[MOD] Dawn of Warhammer 40K:Firestorm

  1. #5201
    Member Mirage Knight's Avatar
    Join Date
    Nov 2003
    Location
    Miami, Florida
    Jive: It shouldn't interfere with existing schemes, so don't worry - just don't be surprised if certain units lack hard-coolured eagles.

    And...a shot of a current WIP...



    A redone Skull Champion for Berserker squads

    This bad-ass starts off with a Bolt Pistol and a Chainsword like most Aspiring Champions, except he's substantially better at CC. The Bolt Pistol is exchanged for a Plasma Pistol through research. The Chainsword is exchanged for a Power Axe and the Power Axe can then be exchanged for a Chainfist as seen above.

    Yes he can gain the ability to lob Melta Bombs.

    And yes he'll be in the update

  2. #5202
    Member ChaosReigns's Avatar
    Join Date
    Sep 2006
    Location
    In the thick of glorious slaughter!
    Freaking awesome!

  3. #5203
    He's a sexy beast.
    Pro-Skub, supporting the idea of new heroes for the Last Stand as DLC since 1967.
    Mod forum: SWR

  4. #5204
    This update is gonna' be awesome!

  5. #5205
    Member Mirage Knight's Avatar
    Join Date
    Nov 2003
    Location
    Miami, Florida
    Almost forgot to mention, the Dark Apostle / MoCU Chaos Lord will get some added bling





    The last screenie was taken after researching Wargear: Daemonic Armour. Right now I'm just waiting on FleshpOint's skin for this guy to finish off the update and then I'll see about uploading

    And now...sleep...

  6. Gamers Lounge Senior Member Modding Senior Member  #5206
    Green Grow the Rushes Ira Aduro's Avatar
    Join Date
    Mar 2007
    Location
    Greenville, SC
    Rejoice Eldar players for Striking Scorpions now bear your colors.




    (note the aspect symbol is team colorable)



    There is one thing missing: the badge. I know how to put it on but I must be missing something obvious because I can't get it to show up. Anyways, I'll fix it after this patch is released.

    EDIT: Thanks to VOL for doing 99% of the team coloring work.
    Last edited by Ira Aduro; 13th Dec 07 at 11:47 PM.

  7. #5207
    Member
    Join Date
    Jul 2006
    Location
    Battle Barge "Litany of Fury", orbiting above planet Kronus
    Badge will show up only if there is black area in dirt layer on it's pos. In other words, it only works with tc. Oh and btw, I think that texture will look better if you will redo SS suit (all that green stuff - chest, pauldrons, helmet, greaves and boots). Just browse other eldar textures for similar parts and just copy-paste them. For now, the texture is a bit "noisy".
    Last edited by MEGAzogg; 14th Dec 07 at 12:09 AM.
    Hope is the first step on the road to disappointment.

  8. #5208
    Seanalex
    Guest
    People play eldar? :P

    SM/Chaos/Tau FTW.

    Kidding, the Nurgle lord looks absolutely amazing.

    and yeah yeah striking scorpions blah blah. Good job though, you're all putting together an amazing mod.

    It's a tight choice between this and Codex Witch Hunters as my favorite.

    Will we eventually be seeing Trait choices for SM? like stubborn and what not? Or would that be too hard to balance for the MP aspect of the game?

  9. #5209
    MK. I officialy love you in the most non-homosexual way possible.

  10. #5210
    Member
    Join Date
    Nov 2004
    Location
    Warp Storms!
    Just curios after seeing the Khorne, Slaneesh, Nurgle and Undivided lords... Where is the Tzeentch lord??

  11. #5211
    I guess they're saving the best for last.

  12. #5212
    Just saw the new chaos stuff OHHHHHHHH MUMMMMMMA im giggling like a young girl.

    This just gets better and better

  13. #5213
    Can't wait to start spreading Uncle Nurgle's pestilence with that guy! How (if at all) are you going to do Swooping Hawks?

    Will they have their skyleap ability?

    The wings are supposed to be a shimmering haze of vibrant colours, I suppose you'll be keeping them relatively static?

  14. #5214
    Berzerker Cat
    Guest
    Is Mirage Knight still sleeping?

