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

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Okay 6th week. On the dot this time. :p

I hope i didn't spam you with too many concept models in my 5th week.

got xp2 and got all the races to work except for steel legion. It wasn't selectable.

# Defensive Walls

I have an example of the walls that guard could build under their 3rd build section.
360 degree rotatable.
expandable several times.

I will have to put more time into figuring out how to man placements along the wall or the wall itself.

Using the pillar of darkness corrals the movement ai to put vehicles into area that mean they get overwhelmed by heavy fire power. Leaving the weaker firepower to be used on teh troops and breaking down the returning fire power.
# Assasins

Would it be possible to add more playability to the assassins by adding a few extra animations for roll left and roll right? binding shortcut keys of q and e respectively?
Would it further be possible to add extra controls for walk forward and walk backwards with a shortcut key of w and s respectively.
Would it further be possible to add rotation keys to reposition the facing direction of the assassin to left and right with the a and d keys used as keyboard shortcuts.
This playability could make the 3 assassins so far more enjoyable and more engaging of your time.
I do not think you want a fire straight ahead shortcut as that might be a little complex for players to use. But I would suggest it though.

This dynamic actions for the assassin would not be a totally new interface for gaming. But it would make the use of assassins truly epic and allow them to be used to their fullest potential, not some lone weak character.
- Death cult assassin would be able to get closer without getting shot up so much.
- Vindicare would be able to fire and forget and get out of the firing line of other units.
- Eversor could not only fire and forget but also evade enemy fire for long enough to get into combat.
- Callidus I am slowly working on wouldn't have some of the issues with getting into combat as she would spawn from the death of a enemy it component, But the evasion that would give her between units melee combat might just allow her to live long enough to be absolute fun.
- Calexus would be able to evade all combat till it was able to get in range of a psyker, then evade his way back out of enemy lines.
- Vanus would be able to get in to disrupt building capacity by destroying its electronics. Possibly permanently leaving a building without the capacity to build/research? Or to reveal all enemy units on the map by making them visible. A new tex for the Calculus Logi would represent it well. Minus the tubing around its head of course.
- Venenum would be able to get to its target and poison them. and get back out of the enemy lines with minimal damage.
- Malcador ? Yes these four are Spryers, and i remember reading material that this
- Orrus ? was the assassin temples of necromunda, that use the underhives as a
- Jakara ? training ground.
- Yeld ?
That would give you a full build list for an assassin temple.

I seriously need armature and animation fraps as I am chomping at the bit to try this sort of animation expansion as well as many of the concept units I have done.

I would also like to know if it is possible to make a assassin in flight mode when you want to move it through trees, over hills, across water?
Giving the assassin an animation for the terrain types it moves through?
That way you could take the assassin into tree lines... Keeping the assassin animation at z=0. Yes I see that certain tree lines are actually just a tex on the map ground, but that would be the agility being portrayed. Assassins are meant to be the most agile of the imperiums units.
You could also climb hills keeping the assassin z=0.
You could also swim across rivers keeping the assassins z at less then 0 or dependent on the animation sequence. So that if you cannot change the animation sequences over water you would at least have the current animation set making it look like it was dog paddling. Or at least that is how I would approach it from a programming ideology,
I see that flyers keep their Z respective to the terrain they cover. So I assumed that the assassins would be able to do it too.
Making the assassins even more enjoyable/valuable.
Flight by the looks of the planes doesn't take into affect for terrain, so none of this silly laying backwards when walking up steep surfaces, just vertical animations no matter the terrain.
Perching a vindicare crouched in a tree line would give the assassin an epic feel and also better gameplay.

Ah now the hard part for gamers.
I would recommend the replacing of assassins from the guard with better sniper teams/ratlings and including them in an assassin temple in the witch hunters mod and daemon hunters mod and potential Alien hunters mod. As in the 40k universe you need inquisitors to be able to use assassins. Or you could add an assasin temple to every race of the emperor? It all depends on which editions codex you read.

why I think a vindicare is like a ratling is because they both use sniper weaponary and have been trained in it for years. Assassins are stealthy and ratling are midgets and cunning making them both infiltrating.

