Warhammer 40k mod development thread

Okay, a few things again (you'll notice i pop up with these periodically ;) )...

1) Scouts are used perhaps too much for defending the capital, as they are as good defenders as the first Imperial Guard and cant otherwise attack. Therefore i would suggest increasing their movement by 1 (to 2 ;) ), and disabling the "Defend Only" thing, to give an incentive to use them as Guerilla/Explorers.

I would also suggest increasing the free Guardsman's Combat strength to 3, and first available Guardsman's to 2, as they are pretty inefectual at anything at the moment.

2) The "Cancel" button on the religions screen doesnt actually do anything except unchange any changes made by the player on that visit- in other words, to exit the screen you have to press 'Esc'. I would prefer it to be close on clicking the Cancel...:p

3) Tactical Squads are still massively overpowered
HOWEVER
4) Enemies dont tend to be aggressive enough with them, i have found (except Chaos for some reason). Even when i had bare bones military and they had the advantage they only attacked me with a single Guardsman in about 20 turns of combat.

5) Whats "Cake!!!!" all about as a city name, and why could i attack the city and move into its territory (whixh appeared to be under the control of my neighbour, who i was at peace with) without declaring war on its owner? Is it a barbarian city, and if so then its a little confusing that it appeared to be under the control of one of the other civs. It also didnt appear on the minimap :confused:

I am working on a list of Civs that take their names from famous ships, people, etc to do with the Imperium. Also, im hoping to think up some civics. I will post it here probably when done, or PM you about it at least.

I know you are at Uni so may not b able to do these changes straight away! :p Keep em in consideration though... ;)

mrkingkong
 
mrkingkong said:
Okay, a few things again (you'll notice i pop up with these periodically ;) )...

1) Scouts are used perhaps too much for defending the capital, as they are as good defenders as the first Imperial Guard and cant otherwise attack. Therefore i would suggest increasing their movement by 1 (to 2 ;) ), and disabling the "Defend Only" thing, to give an incentive to use them as Guerilla/Explorers.
I'm sure I gave them movement two.

*checks*

You're right. Still 1. Will be fixed. I also realize looking through that I forgot to make scouts invisible like they should be. Rather big bit of forgetfulness there.
mrkingkong said:
I would also suggest increasing the free Guardsman's Combat strength to 3, and first available Guardsman's to 2, as they are pretty inefectual at anything at the moment.
Hmmm. Yep, you are probably right. Guardsmen will become better when I get the weapons system working, as will fire support squads, which currently serve very little purpose.
mrkingkong said:
2) The "Cancel" button on the religions screen doesnt actually do anything except unchange any changes made by the player on that visit- in other words, to exit the screen you have to press 'Esc'. I would prefer it to be close on clicking the Cancel...:p
That's probably a bug caused by my interface edits... though I don't seem to remember editing the religion screen much. Maybe it was caused by 1.61, in which case I won't be able to fix it for a while as I don't have a copy of any 1.61 files with me.

I'll take a look.
mrkingkong said:
3) Tactical Squads are still massively overpowered
HOWEVER
4) Enemies dont tend to be aggressive enough with them, i have found (except Chaos for some reason). Even when i had bare bones military and they had the advantage they only attacked me with a single Guardsman in about 20 turns of combat.
Strange, the Tactical Squads should be exactly the same as Chaos Marine squads. When I say exactly, I mean exactly, right down to the button art - something I've been meaning to fix :)

The thing is - I want space marines to be tough, because they are. Rather then making them weaker I may make them alot harder to get by making Chapel Barracks' alot harder to get and/or raising their price.

When I get the weapon system working they'll become more powerful... but then again so will everything else (except maybe some tanks), so it'll probably balance out.
mrkingkong said:
5) Whats "Cake!!!!" all about as a city name, and why could i attack the city and move into its territory (whixh appeared to be under the control of my neighbour, who i was at peace with) without declaring war on its owner? Is it a barbarian city, and if so then its a little confusing that it appeared to be under the control of one of the other civs. It also didnt appear on the minimap :confused:
I was hungry :mischief:

Sounds like a glitch with the barbarians. Ideally I'd like a way of completely removing barbarians, and I had thought I'd managed a bodge, but it would appear not. I'll have another poke around with them.
mrkingkong said:
I am working on a list of Civs that take their names from famous ships, people, etc to do with the Imperium. Also, im hoping to think up some civics. I will post it here probably when done, or PM you about it at least.
Sounds good :goodjob:
mrkingkong said:
I know you are at Uni so may not b able to do these changes straight away! :p Keep em in consideration though... ;)
I can make the changes pretty quickly, however I don't like to rush into things and often let my mind ponder over them for a while. This, unfortunetly, often has the result of me forgetting them completely.

I also have no way of testing that the changes don't break the game because I've misstyped a tag in the XML, which is a bit of a pain...

What do you think of the tanks?
 
The Great Apple said:
What do you think of the tanks?
Ahh, finally we're getting to the meat of things. Yes, what do you think of the tanks? :D
 
mrkingkong said:
Hey thats not strictly true, there doesnt seem to be mention of ANY race be that black/white/asian/arab/native indian/whatever...

Well, the Inquisitor in the Dawn of War game was black, so there you have it.
 
dalek master said:
hows' the mod going guys?
Mainly good. There are still loads of little things that I'd like to straighten out before the first version is released - the religions still aren't working quite right, and there are no navies yet, to give just two examples.
 
The Great Apple said:
there are no navies yet

As far as im aware, there are no navies of the conventional, sea-faring kind. I havent seen them mentioned in anything i have ever read on the 40th Millenium universe. Perhaps this is due to the fact that there arent seas (or even atmosphere's) on every planet?
Anyway, the many various races seem to prefer to commute in skimmers, gunships and other military vessels, jump packs or teleportation devices, which could make creating traditional "navies" a bit more difficult! :p

The Great Apple said:
What do you think of the tanks?

The Chimera is the only tank i have encountered thus far (education is quite a drag on time, i find :p ). First things first, I love the graphics!
Second things second (!), there is a niggly little problem i have and that's its name- please get rid of the WH40K in front of it! :p

I think it is probably underpowered at present, although i am interested as to what this new weapons/upgrades system could do for it, especially if it has some sort of upgrade list that you can add on to the tank to add, for example, extra armour or camo nets.

Can you give us an idea how this weapons thing is going to play out? :confused: Thats assuming you can get it working of course! ;)

Finally, keep up the good work!

mrkingkong
 
mrkingkong said:
As far as im aware, there are no navies of the conventional, sea-faring kind. I havent seen them mentioned in anything i have ever read on the 40th Millenium universe. Perhaps this is due to the fact that there arent seas (or even atmosphere's) on every planet?
Anyway, the many various races seem to prefer to commute in skimmers, gunships and other military vessels, jump packs or teleportation devices, which could make creating traditional "navies" a bit more difficult! :p
It wouldn't be too hard to base them on ships from battlefield gothic:

http://www.geocities.com/lynxswift/wargames/fleetcloseup.jpg
mrkingkong said:
The Chimera is the only tank i have encountered thus far (education is quite a drag on time, i find :p ). First things first, I love the graphics!
Second things second (!), there is a niggly little problem i have and that's its name- please get rid of the WH40K in front of it! :p
It has been fixed... another one of the things I've been meaning to do for a while.
mrkingkong said:
I think it is probably underpowered at present, although i am interested as to what this new weapons/upgrades system could do for it, especially if it has some sort of upgrade list that you can add on to the tank to add, for example, extra armour or camo nets.
Chimera's are hardly the toughest thing around, though I think you're right - I'll double their strength (1-2!). I was thinking of seeing if I could make it so that they became stronger when they were transporting guardsmen, although this is rather hard to accomplish (I also just noticed that they couldn't carry anything at the moment).
mrkingkong said:
Can you give us an idea how this weapons thing is going to play out? :confused: Thats assuming you can get it working of course! ;)
I should be able to get it working given a bit of time with the SDK - that won't be a problem.

The current plan is for weapons to be like promotions, but with differences:
  • There is no experience requirement, however weapons are not free, and cost gold.
  • Weapons can only be bought for units when the unit is in, or in the 8 squares around, a city containing an armoury.
  • Each unit will have a set amount of weapons that it can take. For example, a Tactical Squad will be able to have up to 2 assault weapons (flamers/plasma guns), and up to 2 Heavy weapons (lascannons, rocket launchers... that sort of stuff). Some vehicles can also upgrade their weapons, with, again, a limited amount of weapons.
  • The weapons will be shown graphically on the model if multi-figure units are used. This has been tested with infantry units, and I can get it to work easily enough. I am not entirely sure how I am going to manage it with vehicles - I don't want to have to have lots of different models, but if I have to I probably will.
  • The weapons will appear alongside promotions in the unit info boxes. I'm currently planning on having them very simlar to promotions graphically, but having a red background instead of a blue one.
The graphics for this are rather tricky, as the initiation of unit graphics doesn't seem to be in the SDK, so I had to use a slight work around involving temperary changes to the unit graphics info read from the XML. It's a bodge, but it works, and is relatively clean.
 
Im liking those ideas TGA :goodjob:

Im guessing to be able to buy the relevant Weapons you will have had to research the associated Tech...


Okay, the Civs iv been working on...

(I have a reason for these, they arent plucked out of the air ;)
I will upload the story explaining these civs when I have finished writing it, but it still needs some work. For now, the Civs then...)

List:

- Macharius Remnant
- Imperial Ravens
- 47th Company
- Ceresians
- Vandire Guard
- Black Wolves
- Innovions
- Blood Guard

Spec:

~ Macharius Remnant
<remnants of the Flagship Lord Solar Macharius>

Leader: Flag-Captain Leoten Semper
UU: Ultramarine

~ Imperial Ravens
<survivors of Colonel Ravensburg's warship>

Leader: Cornelius Ravensburg
UU: Ravens Guard

~ 47th Company
<remnant of the famed 47th Legion>

Leader: Captain Renius
UU: 47th Squadron Commando

~ Ceresians
<survivors from the cruiser "Ceres' Faith">

Leader: Inquisitor Mao Castellan
UU: Brother-Inquisitor

~ Vandire Guard
<survivors from the battleship "Wrath of Vandire">

Leader: Chief-Commander Yurathe
UU: Sororitas Marine

~ Black Wolves
<crew of the mysterious cruiser "Angmat">

Leader: Canninus Mordicus
UU: Bellator

~ Innovions
<survivors of the supply vessel "Innovus">

Leader: Parr Jervas
UU: Innovian Mercenary

~ Blood Guard
<remants of the battleship "Dante">

Leader: Chaplain Lemartes
UU: Blood Angel Marine


As mentioned before, i have a story which goes with these ideas. However, i dont feel that i could do it justice here, so i will save it until it is fully complete.

Whilst the above aren't actual civs/chapters, they are linked in with the universe through the names of their origin ships, the units and techs available to them, their leaders, their unique units, etc.
They are also similar enough that in some cases, a newbie to the WH40K Universe could confuse them with actual factions of the game (i hope :p )

mrkingkong
 
The Great Apple said:
Chimera's are hardly the toughest thing around, though I think you're right - I'll double their strength (1-2!). I was thinking of seeing if I could make it so that they became stronger when they were transporting guardsmen, although this is rather hard to accomplish (I also just noticed that they couldn't carry anything at the moment).
TGA, I created a mod with APC that gives that APC promotions based on how many units it carries. It can only carry up to two units and the promotion only adds defense but you can obviously extend that code to do whatever you need (the mod hasn't been updated to 1.61). It's fairly straightforward, should be cake for you.
 
Looks good so far. Seems to me there are a few too many marine-based Civs, and not enough guard-based Civs at the moment though.

Rabbit said:
TGA, I created a mod with APC that gives that APC promotions based on how many units it carries. It can only carry up to two units and the promotion only adds defense but you can obviously extend that code to do whatever you need (the mod hasn't been updated to 1.61). It's fairly straightforward, should be cake for you.
Took a look at this.

One trouble is is that it depends on the unit being selected after you've loaded/unloaded units. IIRC the game does this anyway... I supose if it doesn't then you'll never know you're not getting the combat bonus :mischief:. The AI won't trigger it either... but that doesn't really matter I supose because the AI won't use land transports anyway.

I'll stick it in for now until I can find a way of getting land transports to work with the AI, and then I'll probably have to do it using the SDK.
 
The Great Apple said:
Looks good so far. Seems to me there are a few too many marine-based Civs, and not enough guard-based Civs at the moment though.

Took a look at this.

One trouble is is that it depends on the unit being selected after you've loaded/unloaded units. IIRC the game does this anyway... I supose if it doesn't then you'll never know you're not getting the combat bonus :mischief:. The AI won't trigger it either... but that doesn't really matter I supose because the AI won't use land transports anyway.

I'll stick it in for now until I can find a way of getting land transports to work with the AI, and then I'll probably have to do it using the SDK.
Yeah I never liked the fact that I had to use onSelect but as far as player's concerned it works because there's just no way to create a situtation where the bonus has to be modified (because number of units in cargo changed) without selecting one of the units. And as for AI of course it doesn't know how to use land-based cargo so it doesn't matter anyway.

