
Me, the Swarm Master, but Warhammer 40K
我,虫群主宰,但是战锤40K
- Status
- Ongoing
- Length
- 419k Words
- Genre
- Light Novel
- Audience
- Male
- Subgenre
- Fan Fiction
- Updated
- 4mo ago
- Source
- Qidian
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2Monthly votes
11.7kRecommends
31.4kFans
196Chapters
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Don't know how to adapt
It does not take advantage of the powerful adaptability and evolution capabilities of the insect swarm at all. It just blindly copies the original arms and does not specifically develop restraint units. It is extremely rigid.
It's rare to see that there are still articles about Zerg, so I would like to share some of my own opinions.
First point: The Four Chaos Vendors and the Emperor alone do not have that strong a direct influence on reality. They need individuals on the physical universe side to act as traitors to open the door to exert greater power. Therefore, the Evil God needs cultists, Chaos Space Marines, etc., And the Emperor also needs believers. Just like Nurgle's chosen god Typhons, he can never become a demon, because this will lead to Nurgle's competitiveness in the real universe weakening. Second point: The psionic powers of StarCraft and the psionic powers of Warhammer are not the same thing. They are just called psionic powers, but their essences are completely different. Warhammer's psychic energy is a spiritual power that originated from subspace; but StarCraft does not have subspace. Its psychic energy and various powers are dispersed into the universe through the void. Void is not a spiritual dimension like subspace, but is closer to the concept of "outside the world". There will be no spiritual projection of the material universe. The creatures in StarCraft are not life forms that exist in both the material universe and subspace like Warhammer creatures. They are just pure life in the material universe. Third point: The root cause of the Warhammer cesspit is that the civilization of the material universe cannot be normal due to the big hands of gw. It completely relies on the super-light speed communication and route capabilities of the material universe. The inertia-free engine of the Necrons means hard flight, which is completely abnormal. So if you want to be efficient, you must come into contact with subspace. Once you come into contact with subspace, you will be fed by Chaos. However, in StarCraft, all three races have normal super-light speed technology, so there is no need to suffer from it. In terms of communication efficiency, maneuverability and safety, subspace technology must be completely exploded. So not to mention the two races of gods and insects, has the author really thought about how to deal with the human race time travellers? The most normal operation is to surrender directly to the Emperor and offer FTL technology. Players from the three tribes can even leave the Milky Way directly. They do not need to contact the subspace and can develop completely outside the Milky Way. Fourth point: The gap in combat power of Warhammer is very large, and the combat power of the ceiling is very strong compared to all the combat power below. The ceiling of the five evil gods is very strong, but it starts to fall apart below. The gap between a founding group chapter leader, a top think tank, a super Space Marine macho like Titus who is officially certified as "never affected by subspace" and a Space Marine who can even be stabbed to death by a cultist's knife is astonishingly large. But even the top-level combat power of the original body is weak. A Titan can almost trample to death a top-notch melee fighting body like Angron. The angel who can knock down a Titan is incredible. And even the top demon's combat effectiveness in the material universe is often not as good as that of the original body. A secondary god like Wa Banxian will even be repulsed by the chapter leader. How should I put it, although there are many performances of psionic crotch pulling, almost all of Warhammer's high combat power performances are achieved by psionic energy. Fifth point The Tyranids are indeed powerful, and their size also crushes the Zerg. There are elite node creatures such as brainworms that directly use their spiritual energy to perform magic attacks, but the Zerg also has its own characteristics. Author, since you want to write about the Zerg swarm traveling through Warhammer, not to mention cheating by Goldfinger, you must at least write down the features, otherwise why would you want to travel through time? Let's not talk about the hyperdrive. Compared to the Tyranids, the Zerg swarm is more inclined to pursue technology, and its willingness to pursue technology is much stronger. It can evolve different swarm units, strengthen the original units, and even adjust the structure of the zerg and develop brain worms if necessary. The first-level middle and low-level command units prevent decapitation tactics, and the Zerg units can also flexibly mutate into new units on the battlefield to adapt to the battlefield situation... Finally, the protagonist has been belittling himself, the Zerg, StarCraft, and Raising the Warhammer. I'll just say it bluntly, if the author continues like this, I don't think many people will read it. The tone of Warhammer is indeed dark, and some authors who are good at plotting can indeed write good stories in this tone. Nirvana and Canned are very popular. But there are also some Warhammer stories that are more fun and cheating, and a lot of people read them. But for some authors who are not good at plots, I don't recommend writing [the protagonist eats Oli in Warhammer]. You can just write cool articles honestly or change to other themes. If the writing is not good enough, don't touch it. Let me ask, the author will not let the protagonist defect to the emperor in the future, right? If so, I really think there's no need to write it down. It's so weird. Is there any need for the emperor to accept you? If you want a hyperdrive, there are also human traversers, and theirs are more suitable for the imperial technology tree. What's more, what you write is a Zerg article. I have never seen a Zerg article that constantly belittles oneself, elevates one's opponents, and even acts as someone else's little brother.
