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[ Tabletop Round-Up SS + Skirmish AI 3.0: 1.4 released, Page #55 ]

  1. #201
    Typhoon GX
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    @Zany: That's a pretty swanky tank. Where did you find the pics?

  2. #202
    Member Tain's Avatar
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    Its great to see someone give the Vyper its missing weapon options. That little snake has been without its fangs for far too long.

  3. #203
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    Typhoon GX - Found them by Googling Necron Obelisk. I found these pictures on Coolminiornot.com.

    Tain - the Shuriken cannon is now practically useless, as usual. The Scatter laser is my personal favourate when mowing down Orks.
    Star cannons are less useful than they used to be, but still great to use against Space Marines & other heavily armoured infantry.
    Bright lances are as par the Wraithlord, though as it's on a Vyper, you can have more of them cheaply!

    The next project is a BIG surprise, though it will take a long time to finish.
    Don't ask what it is though, I refuse to give away the secret.


    EDIT:

    Look what I found -
    Last edited by Zany Reaper; 21st Oct 06 at 3:28 PM.
    Leader & (a) modeler/texture artist/animator of the

    Closer-to-codex mod files - To expand your mod.
    Codex Toolbox project - for furthur mod expansion!
    One more thing:

  4. #204
    Ouch! Stop calling me Peter! Peter's Avatar
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    Ow... I can't get the picture
    ... and the World is no longer what it used to be.

  5. #205
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    Strange, I can see it fine.

    The link is - http://photos1.blogger.com/blogger/6.../P10100411.jpg

  6. #206
    Member Carl's Avatar
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    The link isn't working eithier, i advise you save it onto your comp, it's probebly still in your Temp Internet files, but the page appears to be down ATM.
    I don't know what i'm talking about, ignore me.

    Thousands of years ago, Egyptians worshipped what would become our ordinary housecat. The cats have never forgotten this.


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  8. #208
    Member Carl's Avatar
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    That one workd, the others all gave me the typical "page not found" response.

    Thanks, those Oblesiks look a lot like the drawings TBH, which don't match their describtions (a short fat cube).

    My description of it would be somthing like this:

    Take a monolith and half all it's dimenshions, then cut off the bottom peice, so that the cutoff point is level with the top of the Portal. In affect you cut off everything upto and including the Portal. The Fluxx Arc are also removed. Then take the bottom of the Monolith and reduce it's width and length so that the diffrance between the width/length for the bottom and the top is about half that of a full Monolith.

    There you have an Obsleisk as i think of it, a shorter Monolith that is about as high as it is tall, and with steeper sides. Plus of course it should only have a Particle Whip for weaponry. No Portal, no Fluxx Arcs.

  9. #209
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    Actually, from what I've gathered, it's basically the bottom half of the monolith with the Crystal. No real size changes, though obviously no transport capacity.
    HOWEVER - it is faster than the standard monolith, isn't it?

  10. #210
    Member Carl's Avatar
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    Actually, from what I've gathered, it's basically the bottom half of the monolith with the Crystal. No real size changes, though obviously no transport capacity.
    I assumed it would be smaller because it's less tough, (in Epic the Lith has 4+ armour, Living Metal, Reinforced Armour, Thick Rear Armour, but the Obsleisk has a 5+ save, Thick Rear Armour and Reinforced Armour), Also, since it only has a particle Whip for a weapon, it would make sense that it was smaller, plus it's description is a squat cube with Crystal on top, if you cut the top half of a monolith off and widened the top/shrank the bottom you'd get somthing thats a squat cube with Crystal on top, which was how i formed my opinion on how it looks. Yes it is faster BTW, twice as fast according to the stats, but it's somtimes used as fast recon, so in reality, a speed somewhat faster than warriors (say 16) would be appropriate IMO.

