Hi Zany, everyone,
Was that the WA campaign or DC campaign, if it's DC ready.....
Cuoldn't tell if the DC version was done or not?
Hi Zany, everyone,
Was that the WA campaign or DC campaign, if it's DC ready.....
Cuoldn't tell if the DC version was done or not?
"The entire army" is an expression with an implicit "almost" in it. Figurative, you know.
""The entire army" is an expression with an implicit "almost" in it. Figurative, you know."
Yeah, but I didn't think you were exaggerating. So now that everything that Necrons have can now either resurrect or re-spawn in the same spot, as with tabletop.
What should be done about Tomb Spyders though? They sure as hell can't resurrect in TT.
Peacemaker - Version 1.2 (for WA) has the WA campaign enabled. However, it's ruined. Because of the long ranges, things die too quickly so masses of SCAR errors appear.
I was talking about the DC campaign. I've just shredded the Ork stronghold using Tau, & so far - NO SCAR ERRORS!
The Honour guards however are less useful, which is disheartening, considering the value of planetary requisition.
I might also go against TT rules for the purposes of Honour guard & buff them slightly so they're actually worth using. Of course, they'll have accuracy bonuses too.
John1918 - yes, but the Monolith can't resurrect in TT, so it won't here! Besides, that'd be ridiculously IMBA & unfair on the opponents.
Wraiths... How do they resurrect by themselves without any other squad members? I must know so that I can get the Destroyer Lord to do this!
can't you just set the wraiths so they 'get back up' once someone requisitions them like the tomb spiders and necron lord?
Yeah, well, I don't know how the Wraiths come back in the code. All I know is that they can, and that they have rather good odds to do so.
Mind that if a Necron Warrior Squad is destroyed members can still come back, I'm not sure if they are "tagged" to do so before the squad died or not.
Also squads that are completely destroyed can be brought back by the Rez Orb. Of course this has something to do with them leaving behind a "corpse."
But I am sure that the graphic isn't needed for this...you would just have to make the unit leave behind a "tag" or "corpse" in the code, like most of the Necron infantry do. It is this marker they leave behind that tells the script for the Rez Orb to make an infantry unit there, the marker just tells the script where to make it and what to make.
Or some complete bull like that...
Wolf Leader - I'd rather avoid clogging up the necron starting location with corpses of re-usable bodies. The Lord & 3 tomb spyders is quite enough. Infact, I might change the Tomb spyder count to 6 or even 9.
John1918 - Every necron thing that can genuinely ressurrect spawns a 'usable body' on death. This lays dormant & then might resurrect on its own, otherwise it will need the Orb's Mass ressurection ability to get them back.
Wraiths have the same code as the warriors, but warriors commit suicide during resurrection if the rest of their squad is wiped out, Wraiths DO NOT. I want them to, & make it so that the Destroyer lord is the one that can come back on its own instead, regardless of what happens (pretend he has a personal resurrection orb himself).
Destroyers & heavy destroyers should act in the same way as typical warriors, in terms of resurrection.
Tau relic unit decision:
Here's the plan now:
Broadside battle suits won't be relic units after all. They're too slow & that is a compromise for their usefulness. They really are essentially just mobile turrets.
The Great Knarloc & Hammer head gunship are now the Relic units.
Despite them not being as powerful as other race's Super-units, you can have 2 of them. That's right! 2 Great Knarlocs rampaging into the enemy base is a fun sight.
They're more of a firepower magnet than an offensive force, but still retain the ability to damage anything (apart from the Necron Monolith) in the game.
Hammerheads obviously aren't as tough as the Knarlocs, but make up for it with their firepower.
I coded in a weapons group so that the Hammerhead uses submunitions against standard infantry & weak daemons (horrors only, I suppose), & its focussed shot against all other targets. Any tau railgun is capable of killing the squiggoth in approximately 7 shots in the mod now.
About Tomb Spiders, I think they should be give an small invulnerability as soon as they are created, to allow a escape from a heavily defended point which she (?) may have died... I think this won't make the spider OP, because it would be a very small time span to contribute significantly to overall durability... Well just an idea... or make them spawn at the monolith instead of being ressurected in place... It's just that there is something about rising from the 'dead' to pound your enemies
Looks like the stompa is in-game, cant wait to see this big guy smashing Necron boyz
Khannis - That's a good idea. The only point I have to make, is that I don't know if that's actually possible. Giving it an invulnerability for 5 seconds would suit me fine, but I don't know if that can be done as there aren't any specific conditions that I know that exist for this.
However, if it's possible to create an ability which prevents the Spyder from losing HP for 5 seconds, & then just stopping completely, then I'd do that for you.
Green tide - It's shit in melee against small things. So shit that I think I'll replace its dummy melee weapon with enabling the Zzap gun for melee close combat instead.
