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RE: Warhammer 40k DW:U Mod

 
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RE: Warhammer 40k DW:U Mod - 8/5/2014 12:08:22 AM   
mensrea


Posts: 233
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A user on steam has brought an issue to my attention. It seems that he has had several instances of his cashflow completely disappearing and it has happened to him across several versions with different races. Has anyone else experienced any strange economic bugs like this through this mod or DW:U in general, and if so can you let me know on here or by email at mensreamc@gmail.com.

On another note I have completely redone the military tech tree. In general there are more techs and they stretch out further. There will also be several new weapons types and major changes to most weapons. Energy torpedoes are being removed in favor of missile torpedoes, which will come in three classes: SR, MR and LR. Railguns are being redone as coil guns, basically big EMG shotguns. Railguns/macrocannons themselves are taking on the properties of vanilla torpedoes, with the exception of them being much, much faster. Plasma weaponry will be replacing old school torpedoes but will do more damage with less range.

I will also be adding more point defense weapons and generally removing most of the dead end techs in favor of techs that progressively get better and better. In the end this will mean that rather than constantly redesigning your ships because you discovered a new component that is 10% better you can instead keep refining the weapons they are already designed to use.

I did want to get some input on my changes to the way reactors and fueling work now. I know people had expressed that it had problems before and was wondering if my changes seem to have addressed the issue to anyone else.

(in reply to mensrea)
Post #: 151
RE: Warhammer 40k DW:U Mod - 8/5/2014 2:16:30 AM   
SF-Inc

 

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I had the issue of disappearing cash flow a few versions ago while playing as Ork. I honestly thought nothing of it at the moment...for some reason...Thought it was just actual Anarchy happening.

As for fueling I haven't had any problems and I really like the changes. Much less needless downtime.

(in reply to mensrea)
Post #: 152
RE: Warhammer 40k DW:U Mod - 8/5/2014 1:05:40 PM   
blackhelm

 

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I haven't encountered money problems (quite the opposite in fact - there's a whole lot of money available, probably because I was playing Auretians). However, I did encounter a strange problem with facilities. It seems like custom facilities are borked in some way, because trying to build the planetary mass-drivers instead built an Ion Cannon that didn't seem to have the referenced stats, and other custom facilities were also simply causing vanilla facilities to be built (or so it seems). This could totally just be a localization problem, in that it's building the right thing but the name on the planetary facility list just hasn't been reskinned, but it seems to be an issue with simply not building custom facilities. Also, the facility maintenance costs are the vanilla costs, and the tech tree gives no info about the expected maintenance of the facility, so I wasn't sure what to expect cost-wise when building the facilities.

Otherwise, I've been super pleased with this mod - it's crazy awesome, and you've done an incredible job! I especially like how much of a terror the orks are!

All Hail the Mod Emperor


(in reply to SF-Inc)
Post #: 153
RE: Warhammer 40k DW:U Mod - 8/5/2014 5:23:04 PM   
Capshades

 

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First off, gotta say that this is an awesome mod. I'm not a big fan of the warhammer 40k series, but I now find this mod more enjoyable to play than vanilla DW:U.

Fueling/reactor system works great, like SF-Inc said way less needless downtime, also kinda eliminating the need for refueling ships endgame (as it should be imo.)

Your hyperdrive tech setup is also very interesting. It really defines how fast you can expand, and can drag some factions down pretty hard. At the same time though, it doesn't take years to expand past your home solar system anymore.

My favorite change is the condensed resource system. Now building an economy from the ground up doesn't take 90% of the game.

Bugs: never had the economics glitch. I do have the custom ground facilities bug that blackhelm has. After being built, they have a vanilla name and possibly properties (haven't had to use an SRM launcher/ion cannon yet, though they do seem to charge vanilla maintenance fees.) Also, idk if this is intentional or not but it seems that almost every time i colonize a planet they rise up in rebellion for a good while and don't pay taxes (not that there's a set tax level for them anyway.)

