View unanswered posts | View active topics It is currently Thu Jan 09, 2025 5:48 pm



Reply to topic  [ 1208 posts ]  Go to page Previous  1 ... 43, 44, 45, 46, 47, 48, 49 ... 81  Next
 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
Author Message
User avatar

Joined: Wed Jul 30, 2008 10:27 pm
Posts: 272
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R8.5 Out!]
Looks like you guys used a few of my Dark Angels sprites from 2009.
Glad to see my efforts didn't go to waste.


Sun Mar 11, 2012 6:00 pm
Profile
User avatar

Joined: Mon Jan 11, 2010 12:41 am
Posts: 78
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R8.5 Out!]
You know what would be cool?

Really expensive teleporting terminators. Then again, that sounds like a ♥♥♥♥♥ to make.


Sun Mar 11, 2012 11:05 pm
Profile
User avatar

Joined: Thu Jul 08, 2010 10:24 pm
Posts: 185
Location: Big Applesauce
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R8.5 Out!]
Tearagion wrote:
You know what would be cool?

Really expensive teleporting terminators. Then again, that sounds like a ♥♥♥♥♥ to make.

I think there was an old mod that had a teleporting actor. Lemme dig it up.

EDIT: Found it. viewtopic.php?f=61&t=19499


Sun Mar 11, 2012 11:39 pm
Profile
User avatar

Joined: Sat Oct 15, 2011 4:19 pm
Posts: 322
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R8.5 Out!]
why is this topic always on the top of the page?
its good, dont get me wrong, but it has been #1 for quite some time.


Sun Mar 11, 2012 11:51 pm
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R8.5 Out!]
...what kind of question is that? It's near the top of the page a lot because people post in it a lot. Simple.


Mon Mar 12, 2012 12:33 am
Profile YIM
User avatar

Joined: Sun Dec 25, 2011 7:23 am
Posts: 269
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R8.5 Out!]
A lot of people can refer to it I guess.


Mon Mar 12, 2012 3:05 am
Profile
User avatar

Joined: Wed Jul 30, 2008 10:27 pm
Posts: 272
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R8.5 Out!]
I can sprite a Blood Raven if someone can make a gun that shoots rare artifacts from other chapters.


Mon Mar 12, 2012 4:11 am
Profile
User avatar

Joined: Sat Oct 22, 2011 4:49 am
Posts: 826
Location: England
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R8.5 Out!]
i think we should focus on doing more fixing, adding more weapons and sorting out termie's before adding in more chapters.


Mon Mar 12, 2012 8:28 am
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R8.5 Out!]
I'm not against adding new chapters*, but I'm not sure there's a whole lot of point adding Blood Ravens because their scheme is very similar to that of the Blood Angels, and CC's array of red tones is quite limited. Same for adding Salamanders and Dark Angels, or Crimson Fists and Ultramarines, or Iron Hands and Black Templars, and so on and so forth.

Again, here's a big .jpg with a ton of chapters It also has some nice references on the various older (pre-Mk7 Aquila) armour sets for making variant bits. The halved/quartered sets are going to be pretty much impossible without flipping (which would be... awkward), but there are still plenty of options there. Only really limited by CC's palette choices.

*Largely because the overhaul of actors has made it vastly easier to add new ones.

What weapons are we missing besides the Assault Cannon, really? I mean I know our selection of melee weapons is a bit slim (it's being worked on), a couple need overhauls, and we don't have some of the 'newer' options (e.g.; the Vengeance Launcher from SPESSMAREEN) but otherwise I can't really think of things we're missing that aren't various patterns of already-added weapons, such as the Mk3 bolter from the wargear sheet.


Mon Mar 12, 2012 9:59 am
Profile YIM
User avatar

Joined: Sat Oct 22, 2011 4:49 am
Posts: 826
Location: England
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R8.5 Out!]
http://warhammer40k.wikia.com/wiki/Officio_Assassinorum

all the weapons that belong to those assassins.

http://warhammer40k.wikia.com/wiki/Impe ... d_Weaponry

Autogun autopistol Heavy Stubber.

etc

There also the Dropship which i spirted last year you never added in and the Sentential

also add on Heavy Bolter turrets on the Droppod and have the droppod stay around for a little while (for extra cost obviously)


Mon Mar 12, 2012 11:20 am
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R8.5 Out!]
Cortex Command already has plenty of boring ol' bulletflingers in the game without mods if you want to arm your Guardsmen with something other than lasguns, I'm not sure adding them would be worthwhile. I'd probably code them up anyway if some good sprites were sorted out, but otherwise they're really low on the list of things the mod is really missing. What I would like to see is additional equipment - medpacks, auspexes (acting something like Mehman's combat detector), a vox-pack for calling Thudd/Basilisk strikes, a lascutter melta-based digger, that sort of thing.

Assassins could work. If I had to put them in order of practicality, the Vindicare and the rifle would be first priority, probably followed by the Eversor. After that, the Culexus and the Callidus could be considered, but their special abilities don't really apply to Cortex Command very well. Especially because the Callidus' morphthing would be pretty much impossible to do.

I'd rather see Sisters of Battle first, though. I'm no SoB fan, not by a long shot, but they're a larger and more important facet of the Imperium as I see things. There's also the Grey Knights (ignoring their more recent developments) to potentially be considered.

Everything else... Valkyrie is still on the to-do. Not sure about the Sentinel. The Drop Pod probably needs to be re-done from scratch anyway (new sprites, etc.) so I guess it could happen someday. Would be a good opportunity to add those missile/assault cannon Deathstorm pods as well.


Mon Mar 12, 2012 12:51 pm
Profile YIM
User avatar

Joined: Wed Jul 30, 2008 10:27 pm
Posts: 272
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R8.5 Out!]
Arcalane wrote:
Again, here's a big .jpg with a ton of chapters It also has some nice references on the various older (pre-Mk7 Aquila) armour sets for making variant bits. The halved/quartered sets are going to be pretty much impossible without flipping (which would be... awkward), but there are still plenty of options there. Only really limited by CC's palette choices.

Might be a bit off topic, but shouldn't the Legion of the Damned and the Iron Snakes be under the Ultramarines?


Mon Mar 12, 2012 9:59 pm
Profile
User avatar

Joined: Sun Sep 04, 2011 2:25 pm
Posts: 181
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R8.5 Out!]
Boba_Fett wrote:
Might be a bit off topic, but shouldn't the Legion of the Damned and the Iron Snakes be under the Ultramarines?


Iron Snakes, yes, They did get founded from the Ultrasmurfs. Legion of the Dammed, No. Because they mutated so much into loyalist hellspawn from the warp that they became the Legion of the Dammed from the Firehawks chapter.

The Ultrasmurfs did found a lot of chapters, Mostly because they where never really part of the horus heresy and lost as many number as the rest. All because rowboat girly man and his lack of tactical competence made the ENTIRE LEGION CHASE AN ALPHA LEGION DECOY.

They never took part in the Siege of Terra.
++++
That said, Could we, if a sprite was supplied, have a Thunderfire cannon? as a base defense gun, or would it be simply too big?


Mon Mar 12, 2012 11:09 pm
Profile
User avatar

Joined: Mon Jan 11, 2010 12:41 am
Posts: 78
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R8.5 Out!]
I'm bored, so I'm spriting a thunderfire cannon right now

EDIT: Done!

Image

If someone wants this, go ahead and code it, it would be cool if it could be deployed like a droppod or something, rather than just in build mode.


Tue Mar 13, 2012 12:12 am
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R8.5 Out!]
I think I can make the drop pod thing happen, with a little work. A neutral colour scheme might be better, though.

Should be simple enough to make it a beefed up version of the Widow or have it spit autocannon shells.

Ed: As for the chapter-poster; you guys notice the mislabeled heritage, but not the fact one of the chapter rows got used twice? :roll:

Ed2:

Image

Ed3: Now that I think about it, I can think of at least one feature I could implement for autoweapons/slugthrowers that would make them stand out a little. It's not new territory for the compilation by a long shot, but it's simple enough.

In this case, I'd adapt the bolter explosive rounds code and create two ammo types for them. You'd have standard FMJ-type rounds, which would be okay in performance, and you'd also have hollowpoint-type rounds. The hollowpoints would be nowhere near as sharp (and thus much more easily stopped by armoured materials) than normal rounds, but they'd spawn ~2-3 fragments inside the target on impact. As a result they inflict many more wounds, and thus are much more effective against unarmoured or otherwise poorly-protected actors, such as zombies. They'd be much less use against robots, though.

That's my theory/plan, anyway. I'll try it out later and see whether it's workable or not.


Tue Mar 13, 2012 2:22 am
Profile YIM
Display posts from previous:  Sort by  
Reply to topic   [ 1208 posts ]  Go to page Previous  1 ... 43, 44, 45, 46, 47, 48, 49 ... 81  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.047s | 14 Queries | GZIP : Off ]