xthetenth

xthetenth

Joined Member # 2822658
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[quote]Nice update! Was just wondering, are you putting Grand Cruisers for IN in?[/quote] I'm not sure, because they do fill a role as flagships for the early game, but the IN has a ton of ships already, and so we're not sure if we're going to do the Armada grand cruisers for this release.

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DP, but I wanted the bump, because I finally finished the feature list (you've seen the ships section before): -SHIPS: Chaos: (ships generally are fast, with heavy ranged firepower, strong cruisers) -Planet Killer Battleships: -Despoiler Battleship (carrier battleship with ferocious prow lances if you want to risk closing) -Desolator Battleship (fast battleship with powerful lance broadsides and heavy prow torps) Grand Cruisers: -Repulsive

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Yes, Capitol ship experience and levels will be for battleships and grand cruisers, which are traditionally command ships, and this will represent the use of better commanding officers. However, the growth won't be as pronounced, as it will only affect the leadership (read antimatter reserves) and some other minor stuff. The battle stats will be generally unchanged, but the added leadership will make the ships more able to fight effectively. Also, I'd like to give it a leadership (antimatter) bo

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Nah, the modelmaking is one thing we have covered. Inert is the man and you need other tools to make models. entity modding isn't hard, especially if you're a code monkey like me ;p, though, but that part is ahead of schedule. And yes, we have been waiting for that span of time commonly referred to as BLOODY FOREVER! for the tools.

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You guys or me? :p Also, I seem to remember the mark numbers on the merchant not being consecutive, but I never tried to memorize those. Also, the Ion cannon merchant is a really mean gunship for its size and cost (and unfortunately, its amount of hp as well). If there's room, we will always try to include all the variants (except maybe for the craftworld eldar, whose cruisers only have a few viable configurations, although we might rejuvenate the weaker functions).

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[quote]Hey was just wondering which variant of Tau Explorer Class you were using. The more attack craft one (Vas'Ya Mark XXIII) or the less attack craft but uber gravitic launcher (Bork'An Mark XXIV). (or both?)[/quote] Sorry for the DP, gremlins took the edit button. We're definitely using the mk23, and quite possibly the 25, seeing as we can basically use the same model it's almost free variety unless it proves confusing, but an overall darker or lighter texture would fix that. Other

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Ah, yeah, generic green beam thingies of death are always good. It's either that or lovingly customized lance graphics (imagine my chagrin when my lovingly handmade light blue beam animation for the tau turned out to be the same as advent beams) :p .

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I'd appreciate it a ton if you could write the descriptions, thanks. I'm almost done with the features list for the first release, if you want me to put the race summaries and cool added features bit, just tell me, but I'd rather wait till I've written up the main gameplay elements.

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We might try after everything, but nearly half their attacks are meelee, and it'd just be horrible to have all the other races be nice and the tyranids be glorified bumper cars that do damage by tapping other ships. Also, a lot of their meelee attacks are only good because they can entangle the other ships, which would be even more awkward. It just wouldn't fly and would lower the quality of the mod unless we put in an inordinately huge amount of work and made almost all their ships work off of

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[quote]N1ce!I can start writing full-on descriptions for all of those if you want.With necrons, we can experiment with the smaller ships mounting particle whips rather than lightning arcs, if only to add a little variety.[/quote] They do have some variety in the escorts, it's just that the necron fleet moves too fast to really bother with much differentiation. If you're playing necrons, then you're playing a much faster game, and you really don't have enough time to set up perfect attac

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[quote] will you also add your own ship types? some races have a dubious amount of ships, frankly. [/quote] I think the races will have enough ships (apart from the DE, but they're going to be raiders anyway), here's the list of other races' ships with an asterisk next to the ships from non-big blue book or armada GW sources: Orks: Space Hulk 4 unique battleships, but we might make ork battleships work differently if we can. Hammer battlekroozers<b

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[quote]Let me rephrase that, rather what could I add to it to make it look more like a temple? Besides making the Emperor's pointy stick a little more subtle.[/quote] well, I'd say make some other bits that stand out vertically from the base, such as an eight-pointed star, seeing as chaos can never get enough of those, and bulking out the tip might do wonders, because nobody finds those orthodox towers in russia suggestive. Also, just lowering the size and making the transition between

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1. HAWT!!! 2. I'd say temple, it's got all the makings of a temple. An alarmingly phallic spire, but what temple is complete without one? ;) Maybe bulk out the rest so it looks less like a candlestick.

