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This is my translation.
1) Warpsmiths and Warp Talons no longer benefit from this mod.
2) Flayed Ones now benefit from this mod.
Hope you're doing well during these crazy times
1. Could you remove the Warpsmith from the list? I have looked through a lot of lore as well as tabletop rules (including what relics he can take) and now realize that warpsmiths typically don't come with personal teleporter gear or anything of the sort. They may use chaos gates and that sort of thing, but only in cooperation with a sorcerer.
2. Regarding Warpsmiths, they technically shouldn't have a teleport ability as their vanilla "Warpflame Strike" should already be one. Though in this game for some reason it acts as a jump pack when in reality it should act more like a teleport. But i'm afraid if you change it it would lose the negative debuff (blind trait) it gives to nearby enemies.
I'm no expert in modding this and man I'm hitting road blocks all over the place. As previously stated, I've got mod ideas I can't get into the game because of our current limitations and my own inexperience, and it's driving me nuts.
For the Orks, it'd be cool and hilarious and totally fitting to give them like the drop-pod ability, but if possible switch the animation to that of the Warp Talons, but they take 20% damage, and triple the speed, so that basically they're getting catapulted across the map, lol.
It looks like the only 2 options we have for the AdMech at this time are:
1) Create a custom "jump pack" ability for the AdMech that allows for limited range "teleportation movement" affected by terrain and LoS but also allows for positive/negative traits to be applied to the unit, and just pretend they're teleporting (not a fan of this option, looks really awkward).
2) Use what we have with the custom dimensional key ability, make it a tier 10 or 11 research option for AdMech, have it cost something like 60 influence and 60 energy per use, and give it a 10 turn cooldown. Think that is reasonable cost? Too much? Too little?
My next plan is to possibly make some sort of "jump pack" ability (like the Pteraxii Sterylizor one), but then the unit has to actually fly to the target tile, and LoS comes into affect. It does appear though that traits can be applied to this affect.
If you know of a built in unit teleportation ability that has negative side affects already built into the ability, let me know please and thanks. I'm not 100% familiar with all the factions/races and their abilities.
And I like the quote about the Lucius teleporter technology. Maybe we can give every AdMech unit the ability to teleport at tier 10, but have some pretty strong side effects such as morale loss you mentioned earlier, maybe health loss too, or maybe a reduction in damage output? Something to counter-act the massive advantage of being able to teleport any unit anywhere. I'll sit on this for a bit and think about it. I would really like to add in a chance for a random negative side effect(s), but you guessed it, not currently possible *sighs* .
But regarding the Inventory idea, that would definitely be a nice placeholder solution, but it would require one to have one of the unit inventory slot mods, which can be good or bad depending on one's preferences.
1) Creating a custom void shield generator for the AdMech and a custom version of dimensional key that checks for the void shield generator, but there doesn't seem to be any way to add in a new check to an existing ability, so that didn't work.
2) Created a custom webway gate for the AdMech, along with a custom webway travel ability, but again there isn't any way to have the new webway travel ability check for the AdMech webway gate. It only works with Eldar webway gates, which doesn't work for us.
3) Even tried just adding in an allied unit proximity check to the dimensional key ability, in the hopes that if that worked I could then make a custom AdMech building/unit that could act as the gateway, but the dimensional key ability totally ignored the allied unit proximity check, so that didn't work either.
Thanks for the ideas!
It would also have one interesting drawback: Every time a unit is teleported it damages the morale of the unit it teleports, by how much i'm not sure. Since it does not passively regenerate health like a webway gate (since it does not have wraithbone as a material) you would also have to repair it with one of your hero units.
There is this teleportation relic that a Magos Dominus can take: https://wh40k.lexicanum.com/wiki/Solar_Flare . The following text makes no mention of being able to teleport nearby units, but on the tabletop it allows both the user and ONE nearby unit to teleport. So if implemented successfully it would act like a lite version of the Weirdboy Da Jump! ability, maybe a bit too much to ask for.
Another way would be to implement a new fortification that can be built by the Datasmith, introducing the legio teleportarium! Acts similar to a webway gate in that it allows a unit to teleport from one teleportarium to another built one of your choosing.
"Breaking News! Admech may have just been confirmed as 14 new achievements related to them just got added!
Scroll down this list and you'll see the new achievements which currently are hidden and lack icons: https://www.exophase.com/game/warhammer-40000-gladius-relics-of-war-steam/achievements/ ." - Khoran Gutsplitter 7 Oct @ 4:57pm
The bad news is that the Space Marines "Orbital Deployment" ability is very limited in what we can modify about it. I tried adapting it into another custom faction/race I had made a while back, but was unable to change the city type required for the ability to function. It currently only works with units within Space Marine cities (which doesn't help us).
Maybe we can come up with an alternative ability, something more generic that could apply to either the entire AdMech, or maybe some select units in it?
AM: Primaris Psyker (Gate of Infinity).
SM: Chaplain (Personal Teleporter), Librarian (Gate of Infinity).
CSM: Not sure if Master of Possession can teleport, but considering normal sorcerers can i think it's fair if he can too. Maybe Warpsmith, but eh.
Eldar: Farseer and Spiritseer (Gate of Infinity), both are high-level psykers so yeah.
Necrons: Necron Lord, Cryptek (Veil of Darkness). The veil of darkness is basically an artifact which functions similarly to a personal teleporter, only more advanced and completely safe.
Orks: Weirdboy already has Da Jump! group teleport ability, so a personal version of that would be kind of redundant and makes him more mobile than he should be.
Tau: Barely knows anything about teleportation, one of the few fields of science they don't understand nor have experimented much with.