tyranids stats crunching and idea thread (community project)
Posted: Fri Jan 16, 2015 1:57 am
hey guys as i mentioned in my tyranids graphics thread, i will take care of all the graphics and sound stuff, which leaves stats as the last thing we need to do before we can complete the tyranids full faction addon project.
the stats is actually not a small task, when the graphics are done, there will be roughly 35 ish unique tyranids units, that means that the final army list will have around 50+ units because some units will have different weapon loadouts. thats a lot of stats crunching. therefore i think it's a good idea to start early with this thread devoted for stats as well as some ideas about how to implement some of the game mechanics unique to the tyranid race. ( see post 2 about some of ideas to mod the nids mechanics into this game as examples ). it's a community project, i hope lots of people will participate.
it's just the pure stats, you don't have to worry about modifying all the .whdat files and putting everything together. when sound files and graphics are done, and with the stats work done in this thread, i will put everything together and can quickly release completely finished units in batches of 10 units or so very quickly. or you guys can do them yourselves if you prefer. either way, the point is once stats are done, the project can be completed very quickly.
when you post stats of units or weapons, make sure you post ALL stats of a single unit or weapon. not just the armor or accuracy, etc. we need ALL OF THE STATS.
here is the complete list of stats in game for units and weapons:
units
## requisition cost , ## unit strength, ## hit points, ## defense ( armor ), ## initiate, ## unit type ( infantry, tank, artillery etc ) ,
## movement type, ## movement range, ## spot range, ## melee accuracy, ## ranged accuracy, ## traits, ## what weapons they use
weapons
##range, ## strength, ## armor penetration, ## number of shots, ## base accuracy, ## accuracy penalty per hex, ## traits
you don't have to post stats here if you don't want to, if you prefer to work on your own and store all your stats on your computer and send them later, that's fine too.
a note about converting stats from table top codex to the stats we use in this game. we all know it's not exactly a 1 to 1 conversion. so a little "tweaking" is needed, which is why this task is no simple task. and sometimes we need to change the stats a bit for the balance of this game.
the other day i was fooling around putting together the fully functional termagaunt unit with all the stats and sound and everything. the stats that i use for fleshborer is a little different from the codex. in the tyranids codex, the fleshborer's range is 12 inch. that translates to 1 hex in our game. but that doesn't work well in our game because, one hex is melee range. we want termagaunts to provide some sort of range fire support for the melee units IN FRONT OF IT. with 1 hex of range, no melee units can be positioned in front of it. so i changed the range of fleshborer to 2 hexes, but to balance that out, i set the accuracy penalty per hex to -30% instead of the usual -10%. the result is that termagaunts can still have the option to shoot when positioned behind melee units, but they are just not very accurate. it works pretty well in testing. keep stuff like this in mind when you convert stats from codex to the our armageddon game.
i hope lots of people on this forum here will contribute. if each person do stats for 1 or 2 units or weapons, then we will have the entire stats done very quickly. it will still be a few more weeks before i can finish all the graphics and sound, so hopefully by then we will have stats for a bunch of units. also feel free to post ideas about modding tyranids unique mechanics into this game.
btw does anyone here have the 7th edition tyranids codex? i only have 6th edition. are there lots of changes in terms of stats from 6th to 7th ed?
cheers.
the stats is actually not a small task, when the graphics are done, there will be roughly 35 ish unique tyranids units, that means that the final army list will have around 50+ units because some units will have different weapon loadouts. thats a lot of stats crunching. therefore i think it's a good idea to start early with this thread devoted for stats as well as some ideas about how to implement some of the game mechanics unique to the tyranid race. ( see post 2 about some of ideas to mod the nids mechanics into this game as examples ). it's a community project, i hope lots of people will participate.
it's just the pure stats, you don't have to worry about modifying all the .whdat files and putting everything together. when sound files and graphics are done, and with the stats work done in this thread, i will put everything together and can quickly release completely finished units in batches of 10 units or so very quickly. or you guys can do them yourselves if you prefer. either way, the point is once stats are done, the project can be completed very quickly.
when you post stats of units or weapons, make sure you post ALL stats of a single unit or weapon. not just the armor or accuracy, etc. we need ALL OF THE STATS.
here is the complete list of stats in game for units and weapons:
units
## requisition cost , ## unit strength, ## hit points, ## defense ( armor ), ## initiate, ## unit type ( infantry, tank, artillery etc ) ,
## movement type, ## movement range, ## spot range, ## melee accuracy, ## ranged accuracy, ## traits, ## what weapons they use
weapons
##range, ## strength, ## armor penetration, ## number of shots, ## base accuracy, ## accuracy penalty per hex, ## traits
you don't have to post stats here if you don't want to, if you prefer to work on your own and store all your stats on your computer and send them later, that's fine too.
a note about converting stats from table top codex to the stats we use in this game. we all know it's not exactly a 1 to 1 conversion. so a little "tweaking" is needed, which is why this task is no simple task. and sometimes we need to change the stats a bit for the balance of this game.
the other day i was fooling around putting together the fully functional termagaunt unit with all the stats and sound and everything. the stats that i use for fleshborer is a little different from the codex. in the tyranids codex, the fleshborer's range is 12 inch. that translates to 1 hex in our game. but that doesn't work well in our game because, one hex is melee range. we want termagaunts to provide some sort of range fire support for the melee units IN FRONT OF IT. with 1 hex of range, no melee units can be positioned in front of it. so i changed the range of fleshborer to 2 hexes, but to balance that out, i set the accuracy penalty per hex to -30% instead of the usual -10%. the result is that termagaunts can still have the option to shoot when positioned behind melee units, but they are just not very accurate. it works pretty well in testing. keep stuff like this in mind when you convert stats from codex to the our armageddon game.
i hope lots of people on this forum here will contribute. if each person do stats for 1 or 2 units or weapons, then we will have the entire stats done very quickly. it will still be a few more weeks before i can finish all the graphics and sound, so hopefully by then we will have stats for a bunch of units. also feel free to post ideas about modding tyranids unique mechanics into this game.
btw does anyone here have the 7th edition tyranids codex? i only have 6th edition. are there lots of changes in terms of stats from 6th to 7th ed?
cheers.