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Alien Hunters - Deathwatch Development


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#1 Gambit

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Posted 13 May 2018 - 11:07 PM

Hello brothers.

I re-engaged the Alien Hunters race, and there is a good chance to have 3D help as well. :thumbsuphappy:

This is an open invitation to discuss ideas and design.

 

-------------------

 

As a starting topic, I need some fluff contribution concerning the Technology-Unlocking of the DeathWatch. Specifically, the race will be able to unlock researches, based on enemies encountered. Do not worry about the code or the implementation, I have ALREADY DONE that :grad:

 

 

So, I already have list of ideas about the researches but, do you have any suggestions?? The idea is to focus into the specifics of a race, and propose "compatible" ideas, we will later utilise as technology unlocking (researches). Here follows a couple of draft samples of what we need, more or less...

 

Enemy Race: Tau

Research Example: Energy Weapons: All energy weapons of the army (plasma and laser ones) get increased damage and maximum range.

 

Enemy Race: Tyranids

Research Example: Organic-Layered Armour Plates: The armour/minimum-armour of tactical and terminator armour infantry units increases.

 

 

We are of course open to WHATEVER ideas or suggestions you may have.


Edited by Gambit, 13 May 2018 - 11:19 PM.

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#2 Kasrkin84

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Posted 14 May 2018 - 02:03 AM

If the tech progression is tied to their opponents' race(s), would this not mean that the Alien Hunters would potentially become more powerful in an 8-player FFA compared to a 1v1, as they would have a wider variety of researches available, especially if every player chose a different race?

 

Also, how will this system work if your opponent is a human faction (Imperial or Chaos)?



#3 thudo

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Posted 14 May 2018 - 02:35 AM

This is indeed brilliant.. so based on who the Deathwatch/Ordo Xenos fight determines attribs!

 

Of course the non-Xenos will be interesting (SM, CSM, and IG).. what about faction mods? You do have the list BUT would assume all SM chapters are lumped together (BA, DA, IF, etc etc).


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#4 Industrial_Strength

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Posted 14 May 2018 - 07:30 AM

Amazing news Gambit!

I threw this post up on the Discord BTW. To try & bring in anyone that's more active on there; than on here; that might not have seen your post yet.

Very excited on my part! I've been waiting to hear news like this for a long time! Congratulations!

I can't wait to see how the fascinating mechanics you've mentioned play out. I know that I always enjoy seeing new / unique / interesting mechanics added to the game & this one definitely meets all that criteria. :thumbsupcool:

The possibilities are amazing. I could also see the mechanics leading to further interesting mechanics down the line.
Fascinating to say the least. You definitely have my attention on this one. If you could use my help with anything I'm capable of; just shoot me a PM & I'm on it.

Obviously by my enthusiasm I'm more than willing to play test of course. 😉 However I elaborate a bit much in my enthusiasm so I shall leave it at that & wait for more info. :grin:

Edited by Industrial_Strength, 14 May 2018 - 07:31 AM.

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#5 Norwegian_Loki

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Posted 14 May 2018 - 08:04 AM

I am so happy to see this mod back!  :smile2ap:

 

My suggestions:

 

Vanilla:

 

Enemy Race: Ork

Research Example: Stim Pack: Using the genes that makes Ork go berserk during combat, a special adrenalin stim pack is developed. Increase some units speed and strength.

 

Enemy Race: Imperial Guard

Research Example: Artificial Evolution(Abbhuman Genes): Using Abbhumans genes, some units get more health.

Research Example: Brainwarp (Psyker Genes): All Psyker units of the army (Libarian, ect) get increased energy limit and restores faster.

 

Enemy Race: Space Marines

Research Example: Projectile Weapons: All non-energy weapons of the army (normal, heavy and rocket's ) get increased damage and maximum range.

Research Example: Purified Geneseed: All spacemarine units of the army (Space Marines) get increased speed and strength.

 

Enemy Race: Chaos

Research Example: Holy Weapons: More anti-daemon weapons available for purchase. 

 

Enemy Race: Sisters of Battle

Research Example: Angelic Purity: Huge boost to units morale, 

Research Example: Hellfire: Upgrades all fire based weapons to do more damage to health and morale.

 

Enemy Race: Eldar

Research Example: Ancient Aura: All psyker units have increased power recharging.

 

Enemy Race: Dark Eldar

Research Example: Tainted SpiritAll leader unit's can now detect stealth units.

 

Enemy Race: Necron

Research Example: Unholy Energy: Decrease power required to buy all units that has an energy cost.

Research Example: Deus ex machina: All Vehicles gets more health and armour. 