It's too exaggerated. First of all, the Zerg are not weak. The reason why the interstellar looks weak is because the area is small, but the three races are really strong. Take the human race, for example, babies can use enhancers, which is equivalent to picking up any random person in the StarCraft world and they are superhumans. And speaking of the regular arms, the marines are not weak. Except for their physical body, they may not be as good as the Astartes. Then talking about weapons, the bolter is just a small rocket launcher, it is slow and has only the same power. It hits ceramite very hard, but it will probably blow up a Marine. An alloy that is five times the steel sometimes cannot penetrate, let alone a Marine who can carry shells. Armored, flamethrower, the fire bat's flame temperature is high-tech and hard, and it can already restrain the plasma in the front and release it in a group. It is much more powerful than the plain thrower of Warhammer. When Warhammer's Astartes are placed in the interstellar, their strong physical fitness can On the table, you don't have to be much bigger to fight the Marines. The Marine's gun is a Gaussian weapon. It has many bullets and is ridiculously fast, and it is not as powerful as a bolter. Then there are the Zerg. The Zerg can withstand the firepower of the Marine for a short time and continue to charge without dying. Their carapace is much harder than that of the Astartes, and Hydralisks are not so hard that the bone spurs they fire cannot penetrate a person. Hydralisks use 7,000 muscles to fire bone spurs. This is stronger than any of the Tyranids' individual shooting symbiotic weapons. Can it not penetrate and be easily dodged? Then the three races of StarCraft are put into Warhammer. The other two races are more troublesome. They need minerals and the like, especially the protoss, which may not be able to develop. However, the Zerg is completely a kind of creep. It is necessary to have a creep, not to mention other opponents. Orks are the easiest. Their spores are digested by the creep into the resources of the Zerg. With the setting of the three races, especially the Zerg, the support is sufficient. Titan units and battleships, which are relatively precious in Warhammer, can be made at will, and Leviathan can fight in the atmosphere.
Speechless
Let me sum it up, the author looks like one of those people who can't beat the hard difficulty level.
The Tyranids and the Zero Swarm are two important force settings in the space opera IP that are barely familiar to the public. Although they have similar setting origins (such as reference to science fiction works such as Alien), and the subsequent old Tyran settings text borrowed from the Zero setting and localized the current appearance, but in the final analysis, the two are actually quite different and even opposite forces. For example, the Tyranids' extreme cost-effectiveness and "cold biomass calculation" are often mentioned in the original novels of the Warhammer series. The overall style is more nomadic, or simply said to be very "Great Devourer" style. Compared with the Zelo Swarm, it is more "warm". The Zelo Swarm is not particularly greedy for biomass in StarCraft, and is actually closer to a farmer-type role. Whether it is gene chimerism that can directional degeneration evolve Zerg units with high expandability, or the "bacteria carpet" that is responsible for the efficient production of biomass as the true body of the Zerg, as well as the professional extraction and refining of minerals, this makes the Zero Zerg group look very farmer-like, more like a force that can honestly farm and truly manage a planet as its home for a long time, rather than like the Tyranids who harvest biomass in a very short time and leave, leaving their main power in space. This also resulted in an obvious difference in style and mechanism between the two forces. In order to facilitate the invasion of the void, the Tyranids' settings included subspace shadows, a mechanism that maliciously creates isolated areas in the Warhammer environment to defeat more and easier to devour, while the Zero Swarm has a mechanism that can quickly convert troops to civilians and develop according to customized needs. The styles of the two are also cold and cruel, while the other is slightly tender. This is the difference in style of the forces brought about by the setting ideas. After the initial structure, the difference in style between the two forces made the two forces set in different directions, with different flavors and even unique art characteristics. I like the Zerg setting very much, and I also like the StarCraft and Warhammer settings. However, whether it is StarCraft or Warhammer 40k, they have left a place that can be said to be "Achilles' swelling" for the Zerg. Maybe GW and Blizzard also feel that protein is unreliable. In short, both Zerg have shown that their space combat capabilities are weak and even urgent. For example, the Zelo swarm has very few space units (almost only Leviathans have the ability to travel through the void), has no usable shields, and almost no artillery capabilities. The most commonly used tactic is that Leviathan worm ships carry out space operations by ramming boarding battles and releasing Zerg units face-to-face. Even in the Koprulu sector, they have learned enough lessons from the human or protoss fleets. The Tyranid swarm looks better but is actually a heavyweight. Although it has