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War Hammer 40,000 Mod

Discussion in 'Civ3 - Creation & Customization' started by Goldflash, Jul 16, 2004.

  1. The Great Apple

    The Great Apple Big Cheese

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    Very very funky. My only possable comment would be that it's a bit pixelly. Perhaps you should turn up anti-aliasing?
    I supose that's the trouble with many unit creaters working on one mod, all the units tend to turn out looking slightly different (though it would appear all the creaters so far are using the same bit of software for this mod).
     
  2. Kal-el

    Kal-el Deity

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    hey man, I know I couldn't do any better, so keep up the good work. :D
     
  3. Goldflash

    Goldflash Grumpy Old Man

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    looking Good, SM.
     
  4. Smoking mirror

    Smoking mirror Ships Captain

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    Gold flash, have you thought much about how the mod will be structured? Its all well and good having an epic mod with the addition of warhammer 40K unit graphics and civlopedia entries, but with a little extra work you can make a realy good mod, that will be loved by 40k fans and normal civ III fans alike.

    Some things that could make a good mod;

    #1 race specific goals, these need to be established as part of a detailed story line.
    #2 a few detailed races, with realistic simulation, cos lets face it, as much as we all love the tyranids, they wouldn't work as a civ (imagine the tyranids capturing your city, and putting your citizens to work in agriculture, it wouldn't happen).
    #3 choose a planet and story and bring it to life.

    So how about this for a story line;
    Humans from the imperium discover a new habitable planet on the outer rim, an initial colonial and scouting mission is launched with some military and some civilian components. The expedition is small as hopes are low that a highly compatiable planet will be found without someone already inhabiting it.
    When the humans arive they find an empty planet, but with alien ruins sugesting an earlier inhabitation. Once the imperials are disembarked on to the surface a small scout team of marines discovers an underground temple with the unmistakeable signs of the taint of chaos. Before the find can be reported the scouts are wiped out and an unkown energy causes the three colony ships (armed freighters of the imperium) to crash on the planet.

    On the other side of the planet, hidden from the imperials a large Waaaggghhh! of orks is landing, hoping to suprise the humans and take the planet for themselves. The ork ships too are destroyed, and they are stranded on another continent.

    A huge warp storm engulfs the system, blocking it from outside help and isolating the imperials from the rest of the segmentum solarum. The founding towns of the colony soon begin to fight between each other. Some keep faith in the empire, including a town founded by the Ultramarines, who although few in number have a great deal of military material ready to hand. Other factions rebel, hoping to establish a new colony free of the iron grip of the imperium. Finaly some small chaos sects, having stowed away on the colony ships, knowing the legend of this doomed planet and the secret chaos artifacts stored there, are ready to awaken the gods of chaos and lead them on a great crusade against the imperium...

    Elsewhere on the planet all is not as abandoned as it seems, wandering eldar have established hidden bases on the planet, ready to keep the secret of the doomed planet hidden from those too weak to resist its lure. Also scattered about are lone groups of tyranids preying on the newly arived.

    Although from the outside the warpstorm seems gigantic blocking all warp travel in or near the system, it is in fact a thin shell, an illusion to shield the works of the chaos powers as they prepare thier attack.

    >Can the loyal Imperials build a new space craft and escape the warp shell to warn the imperium of this new threat? Can they destroy all opposition on the hidden planet, insuring that the chaos threat is guarded for eternity?
    >Can the Rebel Humans create a new society? Following the philosophy of the newly discovered Tau aliens, To live and serve for the greater good? To do so they will need to develop the industrial potential of thier new home, winning a vicory of production and social order.
    >Can the Chaos cultists recover the hidden Chaos artifacts and infect the human population with the taint of chaos culture? They will need to enslave and sacrifice the loyal Human population in order to succeed.
    >The orks have one goal, exterminate all human, alien and chaos (as well as any rival Ork warlords).
    >The eldar have to guard a number of preset victory locations, especialy dangerous chaos temples and numerous minerals needed by the humans for thier different aims, they will need to guarded from both human and orks, or risk armagedon. Thier only defence is the difficult terrain and thier lightning speed.
    >All will be battling against the barbarous tyranids, who lack cities and industry but will be spawned in the wildeness in hidden nests in great numbers to launch leathal raids against all other inhabitants of the planet.
     