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Yes, I think we'll use that big chaos building inert showed off earlier as the chaos shipbuilding structure, and they will summon ships from the warp. I think the eldar might build their ships with a bonesinger, because the corsair ships are actually built of wraithbone when needed(see void stalker fluff), but the craftworld ships should come from the webway because they tend to maintain vast fleets and just bring in the ones they need to fight their wars.

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Don't worry, we'll have a playable release out eventually, and a ugly bare-bones testing version out fairly soonish so we can figure out how to balance the whole thing. I think a testing version limited to chaos would be a good idea because they're so big on long-range broadsides and don't use torps much, so they neatly bypass most of the issues we really need the mod tools to fix. Most of the imperial stuff would work as well, but the models and stuff aren't complete quite yet, but an in vs cha

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Making the craftworld like a homeworld mothership would be cool, especially if we could give the craftworld its own production capabilities, because that would fit with the eldar being haughty xenophobes who like to keep everything to themselves. Also, that'd deal with the issue of them not really conquering planets in general, but rather pacifying them so they can attack different places. That would be awesome, and make the player wonder whether he should keep the craftworld near the front to b

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Well there is one idea for using homeworlds... If we're using craftworld eldar, then we could always use a craftworld as the eldar starting planet, because I'm pretty sure that you specify starting planets individually, but I don't know about whether you can give guns to planets, but that would rock. And yes, the explosion will be big, seeing as it effectively kills the eldar. If the eldar were centered around their craftworld, it would give them a very distinctive feel. Also, I think t

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All the rules in the PDF are from BFG magazine, but only the ones that made their way into armada or a sg pdf in the rulebook section of their site are official. And it's rules for a small craftworld, not one of the reallly big ones. And the thing about eldar is, that even if they're faster and more maneuverable, they'll still have to take a lot more fire, and the mms rules are much better at letting them be maneuverable while still making them take hits. They should do much better in a

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Well, there are some 'legal issues' about it, but seeing as GW won't reprint the stuff from BFG magazine anywhere else, this is the only way to see what those ships were like. Also, because the Eldar won't be able to neatly avoid being shot at like they can in tabletop, I'd like to know whether people think that using the (unofficial) fan-made move-move-shoot rules for them, because they're designed to be used in a manner much more akin to how this mod will use eldar ships, and make wea

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[quote]wait blackstone? what happened to the planet killer X? i'm confused =P[/quote] GAH!! you know, when the guy who wrote the post has the same question, you know you have problems. Yes, I apparently wrote the planet killer's description and put blackstone fortress in front of it [quote]The SM could have the chapter superships-style warships from the Horus Heresy time for their superships. But since there were 20 of them and all of them are vastly different from one another,

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Generally, the only guys who can take over a hulk and have the patience to make it work again are the orks. Some really powerful warlords have one, so a really powerful warboss can get his hands on one, so it's the orks' extra special super weapon (one per customer, please). Other supers are: Chaos: Blackstone fortress, it's a giant extra-powerful battleship built around a giant extra-powerful gun that may or may not be able to toast planets (depends on whether we can change a planet's

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No set date yet, because I'm kind of busy right now, but I'll try to get the stuff we're actually in agreement out pretty soon.

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I'm not sure about leaving out lance bombardment, because it is done often enough to warrant a spot in the inquisitorial codices, and it figures into the epic rules as well. It's not that hard to do without an ability, just give the ships siege emitters coterminous with the lance turrets, and use the lance effects for it in a modified vasari siege entry. However, they shouldn't be able to do much at all compared to troops. But you know it'd look pretty, and would give motivation to counterattack

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