Shuma can you update your screenies? Most of them are basically 'bandwidth exceeded'.
What are you going to change now that you have been playing the beta?
Shuma can you update your screenies? Most of them are basically 'bandwidth exceeded'.
What are you going to change now that you have been playing the beta?
Imperial Guard Player
'The men of the Imperium are arrayed before you. They are ready to destroy those who would seek to rip the Imperium asunder.'
-Colonel McKendrick to Warmaster Fexizhaen, on his regiment of the Hadriasian 308th
I've noticed that the number of words in an Ork naming convention is exponentially proportional to that of its destructive power... -Darklight004
Well i'm not sure. Concerning the IG i'm not even sure what you could give them besides more tanks, the one thing i do want to do is give a retinue to the Inquisitor, not sure if Commissar Lords have them i honestly haven't read an IG codex in my life, i'm still thinking on how to implement Chaos, problem is that they have too much shit so it would be hard to implement all of it, one solution would be to restrict some units to some commanders like rubrics for a tzeentch commander and plague marines for a nurgle commander, but then the commander choices are restricted since you only have 3 and each one has to be dedicated to a god, and again Slanesh gets screwed(IRONY), but i do have an idea, if we can add more races now with Retribution then i could make 1 race for each Chaos God, and then have the 3 commanders be dedicated to said god, Chaos Lord of Khorne, Champion of Khorne and maybe a Demon Herald of Khorne since he doesn't like Sorcerors, it might be possible since as i understood it the problem before was not adding new races but choosing them since you chose races by clicking the giant un-editable UI buttons, but now they're chosen from a drop down list so that might have changed i'll have to investigate.
Anyway, now that i've been playing Retribution one thing i noticed that i liked in the campaign is that some units can specialize in x or y role, for example heretics and ork boys can choose to go shootas/grenade launchers or choppas/swords and guns, and i was thinking about implementing that in the mod somehow, for example tactical marines being able to choose between bolters and grenades or chain swords and bolt guns, not sure how fluffy that is but i recon it would make gameplay more fun, other units could be specialized even further for example undivided Chaos Marines could do something similar but say they choose to go melee, they could then choose the mark of khorne to further upgrade their melee power, maybe even give them the opportunity to choose again from 2 upgrades, say mark of khorne to upgrade damage or mark of slanesh to upgrade speed, assault marines could be geared to counter infantry or to counter vehicles, stuff like that.
That said i assume balancing that would be a nightmare, just throwing some ideas this stuff is still on hold for the time being, but tell me what do you think and what you'd like to see.
hopefully ill be getting retri tommorow(here in ireland, our postal service is a bit....slow) and ill be getting this mod the moment it comes out , keep up the brilliant work shuma
Damn It Ravenor, im a chaos worshipper, not a loyalist
They mapped for our sins: http://mapsofwar.info/
Maybe mortar for heavy weapons team? BTW lord commissars have no retinue. Command squad (i.e. lord general) consists of officer + 4 guardsmen, who can be given different weapons/vox-caster/a standard/ heavy weapon and medic. So in TT you can have officer with plasma gun, medic, vox and standard bearer (good supporting squad).
Would it be possible to make a 'classic' manticore, or a deathstrike missile (a giant missile on the current manticore chassis, most powerful weapon in non-apolcalypse TT)
Yay no more stupid Mekboy. If you can make the Bigmek drop the turret for a yellow cover aura that would be closer to dow1 imo. Also getting rid of the banner for a piece of wargear that stuns vehicles I'd feel like i was playing dow1 again . If you need any help with anything let me know.
Busby "Was the AI espacilly retarded?"
clOWN=your average happy ork player who loves the fight no matter the outcome.
For now this is on hold and i'll restart from zero now that Retribution is out and even when i restart working on this i wont be taking help anytime soon, not until the heavy code work starts(Me and code don't mix) but keep throwing ideas, this is pretty much just in the concept state for now, so if you want something in this mod now it's the time to say and make your ideas heard.
If you make a mod for retribution that would be awsome!!!
