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

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Week 7 on the dot.
I may not be able to get everything I plan to do done in week seven but it is in the pipeline.
I will try and focus on suggestions that I haven't done yet. :) I cant promise I wont get distracted with other concepts.
With everything I send you. Feel free to do what ever you like with it, or send it to who ever you think can benefit from it or be useful to it. These are just concepts.
I am not trying to get any fame from this, just try and get models ingame that aren't there already. :) It is all about the game not my personality.
Any models you can use to trade to get other models from others mods, you are more then welcome too. :)

# Adeptus Arbites

-Judge and marshal are just head swaps an a few acc. on the mesh.
-Provost and detective are going to be more cloaked. as well as other acc.
-I shall put further time into this with the possibility of new helm to match them up with the old arbites not the enforcers from necromunda.
-Penal legion will possibly be man_a/Man_c deformations and tex changes.
-Human bomb will possibly be a man A tex/mesh change.
-Cyber equine gets more of my attention and I feel this should be made out of the rough riders from Steel legion.
-Cyber mastifs will get revisited with more tex changes. maybe a few little mesh changes.
-I think I will use man_c for PDF in the arbites. and it might be possible to go to a PDF mod.
-Hive gangers/conscripts... Hmmmm.... Man_A->D/Woman_A->D as these are concept models and others might have more inspiration then me. Unless i spend hours looking at all the necromunda gear I have. Or I might even try and conscript some of the local WoW players that love 40k.
Tarantula... Hmmm... I could always use the one that was made up for quake 40k as inspiration. Just a Hvy. Bolter Tarantula. Old style GW not forgeworld new age style as the arbites are ol' school as well. with the enforcers being the new age model.

Huntsman - Research further...
Rhino = new tex.
Repressor - Authority needed from witch hunters modders.
Chimera = New tex.
Castigator - Research further.
Speeders/tempest = new tex.
Sentinel - would be a mesh change from the one in Witch hunters.
Mobile precinct fortress = Tex change for land raider.

# Ancient necrons

Units.
Lord - Mesh/tex change.
Immortals - Mesh/tex change.
Warriors - Mesh/tex change.
scarabs - Mesh/tex change. single model unit that does ugly things to vehicles, cause weapons to fail and has some melee capacity. Blowing up in combat button.
Destroyers - Mesh/Tex change.
Monoliths - Tex change.

Mesh ups so all building look like pyramids/monoliths.

# Blood angels

I would like to get in contact with its creators to see if they would change it to soulstorm, or allow it to be done so. :)

# Chaos

Is the warhoud always screwy when you look at it in max or did my max screw it up?
I am trying a tex, along the theme of the Hellsmith from Lana II

Wings for the daemon prince? Not daemon prince lord. Thank you bloodthirster? I feel the daemon prince lord is already horrific enough without the addition of wings and obviously has no problem chewing through lines so doesnt need to get over and around things. If the daemon princes are lighter and weaker the wings would allow them to get through to the spots where they would do the best damage. :) All done with wings and a separable backpack.

Aligned daemon princes.
Well well well.... It looks like there could be concepts for daemon princes for the four chaos alignments.
-Khornate shoulder pad shall be the first additional shoulder pad. As this is as khornate as possible, with an axe. I think the khorne one should have lots of skulls.
-Tzeentchian Shoulder pad, with bird style wings borrowed from the living saint and deformed. lots of spikey bits removed and the armour refixed. More tzeentch acc. With staff.
-Nurglesque Shoulder pad, with or without tattered wings the style of old dragons. Lots of bloated body part additions. Lots of nurglings and pustules. With scythe.
-Slaneeshie Shoulder pads, with sleek wings like the ones in the witch hunters mod living saint deformed of course. Fixed shining armour. Lots of pleasurable acc. With Lash.
Thoughts? Suggestions? Pictures or ideas? of the concept.
I cannot say I will be able to do it this week as I have to get the meshes composed and tex to be able to do it.
I have sent you my progress so far. I am looking for feedback on the progress. send it to who ever you need to get feedback and ideas. :)

This would give it a reason to have daemon princes as well as daemon prince lords, because of the chaos daemon book using daemon princes as heavy support.

Will have to do a vertex alignment on all of the hellsmith and some how get that chaplains head on the hellsmith. Maybe I copy the chaplains helmet onto the hellsmiths tex and golden it up too. :) I am going with the skull because it features well on character chaos models in all editions of 40k.

Tower of skulls, yes I understand that it would be good, but I cant get the mojo to do it up till now. I should be able to find all the tex this week and feel competant enough to mesh up the shapes.

# Dark Eldar

They need super heavy. Like a Rampager.

Rampager main gun the Destroyer cannon is on rails to reduce recoil on the floating vehicle. Guided by forward dorsal mounted spotter.
Secondary weapons are 2 pairs of twin linked Splinter catapults. Manned by four gunners at the rear.
Defensive weapons are left and right defensive disintergrator or dark lance. Manned to fire in a 90 degree arc from front to either side.

Destroyer cannon has a crystal similar mass to the Demolisher shell, charged for some extra explosion.
Non rotatable main gun, so the vehicle would have to rotate to fire.