#6 Industrial_Strength

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Posted 14 May 2018 - 11:02 AM

@NL Fine ideas my friend. Definitely things to think on & inspire.

Stim Packs... I know that sounds familiar... Aha fond memories of SC & BW. M&M's with stims dancing the night away. 😉

Glad to see others as excited as I am! :thumbsupcool:
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#7 Gambit

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Posted 14 May 2018 - 11:30 AM

Brother Kasrkin said:

If the tech progression is tied to their opponents' race(s), would this not mean that the Alien Hunters would potentially become more powerful in an 8-player FFA compared to a 1v1, as they would have a wider variety of researches available, especially if every player chose a different race?

Yes,they would be more powerful... and this is the idea!!!! :party:

As for OP, remember that in order to get access and unlock the Technology/Gene researched, the Alien Hunters must first be able to STUDY the enemy race!!! Which means they must find remains of troops (either by killing them, or encounter dead bodies form past battles). And even then, they will GRADUALLY be unlocking the researches!

In short, the researches ARE NOT UNLOCK FROM SCRATCH!! You unlock them, by studying the enemy and retrieving genes and samples of their technology.

EXAMPLE: Say you defeat some Tau troops. And you get your Gene-Gathering squads there to investigate and gather genes. They will probably unlock ONE Tau-Specific Research. If they carry on, the next research will come AFTER some time has passed, EVEN IF they are still gathering genes from the ground.

 

Brother Kasrkin also said:

Also, how will this system work if your opponent is a human faction (Imperial or Chaos)?

Only specific races will have Race-Specific technology researches to unlock.

Otherwise, I have a "generic" pool of researches, NOT addressed to any race.

 

 

Similarly, here is an answer to what brother Thud asked:

Of course the non-Xenos will be interesting (SM, CSM, and IG).. what about faction mods? You do have the list BUT would assume all SM chapters are lumped together (BA, DA, IF, etc etc).

Yes that is more or less the idea.
As I said only certain races will be unlocking researches. It would be inappropriate to unlock... IMPERIUM technology - the DeathWatch already has access to it!!! So, for those races, I will be unlocking from the "Generic Pool" of researches.

For now, I have SEPARATE researches support for:

NECRONS, DAEMONS, TYRANIDS, TAU, ORK, ELDAR, CHAOS, and the GENERAL Pool of researches.
More can be added, of course.

 

 

I am glad you liked this brother Industrial Strength!!!!

Especially for this:

I threw this post up on the Discord BTW. To try & bring in anyone that's more active on there; than on here; that might not have seen your post yet.

Yes, WE NEED more ideas!!

 

Brother Industrial Strength also said:

The possibilities are amazing.

Yes!!! And this race WILL BE DIFFERENT to anyone we have ever coded before.

And will require more strategy - you will have to HUNT (Alien Hunters) the enemy, and this way you will be BOOSTING the technology of your army!

And the Gene system is ONLY ONE of the goodies.

We will have the Orbital Fleet, Mobile HQ...

I cannot disclose more, right now, but the Alpha Build already covers (more or less) the general concept.

 

Just imagine, the SCaR code for the Alien Hunters, ... is bigger than the updated Survival Code in Unification! :p

And I am still updating.

 

Worry not, I WILL need your testing and your suggestions!

To that end, WHATEVER you come up with, just post it - and I will try and see if it fits in :grad:

 

 

---------------------------------------------------

 

 

@Brother Loki: NOW WE ARE TALKING!!! This is what I need at this point :thumbsuphappy:

I am now processing your suggestions, and updating my list :twisted:

HANG ON, I will soon post my thoughts, and we take it from there.


-In search of Papasmurf...

#8 Norwegian_Loki

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Posted 14 May 2018 - 04:54 PM

Should I wait before posting more suggestions?  :cool:



#9 Gambit

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Posted 14 May 2018 - 06:59 PM

NO, do not wait!!! Go ahead and post!!!! All suggestions are welcome - this is the reason of this place :thumbsuphappy:

I am still processing what I have, and trying to give a shape to things - while I am updating the code to work SEAMLESSLY!


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#10 LemonTree

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Posted 14 May 2018 - 07:17 PM

Cheer mate



#11 Norwegian_Loki

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Posted 14 May 2018 - 08:44 PM

Branch Path: When you encounter an alien, and take the first sample, you can choose a main path for the faction. Only one can be chosen. You can have several to choose from, but only one to select. This lumps several similar factions together for a common tactic.

