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![[Post New]](/s/i/i.gif) 2011/03/09 22:00:37
Subject: Re:Fluff for a Civ 5 Mod
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Fresh-Faced New User
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I think it could be tricky (but fun) trying to place the Imperial Guard heavy armour like the Baneblade. If the Space Marine are the Cavelries, as they should, how does say the Baneblade compare to a normal Space Marine-tank? Baneblade to the Land Raider? One thing Civ is about is the resources, so it might be so simple that most Space Marine-units require a lot of exotic resources like ceramite and adamantium. Maybe the gas powering the lasguns oozes out of every hole in the ground. Then the Baneblade is simply a fallback or bonus if someone decided to only research in the Adeptus Mechanicus (no geneseed or Chaos) then invade a adamantium-rich Legion's land. Maybe you just had a little adamantium, then spent research equipping the Imperial Guard and put whatever you had into those Baneblades.
I think the Chaos tech-tree is a little simpler though if it's more about buildings like Chaos Gates and Unholy Altars that summon Daemons and at the same time give unhappiness. I've been thinking "Corruption" could be a good grimdark word instead of "Happiness", I'll just have to invert the counter so it adds up and not down. Then it's right at the top of my todo if they ever release the better SDK to make something ressembling spells and stuff. Chaos that spreads like religion in Civ 4 and some morale-system for the units a close second
I've also put together some MK1-8 Power Armours today I've attached pictures of, and some guy at the end
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![[Post New]](/s/i/i.gif) 2011/03/12 22:29:52
Subject: Re:Fluff for a Civ 5 Mod
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Calculating Commissar
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Skajaquada wrote:As soon as I can get my hands on decent-looking Tau 3D models I'll be sure to implement them as an unplayable civ. Then you can trade geneseed-technology for pule-refiles  Assuming you don't have Tau models already, why not just lift them from DoW: DC? The rest of these models and textures are borrowed (at least, it looks that way), so why not just use the Tau as well? Sure the DoW I models aren't as pretty as the DoW II stuff, but for a Non playable faction, they should look good enough. Anyway, looking forward to the release of this mod!
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This message was edited 1 time. Last update was at 2011/03/12 22:31:05
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![[Post New]](/s/i/i.gif) 2011/03/12 22:38:30
Subject: Re:Fluff for a Civ 5 Mod
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Consigned to the Grim Darkness
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Skajaquada wrote:how does say the Baneblade compare to a normal Space Marine-tank? Baneblade to the Land Raider?
1: Completely and utterly superior in all aspects but speed.
2: Same for the Land Raider, unless you assume that there's a terminator squad inside in which case it has better assault capability (less firepower but more attack, as it were).
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This message was edited 1 time. Last update was at 2011/03/12 22:39:33
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2011/03/12 23:58:06
Subject: Fluff for a Civ 5 Mod
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Gore-Soaked Lunatic Witchhunter
Australia (Recently ravaged by the Hive Fleet Ginger Overlord)
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This looks fantastic so far!
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Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.
"Good game guys, now lets hit the showers" |
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![[Post New]](/s/i/i.gif) 2011/03/13 12:39:52
Subject: Re:Fluff for a Civ 5 Mod
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Fresh-Faced New User
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metallifan wrote:Skajaquada wrote:As soon as I can get my hands on decent-looking Tau 3D models I'll be sure to implement them as an unplayable civ. Then you can trade geneseed-technology for pule-refiles 
Assuming you don't have Tau models already, why not just lift them from DoW: DC?
The rest of these models and textures are borrowed (at least, it looks that way), so why not just use the Tau as well? Sure the DoW I models aren't as pretty as the DoW II stuff, but for a Non playable faction, they should look good enough.
Anyway, looking forward to the release of this mod! 
Yupp, all borrowed as I say in the OP, except for that smashed-in beakie, it's modified a little. I have unpacked and checked out the DoW1-models too though the quality (or rather scale of the different parts) is really different. There's no way you can use the Grey Knights-models for example (their feet and eyes are twice the size of those in DoW2). They're also a little trickier to import (all team-textures are already painted in the only available textures, also there are some issues with the actual 3D models) but I've been planning to make the Bloodthirster from DoW1 import correctly. It seem pretty immune to team-textures and feet-size, if I can get that to work I could take a look at the Tau (thank the Emperor for their small feet)
Melissia wrote:Skajaquada wrote:how does say the Baneblade compare to a normal Space Marine-tank? Baneblade to the Land Raider?
1: Completely and utterly superior in all aspects but speed.
2: Same for the Land Raider, unless you assume that there's a terminator squad inside in which case it has better assault capability (less firepower but more attack, as it were).
That's a thing too, I'm not sure if it's do-able right now, but with some better SDK perhaps, making the tanks able to transport units around could be fun. There aren't that much to distinguish the units from each-other but range-attack, melee-attack and speed, then there are lots of promotions like "travel faster in jungle", attack-bnous vs cities etc. that can be used. I was originally thinking of seperating melee-attacks and range-attacks by having all bombard-attacks be ranged and all attacks where you click the attack-button one hex away is melee (if you've played a Civ-game  ). Then say a Space Marine Squad with nothing but Plasma Cannons could have a really high range-attack but extremely low melee-attack, a Dreadnought with power-claws and assault-cannon could have a little more varied. However there was some problem coding that (I'm still not sure if it's a bugg or a limitation in the game) as when a unit have a bombard-attack it can't engage in a real-melee, that is when the unit run up to another unit and start hitting.
