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[Altered Melee] Warhammer 40k Vanguard Strike

Level 23
Joined
Apr 3, 2018
Messages
460
Making some progress.
New Screen.png
General
  • now you can select subfactions in the race selection window; also works for AIs
  • small interface improvements for the race selection window
  • added more different ai scripts (for all the subfactions, since you can now select them for the ai)
  • improved heavy weapon setup system, this should stop them from running into melee like they did before when ordered to attack
Necrons
  • added Transcendent C'tan, superunit that can jump and cast antimatter meteor and sky of falling stars
  • changed Triarch Praetorians deep strike animation to landing instead of teleporting
Drukhari
  • fixed subfaction beacon getting unlocked in tier 2 in "no subs" mode
  • added a model (by purparisien) for Wych Cult Arena
Eldar
  • Avatar changed to Fortified armour
Orks
  • Squiggoth changed to Fortified armour
 
Level 23
Joined
Apr 3, 2018
Messages
460
Canoptek Family.pngmortars and russes.png
General
  • added an indicator while a heavy weapon is setting up
  • added "autocast" icons for all squads for when reinforcing is on, instead of one "cancel" button (now you can read squad member stats while reinforcing)
  • fixed "charging" units returning back for squad coherency
  • certain squad options now change stance to melee/ranged when taken (for example ork bikers switch to melee stance when "powa stabbas" is purchased)
  • added some icons
Imperial guard
  • Drop troops: changed to Storm troopers with new model, invisibility, shorter range anti-elite helguns or anti-tank meltaguns
  • Support squad: new models, setup animation, new options: lascannon, mortar; each heavy weapon is operated by a team of 2 guardsmen as 1 unit, so that members with basic lasguns don't run far ahead of the squad
  • added Leman Russ Conqueror and Annihilator variants, faster moving but less powerful main gun
Necrons
  • new model for Cryptek
  • new models for Canoptek Spyder, Scarabs and Wraiths
Drukhari
  • added weapon attachments for Kabalites, Scourges and Trueborn
  • Wracks changed to Beast armour
Tyranids
  • Raveners squad size and food cost reduced, may fire while moving, added Rending claws option
Marines
  • fixed Devastators Steady Advance ability broken by previous heavy weapon changes
Chaos
  • fixed Daemonic flight not working because of changes to jumping from a previous update
Orks
  • Lootas - buffed Deffguns
 
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Level 23
Joined
Apr 3, 2018
Messages
460
General
  • attempt to improve performance
  • indicator for when units are in cover
  • ai will be stronger as it gets researches unlocked over time
  • special attacks damage increased for heroes and some elite units
  • if you select "random" race/color, then will only randomize unique race/color, not shared by other players
  • all normal Lascannons (Chaos, Guard, SM) changed to same 100-200 damage per 2 sec.
  • all Multi-meltas changed to 80-240 damage per 1.6 sec.
Necrons
  • added Triarch Stalker, spider-like walker with a "targeting relay" ability and 3 weapon options: particle shredder, heat ray, heavy gauss cannon
  • Awakened Monolith nerfed, reduced hp regeneration and attack speed, increased cost
  • Quantum Shielding now only works aganist ranged attacks
  • Canoptek Wraiths and Spyder damage increased
Imperial guard
  • Commissar's Summary Execution can now be set to autocast
  • Commissar's Lead by Example now increases rate of special attacks and heals nearby guardsmen with each special attack
  • Commissar's Aura of Discipline now also improves morale
  • Commissar's Stubborness now also grants vampiric attacks, and when alone, reduces damage taken
Eldar
  • fixed Fire dragons being unable to board transports
  • Warlock squad leaders now give passive invisibility, instead of active
  • all Fusion guns damage increased, attack speed reduced
  • Avatar damage increased
  • Webway Portal cooldown increased
Drukhari
  • Webway Portal cooldown increased
 
Level 23
Joined
Apr 3, 2018
Messages
460
Rewrote the vehicle system to be able to add more features to it easily, like requirements like the squads have (will implement that later).
Somehow the FPS rate seems to have improved dramatically (now I'm getting 50-60 fps with full ai player slots, used to be 14-25 fps). Tested with Fraps.

