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RE: Warhammer 40k DW:U Mod

 
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RE: Warhammer 40k DW:U Mod - 9/19/2014 6:17:28 PM   
Locust71

 

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I nead to find more info about the Hrud before I can come up with something. But they are special and unique as a race.

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RE: Warhammer 40k DW:U Mod - 9/21/2014 1:12:45 AM   
Capshades

 

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I've researched "Orbital Assembly Perfection" but the max build size is still what it is for "Apex orbital Assembly."

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Post #: 392
RE: Warhammer 40k DW:U Mod - 9/21/2014 5:53:22 PM   
Japhet

 

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New Version of the combined pack. It contains a lot of new stuff including art for the Hrud (ui, characters, ships & troops (both incomplete)), reworked Megarachnids (new ui, race portrait, troops & ships), new troops for the Laer & Qietude, new ships for the Rak'Gol & Tyranids, an alternative ui for the Tau and slightly tweaked uis for Kroot & Stryxis. I also included many images of honor badges for the archievements.

http://www.mediafire.com/download/hgc2dcrbgmzbo07/WH+40K+pack.rar

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Post #: 393
RE: Warhammer 40k DW:U Mod - 9/21/2014 8:06:35 PM   
mensrea


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Cyrtis - I though you were joking about the Imperials having a democracy thing (or at least setting me up for a good heresy joke) but if that is something you want to pursue I can give you a race file that lets it happen.

Cap - You would actually have to research into the super ship building tech to access a construction yard that can accommodate a ship of that size. I have changed it to work more logically though, as I do consider that an issue.

Japhet - Thanks again, man. Does this contain all your updated artwork all bundled together?

I won't be releasing an update today due to the fact that my fixes and balancing bloomed into a complete rework of races thanks to excel. Once you have all that data laid out in a grid like that it's easy to see where things are lacking. I have also started working on tech pathing and devised a pretty nice system for that. On top of that, I'm addressing some issues with the tech tree that had been bothering me. I also want more time to add the last races for the 31k version, the Tyranids and Damned.

I decided against the Brotherhood as they were exclusively a pirate faction and went with the Lost and Damned, which is a catch all term for beings that have turned to Chaos worship. They will be a major race. I am attaching the race system I have so far. There are a couple things I am going to change but otherwise this is how it will work from now on.



Attachment (1)

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Post #: 394
RE: Warhammer 40k DW:U Mod - 9/21/2014 8:27:50 PM   
Japhet

 

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Yes, unless I accidently forgot something, but I don't think I did. Just look through all the folders, even those for races that were considered finished, because I made some changes here and there.

The problem is, the remaining races (Tushepta, Lacrymole, Gykon, Ghassulia, Kehletai & Vrakk) are a pain to work with. Part of me wants to leave them the way they are now, but then the mod would feel...incomplete, you know?

Btw, your original race images for the Tushepta, Vrakk, Kehletai & Scythians, where did you get them from? The Vrakk look like DnD Kobolds.

In regards to the race classification: I don't think the megarachnids fit into the tech category. I mean, sure in the fluff they have only one planet, but that's because the Interex took away their space technology. However, they seem to be a really agressive and fast reproducing race (a "Tyranids light" if you will) and in the mod they have acess to space craft. Expansionist seems to be more fitting. You could switch them with the Gykons since there is not much info about what they were like.






< Message edited by Japhet -- 9/22/2014 11:52:15 AM >

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Post #: 395
RE: Warhammer 40k DW:U Mod - 9/22/2014 5:05:23 PM   
Locust71

 

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Hrud. Not much info to find on internet on them too. Soo...

Some of this is known and some is my own speculation

Hrud can be found all over universe but never in great numbers.
"During times of population growth, this species is known to undergo what they called a "peh-ha" which is a mass migration. Once the population of a tribe reaches as a particular level of saturation, the Hrud members begin to form a schism as they separate from one another. These individuals begin to stow aboard transports and Space Hulks in order to begin the formation of a new tribe at a distant site. Entire nomadic nations of such Hrud have flourished on the areas between decks on board Imperial vessels."

