A Mod Idea: Epic 40,0000, Spring Style - Page 9

A Mod Idea: Epic 40,0000, Spring Style

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Zoombie
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Post by Zoombie »

Id just like to say that Rough Riders are the most annoying units i have ever heard of. That is, i think there dumb. Now orks growing from spores! THAT MAKES SENCE!

Also the best thing about playing as orks is, you dont have to take your army siriously. If a bunch of grots get blow to bit while makeing a minefeild "safe", then you can laugh and send over the Squigoths!
mufdvr222
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Post by mufdvr222 »

I have the TAMEC site backup on dvd`s and hence all the tutorials we ever had on the site, if you can`t find anything I can upload whatever you need.
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Guessmyname
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Post by Guessmyname »

Aun wrote:Put everything on this page in and I'll probably never play any other mod:

http://www.forgeworld.co.uk/acatalog/QU ... -TAU-D-003
I plan to add all the forgeworld guff too.
Benito
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Post by Benito »

Last edited by Benito on 13 Nov 2005, 11:57, edited 1 time in total.
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Guessmyname
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Post by Guessmyname »

thanks a million

the new rough rider:

Image

and whilst I'm here, I may as well show of the squads and that

Image

The rough rider squad

Image

All squads
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Guessmyname
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Post by Guessmyname »

Aw bollocks!

I just spent half an hour making a guardsman model and then windows crashes on me! At least I managed to get a pic of what I did:

Image

EDIT: Image fixed
Last edited by Guessmyname on 24 Sep 2005, 11:58, edited 1 time in total.
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Guessmyname
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Post by Guessmyname »

I'm now trying to get units ingame. They won't be balanced or textured properly, but meh.

I though of letting infantry squads load up onto tanks. The upside would be that everything moves at the same pace (infantry keep with the tanks) and the tanks are, usually, faster than the infantry. Especially the weapon teams. The idea is that when an infantry squad loads, they all appear ontop of the tank (part of the tank model) and some can shoot of. However the tank cannot aim and fire the main gun because the infantry are in the way. Have a gander at this prototype:

Image

The only forsee-able problem is with weapon teams, which are two men with a heavy weapon. I either A: make it so that they can't get onto the tanks, which will be difficult as they should be able to get into Chimeras and that, or B: hope the devs make it so that units can detect what they are transporting, like OnLoad(unitname) or something.
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

You can know what unit the tank is loading by checking the height of the loaded unit.
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MrSpontaneous
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Post by MrSpontaneous »

I like the way this mod is going, looks like it will be a good one. . .I think I will try my hand at modling to help it along (how good it will be. . .don't know but I feel like I want this mod to be finished :P) I don't know if you will use it but I think I will attempt to modle some of the tyrinid modles I still have. . . *wipes the dust off his modles*

any case gj all those working on this mod :wink:
Benito
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Post by Benito »

Hmmm, not worked on this for a while, my Reaver is still only half complete (no legs!). Instead I have been working on a plugin for Silo 1.4 that allows you to save as a 3DO file. You can get it from Fileuniverse.
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MrSpontaneous
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Post by MrSpontaneous »

I apoligize for my ineptitude, but. . .I can not manage to get a base plat for my model in wings 3do and there do not seam to be many tutorials for it (maybe I am looking in the wrong places?). I Also want to know if I need a ground plate for the model and if I need to build each part of the model separate as some other programs say I should.

if so, please let me know how to combine them and why I should not just build them all as one file (compiling time?). Any case thanks for the help I am going to try to get it to work some more. . .

edit:
also I would like to know if it is possible to give a unit the ability to reclaim but not repair as I think this is a great weopon to give a ripper swarm (maybe about 15 of the little guys as a squad) since they are supposed to eat things to collect biomass for the hive fleets (unleesh the reclaimers! :P)
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fobbah
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Post by fobbah »

interesting... i really like that idea for the ripper swarms.. it could wind up creating an interesting economy for the tyranids..

I'd like to do some work on this, but still waiting on a new model format, 3d0 builder's just too painful to work with to express in mere words. Might play with some scripting instead.
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Guessmyname
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Post by Guessmyname »

Yes please! I not very good with scripts.

Spontaneous, the only problem with reclaiming ripper swarms is that they won't do this automatically. You'd have to micro manage them into doing it

Also, you don't make the groundplate in wings3d you make the bits of the models, export them as .obj (File, export/ exportselcted, wavefront (.obj))
import the .objs in 3dobuilder, arrange and texture them, adding point-based pieces for things like where nano comes in / out etc
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Maelstrom
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Post by Maelstrom »

You would not really have to micro them to much. Just make an area reclaim order, or get them to patrol a recent battle feild. Very easy.
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Min3mat
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Post by Min3mat »

yeah but what hes saying is they won't automatically reclaim enemies
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MrSpontaneous
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Post by MrSpontaneous »

thanks guessmyname, now to continue trying to make a decent looking head. .. would it be possible to script them to auto reclaim enimies as I intended for that to be their "weopon".


edit:
actualy is might be possible to give them a weopon that does slow damage like a reclaimer and skript it so that when it "attacks" an enimie or object it gives you increased resorce income (depending on object) the only thing is it would have to be made not to work when attacking the ground or maybe just not target the ground at all. . .