Updating the Splinter Catapult. I meant to say crystal where I put splinter. I must appologise as it gets late/early and i misname things. Some are charged, some are toxin imbued.

Toxin imbuing if for organic prey.
Charging is for non organic tougher armoured prey.

So it might be possible to have selected abilities based around toxin embueing or charged crystals. With the Destroyer cannon it might be an idea to have a toxin imbued ability that does a lot more damage to organic prey. and the regular charged crystal be fired all the time.
Toxin Larger radius.
Charged greater damage in a smaller radius.

Rampager all done.

With the dark eldar I have followed their theme and stayed away from guided missile weaponary. Sticking to the solid mass charged weapons. or energy weapons. as it seems to be the original designers ideology.

# New age Dark Eldar

Hmmm I just read it and its not much better then the third ed codex.
Looks like they leached the idea of the venom for the dark eldar from the harlequins mod/codex as it is exactly the same description.
Interesting that they should put harlequins in dark eldar as book.
LoL Looks like they are running out of intelectualy independant creation.
The vehciles do look slightly more eldar even if they do still scream star wars all over them.
Atleast they reduced the "Shredder" out of the teenage mutant ninja turtles look to the dark eldar.

# Eldar

Bonesinger council/Boneseer council/bone council?
I do not know which to call it. Boneseer attachable.
Or like the seer coucil, bone seer upgradable.

Phoenix lords hey, I am not that skilled a modeller yet, I can freely admit that. Could you put the idea out into the forum and see who would like to try a phoenix lord/lords?.
On the matter of phoenix lords. Looking over the Apocalypse reload book I found a Phoenix court of khaine that could be interesting to implement.

A shrine to Khala Mensha Khaine hey, I will endeavor that tonight, as I feel more ready to approach that task then some of the others :p. although i feel the texing is a bit of a question. Maybe not, just a sat change with some lightness, then a sat change with hue in psp6. All done.

Spirit seer tex, hmm lets see what info I can find for it. Looking around the idea of its description. Tex work I think. Lets see if I can give them a boneseer colour of a cloak... Well just a helm change so it isn't that easily identifiable to the enemy and an icon would make it more identifiable to the user. Representing Lillith the white moon of purity and the task of guiding the purest. All done. :)

Soul seer tex, hmm lets see what info I can find for it. Looking around the idea of its description. Tex work also, I think. I feel this should be a more red saturated cloak... Well just a helm change so it isnt that easily identifiable to the enemy and an icon would make it more identifiable to the user. Representing the moon of Eldanesh, as Eldanesh was slewn by khaine, also if you happen to see one of these red helm it is an omen of something bad about to happen. All done. :)

Seers and why such little changes. so snipers dont pick them out of the squads and its over for them, KaSplat..

Seer council, If the unit is upgradable to a farseer no characters should be able to join it. hence only one farseer other wise you wouldn't be able to get all the abilities into the interface. Unless you went with the suggested codex evolutions interface?

I may of already mentioned nightwing wing commander. Commander reveal abilities.
Falcon commander, to give the reveal ability to a falcon, for column movement.

Shining spears hey. They would be an easy mesh up of the guardian jetbikes and the lance out of the witch hunters living saint. A new tex to boot. Something to polish them off.
I will have to see what I can do about this. And it would be done :) and you wouldn't even know where I got the lance from, there was that much deformation.

Shinning spears exarch hey? Just a tex reversal. as listed in the craftworld codex.
All done with sword attached for power sword upgrade.
Not over the top about the tex. But it is gamable, to get feedback on the tex. :)
built out of the aspect portal not the support portal as it is an aspect not a guardian based unit. :)

Flying high - in there a way with code to change the z position of a unit like swooping hawks to go upwards to the roof, then infiltrate them? It would be an interesting ability that would allow them to use their grenade packs from that height.
Basically a move that moves to a fixed z position. not an x/y position.

Pop up attack - Similar idea about an ability changing the z position to allow for units to see over intervening terrain?
For this one you could give the vypers/jetbikes/falcons the flight ability for a short period and allow them to perch on a z position for a period being able to fire from that position then returning to their previous co-ords. Similar to what the AI does when it follows a unit that comes within its range then returns back to its previous position.

Most of my ideas are put in context of deadmans crossing and its surfaces. As I think all terrain types are in deadmans crossing.

# Eldar exodites.

I have good ideas on how I am going to get draco/dragon units into the mod.

And a pretty good idea of how to get mesh/plate wearing guardians in.

Lascannon teams would be a leach from the eldar bright lance. Using the guard hvy weapon teams and merging the guardians and bright lance. So they have a more primitive feel to them compared to the rest of the eldar.

# Farsights Empire

mostly just a rehash of what i said in week 6 but with a bit more clarity.

Units
Commander O'shavah
No Ethereal.
Stealth suits @ 1
Fire warriors many many many and cheaper. Slugga boy style research in the path to enlightenment. Free firewarriors.
Path finders @ 1
No Vespids.
No Kroot.
No Human conscripts.
Crisis commander.
crisis suits many many many and cheaper.
Broadside @ 1
Tetras @ 1
Piranhas @ 1
Devilfish many many many and cheaper.
Drone Harbringer @ 1
Skyray @ 1
Hammerhead @ 1
everything else is normal.