    Quote on it's fluff (all that currently exists too):

    A rare sight in the raiding forces that heralded the first appearance of the Necron, the Obelisk has become an almost common sight in full-fledged armies. These constructs are squat cubes, topped by a crystal virtually identical to the one that tops a Monolith. Capable of manifesting a Particle Whip, the Obelisk is primarily used to defend the Monolith.s that form the backbone of the Necron vehicle force. Occasionally, formations of Obelisks are deployed to offer heavy fire support to infantry, or perform deep raids behind enemy lines.
    Now i know you probebly don't know what the Epic rules i quoted mean, suffice to say that Living Metal is a BIG affect on things vs any Eldar Lance weapon, or any Superheavy Scale Weapon. A Shadowsword can kill even a Land Raider on a 2+ on 1D6 in Epic. The Monolith Still gets a 4+ save. Likewise, a Volcano Cannon will likliy one shot kill a Shadow Sword, but it would take 3 failed saves from the Pylon before it would be destroyed though. So an Obsleisk is at a MAJOR disadvantage by not having it as a lot of weapons that the monolith will shrug off without issue wil devestate an Obsleisk. The 5+ Save is also a big drop becuase, (excepting some circumstances), it allows a re-roll of a failed save. thus the change from 4+ to 5+ is quite a big drop in additionm to the loss of living Metal.

    I'd go for somthing with about 2500 HP's, the same Regen Rate as the Lith and the Same Particle Whip, but with 5 times the peed rotation and acceleration/deceleration values.

    Fluff quotes on the Abbtoir and E'onic Orb for those intrested:

    Abbobtoir:

    Abattoir

    In the ancient days, when the power of the C’tan dominated the Galaxy, the servants of the Star Gods raised gigantic temples in their honor. In these places of darkest nightmare, horrific sacrifices were performed to feed the endless desire of the C’tan.

    In time, sacrifices could not be brought to the Temples fast enough to sate the C’tan’s evil hunger for suffering and so they used their power and the technology of their servants to transform the Temples into gargantuan engines of destruction.

    During the final wars, before the Necron’s long slumber, the Eldar called these terrifying constructs "World Harvesters". Since their recent appearance, the Imperium has given them a new name: The Abattoir.

    Massive beyond belief, these structures are not equipped to "Phase". Instead, they must be transported to the world whose population they are to harvest by the Necron fleet. The ships simply glide into orbit, and drop them onto the world to let them perform their task.

    The Abattoir’s weapons are similar in function to the gauss weapons of the other Necron, but vastly more powerful. These "Harvesters", which are born on tentacle-like arms deployed from the capacitor pyramids, not only rip their victims apart at the molecular level, but also are able to absorb and store the terror and agony of their victim’s death. These monstrous energies are used to feed the C’tan, or sustain them in times when fresh victims are in short supply.

    Additionally, the Abattoir is able to drop the scarabs that it creates to help maintain its systems. These scarabs swarm out to dispatch foes and assist in the harvest.
    E'onic Orb:

    Æonic Orb
    Created long ago as an expression of ultimate power, the Æonic Orb is the epitome of Necron technology and a testament to the might of the C.tan. In essence, the orb is a fragment of a star, contained within a necrodermis sheath, and stabilized the incredible power of Necron magnetic technology. This containment system, which gives the orb its primary power source, is mounted on a massive skimming platform that gives the orb its mobility. Rare even at the zenith of the Necron Empire, the Æonic Orb is probably the rarest Necron weapon in modern times. Legend has it that the C.tan were required to destroy an entire star to create even one. When one is seen, it is almost always to eliminate enemy Titans

    Its "weapons systems" are both simple, and powerful. The "Solar Flare" is generated by an adjustment of the containment field, which focuses a concentrated plume of plasma generated by the stellar fragment into a high velocity bolt. So powerful is the containment "Beam" that the plasma suffers absolutely no loss of heat, or velocity. This allows the plasma to cut through virtually any material effortlessly. Reports from the few sightings of the Orbs indicate that a single hit is capable of inflicting significant damage on unshielded Battle Titans, and even shielded Titans suffer terrible damage should they be hit by both Solar Flares that they Orb is capable of projecting. However, forming the containment beam is so energy intensive, that the Orb seems to require significant periods of time to recover from firing.

