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

  1. #251
    pardon my noobishness. whats a cold one.? and also pardon my americanisity whats funny about tesc-orks?

    Quote Originally Posted by Typhoon GX
    Cool. Now all we need is a "Burger Boss" sign. Or possibly "Kentuky Fried Kroot". :cowboy:
    ok now that i get

  2. #252
    Member Carl's Avatar
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    Yeah, in the UK TESCO is a supermarket chain.
    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.


  3. #253
    oh you mean like wal-mart or wegmans. heh one stop ork shop.
    still though whats a cold one...

  4. #254
    Member Carl's Avatar
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    oh you mean like wal-mart or wegmans. heh one stop ork shop.
    Yeah, exactly.

    Cold Ones are the mounts these guys are riding:

    http://uk.games-workshop.com/lizardm...ure-gallery/9/

    This is a pic from normal Warhammer, (the abbreviation is normally WHFB), but i think they turn up in 40K somwhere too. Not sure where though so, no idea what Zany's up to this time.

  5. #255
    lizardmen riding....lizards.....and fantasy warhammer too. well if youre putting in fantasy why not dwarfs with their totem pole helmets

  6. #256
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    Warhammer Lizardmen Cold one cavalry sort of fit into the fluff with the Eldar Exodites, whom use many dinosaur reptiles as cavalry. Combine with that the Eldar technology (although less advanced compared to the Craftworld Eldar), & you get feral Eldar, in a sense.

    Knight Dragoons I think use cold ones as their mounts. I have a Carnosaur Exodite thing somewhere, except that it's craftworld Eldar riding it, with a shuriken cannon there for the hell of it.

    Typhoon GX - I like the top picture the most. Unfortunately, it is taken at such a perspective that it won't be the most useful image for texturing purposes. Are you able to find any similar ones?
    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:

  7. #257
    Typhoon GX
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    Google is your friend, Zang.

  8. #258
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    YEah, well I tried searching myself before & didn't find much.

    I'll reluctantly try again however...



    Last edited by Zany Reaper; 26th Oct 06 at 12:48 PM.

  9. #259
    Any chance of having an installation package or something for this mod when you release it for DC? I wanted to try this mod before, but i couldn't get it to work right before (WA).

  10. #260
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    I might ask Minaithnir or Wackymodder. I can't remember which one created an installation package for an older version as a test run.

    This mod however, will lie dormant for DC until the new mod tools come out, due to the damage balancing issues.

    However, I might introduce Havoc's Hydra Flak tank into the mod. Depends on the future...
    Last edited by Zany Reaper; 29th Oct 06 at 4:25 AM.

  11. #261
    without air units would there be a need for a hydra? unless of course...hmmm

  12. #262
    Minaithnir2005
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    i made the installer, ye the hydra can mow infantry down, hehehe by by gundrones and scarabs

  13. #263
    well yeah sure it would be a good anti infantry gun. Im just saying unless its already finished would other units be a better choice?

  14. #264
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    Ummm... I like pie!

    Now - I've made a new Ork building. It's nothing that special nor good, but it IS VERY USEFUL in this mod.

    It's a turret, made mainly from the level 3 listening post but with extra stuff added.
    Most importantly however - the weapon changes...

    The starting weapon is a single lobba, which can be upgraded to a long barreled kannon.
    It's the most effective form of turret defence in the mod now as they're cheap & versatile.

    the Kannon is long-barreled as an excuse to give it a longer range. It's essentially a replacement for the missile turrets, but it's also just as good against infantry as the Lobba is.

    Oh, & remember - the lobba doesn't require line of sight, making it a huge annoyance!

    Downside is that they're easy to destroy. I'm gonna put a cap of 6 on them as well so that they're not horribly abused.


    Screenshots will be posted when I get the thing fully operational ingame (debugging it basically)

  15. #265
    Minaithnir2005
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    if this is havocs hydra we'r talkn then i can shed light, fully done except animation and coding.

  16. #266
    oh ok then add it in.

  17. #267
    Kurgan2
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    So given the title of the thread, is there actually a 1.2 release yet, or is it simply showcasing things to come in 1.2? Like to get my hands on the release with the double hp option, editing everything in the mod ended up being a huuuuuge pain (you may recall I was consider doing so).

  18. #268
    yeah its all the updates to come. quite a large amount right?:bow2:

  19. #269
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    Oh yes! many updates to come.

    Unfortunately - there's no proper building animation for the new Ork turret as I couldn't extract the building animation files from the other buildings. Santos' tools simply wouldn't convert anything else except for the Listening post, which is the worst example as it lacks a building animation!

    The colour bleed issue has also been fixed with the Dreadnoughts. The codex guardsmen were causing it, so I downloaded the update pack for it.
    This' been solved, only to find that another colour-bleed issue with the Space marines texture has appeared. I'll have to investigate this.