A 2nd/3rd level research for fire warriors armour and weapons. Icons could just go with the standard + symbol addition to it, like most other icons.

Many Devilfish to use the fish o fury style of play, where fire warriors are behind devilfish in conflict so the devilfish soaks up the damage.

Meaning that the armies are either going to be Fish o fury heavy or Crisis suit heavy. Which is in alignment with the fire caste warriors concept behind farsight.
An interesting idea would be to have the crisis suits use both vehicle pop and squad pop simultaneously to be able to get away with crisis suit armies?
Reason for this is because they are manned Vehicles/suits of armour with spc/hvy weapons

This is just a coding change and not much of a change, just some units limited and some units out. If you are research the mont'au I believe that means certain buildings could go as well. Kroot building is one. No Knarloc, Boo Hoo. :p

Markerlight drone upgrade for the squad so that all units firing at the same target that the squad with the marker drone in is firing at, gets greater damage to compensate for the drone increasing accuracy. :p

Bonding knife research meaning fire caste units dont break. Or morale issues aren't there anymore. I put it in here as this is a pure fire caste warrior army. :)

Flettchette discharger, so any model in h2h with vehicle take damage? all tau vehicles?

Is there a way to make a bodyguard of 2 crisis suits for the command crisis suit?
Is there a way to make the crisis commander deep strike from the building he is built in?
I dont use xv8 crisis so I was wonder if they could all deepstrike after being built?
Is there a way to upgrade a crisis suit team to have a leader and have drones on the leader? This might already be done.. I dont use suits. either stealth or firewarriors preferably stealth.

Drones
-Shield drones.
could they be upgradable to the Command crisis? and bodyguard?
I believe this is the drone the fire warriors already have?
-Marker Drone.
Could they be upgradable to the Command crisis and bodyguard crisis?
already suggested for fire warriors.
What about the crisis suits?
-Sniper drones
Could these be upgradable to squads? both command, crisis and Fire warrior.
-Gun drones.
Squads of them and drone harbringer.
-EMP drone? Made from shield drone.
Able to discharge at buildings and disable their production for a period. can discharge at vehicles and stun them for a while?
-Medi Drone? Made from builder drone.
Able to repair fire warriors/Crisis.
-Builder drone
already there and able to fix up vehicles/buildings.

There may be a model change if you wanted to put heavy gun drones in.
Armed with a burst cannon hey hmmmm... Imperial armour 3.
Heavy gun drone squadron 3-6.
built at drone building? Listening post shaped super turret. out of the earlier apocalypse mod. Previously discussed. as with all other drones.
Might be handy if you put this building in the adv building section to go to the right hand side of the line the turrets is on?

Theres your heavy gun drone and all textures use previous tex without change. ;)
Not boned properly yet. :( well spent ten minutes.
Do you want that with smart missile systems? You can have them to make a support heavy gun drone. as well as a regular heavy gun drone squad. All Done. :D
ten minutes turned into 20. oops.
did I mention burst cannon and smart missile arrays are fixed to the drones, so no turning on the weapon systems.

Super heavy drones?
With rail gun.
With ion cannon.
With seeker array turret.
Just as a thought as I wanted to do this with 40k models to have a total drone army and no vehicles. With just a command drone and no tau either. Command drone made out of a super heavy drone like a shield drone. All done.. :) except Command Drone.
I am throwing around the idea of super heavy drones to get round the limited vehicle capacity and to have something new into the mod to compensate for the lack of Knarloc.

You can actually get away with a bit in farsights empire as it isn't fully described enough.

# Genestealer cult

-genestealers are already there.
-Patriach is just a deformed genestealer/brood lord. I may even deformm juvenile stealers for familiars like the old model I have, has.
-cultist are just re-tex'd chaos cultist.
-Hybrids are a mesh up of man_a,b,c,d/Woman_a,b,c,d with a genetstealer and a few tex work ups, making them more purple as the magazines and imagery show them as.
-Magus I already have to be transferred to max and tessellated, got to have more surfaces and detail then its original state for quake 40K..
-Brood brothers and Hvys are just re-tex'd guard.
attack jet I have I just need to convert and tex.

Well most of the vehicles are re texable. mostly just rgb/sat. with a few new symbols.
-Hybrid Rhinos, marines with a new tex. Or I may use the RT syle Rhino I have here. Image...
-Hybrid Predators, Marines with a new tex. Or I may use the RT style Predator I have here. Image...
-Brood Chimeras, Guard with a new tex.
-Brood Russ's, Guard with a new tex.
-Attack Jet? As I have a modern day attack jet here I may just use it with a new tex.
-Deep strike I feel would just be the vehicle from the guard mech. Command separated and re-tex'd. Changing the box under to place a rhino there to drop troops off in, Hybrids mainly.
-Brood Bomber would be the deep strike vehicle with bombs attached underneath it after the box is removed.

Rhinos and Predators are for Hybrids.
Chimera and Russ's for Brood Brothers
Civilian cars for Cultists.

