Jump to content


Photo

Showcase


  • Please log in to reply
41 replies to this topic

#1 Skinnie

Skinnie
  • Members
  • 59 posts
  • Location:Russia, Saratov.

Posted 09 October 2011 - 04:24 PM

Toll the Great Bell Once!
Pull the Lever forward to engage the
Piston and Pump...

Toll the Great Bell Twice!
With push of Button fire the Engine
And spark Turbine into life...

Toll the Great Bell Thrice!
Sing Praise to the
God of All Machines


Glad to introduce a new project with new playable race - Adeptus Mechanicus.

Mod Team:

Karandras - Project Leader, 3D-content, OE-code, FX, textures.
Warboss_Rus - AE-code.
Archon - 2D (menu design, old taskbar design)
Skinnie - FX, 2D-content (new taskbar, icons, etc.)


Mod will likely feature at least 2 branches of this faction: the Explorators and the Tech-guard.
First branch will feature unique gameplay style, giving control of highly mobile strike force.
The only buildings at player's disposal will be an HQ (which becomes mobile at T2), the Listening Post (with 3 different addons: Defence Post, Resource Post or Research Post that contains upgrades), Thermoplasma generator and deepstrike-able Tarantula turrets.
The second branch will likely present more conservative gamestyle with standard set of buildings but with less mobile army.
For now the Explorator branch is the only truly developed.

Most of AM forces will have morale. For automatized units it plays an unique role, showing amount of "available commands". When commands are depleted unit will have a certain negative effect until recharged near Icon of the Machine-God or by usage of the specific abilities.


Showcase of existing units:

Posted Image
Adeptus Mechanicus Mobile HQ. For Explorator branch it is the only buildable structure except Listening Posts and Thermoplasma generators. Gains mobility at T2, activates weapon hardpoints on T3. Activates heavy weapons after relic-requiring research at T3-4. Generators will be built as addons.
Serves as Icon of Machine-God (increases regeneration of morale\available commands around itself).
The model is W.I.P.



Posted Image
Being a part of AM warhost (the Skitarii), Hypasists are the basic AM infantry with broad number of weapon upgrades, operating in small squads.
There are bulk of your forces and can receive armor and damage upgrades throughout the game.
Can capture points.



Posted Image
Assault Hypasists are fast moving infantry which is able to jump. They are suited for close-ranged warfare and can receive broad number of hand-to-hand or close-ranged weapons like flamers, shotguns or melta-guns.
Limited to one squad (for now).



Posted Image
Posted Image
Tribunes are the Skitarii officers. On this picture Tribune is armed with power-drill and assault cannon. Tribunes will provide additional auras and abilities depending on squad and selected branch.



Posted Image
Posted Image
Assault Tribunes will likely have more close-combat oriented loadout and advanced hover-board that will knock enemies down upon landing after assault jump (this model is obsolete).



Posted Image
Warrior of Omnissiah is fast and versatile vehicle with very broad weapon choices. Available commands (morale) slowly drops over time and needs to be recharged from time to time. When morale is depleted unit stops and does nothing until recharged.



Posted Image
Posted Image
Hell Stalker is slower than Warrior, but has more HP. Able to burrow and "deepstrike" from beneath the ground. Bears an inferno cannon, can be additionally upgraded with high-caliber assault cannon. Good damage in Close Combat, where its Mining Laser cuts through flesh and armor with same effectiveness. When available commands are depleted unit begins to hold ground and engage tartgets with inferno cannon.



Posted Image
Posted Image
Leman Russ King Pattern is rare variant of LR, more durable than standard variants, assigned to the Imperial Guard. AM do not dare to replace ancient relic weapons, thus, King Russ comes with random weapon ranging from improved battlecannon to Demolisher, Punisher, Vanquisher, Executioner and Eradicator cannons.



Posted Image
Chrono-gladiators are the men, who have openly said that Omnissiah is not a god - and that is result.
Fragile, but very high damage in melee. Can be upgraded to increase speed and gain ability to charge.
Self-destructs when available commands are depleted.



