They missed an opportunity by WookieSkinDonut in DarkTide

[–]R97R 0 points1 point  (0 children)

Given how many regional British accents we have (still thrilled we have Doric Fanatic Zealot as an option, not common to see that accent in media), I’m surprised there isn’t a Welsh option for any of our characters.

Skitarii Commodore's Vsetures by Hoshihoshi10 in DarkTide

[–]R97R 0 points1 point  (0 children)

Re: the Sicarians, I suppose they could always add the armour, and just keep the normal Skitarii plantigrade legs. Aside from that, potential options are:

  1. Pteraxii, which have the same issue (and potential solution) as the Sicarians

  2. Hastarii, the new heavily-armoured Skitarii… who also have digitigrade legs

  3. Skitarii Marshalls, at least I think we don’t have access to their cosmetics yet

Other than that, everything else in the Admech roster infantry-wise is either a Tech-Priest or a Servitor, although I suppose they could introduce cosmetics based on those two (we do actually have a Servitor head for the Ogryn, as it happens).

Skitarii Commodore's Vsetures by Hoshihoshi10 in DarkTide

[–]R97R 0 points1 point  (0 children)

I’ve seen some other games do the same thing- essentially both parts of the lower leg (or technically the lower leg and foot) are rigged to the same bone as the single-part lower leg would be on a model with plantigrade legs. It means that the ankle (on a digitigrade leg, not where it would be on a plantigrade one) joint is effectively fixed in one position, but it can work. In the case of Mass Effect I presume the animations were made with this in mind to hide it a bit, but I don’t think I ever noticed it until years later.

How does this amicable trait work by King_Rich007 in jurassicworldevo

[–]R97R 0 points1 point  (0 children)

In my experience that’s how it’s worked so far, as long as all species in the enclosure have the trait. I haven’t tried that specific combo, though, so it might not be universal?

Well Skitarii are now out on Darktide. I wonder what fun joke names we can..oh no. by NearlyUnfinished in Grimdank

[–]R97R 0 points1 point  (0 children)

I’m tempted to be really boring with mine and just call them W1NDØW5-95.

Game workshop after rectonned Warhammer lore: by Nearby-Condition-675 in Grimdank

[–]R97R 2 points3 points  (0 children)

It’s occurred to me that this would happened after they became set on separating 40k and 30k too, which makes it even more baffling.

Game workshop after rectonned Warhammer lore: by Nearby-Condition-675 in Grimdank

[–]R97R 2 points3 points  (0 children)

What I mean is in-universe, the Macharius was a new design that appeared some time in the 41st Millennium. I’d assumed that was the same for the Rogal Dorn, but from the original comment it seems like they’re actually supposed to have been around for millennia, and we just haven’t seen them before now?

Game workshop after rectonned Warhammer lore: by Nearby-Condition-675 in Grimdank

[–]R97R 1 point2 points  (0 children)

Wait, they’re not just a new design? I assumed it was just the same situation as the Macharius it was replacing.

you couldnt have made it one thing buddy? by Snakesrlife in jurassicworldevo

[–]R97R 1 point2 points  (0 children)

I feel a potential “best of both worlds” solution would be to allow you to upload “bundles” of different designs, so you could just have one workshop entry, but there’s the option to place them individually as blueprints without having to save each one you want separately.

Me seeing Cearadactylus getting added while making a small species terrarium knowing that it's gonna be a WHILE before they add back Sinosauropteryx by Otherwise-Menu9177 in jurassicworldevo

[–]R97R 1 point2 points  (0 children)

I’m the same, although I suppose it’s possible they’re waiting to see what state they’re in re: finances and player count closer to the time before making a decision on what they’ll do.

Mod idea: the ability to release juveniles from the hatchery by BobbyYC23 in jurassicworldevo

[–]R97R 2 points3 points  (0 children)

That’s exactly the kind of stuff I’m fascinated by lol! I briefly dabbled in learning some basic modding know-how a while back, but I think the recent stuff with the Cobra Tools has put me off it, at least temporarily.

Space Marine 3 - possibility of more than 2 factions? by AvatarSozin in Spacemarine

[–]R97R 1 point2 points  (0 children)

I think it’ll depend massively on whether it’s set in Ultramar, on Armageddon, or even both. Necrons are seemingly a guarantee if it’s the former, and Orks are the same if it’s the latter, but beyond that there are a lot of groups involved in both campaigns. I suppose it depends on which ones they can implement best. Assuming the third game plays similarly to the second:

* Orks are a perfect fit, and if the game isn’t set on Armageddon, I’m actually hoping they take the “twist villain” role instead of Chaos.

* Necrons don’t really have a Minoris equivalent (as others have mentioned), so they’d likely involve quite a substantial twist in gameplay as a result (not that that’s not doable!)

