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Warhammer 40K

Warhammer 40K

Is here already W40K mod for GC2?

Hi all, I would like to create W40K mode for Galactic Civilizations 2 or download some, if it already exists? If not, i will continue working on it (I have only race specifications and pictures of races and logos till now) but i would really like to create or play quality mod including races from W40K (Space Marines, Eldars, Tyranids, Chaos,Imperial Guard, Orcs,Tau,Necrons and Witch Hunters) including much more from the Warhammer universe (like dialogs, pictures and planets/stars names, also ships designs and also research like warp traveling, heavy bolters, psyker abilities etc).My only dilema is which of the fractions of each race I should choose (I guess there cant be so many fractions for each race like in Warhammer).If there is any other W40K fan who would eb able to help my in creating this mod, I would be very gratefull for ANY help or advice
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Reply #28 Top
Making an entire race for SM isn't really feasible. The imperium does not deploy fleets of Adeptus Astartes ships in fleet engagements, such is the job of the battle fleets. A battle fleet consists of in the region of 75-100 ships, a SM chapter only has a handful of strike cruisers and very few battle barges. The Adeptus Astartes is not the space fairing power of the imperium, more the elite. For that matter neither is the Imperial guard, as such you wouldn't include the IG in a Gal Civ mod at all. Really the SM would only make a limited appearance. In space the SMs are used very effectivly in boarding actions and planetary assaults, but not as the main body of the fleet.

You would be best to replace the idea of capturing planets with something else. Perhaps high orbit outposts which a race can build on. In effect acts in the same way as a planet, but it's not actually the planet you're building on. Most chapters are based from a single home world and/or a battle station. The Tyranids simply strip any planets they come across. Eldar inhabit their craft worlds. In fact the only three races off the top of my head that would activly conquer planets are man Orks and Tau. Hence it would be better for strategic locations instead of planets.

I would consider using the DOW solution of units being brought into the battlefield in exchnage for requisition points, not built. Imperial battleships are the size of continents, they take thousands of years to build.

Sav

Reply #29 Top
btw just a hint, the position of people in the raceconfig file matters, i made a small scale starwars mod recently, and by replacing the Thalan with Sith, they had the same charactiristics (as in not expanding etc) but the Mandolorians, who were the Arceans expanded and waged war just as they should, don't know if you already knew that,good luck
Reply #30 Top
I think this would be a great idea, however, the implementation would be drastically different in comparison to the standard version. In terms of the Tyranid, if there was a way in which you could give them a "factory" fleet while each world they consume contains a set amount of credits in which they can buy their units. Even class 0 worlds can hold some valuable minerals and such and therefore possibly used by the Tyranid. While there are many unique ideas to such an endeavor, it would most likely be best to start with the Imperial Navy, the Tau and Orks as mentioned above. Since they are most likely to hold and take advantage of a world rather than raid it, blow it up etc. As for Space Marines, it can be a unique tech for the Imperials to research. For example, it can be something like this. Sacred Oath (x turns) A sacred oath has been established with a chapter of space marines (+ soldiering) I dunno how they would work in terms of boarding troops however... Regardless of whatever my silly ideas my mind may hold, I know a fair amount of Warhammer fluff (as I play the tabletop version) and questions are welcome. I look forward to progress in this mod.
Reply #31 Top
All right, all right, emperor give me strength!!!

I work and i sweat and i guess really hard to come up with the basis of a mod and then a bunch of grannies shout "awww but in 40k this happens!" The game is not 40k! its a mod of galactic civs that lets you muck about building a space empire!

The plan behind the mod was (if anyone has recently read Horus Rising?) the Imperium going on the great crusade.

so when i get done sueing people this week for i am probably one of the most evil lawyers in the UK, thats right folk don't get compensation for getting cancer cause of my firm thats how evil we are, then i will re jig the mod (if it can even be called such) perhaps make two versions, a "Great crusade where you fight with maybe 3 races of orks, eldar, dark eldar and possibly a number of petty human empires!

then I'll do the whole 40k as it stans type thing (probably with two ork races).

Tyranids will have planets (you can think of them as hive fleet staging posts if you like)

There will the imperium as a race, not IG not individual space marine chapters cause that won't work on it's own. The best plan would be to play it as a custom race and use the custom race to be a space marine chapter ultimately allied to the imperium.

OR a crusading space marine army attack a sector? Sabbat worlds crusade anyone!

