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

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Report RSS Orkish super settlement theory. (view original)
Orkish super settlement theory.
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Lord_Cylarne
Lord_Cylarne - - 7,166 comments

I like this a bit too much. :O But did you fix the position of the bounds?

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RT2... Author
RT2... - - 3,305 comments

the dynamic nature of it, I went Nutzo with before to test how far a ork player could theme up their settlement.

I was impressed with what this allowed on the boring ol deadmans crossing.

After I get the visibility of 80 3F on the two non needed gunz.
Also I still need to do hardpoint/weapon usage to stop two of the weapons firing fx.

I will be looking into having the pile'o'junks visible permanently to truly pimp out the orkses. :P

I know you may have some trepidation still.
But it grows on you pretty fast when its used. :)

what I would like to be able to do is to alter the height of models as they pass over the ork structure. :P

Really blowing their minds. :P

Be safe buddy. :P
I'm off to test something that needs fixin' with dow, :P

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Description

First of all the models are not complete as listed:
Moddb.com
Luckily I have my cheat sheet:
Moddb.com

The obvious difference is size.
Another obvious difference is the amount of units it can produce at any given time.
If I get the build box, setup properly, I should be able to make it similar to regular size settlement and be able to make four units producible at one time. :P

I will admit I love the dirty feel and the well worn paths... :P
Even if it was going to be used as a wall.

It doesn't block orkish traffic as the orks could just over the top of its walls with the ladders around.

I may be able to get Orkish corners/lookout, but using a modified Flyboyz Towa:
Moddb.com
Once I get a version unlocked from the Resource objects.
I am tempted to use a modified generator object as the base instead of the tripod.

The outpost:
Moddb.com
I think would also make another interesting component.

Back to real life work... :P