Whith this info i think: They don't have a big fleet of ships of their own. They migrate using other races ships. (Is it possible in this game? I have no idea. I'm too old to learn modding )

"During M41, the Cinchare Hrud Infestation led to engagements with the 39th Cadian "Xenobane" regiment of the Imperial Guard on Cinchare. This conflict saw the Hrud engage the 1st Company of the Dark Hands Chapter. A notable engagement with the Hrud came in 783.M41 during the Infestation of Ursula Spinal where an agri-world became subject to a migration. It quickly became infested with its plantations of hydro-crops turning to dust and its defenders aging fifty years over the span of a few months due to the Hrud's innate entropic fields. To combat the threat, six regiments of Valhallan Ice Warriors make planetfall in order to purge the colony from the infestation. However, a full half of the regiments suffer from premature aging due to contact with the Hrud and are declared unfit for further duty. At some point, Hrud infested the Delphic mines of Mordant Prime leading to the conflict known as the The Plague of Delphic where the 303rd Mordant Acid Dogs engaged the aliens and managed to eliminate them but they suffered heavy losses in the process."

(So, they are very strong in defence. Very hard to rout out.) "They cause living and inorganic matter to rapidly age or decay." (Can Hrud be made to destroy your troops? And your infrastructure?) " Most races consider them vermin, and use words like "infestation" to describe places where Hrud gather. They will try to exterminate them, but Hrud usually keep to themselves, and rarely, if ever, wage war on other races." (No one likes them. Every one hates them. Maybe no armour? But civilians very strong in defence? Or could a Hrud-migration be represented by a building just like pirate-buildings?)

(Will the game allow you to keep control of your race, even if they are on someone elses planet? I mean, where there is Hrud, everything will slowly wither and die until only Hrud is left, and control of that planet goes to Hrud-player. That would force the other players to quickly do something about the Hruds migrating to their planets. (Or else maybe your neighbour empire "helps" you and bombard your planet from orbit just to save his own planets from not becoming the next Hrud-migration target.) Can they be made to be immune to enslave and extermination? I mean, exterminate feels too easy way to get rid of them. You need troops and lots of troops to root them out.)

So, what to do with all this ideas? I think most of it is just not doable with this game-engine. But this is what Hrud is, hated by all, poor and misunderstood fellas. And migrating. Always migrating

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RE: Warhammer 40k DW:U Mod - 9/22/2014 6:02:24 PM   
Japhet

 

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quote:

Can they be made to be immune to enslave and extermination? I mean, exterminate feels too easy way to get rid of them. You need troops and lots of troops to root them out.)

That's a good starting point here. Is it possible to make sure that a non-hrud empire doesn't get boni for having a large Hrud population? Give the Hrud a good reproduction rate so that they take up valuable space on other empires colonies and prevent the grow of useful races. Also, give them immunity against all population policies except exterminate (thought the Hrud should get an resistance against that). Generally speaking, the Hrud should never be a proper part of an non-hrud empire.

I would also give them very good spies, since they are very hard to track down and maybe a boni for sabotage missions to reflect their decaying ability. Generally speaking, the Hrud should get traits and boni that make them a nuissance for other races.

Edit: Come to think of it, is it possible to turn some of the things mentioned into race traits? Something like this:

N.Uncooperative
1. Features
-Race gives no population boni to other empires
-Race cannot be assimilated, resettlet or enslaved
2. Uncooperative races: Hrud, Megarachnids, Necrons, Tyranids

O.Tough
1. Features
-Defensive bonus against exterminate
-Defensive bonus against bombardement
2. Tough races: Chaos, Hrud, Megarachnids, Orks, Tyranids

P. Infesting
1. Features
-race reproduces faster when on a foreign colony
3. Infesting race: Chaos ?, Hrud, Orks, Tyranids

The Tough trait could be merged with the Resilience trait.

