Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Warhammer 40k (V14.1 Patch now released for testing)

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Design and Modding >> Warhammer 40k (V14.1 Patch now released for testing) Page: <<   < prev  17 18 [19] 20 21   next >   >>
Login
Message << Older Topic   Newer Topic >>
Warhammer 40k (V14.1 Patch now released for testing) - 1/5/2019 4:06:32 PM   
rjord1

 

Posts: 1686
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Looking for feedback on system names in the mod.

After releasing this morning patch V14.1 on the previous page I am thinking of pushing out a small patch V14.2 looking specifically at the systems in the mod. This patch would be very small replacing just one file.

Looking at the system names used at the moment the developer (mensrea) appears to be using the existing names of systems in our actual galaxy.

What I am proposing is to change the system names to something more Warhammer like such as:


Adraith
Agripinaa Sector
Aktosha
Altansar
Anathrax
Arach-Cyn
Arx
Astartes Praeses
Belial
Blood Prince Domain
Brigannion Four
Bubonicus
Cadian Gate
Carcharodons
Crimson Path
Crone World
Drakaasi
Eidafaeron
Eidolon
Eye of Terror
Excoriators
Gallium
Goreworlds

...etc

Please give me feedback on whether you would like to a quick patch update replacing system names in the mod.

When the mod has been completed I can then create a series of maps to use in the mod.






Attachment (1)

< Message edited by rjord1 -- 1/5/2019 4:37:30 PM >

(in reply to rjord1)
Post #: 541
Warhammer 40k (V14.1 Patch now released for testing) - 1/5/2019 5:13:49 PM   
rjord1

 

Posts: 1686
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
While responding to a question about the mod I worked out a way on how to add the following to the mod:

- Kasrkin
- Catachan Devil Squads
- Inquisitorial Storm Troopers
- Death Korps Grenadiers
- Kill Squad Troopers
- Ork Hunter Firesweep Teams
- Steel Legion Storm Troopers





Attachment (1)

< Message edited by rjord1 -- 1/7/2019 4:53:29 PM >

(in reply to rjord1)
Post #: 542
Warhammer 40k (V14.1 Patch now released for testing) - 1/5/2019 6:47:15 PM   
rjord1

 

Posts: 1686
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
I have put together a list of 4518 planets from the Warhammer universe and am going through the list creating the list of systems based on planets in those systems.

There are a lot of duplicates so duplicates are being removed as I go through the list.
I may end up with 3000 system names by the time I am finished.





< Message edited by rjord1 -- 1/7/2019 4:53:08 PM >

(in reply to rjord1)
Post #: 543
RE: Warhammer 40k (V14.1 Patch now released for testing) - 1/5/2019 11:17:51 PM   
bubb_tubbs

 

Posts: 23
Joined: 12/20/2018
From: Lindsay, Ontario
Status: offline
On a slightly-related note, if anybody interested in this mod hasn't checked out Bruva Alfabusa's excellent 40k content on YouTube, I highly encourage them to do so.

ArchWarhammer and Luetin got me into the lore, but the Emperor TTS videos and podcasts have had me in absolute stitches.

I'll give this mod a try once I've finished the RetreatUE playthroughs I'm in the middle of.

(in reply to rjord1)
Post #: 544
Warhammer 40k (V14.1 Patch now released for testing) - 1/6/2019 12:41:12 AM   
rjord1

 

Posts: 1686
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
quote:

ORIGINAL: bubb_tubbs

On a slightly-related note, if anybody interested in this mod hasn't checked out Bruva Alfabusa's excellent 40k content on YouTube, I highly encourage them to do so.

ArchWarhammer and Luetin got me into the lore, but the Emperor TTS videos and podcasts have had me in absolute stitches.

I'll give this mod a try once I've finished the RetreatUE playthroughs I'm in the middle of.


Please keep in mind this is still a Beta version and I am continuing where the original developer left off.

From what I read it seems the developer did a lot of work on the mod and then lost the lot.... so I don't blame his decision to stop work on the mod. I have been there myself so know the feeling.

With the fixes I have put in to Version 14.1 I want to see if that fixes the problems the mod had back in 2016. My understanding is the mod has had problems since Version 10 which is no longer available.





< Message edited by rjord1 -- 1/7/2019 4:52:46 PM >

(in reply to bubb_tubbs)
Post #: 545
Warhammer 40k (V14.1 Patch now released for testing) - 1/6/2019 5:50:21 AM   
rjord1

 

Posts: 1686
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
I have spent all day on it but finally have finished creating the Warhammer Systems file.
The zip file contains the systems file as it is with a backup name and the new systems file.

