DoW DC UPDATE: Demo Released!!
Moderator: Thanas
DoW DC UPDATE: Demo Released!!
http://firingsquad.com/media/gallery_index.asp/775/1
Lots of great stuff shown there. Destroyers, Tomb Spyders, Pariahs, and there's loads of Tau stuff as well.
EDIT1:
NEW UNITS FOR EACH OLD RACE CONFIRMED
EDIT2:
Grey Knights video
Update3:
Detailed hands-on with the Necrons
Update 4:
http://youtube.com/watch?v=kEwtqy66Cck
Update 5:
Choose yer poison
Lots of great stuff shown there. Destroyers, Tomb Spyders, Pariahs, and there's loads of Tau stuff as well.
EDIT1:
NEW UNITS FOR EACH OLD RACE CONFIRMED
EDIT2:
Grey Knights video
Update3:
Detailed hands-on with the Necrons
Update 4:
http://youtube.com/watch?v=kEwtqy66Cck
Update 5:
Choose yer poison
Last edited by Shinova on 2006-09-02 02:14pm, edited 8 times in total.
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And i bet you'd have a load of 40K noobs screaming "OMG Zerg ripoff !!!!11!!!"Utsanomiko wrote:They've said they don't plan on ever doing Tyranids, citing that the design wouldn't allow them to be represented properly.The Dude wrote:I really wish they had done 'nids before Tau. Tau are just horribly, horribly lame and out of character for 40k.
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Nah, I'm pretty sure that bottom of the barrel is too busy playing Starcraft to notice any other RTS of its scale has been released this decade.2000AD wrote:And i bet you'd have a load of 40K noobs screaming "OMG Zerg ripoff !!!!11!!!"Utsanomiko wrote:They've said they don't plan on ever doing Tyranids, citing that the design wouldn't allow them to be represented properly.The Dude wrote:I really wish they had done 'nids before Tau. Tau are just horribly, horribly lame and out of character for 40k.
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My old friend, there's nothing wrong with the blueys as long as you remember that their civilization is going to get crushed by the Imperium or eaten by the 'nids in the near future.The Dude wrote:I really wish they had done 'nids before Tau. Tau are just horribly, horribly lame and out of character for 40k.
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It appears that DC will be on DVD and possibly not CD, and you all probably know the stand alone stuff, right?
Front cover revealed
Germans proove their efficiency yet again, the english one hasnt appeared yet
Front cover revealed
Germans proove their efficiency yet again, the english one hasnt appeared yet
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It's the Zerg that are more a rip-off given that 40K had been around for about a decade before Starcraft...2000AD wrote:And i bet you'd have a load of 40K noobs screaming "OMG Zerg ripoff !!!!11!!!"Utsanomiko wrote:They've said they don't plan on ever doing Tyranids, citing that the design wouldn't allow them to be represented properly.The Dude wrote:I really wish they had done 'nids before Tau. Tau are just horribly, horribly lame and out of character for 40k.
As for the 'design' of the game, simply portray them similar to Guard with a high squad cap and very low-powered basic first-tier units ('gaunts, etc), limited number of high-end units (carnies, tyrant guard, etc). Start the game with a Zoanthrope and a few units of gaunts; you can 'summon' brood-beasts to deliver more units and so forth.
It still doesn't have quite the appeal of the whole 'RAAAAR CHOMPGNASHEATEATDEVOUR' thing, mind you...
It's a strange world. Let's keep it that way.
I'd go with a cheap gaunt troop that can be upgraded in different ways, but does not count against troop limits. Very weak, very cheap, and you can field as many of them as you want.Elheru Aran wrote:As for the 'design' of the game, simply portray them similar to Guard with a high squad cap and very low-powered basic first-tier units ('gaunts, etc), limited number of high-end units (carnies, tyrant guard, etc). Start the game with a Zoanthrope and a few units of gaunts; you can 'summon' brood-beasts to deliver more units and so forth.
