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| Pages: (3) 1 [2] 3 ( Go to first unread post ) | ![]() ![]() |
| thudo |
Posted: 23 Jul 2007, 11:58 AM
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![]() Ai coder ![]() Group: Honorary Members Posts: 158 Member No.: 73 Joined: 20-December 06 |
Zany - whats the anticipated blast size of this thing? Same as ShadowSword right? Characteristically Necron-like but blinding? Its one of the more powerful displays of Necron firepower in the galaxy I believe. I'm also wondering how it will be deployed/built, # you can build, range, weaknesses..
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| Zany Reaper |
Posted: 24 Jul 2007, 08:47 AM
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![]() Warlock ![]() Group: Admin Posts: 2,443 Member No.: 1 Joined: 29-March 06 |
Cheers WM, that'll save some time
Thudmeizer - It's got the same blast size as the Monolith (radius of 7, like most ordnance weapons in the mod), but what matters is that it's far more powerful. Of course, it has a different FX. It isn't more blinding than the Monolith FX though (I hate how that one is so intense, it hurts my eyes), but it is more violent. It's rather different from the Monolith crystal hit FX though, as it's based off the Fire prism hit FX but with green parts instead, with lightning spewing out of the centre & dust/dirt flying out of the ground. More stories & screenshots can be found at this thread: http://forums.relicnews.com/showthread.php...15&page=6&pp=15 -------------------- |
| WackyModder |
Posted: 24 Jul 2007, 11:45 AM
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![]() Co-leader of this mod ![]() Group: Global Moderators Posts: 528 Member No.: 2 Joined: 29-March 06 |
EMPEROR's PORNO-CAM?!?!! LMFAO!!!!!!
the pics look awesome, zany. have you noticed any bugs with the pylon ever since it got ingame? any inbalances, glitches, or anything at all? EDIT: Maybe we should make like a promo video of the monolith ingame, showing off its awesomeness and put it on maybe youtube.com or something to showcase it, then put the link on the Relic Forums for people to see it? itll be great publicity for us. -------------------- |
| Zany Reaper |
Posted: 25 Jul 2007, 03:54 PM
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![]() Warlock ![]() Group: Admin Posts: 2,443 Member No.: 1 Joined: 29-March 06 |
WM - I wanted someone to make a video of the Pylon killing stuff. I can't do it properly though as I lack the appropriate software (Don't mention Fraps to me either) & skills.
However, someone else might help. The only real bug with the Pylon is that it doesn't deepstrike. I might as well just make it so that the Lord spawns it instead, like with the Kustim Stompa. -------------------- |
| thudo |
Posted: 25 Jul 2007, 04:01 PM
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![]() Ai coder ![]() Group: Honorary Members Posts: 158 Member No.: 73 Joined: 20-December 06 |
Hmmm.. so we're limiting the # of Pylons to 1? Further, I didn't realize the Pylon deepstrikes. Necrons just don't build it anywhere and due to its massive range hits its target like an Earthshaker fixed emplacement? Pylon is an artillery piece and does massive damage so deepstriking it outside an enemy base is shear death for the enemy.
Still.. Why can't you make the Pylon a buildingable deepstrikable unit like the HRM team did with the Earthshaker? Works fine for em but of course you have some limitations making fixed units as buildings although the Earthshaker does look like a building and doesn't look silly and rotate if attacked. Just a thought. |
| Zany Reaper |
Posted: 26 Jul 2007, 11:52 AM
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![]() Warlock ![]() Group: Admin Posts: 2,443 Member No.: 1 Joined: 29-March 06 |
THudo - I tried to make it a building, but it wouldn't teleport when I did. I therefore turned it into a deepstriking entity (that doesn't deepstrike properly) instead so that it'd teleport.
Furthurmore, why shouldn't the Pylon be limited? It's capable of destroying HQ buildings in about 3 shots & can even take on entire armies. It's better at defending itself then the Shadowsword too, & worst of all - you can teleport it right into the enemy's base unharmed (unless they're expecting it). -------------------- |
| thudo |
Posted: 26 Jul 2007, 12:14 PM
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![]() Ai coder ![]() Group: Honorary Members Posts: 158 Member No.: 73 Joined: 20-December 06 |
Yep.. you cannot deepstrike buildings but units which can then become buildings (it is possible as Shin did that for Harlequins). However, normally to simulate a deepstriked building you spawn a unit normally from a building which then becomes completely stationary on the battlefield (won't rotate) but will at least have the usual idle/firing animations.
