Warhammer 40k DW:U Mod

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swizzlewizzle
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RE: Warhammer 40k DW:U Mod

Post by swizzlewizzle »

Look for

ShipBattleCautionFactor
DefaultMilitaryFleeWhen

In the race policy files. If you drop the battle caution factor down, ships will not retreat as readily. Some of the default values are 2/3, which means if they have anything worse then 2:1 or 3:1 odds they will immediately warp away.

I actually forgot to attach my policy files so here we go: https://www.dropbox.com/sh/q3gw3lnyweys ... 9CbLsqqCUa
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mensrea
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RE: Warhammer 40k DW:U Mod

Post by mensrea »

Well, I am pretty sure that most of my legacy techs are useless. It seems that techs overwrite each other, so if a race starts off with a high bonus and then goes on to research another, lesser bonus, the first is overwritten. The bonuses have to be progressive which makes the idea of legacies kind of irrelevant. Kind of depressing, but I may be able to work something out, even if it means re-arranging a ton of stuff in the tech tree. I cannot block a race from researching a tech but I can guide them down a set research path that ends with techs that could basically be impossible to finish, essentially stalling them out and preventing them from undoing their legacy bonuses.

I can imagine the programmer reading that and cringing but I will do whatever I have to do to make things work.

Raruto
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RE: Warhammer 40k DW:U Mod

Post by Raruto »

[&o][&o][&o][&o][&o][&o][&o][&o]
Can i kiss you?
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SF-Inc
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RE: Warhammer 40k DW:U Mod

Post by SF-Inc »

Wait your turn! [:D]
Raruto
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RE: Warhammer 40k DW:U Mod

Post by Raruto »

Uff you're really evil SF-Inc
Nein lol
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mensrea
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RE: Warhammer 40k DW:U Mod

Post by mensrea »

Thanks you two. Maybe if you are ever in town you can buy me some beer and see where it goes, heh.

Anyway, the new update is ready. This is another huge update with many fixes, additions and tweaks so please check the changelog below. As usual all bugs that were brought to my attention were addressed to the best of my ability, and many requests were taken into consideration. I feel that at this point I have now fixed both the economy problem and the refueling problem. I have tried to fix the expansion problem but even after many changes the AI isn't as expansive as I would like.

I also came up with a new idea since I am only 19 components away from the max: give each race a unique wonder that further distinguishes them. Facilities are maxed at 100 and techs have no max so that will not be an issue.

This update also marks the final procedurally generated heresy storyline benchmark. The campaign is now ready in full and I advise you all to play with the heresy storyline checked on when making a game.

Here it is: https://dl.dropboxusercontent.com/u/561 ... %20v.7.zip

EDIT: As of 10 minutes after this post I updated this file to fix a resource issue I did not want in.

v.7 changelog
-reworked legacy system to not be broken adding many new facilities and components in the process
-added subversive legacy
-finished megarachnid, loyalist and chaos; "heresy" is now fully playable
-removed hydrogen as a fuel leaving only gas, made engines 4 times more efficient and fuel cells 4 times smaller
-massive hydrogen costs on fusion reactor components
-component resource costs overhaul; much less uranium used in non engine parts, more use of rare ores and minerals
-tech tree flow overhaul adding and moving around many techs; check command center techs, troop logistics techs, energy collection techs
-buffs to the now renamed mining modules
-new components: cybernetic command node, trading complex, cloning center, pleasure complex, engineering bay, sensory camouflage, colonial marines barracks, neutronium armor, armored marine garrison, terminator garrison
-new facilities: enhancement centers, SSM batteries, spy camps, military camps, space camps
-balanced components: missile launch base, fuel scoops, pulsar weapons, super beams, nova cannon, dakka
-increased cargo throughput
-switched function of missiles and torpedoes
-major overhaul of bastard race behaviors, now more unique, aggressive and expansive
-race overhaul adding many new features to races and buffing several races constructions speeds as well as general balancing
-all significant techs and components renamed to fit lore
-major government balancing
-major resource balancing, mostly fixed overinflated economies and lack of uranium as well as uneven luxury distribution
-added ships for Chaos and improved Imperial ships with richieelias artwork (thanks!)
-Eldar character names and better human names
Raruto
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RE: Warhammer 40k DW:U Mod

