Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Battlefleet Gothic

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> Battlefleet Gothic Page: [1] 2 3 4   next >   >>
Login
Message << Older Topic   Newer Topic >>
Battlefleet Gothic - 3/29/2010 5:05:53 PM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline
Hi to all

Welcome to the universe of Warhammer 40,000, I present this theme that gives you the possibility to control the different races of Wh40K.

Current Version: 0.3

For Distant World: Version 1.03
LINK: http://www.sendspace.com/file/nl6izd


Soundfile: http://www.sendspace.com/file/98jkza
35 New musics
Unzip in: C:\Matrix Games\Distant Worlds
Thank you at Dr. House for more music.

Features:
-8 new races introduced:







Thank you a wormguy for the images provided on the Necrons and Tyranids .

CURRENT PROBLEM:
- Ai use diplomacy with you .
- Ai transfert population in yours colony .
- Ai seel technologys with you.
- The ai dont start in good planet type.
- The original system has the wrong name.(it often used by independent )


Version 0.1:
-Additions of 4 race: the Imperium, the Ork, the Chaos, the Eldars.

Version 0.2:
-Additions of 2 race: the Tau, the Dark Eldars.
-Correction of the first 4 races, for a more consistent result and a better balance.
-Included system.txt with about 50 new systems.

Version 0.3:
-Additions of 2 race: the Necrons, the Tyranid.
-Correction on the existing races.


Installation:
Unzip in folder: C:\Matrix Games\Distant Worlds\Customization

Have fun, all comments are welcome.

quote:

Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, the Chaos devices, Cityfight, the Chaos logo, Citadel, Citadel Device, Codex, Daemonhunters, Dark Angels, Dark Eldar, 'Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, Kroot, Lord of Change, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

http://www.games-workshop.com/gws/content/article.jsp?catId=&categoryId=§ion=&pIndex=0&aId=3900002&start=1

< Message edited by nicodede62 -- 4/9/2010 8:44:14 AM >
Post #: 1
RE: Battlefleet Gothic - 3/29/2010 5:10:42 PM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline
Another races is coming:
Necron, Dark Eldar, Tyranids and Tau.

The starting systems do not start with the name appropriate, i expect an answer to fix this.

(in reply to nicodede62)
Post #: 2
RE: Battlefleet Gothic - 3/29/2010 5:49:53 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
Do you have the ships included?

_____________________________


(in reply to nicodede62)
Post #: 3
RE: Battlefleet Gothic - 3/29/2010 7:22:02 PM   
KVD

 

Posts: 7
Joined: 3/29/2010
Status: offline
First, excellent idea of modd, nicode62

But but but... I've got a problem with the modd : when I select the Battlefleet Gothic's theme, I create a new game but I have no choice of Warhammer's races. Where's the error ? 

(in reply to ASHBERY76)
Post #: 4
RE: Battlefleet Gothic - 3/29/2010 7:45:31 PM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline
quote:

ORIGINAL: ASHBERY76
Do you have the ships included?


No, unfortunately. There is no game or image to see a ship with a top view.
I use those existing in game.

quote:

ORIGINAL: KVD
Where's the error ?


To you install the latest version 1.02 ?
I played with this all afternoon. Someone else has this problem?

(in reply to ASHBERY76)
Post #: 5
RE: Battlefleet Gothic - 3/29/2010 7:56:23 PM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline
New link

Erase old folder in Customization.

(in reply to nicodede62)
Post #: 6
RE: Battlefleet Gothic - 3/29/2010 8:02:38 PM   
KVD

 

Posts: 7
Joined: 3/29/2010
Status: offline

quote:

ORIGINAL:  nicodede62

To you install the latest version 1.02 ?
I played with this all afternoon. Someone else has this problem?


Yes, i play with the 1.02 version.

I tried differents things, but nothing happens...

(in reply to nicodede62)
Post #: 7
RE: Battlefleet Gothic - 3/29/2010 8:07:25 PM   
KVD

 

Posts: 7
Joined: 3/29/2010
Status: offline
Ok, i understand my mystake ! Now it's working 

Thanks for your job, i'll follow your modd with attention.

(in reply to KVD)
Post #: 8
RE: Battlefleet Gothic - 3/29/2010 8:11:51 PM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline
Nice for you

Thank you for the compliments.