(draws deep if somewhat frustrated breath mutters underbreath about the lack of imagination and mental flexibility of the modern 40k enthusiast, curses the english education system and wishs he was back in holy glasgow)

So there we are as for copyrights? i direct you unto the eu competiton legislation andthe doctrine of exhustion of intellectual property rights which is shaky i'll give you but thats not nice litigation to get into!

Thanks for the Input
Reply #32 Top
i could always e-mail people with what i've got as a zip file and constructions on using it?

and a bit of background blurb i suppose, probably won't be back on this till staurday mid day mind.
Reply #33 Top
"Tyranids will have planets (you can think of them as hive fleet staging posts if you like)"

Sorry no nids during the great crusade. Nor do they have any planetary staging posts .

During the crusade there were no chapters.

Naturally you're totally free to do what you wish with your mod. But would be nice to follow the fluff if you're basing it on it.

Sav
Reply #34 Top
it dosen't matter what you think of the nids as, genestealer cults anyone? I reckon people might want to use them so i put them in. If your a big fluf type person you can disable them that way everyone gets to play.

Although the blood seeping from my ears in frustration is making it hard to think i have a nagging suspicionb that there were legions, comprised of chapters comprised of companies as a chapter is an old legion formation.

I have no intention on making individual space marine chapters, my suggestion for people who want to go "ultramarines" or "alpha legion(if you are going to raid against the imperium)" was to play them as a custom civ working alongside the imperium, or play as a crusading space marine force perhaps reclaiming a lost sector (points to Medusa V campaing, 3rd war for armaggedon, Corinth campaign, etc etc) which would be made up of tons of different chapters.

If some one wants to do programming for to turn planets into Norn Queen hive ships or a cluster of hive ships stripping a planet bare or anything that might appease the good old "fluff nazis" then that would be great, I'm not spending the time learning how to do so.

or you might be able to commission something from an already ardent modder.

2 mods, maybe! 30K and 40k!
Reply #35 Top
"Although the blood seeping from my ears in frustration is making it hard to think i have a nagging suspicionb that there were legions, comprised of chapters comprised of companies as a chapter is an old legion formation."

Naw, at the end of the great crusade when all the primarchs had been found the legions were formed, one for each primarch. Chapters were created at the second founding with the writing of the Codex Astartes.
Reply #36 Top
The horus heresy is the end of the great crusade.

The primarchs were reunited with thier legions and then led them during the great crusade.

All of which is irrelevant cause it's a "grand scheme" game as opposed to the micro management of 40k

Trying to think how to turn the mini soldiers invasion tactic in titan deployment since i reckons that would add a bit of color to the ground battle as it were.

Also if i could come up with some way to have a fortress monestry planetry improvement that adds so much to your soldiering ability then that might make a good representation of space marines being in the armies of the imperium, not sure just how it would work though.

ideas?

code?

graphics anyone?
Reply #37 Top
The Legions were not already organised for the primarchs. Sorian's Inductus Excelsus document the necessity of a far greater number of troops. each legion was created using the geneseed of each primarch, a new generation of SM were created, ones that could be combat ready in a single year. The process was accelerated with concequences. As each Primarch was found, his legion was created.
Reply #38 Top
Current canon seems to state that there were already some parts of a primarch's legion partially created and therefore 'given' by the emperor to the corresponding primarch upon discovery. Though I find Sorian's Inductus Excelsus of M30 to be more fluffy but the Inductus Excelsus seems to be a new calling for a greater increase in the demand for space marines reducing the time to create one in just a year, this is after the primarchs were mostly rediscovered in the 29th millenia. So in a way the current canon makes sense. That legions were given and created based upon a standard template and when the primarchs received their legion they changed tactics and organization as they pleased. So generally they were already organized and the Inductus has nothing to do with the legions other than the call for a greater production of marines. For the implementation into a GalCiv game it works since the great crusade was from M28 - M31. 3000 years is a long game perhaps you can orchestrate a singular campaign? Thats a few hundred years.
Reply #41 Top


http://library.galciv2.com/index.aspx?m=367

upload complete, pending approval.

