Warhammer 40k DW:U Mod
RE: Warhammer 40k DW:U Mod
Here's a ship comparison chart I found a while back, just rediscovered it. Has 30+ warhammer ships on the left half. Unfortunately they're all side-view, but it could still come in handy if japhet or someone else needs inspiration.
http://www.deviantart.com/art/Size-Comp ... -398790051
http://www.deviantart.com/art/Size-Comp ... -398790051
RE: Warhammer 40k DW:U Mod
So I'm getting some weird bugs. I have a patrol cruiser design that uses all anti-matter propulsion/vectoring. I have enough energy collectors to meet static energy needs, and just enough power generators to cover weapon + hyperdrive energy needs. Yet when these cruisers get into combat they run out of power. Is this my design's fault or are the A/M engines using normal power?
RE: Warhammer 40k DW:U Mod
Viggo - You can use v.11 with your v.10 savegame, but it won't have any effect on it. Savegames continue to use the settings of whatever they were started with. I don't think it will have any negative effects.
Japhet - To me it seems like GW focuses more on their table top dvision and not enough on other forms of media. They have like what, 2-3 writers who occasionally release books? I may be wrong about that, but they are definitely lacking in the video game dept. The Dawn of War games got me into the lore in the first place, and others could probably say the same.
Blackstork - Funny that you mention that as as soon as I finished that document I just posted I started moving everything into excel. It definitely does make it a hell of a lot easier to compare races and stuff. I was thinking though, what if races were just given a certain amount of points that were then able to be distributed across all categories. Sort of like how race creation in games like Endless Space and Master of Orion's work. That would even open up the possibility of players putting together their own races without wondering if they are balanced or not.
I will definitely be using excel for everything from now on, especially characters.
Cap - Antimatter engines should not be using any power at all aside from static draw, which explanation wise is the amount of power needed to run particle colliders. Sounds like an error of some sort, as I find it unlikely that you designed the ship incorrectly. I will look into it further.
All - I wanted to ask if anyone had issues with the way I designed engines. I always hated the distinction between cruise speed and emergency speed. To me, if I was piloting the ship I would probably always go as fast as I could, assuming it wasn't too much more inefficient that way.
Japhet - To me it seems like GW focuses more on their table top dvision and not enough on other forms of media. They have like what, 2-3 writers who occasionally release books? I may be wrong about that, but they are definitely lacking in the video game dept. The Dawn of War games got me into the lore in the first place, and others could probably say the same.
Blackstork - Funny that you mention that as as soon as I finished that document I just posted I started moving everything into excel. It definitely does make it a hell of a lot easier to compare races and stuff. I was thinking though, what if races were just given a certain amount of points that were then able to be distributed across all categories. Sort of like how race creation in games like Endless Space and Master of Orion's work. That would even open up the possibility of players putting together their own races without wondering if they are balanced or not.
I will definitely be using excel for everything from now on, especially characters.
Cap - Antimatter engines should not be using any power at all aside from static draw, which explanation wise is the amount of power needed to run particle colliders. Sounds like an error of some sort, as I find it unlikely that you designed the ship incorrectly. I will look into it further.
All - I wanted to ask if anyone had issues with the way I designed engines. I always hated the distinction between cruise speed and emergency speed. To me, if I was piloting the ship I would probably always go as fast as I could, assuming it wasn't too much more inefficient that way.
RE: Warhammer 40k DW:U Mod
Yeehey! Hrud will stay [:D] Just whish they could be made more annoying as they are in the lore [:'(]
I'm not allowed to post links, but check warhammer40k.wikia.com/wiki/Hrud
I'm not allowed to post links, but check warhammer40k.wikia.com/wiki/Hrud
RE: Warhammer 40k DW:U Mod
I've been away from the intertubes b/c I just moved. But I'm back. And I'm loving the new eldar. Esp the Dark eldar; they strike a good balance between ultra-spying, and generally lousy governance.
