War Hammer 40,000 Mod

We're just going to have to invent ships. And I think each civ should have a UU. I mean, The Iron Wolves would have the 'Iron Wolf Marine' and such. Ork Clan should have a unique Unit that sorta follows this pricaple- 'One good Good, Two gun Better!' Like a Double Zapp Gun or something, or maybe a Trukk mounted Zapp gun or soemthing. The more 'Scientific' Ork Clan would go with the 'Two Guns Better, Three Guns Betterer!' philospohy.
 
For Kal-El: sorry, I bet I'm late but who knows... those are just plain ghost's models, no equipment added yet, no poses etc.

BTW GF, no, we don't have to make up ships... see models at http://www.forgeworld.co.uk/ for example. Or check Battlefleet Gothic for larger scale, though I don't think we need interplanetary ships in this mod... As for water transport, it might be interesting idea to replace it with air transport (anyone played BeBro's XCom?).
 

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For lack of something else, lets work on picking the Orc Clans and their UUs, leaders, and City Lists and such as that.

If we have to make new civ colors, so be it. It isn'r Rocket Surgery.

Lesse what we got:
Goffs- Stormboyz
Blood Axes- Kommandos
Snake-Bites
Bad Moons
Evil Sunz
Deathskullz

The proper Title is Warboss, Right?
 
Bad Moons would certainly be commercial, perhpas Flash Gitz as UU?
Blood Axes certainly militiaristic, and the UU probably should be their Kommandos.
Death Skulls are harder to define, they like using looted vehicles, perhaps a unique looted imperial tank for them, that the others can't have?
Goffs are the typical Orks, it's hard to think of any suitable UU for them.
Snakebites' rare unit should definitely be an ork on a boar- but who's gonna make THAt unit?!
Evil Sunz, hmm, perhaps a unique vehicle for these Speed Freeks?

Warlord is probably more suitable for a tribe's ultimate ruler, it is how Ghazghkull Mag Uruk Thraka is titled.
 
However, these Orks are just small parts of their clans, not the Whole things. Maybe some leaders would declare themselves War Lords, and other would stick with War boss.

What is a Flash Gitz?

Goffs should maybe get the aforementioned 'Double Zapp'
 
Goffs should have Stormboyz as their UU

Flash Gitz have a lot of teath to spend on flashy weapons :D

Why not have the Orks able to capture Imperial vehicles instead of building them? I've dug up an old 1991 Red Dwarf with a whole load of Ork vehicles in (that they don't make anymore) and I'm going to start on them after the Chimera. Lets have the orks only able to make 'orkish' stuff and capture the rest :)
 
With artillery pieces like basilisks maybe it could work that way, if the maker is happy to have them have zero defense, and then using the "different era for each culture group" concept the graphic for the basilisk in a later age could be orkicised... but for units with a defense greater than zero... well, the editor does not work that way, you can have units enslave defeated units, but you can't specify it. One way you could think of doing it is to have Lootas spawn "derelict" units, basically pieces of junk, with movement of two but no attack/ defense, and once they get to a base with barracks in it they can be upgraded to looted vehicles.
 
muffins said:
Goffs should have Stormboyz as their UU
Yes!
muffins said:
Flash Gitz have a lot of teath to spend on flashy weapons :D
It's spelt teef ;)
muffins said:
Why not have the Orks able to capture Imperial vehicles instead of building them?
I'm not sure you can do that, in fact I'm pretty certain you can't
muffins said:
I've dug up an old 1991 Red Dwarf with a whole load of Ork vehicles in (that they don't make anymore) and I'm going to start on them after the Chimera. Lets have the orks only able to make 'orkish' stuff and capture the rest :)
Maybe a special resourse could be used for this. I can't think of any other tricks you could use off the top of my head - but I haven't done much modding...
 
muffins said:
Chimera. Lets have the orks only able to make 'orkish' stuff and capture the rest :)

It is impossible to capture units. Just can't happen. Sorry. Blame Firaxis
 
You could use enslave to allow the orcs to "loot" weapons from the dead. An orc unit wins and you get a new stronger unit out of it... The orks wouldn't be able to build these stronger units because they require imperial tech (resources?). It wouldn't allow for the looted baneblade but it could allow for an interesting tech tree and unit developement.
 
No. Enslave, and the reason why no can be read like, three posts above you.
 
