Imagine the largest Warhammer40k scale battles topped with balance for all races. Can you imagine your enemies being nuked by your own superweapon, or steamrolling them with many titans fighting other titans with complete balance? Then this is your mod.

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Finally the EMP Blast
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Lord_Cylarne Author Online
Lord_Cylarne Jul 7 2013, 9:01pm says:

@Stahl: I would gladly accept your help. I'll take all the FX you have and provide credits plus maybe post them here by your permission. ^^ Thanks!

+3 votes   reply to comment
Clay_More Online
Clay_More Jul 8 2013, 6:49am replied:

my friend, feel free to use my stuff as you see fit.

atm i gotta slow down a slight bit so i can pass that last crucial exam in the next 2 weeks, once that is done, ill update you with more stuff. currently im trying to figure out how tracers work, and im stuck with this stupid object editor.

now that rt2 has figured how to properly port explosions ingame, expect to see much more of that kind. for now i have to tweak the basilisk fx at something like 50% size.

post the stuff as you see fit. meantime im learning texturing also, texturing metal is one tough bitch :v

+3 votes     reply to comment
Kersaw803
Kersaw803 Jul 7 2013, 9:24pm says:

soo... will it disable vehicles for some amount of time? or building units?

+2 votes     reply to comment
Lord_Cylarne Author Online
Lord_Cylarne Jul 7 2013, 9:45pm replied:

Yes. I was thinking 1-2 minutes. Conceptual theory of course.

+1 vote   reply to comment
epic40k
epic40k Jul 8 2013, 3:40am says:

makes me think of the haywire missiles from the 1st edition of epic. I can't remember but I think they disabled vehicles completely

+1 vote     reply to comment
Dr.Medic
Dr.Medic Jul 8 2013, 7:28am says:

Foul xeno machines shall now be disabled!

+1 vote     reply to comment
Mighty_Guy
Mighty_Guy Jul 8 2013, 4:30pm says:

It looks like the EMP blast from the Matrix movies

+2 votes     reply to comment
KaelaMenshaKhaine
KaelaMenshaKhaine Jul 8 2013, 7:08pm says:

I still think what will be the cost of this ability. It have to be cheap in comparison to nuke or Ion cannon if this by any chance should attract people to disable rather than utterly destroy enemy in one blast.

+1 vote     reply to comment
epic40k
epic40k Jul 9 2013, 12:50am says:

It would be cool if servitors have to repair vehicles to make them operational again. But then again servitors would be killed by the emp too.

+2 votes     reply to comment
RT2... Creator
RT2... Jul 9 2013, 1:48am replied:

This is actually a good thing, meaning the organic repairers would survive but not the mechanized repairers. :)

Given that half of the races have organic repair and half have mechanized repair, it would be a good way to define certain races against guard. :)

+1 vote   reply to comment
ClassyWhale
ClassyWhale Jul 9 2013, 2:44am says:

Oh great and powerful mod makers! I behest of thee! Please make a game option to cause squads that are purchased by the player to spawn at full strength, without any extra charge. This would reduce the time spent prepping your army and, increase the egress of the inevitable and glorious slaughter!

+1 vote     reply to comment
GreenScorpion
GreenScorpion Jul 9 2013, 8:27am replied:

That could be accomplished but it would mean the recruitment cost and time would have to be lowered to have the exact same cost when recruited. (recruitment cost is the number of starting units * (cost requisition+power+time))

+1 vote     reply to comment
Lord_Cylarne Author Online
Lord_Cylarne Jul 9 2013, 1:02pm replied:

It also can't be acccomplished. You can increase max squad loadout, sure, but not the min. Yet again DOW engine bites us in the butt.

+1 vote   reply to comment
GreenScorpion
GreenScorpion Jul 9 2013, 4:09pm replied:

He said game option so it could be related to special squads recruited at full strenght not the previous squads with increased loadout, i think there was something like that in tyranids, a full loadout squad that could be recruited late game. I know you can't change the min loadout of a determined squad with the modifiers present.

+1 vote     reply to comment
ClassyWhale
ClassyWhale Jul 10 2013, 4:18am replied:

That is sort of what I was thinking I just don't want to have to spam the increase squad button for twenty some squads every time I want some carnage.

+1 vote     reply to comment
Lord_Cylarne Author Online
Lord_Cylarne Jul 12 2013, 1:29pm replied:

That's another 16 squads per race I don't want to deal with. Also to mention the fact that we don't have enough room.

+1 vote   reply to comment
GreenScorpion
GreenScorpion Jul 12 2013, 1:56pm replied:

I just said it was possible that way not that you should do that. That sort of thing would be better if done by those who want it since it wouldn't necessarily be all players, a personalization of the mod in their end (at least for those who don't play multiplayer)

+1 vote     reply to comment
Lord_Cylarne Author Online
Lord_Cylarne Jul 13 2013, 2:50am replied:

You don't have to say that twice. I'm just.... tired of getting all these ideas, got my mod all planned out, then it doesn't work and I get repelled by the force of shock!

Eeeehhhhh.... good luck to all those who try. :P

+2 votes   reply to comment
Clay_More Online
Clay_More Jul 13 2013, 2:09pm says:

dow is a bitch when trying to implement anything. i had a "fun" time getting the basilisk fx to work(rather rt2 did it)

+1 vote     reply to comment
EmperorTheBest
EmperorTheBest Jul 17 2013, 1:34pm says:

What programm do you use for creating that?

+1 vote     reply to comment
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Description

Within the Imperium factions, you will notice a superweapon called "Great EMP" within the 1.72.7 version of Ultimate Apocalypse. It stood as a placeholder.

It is now complete and ready ingame for 1.73.

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Date
Jul 7th, 2013
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