< Message edited by Japhet -- 9/22/2014 7:38:21 PM >

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RE: Warhammer 40k DW:U Mod - 9/22/2014 7:17:39 PM   
Capshades

 

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Something else I've found: The Auretian empire always seems to be dead, with never more than 3 colonized planets and no more than 10M population per planet, regardless of the race on their controlled planet.

Also, how do you allow your ships to use world destroying weaponry? I have the tech unlocked and the ship size is fine, but it won't let me build the design...

< Message edited by Capshades -- 9/22/2014 8:52:53 PM >

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RE: Warhammer 40k DW:U Mod - 9/22/2014 8:52:09 PM   
Cyrtis

 

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I thought the eldar were fond of the Hrud: "the Hrud are an aggressive but not malevolent race, and one of the few intelligent species of the galaxy the Eldar do not regard as little better than semi-evolved cave-people, perhaps because of their common origin as wards of the Old Ones."
(Via warhammer40KWikia)

I like your Hrud ideas! What about giving them a bonus tech to boarding, like Terminator Garrisons? IMHO, I think they should have wicked good spycraft, faster colony ship dev, super low growth.

Right now just to be an asshat I've been assimilating lots of races into my MegaNecron Nation of Darkness. I love how happy they remain (due to tech wonders, resources and development) when I switch over to mass extermination.

HOLY CANNOLI BATMAN! Can you mod the native life- make them into Umbra? That would be so freaking sweet!

< Message edited by Cyrtis -- 9/22/2014 9:52:50 PM >

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RE: Warhammer 40k DW:U Mod - 9/22/2014 8:56:27 PM   
mensrea


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Japhet - I'm basing the Gykon, Tushepta and Scythian off the Grineer, Infested and Tenno from Warframe, a futuristic free to play FPS game. I got all their pictures from art associated with that game. With the Vrakk, I literally googled "lizard people" and found a picture there. I made the Gykon expansionist because I'm going to superimpose the Grineer's lore over them, and they are expansionist. I made the Megarachnids tech both for balance reasons and because they had some very sophisticated weather manipulation tech and various means of disrupting communications enough to unnerve the Astartes who gave their world its name "Murder" via a fateful and final broadcast from the initial scouting teams ("This world is murder!").

Locust - I can't do some of the other stuff you talked about due to limitations but I can and will do this "But this is what Hrud is, hated by all, poor and misunderstood fellas. And migrating. Always migrating".

Japhet again - "Is it possible to make sure that a non-hrud empire doesn't get boni for having a large Hrud population" sort of, by not pumping too many points into any bonus trait I can make it so they give minimal amounts of bonuses as a race, perhaps none at all if points are dispersed enough, though that would conflict with giving them strong espionage abilities. I can certainly give them a high population, but cannot affect their ability to withstand bombardment or refuse to integrate in other empires. I could give them a whole slew of nuisance characters that make it so any empire that harbors them has to routinely clean out their character roster, but that would negatively affect the Hrud on their own.

"N.Uncooperative
1. Features
-Race gives no population boni to other empires
-Race cannot be assimilated, resettlet or enslaved
2. Uncooperative races: Hrud, Megarachnids, Necrons, Tyranids

O.Tough
1. Features
-Defensive bonus against exterminate
-Defensive bonus against bombardement
2. Tough races: Chaos, Hrud, Megarachnids, Orks, Tyranids

P. Infesting
1. Features
-race reproduces faster when on a foreign colony
3. Infesting race: Chaos ?, Hrud, Orks, Tyranids
" Sadly, I do not have the ability to mod in any of those things. If I did I would have/would be a lot less iffy about the subject of adding races like the Necron, Tyranids and Hrud, who really have no business being regarded as the same as every other empire.

