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# 1 |
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Member
Join Date: Dec 2005
Location: Snuggling protectively around my little cub.
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[SS] DKoK: Repentance & Sacrifice [MRIT Mod]| 0844009.M3: Trooper ingame (post 189)
![]() Death Korps of Krieg:
Repentance & Sacrifice Krieg : the undying stain In 433.M40, the High-Autocrat of Krieg, planetary governor of a thriving hive-world, secedes from the Emperor’s Holy Domain and annihilates all loyalist forces on the planet. All bar the Krieg 83rd regiment led by Colonel Jurten. Krieg: unwavering devotion to the Emperor Faced with impossible odds, Jurten decides Krieg will belong to the Emperor or to no one. In a bold move he strikes the rebellious forces with long forbidden nuclear weapons all over the planet, wrecking the surface and poisoning the air. Krieg: the waste of 500 years of nuclear purge Consequently to Jurten’s terrible decision, the world of Krieg dies on the day of the Emperor’s Ascension. All life on the surface of the planet is wiped by the ‘Purging’ and the only survivors, loyalist and rebel alike, are those who take refuge in the subterranean shelters. The war to reclaim His Divine Territory lasts more than 500 years until the descendants of those who followed Jurten, soon known as the Death Korps, can finally claim Krieg their own again. By 949.M40 the planet has become a death-world, a blasted lunar landscape ridden with trenches, wire-fences and minefields while all human life has retreated in underground hives devoted to the Emperor and the mass production of war materials: ammunition, weapons and most of all, soldiers. Krieg: Repentance Returning to the folds of the Imperium, Krieg authorities begin to repay their ancestors’ treachery in blood by churning out regiments upon regiments for the Emperor’s wars, especially those fought in the most hazardous zones and death-worlds not unlike Krieg itself. Krieg: Sacrifice Five hundred years of war have brought up the most ruthless and fearless men. Raised to endure the worst conditions and to obey any order in the Emperor’s name, the Death Korps of Krieg fight to make amend and throw themselves into the jaws of death willingly. They offer no mercy and ask for none. _________________________ Update: Nov 009.M3: Julian has finished texturing the Trooper; i'm fighting with the exporting tool now (and losing so far _________________________ We hereby announce our new mod in progress; Death Korps of Krieg: Repentance & Sacrifice. It will, as you can probably guess, add the Death Korps of Krieg to the game as a fully playable new race. This mod has been in progress for some time, but due to our team having been busy with other projects, we have only recently really gotten things off the ground. We have several models inbound, code is on it's way, as well as a website. The mod will be developed mainly by the Modding Resource Initiative Team in situ. We would also like to precise that we are well aware that there is already at least one Death Korps of Krieg mod in progress, lead by Ssolrac (thread here). Our mod aims to be of our own creation and something different from his mod. However, since it is the very same race we're creating, some similarities are bound to happen. For now, we'll show you a few glimpses of one of our upcoming models. Thanks to Stevocarty (from the Blood Angels mod team) for creating such a good looking logo for us (based on a design by Mark Bedford). Pictures (thumbnails - click to enlarge): ![]() Current mod team: Gorb - Unwrapper, Coder, Object Editor Heretic - Lead Mapper Julian - Models Lleman - Leader & Public Relations, Designs, Fluff orthodoxy, Menial tasks Kresjah - Lead Coder, Technical Consultant, Object Editor, Junior Animator Stevocarty - Texturer Winterdyne - (temporary?) Unwrapper (texturer?) _________________________ Thanks to: HorusHeretic - intermod communications and punctual flamewar prevention _________________________ Tech-tree: Comprehensive view ![]() Structures : Field Command Troops bunker Regimental Munitorium Stores Artillery Depot Armour bunker Trench Pillbox Minefield Field Generator Multifuel Generator Listening Post Infantry : Officer Commissar Quartermaster Engineers Troopers Heavy Weapon Team: Fire Support Heavy Weapon Team: Mortar Heavy Weapon Team: Anti-Tank Grenadiers Death Riders Artillery & Armour: Heavy Mortar & Centaur tractor Thudd Gun & Centaur tractor Medusa Siege Gun & Trojan tractor Bombard Minotaur Centaur Cyclops Trojan Comms vehicle Leman Russ & variants (see post#118) Malcador & variants (see post#118) Gorgon troops carrier Macharius Last edited by Lleman : 4th Nov 09 at 2:19 PM. Reason: new models showcase as of 0268009.M3 |
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# 3
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Certifiably insane
Join Date: Nov 2004
Location: ModTools\DataGeneric
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I'm glad this project has finally gone public. I still have to finish of my exams for next month, but hopefully I'll manage to squeeze in time for DKoK coding (not to mention the bunch of other mods I have on my plate). Need something to distract my mind in the midst of all those boring facts from studies.