In addition if we are on the subject of ideas, I have read it is possible for units to shoot units, this should be the case with the tyranid biovore, (launch kamakazi mines :P). There maybe some other weopons for which this would work well with as well since alot of their ammo is alive when fired.

Melee units should be possible with the right animations and scripting, Just really close range weopons with no shot animation, the only thing is they need to be scripted to "charge" things in los or they will be hard to use like in ta:K.

Yes the tyranids have their own forms of transport, but it is from what I understand not as good as other sides.

It might be a good idea to make it so the tyranids have no structures (I don't know if they grow any or not) and if so, maybe have some units that harvest when stopped on metal patches (maybe even the afor mentioned ripper swarms?) and of course have mobile builders.

any case thats alot but, I felt like posting it :P

I will probably come up with some other ideas later, and if there is a concept problem I am happy to work on it, hopefully I will figure out how to use my modeling program enough to finish something (making a ripper swarm head is hard. . .)
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Guessmyname
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tyranid structures

Post by Guessmyname »

tyranid structures that I know of:

Capillary towers
Spore Chimneys
Tyranid Magma Vents
Brood Hives
Hive nodes (guess what they do...)
Reclemation pools

I remember reading an article once about how some tyranids can take over the minds of some enemies. Maybe it would be a good idea to let some of them capture units? (either invent a tyranid slaver or something, or try and dredge up said article. The latter will be very difficult, as I have lots)

ah, found the found the article: http://uk.games-workshop.com/tyranids/f ... -fleets/8/

Copied from another article:

Razor wire: Replace razor wire with a similar number of sections of barbed thermotropic vines (bio-wire), mutated from indigenous species by Tyranid zoomorphic spores and propelled to rapid growth by Spore Chimney discharges. These function in exactly the same way as normal razor wire.

Tank Traps: Replace with vitrified plants set with iron-hard hooked fronds. These function in exactly the same way as normal tank traps.

Magma vents should be depicted as ragged fissure-like crevasses between 4" to 12" long and 1" to 2" wide. All troops can step/leap/drive across them but cannot end their move on them. Roll a D6 at the end of each player's turn: on a 6 the tube vents superheated gases. Any model within 2" of the vent takes a Strength 5 hit, and vehicles count this against their rear armour. For the following turn, no model may cross the vent in any direction and no line of sight can be traced over it - not sure as to how to implement this

Reclamation Pools

A small reclamation pool or the edge of a larger one should be represented by a terrain piece no larger than 9" by 9". The pool is impassable, although skimmers and jump pack equipped troops may cross it but may not end their movement in it.

Troops falling back on a path that would take them into the pool must divert around it as they would other impassable terrain.

At the end of every player turn each player rolls a D6, re-rolling draws. The winner nominates a point on the edge of the pool and detonates a Bio-acid Spore Mine on that spot. This represents one of the pool-dwelling protoplasmic organisms attacking passers by with the pool's vitriolic contents. - so make this a building that can reclaim, and make spore mines?
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MrSpontaneous
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Post by MrSpontaneous »

Is it possible for a unit to make another unit just before it self destructs and to have that unit live? maybe have the vent so that when an enimie gets close is self destructs and builds another vent that is immune to its own damage, which in turn does the same thing (so they cycle between two vents) so it would be like a reusable mine :D

I think that the pool would be good with the aformentioned things, but maybe make it so it either makes "energy" or extacts metal (or whatever the resorce will be) instead or in addtion to being able to reclaim. It might also work to have it have a short ranged weopon with an invisable shot peice so it looks like the ground next to it just explodes from no were.

I also know that the tyranids have some units that attack with psy attacks (zanothrobes) probably should have an on/off funtion were one attack has more area but the other only hits one target and hurts alot more (like the piece). Seams like this unit should be artillary. (they are floating heads basicaly. . .with a tail. . .)

what do some of the other structures do? do you know or know were I could find out (yes they might be at games workshop but I don't feel like sifting through that :? )

still working on the head. .. it will be done some time .. .
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Guessmyname
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Post by Guessmyname »

Question: how are we to implement those synapse rules?

Broodhives are like teleports. Units go through one and appear out another basically.

Hive nodes are synapse creature-building thingies

Capillary towers help digest the planet (Energy making prehaps?)

Spore Chimneys spit out spores that accelerate plant evolution. Maybe we can make it build plant features for ripper reclaimation? Or maybe energy production.

As far as I can see, the tyranids have no need for two resources.

POSSIBLE resource mcthingies

Imperial Guard, Tau, Orks, Chaos Marines etc:
Power (energy)
Ore (Metal)

Tyranids:
Digestible matter (energy) - could use a better name
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SinbadEV
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Post by SinbadEV »

"Biomass" I think is the correct term... And you could still have 2, energy would just be used for things like psi weaponry or "evolving", and you'd have things that converted biomass to energy... don't play WH40K so this is just babble
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