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Warhammer 40000 mod 2nd version bugfix released!
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Topic: Warhammer 40000 mod 2nd version bugfix released! (Read 83575 times)
Nethoras
Journeyman
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Posts: 179
Re: Warhammer 40000 mod 2nd version bugfix released!
«
Reply #525 on:
August 22, 2007, 08:41:27 AM »
sorry forgot to verrify, Im doing what buxtons doing, waiting for the next verision, theres no point in doing any work on the mod if its likely going to have to be redone, Im not going to do anything but models textures, etc until the faled .850 is out.
and on balance I know its rather unbalanced especially if you join a battle between heretics or rioters and about 12 deamon and wichhunter parties, Its rather confusing how so many inquisition parties spawn, but no heretics, I'm going to lower the number of men in a blood raven strike force, because for the most part at this point any battle (and I mean any) with those guys on your side and you win, or to balance I may simply add smaller 10 strong chaos marine forces, partly because the chaos war parties already have chaos marines (in meager amounts). the only things I've found that can step to marines are 3 times their number worth of tau (but they are easy to deafeat if you get your marines to melee them), 3.5 times their number worth of kroot (they managed to kill 2 and wound 3 of my marines
), 2.8 their number worth of slugga boyz, although this is only when the marines dont shoot hem down before they reach the line (which unless the terrain sucks than they always do) and this still only works against isolated pockets of marines about 10 astartes in tight order can take on almost anything, beast riders have taken a few of my marines before via lucky couched lance hits, but many a beast rider has been dispachted via a bolt to the head, or a quick stab of a combat knife long before his glaive is anywhere near astartes plate, chaos marines( duh), bloodletters are what I call the bane of marines so chaos players should most likely try to get as many as possible, although their main disadvantage is their lack of armour meaning that most of them get shot down before reaching the astartes line, and often the bloodletters axe doesnt kill in on hit leaving the blood letter open to a flurry of nanosteal... the imperium has a slight upperhand overall becauseof all their competant ranged troops, I plan on countering this with a semi competant ranged unit called an Illurki, these will simply be the ancient army of the chaos cults and tribes here, not the equal of a guardmen in equipment or skill, they use stubbers and chainmail, however their weak scattered fire is often enough to ensure that their melee bound bretheren reach the enemy line.
In all truth the only races that need to be balanced against each other for now are chaos and the imperium, because all the other races are just side dishes for now...
EDIT: forgot to not ethat mutants seem to be the bane of almost every mid to low level imperial unit, veterans and higher can step to them, but anything lower just gets ownt,
«
Last Edit: August 22, 2007, 08:44:08 AM by Nethoras
»
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Nethoras
Journeyman
Offline
Posts: 179
Re: Warhammer 40000 mod 2nd version bugfix released!
«
Reply #526 on:
August 22, 2007, 08:52:17 AM »
sorry for double posting, but here be the alpha to the power of negative 17,
http://rapidshare.com/files/50239516/Officio_assassinorum.zip
I was going to only ahnd it out to team members alpha testers etc, but I decided that anyone who takes the time to check out the thread should have acces to this, thanks for all your support, I hope I dont lose you guys in the gap between now and v .850, I heard that it will be out in a few weeks, hopefully a few doesnt mean 8
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Trooper5445
Craftsman
Offline
Posts: 75
Mmmm..... Chocalate
Re: Warhammer 40000 mod 2nd version bugfix released!
«
Reply #527 on:
August 22, 2007, 02:09:29 PM »
I'll be there when it happens. Thanks for the Alpha though.
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The Redundant Squad Squad is a platoon.
Nethoras
Journeyman
Offline
Posts: 179
Re: Warhammer 40000 mod 2nd version bugfix released!
«
Reply #528 on:
August 22, 2007, 03:45:33 PM »
decided to continue work, I didnt research properly, theres still enough time that modding wont be a waste, s the mod is back on... oh and any comments on the alpha?
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Jallon
Guildsman
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Posts: 319
Re: Warhammer 40000 mod 2nd version bugfix released!
«
Reply #529 on:
August 22, 2007, 03:57:39 PM »
It was fun, but Im going to be blunt here. Very unbalanced, and very unfinished. The last version had about as much stuff. You just added a bunch of oversized weapons. I mean oversized. THeyre huge, and they hurt like crazy. The only normal ones are bad. Im still playing it though.
Honestly, its a really really fun mod. Im going to go look at the resource, so I can see all of the items.
Are the Tau still in this mod?