General
  • bug fixes for HQ "fortification" ability
  • rewrote the vehicle system
Eldar
  • added Windrider jetbike squad
Guard
  • Support squad's Lascannon and Missile anti-tank options now require tier 2
  • slight changes to Mortar team model
  • fixed LR Conqueror and Annihilator not freeing up Fire Support slots when killed
Marines
  • Whirlwind Incendiary castelan missile option now can be un-taken by clicking it again
 
Level 23
Joined
Apr 3, 2018
Messages
460
Update. Mainly hero-related stuff.

Hero changes
  • added new Equipment shops for heroes (hotkey F), now each hero has 11 item options including melee/ranged weapons, armour and trinkets
  • all heroes now regenerate 0.4% health per second when not in combat; some items enable this regeneration to work in combat
  • changed the way heroes gain experience
General
  • fixed some bugs with the vehicle system caused by the previous update
  • changed flamethrower missile model
Imperial guard
  • Missile launchers on vehicles now require tier 2
  • all Lascannons, Multi-meltas and Plasma cannons now require tier 3
  • fixed ai not training infantry squads
  • Veterans are now limited to 1 squad, except for Catachan who can spam them
  • Commissar's Lead by Example now costs mana; move speed bonus increased
  • removed Refractor field research; now refractor field is a purchaseable item for the Commissar
  • flamers damage increased, fire rate reduced
Marines
  • all Lascannons, Multi-meltas, Typhoon missiles and Plasma cannons on vehicles now require Artificer Armaments research
Chaos
  • Binding Chains research is now required to upgrade vehicles with mutations
Tyranids
  • Monstrous biomorphs now require appropriate research
 
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Level 23
Joined
Apr 3, 2018
Messages
460
Update 1.35
General
  • added attachments for some heroes melee/ranged weapon options
  • fixed strategic points dying when owning player is defeated
  • fixed transported squads portrait not moving with the vehicle
  • superunits will not benefit from being in cover (but are still slowed down)
Imperial guard
  • added Baneblade, superheavy tank with 11 guns; about as powerful as 2-3 leman russes combined
Drukhari
  • added Blast pistol option for Wyches
  • fixed sound on Archon's ranged attacks
  • increased shredder damage for kabs/scourges and hellion melee damage
  • reduced beastmasters to 5 khymera + 1 beastmaster, reduced food cost, increased khymera damage, small changes to model
Craftworlds
  • fixed melee attack tooltip for Windriders
Marines
  • fixed Whirlwind's incendiary missiles icon
Chaos
  • changed Baleful gaze to target area instead of unit
  • added meltagun attachment for Raptors; fixed attack cooldown being 3.0s instead 2.0s for them
Tyranids
  • Pyrovores no longer explode when slain
 
Level 23
Joined
Apr 3, 2018
Messages
460
Update 1.36 nothing much, nerf to Necron monolith spam a couple fixes and other minor stuff
Baneblade redder texture.pngkommando.pngwaaa.png
General
  • all HQ buildings cost increased to 1000/250
  • HQ fortification ability now also affects all friendly units within 900 range
Orks
  • changed Tankbustas to Kommandos; rokkits/burnas are an option; may become invisible, throw smoke and anti-tank grenades; limited to 1 squad unless Blood axes; food cost 8 instead of 10
  • removed "Kommandos" option from Slugga boyz because there's a dedicated unit for that now
  • new turret model
Imperial guard
  • Hellhound, Basilisk food cost reduced
  • Baneblade small changes to texture, redder (to fit the terrain) and more contrast edges on the armour
  • Combined platoons now count as two infantry squads towards the "infantry support" ability
  • increased range for Meltaguns from 450->600
  • Missile launcher cooldown reduced
  • Multi-meltas buffed slightly
Chaos
  • vehicle mutations now cost Conflict instead of Power
  • Mutated hull is now a flat damage reduction instead of armour bonus
  • Renegade Missile launcher cooldown reduced
Marines
  • added Extra armour upgrade for most vehicles, grants a bonus flat damage reduction
  • fixed Steady advance un-setting heavy weapons when the buff expires
  • fixed Decay animations for Tactical, Sternguard and Devastator marines, sunk corpses no longer float back up
  • Multi-meltas buffed slightly
Tyranids
  • Carnifex, Venomfex food cost reduced slightly
  • Hormagaunts, Termagants starting size increased, conflict cost increased
  • Gargoyles max squad size reduced to 10, food cost reduced
Necrons
  • New research "Awaken Tomb World" required for Awakened Monolith and other stuff, basically Necrons now have 3 tiers instead of 2
  • Awakened Monolith limited to 2; wood cost reduced
  • Awakened Monolith gauss flux arc damage changed to piercing
  • Gauss flayer damage increased
 
