Warhammer 40k DW:U Mod
RE: Warhammer 40k DW:U Mod
I will add fuel cells back, then. They seemed to fill a good niche.
With the high tech tree I will be splitting up techs that I see as deserving of their own research line and then balancing the base components. I have already reworked life support and habs, as well as docks and cargo holds. The wonders will likely come after the tech update. I don't consider them as big of an effort but there will be numerous changes to the tech trees I have released with the final tech update.
Swizzle - Reducing fleet maintenance reductions for the Nth time would fix it and would be the easiest way to do so (though reductions on the scale of 20 or more percent would be necessary), but my question is how come after several years they are still sitting on their planet, and I think the reason is they have a very low tolerance for combat losses. It seems that forcing the AI to make rational decisions is not always a good thing, aside from being sort of uncharacteristic of certain races. It leads to these cold war build ups where one sides escalation causes the other side to escalate and meanwhile no ships are actually being lost. From here on out aggressive races will no longer behave rationally then and will attempt to fight almost regardless of odds.
Can you tell me a little about the game? I still don't understand why they wouldn't have more than one colony...I see the same behavior in some of my test games and the only thing I can see that explains it is that they just give up based off fear of other races militaries. One of the reasons I buffed economies was to encourage colonization, but even with lots of money, colonization set to max and the ability to build colony ships faster they still do this kind of stuff. There are probably dozens of worlds they could be colonizing, but they just sit there. Too bad I couldn't set up an initial build order, sort of like how we can set up research orders.
Why are the ancient guardians still hounding you? Those guys are like telemarketers or something. You can save that game if you don't mind deleting the Imperials using the map editor. I have done so to numerous vanilla games where the Mechanoids made things unplayable.
With the high tech tree I will be splitting up techs that I see as deserving of their own research line and then balancing the base components. I have already reworked life support and habs, as well as docks and cargo holds. The wonders will likely come after the tech update. I don't consider them as big of an effort but there will be numerous changes to the tech trees I have released with the final tech update.
Swizzle - Reducing fleet maintenance reductions for the Nth time would fix it and would be the easiest way to do so (though reductions on the scale of 20 or more percent would be necessary), but my question is how come after several years they are still sitting on their planet, and I think the reason is they have a very low tolerance for combat losses. It seems that forcing the AI to make rational decisions is not always a good thing, aside from being sort of uncharacteristic of certain races. It leads to these cold war build ups where one sides escalation causes the other side to escalate and meanwhile no ships are actually being lost. From here on out aggressive races will no longer behave rationally then and will attempt to fight almost regardless of odds.
Can you tell me a little about the game? I still don't understand why they wouldn't have more than one colony...I see the same behavior in some of my test games and the only thing I can see that explains it is that they just give up based off fear of other races militaries. One of the reasons I buffed economies was to encourage colonization, but even with lots of money, colonization set to max and the ability to build colony ships faster they still do this kind of stuff. There are probably dozens of worlds they could be colonizing, but they just sit there. Too bad I couldn't set up an initial build order, sort of like how we can set up research orders.
Why are the ancient guardians still hounding you? Those guys are like telemarketers or something. You can save that game if you don't mind deleting the Imperials using the map editor. I have done so to numerous vanilla games where the Mechanoids made things unplayable.
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swizzlewizzle
- Posts: 182
- Joined: Sun Mar 16, 2014 4:38 am
RE: Warhammer 40k DW:U Mod
Honestly mensrea most of the AI stuff is hard locked into the engine's code. The modding guide didn't have anything about the underlying AI. The only way to get a better idea about why the AI is behaving like this is either to do a time consuming true/false test with some of our deductions or to just get one of the devs to reply to this thread... getting the dev in here would probably be easiest haha.
My personal opinion is just, like you said, to throw away the whole "rationality" thing. In addition to that, if we could somehow increase the likelyhood of most races looking for alliances against common enemies, that would be great. Especially against the player. Once the player gets an edge over the rest of the empires they really need to start getting aggressive with their alliance building. I'm not 100% if there is a way to encourage this, but if there is, it would be good.
