Reassembly

Reassembly

Tyranids
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
MegaFrog64 1 Jun, 2017 @ 11:01pm 
have you figured out how to get the AI to use the launchers, volatile drones, and spores?
Biospud 6 Mar, 2017 @ 5:39am 
Love the mod. However I can't use the wormholes. I can no problem with other modded factions, but this one just won't go through. I see the OPness against the normal factions, but against the imps and blood angels they are heavily matched. The blood angels specifically are incredibly challenging.
Infer8_ 15 Oct, 2016 @ 7:54am 
lol
Nathan the Dwarven Shark 14 Oct, 2016 @ 12:03pm 
@Galileo007 No Need To Create A Imperium Mod Ive Done It Already Although It Is Not As Good As This Mod Or The Blood Angels But Still To Save Effort XD
Galileo007 14 Oct, 2016 @ 11:20am 
Question, do you have other Warhammer 40K fleet mods? or mods in construction?

I'm about to start making my own Imperium faction mod.
Adamus  [author] 10 Oct, 2016 @ 4:03am 
Common issue, the spore laucher seeds are supposed to grow into Tyranid structures. The only solution is running the mod locally;

To do this find the mod in your steam folder under C:\Program Files (x86)\Steam\SteamApps\workshop\content, you'll have to sift through meaningless folder designations. Copy the contents of the mod folder to the following directory;

C:\Users\USER NAME\Saved Games\Reassembly\mods\Tyranids

Now unsubscribe and try it out. :KneelingBow:
SpaceBirb 7 Oct, 2016 @ 10:08am 
So, I'm not sure what some if the things do.. like the seeds. used them, they stick to asteroids aaaand.. I haven't seen them do anything else am i missing something?
Adamus  [author] 6 Oct, 2016 @ 8:08am 
I wanted the Tyranids to have no shields until they reached the largest ships, where powerful psi effects could be harnessed, and hence why I decided to include carapace armour. This also enhances the colour scheme. Any info from your tests of the faction is useful so thanks for posting about it. I will think about reducing armour for the Tyranids and the shield strengths for both my factions....
Kropolis 4 Oct, 2016 @ 1:46pm 
The armor is definantly too OP cause I saw a medium-small shield-less (suprisingly) tyranid taking on a krill mothership (has a shit-ton of guns) and about 5-6 of its defence ships and it was barley breaking a sweat. Over-shielding is kind of a problem as well. I understand how you wanted them to be strong against eachother but there are limits when it comes to people liking to pit them with default factions and other factions. I will definanantly attempt to make local edits to the mods but this will probably do nothing. Until them, I can wait patiently for you to update it. (I waited long enough for stuff like Pirates of the Carribean: Dead Men Tell No Tales to just make the teaser, Mount & Blade II: Bannerlord to make a debut, & Star Wars: Episode VII. xD)
Adamus  [author] 4 Oct, 2016 @ 5:26am 
I hear you guys on the op issue. Originally I meant to make a range of 40k factions that play well against each other. However since then I've meant to make various changes to my two live mods, as well as finish other 40k factions, but haven't gotten round to it for various reasons. If you have a mind to there's nothing to stop you from running the mod locally and making any changes you want. Superweapons will always be op with factions lacking them but I admit some of the armour and standard weaponry is too powerful. I can't promise when I'll manage the hours necessary to balance all this but it's on the list as it were. Please be patient :KneelingBow:
Kropolis 3 Oct, 2016 @ 2:02pm 
kindda makes me sad that i can't really use this mod because of the massive imbalance. xD
Kropolis 3 Oct, 2016 @ 2:01pm 
You make some really good stuff but holy shit are they WAYYYY too op.
Sonic-Kun 29 Sep, 2016 @ 9:06am 
also my spores are not becoming buildings.
Sonic-Kun 29 Sep, 2016 @ 9:06am 
if you put enough spikes on your ship, it will go strait through asteroids. even at low speeds because of that massive melee buff on the spikes and combat claws
E-G Ehrlichesgaming 19 Sep, 2016 @ 7:46am 
ah ok dont be sorry i use a bigger map mod so its easyer to play on one map ^^
Adamus  [author] 17 Sep, 2016 @ 3:39pm 
No I can't, the Reassembly developers would have to include the mod officially in the vanilla game files. Sorry :KneelingBow:
E-G Ehrlichesgaming 15 Sep, 2016 @ 6:03am 
ahh ok hmm i think it is the best mod in the game can u fix it ? ^^
Adamus  [author] 14 Sep, 2016 @ 1:47pm 
Yeah mod factions can't transfer through wormholes; my guess is that it's to do with the game trying to upload your fleet but the server not recognising the faction, hence returning an error.
E-G Ehrlichesgaming 14 Sep, 2016 @ 5:51am 
i cant jump on a other map with this mod a bug ?
retrograde_orbit 25 Aug, 2016 @ 10:46am 
YES!! TYRANIDS!!!
Adamus  [author] 14 Aug, 2016 @ 3:30pm 
Interesting, I've not played the crystal plants/coral factions but will have to take a look so I can figure out how it works in that case. Thanks for the info! :)
Calzone 14 Aug, 2016 @ 2:34pm 
With other mods that have seed based things like the crystal plants i believe or the coral they have preset plants the seeder was not working aswell but a comment said to copy a existing plant over to the fleet board and it would randomly select one of the plants and suprisingly it worked well for me I even cloned existing ones and then edited them to make some of my own "plants".
Adamus  [author] 14 Aug, 2016 @ 12:04pm 
Hmmm... I feel lasers and nukes aren't in keeping with the theme of Tyranids being an entirely biological race. These are certainly not weapons found for Tyranids in 40k.