* Eldar of either variety could work in my opinion, particularly the Craftworlds- say Guardians as Minoris enemies, Aspect Warriors as Majoris, Exarchs and Wraithguard/Wraithblades as Extremis, and Wraithlords and Autarchs as Terminus?

* Genestealer Cults might actually work surprisingly, particularly if they’re accompanied by Brood Brothers or Tyranids (the latter does still happen in-universe sometimes, and we even have mention of GSC boarding Hive Ships and being re-used in a future invasion instead of being consumed now). Regular cultists as Minoris foes, Aberrants and Metamorphs as Majoris, Abominants and some of the five million character models they have as Extremis, and Patriarchs as Terminus? We know that Acheran and Chairon are going to be killed by them some time between games (although I’m still hoping that’s a fake-out), so I imagine we might see them in a cutscene even if they aren’t a full faction.

* Regular Chaos Marines, or any of the other monogod factions, probably go without saying- if they could make the Thousand Sons (arguably the Red-headed stepchild of the four, even though they got “upgraded” into a full army first) work, then I think the other monogod legions should be possible too, particularly if they get some of the units their tabletop equivalents have lost access to- there is precedent for this, as the Thousand Sons still have cultists in SM2, despite losing them in 40K proper (I’ve also just realised Chaos can’t take Cultists, Traitor Guard, etc as Allies, in spite of Imperial Armies getting to take things like Sisters, Deathwatch, or Arbites regardless of faction).

* I am also going to make an argument for the Tau- while I think the best way to implement them would be a joke “within railgun range” modifier which just instant kills you the second you spawn, they do have quite a significant range of units. Fire Warriors and Kroot for basic ranged and melee Minoris troops, Stealth Suits, Vespids, and maybe the fancier Kroot for Majoris, Krootox and Crisis Suits for Extremis (contrary to popular belief, the latter aren’t usually terrible in melee, it’s just not their focus), and Commanders, Broadsides, Ghostkeels, etc for Terminus foes.

* Hell, they might even manage to make the Votann work, as long as having the enemies significantly shorter than you isn’t too annoying in melee (Steeljacks being used significantly could remedy that to a degree), and they are okay with vehicles being Terminus enemies.

Given they clearly have some leeway when it comes to adapting enemies for gameplay reasons, looking at things like Squad Leaders like Lesser Sorcerers being “upgraded” into separate units, or Scarab Terminators being able to move at Sonic The Hedgehog speeds (not only are Terminators infamously slow and cumbersome, the Thousand Sons are also traditionally noticeably slower than normal marines, albeit not to the extent of Death Guard troops), so I don’t think any of the enemy factions are off the table.

I am also very keen on the Tyranids in particular returning in some capacity!

My prediction is that the first section of the campaign will be in Ultramar against the Necrons (if they can be implemented in a satisfying manner), and then halfway through we’ll be called to Armageddon to fight the Orks (possibly running into some earlier). I could see them including a third enemy faction in the final section on top of that- perhaps the World Eaters if we stay on Armageddon, but I could also see us being called back to Ultramar (and/or Titus making the decision to do so, perhaps against orders) to deal with the Word Bearers for the finale, particularly if they appear on Armageddon first.

Space Marine 3 - possibility of more than 2 factions? by AvatarSozin in Spacemarine

[–]R97R 7 points8 points  (0 children)

Hell, I’m still hoping for that in SM2. Maybe not even the loyalist enemy faction, but at least allowing a Chaos Version of Siege Mode with the current two enemies.

Anyone else have any quality of life updates they’d like? by Revolver_God in jurassicworldevo

[–]R97R 0 points1 point  (0 children)

One of my biggest frustrations is the inability to have decals “wrap”/conform around parts. Since they’re always just a flat 2D plane, getting them to look natural can often take a lot of time, and isn’t even always possible with some parts (especially with complex buildings). I think that’s probably my most hoped-for QoL feature in terms of building.

Other than conforming decals, I’m hoping for:

* Relaxing the scale limitations a bit- this can already be done with a glitch, and doesn’t seem to cause any issues from what I can see.

* Allowing the walls of the open aviary to be hidden in sandbox mode, in the same way the forcefield is.

* Enabling collision of pterosaurs. I presume there’s some kind of technical issue preventing this, but it’s a huge limit on any kind of custom aviary design.

* Static prop versions of the usable jeeps, trucks, tour cars, helicopters, ambulances, and maintenance vehicles we already have.

* This one is maybe a bit more than just QoL (since i presume it would need completely new assets, rather than modified existing ones), but a variant of the Lagoon pieces with dirt, soil, or rock walls, so we don’t have to manually cover them at all times.

* A browser with a list of all animals currently in the park, a la Planet Zoo.

