I am a retard and it took me 20 years to figure this out!...

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!!!!!Warning Wordy Doccument!!!!

As a real software developer for over 25 years and a programmers for 30 you might understannd that reports on software become lengthy and detailed.
Playing 40k for just as long means I have a large amount of knowledge from RT to 5TH/Space marine to epic 40k/Spacefleet to battle fleet gothic/space crusade to 3rd ed space hulk/Confrontation to Necromunda/Gorka Morka.

===========================
Developed By: Apocalypse Mod Team
First Developed By: Krronus
Posted By: Krronus
Game Name: The Apocalypse
Type: Non expansion (Actual)
Version: 1.59
==========================
Developed By: Apocalypse Mod Team
First Developed By: Krronus
Released By: Cylarne_04
Game Name: Ultimate Apocalypse
Type: Non expansion (Actual)
Version: 1.6
==========================

Greetings from a dawn of war fan and apocalypse fan.

I have been watching the modding community since it started over 5 years ago. I was one of the people that beta tested dawn of war when it came out and helped about a dozen youth share in the beta testing of Dawn of war helping them get it going and taking their feedback through a local internet cafe.

I have done a lot of modding with the Homeworld TCs brought out over a decade ago but sadly have not been able to get to modding DOW till now.

I am only on my second week of modding and tex/meshing which means I have a lot to learn without the internet at home it is all trial and error, have you got any good compilations of modding directions that are portable?
Possibly even Fraps'd Vids of the procedures?

I am still a bit miffed as to how to get the steel legion, blood angels, daemon hunters mods to work with apocalypse 1.XXX.

Most of this gabble I would do myself if I had the knowledge of how to mod as successfully as the Apocalypse team.

I have seen a rather decent versions of the Harlequins, Adepticus Titanicus, mod and I am wondering why that has not been added to the Apocalypse mod?

Dawn of war two in my opinion was a joke that is why I have stayed with dawn of war and if they want to release a sequel it should be called DOW Reloaded. with much, much larger map areas and a galactic campaign area that is multi-player online or even over the LAN, to this end I am investigating ways to use the interface of dark crusade combined with the interface from Soulstorm to see if its possible to make a playable galactic map. A co-op campaign option might of been nice. The DOW 2 game-play wasn't enjoyable it was more like a footmen frenzy style of game with no real enjoyment or build factor. The apocalypse mod seems to be integrating the extra troops into the game and I see there is quite a few more to go.

I am curious to see if it would be possible to do the random helmet trick that has been put online with body and animations from any races troops.
I could see simple tex/mesh changes being made to units to give them multiple variants of each troop type.

I am also curious to see if Kill sync could be done with vehicles, allowing a rhino for example to be able to run down any troop unit possible, or even ram other vehicles. I believe that we would all like everything in-game to have a kill-sync for everything else in the game.

You may hear me talk about redundant units as I have been playing since rogue trader and man it was fun back then, not this D6 game it has turned into, it had some real opportunity in it. Still got all of my miniatures since RT days game.

# Chaos marine

Here are a couple of options / suggestions.

Is there a way to add in a 3rd build component to the heretics? Build wall?
Something that could be used to build these concrete walls I see, as they could be good for corralling and slowing down enemy troops.

Instead of a dodgy Eldar style gate for the dark gods warp portal, an enlarged super weapon chaos rift would be more appropriate as a dark gods Warp portal instead of waiting to spawn another chaos rift. With the potential to send troops through the dark gods warp portal to the smaller chaos rifts, just like guard do with their buildings.
Size of the portal could be machine cult size for the glow or even two strongholds beside each other in apocalypse 1.6X, with a red glow so that it would match in with the rest of the chaos building textures not this blue/purple glow of the rifts.

If you are quick you might be able to get more inspiration for daemons FX/animations from the online Warhammer game for the greater daemons and minions daemons. Like the Juggernaught, seekers, Pallaquin, Nurglings even real blue horrors, flamers.

I believe that the blue horrors would be easy to make as it is just converting the .rsh into a .tga then changing the RGB in it.
Tex provided. Any comments?

Might I suggest that the Bloodthirster be moved to a new line in the daemon pit as there will need to be space for the other greater daemons alongside it like in sequence to make the sacrificial pit.
Lord of Change/Bloodthirster/The great unclean one/Keeper of secrets.
Just in case you decide to make the daemons alignment dependant.

One option I was thinking about is if it would it be possible to change around the build list for the chaos temple to be.
commander/Marines/Raptors/Havocs
rubric marines/Bezerkers/plague marines/noise marines.
Chaos Lords....
Tzeentch/khorne/nurgle/slaneesh.
as expected it would be handy to have these lords show up after the research on the wargear has been completed and after you have selected your alignment.

Any upgrades this interferes with you could put in the chaos armoury.
Or with further deliberation if you use the Evolutions interface you could put in squad personal research/wargear.

Might it be possible to spawn Thrall/familiars/spawn from the listening post to perform similar tasks to the servo skull and mentioned cherub below. Possibly even given alternative thralls a tech/medic ability as well.

Might I suggest breaking down the Chaos temple into the god alignment/legions. One for undivided/Tzeentch/Khorne/Nurgle/Slaneesh/lost and the damned. Having the legion specific units being spawned from these
temples.
-Tzeentch(Thousand sons)
TS lord/Rubric marines/Disc riders/TS Havocs
Rubric terms/

-Khorne(World eaters)
WE Lord/Bezerkers/Jugger riders/
Bezerker Terms/

-Nurgle(Deathguard)
DG Lord/Plaguemarines/Pallaquin riders/DG Havocs
Plague terms.

-Slaneesh(Emperors Children)
EC Lord/Noise marines/Jetbike riders/EC Havocs
Noise Terms/

-Undivided
Undivided Lord/Chaos marines/Raptors/Havocs
Possessed marines/Terms/Bikers.

-Lost and the damned(Traitor)
guardsmen/Hvy. team/Missile team/Mortar team
Colonel/Officers squad/sniper/etc...
Rough rider/etc...