Might be kinda hard to do but it'd be nice to have a t3 upgrade for ork infantry to add fightin juice as a item with a long recharge. maybe instead of making them unkillable it drops their incoming dmg 60%. Dono since using original's fighten juice would be OP with the whole not dieing thing...
Wait a second, how the hell did I not notice this mod announcement since January? This is exactly the mod I been hoping for!
What is that Tyranid unit you show in the first pick? A Thornback Tyrant? Whatever it is, it's the best Tyranid unit yet!
I been suggesting this for a long while now, i'm glad you're going to do this for Black War! Tactical marines change from chapter to chapter, so it would be great to get a close combat option for Space Wolves, Black Templars, Blood Angles players.for example tactical marines being able to choose between bolters and grenades or chain swords and bolt guns
This system would work well for all the races really. Also consider, most Tyranid units, such as Genetealers, Warriors, Gaunts, and Termagants have lots of biomorph options to choose from - many still not represented in DoW 2. Guardians can choose between ranged or melee as well.
In fact, would you consider doing a sub-faction feature for each primary faction? For instance, if you choose a Catachan IG army at the beginning of the game, all IG Commanders and units are Catachans and have some different stats or abilities than Cadians? Considering you already have models for them to use - could you do Cadians, Death Korps of Krieg, and Catachans as choices? I believe DoW40k mod did something like this for chaos, and at the beginning of the game, you choose your faction at the HQ,and that unlocks your units and tech tree.
Also, I hope you will consider adding some important units. The Basilisk was one of the coolest units in DoW; I'd love to have it as an alternative to the Manticore. The Eversor Assassins have never been done in the DoW series, i'd love to see your version of them.
Geez, so much I could talk about - but i'll stop for now
That is indeed a Thornback Tyrant, Tyranids will get lots of shit in this mod. And i have thought about doing something akin to sub-factions, but i'm not sure how i'll do it or how it can be done yet, but yes, having cadians, death korps, catachans, chem dogs, common marines, black templars, etc, etc as separate factions is precisely what i have in mind and that's pretty much why i've been doing skin packs lately, because they'll also work for this mod.
Right now on my list i have:
Some new regiment
Sons of Medusa
Legion of the Damned
Of course, not all of them might make it, but those are the ones i'd like to do. The Legion of the damned are specially on standby since they'd need a lot of new fx, they need fire everywhere, and that's something that we can't do right now.
Is it possible to add Basilisks and Eversor Assassins to the game, or will that be a problem because of animations?Also, I hope you will consider adding some important units. The Basilisk was one of the coolest units in DoW; I'd love to have it as an alternative to the Manticore. The Eversor Assassins have never been done in the DoW series, i'd love to see your version of them.
Important question, do you plan on keeping the gameplay close, or the same, to vanilla? Personally I think the gameplay for vanilla is generally spot on, and only the things that need changing are some squad sizes for certain units; while some units need some stat changes. Take Wraithguard for instance - I know why Relic made their close combat damage so piss poor, but in terms of fluff, they're like Eldar equivilent to Terminators, and should be able to dish out some decent damage in melee (opposed to getting beat by Guardsmen squads). Is your vision for the mod similar to this?
I came up with an idea for the Codex Mod, which seemed to work out quite well. I originally suggested a new resource system for Tyranids, as currently I think in their vanilla state, they don't play anywhere close to how a real Tyranid invasion takes place.
My idea is changing the Tyranid gameplay and economy, so that they make heavy use of Tyrannoforming the landscape and creating support structures for the swarm. So Brood Nests, Capillary Towers, and Spore nodes will start covering the landscape as the Tyranids control more territory.
- Brood Nests will act like forward bases Tyranids can retreat to, reinforce tyranid squads, and slowly generate biomass (red resource).
- Spore nodes can defend key locations through use of their spore artillery, and miasma that both reduce ranged damage to nearby nids and slow nearby enemies.
- Singular Capillary Towers will start popping up at tier 2, and they produce miasma that both heals nearby Tyranids, and poisons enemies.
- By tier 3, Tyranids can start using the full Tyrannoforming ability, and create a full jungle of Capillary towers at once. (Although, I think it would be better if Tyranid players can select where each Tower pops up in a radius - like the new Orbital Bombardment and Manticore barrage.)
