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

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Yes another wordy document as I still have little response from my attempted at modding. And no net at home lol. :p

I guess this will be the 4th week doing this and I tried getting onto the relic forum to comment but I got an anti forum spam bot message, not being able to post for a week. Heh. :/

Haven't got the 1.62 yet, hoping to in the next few days.

#Adeptus Arbites

Units
Troops...
Judge.
Marshal.
Provost.
Detective.
Executioner team. - Enforcers with Proctor for SRG.
Chastener Team. - Enforcers with Proctor for SRG.
Shock Team. - Shockers with Shock Proctor for SRG.
Patrol team. - Arbitrator. Proctor.
Combat team. - Arbitrator. Proctor.
Sniper Squad.
Vigile.
Penal Legion.
Human Bomb.
Rapid pursuit teams. - Bike riding arbites.
Kaynine team. - Cyber-mastif.
Planetry defence force trooper.
Hive gangers.
Tarantula.

Vehicles...
Huntsman.
Rhino.
Chimera.
Castigator.
Landspeeder and tempest.
Sentinel.
Mobile precinct fortress. Landraider.

#Chaos

Might I suggest a superweapon for chaos called "Legion deployment", where a suitable amount of chaos thunderhawks deploy a suitable amount of troops and vehicles from what ever legion is chosen? Battle fleet tier.

Going to try a Hellsmith as previously mentioned.
1. Getting the basic colour layout to bling up the hellsmith. Done.
2. Working on the tex next with changes to the imperial blasphemy on it and certain effects of armour. Done.
3. Going to add in the extra mesh bits to give it a choas Hellsmith feel.
4. Change in a few chaos term weapons. Done.
5. Dump the daemon hammer. Going for a nasty daemon axe
6. Rework the power axe into a chain axe variant like I used on one of my own techmarines. Basically an extended handle chain axe, with a large axe head. Done.
7. Redo the vice power clamps into a more chaos feel with the rounded clamps. Done.
8. Rework the textures to give it a darker but still metallic look. Like the Iron Lords I have seen with many an Iron warrior army. Lots of chaos ring stars. Done.

Anyone got any tips on rgb/saturation_darkness on making a gold effect. something better then my yellow attempt. So affected by the cartoons of my youth. I basically reduced all saturation then removed all blue from the surface for an initial gold till i get the tex/mesh changes. A Placeholder colour.

I have come up with several types of gold and am still unsure which to use. LoL. :p

Is there a way to base what units are available dependent on the army colour scheme file? Or should i say the colour scheme memory position?
This would help with 3rd Ed codex selections. If you would have read the third ed codex you would know that each chaos marine legion had certain extra types of troops it could take. Ie alpha legion I believe was all daemon types. Thousand sons, tzeentch daemons.
This would allow for a lost and the damned colour scheme and allow lost and the damned to be selected easier. Even though it might limit undivided armies, unless you allowed all units in them. This should make army selection and unit composition a lot easier for players?
Even having a black crusade colour scheme to take every possible unit.

For the Chaos Thrall that spawns out of the listening post I am sure some kind or mesh edit to the child set of npc could easily be done to look like thralls and if they are infiltrating could be handy so that only command/detector units could see them.
Well i made changes to the child and got a thrall. I have valid reasons for the infiltration ability being applied to the thrall also. A nice tail, A lil' horn. One day he might make a fine chaos lord.

The argument for infiltration.
All imperials would think it was still a child(hence the minimal mutations) and wouldn't react to it.
Dark eldar would not want this soul as it would be too small.
Tau would not attack the children as it doesn't serve the greater good and they could be recruited one day for the greater good.
Eldar wouldn't sink low enough to attack a lonely child and or bother with it.
Tyranids might think it was too small and harmless a morsel to bother with and it wouldn't be going very far.
Orks wouldn't find any fun in fighting this as it would be too puny.
Necron could possibly ignore this as it is potentially no threat and could be dealt with later.
Chaos might think it was one of their own thralls, and would be punished for attacking it by its master.

