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Author Topic: Warhammer 40k Ork mod! [Planing phase]  (Read 2589 times)

Jaso11111

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Warhammer 40k Ork mod! [Planing phase]
« on: August 19, 2013, 03:43:57 pm »

Ok so heres the deal! I just started modding and im a huge nerd for WH40K (and i mean HUGE nerd) so naturaly...
                                              WARHAMMER 40K ORK FORTRESS

First version coming soon ;)

Well if any of you Skarboy modders wana help that be higly appreciateted ;)
« Last Edit: August 26, 2013, 08:09:17 am by Jaso11111 »
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Suds Zimmerman

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Re: Warhammer 40k Ork mod! [Planing phase]
« Reply #1 on: August 19, 2013, 04:21:02 pm »

I actually intended to do this at some point as a spinoff of my Necromunda mod, but I'm glad someone else has taken up that responsibility. The way I planned to handle the breeding problem was to make two major castes, boyz and gretchin (grots being used as the child name for Boyz and their subgroupings and snotlings as the child name for gretchin.) All grots would have the [FEMALE] token and all boyz the [MALE] to satisfy DF's requirements. You could also use the localization patcher to change "wife" to "grot" and "given birth to" to "has tended the growth of" or whatever works. I also wanted to make a variety of castes to represent Ork castes like mekboyz, nobs and wyrdboyz and the like whilst limiting the basic castes to only certain skills (no engineering except for meks, etc.)

If you want to use graphics, you can also easily use skills rate tokens to limit grots to certain skills and boyz to others so that they never use the same sprite (putting in a natural skill too while you're at it to guarantee no peasant/recruit sprite overlap or grots/boyz getting the wrong sprite from embark skill assignments.) Speaking of graphics, I might be able to do some if you want, though I've been kinda busy lately.

The bigger lore-related problem I had with figuring out an Ork mod was how to justify orks muckin' about all day instead of fightan and winnan. But the idea definitely has potential. Feel free to lift anything you like from my own mod, by the way, it's got a lot of 40k stuff in it already converted to DF.
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Jaso11111

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Re: Warhammer 40k Ork mod! [Planing phase]
« Reply #2 on: August 19, 2013, 04:31:54 pm »

Well i m planing some sort of raid system like the one normal Orc Fort has only with difrent tiers of buildings (teleporta beakon, teleporta platform and krouza launcha). As for the breeding what i was planing on douin was make a special crop and use the protact to make more orks in a special workshop, but il check your idea too.
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Grim Portent

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Re: Warhammer 40k Ork mod! [Planing phase]
« Reply #3 on: August 19, 2013, 05:58:55 pm »

I would suggest making snotlings the [FEMALE] caste since they do canonically tend the mushroom pits, patches, farms and so on. Alternatively make squigs a subspecies of orks and make them all [FEMALE] and [PET] so that you don't need marriages.
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Jaso11111

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Re: Warhammer 40k Ork mod! [Planing phase]
« Reply #4 on: August 20, 2013, 06:33:07 am »

I would suggest making snotlings the [FEMALE] caste since they do canonically tend the mushroom pits, patches, farms and so on. Alternatively make squigs a subspecies of orks and make them all [FEMALE] and [PET] so that you don't need marriages.
Ummm i like the idea of making a breeding pet. But i dont think that would help in the world gen problem plus the idea of an ork f***** a snotling is a verry verry disturbing image...
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Jaso11111

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Re: Warhammer 40k Ork mod! [Planing phase]
« Reply #5 on: August 20, 2013, 06:52:08 am »

Ok do any of you know if its possible to make a friendly siege? For instance imagen that you are sieged my the Impireal Guard and youre locked inside your walls sence you cant beat em. So say you use your teleporta beakon (yes that misspelled on purpose) and send a "diplomat" in a fellow Ork clan and ,in exguange for a alot of teef , they would sent troops over too atack the ennemy and break the siege!

In other dev news... Im planing for the main resource of the orks to be scrap! Your main way of geting scrap is by taking metals and the weapons and armor of fallen foes and taking them to the Mek Shop to be turned into scrap!
« Last Edit: August 20, 2013, 06:53:44 am by Jaso11111 »
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Meph

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Re: Warhammer 40k Ork mod! [Planing phase]
« Reply #6 on: August 21, 2013, 07:43:03 am »

You can spawn friendly caravans that have bodyguards. You could make a friendly orc clan that has very powerful natural skills (ORK NOB SQUAD) and good metals and good items, change their profession names (merchant = looter, swordorc = NOB MELEE KOMMANDO) and so on, and then spawn those. The looter wagon will try to trade with you, and the epic bodyguards will start fighting whatever is in their path.