As for Tyranid unit changes, I propose making Tyranids gameplay closer reflect their nature in the fluff, and going back to the earlier version of Tyranid gameplay fro mprevious patches:
- Make gaunts more dispensable, and not able to gain levels; keep them heavily reliant on Synapse creatures to provide them experience and strength. This will ensure that Tyranids are functioning as a swarm, and moving around the battlefield as a larger force (exception with Raveners and Lictors of course).
Nerf gaunts health slightly, and increase their squad sizes to 10 or 12. Although keep their damage the same, or similar, so they are still dangerous and force the enemy to deal with them - which fullfills their role of shields for the Syanspe creatures.
- Reduce the amount of experience and global resource gaunts give to the enemy, and reduce their price across the board.
- Give gaunt squads individual biomorph upgrades, or make more varieties of gaunts to build from base. For instance, Spike Rifle and Spine Fists would be a good upgrade for standard Termagants.
- Change synapse so it's heavily important for non-synapse creatures once again. Synapse creatures should be powerful, and crucial to link the various nids species together in order to achieve victory; allow the non-commander synapse creatures to gain levels higher than level 4, and their experience influences the non-synapse creatures.
Those are some of my suggestions for Tyranids, let me know what you think?
It should be possible, but i wouldn't consider myself an animator, i can do simple stuff like animating the cape for all space marine animations(which is something i am doing) but completely animating a new character, not so sure, i guess i could use some imperial guard or eldar animations as a base, but again, i'm not sure, i could learn how to animate or get someone to help me on that, but for now i'm just doing models and textures and simple stuff, such things are for the far future. All in all, i would definitively like to do it, and i could easily do the model and textures. The Basilisk, i'm not sure, maybe it's even possible to do it without needing new animations, i mean if you do the one that's closed off you wouldn't even need to make the guardsmen standing outside or do the reloading animations, so that's easily doable, but it wouldn't replace the manticore, it could be instead a tier 3 unit, or the manticore could be the tier 3 unit, i'm not sure which one is supposed to be better.
As for the gameplay, the mod will come in 3 versions, the first one will simply change some simple stuff, increase squad sizes, make it so that not all marines look like clones of each other(same for the ig, chaos and orks) simple stuff like that, no big changes to the gameplay, if any at all, the second version will add new units, wargear, abilities, etc, think of it as a fanmade expansion, 4th commanders, aspect warriors, rubrics, khorne bersekers, sternguards and vanguards, terminator sarges, plasma cannon dreadnoughts, flamer dreadnoughts, rebalancing to make it more fluff(Wraithguard should indeed be more like Terminators) stuff like that, and that version is what i'd like to call the "realistic" plan for the mod The 3rd version would have a lot of changes to the gameplay, like adding listening posts and a lot of other shit that's probably not even possible.
And as we all know, i don't like to keep people waiting for too long for stuff, so the 2nd version of the mod will be released in pieces, for example say i finish the 4th commanders for all races, i'd release that, then i'd finish a new unit for all races, release that, etc, etc, until it's complete... If it's ever complete.
As for the Tyranids, yeah i like your ideas and any ideas you have for any or all races are welcome, the Tyranids are going to be re-worked heavily for this mod, after all, they're supposed to be the main antagonists right? One of the things i have planned for Tyranids is to remove the retreat function from a lot of their creatures, gaunts for example wont be able to retreat, they're meant to be cannon fodder after all, but Hive Tyrants, Lictors, Genestealers and maybe even Carnifexes will have the ability to retreat and they will come in large numbers, i think in what i had done for CR you could get around 3 carnifexes while still having a swarm of gaunts and some warriors for example, but that was as easy as tinkering with the pop cap and the upkeep, what i did is that instead of making all races have the same pop cap i had it so that Tyranids and Orks had 250(iirc) while Marines had 200, if i ever implement other races it would vary, for example Necrons and GK would end up with 100 pop cap, i find it better to do it that way simply because it really gives the feeling that Tyranids and Orks are a swarm, where marines are the few elite, but i don't intend to do it be like a Movie Marine mod where every single marine can take out 4 times his weight in gaunts and make it out without a scratch, it will be believable, for example marine bolters will do AoE, every single round, and thus the way to deal with the Tyranids will be to shoot them dead before they close in, scouts wont last 2 seconds once those 200 gaunts fall on them like a tsunami of claws, marines also wont last long hacking and slashing against all of them unless they're dedicated melee specialists, for example it wouldn't be weird to see the FC surrounded by 100 gaunts and see him hacking and slashing at them before retreating and leaving a pile of corpses where he was standing, same goes for Terminators, Vanguards, etc but Tactical Marines and Stenguards? Those guys wont last very long and their best bet will probably be to drop a grenade on their feet and bail out.
