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In my 4th week I touched on the topic of several tiers.

# Tiers

# Necromunda/Inquisitor Tier.

10 Population.

These units only have 1 trooper in them.
This would be best described by reading the inquisitor information and seeing if you can get your hands of the rules for aliens and heretics in necromunda that were out so many years ago.

And of course all basic builder units are available.

# Arbites
Units available.
Judge @1
Detective @1
Combat arbites @1
Supprt arbites @1
Cyber-Mastif @1
# Chaos
Units available.
Lord @1
Sorcerer @1
Dark Apostle@1
Evil Psyker @1
Cultists @1
Tac. Marine @1
nurglings @3
Bikers @1
Jetbikers @1
# Dark Eldar
Units available.
Lord @1
Haemonculus @1
Warriors @1
Wyches @1
Mandrake @1
Warp Beast @1
Reavers @1
# Eldar
Units available.
Farseer @1
Autarch @1
Guardian @1
Aspects @1
Jet Bikes @1
# Genestealer cult
Units available.
Patriach @1
Magus @1
Cultist @1
Genestealer @1
Brood Brother @1
# Guard
Units available.
Commander @1
Psyker @1
Preacher @1
Commisar @1
Medic @1
Guardsmen @1
Combat guardsmen @1
Rough rider @1
# Marines
Units available.
Commander @1
Librarian @1
Chaplain @1
Apothecary @1
Tac. Marine@1
Ass. Marine@1
Biker @1
# Sisters
Cannoness @1
Sister Hospitalier @1
Inquisitor @1
Battle sister @1
Dominion @1
Seraphim @1

I think that is a good enough teir listing for the initial tier. I am pretty sure you could gain access to the necromunda rules on the GW website.

# Kill team Tier.

15 population.

These units have up to 5 troopers in them. Just like kill team dynamics.
No really tough units like vehicles yet or monstrous creatures.

And as above all basic builder units are available.

# Chaos
Units available.
Lord @1
Sorcerer @1
Cultists @5
Tac. Marine@5
Raptors @5
Havocs @3
Bezerkers @4
Rubric @4
Plaguies @3
Noisies @3
B. Letters @4
Horrors @4
P. Bearers @3
Deamonettes@3
Bikers @3
Jetbikers @3

I am pretty sure you could gain access to the Kill team rules on the GW website.

# 40k Tier.

20 population

Standard Dawn of war.

I dont think I need to describe this one?
All secondary builder units are available.
Techmarine without servo harness.
Hellsmith without heretical harness.

# Spearhead Tier.

25 population

Designed around the spearhead rules.
These are just a few examples. As my online gaming isn't that affluent It would take several dedicated online gamers to be able to determine the best combinations of units to put into the spearhead formations for maximum effect.

I have seen vehicles out into squadrons and they seem to work happily together in a squadron. You might find the tiers above this one will use that a fair bit. With 1.62 i see the dommsday phalanx as a spearhead style of unit.

===ARMOURED SPEARHEAD===

# Chaos
Vindicator/2 Predators - xtra xtra armour, xtra toughness to accommodate for the 5+ invun.

# Guard
3 Russ's with extra toughness because of an ability. I dont think any whms need to be changed.

# Tyranids
3 shooty fexs that have extra toughness.

===AMBUSH SPEARHEAD===

# Chaos
Three teleported chaos dreadnoughts - To represent the capacity to use max cover to get into position.

# Guard
3 Sentinels that are teleported into position.

# Tyranids.
3 carnifexs that are teleported into position to give the effect of infiltration through enemy lines.

===MECHANISED ASSAULT SPEARHEAD===

# Chaos
Three rhinos with 3 tac squads, thunderhawked in to a position - This represent fast moving transports coming in from an undetermined position.

# Dark eldar
Three raiders that have 3 warrior squads in it and are teleported onto the field.

#Guard
3 Chimeras that have guardsmen dropped in by thunderhawk transporter.

===TANK HUNTER SPEARHEAD===

# Chaos
3 vindicators/predators with an upgraded to hit. - To represent the skill of the tank hunter. Should have extra damage against vehicles.

# dark eldar
3 ravager units?

===ARCHEOTECH SPEARHEAD=== ???? I am not sure if you want to use this spearhead.

