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Fordítási probléma jelentése
I can't imagine it'd be too hard to port the mod over to dominions... the sprites are no trouble and if you want to use things from this mod feel free. Dominions has more stats and commands so each unit would need a bit of work to add in missing details (precision, action points, leadership, age, survival skills, gold and gem costs etc.) and there'd be quite a bit of busywork adding # to the start of each command (that works) and find and replace all to get rid of the # and replace them with -- to comment things out. There are some features of Dominions modding that would be nice to have, I've got a folder full of w40k icons I'd love to turn into Magic Items, easy to do in Dominions but not in CoE sadly. (One incentive to port)
I suppose the different named heroes could become God chassis... it's all possible but I'm trying not to bite off more than I can chew. It's taking longer than I'd like to get the Astra Militarum done as is... but they currently have more sprites than the other 3 races combinred (212 vs 179 including firing sprites) so that isn't surprising. If anyone is interested in the progress so far:
Astra Militarum (unreleased):
To-do:
One feature I did add and rather like is that by adding e.g.
reclimiter "+Vostroyan Firstborn Sergeant"
to the recruitment of Vostroyan units you get the nice icon on the Sergeant as well as only seeing the recruitment option when you have a Sergeant. (A recent feature that is flexible, powerful and very useful... as you can add =monster to upgrade units like dwarves/longdead)
I know this is CoE4 rather than Dominions 4 but if you want to discuss the things required to port the mod, or anything else w40k related feel free. For example, brainstorming a w40k Dominions mod:
Magic vs Technology
I'm not sure how best to work with the magic system in Dominions. If you were wanting a total conversion it would make sense to remove everything and add spells back in one at a time in a renamed form e.g. Biomancy, Powers of the hive mind etc. But you could also use the research system as a way of unlocking higher tier units... in which case it'd be great if you could rename the schools based on race (not sure if that's possible). Or in a way that feels thematically appropriate... lots of National spells rather than general ones is probably the way to go.
Recruits vs Summons
Which units should be recruit anywhere, cap-only, fort only or summons?
Mecenaries vs Full Races
Which units have enough sprites and models to make a race and which should just be a mercenary band. (e.g. the other Space Marine Chapters, different hive fleets, different Chaos gods etc.)
Anyway... I hope you like the CoE mod, I've not done any work towards a Dominions port but I have considered it... maybe in a few months when there are enough races to make a total conversion feel more substantial. Otherwise it'd be a partial conversion, arriving in bits and pieces, which I'd find less satisfying but would probably be much easier to test and work on. Let me know when you encounter errors and I'll try to fix them when I can work on the mod (Probably not this weekend or too much over the Easter holidays I'm afraid)
Thank you for the offer. I probably will just use the sprites from here if nothing else, but I also have to balance my modding with college, work, and my personal life right now.
My big issues with designing one so far are actually the summons/recruits ones you mention and what factions to include as summons or full factions. My current idea is maybe just follow GW's lead on this and really only use Codex/Supplement factions and certain really popular ones? I'm not sold on it, but this is the kind of thing you need a narrow focus on before you even begin, and that would be a decent place to start. BUT. Then I am doing how many factions total? 17-20, depending on who I merge.
My alternative is to just do each core faction (Imperium, Chaos, Tau, Tyranids, Necrons, etc.) and have space marines and other more poweful groups as summons. It would work well with the Imperium and Chaos, having guardsmen and traitor guard/cultists, then slowly replace them with daemons/space marines, but then there's the issue of how to handle the Xenos factions, who I am less familiar with structure wise.
Maybe Nids start as a genestealer cult/infestation, with the option to summon other, probably mostly popkill units? Obviously, each one would have a different rating based on size, but I feel it would be thematic and force the issue of aggro expansion if balanced right.
Necrons may end up just looking like a reskinned Ermor, with freespawn/respawn warriors and such, with most of the above-infantry tier requiring summons. Fleshing them out beyond that seems tricky, but if I borrow my friend's Codex for a day or two and read it, I might get better ideas.
Eldar and Dark Eldar would have Harlequins as summons, but beyond that, I'm lost. Tau I don't even know where to begin.
Orks there is too much to do that seems thematic, and doing all of it is game breaking. Low resource cost chaff and higher resource elites, mixed with resource providing mekboyz?
The problem with just doing the core factions is actually the fact that merging the Imperium like that could make it too broad for some people's taste, though it could also be done where each school represents a different faction. Construction being AdMech/Skitarii, Enchantment being Sisters of Battle, and so on. That would allow a greater degree of choice, but require so many assets to be done at once.
One thing I do know, however, is I would love to have Titans in as a max-level summon. That just kinda seems required, given 40k's penchant for absurd scales.
I also may abandon the idea of doing a 40k mod completely, and instead do a Horus Heresy (30k) mod, with each legion as a faction, with the Solar Auxilia, Mechanicum, Titans, and Chaos all as potential summons, along with more mundane units. Such as Thunderhawk gunships or Charybdis pods. But then with a 30k mod, I would STILL be doing 18 legions, then each support group, plus a number of summons.
The worst part is, I know its something I can do, I just need to figure out where to start.
Anyways, enough rambling about Dom4 stuff on a CoE4 forum. I'm going to try actually downloading this now and try it out. I'll let you know what I think and if I find issues.