(in reply to KVD)
Post #: 9
RE: Battlefleet Gothic - 3/29/2010 9:25:25 PM   
doomtrader


Posts: 5321
Joined: 7/22/2008
From: Poland
Status: offline
This one might convince me to get this game :D

_____________________________


(in reply to nicodede62)
Post #: 10
RE: Battlefleet Gothic - 3/29/2010 9:55:36 PM   
hellfirejet


Posts: 1052
Joined: 12/16/2008
From: Scotland
Status: offline
Brilliant news this Battlefleet Gothic Mod, has just made my mind up to buy this game,I might even install it twice,and have one as a Battlefleet Gothic Universe,and another as a Star Trek Universe!!

_____________________________

Regards,
Graham.

I'm not retreating, I'm attacking in a different direction! Lewis B. "Chesty" Puller

(in reply to doomtrader)
Post #: 11
RE: Battlefleet Gothic - 3/29/2010 10:04:37 PM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline

quote:

ORIGINAL: hellfirejet

Brilliant news this Battlefleet Gothic Mod, has just made my mind up to buy this game,I might even install it twice,and have one as a Battlefleet Gothic Universe,and another as a Star Trek Universe!!


Unfortunately, can not change anything in the game (resource, planet, components).

So long as the modding is not releasing a little more, I'm blocking .

But, thanks for support .

(in reply to hellfirejet)
Post #: 12
RE: Battlefleet Gothic - 3/29/2010 10:16:50 PM   
hellfirejet


Posts: 1052
Joined: 12/16/2008
From: Scotland
Status: offline
Later upgrades might allow quite a bit more modability,well at least I will keep my fingers crossed about that,I much prefer games where it has an in built editor,which allows the gamer to change most things in game!

_____________________________

Regards,
Graham.

I'm not retreating, I'm attacking in a different direction! Lewis B. "Chesty" Puller

(in reply to nicodede62)
Post #: 13
RE: Battlefleet Gothic - 3/30/2010 2:14:25 AM   
lordxorn


Posts: 768
Joined: 12/6/2009
Status: offline

quote:

ORIGINAL: hellfirejet

Later upgrades might allow quite a bit more modability,well at least I will keep my fingers crossed about that,I much prefer games where it has an in built editor,which allows the gamer to change most things in game!


Distant Worlds has an ingame editor, however I don't know the flexibility of it yet.

(in reply to hellfirejet)
Post #: 14
RE: Battlefleet Gothic - 3/30/2010 8:16:19 AM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline
quote:

ORIGINAL: lordxorn
Distant Worlds has an ingame editor, however I don't know the flexibility of it yet.


There will be limited to the current game. That's all, it's just a sort of "cheat".

< Message edited by nicodede62 -- 3/30/2010 8:20:05 AM >

(in reply to lordxorn)
Post #: 15
RE: Battlefleet Gothic - 3/30/2010 1:20:13 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Sorry to hear you're not going to continue, nicodede.

Now I'm not sure, I haven't tested, but it does say in the customization guide that you can name the home planet of the race. Also there are already 2 mods available here with new star names.

That means that only resources and components are, as yet, unmoddable.

Are there other aspects you would like to mod?

(in reply to nicodede62)
Post #: 16
RE: Battlefleet Gothic - 3/30/2010 1:35:34 PM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline
quote:

Sorry to hear you're not going to continue, nicodede.

Now I'm not sure, I haven't tested, but it does say in the customization guide that you can name the home planet of the race. Also there are already 2 mods available here with new star names.

That means that only resources and components are, as yet, unmoddable.

Are there other aspects you would like to mod?


Oh, I'm not going to stop. An update is planned for today, dark eldar and tau are coming.
But unfortunately, as stated above. I could not do in much else and I get stuck as the modding is not unlock.

For my part, I wanted to add resources and new planets. For Space Combats , increasing reach of weapons and be able to edit existing components. And to add more.

(in reply to Igard)
Post #: 17
RE: Battlefleet Gothic - 3/30/2010 2:37:11 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Ahh, I see. Cool. I think in time these things will become modable.

(in reply to nicodede62)
Post #: 18
RE: Battlefleet Gothic - 3/30/2010 3:07:27 PM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline
New Version 0.2

-Additions of 2 race: the Tau, the Dark Eldars.
-Correction of the first 4 races, for a more consistent result and a better balance.
-Included system.txt with about 50 new systems.


(in reply to Igard)
Post #: 19
RE: Battlefleet Gothic - 3/30/2010 5:20:49 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Looks like it's coming along nicely, thanks.

(in reply to nicodede62)
Post #: 20
RE: Battlefleet Gothic - 3/30/2010 9:07:25 PM   
KVD

 

Posts: 7
Joined: 3/29/2010
Status: offline
Yeaaaaaah !!! Nice way, nicodede62, don't stop your project !