Posted Image
Skull swarm is support squad. Number and speciality of skulls depend on completed upgrades. On basic stance can detect infiltrators, after several upgrades gains ability to heal, repair, restore "available commands" bar and arms with flamer and lasgun\hellgun.



Posted Image
Cataphractii riders are Mechanicus cavalry. This model is W.I.P.



Posted Image
Magos Explorator is T1 hero, armed with twin flamers. On higher tiers can be upgraded with Electro-priest retinue, which will provide bonuses to nearby troops and vehicles.
Probably will have ability to build structures.
Icon of the Machine-God.



Posted Image
Magos Artisan. Builder-hero for the stationary branch. Icon of the Machine-God.



Posted Image
Archmagos Prime. Powerful ranged hero, can burrow to avoid melee.
Can build, detects infiltrators. Icon of the Machine-God.
Armed with a powerful light-cannon, which has 3 fire mods depending on target armor, making Archmagos effective against most targets.



Posted Image
Tarantula turrets can be deepstriked. Each of 2 hardpoints bear twin-linked heavy bolters, upgradeable to lascannons or heavy flamers. Playing as Explorator you can have more than 6 of such turrets.


Second (defensive) branch will include Sagitarii (experimental and special weapon squads) and Praetorians (elite Skitarii squads).
3D-modelling work flows on Knights (heavy walkers similar to Titans, but of smaller size).

Edited by Skinnie, 09 October 2011 - 07:25 PM.


#2 goldenhorde

goldenhorde

    title available

  • Members
  • 438 posts

Posted 11 October 2011 - 12:54 AM

Might I suggest a couple renamings...

-Hypasists -> Tech Guard Squad (I think hypasist is the High Gothic term, whereas the game seems to prefer Low Gothic names. IE Space Marine over Astartes & Techmarine over Frater Astrotechnicus)

-Magos Explorator -> Techpriest Assassin (though you could really go either way: The only fluff Techpriest Assassin basically had little rocket engines on her ankles that let her float around and gun ppl down with her armor piercing pistols and, possibly, the Sisters of Cydonia might have gone over to Horus)

-Magos Artisan -> Magos Physic

-Archmagos Prime -> Lord Archmagos

-Mobile HQ -> Ordinatus Minor

-Leman Russ King Pattern -> Leman Russ Experimental (might I also suggest stapling some integrated tech guard torsos on it and maybe give some of them exotic weaponry IE tesla coil or stasis gun)

Edited by goldenhorde, 11 October 2011 - 05:43 AM.


#3 Skinnie

Skinnie
  • Members
  • 59 posts
  • Location:Russia, Saratov.

Posted 11 October 2011 - 07:05 AM

Thanks for feedback!

Speaking of high gothic terms...
In general, high gothic terms are more preferable because they are used in fan codexes (including Mechanicus).
"Tech-Guard" is too broad term: formally, it refers to all Skitarii. But we have several types of Tech-guard, such as Hypasists, Tribunes, Sagitarii, Cataphractii and Praetorians.

On Techpriest Assasin. Not sure it can build, while Magos can. But Assasin is good idea for a separate unit with her\his own wargear. For the project's future :)

Magos Artisan -> Magos Physic - honestly, not sure why) My bad though, Artisan is not a Magos, it's a separate rank equivalent to Magos. So he will probably be just Artisan or Artisan Techpriest...This rank is more related to constructing rather than Magos Physic.

On Lord Archmagos - as Karandras says, "we have too many Lords in DoW" :) eldar, necrons, chaos, etc.
But we'll yet think about it.

Ordinatus Minor - current HQ is way too small to be an Ordinatus piece. But we can assign that name to HQ artillery upgrade on T4, when it activates its advanced weapon hardpoints.

Leman Russ King Pattern - according to current mod conception, that LR is not experimental, but ancient and rare (this is the reason why AM do not want to change any weaponry in randomly arriving LR).
But it doesn't deny the possibility of having some exotic guns)
Not sure yet, what guns exactly. Conversion beamer will be used on heavy fortified Listening Posts. Tesla Coil...hmmm. Need to think.