  15. #5215
    Cant wait for the new release, itching to try out some cool new stuff

    I also just realised that the MoCU Lord texture I did isn't totally complete as I didn't do any work on the wargear parts, but now that its getting pimped out I'll definately re visit the texture asap! And perhaps a little lick of pain for the old skull champion...er I mean paint, yes thats it... paint.

    Ira: SS are lookin good, I agree with Mega tho - a little bit of copy and paste will go down a treat

    As always fantastic work guys, these are truly exciting times.


    Cheers.
    TextureMarine

  16. #5216
    I'm dancing like a monkay~ medes's Avatar
    Join Date
    May 2005
    Location
    Malaysia
    damn, tomorrows moving day. I'm gonna miss the release

  17. Gamers Lounge Senior Member Modding Senior Member  #5217
    Green Grow the Rushes Ira Aduro's Avatar
    Join Date
    Mar 2007
    Location
    Greenville, SC
    Quote Originally Posted by MEGAzogg
    Badge will show up only if there is black area in dirt layer on it's pos. In other words, it only works with tc. Oh and btw, I think that texture will look better if you will redo SS suit (all that green stuff - chest, pauldrons, helmet, greaves and boots). Just browse other eldar textures for similar parts and just copy-paste them. For now, the texture is a bit "noisy".
    Ah, ok.

    Yes, the SS is too grainy. The only parts I made textures for are the flamer nozzles and the sword. The rest of it will need a re-texture somewhere down the line but for now I'll let it go as is.

    I've been pondering the possibility of making a "base" wraithbone texture which can then be used by the community when they make new Eldar textures. I'll get around to it, but it's a matter of when.

  18. #5218
    Member Melooo's Avatar
    Join Date
    Nov 2005
    Location
    Venezuela, Caracas
    A little off topic...

    but i just got my copy of new chaos codex and i believe it really sucks, they butchered all customization of legions and special feats....like no more bloodthisters and different chaos gods daemons, no dark apostles nor acursed crozius, no cultists or alpha legion infiltration, they just made it all "standar" deamons, wich is lame... not to metion that gods fueds are gonne....a khornate lord commanding noise marines.... weird huh. im very disapointed with this codex.

    well any way just wanted to ask if you guys are moving to the new chaos codex to represent chaos in Dow?

    there where such wonderful things in the old codex that gave flavor to chaos that it isnt there anymore.

    id rather stick with the old codex....perhaps using some new things...like "skull champion" name... etc.

    looking forward with this update

    another thing as im now on vacations id would like to start a mod but im very used to the shape and gameplay of Dow40k, so could i make a mod that is only compatible with this one?
    hehe
    i've been think in making the BLACK TEMPLARS as separate faction based on the work you guys have done, PM or contact me in any possible way, i could also help you with your mod, i can texture (rework , polishing) Medes might remember the "Sword Breathrens" retexture of his veterants

    i also have coding skills, but i rather prefer to use RGD editors that the dread AE
    -++Orks!...Burn the beast!!!...++-

  19. #5219
    Member Mirage Knight's Avatar
    Join Date
    Nov 2003
    Location
    Miami, Florida
    Melooo: No no...you're most certainly on topic! As far as Chaos is concerned, we're trying for a mix of the best elements of both Codices. Chaos is still a bit WIP so keep that in mind. We should have Chaos in a solid form by v0.3.

    We honestly don't have a problem with you making a mod that's built on and requires ours - and thanks for the compliment

  20. #5220
    Member mdcertainty's Avatar
    Join Date
    Jun 2007
    Location
    Lost in the warp...
    Breathtaking work guys looks great. Rock on guys .

    EDIT:
    Ups, i missed your beta... downloading right now .
    Last edited by mdcertainty; 14th Dec 07 at 11:59 AM.

  21. #5221
    Member
    Join Date
    Jul 2006
    Location
    Battle Barge "Litany of Fury", orbiting above planet Kronus
    The only parts I made textures for are the flamer nozzles and the sword.
    And they are really, really... really good, that's why I began all that talk about redoing the rest. After your great WS, I know you can do a pearl out of this.

    P/S
    And there is my beta patch?!? Come on MK! I've been working hard on my RL work all this week (btw, I win the court case today... ), so I deserve my Happy-Friday present for been so nice...

