This is a private release that Mensrea sent me to beta test. It does contain the GEM mod addon, and some additional content but is less stable than the version above. Note that CTDs have been prevalent since version 10.
Well I was interested in this Mod and did some searching and a working unstable/dev v13 link was found on the steam forums (as well as a live v10 link that seems to be missing in the opening post), it looks like it also has the needed dev notes to allow someone to continue if they want though! It looks like the original author responded in Jan (this year!) to a comment on an old v10 posting there and found his old dev version to put up online.
Unfortunately as a new & 1st time posted I can't post the links (I REALLY tried to obfuscate them but that wouldn't work) so here is how to find it via google (someone please post with the actual links! )
Search for WH40k mod v.13 it should be the top result 'Warhammer 40k Distant Worlds Mod - Steam Community'
(Edit: oh and if you post the steamcommunity link get it when your viewing the 6th page of comments as that has the importent comment from the author)
< Message edited by XenoTheMorph -- 3/27/2016 7:22:56 PM >
Since I'm still getting emails about this mod having dead links despite the steam thread I decided to edit the OP to include both v.10 (possibly stable but with fewer features) and v.13. To clarify and reiterate what I said in the steam thread, I dropped development of the mod on account of it having performance issues that I couldn't diagnose. Somewhere along the way I broke something, but since it was just a CTD I had no way of figuring out what it was. The process of removing things -> testing would have been too daunting given the volume of data I had added, so I walked away to work on other projects.
Anyone who wishes to resume development is welcome to do so. Consider this my permission, you don't need to contact me. V.13 in the OP contains all my dev notes and plans for the future.
If I had to guess I would figure that the crashes are caused by memory requirements being exceeded. For that to be fixed everything would have to be scaled back: fewer ships, fewer stations, and a restoration of vanilla commercial mechanics. As I found with the gold resource there are some things that can technically be modded in this game but in actuality making alterations to them causes fatal errors. There really is a delicate balance and if you attempt to upset it you cause cascading failures, as I seemingly did by attempting to optimize economic activity. In conclusion, I really don't think the engine was intended to be used for a mod that changed so much. I was extremely naive to try to push it in any radical direction, regardless of what it said on the tin, but I suppose that's hindsight.
Hot damn though, I had some great games before they crashed!
I understand your decision, though I would have liked another outcome (Didn't we all!). I also appreciate that you made the effort to explain what happened. In the spirit of rather failing ambitiously, than succeeding mediocrely this mod stands alongside Master of Orion III then. Hats off to you () and happy moddding. If you like to wrangle a cranky engine I can warmly recommend Polaris Sector.
Huh. Quite a bit changed from version 0.12. Heavy Frame as damage reduction(Takes lots of space, but lot of damage reduction. No repair component), Powered Armour as an armour type(Takes much energy, but is somewhere between Passive Armour and Reactive armour). I mean, you still want to steal Nanite Repair because Necrodermis is still massively powerful and the Nano-Repair is still really good basically forever.
I have a love/hate thing with the Laer. The AI never uses them well, but they have so many advantages it's terrifying. Warped Plasma Charge so they can enforce their will in space. Cloning Mastery so they can pump out ever-better troops. +100% development for Water(Which is really common) so they can ignore quality for those planets. Super-massive Construction so their ships can have whatever they need or want stuck on them. Probably lots of engines, of course(Unless you grab Exotic Engines). Barracks over Troop Compartment so they can bring plenty of troops over.
Posts: 1992
Joined: 6/14/2013 From: Sydney, Australia Status: offline
Hi
Just to let you know that I am going to pick up continuing development of this mod where mensrea left off.
A little over a year ago mensrea expressed his frustration at the mod crashing and yes it can be diffacult to try and work out why the mod is crashing. Luckily I have plenty of experience fixing issues with DWU mods so I am going to have a look at Warhammer 40K, see what the state of the mod is and fix it.
Then look at expanding the mod using the notes from mensrea.
And yes... I do have my hands on V13 of this mod so ......
The Good News is : Warhammer 40K is not a dead mod!
Posts: 1992
Joined: 6/14/2013 From: Sydney, Australia Status: offline
Version 14 Patch in development
It is very easy to make a typo while modding Distant Worlds Universe.
One thing to keep an eye on is if text is upper case or lower case. In the picture below you can see all the other rows have text with a Capital first letter.
However anarchy is the exception and when DWU goes from the Government Bias file as below and goes to to the Government file itself it looks for anarchy but does not find it as all it finds is Anarchy and that is not a match.
So if you mod, keep and eye on your capitals or small letters. This bug may also have caused issues in the mod.
Now fixed in Version 14.
There are a large number of issues i have to look at with this mod and will go through them one by one over the next few days.
Posts: 1992
Joined: 6/14/2013 From: Sydney, Australia Status: offline
Version 14 Patch in development
Another issue was with the race known as Ghassulia. This caused a number of problems as some files referred to them as Ghassulia while other files called them Ghassulian with an N on the end. Fixed in Version 14.
An issue was also found with the policies for all races. The folder was named Policies with a capital R and Distat World Universe did not like it. Fixed in Version 14.
< Message edited by rjord1 -- 1/7/2019 4:58:30 PM >
Posts: 1992
Joined: 6/14/2013 From: Sydney, Australia Status: offline
Version 14 of Warhammer 40,000 is now available for download. Please note that I am considering this a beta version of the mod and there may still be issues.
I am looking for testers to give it a good workout and let me know in the forum below any issues you are picking up.
Wow. I came back expecting just a few download links but I certainly didn't expect someone to pick up after mensrea. Thank you so much, this is one of my favorite mods for the only game that can probably portray the true scale of 40k. Good luck to you rjord1.
Edit: Seems like the dropbox link is broken, it tells me the file doesn't exist. The link doesn't seem to be a proper dropbox download link though, did you properly upload it?
< Message edited by gonderlane -- 1/4/2019 9:31:31 PM >
While you guys test Version 14 of Warhammer 40K, I have already started work on Version 15 fixing some more things in the mod. The next version will be released sometime in the next 7 days and will hopefully be a stable version of the mod.
< Message edited by rjord1 -- 1/7/2019 4:55:19 PM >
After reading some of the notes about what happened between Versions 10 and 11 of the mod being released I would love to get my hands on Version 10 now as I believe there is some interesting work in there that was removed from Version 11.
So this is a callout to anyone who may happen to have Version 10 of Warhammer 40K lying about to please let me know.
< Message edited by rjord1 -- 1/7/2019 4:55:01 PM >
I may push out a patch update in the next day or so to fix some issues I have discovered which I am not sure how Distant Worlds Universe would handle.
For example, the lacrymole shown in the picture below has a bug in the characters file where the optional name of the race for the characters has been entered as Insectoid.
Insectoid is not in the race file so this field should be blank..... as I have done.
Another fix was to add different dialog to the races in the mod. Originally only 9 races had dialog so not sure what Distant Worlds would do when you communicate with a race with no dialog.
I have also fixed up the policy files and added policy files for pirates for each race.
The patch will be released in next 48 hours as Version 14.1