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Necromunda Mod

  1. #1

    Necromunda Mod

    this mod is being developed in dc, but hopefully when its a bit more solid, will be all about ss

    so, it will be played on custom maps only, provided by the excellent J-L.

    the maps will contain all the buildings you need, so you have no builders in your gang.

    you will have to get to the buildings and capture them, in order to use their advantages.

    There are 4 resources:
    Water - will cap your population. if your population exceeds your water resource (by losing water distilleries), your gang will lose health over time.
    ammo - you can only get ammo by exchanging credits for ammo
    scrap - you gain scrap by owning mines/ slag tunnels(!) etc.
    credits - buy guns, ammo, hire mercs, pay gang members.

    you compete against other gangs, played by ai or a human (if you can find one), but are infringed by the nasty inhabitants of necromunda itself........

    watch this space for updates!
    Enforcer gets a nasty surprise in the depths of the underhive!

    (Jaguar_Lord)
    pitslave weapon

    Spoiler

    Last edited by Diddley squat; 7th Jul 12 at 1:43 PM. Reason: updating progress
    M | WS | BS | S | T | W | I | A | Ld
    1 || 1. || 1. || 1 | 1 | 1 | 1 | 1 | 1

  2. #2
    Out of interest, can DOW even support four resources at a time? I thought three was the maximum it could handle.

    Still, I like the sound of a Necromunda-themed mod. Best of luck with it

  3. #3

  4. #4
    nice!

    @michael1980, you could definitely do your own custom gang for this mod. give them a name/backstory, make the models etc. it would be awesome if people brought their own gangs to the table. real necromunda-like!

    all of the original house gangs will be added over time.

    @subspace5000 - ss has 5 resources. i haven't started looking at them to be honest! - but i'm sure with enough vaseline we can get them in.

  5. #5
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    the history of necromunda is interesting, good luck

  6. #6
    Member Jaguar-Lord's Avatar
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    as far as ressource is involved we can do any number of resources, but this ressource are not like req and power or faith or ....you script them in scar and have to design and code them to work (ex :kill enemy get "rep" points, kiss an arbites ass loose "rep"points, spend "req" point to enlist more gangers or get a special weapon at the weapon dealer shop....

    JL

  7. #7
    J_L that is exactly what i hoped you would say!

    ps, your pm box is full. great work by the way!

  8. #8
    Question what is Necromunda? Google doesn't help.
    Mods In Progress: Ultimate Apocalypse | Daemons Mod

    Beware, my Ultimate Apocalypticinator!

  9. Child's Play Donor Forum Subscriber  #9
    A skirmish, campaigny game based on 40K.

    http://en.wikipedia.org/wiki/Necromunda
    (Retired)
    Tool - Relic Audio Converter (for DoW1)
    Tool - Dawn of War 2 Mod Launcher

  10. #10
    It's like regular WH40K, only instead of many planets we have one hive-planet with several criminal & law-enforcement "races"
    life is criminal in NEcromunda
    there are also something like Salvar Chem dogs if you want them
    And chem-factory workers \ underhive dwellers
    http://i42.tinypic.com/23h7nm9.jpg

  11. #11
    This could be interesting, keep up the good work guys!

  12. #12
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    Law-enforcement.... Hmm.....
    Doesn't this sound like Arbites?

    P.S.: Good luck to your mod man!
    -In search of Papasmurf...

  13. #13
    Member PsykoTenshi's Avatar
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    Precisely my friend, (according to my scarce knowledge on Necromunda) the Arbites play a significant role as the keepers of order among the hive's tougher areas. IMO they would fit this mod well.

    Related art


  14. #14
    Member Jaguar-Lord's Avatar
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    pm box cleaned Diddley..

    don't worry about exoctic features in Dow...we are exoticism specialist

  15. #15
    cheers peeps. progress has been made daily, we have J_L mapping his socks off with some excellent results.
    we got one gang (almost) entirely animated and oe'd. got some beasties. got a load of the atribute files done. and a bit of ui.

    there will be almost no original models in it, innit.

