the old classic 'shoot it till it stops moving.' Our plan with the 13th is that as well as encouraging micro - we want to encourage tactical play. Your'e either gonna have to lightning strike that tank with a squad of gating Longfangs, or flank it with some scouts, and meltabomb its rear. The third option is only really applicable at tier three - but is equally valid and that is to charge the damn thing with your Wulfen and heroes.
4: My fourth reason is... NO VEHICLES! We've said from the start that we want to make the 13th with no vehicles. On the TT the thirteenth are already a niche army. The same goes for DOW we plan to make these guys balanced - but we hope to make their playing style appreciably different to the traditional DoW armies. As Hirm said 'Its not about Spamming Tanks... You cant Turtle...You have to capture as many LP's and use those as defensive locations instead.' (actual quote...honest.) Any way you cant have vehicles without Hic's.
And Pac... those scouts saved your arse more than once. I remeber when they took out a hive tyrant in our tagteam game of Deathcompany army and Spacewolves. Hmm... Death company and thirteenth company... now that would just own. Completely and utterly.
PacPomarnacki
10th Jan 06, 3:58 PM
Hi Guys, Sorry for not much activity but exams are bearing down on us. In the next few weeks they will be done and we can get back to working on the mod at a decent pace.
As for actual work, The wolf lord has recieved a re-vamp and jules is refining the Wulfen model, so all good there. As for larger scale release plans, once the wulfen and Wolf Lord are done we can get to work on the Long fangs and then the majority of our internal alpha is done (hopefully)
Unfortunaly Mod work is slow work. (even with no exams)
GlassHammer
21st Jan 06, 11:19 AM
I've been looking for a Space Wolves mod, & I heard about the one for the 'Thirteenth Legion' .
Where can I get the download for it & is it compatible with 1.4 with he expansion?
Or has it be withheld until completion.
PacPomarnacki
22nd Jan 06, 5:23 AM
It will be 1.4, its not finished yet so there is no DL, our quiet period is almost over so we will be back with the updates in a short while.
GlassHammer
22nd Jan 06, 8:59 AM
Will be looking forward to it!
PacPomarnacki
22nd Jan 06, 6:30 PM
Ok guys, Exams Nearly Done :banana:
All the mod team has their last one this week at some point, so that means by next week progress will start again. Ive just been working on the Wolf Lord (Hair, Weapon, Texture Revamp) no pictures yet though. I was talking to Hirmetrium today, and we think that we should be able to make good progress after this week.
As for other things such as the bikers or the wulfen, they will be coming later.
Just thought id make a quick post so you all knew we wernt lying around being lazy.
Lleman
22nd Jan 06, 6:41 PM
Very good news indeed!!! :D 'Hope you guys went fine and that y'all soon start something serious again :p (kidding...)
I think that lotsa people are awaiting your return now and the fast progress news we got accustomed to have...
Till next time! Cheers :beer:
Hirmetrium
24th Jan 06, 1:57 PM
A small update but a larger step forward for us, we have opened a forum (http://s15.invisionfree.com/13th_Company_Mod).
Also, its one or two days until the exams end for us and we start work again - CHEER!
Julian
24th Jan 06, 2:42 PM
the forum is that greatest of things... A WIP placeholder so dont be too harsh.
Hirmetrium
25th Jan 06, 3:22 PM
Good news, exams finished today(hooray!) and as such work has begun again.
Im working hard on the coding, but our texturer is extremely angry with mapping atm and so wouldnt tell me much :P
other than that, coding went well tonite. if i work hard tomorrow and friday, chances are ill have some ingame screens of it working(not that their that good :P) with models following afterwards.
Julian
26th Jan 06, 5:44 PM
K modeling update, the new and improved Wolf Lord is here today a lot of changes have gone down most particularly the replacement of an Axe with a Sword, a wrist mounted Stormbolter and a complete revamp of the hair. Anyway pictures always speak louder than words so here we are: http://i28.photobucket.com/albums/c210/nowuseeme/13thcomp-WL.jpg
http://i28.photobucket.com/albums/c210/nowuseeme/13thcomp-WL2.jpg
http://i28.photobucket.com/albums/c210/nowuseeme/13thcomp-WL3.jpg
Anyways a more detailed post concerning the Evolution of the Wolf lord can be found on the 13th Company Forums.