Just the neural shredder to go on the callidus and a new tex would be good. :p
I really should add more to her mesh to make her stand out. but for a placeholder she would be good.

# Chaos

Souls_ref could be used in chaos not only to buy daemons but to use daemonic abilities. reducing the dependence on the other resources.

Daemon resource could be used in chaos to buy honour guard units also.

# Daemon hunters

Looks like some of the daemon hunters are missing some tex or mesh components.
Assault dread. but it is okay in game.
scholar. but it is okay in game.
I only noticed because of army painter

Souls_ref could be used in daemon hunters as "Will of the Emperor".
being used to buy extra units that would have a unit population limit and not contribute towards the reg. population limit.
Will of the Emperor could also be used to buy honour guard.

# Eldar

Souls_ref could be used in eldar to represent khaines will or the laughing gods will to buy an avatar or to purchase harlequin units?

Yes yes, banshee exarch council is good but what about the court of the young king? and exarch from each aspect being made into a squad. Same as they do when they call forth Khaine. If you get a chance to see the "rites of war" intro. That would best explain it all. That was a fun game and an even funnier game to mod. too easy.

Nightwing wing commander? brought just like honour guard?

Might the honour guard units be moved to a shrine to Khala Mensha Khaine?
It might be possible to put the avatars there too, giving you more room in the support portal. For the Khala Mensha Khaine Shrine I see an avatar in wraithbone which is static on the ground to give it some difference to the living saint shrine and shrine to the emperor. And yes shrines fit eldar hence the soul shrine. But I would be rescaling the avatar up a bit.
Giving you another super structure that takes some units out of other structures to free them up for units that aren't included yet.
The portal of khaine could be for super heavies and superheavy flyers.

Khala Mensha Khaine shrine could be for infantry.
Avatar x1.
Court of the young king. x1.
Aspect councils. x 6.
Avatar of the laughing god?

The wraithlord and the wraithguard should be coming out of the soul shrine as well. Because they are more soul based then vehicle/infantry. no need to man the wraithlord. and the wraithguard isnt infantry because it is wraithbone structure. I might even suggest a selection of warlocks be able to be built there. so the wraithlord wraithsight could be taken into account as well as the wraithguard needing guidance as well. It would be good to have free roaming single warlocks(spirit seers/Soul seers) to join to squads, giving them a second warlock(spirit seer/Soul seer) with different abilities. Would it be possible to give the free roaming warlocks

Spirit seer - Conceal/Destructor?
Conceal - A purple mist/smoke to turn the squad into infiltrators for a short while.
Detructor - Like the Tzeentch sorcerers bast psychic power, but only one not three.
The spirit seer should be attachable to the wraithguard and wraithlord. Allowing a self repair for those Wraith units. Attachable to regular squads as well.
Spirit seers are charge with looking after the wraithbone constructs.

Soul seer - Fortune/Enhance?
Fortune - better armour for a period.
Enhance - better chance to in both combat and firing.
The soul seer should have the ability to increase squad self repair like the apothecary/pain boy/battle sister hospitalier/medic/etc...
Soul seers in the stories I have read are attuned to preserving the mortal souls of the dying race.

Seer Council needs a power called doom. Similar to the way that erosion works for dark eldar, but a different visual effect. Or below.
Seer council also need a unit upgrade of farseer. Farseer powers would be.
Doom - Similar to the way that errosion works for dark eldar, but a different visual effect
Fortune - better armour for a period.
Guide - Already active in the current farseer.
Farsight - Already active in the current farseer.
You could easily get away with using the same farseer whm.
Losing Psychic powers.
Mind war.
Eldritch storm.
And having fleet of foot as an ability in the squad control area.
This would be the best representation of the eldar seers that I have seen to date.
Taking out eldritch storm and mind war, may dumb down the farseer enough to be a team player. Hence the inclusion of team psychic abilities, Fortune and Doom.
and yes i know that might mean you have a seer council with two farseers, but that was not unheard of in the past.