    Havoc's Hydra will be worked on in & out of other projects for the mod. It's not gonna be exclusive to the mod as it's meant to be a Codex thing. I'll see what happens with it.

  20. #270
    any chance of air units? not as in modding it so they are actually flying but just kind of editing a land speeder into a valkyrie or something. would definatly be intersting.

  21. #271
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    That's practically impossible in the current game engine I'm afraid.

    If it was possible, then the scorpion would've been thrown out of the window & replaced with the Eldar Phoenix instead (I own one of those).

  22. #272
    well actually flying yeah. but you can still add in the air units.they could just hover like the landspeeder or the grav tanks and can use a jump ability. I dont know much about modding but i do know thats possible.

  23. #273
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    Yeah, but it isn't fluffy for the Phoenix. It's only suitable for the Aquilla lander, Vulture & Valkyre as they can hover in VTOL mode. Give them a long & fast jump too for Dark Crusade, seeing as things can fly & shoot at the same time in DC.

    I have something better coming up though.

  24. #274
    Ouch! Stop calling me Peter! Peter's Avatar
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    Hmm, can you adjust the flying height of the units? If so, problem is solved.
    ... and the World is no longer what it used to be.

  25. #275
    Minaithnir2005
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    there are 2 air units usable in that link i pm'd u zany

  26. #276
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    Cheers, Minaithnir. However, I think AshaD would have more use of the aircraft

    Peter - no, because it only affects the looks in the model.

    To make something more like it were flying, you could give it a size of 0 in the lua files.

    However, if it got near ANYTHING else, then it'd overlap if they were at the same height.
    So it's better to save such a thing for VTOL aircraft. I'm thinking of the Aquilla here, even though it's crap at fighting.

    Furthurmore, I don't know if the game engine would even support such a thing. If it had a size of 0, what crashes & fatal errors would occur?

    Of course, a willing volunteer would be useful to test my theory.

  27. #277
    Ouch! Stop calling me Peter! Peter's Avatar
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    Hmm, i think i could test it

  28. #278
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    Do you know how to? it could be tried in any mod with a skimmer.

    You'd probably need an RGD editor though.

    UPDATE:

    Some mystery speech files I made!

    http://www.savefile.com/files/226896
    Last edited by Zany Reaper; 4th Nov 06 at 4:29 PM.

  29. #279
    Stim
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    Nice sounds ^_^

  30. #280
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    "the unrivalled beast"

    Yeah, guess who made them?

    Update:



    This' the boomy box building I was on about, FYI.
    Last edited by Zany Reaper; 5th Nov 06 at 8:36 AM.

  31. #281
    Ouch! Stop calling me Peter! Peter's Avatar
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    What do you mean by any mod with a skimmer?
    PS: nice building

  32. #282
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    Grab an RGD editor & modify one of the Skimmer vehicle (like a Land speeder) EBPs Lua files. It can be done in my mod for example, if you have it.

  33. #283
    Ouch! Stop calling me Peter! Peter's Avatar
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    Yes, i have your mod... Now i need to find the RGD editor in the mod tools...

    Okay, i can't help. It seems i cant open them.

  34. #284
    love the orks. always amazes me how a ramshackle building made out of wood and shoddy welding could hold up a massive gun.

  35. #285
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    Peter - You will need to get Gniarf's RGD editor or AEP etc.

    When you have it, copy the desired RGD file into the root directory of where AEP.exe is & it can be modded there

    Airborneork - yeah... The building is pretty crappy. It makes up for it with its usefulness though.

    The AI won't use it as I feel that it is pointless making such a change if the mod MIGHT be moved over to DC in about 6 weeks anyways.
    Depends on how compatible the lua files are (thanks Buggo & Shin)...

    I've been looking at the lua files, & there is SO much that needs to be changed!
    THe Immortals are a BIG concern point. They appear to have little use other than cannon fodder in DC. Their weapons are not much more powerful than the gauss flayers.

    However, they seem to have a good strength against monstrous creatures & most Uber monsters.
    Avatars, Bloodthirsters, Knarlocs & Daemon princes should suffer a lot of damage from them in DC.

    That will be changed... Make them more like in Tabletop where they're simply better warriors which are more mobile.

    There will be a catch to that however.

  36. #286
    no zany thats the whole point. ork technology is so low end yet so very very effective. thats why i love it. if a human tried to use their weapons they would probably just fall apart. im not commenting on your model im commenting on orks as a whole.

  37. #287
    Ouch! Stop calling me Peter! Peter's Avatar
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    Bad news. I am not able to test the model at all. My computer caught a virus.

  38. #288
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    And I like your point AirborneOrk.

    People catch viruses so easily it's almost unbelievable. I recommend AVG as a scanner.

    Now to find someone else to do it, assuming they take up the offer...

    Juat waiting for Buster_wounds to make me a map for the Mod's 'secret unit.' He's kinda new, but I wish to see how he progresses. He has been getting a bit better at mapping recently.

