xthetenth

xthetenth

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

yeah, it's called right clicking in the middle of the enemy fleet =p And yeah, that'll be there once we get the models, it's not that hard to do, and it's a tactic that's low on micro if you catch your opponent off guard and can force him to react in a way favorable to you. They're definitely on my list of stuff to add, they're an interesting change to the IN approach to things, and chaos works great with them.

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Well, the flagship of my chaos fleet is a repulsive, so I'm not letting iNert not get away with not putting that one in, and we've got an idea for chaos and the IN where you start out with only the Grand cruisers available as capital ships (IE they get experience and you get one as your flagship) so by the time you get battleships, you've got a levelled GC that can keep up decently because of its experience. I think this'd work better for chaos, where the GCs are very much a flagship lite shi

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[quote]I like your idea X about the Tau ship transition later in-game, though I assume you can still build the old ships?[/quote] Yeah, of course, it'd be way too much effort for them to not be available even if I wanted to make it that way, and I'll even try to make some options for strategies that use the SG fleet just for you. [quote]Also, Tau culture should be teh pwnz, along with their trade....so they should be the economic beast of the races [/quote]

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Dude, I explained the mechanic for encouraging a player to switch from the SG fleet early in the game to the FW fleet as a late game fleet =p . Yeah, they're getting both fleets, it'll give them a good sized fleet selection and some interesting gameplay mechanics. EDIT: Nice quickpost, beat me to it. Oh, and if you want to look at and comment on my dev journals without becoming a member at modcraft, I've started an impulse blog <a title="bfgdevjournals" href="ht

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[quote]Purification by holy fire is what we need for these beings so corruptet by the prince of pleasure![/quote] I love the smell of prometheum in the morning... [quote]defences sounds good, it may be that i'm just not that good, but it can be a real pain to guard even relatively bottleneckt planets, when ships go "popcorn"[/quote] Yeah, and the whole psychotic attack thing is a bit too aggressive for most peoples' taste, but if you cede the momentum as it is you're i

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Why oh why can't the strike craft behave? I know I've seen this before, I just don't know where. Maybe if I put a comissar in all the fighters they'll behave properly... [e digicons]:P[/e] Hopefully I'll get that sorted out, and as I become free over christmas break I'll be able to add in the Warhammer 40k planet types, which should be good. I've got all the stock textures to draw on as well as all of the ones from sins plus (thanks danman!), so I should be able to fai

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[quote]Have you given thought into how you can integrate Fleet Admirals into the mod? Off the cuff and tying into the base mechanics of purchasing levels in Sins, you could link each class of Admiral to a designated experience level. ie Purchasing a Vice Admiral directly levels your Flagship to lvl 2, an Admiral takes it to lvl 3 and a Solar Admiral takes it to lvl 4.[/quote] Not sure about that, because in many ways, to keep it fair we'd have to up the training time for higher experi

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Yeah, and I had to run the entities through their paces a lot, but unfortunately that kind of saps my interest to play a long game with the computer. Anybody want a game for the upcoming christmas season? I really want to play a game with a human now that we've got a version publicly available.

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[quote who="Archaon6044" reply="8" id="1968786"]i'll be the first to say i have no idea about BFG tabletop[/quote] Fair enough, but I wanted to make my reasons for not merging them clear. Anyway, the Imperial Navy already has more ships than anybody else (when we're done that'll include stock sins races, because the Armageddon ships make for three/four more depending on whether we add falchions) so adding marines would be a bit much. [quote]man you guys fix thin

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[quote]and alo, it sounds like the Imperial Navy and the Space Marines have been merged. is this the case?[/quote] No, why would this be? They have different command structures, fleet composition, ship design, and their fleets don't really complement each other. Also, Space Marines have 6+ armor, so they're rather unlikely to be put in the mod until way way later if ever. We're out of armortypes, and 6+ isn't one of the ones we're making.

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Absolutely, we're going to put the Ramilies in, but it will almost definitely require entrenchment because of how hardcoded the buildings are, and the Blackstone will be a bit hard to work in to chaos' intended fast, constantly assaulting style. The planet killer is a good bit more mobile and generally makes a better top level weapon, but we're trying to fit the blackstone in. And yea, the SG tau are pretty damned fugly. And don't worry, I will try to make sure there ar

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Either works. Generally, if you have something specific to post on we'd prefer the other forum so you can make your own thread and keep it focused. [quote]will you include the Planetkiller (It'd be an interesting mechanic if it could actually destroy planets, if not even as a fleet pillbox it would be fun) [/quote] It's in as a fleet pillbox, and depending on how much we can have the effects change a planet we'd absolutely love to have the beam work to kill plan

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Umm... yes, yes there was. I accidentally didn't rar up the file, and modcraft won't let you upload files it doesn't recognize. Prezo, if it weren't my bedtime, I'd love to play again, but... EDIT: Venerabledreadnaught, if you have a playerchaos.entity file you'll need to delete it to play the alpha online, and as a tester you'll be getting the full version anyway (even though it isn't much more), just a heads up. I'm going to sleep, try not to crash it in the m

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SCORE! Good to know it works, I'll head to bed in about 10 minutes, so make sure there aren't any other bugs =p. EDIT: I'm really sorry about the bugs, but we had to strip out chaos and I was busy writing the post while I did it so I messed up the last minute testing. It's stable from my experiences with the version with chaos, so it shouldn't cause any crashes now. I've fixed both files I changed, so I doubt there are any bugs left peculiar to this version.

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No, they aren't, if you really really want them, you could probably get them in because a lot of their ships are used by pirates and militia, but if it breaks, that isn't my fault, and some of their caps don't have a mesh, so they can't be used or we'd be in violation of GW's IP restrictions.

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[quote who="Aridias" reply="5" id="1967986"]I keep getting a windows runtime error upon starting a new game. [/quote] What the hell? Lemme check that out. EDIT: Found the error, a mesh got messed up somehow, let me fix that. Please PM me your email so I can mail you the fixed mesh file. Terribly sorry. [e digicons]:O[/e] Please do not download the mod until I say otherwise, a mesh is messed up. SECOND EDIT: All's w

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Yeah, I can't wait either, tau were my first race in TT 40k. They're up after chaos, so should be getting done relatively soonish. The time of the ion cannon, railgun, manta and missile salvo will come soon enough, and I can't wait! [e digicons]:grin:[/e]

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It's just going to be nice getting to use it fully [e digicons]:grin:[/e] . Okay all, this thread is dead, move on to our new one I linked to earlier.

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