Okay with the Medi Thrall, I believe I could give it bandages and a medical bag as it already has a knife. Also I might change the clothes into a more while cloth style.
With the Tech Thrall I could give it a wrench and a tool box, blue clothes like Overalls.
As with all the thralls I want to keep them as close to the look of a human youth as possible so the infiltration rule would still apply as mentioned above.

You know what would be handy making these model would be a better understanding of the dynamic colour changing calculations to help with these aligned terms I am attempting. Any documentation of the RGB/SatHue Calcs would be handy, as for now it is all by eye and a lil rough at that.

Bezerker Term. Done.
Rubric Tern. Done.
Plague Term.
Noise Term. Done.

As I mentioned at an earlier point could you replace the dark gods warp portal with a infernal rift but larger calling it an eternal rift? Preferably a redish colour making it base themed.

Might I suggest that you reinstate the previous daemon prince with its previous stats, and call the current daemon prince a Daemon Prince Lord?
The second daemon prince could come out of the chaos lord instead of being deep striked or possibly make it another deep strike DP.

#Eldar

Would it be possible to put the phoenix lords into the game and make the population build cost for that phoneix lords aspect reduced. So that there is a larger amount of that aspect deployed.
A phoenix lord building might be required to be put into the game.
Only having a limit of one phoenix lord at a time and taking away the bonuses for the population when that phoenix lord no longer exists.

Are you going to be including the aspect, the shining spears. They wouldn't be that hard to mesh/tex up as they are just jetbikes with a special texture and a lazer lance. They could easily be put into the Aspect Portal.

Okay another suggestion about the Harlequins.
If you could put in a new webway gate and call it harlequin webway gate and have all the harlequins units spawn from there?

Might I suggest a superweapon for the eldar of "Vampire deplyment". Where a suitable amount of vampires "land" dispensing a suitable amount of damage while unloading the units within?

#Eldar Exodites

Units
Dragon lord. Mounted or unmounted.
Dracoseer. Mounted or unmounted.
Drake knights. Plate wearing guardians on smaller drake style mounts.
Guardians. Chain mail wearing guardians, using las rifles
Draco Welps. immature dragons that are used in a similar way to ripper swarms, Both flying and crawling.
Cold Knights. Guardian on cold ones with Laser Lances.
Guardian Hvy support. Mostly Lascannon toting squads.
Dragon kin. Flying larger dragons. some colours used as transport.
Draco kin. Walking extra larger Dragons. some colours used as transport.

Structures would be a mix of wood and stone construction.
Listening posts would be armed with lascannons.

I am sure I had a more extensive list with a lot more units but I have not found it yet.
This list was from mid 90's.

#Guard

Okay would it be possible to upgrade a techpriest to a titan techpriest with personal research and then go on to have the titan techpriest be able to research titan technology after the upgrade? I would suggest using the evolutions interface as it has grown on me more and more and it is an easy interface for personal research and wargear.
Possibly giving the titan techpriest the research to be able to build a warp portal to bring in titans instead of the Mars Pattern bldg?

Would it be possible to make a fire support servitor squad of four servitors like the marines/guard use in 5th ed?
With a Techmarine/Techpriest/Sister Mechanicus as squad leader, dependent on the army.
Well I have the Hvy. Bolter Gun Servitor done. If only I knew how to proceed from here. It wasn't that difficult to get it to this stage, Just an hour of effort.

With the titan techpriest I have done it is basically an upgrade for the techpriest. So that he would be able to work on titan scaled technologies.
It could be done through personal research where the research for the techpriest would be titan study allowing the techpriest to upgrade to a titan techpriest.
Following on from there you could add extra research after the upgrade to titan techpriest to deploy warhand class titans, Then a wait as the titan gets transported at the warp portal. As I am suggesting you inclide that building for guard.
Giving the titan techpriest an increased repair rate would be an statistical benefit to having the titan techpriests as well.