Thats actually quite a neat idea :)

See Putnams Modders Scripts, you want to "force event" script. You make a boiling rock with syn class:/COMMAND syn_class:force syn_class:caravan and syn_class:entity_name, with entity name being ORK_NOB or whatever you want to call them. Then make a embassy building and add the reaction to spawn this rock.

So yeah... you cant spawn entire sieges that are friendly, but you can do little, overpowered hit-squads. :)
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Jaso11111

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Re: Warhammer 40k Ork mod! [Planing phase]
« Reply #7 on: August 26, 2013, 08:14:37 am »

Ok boys and snotlings i need you input here. Im currently working in weapons and buildings and currently the reactions too make weapons are housed in the Meks Shop but i would like your opinion if i should make a separate building for the weapons, like "De Gun Pile" or something. All opinions are appreciated :) Cheers!   
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Meph

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Re: Warhammer 40k Ork mod! [Planing phase]
« Reply #8 on: August 27, 2013, 09:42:49 am »

I think low tier weapon should be made in the forge, otherwise new players cant find them. Then make better items in dedicated workshops, either split by item (weapon forge, armor forge, ranged weapon forge) or by material (steel forge, something something forge).

This way players can build one building, get access to one new feature, try it out, then start on the next building. In my mod I have the forge for normal weapons, and a greatforge for two-handed weapons, a gunsmith, a weaponry for weapon improvements and an armory for armor improvements.  Of course thats only my opinion and I am sure people can come up with better or worse. :)
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Jaso11111

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Re: Warhammer 40k Ork mod! [Planing phase]
« Reply #9 on: August 27, 2013, 10:33:51 am »

I think low tier weapon should be made in the forge, otherwise new players cant find them. Then make better items in dedicated workshops, either split by item (weapon forge, armor forge, ranged weapon forge) or by material (steel forge, something something forge).

This way players can build one building, get access to one new feature, try it out, then start on the next building. In my mod I have the forge for normal weapons, and a greatforge for two-handed weapons, a gunsmith, a weaponry for weapon improvements and an armory for armor improvements.  Of course thats only my opinion and I am sure people can come up with better or worse. :)
Well my mod is gona be a total conversion. That means im gona replace many of the vannila workshops with my own. For instance the forge will be replaced with the Pile'O Guns, case i cant really see the Orks doing actual work with a forge :P
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Meph

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Re: Warhammer 40k Ork mod! [Planing phase]
« Reply #10 on: August 27, 2013, 11:27:06 am »

Quote
That means im gona replace many of the vannila workshops with my own

Replacing is impossible, you cant remove vanilla buildings. But there is a hack program, the "localisation patcher" by insolor that allows renaming them. but they would still do the same reactions.
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Jaso11111

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Re: Warhammer 40k Ork mod! [Planing phase]
« Reply #11 on: August 27, 2013, 11:58:15 am »

Quote
That means im gona replace many of the vannila workshops with my own

Replacing is impossible, you cant remove vanilla buildings. But there is a hack program, the "localisation patcher" by insolor that allows renaming them. but they would still do the same reactions.
Oh...
Well thanks for the tip anyway!
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Jaso11111

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Re: Warhammer 40k Ork mod! [Planing phase]
« Reply #12 on: September 01, 2013, 03:27:03 pm »

Well once more i need some opinions here. First, im at an impasse on ranged weapons. In 40k the main problem with Ork shotas is the accuracy, but there is no way too alter the acuracy on ranged weapons! Also one of the advantages of Ork shotas is the very large ROF they posses, which also canot be changed. I know that you can change the velocity of the projectile but that makes them more deadly, which dosent go with the theme of the Orks (aka quantity over quality).
So my question is:
Do you want less powerfull but easier to make weapons?
Or
Do you want more powerfull but harder to make weapons?
« Last Edit: September 03, 2013, 11:30:21 am by Jaso11111 »
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Demonbutter

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Re: Warhammer 40k Ork mod! [Planing phase]
« Reply #13 on: September 02, 2013, 01:26:17 am »

I would say make two ends of the spectrum? Cheap makeshift ranged weaponry for the early years of the... fort and eventually some nice shotas.
My line of thought is, given the existence of the snotlings and gretchin, which are both in no way as physically blessed as Orkz, may need a place in the military due to the nature of DF and waiting for harder to make weapons might be detrimental. Unless, of course, the population growth allows for taking casualties more freely (ala Kobold Fortress) or the melee prowess of the Orkz can handle the defenses. I'm really not finding the words to explain myself.

I guess I don't know enough details on how you 'envision' your mod will be played to give a very thorough opinion?
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sonofperturabo

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Re: Warhammer 40k Ork mod! [Planing phase]
« Reply #14 on: March 22, 2014, 11:23:26 pm »

as a fellow 40k nerd, i am curios as to how you would implement orkish spores. you could make orks have spores, and couse dead orcs to drop more spores
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