  16. #16
    Will this be multiplayable in the future releases?

    Even, even if not, it won't be killing my interest in the mod... just I noticed scar code you are using and I wonder if it will effect multi? If it is multi, then, how da heck does ya do scar multi? Thanks!

  17. #17
    yes, it will be multi-player. hot bit of gang on gang action.
    scar-wise, win conditions are scar code, and they do multi-player.

    this mod is going to be on custom necromunda maps. i think this is how it is possible.

    but i know nothing about scar. J_L has confidence it's gonna work.

  18. #18
    Member Jaguar-Lord's Avatar
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    multiplayer will have to be tested, we are going to use scar buttons to do this so it may trigger some sync error, unfortunately i don' have access to another comp with DC installed so it means beta testers job.
    you wont be able to play Necromunda on vanilla or custom maps other than those provided with the mod, we will make sure no other maps appear in the map manager.
    and because Diddley ask me to do it here's a glimpse of the incoming environment and feeling :

    Spoiler



    Spoiler



    Spoiler



    Spoiler



    Spoiler



    Spoiler



    Spoiler



    Spoiler



    this is Necromunda boys !! and in the Hive nobody can hear your screams !

    JL
    Last edited by Jaguar-Lord; 5th Jul 12 at 12:57 PM.

  19. #19
    i can almost smell the hive just looking at it

  20. #20
    Member PsykoTenshi's Avatar
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    *In a post from Jaguar-Lord. Awesome looking screenshots with incredibly good angle and content*

    Why this doesn't come as much of a surprise?


    In other words: Fascinating work! Indeed a good reason to get the dust off my DC install.

  21. #21
    Astonishing progress, make sure to keep the first post up to scratch with updates and what is being worked on Diddley. Keeps interests poised ;D

  22. #22
    Good point. will do.

  23. #23
    Um, nice screenies, EXCELLENT screenies! But can you PLEASE wrap those in spoilers, my internet is funky and every time I enter this thread I couldn't scroll up steady for many minutes.

    Not a intentional demand, but thank you!

    @JL: You are very thoughtful, thanks you.
    Last edited by Cylarne_04; 5th Jul 12 at 1:08 PM.

  24. #24
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    This looks very promising and interesting. Been wishing someone would do a Necromunda mod for a while now.

    Excellent screens guys!

  25. #25
    Member Jaguar-Lord's Avatar
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    @Cylarne : done.

  26. #26
    Member moddlord1's Avatar
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    waz up! great story! great pics! bring it on

  27. #27
    some pit slave weapons first post...

  28. #28

    the remaining pitslave close combat weapons

  29. #29
    Member Jaguar-Lord's Avatar
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    oh boy !! the necromunda version of Edward Scissorhands it is going to be a reaaaaaal pleasure to put these toys in the Weapon dealer shop. i'm eager to see this in action.
    well done Diddley !!

  30. #30
    weird, a pyromaniac, on the run from those nasty witch hunters, seeking refuge in the underhive. aaawww, He only wants to make fire!

  31. #31
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    Cool model!!!

  32. #32
    Member PsykoTenshi's Avatar
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    Carus Brom. From Imperial Guard Colonel to underhive pyromaniac

    But yeah, what Gambit said.
    If I may input some constructive criticism, that sword is quite big considering the guy is (as far as I can tell) an unaugmented human.

    Great model anyhow, excellent textures, and I really like the autopistol(?) too.


    Edit: *Sees epic Jaguar-Lord post* Those scenarios look GOOD. In fact, too good for this game. Unfortunately, very prone to pathing annoyances too
    Considering JL is in the project, hoping you guys managed units to navigate in a non-The Sims-style in DoW is not a lost cause
    Last edited by PsykoTenshi; 10th Jul 12 at 6:31 PM.

  33. #33
    Member Jaguar-Lord's Avatar
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    underhive shanty town WIP (some texturing needed here and there ...)





    JL

  34. #34


    it's based closely to this, and looking at it, the sword is a bit big.

    i prefer the weapons to look massive on these models, to give the impression they are all lot smaller than space marines...

    but yeah, the sword is too big!