As you can see by the imagery. The low surface Rhino goes under the transporter. and is removed when the high surface rhino is placed on the ground.

As you can see by the bomber I made convenient use of the bigga grot bomm shape again. But I will be re-tex'ing it this time.

I removed the bolters off of the rhino and predator as they would assume to be worn out weapons, with the main weapons being the focus of repair on the predator. Or the bolters would of been stolen to give to a hybrid.

To this end I have even started gathering sound bytes for the potential race.

# Grey knights

I couldn't help myself. I went to scavenge the grey knight term I put together before, for parts for the Chief librarian and next thing I knew I was working on texing it better. damn it.
The term is to keep the same theme as the GK in soulstorm.
These are Grey Knights, not Daemon Hunters. :)
Oh look at that 4 models and no games. hmmm time to spend it on a game.

# Guard

I haven't focused on the mordian as Brothers in arms have a good enough mordian in their mod. It might be handy to negotiate later about including their units in this mod. Where you actually do research to select what regiment you want to play as. Like the Gerbs SS legions mods for marines allows you to play as 1st or battle company.

Fox holes hey. How about sand bags as well? Just like the guard hvys use? and possibly a prone guard stance. I may figure out how to do this later on.

I have to put more time into the callidus assassin.

Chimedon/chimerax/chimero. Hmmm where could they go in the mech. Command?

Chimedon would be easily enough made out of battlecannon on chimera.
Chimerax would be easily done by putting four autocannons on the front of a chimera. Cheaper, none AA turret. Think of a ground shooting, not the AA Hydra.
Chimero, I will have to look at this one again as I cant remember what its Main weapon was.

Medusa, Collossus, Manticore and death strike missile launcher hasn't been found yet. I will see if I can get concept meshes done.

Adeptus titanicus knights is something I am going to have to find the instructions on it as I am sure it would just be a mesh up from other models. :p

Would it be possible to have an ability for techpriest called. "Machine Resurrection".
Where the repair capacity of the techpriest would be represented by reviving destroyed vehicles.
Using the meshs of destroyed vehicles on the map as a position location and having the techpriests use his ability and respawn the vehicle at half hp. and making the techpriest disappear as if he has possessed the vehicle. I see this ability being an acceptable combat use for the techpriest.
Titan techpriest would be able to do this to titans as well as guard vehicles.

I might be suggesting a servitor be implemented for the guard as well to replace the current techpriest position.

Psyker battle squad, hey hmmm..
Soulstorm psychic ability would be easy as it would be a cross over from Dark eldar.
weaken resolve psychic ability would be easy also as I think dark eldar has that too. lol.
1 overseer, 4 psykers.
Over seer could be a commissar cadet mesh/tex. as it seems to fit that role. :)

There is another squad that comes to mind. Commissar training squad.
Where you have a senior commissar and 9 cadets. I would be tempted to remesh the commissar for cadets. And I did. :)
Instead of building commissars you would need to train them. after a period of time a commisar in the squad would become detachable as a regular commissar mesh/tex.
Over time more and more commissars are trained and are detachable as commissars.
This would go in alignment with the battle psyker squad. Even thought it is RT rules I could see it being more enjoyable the solitary commissars that you pay for and didn't train.
Or instead of a time based system you could use research to train a cadet to a full commissar and when the training is complete. After an extensive amount of time, The commissar would become detachable and able to join other units.
So a unit that produces units. I will see how i go with cadet commissar mesh/tex. All done. :)

# Harlequins

"Gav thorpe"
Units
-Great harlequin.
-Shadow seer.
-Solitaire.
-Death Jesters.
-Harlequin troupe.
-Harlequin jetbikes.
-Venom.

Spirit walker is missing.

=Played the harlequin mod for DOW and its a good quick and enjoyably colourful game that would be good to get into apocalypse.
Of course the harlequin troupe would be replaced with the current troupe.

# Marines

With the librarian would it be possible to have it upgradable through the ranks of the librarians.
Lexicanum - 1 Psychic
Codicier - 2 Psychic
Epistolary - 3 Psycic
Chief librarian - 4 Psychic
I think that is the right order. I will have to check my materials.
Using the evolutions interface I believe it could upgrade it through all the stages with multiple weapon styles and armour variants. I will have to put time into this.
But first I will get a plausible chief librarian.
Done so far. But i didn't tex it with the blue tex. I was hoping there was some way to do that with the colour changer rtx/wtp? All done for now.
Ahhh I should of left it at red all i see is blue blur... :p
The chaos terms were easier then that.. could be the time of night too.
I have the other tex to if code can change colour. :)

Thunderhawk deployment would be just like Orca deployment with an open door thunderhawk on the ground to load marines into. All done in 20 minutes.
Would be good if hvy bolters could be defensive and battle cannon could be defensive.
Just select the objects for the Hvy Bolter in the main object and detach them to a name object, if you need them separate?
Or it could be that when the building is under attack it does circles of the base massacring targets?

Time for a religious half an hour of gaming, to look at what inspires me next to mesh up.

