Warhammer 40k mod development thread

I'm not planning on sticking in any other races in the first version - they will come later after the core of the mod is in place.

About Chaos civics; at the moment my plan is to have you able to pick between the 5 different allignments - Khorne, Nurgle, Tzeetch, Slaneesh and Undiveded. Each allignment gives it's own specifc bonuses, as well as allowing you to construct the basic allignment-specific units (Khorne Beserkers etc.), as well as being able to summen greater demons. With Undivided you would get few civic bonuses, and you would be able to construct the basic units, but not the more advanced ones. I was toying with the idea that the allignment would be decided by your actions, but I think this could get rather annoying...

Chaos religion itself will definately be a one-way trip.

They'll be some more noticable progress quite soon when I get back from uni (2-3 weeks).
 
Some quick things I'd look at for this mod...(ideas only, not meant to subvert your work thus far)

Backstory: Trapped on planet due to warp storm (blah, blah)...rebuild force, chapter, legion etc. Watch out for bugs. Find STC modules/artifacts (resources like iron) to unlock units

Races:
Imperial Guard
Space Marine Chapter
Lost and the Damned
Chaos Space Marine Legion

Religions:
Cult of the Emperor
Cult of the Machine
Genestealer Cult
Chaos Undivided
...other Chaos Gods, Cults (IW, etc)

How religions would work:
CoE & CoM can coexist
GC gives city penalty against 'nids (barbarians), and chance to turn into nid city!
GC can be removed by building and consuming Inquisitors
Chaos Cults can spread to IG & SM cities
Chaos Cults can be removed by building and consuming Inquisitors
Chaos can never have CoE or CoM
Chaos will have special unit benefits if all cities have one Chaos Cult
Chaos can build special Dark Apostles to remove GC or non-desired chaos cults
A City with a Chaos cult is more likely to fall using the culture system

Additional:
Unit experience would be how Veteren Sgt's, special weapon UG's etc. are done
Greater Daemon summoning would use "Great People" structure
Unit sacrifice could increase "Great People" points in cities

And this is just a start ;)
 
If the only two races are to be Imperium and Chaos may i suggest something?
In the Civ 3 Warhammer fantasy mod they, instead of simply making knight orders units, created wonders named after the order for example "Order of the Wolf" these wonders would spawn special units every 6 turns or so each with different strengths for instance. One spawned a knight every 5 turns instead of 6 but only had the stats of a average knight or slightly above while another spawned every 6 turns but had extra attack or defense or move...

Now i know the stat system has changed but i feel this would be a very effective way of adding limited marine units. Have maybe four different chapters of normal Space Marines and four (maybe five) of chaos. The Space marines could be chapters of choice but Chaos could or maybe should be predetermined by which religion they follow, thus Tzeentch followers get Tzeentch marines not Nurgles.

They would obviously be stronger than other units but would be severely limited by making the wonders unique (thus you can only have one at a time).

Tell me what you think.

P.S Orks work well as barbs for now but they deserve a civ sooner or later... for did not the Eldar say if the ork race ever united once and for all, no hope would remain? (Well someting along those lines)
 
btw will there be only (chaos) space marines or also imperial guard units and their corrupted aquivalents (lost+damned)?
 
Bsycho said:
btw will there be only (chaos) space marines or also imperial guard units and their corrupted aquivalents (lost+damned)?
This is one of the big problems with having marines turn up sporadically. There is very little fluff related to corrupted guard units that I can find.

However too many Marines could be a problem. Once you get the tech for them they should definately not make guardsmen obselete - that would just be silly.

I think the wonder idea is a good one actually, however maybe it should just mean that marines are able to be built in the city, rather than regular spawning, and maybe allow a few of them per Civilization (could be 1 for every 4 cities or something). This would allow a range of Marine units to be built, but means that guard units will play a role as well.

BTW - I get home from uni on Saturday, and will be picking this up again. I think I should have an alpha version available in a couple of weeks. What I really need is some units though...
 
Okies, I'm back home, and have started tinkering a bit. I've spend a few hours sorting out the python so that it all works (I hope). I've also made a start on the Imperial interface. Only the main screen is done so far (see attached).

Main problem at the moment is unit graphics. While I have a source of low/high poly models, there is no way I can rig, animate and import them. Any volenteers?

I think it should be ready for an alpha test by the end of the week - though it might be rather buggy. While I have tested all the python, it may react slightly differently

Anyway, without further ado - the interface. NOTE: I haven't quite worked out how to edit the buttons....
 

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mrkingkong said:
Yes i would have to agree TGA. Sorry i couldnt be more help on that front.
Did you get it to change according to alignment, or is that next step?

mrkingkong
No worries.

