Warhammer 40,000 - The Imperium of Man (Work in Progress)

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rjord2021
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Warhammer 40,000 - The Imperium of Man (Work in Progress)

Post by rjord2021 »

The Interex also needs changes.

The mod as it is at the moment has this advanced civilization living in swamps.

In the picture below you can see that they are also quite aggressive as well as being quite unfriendly .... this needs to be changed in the next version of the mod as the Interex decided that the best way to deal with intelligent alien species was not to exterminate them or make war upon them, but to try and coexist with them.

This and the prior post show some of the changes happening with the mod.

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Warhammer 40,000 - The Imperium of Man (Work in Progress)

Post by rjord2021 »

I have changed the way the Tyranids appear in this mod as can be seen 2 posts back. I think this is a much better image of what The Great Devourer looks like...... almost like in the Alien movies.

With this look a number of changes need to be made to fit the new look including a whole new range of ships.

Seen below one of the old ships is seen on the left and 2 of the new ships are seen on the right.



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Warhammer 40,000 - The Imperium of Man (Work in Progress)

Post by rjord2021 »

I notice in the picture below from the mod in development that the Ork belong to the family Orkish......

I am pondering changing the family name to Orkoid which will allow me to bring in all Orkoid races such as:
Fungus
Squigs
Snotlings
Gretchin
Orks

The Orkoid race is the most successful species in the whole Galaxy, outnumbering possibly every other race and because of this I am thinking of having Fungus, Squigs, Snotlings, Gretchin and Orks all represented in the mod.

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Warhammer 40,000 - The Imperium of Man (Work in Progress)

Post by rjord2021 »

Some Factions that I am looking at for this mod :

- Imperium of Man
- Tau Empire
- Chaos
- Ork Pirates
- Eldar Corsairs
- Space Marines
- Tau Empire
- Craftworld Alaitoc
- Kabal of the Onyx Scar
- Waaagh Ghazgkull
- Hivefleet Leviathan
- Black Legion
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rjord2021
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Warhammer 40,000 - The Imperium of Man (Work in Progress)

Post by rjord2021 »

First look at the Imperial Navy



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tofudog
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RE: Warhammer 40,000 - The Imperium of Man (Work in Progress)

Post by tofudog »

Hello Rjord,
thanks for your consideration.
On that note I will stop bugging you for a while and see what you come up with - looking forward to it actually.
I think that maybe the original dev used happiness to make the tyranids a stable and cohesive faction (which they are supposed to be, internally) and less as an indication of actual happiness.

Happy (sic!) modding
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RE: Warhammer 40,000 - The Imperium of Man (Work in Progress)

Post by rjord2021 »

ORIGINAL: tofudog

Hello Rjord,
thanks for your consideration.
On that note I will stop bugging you for a while and see what you come up with - looking forward to it actually.
I think that maybe the original dev used happiness to make the tyranids a stable and cohesive faction (which they are supposed to be, internally) and less as an indication of actual happiness.

Happy (sic!) modding


You are not bugging me..... actually modders always prefer feedback rather than being left to work it out themselves.
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RE: Warhammer 40,000 - The Imperium of Man (Work in Progress)

Post by rjord2021 »

ORIGINAL: tofudog

I think that maybe the original dev used happiness to make the tyranids a stable and cohesive faction (which they are supposed to be, internally) and less as an indication of actual happiness.

Happy (sic!) modding

Happiness in a colony will lead to population growth and you can increase happiness using:

1. low taxes
2. or by providing medical or recreation facilities at the colony.

A race can increase its population faster if the colony being setup is the same as it's native home world eg Ocean

I don't think predators like the Tyranid should get happy-stable by being Natural Optimists.... if you select them as a playable race I am thinking it would be a nice challenge to have factors to meet in order to expand the population of Tyranid.... example being to setup your colonies on planets that are only equal to your native home planet.

The Ork are not Natural Optimists and I think this should apply to the Tyranid as well.

In the screenshot above with the Tyranid you will see they get a 20% construction speed when they have access to food and a 200% increase in population growth when they have access to a specific fruit. This should be changed in my opinion as my understanding is that the Tyranid do not eat at all and they do not even have a digestive system. They are spawned, they fight, they die and then they are reabsorbed.
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RE: Warhammer 40,000 - The Imperium of Man (Work in Progress)

Post by EliphasTheInheritor »

ORIGINAL: rjord1
ORIGINAL: tofudog

I think that maybe the original dev used happiness to make the tyranids a stable and cohesive faction (which they are supposed to be, internally) and less as an indication of actual happiness.

Happy (sic!) modding

Happiness in a colony will lead to population growth and you can increase happiness using:

1. low taxes
2. or by providing medical or recreation facilities at the colony.

A race can increase its population faster if the colony being setup is the same as it's native home world eg Ocean

I don't think predators like the Tyranid should get happy-stable by being Natural Optimists.... if you select them as a playable race I am thinking it would be a nice challenge to have factors to meet in order to expand the population of Tyranid.... example being to setup your colonies on planets that are only equal to your native home planet.

The Ork are not Natural Optimists and I think this should apply to the Tyranid as well.

In the screenshot above with the Tyranid you will see they get a 20% construction speed when they have access to food and a 200% increase in population growth when they have access to a specific fruit. This should be changed in my opinion as my understanding is that the Tyranid do not eat at all and they do not even have a digestive system. They are spawned, they fight, they die and then they are reabsorbed.

How about creating a new resource named "biomass" and put it in all the planets in the galaxy, and then when you're playing as Tyranids and have a planet with biomass resource, you get population growth.
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RE: Warhammer 40,000 - The Imperium of Man (Work in Progress)

Post by rjord2021 »

ORIGINAL: EliphasTheInheritor

How about creating a new resource named "biomass" and put it in all the planets in the galaxy, and then when you're playing as Tyranids and have a planet with biomass resource, you get population growth.


I had noticed that Biomass had not been added as a resource so I have added it and made the necessary changes to the Tyranid files to replace the food giving 20% construction bonus as well as replacing the fruit which gave a 200% bonus to population growth rate.

I have also removed the Natural Optimists Bonus and added the Happiness Bonus to the section where Tyranids receive bonuses from Biomass.

As you can see the Tyranids now receive much more when they absorb Biomass.

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Warhammer 40,000 - The Imperium of Man (Work in Progress)

Post by rjord2021 »

Spending today fixing a few issues I found with the mod such as Dialog found for Chaos even though Chaos is not currently a race in the mod.
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RE: Warhammer 40,000 - The Imperium of Man (Work in Progress)

Post by EliphasTheInheritor »

ORIGINAL: rjord1

Spending today fixing a few issues I found with the mod such as Dialog found for Chaos even though Chaos is not currently a race in the mod.

Some questions came into my mind regarding the 40k mod when reading your last comment about dialogue for Chaos race, but for now your biggest concern is to take care of the races(which is A LOT of work), then other things, so I won't ask for now.
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RE: Warhammer 40,000 - The Imperium of Man (Work in Progress)

Post by rjord2021 »

ORIGINAL: EliphasTheInheritor


Some questions came into my mind regarding the 40k mod when reading your last comment about dialogue for Chaos race, but for now your biggest concern is to take care of the races(which is A LOT of work), then other things, so I won't ask for now.



Let me know what those questions are at any time...... it will point me in the direction of issues that I havnt uncovered yet.
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RE: Warhammer 40,000 - The Imperium of Man (Work in Progress)

Post by EliphasTheInheritor »

ORIGINAL: rjord1

ORIGINAL: EliphasTheInheritor


Some questions came into my mind regarding the 40k mod when reading your last comment about dialogue for Chaos race, but for now your biggest concern is to take care of the races(which is A LOT of work), then other things, so I won't ask for now.



Let me know what those questions are at any time...... it will point me in the direction of issues that I havnt uncovered yet.

Okay then. My questions are:

-Will you do a map for the galaxy of 40k?

-If you do a map for the galaxy of 40k, how do you plan to simulate the Eye of terror(since it'a a very important part of 40k)? Maybe a custom art or something in the background of the map and have the same planets that are in and around the Eye of terror?

-How will you simulate daemon incursions/black crusades?

-How will you make daemon worlds(since they are basically lost forever to the powers of Chaos)? Does the game allow you to make more planet types, maybe by modifying the exe of the game(maybe Bacon has something like this)?

-How will you make new planets? Since 40k does have lots of other planets(Forge worlds, agriworlds, etc...) and maybe there is a limit to how many planets you can make in the game.