# Chaos
3 predators that do extra damage but damage themselves everytime they fire.

# Orks
3 Looted russ's/predators that do damage to themselves when they fire weapons. Viable.

===OUTRIDER SPEARHEAD===

# Chaos
Landraider and 2 predators. Damage from the spearhead/landraider can be reduced and shared with the predators or while the predators are alive its damage is reduced. Maybe you dont even need to reduce damage as the predators would be soaking up damage as well and they would take damage away from the land raider.

# Eldar
Fire Prism and 2 falcons.

===SKYFALL SPEARHEAD===

# Chaos
Three Jetbikes teleported into any position with a short period of being able to stun vehicles with their weapons.

# Tau
Three Tetras teleported into any position with a short period of being able to stun vehicles with their weapons. reduce or stop their firing.

# Special marines
Having 3 speeders spawned any where on the map to interfere with the advance of an enemy.

# dark eldar
three Reavers that spawn anywhere on the map.

===MONSTROUS SPEARHEAD===

# Chaos
Several Daemon Prince(Not daemon prince lord) - Counter-attack, Fleet Furious Charge, Rage.

# Tyranids
Several carnifexs. - Counter-attack, Fleet Furious Charge, Rage.

# Sisters
Gaining 2 or 3 squads of penitent engines that have Counter-attack, fleet, furious charge, Rage.

===MASS ATTACK SPEARHEAD===

# Chaos
6 Raptor squads with melta bombs. - Immune to psychology.

# Orks
6 stormboyz squads with the bomb that the boss uses in his abilities.

# sisters
6 seraphim squads that spawn with melta bombs.

===CRUSHER SPEARHEAD=== - this could be tricky as tank shock inst taken into account.

# Chaos
Daemon prince with extra melee damage like constant daemonic strength.

# Tau
Great Knarlocs that do extra damage all the time when in combat .

# Orks
Squiggoths that always use their stomp capacity in close combat.

# Sisters
Living saint that does extra damage in close combat from a act of faith that gives her constant strenght increase.

Hmmm not as tricky as I thought, using monstrous critters got past the need for tank shock.

===SEEK & DESTROY SPEARHEAD===

# Chaos
Bikers or jetbikers with the ability to move faster and still shoot on the move. Like the Tau stealth suits. Increased shooting Damage?

# Dark eldar
reavers with the ability shoot while moving faster. Increased shooting Damage?

# Eldar
Jetbikes with the ability to shoot at targets while moving faster. Increased shooting Damage?

===SUPER-HEAVY SPEARHEAD===

You could use this to gain an extra "titan" that spawns half damaged.

# Chaos
You could use this to gain an extra Daemon Prince Lord that spawns half damaged.

# Eldar
A second Scorpion that is spawned at half damage.

# Guard
Gaining a half damaged Baneblade. And I do not think I would use any other super heavy.

# Tau
Gaining an extra Great knarlock that spawns at half damage.

# Dark Eldar
Gaining a second dias of destruction that spawns at half damage.

Just to name a few.
I am fairly certain that these and the other spearhead rules could be reduced to 12 for each race.
Any extra research needed for these items could go into the research buildings for the races.

It would bring a better benefit to the playability of the mod and give people motivation to want to use spear heads. I am not sure about making the models needed for the spearhead unit any cheaper then what they are from the other buildings with their upgrade costs. But that wouldnt be my decision.

I see you can spawn certain units at full strength through playing the Tyranids. So i ant see why you couldnt spawn whole units of spear heads at full strength with some of the rule sets.

# Apocalypse Tier.

30 population.

Apocalypse Based units, just getting into the super heavy and single titan units.
Like most of the forgeworld models that are produced these days compared to the epic units of old.

All tertiary builder units are available.
Titan techpriest.
Techmarine with servo harness.
Hellsmith with heretical harness.
Boneseer.
Greater will of the hive mind.

# Chaos
chaos warhound
Traitor baneblades.
Silver Tower.

# Dark eldar
Void stalkers.

# Tyranid
Mycetic "spore" deployment
Warren tunnels deployment.

# Necron
Monolith Phalanx
Flayed ones resurrection.
lesser Pylon Array.

# Epic Tier.

40 population.

Getting into the full formations of epic which are much larger then Apocalypse using battle groups of titans and companies of Super heavies.

Please excuse my inconsistencies with armies that weren't around when epic was at its finest.

All builder groups would be available at this point. IE
Heretic cabal.
Adeptus mechanicus squads.
Bonesinger council.
Spanna Boyz Mob.
Hive mind brood.
just to name a few.