Cap - I'm not sure why the Auretians are doing that, but I have seen similar behavior from just about every race in test games. I think it may be circumstantial but I would have to get more feedback. I know there is a player who uses the Auretians, their leader was even named at his behest (Sable Cask), I have to review the forums to get his contact info as I am sure he would be able to weigh in. I am assuming you are trying to make a ship with AP Cyclonic torpedoes on board when you talk about world destroying weapons, and I'm really not sure why it wouldn't work. The weapon meets the criteria for world destroying as far as I know, but I will take a look at it just to be sure.


Cyrtis - Native life? Do you mean space monsters? Also, the Necron leadership is very good at telling people "life will be better after the conversion" whilst leading them into large, obscure chambers where they are stripped of all independent thought (or in your case ground into scarab food).

< Message edited by mensrea -- 9/22/2014 10:00:13 PM >

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RE: Warhammer 40k DW:U Mod - 9/22/2014 9:51:47 PM   
Japhet

 

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Arrgh! That's a pity!

Maybe we should make a list of all immersion breakers & posible solutions and ask the devs, if they will implement some new modding features in upcoming patches that adress said problems.

On the other side: Lizard people! I wanted to base the Tarellians on the Saurus warriors from Warhammer Fantasy, but due the lack of usable images, I based them on the Gorn from Star Trek Online.

Hope I can make the Vrakk distinctive from them.

Btw, are you still going to add the Squats and seperate the Eldar into Craftworlders and Exodites?

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RE: Warhammer 40k DW:U Mod - 9/22/2014 11:19:34 PM   
mensrea


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I have a list of dev requests but to be honest I don't expect them to fix it so I probably won't publish it. Further, I got myself into the situation because I added races that I knew (or should have known) wouldn't work out right. I cannot in good conscience ask the devs to fix something I should have been cognizant of to begin with. One should mod based off what they can do, not what they think they can do.

I am fond of Star Trek, so I endorse cross overs like that. I kind of look at star trek as what the 40k humans were like before everything went to **** during the birth of Slaanesh.

The Eldar separation will occur when I work on the 41k conversion. I don't know about the Squats..though I did consider adding Scrunts as a joke, but I don't think that would be an efficient use of my time.

Other than what I have already committed to I won't be making any more promises as I recently got together with some people to revive a project I had designed about a year ago. It's a mod for another game and its written in Java, so I will probably be completely absorbed by both the scope and depth of that project. I am going to try to wrap this project up in the next two weeks. I will provide ongoing support but likely not commit to any new content. To clarify, this doesn't mean that I'm just going to walk away from it or something and no longer fix stuff, just that I won't be adding much more. Of course, after the next update, there really won't be anything left to add.

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RE: Warhammer 40k DW:U Mod - 9/23/2014 2:02:47 AM   
Capshades

 

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I meant that out of 4 different games in the past 2 versions, the Auretians always only have 10m people at their worlds, and this is late game.

And yes, adding the AP cyclonic torpedo makes a ship design unbuildable. I can make the design and then manually order the ships to retrofit, but I can't build ships with the torpedo on board. Not that I really need more than one haha

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RE: Warhammer 40k DW:U Mod - 9/23/2014 7:49:08 PM   
mensrea


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Cap, I just checked out the Auretians and cannot see any reason why their population would be stuck at 10 million. I even played as them just to make sure and there is nothing indicating that that should be happening. Really, I don't understand how that's even possible as even without ample food and water there is still a little population growth. Have you ever seen that happen with any other race?

I am also not sure why AP cyclonic torpedoes are behaving like that. I checked the component file and everything is as it should be. This might be a case of undocumented limits or something and if anyone else has had similar experiences please let me know.