Post by Raruto »

V7!!!!!!!
[&o][8D]
*KISSKISS* (but no beer... i'm poor...)
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mensrea
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RE: Warhammer 40k DW:U Mod

Post by mensrea »

I was told today that the scenario wasn't working, so I looked into it and discovered multiple things were not copied correctly. I am going to release a minor version to cover the things that didn't copy for the scenario and also take care of some art and component issues I didn't like. Sorry for these issues but I hope you all understand that this is still in beta and I am no Erik Rutins.

Here it is: https://dl.dropboxusercontent.com/u/561 ... 0v.7.1.zip

I also updated the OP to contain more new and relevant info and to post Swizzles fleet battle variant.

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mensrea
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RE: Warhammer 40k DW:U Mod

Post by mensrea »

Someone on steam reported that they were still getting the crippling Chaos cult thing. I asked them what version they were using but they haven't responded yet and I want to squash this potential bug ASAP. The thing that blows my mind is that I have the values as such:

0, Chaos Cult Uprising, 0, 0.001, 12, 100, 5, N,

Basically, it shouldn't really be happening at all with how low I have come to set the values. I'm curious if this is happening to anyone else. If it is I will just remove it because at this point I have lowered plague values several times in trying to fix that issue, and if they get much lower there will be no use in having them at all.

The weird thing is that even with the last several updates the plague's were equivalent to vanilla ones, but I would still occasionally get a game where they spread throughout the entire universe and never went away.
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mensrea
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RE: Warhammer 40k DW:U Mod

Post by mensrea »

The steam issue was sorted out. I think it may have been attributed to something that has happened to me before, which is that you make a change to the mod but the game for some reason doesn't pick up on it until you start it a second time.

I also wanted to note that I will try to get the update ready for this Sunday, but I have decided to work on all race policies this time and address the issues that Icemania uncovered in his extensive AI improvement mod, so it may take longer than that, especially so if I alone thoroughly test it. On Ice's work, it seemed that a couple dozen changes were made to policies that helped the AI significantly, and I'm really eager to take advantage of his findings.

After playing with the missiles/torpedo swap and reading more about WH fleet weapons I also want to make some changes. I want to make smart and dumb torpedoes instead of torpedoes and missiles. They will both function like missiles but the difference will lie in range, power, speed, fire rate and component costs. I also wanted to add plasma weaponry that functions like vanilla torpedoes, but with different values. It will require a new branch of the tech tree.

I have also started adding characters for the major races. You may notice Malcador the Sigillite and of course, the God Emperor of Mankind, praise His name. Classic leaders of the Eldar and Orks next.

With all these additions building up we are gradually working our way towards a full release rather than these painful beta's I have unleashed on you guys. I have changed a lot but in the end I will be proud to say that we have a true total conversion, and more proud to have a campaign set in this period of WH history. Thanks for playing the mod and I hope you are enjoying it.
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mensrea
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RE: Warhammer 40k DW:U Mod

Post by mensrea »

A user on steam has brought an issue to my attention. It seems that he has had several instances of his cashflow completely disappearing and it has happened to him across several versions with different races. Has anyone else experienced any strange economic bugs like this through this mod or DW:U in general, and if so can you let me know on here or by email at mensreamc@gmail.com.

On another note I have completely redone the military tech tree. In general there are more techs and they stretch out further. There will also be several new weapons types and major changes to most weapons. Energy torpedoes are being removed in favor of missile torpedoes, which will come in three classes: SR, MR and LR. Railguns are being redone as coil guns, basically big EMG shotguns. Railguns/macrocannons themselves are taking on the properties of vanilla torpedoes, with the exception of them being much, much faster. Plasma weaponry will be replacing old school torpedoes but will do more damage with less range.