Almost forgot: Leman Russ will be granted with energy shield (after research), which will likely be shown not only with FX, but with some wargear too. The shield will reduce damage and grant ability to create massive electric discharge, disabling LR itself and all hostile vehicles in large area.

Edited by Skinnie, 11 October 2011 - 07:08 AM.


#4 goldenhorde

goldenhorde

    title available

  • Members
  • 438 posts

Posted 11 October 2011 - 10:50 AM

@Leman Russ King Pattern - ya, I was going on the premise that AdMec don't actually innovate like Dark Mechancius ... so "experimental" tanks are are actually ones they've built but haven't yet deemed sufficiently orthodox/field-tested to put into mass production for the Imperium (or the AdMech is just playing politics). These are often pretty weird stuff built on sketchy STC info or have improvements toeing the line on the "pure" pattern of things.


Some time ago, I had brainstormed some Mechanicus things and put them up here somewhere. Feel free to use (here they are below):


Egressus Ark Mechanicus (HQ) like a remote research/monitoring station vehicle deployed from a landing craft that folds out.
-(unit)Surveyor Adept
Sergeant: Techpriest
Unit(3): Menial

Machine Sentinel Listening Post
-(upgrade): Machine Warden
-(upgrade): Machine Guardian

Servo-Turret. Looks like a servo skull hooked up to some elaborate guns
-(upgrade): Missile barrels

Plasma Core. generates energy
-(upgrade)Plasma Lore: Energy upgrade1
-(upgrade)Plasma Archana: Energy upgrade2

Thermo Core generates more energy

Data Communion. Research building, like a square database structure, equipped a great bell on top and various piping and cable bundles
-(ability)Consult the Tarot: temporarily reveals many random patches of the map
-(upgrade)Catechism of the Autoculus: build faster
-(upgrade)Machine Spirit Communion
-(upgrade)Ceremony of Commission: permits building the Accessus Balisteria
-(upgrade) De Bellis Titanicus: permits building of Landing Titanicus
-(upgrade)Iron Messiah
-(upgrade)Arsenal
-(upgrade)Book of Five Runes: wrath of the engine aroused
-(upgrade)Cryotome: health of biological units recover little more quickly
-(upgrade)Machine Sermon: moral boost
-(upgrade)Logic Game
-(upgrade)Hymn of Reforging
-(upgrade)Lord of Engines: enhances vehicles
-(upgrade)Chant Against Malfunction
-(upgrade)Prima Incubatoria: nullifies abilities
-(upgrade)Runic Mechanics

Cloister of the Magos Looks like bell shaped pod structure. Like the Prapathom Pagoda in Thailand, but with machine reliefs and circuit patterns covering the entire surface like a whole-body tattoo
-(Commander) Magos: Can use all kinds of personal superweapons with proper upgrade, melee with mechandrites
-(upgrade)Nano-Genus Mechadendrites: Fires deconstructor nanobots that strip atoms from a target on a molecular level. (keeps suffering damage over time)
-(upgrade)Implant Macro-Cannon: Mini-artillery
-(upgrade)Sarcos-waveform generator: large splash damage
-(upgrade)Neuro-Disruptor: Stuns. Superb against commanders
-(upgrade) Distortion Cannon: Good vs. Vehicles
-(upgrade)Defense Laser: Slow cooldown, fires laser that heavily damages infantry in a fan
-(upgrade)Stumm Gas: Can emit gas covering the area around him that damage
-(upgrade)Stasis field projector: slows down enemy squads
-(upgrade)Razor Mechadendrites: CC weapon
-(upgrade)Haemoncolyte: stunted human familiar that absorbs damage
-(upgrade)Autosanguination Supremos: fast heal
-(upgrade)Conversion shield: takes less range damage. Energy shield
-(upgrade)Autosense: large sight radius
-(upgrade)Parawing: Can jump