  22. #5222
    Member Mirage Knight's Avatar
    Join Date
    Nov 2003
    Location
    Miami, Florida
    As soon as I get home and update some models and textures. Currently stuck at work, so there's not much I can do at the moment

  23. #5223
    Member
    Join Date
    Jul 2006
    Location
    Battle Barge "Litany of Fury", orbiting above planet Kronus
    Then you better hurry up! Can't wait anymore longer. And I'm not even drunk today, no vodka, no balalayka, no matreshka. Hell, even my battle bear run away! So imagine, how bad I am feeling right now, and you are the only person, who can save my Friday evening!

  24. #5224
    Member Shoota Fodder's Avatar
    Join Date
    Sep 2006
    Location
    Glasgow, Scotland, Uk
    Yes be quick ! I cant DL tomarrow so tonight would be great .
    "Celtic fans right now sit in silence and watch, and hope that the damage doesn't get any worse from this Graham Carey free kick. Away by Wilson. Teale. Still options waiting in the middle for St. Mirren...OH, AND THEY HAVE ANOTHER ONE! It's stunning! It's absolutely stunning at Hampden park! And it's Steven Thompson, who scores his thirteenth goal of the season, and that might just be the goal that takes St. Mirren into the league cup final!" - 27/01/2013

  25. #5225
    About the Chaos Codex, you do know there will be a Demon Codex for Chaos some time next year... right?

  26. #5226
    That's how it sounds. If Jervis Johnson says it's so, it probably will be.

  27. #5227
    L0b0
    Guest
    @Shuma - Of course MK knows about that ^^ he was talking about it along time ago. I think pretty much when they were going to release the new Chaos codex or before he was taking about it.

  28. #5228
    Member Mirage Knight's Avatar
    Join Date
    Nov 2003
    Location
    Miami, Florida
    Tick...tick...tick...tick...

  29. #5229
    I know.... >< Wurr iz it?!?!?!

  30. #5230
    Member Mirage Knight's Avatar
    Join Date
    Nov 2003
    Location
    Miami, Florida
    Just a little bit longer

  31. #5231
    venji
    Guest
    gotta love staying up till 3:45am in the middle of winter thanks to tea and cigarettes im coping pretty well... i just had a game of old skool FoK all warmed up for the new school now. had a great game 2 SM 1 being me 2 Orks 2 Chaos 2 Tau

    only really had to fight the tau most of the game because on insane they really are insane

    but the emperors finest prevailed in the end using plasma marine wall backed up by all the lascannons on 3 preds and 3 razor backs

  32. #5232
    Member Kou Uraki's Avatar
    Join Date
    May 2005
    Location
    MSC-07 Assault Carrier Albion
    is a little bit longer UP yet?!
    Co-Leader of the Table-Top Round Up Mod

  33. #5233
    Good thing finals were last week, otherwise I'd be doing a lot of failing.

  34. #5234
    Member Mirage Knight's Avatar
    Join Date
    Nov 2003
    Location
    Miami, Florida

    Update

    v0.2.0 Changelist
    -----------------

    General:

    - Battlecannons no longer have a setup time.
    - Buffed req income bonus from LP1 upgrades slightly.
    - Buffed effective range of all ranged weapons by 25%.
    - Increased fire cost of grenade abilities by 5x.
    - Infantry engaged in CC now take only 50% damage from units firing at them.
    - Light skimmers now benefit from a 33% defensive bonus to reflect TT "glancing hit" rules.
    - Line of Sight rules implemented for heavy anti-infantry weapons.
    - Power Cost added to all vehicles.
    - Reduced HP of all defensive turrets to 800 from 1200.
    - Reduced requisition time for Aspiring Champions to 15 seconds.
    - Shift+Tab now toggles the taskbar and ingame messages on and off.
    - Various texture, tooltip and icon fixes and enhancements.

