W40K.rte: Imperium of Man [Standalone/Steam: R20.8b]
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40K Compilation [R3 Out!]
I had more text here but I decided to keep it short; If you want stuff that way, start figuring some of it out and help me, okay? First: I can't code everything. Second: I don't know how a lot of this all works. Last but lightyears from least: This is a collaborative project! Nothing says you only have to do sprites. Anyway; I do intend to experiment more with materials and maybe make a custom Ceramite material for the marines, since I want/need to merge and experiment with materials anyway, but I make no promises about the results. ~~ EDIT: Try this lot on for size. New Ceramite, IG Flak and IG Carapace materials for armour. Marines, barring their heads, are now working on alpha Ceramite. Scouts are currently unchanged though. Guardsmen and Sergeants get IG Flak. Kasrkin, Kasrkin Sergeants and Commissars have mostly IG Carapace with a little bit of IG Flak. Test them out, let me know how it is. Ceramite is not 100% proof against conventional arms fire, but is still very durable and you're at risk of running over the GibWoundLimit for the limb. I agree the movement speeds are too slow so I'll look into that later. I tried using Mobility AI a while back but it was spamming the console with errors. Might try it again soon though.
Last edited by Arcalane on Wed Nov 02, 2011 6:18 pm, edited 1 time in total.
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Wed Nov 02, 2011 5:15 pm |
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The Egotist
Joined: Tue Feb 02, 2010 11:36 pm Posts: 130
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Re: Warhammer 40K Compilation [R3 Out!]
Hmm... As I recall, the original mods of these had slightly stronger armor. I definitely support what you've done here, by tweaking it down somewhat, but I also agree that is should perhaps be just a little bit tougher; Impervious to standard weapons? ♥♥♥♥ no. But Space Marines are tough mofos, right?
As for the orks... Much as I'd be half tempted to take on the project of rebalancing, I'm pretty novice too. I mean, I have some idea what I'm doing, but....
I dunno. If I do tweak it, I could send ya the results. If it seems more balanced, it would save ya some trouble, and then you could possibly save me the trouble by finishing the conversion. >.<
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Wed Nov 02, 2011 5:33 pm |
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Glowsticks
Joined: Sat Jul 10, 2010 5:19 pm Posts: 543
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Re: Warhammer 40K Compilation [R3 Out!]
Kain, I gotta back arcalane up on this, and to simply put it: we can't do this mod by the Codexes. We need to focus on two things: FUN and PLAY-ABILITY. Those two things just don't match with a Codex based mod, especially in CC. And goodness knows arca is doing enough already with coding everything we think of spriting.
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Wed Nov 02, 2011 7:02 pm |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: Warhammer 40K Compilation [R3 Out!]
A couple of random question, guys. Who cares anymore about infantry?Where this mod is driving you? from my point of view its spiraling out of control from almost 5 pages ago...
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Wed Nov 02, 2011 7:53 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 40K Compilation [R3 Out!]
Naxete wrote: Where this mod is driving you? from my point of view its spiraling out of control from almost 5 pages ago... This mod went out of control simply because of a resprite.
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Wed Nov 02, 2011 7:56 pm |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: Warhammer 40K Compilation [R3 Out!]
Naxete wrote: A couple of random question, guys. Who cares anymore about infantry?Where this mod is driving you? from my point of view its spiraling out of control from almost 5 pages ago... both those questions is what pretty much made me move onto the vampire army i'm doing, Warhammer is overpowered for every army, balancing them just ruins it and doesn't make it warhammer. and i for one is quite sick of ruined warhammer mods for almost every game i play.
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Wed Nov 02, 2011 8:43 pm |
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The Egotist
Joined: Tue Feb 02, 2010 11:36 pm Posts: 130
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Re: Warhammer 40K Compilation [R3 Out!]
You're right, Warhammer DOES have awful balance.
I'd hardly call that a selling point. With unbalanced units, and new codexes frequently invalidating armies and forcing you to buy entirely new models all the time, I'm surprised anyone still plays the damn game.
Don't get me wrong, I'm a fan of the 40k universe. But I LIKE this mod, because I'm a fan. I'd rather they be powerful and awesome, but still have gameplay balance. Take one assault trooper from this mod, with a heavy bolter or plasma rifle, and see how much it takes for the vanilla troops to take you down. If you're halfway competent, your killcount will get pretty damned high.
