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View Full Version : Any mods being worked on with all races?



Mika_Ears
17th Sep 04, 5:48 PM
Not really sure if I can start a new topic just to ask a question, if not I guess the thread can be deleted, but I was just wondering if any modding groups were working on a sort of comprehensive mod. One that includes the Imperial Legion, Witch Hunters, Tau, Tyranid, Necrons, Dark Eldar, etc etc etc all together. I've seen a lot of individual mods for single races, and I'm not sure if they'd all be able to work in conjunction with one another, but it would still be nice to have them all together. Once again, I don't know if there is a set limit to the number of races that can be modded into the game or anything like that, so sorry if this is a stupid question.

ceejayoz
17th Sep 04, 6:07 PM
The individual mods should be able to be installed alltogether... that's the way it worked in Homeworld 2, each individual race is a whole separate thing that can be installed right alongside another race mod easily.

Mika_Ears
17th Sep 04, 6:14 PM
Oh, great. I was hoping thats the way it would be, so you can pick and choose which mods you want to install based on quality. One team working on all the races would probably result in a drop in quality, in any case.

Shakrith
17th Sep 04, 6:18 PM
Mm. Dark Millenium is possibly going to be a whopping uber-mod with all the races integrated.

Mika_Ears
17th Sep 04, 6:25 PM
Guess I'll just have to wait and see which is the better choice. Dark Millenium or all the individual mods combined. Thanks for all the help!

Dalveldrin
17th Sep 04, 6:29 PM
I would say the seperate ones combined. That's how i'm leaning anyway, they already have alot of work done in making their mods, and any of the so called pan-race mod versions, I have yet to see any progress. I am in no way knocking them, maybe I just missed it or something, just see the seperate modders getting more things done.

Fable
17th Sep 04, 6:51 PM
I would say the seperate ones combined. That's how i'm leaning anyway, they already have alot of work done in making their mods, and any of the so called pan-race mod versions, I have yet to see any progress. I am in no way knocking them, maybe I just missed it or something, just see the seperate modders getting more things done.

I actually believe the Dark Millenium project is hoping to integrate the best of the individual race mods into one place, and maybe supply some additional focus for people working on the mods but do as little actual modding as possible.

Dalveldrin
17th Sep 04, 7:12 PM
Integration of mods would be wonderful, I looked at the unit listing for the DM mod though, and it seems like they are different. In their version of Tau they have Kroot, as far as I know the Tau Mod Team, does not have Kroot. Some other things too, including LATD army list, never seen any mod teams doing that.

I love the idea of one mod adding all mods together, or more importantly just one site you can go to get all the ones you want, but from what I can see they appear different.

Fable
17th Sep 04, 7:18 PM
Like I said, they're looking to supply some additional focus, and maybe some additional ideas, but I don't think they're actually planning on modding out any of the races themselves (I think it says something akin to that in the mod list sticky, as that would be a huge onus to carry for a single mod team).

GAZ NZ
17th Sep 04, 9:24 PM
A MOD group is required in my view as a quality control measure for mods and bringing the best mods together that can be used into one package.
Its also good to have a group checking the mods for balance etc in the game and if everyone is happy with the mod - all can link for MP games using that one package with ease of compatibility.

If no one instigates such a measure i might start one up myself.
Using mods here and there is easy for personal use however as this is a MP game as well - a professional mod that is balanced and respected and recognised by the community might end up like an unoffical expansion if done correctly as one big package.

Ennui
17th Sep 04, 9:32 PM
The Tau mod team here is barely formed, much less doing much other than design work - I doubt they'd leave out Kroot, since the Tau have such a limited selection of Troops choices. What I want are the Gue'vesa.

I would go for the individual mods, myself - they're apt to be much more balanced and refined than DM.

Dalveldrin
17th Sep 04, 9:49 PM
The Tau mod team here is barely formed, much less doing much other than design work - I doubt they'd leave out Kroot, since the Tau have such a limited selection of Troops choices. What I want are the Gue'vesa.

I would go for the individual mods, myself - they're apt to be much more balanced and refined than DM.


Don't let the Tau Team hear you say that! I thought they were pretty well formed. :nana:

Double Post

could be wrong though

Ennui
17th Sep 04, 10:01 PM
they still need to flesh out their team a lot I think... though I could be wrong too :D

Richtofen
18th Sep 04, 1:03 AM
We've got a couple of units and almost every building made, almost all the design work is done (and there is a lot of it). We're actually going along at not a bad pace, could be faster (which is why we are looking for new people).

We won't include kroot for a couple of reasons, firstly, they go against the feel of a shooty army. They also would be reasonably difficult to create at the poly count due to them being very round and the quills, not to mention implementing a lot of their abilities and qualities. Since there are no 'forests' in DoW, kroot lose their one advantage, and now they become just like orks with less HP and numbers, which means they will never get into combat unless you absolutly trump them in.

Maybe if Relic does an expansion with new units, we might do one too, which may include kroot :)

But yes, we will have an entire building dedicated to drones of different flavours :).

Shakrith
18th Sep 04, 1:09 AM
Kroot are also very nasty to animate. Too much breathing, idle movements etc. Kroot would also be pretty much a letdown of the Tau aesthetic.

Richtofen
18th Sep 04, 1:14 AM
I was thinking that a bit too...

Maybe in an 'expansion'
(a kroot building, can build carnivores, get an addon for hounds, addon for krootox and addon for shaper (shaper would be a 'force commander bound to a squad').

But that is assuming we can do kroot WELL.
If someone has a good kroot model ~2000 tris that is animated well, we might reconsider :)

Shakrith
18th Sep 04, 1:22 AM
Hmm... I would have thought we should do Knarlocs too? Let's take this to the private forum, it might be a little promising.

Mika_Ears
18th Sep 04, 7:52 AM
Aren't the Kroot a little...integral to the Fire Caste's ability to make war? Without the Kroot mercenaries countless Tau armies would've been destroyed. Theres a huge emphasis on the Kroot in anything related to the Tau in any way. And you're going to leave them out? Because they're hard to animate? They're made to be the antithesis to the Tau's aesthetic, because it shows that even through the Tau's greater good they can't go it alone and still have to utilize the barbaric Kroot mercenaries...don't leave the poor Kroots out. :Slap:

Kuusi1
18th Sep 04, 8:08 AM
yeah!!! hes talking!!! WORD!!!
but i remember somewhat that tau had a rule in the game that they could shoot about the half lenght of the level played.... and i mena in real life teh game with miniatures....
hope they cant shoot that big distances in any mod!

Mika_Ears
18th Sep 04, 8:35 AM
Hammerheads and Broadside Battlesuits have a tabletop range of like 72", and I doubt that they'll be able to fire quite that far in the Tau mod. Hopefully not. If you brought that range scale relative to a minimap you'd be able to shell your enemy's base from your base. XD Or something horrible along those lines.

Ennui
18th Sep 04, 12:27 PM
Mika's right... if everything was done to scale, basilisk could annihalate your base from the other side of the map.