    Chaos:

    - Berserker Champion renamed to Skull Champion and uses a new model. Default weaponry changed to Bolt Pistol and Chainsword, but can have the Bolt Pistol exchanged for a Plasma Pistol. In addition, the Chainsword can be upgraded to a Power Axe and the Power Axe to a Chainfist.
    - Fixed Wargear: Plasma Pistols Research so that it upgrades the Bolt Pistols of ALL Chaos Lords to Plasma Pistols.
    - Forced Labor now applies to all Slaves within a Slave group. Health degeneration rate increased slightly.
    - Daemon Prince HP increased to 2000 as per Codex revisions.
    - Daemon Prince research cost reduced to 550 Req as per Codex revisions.
    - Khorne Berserker squads now receive the Furious Charge skill by default.
    - Khornate Chaos Lord model revised.
    - Reduced blast radius of Krak Grenades to 2.5 from 5. Can now only target vehicles.
    - Wargear: Daemonic Armour now visibly upgrades the Dark Apostle.

    Eldar:

    - Bladestorm ability fixed so that Dire Avenger Catapults no longer dissappear shortly after the ability wears off.
    - Falcon Grav Tanks can now only transport Dark Reapers and Seer Councils.
    - Fleet of Foot no longer disables CC combat.
    - Warp Spiders can now Deep Strike from Aspect Portals.

    Imperial Guard:

    - Added research requirement for Indirect Fire ability. Fire cost for Indirect Fire removed.
    - Added Wargear: Cameleoline Cloaks research. Allows Special Weapon Teams to use cover to conceal themselves.
    - Fixed Demolisher turret traverse issue.
    - Furious Charge research added for Grey Knights.
    - Grey Knights model revised. Justicar added.
    - Increased damage and AP of Laser Destroyer as per Armoured Company rules.
    - Krak Grenades are now available to Armoured Fist Squads and Special Weapon Teams.
    - Reduced build and reinforcement times for Grey Knights slightly. Increased "get back up" time to 2.7 seconds from 1.
    - Reinstated original turret model.
    - Vindicare Sniper Rifle AP entries fixed so that the rifle does correct damage vs targets.
    - Vindicare Assasinate ability is now timed instead of toggled.

    Necrons:

    - Decreased squad proximity needed to resurrect fallen Necrons to 7.5 from 10.
    - Decreased build times for Destroyers and Heavy Destroyers to 10 seconds.
    - Increased cost of Power Core to 600 Power.
    - Increased defensive bonus that Scarab Swarms receive from cover.
    - Increased "get back up" chance of fallen Necrons from 25% to 50%.
    - Increased HP of Immortals, Destroyers and Heavy Destroyers to 600.
    - Increased HP of Warriors to 500.
    - Increased movement speed of Scarab Swarms slightly.
    - Listening Post Addon modifiers now consistent with those of other races.
    - Reduced cost of 2nd Monolith addon to 450 Power.
    - Reduced the rate of fire of Gauss Cannons.
    - Reduced movement speed of Warriors and Immortals slightly to reflect new Slow and Purposeful rule.
    - Tomb Spyders now only require a Forbidden Archive.

    Orks:

    - All Orks now gain the Furious Charge skill by default.
    - 'Ard Boyz now count as a Troop Choice. Cost reduced to 50 Req each.
    - Burna Boyz added as an Elite Choice. Mob starts off with 5 Burna Boyz and can have up to 15 Boyz to a mob.
    - Changed weapons on Orky Fort from Big Shootas to Shootas
    - Flash Gitz now count as a Heavy Support Choice. Max squad size of 9+1.
    - Flash Gitz now used Carapace Armour (same as 'Ard Boyz) and HP increased to 800 from 400.
    - Kommandoz now cost 50 Req each. Armour type upgraded to match regular Boyz and number of special weapon slots increased to 2
    - MAN squads reintroduced. Counts as Elite Choice and are 3-10 in size.
    - MAN cost reduced to 200 Req.
    - Nobs now cost 80 Req.
    - Nob Squads re-introduced. Counts as Elite Choice and are 3-10 in size.
    - Reduced blast radius of Krak Stikkbombz to 2.5 from 5. Can now only target vehicles.
    - Slugga / Shoota Boy mobz can now only add 2 special weapons, not 3. Burnas removed as a special weapon upgrade.
    - Storm Boyz now cost 60 req each. Storm Boy Nobz now cost 110 Req.
    - Storm Boyz now count as a Fast Attack Choice.
    - Tank Bustas now cost 75 Req each. Rokkit Launcha is now their default weapon.
    - Visually scaled up Nob Leaders.
    - War Trakks now cost 200 Req and 40 Power each.