Update:
Post is up find it here (http://s15.invisionfree.com/13th_Company_Mod/index.php?showtopic=13)
Lleman
26th Jan 06, 5:47 PM
just a quick remark there: the top-knot would look better slightly more on the back of the head... Shame about the axe... still you took the bother to shape a sword...?
Julian
26th Jan 06, 5:56 PM
Yar its meant to be modeled on the Space wolves sprue one - just bigged up a bit to make it vaguely two handed. The axe had the habit of making the model overbalanced, and seeing as Space wolves aren't cute little dwarves wasn't neccessary fluff wise. Russ himself had a sword not an axe.
Lleman
26th Jan 06, 6:17 PM
well, maybe you could (ha! easy said...) have modelled the axe from the SW sprue... it's a single bladed one but it can look big enuff not to be mistaken for a dwarf's axe.. And never in my life have I met axe-armed dwarves that were nice... they tend to chop at the knees :D
PacPomarnacki
27th Jan 06, 1:51 AM
I beleive... It might not still be true, that the sword is the starting weapon, then when you buy upgrades it turns into a Frost weapon, probably a frost axe.
Oh and that texture is soooooo not done yet, the hair will be done better, and ive been working on a nifty new belt for him so he has a sort of dumbed down version of the belt of Russ. Also their are just little things that need doing but as of late ive been beating my head against the keyboard in frustration at him :) (as is the way of modding) however then I stopped and decided that some actual work might be the solution, so yeah large improvements coming his way, but hes probably near ready to be put in the first version of the game, which isnt too far off I beleive....
Rotagar
27th Jan 06, 6:11 AM
Very sweet looking.
Have you started any kind of animation work for him yet? I'm curious what the obviously two handed style will look like with a power fist and an x-sword.
Live well.
PacPomarnacki
27th Jan 06, 7:12 AM
Animation is going slow, as its a lower level pritority, obviously our main focus was getting skinned versions of our models in game and coded, Animation, Voices and other things like thats are among our lesser worries.
That being said Animation has started on the Grey slayer, however our animator hasnt shown his head around the forums yet, ill see if i can persuade him to introduce himself.
Hirmetrium
7th Feb 06, 5:36 PM
sorry for the horribly late update...here goes.
FIrst, the wolf lord is done, and other models like wulfen and such are being done now.
second, the coding is going slow....were all tired atm(exams) and theres HT not far off to wake up to again. hopefully some work will be done then.
also, were looking into getting models into DoW, the mod is now being coded in WA(meaning cooler FX and model replacements).
Also, we have just switched to fire fox, so a lot of cookies have disappeared and so on.
other than that, WoW is a time sink i suggest people steer clear of.
PacPomarnacki
8th Feb 06, 11:55 AM
just a quick note to add, the Wolf Lord is not quite done, but hes done to the extent that once hirmetrium gets things working ill stop work and hand him over to be put in game.
Starting Wulfen texture as soon as I stop typing this message :)
oh and yeah, World Of Warcraft is a big ol' time drain, damned instance runs...
PacPomarnacki
12th Feb 06, 8:24 AM
Ok! Finally an Update.... I Know im sorry were lazy bastards :P
ok what we have to show here is an Alpha ready version on The Wulfen!
First a Front on View
http://img.photobucket.com/albums/v410/PacPomarnacki/WulfenFront.jpg
Secondly A side on view of his World Eaters Shoulder pad
http://img.photobucket.com/albums/v410/PacPomarnacki/WulfenSide.jpg
And Thridly A Side/Rear view of his backpack and arm
http://img.photobucket.com/albums/v410/PacPomarnacki/WulfenSide2.jpg
Ok a few points...