  5. The Great Apple

    The Great Apple Big Cheese

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    I like what your saying Smoking Mirror... but it seems to me that the game would have to be played with a preset map (for the eldar).

    Also, is there anything to stop any other race ('cept eldar) gaining a VP victory? Also, what victory condition would the rebel humans be going for?

    I do like the idea of having race-specific victory conditions - it makes each civ even more unique, and means you have to alter your playing style to meet with the civ. It also should be quite easy to implement. For example make all chaos stuff high culture - which fits with the currupting power of choas, and perhaps is a good idea even if it isn't quite done how you suggest - choas should be very good at "cultural" conversions :D.

    I can see the eldar thing being difficult though...




    ...waits for Goldflash to swear at me... :mischief:
     
  6. Smoking mirror

    Smoking mirror Ships Captain

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    For techs and unit progression I'd suggest the idea of recovered technology from the crashed colony ships, bits of architech can be unearthed in order to build libraries, while onboard the ship itself were great prefabricated factories, designed to be dropped from orbit under antigravity and imediately begin producing the tools of the imperium.

    The main units should be humans armed with primative rifles and machine guns (perhaps the play the world WWII units). Once Lasgun factoriums have been recovered and refurbished the humans will be able to make imperial guard battalions essentialy the same as those used on other imperial worlds.

    If they can get the Geneseed factories and high tech power armour factories working they will be able to build (or at least spawn, knights templar style) space marines.

    The ultramarine and eldar factions will start with a number of strong advanced units, but will have to wait a long time for effective reinforcements, as neither will be able to build guardsmen or riflemen.

    You can give more progression by having one unit available in small numbers at first, only spawned by a small wonder for instance, while later it can actualy be built if the right materials are available. Eventualy some advances will allow the unit to be built cheaper and with less strategic resources.

    the good thing about this idea is that you have five culture groups,
    >Imperial
    >Rebel
    >Chaos
    >Orks
    >Eldar
    each with thier own goals and playing styles. So that although you are playing a scenario, rather than an open ended epic style game, its got plenty of replayability. Once you've played as the imperium, and won a spaceship victory, you could try the cultists and thier cultural victory, or the eldar in an atempt to win a victory point victory by not losing any of thier strongholds.
     
  7. Smoking mirror

    Smoking mirror Ships Captain

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    Yeah, the map would need to be preset, and the eldar would be scattered all over the map, so it'd be difficult (but not impossible) for any of the other races to win a victory point win.
    The rebels would be going for the same sort of victory as included in the age of discovery conquest. Building industrial and agricultural buildings that would spawn a treasure unit that can be guided back to base for victory points. This wouldn't be easy as many of the resources that they would need would be held by the eldar, and moving any of this treasure back to the capital through the wilderness would be made difficult by the tyranids.

    It would be difficult to balance all these different victory conditions against each other, it'd take a fair bit of playtesting, but it could make agreat mod. :)
    Unfortunately I can't do much more than make units and other graphics as my conquests CD has a massive crack in it. :(
     
  8. The Great Apple

    The Great Apple Big Cheese

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    Ummmm. There are actually things you can do about it. I'm not going to mention the thing that will get me banned, but that is a legal option, as well as ordering a replacement (it might even be under warrenty). A few months ago I got a replacement Star Wars: Rebellion CD (great game, crap AI), and it only cost me about $7 (ordered from the US) with shipping. If it was in the warrenty it would've cost even less.

    I agree. Would make a great mod. I doubt, personally, that Goldflash will go for it. I've had many failed starts at modding, perhaps, if Goldilocks doesn't mind, I'll build something along these lines based on the one he is making - shouldn't be too hard to convert (I hope)
     
  9. Goldflash

    Goldflash Grumpy Old Man

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    Well.. we already have a Story:

    A Collossal Warpstorm strikes the Galaxy, taking ships from all over and hurling them to a very very very distant part of the universe. A Gigantic spacebattle ensues and the surviors escape to the planet below.. which is peppered in space junk (Goody Hut). Also, this is where most of the resources come from- some , like Plasma are astroblemes. Old alliances fall apart as each faction has its own Goals. For example, the Imperial Gaurd faction wantsd a fair Goverment with alot of Freedom, The White Scars were gaurding alot of scientist and had alot of them land on the planet as well, so they are Scientific and are all about the presuite of knowlage, The leader of the Daemonhunters wants to unite everybody under the Banner of the Emperor again, the Witch Huntera want to unite everybody under the banner of thier new Emporess, and so on. I've done a LOT of thinking on the mod.