That way, it should be able to kill stuff better in between hammer attacks.
Remember how many people complained about the Existing Imperial Shadowsword & Ork Battle Fortress voice files were originally low-quality?
I found new actors.
Many thanks to Neverhoodian for the New Ork Kustim Stompa, Battle Fortress, Battle & Gun wagon voices, & Tempest for the Shadowsword voices (& possibly others too).
In addition, I got the heavy support cap fully functional i.e. It's readable!
Now, I know that the max Heavy support cap is usually 3, but for some reason, it went up to 7 on this mission (the Knarlocs take one each, bringing it down to 5).
However, due to some annoying tooltips issues (they don't display decimal numbers), the Max heavy support cap is now 9 rather than 3, but as a result, things cost 3 times as much cap, so the same limits are present.
However, 9 is a factor of 3, so Dark Reaper squads should display their proper cost for example, rather than simply nothing.
This also allows for Tomb Spyders to cost small amounts of HS cap too, so each TS costs one cap, giving a maximum of 9 (assuming you have no Restored Monolith or Heavy destroyers present).
So, that's a good update isn't it?
More to come!
Hurrah For Da Boss!
New voices, working heavy support cap, AND the thought of 9 tomb Spyders...That's not good, thats FANTASTIC!
Congradulations Boss, some mods just talk and never do anything, but the TTRU mod delivers Big Time.
New voices as well? This is going to be a "must grab" for me. One question though, how can I patch up that hole in the front of the shadow sword? It wouldn't be as easy as using a texture tool would it? Probably not. Well, very grateful and eagerly waiting...
Hot damn! There's that hole in the shadowsword that needs to be fixed!
Well, I'll patch it up with a quick fix for now. I'm not that interested in making any more texture adjustments...
I think that I'll shove a slab of metal in front of it, will that keep you appeased?
I asked for that as well. Trust me: ALL texture holes and misplaced textures need to be quickly and accurately addressed as it looks like a "blemish". Let your testers find em and "plug the holes" so that can be one less thing to do. I'm quite sure they're not many now but those that exist need to be addressed. The Mighty SHADOWSWORD surely deserves it to look clean!There's that hole in the shadowsword that needs to be fixed!
Well, I've shoved an armour plate in front of the demolisher cannon hole. I don't know of any other severe screw-ups on the model as of now, so I'm leaving it alone for the moment. I've exported the fixed model so the armour plate should be in the demolisher hole's place.
Remember - the Shadowsword has also now got a MUCH better voice, in comparison to the original voices anyways.
Tau hammerhead now has submunitions, so it's useful against infantry again.
For some reason though, tau vehicles are weak in comparison to other race's vehicles, even Ork ones (give a battle wagon a Zzap gun & let it loose), I believe it's down to something about their lack of assault arnaments.
Tau are generally better at fire support than running in & smashing stuff. That's what Kroot do, whilst the Tau tanks stay back & blast things. Similar with the infantry, but they're more fragile.
Cool! Now those guys can't lob granades in there and kill my crew. I made an attempt at it myself but, I'm very novice, haven't tried it out yet and am not overly optimistic what I did worked. Yes, very appeased. Thank you very much! Oh, and I'm really looking forward to the new voices. Nice that the sounds will not be duplicates of the others. The new units will be original. Nice!
Well, it's a very simple fix. I just made a flat cube, applied a sensible part of the texture too it, & then shoved it onto the shadowsword body.
Kustim Stompa Update!
It's team-colourable! Unfortunately, I can't provide particularly good screenshots from the Army painter because it's so big!
Also, Xamon is kindly lending his services to re-do the Imperial Guard Command squad (to what it should be). Here's a WIP picture of the Master Vox:
Remember, this' a prototype, things are subject to change, especially those really high-poly parts on the Vox box.
Last edited by Zany Reaper; 20th Jan 07 at 6:44 AM.
Looking good, is there version for DA?
okay this isn't approved by Zany yet but a quick WIP shot of the medic
The more I learn about people the more I like my dog....
Xamon - You're officially a Team member of the TTRU mod remember, so unless it's a really important thing/super unit, then feel free to post WIP shots of your stuff.
A good example of what I mean by not posting certain things, is with the Warhound. I wanted to keep that a secret until the mod was nearly released.
Chosen Terminat - Do you mean Dark Crusade, because that's what I'm currently working on?
Oh thank god! No offence to the original voice actor, but every time I fielded the Shadowsword, I used to go into fits of laughter.Originally Posted by Zany Reaper
Anyway, that medic looks pretty awesome so far.
Zany Reaper, when do you think you'll make a release for dark crusade?
Nazral - the old voice actor came from my school, & he's the most arrogant person I have known. If he were to join the forums, then he'd probably start many flame wars...