Okay I just spawned a command tank and when trying to select it, it crashed the client/software.

Would it be possible to make up a Vendetta by using the lascannon from the Hvy support attached under its wings to show it is a vendetta. I have seen a real model done that way and it looks good. And I did this last night. :p

I finally attached the hellstrike missiles to the Marauder Destroyer and it looks a lot more ominous.

If you go with the evolutions interface, I would be suggesting vehicle upgrades for the Marauder variants of hellstrike missiles/chaff/armoured cockpit/infrared targeting/ilumm flares/distinctive paint scheme.
explanation:
hellstrike missiles - being added to the wings.
chaff - be a animation that drops out bright small glow shapes. reduce missile damage till the glow goes out/lands.
Armoured cockpit- Increases the HP of the flyer.
Infrared targeting - give it a better hit percentage.
Illum flares - drop a auspex style device where it is,
Distinctive paint scheme - Make movement faster again.

Still got to get the rear wing tex changed yet. I am getting there . :0

With the Basilisk, might i suggest an unlimited range for the basic attack ground. As they are some of the longest range weapons in the game of 40k.

Is there a way to increase the build capacity of the buildings if a techpriest is inhabiting them?

Is it possible to get the guardsman to dig fox holes and use them for cover?
Ie guardsmen have an ability of foxhole and an animation of digging a hole.
The explosion damage to the terrain is used and gets deeper as they dig deeper.
While the guard remain in the foxhole they have extra damage reduction from ballistic damage. I would like to think that it would be possible in the fox hole animation sequence that the guardsmen have certain parts of their body moved below the z=0. then the regular idle animations and firing animations could be used from this negative position.
It may be further possible that they stand and shoot from the fox hole and do not try to get out of it till asked. Just like i see scout doing when they become infilitrated. but instead of not firing like the scouts the guard stand ground stance.

# Necron

Might I suggest a necron superweapon call Monolith Deployment? Where a suitable amount of monoliths materialize doing a suitable amount of damage and spawning a suitable amount of warriors/immortals/flayed ones? Battle fleet tier.

#Orks

With the listening post would it be possible to spawn a squig from there that would hop along performing a similar role to that of the servo skull/cherub/sabotage mini-drone/suicide mini-scarab/rampaging ripper/ thrall/etc...
Might it further be possible to have a medi-squig and a oiler squig, that both perform similar roles to the servo skull variants previously mentioned.
Oiler squig - has lubricating saliva and uses its teeth to modify the machinery.
Medi squig - has adhesive saliva and uses its teeth to perform surgical tasks. Rough surgical tasks.

Not sure if this has happened to anyone else but I just got text on the screen saying "Fatal AI error - AI Execution paused".
the text remains there but the game seems to work just fine.
It might be the kustim stompa as it seems a little buggy in getting around things and taking commands.

Is there a way to increase the build speed of a building if it is inhabited by gretchin and could you increase it further with the more gretchin squads in it?

I have animated the Fighta I have thrown together, but am unsure how to proceed from here. Any Fraps would be appreciated. I animated it as a group object to make sure that all its bitz would stay in place.
I would be hoping that the sound bites for the fighta bomma could be changed around to make a plausible fighta sound set. Replacing the bomma statements with fighta statements as I believe it says fighta bomma when it is first produced.

What I would love to see would be some grot tanks to top off the Grot components of the ork race. Grotz squig riders could also be a good addition to better represent the feral ork components.