And as you can imagine, that makes vehicles immensely more useful against armies like Tyranids, especially walkers which can just walk in and start hacking 12 gaunts with each blow, of course that makes it harder to balance with the other races, that AoE for example could be a nightmare for the eldar, but i intend to make it so that the eldar depend a lot on, well, coordination, where as Tyranids can just attack move on everything with the Eldar you'll at least have to make sure to send some forces in to tie up marines before you send your squishy guardians to shoot them to death, and then there's the Orks, who will be a bitch to balance since their army is so varied.
As for Squad sizes, well i think i had Gaunts with 24 squad members on each squad before, the pathing issues weren't as bad as one would expect, well, except with the Hive Tyrant, but i think we all know he's like a pathing black hole, everything around him gets sucked in on his gravitational pull and your army goes to hell, but i remember armies working exceptionally well with Carnifexes, not sure if the Hive Tyrant's pathing can be fixed or if it's a technological nightmare, it probably is considering it has been the same since DoW II's beta.
Synapse will definitively be very important to the Tyranids and for fighting them, i'd like to implement something along the lines of the Chaos Dreadnought's frenzy ability on the common troops, where if they're not under Synapse they go ballistic, not sure if that's doable or how balanced it would be though, i mean i predict it would be a nightmare if a Vindicare headshots your Hive Tyrant and all your gaunts start hacking at each other before the guardsmen move in and open fire on them with their 200 lasguns, not sure how i'll work that out other than make it so that synapse gives bonuses important to the army.
And as for upgrades, Tyranids will get everything that i can give them, one thing is that the Tyranid Prime and Hive Tyrant are definitively getting their boneswords, and the Hive Tyrant will also get his lash whip, i even had planned, even started the model for a Winged hive Tyrant, but i don't think i can do anything with that until Santos releases his upgraded tool.
That's Tyranids, but Chaos will also get a giant rework, which i'm not sure how i'll do yet either(if you can't tell by now, i don't know much about coding ) in short i want to do everything Chaos, Chaos Guard, Chaos marines for each god, and chaos demons, one thing i desperately want to do is the Blood Thirster, Demon Prince and Keeper of Secrets and i think they're all doable with what we have at the moment so they'll definitively be there, either way at the start the different chaos factions will probably just be new units for the standard chaos race, corrupt guard in t1, chaos marines in t2, demons in t3, now that we can make the 4th commander it should be doable to make it so that each commander is a champion of each god, and then as upgrades they can get Terminator armor and later on ascend to daemonhood, and i could keep the sorcerors as their secondary hero, well except for the Chaos champion, but i'm not sure what to use for his secondary hero, maybe a demon herald, but then i would also have to do them for the other champions and we're back to khorne missing on one commander, then again, it's his own damn fault for not liking Psykers, well, other than Kyras apparently, then again Kyras's speech would've won me over too, the addition of "Let the Galaxy burn" to the generic Khorne chant just made it better.
I could go on forever, because if you hadn't guessed by now what i want to do with this mod is "everything" and i don't think that will be possible, then again i work pretty fast, finishing both the Death Korps and the Black Templars(mostly) in like 2 months, so it could be possible, all in all i'm just brainstorming at the moment, and while i doubt i can do all of this i will certainly try, besides, i will eventually seek help, at least for the code front, because coding is fucking annoying.
And again, everyone is welcome to throw ideas and criticism at me.
Sounds great Shuma, Good luck. I know you don't need anyone at the moment, and are much better and modelling and reskinning models than me, but if you do at any point want any help let me know. And again Good luck.
