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 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
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Post Re: Warhammer 40000 Mod Compilation [Update!]
KravenDanger wrote:
Arcalane, you would be my hero if you redid the Meltagun.


What's wrong with it? If it's about the stream effect, that may need lua fanciness to fix, in which case I can't do much.

--

Asklar wrote:
Your sprites are very good, but they lack something. I don't what, but still, they are better than the originals.
When you post those last three guns you've remade I'll put the patch :grin:


I know what you mean there, I think it's just the relative simplicity of the shading and low detailing.
I probably won't be finishing the IG Missile Launcher. The Longlas and Heavy Flamer are new.

What I may be doing is tweaking the existing one to have Ronin RPG-style fragmenting Rockets as an alternate munition.

I'm waiting on a PM response from someone right now regarding something with the Flamers, depending on how that goes there might be an extra feature on them, and I'll just upload a full pack rather than forcing people to mess around with patches.

I've actually made quite a few changes to my 'personal' version of the compilation. All of the Bolters can use non-explosive Kraken-Pattern Penetrator Bolts, for example. I'll post a proper change list assuming I make that full release. ;)


Mon Oct 17, 2011 2:48 am
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Well then, I shall OP your version.


Mon Oct 17, 2011 4:31 am
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Post Re: Warhammer 40000 Mod Compilation [Update!]
First of all, great sprites Arcalane.
Second, good job on remaking the Bolter shots, they were incredibly spammy in their HE version.

Also, I believe that the mod could use a price rebalance. A Space Marine will floor any amount of Browncoats and they cost almost the same. It's ridiculous.
Heck, if everyone agrees about that, I could do the rebalance myself.

Also, I think that it would be so much better if this mod was split into separate .rte's, right now if you activate 3 "different" chapters (I've got BA, DA, and BT's) you get all their units cramped into a single faction, making it difficult to find the right one (I play on 1024x768 and I have hard time seeing difference between small "DA", "BA", etc. letter mid-action, and that's critical in Unmapped Lands).
Actually splitting them into separate factions or at least renaming them into "Blood Angel Marine", "Black Templar Scout", etc. would make it so much better.


Mon Oct 17, 2011 6:01 am
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Arcalane wrote:
KravenDanger wrote:
Arcalane, you would be my hero if you redid the Meltagun.
What's wrong with it? If it's about the stream effect, that may need lua fanciness to fix, in which case I can't do much.


Yeah and Meltagun, right now it's more or less as Heavy Sniper was before. An Insta-Kill weapon, it's a bit balanced by it's short range but still.
I know it's supposed to be super powerful but I think it could need some balancing, maybe give it less ammo, slower firing speed, nerf damage a little.


Mon Oct 17, 2011 6:03 am
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Post Re: Warhammer 40000 Mod Compilation [Update!]
I actually just finished going through and renaming all of the actors to use proper chapter names. No more "DropPod BA" - now it's "Blood Angels Drop Pod", and so on and so forth.

Great minds think alike? :)

Note the Kraken Bolts are a pie menu option, because I love versatility and I don't want to take normal bolter rounds away from the Marines. This is because - whilst the Krakens are great at taking out armoured enemies like Tek Troopers or the Pelian Army Heavies - they're really bad against very soft actors like Dummies, Ronin and Coalition Lights, because they just go straight through them.

As for meltas... well, you already covered that they're meant to be hideously powerful, and take in mind they also reload incredibly slowly. If anything needed a capacity nerf, it was the Flamer, which is now down to 250 (from 1000).

As a result of all the namechanges I also need to roll out replacement faction files for UnmappedLands, but I've already got those covered.


Mon Oct 17, 2011 6:32 am
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Post Re: Warhammer 40000 Mod Compilation [Update!]
That's great!
I still think that Melta (and Heavy Bolter, for that matter) needs a nerf. It has capacity of 200 while it takes 10-20 shots to completely annihilate a standard dropship and it's cargo (surviving Space Marines) and the reload speed is fast enough to be able to reload between dropships on Unmapped Lands.

More than once I left ONE (depends on map size) Space Marine with Melta, on high ground, and then I only had to watch him annihilating crafts with it. Effortless defense.


Mon Oct 17, 2011 6:39 am
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Changelist & Credits so far;



Still got a couple more things to do before release.


Last edited by Arcalane on Tue Oct 18, 2011 12:40 am, edited 8 times in total.



Mon Oct 17, 2011 8:53 am
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Arcalane wrote:
Changelist & Credits so far;



Still got a couple more things to do before release.


Looks amazing! Thanks for necessary nerfs. Are you planning on raising the price on everything to balance it with vanilla content (and in Unmapped Lands).


Mon Oct 17, 2011 11:10 am
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Maybe a little, but don't expect any huge price hikes.

Just reworked the Power Sword, because it was a complete ripoff of the old NVC Sabre.

Contemplating trying to add a sort of 'power field' effect around the blade but I'm not sure how best to pull it off.


Mon Oct 17, 2011 10:54 pm
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Add some emitters to the weapon that emit lots of very short life glowy particles.


Mon Oct 17, 2011 11:43 pm
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Well, rather than delay things any further fiddling with that, here's the release so far:

http://www.box.net/shared/l3lol5z3zzbn8iatlpo9

It got a little bigger than I expected. :???:

ImageImage
Image
ImageImageImageImage

That's all for now!


Tue Oct 18, 2011 12:50 am
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Image

Unless I have to download it over what Asklar already has?


Tue Oct 18, 2011 4:20 am
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Post Re: Warhammer 40000 Mod Compilation [Update!]
I've got to ask, But is there anychance of making the Chainswoard Work Faster?


Tue Oct 18, 2011 4:29 am
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Post Re: Warhammer 40000 Mod Compilation [Update!]
KravenDanger wrote:
Unless I have to download it over what Asklar already has?


I have no idea what that (error?) is because the image is broken on my end. Host it somewhere else or type it out, would you?

Ed: Works now. Hold on!

--

Sims_Doc wrote:
I've got to ask, But is there anychance of making the Chainswoard Work Faster?


It's entirely possible but I don't see any particular need for it. It should already be plenty strong enough, and if your target survives the first hit, they'll still be reeling long enough for followup attacks.


Last edited by Arcalane on Tue Oct 18, 2011 5:01 am, edited 2 times in total.



Tue Oct 18, 2011 4:50 am
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Post Re: Warhammer 40000 Mod Compilation [Update!]
Holding. Also frothing at the mouth because that heavy flamethrower sprite is awesome.


Tue Oct 18, 2011 4:59 am
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