It still doesn't have quite the appeal of the whole 'RAAAAR CHOMPGNASHEATEATDEVOUR' thing, mind you... :P
Carnifexes initially start as tough troops, but you later upgrade them and they now count against vehicle limits.
Even more fun, is if you design the entire sequence so those Gaunts start everything.
Gaunts -> Upgraded gaunts (count against troop limits, but are tougher) -> Tyranid Warriors -> Variants & Hive Tyrant
Tyranid warriors and below are all troop types, Hive Tyrants, heavy Carnifexes, Biovores, Red Terrors, and upgraded Zoanthropes would count against vehicle limits. Dominatrixes (big honkin' Tyranid 4-legged critter with gun on back) would be the special unit, and would be capable of growing basic Tyranid units (builders & gaunts). So even if you manage to take out the buildings, that Dominatrix will be able to create a few troop units, and capture Critical locations all over again. A very annoying and enduring opponent.
So the Tyranid player would be constantly growing little gaunts, and constantly upgrading them to get the better troops. A single Dominatrix takes out a small base, and no other units go there to reinforce it. However, the critical locations there start getting captured, and soon you are gettinghit by waves of gaunt from that location.
Nah, they'll probably set it similar to the others, with different biobuildings generating specific troop types.
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Coalition, that's what Relic meant by the game system not properly representing Tyranids: that doesn't sound like Tyranids at all.
I have to agree with their concensus, and that designing a purposeful building tree that's both competitive and accurate is almost impossible. I certainly wouldn't start them off with a Zoanthrope...
I have to agree with their concensus, and that designing a purposeful building tree that's both competitive and accurate is almost impossible. I certainly wouldn't start them off with a Zoanthrope...
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Their numbers shouldn't have to be much different than Guardsmen. It's the building tier system and territory requisition that's funky. Tyranids also have a strong reliance on large creatures to operate effectively, so starting with Gaunts and using them as independant 'scouts' would hardly work. You'd probably need one unit to locate strategic points and another to capture them: Genestealers and self-building deep-striking mycetic spores is what first comes to my mind.
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True, I figured gaunts as the smallest semi-sentient unit (oneof them having a Hive Node) that could operateindependantly. Now a capture organism for Critical locations (Digestion Pool, that generates nutrients/requisition points), that had rippers for its defense might seem rather 'buggy' to me. Even more fun, is you click on the Digestion Pool, and it sends its rippers out to help your troops (aka building them). Higher level Digestion Pools can send more Rippers out. Make Rippers ignore terrain like current turrets.Tasoth wrote:I'd start with rippers Coalition and then move to gaunt troops.
Utsanomiko, if we go with buildings straight producing the necessary troops, the Tyranids wouldn't be any different than other armies. But by turning the Tyranids into an ecosystem, IMHO it would add flavor. Each unit, when you click the metamorphosis icon, turns it into the next version, after the metamorphosis is complete. It would require a little work, to allow the Tyranids to diversify based on the original Gaunt choices, but the army would become what you want, not what the designers chose for you. Also, I'd rather not start the Tyranids off with Genestealers, those would be a specilized unit, from a special building.
Also, for relying on large critters, early in the game, you are mainly facing Guardsmen, Scouts, Guardians, Cultists, and Boyz, so lrge units aren't needed immediately. When heavier units start coming out, you are getting access to Gaunt upgrades, and Hive Nodes (to prevent panicking). Your troops get to upgrade themselves out in the field, instead of having to rely upon reinforcements from your base.
The next step is using the light and heavy cover to hide your troops in. Light terrain can hide troop level units, heavy terrain can hide vehicle level troops. Commanders still detect stealthed units as normal. Nothing like sending your troops into heavy cover to attack the bugs, only to find Hive Tyrant(s) armed with CC weaponry waiting there.
To avoid crashing, you'd have to really reduce the polys per gaunt, mainly animating their backs, so a swarm would look like a writhing mass, but a small 'squad' would look very blocky. Fancier critters would get more polys, of course.
