Cosmocrat - Tell please at what stage of modeling to be a sepulchral spider
Cosmocrat - Tell please at what stage of modeling to be a sepulchral spider
Modelling is now 100% completed and i've just started to do the animations and the setting up of the Bone structure. (Maybe i should do the texturing first? Oo)
to the XP1 problem i have fixed it and now we just need to post it and Cylarne was the poster before so how we do it now? i dont know it will be really nice whit the XP1 necron problem fixed to the players
allright heres the link to the file http://www.filefront.com/17775606/Apocalypse_XP1 fixed.zip hope you enjoy the fix of it
Last edited by MTplayer99; 10th Jan 11 at 11:20 AM.
As Cylarne is absent, the only possibility to post your file is to upload it somewhere else externally (Filefront, MODDB, Desura,Gamefront etc.) and then post the link to your file in here. The Forum itself doesn't provide any chance/mechanism to upload on directly.
do we need to re-download the 1.6 fixes for the new XP1?
Hello everyboody sorry i have been away i have been working for the past week solid and havent had much chance to play or post. Now i see the team is having some (cough) minor problems....mmm.... well i never thought i would get fully involved in this mod but i think it is time to start getting serious! I have a lot of experience in modding Fallout3 and NV and Oblivion and now i think i will master the Dawn of War games aswell and cosmocrat i will need your help with the modelling and texturing, any programs you need let me know and i will get them for you (3dsmax etc) and i may have a couple of questions about corsix and certain references but other than that, lets BRING ON THE APOCALYPSE!!
First i want to make new structures for each race like an Airport and advanced barracks of sorts then i will get to the units, weapons, abilities and fx etc... Also i would like to see some one making maps dedicated to an apocalyptic war to be released with this mod. Let me know what you think team, i will let you know that i will only be able to work on the mod after work at 5pm (gmt 10+)(i start at 6.30am believe it or not) but i will dedicate myself to the completion of the mod if i have the help.
Cheers, good luck to Cylarne in his travels, yes it was an honor to have such a dedicated modder take charge when all could have been lost.
----------
Oh and guess what, got the beeping problem again and it was SM (me) vs Chaos.... Looking into it now though i firmly believe it came from the plague marines
#657
You must be very generous or have an insider's supply of products to give...any programs you need let me know and i will get them for you (3dsmax etc)
Re. 'airports', all races might not need them, depending on their flyers/supply dropships types, no?
We look to the heavens so that one day our children may look back towards home.
for the necrons could the pylon mabye get to move so you dont need teleport the whole time its just a request
space marines: thunderhawk to move quickly whit all squads like tanks only if possible
IG mabye the same just the button at HQ
Tau: Aka space cannon generator there only give enegry to the cannons power
Idea incoming
-adding in cult marines for Chaos. For example, changing the normal CSM squad to rubric marines if you research the mark of Tzeetch, or Khorne zerkers if you choose to worship that maniac......Plague Marines for Unkie Nurgle's followers and Noise Marines for Slaaneshi. And you get to keep standard CSM squad if you go undivided. And giving cult marines the necessary abilities to counter vehicles/units (krak grenades and frag grenades....or whatever that amazing imagination of yours can achieve).
It would make worshiping a certain god more....interesting, dramatically changing your battle strategy. I mean, if you follow Khorne, you have to go on melee overkill, which vice versa, means if you go against Khorne worshipers, have to keep your units out of their melee reach. Ditto for Tzeentch, giving their squad sergeants (sorcerers) with "magical" abilities. And Nurgle worshipers relying more on spreading plague and death (poison bombs, weapons and such). And Slaanesh followers to be immune to morale damage
What do you think?
