What civs is this mod going to have?

zulu9812

The Newbie Nightmare
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First of all, I'm assuming that this mod simulates different races battling to gain control of a planet, much like in Dawn of War. This is good, as a trap that a lot of sci-fi mods fall into is having a map that consists of outer space broken up by planet/cities. Anyway, what's the general consensus on a) the number of civs, and b) what they are?
 
The first post of the Unit Discussion thread has a list of the civs and what units they need. if i remember correctly the current civs are:

Imperium:
Imperial Guard
Ultramarines
Black Templars
Space Wolves
Blood Angels
Dark Angels
Witch Hunters
Daemon Hunters

Chaos:
Lost and the Damned
World Eaters
Death Guard
Thousand Sons
Emperor's Children
Black Legion

Eldar:
Ulthwe
Iyadeen
Bel-Tian
Siam-Hann
Altiaoc
Dark Eldar

Orks:
Freebooterz
Goffs
Evil Sunz
Snakebitez
Blood Axez
Death Skullz
Bad Moonz

and the Tau

which is 28 factions, i think
 
OK, thanks. I have some observations.

The Lost & the Damned - superfluous. Wouldn't these traitor units be in the service of a Chaos Legion anyway?

Eldar - I'm not really aware of any instances of Craftworlds fighting each other. I think that a much better option would be to keep one craftworld, keep the dark eldar and add in the Exodites (Eldar who didn't go onto Craftworlds during the Fall, but were far enough away from the Eye of Terror to survive. They blend their technology with more primative ways, such as riding beasts).

Necrons? Tyranids?

Additionally, might I suggest that we prioritise? Concentrate on 4 factions to begin with? Say the following?

Imperial Guard
Ultramarines
Black Legion
Tau
 
I`ll research that Eldar option and then state my opinion on it :)

There is still enough room for Necrons and Tyranids when we get around to doing them. The LatD are in cos Quinzy likes them, and I won`t have it any other way :) I kinda like them too. There are Traitor Marines and then there are your basic traitors :)

If we were going to prioritise I`d scrapp the Tau, who don`t have any (quality) units, and put in Orks. Cos there`s lots of them. And they`re green! Waagh!
 
Don't scrap tau!
I have a ton of ideas for them (well, not exactly novel ideas for them, but ideas on how to model those battlesuits with pov-ray...) :)

But I haven't started anything yet.
And we do have fire-warriors and a devilfish (IIRC).
 
@ zulu: saying that we should have one craftworld because the eldar craftworlds wouldnt fight each other is a bit like saying we should only have one Space Marine chapter because they wouldnt fight each other, isnt it? :) although i would not object to losing a couple of the proposed eldar factions

@ aaglo: sounds intriguing ;)
@ odin: as above ^ :)

EDIT: As for the prioritising, im not sure if zulu meant to only concentrate on those factions for the moment, but since we already have most of the Orks done, we dont really need them as a priority, in terms of unit creation.
 
I think zulu meant to prioritize them in terms of adding them and all of their stuff to a .biq

Nope, I meant in terms of having them as civs at all.

@ zulu: saying that we should have one craftworld because the eldar craftworlds wouldnt fight each other is a bit like saying we should only have one Space Marine chapter because they wouldnt fight each other, isnt it? :) although i would not object to losing a couple of the proposed eldar factions

Actually, the Space Marine chapters operate largely independently within the Imperium and frequently have their own agendas. Also, I recall a story in an old codex about Dark Angels and Space Wolves fighting each other.
 
The Lost and the Damned is an inclusive moniker for a lot of traitors and mutants and stuff. Using the Bloodpact as a civ is like using the Ultramarines as a civ, opposed to just having one civ called "Space Marines".

But you do whatever you want, it's your mod. :)
 
Don't scrap tau!
I have a ton of ideas for them (well, not exactly novel ideas for them, but ideas on how to model those battlesuits with pov-ray...) :)

But I haven't started anything yet.
And we do have fire-warriors and a devilfish (IIRC).
and every tau tank ifs based off the devilfish too
 
First of all, I'm assuming that this mod simulates different races battling to gain control of a planet, much like in Dawn of War. This is good, as a trap that a lot of sci-fi mods fall into is having a map that consists of outer space broken up by planet/cities. Anyway, what's the general consensus on a) the number of civs, and b) what they are?

assuming this happens...I would look at it much like fighting for control of a planet as you have said. for race I would probably look at just keeping it to the "core" factions/armies out there. Space Marines, Imperial guard, Eldar, Orks, Tau, Chaos Marines, etc. going beyond...like into specific Chapters of marines is something to consider for addons later. just my opinion on this ages old thread. lol~
 
that sounds about right, it's a good idea to just lay the basics down first, then add more civ's


p.s. what happened to stormrage?
 
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