In any case feel free to of course modify the code in any way. Myself I haven't totally forgot about this and still got some ideas brewing, but with all the unit graphics I'm doing I just don't have much time for this.
 
Firstly, a question:

Will the unit squad numbers be upgradeable?

Im sorry if this complicates things, but it would be an idea to allow more flexibility when picking and choosing units and weapons to employ. It would also tie in with the tabletop game.

Along a similar vein, will there be a set limit to the overall weapons amount, as opposed to just the amount allowed per weapon type?

Next- yes you've been waiting for it, a summary of the background of each civ (very brief mind- its a lot of work to be doing when exams are near!)

--------------------------------------------------------------------------

Background Overview:

Macharius Remnant
The survivors of the flagship Lord Solar Macharius. Under the command of Leoten Semper, Combat Fleet Macharius (containing all the other ships/factions listed below btw) was to proceed to the Armageddon system to bolster the failing Imperial Navy in that area.
However, after a number of strange occurences en route to the space dock, the fleet arrived later than intended. In a desperate gamble, Semper decided to try and fly directly to Armageddon through an unstable area of space known as the Blood Nebula, famed for its frequent warp storms and the taint of Chaos (think a miniture Eye of Terror) , instead of taking the more circuitious route around the potentially lethal rip in the fabric of reality.
All appeared well, and the fleet was over half way across the Blood Nebula sector, when the ship appeared. Semper, being the experienced tactician immediately put the fleet on battle alert, but it was too late. The ship heralded the arrival of a devestating warp storm, an enemy that even the military genius Semper couldn't withstand.
The fleet was broken in a matter of seconds, and Semper gave the order to flee. The flagship was wracked by the powers of the warp, and the bridge lost contact with an ever increasing number of decks.
Just when all hope appeared to have faded, a planet loomed out of the swirling eddies around the ship. Malicious as it looked, Semper decided it was his only hope, and he ordered full power to the thrusters....

Imperial Ravens
Colonel Ravensburg joined Combat Fleet Macharius at Space Dock, with his vessel 'Insurgence of Light' and assorted escorts. Initially, the stern military figure disapproved of the comparatively young Semper's brashness. However, before long the Colonel was won over by the Flag-Captain's leadership and motivational abilities, and led his vessels after Semper's without question.
The 'Insurgence of Light' was one of the last vessels to enter the Blood Nebula, and the first to enter the atmosphere of the Red Planet....

47th Company
The Men of the 47th Squadron, Imperial Guards, are living legends amongst the ordinary people of the Imperium. Many victories against the enemies of the Emperor would not have been won without the help of these loayl yet terrifyingly efficient killers. Tasked with liberating the people of Armageddon, the men of the 47th Company accompanied Semper for naval protection en route to the system, and to lend a small amount of combat power to the mighty fleet aswell.
They didn&#8217;t envisage the mighty warp storm that would cross their path, nor the deaths of most of the higher ranking officers, fighting the demons that penetrated to the bridge of the Capital ship, before it was ripped apart by the malignant powers of the warp.
Captain Renius was in charge of the only 47th Comapany vessel to reach the relative safety of the Planet, a small battle barge known as the &#8220;Deliverance&#8221;&#8230;.

Ceresians
The &#8216;Ceresians&#8217; is the adopted name of the survivors from the cruiser &#8216;Ceres Faith&#8217;. The huge vessel was on an Inquisitorial mission to find and cleanse a planet in the infamous Blood Nebula sector, known only as Naryan, or &#8220;Terror&#8221;.
It had only just split from Battle Fleet Macharius, and commenced the search for the lost planet, when it was overrun by a vicious Warp Storm, and left severely damaged. Most of the lower decks were compromised, and the crippled vessel tried to limp back towards the last known position of the fleet. With only one thruster still operating, finding a bearing was a huge problem, and before long the navigators found that even the psychic beacon of the Astronomican was lost in this corrupt area of space. For days, the wounded vessel lumbered around, and even the faithful Inquisitors were about to give up hope.
When suddenly, out of the maelstrom of death, a planet of bare Red rock loomed up in front of them. The loyal servants of the Emperor took this to be a sign, but before long they realised that this was no haven, but the planet of Naryan. Damaged and lacking in strength, it appeared their troubles had only just begun&#8230;

