I meant to make it Ability instead of a Weapon, then it would call up the BUFFs and presto! Ramming. Add in a speed modifier for even more fun!
AmPm1
Basically, how many raid compositions are you allowed to have?
Indeed, make 2 weapon types. OrkProw and ImperialProw. Apply them to applicable ships, then give them each a set of buffs; BUFFIMPERIALSPROWSELF and BUFFIMPERIALPROWTARGET for instance, have each one deal damage to its respective target (self or other). Same would go for orks. Limit them both to say, 100 range and front only and you are set.
I would work on this if I had available models. Haven't put much practice into 3d modelling.
Suicide ships would be easy, just make a new ability that causes damage to both the user and the target through separate buffs, then make the range really short. Could do the same with Imperial Cruisers, just have the damage to themselves reduced on their version due to an armored prow.
3DSMax or XSI probably. XSI is what they used for the retail game if I recall.
So is there a way, short of the supplies, to hard cap how many of a ship type there will be?
They only have a chance of being with pirate raids from the 4th on, I hope by then you have something set up. I saw that mod last night, and it looked interesting. I want to get the changes I have made fully tested though before going on a change spree. =)
So does it work like a dice roll? Where you might get 3 but its unlikely, or does it prioritize by the Weight on what to add in?
Alrighty, does anyone know what it does? Does it increase the likelyhood of a ship in the raid, or does it determine how many of them there are?
I'm pretty sure the Inquisition and its forces outside the Grey Knights (Space Marines anyway) and their own Black Ships relies on IN ships and civilian transports. I also didn't remember the AM having their own naval forces, will have to check into that.
Which fluff refers to Sisters having fleets, I haven't looked at the newest CODEX for them yet.
New spectacular fun changes. BTW, if you play it, and think something is out of whack, or have a suggestion, please post it up. Just keep it constructive.
Double post Apparently I can only edit my latest post.... Cap's carry more squadrons, giving you the ability to defend and attack with them, why the cost increase? Because they are now incredibly effective. Ever try chewing through 14k total HP with a 70% mitigation? The pirates are an experiment, I am going to try making "Pirate capitals" that are not simply copies of the TEC ones. However I was working all day so that had to wait. I'm going to give it a shot tonight,
Cap's carry more squadrons, giving you the ability to defend and attack with them, why the cost increase? Because they are now incredibly effective. Ever try chewing through 14k total HP with a 70% mitigation?
I swear that in the 3ed Tyranid Codex there was a short fiction about Cyclonic torps burning the planet but the 'Nids Rippers surviving by burrowing. Then again, a lot of the fluff contradicts itself between editions. Besides that, the Sisters didn't exist pre-Heresy, in fact only coming into their own in...shoot, my 2ed Sisters of Battle Codex is MIA. Anyway, they are a post heresy force. I've never seen anything about them having ships that contradicts the "Only the Imperial
All Imperial forces other than the Space Marines and Inquisition rely on the Imperial Navy for transport. During the Horus Heresy the Imperial Guard and Navy were one branch, this allowed traitorous officers far more power and mobility than was liked. So after the Heresy the branches were split, only the Space Marines maintaining their own fleets (They also have their own space, hence the fleets) to protect their space and to aid the Imperial Navy in planetary assaults. I would imagine
Capital Ship mod (Turning into a bit more mod) Changes include Capitalships getting more powerful, as well as a graphical Rate of Fire increase for a bit more action and a better look. v.1 -Cap ship price doubled -Capital ship HP doubled from original game -Capital ship damage doubled from original game -Planet defense platforms changed to Capitalship damage type, damage and range increased -Pirates now bring it! Capital Ships fallen into pirate hands. -
Its a hidden folder, you need to go to Folder Options and set the view hidden to on.
Exterminatus, one result, multiple tools =) Virus bombing is nice, Cyclonic Torpedoes to burn the atmosphere are fun, but I don't see the Tau doing either of those. Tau = Culture war? Join the Greater Good and you will be rewarded.
[quote] What I'm getting at through diversity and unique-ness is full on seperation. The TEC are meant to be a trade empire right? Why is their end tech a super death ray and not some sort of galactic stock exchange? Why don't they have unique trade ports that go above and beyond Advent or Vasari trade ports? The TEC should say... [/quote] Yes, because the TEC do not get the Pervasive Economy ability at tier 8 that earns you money for everything bought or sold in the
Torps should be an ability. Thats an tricky one though. The rest of the weapons are pretty easily represented, my only question, is it possible to make the Imperial ships tougher from the front. Also will you be maintaining the speed and range advantage of the Chaos warships over their Imperial counterparts?
Unfortunately it looks like its all hard capped at a max of 3 weapon types. However, you can add banks, increase the damage, and change the RoF. For most ships in BFG the guns will all be of a standard configuration anyway (Adeptus Mechanicus hating change) so you shouldn't need to many effects.
I'm not sure. But I found the easiest and so far best way to be a adding to damage, then adding to the BurstCount (increase graphical Rate of Fire) to get that sweet full auto fire look. Oh yea, my capital ships now fire like the ones in BSG =)
Same files exactly, different checksum. EDIT Fixed it, looks like it checks EVERY file in there, so I moved the RAR'd version out and it looks good.