I will also be adding more point defense weapons and generally removing most of the dead end techs in favor of techs that progressively get better and better. In the end this will mean that rather than constantly redesigning your ships because you discovered a new component that is 10% better you can instead keep refining the weapons they are already designed to use.

I did want to get some input on my changes to the way reactors and fueling work now. I know people had expressed that it had problems before and was wondering if my changes seem to have addressed the issue to anyone else.
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SF-Inc
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RE: Warhammer 40k DW:U Mod

Post by SF-Inc »

I had the issue of disappearing cash flow a few versions ago while playing as Ork. I honestly thought nothing of it at the moment...for some reason...Thought it was just actual Anarchy happening.

As for fueling I haven't had any problems and I really like the changes. Much less needless downtime.
blackhelm
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RE: Warhammer 40k DW:U Mod

Post by blackhelm »

I haven't encountered money problems (quite the opposite in fact - there's a whole lot of money available, probably because I was playing Auretians). However, I did encounter a strange problem with facilities. It seems like custom facilities are borked in some way, because trying to build the planetary mass-drivers instead built an Ion Cannon that didn't seem to have the referenced stats, and other custom facilities were also simply causing vanilla facilities to be built (or so it seems). This could totally just be a localization problem, in that it's building the right thing but the name on the planetary facility list just hasn't been reskinned, but it seems to be an issue with simply not building custom facilities. Also, the facility maintenance costs are the vanilla costs, and the tech tree gives no info about the expected maintenance of the facility, so I wasn't sure what to expect cost-wise when building the facilities.

Otherwise, I've been super pleased with this mod - it's crazy awesome, and you've done an incredible job! I especially like how much of a terror the orks are!

[&o][&o]All Hail the Mod Emperor[&o][&o]

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Capshades
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RE: Warhammer 40k DW:U Mod

Post by Capshades »

First off, gotta say that this is an awesome mod. I'm not a big fan of the warhammer 40k series, but I now find this mod more enjoyable to play than vanilla DW:U.

Fueling/reactor system works great, like SF-Inc said way less needless downtime, also kinda eliminating the need for refueling ships endgame (as it should be imo.)

Your hyperdrive tech setup is also very interesting. It really defines how fast you can expand, and can drag some factions down pretty hard. At the same time though, it doesn't take years to expand past your home solar system anymore.

My favorite change is the condensed resource system. Now building an economy from the ground up doesn't take 90% of the game.

Bugs: never had the economics glitch. I do have the custom ground facilities bug that blackhelm has. After being built, they have a vanilla name and possibly properties (haven't had to use an SRM launcher/ion cannon yet, though they do seem to charge vanilla maintenance fees.) Also, idk if this is intentional or not but it seems that almost every time i colonize a planet they rise up in rebellion for a good while and don't pay taxes (not that there's a set tax level for them anyway.)
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mensrea
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RE: Warhammer 40k DW:U Mod

Post by mensrea »

Thanks for the feedback and encouragement, guys. Good to know the fueling changes are working as planned. I still have not determined what causes the taxes to suddenly drop to zero; I'm not sure if it's something I did or not. The only thing I thought of was that with Orks anarchy is meant to be harnessed by a strong leader organizing a WAAGGGHHHH, so if the leader dies your society gets hit hard. On steam it was reported this wasn't the case though, so I don't know.

The facility bug is confirmed. Looks like I will be removing that next update and addressing what I can to fix the remainder. Sadly, as far as new facilities go I really am limited to just offering ones whose upfront cost is cheaper. Nothing else will do anything. I can also add more wonders, but to be honest I fucking hate wonders. I think in lieu of even having them I may add corporations and NGO's (different name, same concept), which sort of makes more sense to me in general. I still can't stand the idea of "JUST ONE, YOU CAN ONLY HAVE JUST ONE, EVER". In every other strategy game I have played I always modded wonders into national wonders, just because I hate the concept. Can't do it here.

