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Unit Thread v.2

Discussion in 'Civ3 - WH40K Workshop' started by LMR, Nov 27, 2014.

  1. LMR

    LMR Back In Green!

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  2. Fortis1

    Fortis1 Warlord

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    I mean only human model that was attached to penitent engine, not the whole engine.

    If flame is hard to make, it will be enough to give them some fire spell attack to represent their Clensing Flame ability.

    Yes, but they doesn't have to look exactly as on art. Fluff describes them as demons, traped in human body. In DoW they represented just by levitating psyker model with differenet visual effects and colours.

    It's ok, I just thought, the name of unit was confusing.

    Then, I think, we are talking about the same model. Here's the link anyway.

    http://tf3dm.com/3d-model/genestealer-tyranid-93377.html

    I compared Reaver models with other imperial units and looked at titan sizes again and now, I guess, my Gargant is too large. I wanted to remade it anyway, so I will use Muffins' Titans as base size.

    Yes, I know about it, thanks, but didn't thought about it at first. Since I want to remake some things I posted, I will correct 32 for all units later.
     
  3. LMR

    LMR Back In Green!

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    Ah I see, yes I'd use that as the base.


    Yeah I might need to compromise and do that instead


    I was mucking around in Poser and made this. Then I didn't sleep very well...



    Yep, thats the one.
     
  4. Fortis1

    Fortis1 Warlord

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    Demonhost looks awesome! Is there any possibility to add little horns on his head?
     
  5. LMR

    LMR Back In Green!

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    Yeah I was planning on it. I might have him secured to an inquisitorial icon as well, for extra-holy restraint.

    Been working on an Iron Warriors Basilisk as well:
     
  6. LMR

    LMR Back In Green!

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    Here's what I have for the Daemonhost so far. I didn't want to go overboard with the horns. The icon is probably going to levitate for the run animation, and I think I'll use Unholy Gaze and Energy Torrent daemonic powers as the attacks

     
  7. Fortis1

    Fortis1 Warlord

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    Yeah, both of them very cool! I like the idea with Imperial icon too.
     
  8. Fortis1

    Fortis1 Warlord

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    That was quite a break. Now I want to fill small gaps in unit lines and here's a small preview of Ogryn (converted from DoW 2 Krieg Ogryn):

    Spoiler :


    I guess, it ended up a bit large.
     
  9. LMR

    LMR Back In Green!

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    That's awesome dude :thumbsup:
     
  10. Fortis1

    Fortis1 Warlord

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    http://forums.civfanatics.com/resources/armageddon-ogryn.25385/

    And here it is. Probably Vespids and some inquisitorial units will be next.

    I also wanted to make clear one thing. Current unit lists were made in times of 4th edition. But actual addition is 7th now and 8th will be out soon. So will be mod still based on 4th edition fluff and rules or should we use up-to-date one?

    And I have some suggetion on Lost and the Damned army lists. I checked IA vol.5 and want to suggest some stuff on what I saw:

    Support - Traitor Fire Support (dunno why no one ever suggested this. Just an analogy with Imperial Guard)

    Elite Infantry - Disciple or Ogryn Berserker or Alpha Legion Marine (Big Mutant is just an "officer" in Mutant Rabble Squad like Space Marine Sergant or Aspiring Champion, so I do not consider it approriate. Disciplesof Xaphan, Ogryn Berserkers and Alpha Legion Marines are Elite choices in LatD codex in IA)

    Siege - Traitor Bombard/Medusa (I suggest moving Traitor Basilisk to Field artillery and give renegades a larger gun. I found no Defiler choices in any Traitor Guard codex)

    Flight - Plague Drone (it wasn't listed but I found one in Codex)

    Super Heavy - Traitor Baneblade (it seems, that decimator is only used by Chaos Space Marines, not Traitor Guard)

    Flight - Hell Blade
    Heavy Flier - Hell Talon (both of them are in Codex so I see no reason to make from scratch two new units)

    I also want to include Enforcers in some way because they are somewhat iconic to Traitor Guard.

    I can suggest list based on IA vol. 13 - it contatins the most up-to-date Renegade army list - if you wish.
     
  11. LMR

    LMR Back In Green!

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    I wouldn't mind a look at IA v13.

    I wouldn't include the plague drone, that's more of the nurgle thing, but I like everything else. Alpha Legion are a wonder at the moment so I'd open that up to LatD. Is it possible for you to convert the ogryn to a chaos one? Would you have the enforcer as a unit or a specialist citizen?
     
  12. Fortis1

    Fortis1 Warlord

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    After looking at IA 13 I can suggest this:

    Renegades and Heretics


    Settler - Dark Servitor
    Worker - Renegade Worker
    Starting - Mutant (according to codex stats they are weak units and rely on large numbers)
    Infantry - Renegade (all units in codex are called Renegade not Traitor)
    Tactics - Plague Zombie
    Mobility - Renegade Rider (they appear only in Epic rules not in IA but, I guess, they will do too)
    Mobile Infantry - Renegade Chimera
    Support - Renegade Fire Support Team (your Heavy Bolter Squad with Traitor models will do great)
    Assault Infantry - Ogryn Brute (I can convert one)
    Fast Attack - Renegade Hellhound
    Walkers - Renegade Sentinel
    Elite Infantry - Disciple\Alpha Legion Marine (good role for ALM because it will dublicate Night Lord Marine in its purpose. And Alpha Legion is all about covert operations and manipultaion so it will suit this role greatly. Disciples can be produced by some king of wonder too)
    Stealth - Marauder Sniper (there's no such unit as Infiltrator in any codex but there are Marauders that can equip sniper rifles. Just a renaming)
    Heavy Support - Renegade Leman Russ\Malcador (can convert both)
    Flight - Renegade Arvus\Plague Drone (yes, Plague Drone are Nurglite but Plague Zombies too. They are in unit list as well as Khornate Blood Slaughterer. Plague Drone is convertable for me and will be used in CSM list anyway)
    Siege - Renegade Basilisk\Medusa\Bombard (can convert Medusa)
    Field Artillery - Renegade Basilisk (if not used in Siege)\Quad Gun (if you make Krieg one, model replacement will do)
    Special Weapons - Chaos Spawn (basically any grotesque monster unit will do)
    Heroes - Rogue Psyker
    AA - Renegade Hydra
    Super Heavy - Renegade Baneblade\Macharius (can convert both)
    Champion - Apostate Preacher (just a renaming)