    The final weapon is similar in concept to the Solar Flare, but less energetic, and thus less powerful. A much weaker containment beam is used to guide a mass of plasma to a target, which results in the plasma loosing heat at an incredible rate. By the time it reaches its target, it's effects while powerful, do not begin to compare to the Solar Flare. The swift loss of heat also limits the effective range of the weapon significantly. On the other hand, the explosive force, and radiation is quite sufficient to create havoc amongst its victims.
    TBH, i'm not sure which peice chills me more, both are statements of absolute power in a way that even the largest impirial Titan is incapable of even imagining, and stat wise they are just as bad.

  11. #211
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    Well, If I were to actually put this into the game, the only smaller part about it would be that it's just not as tall as the monolith, enough said.

    However, about the Obelisk being easier to destroy - The monolith in the TTRU mod at current has 5386 HP (about that).

    Should the Obelisk have 4000?

    Also, I made a special armour type specially for the monolith called 'necron metal.' Basically makes Bright lances, melta weaponry & other specialist AV weapons have no great effect on the Monolith as they do with normal vehicles.
    'Necron metal' is also slightly (just slightly) more resistant to other casual weapons, with the exception of ordnance weapons, which vary. Generally Basilisks are better at damaging the Monolith now than a Land Raider, though the regeneration rate balances it out.

    Should I give the Obelisk this armour, or shall I keep it with building_high instead?

    I shouldn't plan stuff too far in advance. Remember - I don't even have Dark Crusade (but it won't be long), and I can't move the mod over to DC properly until the new Modtools appear for me to re-adjust the damage values.

  12. #212
    Member Carl's Avatar
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    Good questions, Roughly, i'd say that it should have about 25% the Monolith HP's, the same Particle Whip and Regen/Armour Type as the Monolith.

    Well, If I were to actually put this into the game, the only smaller part about it would be that it's just not as tall as the monolith, enough said.
    Well, thats not too disimilar to what I imagined TBH.

    The best thing to remeber about the Obsleisk is that it's meant to do armoured Recon and Monolith support. Both require a fair amount of Durability as well as firepower, but also a decent turn of speed.

    It's a lot faster and weaker than a Monolith stat wise, but a lot tougher and more heavily armed than any Destroyer. In affect it does recon in situations too hazerdous for the Destroyers.

  13. #213
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    So the Obelisk should have maybe 3000 HP approx then?

    Same armour type with similar regen capabilities, but no gauss flux arcs, just the whip.
    Speed of 15 should do.

    I might as well up the speed of the monolith at current, though the DC one should be sped up too.

    Perhaps a speed of 8 would work for the monolith.

  14. #214
    Member Carl's Avatar
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    That dosen't sound too bad Zany, try it out in game and see.

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    Yeah but, I haven't done anything game-wise for this remember? They're just plans.

    I'm working on something much nastier than the Obelisk at the moment. Something capable of resisting even a shot from the Shadowsword's volcano cannon.
    Oh, & I forgot to mention it's rather unusual for Dawn of war.

  16. #216
    Member Carl's Avatar
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    Yeah but, I haven't done anything game-wise for this remember? They're just plans.
    My apologies, what i meant is that it sounds okay, but to be sure you'd have to do it in game and see. It's a good starting point in other words.

    Hmm, i wonder what you could possible be working on...

  17. #217
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    Well, I might consider making the Obelisk for Necrons, but I will require Dark Crusade first!

    So the... Thing, comes first....


    News:
    Incarnate gave me this nifty script that doubles the HP of both buildings & troops. Basically - makes stuff twice as tough, for longer battles.
    I have yet to try it, but it should make close combat more useful, until you get to the bigger guns which still do masses of damage anyways...

  18. #218
    Member Carl's Avatar
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    Thats going to be intresting to try out.

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    It is. Orks actually got into close combat without having more than 20 sluggas killed by Smurfs.
    Equals things out a bit more.

  20. #220
    Member Carl's Avatar
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    Sounds good, if i might suggest somthing, rather than giving evrything such insane ranges, why not drop Bolters to 24, and drop the movment speed of everything that is currently 16 to 6. It produces an effective range increase, without needing massive maps to stop units in one base attacking units in another. the adjust ranges around the bolter base range., and movment values around the movement base value.

