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Digital Gaming => Computer Gaming => Topic started by: Nefaro on March 24, 2016, 02:49:55 AM

Title: WH40K Inquisitor: Martyr
Post by: Nefaro on March 24, 2016, 02:49:55 AM
Finally someone started making a Diablo-style action rpg set in 40k.

Not sure what to think about Neocore being the ones to do it.  Their Van Helsing ARPG felt rather clunky when I tried it.  ???  I'm just happy it's getting done.


Obviously a long way to go since it's not even in Alpha yet.


Title: Re: WH40K Inquisitor: Martyr
Post by: jomni on March 24, 2016, 02:52:05 AM
So many Warhammer stuff. It's like the new WW2
Title: Re: WH40K Inquisitor: Martyr
Post by: Tpek on March 24, 2016, 03:06:25 AM
Quote from: jomni on March 24, 2016, 02:52:05 AM
So many Warhammer stuff. It's like the new WW2

Seems so.

And I do wonder, with all the Space-4X games being pushed out every day, when will we see a Warhammer 40K 4X strategy game? :P
Title: Re: WH40K Inquisitor: Martyr
Post by: JudgeDredd on March 24, 2016, 03:20:03 AM
Quote from: Tpek on March 24, 2016, 03:06:25 AM
Quote from: jomni on March 24, 2016, 02:52:05 AM
So many Warhammer stuff. It's like the new WW2

Seems so.

And I do wonder, with all the Space-4X games being pushed out every day, when will we see a Warhammer 40K 4X strategy game? :P
Set in 1940's France
Title: Re: WH40K Inquisitor: Martyr
Post by: Jarhead0331 on March 24, 2016, 05:55:43 AM
This has been in development for a long time. I thought it was nearing release....lol

In fact, this is from almost a year ago....

http://grogheads.com/forums/index.php?topic=14245.msg370194#msg370194 (http://grogheads.com/forums/index.php?topic=14245.msg370194#msg370194)
Title: Re: WH40K Inquisitor: Martyr
Post by: JasonPratt on March 24, 2016, 07:34:58 AM
I've heard there's a good 40K mod for Distant Worlds, speaking of Space 4x.
Title: Re: WH40K Inquisitor: Martyr
Post by: Gusington on March 24, 2016, 09:13:39 AM
Got a link for that?
Title: Re: WH40K Inquisitor: Martyr
Post by: JasonPratt on March 24, 2016, 10:37:23 AM
http://www.matrixgames.com/forums/tm.asp?m=3640729

Prepare thyself.

QuoteSet in the Warhammer 40k universe, this mod for Distant Worlds is a total conversion, meaning that just about everything is different from the vanilla game. The player takes control of one of 25 different races that were present in one of the Warhammer universes most tumultuous eras: The Great Crusade. The aim of the mod is to introduce more intense battles on both land and in space, more tricky diplomatic situations and more fog of war while minimizing logistical and economic challenges. In general, you will find that races are much less friendly, more powerful and more aggressive. Gameplay is faster and more intense with empires falling in nuclear hellfire and others rising from their ashes. Capital ships the size of small moons bristling with arrays of destructive weaponry clash in orbit as hordes of troops fight their way across scarred wastes below. The cunning avoid overt conflict and strike at you by proxy while the mighty raze your worlds with devastating plasma and viral weaponry. Peace is an unlikely prospect without careful diplomatic maneuvering as in the grimdark of the far future there is only war.

[...]

Components: All vanilla components have been replaced and altered to fit with the technology of the Warhammer 40k universe as well as to ensure that players have a wide variety of meaningful options, especially when it comes to naval combat. Players will find that most components behave very differently from their vanilla counterparts. Due to the elimination of many redundant components the mod has around 160 in total. Every component has a specific role and no two are so similar that a player may question why it exists. In addition to the component changes, maximum ships sizes were also greatly increased, enabling players to build some truly massive capital ships.

Research: The vanilla technology tree has been completely replaced by our own tech tree. Redundant components have been eliminated; gone are the days of constantly outfitting ships with new components that are 10% better and functionally the same. Instead, players will be able to upgrade their favorite components and focus on research that is relevant to their interests. Hundreds of new technologies have been added and the mod currently has over 900 techs with around 120 different tech paths (in addition to a dozen different super techs that represent the convergence of multiple paths). Every component will remain relevant and competitive so long as upgrades are kept up to date.

