CorvusFortis
Prince
The waterline should be like this, I suppose. And the whole hull civcolored, right?
Apologies for intruding into the conversation (shoulda said that earlier). These units (like many of your others) are useful for some other scenarios than just Warhammer. The chaos flier is perfect for a Victoriental or Barsoomian civ. That Titan definitely looks like a steampunk flavored mecha. Sometimes coming across a unit that can be adapted to other settings is the difference between getting a scenario presentable vs. abandoning it.On chaos: I think, I found "Flight" unit for Chaos:
...
And finally, decide what to do with Titans. Don't tell me you do not want this guy in the mod:
I still have some questions and suggetions regarding unit tree.
First of all, some general suggetions (I'll take SM as example, but this applies to all civs). I noticed that some unit avaliable in same era and requiring teches that stand close to each other in tech tree (like Biker and Rhino with Mobility and Mobile infantry). So what the reason to build Biker when you can build Rhino that is better in many ways? So I suggest increase movement of all Mobility units by 1 point. This will somewhat useful even in later eras.
It is probable that most Mobile Infantry units will require additional resources and will cost more than Mobility units. Allowing Mobility units freer movement may be a possibility as well
Next, Support tech units. There are many attack units in the first two eras: Tactical Squads, Bikers, Rhinos, Assault Marines etc. Again, why to build Tactical Squad when you can build more powerful Missile Devastator? Withal artillery avaliable only in the third era. So I suggest turn most of support units in early artillery.
Support units, as I understand, were intended to be defensive units a la pikemen equivalents from WH. Again, additional resources may be needed to build these.
And Champion category. I suggest make them upgrade from Military Leaders like in EFZI. All Hero units probably can have Charm ability since most of them are psykers.
Thats not a bad suggestion. Would Heroes still be spawned?
Another thing that bothers me is air transport units. Imperial civs has some means of aircraft transportation: Valkyries, Drop Pods, Thunderhawks. But over factions do not. So why not to add some? Chaos can have Dreadclaws and Warp Rifts, Orks use Roks, Tau may use Orca and Eldar/DE can use Webway Gates. One of Necron fliers (Doom Scythe or Night Scythe), I think, has transportation capabilities too.
I posted some ideas for expanding the air lines a few pages ago, mainly concerning planes rather than transports. Speaking of which, while Roks would be cool, Orks only use those when making landfall on a planet. something like a Warkopta would fill that role tho.
Also, what about armies? Shall we have them? If yes, than I suggest using AoI type of army (one unit with hp/movement boost). For armies themseves we can use support units like Apothecaries, Icon Bearers, Mad Docs, etc.
I havent tried to have multiple army graphics before without having them spawned. But that'd be good.
Now, about spcific civs:
Ultramarines. What unique units will they have?
Ultramarines are the "vanilla" SMs, so they don't miss out on any units like other SM chapters. They will need a UU tho for
Space Wolves. They have Venerable Dreadnought as Dreadnought upgrade, but aren't VDs too rare to be simply buildable?
Dunno much about them, that was already in the unit line when I inherited it
BT. I already told what I think about Close-Combat Initiate, but Sword Brethren would be cool too.
yep
Witch Hunters. Arco Flagellant is set as Siege artillery, but how actually will it work? In WH mod for DoW there is Incarcerator with imprisoned demon is used as artillery. Just saying
I think it was stuck in there cos there wasnt really anywhere else for it, rather than for a specific siege role. I havent heard of the Incarerator before, but that'd be really good, fills the hole properly
Grey Knights. In previous thread you stated that Death Cult Assasing is replaced with Purgation squad but you leaved it as is. And Purgatator is now heavy support. Ok, but to me it seems a little wierd since all HS units for other nations are vehicles (I know it is possible, but still...). I have a suggetion: Purgatator moved to Assault Infantry, Dreadknight - HS, Field Artillery - Hellfire Dreadnought (IIRC, GK have a unique Hellfire Dreadnought type). Another thing - GK Rhino. I have Inquisitorial Rhino, I have GK Razorback, but no GK Rhino. And why can't we simply use SM Rhino graphics? I know that GK Dreads are special but never knew about Rhinos. And I think we really should go for Paladin or Brother-Captain for Hero section. Isn't Demon Hunter simply Ordo Malleus inquisitor? And since we have Inquisitor as Champion... I'd even go for Inquisitor as hero and Paladin/BC as Champion.
