W40K.rte: Imperium of Man [Standalone/Steam: R20.8b]
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Message
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Warhammer 40000 Mod Compilation [Updated Again!]
Glowsticks, stop double-posting!
Mon Oct 24, 2011 10:41 pm
Glowsticks
Joined: Sat Jul 10, 2010 5:19 pm Posts: 543
Re: Warhammer 40000 Mod Compilation [Updated Again!]
It Keeps posting things twice D: On another note, We need to make a comprehensive Doc of all we want to do and post it in the OP for convenience.
Mon Oct 24, 2011 10:57 pm
LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
Re: Warhammer 40000 Mod Compilation [Updated Again!]
Or each one of us go down a Certain route.
for example, Glowstick could go down the imperial guard route, Doing different armys, Weapons etc. While i'll go down the chaos route (What more could a Chaos Fanboy ask for?)
While Arcalane and Senor herp can do the Space marine stuff (in terms of sprites)
While code i believe asklar (if he's willing to do so) and Arcalane will code / insert most of the stuff we make.
but right now i believe we should all focus on getting the basic in.
also glowstick, I had a look at your re-done imperial guard weapons and honestly i don't really like them they don't look right compare to the old ones. Can't really pinpoint what wrong about it but it somthing bugging me about it, However it isn't up to me to put them in the game as a replacement for the lasgun, i'll end up making a heretical Version of the lasgun.
if people want i could put a suggest list of what IG armys to include as well as some space marine ones to do
Chaos will be simple since i'll start with the 5 major ones.
World eater ,Death guard, thousand sons, the emperors children and the black Legion.
but first i'm aiming to get the Heretic guards out of the way. still need suggestions on how to make the Nurgle guard more different, I do know for the Skin of the heretic guards will be lighter and for nurgle guards will be zombie like.
Mon Oct 24, 2011 11:51 pm
Glowsticks
Joined: Sat Jul 10, 2010 5:19 pm Posts: 543
Re: Warhammer 40000 Mod Compilation [Updated Again!]
The shotgun at least is finished, but more likely than not I'm going to recolor those lasguns again. Something bugs me about them too.
Tue Oct 25, 2011 12:45 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Warhammer 40000 Mod Compilation [Updated Again!]
I just want to take the complex lua stuff and tedious coding work no one wants to take.
Tue Oct 25, 2011 1:06 am
Senor Herp
Joined: Fri Oct 21, 2011 7:55 am Posts: 22
Re: Warhammer 40000 Mod Compilation [Updated Again!]
Wait, wait, I'm getting kind of-sort of assigned a position? But... But I'm terrible at spriting and mostly mucking this as a hobby. For a larf and such. At most I'm maybe viable as a playtester and maybe output for critical input. Maybe not even that, since I run at 1680*1050 resolution (not a derivative evolution, I went into the settings code and changed it manually) which will make any testing erroneous compared to the average player's game.
Ach. Ye give me far too much credit, Mr. Kain.
Tue Oct 25, 2011 2:10 am
LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
Re: Warhammer 40000 Mod Compilation [Updated Again!]
everyone start out somewhere. Beside you have ample knowledge over space marine lore and other things it's worthy to look at.
just play around with simple things get used to spriting and work your way up
Beside it better and faster if we did this than all of us just work on random bits and bobs.
Tue Oct 25, 2011 2:50 am
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Warhammer 40000 Mod Compilation [Updated Again!]
Deadlines and objectives are the bane of any casual project.
Quote:
Tell me, how well does it do in general in terms of destructiveness?
I think the only things capable of surviving a direct hit from the cannon are Dummy Dreads, some of the turrets (which will probably be rendered weaponless by the first hit) and maybe Space Marines themselves... barely. This is offset by its very low ammo count, slow reload, and extreme weight.
On the topic of las weapons and the nerfing, it now takes around 3-4 lasgun hits to off a guardsman (half that if you're using a longlas), one and a half to two times that to off a Sergeant/Kasrkin/Kas Sgt./Commissar, and two and a half to three times that to kill a Space Marine. Lasguns are a bit more flashlighty, but they still pack a respectable punch against other fleshy mooks like Ronin, Coalition units, etc. instead of being an anti-everything solution.
There is no difference in firepower between the two types or pistols. Hellguns are no stronger than Lasguns, Lasguns are no stronger than Laspistols, Laspistols are no stronger than Hellguns, and so on.
Tue Oct 25, 2011 4:38 am
Glowsticks
Joined: Sat Jul 10, 2010 5:19 pm Posts: 543
Re: Warhammer 40000 Mod Compilation [Updated Again!]
I would personally remove the hellguns for mod clutters sake.
Tue Oct 25, 2011 5:39 am
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Warhammer 40000 Mod Compilation [Updated Again!]
Death Korps fixed up, wounds and prices set. I've set them up similar to the other Marine Chapters for now.
