The WH40K-mod (with tanks instead of ships!)
Posted: Sun Oct 28, 2012 12:33 am
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:

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: