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Author Topic: WH40k - Imperium of Man [0.8.1a] [0.0.1a]Alpha  (Read 6985 times)

Regoso

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WH40k - Imperium of Man [0.8.1a] [0.0.1a]Alpha
« on: August 02, 2017, 07:56:47 PM »

1st things 1st only releasing this in its current state because im moving soon and who knows what might happen to my PC on the move.

2nd thing this is in a very much alpha state guns arnt animated the faction is randomly spawned with EZfaction until i can get time to make it a proper faction with its own stars/planets and all that jazz.

3rd im probly not going to do what ever faction you want me too why because i dont want too atm.

4th stuff is crazy powerful atm as far as i can tell prices are all over the place nothing is even close to its final state

5th yes i did use the ships from Battlefleet Gothic Armada for the sprites

6th yes there is some color correcting i need to do

7th yes alot of the ships have nothing but built in weapons and this is sad

8th yes the port side weapons on batteries shoot in the wrong order

9th yes the ships do bring the dakka

10th yes i am going to try to put in space marine ships in some form

11th thing are soooooo much a work in progress

12th things may not be save game compatible when i release a new version

13th the mod might not even work as some data may have been save in the base game without me knowing that i saved it there on accident

14th some guns are invisible because I haven't learn how to make them look right yet

15th the guns that are visible are in the wrong place and turn funky

16th some ships may have the wrong built in mods

17th no im not done with the art stuff i plan on doing alot of thing to the ships

Required Mods:
EZfactionhttp://fractalsoftworks.com/forum/index.php?topic=12504.0
Lazylibhttp://fractalsoftworks.com/forum/index.php?topic=5444.0

Ship Pics:(Now with in Dev pics)
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Temp pic of ships:

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Battleships:
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   Emperor Battleship:
Nemesis:Oberon:RetributionVanquisher:Victory:Battle Barge:
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Battle-cruisers:
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  Battle-cruiser Prow:
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  Armageddon:   Chalice   Dominion:   Mars:Overlord:
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Cruisers:
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  Cruiser Prow:
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  Cardinal Class Heavy Cruiser:
  Dictator:   Dominator:   Lunar:
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Destroyers:
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  Dauntless:   Strike Cruiser:
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Frigates:
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Sword
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Fighters:
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  Fury Interceptor:   MarauderStarhawk:ThunderhawkWrath:
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Weapon info:
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Macrocannon:
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A Macrocannon is the largest member of the family of Auto Weapons and it has been used as a main armament on the warships of the Imperium of Man since the time of the Great Crusade in the late 30th Millennium. These massive ballistic weapons are deployed in batteries, and destroy their targets through the delivery of powerful broadsides of shells fired in volley to overwhelm their enemy in a barrage of destruction. Macrocannons are giant, edifice-size weapons covered with gantries, cranes, power lines and pipes manned by a crew that stands hundreds strong. Macrocannons can also be deployed to serve as potent artillery weapons by Imperial ground forces, though such instances are rare as these weapons are not very mobile, and their range and accuracy drops tremendously when deployed within the confines of a gravity well and atmosphere, to the point that their massive firepower can present as much danger to friendly forces as to the foe. The greenskinned and savage xenos known as Orks are also known to make extensive use of crude Macrocannons on their Kroozers, and refer to these monstrous weapons simply as "Gunz." - http://warhammer40k.wikia.com/wiki/Macrocannon


Source: https://the-first-magelord.deviantart.com/art/Weapons-Battery-82218997
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Lances:
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The idea behind Lances is simple: use an ultra-heavy directed energy cannon to hit an enemy with a blast so powerful that it punches straight through its armour. Like weapons batteries, each starfaring race has its own Lance-type weapons, many of which have effects that are drastically different from those technologies employed by the Imperial Navy.  - http://warhammer40k.wikia.com/wiki/Lance#Lances

Source: https://the-first-magelord.deviantart.com/art/Lance-Turret-82219094
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Change_log:
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v0.0.1a
General:
Made sword variant and dauntless variant rarely spawn in pirate fleets

Weapons:
   Novacannon Sprite has been changed from hellbore sprite to a invisible one until further notice

Dauntless:
   Shield efficiency adjusted from 1 to 1.2
   increased burn speed form 7 to 10
   increased supplies/rec and supplies/mo from 5 to 12
Dictator:
   changed fleet point form 19 to 22
   increased burn speed form 7 to 10
   changed prow placement from 157.5 to 147.5
Dominator:
   changed fleet point form 19 to 22
   increased burn speed form 7 to 10
Emperor:
   changed fleet point form 35 to 50
Gothic:
   changed fleet point form 19 to 22
   increased burn speed form 7 to 10
   changed prow placement from 157.5 to 147.5
Lunar:
   changed fleet point form 19 to 22
   increased burn speed form 7 to 10
Mars:
   changed Novacannon hardpoint from hidden to an invisible sprite(can now be disabled)
   changed fleet point form 19 to 35
   increased burn speed form 7 to 10
Nemesis:
   changed fleet point form 35 to 50
Overlord:
   changed fleet point form 19 to 35
   increased burn speed form 7 to 10
Retribution:
   changed fleet point form 35 to 50
Sword:
   Lowered base cost of sword_frigate from 50000 to 20000
Vanquisher:
   changed fleet point form 35 to 50
   changed prow from turret to hardpoint
Victory:
   changed fleet point form 35 to 50
   changed Novacannon hardpoint from hidden to an invisible sprite(can now be disabled)
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download:
   http://www.mediafire.com/file/6i12o2aawqzlagy/WH40k_IoM.zip
old versions:
    http://www.mediafire.com/file/k9kyvgd2mmbfpdh/WH40k_IoMv.0.0.1.zip

All rights go to the ppl who made the stuff or own it
« Last Edit: December 23, 2017, 05:30:28 PM by Regoso »
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HELMUT

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Re: WH40k - Imperium of Man [0.8.1a] [0.0.1]Alpha
« Reply #1 on: August 03, 2017, 12:20:44 PM »

Question : how did you got those models? Directly extracted from the game with some modelling program? Because those are very good, if a bit noisy at this size. Hopefully we'll see more of those models.
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Jojo_195

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Re: WH40k - Imperium of Man [0.8.1a] [0.0.1]Alpha
« Reply #2 on: August 03, 2017, 12:57:44 PM »

Bretty nice :DDD
Can't wait to wreck some filthy xenos with them (as soon as someone makes a mod with xenos).
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Tufted Titmouse

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Re: WH40k - Imperium of Man [0.8.1a] [0.0.1]Alpha
« Reply #3 on: August 04, 2017, 07:42:37 AM »

You have my interest.
I can't wait to see where this goes
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Regoso

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Re: WH40k - Imperium of Man [0.8.1a] [0.0.1]Alpha
« Reply #4 on: August 04, 2017, 04:52:42 PM »

Question : how did you got those models? Directly extracted from the game with some modelling program? Because those are very good, if a bit noisy at this size. Hopefully we'll see more of those models.
i did the ships via screen shots and layered them so they looked ok. as there files seem to be locked so i couldnt open or even look at them so no idea what program they used for the files

edit: ill try to post the photoshop file of the ships if anyone wants them at some point
editedit: look closely and you can see were the layers are but at the size the game is in you cant tell
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Also i do have a update i might upload before i  leave its small and only really deals with some minor number tweaks and changing some placement and graphics

i do plan on doing the following sub faction as well when i can figure out how:
Mechanicus(think Scavagers)
Inquisition(think Luddic Path)
Spacemarines(ships that need to get really close but when they do o man)

Update edit: Minor Update before i leave is now live
« Last Edit: August 06, 2017, 06:36:12 PM by Regoso »
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Mr. Nobody

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Re: WH40k - Imperium of Man [0.8.1a] [0.0.1a]Alpha
« Reply #5 on: August 07, 2017, 04:06:15 AM »

Looks cool so far.
Now the only thing missing is a way to implement a boarding system.
Because it's not 40K if the Angels Of The Emperor aren't taking the fight to the enemy ship's bridge.
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