With captureing units, I was thinking along the lines of enslavement, 'cos you can specify the unit you get out of it :) Orks fight someone, they win, some ork spots something on the battlefield and says "Oi! Boss! Das somfing over der dat looks kinda kool" and bingo! the Orks just looted a vehicle.

it doesn't have to be the exact unit that they were fighting. Think of it as an Ork bonus - they get to scavange the battlefeild and can find whatever you set in the editor

I don't know if you can set up different units to get different vehicles out of 'enslavement'.
 
yeah muffins, but this file has been used in many mods, including my warhammer mod. but honestly, i don't think it really fits 40k, those have more fantasy look rather than sci-fi. anyway, there are plenty of resources out there, im sure that's least of a problem.
 
I am very impressed this project you are compossing and I would love to help if I can Baring in mind that I am doing my own Fantasy mod and I am current creating a man scorpion which is all quite time consuming.

Keep up the good work can't wait till it's finnished :goodjob: :goodjob: :goodjob: :goodjob:
 
muffins said:
I don't know if you can set up different units to get different vehicles out of 'enslavement'.

You Kan't.
 
*yawns*

Man, I haven't posted in these forums in yonks.

First up, Goldflash, before posting ideas for UU's, philosophies and general ideas for differentiating the very particular races and sub-cultures defined in the 40k universe, I suggest you talk at length with someone who knows Civ and 40k very well, like Zulu, Kal-el, Embryo, Omni, or even me if you're scraping the barrel ;)

Seriously though, Check through the older threads through the links already posted. They have most of the right ideas, and combined with the obvious drive you seem to have, You may be able to get something done.

As for Races, I suggest you go with our culture/isolated tech tree concept, The 40k races just don't mix.
If you have trouble with the idea of Imperial guard mixing with Space Marines, consider it an Imperial force, which can be lead by any number of different generals. Armageddon is a good example. The imperial forces gathered on the planet were a mix of all the military branches of the imperium, marines, guard, sisters, the works. These forces would come under the command of whatever servant of the Emperor had the will to assume control, or would be requistioned to the forces that need them. This is just the same for the orkish hordes, They were all under the control of one Mr G. Thraka, but individual warlords had plenty of control.

For now, I suggest you make the standard collection of units for each subculture, and add one UU for each race, with the standard civ style of upgraded stats and maybe the odd special ability. It's going to be much easier.

When talking about Barbarians, I was always a fan of Dark Eldar, but they became subsumed into the eldar culture with the growth of that idea.
Necrons seem to be your best bit, use a necron pyramid/tomb type structure as the barbarian village, with the warriors as basic barbs, and destroyers or wraiths as the advanced version.
If you want to go with dark eldar, use a warrior as the basic, raider or a jetbike as the advanced unit, and a warp gate as the village.

As far as naval combat goes, I suggest you use BFG ships as your naval units, in conjuction with one of the Space + Earth terrain sets I saw a while back. These would fit far more in the character of the game, and would facilitate many important strategic elements in civ.
For instance, a Space marine battlebarge can sit up in orbit, and then transfer marines with the amphibious ability to represent drop pods. While it's doing this , an Eldar raiding fleet might make a hit and run attack from behind an "asteroid" (small island)

What we had to do at CNC:Generals 40k : Only war, the generals mod that I'm part of, is trim down the extensive lists in order to make a playable version that could be done in a shorter timespan. Bear this in mind.

(by the way, why didn't our site get included in the list of links? I'm most offended ;) http://www.planetcnc.com/onlywar )

For the goody huts, I suggest you use ruins, but disable the function of the free unit, as this will only lead to bad things.

I'll check back sometime soon, but I'm away soon, so good luck and have fun!
 
About unit stats. It seems to me we could base alot of the unti stats on the stats from the board game. Cost could be equivilent to points cost, basic hit points could be related to toughness and wounds (or armour value for tanks), attack and defence could be worked out from weapon strengths, and the weapon (attack)/balistic (defence) skill of the user - although this might get complicated with vehicles with many weapons. Bombard range could be worked out from weapons range.

This could save alot of time playtesting if we get it right...

Schizo_Angel said:
What we had to do at CNC:Generals 40k : Only war, the generals mod that I'm part of, is trim down the extensive lists in order to make a playable version that could be done in a shorter timespan. Bear this in mind.

(by the way, why didn't our site get included in the list of links? I'm most offended ;) http://www.planetcnc.com/onlywar )
Looks nice :) - although I've never played Generals...
 
Furst off, I probably know Civ better than you. Kal-El is Gone, Embyro is Way busy, Omni doesn't come here that often and Zulu scares me. And if any of thoes people have spomething to say they can Chime in.

Jeesh
 
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