Is it heresy to run Imperials on a democractic gov?
Is it heresy to run Imperials on a democractic gov?
RE: Warhammer 40k DW:U Mod
I'm not sure how to make the Hrud more annoying other than to make them overpowered or something. Can you elaborate?

Also, I'm not sure about what to do with Dark Eldar. I'm not sure if spying is appropriate. They are really good at enslaving people, torturing people, and generally being miserable and angry. Not sure what that can translate into, trait wise.
They definitely have really bad governance though, it's pretty much anarchy held in check by fear of getting killed, tortured, or both.
ORIGINAL: Cyrtis
I've been away from the intertubes b/c I just moved. But I'm back. And I'm loving the new eldar. Esp the Dark eldar; they strike a good balance between ultra-spying, and generally lousy governance.
Is it heresy to run Imperials on a democractic gov?
ORIGINAL: Cyrtis
Is it heresy to run Imperials on a democractic gov?
ORIGINAL: Cyrtis
Imperials on a democractic gov?

Also, I'm not sure about what to do with Dark Eldar. I'm not sure if spying is appropriate. They are really good at enslaving people, torturing people, and generally being miserable and angry. Not sure what that can translate into, trait wise.
They definitely have really bad governance though, it's pretty much anarchy held in check by fear of getting killed, tortured, or both.
- Blackstork
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- Joined: Mon Jul 07, 2014 3:45 am
RE: Warhammer 40k DW:U Mod
Characters. There more traits. You can add Bad traits like Unorganized as constant pattern and skills with negative corruption, happiness diplomacy. Need just find (also in characters scope ) what to give. Check Beyond Keskudons and Dlakars . They are not anarchic though (Keskies close bc of WOD, Dlakars havw their supperiority where others than Larka are food which can work) but they show how I solved enslaver races using all tools available. Anarchy may mean low maintenance and WW and great corruption , low income and approval. Enslaved force could show in ship construction speeds and costs making them low.
RE: Warhammer 40k DW:U Mod
I reworked the Auretians & Interex and finally finished the Diasporex. I wasn't really sure what do do with them, but then I remembered another 4x game I played a while ago: Endless Space. A good game, but more style over substance, because what makes this game stick out in comparission to other 4xes is it's artwork. So I "borrowed" some of the artwork for the 'rexes and the Auretians and I'm quite satisfied with the result.
The best part is that some races (and ships) in ES are clearly inspired by WH 40K: the United Empire is, well the Imperium of Man, the Sheredyn are its Space Marines, the Cravers are a mix of Necrons and Tyranids (though not nearly as scary) and the Hissio are what the Kroot would be if they drooped the cannibalism and adopted the Bushido code.
Heh, I already have this chart (and similar one) saved on my pc. Very interessting indeed, but sadly not much to work with...except maybe the Kroot sphere, now that I see it... Thanks anyway. If you come across some ship pics that are top-down and halfway decent looking, please let me know.
The best part is that some races (and ships) in ES are clearly inspired by WH 40K: the United Empire is, well the Imperium of Man, the Sheredyn are its Space Marines, the Cravers are a mix of Necrons and Tyranids (though not nearly as scary) and the Hissio are what the Kroot would be if they drooped the cannibalism and adopted the Bushido code.
Here's a ship comparison chart I found a while back, just rediscovered it. Has 30+ warhammer ships on the left half. Unfortunately they're all side-view, but it could still come in handy if japhet or someone else needs inspiration.
Heh, I already have this chart (and similar one) saved on my pc. Very interessting indeed, but sadly not much to work with...except maybe the Kroot sphere, now that I see it... Thanks anyway. If you come across some ship pics that are top-down and halfway decent looking, please let me know.
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- Techrex.zip
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RE: Warhammer 40k DW:U Mod
After very extensive google research, I have come to the conclusion that no one has ever conceived the idea of drawing the top view of ships. You, sir, are making history.
