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Dawn of War 2: Codex Edition

  1. #4201
    Orkz are getting a TON of upgrades, see how it works out before you cry nerf to other races. SM VoT needs to be t2 probably, and flamer clicky is already nerfed for next patch. Direct fire from flamers is going to be the way to go for killing generators and dropping inf models fast, aoe is more for hitting a large area but can be quite useful for clearing out big groups of shooty light inf like guardsman and shootas. It'll bring them to crit. health but not kill them as quickly. Also, cleansing flame may no longer get the big damage versus units in buildings - spraying a large area isn't the same as focusing the flamer into a window or doorway with direct fire. I will also try to speed up slugga stikkbombs.

  2. #4202
    I would love stick bomb throw speed increased , I like stickbombs shout and toss ,and explosions
    ( but currently cause of throw speed it bugs out and sometimes throws a single stickbomb which is kinda... dissapointing.
    (ZhameFULL !!! GItz toos FASta)

    All aproved ,thumbs up , cause clicky was clearly too good VS garrisons was kinda 1 sec kill time when leaving building takes 5 atleast , just haven't played any garrison maps like for half year now with mod on ,so forgot that factor entirely.

  3. #4203
    Member LupusXIII's Avatar
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    i happy to see this place gets to be lively again and i know delays were on a daily base here but i can ensure all of u we try to making up for it

    somthing a bit offtopic i found the perfect Spacemarine Theme song http://www.youtube.com/watch?v=jx4rM...eature=related and here another one i foud realy fitting http://www.youtube.com/watch?v=Tida-...eature=related im actual thinking about using one of this songs for a CE Trailer tell me wich u find better

    greetings Lupus
    Last edited by LupusXIII; 14th Aug 12 at 3:53 AM.

  4. #4204
    Member Bricku's Avatar
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    Hi LupusXIII

    I Think the first is better imo, lol Disturbed, haven't listen to them for ages.

  5. #4205
    I also think first one is more fitting for Space marines, second idk to me sounded more like commisars theme song inspiring fear and
    all that insures his victory. Nice music pickings very WH40k suited

  6. #4206
    That's not fitting. Warhammer 40k and especially the Space Marines don't need guitars. Maybe for fight scenes. But to represent a faction like the Astartes you need something like this: http://www.youtube.com/watch?v=sdI_wtw06dM

  7. #4207
    http://www.youtube.com/watch?v=N4Y_qI-1I6k This what I was going to use.....
    *edit this was for a short theatric trailer for CE, not actual gameplay for all naysayers that say its too short

  8. #4208
    I recommend anything more or less from the "Epic Action & Adventure, Vol. 7-8" soundtracks. They're far more original and unique, and haven't been dreafully abused in other videos.

    In for an example, this track - Prepare for the End, you have a good music combination of all-flavor of what would be a good representation of each race.

  9. #4209
    I still prefer the deep gothic music from Chaos Gate. Or the one Song from Ultramarines are also pretty nifty:

    Example Chaos Gate Theme:
    http://www.youtube.com/watch?v=3XRzh...eature=related

    Ultramarine Soundtrack:
    http://www.youtube.com/watch?v=e6c5RZL9Skw

    "From Ancient Terra the Emperor commands His Proud Sons."
    "From revered Blood-stock? these Warriors are made His Proud sons."
    "No fear they know,? Adeptus Astartes, His Proud Sons."
    "Humanity's foes they defend against all, His Proud? Sons"
    "Warrior elite, Unbreakable spirit, Astartes!"
    "Supreme defenders, Unchallenged in Battle Astartes!"
    "Warrior elite Unbreakable spirit,? Astartes!"
    "Courage and honor, Emperor and Primarch, Astartes!"

  10. #4210
    I like the Shield idea for 'Ard Boyz. And it could even be considered to remove the cleansing flame ability from normal flamers, so only heavy flamers etc. would have it. We shouldn't go overboard with clickies anyway. But I strongly suggest to hold back with balancing issues, until we play it more often again.