About the ancient guardians... honestly I don't really care so much about it.
My personal opinion is just, like you said, to throw away the whole "rationality" thing. In addition to that, if we could somehow increase the likelyhood of most races looking for alliances against common enemies, that would be great. Especially against the player. Once the player gets an edge over the rest of the empires they really need to start getting aggressive with their alliance building. I'm not 100% if there is a way to encourage this, but if there is, it would be good.
About the ancient guardians... honestly I don't really care so much about it.
RE: Warhammer 40k DW:U Mod
Yeah the unmoddable features can sometimes be very frustrating. I have been trying to work around my limitations by indirectly affecting things I want changed. Colonization for one, reproduction rates for two. The prime reason reproduction rates were increased so much over vanillas was because I hate how races don't reproduce at the rate they are set at, whether or not they have access to necessary resources. I honestly may remove ores and minerals being needed for growth because they are probably just overcomplicating things. I just would like to disable the effects taxes have on reproducing. It would make reproduction a lot less fuzzy and fickle. Many economic features were drastically buffed to mitigate the effects of expanding fast and hard and colonizing lots of sub 60% worlds. If the AI is just sitting on their ass building lag fleets though I may as well roll some of that back.
And yeah, I think I may actually make a feature request for a build order or something. I haven't made any requests yet because I realize the dev's are better off addressing bugs rather than adding new features but a build order would be extremely helpful.
As part of the racial overhaul at least 4 races are very prone to making allies and about 8 others will consider it. As far as ganging up on opponents that are growing too powerful that's not something I can do.
And yeah, I think I may actually make a feature request for a build order or something. I haven't made any requests yet because I realize the dev's are better off addressing bugs rather than adding new features but a build order would be extremely helpful.
As part of the racial overhaul at least 4 races are very prone to making allies and about 8 others will consider it. As far as ganging up on opponents that are growing too powerful that's not something I can do.
RE: Warhammer 40k DW:U Mod
Too many random small wars can get annoying though.ORIGINAL: mensrea
It leads to these cold war build ups where one sides escalation causes the other side to escalate and meanwhile no ships are actually being lost. From here on out aggressive races will no longer behave rationally then and will attempt to fight almost regardless of odds.
And all races still seem to hate Imperials straight off the bat. Out of 19 races, only 3 have a opinion better than -100 of me, and none are positive (satisfactory reputation.) And this is 20 years into the game with only one war lol. Shouldn't at least a couple human races be happy with me before I wipe them out? If we found other humans out there today, even if they were militaristic assholes, wouldn't we still be happy?
RE: Warhammer 40k DW:U Mod
Why can't the Hrud be selected as a normal empire at the start?
RE: Warhammer 40k DW:U Mod
I suppose they're not meant to be a playable race, pretty much like the Shakturi in the vanilla DW.Why can't the Hrud be selected as a normal empire at the start?
mensrea, is it actually possible to add new troop types? For example, it would be really nice to have Titans as actual endgame units. In general, I find it a little sad, that the majority of ground techs in DW are just buffs.
Btw, I encountered a strange lag when I fought a space battle with the Interex (as the Eldar). I suspect it had something to do with projectile weapons, because it only started lagging after my ships were equipped with them.
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swizzlewizzle
- Posts: 182
- Joined: Sun Mar 16, 2014 4:38 am
RE: Warhammer 40k DW:U Mod
Seems there is a similar problem with the AI targeting module... the auto design thinks it is "low tech" and replaces it with crappy normal targeting components that are "higher" tech. ;(
*From the robotics legacy tech i mean
Also wanted to add.. it seems that the necron exterminate bonus is not working correct and it is also actually a bit weak..