Would it be possible to make a grotz hut. A early game building that you could load your 8 sets of grotz into and would automatically repair vehicles near it or that pass over it?
Could the repair button like the listenin posts and settlement use, but on the vehicles around it? adding an extra repair button for each grotz mod in the bldg? Or Like the tau arka ion cannon has with the research for multiple orbital strikes?
With the grotz hut I believe you should be able to spawn all grot variants Grotz/Gretchin/Storm Grotz/Grot Parratroopa.
Grot tanks/Grot Flyers/Grot bombs/Bigga Grot Bombs
Squig herders/Squig riders/
Explanations.
Grotz - Builders
Gretchin - Combat Grotz. Done.
Storm Grotz - variants on the storm boyz. Done.
Grot Parratroopa - Basically a grotz that is made, porta'd to the Fighta/Fighta Bomma and hides in convenient positions behind enemy lines.
Grot tankz - Seen on forgeworld.
Grot flyers - grotz with a missile strapped to their back and a pair of glider wings. Done.
Grot bomb - Grots riding missiles, like on forgeworld. Done.
Bigga Grot Bomb - Just a bigga missile. Done.
Squig herders - Grots with pointy sticks that chase squigs into combat.
Squig riders - Grots that bounce around on domesticated squigs to get into combat.
With all the grot variants their armament would be:
Minichoppa and blasta Upgradable too:
Twin Blastas,
Shoota.
Hammer of mork and blasta.
I think the mallet and the minichoppa could be good weapons.

With the grot flyerz I would give them a time elapse like the avanging angels and the holograms. So that the equipment instability is shown through the explosion of the rocket. Meaning that when these lil grotz are made you better not forget about them or boom they go where ever they are. :p This would fit the grottish theme rather well. Not too fast though as you would want to use them to get around and explore and possibly get them to use their weapons a bit. And then boom in an enemy base or in an enemies front line or even in your own lines if you forget about them. :)

Parratroopa Grot would be similar to the original grotz Infiltrated as he is trained to do in the scrub. Only a single gretchin in a unit.
Telepota'd to a fighta/fighta bomma with a weapon that I haven't seen in a while that used to teleport grotz/squigs inside of things.
Then when dropped from a fighta/fighta bomma chutes to the ground and conveniently secrets himself behind enemy lines. Reporting back over wireless about what he sees.
Hence the infiltration as he is trained in hiding from the enemy.
I believe he should be able to infiltrate while shooting like the original grotz do.

I see the grotz hut being similar to the pile of gunz with a few mesh changes. I will endeavor to undertake this task. Done.
I found that the more I meshed it the more the pile of guns fitted in as it would the only place that would have enough spare parts to fix things.

Interesting I composed a gretchin, the model with a second blasta and a shoota from an extended blasta. Say the longer barrel giving it a better hit/damage chance.Also it is within the Grotz methodology to actualy change what they have instead of making whole new weapons. Just like the Mek boyz.
I believe that the Gretchin could be deployed with a blasta mini choppa, upgradable to a twin blasta or Shoota.
I would recommend making this gretchin able to capture points in game.

If you went with the evolutions interface you might be able to put the research for the grotz variations onto the basic grot personal research. This would allow for more buildable units and less space in the grotz hut taken up on research.

I believe that the grotz units are too numerous and expendable in the ork armies, so to represent this I wouldn't make the contribute to the Population but put a limit on the amount of a certain type you can have, like the pain boyz.

I believe it would be possible to make a mek boy/spanna boy and use them in place of the grotz in the settlement. Leaving the grotz to their own hut. Lets see how I go?
With the spanna boy I know he would have access to the entire armoury of the orks, hence I am leaving all the weapons on the spanna boy to be upgrades when needed. I will just add the hammer of Mork and the spanner from the Grotz. This should give enough upgrades to make the spanna boy enjoyable and playable. The upgradeable weapon variations will make this a powerful unit. It should be squad attachable and have a build/repair buttons. Also I kept with the regular boyz mesh so he wouldn't bee to easily picked out of the unit he joins.
He will only serve to make any units he joins stronger.

