MP Sci-Fi Fantasy [WB] Warhammer 40k: Battle for the Imperium ALPHA v3 RELEASED.

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Hello Folks! Me, my clan, and another clan were considering hosting a server for the current Alpha version of this mod, would anyone else have interest in such a thing?
 
Light post proportions seem a bit off and.. simple?

This is a light post based on the one from DoW and DoW2 http://i.imgur.com/nOp4bgR.png

DoW: http://cloud-4.steampowered.com/ugc/566644437583405112/C6F8BB65E107A7C75DEFC8A65D05498DCB58428E/
 
Some news. New morale system by Ordinary.

Now every playable unit gets a morale count. The stronger a unit is, the more morale he gets.

If a player dies, all his teammates within a determined radius get decrease of morale, again, the stronger was the dead unit, the stronger is morale debuff and debuff radius.

Killer and all his teammates in determined radius get morale buff, how much - depends of the strength of a killer.

When player recieves damage, his morale count gets lower. The more damage - the more morale debuff.

When morale count gets under zero, a player starts running away. While retreating, the player can be killed even by teammates, which consequently makes their morale higher.

Morale slowly regenerates over the time. Once it gets equal to a positive number, the player stops running away and gets control over his agant back.
 
That morale thing sounds awesome(ly hilarious). I'd suggest that at some point things like banners to boost morale, as that's rather common in W40k, or things like mutations (for example a weapon modelled like a giant claw) to lessen morale and that kind of stuff, be added if possible. Even without those though this morale thingy sounds pretty damn great!
 
Bumping the thread up :smile:

Next patch is going to present our custom invasion mode, called "Defensive point" to you.

In this mode, you'll have to defend your flag against hordes of hostile bots, which are generally sparated in two groups: Cannon fodder and Soldiers.

Cannon fodder are Conscripts and PDF Melees. Their only objective is to hunt down and kill players. They aren't capable of being useful, but there are a lot of them.

Soldiers are bots, united in a squad and led by a leader. They are affected by squad morale, hence can run like like hell once their leader or many of their squadmates are killed. Generally, Soldiers hunt players down, too, but they do it coordinately, as a solid combat squad, whic makes them deadlier. Also, there always is one squad, which main goal is to capture the players' flag, so that you can't diminish a wave, sitting in a bunker.
 
As little as I care about fighting against bots this actually seems rather interesting and tactical. Much better than the usual: Here's choke point, shoot bots: approach :smile:
 
Third version is here!

https://drive.google.com/file/d/0B8jBKcJ7uo5raHZyY2tnbmxDb3M/edit?usp=sharing

1. First thing first - INSTALLATION.
Thanks to Slawomir of Aaarrghh, our mod now exploits WSE. In order to play ot without problems, you should copy ALL WSE files, which you find in the "WSE" folder of the MOD to the main GAME folder. From now on use WSELoader to launch the mod. If you have The Deluge, you don't need to copy anything - just launch WSELoader and BftI_v3_Alpha.

If the game asks for a serial number, go here and do what Improtant notes section suggests: http://forums.taleworlds.com/index.php/topic,217114.0.html

2. Features. Just play and find them out by yourselves  :smile: The most important thing, so that you won't be confused by it - all grenades, medpacks and additional ammo boxes now should be bought in the BOOTS slot. Then, when you spawned, just click Q - your character will pull an item out of a stuffbag on the ground. Pick it up and use however you want.

Teleports have been added, so that we don't need siege ladder to get to the second floor of a bunker. On the map, called Estate Defense (by Comrade Temuzu) all unsealed doors have teleports, don't forget to use this feature.

Glare grenade = Flash Grenade. PDF Headwrap with googles gives almost 100 percent immunity to glare.

3. Template2 and Invasion_map2 - are templates for those who wants to make a map. Do whatever you want with them and send those to me. If you have questions about placement of special props - PM me.

4. Known issues - I haven't caught time to make The Tower as I had intended to. It may look not finished, moreover, I haven't finished AI Meshe's placement here, so all fleeing characters will more likely stay at one place till death.

If a fleeing character dies before regaining his morale back, it's player won't see even a thing till the next spawn.

If morale count is under zero, you can't supervise how it's getting back to zero from a negative number.
 
Patch 3.1. Some changes for items and a little bit more diversified PDF Invasion troops.Hope I haven't made them too easy :smile:

https://drive.google.com/file/d/0B8jBKcJ7uo5rX3V6MTZfLUZJaEE/edit?usp=sharing

Also, the discussion for signing up for the event - http://steamcommunity.com/groups/wh40kbfti/discussions/0/35221584479194245/
 
We're having a Battle server running right now. It's still hosted by me, so you may expirience some problems with connection, though we played 3v3 today and it wasn't too bad. Access is free.
 
AndreusAs said:
Third version is here!

https://drive.google.com/file/d/0B8jBKcJ7uo5raHZyY2tnbmxDb3M/edit?usp=sharing

1. First thing first - INSTALLATION.
Thanks to Slawomir of Aaarrghh, our mod now exploits WSE. In order to play ot without problems, you should copy ALL WSE files, which you find in the "WSE" folder of the MOD to the main GAME folder. From now on use WSELoader to launch the mod. If you have The Deluge, you don't need to copy anything - just launch WSELoader and BftI_v3_Alpha.

But isn't WSE intended for 1.153?
 
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