-How will you deal with races that have a high number of diverse units like Chaos and Eldar? Do you plan to keep it simple and stick with 4 unit types for the race or is there another way to get diversity? For example with Chaos, you got Legions and cults that worship 1 Chaos God and there is also Chaos Undivided, so you got the Chaos faction already split into 5 different factions, because Chaos is really unique about traits.

-Also a small tip here that I have for Necron Tomb Worlds, which I think it would be a brilliant idea, but if you have a better idea then go for it :D.

You know that in Distant Worlds Universe there are some planets with "Chambers of Mortalen" for example, those are ruins I think, and if my memory serves me well, sometimes when you wake a race that is unfriendly, you lose the planet that you colonized and you get a message that tells you that Mortalen have awakened and taken over the planet or something like that.

So I was thinking that Necron Tomb Worlds should have something like "Chambers of Necrons" (of course, you change the name, but it's the same type of ruin, something like "Necron Tombs") and when you colonize the planet, there is a chance(or Idk, maybe it happens 100% of the time) that you awaken those Necrons and they take over the planet. So this is how I see you being able to simulate Necron Tomb World awakening.....+ having the "Independent planets can start empires" option turned on. Hope this gave you something to think about, even tho races come first before planets, maps, etc...
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RE: Warhammer 40,000 - The Imperium of Man (Work in Progress)

Post by rjord2021 »

ORIGINAL: EliphasTheInheritor

Okay then. My questions are:

-Will you do a map for the galaxy of 40k?

-If you do a map for the galaxy of 40k, how do you plan to simulate the Eye of terror(since it'a a very important part of 40k)? Maybe a custom art or something in the background of the map and have the same planets that are in and around the Eye of terror?

-How will you simulate daemon incursions/black crusades?

-How will you make daemon worlds(since they are basically lost forever to the powers of Chaos)? Does the game allow you to make more planet types, maybe by modifying the exe of the game(maybe Bacon has something like this)?

-How will you make new planets? Since 40k does have lots of other planets(Forge worlds, agriworlds, etc...) and maybe there is a limit to how many planets you can make in the game.

-How will you deal with races that have a high number of diverse units like Chaos and Eldar? Do you plan to keep it simple and stick with 4 unit types for the race or is there another way to get diversity? For example with Chaos, you got Legions and cults that worship 1 Chaos God and there is also Chaos Undivided, so you got the Chaos faction already split into 5 different factions, because Chaos is really unique about traits.

-Also a tip small tip here that I have for Necron Tomb Worlds, which I think it would be a brilliant idea, but if you have a better idea then go for it :D.

You know that in Distant Worlds Universe there are some planets with "Chambers of Mortalen" for example, those are ruins I think, and if my memory serves me well, sometimes when you wake a race that is unfriendly, you lose the planet that you colonized and you get a message that tells you that Mortalen have awakened and taken over the planet or something like that.

So I was thinking that Necron Tomb Worlds should have something like "Chambers of Necrons" (of course, you change the name, but it's the same type of ruin, something like "Necron Tombs") and when you colonize the planet, there is a chance(or Idk, maybe it happens 100% of the time) that you awaken those Necrons and they take over the planet. So this is how I see you being able to simulate Necron Tomb World awakening.....+ having the "Independent planets can start empires" option turned on. Hope this gave you something to think about, even tho races come first before planets, maps, etc...


Thanks for that....exactly what I was looking for.
I will try to answer all of those over the next few days but first off.... the map.

Yes I do intend to have the proper WK40 map in the mod...... and I am looking at 2 very detailed maps which have some planets etc not seen in the other map.

Both maps showing the Eye of Terror below.....



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RE: Warhammer 40,000 - The Imperium of Man (Work in Progress)

Post by rjord2021 »

ORIGINAL: EliphasTheInheritor

-If you do a map for the galaxy of 40k, how do you plan to simulate the Eye of terror(since it'a a very important part of 40k)? Maybe a custom art or something in the background of the map and have the same planets that are in and around the Eye of terror?


The Eye of Terror would be added to the background map and then I use the map editor to add the planets in and around it. The hard part would be to get the right scale for the Eye of Terror but I can work that out when I separate the entire WK40 map into 15 x 15 grids.

With the size of the WK40 map I believe i will need the most stars I can get..... which is 1400 stars. However I seem to recall someone worked out how to have more than 1400 stars.

The physical size of the mod map will be 15 x 15 sectors..... I don't believe I can get more than that.

The picture below is a concept idea of what the Eye of Terror could look like before systems are added. It may be bigger but I will not know that until I start building the map which happens at the end of the mod development.



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Warhammer 40,000 - The Imperium of Man (Work in Progress)

Post by rjord2021 »

Though the map shows worlds it is my understanding that those worlds are in a system of planets.

So for example when adding the system of Baal i get all the details I can get:

The Baal System is a star system of the Imperium, located in the Ultima Segmentum. Following the opening of the Great Rift, the system is one of the many stranded in the region known as Imperium Nihilus.

For what is found in the Baal system I would add the following into the Baal system in the mod map:

Balor — system's star
Baal — Homeworld of the Blood Angels Chapter
Baal Primus — moon of Baal, also known as Baalind
Baal Secundus — moon of Baal, also known as Baalfora
Set — solitary Gas Giant
asteroid field
Amair — cold, distant world with an orbital period of 600 Terran years.

As long as I have the information available I will create an accurate representation of the WK40 map. However there are a number of worlds whedre this data is not available and I will look at those when I get to them.
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RE: Warhammer 40,000 - The Imperium of Man (Work in Progress)

Post by tofudog »

So, if I am not bugging you [:)],
here are some thoughts about orcs.

The way I see their tactics, they have a heavy focus on boarding combat, with powerful (if shortrange) railguns and tractor beams to support that. Fast manouver engines too. Good armor, but lousy shields.

Now the trick would be to make that their optimum choice by limiting what they can get otherwise and/or giving them special tech to that effect.

The lore mostly has them migrating between stars by hitching rides on space hulks and going whereever the tides of the warp take them (Doesn't really matter to an orc - they'll end up in a fight and that's what's important).
Obviously that won't do for a player race, but are there ways to make that a flavor?



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RE: Warhammer 40,000 - The Imperium of Man (Work in Progress)

Post by rjord2021 »

ORIGINAL: tofudog

So, if I am not bugging you [:)],
here are some thoughts about orcs.

The way I see their tactics, they have a heavy focus on boarding combat, with powerful (if shortrange) railguns and tractor beams to support that. Fast manouver engines too. Good armor, but lousy shields.

Now the trick would be to make that their optimum choice by limiting what they can get otherwise and/or giving them special tech to that effect.

The lore mostly has them migrating between stars by hitching rides on space hulks and going whereever the tides of the warp take them (Doesn't really matter to an orc - they'll end up in a fight and that's what's important).
Obviously that won't do for a player race, but are there ways to make that a flavor?


I will look at this tomorrow and see what is possible.
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RE: Warhammer 40,000 - The Imperium of Man (Work in Progress)

Post by tofudog »

Some more random and unsorted thoughts.

The universes of Warhammer are all very dystopian. Their overriding theme is civilisation (by our own standards already a travesty of what you could call that) holding on against the coming night and inevitably losing ground.
The dark age of technology, the pinnacle of mankind's development - millenia in the past. Earth's mightiest leader more than half dead and kept alive only by massive human sacrifices - the alternative being Mankind's fall and maybe the Rise of another Chaos god. Other races and their civilisations have gone down that path before. The Eldar in their downfall created Slaanesh and they are but remnants of what they once were. The Necron are to them what the Eldar are to mankind. The T'au are the next pilgrims on that very road, following in mankind's footsteps - their "Greater Good" a brutal dictatorship already, but compared to the Imperium of Man they are naive children. Yet.
The Orcs never even bothered. Waaagh!!!

One core concept of 4x games has always been research and advancement, yet in the universe of warhammer 40k the best that the Sons of Mars can hope for is not loosing the understanding of any of their technologies - for another century.

So just as an idea to toss around:
Every technology in the game is known at the start (Imperial Capital Ships for example tend to have service records measured in centuries, their crews born aboard and handing down their posts to their children's children). As a compromise to 4x you still can research improvements - a percent or two of extra damage or thrust or whatever at a time.
This might be seen as "if you have not researched an improvement that your neighbour did, what actually happened is you lost something".

Food for thought.



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