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Highlander
Journeyman
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Posts: 259
Re: Warhammer 40000 mod 2nd version bugfix released!
«
Reply #530 on:
August 22, 2007, 04:56:46 PM »
Just a note: The scene of the town where you start really lacks. And my PC is not very old. And I love the new light sources (these blue things).
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Trooper5445
Craftsman
Offline
Posts: 75
Mmmm..... Chocalate
Re: Warhammer 40000 mod 2nd version bugfix released!
«
Reply #531 on:
August 22, 2007, 09:25:03 PM »
The alpha was so awesome. I loved the underhive. Questions though. Couldn't find out how to get employed my the IG and some loot issues. I love the guns firing large clips as it allows you to operate on horseback well. I can just run around and pour automatic fire on them and then dismount and clean up.
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The Redundant Squad Squad is a platoon.
Nethoras
Journeyman
Offline
Posts: 179
Re: Warhammer 40000 mod 2nd version bugfix released!
«
Reply #532 on:
August 23, 2007, 06:39:38 AM »
@ everyone
you'll note I said alpha to the power fo negative 73 theres still crap floating around from beta testing, I just thought I would release this alpha because everyones been wating for so long, and I felt like an ass hiding the mod away.
@highlander, whats lacking with the underhive? its unfinished, as in I need to finish the trainstation and put working dialougue into many places, but I added tonnes of stuff in there, please explain whats wrong and Ill keep it in mind for future scenes, and those blue things are called biolumes, as the name implies they use bioluminescant energy to light places up, the reason they use these is because a decent quality one with no leaks will last for several malenia, and for their life span are reasonably cheap.
@appolon
theonly awkardle large weapons i can really think of were the ork weapons (which will look better with new orks themselves) the exodus rifle (the first gun I ever made and have been to lazy to re-do
) the bolter (meh marines are strong enough), and the heavy bolter (its heavy)... I added a lot of weapons, try playing as the 1337 4553|) |3374 tester class theres quite a few weapons in there, but still not all of them, In all truth I think I added well over a hundred, correct me if Im wrong, but this mod has more origianal items than almost all the other mods I've played since .800 came out... oh and if your going to surf the index there are a lot of crappy meshes from when I started modding this, Im sure you can tell which they are. if you want to test out more items go into module items and copy some of the items into game menus under the 1337 character, if you dont know how to do this go learn python.(wait you're working galactic merc, right? you should know this) and what do you mean by the normals ones are bad ugly, weak, what?
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Highlander
Journeyman
Offline
Posts: 259
Re: Warhammer 40000 mod 2nd version bugfix released!
«
Reply #533 on:
August 23, 2007, 07:45:00 AM »
I meant lagging, not lacking. Sorry.
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Nethoras
Journeyman
Offline
Posts: 179
Re: Warhammer 40000 mod 2nd version bugfix released!
«
Reply #534 on:
August 23, 2007, 07:56:42 AM »
oh yeh I noticed that myself, thats why in the future the underhive will be split into small chunks connected by passages (once I figure them out).
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Jallon
Guildsman
Offline
Posts: 319
Re: Warhammer 40000 mod 2nd version bugfix released!
«
Reply #535 on:
August 23, 2007, 02:58:03 PM »
The guns that seem at least normal sized for a marine, barely hurt anything. The guns need to be balanced out kind of too. Theres a shotgun with like 97 accracy, and a carbine wth like 48 accuracy.
I played as the l337 thing, and the items were cool, but after surfing the resources, I think you should add all of the items. Even if they're not great, they add variety.
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Nethoras
Journeyman
Offline
Posts: 179
Re: Warhammer 40000 mod 2nd version bugfix released!
«
Reply #536 on:
August 23, 2007, 04:40:52 PM »
pretty much all the items have been added, the only ones left out are some of those crappy daggars, I only put civilian weapons in shops, so you have to pillage the rest from units or later on when I get around to the rank system from your commander. and for the carbine with 48 damage do you mean the leeman turin, because thats the only carbine I can think of and last time I checked I had its accuracy on about 80-something, Ill check into that and fix it if neccesary, the civilain guns will be much more useful later on when Iget the story finished(well started
) and you dont start in the military, the lasguns are actually quite useful you just have to hit something more than once, the shotgun meh, its low range so accuracy doesnt really count anyway... if you want to test the balance of the civilain guns try them out on the rioters (or vigilantes if your chaos) because thats the calibre of most of the enemies you'll be facing before you join the military. please note at this point the mod is just for screwing around, I havent really taken anything seriously in it, so dont worry about balance and suchwhen teh time comes the beta testers will take care of that...