    Naval Transport - Chaos Assault Barge
    Naval Warfare - Infidel
    Naval Supremecy - Despoiler

    Flight - Hell Blade
    Heavy Flier - Hell Talon

    On the enforcers - they can be either citizen specialists that produce happy faces (I think, in WH40K mode it will be suitable if happy faces are produced not by artists but by Commissars, Priests, Enforcers and etc.). It also can be used as an army type unit.
     
  13. Fortis1

    Fortis1 Warlord

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    http://forums.civfanatics.com/resources/vespid-stingwing-dow-conversion.25450/

    Done a bug thing for Tau. Hope I can bring something else till the end of this week.
    I also checked minis and found Grey Knight Rhino and Dreadnought no different from other chapters equivalents besides some purity seals and other symbolics. But that is the case for any chapter. So putting generic rhino and dreadnought for Ordo Malleus will not hurt and reduce the amount of required work. That's not the case for Terminators though - they look pretty different.

    And here's some statistics on work progress if anyone interested. Keep in mind, however. that I haven't included auto-produced units.

    Astra Militarum - 100% complete
    Ordo Hereticus - 93%
    Ordo Malleus - 85%
    Space Marines and sub-factions - 87%
    Chaos Space Marines and sub-factions - 91%
    Lost and the Damned - 70%
    Orls and sub-factions - 100%
    Craftworld Eldar and sub-factions - 45%
    Dark Eldar - 0%
    Tau - 48%
    Necron - 8%

    Which brings us to more than a half (about 66%) of units are complete. The end is nigh. :D
     
    Last edited: Apr 25, 2017
  14. Fortis1

    Fortis1 Warlord

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  15. Fortis1

    Fortis1 Warlord

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    And another.

    I'm alittle lost now, because LMR wasn't around for almost a year and there is no way I can finish the mod by myself because of leaderheads. :(
    Anybody still follow?
     
  16. Vanogr

    Vanogr Chieftain

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    Keep it up Fortis1!:goodjob: I like your units, I hope for the appearance of tyranids. Wish: if you make space ships, then make them soaring, and not like sea boats.:)
     
  17. nick0515

    nick0515 Fantasy World Builder

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  18. Fortis1

    Fortis1 Warlord

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    Ships is another problem. since the mod I converted from contained only imperium and chaos ones. There is a chance I get necron ones, but nothing for tau or eldar/de.
     
  19. Fortis1

    Fortis1 Warlord

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    Okay, everyone, I'm back and better than ever! (actually, no, and that overheating pile o'crap called "laptop" be blamed).

    So, mod is in development for over a decade now (literally) and many people have come and go from development team. For the last two years only two people constantly contributed to the mod, one of which wasn't online for more than a year. Unfortunately, LMR was developing several important units and had some already made that he never sent me. And, I'm afraid, I cannot expect him to return any time soon.

    Well, looks like the mod in my hands now and I feel a little stuck. From one hand, most units are not a problem - probably will take just another year or two to finish them all. Buildings are even easier, since DoW and its mods offers a formidable collection. Teches and wonder splashes convertable from art - better than nothing. Nice interface is learnable, popheads and resources C'n'P'd. Terrain is more complicated but I have ideas here.

    Now we got to real problem: Leaderheads.

    I don't have poser so all tutorials with it are useless to me, unfortunately. I can make flags, but combining them with true LHs won't look nice at all.

    Another big problem are the ship units. Most of them are made but nothing for Eldar or Tau. There are obviously no space units in DoW. I converted chaos ones from BFG mod, but it was only about Horus Heresy.

    In the end, reducing to-do list seems to me a painful necessity.

    So:

    - no Dark Eldar in the first version - nothing made for them, so not a loss at all;
    - no Necrons in the first version - LMR made only 2 units, so they may probably be barbarians. I just need to make naval unit for them;
    - Craftworlds are combined in a single faction. This is -4 leaderheads to be done. Unlike orks, they don't have many specific units and traits.

    That's it for now. Take note, that this is the temporary solution, while I'm working on mod alone. If someone from the team returns, all these would be reconsidered.

    My current conversion schedule is following:

    - GK units (striker, terminator, brother captain, dreadnought and dredknight). Striker is rendered, other prepared for rendering, except Dreadknight;
    - Sororitas units - arco-flagellant and immolator;
    - Tech-Marine and Librarian for SM;
    - Death Company, Ravenwing and Deathwing - unique units for SM races;
    - Possessed Marine and Sorceror for Chaos;
    - Horror and Sorceror Lord for Chaos Unique Units;
    - revise and remake Lost and the Damned unit line;
    - finish Eldar and Tau (except ships).

    Stay tuned and with emperor's blessing we'll see the mod ready.
     
  20. Vanogr

    Vanogr Chieftain

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    It's nice to know that someone is developing a mod.
    Leaders are not a problem, static images look quite good.
    I did this for my version.
    All factions are represented.
    I also wanted to make hive cities so that the cities looked impressive.
    In His Name!
     

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