Sounds like this mod is gonna be super amazingly epic sauce when its up and running. Can't wait to see how it goes. Good luck with all the stuff in it.
Originally Posted by Godlike_Power
It would be good if you could get help with everything, besides the modeling. All I can offer are ideas and design, balance testing and editing unit stats.
Idea for Chaos.....
Cultists & Demon army: This Chaos force would make heavy use of summoning units from the warp, and keeping the enemy guessing as to what will appear from the warp - such as daemons ready to tear you apart, or a fiery inferno to burn you alive? Cultists worship could slowly charge the (red) global resource, which in turn allows the Cult army to summon various daemons or chaos powers to aid them. Most abilities would require a sacrifice of singular units, or entire squads of cultists - depending on the strength of the daemon or ability. Chaos Marines can summoned from the warp, and would be the Cults most elite units, yet most rare as well (besides Greater Daemons); they can also be worshiped by cultists to gain benefits. Their commanders would be Demon Champions: Bloodletter Champion, Plaguebearer Champion, or Tzeentech Champion (The Changling) Primary weakness of the Cultist & Demon army is a severe lack of vehicles, but have access to the heaviest infantry Chaos has to offer.
Chaos Renegades (Corrupt Guard): This Chaos army is highly militaristic, and makes no use of Daemons. Although they too will summon Chaos Marines to aid them in later tiers. Corrupt Guard are composed of traitor Guardsmen and heavy weapon teams, Veteran Guard (ranged or melee specialists), Mutant Ogryn, and many traitor vehicles (Chimera, Hellhound, Leman Russ, and Daemonic Machines like the Defiler). Their commanders would be a traitor Commisar, General, and Chaos Marine Champion.
Also, something that really bothers me is the current state of heavy weapon teams. Havocs, Devestators, and Ork Lootaz should ALL have a heavy weapon; only the Eldar support teams are done right in vanilla mp. Havocs and Devastators should be just as durable as the other marine units as well.
Last edited by Steel*Faith; 3rd Apr 11 at 12:24 PM.
@Steel*Faith: Legion of the Damned is a Chapter of space marines, it will be wierd to have a corrupt regiment with the same name
You're right, I was thinking of Blood Pact, but for some reason my brain was telling me Legion of the Damned lol. Thanks though.
Edit: Although, I think a general Chaos Renegade army would be better, since Blood Pact is specific to Khorne.
Steel you may have been thinking of The Lost and the Damned.
I'm not depressed, the world's just happier than me.
Ah yea, that's it! Lost and the damned is exactly it. Thanks!
Thought of some ideas for Orks. In tier 1 could be a new Nob Squad, and they can upgrade throughout the tiers to become useful throughout the game.
Tier 1: Basic Nobz start out with just a choppa and slugga (like the Slugga boyz Nob), and an ability called "Follow us boyz!", which makes surrounding orks run faster and have minor suppression resistance. Tier 1 upgrades is "kustom shootaz", which outfits the entire squad with ranged weapons and stikkbombs.
Tier 2: Nobz can upgrade to have a Nob Leader. The Nob leader gives the squad increased health, damage, and improved suppression resistance for "Follow us boyz!"; he's also outfitted with a one-handed chain-choppa and kustom slugga (improved pistol).
Nob leader for, "Shoota Nobz ", get's a looted autocannon, with no setup time.
Tier 3: - Nobz get access to "'Eavy Armor & Weapons for da Nobz!" - which outfits some squad members with mixed heavy weapons (2h chain-axes, 2h hammers, 1h chain choppaz)
- They also get the "We'z crazy n' tuff!" upgrade ability - which makes the Nobs harder to kill, and have increased attack speed temporarily.
- "Tougha' Bossez!" outfits the melee Nob boss with a Cybork arm/powerfist; ranged Nob boss gets a Zaaap! gun.
Tier 1: Squad size increased to 8, and Nob leader upgrade the same. Melee upgrade gives some boyz chain-choppaz, instead of burnaz.
Tier 2: Upgrade "We'z need a Doc!" gives squad a Pain Boy, who heals the squad passively. The Pain Boy it outfitted with a Cybork arm.