That's why I kicked him out of the TTRU mod forums!
Cyril - Here's a quote from what I posted on my forum to give you a fair estimate, it's essentially what still needs to be put into the mod, or fixed:
Extra armour types for certain units (experimental, but this should prevent Wraithlords from being too resistant to certain weapons & too easily destroyed by other types, as well as stopping the Destroyer lord from being insta-killed by stronger weapons (apart from the Volcano cannon & plasma blastgun));
Imperial Guard command squad (Xamon has already started modeling them, & is nearly finished, he'll start on animating soon I believe);
Putting the guns on the Great Knarloc;
Fixing the graphics error where the gunwagon's kannon, Warboss' shoota & dreadnought missile launcher disappear when upgraded;
Scaling down infantry;
Ok, here's why I want to scale down infantry to TT sizes:
It really bugs me that there are tanks that are the same sizes as smaller vehicles e.g - Falcons being only a little bigger than Vypers, so I want to correct that by scaling down almost all infantry to 60% of their original sizes, along with Vypers, sentinels (by a different factor though) & possibly a few other vehicles/units.
This isn't just to make things look more realistic though...
Remember how the Warhound in 1.2 didn't move properly, as in its pathfinding sucked? Well, the Kustim Stompa has the same problem... They're too big! If infantry are scaled down, then this gives a good reason for me to scale down these 2 things as well, potentially improving their movement!
Funny, the thread isn't registering my post as the last post thing... Sorry for the bump.
Hi Zany, I gave your latest version a test last night and generally I thought it was really good. I noticed that your Eldar guardian squads can have attached grav platforms and I am doing my own private mod with a similar feature. On my version you can build up to 20 guardians, and have a choice of grav platforms, but out of that choice I want to be able to select 1. If I set the number of leaders to 1, I only see 1 choice, but if I set the leaders to 2, I see all the grav platorms, but I can buy 2 of them. You have set the leaders to 2 but you only get to buy 1 platform, can you tell me how you did this ? This is a problem I have spent weeks trying to solve without success.
new shadowsword voice, eh? who did the new one?
Co-Leader of the Table-Top Round Up Mod
Shrinking the inf would be a good idea actually, large squads are pretty irksome to work with sometimes, especially if they're escorting armour. Shrinking them should alleviate this.Originally Posted by Zany Reaper
It would also make tanks like the baneblade class appear as formidable as they should in the codex artwork and tabletop models.
One thing though, the crews manning the turret MG's for the preds, Leman russ's, chim's etc.... would need to be shrunk as well. Also bikes like the wartrack would probably need to be shrunk too.
I think all that needs to be done is alter the unit's size in it's art .lua file and change the size of the boundary box IIRC.
WolverineB - It took me some time to figure this one out too. What I did was that I gave it a maximum leader size of 2, & then applied a modifier to the squad that subtracted the max. leaders of it so that it was back to one again, however - you still got the benefit of having multiple leaders.
I'm assuming this' for a private mod right?
Kou Uraki - Someone on the Relic forums here...
Wolfleader - Oh shite, there's the Chaos rhino as well as the SM rhino. Damn! I've got the Battle Fortress, Gunwagon (Xamon's effort on the Gunwagon) & Squiggoth Orks resized, so now it's the rhino's turn.
Predators too I suppose? At least they barely move...
Thanks Zany, thats helped alot. And yes, its for a mod I'm making for me and my TT buddies to play.
Zany: How close to completion are you for a DC release? (% done?)
Wolfshadow - I have no idea as to even a % completed value, let alone a date.
However, on the previous page, there's a list I quoted that says what still needs to be done in the mod before I consider releasing it.
Say it with me now, it will be done "When its ready!"
I was wondering about the pathfinding issues the Warhound had. Shrinking down the size of units is a good idea, and it might also make the Kustim Stompa a bit better in melee as it may not "wiggle" as much as before.
Nice to have you on the team Xamon, great to finally have a command squad that can really command.
If you can't tell I am the unofficial cheerer of the mod. I may also have a position as the mascot...I'm not sure.
well hopefully we will get to see it soon, I just sent the first draft to zany so once he checks it and touches up the textures if it is all good he might post some screenshots... but only if everyone behaves.
Hope for the best, plan for the worst, never be disappointed.
When its done I will be happy, but until then I keep my hopes from getting too out-of-control.
Is this for DC? Edit: Oh yeah, it is, I read the last page. Is there a version for download?
The current version up for download is for Winter Assault. Zany and others, such as Xamon, are working on the DC one.
The currently recognized release date is when its done, in other words it will be done when Zany feels it is ready.
There is still a goodly amount of work to be done on it, so nobody can tell when it may be ready. And I am not even going to venture a guess on when.
