This mod containt the Squat does it?
This mod containt the Squat does it?
#252
Slight mod-derailing to reply to Setsuna:
Afaik, the Squats had been seriously worked on and developed back in the vDoW-era by Palii. However it has never been finished and he has kept the assets by himself (i recall a possible resurgence discussion, lost in the mists of time).
This said, IronWarrior42 may just have worked on the stunty buggers himself too, for all we know...
You can now resume all normal modding activities.
We look to the heavens so that one day our children may look back towards home.
Squats a future planned army, they will not be in the first release nor are they in the current internal, sorry if i've disappointed. In other news inbox is cleared, fire at will cylarne :P
Isn't using or even mentioning the Squats heresy for Games Workshop? I heard they hammer everyone who tries to bring them back in any way
@ RMX
As I understand it Squats are still part of GW's canon, just a part of the past as someone mentioned earlier. As whoever it was stated they used to exist but were eaten by tyranids, combine that with never once hearing anything at all about there being any kind of issue regarding the use of Squats (im pretty sure Palli would have been told/warned) and I fail to see any veracity in that implied assertion or your anecdotal accounts.
Imperiator titan! really? When is this mod due to arrive?
Last edited by KIN0025; 2nd Apr 11 at 10:08 PM.
Where did you see a mention of a Imperator titan? Secondly, it's impossible to see Imperator in any DOW I mod.
And IW, we need to talk mister on Skype. Your squad blueprints along with the entity indexes are unmatchable with unit names, which in that case makes ai work difficult.
under the first post and the canadian interior guard it says that they have a imperiator. i do agree with you that it would be near impossible though
So, what happened here then? You guys making any progress?![]()
Ai is being worked on for sure, even though I horribly suck at it. It has taken me at least two weeks to at least get them to stop crashing at the beginning. Other than that, 56 races dude, I wouldn't be so hiped up if it were to come out soon.
#261
If there are updates to be mentioned, the mod leader or a member of the mod team will announce them.
Please don't bump a thread for a simply update request - this goes against the rules we have in place for the subforum.
I am an Iron Warrior! Iron Within, Iron Without!
Sorry. My bad.
OMG!!! I CANT BELIEVE WHAT IM SEEING!!! Good luck on perfecting all that races! May the emperor be with you.
What You Can"t See Could Hurt You
Will you be using the models from steel legion to make the death korp of kreig or will you be making your own? On the first page it looks like the death korp their looks like the steel legion ones.
Currently adding "Fleet Assets" and rearranging some scar code to create a wincondition (or possibly two) that will encompass the need to eliminate all of an enemies primary buildings and fleet assets. Armies now start with a single fleet asset and their landing team (starting units) and from there its upon them to build ones first hq wherever one decides to. Given that we'll be making a slew of new maps of the 1024x1024 variety this should make finding the enemy a little bit more interesting.
That sounds like a ton of work. No wonder you guys have been quiet for a long time. Any chances of any screen shots any time soon? And how does this "fleet asset" thing work?
Profman96 (High Primary mod tester) - joined 12/24/10
Proudly apocalyptic
http://forums.relicnews.com/showthre...elease-2-15-11
NOW RECRUITING. PM ME OR MOD LEADERS FOR MORE INFORMATION.
http://warhammerfanfiction.blogspot.com/
NOW BACK UP AND KICKING! BETTER STORIES AND MORE KICK ASS TRIBUTES TO COME
![]()
Have you ever played Age of Empires III where you start like at the... well before the dark age and you start with a "pioneer carriage" and you basically move it around and click a button to set it up? Well, basically, once you click that button, the unit will deploy into an HQ.And how does this "fleet asset" thing work?
But there are difficulties with this as I'm not certain if a squad can possess an entity, or if you are using like the "transform" extension a Monolith has, but since you are using SCAR, I definitely see how this could work.
@IronWarrior: If you are having trouble with it, I can definitely help you there. Or I'll maybe even do the whole thing for you.![]()
Fleet assets are space vessels belonging to the relevant army, is the simple answer ProfMan, some of what cylarne says is accurate, i'll give more detailed explanations when i start explaining each army in detail over the next few weeks.