Races like the imperials end up with a ~32% or higher growth rate when the necrons have a rate of ~ 4-6%.. so even at a 4x multiplier, your necrons will STILL grow slower then the imperials they are "converting". Thus, it doesn't make much sense to do anything except assimilate other species (plus you get their bonus) unless you have some serious happiness problems.. Also, new colonies usually have a much lower happiness then established colonies due to the "recently conquered" and "incorrect race" maluses... this prevents necrons from "migrating" to conquered colonies and ever getting the exterminate bonus in the first place
The main problem seems to be that a necron "citizen" doesn't give anything better then an ork "citizen"... even though the ork reproduces at about 10x or more the rate ~_~
Not sure what you want to do about that.
*From the robotics legacy tech i mean
Also wanted to add.. it seems that the necron exterminate bonus is not working correct and it is also actually a bit weak..
Races like the imperials end up with a ~32% or higher growth rate when the necrons have a rate of ~ 4-6%.. so even at a 4x multiplier, your necrons will STILL grow slower then the imperials they are "converting". Thus, it doesn't make much sense to do anything except assimilate other species (plus you get their bonus) unless you have some serious happiness problems.. Also, new colonies usually have a much lower happiness then established colonies due to the "recently conquered" and "incorrect race" maluses... this prevents necrons from "migrating" to conquered colonies and ever getting the exterminate bonus in the first place
The main problem seems to be that a necron "citizen" doesn't give anything better then an ork "citizen"... even though the ork reproduces at about 10x or more the rate ~_~
Not sure what you want to do about that.
RE: Warhammer 40k DW:U Mod
Exactly! I am having major financial problems as necrons. The only way my economy isn't in the red is because Laer and Interex have migrated and reproduced like mad. In a matter of years, the necrons will be completely outnumbered by their subject populations.
Granted, my ships are almost invincible. But- I can only make a dozen of them. I have absolute orbital superiority, when I can marshall my forces. But against a fast enemy, my colonies are no more protected from bombardment or invasion for it.
Granted, my ships are almost invincible. But- I can only make a dozen of them. I have absolute orbital superiority, when I can marshall my forces. But against a fast enemy, my colonies are no more protected from bombardment or invasion for it.
RE: Warhammer 40k DW:U Mod
While totally contrary to the lore, I like the idea of a society of robot overlords offering safe harbor to weaker races.
RE: Warhammer 40k DW:U Mod
Also, just double checking: The only fuel resource is gas correct? All the reactor techs list their fuel types as gas.
In which case what is hydrogen used for?
And what's a practical number of novacannons for a defense station, 4?
In which case what is hydrogen used for?
And what's a practical number of novacannons for a defense station, 4?
RE: Warhammer 40k DW:U Mod
Cap - The thing about the Imperials is that they aren't just normal militarists. Everywhere they go they demand all humans everywhere follow the Emporer and the Imperial Truth, which essentially outlaws all religion under threat of death. At best, I could see people saying "ahhh, those nutters, just forget them, they are half a galaxy away". At worst, well, just look back on human history whenever one group tries to tell another precisely what they can and cannot do. I did make the Interex and Auretians neutral to the Imperials, but the Diasporex where a multi-racial society and lived alongside alien allies - they are more like Star Trek humans. They naturally would be outraged by the Imperiums disregard for alien life. Perhaps I will make the Auretians (technocrats) favorable to the Imperials but aside from them, I can't think of any reason anyone would ever have anything but hate for them, especially non-humans whom they openly advocate committing genocide against.
Also, please keep in mind that the Imperials are balanced as being the race everyone hates, as are most main races. This is the reason they are significantly better than the minor ones.
Cyrtis - The Hrud were set as a beast race due to the fact that they were tribal and seemingly had no central leadership or civilization. In fact, they could shift themselves physically through the warp and didn't even need ships. I didn't take them out because I thought the presence of some races like that would make things a little more interesting.
Japhet - Sadly I cannot add new troop types, or even upgrade robot troops. That is just a modding limitation because I feel as you do on the matter, especially regarding titans. Can you tell me specifically what weapon it was? I'm thinking the shotgun one, as it creates multiple projectile graphics with each shot, so having tons of them would produce lag, likely. I will speed the projectiles up to see if that fixes it.