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Level 23
Joined
Apr 3, 2018
Messages
460
Update; mostly bug fixes.
Also put a makeshift dozer blade and cannon on a razorback as a "Vindicator"; it's a siege tank for space marines whose main role is deleting buildings.
vindi.png

General
  • Equipment shops will no longer target non-heroes;
  • Reduced hero experience rate a bit;
Marines
  • Added Vindicator, siege tank;
  • Razorback weapon options now shown on the model;
Chaos
  • Fixed mutations, no longer possible to gain more than 9 levels;
  • Fixed marks on the Daemon Prince not unlocking a cult troop unit after the hero system re-write;
  • Fixed Khorne berzerkers, Plague marines, Noise marines and Rubric marines not being able to ride in a Rhino;
  • Fixed Khorne berzerkers champion being mutually exclusive with the pistol options;
Eldar
  • Fixed HQ not having Fortification;
Drukari
  • Fixed HQ not having Fortification;
Orks
  • Fixed tooltip for Kommandos in transports.
 
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Level 23
Joined
Apr 3, 2018
Messages
460
Won't update for a while, probably.
I want to add another race, Tau.
Here's XV8 Crisis team, model by psychosis on xgm, I only animated it.
I'm making a new equipment system specifically for them and it's almost done. Each slot clicked opens a "shop" where you can choose different weapons, support systems, add different drones. I could probably use this system for other units in the future, like for Chaos units to have all marks of Chaos in one item instead of taking up 4 slots, freeing up space for more special weapons.
crisises.png
The squad deep strkes in from the sky on the rally point, comes equipped with target locks so it can fire in close combat or while moving. Then you can switch to protective shields, detecting invisible units, or sniper targeting systems. Most subfactions have a limit of 2 such squads, except Farsight enclaves that can spam them. The Tau hero Commander has exactly the same equipment system + will be able to purchase one signature system (relic) in the same way as other heroes buy items from their race's shop.

The only part left to implement is adding drones to the squad and fixing whatever inconsistencies might arise from that. The squad has 7 weapon options for both weapon slots + 4 support systems so far but I want to add more.
Well and of course I will have to find or make models for all the other Tau units.
 
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Level 23
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Apr 3, 2018
Messages
460
Will there be a Harbinger?
I don't think it should. It's not in the codex, legends, or imperial armour, + drone squadrons can just deep strike instead.

The end goal unit roster for Tau I envision
  • Drone squadron
  • Strike team, Breachers, Pathfinders
  • Kroot, Vespid, maybe a Greater Knarloc or Knarloc riders
  • Devilfish, Hammerhead pulse/railgun, Sky ray, Piranha
  • Crisis, Broadsides, Stealth suits
  • Riptide
  • maybe the flying fortification things

I probably won't make all of those right away and update the map with just a few units first.
Might add the harbinger eventually but it's not a priority.
 
