Warhammer 40k DW:U Mod

Please post here for questions and discussion about scenario, art and sound modding and the game editor for Distant Worlds.

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mensrea
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RE: Warhammer 40k DW:U Mod

Post by mensrea »

Japhet - I could make passenger components prohibitively large or something, or obscenely expensive, or just deny access to them all together. That is a good idea but it needs some testing. You might be on to something. Thanks for the art, by the way. I need to compile a list of all the race changes between 30 and 41k.

Cyrtis - Sometimes I can't tell if you are being sarcastic or not, but it sounds like your trying to tell me they are overpowered and need nerfed. What do you mean by uber expansion ability?
Bloodly
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RE: Warhammer 40k DW:U Mod

Post by Bloodly »

Their economy basically goes into hyperdrive after grabbing a few planets. Their unique weapon(Though the AI won't really use them in designs, for whatever reason) means they're basically going to be the top dog in offence and defence. At this time, it is hard to tell how much them having basic shielding which they are possibly are not 'meant' to have is skewing the results. Then again, they also probably shouldn't be researching 'normal' reactors, but they must. Fast troop recovery and pop growth is a godsend when dealing with pirate forces. Sadly, to my own eternal shame, the pirates DID manage to take a planet out from under me. On the other hand, I also got Eldar and some other race(I forget) as Subjugated Dominion at one point.

This was a Shadows-era game on Normal without difficulty scaling.

Haven't messed with other races as yet. I expect that all races are similarly crazy.

I REALLY like the 'Consumer Goods/Industrial Goods' mechanic.

Tech overload is perhaps a thing. Finding what you want is hard.

Tried Necrons. I appreciate that Necrons are slow as anything and are meant to be this lumbering, don't care. But -80% colony ship build rate, when colonies are your primary source of income(Given all your other sources are gypped-unlike Tyranids, I'll note) seems very, very harsh, especially as the AI isn't big on invasion. You'll have to force the point personally to get the AI to invade planets.

Using Monarchy as Necrons means you can have the 'monarch changed' event. This also means you can get planetary revolts on monarch change.

I'm noticing the Plasma Whip seems to have horrendous accuracy even WITH AI Targeting. Am I imagining it?

Quietude are Tyranids, but...different. Same government, different bonuses, no unique weapon, same massive expansion potential. No wonder I had such issue taking them out as Tyranids-it was like looking in a mirror. SHODAN as ruler? Huh.
Japhet
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RE: Warhammer 40k DW:U Mod

Post by Japhet »

I could make passenger components prohibitively large or something, or obscenely expensive, or just deny access to them all together. That is a good idea but it needs some testing. You might be on to something. Thanks for the art, by the way. I need to compile a list of all the race changes between 30 and 41k.
The main problem that could come up is that it would hurt your own immigration. I mean, the immigration between your own colonies.

With race changes, do you mean what races would be around in 41k? I think it comes down to this:
alive
Eldar
Dark Eldar
Imperials
Orks
Chaos
Hrud
Scythians
Tarellian
dead
Diasporex
Interex
Ghassulian
Quietude
Laer
Jorgall
Kehletai
unknown:
Tushepta
Megarachnids
Lacrymole (propably alive)
Gykon (propably dead)
Cyrtis
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RE: Warhammer 40k DW:U Mod

Post by Cyrtis »

Bloodly- Thanks for that. Saved me a lot of typing!
Japhet
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RE: Warhammer 40k DW:U Mod

Post by Japhet »

Updated troops. Now with Demiurg, Grotz (yes I was bored), Orks (all major Klans) and Stryxis. I think I have to resize a lot of the troop images at some point, so that there are no size inconsistencies. Some of the orks turned out to be really big in comparrision to other troops.
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mensrea
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RE: Warhammer 40k DW:U Mod

Post by mensrea »

Bloodly - Thanks for the straight forward assessment of the situation. I have now nerfed some Tyranid stuff and cut down some of their bonuses to be more in line with what they should be. I maintained the thematic boons and nerfs though, I feel they were appropriate and fair. Seems to me like the primary driving factor behind being good at expansion is build speed but please correct me if I'm wrong.

I liked the industrial and consumer goods mechanic too, so I added military goods and medical goods as well, and incorporated them into racial resource bonuses where applicable.

The Necrons, or Newcrons as someone noted, have changed considerably in the official lore. Where as before they were mindless automatons now they have some semblance of their original soul restored and so are capable of things like favoring one ruler over another and so on. I did boost some of there trade values to reflect this though, as that seems appropriate. I will likely cut the 80% to 50% and see how that works in addition to the economic boosts. Keep in mind though that in many cases its impossible to nudge the AI in the right direction, so most races are balanced according to how OP they are when used by the player.

