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Re: Imperator's mod idea

Posted: 14 April 2016, 20:48
by CALiGeR190
Imperator5 wrote:I'm not sure about it. I kind of feel like the IN favour should be about elite crewmen and how well drilled they are.

Eh. I disagree.
The favour makes me think that I've gotten the 'Favour' of the admiralty and thus I'm able to call in more ships at will (obviously if I went all out with that idea it'd be utterly broken), so I'm kind of desperate to see that realised in a rework of the favour.

Re: Imperator's mod idea

Posted: 14 April 2016, 21:11
by Imperator5
CALiGeR190 wrote:
Imperator5 wrote:I'm not sure about it. I kind of feel like the IN favour should be about elite crewmen and how well drilled they are.

Eh. I disagree.
The favour makes me think that I've gotten the 'Favour' of the admiralty and thus I'm able to call in more ships at will (obviously if I went all out with that idea it'd be utterly broken), so I'm kind of desperate to see that realised in a rework of the favour.


Hm, the "more ships" angle could be done by making the Navy favour reduce the ship's point costs.... like 50% point reduction or rather -50 point cost for the ship would mean that you could have:

1 cruiser or 1 IN favour cruiser and 1 light cruiser, or an extra light cruiser. Could still be broken, but could be tested to see what numbers work.

Re: Imperator's mod idea

Posted: 14 April 2016, 21:15
by CALiGeR190
Imperator5 wrote:Hm, the "more ships" angle could be done by making the Navy favour reduce the ship's point costs.... like 50% point reduction or rather -50 point cost for the ship would mean that you could have:

1 cruiser or 1 IN favour cruiser and 1 light cruiser, or an extra light cruiser. Could still be broken, but could be tested to see what numbers work.

I would appreciate this being looked at :)
I also made some edits to my suggestions if you want another look over.

Re: Imperator's mod idea

Posted: 14 April 2016, 21:41
by Imperator5
Until someone makes mod tools, I can only theorycraft here, I'm not a program coder so I can't make them : (

Re: Imperator's mod idea

Posted: 14 April 2016, 22:00
by CALiGeR190
Imperator5 wrote:Until someone makes mod tools, I can only theorycraft here, I'm not a program coder so I can't make them : (

I'm aware.
It's why I'm waiting patiently for mod tools to appear and putting forward my ideas in advance.

Re: Imperator's mod idea

Posted: 13 June 2016, 23:30
by Imperator5
Image

Victory battleship by the amazing PistonMiner! I'm so excited! I can't wait until I can try this lovely battleship out!

I decided the Victory should have dorsal lances too to make it different from the Apocalype beside having longer range.

Re: Imperator's mod idea

Posted: 14 June 2016, 00:08
by Bludfist
Imperator5 wrote:Image

Victory battleship by the amazing PistonMiner! I'm so excited! I can't wait until I can try this lovely battleship out!

I decided the Victory should have dorsal lances too to make it different from the Apocalype beside having longer range.

Wo Wo Wo

hold the phone how did you make that?

SHARE YOUR SECRETS

Also, Slamblasta BB for orks when? :P

Re: Imperator's mod idea

Posted: 14 June 2016, 00:20
by Demoulius
Honestly implementing new ships shouldnt be such a major hassle. Model wise most factions have templates for battery, lance and launch bays. Lets call them modules.

The only thing that you need to do to implement some of the missing ship variants is apply the proper modules to it and swap the stats out accordingly. Tadda. New ship :lol:

This seems like an interesting thread though, have to check back here from time to time :)

Re: Imperator's mod idea

Posted: 14 June 2016, 06:31
by CALiGeR190
Imperator5 wrote:Image

Victory battleship by the amazing PistonMiner! I'm so excited! I can't wait until I can try this lovely battleship out!

I decided the Victory should have dorsal lances too to make it different from the Apocalype beside having longer range.

Wait...
How? When? Are the devs K with this?

Re: Imperator's mod idea

Posted: 14 June 2016, 14:41
by Imperator5
I doubt they give a **** since PistonMiner and I are not touching anything DLC related and thus not doing anything threatening towards their income.

The credit goes to him, not me, he figured out how to modify the files. As for Slamblasta, I'm not sure the broadside Zapps can be achieved, since we can only put in models that already exist in game.

So basically just use the existing ship parts models to make new combinations. So GW does not need to worry about a copyright infringing Age of Sigmar mod with Sigmar riding the Death Star to battle.

Stats and such I think are actually linked to the modules. So if you swap out module, the ship changes weapons. If you edit the module, the ship shoots faster, for example.