Might I suggest a late game unit of a Spanna boyz mob? Something that has a ridiculously increased repair rate Like the other units I have mentioned previously for other races with the similar role. Ten minutes later. Done. With the expanded Spanna boyz this would be a powerful unit as well as a powerful repair unit. Put a limit on the amount you can have, like the pain boyz.

Might i suggest that if you go with the evolutions interface that you put the power surge research into the personal research of the big mek?
This way the Nobz/Boss/Big Mek could use it and it would seem more appropriate that the big mek does mek research.

Might I suggest a Rok Deployment super weapon where a rok damages a specific area on the map and when the rok is going through its death animation and after all the damage is done a suitable amount of orks spawn, to clean up.

Might I suggest a superweapon called squiggoth deployment where rampaging squiggoths appear doing a certain amount of damage then dieing off and spawning a suitable amount of boyz?

#Sisters

With the cherub I am doing, I am unsure of how to do the variant cherubs I wanted to do like the servo skull variants.
Besides making the medi Cherub paler and giving it needles on its fingers, vials around its waist and one of those light reflectors around the side of its head(I cant remember the name of the device, Doctors used to wear it in the middle of their forehead with a stethoscope around their neck.)? and I got lazy and gave them a medi weapon. Done.
and making the Tech cherub more mechanized with bionic limbs. Done.

With the Medi Cherub I am sure I would want it squad attachable to squad and the battle sister hospitalier. Giving it a heal capacity button that would allow it to heal other squads as well as the unit it is attached too. As with the apothecary for marines I would be inclined to make the battle sister hospitalier have a heal button so she could heal more then the squad she is in and be able to heal if she has a medi cherub attached. making the Battle sister hospitalier much tougher and repair faster if cherub is attached to her.

With the Tech Cherub I would be inclined to make it squad attachable as well as attachable to a Battle sister Mechanicus/Techsister. Giving it a minimal repair rate that would be seen in the squad it is attached to.
The techsister would have the same repair button as the techmarine and have an increased repai rate if a tech cherub is attached to her.

Well the Lightning upgrade and the Lightning strike were a lot easier to do then what I expected as the texing seemed too easy to do. ;) Loading UVWs save so much time. :)
Lightning has autocannon in the mid hull. as shown.
Lightning strike has two hellstrike missiles in the mid hull. as shown.

If you go with the evolutions interface, I would be suggesting vehicle upgrades for the Lightning variants of hellstrike missiles/ejector seat/chaff/armoured cockpit/infrared targeting/ilumm flares/distinctive paint scheme.
explanation:
hellstrike missiles - being added to the wings.
Ejector seat - spawn a sister if possible at unit death.
chaff - be a animation that drops out bright small glow shapes. reduce missile damage till the glow goes out/lands.
Armoured cockpit- Increases the HP of the flyer.
Infrared tageting - give it a better hit percentage.
Illum flares - drop a auspex style device where it is,
Distinctive paint scheme - Make movement faster again.

Okay after hearing the canoness say "it is a judgement" for far too many times I believe that the warp portal as it is curremly used, could be replaced by the judgement statue in the environment folder and stll have the same purpose as it does fit the statue theme of the sisters.
Using the laud hailers sound effect when clicked on.

Might it be possible to change around faith to a similar way that souls work for the dark eldar. Using superiors to generate faith and canoness/seraphine/celestians. I could see this being more useful in the long run with the faith being able to be used with abilities that each squad has similar to the codex abilities.

Hand of the emperor - A short period of extra melee strength in combat.
Divine guidance - A short period where the sister do more damage in firing then usual.
The passion - Increases both melee and firing damage for a short period of time.
Light of the emperor - the sister unit has no morale effects for a short period of time.
spirit of the martyr - The sisters unit takes less damage for a short period of time from both melee and firing combat.
These could easily be integrated using the Evolutions interface to allow for more icons in the expanded Icon system.

Might I suggest taking the population off of the missionary and give it a limited amount? Like the Apothecary of the marines.

