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#21 thudo

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Posted 08 December 2018 - 01:11 AM

Holy crap..

 

We finished voicing all of the Titan Guard too! :w00t:

 

It was a... side project.. :shiftee:


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#22 fuggles

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Posted 08 December 2018 - 03:21 PM

I don't know what the future for this is. It was just a fun little project. The titans are largely how I imagined them as I could not get crewing working but the subsystem approach is unique at least.

The problem is throttling the power. I would be keen on using a feeeblade model but we can swap the little titan out of admech and put in the mechanicum one.

Nothing in stone, may be we don't bother.

#23 Roderick

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Posted 09 December 2018 - 01:27 AM

The I-nert's knight do you mean? It is closer to the looks of the actual knights and could be replaced in the Ad Mech as it was intended time ago. Many types of knights share the same pattern of suit which is the Questoris pattern (the common one). There are others which I don't know if they exist in models or if some 3d model has ever been made.

 

Lore wise, there are weaponless knight-like mechas called drovers:

 

A sub-class also exists called the Drovers who looked after the animal herds, as the nobility would not soil their hands with such work. The Drovers used walkers similar to those of their masters, but they were, by law, not armed with any weapons, despite the fact that they faced very serious threats in the form of predators and xenos raids. This forced the Drovers to rely on the Knights for protection, and created a dependency comfortable for the nobles, as it made revolt virtually impossible

 

I think the old model with big hands could be used for that role if there is such a necessity for a builder.

 

 

Besides, it's up to you if you want to focus on the Titans + ad mech with some knights or if the knights can be something on their own (besides, they can be featured in other imperial armies). Basically this is a choice between higher or lesser size and power. The scaling and progression is not easy but I found the subsystems activation a good thing to modulate the otherwise overpowerness.


Edited by Roderick, 09 December 2018 - 01:34 AM.


#24 fuggles

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Posted 09 December 2018 - 07:31 AM

I could call the builders drovers? I was planning on leaving the focus just on knights. It may be that you need some squads beyond the crew, or just make the crew better.

#25 Roderick

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Posted 09 December 2018 - 07:14 PM

That builder is quite different yet I like the model a lot. I think it is from the Age of Squat but I haven't seen it in the build I have.

 

For squads you need the scions (pilots) to ride the mecha and probably some homebrew supporting troops to engage and capture points. The crew for knights is just one person. Then you can keep the subsystems activations as the list of tasks of a single pilot.

 

I have always thought that knight worlders can have some old fashioned looks like cuirasses or like the Pope Swiss guard. They have low grade machines and usually count as pdfs but there's no much lore on them. Sacristans are the techpriests of these knights, not necessary augmented at all. I remember that Green scorpion made one model with the enginseer animation using the old man of the civilian models, so that it is factible to remake.

 

On the other hand, the pilots have a quite futuristic design with a helmet not far from any star wars trooper in the republic age. I'm sure there will be excellent proxies for them

 

Separating knights from titans you're detaching the Mechanicus influence. At the same time, depending on the knights available you get an easier scaling for the faction. For example, the knights only carry one titan grade weapon which should be the last tier upgrade choice.

 

This has the potential benefit of allowing a branchin branching between Imperial aligned house, Mechanicus aligned house and even Traitor aligned house. Extra pro is that you have teamcolours and badge/banner sets already known to paint the knights awesomely.

 

It all depends on the models at hand. Has someone got some idea of how many are?

 

BTW should knights be as slow as the current model?


Edited by Roderick, 09 December 2018 - 07:35 PM.


#26 thudo

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Posted 09 December 2018 - 07:19 PM

We're off topic but for an IK Mod to happen I would assume it would be like the relationship which Steel Legion possess: infantry as capturing and support while all vehicles (in this case, heavy walkers) do the lion share of the attack. T1 or early T2 start with Armigers (lesser nobles) as Scouts then move up the latter to more elite Knights.

 

Anyway, this is an ORKY thread folks.. if we want to start an IK faction thread I can do that but IKs are soo down the road.. voicing is nearly done however but this has been the way its always meant: voices go out way ahead of the projects.


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#27 fuggles

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Posted 09 December 2018 - 07:20 PM

It's an admech thread? I can't make posts in a lot of places any more.

#28 thudo

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Posted 09 December 2018 - 07:26 PM

Ughh,,, sorry.. sheeshh when I read STOMP STOMP I thought this was Orky... hehehe.. :evgr:
 
So wait is the intent of this to have Titans or Knights as the main spearheads?

 

Also, tell me you plan to add these as we just finished voicing them?