    And Gabe, we really need a fix, so me and Zymran and other guys can play again =D

  11. #4211
    ^ i like what nightwing proposes, only heavy flamers get the clicky, and the sheilds for 'ard boyz.

  12. #4212
    Rethinking about 'Ard Boyz, I think it is really important to asign certain roles to similar units. Sluggas, 'Ard Boyz and Nob Squads will need distinctive roles. Sluggas should be the meatgrinder, 'Ard Boyz should have high supression resistance or with shields even supression immunity and generally have higher knockdown resistance. Nobz should be the Melee Damage Dealers and meatshields, but somehow they still don't cut it. Further increasing their melee damage would be silly, but I think they could deal passive AoE Damage in Melee similar to Lightning Claws and maybe increase their speed by +0,5, so they can spearhead an Ork charge.

    Concerning upgrades in general:
    I'm absolutely for alternatives instead of just accumulations. Upgrades should have different strengths and replace things most of the time instead of just beeing better and/or an addition. I.e. 'Uge Ork Hammers should deal passive AoE Damage in Melee. Power Klaws will lose AoE damage but have a different damage class, making it vastly more effective against Heavy Armour and Tanks. That way nothing will lose its use, but the player has all the options.

    Avoiding Homogenization:
    CE is still the best and most fun Dow Mod out there. But with all the options we risk making the races to similar to each other. I have mentioned this before, but I would really love to see, that we put more emphazis on racial traits instead of just individual squad balance. I.e.:

    Oks (Savage & Resistant): All Ork units gain a damage bonus in Melee for 5 seconds after their charge. Furthermore all Ork infantry have an increased passive HP healing rate.
    Eldar (Psy-active & Sophisticated): Each Aspect Warrior gives Warriors from a different Aspects a certain passive bonus within a radius to emphazise the synergy of Eldar aspects we could never achieve otherwise. I.e. Banshees could give all other Aspects close by a passive speed bonus, Dire Avengers would give supression resistance, Fire Dragons increase range&melee damage etc. Furthermore all Eldar units have an increased Energy regeneration.
    SM (Heroic & Without Fear): Every time an Astartes dies, his squad gains a boost in accuracy, melee skill and movement speed for 10 seconds. If an Apothecary dies, all SM infantry get an debuff on their accuracy, melee skill and movement speed for 30 seconds in a large radius.

    etc.

    Cleaning the Clicky-bar:
    Although I'm a huge fan of clickies, I think we have to reduce the overall availability of clickies, that can be represented differently and only leave the clickies which need precise control. A example would be SM Sternguard. We all love their special ammunition. But the truth is, they ammunition type is just a damage increase against certain targets. I think it would be much wiser to give the Sternguard Bolter a different damage class that practically deals 100% damage against all targets with a cooler bullet graphic. This suggestion might sound outrages, but game wise it does not really make a difference, but it would make their clicky bar far less crowded and gives them the option for other more important clickies in the future (i.e. combi Weapons = Clicky melta/Plasma/Flamer shot or Stormbolter Full Auto etc.).

    Go easy on Damage Buffs:
    CE is already far more lethal than vanillia. Therefore we should be aware about the amount of damage buffs we fling around. Since most buffs are cumulative (which is a good thing), I would like to suggest that we limit the strength of buffs to 5%/10%/15%. A 5% damage buff doesnt seem much, but since there are several buffs working together at the same time, it will cumulate. This also has the advantage, that buffs are more support than game changing. The units and tactics should win the battle, not the straight buffs the unit carries. To compensate some buffs could have a longer duration, making it less a bust-kind of buff.
    Last edited by Nightwing; 15th Aug 12 at 1:13 AM.