Yeaa best limit it as the Necrons are massively uber as it is. I'm just far more concerned about its firepower and range - isn't it an alien-like Earthshaker emplacement? Having it deepstrike right outside someone's base = gg. I'm a little "on the fence" whether the Pylon can deepstrike anywhere on the map but can teleport elsewhere but nowhere near as often as the Monolith. Whatever happens, I trust your judgement. |
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| Zany Reaper |
Posted: 26 Jul 2007, 08:00 PM
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![]() Warlock ![]() Group: Admin Posts: 2,443 Member No.: 1 Joined: 29-March 06 |
Thudo:
Ok, I've completely scrapped the deep-strike thing. It just won't work, the Pylon ain't deep-striking. I've made it appear next to the Energy core instead (if this doesn't work however, then something is definately wrong). I will laugh in painful insanity if the Pylon still fails to appear, as it isn't gonna be deep-striking. Do not fear though, for the actual 'deep-strike' is when the Pylon's teleport activates, which is after it constructs itself (it has a 60 second long spawn animation as a compromise to its short build time). That allows it to teleport anywhere on any map (well, in DOW constraints, such as impassable terrain). However, it has an 'infinite' teleport distance. Oh, & whilst it sounds unfair & overpowered that the pylon can simply just teleport into someone's base & annihilate it, it is part of the compromise in that the pylon has its long spawning animation, so that if the Necron base is attacked, & the Pylon is spawning then it can be destroyed before it can do anything. If it does teleport however, then the enemy base has about 8 seconds to destroy the Pylon (4.5 seconds for teleport unload & then the rest for aiming the weapon) before it starts blasting up the base! -------------------- |
| Morkai iron wolf |
Posted: 27 Jul 2007, 09:22 AM
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![]() Novice ![]() Group: Members Posts: 71 Member No.: 11 Joined: 9-April 06 |
Zany i found this software called "hypercam" it works but sadly you must pay for it unless you find the old product download. it will let you download one of their old products which isn't as good but it works and you don't have to pay plus there are no parameters on it as far as i can remember apart from the video has a little mark at the top saying the product is unregistered. I have used it before and it seems pretty good. Hypercam download page Look for the old program download -------------------- Necrons will rise and you will fall
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| WackyModder |
Posted: 27 Jul 2007, 03:14 PM
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![]() Co-leader of this mod ![]() Group: Global Moderators Posts: 528 Member No.: 2 Joined: 29-March 06 |
hmm, interesting program ya got there. i might give it a try myself.
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| Zany Reaper |
Posted: 27 Jul 2007, 05:50 PM
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![]() Warlock ![]() Group: Admin Posts: 2,443 Member No.: 1 Joined: 29-March 06 |
Morkai - thanks for the find, but I don't even want the mark left there.
Unless Virtual dub can remove it, I won't be using that program -------------------- |
| WackyModder |
Posted: 28 Jul 2007, 02:40 PM
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![]() Co-leader of this mod ![]() Group: Global Moderators Posts: 528 Member No.: 2 Joined: 29-March 06 |
so wait, zany. for the pylon's spawning animation. is it just gonna be what was supposed to happen if it cud deepstrike? is that why the spawning animation is 60 seconds long?
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| Zany Reaper |
Posted: 28 Jul 2007, 04:11 PM
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![]() Warlock ![]() Group: Admin Posts: 2,443 Member No.: 1 Joined: 29-March 06 |
Yeah, spawning animation was what it was gonna be when it deep-striked. It's 60 seconds long as it looks cool that way.
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| WackyModder |
Posted: 28 Jul 2007, 06:06 PM
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![]() Co-leader of this mod ![]() Group: Global Moderators Posts: 528 Member No.: 2 Joined: 29-March 06 |
so, there is absolutely no way of getting it to deepstrike the original way you planned it then?
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| Zany Reaper |
Posted: 29 Jul 2007, 10:45 AM
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![]() Warlock ![]() Group: Admin Posts: 2,443 Member No.: 1 Joined: 29-March 06 |
No.
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| WackyModder |
Posted: 29 Jul 2007, 05:11 PM
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![]() Co-leader of this mod ![]() Group: Global Moderators Posts: 528 Member No.: 2 Joined: 29-March 06 |
eh, i guess buildings just dont act that way. o well. anyway, have you made your decision on wether to do the 2 week thing or the 1 month thing?
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| Zany Reaper |
Posted: 30 Jul 2007, 08:48 AM
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![]() Warlock ![]() Group: Admin Posts: 2,443 Member No.: 1 Joined: 29-March 06 |
The time decision you're on about is old news. I'm uploading the final beta probably tomorrow evening & sending it out to the surviving beta testers, thudmeizer, Xamon, Millrock & you of course.
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| WackyModder |
Posted: 30 Jul 2007, 02:42 PM
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![]() Co-leader of this mod ![]() Group: Global Moderators Posts: 528 Member No.: 2 Joined: 29-March 06 |
surviving beta testers? what happened to everyone else? did they just disappear?
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| Zany Reaper |
Posted: 31 Jul 2007, 05:00 PM
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![]() Warlock ![]() Group: Admin Posts: 2,443 Member No.: 1 Joined: 29-March 06 |
I kicked the 'unreliable' ones out. They're not getting any betas to me due to their lack of communication.
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| WackyModder |
Posted: 31 Jul 2007, 09:05 PM
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![]() Co-leader of this mod ![]() Group: Global Moderators Posts: 528 Member No.: 2 Joined: 29-March 06 |
well the time has come, zany. did u upload it, or should we wait another day or two?
EDIT: NVM! got ur PM at the relic forums. Cheers! EDIT #2: what the hell? why is the pylon not considered a building? its ebps file is in the TROOPS section, not the structures section. shudnt it be the opposite? -------------------- |
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