Thunderhawk, yes yes I must put more time into this.

terminator_codex_sergeant.rsh is missing in the mod.
I found it in the other mods.
I have sent a copy.
couldn't find the wtp either. ? They are both in a zip. :) Cheers.
There is a possibility that I may of used an older whm my apologies if you phased it out.

Term. Chaplain. Yes yes, trying not to do marines since there is already so much marines. Lets see how i go tomorrow. Okay got it done with new tex. Much easier to do then blue for librarian. :p
Might it be further possible to have an upgradable Chaplain, Using similar interface aspect to the gerbs SS legions mod?

Wasn't there an Command squad/honour guard for marines? I will have to investigate. :)
Or was that in gerbs mod?

Would it be possible to rename the upgraded techmarine to the "master of the forge"?
Hmmm If you go through the Tech hierarchy I believe it goes.
-Mechanic marine.
-Techmarine.
-Master of the forge.
So it might be possible to have the Mechanic marine upgraded to a techmarine then to a master of the forge with the right combo mesh.
Mechanic marine is just a marine with tools that can repair things and not build things.
Mechanic marines are usually found manning vehicles these days.
I have seen how gerbs SS Legions mods can do this type of mesh upgrades.
Mechanic marine done. Notice the shoulder pad changes and the spanner and utility belt changes. Minimalistic mesh change so he cant be picked out by snipers... >|<
All weapons available on the mesh should be upgradable like the spanna boy. :)
I would almost ask that it be attachable to dreadnoughts, to provide support to them.

Okay more on the techmarine and dead vehicle meshes on the map.
Would it be possible to have an ability for techmarines called. "Machine Resurrection".
Where the repair capacity of the techmarine would be represented by reviving destroyed vehicles.
Using the meshs of destroyed vehicles on the map as a position locationn and having the techmarines use his ability and respawn the vehicle at half hp. and making the techmarine dissapear as if he has possessed the vehicle. I see this ability being an acceptable combat use for the techmarine. In older addition of 40k the techmarine could revive broken vehicles and make the function again.
Master of the forge would be able to do this with all marine vehicles as well as the titan.

# Necrons.

I shall have to break out the mini scarabs so i dont forget to make them up for mines and listening posts spawnables.

More time on conversion from horror movie to sci-fi for the "Ancient Necrons", yep new old race concept.

Builder tomb spyder, yes, yes, I feel that this needs attention too this week, with some possible mesh alterations. :) Something to give the scarabs some protection while building or moving around.

# Orks

Could the medga deff dread be a mesh conversion from the deff dread?

If you go with the lootas, lootin tankz, might i suggest the sound effects of "lets get looting" when they are about to do it?

I haven't been able to get the DOW2 modding working so I wasnt able to get the teleporta inspiration to work on a teleporta for DOW Apocalypse.
None of my current machines would run DOW2 anyway. lol. And steam rubbish was needed. Working at an internet cafe on a dozen or so machines I found steam to be one of the biggest pain in the backsides as it wouldn't do what it was supposed to, so all 12 machines would work together.

Grot tanks I could use the mesh of the war trakk, but that would be a lot of deformation, I may need to merge bits from other vehicles to make it truly grottish.. thinking on that one.

Grot Parratroopa will be done to give the orks an auspex style of device that moves around. I would use a single grot that is infiltrated as he is trained to be stealthy and sneeky.
No building capacity, just infiltrated snooping. Let me see... All done with a parrashoot from the material of the Pile of gunz.
Would it be possible to have the grot parratroopa build like the turrets do in the lisetning posts and have a shared list with the flyers Fighta/Fighta Bomma.

Squigs huh? I guess i could get inspiration from the squigs I believe they put in the online warhammer game.

Weirdboy warphead and hiz minderz hey. I shall see about the psychic powers as well, possibly from second ed. Like:
-Foot of Gork - Monty python stlye green foot, mesh comming from the sky and stomping the enemy, hopefully. Possibly from a cloud based at a certain height along the z?

Loota bikes.
Loota Wagon. Ork'd it up. :)
Loota Battle wagon|fortress. All done...
Looted Big gunz.
Looted baneblade.
Which to do first?
Also if you have read the orks 3rd ed codex you will realise I havent included every unit available to the lootas.
Loota Razorback. Maybe in future?
Loota predators. Maybe in future?
Looted chimera. Maybe in future?
Looted hellhound. Maybe in future?
Looted griffon. Maybe in future?
As i think this would go well over the twelve limit. Unless you got the 144 units per building idea I suggested to work?
And there needs to be
a line for lootas
a line for marine loota and
a line for guard looted.

I hear what you are saying about the bikes. But i still want to mesh it up for fun, so its not all like building for game, straight away. But some build for fun. So incase later on when maps change they might seem more needed. :p I mightnt agree with you but this isnt my mod and you are doing a splendid enough job as far as I am concerned. There will be many units and ideas I espouse that I am sure you would of never heard of or dont agree with. Its life. You want to try working in mental health when consumers dont agree with your style of help. they threaten to kill you pretty fast. :p I aint dead, unlike some of my coworkers. :( I have gone through many people not agreeing with me. no stress to me, so shouldn't stress you either. :)

Lootas hut will most likely come around when I attempt the loota Battle fortress. All done.. :) Did I metion that it would be handy to have this bldg upgradable to a mobile lootas hut? just like the necron monolith is. Oh and I have examples for you in a zip.