Which remind me that the farseer should have fleet of foot in the squad control area as well.

Warlock are called seers to denote the path they have chosen.

And as an annihilate player, the more building that have to be destroyed the better. :D

Are you thinking of including eldar knight titan as well as the revenant and the phantom titan?

# Gaurd

If you put the titan and the Orbital nuke in the marine style Portal. you would have two less spots used in the mars pattern.
If you put the artillery strike and the Basilisk on the Basilisk magnus you would have 4 spots free from the mars pattern and one spot free from the mech. command.
I might even be tempted to move the griffon to the basilisk magnus as that is arty, as well. Leaving you 2 free from the mech command.
all research that was previously suggested could be moved into the Tactica control.

If you were to use the codex evolutions interface you would be able to move all of the russ's out of the mars and into the mech command.
Leaving the mars for baneblade variants.
Leaving the basilisk magnus for arty variants.
Leaving the Portal for titan variants.

I am surprised that adeptus titanicus knights havent been included?
As they aren't that complex a mesh to work on and the instructions were well published on how to make ones for 40k.

Might I suggest smoke launchers for the guard command tank?

# Marines

Got a concept model for the legion of the damned.
Flame calves done.
Flame knees done.
Flame chest done.
Bone calves done.
Bone knees done.
Bone things done.
Bone chest done,
3 Personalized bone helmets.
Personalized Chaplains helmet.
Several personalized shoulder pads.
If they are randomized like they are meant to be for legion of the damned. It should make a decent combo model.
Still got a bit of tex finesse to do before its completed.
I think i can get away with animating the shoulder pads by making them a group and calling them the name of the original shoulder pad.
I am not sure if I have to group the other components before they will animate.
Any tips?

One side shoulder pad is not interchangeable as i think it makes a good chapter/company badge.

You know its funny once you start something you are having so much fun with you loose track of time totaly. Next thing you know it is daylight. :p

I decided against interfering with the arms as I know you wouldn't be able to see it on a model, due to weapons and other things.
Fore arms.
Feet.
Hands.
Waist,

Instead of putting the emp champ on a limit of two could you make him apocalypse dependent?

# Necrons

What about a builder tomb spyder that doesn't take p any if the population limit a 1 unit population limit? It would be handy to have a larger builder that could defend the smaller builders.

Aeonic orb is good. :) but the tex of it is a little different to the rest of the buildings of the necron.

With the possession energy beacon, would it be possible to give a superweapon of vehicle disruption? where is paralyses all of the vehicles on the map for a short period of time?
I couldn't quite see it possessing all of the vehicles on the map at the same time.
Or a global solar pulse that blinds the vehicles one the map? If nor solar pulse Solar flare where it disrupts all of the vehicles electronics on the map at the same time?
Or greater possession that allows you to posses one of the enemies building for a period. but not the main base.
A greater phase shift would be good making all necrons invulnerable for a period of time, but unable to attack.
A greater lightning field would be good if all necrons acquired a lightning field for a short period of time.
A greater solar pulse would reveal the entire map and all infiltrators. also blinding all units for a period of time.
A greater nightmare shroud would make all necrons terrifying for a short period of time causing all enemies to flee from combat with necrons.
A greater phalactery would increase heal rates of all necron on the map for a short period of time.
A greater summoning would summon all necron units from the map to one position. Might be handy to have in your base or as a retreat.
Deep strike/teleport would be good if units around an energy beacon would be teleported to a location on the map.
Greater deepstrike would be good if every necron units on the map would be teleported to a certain location. even scarabs. To make you think about using it before you do Deep Strike/teleport.

A suggestion might be that with the energy beacon, that you make the research disappear after you have done it and have the icon show up there for the ability. In the same spot.