Sorry I haven't posted since yesterday guys:
Didn't have much time. I had a worrying Parents Consultation evening yesterday, meaning that I have to spend a 'little' more time on my Education (yeah, I do all my homeworks etc but need more revision etc...).
In addition, I got a wad of homework today which I STILL haven't finished, though most of it is done. Taken me at least 2 hours & I've got another hour of it to toy with too from yesterday.
Anyway, regarding the mod: Xamon is now the 3rd most import member of the team now. Wackymodder/Kou Uraki is the Co-leader, so he steps in if something goes horribly wrong at my end.
So yes - All welcome Xamon to the TTRU mod team!
John1918 - you're our top mascot, yes :P
As for the IG command squad, I've got Xamon's draft now. I'll look at it once the Knarloc's fixed up & dangerous (well, the guns are the fun bit of it now), so that'll be about a week unfortunately...
Anyways, just a little more Forum browsing, & then I'm off to modeling some more on the Knarloc, & then I'll send a render of the bolt thrower version when I've got the Kroot guns sorted with.
BTW - Xamon, Don't post the render of the Bolt thrower I sent you here! I've added some components to it since that shot, mainly the explosive charges & some 'bars' to keep the bolts inside the ammo case.
Mounted Great Knarloc Renders (now rigged):
Last edited by Zany Reaper; 26th Jan 07 at 3:32 PM.
Are there going to be weopon choices on that bad boy? I really like the crossbow bolter!
Looks good Zany (and I would never post stuff you send me, that is your choice of who to share with) I am curious about the teeth on the underside of the mount for the gun in the second shot or am I seeing things?
With two weapon renders, I am led to believe that yes, it will be weapon options for this bad boy
Great renders man... very original crossbow, at least I have not seen one in any mod...
Looking great! This is codex-wise too?? Just asking, because I don't know the tau and it's codexes very much...
Cheers man, keep those coming
WOOHOO!!!! I am the mascot!
Welcome Xamon! Welcome to your new home! Pull up a chair, or a couch.
I like the gunz Zany. Very nice, especially that crossbow.
Looks nice, 'cept that bow-string on crossbow should be behind ammunition to propel it XD
At least if it's shoots like human crossbow ^^
Randy - Oh yes, there're 3 weapon options (because you start off with the Normal Bolt thrower, which can be upgraded either with explosive bolts, or with the linked Kroot gun).
Khannis - It's Imperial Armour, not codex, so it's semi-official.
Stim - Shit! I should've thought about that! Oh well, it's probably too late for It'd be terribly hard to get them into alignment.
The idea behind it was that the string would stay there until the bolt is fully reloaded, which comes out from a hole used in the crank system there. The bolt is then in place & ready to fire.
so is that crossbow thing supposed to be rapid fire or something?
Assault 2, so that'd be a shot every 1.5 seconds.
Ok, animation wise, the bolt thrower side of the animations are about 80% done now. After that, there's the Kroot gun adjustments, & then I can assign FX & sounds to it (shouldn't be that hard however).
MegaZogg has also kindly made a specular map for the bolt thrower's texture, making it have a metallic sheen ingame rather than just something that looks metallic! It works in the OE too (though since the OE is poor for model screenshots...).
@Zany: That looks awesome! I had just mentioned this (Mounted Greater Knarloc) in the C2C:Firestorm over Kronos thread, and then saw the renders here. I meant to post then, but life is hectic...
Anyways, great to see you're working on it, I'm definitely looking forward to have a real Tau super unit!
Medes can have it in the Firestorm mod if he wants.
Why Medes & no-one else?
Because Medes has done a great service for this mod, with his projects, so it's a token of appreciation.
No-one else may use it though, it's strictly TTRU mod property.
Anyways, bolt thrower animations are about 90% done. 3 easy ones to make now, then Xamon can finish it for the Kroot gun animations.
now we only need some Kroot crossbowman
Now seriously, good work, also cant wait to see the stompa in action, im obsessed with that big guy
Well, he'll probably get a lot smaller in version 1.3 from what's been shown in the Screenshots.
Well, Xamon has recently been doing some scaling work involving a large portion of the C2C stuff as well as other TTRU models.
He's scaled down the Space Marine/Ork/Chaos Marine gunners on them to what they'd be in tabletop proportions.
I've also scaled down the Orks on the Battle Fortress & Revised Gargantuan Squiggoth models too.
Of course, these scaled gunners now look a lot smaller than their normal infantry equivalents in DOW, but why has this been done?
This' been done because I plan on yet another overhaul which involves scaling all infantry down to tabletop sizes. I may've mentioned this here before, but it will happen.
Furthurmore, I know an easy way of how to do it without occupying too much disk space.
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