![]()
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
![]()
@ ssmb_10: Ah! An experienced modder! So it shouldn't be so hard to mod DoW as it really is a piece of cake if you know the steps necessary. You aske me for programs needed for modelling and other ones so here they come but beware! If you want to buy em then you should have a wallet filled with plenty cash or you're a student thus getting a 80-90% reduction upon Educational versions. No matter what you are here the Programs you need: AUTODESK 3DS MAX 7/8 or 9 whatever you want but DO NOT GET the Versions with a 2000 (Like 2009,2010,2011) as they have a changed SDK thus many Plug-Ins (The DoW ones included) WON'T FUNCTION! IF you want to do 2D Work you need either Photoshop CS 5 or any other Picture manipulation programm. IF you don't want to spend bucks for Photshop then you can load GIMP but i prefer Photoshop CS 5 Extended as this (in my opinion) the MOST POWERFUL 2D PROGRAM IN THE WORLD! As you can even load and edit 3D objects into Photoshop and paint directly on it on whatever map you want just like in ZBRUSH from Pixologic! Bump map, Normal map, Specularitiy Map, Diffuse Map and much more! (You see i am a Photoshop fanboy right?) And i get it for only 200$ as it usually costs about 1000$ and more :S because i am a student ^^.
If you need any help then just pm me as i'am also quickstarter with DoW as i started DoW modding just two months ago. But i've got some good 3D CAD knowlodge as it's a part of my studies and i've been playing around with it when i was younger. (My first approach was GMAX as i wanted to Mod C&C Renegade and i was about 14 years oldand had no clue what to do xD).
@ MTPlayer99: I don't think it'S a good idea for the Pylon to move as it's basically not ment to move in a way other units do! So far i know it's a turret standin' around with a huge range and damage. I've seen it on W40K Battle Reports and it was also standing around killing enemy Tankz. This would be somehow if you would make a Building move :S in addition to that it would lead the Pylon design ad absurdum as it's not supposed to move. I pretty like the way the Pylon is as it compensates it's movement lack with a huge range but i could think about reducing the teleport counter before it can port again.
So what did you mean with the Thunderhawk? Do you want it to be a buildable Unit, abled to transport Units quickly? As i think it should be possible to toggle the landing with different models along the squad_transformation_ext thus making it possible to pick up units. Question is only what happens to the units loaded up when it transforms back, needs to be checked though.
Explain the IG further please...
Doing the Ar'Ka in a way you imagine it would require some special scripts i think in order to link it or it might be possible to create a special Geneator building that the Ar'Ka refers on quantity. For example you would need 2 gens to fire it's primary beam, 3 for the second and so on. I just dunno if a cumulative counter with the same building is possible within the Ar'Ka requirements_ext so the help of an AE dude is appreciated here.
@ ProfMan96: Nah i think converting all CSM into another Unit would be odd as you 1. May loose,gain Requisition points you never invested 2. You loose an entire Unit type in your army! I think this is not possible then codewise as you can transform an Unit to another only when it persists by only a single Unit per Squad. I think Corncobman gained some experience with that as he wrote the Code to transorm the SM Forcecommander into a Terminator. But it should be possible to restrict the God specific Units to the Mark research. So you won'T be able to build Zerks till you devoted your life to Khorne and same with the others.
You may tell now your opinion about that.
HOLY SH...! I excuse myself for that insany amount of text
So have a nice Day reading that all!!!
-Cosmocrat![]()
for Space Marines did i yes whit the as bulidable unit like you are attacked and you need to move before you die then the thunderhawk could be as a quick move to the other and then still can defend the base becuase the thunderhawk its NA/nA at health so you get a chance to escape
IG the same
tau sounds good whit a Artrib i are also try to learn the Corsix mod studio
necron i understand you but the ultimate monolitch its a bulding too and it can move if you understand my point all what i got for now
if i must test something then pm me
Or you could do what you just said to the Forces of ChaosI have no experience in modding, zero, nada, zilch, so, i dont really know what's easy and what isnt... It was just bugging me that, as a loyal devotee to the god of (spare
) Change, was able to recruit zerkes into my army. same goes for their demon.
I just noticed that God marines (rubric, zerkers, plague, noise marines) were TC-able. They look awesome like that! I always wondered if they had a skin for making them more TC friendly. Good move adding it in
On the necron thing, I think a moving Pylon would be fluff rape....from what I've read, it's like a stationary turret that's capable of taking down ground and air units alike. Plus, if you do make it move, it'd be kinda funny
SUGGESTION: Replace the Necron Turret in the Scarab's build option. Disable the standard turret by adding it to the advanced build option extension and replace it with the Pylon. Make it buildable when you only have a relic. Max Pylons should only be 2. If you add the building teleport the eldar have, it would make up for buildings not having the jump ability extension.
