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 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Agh. This is what I get for dummying things out badly. :roll:

Fixed and uploaded again, fingers crossed that'll be the last one. Knew I should have tested it on a clean install.


Tue Oct 18, 2011 5:23 am
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Post Re: Warhammer 40000 Mod Compilation [Update!]
All is good...and wonderful. the ONLY real improvements I could see are:

Possibly finishing the Terminators :D

Fixing the offsets (I think) of the plasma pistol/rifle so they look shouldered.

Turning the drop pods into actual drop pods.

Resizing the marines a bit to make them seem large and/or in charge.

What you've done so far is really an improvement though.


Tue Oct 18, 2011 5:29 am
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Post Re: Warhammer 40000 Mod Compilation [Update!]
KravenDanger wrote:
Possibly finishing the Terminators :D
Fixing the offsets (I think) of the plasma pistol/rifle so they look shouldered.
Turning the drop pods into actual drop pods.
Resizing the marines a bit to make them seem large and/or in charge.
What you've done so far is really an improvement though.


1) :roll: That would mean actually making entirely new sprites, finishing existing ones, and figuring out offsets. All that exists of them is foreground arms and torsos. Not my area of expertise really.
2) Given how hot Imperium Plasma Weapons get, I would not want them anywhere near my face. :P
3) Bit beyond my skill level I think.
4) A fundamental issue is that if actors are too large, they have difficulties interacting with mainly stock environments, such as bunkers. It'd also mean scaling up their weapons. Sometimes you have to make concessions for playability.

Either way I haven't stopped just yet. Next update will probably take a bit longer.

Changes for Next Version:
×× Tweaked the Kasrkin sprites and code a little.
×× Removed pilot light from the flamer sprites. They now have an emitter-based pilot light. Not a huge change but it flickers a little instead of being perfectly static, and won't pick up entry/exit wounds.
×× Messing with an utterly non-canon Autocannon for the SMs: see avatar. It's pretty much the Coalition Autocannon on steroids with a lower ROF. Very dangerous.
×× Off-hand Laspistol/Hellpistol/Bolter/Storm Bolter. You lose the ammo-swap functionality. I think it's a fair trade. ;)
×× Pewpew laser effects!
×× Chaplain-specific VOs.
×× More tidying, unified the wounds into a single file for all SM Chapters, cleared up redundant Devices.
×× Shotgun now has a drum mag and animated action, not that you'll be able to see the pump going...
×× Bolter muzzle FX beefed up.
×× Guardsmen now have random helmets picked from four possible sprites.

To Do/Wanted List:


Last edited by Arcalane on Sat Oct 22, 2011 9:31 am, edited 16 times in total.



Wed Oct 19, 2011 9:34 am
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Could we get the new mod in OP or at least in the new thread or something?


Wed Oct 19, 2011 10:36 am
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Could you post the new mod in a link now?


Wed Oct 19, 2011 7:30 pm
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Post Re: Warhammer 40000 Mod Compilation [Update!]
http://www.box.net/shared/l3lol5z3zzbn8iatlpo9


Wed Oct 19, 2011 7:32 pm
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Karskin helmet offsets are way off. you should lower it down a bit.


Wed Oct 19, 2011 7:40 pm
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Do I OP it or what?


Wed Oct 19, 2011 7:42 pm
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Jack; Noted. They were put together pretty quickly... I knew something was off about them but I couldn't pin it down.

Asklar; Go ahead. Because I'm using Box.net, you won't need to change it when I update. Handy huh? :)


Wed Oct 19, 2011 8:09 pm
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Ok.
Question, is it a separate mod or do you need to overwrite my compilation?


Wed Oct 19, 2011 8:11 pm
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Arcalane wrote:
Asklar; Go ahead. Because I'm using Box.net, you won't need to change it when I update. Handy huh? :)


Handy but a person will have to browse the thread frequently to know if it's updated or not.

EDIT: I'm still not too fond of the prices to be honest. A Space Marine costs almost 50% of a Browncoat while being able to take much more damage.


Wed Oct 19, 2011 8:12 pm
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Asklar; It's entirely standalone, but would overwrite a current install of the compilation if you unpacked it. It's basically the original version plus my changes in one download.

I'll do a pricing pass now the main release is out of the way. Feel free to make suggestions.


Wed Oct 19, 2011 8:39 pm
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Let's be honest about prices:
Everyone* uses money cheats. If not, people play game modes with lots of gold**. Also, people mine gold***, or sell opponent units or weapons****.

So gold isn't a problem at all*****.

*Well, not always, but at some point people do it.
**Except for some missions.
***Side effect of digging tunnels into your opponent's base.
****Cheap tactic commonly used for fun, but it carries results.
*****Unless you are an exception to the points stated before.


Wed Oct 19, 2011 8:43 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Personally, I think these space marines are way too weak. I implemented a health regen snippet of code into a copy of the AI, which shows the healing factor that they're supposed to have in canon, if you want a copy.


Attachments:
RSMAI.lua [64.73 KiB]
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Wed Oct 19, 2011 9:49 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Let me correct you, everyone in every gamemode that allows them to cheat money, will give themselves more money because harvesting gold is not fun BUT and it's a very big but for me personally, on Unmapped Lands, Gold is very important resource that doesn't need harvesting and it's also used to balance factions (no matter the faction AI will send 1000oz worth of units on you for example, be it 2 Space Marines or 10 Coalition Soldiers).
Unmapped Lands is all I play lately, that's why I care so much.


Thu Oct 20, 2011 11:23 am
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