I would then be suggesting that 11 of the abilities of the necron be usable from the energy beacon. with the 12th spot available for the superweapon of each of the beacons.
1) Veil of darkness and greater veil of darkness is good.
2) Ressurection and greater ressurection is good.
3) Chronometron and greater chronometron is good.
4) Posession and greater Posession would be good.
5) Phase shifter and greater phase shifter would be good.
6) Lightning field and greater lightining field would be good.
7) Solar pulse and greater solar pulse would be good.
8) Nightmare shroud and a greater nightmare shroud would be good.
9) Phalactery and a greater phalactery would be good.
10) Summoning and a greater summoning would be good.
11) Deep strike/Teleport and greater deep strike/teleport would be good.

Wraiths uhoh they forgot to include wraithflight.
Would it be possible to put a wraith in constant flight mode like the aforementioned assassins. So they could pass through/over any terrain. with z=0 I believe it should be possible and look viable for wraithflight. not just jumping here and there waiting for a recharge to jump again.

with the possession scarabs and the destroyer lord would it be possible to make an animation of a couple of fleeing guardsmen when they are possessing the guard vehicle?
It was in the single player folder of the original dow that had imperial_guard_guardsman_coward with animations. This would be a rather novel effect that would make it look more devastating possessing vehicles. For the guard at least.
It might be possible to make a couple of single units from each race move away from their vehicles when possession is taking place.

# Orks

Would it be possible to make a grot bomb launcher. Using the bigga grot bomb I have done and a trukk? I will endeavor that before daylight breaks or Tomorrow night. :p
I may just put it on the back of a gun wagon, as the imperial armour apocalypse notes they attach it to any type of trukk or trak. Well it is on a modified gunwagon, driver isnt perfect and I couldn't get the bomb a perfect scale. but it looks good enough for what it is supposed to be.

With the fighta bomma and the fighta.
Might I suggest a turbo boost style of ability called "Afta burna"? as the model of the flyers describes afta burnas in its fluff.
Afta burna could use the same icons as turbo boosta but be specifically for flyers and have a similar effect as making the flya mooov fasta.

You could have afta burna research in the pile of gunz and the turbo boost research in the pile of gunz, leaving more space in the trukk building. for the grot bomm launcha.

I would be tempted to move the lootas to their own hut with the looted tank.
Bigga looted tank, Demolisher. Done... :)
Loota big gunz, basilisk.
Loota wagons, Rhino.
Loota battle fortress, Landraider.
Looted Baneblade.
I have seen all these units used in 40k and even used a few myself as I stopped playing orks after 2nd ed. when they dumbed them down too much. And the game itself.

Scabs/Lootas/....
looted tank/bigga looted tank/loota big gunz/Looted Baneblade.
Loota bikes/Loota wagon/Loota battle fortress/....

Scabs are a single unit that are like a mek boy. Scabs is not the right name and i know it was in gorka morka they were introduced. So i think i have a bit of research to do.

I think we will see loota bikes before we see warbikes.
I have seen a lot of conversions for a looted baneblades.
I have been thinking about this building and the best I can come up with is a burnt out patched up landraider without tracks. I have seen many model of destroyed landraider and feel it would be a good representation of a loota building. Utilizing the structures available. Sure you wouldn't be able to build some of the looted vehicles in there but you would be able to store stuff in and around it to put back together and the land raider is the only looted thing in the game which would have the necessary internal space. Unless i wanted to go to a looted leviathan. But that would be a little too big. :(

Would it be possible to give the lootas an ability of stealing tanks? Of course it would only be imperial tanks. but it would make them more dangerous to inperial races, It goes along the ideas of possession. I have an imperial squadron of vanquishers that are stealthed.
I thought it would be interesting to see the lootas do something like wise but instead of possession they open up the hatches and the delay would be the time it takes to disable the crew. It wouldn't be as sleek as the necrons would be. But it could be some fun in mass combats to see small units of Lootas disable tank crews and take over their tanks for their own purpose. Most of the looted tanks would be destroyed as they wouldn't be able to get out of combat fast enough to get repaired and would be blown up. But it would make for a fun skill for the lootas and fit with their theme. It would also make imperial forces think twice about letting their tanks go out on patrol alone.

