xthetenth

xthetenth

Joined Member # 2822658
5 Posts 969 Replies 1,388 Reputation

[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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Effects are not my department, to be honest I have no bloody clue other than invasion ships landing a steady stream of troops when their landing animation goes off. I'd say just bulked out troop landers, like thunderhawks, only less armed. In the case of chaos, mix them in with drop pods and summoning flares. Other stuff like that should be the basic gist of the effect. Generally, it'll be assumed that the transports are landing the troops in key areas, so there might be some visible explosions,

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Yep, they're right, the oberon can be made by swapping the forward pair of launch bays on an Emperor for a pair of lances. If you really want the Voss prow, glue some toothpicks or other stuff to the front of an apocalypse with the bays set up the right way. You might want to get a pin vise if you're going to try that, and fill in the torp tubes with green stuff. All battlecruisers/heavy cruisers are made off the crusier hull, except with dorsal lances added, which is good news for you,

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Nah, it's fine, I only have cruisers (for the time being), and they're about 4 inches long and about an inch high with all those fins, IIRC.

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I think they're just prioritizing the patches. I'm pretty sure they'll get the mod tools ready after 1.1 at the very latest. And yes, the tzeentch cruisers look cool. They'll look even cooler when I've painted them.

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firefighter, good ideas, they're pretty much on the mark for the existing lore, so you'll see stuff a lot like it in the mod. Don't worry, I don't flame. Thrawn, thanks for pointing out the conversion, but it seems to almost be standard issue, so it might be good to keep there. You should see the bridges on my tzeentch cruisers, they look like baroque castles or something.

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Son of a... my post got stolen by gremlins. kiernyc, glad to see that confusion's sorted out, didn't mean to confuse. thrawn, first off, inert is still well, i think, he hasn't been around for a little bit. I think we need mekaniaks' playgrounds or something for research as well, but a rok studded with banners'd be a good idea for the other half of the tree. and for culture, just stick some antennas on a rok!

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Ahhhhh... now it makes sense. I though I'd been clear, but apparently not. I do hear they make good ammo for guns, though, nothing like a ball of green muscle to shoot at your enemy. And yes, they'll get something orky. Maybe make their culture buildings an asteroid with a bunch of crude antennae sticking out that recruit orks to the cause. And slapping a bunch of bammers and orky glyphs on an asteroid is a good idea too. I'm not sure even orky injinewitty can make their buildings work

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remember in dawn of war? I really meant boyz, but now I can't edit for clarity. Some form of calling orks in to join the waaagh! It actually makes more sense here than in dow, because of the macro scale.

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Kiernyc: no problem, get them when you can. Fandangdo: Don't worry, I'll get that stuff out fairly soon, but I need to look over modcraft first before I summarize that stuff. No bloody idea how we're going to do resources yet, I'm pushing for orks to have orks as a resource, but I'm not sure whether we can make unique resources.

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We're still debating how to deal with exterminatus, we're trying to see if we can make them change planet types, so you have virus bombs change an agriworld into a desert planet, and some of the nastier stuff to make it into an asteroid, but if you want the planet, troops are the way to go, exterminatus is more of a planet denial weapon. They're different weapons for different tasks. And I wrote this while you posted, so here it is: About torpedoes: As of now, we're using (

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Combat mechanics (as of now): No shield mitigation. Instead, the ship's entire shield strength regenerates in 20 seconds (which is how long ships take to fire their guns, as well). Firepower got boosted hard, so once you focus two ships' fire on one, it'll start taking serious hull damage. This is partly because battlefleet gothic the tabletop game is all about maneuver, so we really hope we can put in minimum speed, or otherwise this system will be more about gathering overwhelming for

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[quote]Jesus christ! don't you dare flake on this here fantastic project! I know its a shitdumb question but still: what is the estimated timeframe for some kind of public release? I mean are you (roughly speaking ofcourse) just gettin started, halfway done or near the end?[/quote] Sorry to doublepost for this reply, but the gremlins took the edit button... we're not sure about how far through we are, but we'll have something playable pretty soon, but full playable mod is off i

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Yeah, we're having a very hard time getting dorsal weapons to work properly, but we think we might be able to get a custom firing arc defined when the mod tools arrive, so that'd work for the necrons too. It's really a problem with multiarc weapons rather than just necrons. And for the record, I would much rather have 20 batteries I can shoot at any target I want than 24 I have to split if I'm good enough to get it between two ships or fire at half strength if I'm not. However, necron weapons ar

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Necrons are imbalanced, then they're given harsh victory points rules to balance them, then they're heavily random but leaning towards imbalanced for good measure. They're going to be very hard to get balanced. And yes, they are disgustingly good, and seem to be custom made to beat eldar. eeeww...

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Yeah, that's why I excluded the tau, their jumps are about 1/5th the speed of true warp jumps, but they're safe and reliable. The filesize is going to be what it's going to be, and don't worry, you'll get something good for your help.

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If there's a way to make it so you can hide a research, you could do this easily, just set the initial value of it to true on a hidden research. However, to the best of my knowledge, you can't hide a research on the menu, so you've got to deal with an eyesore.

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Imperials have a better armor type, it does a bit better against weapons batteries because of their heavy prow armor. The bonus is wrapped around the ship though, because directional damage will be really hard to do. The battle stats and mechanics are one thing that isn't bery likely to change, because this mod is based off the tabletop game, so the stats are already laid out and (relatively) balanced, and make sense in the fluff. The navigation differences are probably going to be glos

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They aren't, but there are certain routes in warp space that are much more navigable than others, so they are used for all but the most desperate travel, and they are much like phase lanes, in that they connect two points, so the analogy actually works surprisingly well. It's a lot like the age of sail (something that can be said for all but the ordinance in bfg), when the seas were still dangerous and the currents still unpredictable, so people stuck to certain routes which they knew had favora

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Thanks, thrawn. And yes, I think we are thinking too much about roks, i'd say just leave it at treating them as ships because the alternative is buildings, which have a lot of problems that might be insurmountable. Maybe if we get to make new types of entities, roks'll get upgraded, but otherwise, I'd just leave it as a ship that can move the same speed in any direction and also acts as the orks' transport.

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