Req: Warhammer 40K

Nah, but thanks for the offer. I wouldn't have too much to offer. I can find you images of what you need, but thats about as far as my utility goes. :)
 
Ok guys....Me and omnimower have been discussing this mod. And weve come up with a few Ideas.
We aren't releasing too many juicy details yet. But heres a few to wet your appetite.

The imperial Tech tree is complete.

The battle for Armageddon is coming...

A dyp style bombard sytem




Prepare for exterminatus....
 
I posted this in the other thread by accident.

The Factions:
I. Space Marine Chapters - 8
Space Wolves
Ultra Marines
Dark Angels
Blood Angels
White Scars
Imperial Fist
Black Templars
Salamanders

II. Imperial Guard - 1

III. Ork Clans - 6
Goffs
Blood Axes
Deathskulls
Bad Moon
Evil Suns
Snake-Bites

IV. Eldar - 7
Biel-tan
Iyanden
Alaitoc
Saim hann
Ulthwe
Harlequin
Exodite

V. Chaos - 7
Khorne
Slaneesh
Tzeentch
Nurgle
Emperor’s Children
Iron Fist
World Eaters

That makes 29 civs in 4 culture groups. There is room for 2 more civs and one (possibly 2) more culture group(s).

Of the races not mentioned above:
Tyrannid
Tau
Necron

One could be added as the fifth culture group. If we can add 2 culture groups the second should come from the above civs as well.

However, a good reason to keep only the 4 major culture groups and ignore the other three would be that there are four eras and we are dividing the tech tree up one era for each culture group. This also allows us to have unique advisors for each of the cultures as the advisor images change with the eras. What we would really be doing is using the eras and not the culture settings to determine the graphics. Within the 4 main cultures we would be able to distinguish 5 different sub cultures with their own unique city graphics. Improvement graphics for the subcultures would all have to look the same as improvement images can either differ by era or by culture but not by both.
 
Originally posted by Kal-el
V. Chaos - 7
Khorne
Slaneesh
Tzeentch
Nurgle
Emperor’s Children
Iron Fist
World Eaters

Khorne = World Eaters
Slaanesh = Emperor's Children

I think a better plan, based on your 4 races/5 culture groups idea would be -

Chaos
World Eaters (Khorne)
Death Guard (Nurgle)
Thousand Sons (Tzeentch)
Emperor's Children (Slaanesh)
Black Legion (Undivided)

Imperial
Space Marines
Imperial Guard
Adeptus Mechanicus
Adeptus Arbites
Adeptus Sororitas

Eldar
Craftworld
Harlequins
Exodites
Dark Eldar
Necron*

Orks
Kult of Speed
Freebooterz
Goff Clan - assault troops
Bad Moon Clan - gargants
Snakebite Clan - feral stuff

Again, this leaves out the Tyranids :(

*in case you don't know, the Necron occupy a major role in early Eldar history and mythology
 
btw - we can create new city graphics, so the modern asian one doesn't have to look anything remotely like ancient asian. So we could end up with a group like this, with totally different city graphics:

Xenos
Tyranids
Tau
Necron
Squats (yay!)
Dark Eldar

What this then means is that we could have 20 completely unrelated races, each with wildly different city graphics. Am I wrong on this?
 
Zulu, I agree totally with your chaos suggestion, but Im afraid We can't really have your Imperial Suggestion, Or the Eldar.

For one, There isn't really much potential for the adeptus Arbites or adeptus mechanicus, as they are more a "behind the scenes" wing of the imperium , as opposed to the imperial guard, adeptus astartes and the imperial navy. You wouldn't policemen on a civ battlefield, so why should you see arbites.

As for the eldar, The dark eldar are the barbarians in this mod. The harlequins have been absorbed into the eldar tech tree, whilst the exodites are still a viable option. We were going along the lines of Indvidual craftworlds

You are , I believe, wrong on the 20 completely unrelated races. Im not exactly sure, But as it stands, each culture group has an era to itself, to prevent tech swapping and such.

Xenos , hmm. Maybe it could be included. BUt more as an after thought.

Im not meaning to be offensive or anything here...but this would throw the planning quite a way.
 