in 2nd ed Kommandos used to fight along with guard units.
I am not sure if you wanted to put in a shabby guard mech. comm. and have the Kommandos and several simple guard tank variants come out of it.
Kommandos hut.
Kommandos/...
Chimera/Russ/Demolisher/...
Baneblade/...
I wouldnt use too many guard tanks as it wouldn't be themed enough.
They were the basic guard tank variants that were available at the time and yes you could get baneblades from armorcast and I have one. What is funny about the forgeworld baneblade and the armorcast baneblade is that the only difference in the model is the weapon look. Otherwise everything else is the same size/dimensions/style. Armorcast baneblade bought out in '90. Forgeworld baneblade bought out in '95 when they stopped armorcast making large 40k models as I was chasing a reaver titan battle group in 96 after already having a scout titan battle group and I couldn't get because GW placed a ban on making them and selling them outside US. :\

Reorganizing the mek shop.
war trak/war trukk/gun wagon/Grot bomm launcha.
killa kan/deff dread/Mega deff dread.
battle wagon/battle fortress.
just to make it simpler for new ork players.
I see the grot bomm launcha having a role similar to the basilisk. Long range arty support.
You could have it where it needs to be repaired to fire again so that the grotz would fix up another bomm.
And yes I left the speed freak units out. Warbikes/Fighta/fighta bomma. as it would be better if they went into their own hut.
I am not sure if Warbikes were epic enough to have flight mode as I suggested with the assassins.
So it might be called a "speed freakz hut"?
Warbikes/wartrak/war buggy/Skorcha
deff koptas/deff kopta tansport/
Fighta/Fighta bomma/Bomma/...
I have been thinking of an orkish airstrip for this building with hangers for flyers.
Or it might just be an orkish ww2 style hanger.

Now about the gun wagon. It needs its animation changed when it uses it turbo boosta. to have flames come out of the exhaust, just like the war trukk has. just aesthetics.
From memory of effects it is a helper placed at the exhaust top and a flame effect used when the turbo boosta is ignited.

There is another 11 concept models to be made. Besides the grot bomm launcha I am currently trying to fix.

Another super structure for the orks besides the teleporta could be a ground built biggest bomm. sort of like you would build a nuke on the ground and when its targeted it launches and the building is destroyed after the bomb/nuke goes off. Building one at a time would make it more restricted between launches. you could have a recycling ability called refueling? so that it is longer between bomb launches. A resized/modified power gatherer would be satisfactory.
The recycling ability of refueling would also be a good delay between launches when combined with the building of the biggest bomm itself.
the piston action of it would look good animated while refueling.

# Sisters.

Now the rush of making units is over I am focusing more on the tex and mesh of units to get a better composition. working on the cherub at the mo. ...That moment wasn't that long before i got distracted by other models. :p
I would cherish finding any fraps of boning/animations or even being directed towards a more advanced modellor to pick their brain for some fraps.

Studying the witch hunters mod for DC, I found it rather interesting that the cherub looks more like an insect in that mod. I was hoping to find a way around that by using a different style of wing animation. A much slower wing sweep with an extended down flow.

xp2, Ingame disabled inst there for the sisters honour guard squad.

With the suggested shrine to the emperor. What would be interesting would be if you could make it act like a capturable point. So that sisters kneel and pray before it. Giving you an increase, in the souls_ref resources if you were going to go with that for faith. Totally giving your sisters a second purpose besides fighting. What would be even more in theme would be if there were multiple capture points so that more then a couple of squads could kneel before the shrine to the emperor and increase some resource gathering.

If you went with the souls ref for faith, you could further take the recharge time of some of the acts of faith. or make the acts character dependent not globally dependent.

Faith could- be used to buy honour guard.

