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 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
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Data Realms Elite
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Post Re: Warhammer 40K Compilation [R4.5 Out!]
Being completely unrelated, I just downloaded Dawn of War I demo, and I'm going to play it for the first time.

Now, being completely related, Arcalane, I think you are just adding to much content to the mod. I don't know, there is so much stuff in it, you've tweaked every single thing and made so many changes. In the end, everytime that I download it I just keep coming back to the old compilation. :???:


Fri Dec 16, 2011 8:19 am
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Post Re: Warhammer 40K Compilation [R4.5 Out!]
I can kinda get where you're coming from, but if you have any more specific issues then I'm all ears. :)

Some of this stuff is done kind of on a whim, I admit. Anyway, I'm not gonna be offended if anyone says "y'know, actually, <thing> is a bad idea" and has some good reasoning behind it.


Fri Dec 16, 2011 10:28 am
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Post Re: Warhammer 40K Compilation [R4.5 Out!]
I made a helmet, related with those chaos guys, answering to LVK,
he didn't say if its decent or sucks, but my sprites will not die in limbo:

Image
Attachment:
Nemes.bmp [1.52 KiB]
Not downloaded yet

Personally, I dislike it, looks like some carnivore butterfly its devouring his brains.


Fri Dec 16, 2011 12:27 pm
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Post Re: Warhammer 40K Compilation [R4.5 Out!]
apologise for not replying, Terraria update just happen after your last response.

Either way, it's good but i went with the more Tabletop standard of rubric marines (as in blue and white, not blue and gold which the game sadly goes for)
as this image shows.


Fri Dec 16, 2011 1:10 pm
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Post Re: Warhammer 40K Compilation [R4.5 Out!]
This are probably my two biggest complains with the mod.

First, the jumpacks. We know that they didn't have jetpacks and all, but in CC, movement is mostly vertical. Not having jetpacks automatically reduces any actors effectiveness, and jumpacks are almost as bad, but actually they are worse, because when you have a marine with a heavy bolter, a plasma pistol and a chainsword, and you try to jump over that scrap pile of dropships, you'll see how the marine lifts one pixel and then falls to the floor. That poor marine can't stand a chance, and while yelling for the Emperor, he gets killed by a swarm of agile units. Or not, his heavy bolter can do the job. I know he shouldn't be able to jetpack around the entire map with a heavy bolter, but if you can't get over a small obstacle like that things get very frustrating.

And the other one are the prices.
I don't like to use money cheats, but c'mon, if I equip 5 assault marines with basic weaponry, I run out of cash and I can't create bunkers or use a decent brain.


Fri Dec 16, 2011 7:45 pm
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Post Re: Warhammer 40K Compilation [R4.5 Out!]
Hmmm. Problem is, the original jetpacks were hideously weak, even with an assault pack a loadout like that wouldn't get anywhere. I think you might be underestimating the jump strength a little, as I was able to get an Ultramarine with the loadout you specified to clear a decent(ish) vertical and horizontal distance, at least enough to leap clear over another actor. For anything more, there's the grapple gun, which is very cheap and extremely useful in several situations.

Tweaking the jump powers is tricky though, since they're very reliant on that single initial push which can be very variable. I'm not sure there's a whole lot I can do with them except maybe fine-tuning the particle speeds or somesuch.

As for actor and item prices... yeah, I know. I might lower the prices a little more in future, particularly the heavy weapons.


Fri Dec 16, 2011 8:36 pm
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Post Re: Warhammer 40K Compilation [R4.5 Out!]
well what you could do is have the space marine have a weak burst of jet which act as a jump but able to get over small and annoying terraian stuff while the assault marine has a long and powerful jetpack.


Fri Dec 16, 2011 8:43 pm
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Post Re: Warhammer 40K Compilation [R4.5 Out!]
The annoying thing about the jumpack is that you can hardly control the actor while it is in the air, so most jumps are either vertical, or diagonal with a very closed angle.


Fri Dec 16, 2011 9:43 pm
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Post Re: Warhammer 40K Compilation [R4.5 Out!]
They actually "recharge" fast enough that you can sometimes 'kick' off mid-air a little, at least during longer/larger jumps. Not very useful, but you can sometimes use it as a brake to cheese out of fall damage, or make a minor course adjustment.

Of course, that's kind of how jumping works in the first place. You have essentially nothing to push off of, so of course you can't alter your course.

Space Marines might be superhuman, but Gravity is The Law. :twisted:


Fri Dec 16, 2011 10:23 pm
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Post Re: Warhammer 40K Compilation [R4.5 Out!]
to be honest, i only really used Space marine for defences... and assault marines for... well Assaults.

the name implies so.

Either way when i do my Rubric marines i'm preventing them from jumping cause they're just souls in armour, the plus side is, good ♥♥♥♥ luck breaking through there armour fast enough before the inferno bolt rip into your flesh and burn you inside out.


Fri Dec 16, 2011 10:46 pm
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Post Re: Warhammer 40K Compilation [R4.5 Out!]
Arcalane wrote:

Space Marines might be superhuman, but Gravity is The Law. :twisted:


So long as you have a getaway vehicle running, you should be able to break the law of gravity and hightail it before the Gravity police catch on!

That said, if assault loadouts are such an issue, why not lower the mass/weight of the assault weapons? Maybe compensate with stronger recoil so smaller actors think twice before firing that Astartes bolter.


Fri Dec 16, 2011 10:55 pm
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Post Re: Warhammer 40K Compilation [R4.5 Out!]
Say Asklar, would it be possible / easy / functional to come up with a script that allows Assault Marines to function as they do in WH40K Space Marine?

Basically when you're in the air, you can aim at a spot in the ground and hit jump again, and go flying at high speed at the ground, where there is a small shockwave. Using lua could you determine when you're of the ground, and then find the aim angle, apply velocity in the opposite direction when the user hits a button, and then create a shockwave particle when the velocity is reduced again?

Also sorry the Termi resprites are taking so long, I've been ♥♥♥♥ around trying to install Mac OSX. I am failing miserably.


Fri Dec 16, 2011 11:48 pm
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Post Re: Warhammer 40K Compilation [R4.5 Out!]
done a bit of touching up on the Template for the Rubric marine, i let the community choose which colour scheme to go with.

Image


Fri Dec 16, 2011 11:59 pm
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Post Re: Warhammer 40K Compilation [R4.5 Out!]
Cloth looks better in white.

When you come to coding it, I suggest you look at the tiny script used to randomize the IG Helmets. Then you could have a similar system for the Rubric Marine heads and the cloth thing, that way you could have randomish appearances for each of them, somewhat similar to the screenshot you posted earlier or the current Guardsmen in the Recomp. Another option would be to have a fixed helmet with a headdress attachable that is randomized and can be shot off.

Might even work for the bolter magazines, though it wouldn't work for anything that does need to be animated, such as arms and legs. That said, you could possibly also handle the shoulderpad as an attachable over the arm (maybe) and have that semi-randomized too! Hell, the unanimated torsos could even have some variances if you wanted. Just depends how much work you want to put in.

--

Ketten; I wondered what was taking so long. :P No worries. :)


Sat Dec 17, 2011 12:20 am
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Post Re: Warhammer 40K Compilation [R4.5 Out!]
What Ketten? I didn't get it much.

You want to do some kind of "targeted flight" or something like that?


Sat Dec 17, 2011 12:41 am
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