The hair, its not perfect, and im well aware of this. However DoW doesnt have a Hair Engine or mechanics so weve done what we can for now, I will say again as i have for all models, these are all WIP (work in Progress) and we are just trying to get basic versions of all the units.
Secondly the Arms will probably become hairy at some point to give them more of a Wolf like feel. The eyes... They arnt perfect again (which is why there arnt any face screenshots) but their being worked on.
Coming Soon! A fully textured Wolf Lord with his new weapon and hair.
Lleman
12th Feb 06, 8:58 AM
Bloody passing wind of Russ!!!
Seeing the size of his arms, it wouldn't be good to be walloped by this guy :D
Even though it's WIP, this is some promising work. Keep up the good work and keep impressing us.
CrossOrion
12th Feb 06, 10:28 AM
On first glance, he looks like Worf :p
Hirmetrium
13th Feb 06, 12:20 PM
Argueably thats not a bad thing. these guys are big, rough and tough. think of them as PSM, but more elite and slight tougher.
fortunately, limitations on the DoW engine dont allow us to make hair :( which is a bad thing, since wulfen have LOTS of hair :P
never fear however. we'll make best do :)
not much longer 'til we have an alpha. im horribly delayed, still got my computer studies project(s) due, and im being lazy atm.
also finaldeath has my greatess thanks. being on the chrous modificaus is a VERY good thing for a mod as small as ours.
GlassHammer
15th Feb 06, 1:39 AM
I only wish I could help, but I don't have the skills or the software.
Anyway, I just brought myself a copy of 'Codex Space Wolves'.
So, I 've been getting familar with the Wolf Scouts, Wolf Preists( Chaplins or Apothecarys) , Iron Priests (Servitors or more like Tech Prests.), Rune Priests ( Libarians or Chaos Sorcerer.), Bood Fangs on Bikes (Like the Raptors), Long Fangs ( Terminators) , Grey Hunters (Space Marine Squads), Wolf Lords (Commanders), Wolf Guards (Terminators Marines) and the Leman Russ Exterminators, the Venerable Dreadnaught and so on.
I think it's cool that your including the Wulfren unit. Will it possess any speaical attacks or abilities.
I only wish I could help, but I don't have the skills or the software.
Anyway, I just brought myself a copy of 'Codex Space Wolves'.
So, I 've been getting familar with the Wolf Scouts, Wolf Preists( Chaplins or Apothecarys) , Iron Priests (Servitors or more like Tech Prests.), Rune Priests ( Libarians or Chaos Sorcerer.), Bood Fangs on Bikes (Like the Raptors), Long Fangs ( Terminators) , Grey Hunters (Space Marine Squads), Wolf Lords (Commanders), Wolf Guards (Terminators Marines) and the Leman Russ Exterminators, the Venerable Dreadnaught and so on.
I think it's cool that your including the Wulfren unit. Will it possess any speacal attacks or abilities.
Lleman
15th Feb 06, 4:01 AM
time loop ??? :D
GlassHammer
15th Feb 06, 5:16 AM
I had a idea when I was reading up on the Space Wolves.
It says that the Iron Priest is accompanied by his retinue of Thralls ( Which are more machine than man.).
If he is put into the game, then he should get these as a re-enforcement upgrade. ( Think of the Harlequin Chorus re-enforcements upgrade in Dance without End MOD for Harliquins.)
I guess they could help him build ( Even if you have built other Iron Priests.) & act as body guards if he gets attacked or so he can build behind enemy lines without getting squished straight away.
It may be a problem with balance though.
Lleman
15th Feb 06, 7:27 AM
Well, considering we're speaking of the 13th C°, we can assume that only the strongest have managed to survive their peregrinations in the EoT and, frankly, servitors - just dead flesh and metal put together - don't seem to be like they could survive the hardships of the daemonworlds...
Plus, the space wolves engaged into this Hunt wouldn't probably burden themselves with "excessive luggage" in their millenia-old mission.