Okay I just found the witch hunters mod for Dark Crusade and the models sure do put some of mine to shame, :p But this is only my fourth week in my defense. A long way to go yet.

I would like to suggest that certain units be used out of the Witch hunters mod for Dark Crusade. If the original creator could be found.
Suggested units.
-Inquisitrice Lord. Used like a command squad. Pristine chapel spawn.
-Hospitalier Henchmen. Used with Inquisitrice.yes she looks more like the one from the Inq squad not a Battle Sister Hosptalier, like my mock up.
-Crusader Henchmen. Used with Inquisitrice.
-Cherubrin Henchmen. Used with Inquisitrice.
-Cherubrin. Used with Inquisitrice. Since my cheap and nasty one would be used through listening posts. some for the inq. squad would be good. The more winged freaks the better. ;)
-Cannoness for a seraphim based cannoness/palatine. she would be a good secondary command.
-Living saint for the second living saint. as it is diverse enough to be a viable 2nd living saint.
-Covenant standard. As a stand alone standard, just like the marines have.
-Adeptus arbites. Both versions could be handy to allow for faster resource point collection earlier on. until such time as I get these frateris militia sorted.
- I am not sure about the repressor used in the mod either so I wont be suggesting it as it is way to diverse from the sisters theme,. Instead I would be suggesting the one I am doing.

Cyber-mastifs and their handlers would also represent the arbites to a better degree. Having a cyber mastif squad could also be an add in for the arbites. with a handler upgrade. Lets see what I can do? with a few changes to the warp beasts. Mostly done, just got to do the tex. to make it look more cyber then organic. I may even ask the original creator if the arbites could be used in their own army/module.
You know what the arbites need, is a mounted cav. unit. arbites riding Cyber-Equines.

On extended deliberation of the idea, it might be better to include the witch hunters race/mod and upgrade the battle sisters with certain units out of it. To better compliment the original creator of the mod.
as not every covenant is the same in armour and arms. They could be from a different segmentum or even in ceremonial armour.

#Space Marines

For a superweapon I previosuly mentioned Thunderhawk deployment.
Would it be possible to make a bldg of "Thunderhawk Landing Zone". Where you could pile in the units of marines. upto ten. Then have a button on the buildings ability area that allows you to deploy all the marines stored within to a given area on the map, Having the landing thunderhawks firing as they deploy the marine squads.
It may be that 5 thunderhawks land every time and you click on the thunderhawks to deploy the marines. Like the infernal rift or the slave cage. Within a short period the thunderhawks would lift off like the infernal rift disapears. Stopping firing before they lift off. I am pretty sure that that period of saturation of 5 battle cannons and 20 twin linked Hvy bolters wouldnt be too devastating. I could also see marine players sending the thunderhawks to a point unmanned for the firepower to soften up the enemy. I could see this as being a good super weapon, not as good as a nuke but still enjoyable. I would be wary of how long you leave the thunderhawk on the ground and also making them destoryable would also be a good idea, so they werent there for too long if there was overwhelming firepower at that point.
To this end;
I have attched four sets of twin links Hvy blters to it.
I have started getting animations for the thunderhawk Idle as I got it seperate from the machine cult.
Idle floating.
Idle holding pattern.
Idle landing, take off.
Load troop landing, take off.
Unload troop landing, take off.
I am thinking of animating the front door on load and unload. I just wish there was a way that troops would have to go to a certain position of the kmodel to load amd unload. Like they did in the homeworld series with docking proceedures.

Might I suggest another superweapon for marines called company deployment where you deploy another full comany from several thunder hawks. These would not have already contributed to your troop tally and may possibly put you above the maximum?

Would it be possible to add in a second type of scout squad. One with bolt pistol/combat blade/hvy bolter/etc. and hvy boltersnipers/Missile/etc.
Going as far to break down the scout marines into a similar armamrnt to the boxes we buy? scout marine and scout special wepon squad. If you look in Gerbs SS Legion mod, you will find the best example of marine scouts I have come across.