Cylarne we could DEF use some scar code help if ur willing and got the time
ps: Direct questions regarding armies/units and the like are welcome as long as you keep all your initial questions to one post :P
PPS: Yes Fleet Assets are actual units and yes its possible to make a unit "float that high"
no kidding !! it brings back some old memories about the BFG modYes Fleet Assets are actual units and yes its possible to make a unit "float that high"
good luck Iron
JL
Mod leader on :DARKNESS WITHIN Inquisition Linear Campaign Mod
Maps:Crimsom Spire,Skull-Throne, Frozen Impact map_mod
....but first, Thanks JLhopefully I get far enough to make use of your multiplayer campaign designs :P
ok back to business.
Alpha Legion
Basic information, strengths, weaknesses, motives and other features..............
Basic Information:
Gameplay:
Alpha Legion are heavily reliant on stealth, infiltration, recon, misdirection, and flanking maneuvers.
Get access to CSM later than standard Chaos and don't get Havocs til tier3 but have access to wider variety of superior cultists with better equipment and training, heavy support resources are more limited but benefit from deesptrike and infiltration options.
Only a limited number of daemonic/warp derived units are available all of which degenerate without the benefit of icon bearers (max of 4 will counter the degeneration entirely but they still don't regenerate).
Alpha Legion have access to a variety of xenos and imperial technologies and troop choices including kroot, traitor guard, and ork mercenaries, firesupport squads, imperial flyers, sentinels and artillery.
Economy: Alpha Legion economy will work largely like that of standard Chaos save for the fact that most of its unit choices are more expensive than their standard Chaos analogues (this is the case with xenos and imperial choices as well), the long term plan is to change the names of the AL resources to something like Intel and Infrastructure and maybe that will lead to some sort of changes in economic function but for now the plan is to merely change the names to something different and befitting
Tactics: Common tactics include Recruiter rushes (capture one of the enemies early capping squads, particularly effective against orks), scout and counter (observe enemies early building/troop choices then make your own accordingly), whack a mole (use tunnels to establish early map control and use feigns to draw the enemy out of position so you can raid his base)
Strengths:Infiltration, Diversity of available units, adaptability,
Weaknesses: Lack of specialization, weak daemons, reliance on infiltrators and cultists due to lack of institutional infrastructure
Motivesefeat chaos by destroying the imperium, chaos is but a tool they use against itself. See themselves as the only "true" loyalists to the Emperor and his vision, reject the "corpse"/"figurehead" on the golden throne as a shell/puppet
Other Features:
Scaling infiltration for all units in power or daemon armour, this means tier1 they infiltrate in cover, tier2 in cover and on toggle of inf button, and tier3 they infiltrate by default unless revealed by enemy keen sight
Building Relocation.
Army List
Alpha Legion Assassin Cultists
Alpha Legion Big Mutants
Alpha Legion Bikes
Alpha Legion Chaos Dreadnought
Alpha Legion Chaos Hounds
Alpha Legion Commander
Alpha Legion Daemon Pack
Alpha Legion Daemon Prince
Alpha Legion Defilers
Alpha Legion Demolitions Specialist
Alpha Legion Dreadnought
Alpha Legion Executor Class Grand Cruiser
Alpha Legion Feral Titan
Alpha Legion Field Liutenant
Alpha Legion Forward Position
Alpha Legion Havoc Lieutenant
Alpha Legion Havocs
Alpha Legion Hell Talon
Alpha Legion Icon Bearer
Alpha Legion Iconoclast class destroyer
Alpha Legion Idolator class raider
Alpha Legion Infidel class raider
Alpha Legion Land Raider
Alpha Legion Land Raider Formation
Alpha Legion Librarian
Alpha Legion Marine Sergeant
Alpha Legion Marines
Alpha Legion Obliterators
Alpha Legion Possessed Champion
Alpha Legion Possessed CSM
Alpha Legion Predator
Alpha Legion Predator Formation
Alpha Legion Raptor Champion
Alpha Legion Raptors
Alpha Legion Ravager Titan
Alpha Legion Recon Specialist
Alpha Legion Recruiter
