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 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Alright. I have an idea; two seperate launchers rather than the current rather derpy looking one. One for the Astartes, which functions pretty much exactly as the current one, but chunkier and sturdier. Maybe with a stripper clip of four or five rockets, akin to older editions' versions. And another for the Guard, one which is a good bit longer and somewhat less chunky launcher with far more BAMF per missile and more easily controllable thanks to its weight and lack of rapid-fire in the hypothetical stripper clip Astartes launcher, but a slower reload.

Pics for basing and inspiration, in their respective orders. I'll try to get to work right in the morning or afternoon; probably going to start with the Astartes launcher first, since that'll require little restatting, just a smidge tougher and possibly more ammunition if you like the stripper clip version. Danke, Mr. Arcalane!

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Sat Oct 22, 2011 8:07 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
I was planning on doing the IG rocket launcher first when i woke up (it was roughly around 5am when i posted the GL,) So all is well if you decide to work on the space marine's one.

EDIT: Would you prefer the missile launcher with the Cadian (think i spelt it right) colour scheme? Or shall i just leave it black for now?

Out of curiousity, and being a Chaos player, Would you add Chaos to this pack?

Edit 2: Missile Launcher is done. personally i prefer the cadian colour scheme.


Edit 3: just out of further curiosity, is it possible to have more than two types of fire modes? i mean for example with the bolter it has the standard issue bolt round, as well as the kraken round. i'm quite curious if you would be able to add most of the bolter rounds (Hellfire round, inferno round etc)

if not, i may sprite a Stalker Pattern bolter which could use two different rounds (the standard issue sub sonic round it should use and maybe a Hellfire round or inferno round)

And also if i get the time i may attempt to do a Valkyire, sadly no promises since i'm not really used to spriting CC related things.(still havn't got my head around to how to sprite a human)


Edit 4: i must be in a spriting mood, considering just did a quick draft of a Valkyire (the engines are the black/dark grey parts on the wing i yet to design them correctly not really sure how i should go along to do so to be honest.)
what i based it on (shape wise)
Image
What it looks like
Image
i still need to neaten the shape up (it's rather wonky at some areas) as well as fix up the shading.


Attachments:
File comment: cadian colour scheme
IGMLG.bmp [2.11 KiB]
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File comment: Black colour scheme
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File comment: The Missile
IGMissile.bmp [1.44 KiB]
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Sat Oct 22, 2011 1:13 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
I think I can do at least four different bolts, and I've already been experimenting with Hellfire bolts using the same acid code as the flamethrower and a modified version of the explosive bolts that unleashes a small spray of acid. They're behaving a little oddly though, and are unreliable/too weak compared to Kraken/Standard bolts for now.

Valk is lookin' good so far, although it seems a tad long maybe. I'd say ditch the side-mount lascannon and focus on the cockpit area, maybe use the Sprite Help thread to get some feedback from people.

Chaos Legions could certainly happen if sprites happen.

Think I'll go with the Cadian-themed launcher too, unless Herp manages to make an even better one. ;)


Sat Oct 22, 2011 10:36 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Wow, that helicopter looks good.
Who will code it? (Hint hint)


Sat Oct 22, 2011 10:43 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
well herp is doing the Space marine Missile Launcher which should be (since i based the size differences on the models itself since my brother has both imperial guard and space marine) roughly half the size of mine, and to be fair the Krak Missile launcher previously was almost correct just.. the Missile compartment part is too thin.

Regarding Chaos, i would help sprite them. But sadly that would be limited to the weapons itself since I need to play around with the bodies before I get used to them.

and ah I see, it would be interesting to be able to swap between all 4 types of bolter types (granted in the codex I believe only Sternguards.. i think, was able to swap between normal bolts and Krakan bolts)

regarding the Valk, yea i was planning on ditching the lascannon, Well I previously did, but it looked really empty there so i left it in. as for the cockpit I really needed a second opnion on this cause im thinking of using two Imperial guardmens (both with the Vox mask) as the pilots. about the length I had used the same length as the... Tiger helicopter mod who names simply just escapes me as of now. (unless you mean the body is too long in comparison to the length of the ship as a whole?)

And I was thinking of the Valk being a dropship rather than an air support type vehicle where the cargo will drop out just where the eagle is more importantly I got to shade and un-wonkyfied (gotta love making words up) the general layout of the valk.


Sat Oct 22, 2011 10:54 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Wow.
I downloaded your latest version, and the prices skyrocketed.

I know prices before were low, but now they are drastically overpriced. Ok, Space Marines are strong, but they don't have jetpacks. Even though their super-human jump is useful, their movement is very sluggish compared to other strong units, for example, the heavy browncoat. And in CC, movement is key. They aren't worth 500 oz. Maybe 300 oz., but 500?
And the assault marines are slightly overpriced. Compared with the normal marine, they have jetpacks, and a strong one, plus, they look cooler. But 675 oz.?

The only actors that, at least for me, can be compared with this marines, are the AAL marines. They are as tough as this guys, but the most expensive one costs 800 oz, and it comes pre-equipped with three weapons.
Getting a decent assault marine here, equipped with a bolter and a bolt pistol, costs 1200 oz., which means, if you are playing on a skirmish map in normal difficulty, you can only buy five. That, if you don't build a bunker and only purchase a brain case.


Sat Oct 22, 2011 11:37 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
i was thinking the same when i saw it. Honestly i think there should be like two versions, The Non pre-equiped space marines (i,e just a space marine) and the equip ones like previously (but not the assault marine with the heavy bolter, honestly i never liked that, Then again that just me enjoying the lore)

Hm. playing around with the weapons i notice the sniper only has one bullet and i don't really think the sniper does have 1 round per clip (unless the sniper is ment to be the Exitus Rifle, which is used by the Vindicare assassin)


Sat Oct 22, 2011 11:48 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Asklar wrote:
Wow, that helicopter looks good.
Who will code it? (Hint hint)


Are you offering? :wink: I'm envisioning it working like Abdul's Air Support Transport, because that thing is brilliant.

--

Quote:
Regarding Chaos, i would help sprite them. But sadly that would be limited to the weapons itself since I need to play around with the bodies before I get used to them.


Long term project, maybe?

Quote:
unless you mean the body is too long in comparison to the length of the ship as a whole?


Compared to the ref, it looks too long compared to how tall it is.

Quote:
And I was thinking of the Valk being a dropship rather than an air support type vehicle


Definitely. The chin turret (probably a bolter or multilas) needs to be usable for supporting/suppressing fire of the drop site. Once that's secure, flip around and dump cargo out the back hatch at an angle (rather than straight down) or do a pickup.

Maybe the lascannon space could be filled with an escape hatch or something for the pilots?

--

Asklar wrote:
stuff 'bout prices


Yeah, I think I might need to do another pass. Especially given the drop pods are STILL unreliable with UnmappedLands... nothing says bull♥♥♥♥ like losing 1000+ because your pod decided to pop the moment it entered the scene, dropping the actor ~2000px into a hard surface and instakilling them + wrecking their kit.

--

Quote:
Hm. playing around with the weapons i notice the sniper only has one bullet and i don't really think the sniper does have 1 round per clip (unless the sniper is ment to be the Exitus Rifle, which is used by the Vindicare assassin)


I'm not sure, but the rapid reload and decent rate of fire mean it's not much of an issue, and it hits like a truck too. Speaking of which, I fiddled with the ballistics so it should have much less bullet drop now.


Sat Oct 22, 2011 11:54 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Quote:
Long term project, maybe?


well to be fair converting Space marines to chaos space marines isn't really hard (add horns, Add a topknot maybe add chainmail slash or horn parts also star on the shoulderpad) But i would say focus on getting most of the IG and SM out of the way, considering the drop pod still need to... act like a drop pod Lol.

Quote:
Compared to the ref, it looks too long compared to how tall it is.

Ah, Well i try beefing it up a few pixels upwards (or moving the body inwards a few pixels)
Then again it could be cause i removed the "landing gears"

Quote:
Definitely. The chin turret (probably a bolter or multilas) needs to be usable for supporting/suppressing fire of the drop site. Once that's secure, flip around and dump cargo out the back hatch at an angle (rather than straight down) or do a pickup.


The hatch is where the eagle is which make sense since the Valk will swoop down, shoot a few rounds over the area if there any Mobs about and drop off the cargo, i highly doubt it be able to pick much cargo because of the general shape of the dropship seem more suited for a quick drop and take off.



Quote:
Maybe the lascannon space could be filled with an escape hatch or something for the pilots?

Hm, To be honest i think i'd keep the lascannon since the valk can be used as a Dogfighter too (much like how the Rhino chassis is used in almost every tank in the space marine codex) regardless i think a lascannon as eye candy would suit being there rather than a extra hatch (which i don't think is there anyway for the valks, i need to look at the model itself)

Quote:
I'm not sure, but the rapid reload and decent rate of fire mean it's not much of an issue, and it hits like a truck too. Speaking of which, I fiddled with the ballistics so it should have much less bullet drop now.

well i was having a quick look about, and from what all i can tell there is a lack of 4th and 5th edition lore to the sniper (which means i require to look at the codex itself) however in 2nd and 3rd edition, scout used a Needler Sniper which i need to quote from the Lexicanum

Quote:
Needler weapons are used by some sniper and assassin units of the Imperium. Needlers fire a needle of crystallized toxin. The weapons also make use of a form of laser technology in order to propel the toxic sliver, and to penetrate any existing armour. Needlers are silent and the sliver itself is so fine that it is not felt even if it penetrates flesh. The crystallized toxin dissolves almost immediately after penetration. The toxin is extremely fast-acting, taking effect in a matter of a few seconds.


Sadly no image came with it.


Sun Oct 23, 2011 12:06 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
I can code that helicopter thing, but it would be way more simpler than Abdul's one. An epicly more basic version, but a good one.

And it seems that you are basing a lot the prices in Unmapped Lands. Dude, even for Unmapped Lands it's hard to play with this. It's like I'm trying to attack a base, and I just can buy two marines. If one get's stuck because of not having jetpack, I'm forced to buy an assault one, and buying that all my cash goes to hell.

Really, there is nothing more hate-able in a mod than huge prices.
That's why AAL had a money cheat =P


Sun Oct 23, 2011 12:13 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Well as long as you don't give it roters(Roaters? google chrome spell check doesn't seem to think either one is a word) it isn't a helicopter to say, it's more of a fast orbit to surface dropship it be fine, let me just finish up on it and i'll attach it to this post.

as for the huge prices, i would say lower the Non jetpack space marines by quite a fair amount due to the lack of a jetpack to get anywhere. Then again space marines in lore ain't exactly meant to be the best Moveable units but more of the unstoppable slow approach of destruction. Followed after the first wave of assault marines.


Sun Oct 23, 2011 12:21 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
LordVonKain wrote:
Then again space marines in lore ain't exactly meant to be the best Moveable units but more of the unstoppable slow approach of destruction.


But without jetpacks in CC, units have a HUGE disadvantage, because:
1)Ladders don't work.
2)Terrain is so easily destroyable, that walking tends to be very complicated in damaged terrain.
3)Many bunkers are made in such way that you can't exit them unless you have a jetpack or, in the most rare cases, there is a lift in them.
4)Even the weakest of units with a jetpack has a huge advantage.


Sun Oct 23, 2011 12:30 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Oh balls i forgot i was still editing the valk in PNG and some of the colouring is messed up Ah oh well.

And yes that is true, maybe giving the space marine a basic jet pack with enough force to move the space marine with a weapon or two over a wall or somthing along those lines.

Edit: on a side note, anyone got any suggestion on how to easily create some gibs?


Attachments:
File comment: Valk,without gibs and any extra animation or extra parts.
DropshipValkriye.bmp [16.49 KiB]
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Sun Oct 23, 2011 12:39 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Gents, if I might interject for a moment on the Valkyrie, since we're having trouble determining what it is and/or will actually be armed with. The specifications of the primary Valkyrie transport pattern are a multilaser- that large las weapon to the side of the cockpit- and two heavy bolter door guns at the side hatches. I don't believe there is a back hatch- just a wall to the troop compartment- but you could give the model a look, as any pictures I have of the Valkyrie don't show the back, and artistic liberties can be taken of course. The multilaser can be replaced with a Lascannon, but it isn't standard. There's also two external extra fuel tanks on the underside of the wings, which can be replaced with Hellstrike missiles, which are basically beefier Hunter-Killer missiles mounted on aircraft, or two rocket pods.

Then, you have the Vulture, which is a gunship variant, and that mounts a huge variety of guns but no transport capabilities. Four wing hardpoints and one nose-mounted heavy bolter. The two inner hardpoints can mount twin-linked lascannons, missile launchers, multilasers or the ever popular and often depicted rocket pods. The outer wing hardpoints can mount a two bomb racks (one on each hardpoint) amounting to six heavy bombs or six heavy smart bombs (the same payload, but with a cogitator guidance system) two missile racks for a total of six Hunter-Killer missiles, two Hellstrike missiles, or, surprise surprise, two more rocket pods. Forgeworld has also made a Punisher gatling bolter for the Vulture, one taking up both an inner and outer wing hardpoint- thanks to the huge ammo drum that has to be mounted- so there's that to consider too.

There's also the specialized Valkyrie Vendetta, which is the same in most respects to a normal Valkyrie, retaining transport capacity but it carries six lascannons in twin-linked mounts, two on the wings and one replacing the multilaser, in addition to the two door guns.

Hope that clears up any issues in what to put on the Valkyrie and where, chaps. And, to Mr. Asklar and Mr. Lord, the Valkyrie is a VTOL (Vertical Take Off and Landing) craft, to clarify for ye. Wing-mounted thrusters for lifting off and landing, and huge jet turbine engines for proper flight.


Sun Oct 23, 2011 12:49 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
it was more of an assumption on my part since most of the ground forces both space marine and imperial guard tend to Disembark from the rear (not counting the land raider) which make sense, so i applied this thought to the Valk, as correct you are there are a number of different variants however the image i based mine on is the Inquisitor (ordo mallus to be exact) version of the Valk.

regarding to the thrusters i believe i had already mentioned that they was on the wing (the darker part is the body while the wing is attached to the tail, correct me if i'm wrong i'm Generally basing the shape from memory since my internet is playing about with some silly DNS errors over and over.)


Sun Oct 23, 2011 12:54 am
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