Author Topic: [WB] [M] Warhammer 40k: Battle for the Imperium  (Read 79102 times)

0 Members and 1 Guest are viewing this topic.

Yukimura_Sanada

  • Master Knight
  • *
  • Boshin War Mod Developer
    • View Profile
  • Faction: Khergit
  • MP nick: IIe_6eCuir_Col_Sanada
Re: [WB] [M] Warhammer 40k Mod.
« Reply #15 on: October 30, 2011, 12:55:04 PM »
Variations with specific planets (sectors etc.) not suitable, because there is no specific places in our mod. Other names added to the list, thanks!

Well, you won-t be able to add sectors and stuff. But scenes can be based themselves on the planets.
in short he means he wont make a story because he wants to put in everything in it probably, and storyless means he can just add it wihtout questioning.
A story offers more restrictions then a non story

AndreusAs

  • Grandmaster Knight
  • *
    • View Profile
  • Faction: Vaegir
Re: [WB] [M] Warhammer 40k Mod.
« Reply #16 on: October 30, 2011, 12:56:37 PM »
Revan Shan, but on different planetS. Not on one from the title.

Comrade Temuzu, we have different goals - we want make trench war and city fighting between IG and cults at first, and don't want SM on Warband engine. And thanks!

Revan Shan

  • Grandmaster Knight
  • *
  • Hiridia: UNGOVERNABLE LANDS
    • View Profile
  • Faction: Neutral
Re: [WB] [M] Warhammer 40k Mod.
« Reply #17 on: October 30, 2011, 12:58:32 PM »
Revan Shan, but on different planetS. Not on one from the title.


Exactly, that's what I meant.

Though planets like Kronus have different scenarios (snow, desert, etc)

AndreusAs

  • Grandmaster Knight
  • *
    • View Profile
  • Faction: Vaegir
Re: [WB] [M] Warhammer 40k Mod.
« Reply #18 on: October 30, 2011, 12:59:35 PM »
But not all planets have such dfferent landscapes.

Belendor

  • Grandmaster Knight
  • *
  • Summoner
    • View Profile
    • Olympus Studios
  • Faction: Nord
  • MP nick: WTF/CoR _Lacuna_Belendor
  • WBWF&SNW
Re: [WB] [M] Warhammer 40k Mod.
« Reply #19 on: October 30, 2011, 01:09:43 PM »
Looking awesome. :)

sammac

  • Sergeant Knight at Arms
  • *
  • inactive ingame, spying on tw, for now
    • View Profile
    • BrethrenCrusaders
  • Faction: Vaegir
  • MP nick: BrC/TMW_sammac Sumarliưr_FA
Re: [WB] [M] Warhammer 40k Mod.
« Reply #20 on: October 30, 2011, 01:28:12 PM »
Lovely textures, game play sounds good, pity its alot of Imperial guard as the diversity of the warhammer universe is what makes it what it is.


Phalanx300

  • Sergeant Knight at Arms
  • *
    • View Profile
  • Faction: Neutral
  • MP nick: Phalanx300
Re: [WB] [M] Warhammer 40k Mod.
« Reply #21 on: October 30, 2011, 01:57:32 PM »
Wow looking good. I especially like the Morale effects, would be great if it works. Along with the bleeding system. Sounds very good.

ThaneWulfgharn

  • Sergeant Knight at Arms
  • *
  • ALL HAIL THE ALLFATHER!!!
    • View Profile
  • Faction: Bandit
Re: [WB] [M] Warhammer 40k Mod.
« Reply #22 on: October 30, 2011, 05:22:55 PM »
Hmmm...do you plan to add Singleplayer version and/or Space Marines(if there is any mp possibility to add them so big)?

AndreusAs

  • Grandmaster Knight
  • *
    • View Profile
  • Faction: Vaegir
Re: [WB] [M] Warhammer 40k Mod.
« Reply #23 on: October 30, 2011, 05:25:59 PM »
No singleplayer. Don't get me wrong, I want it, too - but it will be modern line battles without tactics. It's hard to teach bots.

SM - as I said, we don't want units with non-standart skeleton on Warband, but. If we'll make everything that was planned till the M&B 2 release, we will expand our mod by other races, including SM in first numders.

Belendor

  • Grandmaster Knight
  • *
  • Summoner
    • View Profile
    • Olympus Studios
  • Faction: Nord
  • MP nick: WTF/CoR _Lacuna_Belendor
  • WBWF&SNW
Re: [WB] [M] Warhammer 40k Mod.
« Reply #24 on: October 30, 2011, 05:26:51 PM »
Skeletons aren't following a different proceed for both SP/MP. If you add the proper skeleton, apply it, it will work every part of the mod.

AndreusAs

  • Grandmaster Knight
  • *
    • View Profile
  • Faction: Vaegir
Re: [WB] [M] Warhammer 40k Mod.
« Reply #25 on: October 30, 2011, 05:29:04 PM »
I know how to make, add new skeleton and let it work. The problem is in animation - guys such as SM need a lot of new anim, which we can't add because of Warband engine. May be it's possible with WSE, I don't know exactly.

Phalanx300

  • Sergeant Knight at Arms
  • *
    • View Profile
  • Faction: Neutral
  • MP nick: Phalanx300
Re: [WB] [M] Warhammer 40k Mod.
« Reply #26 on: October 30, 2011, 05:29:27 PM »
Just noticed the deal with the Cultists. So they can summon tree Zaelots? How exactly does this work?

AndreusAs

  • Grandmaster Knight
  • *
    • View Profile
  • Faction: Vaegir
Re: [WB] [M] Warhammer 40k Mod.
« Reply #27 on: October 30, 2011, 05:33:30 PM »
Phalanx300, not summon, they will spawn with Cultist. Cultist will be able to command them - just like with bots in Native. May be like Captain gamemde in WFaS.

sammac

  • Sergeant Knight at Arms
  • *
  • inactive ingame, spying on tw, for now
    • View Profile
    • BrethrenCrusaders
  • Faction: Vaegir
  • MP nick: BrC/TMW_sammac Sumarliưr_FA
Re: [WB] [M] Warhammer 40k Mod.
« Reply #28 on: October 30, 2011, 09:22:00 PM »
They are meatsheilds right? :lol:

Edit: how many players do you expect to be playing this on a day to day basis?

Those squad sizes do seam rather large
« Last Edit: October 30, 2011, 09:24:59 PM by sammac »


Drummerman12345

  • Sergeant
  • *
  • Most Interesting, Please Return to the Nursery
    • View Profile
  • Faction: Swadian
  • MP nick: xDm777x
  • WBWF&SNW
Re: [WB] [M] Warhammer 40k Mod.
« Reply #29 on: October 30, 2011, 09:52:39 PM »
Hey man hows it going? :)
I'm liking the look of this :D
good luck I hope you follow through with your mod :D maybe we'll be able to help each other out :)
"Distrusted by other clans, the Blood Axes make use of un-orky tactics such as camouflage and even battleplans."