Well it wonders me why the Pylon should be changed as i think it's perfect as it is and you can't make it further fluff wise i think. I think the only that misses to fluff background is that you can dig it into the ground waiting for fools coming too close to it.
@ Whiteshield: What's the difference between adding the Pylon as a buildable turret and it's current state? I mean it's basically already a turret/building ^^ which can teleport as you wrote in your suggestion. In addition this busts ANY chance of making it moveable which MTPlayer99 might want to mod for himself for just having some fun ^^. As adding the move_ext to buildings crashes the game aka. the Game refuses to load completely.
@ MTPlayer99: I'll see what i can do for you as i think everything but the Necron-Pylon-Idea sounds plausible and worth a try. If you still want the Pylon be moveable then simply build the Doomsday Phalanx.
If you still don't want to accept that then look at the tabletop rules for the Pylon as these clearly declare the behavior of the Pylon.
Tabletop Pylon Rules (Taken from Imperial Armor (Update 2006) Books)
Necron Pylon - 420 points.
Armour, Front 14, Side 14, Rear 14 - Ballistic Skill 4.
Type - Immobile.
Crew - None.
Structure points - 2.
Weapons - Particle Accelerator OR Gauss Flux Arc Projector.
Transport - 0.
Special Rules
Living Metal
The Pylon is constructed of the same living Necron metal as the Monolith, capable of self-repairing and adapting its structure to resist incoming attacks.
Attacks which count the target's armour as being less than it really is (such as bright lancers and blasters) do not do so against the Pylon. Similarly, weapons that get additional Armour Penetration dice (such as chainfists, Monstrous Creatures or Melta weapons) do not get the extra dice against the Pylon.
Ordnance weapons still roll 2D6 for Armour Penetration and select the highest score.
Deep Strike
A Necron attack can be supported by Pylons teleporting to the surface.
When defending a tombworld dormant Pylons can suddenly rise from the ground to engage trespassers.
A Pylon may therefore be deployed by Deep Strike if the special rules for the mission being played allow it.
Because of the Pylons size it is not destroyed if there is an enemy within 1" when it arrives. Instead move any models that are in the way the minimum distance necessary to make space for the Pylon.
A Pylon that lands in impassable terrain is not destroyed but takes an immediate glancing hit.
Move the Pylon the minimum distance possible to avoid the dangerous terrain. If the scenario does not use the Deep Strike special rule then the Pylon must set up with the rest of the army as normal.
Damage Effects
Roll to damage the Pylon on the super-heavy tank damage tables. As the Pylon has no crew these tables are modified as follows;
Gun Crew Shaken result means that the Pylon can not fire one of its weapon modes next turn. Which mode is chosen by the opponent. The other weapon mode may fire normally.
Driver stunner and Engines damaged both have no effect on the Pylon, as it neither has a driver or an engine.
Each Field or Weapon Destroyed result reduces the Gauss Flux Arc by -1 shot, and also reduces the strength of the Particle Accelerator by -1.
Firing Modes: The Pylon can be used in one of two ways, either as a Gauss Flux Arc Projector or as a Particle Accelerator. Choose which mode the Pylon will use to fire before rolling any dice.
Gauss Flux Arc Projector
The Pylon unleashes blasts of energy arcing in all directions. It fires D6 shots at every enemy unit with a model within 12" of the Pylons base.
Range 12", Strength 5, AP 4, Type; Heavy D6 per unit.
Particle Accelerator
The Pylon focus' the energy into one particle beam, which carries a single powerful bolt. The Particle Accelerator is a larger version of the particle whip, capable of engaging targets at very long ranges and responding to any threat, whether it be ground targets or incoming aircraft.
Range 12-120", Strength 9, AP 3, Type; Ordnance 1/Blast, AA mount, Titan Killer.