I don't know what the team thinks of it but I'd rather let servitors out of this. Again, that's just my pov :p
GlassHammer
16th Feb 06, 2:54 AM
I figured Thralls to be Uber servitors. ( If servitors is what they are.)
Has anyone got a picture of one. They neglected to put one in the Space Wolves Codex.
stranger
16th Feb 06, 5:50 AM
It says that the Iron Priest is accompanied by his retinue of Thralls ( Which are more machine than man.).
They could be of the kind availible to techmarines, not really uber, but quite helpful when you have to maintain a company's worth of equipment without any forges or 'sanctioned' spare parts, even if you scavenge most of it :)
They are more a machine, therefore they couldn't be seduced by the false promises of Chaos gods and all...
Lleman
16th Feb 06, 10:30 AM
By popular demand, here's a pic of SW thralls/servitors.
http://img429.imageshack.us/img429/5761/spacewolesthrallsfrcodex0ce.th.jpg (http://img429.imageshack.us/my.php?image=spacewolesthrallsfrcodex0ce.jpg)
I remind you that it's Thirteenth Company we're talking here genelmen ;) and it's supposedly a force stripped to its bare minimum.
DarknessKnight
16th Feb 06, 12:23 PM
After reading your mod posts i must construct some constructive criticism guys so dont curse my descendents to my 4 bloodline :)... here goes...
1-If we are talking about a force that if my memory recolects well, went into the EoT without suport (only wolf priests) how do you guys think of putting this company as a contendable force in multiplayer if they do not construct?
2- even if they construct, what would be the unit production choices? only wulfen and priests?
3 They do not need "excess baggage" as lleman said and well, so capturing enemy heavy support is out of the question so how do you solve the heavy support choice?
This is not a rundown post, by the contrary, i was and still am very curious to see this mod see the light of day from this great modding team that is day by day enriching our
games with splendid work as theirs (saw your WIP of the wulfen, inspirational to say the least) so i send a thumbs up guys. :thumb:
Lleman
16th Feb 06, 1:32 PM
A debate has been going on about the issue of the IP in the 13th C° and how this force wouldn't 'normaly' build anything as we can guess from the fluff, but, DoW not being TT there has been some agreement that there would be an IP after all, that the 13th C° SW would access some structures and that their techtree would still reflect their peculiar nature. Or so I believe it ended around the 35th post or something like that :)
PS: I said 'agreement', but anyway, it's the guys' mod and they should do whatever they please and it is right that way ;)
PPS: show your support, come & join us in the mod's forum
PacPomarnacki
16th Feb 06, 3:56 PM
Yeah most of these things have already been discussed, but hey im not expecting you to trawl through 13 pages of rambling, I know i wouldent.
Ok answering time,
If we are talking about a force that if my memory recolects well, went into the EoT without suport (only wolf priests) how do you guys think of putting this company as a contendable force in multiplayer if they do not construct?
Well They do construct things, builders will work like any other army whit Iron Priest filling in the role of Gretchin, Servitors etc. At the moment were not changing anything that drastically.
even if they construct, what would be the unit production choices? only wulfen and priests?
Latest Tech Tree is here ---> Linkey! (http://forums.relicnews.com/showthread.php?t=80506&page=8&pp=15) you need to scroll down about half way.
They do not need "excess baggage" as lleman said and well, so capturing enemy heavy support is out of the question so how do you solve the heavy support choice?
Well there was a big discussion on this but I think the answer were sticking to at the moment is that the Long Fangs are going to fill in for the 13th Companys lack of Armour. Bikers, Scouts and maybe a few other units will be equipable with Melta Bombs and Wulfen will do decent Damage against armour. Our thinking behind this is that 13th Company should be a light (but Heavey) infantry army. At teir 4, end game instead of just massing tanks you have to be a bit more skilled, using hit and run tactics and knowing your units weaknesses and strengths. All in All this is going to make the 13th company a bit more challenging to play than a normal army (we hope)
We shall find out in the Beta.
Pac.