< Message edited by Capshades -- 8/5/2014 7:15:36 PM >

(in reply to blackhelm)
Post #: 154
RE: Warhammer 40k DW:U Mod - 8/6/2014 11:58:09 PM   
mensrea


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Thanks for the feedback and encouragement, guys. Good to know the fueling changes are working as planned. I still have not determined what causes the taxes to suddenly drop to zero; I'm not sure if it's something I did or not. The only thing I thought of was that with Orks anarchy is meant to be harnessed by a strong leader organizing a WAAGGGHHHH, so if the leader dies your society gets hit hard. On steam it was reported this wasn't the case though, so I don't know.

The facility bug is confirmed. Looks like I will be removing that next update and addressing what I can to fix the remainder. Sadly, as far as new facilities go I really am limited to just offering ones whose upfront cost is cheaper. Nothing else will do anything. I can also add more wonders, but to be honest I ****ing hate wonders. I think in lieu of even having them I may add corporations and NGO's (different name, same concept), which sort of makes more sense to me in general. I still can't stand the idea of "JUST ONE, YOU CAN ONLY HAVE JUST ONE, EVER". In every other strategy game I have played I always modded wonders into national wonders, just because I hate the concept. Can't do it here.

Capshades: Good to know the resource system is appreciated. If we could have more than 5 resources on a planet I would definitely do it differently, but I was hoping that's the best system given the limitations.

I'm pretty sure the revolt thing is a result of initially being deprived of food, water, ore and minerals, which may piss people off pretty bad. It's unfortunate that colony ships don't carry a cache of resources that are designated as vital to colony growth. Try ferrying troops alongside colony ships and building a very cheap, rudimentary starbase with rec and med facilities on it right away. A starbase because you don't want to flood ports, it's really not a good idea to have more than a few per sector. Sorry though, if I could fix it I could because it drives me nuts too. I just rationalize it as the poor bastards having just woken up on some strange planet with nothing of note, having been Shanghai'd from their home world.

Blackhelm: I almost cannot believe someone is playing as the Auretians. I think in honor of your bravery they will be the next race I really hash out, and I will add a leader named Blackhelm to their character roster.

(in reply to Capshades)
Post #: 155
RE: Warhammer 40k DW:U Mod - 8/8/2014 3:30:40 AM   
blackhelm

 

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Aw, c'mon, why are you suprised for the Auretians - they're possibly the only people after the Age of Strife to definitively hold possession of an STC (or rather, a range of STC databases)! Plus it always annoys me how the damnable heretics following that traitor Horus just flat out destroy the Auretians. I mean, I know they're soulless traitors, but that instant betrayal is really the opening kicker for the whole Heresy. So I'm much more in favor of playing as the Auretians, getting those tasty tasty STCs, and then wiping the floor with the foolishly blind to chaos Imperials.

Haha, but honestly I'm enjoying the mod quite a bit! I do have nitpicks (which I will dutifully list), but you're still putting a lot of this together so I'm not worried.

I was wondering about the Orks being able to be communist - I tried fomenting a revolution to weaken then, and it had the paradoxical effect of causing them to be more stable afterwords? I don't think they lost any worlds or anything either. It was just kind of funny, that the Waaaghhh!!! became Space Soviet ("Koooommmraaaaddd!! Red is da bestest!!) Actually, maybe that makes some kind of perverse orkish sense

Also, the Megarachnids probably shouldn't be quite so friendly like - on more than one occasion they've been really eager to buddy up with me, which seems somewhat at odds with their canon interactions with the Imperials and the Interex. Not that I'm complaining - they'd be waaaay to close for comfort in my current game if they were enemies!

And having an encyclopedia entry for the races would be nice, if only to see benefits and attributes each race has while playing. In fact, I might look around at what modding is like for DW and see if I can't whip something up localization-wise (if you need help with that, of course). I've got some limited experience with Crusader Kings 2, so who knows, maybe it's similar.

Finally, one request - if you do name a character after my forum tag, name them "Sabel Cask" (Sable = Black, Casque = Helm) Feels less immersion breaking that way.