    Space Marines:

    - Fixed Furious Charge so that correct bonuses are applied to Veteran Marines and Terminators.
    - Reduced blast radius of Krak Grenades to 2.5 from 5. Can now only target vehicles.

    Tau:

    - Attachable Drones now require Teaching of Montkah.
    - Battlesuit Plasma Rifles now treated as being Assault weapons rather than Rapid Fire.
    - Crisis and Broadside Battlesuits now have upkeep.
    - Ethereal no longer grants an HP bonus to all units.
    - Fixed bug with Tau Skyray Seeker Missile Barrage where targeting cursor would cause damage.
    - Fixed some range and rate of fire discrepancies for Pulse Carbine and Pulse Rifle weapons.
    - Human Auxilliaries can no longer reinforce in combat.
    - Listening Post Addon modifiers now consistent with those of other races.
    - Removed Vespid Sonic Pulse ability.
    - Shield Drones now convey a passive defensive bonus instead of relying on a timed ability.
    - Sniper Drone squads (including the Spotter) now infiltrate in the same way as Stealth Teams.
    - Tetras now share cap with Vespids, Pathfinders, Piranhas and Gun Drone Squads.
    - Tweaked Pulse Carbines and Rifles to fire more often while retaining the same DPS output.
    - Tweaked Vespid Neutron Blasters to fire more often while retaining the same DPS output.
    - Visually scaled down Human Auxilliaries to match Imperial Guardsmen.
    - Visual range of Tau Spotters expanded.


    Known Issues:
    -------------
    - Forced Labour fx do not apply to all Slaves.
    - Placeholder icons and models will exist for some upgrades and units. Tooltips still need to be finalized. These issues will be resolved at a later date.
    - Some new units will lack teamcolours - this will be addressed at a later date.

    Oh btw - you guys might want to click here

    Expect some more goodies in the next few weeks
    Last edited by Mirage Knight; 15th Dec 07 at 2:03 AM.

  35. #5235
    Blah.... two hours.

    Anyway, did the Tau LP3 get its weapon loadout changed, or at least reduced range?

    Glad to see the Krakkrak one-two squad killer removed.

  36. #5236
    Member Mirage Knight's Avatar
    Join Date
    Nov 2003
    Location
    Miami, Florida
    Yeah - forgot to mention...I'm treating the Tau LP3 as an Ion Cannon for now (so reduced range and damage but good rate of fire for dealing with infantry and light vehicles. I'd like to eventually rework the Tau LP's so that the weapon options go Burst Cannons > Missile Pods (or even Smart Missile System).

  37. #5237
    Bless you, kind sir!

    Oh, was a solution found for the skimmers/LS movement/turning?

  38. Gamers Lounge Senior Member Modding Senior Member  #5238
    Green Grow the Rushes Ira Aduro's Avatar
    Join Date
    Mar 2007
    Location
    Greenville, SC
    this is the icing on a fantastic Friday night.

    EDIT: should I delete the existing FOK folder or is this a patch?
    Last edited by Ira Aduro; 14th Dec 07 at 10:18 PM.

  39. #5239
    Member Mirage Knight's Avatar
    Join Date
    Nov 2003
    Location
    Miami, Florida
    This be a patch / update

    Overwrite the existing folder and you should be good to go.

  40. #5240
    Member Skullcap's Avatar
    Join Date
    Oct 2004
    Location
    Deepstriking..
    grey knights were giving me pink boxes on the trench warfare looking map, only the one try though, thought I'll mentioned it. Good change on the turrets and things, also noticed my infantry doesn't get brutally gunned down by them anymore, they can atleast get into range and not get punted.

    The khorne chaos lord is great, excellent textures and fits really nice with the army. Nice touch on the demonic phase ability for the demon prince, it gives him alil more survivibility, the overall changes for him to seem to have given him atleast abit more staying power.

    I'm just wondering about the elite choices for chaos, obliterators, terminators, bloodthrister and the landraider are all locked out because of relic point required, some maps don't have a relic point so thats a somewhat heavy reduction. Either terminators have there dependency removed of a relic point or obliterators to even it up alittle. In the new codex the terms are not classified as chosen anymore so imo, I don't see the need for them being relic point requirement. Obliterators, sure as they are even more rare than terminator armour.