Alpha Legion Retaliator Class Grand Cruiser
Alpha Legion Rhino
Alpha Legion Rogue Psyker
Alpha Legion Saboteur Cultists
Alpha Legion Scout Cultists
Alpha Legion Spotter
Alpha Legion Spy
Alpha Legion Squad Liutenant
Alpha Legion Terminators
Alpha Legion Venerable Dreadnought
Alpha Legion Veteran Biker
Alpha Legion Veteran Sergeant
Alpha Legion Veteran Terminator
Alpha Legion Veterans
Alpharius
Kroot Carnivor Mercenayr
Kroot Shaper Mercenary
Kroot Vulture Mercenary
Omegon
Ork Boss Mercenary
Ork Grotz Mercenary
Ork Mek-Boy Mercenayr
Ork Nob Mercenary
Ork Shoota Mercenary
Ork Slugga Mercenary
Traitor Guard Fire Support Squad
Traitor Guard Griffon
Traitor Guard Hellhound
Traitor Guard Hydra
Traitor Guard Marauder
Traitor Guard Sentinel
Traitor Guard Vulture
Buildings and Placeables
Armoury
Barracks
Bolter Turret
Bunker
Data Tap (LP)
False Barracks
False HQ
HQ
Machine Pit
Mine Field
Missile Turret
Plasma Generator
Radar Tower
Tank Trap
Tau Snare Trap
Teleporter
Thermo Plasma Generator
Tunnels
Warp Gate (Sac. Circle)
(pics once we get back to play testing)
Last edited by IronWarrior42; 11th Jul 11 at 1:03 PM.
#271
Good Gawd.. AL in DoC gets like 3 factions worth of units and buildings... [collapses into GREAT heap] Even the twin AL brothers (Alpharius and Omegon) give a positive showing too.. [double-faint]
I believe we'll have MOST of that list using custom AL scripts and voices in the next months.. hehehe..
Ho-ho-ho Marry Christmas (Not yet), but, yeah, list of HUGE.
@IronWarrior: Yeah sure, no prob. I'm becoming like a "master" at it so I know most stuff about SCAR right now. The only flaw is, I name stuff wrong EVERY TIME. I forget an s in Canoness, or a b in Space Marine. Err... but yeah, I'm at your service. I'll see what I can do tomorrow even. IF we catch up on Skype?
LolOriginally Posted by thudmeizer
Also, what are these?
Pics appreciated... if possible?Alpha Legion Ravager Titan
Alpha Legion Demolitions Specialist
Alpha Legion Feral Titan
Alpha Legion Land Raider Formation
Alpha Legion Predator Formation
Alpha Legion Retaliator Class Grand Cruiser
Crap, lol.(pics once we get back to play testing )![]()
Now if only we could find someone to help us make trenches out of these long sandbag models :/
#274
With your use of Battlefleet Gothic ships, how do you plan to scale them? The Retaliator is at least 3km and generally the ships you've listed are not used for orbital strikes, instead being used as dueling vessels and escorts. What plans do you have for them?
Iron Within! Iron Without!
@Heretic, to put it simply the "fleet assets" will all have various roles from ship to ship combat to space to surface strikes and/or landings and all things in between, atm we're just trying to decide what number to limit fleet assets to, before really shaking out which exact units are used for each of the fifty+ armies, though we have of course perused all the BFG info available to some extent already.
So far its down to about 4 fleet asset variants+1-2 types of spacebound fighters, any input on these matters is most certainly welcome![]()
#276
I think it would be wise not to use any fleet assets as visible ones. Maybe what you could do is come up with some sort of system that denies the enemy use of said assets, perhaps create a new point of some kind that the fleet assets need? And then players could tier them up to get higher levels of assets, from bombing runs to fighter combat? Having ship to ship combat on the same map/game as land combat isn't a good idea to be honest, there is a work around but I wouldn't reccommend it. In this way you can make the use of fleet assets far more interesting than just 'space marine commander can bomb people from space'.
It's not going to be what you SEEM to be describing wherein the acquisition of a single fleet asset=win button; like flyers with my flyer run scar, Fleet Assets are another level of micro and macro one has to consider and utilize effectively to win (ideally), but are by no means an end all/be all to the game unless you as a player want it to be, and to THAT point I say that overbalancing ones strategy to such a degree would lead to damning neglect in other spheres of warfare, ending in defeat more often than not.