I'm not sure why it seems the particle whip is inaccurate. There really is no way to make things in the game accurate unless they are classified as phasers, which gain a small bonus to accuracy. I can do that and see if it helps.

I actually nerfed the quietude a week or so ago while playing against them in a test game. I felt that they were entirely too powerful for a minor race. I wanted to make them significant because according to lore they were the one race that could have really competed with the Imperium for deciding what direction humanity went in. They were augmented cybernetically from birth and even went so far as to have their face replaced by holograms over a mechanical shell. I always appreciated SHODAN as a villain and I figured she would be perfect as a representative for cybernetic humans, whom she may or may not control with total authority through a hive-mind like system.

Japhet - Those troop images are fantastic. Did you make those yourself? I especially liked the Stryxis..very accurate. The Orks being big sounds about right though, especially if they are Nobz.

All - I have done significant balancing and fixes and completed the military tech pathing. I kind of want to wait until I'm fully done with balancing and tech pathing before I release another version but I can release what I have so far if you guys want to check it out. Just let me know what you think.
Japhet
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RE: Warhammer 40k DW:U Mod

Post by Japhet »

Sadly no, I didn't. I'm not a sprite artist (or an artist in general). The demiurg are the closest to original art, almost all other stuff are sprites from mods from other games that I recolored and mashed together with down scaled official art and vanilla sprites.Another useful source has been papercraft. There seems to be a rather large group of 40K players that can't or don't want to affort the plastic miniatures, so they use paper models. The ork vehicles are all papercraft stuff. The Stryxis are actually Skaven sprites from a Dominions 4 mod (just like the megarachnids) that I modified.

I was actually surprised how far I came with my limited skills, for example I didn't expected to do something for the exodites. However, Eldar, Dark Eldar, Chaos and Hrud (!) troops will be tough. I have stuff that can be used (a lot of Daemon sprites for example) but it's not exactly what I was looking for, so it will take some time until they get something.
Bloodly
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RE: Warhammer 40k DW:U Mod

Post by Bloodly »

You've probably heard this before; Be careful when applying boosts or (Especially)penalties to Tourism and Trade, because it's not just external stuff you're affecting, it's internal as well.
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Capshades
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RE: Warhammer 40k DW:U Mod

Post by Capshades »

Personally I'm fine with waiting for a more finished mod.

I also think nerfing the Quietude is a really good idea, they seem to be always in the top three in any game I play with them. I haven't played the Necrons, but I have played against them. They expand so slowly that having them start on one planet almost neutralizes them from the start. However, if you start with them having multiple planets (like they should have, I think,) they can become one of the hardest threats to deal with.

The Tyranids I feel should really be like the shakturi were in vanilla SW:U. No one really knows what they are until they unleash hell. That's why I would argue against increasing colonization speed. They should have massive military capability and a strong economy to support it, but little expansion capability (to represent the scorched earth policy the hive mind seemed to have.)

I also would argue against adding even more resources to the game. More resources means more economic complexity, meaning more shortages and micromanaging. W40k is about death, doom, and destruction, not bean counting right?
Bloodly
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RE: Warhammer 40k DW:U Mod

Post by Bloodly »

It's a universe where worlds get lost due to accounting errors. Lunatic economy(Good and bad) is part of the setting. More resources based off planet development can potentially mean more self-sufficient colonies(As the resources they need are being generated by the colony itself).
(to represent the scorched earth policy the hive mind seemed to have.)

It isn't 'scorched earth'. That employs destruction such that no one can use it.

They eat the planet and move on. The materials taken make more Tyranids. They can eat/exploit pretty much anything, and do it dammably fast. Think Borg with added planet destruct. Theoretically the planets should be turning Barren or even into Asteroid Belts. But that would be BS for multiple reasons.

Either a hint or a balance issue: not being able to research something does not mean you can't steal it or trade for it.
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mensrea
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RE: Warhammer 40k DW:U Mod

Post by mensrea »

Bloodly - I think I have an idea of what you mean about the affects of modding trade and tourism, but I don't want to miss anything so would you mind elaborating on the internal and external bit? Also, and this is very, very unfortunate; there is nothing I can do to prevent racial techs from being traded or stolen. I would at the least encourage everyone to play with tech trading off, as it's arguably easy to game in any situation. At least with stealing tech you are somewhat earning it, especially given that most really good spy races are foregoing putting points in stuff like reduced fleet maintenance. There is also the issue of not really being able to properly upgrade your stolen components which is a big part of how I set up tech.

Cap - Don't worry man, the manufactured resources (including the two I am adding) are all luxury resources. They will have no negative affects on anything. In fact, they will increase the likelihood of your empires colonies reaching their luxury bonus sooner.

I would really like to make the Tyranids more like they are in the lore but I can't think of any other way to use the tools I have to do that. I really wish I could get my hands on the source code for this game. There is so much more I could achieve.