Swizzle - I will take care of that with the next update regarding the targeting thing. It will likely involve cutting robo legacies off from the simpler tracking components as I have already designated that component to be well past the end of the tech tree.
The exterminate bonus is capped, and even when I was writing the file I realized it wouldn't amount to much. All the points being brought up about Necrons make me wish I just had not added them. This game is just not suited to a nigh-unstoppable robotic force that doesn't breed, just wakes up. My only solution would be to reign in some of their bonuses to be more in line with other main races and give them a more reasonable reproduction rate. It will come across as no more ridiculous than it already is, what with Necrons taking vacations alongside humans and paying taxes, migrating, etc. I was hoping to make their navy the selling point but it seems I can't strike a balance between broke and spamming so many ships it lags the game out. At least the ones being made are as powerful as they should be. I might restore some of their maintenance reductions if they are that much of a financial bind.
Still, they should be giving you research bonuses as opposed to Orks, who are about as dumb as rocks. Too bad there can't be maluses from races. The Orks would just get sloshed on mushroom beer and have a good ol time by rampaging across worlds and killing everything not green, making for a race you really don't want to "integrate".
Given all the trouble with Necrons I don't think adding Tyranids is a good idea. I would probably just remove Necrons if it wasn't for the artwork put into them so I definitely don't want to encourage anyone to work on more Tyranid art. The whole inhuman monsters/killer robots thing just does not work in this game where every race is basically treated like normal folks. I added them against my better judgment and now I regret it, so I won't be doing it again.
Cyrtis - The Necrons do have defenders legacy, so they should have access to the cheaper versions of planetary shields. Not that that would help you if you were in a financial bind, though.
Also, please keep in mind that the Imperials are balanced as being the race everyone hates, as are most main races. This is the reason they are significantly better than the minor ones.
Cyrtis - The Hrud were set as a beast race due to the fact that they were tribal and seemingly had no central leadership or civilization. In fact, they could shift themselves physically through the warp and didn't even need ships. I didn't take them out because I thought the presence of some races like that would make things a little more interesting.
Japhet - Sadly I cannot add new troop types, or even upgrade robot troops. That is just a modding limitation because I feel as you do on the matter, especially regarding titans. Can you tell me specifically what weapon it was? I'm thinking the shotgun one, as it creates multiple projectile graphics with each shot, so having tons of them would produce lag, likely. I will speed the projectiles up to see if that fixes it.
Swizzle - I will take care of that with the next update regarding the targeting thing. It will likely involve cutting robo legacies off from the simpler tracking components as I have already designated that component to be well past the end of the tech tree.
The exterminate bonus is capped, and even when I was writing the file I realized it wouldn't amount to much. All the points being brought up about Necrons make me wish I just had not added them. This game is just not suited to a nigh-unstoppable robotic force that doesn't breed, just wakes up. My only solution would be to reign in some of their bonuses to be more in line with other main races and give them a more reasonable reproduction rate. It will come across as no more ridiculous than it already is, what with Necrons taking vacations alongside humans and paying taxes, migrating, etc. I was hoping to make their navy the selling point but it seems I can't strike a balance between broke and spamming so many ships it lags the game out. At least the ones being made are as powerful as they should be. I might restore some of their maintenance reductions if they are that much of a financial bind.
Still, they should be giving you research bonuses as opposed to Orks, who are about as dumb as rocks. Too bad there can't be maluses from races. The Orks would just get sloshed on mushroom beer and have a good ol time by rampaging across worlds and killing everything not green, making for a race you really don't want to "integrate".
Given all the trouble with Necrons I don't think adding Tyranids is a good idea. I would probably just remove Necrons if it wasn't for the artwork put into them so I definitely don't want to encourage anyone to work on more Tyranid art. The whole inhuman monsters/killer robots thing just does not work in this game where every race is basically treated like normal folks. I added them against my better judgment and now I regret it, so I won't be doing it again.
Cyrtis - The Necrons do have defenders legacy, so they should have access to the cheaper versions of planetary shields. Not that that would help you if you were in a financial bind, though.