Add both files to the mod folder to install the new system names for Warhammer4K.



New Systems Names Link Below
https://www.dropbox.com/s/wwnnivgryitvi17/Warhammer%2040%2C000%20System%20Names.zip?dl=0






< Message edited by rjord1 -- 1/7/2019 4:52:26 PM >

(in reply to rjord1)
Post #: 546
Warhammer 40k (V14.1 Patch now released for testing) - 1/7/2019 3:09:11 AM   
rjord1

 

Posts: 1686
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
As from the next update the version numbers will change.

Instead of version 15 the version number will be 1.15.

When the mod is deemed stable I will then begin work on version 2.0 which will be adding new content.






Attachment (1)

< Message edited by rjord1 -- 1/7/2019 4:51:31 PM >

(in reply to rjord1)
Post #: 547
RE: Warhammer 40k (V14.1 Patch now released for testing) - 1/7/2019 5:59:02 AM   
gonderlane

 

Posts: 3
Joined: 1/4/2019
Status: offline
Again, thank you for your hard work rjord1. It's very much appreciated in reviving this.

(in reply to rjord1)
Post #: 548
RE: Warhammer 40k (V14.1 Patch now released for testing) - 1/8/2019 4:50:40 AM   
rjord1

 

Posts: 1686
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
quote:

ORIGINAL: gonderlane

Again, thank you for your hard work rjord1. It's very much appreciated in reviving this.



Thanks again gonderlane..... Though I have not actually had too much to do with the Warhammer over the years I am however well aware of it and how popular it is in Distant Worlds.

I think it would be a shame for it to not continue development as Warhammer is such a huge story over such a long period of time.

So I am all too happy to take on the development of the mod... and in doing so learn everything there is to know about Warhammer.

Have even started reading the first book.





< Message edited by rjord1 -- 1/8/2019 4:51:33 AM >

(in reply to gonderlane)
Post #: 549
Warhammer 40k (V14.1 Patch now released for testing) - 1/8/2019 5:08:11 AM   
rjord1

 

Posts: 1686
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
One of the first changes to the mod will be where the Shakturi and Mechanoids are included in the races file and therefore would appear at some stage in the game. I noticed in June 2014 that the developer had mentioned in the forum that "The shakturi/mechanoids will be replaced with traitor legions/loyalists at some point in the future."

Anyway I guess we have reached that point in the future and I see no need for the Shakturi or Mechanoids still to be in Warhammer.






< Message edited by rjord1 -- 1/8/2019 5:10:32 AM >

(in reply to rjord1)
Post #: 550
RE: Warhammer 40k (V14.1 Patch now released for testing) - 1/12/2019 9:51:31 AM   
Hattori Hanzo


Posts: 716
Joined: 3/21/2011
From: Okinawa
Status: offline
we don't Need them [the Shakturi] in WarHammer 40K.. !!!!!

< Message edited by Hattori Hanzo -- 1/12/2019 9:53:05 AM >

(in reply to rjord1)
Post #: 551
RE: Warhammer 40k (V14.1 Patch now released for testing) - 1/12/2019 11:02:01 PM   
rjord1

 

Posts: 1686
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
quote:

ORIGINAL: Hattori Hanzo

we don't Need them [the Shakturi] in WarHammer 40K.. !!!!!


Let me know if you have any preferences on who should replace the shakturi and mechanoids and I will work on those for the next update.




< Message edited by rjord1 -- 1/12/2019 11:03:03 PM >

(in reply to Hattori Hanzo)
Post #: 552
RE: Warhammer 40k (V14.1 Patch now released for testing) - 1/16/2019 10:58:24 AM   
phoagne

 

Posts: 8
Joined: 5/29/2016
Status: offline
quote:

ORIGINAL: rjord1
Let me know if you have any preferences on who should replace the shakturi and mechanoids and I will work on those for the next update.

I dont think there are races who could take role similar to mechanoids. Maybe just disable them?
Shakturi could be chaos cultists or traitor legions or someone like this. But maybe that would be too much human-centristic. IMHO it wouldn't be a bad idea to disable shakturi too.
And yes, you can't make mechanoids into the Emprah, because firstly, it's a heresy, and secondly, KILL XENOS.
Sooooo... yep. Better just to disable.