I hope a better editor or some better possibilities to edit files for the futur. Actually i love your idea

(et en + je vois que tu es français. Surtout faut faire du forcing pour avoir de meilleurs possibilité de modding)


< Message edited by KVD -- 3/30/2010 9:08:57 PM >

(in reply to Igard)
Post #: 21
RE: Battlefleet Gothic - 3/30/2010 10:37:54 PM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline

quote:

ORIGINAL: KVD
(et en + je vois que tu es français. Surtout faut faire du forcing pour avoir de meilleurs possibilité de modding)


Merci pour le soutien, je pense ne pas être le seul a déplorer le manque de modding .

(in reply to KVD)
Post #: 22
RE: Battlefleet Gothic - 3/31/2010 11:22:31 PM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline
I have a question for you,

Knowing that there is no race "mechanics" for the Necrons, and as it is impossible to reproduce the end of an planet with of the Tyranids.

Would you be interested, if I put them even knowing that for now, it would just "visual", without particular gameplay. (this which was already a little the case with the other races) ?

Give your opinion .

< Message edited by nicodede62 -- 3/31/2010 11:49:10 PM >

(in reply to nicodede62)
Post #: 23
RE: Battlefleet Gothic - 3/31/2010 11:56:59 PM   
KVD

 

Posts: 7
Joined: 3/29/2010
Status: offline
Well... actually we've got no choice. So why not.

But you've got others races from WH (like Slaans, Orgryns, Demons, etc...) or you can put more factions of exisiting races (like differents Ork clans : Bad Moons, Evil Sunz, Blood Axes, etc...).



(in reply to nicodede62)
Post #: 24
RE: Battlefleet Gothic - 4/1/2010 1:07:54 AM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Yeh, go with it, it's your baby. Of course if anyone isn't happy with the way a race is represented, they can just not play them.

Only thing that could potentially spoil the illusion for me is if the Tyranids start offering free trade agreements. Can you make them sufficiently hostile enough? Does the game allow for that?

I second the 'more factions of existing races idea'. I'd like to see the chaos faction split into the 4 main gods.

(in reply to KVD)
Post #: 25
RE: Battlefleet Gothic - 4/1/2010 9:13:51 AM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline
Thank you for the answers.

You just give me an idea every two . It is true that different clans with existing races would be fun:

Ork:
Bad Moons: more income.
Evil Sunz: more speed
Blood Lines: Best spy
Snake Bit: less technology

Chaos
Khorne: less penalties for the war, more aggressive
Nurgle: ??????? (I have no idea for differentiated)
Tzeentch: Best spy
Slaanesh: improved reproduction, better satisfaction on the colonies.

Imperium:
Adeptus Mechanicus: better technology, more income
Inquisition: best Spy

Eldar:
Ulthwé: better maintenance
Saim-Hann: better satisfaction on the colonies.
Iyanden: more aggressive, less penalties for war
Biel-Tan: better maintenance on troops

Thank you for this idea, I'll try to see what it does give in game.

By cons, for other races, I do not really see the usefulness of adding another clan.

< Message edited by nicodede62 -- 4/1/2010 9:38:31 AM >

(in reply to Igard)
Post #: 26
RE: Battlefleet Gothic - 4/1/2010 12:28:48 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Nurgle is a tough one..

Maybe all round bonuses but to a lesser extent than the other gods and with a couple of penalties

Bonus: less war weariness, less troop maintenance, happier colonies
Penalty: less mining, poor merchants

(in reply to nicodede62)
Post #: 27
RE: Battlefleet Gothic - 4/1/2010 12:38:17 PM   
OverlordCW

 

Posts: 88
Joined: 3/28/2010
Status: offline
Note, however, that there is a limit of 20 races the game supports, IIRC.

(in reply to Igard)
Post #: 28
RE: Battlefleet Gothic - 4/1/2010 12:52:02 PM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline

quote:

ORIGINAL: Igard

Nurgle is a tough one..

Maybe all round bonuses but to a lesser extent than the other gods and with a couple of penalties

Bonus: less war weariness, less troop maintenance, happier colonies
Penalty: less mining, poor merchants



It is not possible to add penalties.
I try to put a "-" in the file "race", but the command is not taken into account.



(in reply to Igard)
Post #: 29
RE: Battlefleet Gothic - 4/1/2010 3:27:20 PM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline
New version 0.3

-Additions of 2 race: the Necrons, the Tyranid.
-Correction on the existing races.

(in reply to nicodede62)
Post #: 30
Page:   [1] 2 3 4   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> Battlefleet Gothic Page: [1] 2 3 4   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.750