Tier 3: The "Cybork" upgrade outfits Sluggaz and Nob leader with cybork implants. This gives the entire squad power weapons. Also gives squad the "Ez gonna blow!!!" ability, which a Cybork squad member self-destructs, damaging enemy units in radius, and knocking back all friendly and enemy units nearby.
- Alternative upgrade is for 'Ard boyz. It gives Sluggaz and Nob leader 'eavy looted armor, and the ability to charge. New charge ability ability allows them to break through cover, and knockover enemy infantry.
- The "fightin juice" ability upgrade for pain boy, makes targeted squad become impossible to kill for duration of the ability, but still takes damage as normal.
Here's an idea I previously came up with for Possessed CSM.
Possessed Chaos Space Marines
Possessed are able to serve all the Chaos Gods, and have access to either Marks of Nurgle, Khorne, Slaanesh, and Tzeentch. Their battlefield role will alter, which is largely dependent on the Chaos Mark you choose for them. Heretics also play a large role in supporting the Possessed by means of worship and shrines. Heretic worship heals the Possessed since they are demons, and give them all the additional benefits associated with the form of worship. Uniquely, Possessed squads mutate/upgrade faster when they're near a worshiped Chaos shrine.
By default they are strictly a melee squad, armed by demonic claws, and steel bayonet-like weaponry protruding from their armor; they also gain benefits from Cultist worship.
Mark of Khorne: This mark mutates the squad to become like raging bulls of the god of blood and violence. They grow massive horns, hoofs like a bull, and they wield solid brass gauntlets of Khorne - allowing them to pummel any target they close on. This mark gives them ability to charge through units and cover - devastating anything in their wake. Additionally, they are prone to going into a blood rage - similar to the Khorne Dreadnought, but uncontrollable; this effect can be stabilized by Khorne heretic worship.
Mark of Tzeentch: This mark mutates the squad to wield the magics of Tzeentch and become a ranged unit. They fire the bolts of Tzeentch (like the Sorcerer and Chaos Shrines) at their enemies - devastating enemy infantry. If they're under the effects of Tzeentch heretic worship, their magic bolts grow greater in power, and are able to damage vehicles. They have the ability to blow demonic flame from their mouths at a medium distance (ability on a timer).
Mark of Nurgle: This mark gives the Possessed immense durability, but slows them down considerably. When under the effects of Nurgle worship, they release a poisonous cloud of plague and pestilence that both damages and slows enemies. They wield plague swords (like a power sword) that raise enemies once they're slayed.
Mark of Slaanesh: This mutation turns the squad into a fast, disruptive terror. The squad grows wings, which allows them to make jumps around the battlefield (like ASM); they also have crab-like claws, which are effective against all targets. They have the ability to emit a powerful psychic scream, tossing away nearby enemies and dazing them. Slaanesh marked possessed are the most fragile of the four marks, and loose some durability upon transformation.
Last edited by Steel*Faith; 3rd Apr 11 at 5:52 PM.
Thank you Godstone.
Actually i think i had their squad numbering around the 15s, iirc they had little pathing issues, well except in cramped areas when you tried to shove the entire army through there, but that's pretty much irrelevant considering this mod will need some new bigger maps to fit all the shit your armies will be able to field, only real problem would be with optimization, old pcs would end up struggling harder than if they were trying to shit diamonds shaped like stars, but, do i really care about that? Not really, we'll see how it goes.Tier 1: Squad size increased to 8
I honestly don't like the idea of a Nob squad in T1, after all this guys are the bad asses of Ork Society, so they should start as bad asses and end up as bigger bad asses, but i do like everything else you propose for them.
The only thing i don't like here is the idea of the painboy as a squad upgrade simply because by end game it'd look(imo) weird to have so many of them on the screen, there'd be painboys standing next to each other, i would prefer making him a secondary-like hero, which is something that i had in mind for the Apothecary too, but i'm not sure how i'm going to implement the Apothecary yet, on the one hand it'd be cool to have a bunch of them like in the DoW I days, on the other hand the idea of being able to upgrade him with Terminator armor is tempting too, and having a shitload of terminator apothecaries running around makes no sense, i guess the FC could get a command squad and the Terminator armor upgrade gives them all armor, on the other hand i'd like to give him a bike, but i'm not an animator and even if i were and i could animate the bike i'm not sure if that's possible without Santos's next tools.