so beyond weak guns what units and weapons would you like added/ changed, and does anyone have any ideas for a story line, I want something that isnt generic, I was thinking of four paths you could follow "greed,honour(or duty),piety, or evile (chaos), each one would be chosen by your decisions and would end you up in different places, Im going to make the first part you walking down a street above ground, and you'll come across 4 different things for each path,each one leads you into the underhive, firstwill be an old freind voxing you telling you that he needs help down in the underhive or he will die (honour), another wil be some guy who asks you if you'll kill the dude who just voxxed you because he has some variety of archeotech that the guy will pay you 10 000 dinars for, and he has a 500 denar bounty on his head (yeh I wrote that right{greed}) , so you can choose to go down into the underhive, and do as you wish, stay up and kill the guy who just told you to kill you're freind and steal the money, and run off (the authorities chase you and you are stuck as a renegade for the rest of your life), or do nothing, in this case a train runs you over, just cos thats awesome you die.... from there if you chose to go down you will have to navigate your way to your freind, and will get other quests along the way, and will be temped to other paths, once you find the guy you can either save him or kill him, if you lran off with the money you will be repeatdly tempted by daemons and such who will try and get you to join chaos if you refuse several tiems (they will pop out of nowhere on the overworld map) you will teleport to the middle of chaos territory where they will ask you again to join , if you refuse they will slowly start mutating you, each time you refuse they will warp you more and more until you are a shambling peice of crap, if you accept they will either revers the mutations or enhance them depending on how mutated you are and you will be on the chaos side....
yeah so thats the idea so far, Im going to lay off the military spects and such until Im done the story line, then I will work on the rest, any suggestions, more paths, oppertunities to join them etc.... I still havent figured out a way to include piety, perhaps as the train is about to run you over you can choose to pray to the emperoro for deliverance or curse the emperoror for ending your life, if you pray to him something happens to stop the train... what that is idunno....
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Jallon
Guildsman
Offline
Posts: 319
Re: Warhammer 40000 mod 2nd version bugfix released!
«
Reply #537 on:
August 23, 2007, 06:34:49 PM »
Well, Ive been playing it a lot now. It is really really fun, it just needs some work, but hey, its a beta.
As I asked before, are the tau stil in the mod?
And, as for weapons, Id like more kasrikin (not sure how to spel) weapons and armor. Also,a lot of weapons and armor are positioned wrong. For exmple the militarty kasrikin cam armor, is ot positioned right.
All in all, its very fun mod though. Id like access to all items though. May I please have the source so I can do this? Or is that asking too much?
Also, how did you get the ammo to appear as armor? I understand modeling it as armor but i dont understand how it will appear with some armor/weapons, but not all. Ive figured out at it only appears for guns that use that ammo I think, but sometimes, even with guns that use that ammo, it doesnt appear. It is a very nice feature though.
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Nethoras
Journeyman
Offline
Posts: 179
Re: Warhammer 40000 mod 2nd version bugfix released!
«
Reply #538 on:
August 24, 2007, 07:16:57 AM »
its the ixmesh ammo, just change it to your selected accesory and spend 4 hours plus trying to align in properly
as for kasrkrin, they need to be done, for now they are just normal guard with better stats and a hellgun, their armour is slighlty more protective, I have replaced the basic flak armour mesh so once thats rigged I will make a ksrkrin variant although I guess you found my experemennt with ixmeshes, that was just a test and will not be used, tau are still in the game just wait a while, the source is all there along with some other stuff, =p, you can screw around with the stuff in the mdo, but please dot use it in other mods, this isnt open source yet, Ill release it to other modders when I have a good release finally
btw: its not abeta its an alpha, =p which will be moar uber in .850 XD
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Lord.Bedham
Apprentice
Offline
Posts: 29
Re: Warhammer 40000 mod 2nd version bugfix released!
«
Reply #539 on:
August 24, 2007, 07:21:59 AM »
I have played the Alpha and its great fun! But there are some negative things es well. Its impossible to get imperial armor helmets or space marine things. With the Space Marine armor its make sinn, but i want to start as a man of the Empire not as a gang or a rughe rider
. And the bades thing is thath the Inqisition is totaly overpowert they are so many they kill everything! If only this point woult be correktet it woult be a super mod!
I have not found quest, are there some quests? If jes where?
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Warum immer nur zuschauen wenn andere feiern? Selber Feiern, Weggucken!
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