RE: Warhammer 40k DW:U Mod
Näh, I didn't make any of these ships, I just stole them. [;)]
Speaking of, here are the Scythians. They are described as warrior monks in the lore, so I based them on the Githzerai and Githyanki from DnD. I think it's kinda fitting, since most major races in 40K are actually fantasy races with some scifi tropes attached to them.
Speaking of, here are the Scythians. They are described as warrior monks in the lore, so I based them on the Githzerai and Githyanki from DnD. I think it's kinda fitting, since most major races in 40K are actually fantasy races with some scifi tropes attached to them.
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- Scythian.zip
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RE: Warhammer 40k DW:U Mod
I nead to find more info about the Hrud before I can come up with something. But they are special and unique as a race.
RE: Warhammer 40k DW:U Mod
I've researched "Orbital Assembly Perfection" but the max build size is still what it is for "Apex orbital Assembly."
RE: Warhammer 40k DW:U Mod
New Version of the combined pack. It contains a lot of new stuff including art for the Hrud (ui, characters, ships & troops (both incomplete)), reworked Megarachnids (new ui, race portrait, troops & ships), new troops for the Laer & Qietude, new ships for the Rak'Gol & Tyranids, an alternative ui for the Tau and slightly tweaked uis for Kroot & Stryxis. I also included many images of honor badges for the archievements.
http://www.mediafire.com/download/hgc2d ... K+pack.rar
http://www.mediafire.com/download/hgc2d ... K+pack.rar
RE: Warhammer 40k DW:U Mod
Cyrtis - I though you were joking about the Imperials having a democracy thing (or at least setting me up for a good heresy joke) but if that is something you want to pursue I can give you a race file that lets it happen.
Cap - You would actually have to research into the super ship building tech to access a construction yard that can accommodate a ship of that size. I have changed it to work more logically though, as I do consider that an issue.
Japhet - Thanks again, man. Does this contain all your updated artwork all bundled together?
I won't be releasing an update today due to the fact that my fixes and balancing bloomed into a complete rework of races thanks to excel. Once you have all that data laid out in a grid like that it's easy to see where things are lacking. I have also started working on tech pathing and devised a pretty nice system for that. On top of that, I'm addressing some issues with the tech tree that had been bothering me. I also want more time to add the last races for the 31k version, the Tyranids and Damned.
I decided against the Brotherhood as they were exclusively a pirate faction and went with the Lost and Damned, which is a catch all term for beings that have turned to Chaos worship. They will be a major race. I am attaching the race system I have so far. There are a couple things I am going to change but otherwise this is how it will work from now on.
Cap - You would actually have to research into the super ship building tech to access a construction yard that can accommodate a ship of that size. I have changed it to work more logically though, as I do consider that an issue.
Japhet - Thanks again, man. Does this contain all your updated artwork all bundled together?
I won't be releasing an update today due to the fact that my fixes and balancing bloomed into a complete rework of races thanks to excel. Once you have all that data laid out in a grid like that it's easy to see where things are lacking. I have also started working on tech pathing and devised a pretty nice system for that. On top of that, I'm addressing some issues with the tech tree that had been bothering me. I also want more time to add the last races for the 31k version, the Tyranids and Damned.
I decided against the Brotherhood as they were exclusively a pirate faction and went with the Lost and Damned, which is a catch all term for beings that have turned to Chaos worship. They will be a major race. I am attaching the race system I have so far. There are a couple things I am going to change but otherwise this is how it will work from now on.
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- raceinfo.txt
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RE: Warhammer 40k DW:U Mod
Yes, unless I accidently forgot something, but I don't think I did. Just look through all the folders, even those for races that were considered finished, because I made some changes here and there.
The problem is, the remaining races (Tushepta, Lacrymole, Gykon, Ghassulia, Kehletai & Vrakk) are a pain to work with. Part of me wants to leave them the way they are now, but then the mod would feel...incomplete, you know?
