Warhammer 40k mod development thread

Got it - I'd botched up the domains meaning that it thought all the land units were air units...

Silly me!

This file, although giving you another xml error which won't have any negative effects, will fix it.

Extract to Assets/XML/BasicInfos.

Sorry about that :p
 

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The Great Apple said:
Have updated tech tree on first post. I notice it's a bit lacking in anything social, being very technology based. Any ideas for that anybody?

Off the top of my head, you could add a few of the different 40K world types as social advances:

Agrisocial: +1 food production for farms. (Free barn raising English ...)
Forge Town: (Imperial) + 2 Hammer for each mine, build Tech factory(s) for increased production of military units.
Hive Council: + 2 Commerce per town.
Feral Caste: Call it one step up from grunting, Free combat promotions. Cancelled by any other social advance.
Death Cult: (Chaos only) People dress in black, listen to bleak droning music and play computer games all day : sacrifice population for culture/to summoning demons/one pop point = 1 cultist that will die in 10-15 turns?
Insidious Council: (Chaos) Gain 1-5 Infiltrator units, these stealth units can convert enemy (Imperial) workers to Chaos, or sit in cities lowering that city's culture output, etc etc. Spotted by Imperial priests/Inquisitors ... ?
(Probably better suited to your civic advances?)

Other ideas ...

Psi-school : Access to Psi techs, Build the 'Astronomican' = +10% science etc
Social conditioning : Access to buildings that provide specialists (ie;castes)
Servo Cult : Everybody wants to be a flying skull these days. Access to 'Servo-Reconditioning Centre', increases 10% science, + 1 happy, -1 food. :borg:

All the best!
 
gmanne said:
Off the top of my head, you could add a few of the different 40K world types as social advances:

Agrisocial: +1 food production for farms. (Free barn raising English ...)
Forge Town: (Imperial) + 2 Hammer for each mine, build Tech factory(s) for increased production of military units.
Hive Council: + 2 Commerce per town.
Feral Caste: Call it one step up from grunting, Free combat promotions. Cancelled by any other social advance.
Death Cult: (Chaos only) People dress in black, listen to bleak droning music and play computer games all day : sacrifice population for culture/to summoning demons/one pop point = 1 cultist that will die in 10-15 turns?
That's great!
gmanne said:
Insidious Council: (Chaos) Gain 1-5 Infiltrator units, these stealth units can convert enemy (Imperial) workers to Chaos, or sit in cities lowering that city's culture output, etc etc. Spotted by Imperial priests/Inquisitors ... ?
(Probably better suited to your civic advances?)

Other ideas ...

Psi-school : Access to Psi techs, Build the 'Astronomican' = +10% science etc
Social conditioning : Access to buildings that provide specialists (ie;castes)
Servo Cult : Everybody wants to be a flying skull these days. Access to 'Servo-Reconditioning Centre', increases 10% science, + 1 happy, -1 food. :borg:

All the best!
Some great ideas here - thanks!
 
You are most welcome GA. Give me a few days to finish some overdue work and I'll see what else I can throw together. Comic relief - found this un-cited quote a few years ago which gave me a rueful laugh. The Imperium is a little WASPish. ;)

"In the grim darkness of the far future, there is only war, and white people."
 
You know i've never thought of that but your right in the White Dwarves, codex's, ect. there seem to be an overabundance of white people and very few if any at all people of ANY other race... Hmm kinda fits the Spacies and Imperium have some... facist traits here and there.
 
Too true. Wish I could claim credit, but someone else out there in the Materium thought of it first.
(No doubt he's now requesting salvation under the tender guidance of the Ordos Hereticus) ;)
 
Tyrion said:
You know i've never thought of that but your right in the White Dwarves, codex's, ect. there seem to be an overabundance of white people and very few if any at all people of ANY other race... Hmm kinda fits the Spacies and Imperium have some... facist traits here and there.

Hey thats not strictly true, there doesnt seem to be mention of ANY race be that black/white/asian/arab/native indian/whatever...