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Level 23
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Apr 3, 2018
Messages
460
The drone system is mostly done.
The Crisis team is now the most customizable unit in the map. They can have up to 6 of any of the 3 types of drones in any combination of gun, shield and marker. Each drone costs 300 power to purchase, then when destroyed they automatically reinforce outside of combat for free.
The drones don't count as squad members, but they follow the Crisis suits, split in pairs of 2 drones for each suit.
drones.png
 
Level 23
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Apr 3, 2018
Messages
460
Still working on the Tau, some progress.
broadsides.png
Broadsides, heavy support unit for the Tau. Credits again to psychosis on xgm for the mesh.
Have two options for the main weapon, twin railgun or high-yield missile pods. For now only have a model for the railguns.
The main weapon requires setting up before firing.
  • the railguns shoot through units like the upgraded night elf ballista
  • the missile pods fire 4 times faster than the normal Crisis missile pod and have a bit more range
Also have two options for the secondary weapon, which they can fire while moving if equipped with target locks. Either plasma rifles or multi-shot smart missile systems. Can be accompanied by the regular 3 types of drones, or unique to them missile drones, for when you want even more missiles.
 
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Level 23
Joined
Apr 3, 2018
Messages
460
Updated the map file in the first post, with the Tau race added. Mostly done except for:
  • no Riptide
  • Commander doesn't have hero abilities yet
  • almost no research
  • building models are from warcraft 3
  • ai doesn't buy drones or alternative weapon options for suits

General
  • added text message when a random subfaction is picked
  • Increased the amount of hero xp needed for higher levels
Eldar
- Rangers attack type changed to Normal, damage increased
Orks
- Gretchen gained invisibility
Tyranids
  • Hormagaunt damage increased; fixed missing attack sound
  • Gaunt adaptation research effect doubled, cost increased
  • Hive sentinel (turret) damage increased
Chaos
- Raptors - Warp talons damage reduced
 
Level 23
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Apr 3, 2018
Messages
460
Didn't realize I could just make the inventory have pages instead of using a proxy unit with abilities.
Unaligned.pngPage.pngNurgle.png

Now I can add more options to lots of units that should have them.
For example guardsmen infantry squads can now have both special weapon and heavy weapon options, and can get sniper rifles as a special weapon option, which they couldn't before because I needed a slot for the sergeant.
guardsmen options.png
 
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Level 23
Joined
Apr 3, 2018
Messages
460
General
  • units with broken morale are no longer prevented from firing pistols, now just lose 40% of the damage
  • fixed vehicle options adding their cost to resources instead of subtracting it when purchased
  • improvements to the option system, now squads can have multiple pages of options
Tau
  • fleeing Tau units with Target locks will no longer fire their weapons while running away
  • Crisis/Broadside units with broken morale now should have their damage correctly reduced by 40% when firing attached weapons
  • small changes to Pathfinder model's animations
Eldar
  • added Howling Banshees, Vyper
  • new models for Avatar of Khaine, Dark Reapers
  • added Altansar and Iybraesil Craftworld options
Chaos
  • new model for Defiler; also it lost its Havoc launcher ability, gained an additional heavy flamer weapon
  • Marks of Chaos are now purchased from one inventory slot instead of taking up 4
Orks
- new model for Wartruck
Guard
- Infantry squads can purchase a heavy weapon
Tyanids
- Termagants Scorch bugs ability nerfed: increased backlash damage
 
Level 23
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Apr 3, 2018
Messages
460
Heresy is brewing.
Heresy.png
I'm adding Renegades and Heretics / Lost and the Damned (Chaos people that are not space marines) and then Sisters of Battle.
The Renegades will have Malcador tanks which I'm making from the Baneblade model I made previously, which is now obsolete because there is a better one I converted from Dawn of War.
 
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Level 23
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Apr 3, 2018
Messages
460
Grey Knight made some fantastic models and I want to use them. Since map size doesn't really matter anymore and the more races the better I'll add the Adeptus Mechanicus.

I'll just have to make a few of the things from the codex missing like these crab things which are supposed to be Onager Dunecrawlers.
admech screen.png
The unique ability for the faction is the Doctrina Imperatives like in the 9th edition codex, where you could choose different bonuses with drawbacks, like trading more defence for less mobility. So you "program" your units for a specific duty, like this Protector imperative for guarding a place, or the Explorator imperative for scouting and capturing points, that makes the unit move around the map faster but attack slower.
Also Mindlock ability, when your units morale breaks they won't flee but won't respond to orders until morale restores. Because it's weird for mind controlled cyborgs to run away in fear, it's more like they get overloaded than afraid.
 
