Warhammer 40k mod development thread

I was thinking of doing away with the 25 different civics choices... mainly because 25 ones for each Race would make finding names/attribues for them rather hard - though it's an idea.

Current plan was to have Chaos, Imperial, and General civcs. With the Imperials not being able to get Chaos civics, and Chaos not getting Imperial civics. If we can think up 25 different ones for each race (I suppose some could be the same...) it'd be wonderful though.
 
Prior to playing WH40k Dawn of War, I didn't know much about this game universe. I'm sure the game only touches the surface of what seems to be a really rich game universe.

This MOD should be really nice, good luck on your effort. I'll definitely offer my time for beta playtesting when you're at that point in your development
 
DarthCycle said:
Prior to playing WH40k Dawn of War, I didn't know much about this game universe. I'm sure the game only touches the surface of what seems to be a really rich game universe.

This MOD should be really nice, good luck on your effort. I'll definitely offer my time for beta playtesting when you're at that point in your development

You're right, Dawn of War shaves the tip of the iceberg. Hopefully in time this mod will give a better picture of it (at least to sea-level, hopefully deeper!).

The Great Apple said:
I was thinking of doing away with the 25 different civics choices... mainly because 25 ones for each Race would make finding names/attribues for them rather hard - though it's an idea.

Current plan was to have Chaos, Imperial, and General civcs. With the Imperials not being able to get Chaos civics, and Chaos not getting Imperial civics. If we can think up 25 different ones for each race (I suppose some could be the same...) it'd be wonderful though.

I think you should at least have a few different types of civic, (eg. Government, Religion, Economy or whatever) as they add a lot of tactical flexibility. It may be a strain coming up with different types but it would be worth it in the end i think.

What were your ideas for the civics?

mrkingkong
 
mrkingkong said:
What were your ideas for the civics?
Well at the moment I just have the chaos factions as the Chaos civics.... and that's about all I've got.

Maybe we could go for 3 different civic options for each race, with some crossovers? I doubt we'll be able to make them generic enough to be able to be used by all the factions... but I'm sure we can get some crossing over, which should save alot of work!

Thanks for the offers with the xml help. I might take you up on it at a later date, but at the moment I'm waiting until the SDK comes out for xml, as my files are getting rather big and complicated, and I may be able to shove some shortcuts in.

Ideas are lovely though!
 
@TGA: Although I'm not terribly familiar with the Warhammer 40K universe, the mod looks promising. I decided to try my hand at making those icons you asked for (just five to start with). I used the dds files from the "..\Civilization 4\Assets\Art\Interface\Buttons\techtree\" folder as an example, but if the format isn't quite right (and you want to convert them yourself) or you need them for something else I can post JPG versions.

Anyway, if you like 'em, great, if not that's ok too. :D
 

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Ideas for Imperium civics:

-- Divine Imperata,
General, non-wartime state for the empire of man, which maximises culture and growth (with military and possibly even production suffering as a result to fit in with the theme that the Imperium is a vastly spread but relatively poorly defended Empire- instead of consolidating Man has chosen to spread far and wide and worry about things such as aliens later. Love of the Emperor is a great religious and cultural boost, and in my knowledge the only thing keeping the Imperium from falling apart at any time. This is a more peaceful state (as peaceful as can be in the vicious competition to survive in the depths of space) and as mentioned before emphasises culture and growth. Can build the unit "Space Marine".

-- Inquisitorial Governorship,
Agents of the Emperor (Inquisitors) move in to the area to deal with the growing problems of war or the taint of Chaos.They deal harshly with deserters and traitors, and impose a strict marshall law on the surrounding area. Inquisitors wield great power in the Imperium and can call in all necessary levels of authority to attain their goal, including this one, Governorship.To be taken when in the presence of an enemy with "false religion" of Chaos, or when lots of corrruption(either fiscal or when faced with Chaos agents ifilitrating cities) is present. Slows down growth (in fact makes it go negative due to the strict marshal law imposed and subsequent deaths of lawbreakers), and culture takes a hit. However, it rids cities of taint of Chaos slowly. It causes unhappiness, lack of growth and slowing of culture, but decreases corruption massively, rids cities of Chaos religion and increases production in cities. Can also build the unit "Imperial Inquisitor".

-- Feral Leadership
The leaders of the civilization are the ancenstral owners of the lands, and act each in their own best interests but paying tribute to the Imperium and regular visits from the "Inquisitorial team" to make sure all fees due are being payed, and no corruption is present. Effectively they act on their own but in a co-ordinated (of sorts) net of cities/planets. Growth suffers as a result but production and economy greatly increases through fear of retribution by the Greater Powers of the Imperium. Culture growth is slower than under Divine Imperata but greater than Inquisitorial Governorship.
 
Thanks - they're great! I'm not too sure about the Heavy/Assault weaponry ones (they're not really 40k-style) but the rest are awsome!

One small thing - at some stage a border has been added to the default format. I think this is caused by converting the DDS to a file that doesn't support alpha channels. If you convert them to .png files then the alpha channel shows up fine.

I've corrected all the ones in the zip.

Thanks very much!
 
Great ideas there mrkingkong! I like them.

This has got me thinking along a new path. Previously I had imagined having the world that the game takes place on to be isolated from the rest of the galaxy, due to a warp storm (or something - warp storm would explain the strength of chaos), however I supose there could be some sort of semi-random event occuring to open/close Imperial communications with the rest of the galaxy, or maybe communications starts closed, but can become open at a random time after 100 turns or something (maybe tech?).

Hmmm...
 
I think that would be a great idea, and it would also let you implement some sort of "Planetary Bombardment" feature aswell. Not sure how you would code this but il leave that to the experts (im a Python noob!).