# Imperials
Scout titan battle group.
Reaver titan battle group.
Knight households.
Baneblade squadrons/companies.
Basilisk companies.
Predator companies.
Russ companies.
Armoured fist companies.
Marauder destroyer wings.
Thunderbolt wings.
Lightning wings.

# Eldar
Revenant battle groups.
Knight battlegroups.
Armoured fist companies of Falcons.
Aspect groups.

# Dark Eldar
Armoured fist companies of Raiders.
Ravager companies.

# Chaos
Scout titan battle groups.
Hell blade wings.
Hell talon wings.
Tower of skulls companies.
Silver tower wings.
Reaver battle groups.
Traitor russ companies.
Traitor baneblade squadrons.
Traitor armoured fist companies.
Thousand sons keys.

# Tau
Barracude wings.
Hammerhead companies.
Armoured fist companies of devilfish.
Skyray companies.
Titans like in the white dwarf?

# Tyranids
Heirophant broods.
Heirodule broods.
Trygons broods.
Carnifex Broods.
Warriors Broods.
Tyrant Broods
Matriach.

# Necrons
monolith Arrays.
Greater Pylon Array.
Flayed ones resurection.

# Battle Fleet Tier.

50 population.

Based mainly around fleets actions to assist planet based units. From playing Space fleet and battle fleet gothic there is a lot a fleet can do to help Ground units.

With this point about not being able to get enough command unit icons. I played Space hulk 2 and they have five icons. So some how they expanded from the original 4.

More on this point about the battle fleet unit. They could be put at the roof of the 3d environ and are only visible when selected. So you would go to their height and see from their point of view. I would be hoping this would put them out of the range of the ground based troops too.
From the POV you could see the other armies fleets and select to attack them. There would be no movement as there is no retreat in this type of war.

I am pretty sure the BFG mod got one model done for each of the races and a resize would be in order and given the gameplay it would give to the mod they would be happy to share the model of each race as it would be promoting their mod.

As previously mentioned the Fleet capacities would be in their build/ability list which could be quite a few if you go with the Evolutions interface as could easily be seen with the DOW 40k FOK mod. Although the research and wargear button was better is SS legions mod then what it is in DOW 40K FOK.

On the matter of Planet strike.
There could be additional section in the battle fleet tier to accommodate for the Planet Strike rules sets.

Every race would need a beacon/array/transport to be able to get troops back up to the ships. Then giving the ships a storage capacity of "x" amounts of units. So Planet strike could be incorporated.

As I see bu the turrets that drop in you can drop in full buildings. So you should be able to drop in fully functional bastions/bunker for each race.

All of these buildings would not have a troop production capacity.

Chaos Bastions.
Dark eldar main building with defensive capacity.
Eldar Portals with defensive capacity.
Guard troop bunkers with some defensive capacity
Marine bastions.
Ork settlements.
Sisters Bastion.
Tau HQ with defensive capacity.

Just to name a few.

Is there a way to reduce the cost in population of units as you get up tiers?
As the later tiers would benefit from unit population costs being reduced to scale the troops/vehicles into the 40K based conflict.

# Chaos

Instead of having the basic daemons teleport onto the field. How about if an icon shows up in another units ability area. Similar to the way the greater daemon does, but instead of doing damage to the squad the daemons appear/spawn at the point where the squad is or near by. Like the avenging angels. Or addition this to their current ability to spawn anywhere? So it benefits both players that ctrl-? their building or ctrl-? their squads.
This would be more in line with summoning daemons to icons as it was in previous 40k editions. The squads would need to share a storage list with the sacrificial circle.
I am not sure if you can store units in troops like you can a building, or if troops can use troops stored in buildings. but this with a limited range spawning/teleportation/summoning would be the best representation of summoning daemons I have seen to date in any of the mods. You could make the daemon only spawn at the marines/cultists with an icon in the squad and if you used the Evolutions interface I am quite sure that could be done in squad research/wargear.
A thought would be to take the daemons off of the population cost and give them all a combined limit of an unknown amount. Because they are immaterial and you dont actually need to recruit them.
If it was possible to use the souls like the dark eldtr do. That might be a more appropriate way to bring them into the game, as many stories I have read tell of how the daemons are attracted to killing/soul sacrafice just like the orks are. So as to not make them too similar to orks I would be suggesting the souls capital like the dark eldar. Giving you a limit of daemons based upon the amount of souls taken. not using souls as a means of generating immaterial powers like the dark eldar, but immaterial forms.
Same might go for the greater daemons as well. but not the daemon prince lord/daemon prince as they were once recruited/captured.
I would be suggesting that all greater daemons were summoned through champions, either cultist/marine Like the Blood thirster is/was.
That will be possible if you go with the evolutions interface as it would allow for your abilities to be placed at the top of the inerface and the build area free for the daemon pack summoning.