    Just a thought as one of the weirdest bits is the way i can shoot half way across the biggest maps with some units.

  21. #221
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    No, as that will have the even stupider effect of making things look as if they were running slowly. It won't work, so I'm using Tabletop ranges & movement.

    Suits it fine. I also hear that Dark Crusade adds an even bigger map size of 2048^2

  22. #222
    Member Carl's Avatar
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    Well that would help.

    TBH my main complaint is how rediculas the ranges seem when you compare them to map size. You could maybe do with adding in a few very large custom maps IF you can find somone to do them.

  23. #223
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    Yeah - ME.

    Though I generally only make maps when I'm bored.

    I'm the one that made that nature reserve map. It's an ideal size for the mod, whereas 256 x 256 is more ideal for Dawn of War.

    However, I wanna go slightly bigger with maps. So... How about I try & request Finaldeath's services? He's a mapper apparently.

  24. #224
    Member Carl's Avatar
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    Yeah, Listoric's another good mapper if you can get him, see if he can't do a 2P version of his Sands of Time for you at large size. That would be perfect for this mod (i'm hoping he'll do a 4P version of Sands of Time actually, so you might be able to mod that to 2P only).

  25. #225
    Minaithnir2005
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    ping me that script zany and ill try it out on the last release if u want, like old times

  26. #226
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    Minaithnir - Well... Maybe beta test version might be better 1st.

    Actually that's a thought. Should I give a beta version to a few select members in a couple of weeks?


    Carl - Listoric's a mapper too... Interesting. Has he played the mod yet?

    I want ONE more map specially made for the TTRU mod, with a SCAR script involving the gain of a building from capturing a critical location.

  27. #227
    Member Carl's Avatar
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    Linky to Listoric's Sands of Time Map for you, one of the best 2P maps i've ever played for ANY RTS.

    http://forums.relicnews.com/showthread.php?t=96983

    Another couple of people you could try are the people behind this map as they did some serious SCAR coding for it:

    http://forums.relicnews.com/showthread.php?t=106727

    Hope that helps.

    p.s. what else does Listoric do besides mapping then?

  28. #228
    I actually only just found out about this mod and looking through the posts I can see that many people like myself arent finding it very fun because of how quick units die. So I was thinking that the unit stats are just like TT. However theres a big difference here that I think wasnt taken into account, TT is turnbased DoW is real time. It doesnt tanslate well to have turnbased stats in a real time game. So what if(and its a big what if) what if this mod was made to be turnbased in game as well. This way the stats would be balanced as not all the units would be attacking at the same time it would truly be like TT and possibly please everyone. Or if anything at least a minimod to have both the TTRU gameplay and DoW gameplay in the same mod to switch between fast battles and slow drawn out ones. My 2 cents (dont hurt me!)

    edit: just looked at the official forum and it looks like that minimod idea is being worked out in the form of merging mods. IMHO this could be the best choice for the mod.

  29. #229
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    AirborneOrk - Unfortunately, MK decided to cancel the deal suddenly with no real triggerment. It was probably doomed from the start. Shame, too busy with other things that I will probably not get any time soon (like a girlfriend).

    However, to try & combat the high damage issue a bit, yet still make it favourable for me, Incarnate very kindly presented to me a SCAR script objective, which doubles the HP of all troops & buildings, & pretty much everything else.
    This consequently makes Orks & close combat a bit more fun, though the main difference is that infantry are just more useful later on in the game, & that newer players can get an easier start.

    This feature will be implemented into version 1.2. I generally don't use the script much, but I know it works, & others will like it.
    It's triggerable in the skirmish objective selection screen.

    Thanks Incarnate!


    Carl - Sands of Time is too small for my liking (256 x 256 I have heard). However, the other SCAR map is of interest. I'm gonna test it out. Thanks.

  30. #230
    Member Carl's Avatar
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    Carl - Sands of Time is too small for my liking (256 x 256 I have heard). However, the other SCAR map is of interest. I'm gonna test it out. Thanks.
    I know it's a bit small, it was more an example of his work, in a larger size (512x512) i think it could be very sutibale, you'd just have to ask him to do you a bigger version. allthough he is a bit busy ATM.