From what I can see a research object can change the display in the build section of a bldg. so it would be possible to just build an basic temple and when an alignment is selected for the bldg it would transform into a legion described temple, It might be a whole mesh change or it might be as simple as a tex(Texture) change or even a assigned colours change for the colours of that bldg. I am hoping that the mark/alignment/legion selection buttons could be put in the Squad control area of of the interface.

Or would it be possible to do the research to the temple and change the build list and have the change control in the squad control area?

Or further just put an icon of a Tzeentch symbol/Khorne symbol/nurgle symbol/slaneesh symbol/chaos star/lost and the damned head just like the Cadian one used below and use them to swap between the displayed build area like the commander does when he adds wargear? As later mentioned giving you a possible 144 units build-able in each bldg. If you could move the cancel button into the squad control area. Making some of the changes mentioned about the heretic redundant.
To this end I have provided a number of icons for your appraisal for the ingame section. To get the ingame disabled you just need to use a paint program and edit the image brightness by negative 50%.

Would this mean that the entire chaos legions would be compiled into the one mod?

The creation of rubric/bezerker/Noise terms would be as easy as merg'ing the chaos terms with the desired power armoured marines, Depending on whether you merge an object or scene and how you merge the textures for these terms could be automatically generated. Like I found out merg'ing the Sisters Rhino and the Repressor. The plague terms would have to have a few Mesh changes but that wouldn't be anything out of the regular 3ds Max Deformations. Textures could be the tricky part but it wouldn't be too difficult with the main part being RGB/saturation changes in the tga with a few extra symbols and surface detail to the texture. IE symbols/bloated parts/scratches. I believe that the rest of the terminator animations and effects could be Kept the same. Thoughts?
If I merge the model into every animation and keep the skeletal structure and part structure the same will it animate the new mesh with the old animation max?

With these changes you would be able to get the Chaos chosen Terms back into the temple build list.
These changes would also allow you a second place to spawn possessed marines. Not too say that I have ever had to use them.
And the havocs would be the same mesh/tex as the base marked marines with weapon changes as was listed in the 3rd Ed. chaos codex.

Would it be possible to add in an aspiring sorcerer to the army given reduced psychic abilities to be used and making it a squad attachable and possibly a "command unit" ? or just squad attachable like the apothecaries of the space marines.

would it be possible to change the name of the old lord in DOW to an aspiring lord? so that the undivided lord doesn't become a conflict? As I believe that the lord is only aspiring till it take up a mark(alignment)

It would be beneficial to have a retirement building where you could retire units you didn't need any more and gain say half of its costs back. For chaos the Sacrificial pit would be good for that,.where you would load units into and with a button cancel/retire/sacrifice/delete the selected unit.

With the stronghold might I suggest that the build layout be
Heretic/Cultist/lost and the damned/"Iron Lord/Father, Hellsmith".
chaos lord undivided/Aspiring Sorcerer/sorcerer/space
I was hoping to get in a "iron lord/father"(iron warriors Techmarine)/Hellsmith from a converted Techmarine with an old style servo arm not the whole servo harness. I will update this in a later comment.

With the heretic build lists and possible Iron father build lists might I suggest.
Build list
Temple/Armoury/space/space
Machine pit/sacrificial circle/daemon pit/space
Listening post/Plasma generator/thermo plasma generator

Adv. Build list
Strong hold/space/space/Dark gods warp portal(the oversized chaos rift that is permanent and in red
not the blueish colour),
H. bolter turret/Adv. H. Bolter turret/Super H. Bolter turret.
Mine field/Adv. Mine field/etc....

Just to have some consistency for newer player to understand what's going on and how units are in 40k. Also it could be handy later on if you wanted to make the troops only available with alignment.

Would it be possible to add upgrades to the Chaos marines aligned marines, like a Bike for undivided, Jugger mount for khorne, disc for tzeentch, Jetbike for slaneesh and Pallaqin for nurgle. This would give the marines a bit more flexibility on the battlefield.

The only possible issue would be that there would be weapon losses like the Hvy. bolter/missile when they were converted. Unless you wanted to turn the Hvy. bolter into an attack bike.

How come no one has made a chaos Warhound? it's just a texture job.
How come no one has made a Chaos Thunderhawk? Just another tex. job.
If they have, and I haven't seen it yet?

On the matter of the lost and the damned/traitors might I suggest that the Cadians have some new tex. made up and have them spawn-able from the chaos stronghold.

Might I suggest a basilisk be added with chaos tex. to give the iron warriors and lost and the damned players some fun.
Might I also suggest a Chaos Russ to give the Lost and the damned players some fun.
As I remember when you could take these units in game.

I have made some minor modifications for a place-holder Lost and damned. As I wasn't so sure on what the adaptive colours where I only modified certain areas to give the guardsmen a unique but obviously malleable appearance. Comments?

Could I suggest that the machine pit have its build display altered to be
Rhino/vindicator/predator/space
Russ/defiler/basilisk/Landraider
Dreadnought/hell talon/hell blade/Thunderhawk?

Or would it be possible to do the research to the machine pit and change the build list and have the change control in the squad control area?
Or further just put an icon of a Rhino/Dreadnought/Hellblade/Landraider/lost and the damned head just like the Cadian one used below and use them to swap between the displayed build area like the commander does when he adds wargear?

Tier six, super weapon could be the 9 Bloodthirster drop from the apocalypse/reloaded book. Health of each individual Bloodthirster may need to be lowered though.

Is there any way to add a Daemon sermon(Daemonic roar) ability to the buildings and have the icon in the squad control area of the interface?
To perform a similar role to that of the hymn of the sisters.

Is there a way to move all bldg abilities into the squad control area as it doesn't seem to get used enough in the building selection and having the production area for units you can produce or for research. The cancel in the heretic would also be good to be moved to the squad control area. As I might suggest for all races giving you the capacity to build more items then currently possible. Because I can think of a lot more troops/structures to build and having a base twelve system would be a better then a base 9/10/11 system. Thoughts?
On further research I found the evolutions interface could use the bldg abilities in a different area of the taskbar..

