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The Shadow in the Warp approaches... (.46+)

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Re: The Shadow in the Warp approaches... (.46+)

Post by Veigar11 on Sat Jan 23, 2010 1:07 pm

Yea something to power them up like a blacksmith in ladder almost, upgrades
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Re: The Shadow in the Warp approaches... (.46+)

Post by ChangerOfWays on Sat Jan 23, 2010 2:01 pm

so when we looking at this comming out? i cant wait for it now!
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Re: The Shadow in the Warp approaches... (.46+)

Post by Grass Hopper on Sat Jan 23, 2010 2:03 pm

the title is misleading Razz
it should read .46+

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Re: The Shadow in the Warp approaches... (.46+)

Post by 13loodRaven on Mon Jan 25, 2010 3:59 am

Ok so we should now start working on this? (Recommend new topic) So we can fluff out nid stats, creeps, heroes and buildings.

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Re: The Shadow in the Warp approaches... (.46+)

Post by Glycine on Mon Jan 25, 2010 8:26 am

Grass has currently started on it when he has spare time. I'll chip in what I can tomorrow.
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Re: The Shadow in the Warp approaches... (.46+)

Post by Grass Hopper on Mon Jan 25, 2010 12:33 pm

ive started writing out some code already (note: not typing out) and ive gotten the initial stuff down.

and i think for the heroes, they should just have access to whats in th nid tavern, and i can disable that one for the rest of the players

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Re: The Shadow in the Warp approaches... (.46+)

Post by Grass Hopper on Fri Feb 05, 2010 4:47 pm

i think that nid mode should wait untill we actually have 5 nid heroes in >.>

(that can be the content of the .47/.48 patch, nid heroes and nid mode)

because it seems almost silly to add nid mode when there are only 2 nid heroes to chose from

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Re: The Shadow in the Warp approaches... (.46+)

Post by ChangerOfWays on Wed Feb 24, 2010 2:46 pm

we didnt throw in the tyrant yet? or the broodlord dude?
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Re: The Shadow in the Warp approaches... (.46+)

Post by Grass Hopper on Wed Feb 24, 2010 4:49 pm

nope XD so far its just zoey and the fex in for nids

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Re: The Shadow in the Warp approaches... (.46+)

Post by doomcowgod on Sun Feb 28, 2010 9:13 pm

Nobody fixed up my Biomorph Tyrant and made it functional? I'm disappointed in all of you. Especially you, Grass.

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Re: The Shadow in the Warp approaches... (.46+)

Post by Glycine on Sun Feb 28, 2010 9:38 pm

Heh, we were going to, until the swarmlord came out. We could still very well make it, should we still need characters for the tyranid tavern.
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Re: The Shadow in the Warp approaches... (.46+)

Post by Grass Hopper on Sun Feb 28, 2010 11:05 pm

and with the direction of going after named heroes instead of generic ones... he kinda got pushed to the side a bit

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Heroes:
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Re: The Shadow in the Warp approaches... (.46+)

Post by ChangerOfWays on Wed Mar 03, 2010 6:30 pm

Well, lets try to focus on some nid heroes. I would love to see this hacked out. You want to talk about something to seperate us from DoTA, then look right here.
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Re: The Shadow in the Warp approaches... (.46+)

Post by Glycine on Thu Aug 26, 2010 2:16 am

Note: These are all cell's ideas, and as such, all questions are directed to him. I added polish here and there, but not too much.

Player allocation: 4 Imp, 2 Nid, 4 Ork

Tyranid Objective, Early-middle game: Capture creep camps by defeating them.
- Small creep camps spawn terma/hormagaunts
- Medium creep camps spawn Gargoyles and Raveners
- Large creep camps spawn Tyranid Warriors and Lictors

Forest spawns attack their respective bases, so a spawn on the imp. side would attack an imp. outpost. If creeps capture an outpost, they move towards the opposite factions outposts like normal (i.e. capturing a imp side (north of the river) outpost makes the outpost nid spawns go towards the orks. River outposts spawn enough to go both ways equally.