From what I can see, Hellfire Dreads are common to all SM chapters, but the Aegis Hellfire Dread is GK only. So yes, that is a possibility. I was thinking of changing Death Cult Assassin to Purifiers. I think i mentioned changing the daemonhunter to paladin on the first page, so yes, thats good. The GK Rhino is another thing that was inherited. I'm fine with changing that
On chaos: I think, I found "Flight" unit for Chaos:
Yeeees, thats great mate
Again, all Chaos factions have unique Lesser and Greater Demon. But only Khorne and
Tzeentch have unique fast attack demons. What about adding Fiend of Slaanesh and Plague Drone too?
I've been planning a Plague Drone for a while, I havent got a Fiend model, dont suppose there is one in DoW?
LatD: Mutant use graphics of Gun Zombie but Fallout Mod has two cool mutants with machine gun and missile launcher. Could they be used as Tactics and Support? Big Mutant sound strange to me too. What about placing Ogryn Berserker or Plagueogryn (Monster zombie looks quite like the latter, btw).
Big Mutants are in the Lost & The Damned codex from the GW Black Crusade campaign back in the day, so they do sound a little weird but they are legitimate units so i think they should stay. As for the fallout mutants, I would love them, but aaglo made them specifically for the mod and as far as I can tell, he never released them. Im sure he wouldnt mind us using them, but unless one of the fallout guys shares them, unfortunately I dont know where we can get them from.
Eldar. As most faction has some kind of flamer weapons, I think, that Fire Dragon could be moved in this slot for Eldar instead of UU (at least they use some fiery weapons). Tau, I belive, also use flamers. So only DE and Necrons left, but that's not much.
I wouldnt be against the fire dragons being flamers, but i dont think there are any units apart from crisis suits that can have flamers for the tau. none that spring to mind anyway
DE. I find strange that their basic infantry are Warpbeasts. Could they be replaced by Trueborn Warriros, or they are too cool to be basic infantry? Also they miss walker slot. Could be WB moved there. Or Grotesques and WB to Special Weapons? Or Talos closer too walkers and something like Rampage to Super-Heavy? And DE lack Field Artillery. I have Reaper model, but do not know if it loads properly.
I didnt release that I hadnt changed that yet. I'd moved Wyches from assault infantry to basic, since they became troops in the last codex, and added wracks in at eite infantry. I'll look into the Deldar, see what else there is out there
Necrons. What's the difference between Canoptek Spyder and Tomb Spyder? I always thought they are the same thing. And I stared at Doom Scythe and Night Scythe for a long time but still cannot find a difference. Can they share one model?
None that I know of. Now that the Necrons have a lot more units, I reckon the Spyder can be left as a settler and something else can be entered at SW. Wouldnt be surprised if the doom/night scythe are pretty much the same model. I'm assuming the fighter has more guns than bombs and vice versa. You could add little things like civ-colour in different places to differentiate.
Tyranids. Yes, I talking about them again. Yet, I agree, they are should be barbarians in the base version. But I still hope we do an expansion where they replace Necron. I know they have no dimplomacy but this can be indulged. It is CivIII after all. In WH 2.5 Empire and Chaos could unite against Elf and Dark Elf union. And unque tach tree and economic model for Nids are hard but doable. Units can be converted. You can leave all this part to me. Nothing to loose but something to gain, right?
The problem I see is that - although unlikely - the Empire and Chaos could talk together and decide that the Elves are a more dangerous threat than each other. Tyranids eat everything. They cannot communicate with anyone. In fact, the Tyranids are a great example of how the Empire and Chaos could get together to fight a common foe. By all means, go for it, but it will take a lot to convince me to include them as more than barbs.