Vandire Guard
The Vandire Guard are the surviving Guardsmen and Sororitas Marines from the battleship &#8220;Wrath of Vandire&#8221;. The battleship was the second of its name to be commissioned, after the wreck of the original ship (simply named &#8220;Vandire&#8221;) was extracted from a space hulk destroyed near the Fortress World of Cadia. The Sororitas were looking for a mobile base, and after extensive repairs and then subsequent cleansing of the Chaos Taint, it was donated to them by Usarker E. Creed.
Chief-Commander Yurathe was only the second man to rise to the rank since the Sisters of Battle claimed the &#8216;Wrath&#8217; as their own. Possessed with a cunning few men could match, it was rumoured that he had gained his current status through less than proper means. Some even claimed that he was a traitor to the Emperor, and actually had darker motives for his victories than the Glory of the Imperium.
Whatever the truth, the foul denizens of Chaos didn&#8217;t spare his ship any more than others in the fleet, and without his stern persecution of anyone who faailed him or left his post, the &#8220;Wrath of Vandire&#8221; mightn&#8217;t have made it to the surface of the Planet at all&#8230;

Black Wolves
Little is known of the Black Wolves. According to the official Imperial records, the Black Wolves chapter died out long before the Horus Heresy, and any little extracts after that time which exist of the Black Wolves are considered Myths.
Battle Fleet Macharius encountered an archaic battleship that claimed to be a remnant ship of the Black Wolves, but before the truth could be discovered a warp storm enveloped the fleet and it was forced to turn tail and flee. Sight nor sound was not seen of the ship again until Semper landed on the Red Planet, when long distance scanners picked up an ancient-Human signature sensor trail that could only have come from a prehistoric ship.
Now, somewhere on the far side of Red Planet, Semper knew this mysterious race of pre-Imperium Space Warriors were loose and free to pursue their unknown intentions on a severely weakened Battle Fleet Macharius.

Innovions
The Innovions are the survivors from the huge supply vessel &#8220;Innovus&#8221;, tasked by Imperial High Command with delivering the aid and much-needed supplies to the people of the Armageddon system. Parr Jervas, the leader of the Innovions, is one of the Emperors most trusted servants, and leads his people with a determination and resourcefulness not often seen among the corrupt and treacherous regions of space&#8230;

Blood Guard
The Blood Guard are the surviving members of the only &#8220;official&#8221; Adeptus Astartes Chapter to be included in Battle Fleet Macharius, the Blood Ravens.
Brutally efficient killers, it was to be the Blood Guard&#8217;s job to &#8216;Take and Hold&#8217; planets in the area surrounding Armageddon, so that Imperials could get a foothold in the region while they attempted to ship in reinforcements. However the warp storm in the Blood Nebula put paid to all this, and scattered a full company of Blood Ravens, killing most of the superhuman Space Marines in the process.
The only ship to make it to the surface of the Planet, relatively safely, out of the entire company of Blood Ravens was the command ship, &#8220;Dante&#8221;. It was only by the skilful leadership of the Chaplain Lemartes that the rest of the marines made it to the surface safely, and as a result they pledged their lives to defend their leader- they became the &#8220;Blood Guard&#8221;, honour bound to defend Lemartes at al costs&#8230;

--------------------------------------------------------------------------

I will be writing up the actual story very shortly if you would like to read it, and it should clarify any details you think i have missed (no doubt there will be some).

Feel free to comment on any changes you think should be made, and TGA will no doubt amend anything he sees fit.

The above of course helps decide some things, like for example the leader "Parr Jervas" should be a resourceful and peacable leader who favours peace, whilst Chief-Commander Yurathe should be a more aggressive and tyrannical leader. It will also help to define the civs, traits, techs, civics, etc.

Below is a more accurate run-down of how i see the civs compositions...

Macharius Remnant- Imperial Navy/Imperial Guard
Imperial Ravens- Space Marine 'Chapter' (not well known)
47th Company- Imperial Guard Commandos (think Kasrkin)
Ceresians- Inquisitors and accompanying Imperial Guards
Vandire Guard- Sisters of Battle
Innovions- Imperial Civilians with mercenary military (ex-Guardsmen?)
Blood Guard- Space Marine Chapter (Adeptus Astartes)

Hopefully you have found this helpful to explain who the civs are and why they are there.
Any questions, il be happy to help. I do intend to write a story which will include everything, although it isnt finished so any little wrinkles i would like ironing out before i post it- questions,constructive criticism, etc appreciated.

thanks,

mrkingkong
 
mrkingkong said:
Firstly, a question:

Will the unit squad numbers be upgradeable?

