I read the post and it never even hit me that he'd mentioned a brass scorpion. Well I'm alert today...
It should be quite interesting to see!
I read the post and it never even hit me that he'd mentioned a brass scorpion. Well I'm alert today...
It should be quite interesting to see!
#702
Ooooh, nice beasties... kitty kitty kitt-AAARGH
/me runs away armless
Seriously, it's again a nice work you've done, faithful to your high-quality standards. Congrats.
We look to the heavens so that one day our children may look back towards home.
i wish i could produce quality like that, well done Catwell, looking forward to playing your mod
UT40K:The Chosen - Warhammer 40,000 for UDK
UT40K - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
UDK Tutorials - Basics - Vehicles - Characters - Weapons
You stated something about new gametypes in the first post. Now I'm confused. Is this mod not an additional faction to play with like the IDH / SL?
Also, a lot of units / icons seem to be done already (looking at first post tech tree again), at least as far as screenshots can tell, and things are really looking good. From what I can see as well, these twigs are branches, more onto the demonic side or more on the technical side of things, at least it looks like this. Maybe it would be a nice thing to give players the choice if they want to build one unit instead of another, or the choice of two branches, which is getting old as Tau and SL have branches, too. Well consider this confused talk, maybe you want to tell us what is going on, but maybe you want to keep it private a little longer.![]()
#706
Err... Thought it was disclosed whether their Brass Scorp is in or not..![]()
I was referring to the big sawscos some brass scorp's are cheap cop-outs with defiler-like claws...I know Catwell won't skimp on detail though!
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yup theres an army list on pg 3 i think, though its a bit out of date
#709
Yep and the vaunted Brass Scorpion is there. Are you planning on doing a quick update one whats in and whats not?
yeah why not;
arch sacrificer (builder)
beast men
world eater marines
----------with these choices;
-------------iron dog
-------------asp champ
-------------berserker
-------------standard
------------------- champion
lord(with 2 cc weapons, woo)
berserker s
chosen
rhinos
dread
bikes
doomblaster>brass scorp>deathdealer(relic)
flesh hounds
juggernauts
blood letters
dca>jugg lord>spawn
teminators
bloodthirster
(expect additions)
Those Flesh Hounds look fantastic, and the unit list sounds great too! Although what's an iron dog and are there any special mechanics for the Arch Sacrificer?
hi all
the iron dog is a kwecsm with a rock drill. the arch sacrificer will have sacrifices that it can murder to make daemon buildings build and reg buildings build faster(hopefully, thats the plan anyway
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oh and the dca is in^^
Is it meant to look transparent? I'm assuming that's infiltrating.
I really like the style of your models/textures...just passed by to say that...can't wait to see it finished
Last edited by ThrowN; 1st Feb 08 at 1:14 PM.
#715
Can you tell us more about its purpose? (i know, i know, hard to do without revealing it in it's full 'gory'the iron dog is a kwecsm with a rock drill.)
Is it a CC anti-heavy CSM? (at first i tought you meant a dread armed with a rock-drill, but no, i read well).
pretty much yup
, kwe had a lack of anti tank weaponry throughout the game, only really the later units could take out any tanks( things like chosen). so i changed the structure so the kwecsm structure is like that of a reg sm squad now, with 4 slots for big weapons/special weaps. the iron dog carrys an innacurate cumbersome massive drill and is the equiv of a sm rocket launcher but in melee.
and yup the dca is kwes only stealth unit, shes an anti hero unit to boot.
thanks for the compliment thrown, im glad you like what you see.
#717
Improved armour for him then or does he has to rely on numbers (well, in all relativitythe iron dog carrys an innacurate cumbersome massive drill and is the equiv of a sm rocket launcher but in melee.) to be able to sustain the fire from the heavy units they assault/the nearby opponents ? In short, will it be a 'rare' (hardcap'd) resistant unit or a rather common one depending on the player's build choice?
Woah...top work Catwell. Like usual I can add
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Fantastic work Catwell! I can't wait until this mod is complete!
Things seem to be moving quite quickly.![]()
Awesome as always!
"Everyone has their own god to kill for, they just all have different names."
Allegiances: My 40k fanfic
Very nice unit![]()
Claymore
Here's a suggestion:
Try to make the mod compatible with others like Steel legion and daemon hunters....daemon hunters vs khorne would be sooo cool!!
#723
Bah.. that is so pedestrian-easy to do, mister.![]()
dont know if this site will help but you could get ideas from them
#725
Wow Catwell, that Death Cult Assassin is mind-blowing! I am simply astounded, I have to say.
Bravo!![]()
thanks davisbe, shell be better once she has some more anims
thanks shadoshado, that sites got some high quality mini-s, theyll add to the influence of the mod
romanov 77, dont worry the kwe mod has been invited to be in the combiner mod, so youll get to play with dh vs kwe
news; ive been working on detailing the lord up so hes more vicious looking, i need to work on my anims a bit i think,
I know that this might piss people off...but can I ask how far are guys in the development of the mod??
I ask this because Im on these boards since the release of DoW and Ive witness the rise and fall of many awesome mods.....Thousand Sons, Necrons and MANY MANY more...all of them with so much stuff done...totally forgotten.
Actually, talking about race mods, only the Steel Legion (probably will need a re-package for Soulstorm and some "uniformation" to better integrate with other mods----> No different vehicle/infantry scaling and no Steel Legion logo on starting menu), the Daemon Hunters (re-packaging for SS and adding of custom voices) have been completed....
I just hope your KWE mod will succeed like these one I mentioned....
Romanov Inquisition: Daemon Hunt actually has custom voyces go to they`r thread and read it a bit.
well most mods are in perpetual dev even when there out, and no mod really dies it just gets put on hold. at the end of the day the staff to mod ratio is unbalanced, theres not enough staff and too many mods. ergo things go slowly on mods or stall altogether. but theres no solution to that prob so its best ignored and trundle on with a mod as best you can.
the kwe mods in early alpha now,
news
just done the dcas melee anims, looked at the brass scorp mini and realised i forgot 3 things off of it on the model and are currently now planning on how to add them. i fiddled with alot of code, making units act a little more like themselves and making others spin around the map at hillarious speed sending troops flying..........
oo awesome work catwell loving the Death cult assassin and the hounds.. very nice.
ok time for an update with some screenshots
first quite a few new things are in game, namely the doom blaster and the berzerkers. ive figured out fx totally now so some units have fx, the lords got a new look and overall more units are acting and moving like they should
heres whats in so far, with the relic units censored of course
![]()
heres a taster of fx
![]()
and heres the new lord close up in ap, with a few things still to add(like changing the axe and sorting the banner)
![]()
#733
Wow, thats awesome work.
I think I know the Relic units, but I won't try and guess. One of thems Brass though.
Really good work there, keep it up.
Iron Within! Iron Without!
#734
O
M
G
Wow. Man...that's AWESOME. I can't wait to see them move.
I like to think that there's a kitten inside that giant fist that he's protecting.
#735
That kitten being the most powerful known to man.I like to think that there's a kitten inside that giant fist that he's protecting.
I reckon "The Brass" relic unit's quite obvious but I'm not 100% sure on the other, I have an idea though...
That seems a lot of units are already ingame. That can only mean that not a huge more will be needed to be animated, buildings aside.
ah theres allways plenty to do,
one of the things on the top of my list is sweeping attacks that throw multiple enemys, not sure how thats done( in oe) theres clearly a melee action name for it, in the rgd its called special attack, but neither me nor moses knows the name for it.
any way heres another ss of bikes in game which ive put in today, not the best level to take a ss but never the less here they are
![]()
#740
Blimey! HellRider eat your soul out!![]()
#741
special attack one action is called special_attack_1
then obviously you'll add whatever motion you want to it.
heres the list of motion names found in the ActionGameNames file found in Modtools/toolsdata folder.