(in reply to mensrea)
Post #: 156
RE: Warhammer 40k DW:U Mod - 8/8/2014 6:19:22 PM   
mensrea


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What surprised me was that the traitors were able to wipe out the Auretians that easily considering they had advanced knowledge of the STC's and had an STC in their possession. I don't really blame the traitors though, they were wise to be fearful of the possibility of Men of Iron being recreated. That's something I would like to do at some point in a tech tree, by the way, but since I had to overlap the Mechanoids with the Loyalists I'm not sure if it will work. There actually is a technology that lets you create a new race courtesy of the ancient galaxy scenario. There's also one that lets you create giant Kaltor bioweapons, create diseases and randomly summon ships in (never tested any of these though).

I did mess up with the Auretians, though. The income bonus from biodiversity is supposed to be from the STC's instead, and it's supposed to be greater, considering there will likely only be 3-4 STC resources in even a large map.

I was considering giving some xenos the ability to create a disease that just targets humans in case we get players who are tired of so many of us in the galaxy and want to even the odds against the fairly impressive array of human empires.

Communist Orks, eh? Shouldn't be possible, as I barred them from every government type but anarchy. Maybe it's an unintended glitch from fomenting revolts? Maybe I overlooked something? I will double check tonight. Maybe they just took "red is fastah" to it's logical conclusion?

Megarachnids are meant to be extremely aggressive and unfriendly. I'm not sure why they are trying to buddy up - maybe their intense hatred of the Interex and Imperium is driving them to desperation. I did figure that to rebuild their empire they may be more willing to work with others, but I still wouldn't trust them...

I would love help on the encyclopedia entries. It was the one thing I was holding out on until the very end. Now that I decided to rework the tech trees basically from scratch the end may be a month or two away, at least.

Sable Cask sounds better for an Auretian. Blackhelm sounded more like an Orkish pirate who had an unfortunate run in with flamer wielding space marines.

I wouldn't call anything a nitpick though. Everything is valid input if it results in a correction that brings things more in line with the lore or addresses issues with gameplay or in general. The goal is to have a really polished mod and everything you guys weigh in with is helping me work toward that. So bring on the issues, my body is ready!

I did finish up the weapons tech tree last night and I have to say I'm pleased with myself, I just hope you guys like it as much as I do. I even ended up with extra components due to how I approach things. I badly want to work on the energy and construction trees too, but working with the tech tree in this manner is very time consuming and I will likely set aside two weeks to do each tree as well as my regular goals of hashing out races. I will post more on my changes later as I want to do a comprehensive image that lists all the weapons.

(in reply to blackhelm)
Post #: 157
RE: Warhammer 40k DW:U Mod - 8/9/2014 2:37:50 AM   
mensrea


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As promised I have produced the image listing all the components in the new, overhauled weapons tech tree. Keep in mind that there are between 4 and 10 updates for each of these, with the average being 5. The super weapons require that every weapon and its upgrades in entire brackets be researched. Research is also spaced out a bit to ensure it gets much more difficult to research. I didn't include fighter images because I didn't really change that line that much, though I did add a super hanger of sorts. It seems that I cant have fighters upgraded at all, but I will experiment with it none the less.

The SR weapons in general look really bad but they also have the longest upgrade paths and get significantly better around upgrade 3 or so.

I thought it was cruel to talk about this so much and not give anyone access to it, so I'm releasing it to the curious as an untested alpha, though in truth I have played it 1000 times now it seems, just never past the very beginning.

Here is the link. Keep in mind this isn't an official update, just a sneak peek: https://dl.dropboxusercontent.com/u/56152025/WH40k%20mod%20v.7.9.zip

And here is the obscenely big picture that I couldn't even upload via the forum so I used imgur like usual.


(in reply to necaradan666)
Post #: 158
RE: Warhammer 40k DW:U Mod - 8/9/2014 10:55:55 AM   
Icemania


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I have no idea about Warhammer but had to download and play this after seeing some of the changes.

The huge income boost, combined with massive construction size increases and a focus on Capital Ships alone ... wow those monster fleet battles alone were amazing!