As for getting rid of the necrons, we should have enough slots for both necrons and tyranids
And finally, decide what to do with Titans. Don't tell me you do not want this guy in the mod:
I think adding a Titans tech at the very end of the tech tree in era 4 would be best. I'm going to review the tech tree taking into account what you were saying above about similar units being too close together.
Waiting for your opinion.
Done
Support units, as I understand, were intended to be defensive units a la pikemen equivalents from WH. Again, additional resources may be needed to build these.
Thats not a bad suggestion. Would Heroes still be spawned?
I posted some ideas for expanding the air lines a few pages ago, mainly concerning planes rather than transports. Speaking of which, while Roks would be cool, Orks only use those when making landfall on a planet. something like a Warkopta would fill that role tho.
I havent tried to have multiple army graphics before without having them spawned. But that'd be good.
Ultramarines are the "vanilla" SMs, so they don't miss out on any units like other SM chapters. They will need a UU tho for
Dunno much about them, that was already in the unit line when I inherited it
I think it was stuck in there cos there wasnt really anywhere else for it, rather than for a specific siege role. I havent heard of the Incarerator before, but that'd be really good, fills the hole properly
I've been planning a Plague Drone for a while, I havent got a Fiend model, dont suppose there is one in DoW?
From what I can see, Hellfire Dreads are common to all SM chapters, but the Aegis Hellfire Dread is GK only. So yes, that is a possibility. I was thinking of changing Death Cult Assassin to Purifiers. I think i mentioned changing the daemonhunter to paladin on the first page, so yes, thats good. The GK Rhino is another thing that was inherited. I'm fine with changing that
Big Mutants are in the Lost & The Damned codex from the GW Black Crusade campaign back in the day, so they do sound a little weird but they are legitimate units so i think they should stay. As for the fallout mutants, I would love them, but aaglo made them specifically for the mod and as far as I can tell, he never released them. Im sure he wouldnt mind us using them, but unless one of the fallout guys shares them, unfortunately I dont know where we can get them from.
I didnt release that I hadnt changed that yet. I'd moved Wyches from assault infantry to basic, since they became troops in the last codex, and added wracks in at eite infantry. I'll look into the Deldar, see what else there is out there
None that I know of. Now that the Necrons have a lot more units, I reckon the Spyder can be left as a settler and something else can be entered at SW. Wouldnt be surprised if the doom/night scythe are pretty much the same model. I'm assuming the fighter has more guns than bombs and vice versa. You could add little things like civ-colour in different places to differentiate.
The problem I see is that - although unlikely - the Empire and Chaos could talk together and decide that the Elves are a more dangerous threat than each other. Tyranids eat everything. They cannot communicate with anyone. In fact, the Tyranids are a great example of how the Empire and Chaos could get together to fight a common foe. By all means, go for it, but it will take a lot to convince me to include them as more than barbs.
As for getting rid of the necrons, we should have enough slots for both necrons and tyranids
I think adding a Titans tech at the very end of the tech tree in era 4 would be best. I'm going to review the tech tree taking into account what you were saying above about similar units being too close together.
If Champions would be spawned from battle than autoproduction is only possibility for Army-type units. But I see nothing wrong with it. WH 2.5 uses multiple armies, I think.
To tell the truth, I think we must take a little rest from making units (not stop but lower priority) and return to concepting. For last three-four years the to-do list really shortened, but, correct me if I mistake, not much was done on concepting. Tech tree, buildings, governments, units lines and, especially, stats should be rethought. This is just my opinion, though.
A city with a wonder which allows the building of army units can also build civ-specific army units.
As for Tyrannids - maybe all or most of their units could be hidden nationality?
Resources especially really need to be done IMO.
Poser uses object (.obj) mainly, it looks like it can use 3D studio (.3ds) too
Yeah, the horrors use psychic attacks called flames of tzeentch, pretty much multicoloured fire.
For the nightwing, its main role is as an interceptor, and is armed with shruiken cannons, so the gun blasts from my guardians and dire avengers would be fine for it. I can probably render just the gun blasts if that would make it easier for you to c'n'p. It hasnt actually got a bombing capacity, so just the attack is fine.
What is the SM flier? That would be good