P.S. Oh yeah, adding on from what lleman said, Heres a link to our site! Link (http://s15.invisionfree.com/13th_Company_Mod/index.php?act=idx) you get a bit more info on there than you do on here, and it would make us feel important if lots of people signed up :D
GlassHammer
16th Feb 06, 8:54 PM
I was wondering why Servitors with legs weren't included in the game.
I was alittle confused in what I had read of the Space Wolves Codex ( I haven't read it completely, yet.) It does say that they have tendency not to have any of the heavy support vechiles that the others have.
Yet they they still mention the Vernerable Dreadnought, the Rhinos and the Leman Russ tanks which they are famous for.
Lleman
16th Feb 06, 11:47 PM
You should rather read Codex:Eye of Terror to gather any info about the 13th Company. They diverge on some points from the 'classic' -though unorthodox- SW organization.
Typhoon GX
17th Feb 06, 1:00 AM
Hey. I've just remembered. Termies! Are there going to be any in the mod?
GlassHammer
17th Feb 06, 8:21 PM
Yeah, That may be the next book I'm buying.
Thunderhawk
17th Feb 06, 9:53 PM
Little Fluff here sorry if it is somewhere in here already.
13th company has Long Fangs and alway has had them, The no longer have heavy armor becasue in the 10,000 year that have passed for them it has all been damaged beyond repair. The only way that the 13th have keep going is that they are tearing what they need off the dead chaos marines. The reason that they do not use chaos vehicles is that they are too posessed to use.(that lends itself to the question how are they able to use the armor but not the vehicles but I am not going to try and reason out someone who write's army books for a living's reasons)
*please direct all flames, bashing, or general compaints to my PM and not clutter up this thread with 10+ pages of spam*
GlassHammer
18th Feb 06, 8:13 AM
I always figured them not be wearing their helmets. With long braided hair and beards.
PacPomarnacki
18th Feb 06, 8:51 PM
Hey. I've just remembered. Termies! Are there going to be any in the mod?
Unfortunatley, No.
Ok Reasons.
Terminator armour deosnt survive in the warp, its too high maintenance to scrounge and most chaos Terminator armour is posessed in some way, or Despoiled.
Terminator armour was Rare at the start of the Heresy, with only very special people people being able to wear it. If anyone would wear it, it would be the Wolf Lord of the 13th Company.
It doesnt suit the Armies Stealthy nature. Youve seen how slow they move in DoW already, and this really doesnt fit with a lightning hit - and - run army.
And the 13th Company are already pretty heavy infantry. Weve always felt that the 13th company wernt about spamming final teir, uber units that pwn all, rather about changing your tactics.
Cpt. Ereshen
18th Feb 06, 11:30 PM
Besides, Wolfen are more then a replacement for Termies. I mean come on, half Wolf half Space Marine, who wouldn't love 'em.
-Ereshen-
Hirmetrium
19th Feb 06, 2:22 PM
Terminator armor is being considered, as it will add diversity and possibly an edge to their tier 4(which maybe lacking). fortunately we will not yet disclose a direct answer, and until we do, we will say no.
The tech tree as my friend pacpom pointed out is above. it is also on our forum now(thanks to grimnar42 for pointing that out :P)
The Iron priest is in there because it made perfect sense for him to be a builder unit with or without viehcals. He will not have thralls because our fluff master said not to(i have no idea why). fortunately i just went along with it because it meant less coding :P
Julian
20th Feb 06, 4:35 PM
Just some design clarifications:
Iron Priests are our confirmed build unit- as far as construction goes we are trying not to depart from the basics already layed down in DoW A tier progression system will be clearly implemented. I toyed originally with the idea of having a Rune Priest as the main build unit but decided it would be silly because the rune priest is clearly a hero with a strongly combat orientated role. As for how the iron priests build buildings my current idea is that the Runepriests open a portal to the warp and dump a load of wreckage through into realspace, the ironpriests then construct this - much like orky build animations no thunderhawks for the 13th.