RE: Warhammer 40k DW:U Mod
Sorry Cap, I missed that other post. Hydrogen and Uranium are both used, in large quantities, to build the reactor components themselves.
The way I look at it is to say that that the fuels are so efficient and the numbers we are dealing with represent such large quantities that what the component doesn't use is actually set aside in a strategic stockpile. That way, it could be used to refuel the ship at a later date and not require any further transactions due to the refueling entity being able to make a claim on an equal amount from the stockpile. That combined with ships probably not being around long enough to actually need significant fueling leaves just one thing a ship would need a lot of: propellent, and that is what the gas is for the most part. The ship is just loading up on something it can shoot out its back. Or, in the case of the plasma reactors burn along with the pre-supplied hydrogen, considering that theres a good chance most of the generic gas is hydrogen anyway.
The way I look at it is to say that that the fuels are so efficient and the numbers we are dealing with represent such large quantities that what the component doesn't use is actually set aside in a strategic stockpile. That way, it could be used to refuel the ship at a later date and not require any further transactions due to the refueling entity being able to make a claim on an equal amount from the stockpile. That combined with ships probably not being around long enough to actually need significant fueling leaves just one thing a ship would need a lot of: propellent, and that is what the gas is for the most part. The ship is just loading up on something it can shoot out its back. Or, in the case of the plasma reactors burn along with the pre-supplied hydrogen, considering that theres a good chance most of the generic gas is hydrogen anyway.
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swizzlewizzle
- Posts: 182
- Joined: Sun Mar 16, 2014 4:38 am
RE: Warhammer 40k DW:U Mod
Mensrea, you shouldn't regret adding races. It's up to each player if they want to play with a particular race or not, and to be honest necrons and tyranids have some of the most flavor out of all the races. Plus, tyranid-like races are already in the game... highly reproducing insectoids namely so I don't think it's going to be much of a problem.
Do necron citizens themselves actually give more research/tax per citizen compared to an imperial/etc..? If so, the exterminate thing could work, just have the necrons with a slightly buffed "birth" rate and imagine they are directly using enslaved pirates/races/etc... to "birth" more necrons, albeit slowly. Plus, the current ship to income balance is great for the necrons. Sure, they are extremely powerful ship-ship, but in the late game things start to hurt them and their population really lags behind... it feels pretty good actually.
Do necron citizens themselves actually give more research/tax per citizen compared to an imperial/etc..? If so, the exterminate thing could work, just have the necrons with a slightly buffed "birth" rate and imagine they are directly using enslaved pirates/races/etc... to "birth" more necrons, albeit slowly. Plus, the current ship to income balance is great for the necrons. Sure, they are extremely powerful ship-ship, but in the late game things start to hurt them and their population really lags behind... it feels pretty good actually.
RE: Warhammer 40k DW:U Mod
Consistently getting CTD now, after any long game. Not sure why. Any chance someone could look at this save?
Oh how do I upload a save?
Oh how do I upload a save?
RE: Warhammer 40k DW:U Mod
Those are several good points, Swizzle. I think I will add the bio tech line that I had planned to add before and give it to one or a few of the insect races, preserving the Tyranids until some point in the future. From what I have read and seen a races integration stat is determined by its main stats, so if it has low fleet maintenance bonuses it gets "good engineers" or something. The Necrons should be giving you good researchers or along those lines, though it will not be as much as it would be if you played as them.
What I will do is give them about 10% growth rate. Not much, but with the extermination bonus and the rare artifact bonus it will make them competitive breeding wise. I will bring their other stats in line with Imperials, Eldar and Orks though. There is a certain amount of points I give to all major and minor races. The difference is in how they are distributed and what other buffs they get, though in the case of the other buffs I typically take something away to add it to somewhere else. I deviated from that with the Necrons as I saw (rightfully) that the reproduction rate would hold them back a lot.
Cyrtis, I use dropbox. If it's CTD it might be out of memory. Is the game very large? Just to be sure though, is there anything happening out of the ordinary or does it seem to be triggered by something in particular?