 

Path:

Xenocide: Organic Enemy Types

Focus: Tyranids, Tyranid swarm, Ork

Access: More fire based units and Deadwatch units.

 

Heresy: Imp Based Enemy Types

Focus: Imperial Guard, Steel Legion, Vostroyan, 

Access: To deal with these traitors, Access to hire Temple Assassins are granted. Only one can be hired at a time. Also more Inqusition units.

 

Heretic: Chaos Enemy Types

Focus: Chaos, Khorne, Emperors Children, Chaos Deamons,

Access: Anti-Daemon Units

 

Exterminatus: Space Marine based units.

Focus: Space marines, Dark Angels, Blood Angels, Daemon Hunters

Access: More Terminator and Dreadnaught unit types.

 

AnnihilationHigh Tech Xeno

Focus: Eldar, Dark Eldar, Tau, Necron,  

Access: More veterans, and Allrounder units.



#12 Gambit

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Posted 14 May 2018 - 09:24 PM

Hmm.... Interesting... :cool:

 

But there are problems with this approach.

Say for example, that you encounter Tyranids, and you decide immediately to follow the Xenocide path.

And then, ... Tyranids STOP being available!! (They lose, or another enemy attacks you and the Tyranids enemy attack an ally or whatever)

Then, the genes you collect from different enemies will NO LONGER unlock researches... :thumbsdownsmiley:

 

The idea (as we have it now) is, whatever you "hunt", you get to analyse.

We better NOT change that...

I mean how would we disclose different races' researches???

 

 

Nice idea tough!!!!

I'll see if I can somewhat make it possible :twisted:


Edited by Gambit, 14 May 2018 - 09:26 PM.

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#13 Norwegian_Loki

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Posted 14 May 2018 - 09:33 PM

I am not sure how this mechanic works. Do the stuff you "hunt", and the stuff you get based on what factions corpse you encounter, or the corpse type?



#14 Gambit

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Posted 14 May 2018 - 09:46 PM

OK, here is how it goes:

1] Each enemy infantry* leaves behind "blood parts" on the ground when they die.

2] The Alien Hunters have one special Inquisition team, who can "analyse" them.

3] Based on WHAT you analyse, you unlock THAT race's technology (in the form of researches). So, whatever you hunt down and kill, you get to analyse (IF you have that special team around, and set it to analyse the remains of course!). If you kill Tau and analyse their remains, you unlock a Tau technology research, for example.

Keep on analysing, and more researches become available (I have set a time interval, so that you will not unlock ALL researches of the race you analysing at once! Most of the times, it will be one research per analysation)

4] WHILE analysing, you ALSO collect the gene samples, and you increase the amount of your Gene Resource.

 

* Necrons leave destroyed bodies behind (not blood parts), and Chaos Daemons leave nothing at all, so I have created a different method for these two races :twisted:

Instead of using the gene-collecting process, the Inq team gets two new abilities and uses them instead.

 

These are ALL into the 0.7 build already, and the SCaR works perfectly. HAVE A TRY !!!!

I have not created the researches yet, though.


Edited by Gambit, 14 May 2018 - 09:48 PM.

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#15 Norwegian_Loki

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Posted 14 May 2018 - 09:50 PM

The idea of the Branch path method was to make a way to make selectable what special units you get on tier 3 to 4. So you sort off choose the favourite Tactic in late game. I am open for you to change it however you want, or drop the idea altogether. It's just a suggestion.  :grin:



#16 Gambit

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Posted 14 May 2018 - 10:21 PM

Hmm.... As a late game branching mechanic it could prove to be useful...

See, the researches' unlocking, based on the races you encounter, already forms a branching system.

 

But your idea is brilliant - and led me to another one: What about having some of the researches themeslves... ACTUALLY UNLOCKING squads???? This is very similar to what you propose - and t was a NASTY suggestion man :twisted:

I WILL IMPLEMENT IT  THIS WAY! Do you agree?


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#17 Norwegian_Loki

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Posted 14 May 2018 - 11:20 PM

I agree! That sound like the best solution Gambit!  :thumbsupxd:

 

Research:

Unification Races:

 

Enemy Race: Enclave Tau

Research Example: Rouge Traders Contract: Reduced cost on all buildings, and faster requisition income.

 

Enemy Race: Emperors Children

Research Example: Desire Perfection: Healer units heal faster, and Builders Repair faster. 

 

Enemy Race: WhiteScars

Research Example: Born to be Wild: More.speed on fast moving vehicles. 

 

Enemy Race: Dynasty Necron

Research Example: Nanostorm MatrixVehicles gain the ability to restore hit points slowly over time.