Vehicles - our most contentious issue (untill we reveal the really crazy ideas) The thirteenth will not have any heavy armour. They will not even have light armour... they will have bikes yes... but those hardly count. There are various reasons:
1.This mod is fluff oriented, we plan to balance it with the vanilla races as much as possible- but it will ultimately be made bearing the fluff wholeheartedly in mind. Minor transgressions are being grudgingly wrung from my strong anti-fluff defaming self such as wolf scouts. But Vehicles are in a way key to the 13th play style - you have none so you don't have to bother much with Vehicle cap which will probably be fixed, to allow bikers but not too many. The lack of vehicles will hopefully mean that you will not be able to just, as my compatriots put it "spam tanks." Instead our aim is to try to make the play forcefully aware of tanks and concentrate individual units on them. Every unit (apart from wolves) will have limited AT capability. Others will be much better at it (long fangs, wolf scouts) but the player will have to maintain awareness of his enemies vehicular capabilities. The units of the 13th although exceptionally tough are expensive and ultimately gonna die when they get raped by 10 times their number of orks. (probably- unless their wulfen)
Cpt. Ereshen
20th Feb 06, 6:56 PM
oh Jebus I cant wait.
MynaMeisAw
27th Feb 06, 2:44 PM
Yeah sounds Great! only problem is with No vehicles how are you ment to beat an army with vehicles?????????????????????????????????????????????????????
the-tempest
27th Feb 06, 2:50 PM
You've got meltaguns and such, and as they said, all squads have AT capabilities, some more than others. You should be able to see off enemy tanks and such easily with that, while still dealing with infantry with Wulfen and the sort.
PacPomarnacki
27th Feb 06, 3:53 PM
Thats the plan...
I wonder how many times that questions going to come up? :)
Klaus88
27th Feb 06, 4:02 PM
WWWAAAYYYY To many times to count of course.
On a side note this looks like a great mod and I will be watching it closely :D :D.
PacPomarnacki
28th Feb 06, 11:42 AM
200 posts! woot!
Sorry had to be said :)
Finaldeath
28th Feb 06, 12:14 PM
No, it never had to be said. Stay on topic or this gets locked, I don't want to go and start deleteing off topic posts all the time.
MynaMeisAw
28th Feb 06, 1:28 PM
sorry about not thinking about it obviously if the squads have AT weapons it should be fairly easy but it will still be a chalenge against things like prisms and baneblades which throw your units about!
WOOT 203 posts!! hehe and you can't say your going to lock it because I have a part on topic!! Final Death, Mate calm down! you locked SPiLLFs thread because you said they were going off topic!! but they weren't they were talking about how to solve the pathfinding issues which if you read his first post said that was one of the issues he wanted solving! so you just caused a great mod to die.... I hope you can live with your self.......................snifff....................
Julian
28th Feb 06, 3:19 PM
Well grey hunters will only be upgradeable to have assault weaponry. (TT term sorry) all the light SM upgrades like plasma rifle, flamer, Meltagun. Which will be the big one. Look at it this way. Meltaguns are str 8 AP 1 (hate to patronise those of you who will know this) but roll double dice for armour penetration. A Lascannon (like those on the Landraider) is strength 9 AP 1 but doesn't roll double dice. A meltagun is much better at killing tanks. (Well unless the tanks over 12" away) But the point still stands. The basic 13th unit will have access to the second most effective anti-armor weapon in the Space marine arsenal. Long Fangs will also be able to get Multi-meltas which are bigger longer ranged meltaguns. Secondly Almost every unit will be upgradeable with Meltabombs to allow CC damage to tanks. (wulfen and heroes aside) Long Fangs as well will provide a serious alternative to tanks. These guys are dedicated Heavy weapon troopers, and like the rest of the thirteenth are the best of the best of the best. They may be old but they're damn fine shooters.
-Edit-
please don't try to fix an OT post by going further OT, however all this is discussion is nice. Its good having questions as it allows us to firm our plans plus is an early form of balancing
Shinryuu
1st Mar 06, 3:36 AM
I like the idea of no vehicles, I've always been more of an infantry commander myself.