I'd like to see the Tyranids being able to outnumber the Guardsmen, but the small guys are so weak that the Guard lasgun is effective. Larger units would be metamorphed from the smaller guys, so you could have leaders being generated for your field units, instead of having to deploy the guys from your base. Other races have the ability to deploy troops anywhere on the battlefield (except Orks), Tyranids would get a similar ability.
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Elheru Aran wrote:It's the Zerg that are more a rip-off given that 40K had been around for about a decade before Starcraft...2000AD wrote:And i bet you'd have a load of 40K noobs screaming "OMG Zerg ripoff !!!!11!!!"Utsanomiko wrote: They've said they don't plan on ever doing Tyranids, citing that the design wouldn't allow them to be represented properly.
As for the 'design' of the game, simply portray them similar to Guard with a high squad cap and very low-powered basic first-tier units ('gaunts, etc), limited number of high-end units (carnies, tyrant guard, etc). Start the game with a Zoanthrope and a few units of gaunts; you can 'summon' brood-beasts to deliver more units and so forth.
It still doesn't have quite the appeal of the whole 'RAAAAR CHOMPGNASHEATEATDEVOUR' thing, mind you...
where's the genestealer love?
oh yeah, Harlies and Stealers, the two 40k races that want to "Kiss" you.
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NEW UNITS FOR EACH OLD RACE CONFIRMED
Harlequinns, Heavy Weapon Teams, Daemon Prince, Flash Gitz, and Grey Knights!!
Harlequinns, Heavy Weapon Teams, Daemon Prince, Flash Gitz, and Grey Knights!!
What's her bust size!?
It's over NINE THOUSAAAAAAAAAAND!!!!!!!!!
It's over NINE THOUSAAAAAAAAAAND!!!!!!!!!
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Hey, I like the Tau. They're quite appropriate to Warhammer 40K. Not every race has to be some gothic bunch of neanderthals whose level of understanding of the technology they use borders on that of a Cargo Cult.
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What about the Necrons? Or Nid's/Eldar .Vympel wrote:Not every race has to be some gothic bunch of neanderthals whose level of understanding of the technology they use borders on that of a Cargo Cult.
Oh Yesssss .Daemon Prince Grey Knights
I wonder how they'll use a Daemon prince, since Chaos allready has a Bloodthirster as a super-unit, maybe a special upgrade after garnering enough resources or kills with the Thirster allowing it to turn into a prince (Not Very accurate to Fluff but it's hard to see it done otherwise while maintaining balance and showing the Prince as far more powerful than the 'Thirster)
EDIT:
Oops, I was mistaken:
Chaos:
The Daemon Prince will strengthen the Chaos melee Power in T3 even more.
With the ability to incarnate to a Daemon Prince the Chaos Lord transforms into a tough beast that can easily take on whole armies on his own.
Last edited by The Grim Squeaker on 2006-08-08 06:46am, edited 1 time in total.
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Yeah... that was just what chaos needs.... a tougher Daemon to summon into the fight.DEATH wrote:What about the Necrons? Or Nid's/Eldar .Vympel wrote:Not every race has to be some gothic bunch of neanderthals whose level of understanding of the technology they use borders on that of a Cargo Cult.Oh Yesssss .Daemon Prince Grey Knights
I wonder how they'll use a Daemon prince, since Chaos allready has a Bloodthirster as a super-unit, maybe a special upgrade after garnering enough resources or kills with the Thirster allowing it to turn into a prince (Not Very accurate to Fluff but it's hard to see it done otherwise while maintaining balance and showing the Prince as far more powerful than the 'Thirster)
EDIT:
Oops, I was mistaken:Chaos:
The Daemon Prince will strengthen the Chaos melee Power in T3 even more.
With the ability to incarnate to a Daemon Prince the Chaos Lord transforms into a tough beast that can easily take on whole armies on his own.
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