 

Enemy Race: Daemons

Research Example: Holy Artifacts: Hero units gain new powerful anti-daemon wargear.

 

Enemy Race: Enclave Tau

Research Example: Rouge Traders Contract: Reduced cost on all buildings, and faster requisition income.

 

Enemy Race: Blood Angels

Research Example: Bloodlust: Jetpack units can jump longer, and have more close combat damage.

 

Enemy Race: Dark Angels

Research Example: Redemtion: Chaplain and Libarian can upgrade to a Terminator armour. gets the same ability as colonel Brom.

 

Enemy Race: Steel Legion

Research Example: Steel Contract: ​The Tanks, and other heavy mechanical units become much cheaper to produce

 

Enemy Race: Inqusition Daemonhunt

Research Example: Holy LibraryPsyker units gain new spell's.

 

Enemy Race: Witch Hunters

Research Example: Virgin Saint: Gain a boost to  health and damage for all female members of the faction. Unlock Hero Adrielle Quist.(I am in the progress of making her on an original model).

 

Enemy Race: Eldar Harlequin

Research Example: Song of ValorAll sergant's Get a new ability to increase damage for a short amount of time. Long cooldown time.

Research Example: Black Libary Book: Access to new special upgrades at the armoury. 

 

Enemy Race: Craftworld

Research Example: Ancient ShadowDeathwatch, and other "hunters" gain stealth.

Research Example: Farsight: Can train new Marine Squad. Space Marine Sniper.

 

Enemy Race: Thousand Sons

Research Example: SpellboundPsykers get a new "spell" to turn other "spellcasters" energy to zero, while replenish a small amount of their own.

 

Enemy Race: Rage; World Eaters

Research Example: Bloody Marry: All close combat units now heal faster.

 

Enemy Race: Adeptus Mechanicus

Research Example: Automataton: Time it takes to build all mechanical units are now reduced 50%

 

Enemy Race: Reneguade Guard

Research Example: Penalty: Unlock Penal Legion Troops. Both cheap expendable squads, and human bombs.

 

Enemy Race: Space Wolfe's

Research Example: Unleash The Beast: Unlock new ability for some units. A berserker power that boost damage and speed for a short amount of time. Long cooldown.

 

Enemy Race: 13th Company

Research Example: Howling AlphaUpgrade the sargents ability to restore morale. Now nearby units is also affected.

 

Enemy Race: DeathGuard

Research Example: Hypocritical OathYou can hire more Appothecarry

Research Example: Medicine LabSquads with an Appothecarry heal much faster.

 

Enemy Race: Tyranid Swarm

Research Example: Ridley's CurseNew grenade type: Acid grenade, and the unit's whom carry them explode with an acid cloud when dying. 

 

Enemy Race: Salemanders

Research Example: Fireproof: More armour for both Troops, and mech. 

 

Enemy Race: Black Templars

Research Example: Crusader Armour: More armour for all heroes, and leaders.

 

Enemy Race: Night Lords

Research Example: UFOJetpack upgrade for some hero units.

 

Enemy Race: Preatorian Guard

Research Example: Big Bang: I Tanks have longer reach, aim and more shockwave range on their blast. 

 

Enemy Race: Vostroyan Firstborn

Research Example: Finders Keepers: Trading weapons found on the battlefield, all space marines weapons cost is halved.

 

Enemy Race: Custodes

Research Example: Good ol Days: Gain access to squad of space marines from the Horus Heresy. The leader, and units give an insane amount of increased restoration to both morale, and energy recharging when they  stand near.

 

 

 


Edited by Norwegian_Loki, 14 May 2018 - 11:32 PM.


#18 Unsociallobster

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Posted 15 May 2018 - 12:16 AM

I'm loving your ideas guys... freaking unique, loreful, and sounds fun!



#19 thudo

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Posted 15 May 2018 - 12:17 AM

You guys are on a serious tear of creativity! Well done! :w00t:


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#20 Norwegian_Loki

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Posted 15 May 2018 - 07:29 AM

Enemy Race: Iron Warriors

Research Example: Biolab: Mass produce units. All soldiers training time is halved.

 

Enemy Race: Imperial Fist

Research Example: FearlessAll ranged units receive increased health and Armour.

 

Enemy Race: Ultramarines

Research Example: Guilliman's Gift: Replace some standard Unit's with Primaris Counterpart.

 

Enemy Race: Alien Hunters

Research Example: Treasure Hunt: Shortens time on some geneseed farming timers.

 

Enemy Race: Elysian Guard

Research Example: Birds of Prey: Shortens time and cost on flyer production. 






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