Great work mensrea, just epic!

(in reply to mensrea)
Post #: 159
RE: Warhammer 40k DW:U Mod - 8/9/2014 4:55:13 PM   
blackhelm

 

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Wait, don't take away the only early game advantage of the Auretians!!!

I was actually wondering about the "headcanon" for that - I do like that they get an enormous income boost from something, and a construction spped boost from something else, but I'm not sure what it should come from. I do think that the current setup, where STCs give construction speed boosts, makes sense (I mean, that's pretty much what an STC does - make things faster, better, and stronger). The income boost could be handwaved to be anything - as it stands, Biodiversity helps because it's available early and reliably, so the Auretians have yet more resources to throw at doing research (because that's pretty much the main thing they've got going for them). I do wish there was a way to actually GIVE them an STC resource, but I don't really think that's possible.

Anyways, I'll try to look at the modding capabilities of DW tonight or tomorrow, and see if I can't help with trawling through the sludge of localization (grimdark indeed)

(in reply to mensrea)
Post #: 160
RE: Warhammer 40k DW:U Mod - 8/10/2014 9:23:10 PM   
mensrea


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Thanks Icemania, I appreciate that. Glad to hear the mod is working as intended, though I did reign in the massive incomes a bit with this update as it seemed like there was so much money sloshing around that it became meaningless. I also wanted to thank you again for your AI work. Based off your findings I completely reworked the policy files. I noticed that AI's actually explore now, and have real research bases! I also noticed that while at first they don't obey the fleet split, often building loads of escorts and frigates, as the game matures they will actually obey it and only build capital ships. It's too bad about the minimum troop garrisons not working though...and it seems like the AI doesn't obey the tax settings either.

Blackhelm - I addressed your concerns with the Auretians and set their income bonus to rare minerals as 2 STC bonuses was a little redundant. I already took that route with the Lacrymole being obsessed with biodiversity.

I also did something a little different with this update aside from the usual and included a lot of new characters. In addition, all the characters are named after people who have commented on the forums here or on steam, in addition to some others who I generally admire. There were 2 people I couldn't because they had nothing near a name I could use. I also took some creative liberties with some names to make them fit but all in all you should be able to recognize yourselves.

Here are the named:
-Eldar
Cypher
Solarius
Andydis
Manth the Icy

-Ork
Zhukov da' Beard
Brain-Boy Haree
Boss Rutins
Elliod Krushteef

-Auretian
Sabel Cask
Oos
Raruto Kazzumaki

-Lacrymole
Konrad Fanakrå
Strelov
Bochenek
Gaskell
Cyrtis
Seelöwe

-Loyalists
Andreus Plowden
Christus Ardryn
Michael Leroux
Derrickas Moore
Maximus Moore

-Heretics
Frederick Bellander
Bokar Jamesen
Arnoldas Rimkevicius
Antonius Luke
Andre the Silent

-Imperial
Kevinus Ellison
Phocian Moranis
Richard Elias

My apoligies if you didn't get the faction you want. You can always weigh in and let me know. There is also a lot more room for others so I would be glad to name whoever, just let me know.

Finally, here is the mod: https://dl.dropboxusercontent.com/u/56152025/WH40k%20mod%20v.8.zip

It took a while this time but I think the wait was worth it. Lots of fixes, too many to detail even (I lost count), so I just summarized most of them. Here is the changelog.

v.8 changelog
-complete rework of weapons tech tree and components
-implemented noteable changes to policies and research station/spaceport designs as a result of Icemanias AI improvement mod findings
-finished Auretians, Gykon, Megarachnid
-fixes and balancing to the following: governments, races, policies, components, resources, images, facilities
-at least 5 characters for the following races: Eldar, Ork, Auretian, Lacrymole, Loyalists, Heretics, Imperials, Gykon
-leader character for every faction
-Ork character names
-several new wonders
-varying chance for race events
-new Human ship names
-improved legacy facilities
-added named characters

< Message edited by mensrea -- 8/10/2014 10:26:09 PM >

(in reply to blackhelm)
Post #: 161
RE: Warhammer 40k DW:U Mod - 8/10/2014 9:58:11 PM   
SF-Inc

 

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Is there something wrong with Enhanced Energy Collection in the Energy tree? Always start with Energy Collection researched but then the next level tech tells me I must research the preceding project.