(in reply to rjord1)
Post #: 553
RE: Warhammer 40k (V14.1 Patch now released for testing) - 1/16/2019 2:18:54 PM   
rjord1

 

Posts: 1686
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
quote:

ORIGINAL: phoagne

quote:

ORIGINAL: rjord1
Let me know if you have any preferences on who should replace the shakturi and mechanoids and I will work on those for the next update.

I dont think there are races who could take role similar to mechanoids. Maybe just disable them?
Shakturi could be chaos cultists or traitor legions or someone like this. But maybe that would be too much human-centristic. IMHO it wouldn't be a bad idea to disable shakturi too.
And yes, you can't make mechanoids into the Emprah, because firstly, it's a heresy, and secondly, KILL XENOS.
Sooooo... yep. Better just to disable.



Hi... thanks for your comment.

The replacement for the mechanoids does not need to be similar and can be completely different..... and yes the Shakturi would go as well.

I was looking for feedback from Warhammer fans for other races they would like to see in the mod as the original developer was going to create a completely new mod to add new races.... however he never mentioned which races he was going to add.




< Message edited by rjord1 -- 1/16/2019 2:19:32 PM >

(in reply to phoagne)
Post #: 554
RE: Warhammer 40k (V14.1 Patch now released for testing) - 1/16/2019 5:28:23 PM   
phoagne

 

Posts: 8
Joined: 5/29/2016
Status: offline

quote:

ORIGINAL: rjord1
Hi... thanks for your comment.

The replacement for the mechanoids does not need to be similar and can be completely different..... and yes the Shakturi would go as well.

I was looking for feedback from Warhammer fans for other races they would like to see in the mod as the original developer was going to create a completely new mod to add new races.... however he never mentioned which races he was going to add.


TBH I think there is no need for any "special" races, just old-school deathmatch.

Unfortunately I am not that familiar with Warhammer 30k and Great Crusade, so can't help with any races. This link may be useful - /wiki/List_of_sentient_species

But I am sure I would be glad to see squats as a playable race /wiki/Squat

I don't have 10 posts, so can't post links, soooo... wh40k , lexicanum , com
I hope I didn't break any rules and won't be banned.

(in reply to rjord1)
Post #: 555
RE: Warhammer 40k (V14.1 Patch now released for testing) - 1/16/2019 6:16:56 PM   
rjord1

 

Posts: 1686
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Don't worry you have not done anything to get banned



< Message edited by rjord1 -- 1/17/2019 10:16:17 AM >

(in reply to phoagne)
Post #: 556
RE: Warhammer 40k (V14.1 Patch now released for testing) - 1/17/2019 8:44:53 AM   
Galahad78

 

Posts: 369
Joined: 9/28/2009
Status: offline
Wow...just...wow

This is a late X-mas gift!

Thanks to the original creator and thanks a lot to rjord1 for reviving it, I'll definitely give it a go shortly.

(in reply to rjord1)
Post #: 557
Warhammer 40k (V14.1 Patch now released for testing) - 1/17/2019 10:02:11 AM   
rjord1

 

Posts: 1686
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
quote:

ORIGINAL: Galahad78

Wow...just...wow

This is a late X-mas gift!

Thanks to the original creator and thanks a lot to rjord1 for reviving it, I'll definitely give it a go shortly.



Thanks Galahad78..... I havnt had too much time to test the Warhammer 40K mod as I am trying to get Stargate out next week.....

If you can let me know if the mod crashes at any stage....and if so.... was anything happening at that time which might point to where the problem is.

I had fixed a number of issues I found with the original mod so hopefully those changes fixed whatever was crashing the mod.




< Message edited by rjord1 -- 1/17/2019 10:03:56 AM >

(in reply to Galahad78)
Post #: 558
Warhammer 40k (V14.1 Patch now released for testing) - 1/17/2019 11:14:53 AM   
rjord1

 

Posts: 1686
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
I have been going through the Warhammer mod and the notes left by the original creator and I had noticed that he said the following 4 years ago:

"all the characters are named after people who have commented on the forums here or on steam, in addition to some others who I generally admire."

I can understand the reasons for doing that however I am proposing that the naming of characters be changed from this method and that I actually use real character names from W40K.

What this means is that instead of for example the Orks having 5 characters in the mod as per the current version that I add characters based on a list I have of 276 Ork characters from W40K and W41K.

The Imperials as another example currently have 5 characters.... I have a list of 299 Imperial character names to sort through to see which go in the mod.