  13. #4213
    Member LupusXIII's Avatar
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    Nothing less i expectet from u Nightwing very good suggestions especially the race traits adding some different mechanics in the base of each race seems like a good way to support there fluff

    greetings Lupus

  14. #4214
    Damage buffs won't stack to something greater than 25% as it is. Most damage buffs from similar sources have the same "type," as do debuffs, so you will get the highest number available for that type of exclusive buff, but they won't stack. For example, two Force Commanders in a team game with banners will only add 25% damage, not 50%. Global buffs like FTE and Bloodlust will stack with anything else, since they require red to cast, but they don't stack with themselves, so if it's possible to cast FTE on allies' SM and two or three players cast it on the same unit, the effects won't stack, or the spell won't be castable on the same unit while another instance of that spell is in effect.

    I am working on Mark of Tzeentch effects right now. I have to edit the Death Actions and weapon on_hit effects so that units with Mark of Tzeentch can score knockdown/criticals on units under Curse of Tzeentch, and units with Mark of Tzeentch will regain hp/energy when units under Curse of Tzeentch explode. Also, active MoT now provides a terminator-like 10% dodge chance as well as a damage buff to ranged, but the buff isn't that big (10% I think) and Tzeentch doesn't go crazy with stacking buffs the way Khorne and Slaanesh do. Every single infantry model must now be edited to have the desired effects while under Curse of Tzeentch or when hit by weapons carried by units bearing the Mark of Tzeentch.

    With Shuma's Slaaneshi Chaos Lord almost done I will use the 4th commander mod to add Slaanesh to the Chaos lineup, with Noise Marines and a full complement of Slaanesh powers (darkness from the original chaos lord's globals will be a slaanesh power). Slaanesh will be the one who has invisibility, speed and general combat buffs as well as a Combat Drugs wargear for the hero that functions similar to stimpacks but with a more pronounced effect, plus it disables retreat while active. Powers like Lash of Submission and such will be in the province of Slaanesh. Tzeentch is more "blasty" and relies on direct damage spells and debuffs to enemy units. Eventually his demons will be ranged aoe/fire/fear inducing units that will shine as surprise disruption units.

    Imagine horrors and flamers jumping out of the sigil when "daemon summoning" is cast, shooting fire at all nearby enemies and roasting guardsmen bunkered up in buildings, or torching a gen farm before disappearing back into the warp.

    Regarding the Sternguards, I kind of like the special ammo clickies. I kind of envisioned them using special ammo as their defining trait, with more powerful versions appearing as they are upgraded to stormbolters, and Chaos Chosen being able to get combi-weapons instead of special ammo since they are the equivalent of Chaos vets.

    Chosen will be able to get either combi weapons or lightning claws. That, combined with their infiltration ability and high stats should make them a very powerful unit, since they don't get the jump packs of the vanguards or the special ammo of the sternguards. They are essentially able to specialize with wargear whether to be strong at range versus a specific target type while retaining general anti-infantry firepower, or to go full melee and be = to vanguard vets, but with infiltration instead of jump packs. Their Mark of Chaos perks will also stack with their wargear upgrades, making them quite viable in any matchup since they can choose to take the Mark of Chaos Undivided which provides ranged resist and suppression immunity or a more specific buff like Mark of Khorne which will allow them to out-fight Vanguard Vets while the Mark is running. The downside is that they don't get the disruption of jump packs or the versatility of the ammo clickies.

  15. #4215
    UPDATE: Almost done with Chaos, but I need an alternative download location for Sarge X's ork mods.

    Things left to do: implement the new weapons for Eldar from Lupus, implement new Chaos cultists for each god's army, implement the new Chaos squad leaders, I need a Techpriest and a Dark Mechanicus techpriest, and I need some evil looking Chaos Mutants.

  16. #4216
    Sarge X's orks dont work in Retribution. They are all pink (most of them anyway)
    Now you see, Here at the Imperium of Man. We only use, propane fueled Promethium. Thats a flame burning heretic i tell you Hwat!

  17. #4217
    hey gabe got an idea buutt its up to you but i would do this though, leave the techprests and chaso mutants til some point later but you can implent the other stuff you mentioned (its up to you gabe just sayni it would make things alot more quicker)
    I was once like you thriving on life, living large is what i used to say but now im a necron and all i can say is: I can never be bargained with, I won't see reason, I don't feel pity, or remorse nor do i feel fear and i will never stop until you, my human friends are dead

  18. #4218
    Waited so long for Chaos to come out... I'd be more than happy to release as soon as possible, if other people's mod-work is holding it back.

  19. #4219
    be careful about those race traits, the eldar one seem too much like tyranid synapse.
    And gabe place holders will work for now just get a patch out so the community can build up again

  20. #4220
    Im pretty hopeful about 1.64, sounds like most of the main issues are getting cleared up.

  21. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #4221
    Retired Compliance Fairy Gorb's Avatar
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    Please do not post if you have nothing constructive to post.

    Thanks!
    I am an Iron Warrior! Iron Within, Iron Without!

  22. #4222
    Oh wow moderator had to come because we were spamming this thread with our idle chatter......

    For the 'Ard boys i would say a slow moving "tank" like unit that soaks up dmg but does not deal as much as a mob of boys due to their smaller unit size. In other words low dmg, movement, and supp immunity and 50% knockdown immunity.
    As for the Chaos, it seems to be going well nicely, i will leave you to that, hopefully we can import a deffie....ohh the carnage....
    I for one also agree on the clicky idea, this should be rts not some rpg/mmo where everything revolves around you clicking abilities.
    Things look like their turning around! hopefully 1.64 or 1.7 will be all what we are looking for.

  23. #4223
    Hey guys, I am finishing up Chaos and will be ready for some internal testing soon.

    I've spoken with a couple of modelers about adding new 6th ed stuff like the Brazen Knights or Berzerkers with Jump Packs in the upcoming release.

    Does anyone have a solid compendium of 6th ed Chaos rumors or confirmed new units?

    So far the Zerkers will be getting the option to get jump packs in t3 or become Brazen Knights (mounted on Juggernauts, no retreat, superheavy inf. armor or light vehicle armor, and knockdown charge). Each will have advantages and vulnerabilities but overall should improve Chaos' fluff and set them apart from loyalist SM chapters. Blood Angel successors are going to have some similarities to Khorne CSM, for example Bloodlust will be very similar to The Red Thirst.

  24. #4224
    dare i say any idea when we may expect a release to the public?

  25. #4225
    Well we could be testing Chaos stuff by tomorrow night, but I still have to get my 'ard boyz bits from Lupus and he's finishing up some awesome eldar stuff, so to make everyone happy we need to get it all in and working. I expect a few days of playtesting to get the damage values right so people don't ragequit (tzeentch effects will likely need some tweaking) but other than that, it's going to be a whole new game in a lot of ways.

  26. #4226
    I'll believe it when I see it...

  27. #4227
    sounds good gabe looking forward to it! did you say that grey knights are making an appearance in this patch?

  28. #4228
    Member General Kong's Avatar
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    @Eirikr: If you have nothing to say except those kind of comments then dont comment, they do nothing for the topic on hand, and I believe that Gorb removed your past comments that were like that

    anyway, Cant wait to see the new chaos additions, are the heretics a different look for each mark or is that a impossibility?
    Damn It Ravenor, im a chaos worshipper, not a loyalist
    They mapped for our sins: http://mapsofwar.info/
    Chocolate?

  29. #4229
    Well heretics don't get marks. They get abilities and upgrades based on their leader. The arch-heretic will give heavy stubber or grenade launcher upgrades and a suppression break/charge clicky, the dark mechanicus techpriest will give them lasguns with improved damage and the ability to build turrets and mines, and they can mutate into Chaos Mutants who get doomblast and can get the Aspiring Champion leader. They are going to look different for each hero and I hope I can get enough new bits for them so that each god has appropriate looking heretics. For example, Khorne guys look like bloodpact or at least have skull motifs, nurgle guys look like the heretics from Space Marine, tzeentch guys will look teched up and scary, and I think the current heretics kind of look appropriate for slaaneshi cultists, since they are kind of reminiscent of the cenobites from hellraiser.