Anyway, one thing i realized today is that DoW II is missing artillery, big time. Because sure, there is technically "artillery" in the game in the form of Plasma Devs, Zoanthropes, etc, but in 40k terms those are baby toys, not real artillery, so that's one thing we'll have to get in here, the Basilisk, Mortars, maybe the Biovore, the Whirlwind, etc. Hell, maybe even the Bombard, some may or may not make it, for example the Basilisk is pretty simple, because it'd be this one:
Same for the Vindicator(i think) but the Biovore would definitively need original animations, but that's some talk for the far future.
Well, I agree with you, but my idea was to properly reflect Ork society - as even Nobz get stronger as they continue to fight and survive. Not all Nobz are created equal afterall, and tier 1 Nobz would be like boyz who have finally grown into a Nob, but still don't possess all the flashy bitz and experience that stronger Nobs possess. So think of them as newly born Nobz, and you have to get them to survive through the tiers to turn them into grizzled Nob veterans. We already have Nob leaders in tier 1, so why not a group of Nobz who have banded together to boss around the Ork army and serve as the Warboss retinue?@Nob Squad:
I honestly don't like the idea of a Nob squad in T1, after all this guys are the bad asses of Ork Society, so they should start as bad asses and end up as bigger bad asses, but i do like everything else you propose for them.
Well, painboys could be capped so they won't be in every squad, but how about making them an upgrade for sqauds, and making the Mad Dok the secondary hero? Mad Dok are the higher leveled "surgeonz" of the Ork society, and I believe they're Nobz - while painboyz are lower leveled and are boyz, not Nobz.The only thing i don't like here is the idea of the painboy
I wanted to ask you if you were considering implementing features from CoH into your mod? For instance, being able to capture buildings and making them forward barracks; being able to build garrisonable defensive structures; garrisonable vehicles (ie, letting shootaz or tankbustaz shoot from wartrukk); making all armies able to construct more defenses; specific damage on vehicles - among other missing CoH features.
Also, what did you think about my ideas about Chaos?
One thing i'd like to do with the Nobz although i'm not sure if it's possible(should be) is to make it so that the Nob leaders get stronger as they level up or maybe as you go up the tiers(iirc Gaunts did this in the beta) that way you could have the "nobz get better as they fight" thing, but the Nob squad in T3 would be more like the toughest of the toughest.
Didn't know that about the painboys, we'll see.
As for CoH features, forward barracks: Not sure if it's possible, if it was that's something i'd love to do for the Orks and Guard, building garrisonable defensive structures, certainly something i'd like to do for the Guard and Orks, although the Guard can already call down their bunkers but i like the idea of building them more, garrisonable vehicles, well i don't see why not the Guard can do it with their Chimera, Orks should be able to do it too, more defenses, that depends on the race, i do want to give them more buildable stuff.
And i could've sworn i replied to the Possessed last time, but i guess i just thought about it. In short i have the idea of making marked Possessed be unique to their God, ie you wouldn't be able to have a Nurgle and a Khorne possessed if your commander is Nurglish, the Tzeentchian Possessed will be able to buy different upgrades on the battlefield to go from melee to ranged to some other shit, the Khornate ones will be monsters in melee, the Nurgle Possessed will be tanks, etc.
Anyway, i've started working again on this when i get bored of other stuff, this time from the start again because i had done so little last time that i don't feel like it was worth it to attempt and port those changes to Retribution, so far i've done nothing other than increase the pop cap though. Now i just wish there was an easy way to make squads randomized, as far as i know you can't even make them random, instead you just make different entities and add them to a squad, so it would be like copying the space marine entity blueprint, 4, 5 times or so and making each look different and adding all of them in the same squad, maybe i'm doing it wrong i have little clue when it comes to coding, maybe i should just wait for the mythical modding tools that Relic said might or might not be released this month, or i should get a coder but i honestly don't want to do that until i have enough stuff like new units to implement in the game, then i could just tell him/her "put those bitches in game and pray for the best, we'll get some players to balance them later", besides i don't want to implement big gameplay changes too early, i'd like to add new units without changing the gameplay first, akin to a fanmade expansion, and then go crazy with gameplay changes like listening posts and other stuff.