(in reply to mensrea)
Post #: 162
RE: Warhammer 40k DW:U Mod - 8/10/2014 10:22:16 PM   
mensrea


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Yes, there was an error in the energy tech tree. I'm surprised no one had pointed it out before now actually, I hadn't worked on the energy tech tree for a while. Its fixed now so it will no longer be bothering anyone. If you downloaded the mod already I am attaching the fixed research file, just overwrite the one in the WH folder with it. Everyone downloading it after I post this will be fine though.

Attachment (1)

(in reply to SF-Inc)
Post #: 163
RE: Warhammer 40k DW:U Mod - 8/10/2014 10:32:24 PM   
SF-Inc

 

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Well I only ran into the problem with it last night after trying out the weapon tree teaser file so you must have changed something in that tree accidentally.
Thanks for the quick fix though :)

(in reply to mensrea)
Post #: 164
RE: Warhammer 40k DW:U Mod - 8/11/2014 1:29:25 AM   
Capshades

 

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Yeah I've been using a "planetary base" starbase with med facilities and recreation center to calm populations down, but by the time they get built the world has stopped revolting. Generally only keep 1-3 full construction stations.

Currently playing the Diasporex, having last played the Imperium it's pretty intense how serious the initial boost is of a strong trade economy and the early-access hyperdrives.

I flipped through a random codex at a bookstore the other day, written about the Tau Empire. Will you be adding them soon, or are they already in under a different name? Excuse my lack of WH40k knowledge.

(in reply to mensrea)
Post #: 165
RE: Warhammer 40k DW:U Mod - 8/11/2014 1:37:47 AM   
SF-Inc

 

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Our buddies in the Tau Empire were not around at this time period. This mod takes place during the Horus Heresy which was in the 31st millennium. I think there was actually something about an Imperial surveying ship that went to the Tau home world at this time but they were still in a barbaric non-spacefaring state XD

Edit: Got me curious again
"What is known is that only 6,000 standard years ago, in the 35th Millennium, an Adeptus Mechanicus Explorator fleet discovered the Tau homeworld of T'au and determined that its population of sentient xenos were a primitive people at the Stone Age level of development, having only just mastered fire. Since then, the Tau have developed very rapidly to a space-faring species."

< Message edited by SF-Inc -- 8/11/2014 2:39:20 AM >

(in reply to Capshades)
Post #: 166
RE: Warhammer 40k DW:U Mod - 8/11/2014 2:36:08 AM   
mensrea


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SF-Inc is correct. Though I can add one race that has been asked for: the Necrons. It will be difficult to play as them though, as the population will basically not grow, just make up for losses. They will also constantly go berserk on any races sharing a planet with them, so forget about cheesing it, hehehe.

On the other hand they will be incredibly powerful, and even one planet of Necrons will be a danger to the galaxy. God forbid they manage to link up with other sleeping tomb worlds...

I also want to start rounding up more and better ship, troop and GUI art. In light of recent modding changes that will allow race specific GUI's I would like to have ones for the Imperium, Eldar and Ork at the least. If anyone knows of any good artwork we could start adding to shift away from vanilla models please help me out. I'm not really big on art and stuff, so I can definitely use outside help.

(in reply to mensrea)
Post #: 167
RE: Warhammer 40k DW:U Mod - 8/11/2014 3:59:34 AM   
Capshades

 

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Uh, I think i have a bug. Just tried V.8 for the first time as Imperium with prewarp tech, and the AI isn't adding weapons to the space ports other than anti-fighter. I've researched several weapon techs and despite prompts to upgrade designs with them, it's not adding them to the space port...

(in reply to mensrea)
Post #: 168
RE: Warhammer 40k DW:U Mod - 8/11/2014 10:45:28 AM   
scouseern

 

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Great work as always my friend.