Might i suggest that the aquila/arvus lighter be used to drop the sisters turrets that were built from listening posts. instead of this explosive way?
The aquila is not my first option as I think the arvus lighter should be used. but when without models use the closest thing possible.

Well there is the repressor that I have been sporradicaly working on. Its a combo model. Nothing really new.
The slits in the repressor castle should be firable from for the occupants of the repressor. Thats about the only main difference to a rhino. Plus it is a heavier transport compared to the lighter rhino. The dozer blade is permanent and increase the hp of the vehicle.

Upgradable Repressor. everything.
Upgradable Exorcist. Just laud hailers and a dozer blade.
Upgradable Immolator. everything.
Upgradable Rhino. just reinforced armour as it is not a main battle tank.

I feel so much better now I got that sisters vehicles out of the way.

On deliberation I am unsure if the dozer blade should stay black. I cant really see it being gold Like the rest of the accessories for the vehicles. I am unsure.

Might I further suggest that all the listening posts for every race have a shared turret build list? Like the Spore mines for the tyranids?

# Tau

Why hasnt a regular scale medi drone been implemented. Similar capacity to the apothecary of the marines?

For the souls_ref yse with tau you could also use the greater good resources not only to turn traitors like the human conscripts but also impress some of the local inhabitants to fight along side you giving you more human tau conscripts.

Greater good resource could be used to gain a fleet as described in battle fleet tier.
Greater good resource could be used for the kroot and the vespid purchases.
Greater good could be used to buy honour units.

Might I suggest that the tau turrets be able to house builder drones to get them out of the road when you are going to use the Ion Nuke?
Also you could give the turrets a repair button when inhabited by a drone so that the unit around it could be repaired by a safely housed drone.
If you could with medi drones you could give it a heal button that would allow the medi drone to be safe in the turret and still be able to heal units near by.
I am not sure if you want to make these two abilities automatic if possible but that would save a lot of micromanagement or buttons.
Similar to what I suggested with the Grotz in the grotz hut.

With the arka ion cannon. Might i suggest you make it animating at the ring at the base so the arka ion cannon could rotate and "face direction" that was chosen.
It would all be easy with the evolutions interface.

I am suggesting a command Hammerhead to go in align with the armour colums of the tau.
Or a command devilfish that is upgradable to a skyray and also to a hammerhead?

what would be interesting would be if you could some how make a second tau race for farsight. To better represent the rift in tau forces.
Farsight would have cheaper fire warriors for a start and cheaper crisis battle suits. Possibly not even having aliens, just pure tau. No Ethereals, vespids, kroot or humans.
Stealth armour path finders, hammer heads, broadsides, skyrays, and piranhas would only be able to have one built.
Possibly even being able to research free fire warriors like the orks do for their sluggas. To best represent the total respect of the fire warriors,
"Farsights Empire"?

Might I sugest for farsights empire that the souls_ref be called Mont'au to represent the ethos behind the ideology of farsight.
Mont'au could be used to buy honour guard and also used to buy a unit limited amount of bonded fire warriors, not population limited.
Mont'au is like the KKK... Or Nazi... basically just a racist ideology that focuses on the true tau origun. A bit like the imperium and its hatred of abhumans, except ogryn and ratlings, but that is debatable depending who you talk too.

# Tyranids

Is there anyway when you incorporate the nids mod you could change it so the larger spore building will auto fire at the closest visible enemy unit.
Also late game it would be effective if both the spore production building would build a combined spore list, instead of micromanaging spores.
I think I mentioned this previously.

Some of the superweapon for the tyranids are great too. Even if the text is lacking for this range $ garbage.