< Message edited by rjord1 -- 1/17/2019 11:15:46 AM >

(in reply to rjord1)
Post #: 559
RE: Warhammer 40k (V14.1 Patch now released for testing) - 1/17/2019 11:29:24 AM   
phoagne

 

Posts: 8
Joined: 5/29/2016
Status: offline

quote:

ORIGINAL: rjord1

I have been going through the Warhammer mod and the notes left by the original creator and I had noticed that he said the following 4 years ago:

"all the characters are named after people who have commented on the forums here or on steam, in addition to some others who I generally admire."

I can understand the reasons for doing that however I am proposing that the naming of characters be changed from this method and that I actually use real character names from W40K.


Don't forget, this mod is about Age of Strife a.k.a. M30, not M40. It would be really strange if, for example, Ghazghkull or Sebastian Yarrick will be there and that's why there is no Tau in the mod.
Well, it was about Age of Strife, you can make it into anything.

(in reply to rjord1)
Post #: 560
RE: Warhammer 40k (V14.1 Patch now released for testing) - 1/17/2019 7:00:02 PM   
rjord1

 

Posts: 1686
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
quote:

ORIGINAL: phoagne


quote:

ORIGINAL: rjord1

I have been going through the Warhammer mod and the notes left by the original creator and I had noticed that he said the following 4 years ago:

"all the characters are named after people who have commented on the forums here or on steam, in addition to some others who I generally admire."

I can understand the reasons for doing that however I am proposing that the naming of characters be changed from this method and that I actually use real character names from W40K.


Don't forget, this mod is about Age of Strife a.k.a. M30, not M40. It would be really strange if, for example, Ghazghkull or Sebastian Yarrick will be there and that's why there is no Tau in the mod.
Well, it was about Age of Strife, you can make it into anything.




Before I begin expanding on the great work the creator has done with this mod I am locking down the exact placement this mod occours.

According to the creator with what he said in the about section
"The Age of Strife has finally come to an end."
This places the mod starting after M29

The mod is set during The Great Crusade, after The Age of Strife, and this tells me that this mod begins between 750.M30 and 798.M30 and ends 005.M31.

Be assured that when new characters are added they will will be added correctly according to the Warhammer timeline.





< Message edited by rjord1 -- 1/17/2019 11:05:10 PM >

(in reply to phoagne)
Post #: 561
RE: Warhammer 40k (V14.1 Patch now released for testing).1 - 1/25/2019 6:47:48 PM   
Hattori Hanzo


Posts: 716
Joined: 3/21/2011
From: Okinawa
Status: offline

quote:

ORIGINAL: rjord1

Warhammer 40k Version 14.1 Patch Released
https://www.dropbox.com/s/7qe9ivlfw5oh92i/Warhammer%2040%2C000%20%28V14.1%29.zip?dl=0



The link above is the latest release for Warhammer fixing a number of issues with policies, dialog, characters, design templates and race information.

To install download the file, open the zip file and copy the contents to where you have installed Warhammer 40,000.





hi Rjord1, the above version 1.41 is a complete version or is only a patch and must be copied in the directory in which I have copied version 1.4 ?

thanks for your help

(in reply to rjord1)
Post #: 562
Warhammer 40k (V14.1 Patch now released for testing).1 - 1/25/2019 11:10:02 PM   
rjord1

 

Posts: 1686
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
quote:

ORIGINAL: Hattori Hanzo


quote:

ORIGINAL: rjord1

Warhammer 40k Version 14.1 Patch Released
https://www.dropbox.com/s/7qe9ivlfw5oh92i/Warhammer%2040%2C000%20%28V14.1%29.zip?dl=0



The link above is the latest release for Warhammer fixing a number of issues with policies, dialog, characters, design templates and race information.

To install download the file, open the zip file and copy the contents to where you have installed Warhammer 40,000.





hi Rjord1, the above version 1.41 is a complete version or is only a patch and must be copied in the directory in which I have copied version 1.4 ?

thanks for your help



It is a complete replacement fixing a number of issues..... you should be able to extract and replace the files from the previous version.

Of course you will need to start a new game with the new version.

If you do get errors with the mod you may have to remove all files from the mod and copy the files from the new version into the mod folder.




(in reply to Hattori Hanzo)
Post #: 563
Warhammer 40k (V14.1 Patch now released for testing).1 - 1/25/2019 11:12:47 PM   
rjord1

 

Posts: 1686
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
If there are any bugs with the latest version of the mod please let me know.
Once the mod is stable , as apparently there were issues since version 10, I will then add new content to the mod.