artillery capabilities and many differentiated types of insect ships, that is because all its assets are intimidating in space. In The Death of Baal, the ice belt in the Hades star field directly dealt a heavy blow to its unshielded Tyranid swarm fleet. If it were not for the local navy's illness and its huge numerical advantage, it is likely that it would have lost its combat effectiveness or even lost its capital before it could reach Baal. This impression of being a hard worker in space can be found in almost every setting-related creation that mentions this content. The Tyranid swarm has been beaten by the Imperial Navy at a very high exchange ratio (such as a thousand times) all year round. What is even more embarrassing for the Tyranid swarm is that if the Zelo swarm is defeated, it still has its home planet. If the Tyranids swarm loses the space battle, this swarm will really have no chance. Correspondingly, the original Zero Swarm in Warhammer will never have more space units than the Tyranid Swarm, and there will always be a hometown that cannot be given up. The intentional "stereotype" of this setting actually creates a good flavor, but the more enlightenment is that creators need to have an existing set of style and tone in order to provide their own solutions. In fact, what I am more interested in is the collision between the two Zerg. The space nomadic Zerg collides with the space farmer Zerg. This is a very interesting topic. What's even more interesting is the addition of new flavors based on this collision. In fact, the idea of adding Zero Swarm to Warhammer 40k is very harmonious and even somewhat compensatory in terms of style and tone. The Zero Swarm's fight against Greenskins, Eldar, Necrons, Tau, other aliens, etc. Is also a very interesting part. This of course requires the author to carry out very tedious setting selection work. After all, GW's self-contradictory slap in the face of its own bad settings can really only be said to be selection, not even sorting out. StarCraft can only be said to be better. Based on this part, my final suggestion is that the author should not try to create a "perfect" force setting. In fact, he should deliberately create his own flavor. Faced with difficult situations such as space battles, he gives a Zero Swarm-style solution. It took GW a long time to go from insect-shaped aliens holding laser guns to what the Tyranid Swarm looks like today. As a reader, I don't want to see the author turn the vibrant Zero Swarm back into insect-shaped aliens holding laser guns. In any novel, unique flavor can always better retain the guests. Finally, I hope that the author can take root firmly and never enter the palace.
I'm convinced, half of the chapter is disparaging the zerg swarm. . . Who is the author?
Blizzard veterans respond to the connection between StarCraft and Warhammer 40k.
The impact of the rumors is so great that some StarCraft players believe that StarCraft is really a replica of Warhammer 40k. But in 2021, Bob Fitch, a veteran member of Blizzard, refuted rumors on Twitter about the relationship between StarCraft and Warhammer 40k. As the picture shows, they generously admit that StarCraft was inspired by Aliens, Starship Troopers, and Ender's Game, not Warhammer 40k. Translated below: Bob Fitch @BlizzardFitch Reply to @FloRicx I had never heard of Warhammer 40,000 before StarCraft was released. Rumors later began that the two were related, but the Terrans were often inspired by the Marines from Aliens, the Zerg were inspired by Starship Troopers and Ender's Game, and the Protoss were originally based on the familiar "little gray aliens", but the design was later changed to look tall and strong, rather than short and frail. July 21, 2021 3:28 pm Bob Fitch had already refuted the rumors once in an interview when the StarCraft Remastered version was released in 2017. "I heard that the origin of "StarCraft" was that Blizzard wanted to cooperate with Games Workshop to obtain the license of "Warhammer" to make a game. Is this true?" "Totally false. I didn't even know about Games Workshop at the time, because I neither liked their gameplay nor their tabletop game models. I didn't hear about Games until a few years after the release of "StarCraft" Workshop and their games. I was in charge of the development of StarCraft, and if anyone was involved in those kinds of talks, it was me. I had never heard of it. The idea of making StarCraft was: We loved the RTS genre, and we had done the Vikings game (the Lost Vikings series), so why not make a game where a lot of Vikings were fighting in an RTS way?" Bob. Fitch's resume Bob Fitch may be an unfamiliar name to many Blizzard players, but his contribution to "StarCraft" is very great. At that time, the young Bob was full of enthusiasm and handled most of the development work of the new engine of "StarCraft" by himself when most of the company's personnel were temporarily transferred to assist in the development of "Diablo". (The "new engine" mentioned here is relative to the engine of "Warcraft 2") In the credits of "StarCraft" and the expansion pack, Bob Fitch is the chief programmer. He is also the chief programmer of "StarCraft 2: Wings of Liberty" and a hardcore Blizzard programmer. Bob Fitch joined Blizzard in 1992, when it was still called "Silicon and Neuroscience", and participated in the development of all Blizzard's early games as a programmer. Bob is still working for Blizzard today.