Like the Andreus Plowden a lot!

(in reply to mensrea)
Post #: 169
RE: Warhammer 40k DW:U Mod - 8/11/2014 7:28:29 PM   
mensrea


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Thanks scouseern, glad you like Andreus, I hear he's one of the finest warriors in the Astartes!

Capshades - I altered AI research base and port blueprints to put an emphasis on research, construction and longevity (much more armor and shields) rather than weaponry, as I figured that weaponry is mostly covered by defense orbitals. I do plan on adding weapons back to ports but to do so will mean I have to look at every races preference and incorporate those specific weapons. In the meantime I figured proper research systems are more important so they can get the good stuff for their fleets and not always be left behind in research (not to mention actually have the capacity to build the fleets this mod enables them to have). I'm not sure why they are not following your orders, though, as we are not even able to mod stuff like that. Have you tried manually adding what you want to it through the design screen?

I was also wondering how the new weapons tech tree is working out and what you guys might think about me expanding it even further. Now that the framework is in place adding more upgrades is almost trivial, but I realize not everyone wants to be stuck researching stuff forever. Of course, users can simply select faster research rates at game setup, but who knows.

(in reply to scouseern)
Post #: 170
RE: Warhammer 40k DW:U Mod - 8/11/2014 9:24:36 PM   
Capshades

 

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Well, I'm just used to not bothering with defense orbitals haha, I can manually add weapons. I was just surprised when an ardiulus came at the station and it didn't do anything...problem solved though.

Tech tree is fine imo, better early-game options, however the Medium-Ranged category seems a bit redundant. I like what you did with the armor system, though it would be nice if the game considered both reactive and passive armors to be up-to-date all the time, and didn't switch between them.

Did you modify something in the AI's motivation to get Wonders faster? The AI beat me to four Wonders which is very unusual....

< Message edited by Capshades -- 8/11/2014 10:28:14 PM >

(in reply to mensrea)
Post #: 171
RE: Warhammer 40k DW:U Mod - 8/11/2014 10:15:55 PM   
mensrea


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All MR weapons, or one type in specific? My aim was to really give a middle option to those who didn't want to pick SR or LR that sort of combines them both. If you tell me which ones (or all) I can take a second look and see if we can make things more diverse. Sadly you can't see resource costs at a glance because sometimes that's where the bigger differences are.

I know how you feel about the armor, too. I wasn't sure if it was a good idea or not but keep this in mind: rating is how much damage the armor can take before it breaks, reactive rating is how much damage the armor will outright ignore (to an extent). I would say reactive armor is best against weaker weapons while passive armor+component repair would be better vs. stronger ones.

I didn't set the AI to favor wonders yet but with the improved research they will naturally just discover things much faster. The Eldar in particular are usually hogging up all the wonders in my games.

(in reply to Capshades)
Post #: 172
RE: Warhammer 40k DW:U Mod - 8/11/2014 10:47:40 PM   
mensrea


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Ahh, and the mystery of the Communist Orks has been solved. While reviewing stuff I realized that the governments Orks can't access started with 1, but this game starts everything at 0, and thus my mistake was illuminated. I also think the reason people are having crashing economies under anarchy is due to the level of corruption so I asked one guy who had the problem to cheat some regional capitals in each sector of his and see if that addresses it. I imagine with anarchys heightened corruption levels coupled with bigger empires and pirates setting up shop all over the place an empire could be so wracked with corruption that they would no longer make any money at all.

I do have a pretty cool solution in mind but I will wait to hear back before I fix something that may not be broken.

(in reply to mensrea)
Post #: 173
RE: Warhammer 40k DW:U Mod - 8/12/2014 4:51:03 AM   
SF-Inc

 

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Well I haven't been able to recreate the bug but I feel like something needs to be done about the Orks...Can't go 5 years into a game against them without having all my planets bombed to Hell or assaulted by hundreds of troops supported by 5000 size ships with thousands of shields and firepower.