Japhet
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RE: Warhammer 40k DW:U Mod

Post by Japhet »

In Endless Space the Craver race has a unique mechanic: every world they colonize gets so called locoust points. These locoust points give a large boost to the economy for a certain number of turns. However after some time, the boni turn into mali, which means the craver constanly have to expand and conquer or their basicaly starved out. The locoust points also don't go away and affect non-cravers who hold the planet, making them useless for everybody. Such a mechanic would be great for the Tyranids, but there's propably no way to do such a thing in DW.

By the way, is it possible to mod the robotic troops? Like changing their stats or make them use different images for each race? If yes, maybe they can be turned into titans?
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Capshades
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RE: Warhammer 40k DW:U Mod

Post by Capshades »

ORIGINAL: Bloodly

It isn't 'scorched earth'. That employs destruction such that no one can use it.

They eat the planet and move on. The materials taken make more Tyranids. They can eat/exploit pretty much anything, and do it dammably fast. Think Borg with added planet destruct. Theoretically the planets should be turning Barren or even into Asteroid Belts. But that would be BS for multiple reasons.

I'm pretty sure eating everything on a planet means it's pretty much useless, the same outcome to bombing a planet with virus bombs.
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Capshades
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RE: Warhammer 40k DW:U Mod

Post by Capshades »

Is there any way to increase chances of an AI race to bombard planets instead of invading them?
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mensrea
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RE: Warhammer 40k DW:U Mod

Post by mensrea »

Japhet - There is no way to replicate anything like the locust point system in this game. Likewise, I cannot affect robotic troops in any way.

Cap - There is a way. It would be under the race policy where we can make a race more or less likely to invade or bombard, among many other things.
Cyrtis
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RE: Warhammer 40k DW:U Mod

Post by Cyrtis »

This mod pushes DW:U into new territory. And that, I think, is why the AI struggles at times. To balance things, I now restrict myself to playing "in-character". IE: no more Mr. Nice Eldar/Necron, what have you; selecting thematically-appropriate governments, no tech-trading, no stealing the legacy techs. And I expect the "winner" races like Imperium and Eldar, to naturally overpower those who historically lost out.

There's a ton of hard work and beautiful art here. It's amazing and fantastic and I am so excited by this mod!
But I just don't think the game can be bent enough to make necrons and tyranids playable with any fidelity.

Those are my 2c regarding mods. At this point the onus is on the player.

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mensrea
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RE: Warhammer 40k DW:U Mod

Post by mensrea »

Couldn't agree more, Cyrtis. Though personally, I have actually lost to minor empires on numerous occasions, mostly because I usually play in character as well, and so basically just attack everyone with no regard to diplomacy.

Here's to hoping that the next distant worlds title opens up a whole new world of modding capabilities that enables races like the Tyranids and Necrons to be played as they should be.
Japhet
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RE: Warhammer 40k DW:U Mod

Post by Japhet »

New troops. Now with Dark Eldar, Kroot, Vespid, Thyrrus and Rak'Gol. At some point, I've to rescale some of the pics, so that the sizes are a little more consistent among the troops. Especially the vehicles and the space marines need to be resized.

Chaos and Eldar are not easy to do. I've some good line art for Eldar wraithlords and some gurdians, but I'm still looking for a good falcon or fire prism image. Aspect warriors are tricky too. And don't get me started about chaos. Demons are no problem and Renegade soldiers could be recoloured imperials,but Chaos Space Marines are bastards.

If everything fails, I'will reinstall dawn of war and use its army painter.

For the minor races, I think I'll redo the Interex soon. I think I found a usable centaur robot thing for them. The Quitedue already have their troops and the majority of the other races can use vanilla images.
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Capshades
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RE: Warhammer 40k DW:U Mod

Post by Capshades »

Seems to me the longer a game lasts the more buggy the assistant AI gets. This is starting to annoy me.

Anyway, I think I found a minor mod bug: Warpjump Inhibiting (tier 3) is unlocked before Gravity Field Manipulation (tier 1) in HighTech research with starting tech 1.
Edit: Another bug: Colony research upgrades appear to not affect the actual modules. Playing as imperial, research is up to 120m pop per module, yet when I colonize a new planet (with an upgraded ship) the starting pop is 100m.

Also, what's the keystroke to access component details in the research screen? I accidentally got it to pop up once but couldn't recreate it, and I would like to see some of the material reqs.

And finally, could I maybe ask for a 4th trait for the emperor? Any trait at all? That slot always ends up with Labor Oriented in my games, and that just seems like the wrong trait for him...
Bloodly
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RE: Warhammer 40k DW:U Mod

Post by Bloodly »

Assuming I wanted to throw in those manufactured resources into baseline Distant Worlds(Or any other mod). Can I just copy/paste and change the first number, or is more work required?
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