Machine Shrine. Cog shaped structure with teleporters.
-(unit)Techno-Magii: Powerful anti-monster, anti-daemon, anti-heavy infantry specialists. Hardcap 1

-(unit)Secutor: CC Techpriests have extensive martial enhancements such as pistol-armed mechadendrites, brutal close combat weapons and the special machinator array that vastly enhances their bulk, armour up their internal organs and increase the ability for weapon systems to interface with their implants. Hardcap 1

-(unit)Electro-Priest – Stuns, cc assault. Explodes on death, damaging units around it

-(unit)Techpriest Assassin: flying, hovering, squad of 3, excellent vs commanders/monsters. Hardcap 1

Skittari Barracks. Squat iron structure that lands shuttles on top
-(unit)Hypaspist Skittari – meatgrinder infantry
Sergeant: Tribune
Unit: Hypaspist
Unit: Gun Servitor (2 available with upgrade)

-(unit)Sagitarii Skittari – negligible more durable version of hypaspist with heavier weapons, accurate grenade launchers hardcapped2
Sergeant: Tribune
Unit: Sagitarii
Unit: Gun Servitor (2 available with upgrade)

-(unit)Praetorian Heavies - super-enhanced (bionically/cybernetically/chemically/genetically etc) humans who are augmented with a huge array of cybernetics and heavy weapons. Move on tank treads or jointed mechanical legs plasma cannons. Looks kinda like Ogryn from the forso up. Require setup

Accessus Balisteria. Vehicle building. Big metal door in the ground opens, box like structure thrusts upward from underground as it builds, releasing a vehicle from underground mag-lev transit lines
-(unit)Thud Gun Balisteria – basically gattling artillery

-(unit)Knight: a semi-humanoid war machine, like a better sentinel. Comes in squad of three

-(unit)Castellan Robot: squad armed with twin power fists and a heavy bolter. Once in battle will not obey orders but keep fighting

-(unit)Cataphractus Demolisher – Leman russ demolisher

Landing Titanicus. Big cleared area where the Titan lands on retrothrusters
-(Upgrade)Synchro-Amniosis: Permits building of Warhound Titan
-(upgrade)Exhortationes Principiis: enables Plasma Blastgun
-(unit)Warhound Titan : Requires Relic
Weapons: Giant Plasma Cannon, Vulcan Mega Bolter
Special Abilities: Machine Spirit In Anger

Edited by goldenhorde, 11 October 2011 - 11:03 AM.


#5 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,144 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 11 October 2011 - 02:10 PM

Yep also for the ADmech team this is what GH wrote a couple of years back you may find VERY useful for your mod. Check it out HERE.
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#6 Skinnie

Skinnie
  • Members
  • 59 posts
  • Location:Russia, Saratov.

Posted 11 October 2011 - 07:40 PM

Thanks, we have checked it out already.

GH's ideas will be very helpful when it comes to stationary doctrine (the Tech-Guard).
This branch will likely have "traditional" building set, including research center and vehicle-producing structure. Some of research ideas will probably fit for both branches.

In Explorator branch research function lies upon the Listening Point.
One of 3 different addons could be built on each LP, making it Gunnery Post, Resource Post or Research Post.

For now, we are not planning to add Titans or Titan-class units.

Knights will likely be semi-uber units.
There is also an idea to bound number of available relic units to the number of captured relics.

#7 Skinnie

Skinnie
  • Members
  • 59 posts
  • Location:Russia, Saratov.

Posted 23 October 2011 - 10:23 PM

Speaking of Knights...
That's the progress:
Posted Image

Help with texturing will be appreciated :)

#8 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,144 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 23 October 2011 - 10:54 PM

Karandras is doing a bang up job!
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#9 Skinnie

Skinnie
  • Members
  • 59 posts
  • Location:Russia, Saratov.

Posted 26 October 2011 - 07:46 AM

Absolutely, but initial Knight model is made by Andrey355 ;) (forgot to mention, my bad)

Edited by Skinnie, 26 October 2011 - 07:56 AM.