The one thing about the Newcrons is that I can see how they could have a little leeway in how they deal with others. They are not just mindless servants anymore, apparently, so they could conceivably do stuff like protect or heavily depend on some other races, especially given the level of independence Tomb Lords now posses. EDIT: They could also masquerade as something other than what they are, and I seem to remember reading about Necrons who let themselves be worshipped as gods by more primitive races.
The Tyranids on the other hand are just animals and without the hivemind and various hive critters are literally wild beasts. One idea that comes to mind would be partially inspired by Blackstorks approach to things, and just give them hundreds of preset characters with appropriate bonuses rather than big general bonuses. I could also give them custom, unique techs that make their units very good in combat, but if you can't research them then they are not so useful.
Either way, I will probably advise people who depend heavily on immersion or the sanctity of lore to leave races like the Necrons and Tyranids turned off.
What I will do is give them about 10% growth rate. Not much, but with the extermination bonus and the rare artifact bonus it will make them competitive breeding wise. I will bring their other stats in line with Imperials, Eldar and Orks though. There is a certain amount of points I give to all major and minor races. The difference is in how they are distributed and what other buffs they get, though in the case of the other buffs I typically take something away to add it to somewhere else. I deviated from that with the Necrons as I saw (rightfully) that the reproduction rate would hold them back a lot.
Cyrtis, I use dropbox. If it's CTD it might be out of memory. Is the game very large? Just to be sure though, is there anything happening out of the ordinary or does it seem to be triggered by something in particular?
The one thing about the Newcrons is that I can see how they could have a little leeway in how they deal with others. They are not just mindless servants anymore, apparently, so they could conceivably do stuff like protect or heavily depend on some other races, especially given the level of independence Tomb Lords now posses. EDIT: They could also masquerade as something other than what they are, and I seem to remember reading about Necrons who let themselves be worshipped as gods by more primitive races.
The Tyranids on the other hand are just animals and without the hivemind and various hive critters are literally wild beasts. One idea that comes to mind would be partially inspired by Blackstorks approach to things, and just give them hundreds of preset characters with appropriate bonuses rather than big general bonuses. I could also give them custom, unique techs that make their units very good in combat, but if you can't research them then they are not so useful.
Either way, I will probably advise people who depend heavily on immersion or the sanctity of lore to leave races like the Necrons and Tyranids turned off.
RE: Warhammer 40k DW:U Mod
https://www.dropbox.com/s/uxhr25b42hqk0 ... 0.dwg?dl=0
Nothing unusual that I can tell. I have 14GB of Ram on an AMD 8350 processor (x64). So I don't know how I could be running out of memory. Also it's a small map.
Anyway this happened with my eldar games too. Just wait long enough, and eventually the game will become unplayable CTD.
Nothing unusual that I can tell. I have 14GB of Ram on an AMD 8350 processor (x64). So I don't know how I could be running out of memory. Also it's a small map.
Anyway this happened with my eldar games too. Just wait long enough, and eventually the game will become unplayable CTD.
RE: Warhammer 40k DW:U Mod
Congratulations your mod has been mentioned on Space Sectors review of Distant Worlds Unviverse!
A small point maybe the mod should be renamed Warhammer 30,000 as that is when it is set.
I´m looking forward to having the chance to play it, awesome work Mensrea.
A small point maybe the mod should be renamed Warhammer 30,000 as that is when it is set.
I´m looking forward to having the chance to play it, awesome work Mensrea.
RE: Warhammer 40k DW:U Mod
Cyrtis - I didn't get a chance to look at the save yet but the game is 32 bit, meaning it is limited to about 4 gigs max, if it has large address awareness. If not I think a third party application like this http://www.techpowerup.com/forums/threa ... re.112556/ may work. But please, don't go getting that, I need to find out more about how much memory it potentially uses.
Can you tell me if it crashes in the exact same place or if it lets you play for a while longer then crashes? This used to happen to me a lot, both in vanilla and in the earlier modded versions, hasn't happened too often lately, though I did have a CTD last night on an extremely small map..loaded it up again and it worked fine.