With the tower of chaos in the single player campaign, might i suggest it be converted into multiplayer and have the ability to reveal the whole map for a period of time to the chaos player. Tower_2 is the one I an talking about.

Further might it be possible to make a silver tower of tzeentch with the Tower_2?
With a large round levitation base. I believe that a stone structure could be placed on top of the base and the tower in the centre with a silver brick texture. It would be good to transport Rubric marines. 4 Transport capacity. With all types of super size Tzeentch magics being fired from it as weapons... Well its not perfect with the tex yet but it gives you an idea of the more up to date silver tower. More modern style that goes with the building theme for Chaos. Yes I golded it too, to give it a colour match to the Rubric terms.
I think the spikes of the reinforcements for the tower should be the magics firing points. Giving it six firing points for several types of magics. Like the original silver tower was capable of.
I was also thinking of putting a tzeentch sorcerer in the highest tower performing rights of Tzeentch for the tower.

Is there a chance that a Tower of skulls could be made out of the baneblade base like in one of the apocalypse books either the original or reloaded.
I am still trying but as usual it isn't that fast a task.

Is there a chance that a Plague Reaper could be composed out of the baneblade base? Which was also out of one of the apocalypse books?
I am trying but it is a slow process compared to some of my other mesh ups.
Since you got father nurgle in I am more motivated to complete this model. I have placed on all the chaos weapons. I have placed on two large tubs to represent the pits of puss.
I just have to deform the mesh some more and add in the extra piping.
I also need to re tex the entire mesh to make it look better.

I must be mentally retarded as I haven't figured out how to get the marks of chaos yet LoL. Or isn't it implemented yet?

# Dark Eldar

Back to this point about the new vehicle "Reaper" to replace the stolen whirlwinds. Within the Vehicle design rule set there is nothing saying that you cannot create new vehicles for the 40k universe based on variation of previous constructed vehicles. Just like the Whirlwinds/exorcists/manticores I have seen in the past.
It might be better to use the armoured Ravager base and change the weapons around to show a level of primitive nature in the vehicles. where the targeting is not mechanical but man based. It also themes it along well with the rest of the dark eldar and discourages the idea of being a troop carrier.
The basic ballistic weapon is a splinter catapult. The Splinter catapult Fires a large splinter similar to the splinter cannon and splinter rifle. But because of the shape and size of these splinters and the propulsion of the Splinter Catapult, the Splinters form a nice arc back to the ground where the charged tip explodes similar to the missiles of the imperials.
The forward warrior is a spotter picking out targets of opportunity and relaying co-ordinates back to the dual gunners.

I believe that to fit with the 40k theme the warp beasts should spawn out of the wych cult arena? as they are usually there used in fights. Or at least it is what the codex says. :p

# Guard

Might I suggest that the tank trap be buildable by the techpriest to slow down enemy tanks, instead of just mines? It might also be a way to corral vehicles into certain lines of fire that were prepared? So in a defensive capacity you build tank traps stopping tanks from supporting the infantry and making them go another way or wait till they destroyed them to get past.
If not in the regular builds. In the third suggested build Wall/defensive build list.