Ed: The legs still look kinda weird. Need to tweak things a bit.
These offsets still look pretty messed up. Either they're doing a slight forward lean, or still doing a ridiculous slouch.
Tue Oct 25, 2011 7:57 am
LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
Re: Warhammer 40000 Mod Compilation [Updated Again!]
of course people would do what they want if they wish but i still think it be more efficient if we all do one certian thing instead of random Bits and bobs, But of course it's up to you lot really.
as of now i'm going to attempt to do one of the blood pact guards now in terms of finishing the god damn thing.
Tue Oct 25, 2011 12:54 pm
wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
Re: Warhammer 40000 Mod Compilation [Updated Again!]
Just a suggestion but on our russian sister site There is a mod that adds chaos you could ask him for usage of sprites or his mod
Tue Oct 25, 2011 1:00 pm
LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
Re: Warhammer 40000 Mod Compilation [Updated Again!]
would you mind Linking me to this mod?
Also Blood pact Guards are done.... In Basic at least. i will further improve them later by adding a cultist itself. image below for what i mean.
I will also add a Banner for Chaos. as well as custom Head's and other stuff. (like 5 different head each different in there own way most will be taken from the pic i posted in the spoiler)
For those unaware what blood pact followers are. Info about the group
The Blood Pact is a highly organized Chaos warrior-cult devoted to Khorne. Unlike many Chaos cultist warbands, the Pact fights as a disciplined army, and this is what makes them so effective compared to the disorganized Chaotic masses. Consisting of highly trained, vicious soldiers and alien mercenaries, the soldiers of the Blood Pact know no fear or hesitation. They have overrun entire worlds and caused the people of the Imperium no small amount of suffering and woe.
Info about the combat style
Unlike most Khorne worshipers, the Blood Pact favors a more disciplined and tactical style, utilizing martial aspects of the War God besides that of the berserker. This means that the average Blood Pact trooper will be armed with a lasgun or autogun as his primary weapon. In close-quarter environments such as trenches or when storming techniques are required, they favor plate or chain mail tunics and arm themselves with billhooks, trench clubs and grenades. Some are able combat specialists in the field of demolition or sniping. Blood Pact units will often contain a mix of heavy and support weapons akin to those of the Imperial Guard. Some Imperial tacticians claim that the officers of the Blood Pact deliberately style themselves on the Imperial Guard, and it is certainly the case that traitor Guardsmen are used to hone and improve the basic combat abilities of the Pact. Such traitors, due to their relative rareness, are distributed throughout the Pact's numbers to disseminate good techniques. Others point out that Blood Pact armaments resemble those of the Imperial Guard because these are the most commonly plundered. Several munition-producing Forge Worlds - especially Neffethyl and Urdesh - were amongst the planets conquered in the Sabbat cluster, and from them the Blood Pact have enjoyed a ready supply of Guard-quality weapons. The Blood Pact - thanks to these captured Forge Worlds - have numerous armor and artillery formations. Blood Pact armor is generally slightly inferior to standard Imperial, most of it being Urdeshi-pattern variants such as the STeG 4, and the AT70 Reaver-pattern tanks, though they do also have more limited numbers of the larger and more powerful AT83 Brigand-pattern tanks, as well as a few of the rare Baneblade super-heavy tanks. The Blood Pact also field a lighter-armored variation of the Defiler known as the Stalk tank. All Blood Pact armored vehicles are painted red, inscribed with numerous obscene Khornate slogans, and are often decorated with the skulls and hides of their enemies. In addition to their fearsome weaponry and vehicles, the Blood Pact have special psykers known as Gore Mages. These dark wizards can possess Blood Pact warriors with Daemonic spirits, turning them into ferocious, almost unstoppable creatures that they call Blood Wolves. Also, Gore Mages radiate a sense of irrational fear and have access to many other powers involving blood.
Attachments:
File comment: Blood pack tratior with 5 helms a Tratior Laspistol Lasgun and grenade launcher, all with Bayanets Blood Pact Traitors.zip [49.17 KiB]
Downloaded 167 times
Tue Oct 25, 2011 1:40 pm
Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
Re: Warhammer 40000 Mod Compilation [Updated Again!]
I'm looooooooving iiiiit! I really enjoy the way this mod is going. I've got hopes that we might eventually get to making an interesting faction (I'm sorry for not being a big fan of Humans or Humans or Humans (IG, SM, Chaos)) like Tau or Necrons or at least Dark Eldar.
P.S. Could someone fix feet offsets for Karskins?
Tue Oct 25, 2011 2:10 pm
LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
Re: Warhammer 40000 Mod Compilation [Updated Again!]
well i doubt they will be done for awhile due to the fact that humans are the easiest lot of the races.
Maybe Eldar is the easiest Non human race afterwords but they're basicly Space elves. i may do an Eldar guardian after i finished with the blood pact fully.
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