If you are curious to how this could be done you could always contact the people that did the thousand sons and Deathguard mods.

# Marines

Is there a way to add in a 3rd build component to the servitors? Build wall?
Something that could be used to build these imperial concrete walls I see, as they could be good for corralling and slowing down enemy troops.

New servo skulls to better represent the usefulness of servo skulls. Which has room for spawning from listening posts
-Tech-Servo skull, that would be squad attachable and repair slower then the servitors, and not be able to build just like that trojan in steel legion mod. Tex provided. I made the servo skull look more metallic. Any comments?
-Medi-Servo skull, that would be squad attachable and heal slower then the apothecaries. Tex Provided. I made the skull look much lighter. Any comments?
Is there a way of getting several Tech-Servo skulls attached to the Techmarine?
Is there a further way to get Medi-Servo skulls to attach to the apothecary?

Breaking down the machine cult into separate cults for the rhino/dreadnought/Landraider. leaving just the Landspeeders and the Thunderhawk in the old machine cult. to differentiate could be as easy as changing the texture on the face up surface to be a silhouette of the type of machine to be built there. Just one option.

Or would it be possible to do the research to the machine cult and change the build list and have the change control in the squad control area?
Or further just put an icon of a Rhino/dreadnought/land raider/Thunderhawk and use them to swap between the displayed build area like the commander does when he adds wargear?

Breaking down the chapel/Barracks by adding in a veteran chapel/barracks by changing the original chapel/barracks to have a terminator crux on it instead of the tactical symbols and having all your vets, stern/van/term/ass. terms/Emp. Champ. from it

Or would it be possible to do the research to the chapel/barracks and change the build list and have the change control in the squad control area?
Or further just put an icon of a Tac symbol/Term. Crux. and use them to swap between the displayed build area like the commander does when he adds wargear? This would make some of the servitor builds redundant. as mentioned below giving you the possibility for 144 units from each bldg.
To this end I have provided a number of icons for your appraisal for the ingame section. To get the ingame disabled you just need to use a paint program and edit the image brightness by negative 50%.

Does this mean all loyal primogenitor chapters would be able to be integrated into the same mod?

With breaking down the machine cults and barracks, in game you could get around the lack of space by deleting the old ones as you do not need them. I cannot think of a time I have every had to use Landraider in any dawn of war. Dreadnoughts only get used sparingly as a spam to break down bases so I only need one of those temples and the orbital relay produces the dreads as well. Land speeders are the first vehicle I send out and would only need one of those cults as I don't need to spam them. Rhino cult would be my back bone with the Rhino, Damocles, Predator and Whirlwind being produced.
Veterans I hardly use I cant think of a time that terms have every won me the game as its usually tac marines that get me there so I cant see me needing more then one vet chapel.

Has no one gotten the Thunderhawk animation from the machine cult or the stronghold yet?

With the apothecary from 1.5, could it have a combined mesh with the apothecary from 1.6 and do the whole random head style meaning you would get both splendid apothecaries when you produce them.

I believe that there is also 2 different chaplains getting around. Would it be possible to do the random chaplain thing or make one an interrogator and one a regular company chaplain?

With the build trees might I suggest a different layout as to what they have now to make it easier
to use.
-Reg. Build
Chapel/vet. Chapel/Armoury/Sacred artefact,
Mach. Cult/Rhino cult/dread.cult/Land raider cult.
Listening post/Plasma generator/thermo-plasma generator
-Adv Build
Stronghold/space/space/Great warp portal
H. Bolter/Adv H. bolter/Super H. Bolter

With the orbital relay might I suggest the layout of.
Tact/Asslt/Deva/space
Vanguard/Sternguard/term/asslt. term
Dread/hellfire dread./Dread. Mortis/Ven. Dread.

With the Jump pack, could we build it in the armoury and then choose to apply it to the chaplain/librarian/commander?
it could be build as build gear for the commander like it is for his other wargear like TD armour.
Would it also be possible to change the icon of the wargear to a bolt pistol which would be more understandable to newer players. not the confusion of thinking the commander could build things.
After looking at the souslstorm legions mod I have found that personal wargerr and research is possible.

Would it also be possible to have the chaplain and librarian have upgradable wargear like the commander?

Possibly even using models for a Lexicanum/Codicier/Epistolary/Chief Librarian and the status would depend on the amount of psychic powers it would have assigned to it.

Tier six, Super weapon Thunderhawk deployment? where 5 Thunderhawks carrying ten full squads (a company) set down at a given location and deploy troops that where stored in the warp portal similar to what the Eldar do. It would be good if the Thunderhawks would fire all their weapons while they are disembarking the marines.
-It could be done by removing the machine cult from the machine cult animation and having the Thunderhawks be deployed like the deeps striking turrets in Apocalypse 1.6? then use the guard style troop transfer that they use in the buildings. If the Thunderhawk building are equipped with firable weapons similar to the Ork bases, Basilisk Magnus, steel legion base. This would give an amount of time to transfer the marines of the Thunderhawks. Then either have the Thunderhawks lift off of have them stay in position till they are destroyed, or even have them life off and return to sky or reload at the warp portal.

Is there any way to add a Battle Hymn(Battle cry) ability to the buildings and have the icon in the squad control area of the interface?

Is there a way to move all bldg abilities into the squad control area as it doesn't seem to get used enough in the building selection and having the production area for units you can produce or for research.

If you are curious as to how this could be done you could always email/pm the teams that did the blood angels and Black Templars or ultramarines or Deathwing mods.

# Sisters

Is there a way to add in a 3rd build component to the servitors? Build wall?
Something that could be used to build these imperial walls I see, as they could be good for corralling and slowing down enemy troops.

Frateris militia would be handy to have instead of the lonely missionary. They would just be cultists for the sisters like they were in game. The ones I am slowly working on run instead of walk between points. I am using man_a with cultist actions/animations and some of the original animations for the man_a. If I am not mistaken I have to attach the weapons and flag as a child of the man_a hand and it should automatically animate then in sequence. Not my strong point after 5 years away from 3d animation working in mental health.

Repressor would also be good to give the sisters a rhino variant like the razorback. I have merge'd the Repressor from the daemon hunters mod with the rhino from Soulstorm giving me a colour changeable Repressor but I still have to get used to making the file non-dependant on the Rhino_tank to be a model, I will surely find a way as I pick up 3dsMax again, using 3dsMax 6.

Battle Sister hospitalier would be an interesting addition to the sisters, healing at a similar rate to the apothecary and also squad attachable. Could be easily made with a sister superior merge'd with an apothecary to get the medic tool. Might even make her a bit lither and change her skirting to a dress like the one in 40k if that doesn't look to out of place. Built at the Pristine sanctuary Possibly in a rgb/ saturation altered White tex. I think the medi-weapon would need to be mirrored and put on the other arm so it wasn't so obviously an apothecaries.

Techsister/Sister Mechanicus, which would repair at a similar rate to the Techmarine. Could be easily made by merg'ing a sister superior with a servo arm and a Techmarine axe. Or at least that is how the one I built for 40k looks. Possibly in a reg/saturation altered red tex.
Built at the Manufactorum.

Cherubs could also be useful, used in a similar way to the servo skull of the marines. with a medi-cherub, tech-cherub and a feedback cherub, all squad attachable. Spawned at a listening post.

-Feedback cherub would have similar qualities to the current servo skull.
-Medi cherub, attaches to squad and heals at a lower rate then the apothecary/sister hospitalier.
-Tech cherub, attaches to squad and repairs at a lower rate then the Techmarine/Techsister.

The cherub may even be able to be made out of the laud hailer on the track guard of the rhino variants. It will be a bit of a stretch but I could see certain surfaces being removed in 3dsMax and a pair of stubby legs and animated wings being added with a whole new tex to the Laud hailer to become Cherub. And it has. :)

Would it be possible to give the second living saint a greener glow or bluer glow so that they could be easily told apart on the battlefield.

Lightning fighter bomber has also been something I have been looking at with the Lightning having missiles added just like you can do with the real lightning that I am using as allies for my apocalypse sisters army. even though the lightning didn't grab me at first in 40k, extended use of them in DOW have made me want to get more of them as allies of my sisters army. And this lil task has been completed.

I am not sure if this is a good idea but you could break down the sisters in battle sisters
dominions and Retributors as is in the real 40k, just like you did with marines and chaos.

For the Manufactorum can I suggest that the build list be altered to
Rhino/Repressor/Immolator/exorcist
Lightning/lightning strike/space/penitent engine
Techsister/etc...

Or would it be possible to do the research to the Manufactorum and change the build list and have the change control in the squad control area?
Or further just put an icon of a Rhino/lightning/penitent engine and use them to swap between the displayed build area like the commander does when he adds wargear?

For the convent would it be possible to change the build layout too
Cannoness/sister/dominion/Retributor
Seraphim/Celestian/Repentia/Avenging Angels.

Is there any way to move the laud hailers to the squad control area on the interface?

With the avenging angels is there anyway to give them the Jump ability as their wings seems to be useful and a permanent angelic visage ability?

Is there any way to get the penitent engine to have it as a squadron like the land speeders in the space marines?

Is there any way to get in female inquisitors to give the SOB some psychic capacity.
merg'ing the superiors mesh with a in obj/scene in 3ds max might just give the desired effect.
Built in the pristine sanctuary. so that she isn't immediately available. Could she also be a secondary command unit? Possibly in rgb/saturation altered blue/silver tex.
On further deliberation it would more likely be an acolyte that is armoured in the sisters armour.

Might I suggest instead of a massive warp portal, a Shrine to the emperor as it would seem more in place with the structures theme. I believe there is one in the terrain or the single players .whm section. It could also possible have light up eyes and a beacon flashing at the very top like a Teleporter beacon for the Larger items being brought to the battlefield.
Statue_human_01 would be good. But I was sure there was one of a marine with his sword held aloft that could make for a good beacon point. Modified into the Emperors twin headed eagle armour makings.

Is there a way to move all bldg abilities into the squad control area as it doesn't seem to get used enough in the building selection and having the production area for units you can produce or for research.

If you are curious to see how this could be done you could email/pm the team who built daemon hunters mod.

# Tau

Is there a way to add in a 3rd build component to the earth caste? Build wall?
Something that could be used to build these Tau walls I see, as they could be good for corralling and slowing down enemy troops. In Soulstorm I was using the Kauyon command centre as a wall for the units to take cover behind and the 10,000 HP of the building backed up a lot of fire in the campaign and saved many tau with the earth caste repairing the masses of damage it too, as it was cheaper then using unit strength and having to rebuild unit strength. since I used the basic stealth as my main unit it was good and the Skyray could fire beyond the Kauyon commands and do damage without taking and damage in return. or it could of just been the AI that attacked the
closest visible target and left the stealth backed up by the Skyray

Is it possible to use the earth caste builder out of the tau mod to compliment this drone that is used in the regular dawn of war?
Just like the servitor and the Techmarine is used in space marines.

Would it be possible to create a veteran stealthsuit squad like in the SP campaign. Using 3/4 Shas'vre in a squad spawn with one like the other stealth suit and not upgradable as they already have fusion blasters? having them spawn in the coalition centre/barracks?

Would it be possible to create a bodyguard team like you would use in SP campaign which is not spawn-able from the ethereal? giving you a second option for a body guard.

With the XV81 Broadside did you mean XV881 Broadside?As they both have distinctly different Battle suits.

For the cadre headquarters might I suggest a build structure of
Build list
Earth caste drone/stealth suits/earth caste warrior/space
Ethereal/vet. stealth team/Bodyguard/Vespid

with the barracks might I suggest a build structure of
Build list
Fire warrior/pathfinder/or'es'ka/xv89
xv8/xv81 crisis/xv88 broadside/xv881 broadside.

with the vehicle beacon could I suggest a build structure of
Build list
Devilfish/drone Harbringer/Skyray/hammerhead.
Barracuda/etc...

with the drone beacon might I suggest a build list of
Build list
Drone/Sniper drone/space/space
Hvy Drone/Hvy drone variants....

Or would it be possible to do the research to the vehicle beacon and change the build list and have the change control in the squad control area?
Or further just put an icon of a Devilfish/barracuda/Drone and use them to swap between the displayed build area like the commander does when he adds wargear? This might make some changes redundant to the build list of the earth caste, but would allow for a greater number of units produced by each bldg. one building has 12 build spots about to build another possible twelve units inside each some 144 max number of units per bldg. But it might be beneficial to do it how the guard does and research the capacity to build before being able to use the expanded build menu.
To this end I have provided a number of icons for your appraisal for the ingame section. To get the ingame disabled you just need to use a paint program and edit the image brightness by negative 50%.

With the Tau build lists could I suggest a structure of
Build
Build list
barracks/Kroot shaping/vehicle beacon/Path to enlightenment
Kauyon command/Mont'ka command/Coalition centre.
Listening post/Plasma generator/thermo plasma generator

Adv. Build
Build list
Cadre headquarters/space/space/Arka Ion cannon
Turret/Adv. Turret/Super Turret
Mine/Adv. Mine/etc...

Might I suggest putting more research into the Path to enlightenment as the ones it currently has is done way to fast compared to other races. Might I suggest the barracks research and beacon research be put into the path to enlightenment to give it some use?

Is there any chance of moving the cancel button into the squad control area of the interface, like the attack on the bldg's that have been implemented in Apocalypse. I have thought that the heal/cancel/sermon/roar/hymn Like previously mentioned. I might be inclined to put the turret button in there too. All to save on space in the build lists.
If the evolutions interface was used they could be put at the top of the task bar.

Is there a way to move all bldg abilities into the squad control area as it doesn't seem to get used enough in the building selection and having the production area for units you can produce or for research.
If the evolutions interface was used they could be put at the top of the task bar

Any chance of upgrading the turrets further to give them missiles like the Skyray has?

How come none of these super heavy drones from Forgeworld have been introduced as they are just a model rescale and merged with the weapons in 3ds Max.

If this is done you may want to introduce a drone beacon breaking drone units out of the vehicle beacon. I would be inclined to use the building of the drop down turrets and have the Orca come down like it does at the vehicle beacon.

Why have no smaller drones been made that come out of the Listening posts that perform similar tasks to the servo skull of the marines or the suggested cherubs of the sisters? It would just be a rescale in 3ds Max with the shield drone being the main mesh used. Heck you could even have mini Tech-drones and mini Medi-drones using the earth cast mesh rescaled. The repair mini drones could be squad attachable and allow the squad to repair like the trojan and the mini Medi-drones could attach to squads and increase their damage recovery.
The tex of the drones could be rescaled also and allow you to get multiple tex for the mini drones in one master tex.
In my interest I have rescaled these drones in 3ds Max toi a size around the head of a tau fire warrior as I believe that that would be a suitable size for a mini-drone.

If you are curious as to how these modification to models and stats could be donw you could always email/pm the creators of the Tau mod for DOW.

# Necron 1.5X

OMG WTF Monolith heaven.

Would it be possible to make Miniliths a much smaller version portable or not with the capacity to load Necrons into to then transfer them to the desired monolith, just like the guard do with their guardsmen in buildings? This would allow for fast deployment and redeployment of Necron warriors which I think is the general idea in 40k being able to relocate you slow warriors very fast and having them where you want them on the battlefield.
Just an alternate to the natural teleportation capacity of the warriors. This would also allow other heavier units to be moved around likewise.

A Minilith could use the tex/mesh of the energy core. It would be nice to have a door like the monoliths but I am sure that they do not need it as they energy crystal could De-materialise them into the unit reserves.
You may even just be able to use the Energy core for that role. :P

Giving the restored monolith a transport capacity of 5 and the siege monolith a transport capacity of 5 also and giving the Miniliths a transport capacity of 3 or the energy core an unlimited capacity

would it be possible to put the doomsday monolith abilities in the squad control area, just like the Necron lord does? because the Necron warrior transport to friendly structure takes so long to recharge.

Is there any chance of getting sabotage mini scarabs and repair mini scarabs out of the obelisks, similar to the servo skulls and cherubs and mini drones and thrall suggestions from the other races? Similar size to the sky attack scarabs. making them squad attachable like the rest of the little unit type are.

Might it be possible to make the energy core do what it says it does and provide enough resource?

And where is the Necron lords Phalactery(repair scarabs)

with the Build scarabs could I suggest a change to the layout.
Build list
summoning core/forbidden archive/Greater core/Command increase +1(Sacred Archive).
Minilith/energy core
Obelisk/plasma generator/thermo-plasma generator.

Adv. Build list
Monolith/space/space/Doomsday monolith.
Gauss/Adv. Gauss/Super Gauss
Popup scarabs/Adv Popup scarabs

Popup scarabs could use the attack scarab mesh/tex
Adv popup scarabs could use the sky attack scarabs mesh/tex
The idea behind the Popup scarabs as id you see in every move scarabs bury under the ground and attack on mass from underground. Or you could see it as adult scarabs burying their young scarabs.
I was thinking that It might be possible to get the builder scarab to lay the Popup scarabs like mines then when they have enemy close by, instead of blowing up they animate and attack/feed the enemy. Or they could attack then blow up in a green ball of light, just like the old Scarabs in 2nd Ed used to be able to do.
So most of their animation used would be the under ground one. Oh and you might want to make them infiltrated so that they are not shot at by every unit straight away, just detection units.

Or you could do it the alternative way and have the scarabs spawn at a bldg then bury them self when in position. but you would have a better chance of losing them.

Any chance you are going to remove the glow off of the Necron pylon tex as it looks rather out of place. many ways in many paint programs.

Any chance you are going to make that Resurrection beacon/obelisk a better shade of black by reducing the highlights and mid-tones? as it looks a little out of place also.

Would it be possible to change the new rather horror movie style Necron with models of the old sci-fi style Necrons? going as far as putting in the old scarabs/lord/destroyers?

# Tyranids

Ok the will of the hive mind is interesting, but a little elf from warcraft. Would it be possible to create a spherical mesh with dynamic glowing texture that cycles through the colours? Not the pastels like the harlequins, the darker more sinister colours. dark red/dark purple/dark blue. The texture would need to be animated on the mesh to have it swirl with the dark colours and have high alpha levels so that it would be semi transparent.

Ok I guess no nids player knows what an exocrine, Malenthrope or Haruspex is? They would be all very handy
-Exocrine is a larger version of a Biovore. No one ever seen that?
-Malenthrope is a large clawed beast that slides along chopping stuff to bits with huge claws, larger then anything else that I have seen in a while. The claws were the same size as an original assault titan for the Tyranids.
-Haruspex basically has two large arms that sling forward independently, throwing balls of goo or large explosive spores, much bigger then what the spore mines are.
I am not sure what Forgeworld has released since the days of Titan Legions where I saw them last.

Might I suggest that the spore chimney and the capillary towers have a shared build list so that the capillary tower doesn't need to be loaded manually, saving a lot of time and preparation for such a harmless, spying unit.
Would it be possible to increase the spore storage capacity in the spore chimney every time you add a new spore chimney. like the guard building do when they share around the units stored in them.
So you build one spore chimney you can store 6 spore mines. If you build two you could build and store 12 spore mines. Factoring up by 6. If you then build a capillary tower you could then store 24 spore mines. factoring up the spore mine storage by 12 for the capillary tower.

Might I suggest a change in the build lists of the will of the hive mind too.
Build
build list
Hive node/birthing sacs/mutation lair/spawning chamber
tunnel warren/capillary tower
spore chimney/reclamation pool/magma vent

Advance build
build list.
Hive spire/space/space/spore beacon.
spore chimney/Adv spore chimney/super spore chimney/
buried rippers/Adv buried rippers/

with the Tunnel warren might I suggest a capacity to transfer units through the tunnel warren just like the guard buildings do. with a faster unit load time and larger unit storage capacity.

with the spore beacon might I suggest that the super heavy units be dropped there animated to make it look like a planetary spore made planet fall when the units are built.

with the spore chimneys in the advance build, might I suggest that they automatically burn through spore mines, by firing them at the closest enemy unit. with a limited range possibly or having its only able to target visible units. Having them use the spore mine reserves and additionally building their own spores. So say you go to attack a base the spores would drop in on the visible units and the ground units would be taking less damage.
They could be animated in the drop in to be dropped in by space spores.
I don't think you would want them dropping more then one spore at a time as it might chew through the spore reserve too fast.
It could be handy to give the capacity to add to the spore storage capacity like the original spore chimneys.
So that would allow for the spore chimneys to finally serve a use as a combat capable unit.

Buried rippers would be handy to be built like mines and wait for the closest triggering enemy to activate and attack unit. They would need to be infiltrated when under ground and become visible as soon as they attack to reduce the total fatalities in the combat units using the regular rippers would be suitable enough with just some changes in animations.

Might I suggest that the area of space used to build each building be reduced like they have been for the other races in the 1.6 mod expansion.

# Eldar Exodites

???????

# Eldar

Is there a way to add in a 3rd build component to the Bonesinger? Build wall?
Something that could be used to build these Eldar walls I see, as they could be good for corralling and slowing down enemy troops. I know this tactic was handy in SP for winter assault as I used the rangers to whittle down the Ork as they were attacking the buildings trying to get to the webway construction.

Why isn't the harlequin "The dance Macabre" mod integrated with this splendid mod?
Since there is more gods then Khaine, and the laughing god is the next best god to use for the harlequin specialty. The Eldar is a little lite on units and it would be beneficial to have the units.

I could see several areas of integration.

A Troupe portal could be used to produce infantry units that are a part of the harlequins mod. This would also remove the Harlequin from the webway assembly.
Build List
Chorus/Mime/Choreographer troupe(basic Harlequin)/Great Harlequin
Shadow warlock/space/space/Solitaire

Or would it be possible to do the research to the aspect portal and change the build list and have the change control in the squad control area?
Or further just put an icon of a khaine symbol/laughing god symbol and use them to swap between the displayed build area like the commander does when he adds wargear?
To this end I have provided a number of icons for your appraisal for the ingame section. To get the ingame disabled you just need to use a paint program and edit the image brightness by negative 50%.

A harlequin support portal(Spirit portal) could integrate the harlequin vehicles which are different to the regular Eldar units.
Build List
Jetbike/Mocking bird/Venom/Spirit walker

Death Jester, Troupe Master, Shadowseer would all be upgrades for the choreographer troupe.

A temple of the laughing god could also be integrated to get the harlequin research done in.

Pavilion of tears/Warp flux pylon Research could be easily integrated into the temple of the laughing god/Troupe Portal/Support portal(Spirit Portal)

Would it be possible to take the falcon variants of skimmers and put them in their own support portal as they might get expanded with other variants of falcon later on. Variants as listed on Forgeworld.

Might I also suggest a scorpion support portal for the scorpion variants listed on Forgeworld.

Might I suggest with the Eldar support portal to have its build list as below
support portal
Jetbike/Vyper/Nightwing/Vampire?
Warwalker/Wraithlord/avatar/etc.

Falcon support portal
wave serpent/falcon/fire prism/night spinner

Or would it be possible to do the research to the support portal and change the build list and have the change control in the squad control area?
Or further just put an icon of a falcon/Warwalker/Nightwing/Venom and use them to swap between the displayed build area like the commander does when he adds wargear? This would make the Boneseer additions in the build list redundant but it would be beneficial.
To this end I have provided a number of icons for your appraisal for the ingame section. To get the "ingame" disabled you just need to use a paint program and edit the image brightness by negative 50%.

Would this mean that the Exodites as well as the harlequins could be composed into this one mod?

With the Boneseer build menus might I suggest the alignment of
Build list
Aspect portal/soul shrine/Troupe portal/Temple of the laughing god
Support portal(SP)/falcon SP/Spirit Portal/scorpion SP
Listening shrine/Plasma generator/thermo-plasma generator/etc.

Adv. build list
Webway assembly/webway gate/space/khaine gate
support platform/Adv. support platform/uber support platform/space
Mines/Adv. mines

Is there a way to move all bldg abilities into the squad control area as it doesn't seem to get used enough in the building selection and having the production area for units you can produce or for research.

If you are curious as to how this could be done you could always contact the people that made the harlequin or aspect mods.

Could the eldar defensive gate out of sp in dxp2whm be used for the khaine webway?

# Dark Eldar

Dark scythe is more of an arc then a cone from my use of it.

interesting that you should need to use the portal for super heavies over and over again.
In my first encounter with Dark Eldar material before they were brought out in 3rd Ed. was of a large ring with carvings of Eldar in depraved positions on the side of the ring. Swirling with an ominous light emanating from the centre of it.

it would be possible to create a ring laying flat on the ground the dame circumference as the Webway and have a swirls of the glow that emanates from dark Eldar building now.

You could of used the corrupted gate in the Soulstorm campaign. But i think that is being used for Eldar Khaine Webways.

I just looked through all the mesh for dow/wa/dc/ss and found nothing better. pretty sad.

I would suggest that the adv, build have a similar layout as previously suggested for all other races.

Might i suggest that instead of using Whirlwinds, that a whole new Hvy support raider be made with missile banks along the side step of the vehicle. giving the same effect and Stats. as a Whirlwind. Possibly with a covered in hull for the missile controllers possible calling it a Reaper?

# Feral Orks

???????

# Orks

Is there a way to add in a 3rd build component to the Gretchin? Build wall?
Something that could be used to build these Ork walls I see, as they could be good for corralling and slowing down enemy troops.

Is there a way to move all bldg abilities into the squad control area as it doesn't seem to get used enough in the building selection and having the production area for units you can produce or for research.

Might I suggest a Walker build icon, like mentioned several times above in the Ork Mek Shop so that the Killakan/Deffdread/Mega Deffdread can be placed in it.

Might I also suggest a looted icon in da Mek shop for the looted Russ to go into and possibly looted rhinos/chimeras/basilisks/Baneblade to go into id the models are produced. I have seen all these models looted and used by the Ork in the games of apocalypse and 40k.

Might I suggest a Fighta icon be placed in da Mek shop so that the fighter-bomber and possibly the fighta can go into in future?
On the matter of fighta, it is possible to make one out of the modified fighta that drop in the Ork buildings? and I have done so in half an hour.

Might I suggest a wagon icon in da Mek shop for the gun wagon and battle wagon and the other variants of wagon I have seen over the years to go into. Like the skull-krusha, lifta-droppa, spleen-rippa just to name a few.

Might I suggest a Teleporta be buildable and have the battle fortress and Stompa built from it taking them out of the larger towers. I know where you could get inspiration for a Teleporta, from DOW2.

Here's something different for you. Would it be possible to have the Ork start the game in Da Rok?
a spherical asteroid with a stupendous amount of damage.
you would be able to poly build list the object by adding Icons for each type of building/section inside the Rok build pane. you could even break the Rok down into sections so that it could research and produce more units simultaneously having the units produced at full strength or not I haven't decided it would depend on the mission.
Could you use a Teleporta section for the Ork to spawn from where they would spawn at a faster rate to compensate the smaller amount of areas to build from. If the Ork spawn rate/build time could be altered "ingame" it would be handy as you could do research in each building type section to add extra production capacity, like building more structures does.
Ok a rough description, you go to the Mek shop section and in the build screen is the option to research 5+ Mek shops all research dependant like building the buildings is. each tome you research a Mek shop you get increased vehicle construction rate. you would choose the build items out of the Mek shops, with a layered build list like the commanders wargear build list. I do not know how many times you can swap inside build lists yet as I haven't been giving the knowledge to try out yet.

The usable sections of da Rok would need to be settlement/Boyz hut/Mek shop/pile o' guns(to do the research in)/generators. waaagh banners(which could be done in every section and have a banner build onto the base mesh for the section all firable and targetable/destroyable. so you would have roughly 1-2 banners research for each section of the Rok It might also be a good idea to split the generators across the sections of the Rok with 4-5 generators being able to be built inside a generator tab/icon just like the waaagh banners, in each section of the Rok and having your energy gathering rate increase. whether or not the are animated to the Rok mesh would only be a matter of time as it is similar to what the command centre do when they upgrade or the listening posts do as they upgrade.
I am not sure if you would have more then one massive banner as it would increase the complexity of the animation of the Rok.
you could have all of the sections of the Rok spawn at a particular location around the Rok the rally to a given location I would still have all of the building buildable and the points would still need to be captured on the map and have those areas buildable.
could it be a later tier or could you start with it? I am not absolutely sure just yet.
not every building upgrade would need to be visible on the outside of the mesh as their is place inside for it to go.
it might even be a totally different race "Rok Boyz" race?
It might be possible to have one section heal the section next to it and losing some of its own hit points in the process.
I can see that research can alter the resource gathering rate and could easily alter the population rate.

I only bring the Rok up because the Ork needs some serious expansion to catch up to space marines and guard, even chaos and Eldar at the moment ingame they seem a little sort and too easily mushed.

# Guard

Is there a way to add in a 3rd build component to the Techpriests? Build wall?
Something that could be used to build these imperial walls I see, as they could be good for corralling and slowing down enemy troops.

I think I found a bug. As soon as I click on the command tank from the Mars pattern it crashes the game, it could be that there is conflict with the way I installed the mod as it didn't give me the Tyranids if I did not install 1.19 first.

Hmmm... I do not think a Valkyrie could drop down a super heavy. a Thunderhawk dropping Russ's in the steel legion mod looks more believable. But I don't think a super heavy could be dropped by a Thunderhawk either.

Could a Mordian be made out of the body from man_c and the head from imperial command Lt.
I have since found the Brothers in arms mod and see they are doing quite a few guard units under development.

Would it be possible to break down the mechanised command into

Mechanised command
build list
sentinel/support sentinel/
Valkyrie/vendetta/marauder Destroyer/Marauder bomber
Vulture/Lightning/etc...

Chimera Command
Build list
chimera/salamander/Hellhound/Trojan
Griffon/Basilisk/space/hydra

Leman Russ Command
Build list
Russ/exterminator/Punisher/conqueror
Demolisher/executioner/eradicator/vanquisher
destroyer/Thunderer/Command tank/etc...

Upgrades could be done at tactica control or at each of the vehicle commands needing to only upgrade once and have the upgrades applied to all vehicles.
Keeping the initial research to be able to produce these vehicles is a good idea.
With the gerbs soulstorm legions mod I noticed taht the tanks are upgradable from their own wargear tab, through the handy use of the Evolutions interface.

Or would it be possible to do the research to the mechanised command and change the build list and have the change control in the squad control area?
Or further just put an icon of a chimera and an icon of a Russ and one of a flyer and one of a sentinel and use them to swap between the displayed build area like the commander does when he adds wargear? This would negate the need to change the techpriests build list.
To this end I have provided a number of icons for your appraisal for the ingame section. To get the ingame disabled you just need to use a paint program and edit the image brightness by negative 50%.

Suggestions for the Mars pattern command could be so that there would be more room encase someone finds or decides to produce another model for the Baneblade variants?
Mars pattern command
build list
Baneblade/stormblade/shadow sword/space
space/space/space/space
Warhound/space/Hvy bolter drop/Repair

Might I suggest that the infantry command be broken down into two sections.

Infantry and specialist and the change in tex to have a skull on the infantry command could make it a specialist command.
Infantry command
Build List
guardsmen/Hvy team/Missile team/Mortar team
Colonel/Officers squad/sniper/etc...
Rough rider/

Specialist command
storm troopers/Kasrkin/Ratling sniper/Ogryn
Medic/Comms. officer/Psyker/priest

Or would it be possible to do the research to the infantry command and change the build list and have the change control in the squad control area?
Or further just put an icon of a skull and an icon of a Cadian head and use them to swap between the displayed build area like the commander does when he adds wargear?
This would make the changes in the Techpriests build list redundant and be more favourable.
To this end I have provided a number of icons for your appraisal for the ingame section. To get the ingame disabled you just need to use a paint program and edit the image brightness by negative 50%.

A ratling place-holder could be made out of the Sniper team which is rescaled in 3ds Max with man_a/man_c/child_a tex applied to it. Strangely enough the one I got motivated to do has ascout sniper weapon and a few head mods.

A rough rider place holder could be borrowed from the steel legion mod if they allowed it?

Would an assassin temple be a possible introduction into the mod. With it being ready to spawn any of the assassin types?

A Callidus assassin could be as simple as an merge in 3ds Max of the death cult assassin and the Kasrkin srg with a few deformations made to the weapon of the srg after the srgs other surfaces have been removed.
TO this end I am trying my hand at a Callidus. Using the described method above. But it is takung me longer then expected becaus I keep getting distracted with other models. :p

I am unsure of how to make a Calexus. If one hasn't already been made. I haven't found it yet. I found an eversor already. :p

With the Techpriests build lists might I suggest.
Build list
Infantry/specialist/tactica/assassin temple
Mech command/chimera command/Russ command/
Listening post/Plasma generator/thermo-plasma generator/

Adv. Build list
Field command/space/space/Mars Pattern
H. bolter turret/Adv. H. bolter/ Super H. Bolter/
Mine/Adv. mine/etc...

Is there a way to move all bldg abilities into the squad control area as it doesn't seem to get used enough in the building selection and having the production area for units you can produce or for research.
As discovered with the evolutions interface, the taskbar can be used for more then just the original twelve positions. Clearly seen in Gerbs Soulstorm Legions Mod.

If you are curious as to how this could be done you could always contact the persons responsible for the steel legion mod or the brothers in arms mod.

# Daemons

Would it be possible to have a daemon only army like the codex for the 40k game.
Using the defiler as the place-holder for the soul grinder?

# Harlequins

What ever happened to the dance macabre, I have lost it over time and I am a lil concerned as it was good fun to play.

# Squat

What ever happened to the Squat mod that was started a while ago?

# Grey knights

I need more information and possibly the correct mod to apply to Apocalypse.

# Inquisition.

Is it possible to call on other units outside of the basic mod to compose an army like the several inquisitors that I have seen floating around and then even having a research that allow you to use either sister or grey knights or even death watch?
Can you use relative file structure like you can in web-pages to search through the directories to find the required mesh/tex. like "../" ?

Would it further be possible to call on allies from the guard or marines? something that would be
research dependant,

# Adeptus Arbites

?????

# Genestealer cult

Patriach/brood lord
Magus, I can get this model rather quickly and use the chaos sorcerer components to make it seem plausible. I have had this model since I worked on Quake 40k some 13 years ago
Genestealers, already made
Hybrids
Genestealer Cultists, Chaos Cultists with a new tex.
Brood Brothers, Guard with a new tex.
Brood Brother hvy's, Guard with a new tex.
Brood Rhinos, marines with a new tex.
Brood Predators, Marines with a new tex.
Brood Chimeras, Guard with a new tex.
Brood Russ's, Guard with a new tex.
Attack Jet? I have a jet model that I could animate and put to use once I pick up the extra mod skills.
With cultists you get a freedom as they could be based off of any world and have any vehicle structure.

This is a great combo mod needing only a few addition and interface changes.
Great work.

Malcom_foster@hotmail.com

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