Capshades: Good to know the resource system is appreciated. If we could have more than 5 resources on a planet I would definitely do it differently, but I was hoping that's the best system given the limitations.

I'm pretty sure the revolt thing is a result of initially being deprived of food, water, ore and minerals, which may piss people off pretty bad. It's unfortunate that colony ships don't carry a cache of resources that are designated as vital to colony growth. Try ferrying troops alongside colony ships and building a very cheap, rudimentary starbase with rec and med facilities on it right away. A starbase because you don't want to flood ports, it's really not a good idea to have more than a few per sector. Sorry though, if I could fix it I could because it drives me nuts too. I just rationalize it as the poor bastards having just woken up on some strange planet with nothing of note, having been Shanghai'd from their home world.

Blackhelm: I almost cannot believe someone is playing as the Auretians. I think in honor of your bravery they will be the next race I really hash out, and I will add a leader named Blackhelm to their character roster.
blackhelm
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RE: Warhammer 40k DW:U Mod

Post by blackhelm »

Aw, c'mon, why are you suprised for the Auretians - they're possibly the only people after the Age of Strife to definitively hold possession of an STC (or rather, a range of STC databases)! Plus it always annoys me how the damnable heretics following that traitor Horus just flat out destroy the Auretians. I mean, I know they're soulless traitors, but that instant betrayal is really the opening kicker for the whole Heresy. So I'm much more in favor of playing as the Auretians, getting those tasty tasty STCs, and then wiping the floor with the foolishly blind to chaos Imperials.

Haha, but honestly I'm enjoying the mod quite a bit! I do have nitpicks (which I will dutifully list), but you're still putting a lot of this together so I'm not worried.

I was wondering about the Orks being able to be communist - I tried fomenting a revolution to weaken then, and it had the paradoxical effect of causing them to be more stable afterwords? I don't think they lost any worlds or anything either. It was just kind of funny, that the Waaaghhh!!! became Space Soviet ("Koooommmraaaaddd!! Red is da bestest!!) Actually, maybe that makes some kind of perverse orkish sense [:D]

Also, the Megarachnids probably shouldn't be quite so friendly like - on more than one occasion they've been really eager to buddy up with me, which seems somewhat at odds with their canon interactions with the Imperials and the Interex. Not that I'm complaining - they'd be waaaay to close for comfort in my current game if they were enemies!

And having an encyclopedia entry for the races would be nice, if only to see benefits and attributes each race has while playing. In fact, I might look around at what modding is like for DW and see if I can't whip something up localization-wise (if you need help with that, of course). I've got some limited experience with Crusader Kings 2, so who knows, maybe it's similar.

Finally, one request - if you do name a character after my forum tag, name them "Sabel Cask" (Sable = Black, Casque = Helm) Feels less immersion breaking that way.
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mensrea
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RE: Warhammer 40k DW:U Mod

Post by mensrea »

What surprised me was that the traitors were able to wipe out the Auretians that easily considering they had advanced knowledge of the STC's and had an STC in their possession. I don't really blame the traitors though, they were wise to be fearful of the possibility of Men of Iron being recreated. That's something I would like to do at some point in a tech tree, by the way, but since I had to overlap the Mechanoids with the Loyalists I'm not sure if it will work. There actually is a technology that lets you create a new race courtesy of the ancient galaxy scenario. There's also one that lets you create giant Kaltor bioweapons, create diseases and randomly summon ships in (never tested any of these though).

I did mess up with the Auretians, though. The income bonus from biodiversity is supposed to be from the STC's instead, and it's supposed to be greater, considering there will likely only be 3-4 STC resources in even a large map.

I was considering giving some xenos the ability to create a disease that just targets humans in case we get players who are tired of so many of us in the galaxy and want to even the odds against the fairly impressive array of human empires.

Communist Orks, eh? Shouldn't be possible, as I barred them from every government type but anarchy. Maybe it's an unintended glitch from fomenting revolts? Maybe I overlooked something? I will double check tonight. Maybe they just took "red is fastah" to it's logical conclusion?

Megarachnids are meant to be extremely aggressive and unfriendly. I'm not sure why they are trying to buddy up - maybe their intense hatred of the Interex and Imperium is driving them to desperation. I did figure that to rebuild their empire they may be more willing to work with others, but I still wouldn't trust them...

I would love help on the encyclopedia entries. It was the one thing I was holding out on until the very end. Now that I decided to rework the tech trees basically from scratch the end may be a month or two away, at least.

Sable Cask sounds better for an Auretian. Blackhelm sounded more like an Orkish pirate who had an unfortunate run in with flamer wielding space marines.

I wouldn't call anything a nitpick though. Everything is valid input if it results in a correction that brings things more in line with the lore or addresses issues with gameplay or in general. The goal is to have a really polished mod and everything you guys weigh in with is helping me work toward that. So bring on the issues, my body is ready!

I did finish up the weapons tech tree last night and I have to say I'm pleased with myself, I just hope you guys like it as much as I do. I even ended up with extra components due to how I approach things. I badly want to work on the energy and construction trees too, but working with the tech tree in this manner is very time consuming and I will likely set aside two weeks to do each tree as well as my regular goals of hashing out races. I will post more on my changes later as I want to do a comprehensive image that lists all the weapons.
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mensrea
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RE: Warhammer 40k DW:U Mod

Post by mensrea »

As promised I have produced the image listing all the components in the new, overhauled weapons tech tree. Keep in mind that there are between 4 and 10 updates for each of these, with the average being 5. The super weapons require that every weapon and its upgrades in entire brackets be researched. Research is also spaced out a bit to ensure it gets much more difficult to research. I didn't include fighter images because I didn't really change that line that much, though I did add a super hanger of sorts. It seems that I cant have fighters upgraded at all, but I will experiment with it none the less.

The SR weapons in general look really bad but they also have the longest upgrade paths and get significantly better around upgrade 3 or so.

I thought it was cruel to talk about this so much and not give anyone access to it, so I'm releasing it to the curious as an untested alpha, though in truth I have played it 1000 times now it seems, just never past the very beginning.

Here is the link. Keep in mind this isn't an official update, just a sneak peek: https://dl.dropboxusercontent.com/u/561 ... 0v.7.9.zip

And here is the obscenely big picture that I couldn't even upload via the forum so I used imgur like usual.

Image
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Icemania
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RE: Warhammer 40k DW:U Mod

Post by Icemania »

I have no idea about Warhammer but had to download and play this after seeing some of the changes.

The huge income boost, combined with massive construction size increases and a focus on Capital Ships alone ... wow those monster fleet battles alone were amazing!

Great work mensrea, just epic!
blackhelm
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RE: Warhammer 40k DW:U Mod

Post by blackhelm »

Wait, don't take away the only early game advantage of the Auretians!!! [:D]

I was actually wondering about the "headcanon" for that - I do like that they get an enormous income boost from something, and a construction spped boost from something else, but I'm not sure what it should come from. I do think that the current setup, where STCs give construction speed boosts, makes sense (I mean, that's pretty much what an STC does - make things faster, better, and stronger). The income boost could be handwaved to be anything - as it stands, Biodiversity helps because it's available early and reliably, so the Auretians have yet more resources to throw at doing research (because that's pretty much the main thing they've got going for them). I do wish there was a way to actually GIVE them an STC resource, but I don't really think that's possible.

Anyways, I'll try to look at the modding capabilities of DW tonight or tomorrow, and see if I can't help with trawling through the sludge of localization (grimdark indeed)
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