    Shame, too busy with other things that I will probably not get any time soon (like a girlfriend).
    Thats the life of a geek i'm afriad, take it from somone with expiriance:haha:.

  31. #231
    oh thats too bad.... well at least this mod has something over his, the AI works

  32. #232
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    Thats the life of a geek i'm afriad
    I'm almost 17. I should be out of that stage at the moment seeing as I'm in a similar crowd (6th form)!

    I'll ask Listoric later, unless you could ask for me? I'm not the best of diplomats here.

    AirborneOrk - I told you about the HP doubler! Unless you won't think that will do much?

  33. #233
    Member Carl's Avatar
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    I'm almost 17. I should be out of that stage at the moment seeing as I'm in a similar crowd (6th form)!
    I'm 21 and still a bit of a nerd, I get on well enough with people, I just don't meet enough of them.

    I'll ask Listoric later, unless you could ask for me? I'm not the best of diplomats here.
    I'll ghet in touch for you, as you say, you arn't the best of diplomats, (then again I can be bad too, if my mood isn't good).

  34. #234
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    Cheers. Now to try & fix those colour bleed issues...

  35. #235
    Oh no the hp doubler will definatly help. The vehicles in this mod are balanced its really the infantry that dies instantly. And is it actually possible to mod DoW to be turnbased? Because that would be pretty interesting. Another thing do you plan to have like 2 seperate game modes from the victory conditions? Like I said earlier quick battles and long drawn out ones. also 3rd nerd right here baby :thumb:

  36. #236
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    The HP modifier doesn't intend to make battles much longer, but to make infantry more useful. It depends on the player's preference. I like the current setting & tend not to use the modifier.

    2 Seperate game modes? What do you mean?

    I can't find the source of the colour bleed issue after removing half of the WTP files from the mod. Damn, guess I'll have to ask for help.

  37. #237
    like from the victory conditions you can have the default settings or DoW like balanced settings for the units. guess im not going to get an answer bout the turnbased thing though...

  38. #238
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    turn based stuff would be TOO hard to replicate, if it's even possible in the game.

    No, the HP modifier is a separate objective that is compatible with all the other objectives. Is that what you mean?

  39. #239
    Member Carl's Avatar
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    turn based stuff would be TOO hard to replicate, if it's even possible in the game.
    I'm not even sure it's possible in this engine TBH.

  40. #240
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    That's what I was thinking (Orky voice!)...

  41. #241
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    Good bit of humour Zany.

    Glad to have my thoughts backed up by somone else BTW.

    ps. I've sent Listoric a PM.

  42. #242
    yeah thats what i meant about the hp modifier. well even if it isnt possible it was a good idea i think. but it hasnt been tried before right? so who knows.

  43. #243
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    Um, yes it has been tried. I HAVE used it, & it is rather good. I still prefer the old way though.

    Good Carl. Now, we wait!

    Well, I'll just go & model some scenery now...

  44. #244
    oops i meant the turnbased thing sorry for confusion.

  45. #245
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    Oooh! I'm about half way through texturing the urban wall building blocks!

    Furthurmore, they're not even damaged (no battle scarring)! Isn't that great?

    -Update-

    Here's what I mean:



    Seeing as I had nothing much else to do, I finished them. In total, they took 3 hours to model & texture, though half of that time was actually spent re-positioning the bloody corner model as it was out of place for some queer reason! :yippee:
    Last edited by Zany Reaper; 25th Oct 06 at 3:21 PM.

  46. #246
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  47. #247
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    Yeah, that's expected. Anyways, no news yet. Might start on texturing the cold ones soon...

  48. #248
    Typhoon GX
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    Cool. Now all we need is a "Burger Boss" sign. Or possibly "Kentuky Fried Kroot". :cowboy:

  49. #249
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    Well, after an ACTUAL tabletop battle which involved my Necron Pylon, It's time to get back to this.

    I think that I'll start on texturing the Cold ones. Does anyone know of any decent scale images (as in reptile or crocodile scales) that I could use?

  50. #250
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