Might I suggest the basilisk magnus be used to give the guard the superweapon artillery fire. It is the one from the sp campaign from Soulstorm. sp_dxp3
With the model I sent you could I suggest a new button for it called facing direction where it animates to the direction selected? I touch more on this trick in walls.
This trick would allow you to use the heavy bolter when enemy troops get in range.
Might I suggest a that the basilisk be moved from the vehicle bay and be built in here? Returning the basilisks range to unlimited as this would be a late game bldg. Instead of being build you call it being brought in from reserves?
If the basilisk is not being removed from the vehicle bay. That an entriely new type of basilisk be called in at the artillery command. One with unlimited range and a lot dearer.
A thunderhawk transported could drop the basilisk in around the basislisk magnus.
I would include the Medusa, Collossus, Manticore and death strike missile launcher in the reserve calls from this building and the thunder hawk setting them down near the building would be a stupendous look to the building.
I would set the ranges of the vehicles weapons from this bldg to unlimited.
Doing several types of research to allow the unlimited range.
These vehicles with their oversized range is what the guard is good for.
Potential research could be "Artillery Training", "Artillery Ranging", "Enhanced Projectiles", "Missile Training", "Missile Trajectories", "Missile Ranging", just to name a few extra research ideas. As well as have the vehicles researchable from here to allow the use of the vehicles.
"Artillery Training" - 2nd basilisk type research.
"Artillery Ranging" - Medusa Research.
"Enhanced Projectiles" - Collossuss Research.
"Missile Training" -
"Missile Trajectories" - Manticore research.
"Missile Ranging" - Death strike missile launcher research.
You could give them a population cost or make the honour units. I am more inclined to give them a population cost, but it looks like gamers want to have it with a honour guard status.

Might I suggest the use of the titan warp portal for the guard to bring in the titans?

Might I suggest dropping the conscripts down to one point. Or putting in a penal legion squad for one point?
Penal legion could be easily made out of man_a,b,c,d... with simple tex recolouration. Like i did with the frateris militia.

# Necron

Might I suggest a super weapon called flayed one resurrection where it resurrect a select amount of flayed ones in a given area?

Might i suggest with the necron phalanx in 1.62, that orders of priority be given to the 3 lesser monoliths. With this order of priority, would it be possible for the monolith to form a ships/monoliths of the line when they want to move around on the map. Mono 1 is followed by mono 2 followed by mono 3, etc. So that there is not a great monolith pile up when trying to move around. I believe that formations can be used to change the way the vehicles follow each other. If the spearhead rules sets are going to succeed this will be essential.

With troops of any race is there a way to get one squad going to a similar destination if not the same destination to follow another with priority order being given to all selected troop units. I believe this should stop a lot of the movement ai issues as it is not that complex of an AI for movement that is being used. Probably the a-star algorithm. LoL.

# Orks

Wheres the weirdboy warphead. the ork psyker?
Usually with a pair of nobz to guide him when the warp build up in him.

The mega armoured nob honour gaurd should be attachable to a squad.

Is there a way to get builder grotz to collect parts from broken/destroyed vehicles. Similar to what the dark eldar used to do with souls on the battle field? Similar to the way the tomb spiders work also.
They could be returned to the grotz hut and used to build things.
Ie Looted vehicles, repair/upgrade orkish technology.
The souls_ref could be used to build up an amount to be spent on looted vehicles or units. and not having them contribute to the vehicle/ork population Limit.
This would be a uniquely Orkish thing to do as most of their larger vehicles Ie titans are built from scraps and a lot of their other vehicles obviously have looted upgrades if you have ever gotten into the theme of the orks in 40k.
Yes I am trying to use the souls_ref in every race as it is another accumulative capacity that adds extra functionality to every race.

Okay for my lack of squig building, I through together some snotlings. They were meant to be nurglings, but they just didn't fit correctly.

So would it be possible to use "Snotlings" in place of squigs by being spawned from Listening posts.
I havent gotten any further with the idea then the initial mesh/tex.
I may put the spanna back in so they can be Driva snotlings? and use the needle and ball of thread for the Pain snotlings. and the knife for the sabotage snotlings.
Comments, Ideas, Suggestions?

I made some snotlings because i think it was back in second Ed they had a snotling teleporta gun that used to mess stuff up. especially vehicles like dreadnoughts.

With the bad dok. Would it be possible to give it a heal like the grotz repair. Like I suggested for the medic of the guard and the sister hospitalier/apothecary.
So if he had Medi/Pain snotings attached to him he could heal boyz too.

Snotlings should be infiltrated because
They are too small and insignificant to be of any threat to anyone.
I think even as a pair they look like they are just another set of harmless critters.

Snotlings do not contribute to the population limit, have a limitation on the amount of them that you can spawn and are spawned out of listening posts. Just wanted to get that across.