Souls_ref could be used in tyranids as hive mind. Generated by wills of the hive mind. Purchasing a number of honour guard units and being used to perform tyranid abilities, From any codex edition as there are still a lot of abilities not yet used.

with the ttrygon. Is there a way to get it to go underground? moving its z to well below zero and leaving a expolsion effect where it went underground. A black hole with an exploded terrain effect around it. and when the trygon comes up from underground leaving a second effect like the first. Using these two effects un a similar manner to the infernal rift? But nor riming it but giving it damage so it could be destroyed.
This pair of holes could be used to transport tyranids though. Giving the effect of the trygon digging a tunnel.
Alternately you could go for a hole looking tex on a circle with piles of rubble/dirt around it for the effect.
I cannot see why the trygon could not move around below the z=0 and be infiltrated. could this be a super weapon that only the trygon could use?
Or would you do it with the ravenors and make only the smaller human sized units be able to use the second tunnel system. Anything underground should be infiltrated.

my engrish not so good cause I use notepad to write in.

# Witch hunters

I believe that there is comparable units to the witch hunters in the sisters race. So could all the ai and the rest be copied from the sisters from soulstorm and be used in the witch hunters from DC?
Could the daemon hunters ai and sets from the soulstorm version be used on the Inquisitrice and her units from DC?
Could kasrkin ai and things be used on the support arbites from DC witch hunters?
Could avenging angels ai be used on the melee arbites from DC witch hunters?
Could arbite builder sentinels use the regular assault sentinel ai?
Using the orginal super weapons from the earlier patch exterminatus and orbital nuke as they would be controlled by an inquisitrice/inquisitor.

# Tiers

There is a tier you could put before necromunda/inquisitor. called "Explorator" where you get your basic flyer transport deployment. One basic squad, one hq unit and one builder.

Alien Hunters use a thunderhawk.
Arbites would use a aquila.
Chaos would use a chaos thunderhawk.
Daemons would use an infernal rift.
Daemon hunters would use a Thunderhawk.
Dark Eldar would use raiders.
Deathwatch would use drop pods.
Eldar would use Vampire.
Eldar Exodites would use a Draco transporter.
Eldar Pirates would use wave serpents.
Farsights Empire would use a Tigershark.
Feral Orks would use a squiggoth.
Genestealer cultists would use a stolen drop ship. Like the one that supplies guard buildings.
Grey Knights would teleport.
Guard would use Valkyrie.
Harlequins use a depleting Gateway.
Marines would use Thunderhawk.
Necrons would use monolith.
Orks would use a transport kopta like the one on forgeworld.
Planetry defence Force would have a base built like a guard base.
Rogue Trader would use a different stle of drop pod that can hold a larger amounr of units.
Sisters would use an Arvus Lighter.
Squat would use an airship.
Tau Empire would use an orca.
Traitors would use a Valkyrie.
Tyranids would use a space spore.
Witch hunters would use a aquila.

I only mention this level because during most games with most races i delete the initial base to build it out of the traffic area. Meaning I can move units through the area faster on their way to combat. and main bases are better at the rear of an encampment.

To expand on thr tiers I suggested, would it be possible to set them as a game type. Enabling and disabling certain tiers as you wish in the mission type of game setup?
This would allow for greater flexibility in gaming incase the players didnt want to engage in certain teirs.
Of course you could disable some of the earlier tiers. or even some of the later teirs. I am not sure if game types can change research and build options.

# Xtra

Would you think of incorporating the:
blood angels
black templars
deathwing come dark angels
Harlequins
witch hunters mod
Alien hunters come death watch
Legion of the damned

Would you please implement the other tier again as it lead to greater research and would be handy for delaying super units. Spearhead tier before apocalypse would be a good way to put the tier back in again.

Looks like a good time to back up my progress so far in week 6,

Races as they are now and codexs it looks like they belong too.
Black templars - 3rd ed.
Blood angels - 2nd ed.
Chaos - 2nd ed, 3rd ed, 4th ed.
Damon hunters - Daemon hunters codex.
Dark Eldar - 3rd ed.
Eldar - 2nd ed, 3rd ed, 4th ed.
Guard - RT, 2nd ed, 3rd ed, 4th ed, 5th ed.
Legion of the damned - 2nd ed, 3rd ed.
Marines - RT, 2nd ed.
Orks - RT, 2nd ed, 3rd ed.
Sisters - Sisters of battle codex, not witch hunters.
Tau - 3rd ed, 4th ed.
Tyranids - 2nd ed, 3rd ed, 4th ed, 5th ed.
Witch hunters - Witch hunters codex.