I love the idea of an alien style grappling mouth but there is sadly no way to achieve that with the tools available for us modders. It would be cool if the game designers had included a magnetic/sticky effect to utilise in this way.

Weapon ideas I'm mulling over include;

Electroshock spines - a cannon weapon firing fast blue projectiles

Pyro-acid cannons - a high explosive projectile weapon

Bear in mind I'm also working on other faction ideas! At the moment Eldar looks like my favourite.

:unshakeable:
Fighting-Fefnir 14 Aug, 2016 @ 11:28am 
also maybe a laser
Fighting-Fefnir 14 Aug, 2016 @ 11:28am 
and like a mouth or a grappling hook weapon thats pulls in victims into the mouth or claws
Fighting-Fefnir 14 Aug, 2016 @ 11:24am 
i thinking of a nuclear weapons
Adamus  [author] 14 Aug, 2016 @ 7:23am 
Not sure exactly what you mean; is the idea that I create a seed command block so that players can build their own structures, which they then include in the fleet board? I'm not sure if that'd work; as far as I'm aware the game selects the structure/plant design from those made by the mod author. The vanilla game does it this way; for example with the farmers all the plants they can grow are preset blueprints with faction number 5. When making a mod the files for the structures/plants saved in the mod folder must also have this designation or the game won't see them as buildings that grow from seeds. There is certainly no way of having prebuilt drop pods that I can see.

Getting this mechanism working as I have was tricky enough but there is room for some experimentation. I'm sorry it isn't working for you; a number of people have had similar issues and some got it working. See the rest of this comments thread for more details
Calzone 13 Aug, 2016 @ 4:41pm 
Actually with other factions if you have the seed command block like a already placed plant and you copy it to your fleet board you can make this work. Maybe adding prebuilt drop-pods?
Calzone 13 Aug, 2016 @ 3:21pm 
\/ oh jeez thats just too much just to get plants to grow, I'll just not bother. I have a cool idea if someone figured out how to actually do this but player made plant thingies? It would probably be impossible thanks anyways.
Adamus  [author] 13 Aug, 2016 @ 12:09pm 
Mr Bear; The mycetic spore launcher fires seeds which bind to asteroid surfaces then automatically pick one of three available buildings to grow into. If it isn't working then try running the mod local - it seems to fix a number of faults.

To do this find the mod in your steam folder under C:\Program Files (x86)\Steam\SteamApps\workshop\content, you'll have to sift through meaningless folder designations. Copy the contents of the mod folder to the following directory;

C:\Users\USER NAME\Saved Games\Reassembly\mods\Tyranids

Let me know if this works... :KneelingBow:
Calzone 13 Aug, 2016 @ 8:31am 
How do the pod thingies grow on asteroids? What are you supposed to do to make them grow into an actual defensive structure, help?
Adamus  [author] 13 Aug, 2016 @ 4:12am 
MLG_Dinosaurman812; I certainly could; got some ideas? :KneelingBow:
Fighting-Fefnir 12 Aug, 2016 @ 1:04pm 
can u add more weapons
Strix 4 Aug, 2016 @ 1:05pm 
The Zerg Swarm, anyone?
Thats totally what I'm naming myself once I download this.:steamhappy:
Adamus  [author] 31 Jul, 2016 @ 3:03pm 
Good shout ☣J∀D∃☣; As I began looking into developing the necron blockset I also noticed this. The shroud and scythes are ship classifications for both the Nercons and the Sentinels from Reassembly vanilla (answering your question sgtpockets). Even comparing ship shapes this comparison bears up, for example the Sentinel Dragonfly, Scythes and Shrouds all bear close resemblance to Necron ship designs I've looked at. Despite these naming and visual similarities the weaponry would be quite different in my sketched blockset for the Necrons and the colour scheme would be darker.

The above gives pause for thought; I might use some Sentinel templates to make a Necron faction that is essentially "Super-Sentinel". It would still be massively different and I see no reason why it wouldn't make a good addition to the game. Having said that Orks or Eldar would be more unique. I continue to mull this all over... :KneelingBow:
officeminus 28 Jul, 2016 @ 10:42pm 
So happy that someone thought to make this. Thanks Adamus!
sgtpockets 27 Jul, 2016 @ 10:10pm 
Who are the sentinels? most of my WH40k is dawn of war.
Sidewinder7 27 Jul, 2016 @ 1:49pm 
Not to dissuade you from starting the project, but the Sentinels are somewhat based on the Necrons
Emrule 27 Jul, 2016 @ 3:28am 
No no, eldar.
eldar are the most significant.
Sixteen Tons 25 Jul, 2016 @ 3:28pm 
either is good!