Either way i'm just posting here to remember you that this isn't dead, it's... Comatose, undead, but shambling around making the room stinky to remind you that it's still around.
Shuma, what about working with Adratus on his mod? Both you mod concepts sound similar, but he needs a talented modeler by the sounds of it, and you seem like you're more into the modeling than the coding. Just an idea?
Similar but not the same, we'd disagree a lot on the making of the mod.
And the other issue would be that as you can tell i'm never entirely devoted to modling x stuff, i keep going from one thing to another, in other words, i wouldn't like having to work for someone especially when i'm not being paid Besides he has a better modeler than me working for him already, Stranger and to my understanding he has yet another guy working with him.
Just look at our avatar's...................... that's what it would be likewe'd disagree a lot on the making of the mod.
KHORNE - When life gives you lemons.......BLOOD FOR THE BLOOD GOD!!!!!!!
If only more people thought like the Tau! How can they ignore the Greater Good!?
Wow, randomization makes such a huge difference!!! So I take it you figured out how to get this working properly, but only for sp?
It's not real randomization, while i believe true randomization is possible(i remember Clonesa saying how to do it actually) this guys are just squads with different entities in them, in other words, 2 tactical marine squads will look the same, i might look into that in the future but for now i think this is good enough.
What you could so Shuma, although a lot of effort, is to make multiple tactical squads sbps files, each one with a different mix of entities, and then give each squad a hard cap of 1, but make sure the squads are built in the same build index on the HQ. So basically when you build a squad, the next one will be a different squad due to the hard cap, giving the players the allusion that they are random.
That's one way.
Well, with true (yet limited) randomization you can also end up with a similar-looking entity in the same squad, where with this faux-randomization you have a dependable mix of entities. I personally couldn't care less if Squad 1 and Squad 2 had the same appearance, as long as there is still the shifting formation each squad will still have a mix of different troops, yes? Therefore, I'm actually for this quasi-randomization, without true random randomness.Originally Posted by Shuma
Maybe just my opinion, but there it is.
i got an idea for legion of the damned. give them the librarian's fire animation, the one where fire flickers around him.
Aaaaarrrrgghhhhhh aaaarrrghhhh arrrrggghhhhhhh-
I can't wait to see the dire avenger exarch, I wouldn't mind him being released as a ranked mod to replace the warlock, just so there is the option in case you're using the dire avenger skins for the guardians which i very much like
I think i came when i saw the chapter master...
Now you see, Here at the Imperium of Man. We only use, propane fueled Promethium. Thats a flame burning heretic i tell you Hwat!
Wow, that looks incredible! I can't wait to see the first release. =)
I hope you are planning to make Armour class and HP ratio more intuitive. This is something that has annoyed me since the beginning of There is only War-Update and pretty much all mods. Having a better armour class shouldnt lead or be expressed by adding more HP to the unit. Instead better armour should just have a solid damage reduction against most kinds of weapons. And don't make "strong" weapons deal just more damage against Heavy Armour. Let them deal 100% damage and just change the chance to hit. It would be totally cool if Astartes are larger in scale (like in the true scale mod).
So far, keep up the incredible moddelling! I'm always amazed to see your results and love your Night Lord skins
PS: Probably a difficult suggestion, but it would work a lot better if you and Gabe would combine your efforts to make one mod instead of two different ones.
@shuma i dont know if your looking for any at the moment but i wouldn't mind to help you with some coding.
Realism, lore based, and fun!
Oh boy, how come I didn't see this thread a while back?. Wish I could expand my knowledge in coding for this game.
Anyhow, I might check it out and reinstall Retribution after the mess I did.
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If you're doing that for this mod in particular, don't bother, this is pretty much dead. I'm still active(kind of) but for that you should look at this thread:
Since it's the one where i actually post stuff.
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