(in reply to rjord1)
Post #: 564
RE: Warhammer 40k (V14.1 Patch now released for testing).1 - 1/25/2019 11:19:53 PM   
Hattori Hanzo


Posts: 716
Joined: 3/21/2011
From: Okinawa
Status: offline
thanks, I started a new game with version 1.41 and I will report here any bug or weird behaviour I will meet during the play.

< Message edited by Hattori Hanzo -- 1/25/2019 11:22:07 PM >

(in reply to rjord1)
Post #: 565
RE: Warhammer 40k (V14.1 Patch now released for testing).1 - 1/27/2019 7:22:43 AM   
SteelChewy

 

Posts: 2
Joined: 1/27/2019
Status: offline
New To the Forum. I wondered why the links on the first page didn't work. It may be helpful to make a new thread where you can control the front page where a lot of people will look first.
But I did want to drop by to say Thank you for continuing this mod, and I'll try to help with testing. I'll post any problems I run across here.

(in reply to Hattori Hanzo)
Post #: 566
RE: Warhammer 40k (V14.1 Patch now released for testing).1 - 1/27/2019 8:01:17 AM   
rjord1

 

Posts: 1686
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Warhammer 40k Version 14.1 Patch Released
https://www.dropbox.com/s/7qe9ivlfw5oh92i/Warhammer%2040%2C000%20%28V14.1%29.zip?dl=0



quote:

ORIGINAL: SteelChewy

New To the Forum. I wondered why the links on the first page didn't work. It may be helpful to make a new thread where you can control the front page where a lot of people will look first.
But I did want to drop by to say Thank you for continuing this mod, and I'll try to help with testing. I'll post any problems I run across here.



I am considering continuing this on a new thread as the links by the original developer on page 1 and throughout the thread have disappeared. I have tried to find Version 10 of the mod as there was apparently a lot of work in there that has since been dropped in following versions.

So if anyone has versions 10 or 11 please let me know.





< Message edited by rjord1 -- 1/27/2019 8:02:55 AM >

(in reply to SteelChewy)
Post #: 567
RE: Warhammer 40k (V14.1 Patch now released for testing).1 - 1/27/2019 4:46:04 PM   
SteelChewy

 

Posts: 2
Joined: 1/27/2019
Status: offline
Version .10? Here, let me upload it to dropbox.
ht-tps-:/-/ww-wdotdropboxdotcom/s/io9vht7md6vfxt8/WH40k%20mod%20vdot10dotzip?dl=0
Take out the red - dash and replace the red dot with ".".
Let me know if I did it correctly, I've never used dropbox before.

< Message edited by SteelChewy -- 1/27/2019 4:50:41 PM >

(in reply to rjord1)
Post #: 568
Warhammer 40k (V14.1 Patch now released for testing).1 - 1/27/2019 6:52:06 PM   
rjord1

 

Posts: 1686
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
quote:

ORIGINAL: SteelChewy

Version .10? Here, let me upload it to dropbox.
ht-tps-:/-/ww-wdotdropboxdotcom/s/io9vht7md6vfxt8/WH40k%20mod%20vdot10dotzip?dl=0
Take out the red - dash and replace the red dot with ".".
Let me know if I did it correctly, I've never used dropbox before.



Terrific.... thanks very much for that SteelChewy.

This will allow me to see what the original developer (mensrea) had added to the mod before he began removing things when trying to work out why Version 10 was collapsing.

I can see V10 is much bigger in size and that mensrea removed a whole lot of music while trying to track why the mod was crashing. My understanding is that there have been issues with crashes since V10 was released.

I will start looking at V10 and see why it was crashing and decide the next stage of development for the mod.

Again...thanks for giving me access to V10.




< Message edited by rjord1 -- 1/27/2019 6:55:39 PM >

(in reply to SteelChewy)
Post #: 569
RE: Warhammer 40k (V14.1 Patch now released for testing).1 - 3/2/2019 10:40:48 PM   
Galahad78

 

Posts: 369
Joined: 9/28/2009
Status: offline
I might be overlooking something, but there does not seems to be any colonization module available, even though the technology is researched. How can I colonize new planets?

(in reply to rjord1)
Post #: 570
Page:   <<   < prev  17 18 [19] 20 21   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Design and Modding >> Warhammer 40k (V14.1 Patch now released for testing) Page: <<   < prev  17 18 [19] 20 21   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.199