Phocian - Nice to hear from you again, and thanks! I'd like to read the review; that sounds like a good sign. And yeah, I have been mulling that name change over. It does seem appropriate and it would clear up some of the confusion around the status of certain races. I just didn't want to confuse people as it's essentially set in the WH40k universe, sort of like how the Mandalorians are set in the Star Wars universe, just in its past. I guess the 40k bit calls for a different approach.
On another note, I think another factor in contributing to lag may be because of all races being very protective of their home worlds. They will all stack the majority of their fleet right on top of it. It makes it much more difficult to wipe the race out but they gain that advantage at the expense of not defending new colonies, and of course causing lag.
I think for the next update I will be taking multiple steps to reduce or eliminate some of these factors that contribute to this cold war ship buildup dilemma. This may mean cutting some fleet maintenance reductions as well as making AI less rational and defensive. I will probably release something this weekend with the behavior radically altered and if that's still not sufficient, start making cuts and putting strain on wallets.
I still notice that at least half of my ships in any given game are freighters. I really would like to do something about those things being so damn prolific but to figure out the effect of expanding cargo hold size would require a lot of science.
Can you tell me if it crashes in the exact same place or if it lets you play for a while longer then crashes? This used to happen to me a lot, both in vanilla and in the earlier modded versions, hasn't happened too often lately, though I did have a CTD last night on an extremely small map..loaded it up again and it worked fine.
Phocian - Nice to hear from you again, and thanks! I'd like to read the review; that sounds like a good sign. And yeah, I have been mulling that name change over. It does seem appropriate and it would clear up some of the confusion around the status of certain races. I just didn't want to confuse people as it's essentially set in the WH40k universe, sort of like how the Mandalorians are set in the Star Wars universe, just in its past. I guess the 40k bit calls for a different approach.
On another note, I think another factor in contributing to lag may be because of all races being very protective of their home worlds. They will all stack the majority of their fleet right on top of it. It makes it much more difficult to wipe the race out but they gain that advantage at the expense of not defending new colonies, and of course causing lag.
I think for the next update I will be taking multiple steps to reduce or eliminate some of these factors that contribute to this cold war ship buildup dilemma. This may mean cutting some fleet maintenance reductions as well as making AI less rational and defensive. I will probably release something this weekend with the behavior radically altered and if that's still not sufficient, start making cuts and putting strain on wallets.
I still notice that at least half of my ships in any given game are freighters. I really would like to do something about those things being so damn prolific but to figure out the effect of expanding cargo hold size would require a lot of science.
RE: Warhammer 40k DW:U Mod
I really wish something could be done about the freighter logic in general. It gets very annoying having a planet in a resource shortage and having freighters show up with only 1-20 units in their cargo bays out of the thousands of capacity. Though I am pretty sure that logic is hard-coded into the engine sadly
RE: Warhammer 40k DW:U Mod
Can you tell me specifically what weapon it was? I'm thinking the shotgun one, as it creates multiple projectile graphics with each shot, so having tons of them would produce lag, likely. I will speed the projectiles up to see if that fixes it.
Sadly, I don't know anymore which weapon it was, but the shotgun one makes the most sense. The combination with the pulsar weapons was probably to much for my old pc to handle.
Also, if you are not comfortable with adding the Tyranids, you could instead add the Zoats:
http://wh40k.lexicanum.com/wiki/Zoat#.U_-IvmPFLIU
http://warhammer40k.wikia.com/wiki/Zoat
A rather weak replacement to be honest and I think everybody would prefer the real Tyranids, but the Zoats would probably behave like a "normal" race.
Speaking of normal races, I just finished the Demiurg. These guys are basically a bunsh of technological advanced space dwarves:
http://wh40k.lexicanum.com/wiki/Demiurg#.U_-_s2PFLIU
http://warhammer40k.wikia.com/wiki/Demiurg
I hope you include them or at least could make use of the ships.
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