W40K.rte: Imperium of Man [Standalone/Steam: R20.8b]
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
Well, we have some non-canon stuff in this mod already, why not make a mini-tarantula or something like that? I've noticed that IoM doesn't have AIs, so perhaps when bought in UnmappedLands they'd also have a guardsman manning it?
Also, regarding new Necrons, since I'm a kinda-regular poster at /tg/, it seems like Watt Mard didn't rape the fluff too hard. Sure, people are still arguing whether the new C'Tan fluff is badwrongfun or not... but hey, more models, and Lords with personalities!
BTW Arcalane, I believe the derpy legs is just because of a borked offset, and the walkpath is still salvageable. All you need to do is just tweak the offset so it looks right.
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Mon Oct 24, 2011 3:34 pm |
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Senor Herp
Joined: Fri Oct 21, 2011 7:55 am Posts: 22
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
Mr. VonKain, I would love you forever if you made the smexy Sabre Defense Platform. While a bit bulky for filling the absent UL turret slot, it's still a great addition. The question is, should it be completely static, or should it be possible to drop from a dropship? The latter would be an awesome utility, but the former would keep it from chewing up tiny bits of terrain every time it turns around like some turrets I've seen- and would also make it float when there's no terrain beneath it, although that may be an unlikely scenario considering the enemy will shoot for the turret, not the terrain underneath it. Hrrrmmm.
The lascannon, meanwhile, is looking awesome, Arcalane. Seems like it simply vaporized that bulkhead outright. Tell me, how well does it do in general in terms of destructiveness? Fluff tends to vary on how exactly it works- the general levels of ZZZAAP tend to point towards it being a Tesla-style particle cannon rather than a very large laser- but no matter how it works it does look you got its firepower right. And come to think of it, is the damage on those dummies just from the bleeding energy at the impact point and along the beam? Because that kind of splash would be pretty fun. At least, as long as you're not the one getting hit with it. The Kriegers are also great, so props to you, herr Glowsticks. The Death Korps, I'll admit, are my favorite regiment and you really did them justice. Now all they need are their field guns & fortifications and I should be a happy camper.
Aha! A fellow elegan/tg/entleman, carrion? Ho ho. But, yes, the IoM does not completely lack AI's. Golden age humanity, pre-Imperium, had true, strong AI before. But that AI went all Skynet and resulted in humanity splitting apart, starting the Dark Age of Technology, in which most systems losts their OMGWTFBBQ levels of tech and the others became isolationist cockbags who refused to join the Imperium once the Emps came around, and in later crusades, resulting in the Imperium just leaving giant "KEEP OUT IF YOU KNOW WHAT'S GOOD FOR YOU, YOU STUPID GIT" signs and calling it a day for those systems. So self-improving strong AI systems are banned by the Mechanicus and restricted AI's of complexity and personality are treated with caution and a leery, watchful eye. Some are totally synthetic, others are cyborgized and based off an organic brain. 'Machine Spirit' is a catch-all term for restricted and usually relatively simple AI and advanced but unintelligent cogitator systems. As for those Necrons, I like the new models- aside from the goofy pedalboat barge, those are hilarious- and I like TOMB KINGS IN SPAAAAAAAAACE, but some people seem to think that the new fluff means noone can have 3rd edition mindlesscrons, though they can, and I honestly havne't seen enough of the new C'Tan fluff to make a statement. Heard that the C'Tan have been semi-Squatted, but little else.
Now, am I the only one who's amazed at how much activity has exploded on this project since Mr. Arcalane started adding onto it? It's uncanny, people are lining up to contribute in one way or another!
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Mon Oct 24, 2011 6:20 pm |
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Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
carriontrooper wrote: Sure, people are still arguing whether the new C'Tan fluff is badwrongfun or not... New C'Tan fluff? What did he ruin again. carriontrooper wrote: Lords with personalities! No. NO. NO! EDIT: Soulless machines serving their evil dark masters, NOT a degenerate version of Tau.
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Mon Oct 24, 2011 6:48 pm |
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Senor Herp
Joined: Fri Oct 21, 2011 7:55 am Posts: 22
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
Jack, the Lords always had personalities. They just didn't have any real way to express it. The Necrons were also never soulless; the souls were just mindraped into hibernation so they could be used as slaves by the C'Tan and the Lords subordinate to them. Apparently the way it works is the majority of the Lords got sick of being the C'Tan's ♥♥♥♥♥es or somesuch and cast aside their shackles, so now there's a bunch of different smaller Necron factions. Some want to eat everyone's souls and exterminate all life, and are essentially degenerate C'Tan imitators. Some want to conquer/enslave everyone. Some want to collect MacGuffins because they're MacGuffin-y. Some want to just be left alone. Some reawakened their brethren and some keep them dead and mindless. Comparing the new Space Tomb Kings-flavored Necrons- which still allows for mindlesscrons- to the Tau iiisss... No. Superscience mummies and their minions/servants IIIN SPPAAACCEE is not the same as fishfaced new kid on the galactic block Maoist idealists IIINNN SPAAAACCCEEEE.
