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 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
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Data Realms Elite
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Naxete wrote:
Summarizing, I assume, if kettengrad, arcalane or I sprite war40k stuff it would be used.

Naxete wrote:
I assume, if kettengrad, arcalane

Naxete wrote:
kettengrad


Kettenkrad?


Sun Oct 23, 2011 7:42 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
I already knew that, Kettenkrad. The problem is that the CC palette is ill-organized and very hard to work with out of the box. But if I am reading the tutorial Duh102 made, GiMP will automatically convert the image when you index it with GiMP, leaving it mostly the same but usable in CC, with theoretically less effort than sifting through and clicking colors to find out which one is close enough to another for shadework. And looking at it, I'm starting to see the colors' differences and similarities more clearly and easily, and the lack of obvious organization is seeming like it'll be less of a problem. Maybe I don't need all that gittery, but it'd be nice to have the option if I was correct in my hypotheses. As a result, maybe that entire "SHAADDIIIINNGGG HOW DO" fiasco was completely unnecessary and entirely a result of my own incompetence which I try to deflect onto a color pallete. Or, tl;dr, hurr durr.


Sun Oct 23, 2011 8:11 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Senor Herp wrote:
tl;dr, hurr durr.

Oh, ok then :)


Sun Oct 23, 2011 8:16 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Thanks for your competency, asklar :lol:

If I would post each time I read wrong letter in my nickname...
hell would freeze, heavens would burn and Data will end Cortex Command, all together.


Sun Oct 23, 2011 8:35 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
By the way, I suggest starting to number versions of the mod. I feel that "Updated Again...again...again...again won't be enough.


Sun Oct 23, 2011 9:49 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Asklar wrote:
And I'm thinking, Arcalane, that this mod won't be either mine or yours; it will be ours.
We will keep your version and add more stuff to it.


Fine by me.

Since the last release was the second proper release of the new repack, I think that should be R2, meaning the next one will be R3, and the one after that R4, and so on.

I've thrown up a quick To-Do on Google Docs. Anyone can see it, and I'll try and keep it up to date as I make changes.

Not working on anything right now. I'll look into the rocket launchers and prices once the new Space Marine one is sorted out.


Sun Oct 23, 2011 11:07 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Speaking of prices, I just got the time to try out the latest version of the mod.
Thanks for implementing (most of) my pricing suggestions.


Sun Oct 23, 2011 11:18 am
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Wow, i missed quite a bit, Cursed time zones!.

Regardless, I'm going to be starting on the Plasma cannon (cause There's never enough glow, as whitty would most likely say) the Stalker pattern bolter (cause they need something that would Kill the orks that gothik made.) And a Lascannon

Hoping to get those done and out of the way in a few hours / half an hour in which i can spend the rest of my time on the Valk since i'm still not happy how it turned out.

as regarding to what arcalane had said about the other chapters i noticed (black templar,Dark angel to be exact) not exactly looking how they should

the colour is correct, but both chapters are not just re-coloured space marines, now i may be thinking of the elite's or Sergeants versions of both, but im sure that the dark angels have more robes along with the power armor they use (and a hood) while the black templar goes with a Templar/teutonic knight apperances.

Of course these don't honestly matter a whole load but to be frank i think Black templar and dark angel fans would most likely want to see a more exact marines rather than the basic blank marine housing their colours, and i understand how much more work this will lead to.

And back to the old discussion of the Bolter turrets, i was thinking of making them both, But one as a Module (in the build phase) and the other is call in via a craft ( i think it should stick to DoW2, How it has it own craft it comes up and deploys itself.)


Edit 1: regarding to the 4 bolt types on the to-do list, i decide to look up to the number of bolt types, interesting i saw a few conflicts between a number of Relic games.

Quote:
Please Note that Stalker, Inferno and Metal Storm pattern rounds are only in use by members of the Ordo Xenos, both active members and those that have returned to normal duty with their respective Chapters.


so on that note, should we go correct in terms of weapon lore? or just add in the weapons regardless?

Also Stalker bolter is done. (although looking at the bolter again im not that keen on how it looks, it could be the colours so i may attempt to re-do them.)

i also may have a quick go at a Chaos bolter


Sun Oct 23, 2011 12:26 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
The SM Heavy Flamer is of questionable canonicity, as is the Autocannon, which is actually based off the design used by CSM Havoc Squads but without all the Chaos gubbins. I wouldn't worry too much about sticking too closely to canon.

Turrets;
Again, I'd like to see something that fits in about the same space as the Coalition Gatling Turret, so that the SM/IG have turrets of their own for Unmapped Lands.

That, and the Coalition Gatling Turret is a very practical size. You can put it in bunkers! That's the important thing.


Sun Oct 23, 2011 1:41 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
the SM heavy flamer is infact cannon however for Termie's as for the autocannon, You can just change it into an assault cannon, again for Termies

as for the turret's i'm debating on the size quite a bit. i mean it would be somthing to the size of a Dreadnought (the dummy one, in terms of how wide)

Since it will use two heavy bolters.i may make it just half the size of a bunker space,again this will most likely take some time playing around so it's not on the most important factor of the list i'm assuming.


on a side note, i done more gibs for the Valk, And a stalker, lascannon and plasma cannon are done, with the exception of Muzzle flash. for the lascannon.


edit: forgot to upload the weapons.


Attachments:
File comment: Lascannon, Plasma cannon and Stalker.
Work.zip [8.87 KiB]
Downloaded 187 times
Sun Oct 23, 2011 1:51 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
This thread is on full nerd overload. I've been a W40k fan for several years and some of that stuff I hear for the first time.
*Sigh* I wish we had a decent Necron faction, I love Necrons.
P.S. Those are some sexy sprites VonKain.


Sun Oct 23, 2011 3:32 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Asklar good work man Image


Sun Oct 23, 2011 4:11 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
Ork Gothic lives!

Can you by any chance fix the download link to your Orkz?


Sun Oct 23, 2011 4:35 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
He did awhile back, he uploaded them in two parts (check the latest page on his thread) assuming you didn't mean those two are broke.

And thanks jack.

Speaking of the nercons, have you seen the leaked new models? they look amazing.

and it happens to us all, there a lot of things i yet to hear about within the warhammer 40,000 lore, Then again it mostly the other races, since i'm more into the Chaos (heresy for everyone!)

speaking of the other races, anyone have idea how the tyranids may be done?


Sun Oct 23, 2011 6:27 pm
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Post Re: Warhammer 40000 Mod Compilation [Updated Again!]
LordVonKain wrote:
And thanks jack.

Speaking of the nercons, have you seen the leaked new models? they look amazing.

Holy ♥♥♥♥ what? No I haven't. All I've heard is that ♥♥♥♥ is going to ruin the fluff and remove We'll Be Back, which piss me off so hard.


Sun Oct 23, 2011 6:38 pm
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