Kommandos you could take a vote on the popularity of the idea by PM? I will put this off for now.

Speed freaks Hut should be a focus as I try this WW2 style hanger. with launch rails out of one side of it to give the flyers some where to launch from. a Shabby sheet hangar that has a sloping roof.

Orky nuke/Bestest"Biggest" Bomm, I shall endeavour to deform this in this week. All done.
On further deliberation you could have the orks bestest launch bay damaged on launch and it would need to be repaired before another bomm could be refueled and launched.
It would be good if the scaffolding could be reapplied in this fixing it up. Or it could be a fixing it up ability for the building, then the refueling ability before another launch. If these abilities are timed I am sure you could spread out launch times.
Bomms and more bomms could be located in here. giving more space in the bigga waaaugh towa/banna.

Might I suggest the bigga waaaugh towa/banna have an ability to be able to reveal the whole map for a short period of time. "Mork Sees". I understand that this is making the towa/banna more defensive then offensive, but the bestest bomm would be a more offensive superstructure, hence the suggest to move the bomms/more bomms there.

Grotz hut could have the repair buttons in the squad upgrades area. possibly auto repair units near it like the repair aura of the necron pillar of darkness? But only orky vehicles.

Note to self I finished several tertiary educations and I use orky speek to get more orkish into their interface.

Grot Riggerz - Repairs the ork trukk for a period allowing it to fight on longer. Similar to what the 40k rule does. 25% repair?

Searchlight - Would highlight enemies after they go into the fog of war and untill they get out of search light range. Like the marine/guard one. 3rd ed codex.

Stikk bomm chukas - Would do damage to units in H2H with the vehicle. to compensate for the tank shock lacking.

Red paint job - There might be a way in game with code to change the vehicle colur using the team colour ability. Red paint job vehicles move at a 10%-20% fasta rate.
I could do it with a memory editing program but surely there is a way to do it ingame?

Attack squig - for characters and does increased damage in melee/h2h combat.

Lootas units:
Scabs.
Lootas.
Bigga lootas.
Mega armoured lootas.
Would be the 4 loota infantry I would use.
Lootas I might revisit and use geard up boyz so they look like they looted the battle field for weapons. Shoulder pads/gunz/helms/etc... All done with blurb too.. :)
Lootas would use all weapons they found, even orky ones.
Heavy"Bigga" lootas would just be lootas with more hvy weapons in the unit.
Mega aroured lootas would be lootas in term. armour.
Build list..
Scabs/Lootas/Hvy."Bigga" Lootas/Mega Lootas
Looted tank/Bigga looted tank/Looted big gunz/Looted Baneblade.
Loota bikes/Loota wagon/Loota battle wagon|fortress/....
Thoughts?

Scabs might initialy be grotz with guard helms/shoulder pads/bootz. 'till I get the research done. All done and i didnt boot them. the visor looks acceptabkle on the grot. The ears wouls have holes cut for them. The face mask would just be cut to put the nose through. Plasma pistol and lasgun upgradable. hence the reason for putting the lasgun on a different hand to the plasma pistol. I think the lasgun might need rescaling but I cannot tell at this point.

Kustim force field - Might be an ability for the mek boy. Using a green half sphere that has only one side texured with a green texture that has high alpha transparency. Protecting units within a radius as they take less damage?

Ammo runt - Possibly made out of a grot carrying ammo satchels. Might be squad attachable for the squads nob. Causing greater damage from the boyz he has joined. Could be an upgrade for the squad if the evolutions interface was used. All done. :) Satchel and Rokkit to represent ammo runts purpose.

Mekboy tools - Similar to fixing and possesing vehicles as the other tech in imperial armies.

# Planetry defence forces

Will get there after I get the pdf units done for other races.

% Rogue trader

would be controversial to anyone that didnt play back in RT days..

# Sisters

Lightning wing commander. That would be beneficial to the fast wings of lightnings. reveal ability. extra sight range. "advanced scanner" could be the research?
Immolator Commander?

Might I sugget a smoke launchers capacity for all track based sisters vehicles?

Might I suggest smoke bombs for the lightning/lightning strike fighters? Similar to the smoke launchers.

Might I suggest a search light ability for exorcists.
Where the unit it is firing at is highlighted when it goes outside the regular fog of war. Untill such point as it is out of range of the searchlight? Guard and marines could use this too. :) similar to the way the guard detector ability works would be good, but even the way units show up in the fog of war when they are firing out of it is good too.
Just something to allow your units get the benefit of the searchlight.

Would it be possible to have an ability for Battle sister Mechanicus called. "Machine Ressurection". Where the repair capacity of the Battle sister Mechanicus would be represented by reviving destroyed vehicles.
Using the meshs of destroyed vehicles on the map as a position location and having the Battle sister Mechanicus' use her ability and respawn the vehicle at half hp. and making the Battle sister Mechanicus dissapear as if he has possesed the vehicle. I see this ability being an acceptable combat use for the Battle sister Mechanicus.
It might be a suggestion for all imperial races.