Btw, your original race images for the Tushepta, Vrakk, Kehletai & Scythians, where did you get them from? The Vrakk look like DnD Kobolds.
In regards to the race classification: I don't think the megarachnids fit into the tech category. I mean, sure in the fluff they have only one planet, but that's because the Interex took away their space technology. However, they seem to be a really agressive and fast reproducing race (a "Tyranids light" if you will) and in the mod they have acess to space craft. Expansionist seems to be more fitting. You could switch them with the Gykons since there is not much info about what they were like.
The problem is, the remaining races (Tushepta, Lacrymole, Gykon, Ghassulia, Kehletai & Vrakk) are a pain to work with. Part of me wants to leave them the way they are now, but then the mod would feel...incomplete, you know?
Btw, your original race images for the Tushepta, Vrakk, Kehletai & Scythians, where did you get them from? The Vrakk look like DnD Kobolds.
In regards to the race classification: I don't think the megarachnids fit into the tech category. I mean, sure in the fluff they have only one planet, but that's because the Interex took away their space technology. However, they seem to be a really agressive and fast reproducing race (a "Tyranids light" if you will) and in the mod they have acess to space craft. Expansionist seems to be more fitting. You could switch them with the Gykons since there is not much info about what they were like.
RE: Warhammer 40k DW:U Mod
Hrud. Not much info to find on internet on them too. Soo...
Some of this is known and some is my own speculation [:)]
Hrud can be found all over universe but never in great numbers.
"During times of population growth, this species is known to undergo what they called a "peh-ha" which is a mass migration. Once the population of a tribe reaches as a particular level of saturation, the Hrud members begin to form a schism as they separate from one another. These individuals begin to stow aboard transports and Space Hulks in order to begin the formation of a new tribe at a distant site. Entire nomadic nations of such Hrud have flourished on the areas between decks on board Imperial vessels."
Whith this info i think: They don't have a big fleet of ships of their own. They migrate using other races ships. (Is it possible in this game? I have no idea. I'm too old to learn modding [:)] )
"During M41, the Cinchare Hrud Infestation led to engagements with the 39th Cadian "Xenobane" regiment of the Imperial Guard on Cinchare. This conflict saw the Hrud engage the 1st Company of the Dark Hands Chapter. A notable engagement with the Hrud came in 783.M41 during the Infestation of Ursula Spinal where an agri-world became subject to a migration. It quickly became infested with its plantations of hydro-crops turning to dust and its defenders aging fifty years over the span of a few months due to the Hrud's innate entropic fields. To combat the threat, six regiments of Valhallan Ice Warriors make planetfall in order to purge the colony from the infestation. However, a full half of the regiments suffer from premature aging due to contact with the Hrud and are declared unfit for further duty. At some point, Hrud infested the Delphic mines of Mordant Prime leading to the conflict known as the The Plague of Delphic where the 303rd Mordant Acid Dogs engaged the aliens and managed to eliminate them but they suffered heavy losses in the process."
(So, they are very strong in defence. Very hard to rout out.) "They cause living and inorganic matter to rapidly age or decay." (Can Hrud be made to destroy your troops? And your infrastructure?) " Most races consider them vermin, and use words like "infestation" to describe places where Hrud gather. They will try to exterminate them, but Hrud usually keep to themselves, and rarely, if ever, wage war on other races." (No one likes them. Every one hates them. Maybe no armour? But civilians very strong in defence? Or could a Hrud-migration be represented by a building just like pirate-buildings?)
(Will the game allow you to keep control of your race, even if they are on someone elses planet? I mean, where there is Hrud, everything will slowly wither and die until only Hrud is left, and control of that planet goes to Hrud-player. That would force the other players to quickly do something about the Hruds migrating to their planets. (Or else maybe your neighbour empire "helps" you and bombard your planet from orbit just to save his own planets from not becoming the next Hrud-migration target.) Can they be made to be immune to enslave and extermination? I mean, exterminate feels too easy way to get rid of them. You need troops and lots of troops to root them out.)
So, what to do with all this ideas? I think most of it is just not doable with this game-engine. But this is what Hrud is, hated by all, poor and misunderstood fellas. And migrating. Always migrating [:D]
Some of this is known and some is my own speculation [:)]
Hrud can be found all over universe but never in great numbers.
"During times of population growth, this species is known to undergo what they called a "peh-ha" which is a mass migration. Once the population of a tribe reaches as a particular level of saturation, the Hrud members begin to form a schism as they separate from one another. These individuals begin to stow aboard transports and Space Hulks in order to begin the formation of a new tribe at a distant site. Entire nomadic nations of such Hrud have flourished on the areas between decks on board Imperial vessels."
Whith this info i think: They don't have a big fleet of ships of their own. They migrate using other races ships. (Is it possible in this game? I have no idea. I'm too old to learn modding [:)] )
"During M41, the Cinchare Hrud Infestation led to engagements with the 39th Cadian "Xenobane" regiment of the Imperial Guard on Cinchare. This conflict saw the Hrud engage the 1st Company of the Dark Hands Chapter. A notable engagement with the Hrud came in 783.M41 during the Infestation of Ursula Spinal where an agri-world became subject to a migration. It quickly became infested with its plantations of hydro-crops turning to dust and its defenders aging fifty years over the span of a few months due to the Hrud's innate entropic fields. To combat the threat, six regiments of Valhallan Ice Warriors make planetfall in order to purge the colony from the infestation. However, a full half of the regiments suffer from premature aging due to contact with the Hrud and are declared unfit for further duty. At some point, Hrud infested the Delphic mines of Mordant Prime leading to the conflict known as the The Plague of Delphic where the 303rd Mordant Acid Dogs engaged the aliens and managed to eliminate them but they suffered heavy losses in the process."
(So, they are very strong in defence. Very hard to rout out.) "They cause living and inorganic matter to rapidly age or decay." (Can Hrud be made to destroy your troops? And your infrastructure?) " Most races consider them vermin, and use words like "infestation" to describe places where Hrud gather. They will try to exterminate them, but Hrud usually keep to themselves, and rarely, if ever, wage war on other races." (No one likes them. Every one hates them. Maybe no armour? But civilians very strong in defence? Or could a Hrud-migration be represented by a building just like pirate-buildings?)
(Will the game allow you to keep control of your race, even if they are on someone elses planet? I mean, where there is Hrud, everything will slowly wither and die until only Hrud is left, and control of that planet goes to Hrud-player. That would force the other players to quickly do something about the Hruds migrating to their planets. (Or else maybe your neighbour empire "helps" you and bombard your planet from orbit just to save his own planets from not becoming the next Hrud-migration target.) Can they be made to be immune to enslave and extermination? I mean, exterminate feels too easy way to get rid of them. You need troops and lots of troops to root them out.)
So, what to do with all this ideas? I think most of it is just not doable with this game-engine. But this is what Hrud is, hated by all, poor and misunderstood fellas. And migrating. Always migrating [:D]
RE: Warhammer 40k DW:U Mod
That's a good starting point here. Is it possible to make sure that a non-hrud empire doesn't get boni for having a large Hrud population? Give the Hrud a good reproduction rate so that they take up valuable space on other empires colonies and prevent the grow of useful races. Also, give them immunity against all population policies except exterminate (thought the Hrud should get an resistance against that). Generally speaking, the Hrud should never be a proper part of an non-hrud empire.Can they be made to be immune to enslave and extermination? I mean, exterminate feels too easy way to get rid of them. You need troops and lots of troops to root them out.)
I would also give them very good spies, since they are very hard to track down and maybe a boni for sabotage missions to reflect their decaying ability. Generally speaking, the Hrud should get traits and boni that make them a nuissance for other races.
Edit: Come to think of it, is it possible to turn some of the things mentioned into race traits? Something like this:
N.Uncooperative
1. Features
-Race gives no population boni to other empires
-Race cannot be assimilated, resettlet or enslaved
2. Uncooperative races: Hrud, Megarachnids, Necrons, Tyranids
O.Tough
1. Features
-Defensive bonus against exterminate
-Defensive bonus against bombardement
2. Tough races: Chaos, Hrud, Megarachnids, Orks, Tyranids
P. Infesting
1. Features
-race reproduces faster when on a foreign colony
3. Infesting race: Chaos ?, Hrud, Orks, Tyranids
The Tough trait could be merged with the Resilience trait.
RE: Warhammer 40k DW:U Mod
Something else I've found: The Auretian empire always seems to be dead, with never more than 3 colonized planets and no more than 10M population per planet, regardless of the race on their controlled planet.
Also, how do you allow your ships to use world destroying weaponry? I have the tech unlocked and the ship size is fine, but it won't let me build the design...
Also, how do you allow your ships to use world destroying weaponry? I have the tech unlocked and the ship size is fine, but it won't let me build the design...
RE: Warhammer 40k DW:U Mod
I thought the eldar were fond of the Hrud: "the Hrud are an aggressive but not malevolent race, and one of the few intelligent species of the galaxy the Eldar do not regard as little better than semi-evolved cave-people, perhaps because of their common origin as wards of the Old Ones."
(Via warhammer40KWikia)
I like your Hrud ideas! What about giving them a bonus tech to boarding, like Terminator Garrisons? IMHO, I think they should have wicked good spycraft, faster colony ship dev, super low growth.
Right now just to be an asshat I've been assimilating lots of races into my MegaNecron Nation of Darkness. I love how happy they remain (due to tech wonders, resources and development) when I switch over to mass extermination.
HOLY CANNOLI BATMAN! Can you mod the native life- make them into Umbra? That would be so freaking sweet!
(Via warhammer40KWikia)
I like your Hrud ideas! What about giving them a bonus tech to boarding, like Terminator Garrisons? IMHO, I think they should have wicked good spycraft, faster colony ship dev, super low growth.
Right now just to be an asshat I've been assimilating lots of races into my MegaNecron Nation of Darkness. I love how happy they remain (due to tech wonders, resources and development) when I switch over to mass extermination.
HOLY CANNOLI BATMAN! Can you mod the native life- make them into Umbra? That would be so freaking sweet!
RE: Warhammer 40k DW:U Mod
Japhet - I'm basing the Gykon, Tushepta and Scythian off the Grineer, Infested and Tenno from Warframe, a futuristic free to play FPS game. I got all their pictures from art associated with that game. With the Vrakk, I literally googled "lizard people" and found a picture there. I made the Gykon expansionist because I'm going to superimpose the Grineer's lore over them, and they are expansionist. I made the Megarachnids tech both for balance reasons and because they had some very sophisticated weather manipulation tech and various means of disrupting communications enough to unnerve the Astartes who gave their world its name "Murder" via a fateful and final broadcast from the initial scouting teams ("This world is murder!").
Locust - I can't do some of the other stuff you talked about due to limitations but I can and will do this "But this is what Hrud is, hated by all, poor and misunderstood fellas. And migrating. Always migrating".
Japhet again - "Is it possible to make sure that a non-hrud empire doesn't get boni for having a large Hrud population" sort of, by not pumping too many points into any bonus trait I can make it so they give minimal amounts of bonuses as a race, perhaps none at all if points are dispersed enough, though that would conflict with giving them strong espionage abilities. I can certainly give them a high population, but cannot affect their ability to withstand bombardment or refuse to integrate in other empires. I could give them a whole slew of nuisance characters that make it so any empire that harbors them has to routinely clean out their character roster, but that would negatively affect the Hrud on their own.