  30. #4230
    Yay! finally an update, and chaos just makes it so much better. Looking forward to it gabe.

  31. #4231
    haha yesh ze update is on its way i can then finally look forward to playin a mod i havent played in 6 whole months since dow2 came out
    good luck with the testing gabe and maybe seeing ya ingame

  32. #4232
    Hey guys, either tonight or tomorrow we'll be testing Chaos. The 3 gods' champions and their armies will have the abilities and features I posted earlier, plus the following changes:

    1. Chaos Raptors have their new models and can get a powerfist for the Raptor Champion in t2, just like ASM. No merciless strike, but they do get the benefits of whatever Mark of Chaos they are equipped with.

    2. The Chaos Dreadnought now has access to the TL lascannon arms. I have plans to replace the model with a new "Hellbrute" and new weapons loadouts as well as marks of chaos, depending on how he is in the new 6e Codex. For now, he functions similar to the way he did in the last patch, plus new guns.

    3. The Chaos Rhino now gets a locator beacon like the loyalist rhino, and can provide area reinforcements.

    4. Chaos now gets drop pods. They will eventually get a visual makeover, but for now they use the loyalist drop pod model. Drop pods are equipped with a locator beacon in addition to providing reinforcements or dropping in a new squad. They are non-crushable and count as heavy cover and can be destroyed with weapons fire.

    5. The cultists with the dark mechanicus priest now build turrets and mine fields.

    6. Doomblast is on the chaos mutant squad. Right now for mutants we are using the old heretic models, they look somewhat inhuman and are larger than the base cultists (who are IG sized now), so they can "count as" mutants until we get "gross mutant" models for them. Mutants can get an aspiring champ with a chainsword. The only upgrade they get besides their leader is "warp tainted weaponry" which allows them to do decent damage to heavy armor with a warpfire DOT effect, plus it gives the Aspiring Champion a power sword. Aspiring Champs are = to tac marine sergeants when they lead the mutant horde, so they are quite dangerous in their own right. Mutants will lose a straight up fight versus ASM, Offense commanders or heavy melee specialists but are great for tarpitting hordes or casting Touch of Nurgle and killing fodder while the aspiring champ goes to town.

    7. I really want to add obliterators and PSM, but I don't have the models right now. I could use Eliphas' helmetless model for the obliterators, but the weapon arms would have to basically come from a pistol, plus the Chaos Lord model doesn't currently allow powerfists. The Oblits and PSM squads will be Chaos' mini-heroes, reflecting the Chaos equivalents of the Techmarine and Apoth. Command Squad.

    Further developments require demon models, oblit/psm models, a new hellbrute model, and the defiler. So, chaos will be playable but there's still a lot more stuff to come.

    I will see about fixing up ork bugs and buffing up the flash gits, but as for now I don't yet have the 'ard boyz stuff so that may have to wait.

  33. #4233
    @xBeastsx:

    Yes, I'm aware of the similarities between synaps and the Eldar snyergy idea. But IMO the problem lies with the Synaps. Gabe improved the vanilia idea for Tyranid synaps. But the vanillia approach to synaps was never that good and flufflike. In reality nids do not work a lot with synergies. This is a typical Eldar thing. Nids overrun with ferocity and frenzy. Gaunts dont get stronger with synaps. They just get coordinated and much more tactical. In certain circumstances Hormagaunts are even stronger without synaps (i.e. in the 6th Edition Hormagaunts gets a stronger charge when not in synaps-range. But you also loose control of the unit).