Also, for the next update there may actually be less techs. I am combining some tech lines that I don't really see anyone researching, namely cargo scanners and resource scanners and cloak and cargo jammers. Working on AI pathing has illuminated many weak points in the tech tree so I am generally addressing those as I go along. I can't think of anything else to add tech wise without screwing up the AI's ability to select relevant components (if there are two components that fulfill the same purpose only one will be selected to be used in any given design, so having multiple different components is a waste; see colonial marines barracks and normal boarding system for an in-mod example). I will be adding a tech line for craft hangers though, as that seems to be relevant. There will also be a couple tech lines for new Tyranid components, and a unique Eldar cloaking device that fits right in with their holoshield countermeasures. I may add something for the Damned if I can think of it, but I have not had luck in that department.

I am also questioning the existence of an independent fuel cell tech line. It seems like a waste and I will likely combine it with the logistics tech line.

EDIT: I think I will add a unique resource extraction tech for slaver races like the Dark Eldar and Damned. Any other ideas?

< Message edited by mensrea -- 9/23/2014 8:52:19 PM >

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RE: Warhammer 40k DW:U Mod - 9/24/2014 3:48:07 AM   
Cyrtis

 

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By native life I mean all those non-sapient critters.

Oh, the Dark Eldar should have genetic engineering as a legacy. Most dark eldar are born from cloning vats (vs. the trueborn, who are born the natural way). That's how they keep their population up despite their masochistic tendencies.

Chaos seems to have a lot of power in mind controlling people. Could that be replicated in a tech that increases migration?

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RE: Warhammer 40k DW:U Mod - 9/24/2014 3:44:27 PM   
Locust71

 

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Hehe, just catched a Dark Eldar spy named Sjostrom That's my name. Sjöström. Sjostrom english spelling

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RE: Warhammer 40k DW:U Mod - 9/24/2014 7:36:57 PM   
Locust71

 

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Something I found:

An example. I have a troop-transport. It can carry 20 troops. It means it can carry 20 infantry or 10 armour. In the empire policy screen i have set my ships to always load 100% armour. My ship is set to load 10 armour.

The ship load 10 armour at one of my planets. All is fine.

I then attack a independent planet with my ship and my troops conquer it. All is fine.

After a while when things have calmed down on the planet I want to reload my troops to my ship again. Same ship. Same troops. Still 10 armour. BUT, only 9 get loaded. 1 is left on the planet. It's not set to garrison. It's just sitting there. Refuse to be loaded. When i try to manually load the troop, the ship is not on the transfer list. That troop can be loaded by another ship, and the ship can go to another planet an load 1 more armour.

So, that troop that got stuck on the planet can be loaded by another ship. And the ship with 9 armour can go to another planet and load 1 more armour. But not THAT armour on THAT ship. Confucing.

This happen more often with big ships. And i like big ships I build capital ships with room for 20 armour


Next thing: Is colony modules working as intended? I have never seen a newly colonized planet with more than 200m people.

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RE: Warhammer 40k DW:U Mod - 9/24/2014 11:07:15 PM   
mensrea


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Cyrtis - We can't add native life because there is no vanilla mechanic for stuff like that. All I can do is edit the images for space monsters. As for the Dark Eldar, it is done and thank you for that info.

The Chaos mind control thing could be represented by a happiness bonus. There are no techs that increase migration.

Locust - Anyone who posts on the thread gets a named character, so you saw yourself. That issue with the troop thing is bizarre...I couldn't even fathom what would cause that, but its probably an issue with me making troop transports that can hold more troops than vanillas. This probably means that I will just have to set troop transport levels to vanilla levels. We are also probably hitting yet another undocumented limit with the population values of colony modules.

There's actually quite a few undocumented limits when it comes to modding capabilities in this game. I should probably compile my findings so I can spare other modders from having to discover the same things I already have the hard way.

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RE: Warhammer 40k DW:U Mod - 9/25/2014 4:37:09 AM   
swizzlewizzle

 

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Probably safe to just say that if it's not in the mod guide, it can't be done.