Anyway, i do suppose there COULD be a sort of fascist aspect to the Imperium, but its vast scale seems to suggest this would be impossible to effect and therefore would be different for different sector. I dont think RACE is as important as SPECIES in the WH40K world...;)

mrkingkong
 
Ok here goes:

~ A Chaos-ometer ( a bar/face icon that shows levels of allegiance to Chaos)
This could have mutliple levels (ranging from Inquisitorial to Heretic), and would affect diplomacy and units/buildings available. This face/bar would be an addition to the Interface and would have the additional effect of making it look more 40K...

~ The "Civs" landing on the planet would be three different crews of Imperial Vessels. Four civs would laready be on the planet and would take the form of native tribes to the planet (The Snakes, The Bears, etc). The final civ would be the Chaos legions, who landed on the planet for its valuable Artefacts. Bit of flavor thus created, as well as a reason for them being there other than "crash landing".

~ Chaotic Corruption in cities can cuase them to flip to Chaos
 
gmanne said:
Off the top of my head, you could add a few of the different 40K world types as social advances:

...

Been flicking through these again, and mostly they seem to fit better as civics choices rather than techs. I need civics though... so that isn't all bad!
 
mrkingkong said:
~ The "Civs" landing on the planet would be three different crews of Imperial Vessels. Four civs would laready be on the planet and would take the form of native tribes to the planet (The Snakes, The Bears, etc). The final civ would be the Chaos legions, who landed on the planet for its valuable Artefacts. Bit of flavor thus created, as well as a reason for them being there other than "crash landing".
One problem with this is this method is that I'd have to change it depending on the world size. I'm also not sure I can force selection/inclusion of civs.

I'll take a look.
 
The Great Apple said:
Been flicking through these again, and mostly they seem to fit better as civics choices rather than techs. I need civics though... so that isn't all bad!

Absolutely agree. I'll think up some more social tech ideas then, piece of cake. :rolleyes:

Terrible thought, but surely you have considered that this planet of yours could be just another one of the millions cut off during the Age of Strife? Primitive tribes ready to bask in the Emperor's warm basking glow, ready to take their rightful place on the great star carpet? Tech could go primitive right through to plasma-fired toasters. Bit more work of course, but you could use many cIV techs, at least to Beta ... :mischief:

Luck!

edit: Have you considered moving this thread to 'Modpacks'?
 
Just started dabbling in 0.04 TGA and love the fact that resources only appear after you actually explore near them. Very nice.

Now will this be true when new resources become available with later techs as well? Or will explored terrain always show the new resource even if you weren't aware of it when you explored?
 
woodelf said:
Just started dabbling in 0.04 TGA and love the fact that resources only appear after you actually explore near them. Very nice.

Now will this be true when new resources become available with later techs as well? Or will explored terrain always show the new resource even if you weren't aware of it when you explored?
:confused: eh?

I don't think I've changed anything in the way that resources are managed, so you have me slightly confused. Can you explain in more detail what is happening?
 
The Great Apple said:
:confused: eh?

I don't think I've changed anything in the way that resources are managed, so you have me slightly confused. Can you explain in more detail what is happening?

The entire map with no Fog of War is visible, but the resources pop up when you explore the already visible terrain. I guess, until reading your reply, I didn't realize the Fog of War issue... Odd.
 
woodelf said:
The entire map with no Fog of War is visible, but the resources pop up when you explore the already visible terrain. I guess, until reading your reply, I didn't realize the Fog of War issue... Odd.
Right. That was me rushing it again. You'll notice that you can also look inside AI cities and stuff.

Civ IV has a debug mode, which I was using for testing the AI... and forgot to disable. If you look inside WH40KConfig.py and change CFG_Debug from 1 to 0 it should fix this.

On a completely different note, is anybody willing to convert a rar file to a zip file for me? I have no way of reading rars hear at uni, and I accidently sent myself all the mod files in rar format... ooops.
 
The Great Apple said:
On a completely different note, is anybody willing to convert a rar file to a zip file for me? I have no way of reading rars hear at uni, and I accidently sent myself all the mod files in rar format... ooops.
If you'll link up the RARs I can convert.

Btw, have you put the Imperial Guard tanks into the mod yet? :)
 
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