    A much better approach to Synaps would be to make non-synaps units not be able to use any clickies, when not in synaps range. This would represent the role of synaps far better than just buffs IMO. An even more extreme approach would be to make melee-orientated instinctive creatures (Hormogaunts) entering a rage status like the Khorne Dreadnought with the restriction, that the AI only targets foes. Furthermore instinctive Tyranid creatures should have an aweful low courage rating when out of Synaps-range and have an over-average courage rating (or high supression resistance), when within Synaps-range.

    That would represent Synaps much better. Cause the main disadvantage of synapse is not the lack of bonuses and the high damage from backlash. But it should be disruption (Backlash) and the loss of control over your units and their more precison-based abilities. Without Synaps, Nids are unleashed. With Synaps they are focussed.

    Synaps-Summary:
    -----------------

    - Instinctive Nids can only use clickies when in Synaps-Range.
    - Instinctive Nids can only retreat when in Synaps-Range.
    - Instinctive Nids gain considerable courage bonus/resistant when in Synaps-Range.
    - Loss of Synaps-Creature knocks instinctive Nids down, but deals no damage to them.

    - (maybe) Hormagaunts enter an enraged state when out of Synaps-Range. The player loses control over the unit. The unit gains attack speed.

  34. #4234
    i like the sound of that especially the enraged state for hormogaunts, but only when the synapse link is severed entirely or something along those lines than any non-synapse creatures, so hormos/termas/carnifexs/genestealers etc go into a crazed state where dmg and attack spped is increased but you lose control. Then it should either last for like 30 seconds or so as to show the time taken for the hive mind to re-establish itself or last until another synapse creature comes into range?
    Last edited by xBEASTx; 22nd Aug 12 at 6:03 AM.

  35. #4235
    First of all, we have to establish which units are effected by Synapse at all. Vanilla Dow just extended the Synapse-buff to most non-Synapse units. From a Fluff perspective we have to divide the Tyranid forces into different categories:

    1. Synaps Creatures (Hive Tyrant, Warriors, Zoantrophes, Brood Lord)
    2. Brood Telepathy (Genestealers, Lictors)
    3. Instictive Behavior (Most units, especially Gaunts, Carnifexes etc.)
    4. Mindless (Ripper Swarms, Spore Mines).

    - Synapse Creatures should be absolutely autarch, like units from other races. Every Synapse Creature emits a Snyaps Aura with a large range. Furthermore every Snyaps Creature co- uld be a retreat relay for Tyranid Units with Instinctive Behavior.
    - Units with Brood Telepathy are also firm in the hands of the player and are not influenced at all by Synapse.
    - Units with Instinctive Bahavior should act according to their instincts. Meaning for melee units to charge the enemy in a frenzy, no matter the odds and for ranged units to go to ground and shoot nearby units and hold position. I like the idea, that instinctive behavior lasts until Synapse is re-established. This would make nids really unique. Of course we would increase the Synapse Range, to make it easier to establish a Synapse Network.
    - Mindless units should not be influenced by Synapse. Fluffwise they would always act in one way. But that would make them close to useless in Dow. So either just make them like units with Brood Telepathy or always give them a limited lifespan during which they are kind of in Frenzy all the time.

  36. #4236
    and then to add to that you could use capillary towers (there may be a more fluff related structure) as a kind of communications array, projecting the hive mind over a fixed area so then any nids in that area dont suffer as much when synapse nids die.
    and upgrades to carnifex variations could act as relays projecting greater buffs or increasing range, maybe create a linking effect so the more of these towers/synapse nids etc increases the strength of the hive mind influence.