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Level 23
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Apr 3, 2018
Messages
460
Maybe I should just update the map with what already is done, don't see adding much more than this.
Made some other changes including bug fixes.

New faction - Adeptus Mechanicus
  • squads with broken morale don't flee but don't respond to orders instead
  • squads may select an imperative providing different assive bonuses and drawbacks
  • hero: Magus Dominus
  • troops: Skitarii Vanguard/Rangers, Electropriests, Kataphron servitors, Kastelan robots, Ruststalkers
  • vehicles: Onager Dunecrawler
  • playing as Dark Mechanicus changes imperatives to marks of Chaos and unlocks daemon engines
General
  • AI will use Deep Strike now
  • AI squads will move on to the next point after capturing a point, instead of retreating
  • Fortification HQ aura no longer affects vehicles
  • Universal damage type renamed to High power
  • High power damage to heroes and superheavy armour increased
  • Power weapon damage to superheavy armour decreased
  • Explosive damage to heroes increased
  • fixed some typos saying Escalation instead of Conflict
  • in Last stand, Tyranids and Chaos may no longer digest/sacrifice their units in Biomass Pools and Sacrificial Circles
  • Units built over the limit somehow will be destroyed
Chaos
  • builder unit is now Heretic
  • Cultists no longer a builder unit, now detect invisible units; also cheaper
  • Word Bearers Cultists now gain the same bonus as their Possessed
  • Daemons are limited to 1 squad each except for World Eaters, Death Guard and Thousand Sons getting to spam daemons of the corresponding mark, and Word Bearers getting to spam all of them
Tau
  • fixed Commander's Orbital uplink description
  • Tau Infantry buffed and heavy units nerfed as follows:
  • Fire warriors Strike team range +200, gained Servo-turret with a missile pod
  • Fire warriors Breacher team damage +10, gained Guardian field ability that absorbs damage
  • Kroot health +100, standard limit +1, now gain researches when cannibalizing
  • Vespid health +150, move speed +30, melee damage +10, attacks may now stun vehicles
  • Sky ray attack base cooldown increased +2 sec.
  • Hammerhead Railgun and Broadside Rail rifle attack cooldown increased +1 sec.
 
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Level 23
Joined
Apr 3, 2018
Messages
460
Should look into that crash problem, seems to happen every 7 minutes into game.
Not sure about it being a specific time. 27 minutes and no crash.
no crash 27 min.png
It's difficult to track what causes a crash. Could be a specific faction's ability or something.
Guess I'll have to play all of them to try and figure it out.
Could also be soundhandles. Not sure.
Edited: game crashed on 39th minute after I fired a demolisher cannon at the tyranid base and it hit. Didn't crash all the previous times firing it.
Something something instruction tried to access adress 0x00...000C.
 
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Level 23
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Apr 3, 2018
Messages
460
Added Riptide. Didn't do too much with the model, simply rearranged some bits on the Crisis suit. I just really wanted to make the abilities like Ripple fire where it makes the secondary weapons fire faster. It spends mana to use all of its abilities including Jump. In the 6th edition I think it could choose one ability to power up with its Nova generator every turn, using mana is supposed to represent that.
riptide.png
 
Level 23
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460
team picking.png
Added the ability to pick teams. Probably how it should have worked from the start. Not a "2v2" setting.
Now you can gang up on one bot with 2 buddies. Or on the other hand play alone against 3 bots allied together.

Next up I'm making Stratagems. Global abilities you can use for points gained from holding strategic points. I'm thinking 3 generic stratagems for each faction + 1 unique subfaction-based. Like if you pick Raven Guard for Space Marines you'd be able to make a unit invisible. Then nukes, buffs, summons, etc can all be stratagems too. It will take a lot of time though.

I'll put alternative terrain on hold for now.
 
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