# Rogue Trader

Might I suggest a rogue trader as a race. a race that can use all of the known races. As there is a way to get all of the races to work together.
Its a complicated technique that has taken me over a decade to figure out.
It is just like a random race but the enemies do not know which race you deploy or reserve for the game.
Imperials are obvious as rogue traders were allowed uses of those units under imperial laws.
Chaos is less obvious as Rogue traders can go heretic and start conscripting chaos for black crusade.
Orks do it for the fight and will fight with ya if its a good fight.
Dark eldar are in it for the souls/slaves and they will cooperate with anyone.
Older necrons could be reprogrammed and be used to fight for you.
Eldar would be there to protect certain planet based assets and would co-operate till such time as they felt it was in their best interest to do otherwise.
Tyranids just needed a synthetic hive mind to motivate them.

# Sisters

I ask if I should tessellate the head of the cherub I composed? giving it more surfaces to manipulate and more detail.

Sisters blah blah blah, souls_ref for faith accumulation and taking away the old faith. I am actually trying out the 1.62 changes to sisters at the moment and getting tired of the current faith system.

In 1.62 the honour guard unit uses the ground circle. Might I suggest a change to a glow from some part of it. Or an all over glow to show that it is a unique unit? Like the Living saint and canoness.

If the honour guard units of all races need population resource. Could you set it to 0? or even a negative as it would confer more units on the army, As any real units that have honour guards usually have extra units for protection of the honour guard.

Pink battle sister Honour guard squad icon after build of honour guard Priest.

Might I suggest that the exterminatus purifacatus portal be replace with a Shrine to the emperor using the Judgement_01 Bldg? I shall endeavor to check it and its tex out tonight. Done. and tex working on it.
All honour guard squads would be plausible coming from a shrine to the emperor.

Okay as absurd as the Homing dove might seem as an ability. I was wondering if you could have the canoness act as if she was throwing a grenade when she was releasing the dove.
The dove would land and peck around on the ground till disturbed by the enemy. then fly back to the canoness if possible.
This is how real dove act when released in crowds, they fly to their home. building or person.
Infiltrating because it is a natural critter that would be ignored by enemy troops.

# Tau

I believe that the troop limit needed to be expanded for the tau bodyguard? Couldn't you just give that unit a limitation on the amount of them that can be spawned like the commander/xv8?commander/ethereal/knarloc?

I am not sure if this has been said already but could i suggest that for the tau that the tau guidance beacon out of the single player game be used and have it reveal all of the map for the tau player for a period of time.
It is just making use of another building. tau_guidancebeacon_01/commtower to be exact.
This could also increase morale of the tau as there would be better communications between units in the battle field allowing for faster redeploying the conflict areas. I do not know if this would increase the tau reaction range, but it another idea that could be used with the enhanced communications capacity.
This would go lovely alongside the orca/ion cann/base in the top row of the advanced build. as a late game unit.
Even later then the ion cannon but before the orca deepstrike. So the orca could use the communications array to navigate to the exact position.

Souls_ref could be used to buy the human conscripts for tau. Gaining souls_ref for every human unit destroyed. To represent traitors that turn to Taus greater good. the traitors might even turn during battle.
Souls_ref could be used as "will for the greater good"/"Greater Good"?

With the tau orca deepstrike I previously mentioned I will do up building and show you how I meant I thought It should look like.
The orca would go right there beside the arka ion cannon.
This building to hold troops until they are deployed like they are now from deep strike. It was just a building change for authenticity.
It could be used in both and offensive and defensive manner. To deep strike and to evacuate troops from a falling base.

# Defensive Walls and structures.

I mat have found the solution to the odd shaped walls that dont meet the edges.
After studying the way that builder units cannot get to every item if the cue if i build it into and area where they cannot reach because of another build. I came up with the ideas of making teh wall sections as small as possible. So down to a basic 2m x 2m size(I am not perfect with measurements in DOW yet so 2mx2m could be too small), so to get a larger wall you have to build multiples.
With the thoughts about the basilisk magnus I found myself understanding that building could rotate to what ever direction you wanted them too. Meaning that if the 2m x 2m wall sections were built you could have a icon for facing direction. Similar to the attack ground button which makes the turrets face a certain direction before firing.
So if the walls are built at 2mx2m and then given facing orders, they would face the direction you wanted them too. they wouldn't attack ground as it would have no weapons. Just face that direction till they were destroyed. and the facing direction would be easy to do with an animation.
How to get around uneven ground would be to have the walls have footings of a certain depth to get around the uneven ground effect. as I see building built half way up a wall still stay flat on the z axis. I found this out from playing Deadmans crossing a lot as there are certain points where my buildings are on slopes and they dont change z orientation.

