warhammer 40k mod

this is the way i always figured it to be in civ:
att strenght would be thier strength/weapon skill
def strenght would be their toughness
HP is wounds
bombard satrenght is the ballistic skill/gun strenght
bombard range is the gun range
shields is points
transport is transport
paradrop is teleport
stealth attack is infiltrate
capture could be for chaos (enslave to cultist)
all terrain as roads would be skimmer rules/boost
 
Quinzy said:
...capture could be for chaos (enslave to cultist)
...
You mean enslave?
All fighting units must have the capture flag, otherwise you can't give them Off/Def AI strategy.
 
odintheking said:
Oh, and in case you are interested, E.J., I made some orkish cities here.

I couldn't ask for any better!

Quinzy said:

I wish I could do a straight conversion from the codex numbers... it would make things go a lot faster. :( I will try to stick as closely as possible to the comparative unit strengths and costs/point values in the codexes. I also want to omit things that the AI can't use effectively - which I think includes land transports (please correct me on this if I'm wrong). So the land raider and squiggoth will have to be just big armored units rather than transports.

I like the idea of incorporating the infiltrate rule from the tabletop game. Does anyone know of an existing unit that could serve as an imperial assassin? Or a ratling sniper? I'm considering adding a mass regicide win condition, and a unit with invisibility and stealth attack for each side, as well as some detectors. I suppose stormtroopers would work for the imperials, and kommandos for the orks, but one of the temple assassins or a sniper would be excellent.

 
Ellipsis Jones said:
... I also want to omit things that the AI can't use effectively - which I think includes land transports (please correct me on this if I'm wrong).
You're right.

Ellipsis Jones said:
... Or a ratling sniper? ...
WH Jezzail? ;)

BTW, can't you please post the images directly? I'm lazy, and don't like clicking links.
 
i meant enslave, yes.

as for gun range, 12" is range of 1, 24" is range of 2 etc..
 
Multiple scenario files might be the way to go. Aside from letting human player use transports and other abilities, there are some nice interface customizations that could be done if orks and imperials each have their own scenario:

norushforyou0gz.jpg
 
This is looking like it is coming along quite well, actually.
 
Yah, a scen will be sweet to play (I hope it`ll go easy on my system!), but this is a thread opened to restart the mod...

Good things:
*We have units for the Orks, Space Marines and maybe a low-end (meaning not WH40k-like) Imperial Guard civ.

*It seems alot of modders who are interested in this have atleast 1 codex and whatnot

*We have alot of modders interested in this with gfx skills, `cept for the unit making part.

*We have a whole universe to fit in the game, no need to bust our heads making things up.

*We have alot of modders interested in this!!!! :goodjob:

Bad things:
*no recruited unit-makers

*no leader

*Goldflash`s temper

Can`t think of much else..
 
I like it!

<.<
Lizardmen could also just about get passed off as a pre-evolultion version of Tyranids, if we get that desparate... Anyone who's never seen a Tyranid before'd never notice!
>.>
 
i have all the codices (plural of codex, not codexes) cept the new tau one, and i have the latest rulesbook. i am here to offer any help regarding the conversion of 40k mechanics to civ mechanics and all that stuff.
 
I`m hoping that if we get the ball rolling, others will join in too... I`d start this, but my modding skills are a mess - my mods are not going to well ATM, to many ideas, to little knowledge and time ;) (BTW, I`m compiling units for a fourth, or is it fifth by now? :crazyeye:)

So, who wants to lead us crazy bastards to the stars, to new conquests, to some space butt-kicking!!? Goldflash, now that you had the chance to hear what others thought of your first attempt, you think it could mean its time to regroup, and strike again? C`mon, you would be known as the dude who made the 40k mod... ED is like a god to us... don`t you want to be deified (sp?) ;)
 
Stormrage said:
*Goldflash`s temper

Rest Assured, I will have nothing to do with this mod.
 
Oh, well, then someone else will have to take your spot. But all the modders are already involved in their own projects, and the rest of us lack experience.

Nobody wants to do this? The mod has alot of support, except for units for races other than the 2(3) named above and a "first one amongst equals" to lead...
 
Well, I tried leading this once before, remember? That didn;t turn out so well....
LCL15.gif
 
Yes, but this time you know you should expect less from people ;) It did seem you took it too seriously last time, its a hobby, remember? And wh40k is a hobby too. And it will go easier this time cos I don`t think we should start dead set on making a mod with a gazillion civs, 2 or 3 is enough for a start, and we have the units. We have the arty dudes on our side, plus plenty of idea people. All you would have to do is shape all that into a mod, and not be very mean while you do it! :mischief:

But, OK, I can understand if don`t wanna.
 
I have too many things to do. Remember that mod I was talking about with two+ ork civs?

Also, you should read my signature everyday, Stormrage.
 
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