  35. #35
    Member Jaguar-Lord's Avatar
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    agree. but take a look at the IDH inqusitor lord model anyway this character is going to fit perfectly with the current map i'm working on.

  36. #36
    i think i will try to get rid of the brom-ness as well. the miniature has much more weasel about it.....

    Jagur Lord, again, excellent level design. real nice!

  37. #37
    You guys want to cooperate?

  38. #38
    Member Jaguar-Lord's Avatar
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    i'm not the mod leader but i don't see any objection to it, , you should pm Diddley about this.

  39. #39
    wipeout......


    pitslave random heed

  40. #40
    JL - SCAR buttons do cause desynchs in multiplayer, as does any scar involving unit selection.

  41. #41
    Cheers Fuggles.

    We will have to have a little re assess. can we re-name the existing requisitions in ss and have all of them working for one race?

  42. #42
    Depending what you are doing, I used a system of 4 resources in tower defence by using power, req, squad cap and vehicle cap as well as using player scores for calculations. So, that plus ork resource, again depending what you are doing.

  43. #43
    Seriously can't wait to try this!

  44. #44
    thanks!

    update on pyromaniac texture....

    less brom more sneer

    smaller sword size,...thanks for feedback!

  45. #45
    Member Jaguar-Lord's Avatar
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    we are not talking regular resources as defined by the dow standards, aren't we ? imo we should be rid of the cl, s, relic, slag completely and get a cred system based on achievement of sub objectives and objectives for (both) players, this can be scripted but it'd require some serious scripting ,tha's where scar guru are going to be put to contribution. we need to discuss this very seriously before we even consider scripting it, that why we got a private dev area set up at Revora's forums.
    if this can't be done for multiplayer (it can be done for singleplayer) we we design a entirely new way of piling up the req/power.

    Diddley could you make it clear if we do this for DC or SS, seriously i'm not in favor of an SS version for several reason, among them :
    +mapping for SS and impass map problem
    +the fact that we got a way to handle data across several maps and the ability to lock/unlock maps only in DC

    JL

  46. #46
    yeah, it doesn't matter to me really whether it is dc or ss.

    i was presuming there would be more ways to get what we wanted from ss, but development in dc has so far not thrown up any impassable obstacles.

    as long as two (or more) players can play, that is what counts!

    we'll continue in the dev forum, then announce the plan we work out!

  47. #47
    You would have to use an existing resource I think. I suspect that any SCAR message that was created would show at both ends, like a take and hold notice. You could always use score or something, but you would have to convert it to an existing measurement. I may be wrong, but I think you would avoid desynching this way.

  48. #48
    right, an example:

    i have coded an ability that costs 30 power, and it gives you 30 req. so, if we have a workshop entity with that ability with a required radius (like upgrades/reinforce in fok), you can get in range of that building, then exchange power with req.

    easy.

    so, swapping out (renaming) req as credits, and power as scrap, you can get scrap from scrap yards, which you capture a la sp. you get no req, but the building will give you a lump mount of scrap (ie power).

    you get a model in range of the workshop, and provided you have collected the appropriate amount of scrap, you can sell it for creds. (req).

    no scar, no problems.

    so, i'm going to look into ork pop, and see how that works. i'm sure it will be a winner.
    then the vehicle cap, which is obsolete in this mod so far.
    so, provided you can have firing cost as vehicle cap or ork cap, then we have ammo as well.

    thanks fuggles,
    if you want to get involved, i would love it....

    do you want to have a ganders at the dev forum?


    objectives around the map could have a "ransack/payout" ability, which once you've got past certain obstacles (whether it is blowing up a door, or defeating enemies), there can be an entity with that ability you can capture. this feature would require no scar (except the capture building feature), no intensive coding, really easy, but most importantly, can work with more than one player.

  49. #49
    anything for me? because BoyChaos is back & I will be busy soon...

  50. #50
    yeah, i have a water processing plant for you to texture (if you want to!) but it is not uv mapped yet.that will take a bit of time!

    btw, what happened to your scum picture?

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