@Heretic: Ah, yep it's not going to be what it seems to be like IronWarrior mentioned above, it will be more of a simple "deepstrike and deploy" thing all based on my SCAR.At least I think, although ground unit battles mixed in with Space battles above only not in space would be epic. But I don't really see that turning out so well...
@IronWarrior: Dude can you answer my question above?
What are these?
Also, I figured out how to create that button, *Necron Lord laugh* herr... herr... herrr... herrrr. */Necron Lord laugh*Alpha Legion Ravager Titan
Alpha Legion Demolitions Specialist
Alpha Legion Feral Titan
Alpha Legion Land Raider Formation
Alpha Legion Predator Formation
Alpha Legion Retaliator Class Grand Cruiser
#279
@IW42 Oh no, not that at all - the players can call in fleet assets with that point - it won't win them the game but they will be able to get an edge in combat.
@Cylarne: It is impossible to do both space combat and land battles on the same map. We experimented with it for BFG and well...no.
I must admit I'm personally against seeing these ships actually on the map, as they are so huge they would dominate the map. By all means you can use them in various ways, orbital strikes, etc. But to actually have these ships present will be a bit strange.
this is a matter of taste, but obviously map design would be completely different from the old-school way we're used to experiment nowadays.Having ship to ship combat on the same map/game as land combat isn't a good idea to be honest
when the time will come that you need to solve this point i got a solution for you. mixing deep space battle and ground assault on the same map can be done without a problem. off course this is going to require some scar script.although ground unit battles mixed in with Space battles above only not in space would be epic. But I don't really see that turning out so well...
@Iron Warrior : you know my point of view about the above matter, i'm ready to give you detailed and precise instruction about it, although i'm sure you got your idea. pm me when and if needed.
JL
@Cylarne Alpha Legion Ravager Titan = Chaos Reaver titan, may or may not be daemon possessed (actual princeps costs more)
Alpha Legion Demolitions Specialist = a type of Cultist
Alpha Legion Feral Titan = Chaos Warhound, see Ravager
Alpha Legion Land Raider Formation = A "squad" of four Land Raiders
Alpha Legion Predator Formation = A "squad" of four Predators
Alpha Legion Retaliator Class Grand Cruiser = A Larger "Command" class of "Fleet Asset".
@Heretic possible edge, sorry this mod won't be your bag but at least you won't have to download the huge file, also so far in basic testing we have orbital fleet assets working fine at reasonably "orbital-like" heights with no trouble other than the need to adjust maps natural fog settings
@JL yes, yes I do heheh, I will be pm'ing you as soon as I have each "Fleet Assets" unit in place for 50+ armies![]()
Last edited by IronWarrior42; 18th Jul 11 at 10:50 AM.
Damn, this mod has come a long way since I was last around. You have my seal of approval.
Keep up the good work Boss, great to see you're still at it.
Damn, this mod has come a long way since I was last around. You have my seal of approval.
Keep up the good work Boss, great to see you're still at it.
Wait so if I understand it correctly you're going to make it so that you can zoom out reallllllllyyyyyy far and control the space battle, then zoom back in and fight on the land? Or am I just completely off the mark?
For the Greater Good!!
Just curious if this mod is looking for playtesters or not.. :O It looks fucking incredible, and even though I'm not a modder I'd love to assist in any way I can.![]()
@Malcador, wouldn't that require some serious gfx capabilities once it gets to a large enough scale? And also, you'd see green rings where your air units are while zoomed in. I'm not sure what he's doing, just something to consider.
Looking good, lotsa variety.![]()
#287
Well, I'll certainly give this mod a try, I am hugely interested in seeing naval combat and land combat on the same map, mainly because of seeing my own reservations proven wrong![]()
So it is going this way? Land combat AND ships attacking above? I strongly don't recommend, as I said before, it won't turn out so well.
Exactly.wouldn't that require some serious gfx capabilities once it gets to a large enough scale? And also, you'd see green rings where your air units are while zoomed in. I'm not sure what he's doing, just something to consider.