I'm going to finish off the imperial interface before I get it changing due to allignment.

Don't mess with Notingham: :satan:

 
Best of luck with the mod lads, wish I could help but I can't even program my toaster.

Chaos Undivided : Even with an increased civics cost should these guys get access to all the Elite units? At least limit Greater Demons to those Chaos players that can commit to a relationship with one God. The 'Undivided' trait infuriates many tabletop players, myself included. Seems unfair and inconsistant with other 40k fluff.

edit: Righto then ... read the thread BEFORE replying gmanne. (sigh)

Let Chaos Taste This! : If you can limit the amount of missionary units in vanilla perhaps do the same for Marine units? Same with Dreadnoughts, Thunderhawks etc. Even a 10 unit restriction would allow some flexible play while removing the risk of the game turning into a battle between marine armies.

Alien V Predators: The 'Good' guys could build a wonder that pops out an Eldar or Tau unit every 6 turns or so, the 'Bad' guys get Orks or Dark Eldar - Call it an 'Alien Beacon' and make it a national wonder so all civs get access. This way you can encourage those guys out there that can program their toasters to build units for you - eventually these can be added as new races of course. Some races (ie.Tyranids, Necrons) can be added later, but might make good initial barbarians.

We Really Really Love the Emperor Day: Civic restricted units are a great idea. Inquisitors, Assassins, Battle Sisters, Machine God Priests/techs, etc

You might want to consider how diplomacy will work too: Will a change to chaos immediatley mean war with all Imperial players? Or just a huge diplomatic minus rating? Naturally civic will be important here too. Imperial zealots are going to be really upset with chaotic civs. Later you will have to face the problem of inherent hatred between races - Who would ally with the Tyrannids? - but that is for later.

Best of luck, I look forward to playing.
:goodjob:
 
gmanne said:
Let Chaos Taste This! : If you can limit the amount of missionary units in vanilla perhaps do the same for Marine units? Same with Dreadnoughts, Thunderhawks etc. Even a 10 unit restriction would allow some flexible play while removing the risk of the game turning into a battle between marine armies.
One trouble is the potential inbalance between Chaos and the Imperials, as Chaos don't really have something to go alongside Imperial Guard (except maybe HOARDS of cultists/deamons).
gmanne said:
Alien V Predators: The 'Good' guys could build a wonder that pops out an Eldar or Tau unit every 6 turns or so, the 'Bad' guys get Orks or Dark Eldar - Call it an 'Alien Beacon' and make it a national wonder so all civs get access. This way you can encourage those guys out there that can program their toasters to build units for you - eventually these can be added as new races of course. Some races (ie.Tyranids, Necrons) can be added later, but might make good initial barbarians.
Good idea

gmanne said:
We Really Really Love the Emperor Day: Civic restricted units are a great idea. Inquisitors, Assassins, Battle Sisters, Machine God Priests/techs, etc
At the moment I have an "Imperial Religion" civic option:

Divine Imperita - Peacetime general civic. Happiness bonus. Low upkeep
Ecclesiarchy - Super-zealots. Production reduction for non-military units (25% problably), increased bonuses from religious buildings. Medium upkeep.
Cult Mechanicus - Production reduction for military units (25%). Workers work twice as fast. Medium upkeep.
Sanctus Peregrinus - Translates form latin to Holy War (I hope...). High upkeep. Allows conscription + all units produced while it is active get a "zealot" promotion, making them a bit tougher (or bonus exp... all up in the air on that one).
Need another one to go here - I need another one to go here. Maybe something to do with religious tolerance or something? I dunno.
gmanne said:
You might want to consider how diplomacy will work too: Will a change to chaos immediatley mean war with all Imperial players? Or just a huge diplomatic minus rating? Naturally civic will be important here too. Imperial zealots are going to be really upset with chaotic civs. Later you will have to face the problem of inherent hatred between races - Who would ally with the Tyrannids? - but that is for later.
I think 'nids are going to have to be one of those Civs that just doesn't talk to anybody. Of course, that is a long long LONG way off at the moment.

I was thinking chaos Civs would be automatically at war with Imperial Civs, though you do make a valid point - a very non-devout Imperial civ might not mind a bit of corruption here and there... until it overwhelms them :D.


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?

Also, I'm planning on sending out an alpha version to whoever wants to test it and give me feedback. Any takers?
 
The Great Apple said:
No worries.

I'm going to finish off the imperial interface before I get it changing due to allignment.