    Is there plans for nurgle marines, rubric marines and noise marine models in the future? Be a nice touch to be able to field them in there respective models.

  41. #5241
    Member Mirage Knight's Avatar
    Join Date
    Nov 2003
    Location
    Miami, Florida
    grey knights were giving me pink boxes on the trench warfare looking map, only the one try though, thought I'll mentioned it.
    You mean the models were turning into pink boxes? Or are you referring to their UI icons?

    Is there plans for nurgle marines, rubric marines and noise marine models in the future?
    Indeed yes - in fact Medes is currently working on Plague Marines ATM

    As far as Relic requirements are concerned, you do have a good point. I'd like to get a bit more feedback on that though before I make any changes.

    Something I forgot to mention. Infantry engaged in CC take only 50% damage from ranged attacks now.


    Edit: There's a bug with the GK's - turns out they were old bugged ones and not the latest.

    I'm uploading a patch to fix the models for those who already DL'ed the Beta 2 Update and resubmitting the Beta 2 Update with the correct models for those who haven't gotten it yet.

  42. #5242
    Member Skullcap's Avatar
    Join Date
    Oct 2004
    Location
    Deepstriking..
    actual models on screen of the grey knights were the floating pink boxes of doom and good to hear about the nurgle marines, I'm a big fan of a deathguard/nurgle army, the texture on the nurgle lord is great, if keeping to that standard its going to feel more and more like playing the tabletop but in real time.

  43. #5243
    Just.... wow. That Nurgle Champion looks even better than the posted SS. Actually, that goes for all of them, they're just so amazing. Every time I launch this damn game, I end up going through the army painter for every race, especially Chaos and SM. The turret and krak changes are amazing... my ASM can actually last beyond their first T2 fight. AI would love to frag, then toss two kraks successively while my ASM were down, left two guys with 200 hp between them which wasn't enough to even run. The charge definitely gives the Vets far more survivability. Did you and Medes decide on which units will get a charge or a leap?

  44. #5244
    Member Mirage Knight's Avatar
    Join Date
    Nov 2003
    Location
    Miami, Florida
    So you know, there's a fix for Grey Knights here. Sorry about the inconvenience :/

    Medes and I have pretty much figured out who gets what kind of charge and how to implement. Speaking of which, you guys HAVE to play Orks. Seriously.

    We have every intention of getting DoW as close to TT as possible guys - don't worry
    Last edited by Mirage Knight; 15th Dec 07 at 11:54 AM.

  45. #5245
    Member VooVPL's Avatar
    Join Date
    Aug 2007
    Location
    Poland
    If I have no previous version installed, do I need to download beta_1 and AI patch, or new version and GN fix will do?

  46. #5246
    Damnit! The next beta's here and I'm stuck at work on a Saturday! Sux to be me. Can't wait to give this a spin when I get home tonight. Thx for all yuor hard work, FoKers!

  47. #5247
    Member Patman42x's Avatar
    Join Date
    May 2007
    Location
    Germany
    ehm just wanted to ask why the models for space marines and space marine veterans have new textures in which the "weapon" color doesn't apply to the weapon but to the chest plate eagle.
    and then the trim color changes the weapon color....weird.

    oh and by the way....even with the grey knights patch they still don't have textures....there's only the pink model
    Last edited by Patman42x; 15th Dec 07 at 3:16 AM.

  48. #5248
    L0b0
    Guest
    @VooVPL -- you only need to install build 1 and then patch build 2 over it.

    @Patman42 -- thats known pat, on some SM units weapon and trim2 colours are reversed. I believe the crest is going to be non-team colourable, but on some units its the colour of the weapon and on others its the trim1 colour.

    I'm right now going through all the races for small bugs. So still post about any little bug you see, but it will probably be found by me.

  49. #5249
    Member mdcertainty's Avatar
    Join Date
    Jun 2007
    Location
    Lost in the warp...
    Awesome! I´m donwloading once more.. the patch this time, hehe i haven´t even tried the beta yet (only downloaded). many thanks for your continued hard work.

  50. #5250
    downloaded installed, what am i doing here see you in afew days. after some intense battles.

    Great work chaps

Page 105 of 234 FirstFirst ... 5559596979899100101102103104105106107108109110111112113114115155205 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •