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

Report RSS The gigantic long list 3.....

Posted by on

Yes it is another wordy statement. As a real games developer you will find
plenty of wordy comment on developing games/mods. Don't be scared just more
suggestions from someone that has seen many many years of this theme.

# Chaos

With the iron lord/father it is coloured steel so it is distinguishable
that it originates from the iron warriors.
After reading up on the Hell Blade I found an interesting statement about
Lana II and its Hellsmiths. Maybe the Iron Lord could be called a
Hellsmith? Ref: Imperial Armour 6.
The creation of Hellsmith would just be a tex change for the servo arm
Techmarine, not the servo harness Techmarine.
I will see if I can do this at some later point.

A war coven like the one in Gerbs SS Legion would be good as a tzeentch
secondary Command, then giving it the possibility of using the key.
-The key is where a Tzeentch lord/squad transports itself and up to 8 other
tzeentch squads to another position on the battle field, with limitations
on distance.

The Aspiring champions in Gerbs Soulstorm legions should of been an
Aspiring Sorcerer. Would there be any chance an Aspiring sorcerer could be
added as well as the two other psychic options. War coven/sorcerer lord.

Any chance that with the hell talon you could give it an upgrade "daemonic
possession" and make it slightly tougher?

Going to try a hell blade.
-Hows that. If you wanted to know the new purpose for the bomb load
points, they could be called long range fuel load points. I think the
auto-cannons come out rather well. and sure its no perfect. But as far as a
game model goes, it is playable.
Any comments?

The way the icons disappear when the item is un-buildable in Gerbs Soulstorm legions is also a nice touch which I would be suggesting to implement to save a clutter of icons in the build menus.

I would suggest a vortex torpedo for the undivided marines super-weapon.
If you want to know what the effect is like, check "Final Liberation".

I put together a couple of modified berserker heads as that seemed to be the only god aligned marine that didn't have several heads able to be used with the random head trick.
If the torus's have too many surfaces and verts. They could weld some of the verts to reduce the total amount of surfaces.

Would it be possible to give the plague marines an ability like the veil of
darkness in Gerbs mod and call it swarm of flies. an effect on a smaller
scale affecting each plague marine and making them invisible to ballistics,
but still be able to shoot out of. If not giving them reduced damage.

# Dark Eldar

# Deathwatch

I believe that there is some death watch used in the Daemon-hunters/FOK mod as I cant actually play it I cannot be certain. I only gain this knowledge by looking through the .whm's.

# Eldar

I must admit I like the way Gerbs introduced the Harlequins in his Soulstorm legion mod. But as well known the Death Jester should be an upgrade for the Harlequin squad.
The mimes turned out well.
The Solitaire is as expected.
But there is no Shadowlock, such a pity as they were good in the
original harlequins mod.
I see the capacity to swap the build for the Death-jester with the
Shadowlocks, with the death jester being troupe upgradable as well as the
troupe master and shadow-seer.This could easily be achieved with the Evolutions interface with the melee weapons being unit upgrades and the characters as well.

I am reminded again that the bone-singer has the look of a bone-seer. Could I suggest the daintiness be taken off of the helm to make a true bone singer and using the current model as a bone-seer. Giving the Eldar two build units. I may of already mentioned this as I have been busy with many races.
This is just a gripe that we came to a conclusion about when we were beta
testing DOW, but nothing was done about it as it wasn't financially
stimulating enough to change the initial release.

# Eldar Exodites

I noticed no one has attempted this race as I believe the reptilian mounts
and flying mounts would be too challenging for them.
I have an old Exodites army list around some where and would be interested
in trying to make the Exodites. But I am not skilled enough yet to
integrate them into the game.

Cold one riders for cavalry.
Dragon riders for heavier support with the flame attack being graded on the
scale and type of dragon.
I believe Lasgun are still used instead of Shuriken catapults. With a
higher dependency on Las. based weaponry then Shuriken weaponry.

Exodites are about as close to fantasy elves as you can get in 40k.

# Feral Orks

What can I say these wouldn't be that far of a stretch from Orks as they are now with the exception of adding Squigs in multiple forms. using more
Squiggoths and also taking away guns from the Slugga Boyz and making them
Choppa Boyz only.
Squig riders for Bikers.
I am pretty sure from memory that none of the feral squid have flyers
unless you wanted to make a Gretchin doom diver.
there are catapults instead of heavy arty.
A wide variety of Squiggoth from minor smaller Squiggoths as transports to
the gargantuan Squiggoth that is already in game.
Arro Boyz were also mentioned in the material from what I remember.

Feral Orks are about as close to fantasy Orks as you get in 40k.

# Guard

Lets see how I go with the Callidus attempt.
--Just the neural shredder and the face to go.

Might I suggest the introduction of servitors to the gaurd army, as the box in the Races folder looks nothing like a servitor. :p

The marauder Destroyer is ready to be animated and see how it goes.

Might I suggest a tactical nuke, like the one in Gerbs SS Legions as it
gives your Techpriests/servitors something to do late game.

Instead of just producing the titan from the portal straight away, might I
suggest a titan Techpriests be included, where the titans use research need
to be done from? Similar to what the Techpriests do in Gerbs SS Legions
mod.

# Harlequins

Referring to Gerbs Soulstorm legions mod I noticed the integration almost
perfect except the missing vehicles like the venom/spirit walker/mocking
bird/Jetbikes. It is an almost complete representation of the harlequins.

# Necron

In Gerbs Soulstorm Legion mod:
The veil of darkness in that mod could be good to integrate.
The pylon strike would make a good super-weapon. But Tombship strike might
be a more appropriate name for it since a pylon is included in the
apocalypse mod.

# Ork

Has anyone attempted Cyboar riders?

# Sisters

Might i suggest using the additions to the powers to the Cannoness from
Gerbs Soulstorm legions with the apocalypse Cannoness.

Also giving the squads a heal capacity is good unless you wanted to add in
a sister hospitalier. then giving that research and ability to her as she
would be squad attachable.

Started work on the sister hospitalier and the sister mechanicus.
Cherub is coming along nicely. Just got to focus on developing the tex
properly. After I generated a tex from 3ds max.

Initial meshes of the sister hospitalier and sister mechanicus are completed.

I have gotten further with the Colour coded Repressor. Just texing up the
turret and castle at the moment.

Might I suggest the sister with the Imagifer be an upgrade for every squad
like it is in the real 40k. It would give the sisters a more epic feel.
When I mean every squad, that is assuming that you are going to break the
sisters down into battle sisters(trp)/Dominions(spc)/Retributors(Hvy).
I am not sure if the seraphim need an Imagifer, but I have made one up in
40k as I had an extra seraphim lying around.

Would it be possible to have the reinforced armour from the exorcist be
made available to all rhino variants of the sisters army?
To this end I have isolated the extra armour/laud hailers/dozer blade in
their own directory and will be updating the sisters vehicles over the next
few weeks/days.

Is there any chance you could recolour the 2nd St. Celestine into a more blueish glow calling her St. Josephine?

As mentioned in imperial armour 1, would it be possible to integrate a
"Lightning Strike" basically a lightning with Hellstrike missiles, 6
Hellstrike missiles attached under its fuselage and wings. Giving it a
more anti-vehicle/building role. More then just an anti-troop role.

I was inspired by saint Celestine to include the idea of a dove as an
Auspex style of device.
The dove/homing pigeon, could be used as an Auspex style of using that
once released from the Cannoness lands and picks at the ground in a given
area.
This might sound perverse. But i could see familiars being integrated into
the sisters army like familiars for other armies. and the dove/homing
pigeon fits the sisters theme. I was thinking of having it as another
controllable unit spawned from the Cannoness as wargear. But I thought that
would be a little to eccentric to be viable in the 40k universe. Even
though I have had a bird in the past when I was working at a lumber mill
that would sit on my shoulder and would go where pointed when a certain
command was given. But I do not think that happens all the time.
the toss up between homing pigeon and dove is that the homing pigeon
would return to some structure at some point. where the dove would just
wait there till it was killed by a detector unit. Yes I think if the dove
was included it would have to be an infiltration unit so that not every
enemy unit would take notice of it.

# Space Marines

Might I suggest using the ironclad dread out of the Gerbs Soulstorm legions
mod?
Might I also suggest using the Signum srg from Gerbs Soulstorm legions? as it is an interesting effect.

# Squat

I so enjoyed playing these in RT days and have been missing out on playing
them and playing them in DOW. as their uniqueness is enjoyable and a
challenge to play.

# Tyranids

I am thinking of turning the Zoanthrope into a Malenthrope. But I will
finish what I am doing first.

# Xtra

I found in the Gerbs Soulstorm legions mod that the interface was
changeable for all races with the abilities being able to be placed at the
top of the task bar for each unit.
I also found that it was possible to change the cancel button out of the
build section.
I further found that you can have characters and squads do research and
wargear in a special window that is selected similar to the way the wargear
is selected for the commanders in apocalypse.
These things I have heard asked for assistance with. So I might be
talking to the creator of Gerbs Soulstorm legions if I were you.

I think it would be beneficial to use the task bar from Gerbs Soulstorm
legions as it allows for a lot more control and options for the units in
Apocalypse.

I also think It would be beneficial to rescale just like the Gerbs
Soulstorm legions mod does as I noticed a marked increase in game speed
with having to draw smaller surfaces.

One of my biggest issues is having patch 1.51 and not being able to play
the FOK mods. damn it all. That is why I am suggesting the integration of
all units in FOK into apocalypse to help those that don't want to down
patch to an earlier version to be able to play the other mods. E.G Blood
Angels/Daemon hunters/FOK/Etc.
As I have not been able to get the modules loaded for these mods.

After reading the relic forums today under Gerbs Soulstorm legions mod. It
looks like there is a lua editing program for the taskbar.lua that changes
the layout of the interface for DOW.

Okay I found the mod that does the task-bar changes.
DEMO_MOD_CODEX_EVOLUTIONS_2.8_DC_1.2
Its designed for DC but Gerbs Soulstorm Legions mod uses it too. It is a
more enjoyable interface to use and would increase the enjoyment of
Apocalypse rather re-markedly.
Apocalypse's game-play is great that is why I keep coming back to it,

With this capacity I would be inclined to make squad upgrades/research to
be done per squad like Krak grenades for example to give the game a better
set of intensity and attention dedication instead of the click and forget
aspect of it now.

Upgrades for characters I would also be inclined to be placed under the
characters specific research, but still dependent on the research/buildings.
Like Teleport and terminator honours for the commander/librarian/chaplain,
also I would be inclined to put orbital bombardment for the commander in
the commander research tab as It is really only the commander that uses
it. For the command squad it might be an idea to have an orbital
bombardment research if you wanted to keep the OB with the command squad.

It would be more interesting if you could assign squad of research into new
combat and firing techniques and make it upgradable per squad so that the
veterans"those squads that have been out in the field the longest gain a
better quality of damage per research and are move valuable then the fresh
recruits. Making us less likely to just sacrifice and entire company for
the sake of it and try to preserve the squad to have a more battle hardened
units.

I am still looking for a comprehensive list of models meshed already as it
would be some fun to go through. Seeing what I could do to complete the list.

In army painter is there anyway that a different voice over could be used
when units are changed in the graphical display window. I.e. a voice over
describing the unit being displayed and detailing its history/purpose?

I am pondering editing some of the terrain in the environment folder to give it more playability. I think it is the habblocks(Deadmans Crossing) that I am going to break down initially into wall sections so that they can be used with the heavy cover. Making them firable from, as I believe that this would give better gameplay.I will attempt more of this at a later date, maybe tonight too. "okay I did break down the habblock into many sections/subsections.
-Internal wall,
-Door wall
-Sheet Wall
-Ruined wall

I will also be tring to get some buildings to hold units like in the guard bldgs. Giving even more interactive gameplay.
When I get the map editor up and going I will be re-editing deadmans crossing with the mud map that I have here to make position 1 more defensible with the ridges being defensible with walls along them, using the hvy cover rule along the top of the ridge to give the walls a more realistic gameplay. The "habblock" on position 2 side I will be making hvy cover with interactive habblock. Trying to make the undamaged habblock loadable.
both the peaks in the mid section of P1/P2 both a defensible fortress, whether it be loadable or just standable, is yet to be determined.
Both of the ridges in the mid section of the P1/P2 defensible with walls like the P1 ridge.
I can tell by one of the mods maps that the ridges are standable and I need to determine the flexibility of the map editor to see what I can do about putting smaller fortified wall along the ridge.
I am also thinking a doing the "Valley of Khorne" map as well and defensive walling the raised sections around the base to make it more definable with Hvy cover along the walls. Putting in a position for the thermo plasma generator for each position at the rear most section of the positions.
I am wanting to do a lot of intricate changes to some of the larger 8P maps as well to give them better interactivity in gameplay instead of the usual run around and kill. Giving the map some defendability.

On the topic of the RDN map editor, I have had little success getting it to load/create maps. I fix all the errors that the error file tells me and the bug window that loads with the editor. but it still crashes on creating/loading a map.
Is there a tutorial on file structure needed/version/any modifications needed anywhere or could someone send me a document on how to get it to work.
It might be that i did not install it in c:/dawn of war/ as my DOW isn't installed there. but I do not have enough space left on c: to install it.
Failing that is there a way to generate/import a map from within 3ds max. Giving me greater control over the structure of the map and its surfaces. Like we did for quake 40k.

I was also thinking of creating a dead man mesh/tex for every unit in the 40k game from the original death anims. to give the mappies(Map Makers) a lot more flexibility in their map generation.
Or is it possible to call on a certain animation positions in the map editor from every unit in every race? as this would give a better flexibility to the mappies to fill the maps with "dead bodies"(animation positions) that fit the desired effect.

I would also like to be able to modify the terrain so that it had a health value and was destroyable with levels of destruction animation. Sort of like the structures in the races folder.

Is there a way in game play to get units to shoot at fallen down units and keep trying to kill them when they are laying down?

malcom_foster@hotmail.com

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: