View unanswered posts | View active topics It is currently Thu Feb 27, 2025 3:21 pm



Reply to topic  [ 1208 posts ]  Go to page Previous  1 ... 61, 62, 63, 64, 65, 66, 67 ... 81  Next
 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
Author Message
User avatar

Joined: Sat Oct 06, 2012 1:52 pm
Posts: 42
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Quote:
The Ripper will probably be ridiculous. I'll have to amp up the RecoilTransmission and give it a very limited capacity with slow reloading or something to make it balanced. :roll:


I suggest you make it have a capacity of 3 or 4 with a decent reload time, to represent the burst limiter they all have.


Thu Oct 18, 2012 2:55 pm
Profile
User avatar

Joined: Sun Oct 07, 2012 8:05 am
Posts: 27
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Quick rules based question for you, since you have experience in the matter.

If I updated Gothic-Ork's orks mod for 1.0 proper and made a new thread about it without his permission, obviously giving full credit, would I be in the green?

I only ask because I'm not sure how active he is and I can't get in touch with him.


Fri Oct 19, 2012 10:12 am
Profile
User avatar

Joined: Sat Oct 22, 2011 4:49 am
Posts: 826
Location: England
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
I would say, upload the post updated and such, but have in bracket that the topic will be locked or close if gothic refuse permission at alater date.

Or just wait later for it. i'm thinking of starting the Chaos Mod post soon to be honest. but i will once i get these last guns sorted out and shove everything i made in a Single Rar file.

EDIT:

Stubber's all the Stubbers.

Come with a generic Heavy Stubber and a Kreig varient.

Image
Image

Storm Bolter
Image


Fri Oct 19, 2012 11:19 am
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
My god, it's full of stubbers. :roll:

What's with the var1 one, though? Is it one of those weird shoulder-mounted ones? Also it looks like the belt should be higher. The alternate style looks waaaay too big for infantry usage too. Maybe if it was fit to a turret? The IG could do with a cheaper alternative to their Hellgun Widow.


Fri Oct 19, 2012 12:43 pm
Profile YIM
User avatar

Joined: Sat Oct 22, 2011 4:49 am
Posts: 826
Location: England
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Var 1 is the shoulder mounted one, As the Krieg one is well.. The Krieg one is well.. Yeah it meant to be Mounted, However there is some Models of them holding it, Though i wasn't exactly sure how long it would be so i did a few guess work.


Image


Image

And honestly i was thinking of having Widow Varients of Lascannons, plasma's and Autogun/Stubbers varients.


Fri Oct 19, 2012 12:49 pm
Profile
User avatar

Joined: Sun Oct 07, 2012 8:05 am
Posts: 27
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
The Krieg heavy stubber model would almost always be pintle or carriage mounted.

Pintle.
http://www.dakkadakka.com/s/i/at/2008/9/18/b05093462a5767dae7e7de941d747816_3468.jpg__thumb

Carriage.
http://wh40k.lexicanum.com/mediawiki/images/thumb/a/a3/Heavy_Stubber_-_Death_Korps.jpg/180px-Heavy_Stubber_-_Death_Korps.jpg

On that note, having more guns with your Brace script like the one on the Heavy Bolter would be great.


Fri Oct 19, 2012 12:51 pm
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
The brace script is kind of flakey, though, and getting the offsets down for the brace point was tough. Also, credit for that goes to akblabla, since it's from the early stages of his Trappers mod. Not sure what else really needs it, unless it was a big squad support weapon.

Widow probably needs to be scaled up to support a lascannon or similar heavy weapons*, but a heavy stubber variant could definitely work. I'll ask Kettenkrad about spriting some alternate weapons to fit on the chassis if he can spare the time, since I'd like them to all be the same style.

*Maybe a missile rack that can't aim below a certain angle? That could be pretty handy. An Assault Cannon could be good for close-range/indoors purposes as well. Nothing like dropping down into a rotary autocannon's field of fire...


Fri Oct 19, 2012 12:59 pm
Profile YIM
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Austupaio wrote:
Quick rules based question for you, since you have experience in the matter.

If I updated Gothic-Ork's orks mod for 1.0 proper and made a new thread about it without his permission, obviously giving full credit, would I be in the green?

I only ask because I'm not sure how active he is and I can't get in touch with him.


I'm pretty sure you can, when I began this compilation I did it without permission but giving full credits. Even at some point Ork-gothic logged in and said "Good job Asklar! Need more Orkz!" or something like that. So go ahead.


Fri Oct 19, 2012 6:41 pm
Profile
User avatar

Joined: Sat Oct 22, 2011 4:49 am
Posts: 826
Location: England
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Curious i havn't got time to boot up CC on steam since im busy with some life changing things at the moment, but what grenades are in at the moment?

EDIT: This.. seem like a interesting creation to do



Sat Oct 20, 2012 5:12 pm
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Frag Grenades, Meltabombs, and Plasma Grenades. Both Frag Grenades and Meltabombs come in 'infinite belt' style (thanks to Gotcha for that script, which I borrowed from UniTec) that means you only ever have to buy and carry one grenade, but you can throw as many as you like. Plasma Grenades are single-use due to how dangerous they are, and how rare they're supposed to be. Meltabombs spit out a load of burning goop particles that will damage actors trying to move through the burning area (like an incendiary missile), along with a small spray of igniting fire that will actually burn actors like the flamethrower.

Both Meltabombs and Plasma Grenades will stick to any Actor they hit using a little trick I cobbled together - the normal grenade has such a low GibImpulseLimit that gibs really easily... but instead of exploding straight away, it gibs into a 'sticky' grenade component with a 3-second timer.

I think most of the other grenade options are either too tricky to implement in CC (stasis/vortex grenades), almost entirely useless (anti-plant, for instance), too gimmicky (blind/smoke, flash/stun/hallucinogen), or just redundant (firebombs and krak grenades, when meltabombs pull double duty as incendiary grenades and door/armour-busters).

Mole Mortar sounds like a neat little concept but I don't think it would be worth the trouble. Material physics and whatnot would probably interfere with proper operation.

Ed: I think I might overhaul the Plasma Grenade and Plasma Missile, to make them work as-described in the Deathwatch core book. Sticky plasma cores for everybody! Maybe the Plasma Cannon too? I don't know. Should be good for a laugh anyway.


Sat Oct 20, 2012 9:09 pm
Profile YIM
User avatar

Joined: Sat Oct 22, 2011 4:49 am
Posts: 826
Location: England
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
WARNING MASSIVE PICTURE'S ALL OVER THE PLACE CLICK AT YOUR OWN RISK


So.. I had my internet cutted out, so i ended up spriting by the time i realized it was late i already done a ♥♥♥♥ of things.

















Sun Oct 21, 2012 5:02 pm
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
My god, it's full of magenta. :roll:

Also, for the record, plasma weapons use the magazine to do the glowy coils effect, and I've been setting the turrets up to have unlimited ammo because it's easier that way.

Missile/rocket turret could probably do with a more... box-like launcher, so it's not just "oh look that's a Thunderstrike on a turret".

Maybe a little carried away with the bayonets on them thar Khornites. :lol: Also, they totally need a Reaper autocannon.

As for the Nurgle guys, I know what I'm doing to all their projectile weapons if I code 'em. Bonus toxic/chemical burn damage effect, anyone?


Sun Oct 21, 2012 10:17 pm
Profile YIM
User avatar

Joined: Sat Oct 22, 2011 4:49 am
Posts: 826
Location: England
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
those two Tratior guards are just testing anyway, They're ment to be rather.. well Stupid in a way, as the reason for a lacking in a reaper autocannon, for chaos im starting with Tratior guards and Cultist first, doing the mariines last, (savour the best to last as they say) regarding the Widow stuff, all of that was purely mostly Testing seeing what fit seeing what wouldneed changing etc etc, the ones in my opnion that fits are the, Boxed Shotgun, Multi Melta, Autocannon and the Heavy Stubber the flamer, Rocket and Plasma are iffy on the current Body.

as for Nurgle stuff i was thinking of having a Zombiefied type thing, OVer time it dealas posion damageif Killed by a plauge weapon it turn into a zombie.


like i said most of them are just playing around and testing. Event he Khornic stuff, i personaly Feel that the khonric Cultist would take the idealogly of Khorne to an extreme being insane enough to charge into Melee with a ♥♥♥♥ rocket launcher xD.


Sun Oct 21, 2012 10:58 pm
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
LVK, most of your sprites look very good.

You know, why you don't start an Eldar or a Chaos mod?


Mon Oct 22, 2012 12:21 am
Profile

Joined: Fri Aug 19, 2011 10:37 pm
Posts: 18
Reply with quote
Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Trying to get this mod to work in the campaign mode, guard only because marines are pussies, and the game keeps crashing when one reaches the base building phase. I can't figure out why, presets are loaded and spawn in just fine.


Tue Oct 23, 2012 3:15 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 1208 posts ]  Go to page Previous  1 ... 61, 62, 63, 64, 65, 66, 67 ... 81  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.077s | 14 Queries | GZIP : Off ]