Any model under the hole in the center of the template is hit with an AP1 attack. It is an Ordnance weapon and counts as an AA mount. Such are the weapons vast energies that it causes 1D3 Structure Points of damage per hit.
In order to maintain a scientific and clear argumentation/quotation procedure you can check the quote from my source, which is the forum here http://easternfringe.com/forum/viewtopic.php?t=3823
Tell me if i've made any infringements to common quotation laws.
Any way thank you all for your suggestions as any argumentation lives from it's arguments.
-Cosmocrat![]()
i understand and in the Campagian you dont cant get the artifact there give necron lord more in health regeneration and its anyoing when you need him to smash a base and when you are nightbringer or the other C'tan god you are it for ever its wired
then just make the teleport time less then im happy
I have an idea!
Make Pylons buildable from the advanced build menu just like the Monolith, but then at Tier II.
There is a limit of 3.
When build they're dormant just like the Monolith. But it's systems can be reactivated. When you have the "Great Necrontyr Beacon", you can fully restore it. This upgrade has a limit of 1.
When it's fully restored then you can't build the Doomsday Phalanx.
Restored it has these abilities: 1. Teleport, 2. Pylon Shift, 3. Burry.
Teleport = ... you already know.
Pylon Shift = the Pylon can temporarely (around 1 min. or less) phase shift all friendly units around it. (30-40 meters... don't really know, a bit like the range of the Energy beacons) This phase shift is more dangerous then the standard phase shift ability however. It doesn't effect the pylon itself, but makes all those under it's effect indestructable... and can still attack.
Bury = it just buries. simple.
When you reach Tier VI, then both the Pylon and Doomsday Phalanx can be build. (at that Tier, almost everything could happen! especially with Necrons!)
But it gets even worse! at that Tier, the Restored Monoliths get a limit of all 5! and the Pylon of all 3! Maybe with a research. (very expansive)
This makes them very, very dangerous at Tier VI (if they ever get there! lol).
But I do agree that the other races need to be able to counteract that at!
Tier VI
Chaos: 3 Bloodthirsters
Dark Eldar: 3 Captured Baneblades
Eldar: 3 Avatars (at Tier III or higher, webway gates can cloack through a research everything... including infantry and vehicles.)
IG: each of the 3 tanks ... maybe even 2 of each!
Orks: I don't know... 3 Squiggoths?
SoB: 3 Living Saints (more powerfull turrets from the start!)
SM: more Land Raiders.
Tau: fully restored defences! With that I mean: Ar'ka Ion cannon can fire without delay or whatsoever, XV88's can reinforce to 3 and with longer range.
I hope I didn't forget anything important! (if I did, then propebly for the other races.)
What do you think?
@Cosmo - oh sorry, I thought you guys kept it as a squad. I never really played your mod. EVER. I just wander around the community looking for new stuff and drop some suggestions along the way.
@Tyrant - but will the AI use it? As far as I know, if the AI can't use it, you've lost half the fun.
These ideas are no things the AI can't use. (as far as I know). As long as we can get someone who knows how to make them acually use them, like Cylarne and Krronus could.
I just played the "fixed" XP1, and fought against the IG. I never saw them use anything really powerful against me... but this time... OMG!!! 2 Wahound Titans!!!!!!! (ok, I destroyed them along with there entire army with 3 Doomsday Phalanx's, 5 Pylons, 2 Restored Monoliths and a huge army of Warriors etc. I played on EASY!!! but well, you know what I mean.)
played it.... on... easy?... cough cough cough
if you really want the pylon to be moveable you can always add the teleport extension which is what i did to sm turrets (the drop ones) or even add a dropable pylon to the hq if it already isnt (havent played as necrons or noticed it in the ai)
@cosmocrat: I wont be paying for any programs though i can still get em (cough...cough...) now i havent used 3dsmax max before or GIMP, mainly i use NifSkope for meshing and mapping(cos of oblivion and fallout obviously) and i mainly use blender for textures although my texture skills are pretty ordinary as i had help from a friend from tesnexus in that area but shouldnt be much drama to get used to CS5. I have chosen to use PS CS5 and 3dsmax 9, ill let you know when i get them and from what i hear there is a way to export w40k models and textures but not sure how, looking it up right after this as i want to get started on my aerial units straight away starting with SM, Eldar and IG and an Airport to for SM and IG which i have to look into lore first to find out if they have one i can recreate... Also i want an Eldar revenant Titan with 2 possible upgrades which will be on my priority list. Well thats all for now finally lol, im off for a quick skirmish then to work on APOCALYPSE!!!