Any plans to include the Cyclone missle launcher? It may seem irrelevant, but without vehicles the 13th company is going to be hurting for support fire.
Will the 12" armour penetration rule make it into the mod? Can that be implemented in DoW?
PacPomarnacki
1st Mar 06, 7:29 AM
Erm, well actually transferring 12" into DoW may be a relative term, however they will basically just have a short range, but do excellent Damage against tanks.
As for cyclones, I havent talked about it with jules or anything, but my first impression would be that no they wont be in as they are complicated peices of tech that the 13th Co cant really keep operational. However I May be wrong, Like I said jules is the Fluff master on our mod so he may suddenly say yes, i dunno...
Most of our "discussions" end up like this ---> :fight:
Heh :P
Not really.. Things are going slow but steady.
Pac.
Julian
1st Mar 06, 2:03 PM
No cyclone missilie launchers, as they are terminator mounted, also as far as i'm aware a new addition to the Space marine armory, which would mean they wouldn't have had em anyway. Neither do chaos marines so they would never have been capable of looting them. I disagree with Pac's analogy though most of our discussions are a combination of :flamer: this :num: this and :sniper: . plus attempts to make Hime do some more coding are currently under way. :stick:
PacPomarnacki
1st Mar 06, 5:09 PM
Ah yes, thats more like it :)
Just an update so finaldeath doesnt kill us all for going off topic,
WL (yes more of him...) With new weapons (textured) soon.
The power sword and storm bolter arnt hard exactly, but their very fun to play with :P so im taking my time over it.
Pac.
Hirmetrium
2nd Mar 06, 3:42 PM
i'm in a crisis ATM, i have an A2 project due in 3 weeks and i havent done any work...so its kinda a hellhole for me :/
Also, my coding is extremely poor, so im kinda screwed...good news is, as soon as i sort out whatever the damn hell the error is holding me up, i will have ingame pics, then its just the 1billion tweaks for release 1.0.
CrossOrion
2nd Mar 06, 3:50 PM
Mate, we here to help out with the coding ;)
PacPomarnacki
12th Mar 06, 5:55 AM
Just a short update to show were still alive. Julian just had a modeling spree and whipped up a quick alpha wolf in 20minutes complete with texture. Other work is continuing apace on the modeling side we're still redoing the wolflord. Just made a start on the Longfang's so you'll see those soon. But anyway enough rambling enjoy:
http://i28.photobucket.com/albums/c210/nowuseeme/wolfrender1.jpg
As i already said this took like 20 minutes Julian says he's aware that its crap but we just wanna get a basic unit for all the models in the alpha. The wolf is certainly going to change.
kindred ravens
12th Mar 06, 6:13 AM
its not bad at the mod but as u have already said it will get better
Julian
12th Mar 06, 12:41 PM
Yeah i feel that at this point we aren't gonna be concentrating to much on the wolf packs. However the basic squad setup is that each pack has a leader who is a powerarmoured marine/wulfen so feral that he runs with wolves. Although this aint in the fluff, the idea of it pleases me. Together the Packbrother and his wolves perform a scouting roll similar somewhat to that of the wolf scouts. However wolf packs are not stealthy but fast instead. So as a game roll, wolf scouts perform as observers and critical strikers (taking out key units/buildings) whilst wolves are there as fast combat orientated scouts. (bikers will be fast shooting orientated scouts - plus at tier 3 anti-armour.)
PacPomarnacki
2nd Apr 06, 6:02 PM
Woah, sorry for the no update in a long time, it sucks and all :S
But at the moment were just working on a few models so updates would be along the lines of "Look! another small change to his arm! wow!" so weve been sort of 'Saving up' updates if you will untill we can go "ta-daa! wow hes so cool!" etc
What were working on? heh now that would be telling wouldnt it. :nyah:
Julian
19th Apr 06, 1:01 PM
Ok, Haven't posted anything for a while here. Been beavering away though. I had a recent turn around on modeling recently. Been practicing my Zbrush skills, which as some of you may or may not know is an incredibly intuitive modeling/texturing/painting program. However through my use of Zbrush, and a tut on face making (not painting) i've been manufacturing what i see as one of the key features of any Space Wolves army.