Yep, let's just see how this will turn out. Good luck IronWarrior.Well, I'll certainly give this mod a try, I am hugely interested in seeing naval combat and land combat on the same map, mainly because of seeing my own reservations proven wrong
It's not placing a field of space (Outer Space) in one area while making another for land?Originally Posted by Jaguar Lord
exact, and setting exclusion zone to prevent space units crossing from one zone to another, simple. as a reminder 1024x1024 is not the limit. so you can have four times this surface to play with...It's not placing a field of space (Outer Space) in one area while making another for land?....think sideways...
combine this with speed modifiers and a neat camera mod and you have your mixed map.
as a side not
@Jaguar-Lord:1024x1024 is not the limit
HOLD A MINUTE... What?! Holy... wow you serious? Dang you = tal-en-ted!
Justso you can have four times this surface to play with.......think sideways...
As for the other parts, that does make a lot of sense. It is a great alternative. Must I say perfect for a campaign. The only flaw I see is looking out in space on the ground.
Wow that's really clever. I cannot wait to see this implemented. Probably going to change the face of modding.
this was an issue some times ago , it is no more a problem.The only flaw I see is looking out in space on the ground.
we can have several environment with different views when looking up from the ground, yes sir !!
hh
thats exactly what we are doing for the Darkness Within campaign and why we need this feature, having multiple environment on the same map is a must for campaign it allows a great variety in Nis and add a lot to the ambiance.As for the other parts, that does make a lot of sense. It is a great alternative. Must I say perfect for a campaign.
it is this or designing several maps and shooting cutscenes on them.
the only limit is not the sky but the fog and the light, but i'm confident we'll find a workaround this problem too.
the main issue when it comes to map design with several scales involved, indoor where distance is in meters compared to deep space where distance is the thousands kilometres, is the fog. the ME settings are limited to 1000m for the fog and 512m for sky radius.
Kinda what I had planned too.Originally Posted by Jaguar-Lord
Perhaps make black fog or simply fuck fog and perhaps make mountains all black and 40m tall, you know, for horizon stuff, but within space cutscenes and such. Although, I never really liked sky boxes so set that to black as well herr herr herr?the only limit is not the sky but the fog and the light, but i'm confident we'll find a workaround this problem too.
the main issue when it comes to map design with several scales involved, indoor where distance is in meters compared to deep space where distance is the thousands kilometres, is the fog. the ME settings are limited to 1000m for the fog and 512m for sky radius.
idk man, for any mod this would be an adventure, and until Battlefleet Gothic comes out... I'll go insane Wow! I'd be playing it all day.And of course a mix of land and sky above is always great.
Which brings me back to IronWarrior. What will you do about Soulstorm's glitchy aircraft that get stuck in impassible terrain, hmm? And dang it when will you get on Skype, I got that SCAR code finished.
@Cylarne_04
You guys are doing a terrific job. Is this mod still looking for playtesters at it's current stage? Or is it so close to alpha/beta release that it's not needed?
I'd kill for the chance to try a mod this ambitiousbut I'm not much of a modder, and the most I can do is playtest the crap out of it and give as much feedback as possible.
Keep up the great work![]()
Anyone know anything about realase of this great and huge work ? If you need help in testing I have free time and a good computer and also very free space in the hard disk but my language is not English. Good luck with the creation of mod.
i officially announce that i'll assist Iron Warrior and the Dawn of Coalescence Mod team in mapping for everything related to space maps and mixed space-ground battle maps.
JL
I don't mean to flood, but it's been quite a while.. Any chance of this mod releasing something soon? I'd love the chance to play it.I'm sure lots of other people would as well.
I hope for the Emperor's sake that the mod isn't dead!
Iron_Warrior, how your successes with mod development?
My own mods for Dawn of War game
Awakening of Evil Mod
White Scars Mod
Spirit Storm Mod (Dies Irae)
Rise of Imperium Mod
Eldar Rebalance
DoW Rebalance
Laurentian Hussars
Emperors Children (w.i.p.)
co-author of:
DoW Realism SS
Perun Warhounds
and a lot of other mods :)
also i was tester of Ultimate Apocalypse mod (in august 2011)
Tester and skinner of Codex Mod :)
IW, could you please clean up your PM so that I can mail you?
Interesting, this mod is progressing quite well (from what I can tell, which is...err...not much) Anyway, if you ever need more playtesters, I'll be more than willing to be one. Although, Emperor damn me if I'm wrong, I'm sure you have your own army of testers, considering the amount of requests in this thread.
And I DEFINITELY want to see how this mod turns out. Please, do take your time. Perfection is every mod's dream, yes?
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