ok so the i wont have the programs until friday, cosmo just pm me anything that needs to be done in corsix and ill see what i can do. Right now im off to bed and not on a happy note because im still baffled by that beep sound which is definitely coming from Chaos, anyone experiencing this problem please let me know!
ummm... drop turrets?... then it wouldn't be a building but a squad entity.
there are drop turrets space marines can get them deep strike from the hq tau too necron from the summoing core sisters hq
you are not listening. I said THEY wouldn't be a building but a squad entity. this is via code. They would still be regarded as a squad entity because it uses the SBPS file to function. Buildings use only EBPS files.
i got your point and your are right if all races could 3 turrets from the hq not the necron still summoing core just the turret as unit and then 3 of them at the same time or more then we have a defense on the min right?
Haha! Yeah! If I don't know how everything will happen, then I play easy to give myself the time to figure everything out, without them to rush my base all the time. Normally I play on higher difficulties. But I didn't expect them to attack that strong on easy! lol
i just hope the new version its get much better end its now. i hope the mod will be remembered for ever i will do it and the games.
well whitesheild you do have a point though there may actually be a way to make building movable by changing certain code in the engine however it would probably be illegal to do so, unless you could make a totally new extension without modifying anything. Not sure what the go is there but i will definitely look into it cos i wouldnt mind having shiftable buildings instead of or rather than a big red button in emergencies ie researchable teleportation on hq's only if you are being smashed....dont expect anything though this theory is gonna take some time and it may not be possible.
Off the topic for this one, what does anyone think about the captured tanks for DE? Are you happy with them the way they are or do you think they should be made to look more DE-ish? Any Suggestions, i want this on my priority list but only if everyone thinks its a good idea...
High I was Wondering if the mod is campain frendly ?
as it seems to crash strate after i finnish taking out the IG base
i'm playing SM .
has anybody been able to complete the campain ?
it also crashes when i take on the DE too.
Maybe DE tanks could be modified, well cosmetically anyways. Adding some nasty spikes here and there would work wonders. They need to look more...nightmarish, since, I quote
"We are not your worst nightmare, We are your every nightmare"
exactly what i was thinking Profman, that and i get confused when i see them cos im a space marine fan (Burn the Mutant, the Heretic, the Unclean!!!!) I could arrange for these cosmetic upgrades but i dont know how to take already existing models from the game and add them on yet, ill get on to cosmocrat about it and also i dont get the programs i need til tomorrow anyway... Now another thing i just finished a quick skirmish against IG and eldar (working on ideas) and i noticed the Warhound bleeds color with IG, how can this be fixed? Does the SM one need separate mapping?
Last edited by ssmb_10; 13th Jan 11 at 1:36 AM. Reason: spelling
i cant clear the first mission as IG and SOB reason Titans and your base its getting march the whole time see thats anyoing
its like Ultimate Defense mod.
PS i will like to know how to combine mods like soulstrom defense mod whit Ultimate Apocalypse and then its Ultimate defense right?
can someone see my point?
Last edited by MTplayer99; 13th Jan 11 at 1:46 AM. Reason: forgot something
check this out, the leviathan: "http://images3.wikia.nocookie.net/__cb20101231233427/warhammer40k/images/2/22/Leviathan.jpg"
Now thats Titanic....