It's not really a problem, real-melee units can still run up to range-units and smash them in the face. It also looks amazing when a group of Hormagaunts charge a squad of Imperial Guardsmen as seen in that video. It also kind of makes more sense, why would you start hitting someone when you're carrying a Plasma Cannon? The only thing that doesn't make "complete" sense is why a Plasma Cannon in "melee" would made less damage than a Plasma Cannon in "bombard". Then again if it didn't, what would be the point of melee units? One thing visual-wise could be that the guys with Plasma Cannons doesn't fire them in "melee" as it can hurt teir own squad. Then all squads with a unit with Plasma Cannon can also have some guys with normal Bolters. The Plasma Cannon can then be used for bombard and the Bolters for melee (this at-least is very possible to mod.). Units without a bombard-attack can also have separate models that engage in melee while others shoot, like some of the Imperial Guardsmen in the last video. These things are also very possible to code, like making separate models inside a unit have different attacks. The only limitation is that "bugg" where if a unit gets a bombard-attack it can no longer run up to another unit and hit it with a melee-attack.
Here's a update too of the named Battle Barges, Strike Cruisers and Warp Storms:
Battle Barges:
Strike Cruisers:
Warp Storms:
The WH40K-wiki together with Lexicanum is really a great resource. It seems where-ever one fails to mention a Legion's fleet the other one succeeds. I've added some question-marks where I just couldn't find a reference like a White Scars Battle Barge if anyone have seen anything though simply making up the last ones after such a list won't be hard (it's not too hard to see what they were going for when considering the Legion  ). I was also going through named Titans and I couldn't really find Titans directly linked to the Space Marine-Legions or Chapters. Then I was thinking, do they work like that? Are the Titan Legions more comparable to the Space Marine Legions than say the Battle Barges of the Space Marine Legions? A little similar question about the ships in the Imperial Navy? I remember reading those aren't attached to Imperial Guard Regiments after those started making their own small Empires, though ships like the Dominus Astra was under the command of the Ultramarines? Though I suppose the Space Marines simply take command of whatever forces they need.
This also reminds me of another thing I've been thinking about lately. If you're not researching in Chaos and geneseed and just build Imperial Guard-units, what colors will they have? I really don't know much about the Imperial Guard-regiments, but going through a list of them I get the feeling they're more made up of the speciality, like which worlds they're born on. In a sense I suppose that's true of the Space Marine Legions, but whatever. I was thinking their colors could be linked to the conditions of the world the Primarch grew up on as it's more about camouflage. Then there can perhaps be some Elite Guard-unit with the color of the Space Marine Legion, like fanatics or some such thing.
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![[Post New]](/s/i/i.gif) 2011/03/13 13:07:14
Subject: Fluff for a Civ 5 Mod
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Oberleutnant
Germany
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Aweseome! Thanks for the effort so far. Although I like Civ IV better (no silly one unit per hex) in some spects.
Did you consider doing not a planet scenario but making it the galaxy or a sector? Final Frontier / Star Trek and Babylon 5 mods for Civ IV have mad great space mods?
And I would recommend to stay more with offical fluff so more people like it.
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![[Post New]](/s/i/i.gif) 2011/03/13 13:14:06
Subject: Fluff for a Civ 5 Mod
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Consigned to the Grim Darkness
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That depends on how you define "official fluff".
Because some official fluff is about as intelligent as a brain-damaged rock which is also on fire.
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2011/03/13 15:29:03
Subject: Fluff for a Civ 5 Mod
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Oberleutnant
Germany
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I mean let the Loyalist stay loyal and dont do Dornian Heresy or anything like that, but dont stick to minor details.
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![[Post New]](/s/i/i.gif) 2011/03/13 21:50:35
Subject: Re:Fluff for a Civ 5 Mod
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Fresh-Faced New User
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Don't worry, making a scenario will be as easy as ever, if the work on this drags out too much or they never release that better SDK I can easily just wrap something up. In-fact with all the pre-Heresy and Chaos-units it should be easy to re-create any battle you want. However as an actual Civ-game I don't think it would work so well to have the same scale as DoW. I don't really see how diplomacy between traitor and loyal Legions would work or really how any non-military side of Civ could be done. Unless you meant that the Legions are aligned but nothing else is changed? Then I could basically make the same thing but lock entire tech-trees or paths through the tech-trees for some Legions. It might not be too hard with a better SDK to set a option to do that, just for fun to have a "Codex Edition"
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This message was edited 1 time. Last update was at 2011/03/14 07:13:53
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![[Post New]](/s/i/i.gif) 2011/03/15 21:26:08
Subject: Re:Fluff for a Civ 5 Mod
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Calculating Commissar
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Skajaquada wrote:
Yupp, all borrowed as I say in the OP, except for that smashed-in beakie, it's modified a little. I have unpacked and checked out the DoW1-models too though the quality (or rather scale of the different parts) is really different. There's no way you can use the Grey Knights-models for example (their feet and eyes are twice the size of those in DoW2). They're also a little trickier to import (all team-textures are already painted in the only available textures, also there are some issues with the actual 3D models) but I've been planning to make the Bloodthirster from DoW1 import correctly. It seem pretty immune to team-textures and feet-size, if I can get that to work I could take a look at the Tau (thank the Emperor for their small feet) 
What about just their vehicles? The infantry could be done yourself easily enough, but the vehicles might be a bit much to start fresh on. Why not use the DoW I Vehicles and Crisis suits? I can't imagine any scale problems there.