I'm sure you have a lot to think about. I hope you have fun modding whatever you decide to do. If you're taking suggestions I'd say to start small. Perhaps only 5 units per faction and a couple of factions just to see how everything is done and to spot any errors more quickly. (and that way you can add more later, either as recruits, national or generic summons, gods etc. it also gives you a lot of freedom to change things as there's not too much effort involved in moving things around)
I know I've had less fun doing this last race because I've felt at times like I've bitten off a little more than I can chew. But once I've done this race I may have a go at Dominions modding just for a change... it'd be nice just to play around with magic item modding.
Also, I'd love to see 30k as early age, 40k as middle and 30k+40k mashup as late age. Who doesn't want to try that?
I think the idea of different schools of magic as different Chapters/legions/etc is interesting. You don't have to do everything at once though even then. If you start with a couple of level 1 spells to test it out:
Summon a Servitor in construction and a Space Marine in conjuration for example.
I think it's easy to be overwhelmed... start small and keep it fun. Talking it out can help too, just to work out what you actually want.
If there are any sprites you want let me know. I have folders full of units for each race ready to turn into sprites and those sprites will come in useful for me too at some point in the future. I can upload a work-in-progress Astra Militarum too if you'd find that helpful (with more sprites). If not, don't worry. Feel free to post a link here when you've done something or want to brainstorm ideas, I'm sure anyone interested in this mod would be interested in something similar for Dominions 4 as well and be willing to help test it too. Good luck!
p.s. I've just started working on the mod again after a week break. Sorry for the lack of progress, the mod isn't dead, don't worry.
Thanks for the message, just released a big update adding the Astra Militarum. Hope you like it. Let me know if you play it and any bugs/crashes/balance concerns you may have and I'll do my best to fix them.
Thank you so much! I've really enjoyed the other three classes and I'll try out the new one now. Please don't leave us for Dominions modding, we neeeeed you here to bring that sweet warhammery goodness to Elysium :)
To install the mod
1. Run Conquest of Elysium 4
2. Click "Mods" then "Open Mod Directory"
This will open up the folder that any and all CoE4 mod should go.
3. Extract the download above to that location.
You should see the five .c4m files and a folder named w40kmod. The folder is full of sprites/icons used by the mod and the .c4m is basically just a long text file that the game reads - use Notepad++ if you want to peek inside or make changes yourself.
4. The mod is now installed.
To activate or deactivate the mod:
1. Start Conquest of Elysium 4
2. Click "Mods" and then click on the races you want to add to the game.
3. If the races are correctly installed you should now see banners on the right hand side listing the races enabled.
To mentatzarkon:
Thank you for the message. I'm glad you've enjoyed it so far, even if it's a work-in-progress. I'm not going anywhere, it's been fun to read through all the codexes and things and there's still a lot left to do. The Astra Militarum have quite a few things I need to complete... certain placeholder weapons (Baneblades, Aquila Macro Cannon) and units with sprites but not hooked-up yet like Tempestus Scions... perhaps others... I'll spot and fix them when I do the updated unit preview.
But other than that, I'm looking forward to adding the next race... but as I can't add all the weapons I'd like it'll probably have to be Chaos using mostly Ultramarines/Astra Militarum weapons or simply use a lot of placeholder weapons with the real weapons commented out until I can add them. (When/If the Modded Weapons limit increases)
(Also... Fallout 4 has the new survival mode that's been a nice relaxing break after all the modding... though I did die to tripping over a car. Other than that one strange bug it's been qutie atmospheric and immersive.)
That said, after having downloaded the most recent version and giving it a try, I noticed a small bug. While the Astra Militarum are indeed out on settlement defense duty, they seem to have forgotten to bring their weaponry with them.
http://steamcommunity.com/sharedfiles/filedetails/?id=656307103
The Astra Militarum share weapons with the Ultramarines. So first, try making sure the Ultramarines module is also enabled. Let me know if that doesn't work.
Logos [Long]:
Thanks for posting and for playing, glad you enjoyed it and sorry it's not working smoothly.
The Icarus Lascannon Emplacement/Armoured Emplacement both use "Icarus Lascannon" weapon on line 1122 of the Ultramarines module. So for Ultramarines to load first and then Astra Militarum I added a 'z' to the latter to hopefully push it later alphabetically in the load order. It worked on my computer but perhaps it loads them in the order you click them? top to bottom vs bottom to top of the list? ...*thinking*... or perhaps it's operating system specific.
If you did enable Ultramarines and it's just loading in the wrong order I'll have to do something else... not sure what yet though... so let me know either way. I could move all weapons to a CORE module for simplicity, but I'd need to be certain it loads first for that to work... and I had other errors when I tried merging races - units not showing up on the recruitment lists... and other errors I can't remember... but I may have done something wrong when I first tried that so I could revisit it.
(If the modded weapon cap is increased in future I could have each module contain a copy of the weapons used. Now though, duplicating weapons would cause the mod to fail to load when it tries to load too many weapons)
Which would certainly explain what's happening here. I'll play around with it and see if there's a way... .
Edit: I conclude that the way my load order is being determined makes no logical sense. It certainly isn't alphabetical, as while the Event Modding is correctly loading last it seems to think the bystander mod should be second last... I advise ignoring this report and just going with what works on your end.