Im sorry if this complicates things, but it would be an idea to allow more flexibility when picking and choosing units and weapons to employ. It would also tie in with the tabletop game.
I hadn't planned on it. Would probably cause too much micromanagment.
mrkingkong said:
Along a similar vein, will there be a set limit to the overall weapons amount, as opposed to just the amount allowed per weapon type?
Globally, or per unit? There will be a limit per unit. I think it's 4 for devistator tactical squads (although tactical squads have max 2 heavy, 2 assault), 2 for guard squads, 3 for fire support squads. I'd have to check though.

mrkingkong said:
With only one thruster still operating, finding a bearing was a huge problem, and before long the navigators found that even the psychic beacon of the Astronomican was lost in this corrupt area of space. For hours, the wounded vessel lumbered around, and even the faithful Inquisitors were about to give up hope.
Hours? These inquisitors give up quick!

Snipped the rest of the B/G. Seemed quite good though. I like the way you've spread the seeds of Chaos around the factions ;)
mrkingkong said:
The above of course helps decide some things, like for example the leader "Parr Jervas" should be a resourceful and peacable leader who favours peace, whilst Chief-Commander Yurathe should be a more aggressive and tyrannical leader. It will also help to define the civs, traits, techs, civics, etc.
That's a very good point!
mrkingkong said:
Macharius Remnant- Imperial Navy/Imperial Guard
Imperial Ravens- Space Marine 'Chapter' (not well known)
47th Company- Imperial Guard Commandos (think Kasrkin)
Ceresians- Inquisitors and accompanying Imperial Guards
Vandire Guard- Sisters of Battle
Innovions- Imperial Civilians with mercenary military (ex-Guardsmen?)
Blood Guard- Space Marine Chapter (Adeptus Astartes)
Hmmm... one trouble is with this sort of list is that some of these races wouldn't really be setting up Civilian cities. It might be possible, however, to use this list to determine unique units, or, similar to traits, to give Civ's cheaper units if that is their trait.
 
The Great Apple said:
Hours? These inquisitors give up quick!

Yes, these are the new breed of Inquisitor, maybe the youth of the Inquisitorial society, lazy and uneducated, with too much free time on their hands... ;) Ok, ill edit the main post, well spotted! :p

The Great Apple said:
Hmmm... one trouble is with this sort of list is that some of these races wouldn't really be setting up Civilian cities. It might be possible, however, to use this list to determine unique units, or, similar to traits, to give Civ's cheaper units if that is their trait.

One of the benefits of using battle ships crash landing as opposed to Escape Pods/Ships is the amount of 'civilian' crew that are onboard. These would make up the majority of the cities, whilst the Marines/Inquisitors/whatever would make up the minority and therefore be perfect for the Unique Units for the civs!

I also beleive i 'forgot' to define the Black Wolves- ;) I thought they could be pre-Imperium Space Marines, genetically different and with a touch of mutation/Grey Wolves sort of wolf blood!

The Great Apple said:
Globally, or per unit? There will be a limit per unit. I think it's 4 for devistator tactical squads (although tactical squads have max 2 heavy, 2 assault), 2 for guard squads, 3 for fire support squads. I'd have to check though.

Yeah i meant per squad. How many will there be in each squad then? And will chaos/marines/imperial guard have different numbers of people/weapons in their squads?

mrkingkong
 
Try doing these things
-Custom Leaderhead animation
-Custom Music (warmusic, industrial, or other sci-fi warfare music)
-Custom Quotes
-Custom Models
-more technology
-Improve stability
 
Oh bugger! darkdone strikes again:lol:

Hey! did anyone here already succeed importing models from Dawn of War? Some orcheads there could be of much use for WH FB too. Just had the idea cause the medium or low resolution models promise useability in civ4 cause of similar polycount. I own the game but don't have 3D max. I could support anyone interested with some needed files. (There are importscripts for max and I have the unpacked models). And please don't bother me about legal terms here. Those importscripts are out more than half a year on relics own website and they don't seem to care but noticed they must have it.
 
From what I can tell nobody has tried anything with DoW yet... though it would be the ideal source of content if anybody decides to!
 
Ploeperpengel - maybe you should make a new thread in the forum. It may be there are people not reading this thread who may be willing :)
 
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