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![[Post New]](/s/i/i.gif) 2011/03/16 07:41:36
Subject: Re:Fluff for a Civ 5 Mod
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Fresh-Faced New User
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I actually just tried importing the Bloodthirster yesterday and it doesn't look good compared to the Great Unclean One. The texture is just so much more low-res, there's no specular-map for that hint of shiny details, also there's no normal-map I think 3DS Max uses to smooth the normals making blocky models appear smooth, or something. Though the last thing is probably just a modifier getting a decent normal-map could be hard. The model also isn't complete with all the bones so a lot will have to be fixed. I'm afraid it'll be the same with any model from DoW1 though I originally had the opposite idea of just using the vehicles from DoW1 since there are lots more. For example I imported both the Predator from DoW1 and DoW2 some time ago and they looked pretty similar. One fun fact is that the one from DoW1 actually had more polygons it seemed.
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This message was edited 1 time. Last update was at 2011/03/16 07:42:54
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![[Post New]](/s/i/i.gif) 2011/07/25 02:50:02
Subject: Fluff for a Civ 5 Mod
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Savage Minotaur
Chicago
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I hate to perform threadromancy on this, I really do, but I think this thread is too good to not know the outcome of.
Did this man ever make this mod, or was it abandoned?
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This message was edited 1 time. Last update was at 2011/07/25 02:50:23
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![[Post New]](/s/i/i.gif) 2011/09/19 06:23:08
Subject: Fluff for a Civ 5 Mod
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Commoragh-bound Peer
north east, us
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This is awesomeness beyond compare. Please tell me development is still active, that there is a download, and that i can help in some way (i am a 3d modeller).
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This message was edited 1 time. Last update was at 2011/09/19 06:23:28
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![[Post New]](/s/i/i.gif) 2011/09/19 06:59:19
Subject: Fluff for a Civ 5 Mod
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Mutated Chosen Chaos Marine
Sitting in yo' bath tub, poopin out shoggoths
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Thank you Karon for thread necromancy, I REALLY want to see this mod finished, would give me a reason to play civ 5.
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750 points
1000 Points
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![[Post New]](/s/i/i.gif) 2011/09/22 04:42:14
Subject: Fluff for a Civ 5 Mod
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Mutated Chosen Chaos Marine
Sitting in yo' bath tub, poopin out shoggoths
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I looked into this mod a bit and I think he's still making it.
Here is a link to his youtube channel
http://www.youtube.com/user/omnisatan
His last upload was last month. Still no download link for it that I can find
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750 points
1000 Points
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![[Post New]](/s/i/i.gif) 2011/09/22 15:35:11
Subject: Re:Fluff for a Civ 5 Mod
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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I just got Civ5 and now I want this mod really bad.
every other 40k mod that I have found for any game I have has flopped halfway through development. I really want this one to finish.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2011/11/25 01:21:13
Subject: Re:Fluff for a Civ 5 Mod
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Fresh-Faced New User
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Is this out yet? CAUSE I WANTS ET NOWWWW!!!!!!
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![[Post New]](/s/i/i.gif) 2012/08/23 21:26:46
Subject: Fluff for a Civ 5 Mod
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Whiteshield Conscript Trooper
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is this mod still in production?
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YOU CAN'T KILL US ALL |
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![[Post New]](/s/i/i.gif) 2012/08/24 01:20:47
Subject: Re:Fluff for a Civ 5 Mod
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Longtime Dakkanaut
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A few things.
1)You should definitely be making this for Civ IV. It's much better, and much more popular. Thepossibilities would be a thousand fold greater.
2)You need to think at a different scale for the combat. What's the point of tacticals AND terminators? Balance wise, how would that work? Civ combat is based on rock/paper/sissors. Termies would need to be better at one thing and weaker at another...fluff wise that would be very strange. Personally I'd just go for infantry companies, armoured companies and jump infantry. But hey, your mod.
3)The Guard. Need moar of them.
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Unnessesarily extravegant word of the week award goes to jcress410 for this:
jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics. |
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![[Post New]](/s/i/i.gif) 2012/08/24 03:00:22
Subject: Fluff for a Civ 5 Mod
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Renegade Inquisitor de Marche
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Almost a year old thread...
How do people even find threads this old?
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