An idea how the story plays:

"An Imperial Grand Battleship crash lands on <this planet> (which is still un-named by the way ;) ) after a warp storm scattered the rest of the fleet. On landing, they find a world just heading towards the civilized state of afffairs, with lots of human (or otherwise) tribes competing for resources, techs ,etc. Then , in the midst of the same warp storm that brought the ship to <this planet>, a Chaos fleet lands and starts attempting to unleash some sort of Greater Daemon using a rare ancient artefact found only on this planet (generic i know but it fits in with the theme of Chaos Incursions, and gives you chance for the Eldar and Dark Eldar to make an appearance later on;) ). The Imperial discovering this decide it is their duty to stop Chaos from achieving the Summoning, and so try and set up a forwards base from which to fight The Great Enemy. However they didnt count on some of the tribal leaders seeing the benefits of the Chaos Powers and so must fight them. The tribes themselves aim is to (typically) gain as big and best an empire as they can, using this period of strife to propel their people forward in whatever way they can.
The system wide Armageddon struggle goes on but the people of <his planet> are oblivious except on the rare occasion when the warp storm abates and Imperial fleets get a fleeting grip on the area..."

How this would play out:

Imperial civ automatically assigned Imperium "Religion" (locked for game entirety)

Chaos civ automatically assigned Chaos "Religion" (locked for game entirety)

50/50 split between Tribes who is assigned what religion
OR
Python makes a check on each civ to decide their "religion" at game start.
(tribes can switch at any time after researching/encoutering each religion).

This story would open up a new type of victory (Summoning Victory) so that whoever controlled the Artefact after a certain number of turns wins. This would only apply to the Imperial (after certain number of turns warp storm flares and then dies without incantations being chanted) or Chaos (at critical warp-storm-flare time incantations successful and Greater Daemon is summoned)

To make up for this, tribes also get a new victory condition only avaliable to them (Planetary Domination). If a tribe conquers 70% of land and population (or whatever number) they win, to signify their absolute control of the region (very very similar to normal domination, except it is disabled to Imperial and Chaso- they are only interested in the Artefact).

This would also give you the chance to incorporate Eldar and their Dark brethren at a later date if you felt that was necessary and not too much work. (i like the idea, as they generally get involved in this sort of artefact control thing).


These are just ideas iv had about the mod, and i submit them in absolute humility. I will not be offended if you turn around and say "these ideas are rubbish, go off and help some other poor sap" :D .
But please dont :mischief:
mrkingkong
 
Sorry to post again (but i dont like editing posts), here are a few extra defining things RE: My last post...

-The Imperium would be unlikely to accept back Traitors to the Emperor (i.e. any tribes who become Chaos) and so it might be an idea to prevent them becoming Imperial again after "turning to the dark side", as it were.

-The above point would obviously constrict gameplay a lot, so perhaps have other religions except just the two WH40K specific ones (tribe-based ones who worship animals etc. Iv seen this in a WH40K book about a demon planet in a warp storm so it is in the 40K universe, even if not entirely well-publicised.)

-If you decide on the idea for Pyhton to check on start of game to decide religion, add in feature so that tribes may be assigned one of the religions who worship animals also

mrkingkong
 
Hmmm, I kinda had the whole "getting corrupted by chaos" thing stuck in my mind. Basically with the backstory being a ship get's into trouble in a warpstorm, breaks up, and bits of ship fall down all over the planet. Research would actually be people re-discovering how to do stuff from hints left in the debris, and some groups would be corrupted by chaos.

As for the level of forcing you to turn to chaos. Basically I was thinking it would be based on culture. If the enemy culture is too high units start corrupting, and eventually cities. The leader can choose to take his Civilization into chaos at any time - some units will stay loyal to the imperium, and, depending on the influance other chaos civs have on you, others will join you're new Civ.

I'm thinking Chaos should be slightly better than the Imperials, to compensate for the period of weakness shortly after they turn, but this difference should be quite small. It'll probably need quite a bit of testing.

However I like the "artifact" idea. Mabye have a set amount of artifacts on the map, and if you get a certain number of them, then you win? It'd be a good way to get Eldar in - Orks are easy to get in ('cos it's near Armageddon!)
 
Great apple i figured out a great source for the tech graphics. The game Warhammer40k: FireWarrior had weapons from 40k. Thus that games website would probably show pictures of the guns. I can't find there official website though... maybe you or anyone posting here could try... and post a link to it.

I may find it though so i'll post if I do.

Orks are easy to get in ('cos it's near Armageddon!)
IMO they should take the place of the barbarians.
 
mrkingkong said:
Oooh, I noticed on that site they have nice tech tree section... hmmm.

As for orks - they would work quite well as barbarians wouldn't they... except don't Blood Axes have a history of trading with the imperium occasionally? I think it says in the 2nd ED Ork Codex.

I'm not really sure what can be done with barbarians and modding. Ideally I'd want them so they couldn't talk to anybody, unless perhaps if they were Blood Axes, but acting as a normal Civ in other respects.
 
No guys not dawn of war. The "Firewarrior" website would have a picture of a lasgun, boltgun, sniper rifle, and other 40k stuff because its in the computer game... I can't find the site though.

Oh yea... Apple did you get my PM with the composit armor thing...?
 
Hmm, I can't seem to find the firewarrior website either. From what I did read it seems most people seemed to think it was a pretty poor game, so maybe they took down the website.

Yes, I did get your PM. Thanks!

Just a progress report:

Python scripting is going well. There are one or two things which aren't behaving at present, but I hope to get them sorted in the near future. I've just finished writing some fancy civil war/rebellion code for when Imperial players are corrupted by Chaos.

I'll probably move back onto xml soon...
 
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