This direction facing could be done with any building and I believe that it changes the bounding box as well so it would mean that troops would have areas to go through.
I am not sure if this can be done while it is being built or before it is completed. Having a direction button along side the cancel button.

Now the tricky part of learning how to make all the wall sections meet up at the odd angles after they are rotated. Yes relocate could be used in much faster form then what the eldar use and it could be done before building is complete I am sure. I would be hoping that the conflict with building over its own plan could be removed so it could be aligned easier.

So along with the cancel build button there would need to be a facing button and a relocate button to make sure the walls matched up on any given angle. As I believe the relocate button would relocate the 2d model in its current facing position.

What about if you need corners? well that would be just one corner that could be made face any direction and relocated to fit perfectly.

Remembering that the walls are just to slow or corral troops/vehicles.
Also it gives the walls defensing troops some cover or reduces the enemies fire as they will shoot the wall first. Unless the army is monitored and they shoot/through over it.

I will put more effort into the wall solution but i need questions asked about how it could fail to work for effect. As I am sure I haven't thought of every fault with it just yet.

I have the rotation and placement figured out. I should figure on getting the height of the wall fixed so that you could raise and lower walls while being built.
I understand that the footing or part under the ground would need to be animated to raise and lower as well as rotate. this way you could have walls of any given height with any given rotation at any given point and be able to build a good defensive system no matter what the terrain is like.
I know this can be done because of the machine cult for marines.

Heck If I was varying the height I could even vary the width depending on the terrain to make it look like it was built for the area of terrain. It wouldn't be a matter of animating like the facing position or the height. But the wall sections could be increased in width with sections added to give it the capacity to look like it was lengthened. Doing away with the need for many small segments needing to be built together. But the corners would still need to be buildable to match up the corners.

So at this point I would need a
Cancel button.
Pause/resume button.
Facing button.
Height button.
Length button.
Relocate button.
In the build area of the not yet built wall.

I think it would be better if we could do this all before the builder places the template. But i am not sure if shortcut keys would allow for this?

Anything I suggest for walls here could be done with almost any building.
Meaning you could put your building up against unbuildable areas and have a larger amount of traffic space.

If I understand this right, any animation done inside the bounding box scale/rotate to the direction of the box. So all animations would still be relevant to the rotation/height. At least this is what the vehicles bounding boxes or troops are telling me.

Please say if you see any flaws in what I am saying about the buildings as I haven't tested it yet.

The only down side to this would be that units could not physically get on the walls to defend them. To get around this the building/wall would need to modify the map to move the ground level up and down to just below the top of the building/wall/steps/slopes were.

# Xtra

Would it be possible to animate a "/skies/" and have it cycle sun/moons to give the atmospheric effect of other planets?
Would you further be able to time/alter the fog of war with the animated /skies/ ?
closer veiw range during night and possibly open map during day?
Or would you be able to change the ambient colour during night to be less then what it is during the daylight?

With the lack of wildlife/indigenous populous in these maps. Is it possible to get random creatures to run around the maps?

On the matter of bikers you would use them like vehicles not like troops.
I see you have the multiple vehicle units down pat and the extra bikers could be added in with one biker as base built.

Ok with the spawning animation/summoning animation/teleporting animation. Is there a way to have the models texture turn up with an increased alpha them slowly reduce the alpha of the texture to make it looked like it appeared?
Alternately is there a way to have a unit appear with an animation of alpha reduction on the textures from front to back? Would there also be a way to make the model disappear with alpha increase from front to back?
This ball of white light gets a tad tedious.
Alpha swipes from top to bottom and bottom to top could also be handy to give the effect of either going up/coming down or coming up/going down. I cant see a need for a left to right alpha swipe. unless you wanted to some groovy explosion death effects.

Might I suggest that with the troops you scale them down to be similar scale to the buildings? That way you wouldn't need to up-size certain vehicles.
I was impressed with the scale in Gerb SS legions mod as it seemed to be in scale for the game of 40k.
With scaled down troops would get better ai as it wouldn't need to mash troops together to move around the map.

I have been wanting to make destructible trees so that the trees could be either blow up in combat or chopped down and used by grotz,

Woooo I got to play dow fok and wasn't that surprised to see they were using the evolutions interface.
Played the DC witch hunters and it wasn't too bad.
Played DC daemon hunters and didn't mind it.
Played black templars and liked it too.
But it all misses out on the extra capacity that apocalypse brings into it.

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