@MTplayer99: I dont know what the ultimate defense mod is but if your looking to increase the health of your buildings i can guide you through it in corsix if you dont know how
What the its that and i mean thats i did write before then try get 2 living saint at your base and you dont have req and power see thats fucking anyoing
----------
ok what i did mean whit Ultimate defense mod its a combined mod of Soulstorm Defense mod from fuggels and then Ultimate Apocalpyse combined and then Ultimate Defense you got the point now?
about corsix i really will like to learn it full so im ready to learn the mod studio just pm me
oh kk im with you now...yeah thats hectic, not sure what you could do bout that, in regards to he defense mod i see what you mean but the defense mod is like a separate game you could play in skirmish and i dont think it would help your cause with the problem you are having taking over SOB unless you meant to gain requisition for killing enemies or unless you just wanted to add it in as a skirmish game type thing with all the apocalyptic enhancements..?.. Let me know your goals for the merger and i will see what i can do, as for help with corsix just pm me where you want to start first and we will go from there (i know you asked me to pm you but it would be easier if i knew where to start because i dont know everything just most things)
@ ssmb_10: Yeah i also don't like the the captured units as they're simply placeholders yet with no significant art work applied yet. Extracting Units from the game is quite easy but i've got problems when i've extracted the archons .whe and .whm files which lead to an error witih the MAX Script of the Plug-In not thus not extracting all informations of the Model same goes for teh Dais of Destruction which i can't extract either. I hope i am able to extract the Heavy Shadow Bark (Wyvern?) in order to do a real Dark Eldar super heavy/Titan. I think the color bleed is related to the referencing to one and the same Unit .whe .whm file by multiple Races thus leading to color bleeds. To solve it i would try to copy&paste the Unit to be modified to the respective race folder and referencing from Corsix to the copied instance.
And don't forget to tell me when you've got all the necessary Tools ready to get started with the stuffs.
@ MTPlayer99:Err... I don't get you quite much what you actually want xD. If you want to combine others Modder work then you'll have to get his permission. If fuggles didn't provided his work for everyone then you want to send him a pm asking him for a permission. If you really want to go this way then i suggest you doing it as an additional Module to the Game just like the XPs and not changing the entire Mod in order to reduce file sizes.
@ All: The Mod is rather not optimized for playing campaigns thus it may lead to bugs/glitches with the original campaign configuration. It may work but the best results you get by playng it in skirmish or with your friends along LAN. As it's possible that some parts of the code interfere with the campaign sripts which can't be resolved by whether changing the entire campaign scripts/codes or changing/deleting some Units back to vanilla state. Sorry but this is Physics and i am NOT a C'tan able to warp the laws ^^.
-Cosmocrat
@cosmocat: This issue of not being able to extract properly is going to be a pain if we have to create new stuff instead of using some already made stuff but if thats what we need to do so be it... I will have the programs by saturday latest but hopefully tomorrow and after we get going i want to create this leviathan i mentioned above as i have fallen in love with it (i can see total pwnage XD) even though it might unbalance the game i think it would be a good necron stomper lmao for SM (they my fave and i also think mankind should be better than all)
@Everyone: If anyone knows of Lore-Based Airport-like structures for SM and IG please let me know so i have something to work off!! Found nothing on google related.... Also any suggestions for the leviathan will be considered.
i see you point Cosmocat thanks. and still im ready for test i have waited for the new verison for long time im just wait and wait but if something need a test im ready
@ssmb_10 yes i will pm you and its ok you dont know all in corsix i just want to learn it so i can make my own mod or mabye help to change this mod to the new verison. also the mod original guard v2 dont work becuase the patch and i wnat to know can you fix a mod? or then i will try to make my own
@all the mod most not fall long live Apocalypse
uhhh idea comming i know a little mod for dawn of war there work for all games and it add a kill team to the HQ mabye we could use the kill team so the campaign its a little easier just the bad thing about it the cost its 5000 req and 2500 power and they are strong mabye we could add them its just a request
http://dawnofwar.filefront.com/file/...61163x#2074021 to the mod
Ok today i've worked abit on the Tombstalker and i've made a video of his walking animation (It's not a cyclus yet as i'am struggling with 3DS MAX).
http://img143.imageshack.us/my.php?image=4uu.mp4
But now i have a further really huge problem. I've added the bones to the Tombstalker to move it's segments and the IK Modifier already works quite fine but if bind the legs on the lift side to the body i get serious and ugly glitches which utterly destroy the enitre anim and mesh. I simply can't mirror them without having glitches! This is really sucky as i can't evolve on the other anims so far this isn't resolved. (Err... and the Rig is a hell of a insane work and quite complex with many minor IK chains connected to greater IK Chains). IF someone has some 3DS experience i would be glad to hear some advice. Elsely i stop working on it today as i am pissed and @*'right now about the crappyness of my 3DS version and try to find a solve for that prob another day as working pissed on a project won't lead to juicy succes ^^.