Might it be possible to put an ability in the shrine of the emporer of "Emporers view"? Revealing the whole map and infiltrators for a period. As in the emporer titans view. Which I havent got back to meshing.

# Tau

Rotatable arka ion cannon. I think i can get away with this. :) similar control mechanism as suggested with the basilisk magnus.

Upgradable command devilfish. I will endeavour to mesh up the three vehicle variants for the tau devilfish/Skyray/Hammerhead.
After looking at the codex hammerhead I realise just how to do this.
Codex hammerhead, merged,
Seeker Array turret.
Drones.
Devilfish turret.
Hmmm sounds a little too easy. There has to be something I missed.
And it is done. :)
It might be handy to limit its upgradability to around the tau vehicle building.

Remote sensor towers could be built at the command post and deep striked anywhere on the map. as described in imperial armour 3. Possibly a deformation of the listening post.

heavy gun drones armed with a burst cannon hey hmmmm... Imperial armour 3.
Heavy gun drone squadron 3-6. Done.
Built at drone building? Listening post or super turret. out of the earlier apocalypse mod. Previously discussed. As with all other drones.

Super heavy gun drones done, as above.

I bvelieve it was honour guard you needed to increase the population for? couldnt you just set their squad_cap_ext/squad & Support cap to 0?
Or point it to the
Tau_Kroot_alpha_squad_advance_sp.rgd
Tau_honour_guard_stealth_suit_squad_advance_sp.rgd
Tau_honour_guard_fire_warrior_squad_advance_sp.rgd
Tau_honour_crisis_suit_squad_advance_sp.rgd
Tau_pathfinder_squad_advance_sp.rgd
Tau_kroot_hound_squad_advance_sp.rgd
Just a thought?

Or for kicks you could enable the use of the clones for tau?

# Tyranids

I see a different Malenthrope on forgeworld and it shouldnt be that difficult to deform the Zoanthrope.

# Witch hunters

I want to also find a way to get into contact with the peeps that made this mod and see if they would redo everything for soulstorm or possibly allow it to be done so. After I learn how to of course.

Dark eldar heretic would make a fine penitent.

# Xtra

If there are any models you do not like or ideas you dont want, give me a message about it. I will put them aside and not fiddle with them. ;) Just incase I upgrade any units/ideas I am working on.

# Commanders

I would suggest a aircraft wing commander for flyers for every race. 1 of.
I would also suggest vehicle commander for every race. 1 of.
It is all about the reveling infiltrated units.

# Defensive walls

I will try more defensive walls that are rotatable and scalable this week. I hope.
As long as they arent blue.

Ork it up. All done. :p
For the greater good. :) All done. Less animation needed.

I am not syre if you implemented corners but it would be something similar just rotatable and one of.

Heck you could even use modified listening posts as the turrets for the wall. placing them along to wall line. If the bounding box build conflct could be resolved.
These would need to be 360 rotatable to go in align with the wall as some arent exactly symetrical. "Wall Turrets"?

# Fortress walls

Okay I am pretty much stumbling on more and more fotress walls along with the defnsive walls. What do you think about fortress walls as well as defensive walls?
Defensive walls are firable across.
Fortress walls are there to stop everything and soak up lots of damage. So the enemy has to breach them to get past them.

# Tiers

With the previously mentioned Explorator tier I would suggest a population limit of 5, yes just 5... :)

# squad formations

Is there a way to change squad formations ingame. So if you were in a spear formation and wanted to go to column formation, or line formation, double line, double column, dispersed, ring, reverse spear formatiom you could do it?
It might be another stance button that allows you to change formation.

# SP interface

I am not sure if you wanted to touch the single player interface but what would be interesting with the initial system view would be that it was scalable outside of preparing for combat.
Ie.
Galactic view. Inspecting into,
Subsector view. " " ,
System view, " " ,
World view. Attacking too..

It would also be handy to have dynamic system maps that would change depending on the type of unit that inhabited that position. Like hulks, roks, battlefleets. Combined with the race that controlled that map.

This would allow for a greater area to conquer, making the capacity for single player to go to mulltiplayer co-op more likely. As instead of going into the game it would call on the map/game type and load the mp interface. Loading a multiplayer game automatically. Possibly setting position 8 as an AI race of your opposition.

Okay let me clarify that as it seems a bit vague.
The sp interface determines the map type you play on and the game type and the opponent.
Then swapping to the multiplayer inteface with those map/game options set, you could enlist opponents and team mates for the game with the races of the map and/or allies.
The outcome of the battle would determine whther or not you gained the territory and the single player win/loss would be used to load back through the SP interface/map. Giving you a map of alledged claimed territories.

So you could see map conflicts with other players. That would be easily solved with the excuse that borders are dynamic and incursions can happen well away from the front lines of any battle. Just because your forces claim you own an area doesnt mean that they are truthful as the flow of war is very dynamic. Not all actions would get reported and from your position well inside the safe zone. Not all information about contested planets would get back to you.

Would this type of idea be enjoyable?

I am unsure if honour guard and structures would need to be included. But it is a possibility.