Secutarii Hoplite
Secutarii Hoplite Alpha
Secutarii Peltast
Secutarii Peltast Alpha
Secutarii Axiarch

 

The VAs would did these also love anything to do with Legio Titanicus so they likely won't mind writing more.


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#29 fuggles

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Posted 07 February 2019 - 04:57 PM

I think the intent is probably to shelve this? I mean it would be nice to get the AI going properly with the subsystems thing, but no-one seemed especially keen so on hold I guess.



#30 thudo

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Posted 07 February 2019 - 05:00 PM

We're busy with other items.. all in dat queue good sir.


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#31 fuggles

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Posted 31 March 2019 - 04:38 PM

Ok, I think this is a viable route but the ai defeats me of getting the titans to upgrade themselves.

#32 fuggles

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Posted 20 April 2019 - 04:19 PM

As/when anyone can help I've done the unit info, loader and strategies. Started the add-on tactics but stumps me.

#33 Gambit

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Posted 20 April 2019 - 04:42 PM

What's the problem there?


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#34 thudo

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Posted 20 April 2019 - 04:55 PM

I was still trying to figure that out as we have tons of different AI addon logic for tactic files back in '16 when UA and FoK did all that. Pretty much covered all eventualities. :cool:


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#35 fuggles

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Posted 20 April 2019 - 06:44 PM

It's not one or another, it's a load of add-ons I want to build in a linear or possibly random order.

#36 Gambit

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Posted 20 April 2019 - 07:18 PM

Ah...

Then you must avoid the BO!!!

This should be done in the Build Flexible (...or in the tactic of the building with the addons :thumbsuphappy: )

Easy, just decide on the logic, and I will code it :grad:


Edited by Gambit, 20 April 2019 - 07:18 PM.

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#37 thudo

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Posted 20 April 2019 - 07:20 PM

Why not just leverage it per unit tactic file via the Addons section of the EBPS? Its addons from units so best to handle it like we did for UA and FoK but using that tactic addon randomizer logic.


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#38 fuggles

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Posted 20 April 2019 - 07:56 PM

Both of you just proved my point!

#39 fuggles

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Posted 22 April 2019 - 04:52 AM

This is where I am stuck - not sure what to do with the multiple addons, rather than the UM binary options:

 

Spoiler


#40 thudo

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Posted 22 April 2019 - 04:59 AM

Why not just do this then..
 
Posting the critical Upgrade() section where we want to specify the specific Addon Order then Add "3" and "6" at the end.

function LegioTitanicusScoutTactic:Upgrade()
--[[
There is scope to play with these, depending on melee rush but shields first
    self:AutoBuildAddOn(0) -- engines/movement -- legio_titanicus_scout_addon_test1 -- should be built fifth
    self:AutoBuildAddOn(1) -- ranged weapons -- legio_titanicus_scout_addon_test2 -- should be built second
    self:AutoBuildAddOn(2) -- shields -- legio_titanicus_scout_addon_test3 -- should be built first
    self:AutoBuildAddOn(3) -- keen sight -- legio_titanicus_scout_addon_test4 -- as needed
    self:AutoBuildAddOn(4) -- melee -- legio_titanicus_scout_addon_test5 -- should be built fourth
    self:AutoBuildAddOn(5) -- abilities/shield recharge -- legio_titanicus_scout_addon_test6 - should be built third
    self:AutoBuildAddOn(6) -- missiles -- legio_titanicus_scout_addon_test7 -- as and when
]]
        local myTable1 = {2, 1, 5, 4, 0}
        local num1 = math.random(1, table.getn(myTable1))
        local result1 = myTable1[num1]
        self:AutoBuildAddOn(result1)
        self:AutoBuildAddOn(3)    -- Keen Sight
        self:AutoBuildAddOn(6)    -- Missiles
end

You can also just merely forego the late two lines and lump them in also as follows:

local myTable1 = {2, 1, 5, 4, 0, 3, 6}
local num1 = math.random(1, table.getn(myTable1))
local result1 = myTable1[num1]
self:AutoBuildAddOn(result1)

Or even easier..

self:AutoBuildAddOn(2) -- Shields
self:AutoBuildAddOn(1) -- Ranged Weapons
self:AutoBuildAddOn(5) -- Shield Recharge
self:AutoBuildAddOn(4) -- Melee
self:AutoBuildAddOn(0) -- Engines
self:AutoBuildAddOn(3) -- Keen Sight
self:AutoBuildAddOn(6) -- Missiles

If a set sequence of addons need to go then the one above is the easiest.


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