As mentioned, we'll get tech trees out in not so long, and I personally hope we'll be able to show you more content in the coming time. However, we also have a lot on our plate in terms of reorganizing our teams and such... but that's a whole different story. Now, I hope you guys out there will enjoy this as much as we're enjoying making it. I know there's been put in a lot of work to make this a streamlined and unique experience, and that there will be a lot of goodies in it for you to find. ![]() |
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# 6
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Resident AI guy
Join Date: Sep 2004
Location: North Toronto, Canada
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Wow.. yet another DkoK mod. With HHMP, this project, and other obligations, you can handle all this because this looks completely stellar!? I've been part of the other DkoK project which Ssolrac has been lead on for many years as well as LW has his own DkoK project but regrettably its closed down.
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# 7 |
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Member
Join Date: Dec 2005
Location: Cambridge/Sheffield
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Well Thud, for one thing the Death Korps is a much simpler mod project then what amounts to essentially an 18 faction total conversion. As has been stated we are aware of the existence of the other Death Korps mods, but we hope to move in our own unique and enjoyable direction.
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# 9 |
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Member
Join Date: Dec 2005
Location: Snuggling protectively around my little cub.
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Simple as one faction only not 18 factions... read the words, man.
Also, no need to point to us the directions we need to take; if we make such an announcement, with a bit stating the techtree is almost polished, it means we're set on something very specific DKoK-wise... with all that gravitates around it. As for news/previews, we'll make announcements here and in our soon to be up site... same wagon for everyone. ![]() Last edited by Lleman : 27th Oct 08 at 9:06 AM. Reason: one bloody single 'l' missing |
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# 13 |
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Member
Join Date: May 2008
Location: Cobb County, Georgia
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Wow can't wait for the Death Korps of Krieg, this looks and sounds good already. Killing the xeno scum with the toughest Imperial guards men of the Imperium.
Good luck guys, your former work on other mods has been amazing, I just can't wait for this one.Last edited by Chaplain261 : 27th Oct 08 at 5:53 PM. |
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# 18 |
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Member
Join Date: Dec 2005
Location: Snuggling protectively around my little cub.
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Well, HorusHeretic of course. ^^
A deal had been struck with this here genelman to use his Malcador and Macharius models... until a fateful mishandling of the Malcador that has then been remodeled by Julian. So, it's all for the best, an exchange of friendly services in this community. |
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# 19
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Resident AI guy
Join Date: Sep 2004
Location: North Toronto, Canada
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Now thats how you do a tech/build tree -- you spec it out in excel! Love the focus and organization of the workflow - gawd.. if only it were the same for most of the other mod teams. You guys certainly have the plan and the team to execute it in a timely manner.
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# 20 |
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Member
Join Date: Aug 2006
Location: A fortress of Iron
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Guys; do you still want that model of the Emperor class battleship you asked for?
Jokes aside, although I may play a tiny role in this project, I still hope the viewers enjoy playing maps in muddy, raining, hellholes with blood filled craters and the likes. I'm actually enjoying mapping this one! |
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# 25 |
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Member
Join Date: Apr 2008
Location: French Canadia, aka: Quebec
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Sound interesting. However, just some concern from someone who did play quite a number of mods himself, but aren't you afraid of going overboard with the number of different units?
I'm not sure, as I /did/ read a bit fast, but you do seem to have a great lot of them. To the point it almost eclipse the unit count of even core factions which might even eclipses some of them, IG in particular since it is more or less meant overlapping in terms of units. And especially in the IG's case, more units could prove detrimental as it could causes the Death Korp to basically become an "IG... and more!" faction providing most of what IG already does whilst offering even more to boot, hence making vanilla Imperial Guard redundant in a game. It is something particularly notable as one looks at the artillery depot and armored bunker where a great lot of units overlaps in roles. Edit: Also, addendum over my post. It was in no ways meant to "lessen" the mod. Heck, IG trenches is something I am quite looking forward ![]() However, a smaller amount of units in the army would also be a good thing for you as modders, as it might heavily lessen the workload on your shoulders. Trust me, I've only just started 3d modelling at school, and if you can do the same "jobs" with less units than you have, you'll probably be thankful for the smaller amount of models to model and texture ![]() Granted, that's only my personal opinions. I've yet to do any modding myself, so perhaps I'm not the best of judges either. |
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# 26 |
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Member
Join Date: Dec 2005
Location: Cambridge/Sheffield
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Well strictly speaking six of the tanks are the same basic chassis with slightly varied weaponry. Although it seems like a lot of units, we are also abandoning some of the IG units such as hellhounds, ogryns and sentinels. I can only truly speak from a modeling point of view because we haven't started serious balance work yet, but theres always the chance of some pruning, if its required.
Hopefully the Vanilla Imperial guard will not be rendered redundant as the Death Korps will have a different playstyle than their Imperial Guard Counterparts. |
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# 27 |
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Member
Join Date: Apr 2008
Location: French Canadia, aka: Quebec
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Well, and I'll admit hat I am really no specialist of the Death Korp, but for an army who is supposed to be known(at least on what I heard of them) for its infantry and siege tactics you really have quite a big amount of tanks. Especially considering all other races(including vanilla IG) are limited to 2 tank-level units on the map at a single time.