I understand they are supposed to be powerful but they are just a brick wall in any game I decide to put them in.

(in reply to mensrea)
Post #: 174
RE: Warhammer 40k DW:U Mod - 8/12/2014 7:41:22 PM   
mensrea


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That's strange about the Orks. In every test game I have run they are always doing so-so. However, I run games on the smallest maps with every race, so that might be affecting things. Can you tell me what version they have been doing this since, what your map and difficulty settings are and what race you play as? No race should ever be a brick wall (aside from maybe the forces of Chaos which are meant to be teamed up against) so I do want to address this especially if others are experiencing the same problem. I'm thinking that perhaps the recent addition of improved research and the Orkimedes character may have given them the edge they need to explode across the galaxy.

I would also suggest going after their leader ASAP. If you can manage to kill him it will bring their reign of terror to a quick end and maybe give you enough time to turn the tides back on them.

I would also suggest using LR weapons against them. Maybe a combination of LR torpedoes and LR ion cannons? Their main weakness is that they have a -99% research malus, basically making it so they are stuck with the techs I give them to start with. Which means, no ion defense, relatively weak shields, etc..though it sounds like they are making due by just stacking roks with more of everything. Kind of scary actually. Now I know how those poor bastards on Armageddon must have felt, and that WAAAGGHH wasn't even one of the larger ones.

(in reply to SF-Inc)
Post #: 175
RE: Warhammer 40k DW:U Mod - 8/12/2014 8:15:23 PM   
SF-Inc

 

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I was using the latest version while playing and I was playing as Imperials on a smaller map (400 stars 8x8). One of the main problems I was having was that Imperials need to spend so much to get a decent warp drive even though, as far as I know, the Imperials have always had the tech to make fast warp engines. The only reason the human empire fell before was because of the Eldar screwing with the warp and preventing ships from traveling in it. Might be a good idea to give all the races some form of decent warp drive from the start, while obviously leaving the legacy stuff to keep the smaller races with their advantage.

(in reply to mensrea)
Post #: 176
RE: Warhammer 40k DW:U Mod - 8/12/2014 8:39:28 PM   
Capshades

 

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Or perhaps just add the Imperial faction to the spacefaring legacy tech?

To answer your first question mensrea, I meant that just the MR weapons in general seem a bit redundant, though I see your point.

What I meant about the armor is that it seems the way you've changed it makes it viable to use both armors at the same time in a design, the AI just doesn't want to do that.

On the point of the Orcs, I don't even bother playing with them. I only play the extra-large maps, and they have too large an advantage to be considered fair, especially when I play Imperial. They're really interesting to play as though haha

(in reply to SF-Inc)
Post #: 177
RE: Warhammer 40k DW:U Mod - 8/12/2014 8:56:36 PM   
mensrea


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To be honest I always start out the Imperium and Eldar as having slightly developed empires and everyone else starting with nothing, to keep up with the fact that they did already know most of that stuff. I'd highly suggest doing that when running a game as the Imperium as you will start out with at the least the second warp tech. I'm not sure if giving both races another buff is a good idea as they are already significantly better than every other race. I will be balancing the energy tech tree for the next update though, so I may just make it so the Gerax doesn't have such a high cost for its tech level.

I'm also wondering if your the victim of the Commie Ork bug. Can you check their government type? I was waiting on some guy from steam to report back on a potential fix for the broken economy thing but I will just release a fix for it and the Red Ork menace shortly.

(in reply to SF-Inc)
Post #: 178
RE: Warhammer 40k DW:U Mod - 8/12/2014 9:00:39 PM   
SF-Inc

 

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Alrighty, starting games that way should be more helpful.
I did not have the Commie Ork bug, just their collapsing economies; though that was several versions ago. In the game I just got spanked in they were still good ol' Anarchists luckily. Couldn't even imagine them waving the Red.

(in reply to mensrea)
Post #: 179
RE: Warhammer 40k DW:U Mod - 8/12/2014 9:49:30 PM   
Capshades

 

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No they're always anarchist

(in reply to mensrea)
Post #: 180
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