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Mon Oct 24, 2011 7:03 pm |
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Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
Alright, soulless was a bad choice of words, all Necrons are basically Nacrontyr souls trapped inside machines. New fluff is not that awful but I would prefer to have less diplomatic and more self-contained Necrons, and I certainly don't appreciate them losing their unity.
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Mon Oct 24, 2011 7:10 pm |
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Senor Herp
Joined: Fri Oct 21, 2011 7:55 am Posts: 22
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
Personally, I think it's a sign of better things to come. It's a departure from the past, but it was a serious improvement in terms of variety from 3rd ed, both in fluff and in rules. I think Ward is finally getting better. I still don't like the shift in the Ultramarines from neo-Romans to codex thumpers or the Grey Knights going from puritan to mixed (Kaldor Draigo is rather ridonkulous as a side-note) and his novels are pretty bad, but honestly, having Matt Ward do more codexes... Isn't actually bad thing. He should mainly stick to crunch, really, but all codex fluff is to be taken with a grain of salt, as every codex is meant to wank itself a good bit. And since Ward's doing more varied codex work instead of just faffing about with the unneeded Space Marine chapter mini-codexes, we'll get more overpowered, boosted codexes all around. And when ALL the codexes are overpowered, none of them will be. Or at least, they'll all be less so.
All in all, Mr. Jack, just remember GW's rule on fluff. "Everything is canon and everything is not."
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Mon Oct 24, 2011 7:20 pm |
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Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
I guess you're right about Matt Ward. I just always really like the "Ancient Terror from Deep Dark Corners of Space" feeling Necrons always gave me. Having my invincible evil army march across the map, making my friends Imperial Guards flee as my squads desitegrated everything remotely dangerous.
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Mon Oct 24, 2011 7:26 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
I think this mod got out of my hands.
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Mon Oct 24, 2011 8:10 pm |
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Glowsticks
Joined: Sat Jul 10, 2010 5:19 pm Posts: 543
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
Does anyone mind if I redo the Lasgun sprites in a more traditional style?
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Mon Oct 24, 2011 8:18 pm |
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Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
Asklar wrote: I think this mod got out of my hands. You've set a great foundation and now many great engineers are build a monument on it's place. Be proud.
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Mon Oct 24, 2011 8:39 pm |
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Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
Glowsticks wrote: Does anyone mind if I redo the Lasgun sprites in a more traditional style? If you can make them less flat, I'm all up for that.
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Mon Oct 24, 2011 8:40 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
Edit instead of posting twice.
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Mon Oct 24, 2011 8:47 pm |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
Senor Herp wrote: Mr. VonKain, I would love you forever if you made the smexy Sabre Defense Platform. While a bit bulky for filling the absent UL turret slot, it's still a great addition. The question is, should it be completely static, or should it be possible to drop from a dropship? The latter would be an awesome utility, but the former would keep it from chewing up tiny bits of terrain every time it turns around like some turrets I've seen- and would also make it float when there's no terrain beneath it, although that may be an unlikely scenario considering the enemy will shoot for the turret, not the terrain underneath it. Hrrrmmm.
i was thinking simliar to how Ketten did his german 88 Flak' and stuff, Buyable only in the Build phase, but i was also thinking that it should only work when manned (However this idea may be out of my reach but meh) @ glowstick sure go ahead, although the lasgun looks fine to me. @ the nercon stuff. nercons to me always been the Genocide cyber undead inside the planet. much like the Pharao's cursed but more deadly and phyiscal...While the tomb is the planet. But that how i seem them as, and always will see them as, From what i know only the lord and parah (spelt incorrectly most likely) should retain any personality.
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Mon Oct 24, 2011 9:17 pm |
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Senor Herp
Joined: Fri Oct 21, 2011 7:55 am Posts: 22
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
Well, what about both? A sandbag-fortified static version, and a droppable version which is... Well, which is obviously just the defense platform itself, without any digging in or sandbags. With that approach I suppose there's no reason to not make both versions affectable by physics, although it may get wonky with the dug-in version.
As for manning it, that might be a bit complex. Would take some LUA magic no doubt. Still workable without such, though; just have a man on the guns as part of the main entity. Kill the man, the entity dies. The turret itself is sturdy enough to take small arms fire and not take damage. Bring a large gun to bear, though, and the gun shield, platform, or the weapons themselves can still be destroyed. As a general rule, however, the gunner is the wiser attack avenue, as killing him will expedite the whole process.
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Mon Oct 24, 2011 9:47 pm |
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Glowsticks
Joined: Sat Jul 10, 2010 5:19 pm Posts: 543
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Re: Warhammer 40000 Mod Compilation [Updated Again!]
Allrighty here's some of the weapons redone.
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Mon Oct 24, 2011 10:10 pm |
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