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The WH40K-mod (with tanks instead of ships!)

Posted: Sun Oct 28, 2012 12:33 am
by Absu
I've been playing around replacing some backgrounds, ships and effects with things from DoW2. Now to just figure out what the heck to do with it :)

I figured I'd just open it up for a little brainstorming. Apart from doing just the normal things like replacing words like "scrap" with "requisition" I think it would be fun to shake things up with some significant changes but going through the data-files it doesn't seem that much is possible.

Unless I'm reading it wrong even simple things like crew-traits seem hard-coded and you can only change the descriptions. Though I can always be "creative" and make the races into roles like "Psyker", "Machine Priest", "Ogryn" etc.

The main things to mod seem to be the parts with all the events that show up all the time. However just making my own events like those that exist doesn't really seem that interesting except fluffing up the mod.

One thing that crosses my mind is remoulding the event-system to be less random-like where you're always presented with a choice of say "hold and repair / request more crew, but rebel-fleet approaches". Another thing is do this maybe to balance out something else but keep the normal events on top of this (say maybe making shields non-standard).

Maybe I can also use the boss-events to make some neat gameplay-features, maybe to have sectors have mini-bosses instead of the rebels approaching. It might be possible if killing the boss doesn't simply end the game. I'm currently working on it but now it seems you can start the event that creates all the repair-nodes at the final sector but there's no boss flying around.

Video:

http://www.youtube.com/watch?v=BHa-yInp ... e=g-crec-u

Screenshot:
baneblade.jpg

Re: The WH40K-mod (with tanks instead of ships!)

Posted: Sun Oct 28, 2012 8:20 pm
by DrPyromaticGuy
I would love to have a mod that replaces all ships with tanks.
I love those graphics.

Re: The WH40K-mod (with tanks instead of ships!)

Posted: Mon Oct 29, 2012 5:57 am
by Damion227
This is spectacular, and I can't wait to play this. Good luck!

Re: The WH40K-mod (with tanks instead of ships!)

Posted: Mon Oct 29, 2012 6:38 am
by vacantmind
Great idea, I think at this point we're all just hoping FTL overdrive gets up and running so these full conversion mods can be made to work.

Re: The WH40K-mod (with tanks instead of ships!)

Posted: Fri Nov 02, 2012 12:06 am
by Absu
I've looked around and it doesn't seem possible to do anything special with the boss like creating mini-bosses.

I've thought some more on it and I think I'll go with having less random events and instead having the same choice of repairing hull etc. pop up each time there are no enemies. I think it would be fun too to have units like Machine Priest give the option, like the already built in events that are dependant on race, to repair the ship. Hopefully it'll create a feeling that certain units are really important with these "abilities".

The question then is just what to do about the race-specific systems. Perhaps I'll simply pretend like some races are actual races like Orks etc. and just have more of those ships show up in sectors controlled by them while other races are part of your team like Machine Priest, Psyker etc. Another possibility is having sectors like Forge World, Death Planet etc. where a Forge World could give a bonus to the Machine Priest's "ability".

Naturally I can just combine the concepts outlined above and have different type of sectors that are controlled by certain races. I can achieve this by just having multiple sectors, like one Forge World for Eldar and another for Ork.