Tyranid Objective, end game:

Capture Lane and Base outposts leading to either of the two bases. Surround and overwhelm all enemies. If a faction is defeated by the tyranids, the tyranids take their base, a tunnel is activated near the newly captured HQ, and more evolved tyranids spawn occasionally from the HQ, like Zoanthropes, Carnifexes, Biovores, Harpies, etc. Hive Guard are stationed at each newly captured outpost. When one HQ goes down, all spawn shifts in the direction of the other HQ.

If defeated heroes wish it, they may try and fight with the orks against a greater menace, and are drop poded into their base and made allies with the ork faction (or vice versa). Each hero chooses whether or not to ally themselves and fight on. Otherwise, the game ends for that player.

The Surviving faction gains extra reinforcements/defenses to deal with the overwhelming nid assault. Their main HQ's start spawning Predator (or Leman Russ if we ever change waves to guardsmen)/Looted Leman Russ accompanied by Terminators/Flash Gitz. Tanks do aoe damage. Outposts start spawning added Sergeants/Nobs. The main HQ and outposts receive aoe specialized towers.

How to kill the Nids: Kill the Norn Queen, presently located where Mannoroth is. The way to get up there is via a randomly placed tunnel in one of the creep camps that the Tyranids capture. Several other objectives must be complete, such as the razing of creep camps, capillary towers, and other Tyranid items of interest, like Spawning Pools, before the Norn Queen becomes vulnerable to attack. The Norn Queen also has a formidable retinue.

Creep camp interconnectedness: All creep camps captured by the tyranids are interconnected via a tunnel system. There are also tunnels that only become available at certain points in the game, like capturing a main HQ. Using the space in the bottom left as a staging area for transfers, Tyranid heroes can jump from tunnel to tunnel across the map.

If the Tyranids take a main base, all creep camps are upgraded.

Items for Tyranid heroes: Using a bio-evolution system, heroes will unlock items as they grow in level, and be able to modify items with gold/honor as soon as they are unlocked. All items are already on the hero from the start.

For example, if Zoey started with Carapace Armor, she could evolve traits that increase her power over the warp, giving her intelligence, mana regeneration, etc.

The level lock system is as followed:

Level 1: Armor
Level 4: Movement
Level 8: Weapons
Level 12: Synapse/Aura
Level 16: Specialized weapon for each hero.

If the Tyranids take a main HQ, both heroes gain a special, rare adaptation, an experiment that the Hive Mind wants to try out, the details of which will be decided later.




Last edited by Glycine on Thu Aug 26, 2010 2:35 am; edited 2 times in total
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Re: The Shadow in the Warp approaches... (.46+)

Post by cellrawr on Thu Aug 26, 2010 2:24 am

http://img196.imageshack.us/img196/7108/nidmode.jpg

Heres that tunnel stuff. The nubmers aren't exactly where the spawns are, just the general idea of them.

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Re: The Shadow in the Warp approaches... (.46+)

Post by Grass Hopper on Thu Aug 26, 2010 1:17 pm

sounds good.

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Re: The Shadow in the Warp approaches... (.46+)

Post by Fairemont on Fri Aug 27, 2010 9:34 am

If you're going to do this, you'll probably want to use the pre-load thing. It'll give time for people to input the command to change the entire map, and then for all the triggers and stuff to re-load. Otherwise... TOTAL LAGFEST!

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Re: The Shadow in the Warp approaches... (.46+)

Post by cellrawr on Fri Aug 27, 2010 9:41 am

<_< You mean like EotA does, where it lets you choose which map you want to play on in a menu before your able to choose anything?

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Re: The Shadow in the Warp approaches... (.46+)

Post by Fairemont on Fri Aug 27, 2010 12:02 pm

It would give an excuse for the long-ass load time? Very Happy

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Re: The Shadow in the Warp approaches... (.46+)

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