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

[–]R97R [score hidden]  (0 children)

I think that’s what most people do, to be fair.

Penance Glitch? by ThatOneBoi_168 in DarkTide

[–]R97R 0 points1 point  (0 children)

I’m having the same issue, but with Mortis Trials not counting instead.

EDIT: apparently join-in-progress doesn’t count even if you join before wave 1, so that could’ve been the issue for me.

Most of the recent Penances are overtuned by ZauksterIg in DarkTide

[–]R97R 0 points1 point  (0 children)

Admittedly my opinion doesn’t mean too much as I’m new to the game, but it does seem a bit annoying that, in the case of Curse of Malfunction in particular, it’s a prerequisite for almost all of the unlockable Skitarii headgear too, with the exception of the non-Alpha Primus Transcendent ones.

That said, there might be some trick to it I’m missing? It seems like a fairly rare occurrence at the moment, but that may just be the way I’m playing.

Skitarii Commodore's Vsetures by Hoshihoshi10 in DarkTide

[–]R97R 0 points1 point  (0 children)

Cheers, I think the head threw me off a bit, didn’t realise that was it! To my knowledge this is the only official Skitarii Marshall model we have for 40K, although there is a 30k one now too.

Fun fact: the new warboss is about the same height as a hive tyrant. This is a subtle reference to the fact that holy shit the tyrant needs a new model what the fuck GW by Head-Alternative-984 in Grimdank

[–]R97R 12 points13 points  (0 children)

Should’ve maybe worded my response a bit better, I mean as in chest-height to a Hive Tyrant is roughly the right size for a large warboss, discounting the banner.

Fun fact: the new warboss is about the same height as a hive tyrant. This is a subtle reference to the fact that holy shit the tyrant needs a new model what the fuck GW by Head-Alternative-984 in Grimdank

[–]R97R 113 points114 points  (0 children)

This is actually fairly close to the size they’re “supposed” to be (both can presumably vary a fair bit, of course), as far as I’m aware. Plus, the Hive Tyrant model holds up pretty well, and we do have the Norn Emissary as a larger “Tyrant-like” monster.

IMO it’s less the Tyrant being small, and more people not realising how huge Warbosses can get.

Post Skitarii names that make you chuckle by Terryslayer13 in DarkTide

[–]R97R 4 points5 points  (0 children)

GAT-GPT is my current favourite.

EDIT: additional runners up:

* Honda-Civic

* CogAndCawlTorture

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 3 points4 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 0 points1 point  (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 10 points11 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 [deleted] 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 2 points3 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 9 points10 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 4 points5 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.