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[Altered Melee] W40k Vanguard Strike

Discussion in 'Map Development' started by biridius, Mar 17, 2020.

  1. biridius

    biridius

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    Lol the map size is getting out of control. Kind of struggling to upload it now with my internet.
    Chaos base.jpg
    The Chaos race is almost done.
    Currently it has:
    - Chaos Temple: main building, trains Cultist squads and summons the Daemon Prince hero
    - Chaos Gate: trains CSM: Chosen, Raptors, Possessed; researches Fury of the Legion and Vox Screech abilities
    - Sacrificial Circle: summons Daemons using escalation resource; Bloodletters, Beasts of Nurgle, Defilers
    - Tainted Artifact: researches upgrades for CSM units: armor, banestrike rounds, krak grenades
    - Generators: same as imperium/eldar but red, limit 6 same as imperium
    - Autocannon turrets: less effective against infantry than imperial turrets, but better against vehicles
    Buildings are built by cultist squads same as eldar guardians. Building regeneration rate is lower but base hp is higher, and all buildings have an immolation aura.

    Also added upkeep to power income calculation. So you get -30% power income on over 50 food, and -60% over 80 food.
    Fixed nid units costing escalation, now reinforce using escalation instead of power too.
    Started making the AI, for now it just builds generators.
     
    Last edited: Mar 28, 2020
  2. Fleck

    Fleck

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    Awesome map biridius! Hope you finish it :D
     
  3. SerenityInFire

    SerenityInFire

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    This map is looking pretty awesome so far.
     
  4. biridius

    biridius

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    Thanks guys.

    Right now I'm making a flanking bonus system, so units will deal 15% more damage when attacking from the flank, and 30% more from the rear.
    Also making spells for the heroes and adding some buildings for Eldar. I want them to have webway gates using the transport system.
    A bit more developed ai, now it rebuilds the hq, builds turrets and basic infantry squads, makes them roam the map and run away when their morale is broken.
     
  5. biridius

    biridius

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    Updated.
    AI
    - now builds turrets and infantry squads, rebuilds the hq and servitors if destroyed

    Eldar
    - added "webway gates" for transporting units
    - added "spirit shrine" researching upgrades
    - added plasma grenades to guardians/kabalites
    - added haywire blaster option to kabalites
    - added some abilities to Farseer
    - fixed missing model for guardians

    Chaos
    - added aspiring champions to lead cultists

    Other
    - misc tooltip fixes
    - increased health for all heroes
    - added a pause to prevent zerg-rushing with guardians/cultists before a game mode is chosen
    - added flanking bonus system
     
  6. biridius

    biridius

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    Updated
    workshop.jpg

    AI
    - now tiers up the HQ, builds vehicle depot, helhounds and tanks
    - attacks the player every 4 minutes
    - improved the function choosing where to put buildings

    New: Character protection system ("look out, sir!"):
    - all damage to squad leaders or specialists (flamer, medic) is spread between squad members
    - 60% of any damage to heroes is spread out on one of their units within 600
    - scout snipers damage is unaffected

    Imperium
    - abilities for Lord Commissar

    Other
    - knockback physics now break trees
    - fixed options locked by tech not refreshing
    - added game time indication to the multiboard
    - tooltip fixes etc
     
  7. SerenityInFire

    SerenityInFire

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    I saw that you mentioned your map size was getting out of control. How much space does it take up, with all the custom models and stuff?
     
  8. biridius

    biridius

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    It's in the OP (page 1), it shows the map size under the file. Slightly over 5mb, but the limit for 1.26 is 7.something megabytes, and I still haven't added orks. Also my internet is pretty slow and unstable so it takes some pentagram flinging to upload something so large lol
     
  9. SerenityInFire

    SerenityInFire

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    I'm pretty sure the limit for 1.26 is 8 megs.
     
  10. biridius

    biridius

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    There are just so many more models I have laying there beside orks, like dark eldar archon & incubi, warp spiders, land speeders, the list goes on. But they are all so heavy. I've cut a lot of key frames from archon's animations to lose ~200 kb and he is still half a megabyte himself, + more with the textures. The warp spider model also has a very heavy texture (0,7 mb), and when I try to make it smaller using JPG it loses teamcolor.

    I want to use all these models but each model I add makes the map heavier.
     
  11. biridius

    biridius

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    Left ToDo:
    - Firing arcs for tank sponsons/hull mounted weapons (so they don't shoot out the tank's rear end)
    - Cover system
    - Orks
    - Proper win/lose conditions, finish mods and the ai
    - Some more object editor tweaking for present races

    Would be nice to have more models for races other than the Imperium
    - Eldar jetbikes, support platforms and rangers
    - Chaos havocs and rhinos
    - Ork tank busters, buggies and trucks
    - Tyranid hive tyrant, biovores, lictors, exocrine or ranged carnifex
    Maybe I'll make some of them later out of what's already there, tweaking animations and textures just like with the 'nid warriors.
     
  12. Fleck

    Fleck

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    Cool updates biridius! Personally, I don't mind mind the map being heavy since its rather immersion breaking seeing default models being used so please continue using custom models :grin:

    Also Grey Knight's Tzeentch Pack have Rhino, Predator Tank, and Whirl Wind. Perhaps you can use that? He also have other cool models like the Emperor of Mankind!
     
    Last edited: Apr 5, 2020
  13. SerenityInFire

    SerenityInFire

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    Have you thought about doing a version for 1.32+? If not, I totally understand people's aversion to Reforged.
     
  14. biridius

    biridius

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    I would be making it on a newer wc3 but I just don't have it. And I'd like other people on 1.26 to be able to play it too.

    Wow, that's one massive pack, AND it uses standard textures! It would be a waste to only use the rhino from it.

    I wish there was a havoc model, because the Chaos race is laking in ranged anti-tank beyond defilers and krak grenades. And ranged options in general.
    Something like the chaincannon, or one of those cool autocannons with bayonets.
    [​IMG]
     
    Last edited: Apr 5, 2020
  15. biridius

    biridius

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    On another note, anyone has any ideas on what should count as cover? The terrain is kinda barren. Just hills, solid walls and trees.
    I already wrote the code for the system so that it checks when units claim cover, but there's nothing to treat as such.

    The way it's supposed to work is that units claim cover when they are:
    - within radius of a cover piece
    - or on the other side of a cover piece from the firer
    Each cover piece is supposed to have a center, radius and height (if it's negative like a crater, it only works for units within, but not on the other side).
    Flamers and eradicator's main gun ignore cover.
     
  16. cleavinghammer

    cleavinghammer

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    Crates, low walls, burned-out vehicles, inside collapsed buildings...

    Maybe some of those could themselves be destructible, so there's incentive to be ready to move instead of camping in cover.
     
  17. biridius

    biridius

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    Right. There were burned building models in the game. Maybe normal buildings will provide cover too.
    Most of the work will be putting down all that terrain evenly so no one has an advantage, and choosing stuff that fits the tileset.
     
  18. biridius

    biridius

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    Updated the map file. Added the cover system, it works for buildings and craters.
    Chaos got the rhinos and predators from Grey Knight's pack.
    Added some upgrades for Eldar.

    I feel like the cover and flanking systems are a bit unintuitive. Maybe I should put some sort of marker on cover areas and add a special effect pointing out when a flanking hit is scored.
     
  19. biridius

    biridius

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    Making the Tyranid buildings and units now.
    Tier 1 they start with an Infestation node producing Genestealers. Which is then upgraded to Tier 2 Hive node using escalation from fighting with the 'stealers.
    And from there you can get Ripper swarms to build Gaunt hives, Living artillery hives, Synapse hives, Biomass pools, etc.
    Tyranids will have lots of upgrades for all different units representing their ability to adapt their biology.

    Hive node - spawns genestealers & ripper swarms
    - Research "Vanguard adaptation" increases genestealer health and regen, unlocks adrenal glands, toxin sacs & extended carapace.

    Gaunt Hive - spawns Hormagaunts & Termagants
    - 3 separate researches unlock adrenal glands, toxin sacs & extended carapace for gaunt broods
    - "Gaunt adaptation" research (3 levels) increases gaunt health and regeneration
    - "Lurk" research increases termagant range and improves cover bonus to 55%
    - "Bounding leap" research grants hormagaunts extra charge speed (when within 600 of the target)

    Edit: also fixing the rifleman noises I forgot to delete and never noticed lol
    And adding proper tooltips for unit health, damage, etc. (on icons for buying/reinforcing)

    Edit2: I was worried about the cover system efficiency, but testing it on a separate map shows it works without exhausting the op limit for more than 2000 cover pieces. Realistically it shouldn't go over 1k though, with all the other potential code on damage event.
     
    Last edited: Apr 9, 2020
  20. biridius

    biridius

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    Updated.

    Chaos
    - Daemon units now slowly lose health when their morale is broken, instead of missing attacks

    Tyranids
    - changed synapse aura of warriors to +2% morale per second
    - added Ripper swarms: builder unit, very cheap melee horde
    - added Hive tyrant (hero)
    - added Gaunt hive: trains and upgrades hormagaunts/termagants
    - added Biomass pool: generator equivalent
    - added Synaptic tower: spawns warriors, raveners, carnifexes, summons the Hive tyrant

    Other
    - when a squad builds a building, they must stay in place or it's cancelled
    - removed riflemen speech lol
    - added tooltips on unit health & damage
    - added some more cover
    - added backstab/flank/cover indication on hit
    - fixed missing attack sounds of melee units
    - fixed Farseer & Daemon prince unable to revive at hq
    - units too far away from a cover piece do not benefit from being on the other side of the firer