    It would also be worth differentiating between which synapse nids project a stronger influence so obviously tyrant would have greater range and maybe more perks compared to warriors

  37. #4237
    why are there no chaos suggestions?....time to get to work:

    1. No defiler yet? Theres a model for it in an older DOW, just import it from there and use it in the mod?
    2. Are there possessed?
    3. New chaos globals? I propose Chaos ult summons a huge warp rift that spews out lots of fodder deamons after sucking in units (think the singularity animation) (this could be a T3 spell for sorc if not a global). We could simply upgrade the pre-existing one, to make it more damaging and perhaps snare/slow units on top of the "grab" it does.
    4. Cultists should be able to get a clicky like worship that summons temporary deamons in the area at the cost them becoming immobile and the loss of a unit each time the "summon" is initiated.
    5. God specific daemons? Example: Nurgle = plague bearers, Khorne = Bloodletters, so on...
    6. Oblits would probably be a T3 unit sorta like flash gits (only not so lame), extremely shooty, durable (they have PFs in the Chaos Codex, so slow attack but high damage?)
    7. Noise marines getting new weaponry? And/or a new Slaanesh champ?
    8. New spells for the Tzeench Sorc, like what i proposed with the global. A bolt of change at T2 that will instantly kill one model in the unit and turn it into a temporary daemon, also causes a short stun (2.5 seconds), cost: 150/30
    9. Deamon prince!!!! Big powerful dude, T3 upgrade to you champ that changes him completely, gets rid of all wargear and adds wings (move speed, leap ability), alot more damage, 500+ health (nurgle gets 1000+ but no wings), tzeench can get spells along with the transformation. Costs: 350/150 + 30 second transformation time
    10. Greater daemons to their specific God patron, Nurgle = GUO, Tzeench = Changer?
    11. Daemon hull for Rhinos (ignores slows from melta, can still be immobilized, but it lasts half as long)
    12. Chaos chosen marines get an infiltration ability, but costs no energy over time (they won't regen, but they won't lose either for a price of 45 energy)

    Thats all i could think of atm...

  38. #4238
    The reason why we are holding back with Chaos suggestions is, because the new Chaos Codex is on the doorstep. As soon as it is released, we will get tons of suggestions. Furthermore the import of Models from Dow 1 doesnt work. So if you want new models, you have to help to find new/more modellers.

    In many armies already have tons of options. We have to get more structure into the building tree to make it easier to handle and to prevent units from becoming opsolete.

    The reason why we are talking about nids that much is because Nids are close to finished and several improvements could be done without new models. In Addition a new Tyranid Codex is unlikely to be released in the next 5 years, so we can presume that Nids are based on their actually Codex, while Chaos, Space Marines and Eldar will be getting new Codices soon.

    As soon as I've got time, I will propose a complete Tyranid building tree with all units and upgrades that could be done with minimum or no new models.

  39. #4239
    Chaos codex is incoming probably during the holidays probably along with a new battle force, and finecast units, so unless 1.7 is being released then I just put out some brainstormed ideas that COULD be implemented for the next updated (im not forcing anyone to make all this).

    I hope Nids become awesome in the next update, i still won't play them (that raspy creeper voice...*shrudder*) but it will be interesting to see how different races respond to a swarm army that isn't orks.

    I would model if some1 taught me blender, atm i have no teachers but if anyone wants to find me on steam ( ID:[HM] Krowe ) ill be glad to learn on my spare time!

  40. #4240
    so hows the testing coming? are we going to see a public release anytime soon?

  41. #4241
    Hey guys, either tonight or tomorrow we'll be testing Chaos.
    Five days back...

  42. #4242
    Member General Kong's Avatar
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    @Eirikr: he didnt say releasing chaos, he said that he will be TESTING chaos, as in doing private testing, it is now apparant that you are trying to find things to complain about, if you do not stop these comments that add nothing the the discussion, I will report it to the moderators

  43. #4243
    Emphasis on we'll - IE, inclusive of the forum group. Besides, the chap above me was asking what was happening. Anyway, it's not the first time Gabe has said tonight, tomorrow, next week, next year...

    If we wait any longer, we'll be considering all things for the newly landed Chaos Codex! Haha.