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RE: Warhammer 40k DW:U Mod - 9/25/2014 2:07:25 PM   
mensrea


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The kind of limits I'm talking about pertain to parts of the game the manual says we can mod. For instance, it says we can mod the resources file but if you remove gold the game crashes on map generation. Then there are a lot of components whose numbers do nothing if taken beyond a certain threshold, troop transports for instance, while the manual doesn't note anything like that. That gold thing in particular got me good when I first started modding. I wound up rewriting everything only to get the same crash, at which point I started removing things bit by bit until I narrowed it down to gold.

Then theres the issue of being told you can add 300 components only to find that it cuts off after 256. I would be really mad if that happened to me.

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RE: Warhammer 40k DW:U Mod - 9/26/2014 1:46:32 AM   
swizzlewizzle

 

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Wow.. that's pretty bad honestly.

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RE: Warhammer 40k DW:U Mod - 9/28/2014 12:12:34 AM   
Japhet

 

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Didn't do much lately, felt a little burned out and had other stuff to do. However I worked on Tyranid ships, because I could stand the thought of leaving them unfinished. They're my second favourite race after all. The space stations are not particulary good looking, but it's better than nothing. Finding usable images of organic looking space craft is really hard. Not even the Zerg had anything good to offer...

mensrea, I tried a little bit of basic modding by myself and holy crap, that's not fun at all. I cannot count the time I spent looking through various text files just to find the one missing comma which causes the game to crash! Man,that's really frustrating. Seriously, how did you make it this far? Just thinking of modding the reasearch file makes me dizzy...

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RE: Warhammer 40k DW:U Mod - 9/28/2014 8:30:36 AM   
Capshades

 

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OK, I have to apologize for two false positive bugs.

First off, my newness to this late-stage of game meant that I didn't understand how world destroyers are built (at stars, not spaceports.) This is what I was having problems with.

Second, the A/M engines are not the cause of energy problems in my ships. I personally now think it has something to do with how the game calculates energy usage per weapon per second, because my ships have enough energy to cover weapons+engines+hyperdrive, yet soon after they engage in combat they drain all their power firing weapons.

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Post #: 413
RE: Warhammer 40k DW:U Mod - 9/29/2014 4:12:25 AM   
mensrea


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The update is ready. I didn't do everything I wanted to, but I decided to go ahead and add the Tyranids and Damned. It will be much easier to balance the races overall after they have all been released and tested. The Damned are just a pre-Heresy Chaos race and I made them a major race at that. I also made many changes and did a lot of balancing with the tech tree. The full list of updates are described better in the changelog below. In addition to this I also made sure to include Japhets new artwork. I am going to add the old graphics back as well for this update, just not the music.

Here it is: https://dl.dropboxusercontent.com/u/56152025/WH40k%20mod%20v.12.zip

And here is the changelog:

v.12 changelog
-add tyranids, damned (chaos)
-reworked race bias
-fixed necron bug, anti-matter engine bug, anti-matter engine tech progression, construction tech progression
-rebalanced reactors
-rebalanced troop techs. make ground troop techs add 10/20/30/etc to defense and offense
-moved dedicated carriers to level 0 fighter tech
-add independent hanger tech, nerf hangers (fighters are OP and laggy)
-alphabetize race list for all "allowed races"
-add components: Eldar/DA cloaking, Tyranid torpedo, slaver resource gathering, Tyranid bio-repair, Tyranid fleet targeting, Tyranid fleet counter, cloak system for smaller ships, Tyranid warp disruption
-remove resilience, condense with space survival thing
-remove subversive, condense with special cloaking thing
-remove gen mod, condense with cloning mastery
-add eldar, dark eldar and tyranids to infantry supremacy
-rebalanced fighters
-rebalance sensors
-lower gravity beam damage
-tech 0 warp disrupter and better upgrades
-combine trace and resource scanners
-combine fuel with logistics
-combine cloak with scanner jammer
-make infantry supremacy better
-rebalanced orbital work crew modules
-reorganize and alphabetize races and pictures

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RE: Warhammer 40k DW:U Mod - 9/29/2014 6:04:44 AM   
Capshades

 

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So wait, there actually was an A/M engine bug? I thought it was the weapons lol

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RE: Warhammer 40k DW:U Mod - 9/29/2014 6:51:44 PM   
mensrea


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Well, Cap, it still should be working even if there is no power available, as it had a draw of 0 power. I set it to 1 and made sure to buff other factors to make up for that. I just don't think it was ever meant to have a draw of 0 power and so didn't know how to handle it right.

Japhet - I'm really glad you gave me those Tyranid ships when you did else I would have let Tyranids default to some vanilla model. When it comes to modding, up until the current racial balancing and AI pathing, it has been a lot of fun, but especially with the AI pathing now it has become very tedious and I am pushing myself to keep going. Also, there is a better way of troubleshooting modding problems. Make sure you are changing themes to your mod, as if you do you will get an error prompt telling you to check the line where something went wrong. If you overwrite vanilla or something you won't get that prompt, the game will just fail to launch. I also highly suggest using notepad++, not just for being able to see the lines but it is very useful overall. Oh, I have also switched over to using your top-down troop models as the standard. I figure even if you stop releasing them I could whip up a few myself, and you provided me with all those nice sheets of them I can copy/paste from. Thanks again, man.

All - At this point there is very little I feel I can add to the tech tree. I thought about adding another armor component but I'm not sure what it's niche would be. I do have one final thing that I would like to add, which is a tech line dedicated to creating viruses that can be spread, but I have to test to see if it actually works first, else I will be adding a biochem bombard weapon for the masses. Other than that, I guess I could make construction tech it's own line. Does anyone have any suggestions? I would like to maintain about 50 tech slots for anything that may come up in the future, meaning we have about 100 techs to work with. We also have plenty of empty component slots (about 100), so that's not even a near issue.

(in reply to Capshades)
Post #: 416
RE: Warhammer 40k DW:U Mod - 9/29/2014 7:29:36 PM   
Japhet

 

Posts: 110
Joined: 8/15/2014
Status: offline
No problem. The funny thing is, I'm trying to create some side-view troops now, because I started to like the vanilla troop images a lot. Sadly, ground combat isn't a huge factor in DW and the images are small, so they will go unoticed by the majority of players. Btw, I got allmost all troops from here:

http://zenseeker.net/PaperMiniatures/Warhammer40K.htm

I will try notepad++, thanks for the advise. I actually do the theme-switching, but even if the error message said the line, I had trouble finding out what was wrong.


(in reply to mensrea)
Post #: 417
RE: Warhammer 40k DW:U Mod - 9/29/2014 11:23:46 PM   
Capshades

 

Posts: 138
Joined: 8/2/2014
Status: offline
Well, I finally had the heresy event activate at exactly 200 years after game start...

(in reply to Japhet)
Post #: 418
RE: Warhammer 40k DW:U Mod - 9/30/2014 12:58:48 AM   
mensrea


Posts: 233
Joined: 5/23/2014
From: Pittsburgh
Status: offline
LOL 200 years...is this a game that you forgot was running or something? I guess its better late than never but...I wish I knew why it took so long. Can you take some screenshots? And what are they like? I can't imagine that after 200 years they are really a problem.

(in reply to Capshades)
Post #: 419
RE: Warhammer 40k DW:U Mod - 9/30/2014 7:35:58 PM   
Capshades

 

Posts: 138
Joined: 8/2/2014
Status: offline
No I just blew up their planet, so not much of a problem lol...but I think there's a bug related to them. Towards the end of the story leading up to their appearance, you get a lot of random abandoned gas mining ships that appear, and when you discover them they give you part of the storyline. Only thing is, they keep appearing even after I've destroyed the heretics. I've gotten 20+ gas mining ships since the war ended.

I'll see if I still have an auto-save file from before they went boom. The current save files average about 80-90mb, so I had to decrease the auto-save to once every hour.

(in reply to mensrea)
Post #: 420
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