The biggest difference between the Tyranids and the interstellar swarms is the faster-than-light technology. This technology determines the completely opposite business models of the two races, let alone inertial super-light speed. The interstellar swarm can build wormhole tunnels. They can send the zerg units and resources on the planet they occupy directly to the front line in one second. It is possible to open a portal directly from other planets to send five billion Zerg units to one planet within one hour. The Tyranids do not have this technology and ability, which means that the Tyranids can only drag their families with them wherever they go, eat them up immediately on one planet and then go to the next planet, otherwise they will starve to death on the way. The interstellar insect swarm can farm, and a planet can sustainably produce and supply. They occupy a planet and build wormholes. From one planet to another, they can go through the door. This means that in a protracted war, the Tyranid Zerg are destined to lose the Star Zerg.
About Blizzard's StarCraft and GW's Warhammer series
Let's talk more. I keep seeing arguments like "Warhammer came first, then StarCraft" and "StarCraft copied Warhammer". Let me first state that I am a cooperative player and also Yunzhui. I also read the articles of the big guys in the Translation Chamber. I want to emphasize that everyone, including me, is a bad gamer or chess player. There is no need to think that I am whitewashing one party. First of all, Warhammer is not the origin of all things, and StarCraft is not a copy of Warhammer. If you really want to say that it plagiarizes or borrows ideas, "Starship Troopers" is qualified to point its nose at Warhammer and Starship. StarCraft is inevitably influenced by Warhammer, and some concepts are also borrowed from Warhammer, but this influence is actually extremely limited. If anyone has really seen the expansion pack of StarCraft 1 and the skills of the High Templar, they will easily find that StarCraft borrows more from "Alien" and "Star Wars" and really has little to do with the Tyranids. Secondly, about the Zerg. Croro, the chess piece boss of the Hammer Circle, said that originally the Zerg of Warhammer were a group of humanoid creatures that used laser guns to shoot at each other. Later, after the emergence of Interstellar, the current Tyranid Zerg gradually emerged. (Note that this sentence was said by Croro, not me. You can debate with him. However, as a reminder, this is a big man who plays chess pieces in the real hammer circle. If you don't buy as many chess pieces as he does, it's better to avoid it). The concept of Zerg mainly originated from "Alien" in 1979. Warhammer followed the trend and proposed the concept of "Great Devourer", but it has nothing to do with the current Tyranids. Later, after the release of Interstellar, Warhammer began to move towards the concept of "Zerg" in a real sense. Starting from a concept, many of GW's later Zerg designs were based on Blizzard's Zerg Zerg. It can be said that now (note that it is now) the concept of "Tyranid Zerg" that everyone is familiar with should really come from "Alien" and StarCraft 1. Finally, to summarize, there is no doubt that StarCraft has borrowed some concepts from Warhammer, but it is not at all like "Warhammer is the father of StarCraft" or "Warhammer came before StarCraft." They are both space operas, borrowing from each other and influencing each other. Whether you are a Hammer fan or a StarCraft fan, there is no need to criticize them. Including the "love-hate relationship" between GW and Blizzard, Blizzard and GW have not reached an agreement on this matter, but many of the plots we hear now are rumors, and this matter has also been refuted.
What are the insects afraid of! It's not like the game where you only have so many supplies, and you have to prevent your opponents from attacking you. Master 13 has 500 worlds, so you can knock down these 3 worlds to grow green skins, harvest them regularly, and produce Leviathan. You are afraid that other human forces will use them to collide with each other in space. After use, pull it back directly to recycle the biomass.