Is there anyway to get the camera to follow/trail a model by locking onto it?
Is there further a way to get the camera to invert its facing when it is about head height and infront of a character?
Locking the camera into a position where it looks like you are looking from a characters point oif view would be handy as you could use it with assasins and make them even more fun with the above suggestions.
Also it would allow you to see from the point of veiw of the character and you could right click on the minimap to move the character around.

With the game interface is there a way to move the pesky help box that keeps poping up to the top middle of the screen? and placing the research and build complete list to the right hand side? Leaving the left hand side of the screen open for the command units icon and other choice unit icons?
By my calculations you would be able to get 13 icons up that side without damaging the gaming area.
Icons Like:
Command 4
Battle fleet 1
Honour guard 1
characters 7
total 13

If you felt this would damage the gaming area I am sure it would be possible to change the alpha on the icons so they were semi-transparent.

# Retiring units

Retiring units would allow for the units to be removed from the game and have resources returned to your resource collections.

Alien Hunters use a Thunderhawk.
Arbites would use a Aquila.
Chaos would use a sacrafice slab..
Daemons would use an infernal rift.
Daemon hunters would use a Thunderhawk.
Dark Eldar would use the soul cage.
Deathwatch would use a Thunderhawk.
Eldar would use Gateway.
Eldar Exodites would use a ancient gateway.
Eldar Pirates would use Gateway.
Farsights Empire would use an Orca.
Feral Orks would use a Burial ground.
Genestealer cultists would use a Reclamation pool.
Grey Knights would teleport.
Guard would use Valkyrie.
Harlequins use a Gateway.
Marines would use Thunderhawk.
Necrons would use Energy Core.
Orks would use a Transport Kopta like the one on forgeworld.
Planetry defence Force would have a Graveyard.
Rogue Trader would use teleport
Sisters would use an Arvus Lighter.
Squat would use an airship.
Tau Empire would use an orca.
Traitors would use a Valkyrie.
Tyranids would use a Reclamation pool.
Witch hunters would use a aquila.

If I were a smart mod leader I would have a secure online database of concept models that moddelors that joined your mod could access and finess and animators could animate and coders could code for.
Going as far as having a database of not yet included model pictures to give the concept model designers som,ething to focus on.
Also in thos database I would be including fraps/vids of the processes used to generate dow playable models. So conceptual modellors could learn the rest of the process and make the amount of models being introduced to the mods faster.
I would even go as far as making a fraps covering, how to convert whms/whes into game models with ai and an abilities and effects section to the webpage/database.
As a concept modellor that isnt that great at it yet, I am getting images sent to me rl of models that would be appreciated if they were included in a DOW Mod. which has only been the plague reaper and tower of skulls and the brass scorpions of khorne so far.
The majority of what I have done has come from imperial armour and the codexs I have collected over the years plus my memories of white dwarfs, warhammer monthly, etc...

Well thats over 50 model concepts. If only you had 50 modellors that could help you get them in the game. :p
I am sorry that I cannot help get them in game just yet.
Lets see if I can do another 50 model concepts?
I have a few more in mind and a few more days before the weeks over. ;)

Is there a way to add more caps into the game?
So you had more then a vehicle cap and a squad cap like it was back in 2nd ed.
Just missing a character cap. :p

But you had :
HQ cap.
Elites Cap.
Troops Cap.
Fast attack Cap.
Heavy support Cap.
Super heavy support Cap.
Titan Cap.
Or is that out of the question?

After looking at the leman russ from the mod, I am tempted to do tha same with the tau vehicles and the sisters vehicles and the chaos vehicles and the marine vehicles.
I am not sure how much space this would save for the mod, but I am sure it would help on the dl. I must think about this more. :p
Would it further make the ingame vehicles cause less work on the computer?

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