Heads.
Yes in the silent time i have been working mostly on making lots of heads. Hair will arrive later, u may notice a couple of the heads have very poor box modeled hair on them, ignore those. I know they are pretty bad, but there just possible sketches. In other update news, the wolf lord is still unsatisfactory, I like pizza and oh yeah we have some more stuff on the way + i have a request for some animation help. Our previous animator has pissed off and i myself although eventually could probably learn am concentrating on improving my modeling skills.
well without further ado... i give you a wall of heads there will be more probably as we chuck out some or modify them. For those who are interested the top six are all under 600polys, whilst the bottom six total roughly 850.
http://i28.photobucket.com/albums/c210/nowuseeme/heads.jpg
We thank you for your continuing support, and for bearing with the extreme lack updatiness.
NB only three of these heads are based on the Core modding team: Hirm, Pac and myself. Can you guess? To make those i used a photo matching program. Lazy but rewarding.
thudmeizer
19th Apr 06, 1:04 PM
I can work to TRY and get you an animator Mr. SpaceWolf! :D
I do however need a contact email to send him somewhere. :)
p0seidon
19th Apr 06, 1:12 PM
Do I see a dude with a mohawk there?
Reminds of my hair only mine's a bit tallker and more punkish ^^
Anyhows, great job on the heads altough they look a little to clean.
Typhoon GX
19th Apr 06, 1:12 PM
lol @ the one on the top-middle-left. Nice to see some progress, though. ;)
Julian
19th Apr 06, 1:46 PM
Oh yeah... contact email... ill PM you that.
PacPomarnacki
19th Apr 06, 4:10 PM
Yeah I havent actually started to work on these guys yet, so once i receive the texture ill start "roughing them up" as you say, basically make them look like theyve been fighting a constant guerrilla war for 10,000 years.
As for the hair, yes one of those is a Mowhawk, I think jules got the idea from the Ragnars Claw book that i leant him in which there are bloodclaws with mowies! Oh and yeah as jules said, 3 of those guys are us (the active part of the mod team) using a cool 3D face gen program, A cookie to whoever guesses which ones they are :)
LI'L_NECRON
2nd Jun 06, 1:16 PM
lol second from the left on the bottom looks like he might be the thick one in the squad but i got to comment you so far this is fantastiic work it will be a fantastic mod !!!
Kindred are you [DA]Ravens if so it is Exarch
this mod looks amazing.
keep up the good work.
oh and dont include tanks.. poeple there unique for their lack of tanks!
i assume u will include wolf scouts wil melta bombs and meltas... :)
(if you do make them tier 2.. they are kinda sick)
flavio
5th Jun 06, 7:24 AM
Hey everyone.
I see that developpers haven't posted anythin in a while so i was wonderin if the mod is still on or did u give up?
If u'r still makin this mod do u know when its gonna be ready?
Thx
--------------------------
The sons of Russ shall never falter!
Hirmetrium
5th Jun 06, 7:41 AM
it is, recently we got a new recuit and we have started getting models in game. However the entire mod work was slowed down by my Computer studies project(which ultimately wasnt worth the time, both AS and A2 got U's -_-) Stopped me working, and im in the middle of AS resits and A2 exams, as is julian and pacpom. Oh and PacPom had his 18th this weekend, so say happy birthday :P yeah it was a LAN party and we played WA more than WoW which is a good sign.
Anyway, expect screens, more models and other stuff winging their way to you after the 30th(my 18th and the end of exams :P)
LI'L_NECRON
13th Jul 06, 1:45 PM
So wheresthe screenies its been a while you did say and it still hasnt happened plz im excited to see whats been going on
Lleman
13th Jul 06, 2:47 PM
look there mate: http://forums.relicnews.com/showthread.php?t=95574&page=1&pp=15
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