most if not all are straight forward to understand.Code:Presets = { "Default", "Die", "Build", "Repair", "Capture_Strategic_Point", "Garrison_Strategic_Point", "Flag_Motion", "Strategic_Point_Flag_Plant", "Melee_Attack", "Melee_Damage", "Melee_Charge", "Melee_Aftermath", "Melee_Move", -- "Melee_Mid_Hit_1", "Melee_Mid_Blocked_1", "Melee_Mid_Damage_1", "Melee_Mid_Block_1", "Melee_Mid_Hit_2", "Melee_Mid_Blocked_2", "Melee_Mid_Damage_2", "Melee_Mid_Block_2", "Melee_Mid_Hit_3", "Melee_Mid_Blocked_3", "Melee_Mid_Damage_3", "Melee_Mid_Block_3", -- "Melee_High_Hit_1", "Melee_High_Blocked_1", "Melee_High_Damage_1", "Melee_High_Block_1", "Melee_High_Hit_2", "Melee_High_Blocked_2", "Melee_High_Damage_2", "Melee_High_Block_2", "Melee_High_Hit_3", "Melee_High_Blocked_3", "Melee_High_Damage_3", "Melee_High_Block_3", "Jump_Setup", "Jump_GoUp", "Jump_Flying", "Jump_GoDown", "Jump_Breakdown", "Possession", "Spawn", "sp_talk", "sp_execution", "sp_kill_chaos_lord", "sp_defeated", "sp_synckill_1", "sp_talk_idle_key", "sp_talk_idle_maledictum", "sp_talk_walk_key", "sp_talk_walk_maledictum", "sp_default", "sp_smash_icon", "sp_begging", "sp_invoking", "sp_sync_death_2", "sp_sync_kill_fc", "sp_sync_death_lib", "sp_land", "sp_take_off", "sp_landed", "sp_hammer_hold", "sp_in_pain", "SyncKill_1", "SyncKill_2", "SyncKill_3", "SyncKill_4", "SyncKill_5", "SyncKill_6", "SyncKill_7", "SyncKill_8", "SyncDeath_1", "SyncDeath_2", "SyncDeath_3", "SyncDeath_4", "SyncDeath_5", "SyncDeath_6", "SyncDeath_7", "SyncDeath_8", "Thrown", "Thrown_GetUp", "Thrown_Death_Flying", "Thrown_Death_Landing", "Rampage_Startup", "Rampage", "Rampage_Breakdown", "Rampage_Blocked", --abilities "Battlecry", "Chains_Of_Torment", "Corruption", "Doombolt", "Frag_Grenades", "Haywire_Bomb", "Melta_Bombs", "Plasma_Grenades", "Sabotage", "Smite", "Superstick_bomb", "Stikk_Bombs", "Tankbusta_Bombs", "Special_Attack_1", "Special_Attack_2", "Special_Attack_3", "Special_Attack_4", "Special_Attack_5", "Special_Attack_6", "Special_Ability_1", "Special_Ability_2", "Special_Ability_3", "Special_Ability_4", "Special_Ability_5", "Special_Ability_6", "Special_Ability_7", "Weaken_Resolve", "Frontend_UI", }
you can add your own with some of them as the AE refs the action names to determine what motion to use.
Tutorials_And_Helpful_Sites_Here <-link
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big big big thanks horusheretic, that file list has just unlocked the door to so many ideas. we thought there might be a list out there somewhere
Very nice bikes! Raw and...yeah
With those spikey tires they are really well prepared for the next winter.
I dont like the fx tho especialy the front one, looks abit too messy.
wow the bikers look awesome, so does the lord, the hellhounds, the bloodletteres, the...(and so on)
anyways, what does dca stand for? I never saw a chaos unit like that before.
As our bodies are armoured with Adamantium, our souls are protected with our loyalty. As our bolters are charged with death for the Emperor's enemies, our thoughts are charged with wisdom. As our ranks advance, so does our devotion, for are we not Space Marines? Are we not the chosen of the Emperor, his loyal servants unto death? - Chaplain Fergas Nils
#747
"DCA" is Death Cult Assassin, not to be confused with the Daemonhunters unit. This one is more like "Assassin who's in a Death Cult."
Speculation by elimination for that first blurred out unit:
Looks a bit big to be a Blood Slaughterer.
Far too titchy to be a Bane Lord or Deathdealer
And it ain't the Abominatus, that's for damn sure.
Def'nitely not a Cannon of Khorne.
Profile's all wrong for a Lord of Battle.
Tower of Skulls? Nah.
Reimagined Cauldron of Blood?
Blood Reaper?
Doom Blaster?
(Can't remember what those last two looked like, s'been far too long ago since I last saw one)
#749
Well, adding to your speculation, i'd restrict the field to one of the two multiple-cannons mounting daemon engines of Khorne: either a Doom Blaster, low enough to be that blurred thing, with the mortars although it carried four of them, or the Blood Reaper with it's quad cannons although it was a rather tall engine and therefore not really fitting the rather squattish blur.
For a better idea, here's a good place to contemplate the 'wonders' of old:
http://www.solegends.com/citcat94/cat1994104-03.htm
And of course, the second relic unit is a Brass Scorpion, but i'm not telling anything new there![]()
I far prefer it when Chaos get their own bizarrely designed Daemon engines as vehicles, like the Hell Talon, Doom Roller and Defiler, rather than just having Imperial Stuff With Extra Gribble.
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