    Also, your idea doesn't have the Tau! Why do you neglect the Tau?

    The mod will have random maps and I don't think you can have unique vicroty conditions.

    So no, th Mod remains how it is.
     
  10. Hamah

    Hamah Prince

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    I like both SM and Goldflash ideas, both seem great, two different stories and two maps could be made. I think the same with Tyrannids, it seems a little strange to have Tyrannids with a government and taking cities... :eek:
     
  11. Hamah

    Hamah Prince

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    Oh sorry, another thing... :blush:

    I think the thing about humans in SM idea should of humans with primitive weapons, but not such primitive ones like WWII; I would say primitve for Warhammer 40k but a little more advanced than modern real weapons. Sci-fi created units could be used for this.
     
  12. OmniMower

    OmniMower Codename Synrise

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    Tyranids as a civ? ... no no no no... like "Aliens" would talk nice to Ripley... um nope ;)
     
  13. Hamah

    Hamah Prince

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    :lol: :lol: :lol:

    Imagine that, Aliens saying to Ripley, "now that we are here, start working for us" :hmm: :dubious: :nono: :shakehead :thumbdown
     
  14. muffins

    muffins Lemon scented

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    Yeah. If Tyranids captured a city its' inhabitants would get carted off to be 'consumed' by the Tyranid hive :)

    They're probably better off being very powerful barbarians instead.
     
  15. Goldflash

    Goldflash Grumpy Old Man

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    The Nids would have a 99% assimilation rate.
     
  16. Goldflash

    Goldflash Grumpy Old Man

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    Movies, Ork Style

    Speed:

    "If Diz Squiggoth goez anee slowur dan 10 milez pur hour, it'll ex-splode!"
    "Neet! Letz do dat, den!"


    ....


    ...

    Anyway... I've done stuff.... The orks have.. stuff.. Specialists now.
     
  17. citizen001

    citizen001 Banned

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    Hello Warhammer 40k mod creators, i just learnt the difference between Warhammer 40k and Warhammer Fantasy and subsequently have bought the WH40k Dawn of War PC game. just a question: will you be including elements of this latest installation into the mod?
     
  18. The Great Apple

    The Great Apple Big Cheese

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    Such as? Most of the stuff in dawn of war comes direct from 40k tabletop!

    BTW - Dawn of War is an ace game.
     
  19. muffins

    muffins Lemon scented

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    :lol: :lol: :lol:
    :rotfl:
    You're just going to have to work Orky humour into the mod :D
     
  20. Smoking mirror

    Smoking mirror Ships Captain

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    Well, if the Rebel humans have the same culture group as the imperials then the Tau could be included. My original idea for not including them in the mod is that they are incapable of warp travel, so would only be found on worlds fairly near to their home system. The idea of finding a ancient chaos homeworld close to the Tau space would seem weird as the Tau have no experience of chaos when they first encounter the imperium (they have no psychic abilities so are imune to the taint of chaos). The other reason is that no one has done any Tau units so far.

    Unique victory conditions are relativly easy to implement in a scenario, for instance, only allow the imperials access to space ship parts through giving them with flavour techs, or era none techs. Ensure that the eldar have to hold all the victory locations throughout the game in order to gain enough victory points to win. Only enable the rebels (and possibly the Tau) to build treasure spawning buildings, so that only they can atempt a victory that way. Only enable chaos units the enslave and sacrifice abilities to enable them to win a cultural victory.

    The other good thing about this sort of scenario is that as well as trying to meet your own victory conditions, you can also increase you chances of winning by denying your enemies thier victory conditions.
    For instance, as the eldar you must not loose any of your victory locations, to increase your chances of having a higher victory point total than the rebels or Tau (also aiming to build up victory points) you can raid thier escort unit, capturing thier treasure units and taking them to your own capital for more VPs!

    It would also be possible to go for other victories, such as dominion, or culture victory as civs who don't have that as thier main victory condition, but it would be very difficult indeed! It would add an extra level of challenge for those who have won with other victories.

    Honestly though, I think a realy good, well though out player created map can be much better than any random map. I still play on the earth map when playing the main game, even though I've been doing it since Civ I. :)

    Yep, the diplomacy text could be a classic. :)
     

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