Back to these extra servo skulls, Tech Skull/Medi Skull.
I cannot remember if i mentioned that the tech skull would be handy to attach to a techmarine and a medi skull would be handy to attach to a apothecary.
On the matter of apothecary it would be handy if you gave it a heal button aswell, so it could heal squads it isnt in or squads when it has a medi skull attached to it. so it wouldnt need to be on the front of the battle line.

Would it be possible to give a vortex grenade research to the chaplain/librarian/commander?

#Tau

And I only just got the Universum mod.

I see some one else had a good idea in the Universum mod, by including EMP drones. Which is a similar idea I had with the minidrones for the tau listening posts.

The Orca deepstrike might be a good idea as well.
Using it to drop of units that have been loaded into an Orca bldg. "Orca Landing Zone" Would be an apt name for the builing and giving it the ability similar to the Orbital relay of the marines.
Would it be further possible to have the deepstrike delated and have an animation on the "Orca landing zone" of the orca taking off?
Might it be possible to use the tau sensor array from the sp campaign as a building that allows you to take the fog of war off? if not permanently for a period of time? Like the 'nids have.

Might it be possible to have a super weapon of manta deployment. Where a manta or a suitable amount of orcas would land and deploy a suiable amount of tau units of varying types?
Where the mantas weapons do a suitable amount of damage while the Tau spawn around it?

#Tyranids

Might I suggesta superwepon called Mycetic spore deployment where a unit is loaded into a tower and spawned anywhere on the map?

Might I suggest a super weapons of mycetic spores deployment. Where mycetiic spores fall from the skies doing a suitable amount of dmage to the area and a suitable amouunt and type of tyranid units are spawned during the death animation of the mycetic spores.

#Xtra

Is there a way to change animation sequences depending on the amount of damage that the unit has. Like changing the guard from running to walking to crawling. Not just death.

Is it possible to use a prone/kneeling animation for a firing animation if the research was done on the squad/characters research? This might be a way to have gone to ground intergrated into the mods.

If you did go with the Evolutions interface, could I suggest that you would put the squad abilities from left to right on the abilities bar at the top of the taskbar and the character abilities from right to left so they are easily distingtushed. and there is no conflict as to which part of the combined unit will be using the ability.

Okay this might seem stupid to ask. But is there a way to change the rgb of textures besides the basic rgb changes for primary/secondary/weapon/etc?
I am looking at the Hellsmith and want to use the chaplains faceplate, but I do not want to use the bone colour. Rather a metalic gold colour.
Same with the Bezerker I would be hoping that I could change the head that had to bone colour helm into a bronze colour helm without needing to create a whole new tex. Trying to cut down on file size for the mod.
I am not sure how the dynamic colour scheme works yet so any information would be appreciated. Please?

Is there a way to command a unit to go out and find wargear like the Dark eldar does when it send out its minions to collect souls? Finding a dead body on the map and relieving it of its wargear? I was hoping that would be possible so the Hellsmith could use imperial weapons.

Is there a way to allow the commander or any unit to change between weapons continuosly?
Ie marines cycling between missile launcher and plasma depending on the type of unit they are expected to face off against?
I am not sure if this is to RPG but it would be handy for many units in many circumstances. First you missile the vehicles, then you plasma off what enemy troopers are left over. Or you upgrade to missile to finish off bldgs after plasma'ing all the infantry to death.
It would also be handy for your commander to cycle through combat weapons depending on the units he is expected to face.

Would it be possible to spawn a weapon or a selection of weapons on a characters death? so they could be looted by other units/characters.

Is there a way to change the look of a model dependant on the range of the camera and how many ranges can the camera change the model, and can these model be set to a specified distance from the model 0,0,0?
Upclose, mid distance, long distance?
-Would you also be able to do this dependant on a building structure.
UP close 1st level.
mid distance 2nd level
long distance external of building.
-Same might go for a space hulk.
up close 1st level.
mid distance 2nd level.
long distance hulk external?
I only assume this because there is 3 data whm sections. high/medium/low.