I would value suggestions for improvements etc. not saying i'll make them but its always nice to get slated on a message board.
Reply #42 Top
 to you MaddyBadger. Thanks for putting the effort forth. If you're interested, I've tried my hand at one of the Eldar ships here:[link="https://forums.galciv2.com/index.aspx?ForumID=162&AID=104951&p=11"]https://forums.galciv2.com/index.aspx?ForumID=162&AID=104951&p=11">Link

(post #534, If I knew enough about posting, I'd clean that mess up a bit.)
As for races, I believe you had the right of it. Space marine chapters, IG, Imperial fleet etc are all part of one big happy family called the Imperium or Imperium of Man. (Thats Mon-kiegh to us Eldar players) Along with that are Eldar, Orcs, Tau, Chaos (which includes more than just the rogue marine chapters), Tyranid, and Necrons. (Did I forget anyone?) Within each of those races are a host of small 'divisions' if you will. (Eldar/Dark Eldar/Harlequins, Tau have their castes, Chaos is comprised of a number of lords/legions, Tyranids have different hives, etc.) I'm not fully up on all the Fluf that they've created with their universe, so it's possible I'm missing something here. Other than the fact that I'm sure each and every player wants to make sure that their favorite chapter/hive/craftworld/chaos lord is included so they can play that exactly. To this I say: "Think bigger."

The battle here is for controll of the galaxy, not some specific sector. It's the Imperium of Man, in it's struggle to rise to the top, or of the Ancient Eldar in it's fight to regain the glory of old. Or the Tyranids to finally controll all the biomatter in the galaxy and to be able to say "It's still not enough"... Thats kindof what I envision for a Warhammer 40k mod for GalCiv2.

BondKitty
Reply #43 Top
It needs more work, but the basics are there.

what the next version needs

is rewritten tech tree

rewritten speech files

new minor races

probably a basic overhaul of the whole mod.

dunno will see,

oh and has eldar and dark eldar, i think? it did originally.
Reply #44 Top
*two thumbs up* Gonna dl it later, but sounds very promising.

I know my share of the 40k background (most of epic, 40k& gothic and some obscure facts...)
If I find the time, I'll give some of the IG ships a try at modelling- I might need them for another project as well, so why not ?

As for the legal stuff: Take a look at the GW-legal section of their site... You'll find their written aproval for modding in there- BUT: Only for Total conversions ^^ better start expanding that mod or get visited by the adeptus arbites from hive world Nottingham
Reply #45 Top
yeah new version uses the mod folder, but I thought "ah this will be quicker" and then it all spiralled out of controll cause i ended up tweaking a lot of files.

I'll do a new one and run it to see if i can get it to work in the "put in mod foler way"
Reply #46 Top
The system is quite easy once you get into it.

I repacked it and after several tries it worked out.

I'll hopefully have the first light cruiser unwraped and skinned tonight. Maybe I can get that thing ingame.

Beside the lack of models, the techtree and planetary upgrades need a workover. It would be great if you could have different upgrades for each race or at least each shipstyle. Propably thats impossible though.

Otherwise it would be good to rename the core buildings (factorys,labs etc.) to more appropriate, but general 40K names.
Reply #47 Top
The thing with renaming things is it will work for one race but not for another?

Like manufactorum for humainty probably dosen't fit in with eldar?

Feel free anyone to make changes and upgrades and such.
Reply #48 Top
Thats the main Issue why I didn't already changed it... I couldn't find expressions generall enough to fit ALL races.

Kinda impossible because there simply is no common ground between IG, Eldar and Necrons for ex.

I saw that the components for ships are all classed as S0_xxxx.x files, so it might be remotly possible to get different component styles for different shipstyles by creating s1_ variants.
By this, you could have race dependant gunmodels on the ships. Sadly, it seems every race is going to use the same techtree and base statistics.
Reply #49 Top
yah easite way to do imerpial side is to have infanrty, imperail guard, then u research space marines, then u research terminators, then u research tank units and or so forth and that is subgated into ur attack number for your troops so if u research imperal guard and then research space marines it add to your troop power then same goses for if u research like dread nuaghts so forth every time u research new unit type it just adds to ur over all troop power after all thats all galtic civlziation doses any ways.

i am sure that some where there is a code that says when ur one race you use tech tree.xml so forth

if thats case you would just creat new tech tree for each race.
so when u play one race it uses this tech tree when u play as anthere race you use anthere tech tree, i would guessed that its setup in the raceconfgifration file.xml and that it some how points to the techtree.xml file
Reply #50 Top

Uh...you can customize them ingame before the setup..you know, like every game you play...
I belive this is to play as a race for 40K and play agaisnt the other races. Not just to play as one.