Originally posted by Schizo_Angel
Zulu, I agree totally with your chaos suggestion, but Im afraid We can't really have your Imperial Suggestion, Or the Eldar.

For one, There isn't really much potential for the adeptus Arbites or adeptus mechanicus, as they are more a "behind the scenes" wing of the imperium , as opposed to the imperial guard, adeptus astartes and the imperial navy. You wouldn't policemen on a civ battlefield, so why should you see arbites.

As for the eldar, The dark eldar are the barbarians in this mod. The harlequins have been absorbed into the eldar tech tree, whilst the exodites are still a viable option. We were going along the lines of Indvidual craftworlds

You are , I believe, wrong on the 20 completely unrelated races. Im not exactly sure, But as it stands, each culture group has an era to itself, to prevent tech swapping and such.

Adeptus Sororitas, or alternatively, the Adeptus Ministorum: for a long time they occupied the dominant political role in the Imperium. During the Age of Apostasy, they controlled even the High Lords of Terra. They had a standing battlefleet, as well as the Frateris Militia - their own army. What we now know as the Sisters of Battle were then called the Daughters of the Emperor.

Adeptus Mechanicus: they control all the Titans, as well as various other super-heavy war machines. I also have detailed information on their foot soldiers, so making up an army list isn't a problem.

Adeptus Arbites: they just looks cool. Again, I have detailed info on the various troop types, so army list shouldn't be a problem. As to their importance, they are the first, last and often only line of defence against rebellion. They are vital! They are not simple policeman and often see military action.

I don't agree with having separate chapters, craftworlds or clans. The ork klans I did list are significantly different, but craftworlds aren't. Besides, by relegating Dark Eldar and subsuming Harlequins, you're generalising the eldar psyche too much. And I'd much rather have the Imperial Guard separate than subsumed into the Space Marine list. Other Imperial stuff, like Inquisitors and Assassins can be subsumed though.
 
Chaos – 5 Culture Groups – 6 Civs
World Eaters (Khorne)
Death Guard (Nurgle)
Thousand Sons (Tzeentch)
Emperor's Children (Slaanesh)
Black Legion (Undivided)
Iron Warriors (Undivided)

Imperial – 2 Culture Groups – 9 Civs
Space Marines
--Space Wolves
--Ultra Marines
--Dark Angels
--Blood Angels
--White Scars
--Imperial Fist
--Black Templars
--Salamanders
Imperial Guard/Adeptus Mechanicus/Adeptus Arbites/Adeptus Sororitas

Eldar – 3 Culture Groups – 7 Civs
Craftworld
--Biel-tan
--Iyanden
--Alaitoc
--Saim hann
--Ulthwe
Harlequins
Exodites

Orks – 2 Culture Groups – 6 Civs
Non-Feral
--Goffs
--Blood Axes
--Deathskulls
--Bad Moon
--Evil Suns
Feral
--Snake-Bites

that is 4 races, 12 culture groups, and 28 civs
 
/me screams

Here i was thinking the other thread was the main thread, then I find this one. How many Warhammer 40K threads are there?!?!

I guess I got some reading ahead of me.

GIDustin
 
Yeh. Kal-els version looks good, I forgot that we could have different era culture groups and such. Ill try and update the design document with more info and such. Ill send it to you when im done.

Also... jobs waiting for someone who has the desing document with the list of units:

Ork tech tree(doesnt have to be too many techs, just as long as they dont get gargants wayy too quickly),
Eldar tech tree (remeber, no dark eldar!)

Something to note when writing names of techs, they are meant to represent reinforcements coming from orbit, rather than just about the technology required to produce them. You'll notice this if you see the imperial tech tree
 
Why so many Space Marine civ? Out of 30 civs, 8 of them are Marine chapters. That gives the illusion that over a quarter of the 40K universe's armed forces is made up of marines, which is just plain wrong.
 
Because the Space Marines are :cool:

And actually we only have 28 civs listed which leaves room for 3 more.
6 are Ork, we can add more if you can think of more clans,
7 are Eldar, we can add more there too,
we have 6 Chaos civs,
and 9 Imperial Civs.
 
I have a copy of Warhammer Rites of War and Chaos Gate. Is there any way of extracting the unit files from them? I tried to look but I didnt see any. I feel that would help tons if there was a way...
 
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