The potential is rather unlimited given the time dispacemnt of the warp. So any thing would actually be possible.

I am not wanting to go an online server as I dont think the need to have consistency across multiple galaxy maps is needed. and it is just for fun.

It might be possible to even load MP games for Battle fleet action with the races that wre developed for the mod of battle fleet combat. the outcome being reported back to single player interface for the dynamic maps in the systems. :)

Now this sort of modding is the real fun stuff. :)
Not just coding, modeling.

Big enough challenge?

Do you know if it is possible to unpack meta_map_menu.whm sucessfully?
I can see how this whm and the planets whms go together.
They coould easily be turned into subsector and system interfaces.

I am yet to find the files that link the whms together to look for code cheats to see if i can do a multiple inspect level.
I see how campaignfrontendmodels.lua loads in the mini commanders.

# Map editing

As I have several dow installs and one at 1.0 I may retry the map editor, but i feel that will take registry work to get both versions functional at the same time.

Destructible terrain is it a possibility? Another question that fills my mind. Or is the 8th player needed to be used for terrain and made neutral.

# Textures.

Is there a way to animate a texure while it is on the mesh?
Is there a way to get a tex. anim. to stop at certain positions in the animation sequence depending on research or actions ingame.

I am thinking of use multi texs like the ones for the man and woman.
and doing similar to what the rhino tracks do i believe.
but instead of having it move the texture have it jump to a texture position.
In max changing the uvw position and possibly the shape. to get the desired tex required for the mesh ingame. It would be handy with the Legion of the damned. that way I wouldnt need to add the extra mesh components.

I know the whm is all mesh or atleast that is what i believe.
I was hoping there was a way ingame to be able to get the whm to point to another rsh. So I could do up multiple tex and have one mesh be able to use them depending on the build purpose of the model. like the daemon prince. Having generic weapons, which all call on their own tex depending on the type of DP it is. and with the DP mesh, having it call on a certain tex depending on what alignment it is. I think the rtx does this to some degree.
But I am unsure and I really dont know.

# Interface

Given Gerbs Soulstorm legions mod.
I would be trying to convince Gerberman into developing the taskbar/interface for us if possible.
With the suggestions I have given for the interface and gerbermans capability to design a suitable interface with all the suggestions possible. Or you could fry more brain cells and do it yourself?
This would be a truely epic game.

I would be suggesting to move the Move/Stop/Attack move/Attack melee and the two stance buttons out of the build area and into the the area above the build area in the evolutions interface. As this would give greater symbiotisity in the interface between units and bldgs. Also it would make it eassier for new players to be able to quickly identify sections of the interface as belonging to certain purposes. Which would from a program designers aspect, give greater continuity to the interface. Also it would allow super biulder/combat units like the monolith an easier control system and ore room for abilities.
It would further allow for more abilities for every unit in the game.

Move/Stop/Attack move/Attack melee/response stance/combat stance
Giving you a full twelve ability buttons to make use of.
Ie.
Builder
Nuild/Adv. Build/Super build/Defensive build... 44 buildable structures.
Repair/Machine ressurection/..../....
research/wargear/..../....

Combat unit
Prone/gone to ground/Entrench/Jump
..../..../..../....
research/wargear/..../....

Vehicles
..../..../..../jump
..../..../..../....
research/wargear/..../....

# Game/Mod

Once another 100 or so units are added. I suggested over 70 units and there are many more for me to do yet. So 100 will be easy after say week 10. As i got 70+ in under 7 weeks.
Abilities keep comming as I read through the material and think of how to implement them.
New races is the easy part. As there are many races that havent been implemented yet and you can see me suggesting new races and modelling some of the meshes up with ideas around abilities.

My only lacking is the skill to get it into the game.
Anything that is done would be appreciated if fraps'd, so I could learn how to help out and make the whole process go faster and easier on yourself.
I dont think I shall be doing more then making meshes for the first ten weeks and from there with over 100 meshes I would like to proceed with further learning how to get them into the mod to help with the development.
I do not think I will be doing more then touching around the edges of new races till week ten is over.

With the builder I was thinking that the generator and plasma generator and the listening post could be moved into what was the walls/defensive build? having it as a utilities byuild as I couldnt see any other structures go in there.
This would free up spaces in the regular build.
Turrets could also go in the third build as they are utilities or defensive like teh walls and resource units. Freeing up space in the advanced build.
Even mines could go in there as well as they are defensive.
Just some ideas. :) on ways to get more room for buildings. :)
Build list idea.
Listening post/Generator/Plasma generator/....
Turret/Adv Turret/Mines/Adv. Mines
Wall/..../..../....
# relic forums.

Could you put a questionaire in your tag and pictures of the models in your tag and if every team member from head to tester to playerz is PM. would you be able to have a way of getting feedback without any non-modders/non-testers knowing?

I would run a phpBB on my lamp/wamp server at home, but im not really wanting to get the net here.
So you might be able to ask anyone with a good dsl if they know how to run a phpbb on a lamp/wamp server, also if they would host it for you. :) I spent many years running web servers before working in mental health. Psychology was a part of game development from my very early years of programming.

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