  44. #4244
    Honestly, i'm going with Kong on this one, Eirikr your extremely negative attitude doesn't help anyone and is honestly become an eyesore seeing the same negative comments over and over again. Nobody is forcing you to keep tabs and play the mod and i'm pretty sure the mod devs are working as hard and fast as they can, this wouldn't be the first time a patch/game was delayed in the history of video games. We are all disgruntled about the delays, but it doesn't give you the right to start complaining, for a change why don't you actually post suggestions or encouragement. So do us all a favor and just stop posting unless you actually have something constructive to post.

  45. #4245
    Hey guys I had to work three 12 hour shifts for the latter part of last week including the weekend and I just woke up. General Kong is correct, I am testing it to make sure there are no bugs/ctd's and I had to fix a few values on the new tzeentch stuff, but it is at least functioning now. I am trying to get it so that Mark of Nurgle gives immunity to the damage over time and snare effects of nurgle powers and blight grenades, but only for allied units. That way, you can still use them to damage enemy units in Nurgle Chaos mirror matches. Blight grenades also reduce HP regen, so that will make them useful against enemy Plague Marines, but allied Nurgle units can carry the plague without getting damaged from it. Right now it either affects all nurgle units or none, so the testing continues.

    Also waiting on Ork bitz, although I got the new Trukk and Deff Dred models.
    Last edited by Gabriel Gorgutz; 26th Aug 12 at 5:21 PM.

  46. #4246
    alright everyone enough beating each other senseless the arguments are what draws in the moderators please Eirkr shut up sit down and wait and stop baiting people you are starting arguments that are drawing the attention of the mods to this page... I don't care if Gabe used the word "we'll" in a post that can mean anything stop assuming anything and just wait... you want to be useful tell them they are doing a good job pat them on the back when they do release patches and encourage them to continue to exceed out expectations of being the greatest mod available.

    if you want something t odo go play something there are plenty of free online game websites out there go play something but shut up and let Gabe and the Development team do their job as well as give us updates on their progress.

    alright i'm done my off topic moment is finished i shall return to the shadows once more and wait until it is time to strike

  47. #4247
    If you have a guy that can put stuff ingame and sort out the more complex process needed for textures, Ill whip up some low-poly models for ya + basic diffuse maps an normal maps. You seem to be workin your ass off but lack essential models, so Ill give you a hand in this regard. But it stays at models an basic textures, I've no idea how to get this stuff working ingame and dont have the time to learn how. Also, I need to be confident my time wont be wasted (unintentionally), so Ill hold off on making this stuff till youve confirmed you can get it ingame.

  48. #4248
    If you can make any adjustments to existing models, then they work with hkanims already in the game. Look at the tons of space marine and CSM art done by shuma, horus, bloodravage etc. I have them all in-game. If you could take the catachans and guardsmen and make some various cultist modles, and a cultist squad leader, I could get them in game by simply using them with the existing animations just like SM armors and helmets. The things we need to wait to be able to use are the pintle guns, the grey knight dreadnought's incinerator, and the new demons as they require all new animations or alterations to the hkanims.

  49. #4249
    Is it just me or are stealth units/ stealth ability next to useless in this mod? I mean almost every simple unit is already a detector or can be upgraded to detect, and even if detectors don't fall into that category, every army in T1 atm has some sort of detection unit or upgrade. By T2 with all the upgrades and new units there is no point in buying stealth or using it just because now everyone can detect from a mile away...

  50. #4250
    Warlord makes it sound like detection grows on trees, first certainly not all units are detectors ,second every race has to have detection tier one so what there wouldnt be lictors alpha terrorism on free reign third infiltration is to sneak up on not detecting units while they are separated from rest of the army and last its not for free so its an investment. You could rather say that its hard to keep track of where detectors are located when so much crap is going on the field. But even when detected infiltration provides defensive bonuses so its not entirely useless. And I havent seen it detecting from miles away , wat it detects you in your base too :P detection ranges seemed same as in vanilla.

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