Don't mess with Notingham: :satan:

Wow, I gotta say you did a great job on this interface. It gives such a different feel to the game. :goodjob:
 
The Great Apple said:
One trouble is the potential inbalance between Chaos and the Imperials, as Chaos don't really have something to go alongside Imperial Guard (except maybe HOARDS of cultists/deamons).
Good idea
Not a huge problem. Much of the 40K fluff revolves around guard or planetary defence units 'turning away from the Emperor'. That does not mean they automatically grow three heads and start worshipping Khorne - 'Heresy' as far as the Imperium is concerned is pretty broad ; it could be simply deciding to withhold taxes, or declare independence - such actions make the Emperor sad AND invite the forces of Chaos of course ;)
Yet more fluff revolves around planetary leaders turning to Chaos and then trying to currupt the people. So 'ordinary' guard units could unintentionally serve Chaos. Besides, this sort of fluff was created to explain why two Space Marine Chapters, or two IG regiments, would be fighting tabletop. Perhaps 25 turns after a declaration to Chaos Imperial units become unavailable, replaced instead with a mutant variant? Gaurd Unit, with HORNS!

Keep up the good work!
 
gmanne said:
Yet more fluff revolves around planetary leaders turning to Chaos and then trying to currupt the people. So 'ordinary' guard units could unintentionally serve Chaos. Besides, this sort of fluff was created to explain why two Space Marine Chapters, or two IG regiments, would be fighting tabletop. Perhaps 25 turns after a declaration to Chaos Imperial units become unavailable, replaced instead with a mutant variant? Gaurd Unit, with HORNS!
Wooohooo! Horns! Nice ideas here.

Any more alpha testers want to step up?
 
The Great Apple said:
At the moment I have an "Imperial Religion" civic option:

Divine Imperita - Peacetime general civic. Happiness bonus. Low upkeep
Ecclesiarchy - Super-zealots. Production reduction for non-military units (25% problably), increased bonuses from religious buildings. Medium upkeep.
Cult Mechanicus - Production reduction for military units (25%). Workers work twice as fast. Medium upkeep.
Sanctus Peregrinus - Translates form latin to Holy War (I hope...). High upkeep. Allows conscription + all units produced while it is active get a "zealot" promotion, making them a bit tougher (or bonus exp... all up in the air on that one).
Need another one to go here - I need another one to go here. Maybe something to do with religious tolerance or something? I dunno.
Mmm, the closest the Imperium gets to 'religious tolerance' would be the Inquisitorial Branches ('Ordo Malleus' perhaps?), so maybe ...
Ordo Inquisitor (Malleus): Med upkeep: +25 science/5 beakers (whatever), no diplomatic penalty dealing with Chaotic civs, -2 with other Imperial. (Grey Knights?)
Fair amount of fluff deals with individual Inquisitors bending the rules for the greater good; literally dealing with the Devil; to get the ancient Super Protoplastic Spanner Disassembler wielded by Tech Priest Grundgen the Left-Handed during the Re-education of Planet Ghent 14.
The Great Apple said:
I was thinking chaos Civs would be automatically at war with Imperial Civs, though you do make a valid point - a very non-devout Imperial civ might not mind a bit of corruption here and there... until it overwhelms them :D.
Certainly - the slide into Chaos should be seductive and rewarding. Dealing with Chaotic civs would of course get a negative diplomatic rating with those loyal Imperium planets ... oops, civs.

Best of Luck!
 
While loading the mod received error with worldpicker xml related to building_palace. The units don't move! as if any terrain was impassable.

Here's the python log. Notify me after dl(usually need every single kb right now)
don't know if the errors related to python though.

Hope this helps. The interface looks awesome!:goodjob:
unfortunately without moving units playtesting further is not really possible right now:sad:

Edit: files removed
 
Ploeperpengel said:
While loading the mod received error with worldpicker xml related to building_palace. The units don't move! as if any terrain was impassable.

Here's the python log. Notify me after dl(usually need every single kb right now)
don't know if the errors related to python though.

Hope this helps. The interface looks awesome!:goodjob:
unfortunately without moving units playtesting further is not really possible right now:sad:
The units don't move? Eh? I've never had that problem. Checking the error log shows python loaded up properly. What game settings did you try? Do you have the autosave?

The only thing I can think of is that the units were on strike due to lack of support costs.... which shouldn't be happening. I'll have a quick poke.

The xml error I get every time. I haven't a clue what causes it, but it doesn't seem to do anything bad. I've a feeling it is because I no longer have a "BUILDINGCLASS_PALACE" - though checking the XML file it doesn't actually referance it in that file...
 
Right - had a look around and you are correct. I'm just going to do some testing to see what the problem is. Shouldn't be too hard, as I know it was working about 5 mins before I sent it so I just have to check which files were changed in those 5 mins... probably me pressing save and exit instead of just exit when closing down the files :p
 
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