(WIP) Legion of the Damned
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Dvd
Joined: Sun Aug 24, 2008 8:41 am Posts: 30
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Re: (WIP) Legion of the Damned
Solace wrote: Yeah, but in CC, no jetpack = useless. It couldn't even walk over one of those little concrete bumps. Maybe somehow show the superstrength or psychic powers... invisible weapons they come with that can't be bought? The psychic powers is simply the fact that they appear on the battlefield where they are most needed, uncalled for and unlooked for. It's a part of the lore. I was going to try to do the "super strength" similar to how the Wh40k orks were done, allowing the units to take CRAZY amounts of punishment before dying. And, I'm not sure why you had that problem. The Terminator does not have a "jetpack" per say, but it has the "jump" attachment (I think it's just a jetpack without effects, I copied it over from a different unit I saw). That should allow it to traverse most obstacles half it's height or more. Perhaps I could make the jump higher\stronger? The main things I need to do besides new weapons and fixing the terminator's jumping issues is reassigning the melta gun as a digging implement so that the Legion has something to use to attack your brain bunker with (when it's being an activity). And second, I need to get the "invisible drop pod" to work and set the AI to use that, so that when fighting against the Legion of the Damned you get no warning as to where they will appear next.
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Fri Jan 23, 2009 8:03 am |
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Boba_Fett
Joined: Wed Jul 30, 2008 10:27 pm Posts: 272
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Re: (WIP) Legion of the Damned
They Legion of the Damned doesn't really have any psychic powers. They mainly use the warp to travel around. They were originally the Fire Hawks, but they got trapped in the warp, all the leaders and captains died, and only a few companies were left. One of their ships re-entered Imperial space. There were a few half-decayed marines in coffins. The members of the Legion have some disease that causes them to slowly decay, even though they are still alive. I'm not sure if they can talk, but they remain completely silent when fighting.
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Sat Jan 24, 2009 4:35 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: (WIP) Legion of the Damned
These guys are on fire right? Maybe they can manipulate the fire to fly. Also, maybe some sort of scene where after a certain number of people die they appear.
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Sat Jan 24, 2009 10:37 pm |
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Boba_Fett
Joined: Wed Jul 30, 2008 10:27 pm Posts: 272
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Re: (WIP) Legion of the Damned
No. They're just walking through fire in that picture, because one of the guys has a flamer.
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Sun Jan 25, 2009 10:09 pm |
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Dvd
Joined: Sun Aug 24, 2008 8:41 am Posts: 30
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Re: (WIP) Legion of the Damned
Boba_Fett wrote: They Legion of the Damned doesn't really have any psychic powers. They mainly use the warp to travel around. They were originally the Fire Hawks, but they got trapped in the warp, all the leaders and captains died, and only a few companies were left. One of their ships re-entered Imperial space. There were a few half-decayed marines in coffins. The members of the Legion have some disease that causes them to slowly decay, even though they are still alive. I'm not sure if they can talk, but they remain completely silent when fighting. Not entirely true. I'm currently building a 40k army based around the Legion of the Damned (as closely as I can, due to rules ) and have tried to read every fluff there is regarding them. Here is what is known about them; The Legion was the Fire Hawks chapter, but while traveling through the Warp were afflicted with a horrible disease and thrown far off course. After some amount of time, most of the chapter was dead and their were no more than 200 survivors (most probably basic Space Marines). They had acquired a disease that as time progressed made them exponentially stronger, but made them lose their sanity and slowly decayed their bodies. As of the current time, most of the survivors are nearing the final stages of the disease that sends them into a rage of incalculable strength right before death. Furthermore, it significantly affected their psychic awareness. The Imperium found out about this when they found coffins that were from the Absolute, a Fire Hawks ship. However the Space Marine's army colors, insignia, ect inside the coffin did not match the Fire Hawks, but the *armor* did. Later reports of the Legion and their armor were found to match the dead Space Marines. Thus it was confirmed that the Fire Hawks = the Legion of the Damned. By the time the Legion made it back to Imperial space, they were insane and dying. They decided to abolish all ranks, and fight as one unit, intent on killing all enemies of the Imperium and rescuing any force in need. They selected targets via a psychic link to the Emperor's Tarot. When they attack, they are unlooked for and unexpected. They appear, wreathed in spectral flames, from no discernible source. They do not speak\shout\have any battle cries when attacking, and after they've won the battle, they disappear just as they appeared. Boba_Fett wrote: No. They're just walking through fire in that picture, because one of the guys has a flamer. *shrugs* Ethereal fire, spectral flames, or just flames from a flamer. Anyway, I've been working on the Terminator weapons (got the Powerfist working, just having some trouble getting it to offset correctly). The main issue has been the Assault Cannon. To get it to work according to fluff, it must fire CRAZY amounts of rounds per second (ie; 100+, although for something like CC I guess it could be much lower), but very small rounds, to weak to penetrate armor usually. My experiments in that however have led me to a problem. Penetration seems based on velocity, sharpness, and mass. At first I tried a high velocity and mass, but ended up shredding guys with very tiny cannonballs. Then I tried high velocity and sharpness but that ended up turning the gun into an AP1 minigun, so then I lowered velocity, and mass, and sharpness, but just upped rate of fire to some crazy number just for a test. My main problem is that CC checks armor on a round-per-round basis, and from what I can tell, if a round is "deflected" the armor takes no damage\wear\tear at all. At all. Which means that even if it is deflecting approximately 100+ rounds per second, it will continue to do so. This is annoying, because the Assault Cannon should only be able to pierce armor through sustained fire (ie; the first 100 rounds should bounce right off, but afterwards they should begin to tear through armor). I assumed that this would happen automatically due to armor being unable to deflect projectiles over and over, ad nauseam. But that does not appear to be the case. From what I've found, armor either gibs, or it is broken off. It gibs when it's gibimpulselimit is exceeded, or breaks off when it's (I can't think of the name for it right now, but the variable that controls the strength of the connection of the sprite to another sprite) is exceeded. My confusion is mainly coming from two areas: 1. It is possible to knock the "Coalition Heavy" torso plate off, using repeated shots from a weapon that did not knock it off on the first try. 2. It is possible to gib the "Coalition Heavy" torso plate off, using repeated shots from a weapon that did not knock it off on the first try. My assumption is that the gibimpulselimit and the other variable keep track of how much force they've taken and then measure it against themselves. My second assumption is that the same process does NOT take place if a round has been deflected. This is the only hypothesis I have that makes sense regarding all of my experiments so far. Let us call the variable for that gibimpulselimit measures against "ForceTaken" If the gibimpulselimit is 40, and the armor is hit by a round with .1 mass with 200 velocity, then the armor's ForceTaken is at "20" (F=MA), and if is hit again for 20, it is "40", and it gibs. However, if the gibimpulselimit is still 40, and the armor is hit with a round that should has 20 force behind it but the round is DEFLECTED, then the armor is at "0". No damage, no force, nothing at all. This means that even if you are firing thousands of rounds per minute, that armor will never gib or be knocked off. Ideally a deflected round should at least do say, 10% of what it would do if it was undeflected. This means that overtime deflections will actually bring down armor, allowing an Assault Cannon who's Rate of Fire measures in the "100's of rounds per second" will not uber own, but actually require sustained fire before breaking through armor. So, after that large rant\post, does anyone have some evidence to the contrary, or some way to simulate what I need?
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Mon Jan 26, 2009 12:27 am |
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Boba_Fett
Joined: Wed Jul 30, 2008 10:27 pm Posts: 272
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Re: (WIP) Legion of the Damned
I'm sorry. As you can tell by my avatar, I prefer the Dark Angels.
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Mon Jan 26, 2009 2:56 am |
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Dvd
Joined: Sun Aug 24, 2008 8:41 am Posts: 30
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Re: (WIP) Legion of the Damned
Boba_Fett wrote: I'm sorry. As you can tell by my avatar, I prefer the Dark Angels. It's fine. As of this, I've started work on the Thunder Hammer and Storm Shield, they are working pretty nice together. The main problem is still the Assault Cannon *sigh*. However while that is pissing me off to no end, I've started work on the Cyclone Missile Launcher, which takes the place of a Power Fist and sits on the Terminator's back, free to spam missiles in all directions.
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Mon Jan 26, 2009 3:07 am |
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Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
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Re: (WIP) Legion of the Damned
Dvd wrote: My main problem is that CC checks armor on a round-per-round basis, and from what I can tell, if a round is "deflected" the armor takes no damage\wear\tear at all. At all. Which means that even if it is deflecting approximately 100+ rounds per second, it will continue to do so. This is annoying, because the Assault Cannon should only be able to pierce armor through sustained fire (ie; the first 100 rounds should bounce right off, but afterwards they should begin to tear through armor). I assumed that this would happen automatically due to armor being unable to deflect projectiles over and over, ad nauseam. But that does not appear to be the case.