Again, this is only based on my own point of view. |
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# 28 | |
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Member
Join Date: Dec 2005
Location: Snuggling protectively around my little cub.
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Well, don't worry about the workload. It's being taken care of, nothing a good organisation wouldn't half solve.
As for some overlapping, evidently it's bound to happen. The Death Korps are IG after all. Now you will have to consider two things: 1) regarding the units number, it's like being a good DYIer.. know the best tools for the thing you're working on; this means making appropriate (and also critical! heh, didn't expect it to be easy, did you? ) choices to have the best response or to gain the greater advantage to your opponent(s).2) We're doing this for fun, before all, and such a mod has to please us game- and contents-wise while we're making it, else there's no point in working on it. I'm sure the SL mod guys had to face the same choices (many units & being close to 'overload' or limit the units and stay in line with vanilla IG) and look the path they have chosen and what it has become. ![]() (To be honest i regard the SL mod as an example to emulate, but that's just a personal opinion.) Quote:
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# 31 |
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Member
Join Date: May 2006
Location: eye of terror
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lots of units isnt always a bad thing. its how each one will be usefull over the other. a good example mod would be the AC mod... over 20 different vehicles under several tech tree branches, and all being usefull is quite something to pull of
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# 34 |
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Member
Join Date: Dec 2005
Location: Snuggling protectively around my little cub.
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Actually, afaik Ssorlac's DKoK mod hasn't died. And ours is brand new, so no ashes to dust away.
![]() Anyways, i'm currently editing the OP with the armour & arty bit of the tech-tree. Should be ready for public view soon. |
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# 42 |
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Member
Join Date: Dec 2005
Location: Snuggling protectively around my little cub.
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Weeelll, we can't say.
![]() More seriously, a lot of DKoK structures will be garrisonable with a tunneling system to try and implement a besieger/besieged game style that could suit the DKoK ethos. Now, as for trenches, you will see. |
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# 44 | |
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Member
Join Date: Jul 2008
Location: <Unknown Zone>
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Quote:
What's in the AT squad (lascannons)? Also will autocannons, heavy bolters and missile launchers-themed weapon squads be included? Btw, awesome idea. Love to see this when it's done. Last edited by Rischer : 28th Oct 08 at 10:01 PM. |
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# 45 | |
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Member
Join Date: Dec 2005
Location: Snuggling protectively around my little cub.
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Seems you have missed something.
Quote:
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# 46 |
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Member
Join Date: Feb 2007
Location: france
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I'm really curious about the trench system you are deploying in the mod.
Having a buildable structure allowing the player to make interactive use of the terrain is quite rare, i mean "obstructive structure" , as you stated it in the tech tree, i'm wondering how you are going to deal with the trench orientation, length and texture. Will the trench object comes in trench "segment" that you can build one clipped to another ? do you plan to make them available in different angles and different length? What about the texturing of the tench object in itself ? is there wintertrenches, desert trenches.... well i'm quite intrigued, as always when it comes to interactive scenery object !! |
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# 49
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Certifiably insane
Join Date: Nov 2004
Location: ModTools\DataGeneric
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Let me elaborate a bit on the trenches. Simply put, we've been forced to compromise. There is no way to make them work ideally within the Dawn of War engine.
The Dawn of War engine does not support dynamically altering the map terrain, so we can't make a dug down trench like all of us would really like. To circumvent this, basically, the trench model itself will be including an earth bank the trench is dug into. We can't dig down into the terrain, but we can give the illusion of adding onto it. Quote:
No. If we want to retain intermod compatibility, we can not have more than 11 buildable structures, thus we can't make tons of variations of it. The Dawn of War engine does not support setting the angles of structures, nor does it support segment clipping. For the clipping part, this means that even if we did place two structures next to each other, the game would register them as two separate structures even if they visually look like one. After some long discussion about this, also taking into account that you can't set the angle of a structure in the Dawn of War engine, we decided to make it a closed trench within the aforementioned "earth bank structure", making a shape that allows all orientations to be accounted for. As for it's "obstructive structure" usage, it's quite simple logics. Any structure in the game is really an "obstructive structure". You can't drive a Rhino straight over an HQ as if it isn't there... however, the trenches are meant to be balanced in a way that allows it to be used in the forefront of battle not only as a defensive structure in itself, but also to hinder the movement of enemy armour and the likes EDIT: As an addition to the whole orientation thingy, we have, as said, had long discussions about it's concepts including the layouts. We have not yet fully decided what kind of layout to go for, but several fully functional ones have been mentioned, a few examples being S shapes, cross shapes or even "doggy bone" shapes. Last edited by Kresjah : 29th Oct 08 at 4:38 PM. |
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# 50 |
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Member
Join Date: Dec 2005
Location: Cambridge/Sheffield
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Seeing as no one told me not to, here's one of the tossup ideas we came up with for a potential trench design, as noted already its not possible within Dawn of War to manipulate terrain so our only recourse is to have a "trench" which is actually above ground. With the troopers standing the "doggy bone" style allows the placement of heavy stubbers in alternate forks to cover approach angles.
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