Or another technique might be to give a building an animation sequence that shows certain levels depending on the position of a model next to it?

Or have a building change its animation sequence/floor level when a model interacts with it. would that be a map trigger that would have a building trigger animation sequence level when x model is within an area of the map(doorway)?
I know how to make the bldgs walkable inside. just build the walls with a floor surface possible. I do not think decorations would be walkable just yet.

Every week I am composing a larger number of models then the previous week. LoL. Now I need tuts on how to get them ingame. Preferably in fraps.

Is there a way to change the formations of the units dependant on the terrain they are on?

Does anyone know if a module has been made up for deep exploration that will load WHM, and textures them with RSH? That sure would be handy for checking out models.

As I can see with the space hulk 2 mod It is possible to move the command icons on the top of the interface around. That leaves me to ask if it is possinle to have icons for assigned groups. Ctrl-?.

Further could there be icons for thunderhawks/orcas/etc. So that they could be called down instead of leaving them floating around?

Is there a way to move the completed list in the interface as it would serve better on the right hand side instead of the left hand side. Naking the changes it calls to your attention for faster as it would be above the build area of the taskbar.

Might I suggest another research level before apocalypse called "Spearhead" research. Allowing the use of spearhead units from the 40k gaming universe.
It may be taht a new spearhead bldg needs to be created for each race. And that a given type of units are soawned hen a type of spearhead is chosen from that bldg?

Might I suggest the next research up from apocalypse be "Epic" allowing us to use epic formations/units? Not just apocalypse units/formations.
I would also be hoping you would move the titan and super heavy research after apocalypse was researched to stay with the theme of 40k.
This is where units like thunderhawk deployment/mycetic spore deployment/Squiggoth deplyment/Orca dropship/

Might I suggest a final research level of "Battle Fleet" where you could put all of the abilities based around orbital bombrdment and the likes.
Any ship to planet abilities could be used in this tier.
Things like Rok deployment/Company deployment/Mycetic Spores deployment/Manta Deployment.
It might be possible to have the entire map visible for a period of time at this level of research with race specific map detection abilities.
with this research tier you might be able to put a command icon of a ship fron the fleet or fleet icon in the command icon section that would loose damage over time depending on the other enemies at the battle fleet research level.
how to determine how much damage you do and how much feleet damage you take could be easily done with the creation of an invisible fleet model.
fleet model stays at a position on the map preferbly centre and is only detectable by other fleet models. Allowing you to attck which ever other fleet you like. But only the fleet models could attack each other not ground units. and not able to attack ground units. except for using battle fleet abilities. so if the abilities are attached to the battle fleet unit that would prevent you from using them when your fleet model is destroyed.
When your fleet model is destroyed you would need to redo the reserach or rebuild the fleet model. Losing all of your battle fleet abilities for that period of time.
By teh emporer I am tired. Would this be too much of an ask?

I would even go so far as to ask that the initial unit mechanics be changed to a research called "Necromunda"/"Inquisitor" where the units would be stronger but contain only one model of each unit type. Where only certain basic unit types are available to be built and light vehicles too. As I have seen rules for light vehicles in Necromunda.

The next research after Necromunda/Inquisitor would be "Kill Team" research, where you would have units produced that could not upgrade from the base units strength?

So the armies research would go like the 40k universe does.
Necromunda/Inquisitor Tier.
Kill team Tier.
40k Tier.
Spearhead Tier.
Apocalypse Tier.
Epic Tier.
Battle Fleet Tier.

If this idea is accepted you may need to time the research availability of the tier research not just have it research dependant as that would make the game unfair.

These game dynamic changes would best represnt the level of battle from initial investigations to full battle fleet deployment. truly depicting the dawn of war in the 40k universe.

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