My confusion is mainly coming from two areas: 1. It is possible to knock the "Coalition Heavy" torso plate off, using repeated shots from a weapon that did not knock it off on the first try. 2. It is possible to gib the "Coalition Heavy" torso plate off, using repeated shots from a weapon that did not knock it off on the first try.
So, after that large rant\post, does anyone have some evidence to the contrary, or some way to simulate what I need? Yeah, that's something I want to see in CC besides custom wounds, custom reactions to wounds. Another problem is that all wounds are created equal, if something causes a wound it doesn't matter if it was just over the threshold of the wound creation, or just under the gibbing threshold. Anyway what I think if happening with the rounds maybe/maybe not working is that possibly that weapon had a min/max firing velocity. If you find out that the minimum to wound a certian piece of armor is, arbitrarially, a velocity of 100, and you want it to wound that 1/10 the time, then you should give it a min of 92 and a max of 101.
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Mon Jan 26, 2009 8:13 pm |
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Dvd
Joined: Sun Aug 24, 2008 8:41 am Posts: 30
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Re: (WIP) Legion of the Damned
Solace wrote: Dvd wrote: My main problem is that CC checks armor on a round-per-round basis, and from what I can tell, if a round is "deflected" the armor takes no damage\wear\tear at all. At all. Which means that even if it is deflecting approximately 100+ rounds per second, it will continue to do so. This is annoying, because the Assault Cannon should only be able to pierce armor through sustained fire (ie; the first 100 rounds should bounce right off, but afterwards they should begin to tear through armor). I assumed that this would happen automatically due to armor being unable to deflect projectiles over and over, ad nauseam. But that does not appear to be the case.
My confusion is mainly coming from two areas: 1. It is possible to knock the "Coalition Heavy" torso plate off, using repeated shots from a weapon that did not knock it off on the first try. 2. It is possible to gib the "Coalition Heavy" torso plate off, using repeated shots from a weapon that did not knock it off on the first try.
So, after that large rant\post, does anyone have some evidence to the contrary, or some way to simulate what I need? Yeah, that's something I want to see in CC besides custom wounds, custom reactions to wounds. Another problem is that all wounds are created equal, if something causes a wound it doesn't matter if it was just over the threshold of the wound creation, or just under the gibbing threshold. Anyway what I think if happening with the rounds maybe/maybe not working is that possibly that weapon had a min/max firing velocity. If you find out that the minimum to wound a certian piece of armor is, arbitrarially, a velocity of 100, and you want it to wound that 1/10 the time, then you should give it a min of 92 and a max of 101. That may work, but it would need to be significantly tweaked due to the massive amount of round spam. I'll test it tomorrow, thanks for the idea!
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Tue Jan 27, 2009 8:14 am |
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Dvd
Joined: Sun Aug 24, 2008 8:41 am Posts: 30
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Re: (WIP) Legion of the Damned
Solace wrote: Yeah, that's something I want to see in CC besides custom wounds, custom reactions to wounds. Another problem is that all wounds are created equal, if something causes a wound it doesn't matter if it was just over the threshold of the wound creation, or just under the gibbing threshold.
Anyway what I think if happening with the rounds maybe/maybe not working is that possibly that weapon had a min/max firing velocity. If you find out that the minimum to wound a certian piece of armor is, arbitrarially, a velocity of 100, and you want it to wound that 1/10 the time, then you should give it a min of 92 and a max of 101. So, after trying to get this to work, I have a question; Is it even POSSIBLE to give a weapon\round a "variable" FireVelocity? And if so, how?
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Wed Jan 28, 2009 7:10 am |
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Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
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Re: (WIP) Legion of the Damned
Uuuuh... oh, I guess it's just gibs that can get a min/max. Sorry about that. You can make a TDexplosive shot that gives a random velocity? That'll push it off course too though...
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Wed Jan 28, 2009 7:30 am |
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Dvd
Joined: Sun Aug 24, 2008 8:41 am Posts: 30
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Re: (WIP) Legion of the Damned
Solace wrote: Uuuuh... oh, I guess it's just gibs that can get a min/max. Sorry about that. You can make a TDexplosive shot that gives a random velocity? That'll push it off course too though... I woke up at 2 in the morning last night and suddenly had an idea. Shoot out an emitter, which emits a round, at a VARIABLE VELOCITY, then goes away. I believe that is possible and is the basis for most "no recoil" guns. First I need to find an example of it being done though. *shrug*
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Fri Jan 30, 2009 1:50 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: (WIP) Legion of the Damned
Indeed, recoil-control emitters can emit at variable speeds. Just change the MaxVelocity and MinVelocity variables to what you like in the AddEmission block.
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Fri Jan 30, 2009 2:23 am |
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