Races: Races are divided into two main categories: major and minor. Major races are the well known and popular races from WH and include the Eldar, Dark Eldar, Imperial, Necron, Ork, Tyranid and Chaos. Minor races are typically obscure xenos or footnotes of WH history. Minor races include Auretians, Diasporex, Ghassulian, Gykon, Hrud, Interex, Jorgall, Kehletai, Kinebranch, Lacrymole, Laer, Megarachnid, Quietude, Scythian, Stryxis, Tarellian, Tushepta, and Vrakk. All races have been carefully balanced and many include such things as their own ship and troop art, dialogs, behaviors, characters and user interfaces.

Facilities: There are 100 facilities in total. The majority are composed of wonders, which can be research in every other tech line.

Economics & Logistics: Maintenance rates have been reduced, particularly for troops. Many races also specialize in economics and have been granted considerable bonuses. Players are encouraged to build huge fleets, colonize every planet they can and station more troops on their worlds. They are free to invest in huge orbitals and space stations for staking out their territory. Upfront costs for facilities and wonders were inflated in favor of the removal of their maintenance costs. In general, players will be able to expand faster and harder than with vanilla.

Resources: Vanilla resources were replaced by a more broad and rational system. Rather than having strip mined an entire planet and not found any iron ore or Makebelieveium, players will be dealing with the basics like ore, minerals, food, water, gas, hydrogen and uranium. Celestial bodies presumably contain enough of everything a civilization would need if properly exploited. Further, there are usually substitutes or alternative means of constructing things. Unique instances of resources are used only if the resource in question is otherwise sparse enough to warrant special consideration for large, concentrated deposits. Reactors are built with large hydrogen or uranium requirements, but the concept of fuel no longer exists. Instead, ships are simply picking up generic gasses to be used as propellant.

Governments: Vanilla governments have been completely replaced with 10 new basic governments and 2 new special governments which conform to the three basic ways in which political power is organized: authoritarian, totalitarian and liberal.


I haven't gotten around to playing it yet, but I have been seriously considering an Absolute Newbie AAR on it for a while.

Title: Re: WH40K Inquisitor: Martyr
Post by: Jarhead0331 on March 24, 2016, 10:40:32 AM
^ I have heard that the biggest problem with the WH40K mod is that it is impossible to make the AI races act as you would expect the 40K races to act. For instance, how do you model behavior for the Tyrannids? The Orks? Even the enigmatic Eldar, or the Tau? Despite having the appropriate races in the mod, they still all act like traditional races within the confines and limits of the game code. 
Title: Re: WH40K Inquisitor: Martyr
Post by: PanzersEast on March 24, 2016, 11:00:02 AM
Quote from: jomni on March 24, 2016, 02:52:05 AM
So many Warhammer stuff. It's like the new WW2


(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FvuhBNxD.jpg&hash=2c4cefbf9d37b39a141f178c8a7fd009ac94195b)
Title: Re: WH40K Inquisitor: Martyr
Post by: JasonPratt on March 24, 2016, 11:02:40 AM
Quote from: Jarhead0331 on March 24, 2016, 10:40:32 AM
^ I have heard that the biggest problem with the WH40K mod is that it is impossible to make the AI races act as you would expect the 40K races to act. For instance, how do you model behavior for the Tyrannids? The Orks? Even the enigmatic Eldar, or the Tau? Despite having the appropriate races in the mod, they still all act like traditional races within the confines and limits of the game code. 

True; and if you want to get fluffy about it, the Nids and the Necs (arguably not the Tau either) weren't around for the Great Crusade. Or not appreciably. Or not until the 40K writers come out with a novel or something which for all I know they've already done.  :P

Title: Re: WH40K Inquisitor: Martyr
Post by: TacticalWargames on March 24, 2016, 03:34:58 PM
SO many WH40K games..and yet we still haven't seen one that actual compares to the tabletop game..or at leats a new Chaos Gate. Please god!!

You'd think with the recent XCom success GW would be looking for someone to make a similar WH40K
Title: Re: WH40K Inquisitor: Martyr
Post by: Gusington on March 24, 2016, 05:59:37 PM
Thanks for he above Jason...I don't have Distant Worlds, but I'm thinking of getting it just for the WH40K mod...