I hope you like the anim anyway and have a nice day because i don't!
-Cosmocrat![]()
@Cosmocrat great to hear but hope its getting finished its look nice and can we add the kill team insteed of the assian on IG HQ? or a other place the killteam is 10 assians there are very strong to eliminate many just the cost its the bad thing but still strong
the anim looks great! but how are you going to make it flow over the ground (or whatever it's called)? you know... that when it should walk through a krater, that it actually goes through it, without remaining in the same position.
Then, for now, I have to go!
I'll return next monday evening or tuesday. But there is a very small chance that I can post something here tomorrow or well, at the least before I can return. I can't wait to see the progress here and everything else when I return! So now... bye.
@Cosmo - try making the tomb stalker's body move more snake-like to give it a more realistic look.
@ Tyrantarmy: I know what you mean but i think it's possible to avoid as i could have a seperate animation for the Tombstalker when he's in cover this making it lurk abit over the crater.
@ Whiteshield: Yeah my intention is to have it actually walking in "S" lines or sidewinder style you know? In a way like this one http://www.youtube.com/watch?v=bo_v9...eature=channel. My problem is now that i can't link all the legs to the body backbone rig without having it transform in an unusual way/glitching my entire model. For example when i mirror the legs some point at the wrong direction and some not. I dunno what leads to that problem and i dunno yet how to resolve it as the misfit legs can't be simply rearranged as they're scaled/warped entirely strangely. I hope that i can solve that asap as this stops me from actually doing more work onto the Unit itself.
@ MTPLayer99: What you mean with kill-teams? You want some assassins aligned in a squad? And i can't see how you want to make it incerdibly strong without having them withstand huge payloads of damage as esepcially in lategames all got anti-infiltration units and even then having invisible Assassins killing your army slowly by closecombat without a chance to counter would be lame. I think a far better way would be to introduce killteams as a specialized troop-type in late game which is quite strong but not IMBA in a way like "Look i am'a Supaman and can stop yo bullets on ma chest fool! I am'a pumped up!" xD. As you have to remember that everything should have reasonable behaviors an weaks. But elsely i think killteams could be a cool addition as the single Vindicator Assassin gets pounded too quickly in my opinion. So maybe a squad containing 4 of them would do a better job eh beside of the redicolous tank power of the IG lategame ^^?
Suggestions apprecciated
-Cosmocrat![]()
Or better yet, make non-attachable commanders attachable to squads. Like the Vindicare or Eversor. Enemy comes into melee with a squad and he starts wondering why he lost his units to a guardsmen squad.
Also, COSMO, how's the mod going?... Is another release soonish?... I like the fact that this mod has released multiple times in only a short time![]()
i see your point what i did mean whit it there dps are about 200 to 300 per man there can only snipe and they are assians but 10 of them and just make them small but still to save your life
Hmmm... There was a mod at filefront that gives you 10 vindicare assassins per squad. And they pretty much killed everything on the map.
yes i know and it could be nice if we could get it in the mod for save you self from attacks most in the campaign from S.O.B
Remember its the mod 1 years birthday tommorw lets get the mod up to the rock filed of epic war right?
Last edited by MTplayer99; 14th Jan 11 at 7:55 AM.
The S.O.B Don't seem to be much of an opponent in Campaign mode. Though their missionaries and assassins are annoying. There should be a limit of one 10 man death cult assassin squad. Vindicare just needs a buff to his assassination scope. It should 1 shot 1 kill fragile commanders such as the IG General, Farseer, Archon, Canoness without the use of assassination scope.
i mean like 2 living saint comming to your base at they march the whole time thats anyoing
There are currently 2 users browsing this thread. (1 members and 1 guests)