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Author Topic: Warhammer 40000 mod 2nd version bugfix released!  (Read 526351 times)

Lord.Bedham

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Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #435 on: August 09, 2007, 02:55:28 am »
Just a quick question- is the jump hight hard coded or can it be changed? Is it controlled by a skill?

Cos you could have jump packs!

Even when you have jump packs if u come down again you will gain mutch damage, and tath wouldn´t be so usefull.

Catkill

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Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #436 on: August 09, 2007, 04:48:33 am »
Dawn of War and the actual 40k table top game are noting alike so mixing the buildings might prove to be a problem

Alec{zacool}

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Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #437 on: August 09, 2007, 06:58:53 am »
They are actually very similar.....the only thing that is different is that WH40k is played turnbased and on a table....Dawn of war is exactly the same except RTS.

reikhardt

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Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #438 on: August 09, 2007, 08:06:37 am »
yeah they are very similar but not exactly the same, many things from tabletop are missing or not respected, for an example: in tabletop ,space marines are 8 ft tall killing machines and they shall know no fears ,in dawn of war,well they are only heavily armored humans scared by slugga boyz.

Nethoras

  • Guest
Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #439 on: August 09, 2007, 08:27:20 am »
no jump packs, except maybye in special scenarios, the jump hight is skeletal, and even if I could change it would change all troops, so none of that for now.

Catkill

  • Guest
Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #440 on: August 09, 2007, 08:51:26 am »
no jump packs, except maybye in special scenarios, the jump hight is skeletal, and even if I could change it would change all troops, so none of that for now.

Is it a bird is it a plane no its a slugga buy  :green:

Conscript

  • Guest
Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #441 on: August 09, 2007, 11:20:45 am »
yeah they are very similar but not exactly the same, many things from tabletop are missing or not respected, for an example: in tabletop ,space marines are 8 ft tall killing machines and they shall know no fears ,in dawn of war,well they are only heavily armored humans scared by slugga boyz.

That's because it has to be balanced.

Trooper5445

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Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #442 on: August 09, 2007, 11:38:47 am »
Obviously a TBS game played on a table cannot be accurately represented in a Digital RTS. Dawn of War's strong points are that it nails the atmosphere and look which is useful for modding as Mount and Blade won't play like the Tabletop version anyway. Thus Look and atmosphere are the only things needed and Dawn of War has that in spades.

Nethoras

  • Guest
Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #443 on: August 09, 2007, 12:37:23 pm »
yeah they are very similar but not exactly the same, many things from tabletop are missing or not respected, for an example: in tabletop ,space marines are 8 ft tall killing machines and they shall know no fears ,in dawn of war,well they are only heavily armored humans scared by slugga boyz.

That's because it has to be balanced.

you can make the game balanced and have marines  un nerffed, just make them less numerous.

Im finnally doen revising and and texturing all your submissions (Except for troopers house wich is beiing done now) progress reports on current buildings, we need a lot more,  scene propes other than buildings will work to, ambient type things, scrap piles and such.

cosncri[t you want to help out eith models? or have you already? its hard to keep track of all the people helping...  :lol:

Trooper5445

  • Guest
Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #444 on: August 09, 2007, 01:28:01 pm »
If you go to games workshops page you will find a modeling guide for a scrap pile whihc you can use to base your models off.

http://us.games-workshop.com/games/40k/orks/terrain/scrap_piles/default.htm

And I have a personal announcement. GW opened a store near me. Finally no long Online ordering for over priced stuff you can't actually see. And only being able to play one army/person.

Nethoras

  • Guest
Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #445 on: August 09, 2007, 02:42:06 pm »
I know how to make a scrap pile I just dont have the time, so noones willing to help out?
oh and congrats on that store opening trooper I have always had access to several stores, I couldnt imagine what it would be like without a GW in calgary  :shock:

Trooper5445

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Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #446 on: August 09, 2007, 04:22:27 pm »
Due to my amazing spare time I am going to attempt the Scrap pile.

Catkill

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Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #447 on: August 09, 2007, 04:25:25 pm »
Ahh bet me 2 it go ahead and do it ....got another job for me ?

Nethoras

  • Guest
Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #448 on: August 09, 2007, 06:24:07 pm »
good luck on that scrap pile,

catkill, is there any chance youcould make me a building with the same feel as the one I drew, you can either make that one xaclty, orjust make one with that same scrappy type feeling.

Trooper5445

  • Guest
Re: Warhammer 40000 mod 2nd version bugfix released!
« Reply #449 on: August 09, 2007, 08:34:37 pm »
I HAVE COMPLETED THE SCRAP PILE 8). And kept it at a reasonable 1250 tris.

http://rapidshare.com/files/48045910/Ork_Scrap_Pile.wings     RAPID SHARE.