Reassembly

Reassembly

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Tyranids
   
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26 Apr, 2016 @ 9:04am
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Tyranids

Description
A vast swarm controlled by a single terrifying mind... (Cyrus, Dawn of War II)

This mod introduces the Tyranid swarm of the hive fleet Leviathan, the greatest of hive fleets that the Imperium has thus far come into contact with. See the Lexicanum for the lore on hive fleet Leviathan and much else of 40k besides;

http://wh40k.lexicanum.com/wiki/Leviathan

[Note: This mod requires some updating and any suggestions are welcome. I'm finding the AI is a bit sketchy, reason as of yet unknown - it's got all the normal AI features. I figure it might be something in the blockset... If other modders read this, advice would be welcome! :/ ]

The Tyranid bio-ships are slow moving in sub-light because their engine technology is not as advanced as other races. The larger ships feel cumbersome, but their deadliness is unmatched at close range where brutal claws and acid cannons render ship armour into useless scrap. Smaller ships use bursts of speed to throw themselves upon enemy hulls to tear holes and disgorge their horrific biological weapons. Utterly hostile and without mercy, the Tyranid's aim is one thing and one thing only; to consume every living thing in their path whilst assimilating new DNA strains to grow ever more powerful.

The mod so far comes with a collection of 13 ships, 2 stations and 3 building designs. There are 18 weapons in total, including some size variants, such as;

- Melee weapons including battle claws, attack spines and an impaler launcher which fires an attack spine
- Devourer and venom cannons
- Psionic blaster, a deadly 360 degrees pulse
- Various drones, including suicidal explosive ones (effectively missiles)

And more!

I made this faction on a players suggestion, and because it's cool, so as to play with my Blood Angels faction;

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=613894190&searchtext=

They have a similar hardness but play very differently; the Blood Angels have superweapons but the Tyranid melee power is devastating. One annoyance is that the AI doesn't really understand how to use melee very well and doesn't seem to use the launcher weapons. Mleh.

The geometry used is the same as the Reds but there are many other block types available. It was hard to produce a genuinely organic feel to the blockset and the ships that can be created. When creating your own ships take my advice and don't build it around the command module (Norn Queen Lair), it makes designs easier, as you will see if you look at many of my ship designs. I have had to bodge parts to make it work. I will continue to develop the ships as well.

Suggestions are welcome. Enjoy being the biggest threat the galaxy has ever known!

Credit:
Web Development Kit by ttftcuts - http://atg.lychnobi.com/ttftcuts/rwdk/
77 Comments
3382799201 27 Nov, 2022 @ 11:47pm 
它们具有相似的硬度,但玩法却大不相同;血天使拥有超级武器,但暴君近战的力量是毁灭性的。一个烦恼是AI并不真正了解如何很好地使用近战,并且似乎没有使用发射器武器。唔。

使用的几何形状与红人相同,但还有许多其他块类型可用。很难为积木集和可以创建的船只产生真正的有机感觉。在创建自己的飞船时,请听我的建议,不要围绕指挥模块(诺恩女王巢穴)构建它,它使设计更容易,如果你看看我的许多飞船设计,你会看到。我不得不用零件来让它工作。我也将继续开发这些船。

欢迎提出建议。享受成为银河系有史以来最大的威胁!
3382799201 27 Nov, 2022 @ 11:47pm 
到目前为止,该模组包含 13 艘船、2 个车站和 3 个建筑设计。总共有 18 种武器,包括一些尺寸的变体,例如;

- 近战武器,包括战斗爪、攻击刺和发射攻击脊椎的刺穿发射器
- 吞噬者和毒液大炮
- 灵能冲击波,致命的360度脉冲
- 各种无人机,包括自杀式爆炸物(实际上是导弹)

还有更多!

我是根据玩家的建议制作这个派系的,因为它很酷,以便与我的血天使派系一起玩;
3382799201 27 Nov, 2022 @ 11:46pm 
泰兰尼德生物飞船在亚光下移动缓慢,因为它们的发动机技术不如其他种族先进。较大的船只感觉很笨重,但它们的最后期限在近距离是无与伦比的,残酷的爪子和酸性大炮使船只装甲变成无用的废料。较小的船只利用爆发的速度将自己投向敌人的船体,撕裂洞并释放他们可怕的生物武器。完全敌对和毫不留情,暴君的目标是一件事,只有一件事;消耗他们路径上的每一个生物,同时吸收新的DNA菌株,以变得更加强大。
3382799201 27 Nov, 2022 @ 11:46pm 
由一个恐怖的头脑控制的庞大群体......(居鲁士,战争黎明II)

这个模组介绍了蜂巢舰队利维坦的暴君群,这是帝国迄今为止接触过的最伟大的蜂巢舰队。参见 Lexicanum 了解蜂巢舰队利维坦和其他 40k 的传说;

[注意:此模组需要一些更新,欢迎任何建议。我发现AI有点粗略,原因尚不清楚-它具有所有正常的AI功能。我想这可能是块集中的某些东西...如果其他模组制作者阅读此内容,欢迎提供建议!:/ ]
WiredTiger 3 Aug, 2021 @ 7:33pm 
Great mod, fun to play against as a 'game-ending threat', which fits the Tryanid lore nicely. There are a couple of fixes that could be made though:
- The point-defence guns have a very high recoil impulse on the ship that is firing them, which should be reduced so you don't get randomly turned every time the PD fires.
- The Stalker drones seem to stay at a distance from the enemy ship that is higher than their weapon range.
- The Heavy Impalers' shots will leave behind a small resource amount every time one of the shots decays, which it turns out is drastically OP since you gain resources stupidly fast just from firing then moving into the resulting resource fields.
Gravity's Anxiety 19 Jun, 2020 @ 5:00pm 
how do the spores work?, they only have 20 p meaning they can't have parts are they intended to attach to enemy ships?, like farmers
Sammich 1 Jun, 2020 @ 10:49am 
when your steam of pure death is so fluid and lifelike that you can sympathise with it
COMRADE KNIGHTBIRD 14 Jul, 2018 @ 12:24pm 
reeper the reason thats happening is due to conflicting mods making your station spawn there start disableing mods until you find the one thats doing it. it will not showup as an error.
Reeper432 4 Jan, 2018 @ 7:10am 
so everytime I get far enough away from the beginning factory ship it just despawns, making it so I can't advance.
3 Dec, 2017 @ 7:32pm 
They're only showing up in my save as the Red faction, so I basically either run ASAP or throw tempests at them until they die. Great faction either way