Of course, I'm all for making their armor a little bit tougher. But not overkill. I'm just saying, playability is a helluva lot more important than your perceptions of how tough sphess mehreens should be.
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Wed Nov 02, 2011 8:49 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40K Compilation [R3 Out!]
Titans simply wouldn't fit in CC, so I'm not sure what your point is here. ―――――――――――――― Naxete wrote: Where this mod is driving you? from my point of view its spiraling out of control from almost 5 pages ago... Asklar wrote: This mod went out of control simply because of a resprite. I'm inclined to agree on both counts. Honestly I was mostly going to keep going with the tweaking and minor updates here and there before people started piling in. I don't mind the offers of help at all, but it all gets a bit hectic when everyone is trying to pitch in. ―――――――――――――― LordVonKain wrote: and i for one is quite sick of ruined warhammer mods for almost every game i play. Sorry, but you're basically the only person I've seen in here so far asking that they be made "superpowered", and that - to me - is not grounds to start overhauling everything. Edit it for personal use if you want, even if you never release the results. That's how the recompilation got started, and it's a good place to get practice for your own mod. ―――――――――――――― For those of you that want the Marines to be a little tougher, try this R3.1 download and try things out. Marines have tougher armour using a custom Ceramite material, and Guardsmen/etc. got a slight armour boost. Let me know if they're too good. I'll also be testing modified materials for certain projectiles soon.
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Wed Nov 02, 2011 9:03 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 40K Compilation [R3 Out!]
You never said a word about me giving my little child to you!
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Wed Nov 02, 2011 9:12 pm |
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The Egotist
Joined: Tue Feb 02, 2010 11:36 pm Posts: 130
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Re: Warhammer 40K Compilation [R3 Out!]
Alright, the new Marines seem quite a bit tougher. I just soaked up dreadnought damage at close range for several seconds, on top of the other dummies attacking me on the tutorial mission. Didn't gib anything, broke my bolter, and had about 88 health at the end of it.
They seem tough enough to me. Will test more though.
*EDIT*
Although their armor is weak enough to be damaged by a light digger. That's a bit odd. Meh. I still approve. They're beastly, but killable by standard weapons, with enough effort.
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Thu Nov 03, 2011 12:05 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40K Compilation [R3 Out!]
Asklar wrote: You never said a word about me giving my little child to you! I'll admit the recomp wouldn't have happened without the comp to start with though. ――――――― The Egotist wrote: Although their armor is weak enough to be damaged by a light digger. That's a bit odd. Meh. I still approve. They're beastly, but killable by standard weapons, with enough effort. Diggers are weird like that! Not much I can do about that without pumping up the material SI, which would make them even more resilient to small arms fire. I'm also experimenting with different behaviour for the sniper rifle rounds using a different material and such, since the recoil is pretty beastly (it fires 6 fairly high-mass particles!) and I kinda want to dampen that a bit.
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Thu Nov 03, 2011 6:41 pm |
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Bobbobmac21
Joined: Fri Oct 28, 2011 4:02 am Posts: 10
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Re: Warhammer 40K Compilation [R3 Out!]
Wow, That's a cool pic naxete, and I agree with lordvonkain as well, the thing that makes warhammer 40k balanced is that each army is so invincibly overpowerd, it all somehow evens out :P
(I would love you forever if you made chaos marines, or even added characters to this faction)
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Sat Nov 05, 2011 3:19 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40K Compilation [R3 Out!]
Which is moot if most of the other factions don't exist. We have what - IG, SM, Orks, Tau, and a small Necron faction? Anyway, I'm going to be doing more material tweaks in future. Most likely the SM gun bodies will get changed to Ceramite, but their magazines will no longer be useful as impromptu sandbag walls and blockades. Apparently they're made out of tougher stuff than the Marines themselves...
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Sat Nov 05, 2011 9:05 pm |
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Mingebag7
Joined: Thu Jul 08, 2010 10:24 pm Posts: 185 Location: Big Applesauce
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Re: Warhammer 40K Compilation [R3 Out!]
I think the bolter explosions have shrapnel that travel way too far. I can stand a few steps away from an enemy, and when I fire the shrapnel sometimes flies back and hits my weapon or myself.
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Sat Nov 05, 2011 9:10 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40K Compilation [R3 Out!]
I'll look into the particles spawned by the explosion. They're probably in need of a tune-up anyway.
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Sat Nov 05, 2011 9:58 pm |
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