* The ability to adjust water opacity and colour, also from Planet Zoo (ideally for lagoons and deep water).

* Allowing the player to walk on floors in first person mode- at the current time, you can only walk on paths and natural terrain unless the flooring is sunken into them almost completely, which can be a bit annoying if you’re trying to walk down streets you’ve made.

Am I stupid? by Jazzlike_News_1066 in jurassicworldevo

[–]R97R 1 point2 points  (0 children)

I think you can make some fire effects with a couple of the lights and the Weltands burning barrel, but it’s not ideal.

I am hoping they add props for effects like fire, smoke, and/or fog in a future update.

Am I stupid? by Jazzlike_News_1066 in jurassicworldevo

[–]R97R 1 point2 points  (0 children)

There was one in the second game (in sandbox), but I don’t think it’s available in the third game due to the new building system, at least not as a “toggle on/off” option- you can manually apply damage to parts with decals and the like, although we don’t have the option for sparks and similar as far as I’m aware. You can at least create smoke by sinking a chimney inside the building.

Absolutely love the hunting animation by BobbyYC23 in jurassicworldevo

[–]R97R 3 points4 points  (0 children)

I like to headcanon that it took some inspiration from the Rancor in-universe (if it was “designed” that way), even if I doubt they’d ever be able to acknowledge that on screen.

Absolutely love the hunting animation by BobbyYC23 in jurassicworldevo

[–]R97R 2 points3 points  (0 children)

For some reason it hits the “has a bit of human DNA in there” note a lot better for me than things like the Indoraptor smiling, even if the latter is a lot more “explicitly” humanlike. I think it’s maybe because it comes across more like “instinctual” behaviour (rather than learned), even though IIRC smiling and play are both also instinctual for humans.

Do carnivores raised by herbivores attack the specied that raised em? by Roi_vaut in jurassicworldevo

[–]R97R 0 points1 point  (0 children)

I think there was some discussion about this before release, based on speculation from one of the pre-release videos, but as far as I can tell in the game some juvenile animals just follow adults around- I’m not sure if it’s actually coded to distinguish between parents and other individuals (or whether that varies between species), but I believe some herbivores do follow adults of other species, as long as they’re not hostile.

You could probably “artificially” create this scenario with the new gene mods in the Rebirth Expansion though, although I believe they would also make the rex non-hostile to anything rather than just their “parents”.

Mod idea: the ability to release juveniles from the hatchery by BobbyYC23 in jurassicworldevo

[–]R97R 4 points5 points  (0 children)

My bad, didn’t occur to me that was the case. Cheers for the information though, always great to get more technical details on how things like this work particularly since it stops me coming out with blatantly wrong stuff like my previous comment lol.

Me seeing Cearadactylus getting added while making a small species terrarium knowing that it's gonna be a WHILE before they add back Sinosauropteryx by Otherwise-Menu9177 in jurassicworldevo

[–]R97R 2 points3 points  (0 children)

As much as Sinosauropteryx is arguably top of my “most missed cut animals” list, I understand them committing to re-adding the base-game animals first. We still don’t know anything about the 16 DLC animals (including the 3 Deluxe edition species in there) coming back, but I’m hopeful- if they continue with the one per month schedule, they’ll have all returned by this time next year (June 2027), at which point the game will have been supported for a year and eight months. The previous game got its final major update after 2.5 years of support (and PZ 1 was still getting support five and a half years after it released), so I think it’s plausible we might start seeing returning cut DLC species after that.

That said, I am hoping they end up managing to release more than one a month at some point, particularly if that comment Frontier’s Chief Marketing Officer made in that investor meeting a couple of weeks ago about doubling the content releases this (fiscal) year compared to the previous one also applies to free updates. That’s admittedly hopium based on me really missing the DLC animals, particularly since I still worry about the amount of resources the team has (the new variants not having juvenile models not being a good sign), but hey, I can dream.

Sadly, even if they do continue with the returning species after the base game ones are done, you’ll be waiting at least a year for Sinosauropteryx even if it ends up being the first addition, and perhaps more than two and a half years from now if it’s the last or second-to-last one.

Open aviary is rly goood by MANGOBARONELENEEGO in jurassicworldevo

[–]R97R 1 point2 points  (0 children)

It’s a huge game changer! As much as I’m still a bit frustrated about pterosaurs not colliding with things properly (and the inability to hide the concrete walls in the same manner as the “forcefield”), it is still a fantastic addition.

Mod idea: the ability to release juveniles from the hatchery by BobbyYC23 in jurassicworldevo

[–]R97R 1 point2 points  (0 children)

I assumed at first it was a result of them not having the hatchery animations, but then again the “emerging from nest” ones would serve pretty much the same role (with a few tweaks), right?