If you don't get a high-level scientific research degree, you will definitely not survive for a long time.
Author, Leviathan does not have a shield. This is for game balance. In fact, Leviathan has psychic powers. In other words, Leviathan does have a psychic shield.
Writing about the Zerg in the Warhammer world is quite novel. Come on, author, as long as you don't write down later and don't let go, you will definitely keep writing novels that are better than 9:00.
Daily detoxification, but less toxic
Don't look at the long explanation of the differences between the two insect swarms. In fact, the author has no development time at all. Looking at the table of contents, you can see that except for the first two chapters, the whole process is in conflict, and the enemies follow one wave after another. I remember that the void shield is not a physical shield, but the author wrote it as a rigid physical shield.
Personally, I feel that the peak Protoss are at the level of Golden Humans. The Protoss also rely entirely on archeology for their scientific research.
The so-called origin is nothing more than a form of bullying people with loud voices. This is also the stench of the Internet.
When the three interstellar races came to Warhammer from scratch, the Zerg should be the fastest growing. The humans could try to steal resources from the empire, but the gods could only develop forcefully.
The first few chapters seem to hint at group travel, and I'm a bit afraid to read it. There aren't many good group travels It feels like it's all about Yunzhui, which is normal, but the interstellar is also a bunch of clouds, and it degrades the Zerg too hard. Is it because I want to please Yunzhui? This will only make both parties uncomfortable.
Stars is still stronger than Warhammer. Basically every Stars civilization has the courage to sacrifice. Whenever there is a plot or natural disaster, a civilization will sacrifice itself to put on the brakes. And I really like to leave a legacy to those who come after me, and the development of the entire world is relatively normal. Using a shithole to describe Warhammer is too conservative. Compared to the four gods in the Star Void Realm who have a kind attitude, the four gods in the Warhammer world are simply extremely wicked. Furthermore, every member of the Star World Civilization works hard, and the ethics and talents of all leaders are top-notch. The leader of the Warhammer world is very abstract. It is obvious that the emperor can solve 90% of the problems as long as he is willing to be human and look at his sons more, but what is wrong is that he uses his own sons as tools, and all of them are mentally ill.
Read more than ten chapters
The current attitude is cautiously optimistic. It is reasonable for the newly launched Overlord to be unable to defeat the locals. The author is patching the wrong settings. But if the follow-up does not show some dimensionality reduction impact of healthy civilization on the Warhammer cesspool, it will be ugly. The existence of the other two groups of players is currently just a background board. It is best for the author to keep this setting in his mind, leave a few foreshadowings for a while, and then throw it out when it is written.
To suppress the fighting power, no matter what you do, the author will give you a stick
I read three books and they all died. You, the author, wrote three eunuch books at a time. I would like to call you the eunuch king.
What's going on? Why did you follow and then stop following? An inexplicable feeling.
How stupid, this can be fried. The environment determines everything, it just depends on which law the point of conflict follows. For example, in Warhammer, there is no other option for the interstellar zerg to either evolve into the tyranids or become extinct, because nothing else is true, and vice versa. Pure comparison is nonsense. Contradictions do not exist just because you ignore them or exceed your understanding. Most of them are because people criticize you.
Brother, please update carefully and try to get 10 photos per day.
I'm curious when the author will update? 😊😊😊
The puffer fish text is poisonous, but the other parts look pretty good. It would be nice if the poisonous parts could be changed a little bit.
Updates are so slow. Do you have any recommendations for similar Zerg texts?🙂
Tyranid Swarm VS Zerg Swarm
Comparing the Tyranid swarm and the Zeg swarm, I think the Zeg swarm is stronger, because as long as one of the terrifying individual soldiers of the Tyranids swarm dies and the Zeg swarm gets the biomass, it can be produced in the same way. As long as the Zeg swarm can survive the early development, the advantage of the Zeg swarm is even greater. After all, the Zeg swarm can farm, and even if it does not survive the early dominance, it can still open a wormhole to escape. If the escape is interrupted, the Zeg swarm has the most The last move is to seize the body of the Great Devourer. This move is feasible. As we all know, the Great Devourer is not an individual, but the collective consciousness of all bugs in the Tyranid swarm. So the only way is to find a way to capture a live Tyranids and use it as a disguise to make the swarm master be regarded as a member of the Tyranids. Then he can use his huge consciousness to command the consciousness of the entire swarm, and then change his name to Zeg Swarm 😁.