  39. #289
    Minaithnir2005
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    have you figured out the secret unit is yet, i have but im not gonna tell you , Zany keep up the good work :thumb:

  40. #290
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    The secret unit is...

    Very powerful. Most powerful thing in the mod infact. It'll be usable on one map only, triggerable via a SCAR script.

  41. #291
    Skarsnik
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    Beta-1.2

    Hey Zany,everybody,

    Im a guy from Belgium i i awnser to zany's question:ho will test.i have been here always reading the forum,playing dow,wa and now of course DC!!everyday,i have also tested TTRU version 0.99beta,dawn of warhammer 40k v0.99 the other ones,grotfest...
    as strange it sounds i still play ttru even if i still have DC.:hide:
    So if you have need of me:wim.wulgaert@telenet.be

    (P.S:i can't moddel,wrap, i can test,just to be sure)

    Bye
    Last edited by Skarsnik; 9th Nov 06 at 9:13 AM. Reason: Forgot Bye

  42. #292
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    !?

    How did you gain access to version 0.99b of the mod? That was a private version for certain forum users & friends only, unless you are one of them?

    Well, it's nice to see you offer your services anyhow. Have you got an RGD editor?

    THat is what you'll need to test out this skimmer theory of mine.

  43. #293
    Skarsnik
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    Srr for 0.99,RGD?

    Srr ie played v0.99 with the fatality move of battle wagon not fixed,lotsss of scatterlaserfire,no grot teams,grot cannons,scorp firing backwards,tose strange bloodletter move(they vibrate a lot),with space marines in v1.1 next to machine cult there's nothing(in advanced building seccion)butt it costs 0/0 and is a space marines battle/dropship!!
    VERY cool in games!!:fallen: srr again.link was on your mod website...

    i dont now wat a RGD editor is but i can learn fast,say were download,maybe with tutorial.i have time to play/test everyday.

    Cheers from Belgium,Skarsnik

  44. #294
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    Gniarf made an RGD editor didn't he?

    Search for a program called AEP.exe. That is your standard RGD editor.

    Sounds like you were playing 1.0 of the mod. THe Scorpion's aim is fixed, & the Battle Fortress is improved too. I wish that the Thunderhawk wasn't buildable though. I don't know how to fix it however.

    The Bloodletter issue is a mystery. However, the Sync_kill 1 animation has been re-worked for 1.2 as it was out of sync with the death animations of other infantry.

    I must go to do more testing on the secret unit.

  45. #295
    if by testing the skimmer theory you mean editing it to make it look like a thunderhawk then it will work. i brought it up because i saw it in another mod, cadian inquisition i think. I believe it was a thunderhawk and a valkyrie or some other IG air unit. didnt really have animations but it could jump and be upgraded as well as the ability to fire a missle barrage(or was that the thunderhawk.) it could have been his righteous mod as well. one of them....ah check out the latest version of both its in there somewhere.

  46. #296
    Skarsnik
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    RGD editor

    the editor is installed,downloaded,and ready...
    i think that the thunderhawk isn't bad.
    Just say wath to do and it will happen.
    im happy to help the community.

    if your courios:i live in Flanders,play DC,DOW...,night gobbo's in TableTop,read the withe dwarf

    Bye,cheers,
    Skarsnik

  47. #297
    "The unrivalled beast" ehhh....



    If you want to diable combat on the aircraft (untested theoretical method ahead) you could try giving it an always on ability, centered on itself with radius 3 (or something), that disables comabt hardpoints on any enemy nearby. Then set its area of contact really small so that units can pass almost directly underneath it, but enemies lose comabt attacks before they can reach the small area.



    Airborneork: Its the cadian gate mod. :thumb:
    Last edited by MaggikWabbit6; 9th Nov 06 at 1:14 PM. Reason: Spelling

  48. #298
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    To make something more like it were flying, you could give it a size of 0 in the lua files.
    That's what ideally should be tested 1st. The main thing a skimmer should be able to do is maneuver difficult or impossible terrain.

    Then we can use MaggikWabbit6's suggestion of a sort of ability, except by disabling Close combat or melee within a small radius. Different units have different melee hardpoints, so I'd rather not risk such a thing.

    If melee combat is not disable-able, then general combat will have to be disabled instead. That is definately possible as a modifier.

    "The unrivalled beast" ehhh....
    What does that mean?
    Last edited by Zany Reaper; 9th Nov 06 at 3:50 PM.

  49. #299
    Wonder what the "Unrivalled beast" is.. probably an imperial unit though. Maybe a titan?

    I think that you can disable melee combat on units (this is WA i'm talking about, not sure on DC). If you want everything to completely ignore the unit unselect the option: include_in_(something)search in the ebp part of the ebp file.

  50. #300
    cant someone just quickly test it and get back to zany? I want to see if the idea I sparked will see the light of day...

    also cadian gate mod IS cadian inquisition. same team they just changed the name.

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