"N.Uncooperative
1. Features
-Race gives no population boni to other empires
-Race cannot be assimilated, resettlet or enslaved
2. Uncooperative races: Hrud, Megarachnids, Necrons, Tyranids
O.Tough
1. Features
-Defensive bonus against exterminate
-Defensive bonus against bombardement
2. Tough races: Chaos, Hrud, Megarachnids, Orks, Tyranids
P. Infesting
1. Features
-race reproduces faster when on a foreign colony
3. Infesting race: Chaos ?, Hrud, Orks, Tyranids
" Sadly, I do not have the ability to mod in any of those things. If I did I would have/would be a lot less iffy about the subject of adding races like the Necron, Tyranids and Hrud, who really have no business being regarded as the same as every other empire.
Cap - I'm not sure why the Auretians are doing that, but I have seen similar behavior from just about every race in test games. I think it may be circumstantial but I would have to get more feedback. I know there is a player who uses the Auretians, their leader was even named at his behest (Sable Cask), I have to review the forums to get his contact info as I am sure he would be able to weigh in. I am assuming you are trying to make a ship with AP Cyclonic torpedoes on board when you talk about world destroying weapons, and I'm really not sure why it wouldn't work. The weapon meets the criteria for world destroying as far as I know, but I will take a look at it just to be sure.
Cyrtis - Native life? Do you mean space monsters? Also, the Necron leadership is very good at telling people "life will be better after the conversion" whilst leading them into large, obscure chambers where they are stripped of all independent thought (or in your case ground into scarab food).
Locust - I can't do some of the other stuff you talked about due to limitations but I can and will do this "But this is what Hrud is, hated by all, poor and misunderstood fellas. And migrating. Always migrating".
Japhet again - "Is it possible to make sure that a non-hrud empire doesn't get boni for having a large Hrud population" sort of, by not pumping too many points into any bonus trait I can make it so they give minimal amounts of bonuses as a race, perhaps none at all if points are dispersed enough, though that would conflict with giving them strong espionage abilities. I can certainly give them a high population, but cannot affect their ability to withstand bombardment or refuse to integrate in other empires. I could give them a whole slew of nuisance characters that make it so any empire that harbors them has to routinely clean out their character roster, but that would negatively affect the Hrud on their own.
"N.Uncooperative
1. Features
-Race gives no population boni to other empires
-Race cannot be assimilated, resettlet or enslaved
2. Uncooperative races: Hrud, Megarachnids, Necrons, Tyranids
O.Tough
1. Features
-Defensive bonus against exterminate
-Defensive bonus against bombardement
2. Tough races: Chaos, Hrud, Megarachnids, Orks, Tyranids
P. Infesting
1. Features
-race reproduces faster when on a foreign colony
3. Infesting race: Chaos ?, Hrud, Orks, Tyranids
" Sadly, I do not have the ability to mod in any of those things. If I did I would have/would be a lot less iffy about the subject of adding races like the Necron, Tyranids and Hrud, who really have no business being regarded as the same as every other empire.
Cap - I'm not sure why the Auretians are doing that, but I have seen similar behavior from just about every race in test games. I think it may be circumstantial but I would have to get more feedback. I know there is a player who uses the Auretians, their leader was even named at his behest (Sable Cask), I have to review the forums to get his contact info as I am sure he would be able to weigh in. I am assuming you are trying to make a ship with AP Cyclonic torpedoes on board when you talk about world destroying weapons, and I'm really not sure why it wouldn't work. The weapon meets the criteria for world destroying as far as I know, but I will take a look at it just to be sure.
Cyrtis - Native life? Do you mean space monsters? Also, the Necron leadership is very good at telling people "life will be better after the conversion" whilst leading them into large, obscure chambers where they are stripped of all independent thought (or in your case ground into scarab food).