#10 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,144 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 26 October 2011 - 01:25 PM

How we coming with voice scripts? Is that being undertaken?
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#11 Malanthor

Malanthor
  • Members
  • 38 posts

Posted 30 November 2011 - 12:20 AM

Wow, the mechanicus. Thats awesome. Hope this one makes it. :)
Great ideas and models so far.

#12 goldenhorde

goldenhorde

    title available

  • Members
  • 438 posts

Posted 01 December 2011 - 07:15 AM

So, I assume that the giant drill thing on the Mobile HQ is used for some sort of special ability? Is it like a giant tunneling torpedo, transport, melee weapon or other?

#13 Skinnie

Skinnie
  • Members
  • 59 posts
  • Location:Russia, Saratov.

Posted 01 December 2011 - 07:44 PM

Yep, will be used for burrowing in the ground (sort of underground "assault jump").
Probably no melee function because unit already have powerful ranged weapons.
No "rampage-type" abilities because baneblade chasis is too slow.

#14 Malanthor

Malanthor
  • Members
  • 38 posts

Posted 01 December 2011 - 11:32 PM

Mobile HQ is a great idea. It will definitly help the faction stand out. Oh yeah and i very much prefer the latin sounding names. Are you going to have some of the units communicate in binary cant? :D
As far as i understand the mechanicus mostly communicate between themselves like that. Sure it makes for a lousy voicecast, but maybe it would be possibly to find some middle ground with descent coolness factor aswell as realism. :)
I would love to playtest this someday, mechanicus has always been a favorite with me too bad they dont have a real codex. :/

Edited by Malanthor, 01 December 2011 - 11:32 PM.


#15 goldenhorde

goldenhorde

    title available

  • Members
  • 438 posts

Posted 03 December 2011 - 04:55 AM

Have you seen this? http://www.bolterand...howtopic=240606

The Fabricator model especially might make a nice kitbashed building, the BT mod has a generator with a semi-transparent rod (without the guy inside), maybe on top of some tank chassis with some oversized version of the IG techpriest back-mounted mechanical arm, and the satellite dish from the IG HQ

Edited by goldenhorde, 03 December 2011 - 05:03 AM.


#16 Malanthor

Malanthor
  • Members
  • 38 posts

Posted 03 December 2011 - 06:07 AM

So many cool possibilities and the teammembers only have two arms and a single brain each. :/

#17 Skinnie

Skinnie
  • Members
  • 59 posts
  • Location:Russia, Saratov.

Posted 05 December 2011 - 09:16 PM

Speaking of Leman Russ abilities: electric shield and electric discharge.
That's how it currently looks:


Shield will activate after corresponding research.
Discharge will be a triggered ability, that will disable self and any vehicles within large radius.

#18 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,144 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 05 December 2011 - 09:19 PM

Woot! Dear Christo! Blimey man you are becoming the DoW1 community's premiere FX artist!

After reviewing the latest Tzeentch LPs.. thats NEVER in doubt!! :thumbsupsmiley:

Btw, GH has completed most of the AdMech voicing scripting.. will provide link once its all done so you can mull through it. Ensuring its ready for actors who have questions.
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#19 Jaguar-Lord

Jaguar-Lord
  • Members
  • 126 posts
  • Projects:http://forums.relicnews.com/showthread.php?181286-DC-ONLY-DARKNESS-WITHIN-a-linear-campaign-mod-for-the-IDH-and-WH-AS-mods

Posted 07 December 2011 - 07:53 PM

wow woW WOW !!! that is a very good surprise to see some mechanicus mod developing and really progressing that fast !!! i seldom come over here but Holy F Machina spirit ! THIS is very inspiring.
ifyou are interested i have a tailored map read for your mod (the map is for Soulstorm mod but it is not a problem i cold even make a map-mod of it specially designed for the Mechanicus Mod :

http://forums.relicn...d-map-new-pics-!

up to you :

JL

#20 Malanthor

Malanthor
  • Members
  • 38 posts

Posted 08 December 2011 - 01:23 PM

Very cool shield FX. :)




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users