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REDDQ

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This is gonna be an awesome mod. To say otherwise would be a heresy.

tumblr_njs9dkwORK1u19hiso1_400.jpg




battlefleet gothic armada ship models are super complex
the devs said they are made up from no less then 90k polygons

thats ridiculous amount

Yea, also Unreal 4 graphic engine? Wow...
 
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blizz

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Will be following this with great interest. Hopefully the game allows for a lot of modding options
 

Red_warning

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What modifiers and ethos do you reckon the Imperium of Man should have? A despotic Empire for sure, the icon is even the aquila. Xenophobe fanatic is also a given, then it depends a bit on if you are going to exceed the ethos limit since I think humans could potentially get +1 to every other ethos (militaristic, materialistic, individualist) though had I to pick one militarist would be the obvious choice.

For traits, I'd say humans are adaptive, thrifty, natural engineers and agrarian. However, slow learners due to the overly conservative and sluggish nature of the empire in the 40th millennia.
 
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TheAnguishedOne

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This is the mod I'm most excited to see come from Stellaris. The grimdark, hopeless nature of Warhammer 40K is always interesting and I can't wait to crush the forces of Chaos.

As for worries on certain races, it has been heavily implied that we'll get a playable robotic/synthetic races in a DLC eventually, so that will help model the Necrons. Given how many threads have popped up asking about it, nomadic races (Migrant Fleet) is a highly requested feature. The next Dev Diary is suppose to cover migration, so we will have to see how it is represented in game before figuring out how it can be modded.
 
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Stellaris looks to be a game about research, development and diplomacy: the actual fighting is abstracted and doesn't allow much player interactivity. Wars will, I'm guessing, be short CK/EU/Vic style engagements over specific grievances rather than enormous existential-threat HoI/Civ/Total War style clashes. The core of the activities that the engine allows is all civilian stuff.

This means that for each playable faction, you need to be able to make their civilian stuff fun. If there isn't any fun to be had from these things then playing the mod as this faction will be no fun: in the great darkness of the far future there will be only grind.

For this reason I would suggest that the Necrons and Tyranids should not be playable. Much as I love Da Boyz, I might even go so far as to suggest that the Orks also be considered unplayable.

As for the Imperium and Eldar, will each be a single unified faction? Will each craftworld and each sector be considered its own faction?

How are the Adeptus Astartes going to be represented - as single unique units or as their own factions? Remember that on a planetary scale each chapter is basically insignificantly small.
 
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ZebraMinge

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I agree with the Necrons and Tyranids, but I think the Orks can still be played even though Stellaris is more about empire building and maintaining than war.

Depends on the time period for the Imperium (40k one faction, 30k one Imperium faction but other Human factions) but for the Eldar I'd say divide them up into craftworlds at the start but have the ability in the mid or late game to unite the Eldar into a single faction.

For the Astartes it depends on if it's 30k or 40k. If it's 40k then just have them as unique units, but if it's 30k then it would be more plausable to have them as actual factions.
 

blallo

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wouldn't be clever to work on both 30k and 40k at the same times, with 2 different teams?

this would really speed up both projects, since many visual things and events will be shared by both mods.
 

Mackus

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I gave it much though, and I think any W40k mod for Stellaris must take two important issues into consideration.
Completely different value systems in both universes. Optimism vs Pessimism
Stellaris is a game centered on stuff research, exploration. Progress, however you define it depending on your values. Game is ultimately optimistic, and all its mechanics are centered about it.
Warhammer40k is about war, despair, decay, trying to stave off the ultimately inevitable horrors. Pessimistic universe. There would have almost no research. Adeptum Mechanicus would occasionally uncover lost technology, but to improve existing design would be heresy. Same thing with most other factions. Technological stasis. That means major feature would be effectively cut from the game.
Secondarily, number of players. There would be less than 8 playable empires, unless one would successfully jury-rig federation system to play as subfactions.

So, here is my concept to reconcile W40k lore with Stellaris gameplay:
Imperium of Man and most of other Major Factions, like Eldar and Necron, would be unplayable a Fallen Empires. Large and powerful, but ultimately stagnant and doomed to eventual decay. Other Factions like Tyranids and most of Orks and Chaos Marines would be randomly spawned marauding menaces (like space amoebas), but stronger, capable of depopulating planets after defeating their defenses.

Most playable civilisations would be lost Human colonies, far away from borders of the Imperium. Left on their own devices, they developed their own culture, technology and ethos system, though they would be under constant threat of Imperial Crusade.
Other than Humans, as far as playable races go, there could be slightly more civilised Ork warbands and slightly less crazy Chaos Cultist groups, which managed to organise enough to be actual full-fledged playable civilisations, offshoots of Eldar who actually started to rebuild their civilisation and colonise planets. Tau Empire could be playable as it was portrayed, but playable Tau offshots would make sense as well.

In other words, one would play as an offshoot of major factions, not major factions. Because almost all canonical major factions would be unplayable without completely butchering the lore.

Some of late-game threats would be: Awakening of God-Emperor, Arrival of main body of Tyranids, Awakening of Necron.
 
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Kaiser Timo

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I strongly advocate going 30k as starting date, 40k is such a mess

I have nothing to do with popularity or such, because 40k applies on 30k and vice versa!

If you need 30k lore master, then you have me for an example. I'am avid reader of Heresy books and I have all of the books and lore in my Kobo Reader.
Also many of the ship classes you put up did exist in 30k...

ugh gotta to go to party now! I'll be back
 

ZebraMinge

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The 31st Millennium was a time of innovation, expansion and a an empire at the peak of it's glory where as the 41st Millennium is a time of stagnation, paranoia and an empire standing at the edge of ruin. There's also the incentive of potentinally seperating the eighteen legions into seperate factions apart from the Imperium if it's a 30k start.
 

Fourthspartan56

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They've mentioned that you can create custom maps for modding so that shouldn't be an issue.
 

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I gave it much though, and I think any W40k mod for Stellaris must take two important issues into consideration.
Completely different value systems in both universes. Optimism vs Pessimism
Stellaris is a game centered on stuff research, exploration. Progress, however you define it depending on your values. Game is ultimately optimistic, and all its mechanics are centered about it.
Warhammer40k is about war, despair, decay, trying to stave off the ultimately inevitable horrors. Pessimistic universe. There would have almost no research. Adeptum Mechanicus would occasionally uncover lost technology, but to improve existing design would be heresy. Same thing with most other factions. Technological stasis. That means major feature would be effectively cut from the game.
Secondarily, number of players. There would be less than 8 playable empires, unless one would successfully jury-rig federation system to play as subfactions.

So, here is my concept to reconcile W40k lore with Stellaris gameplay:
Imperium of Man and most of other Major Factions, like Eldar and Necron, would be unplayable a Fallen Empires. Large and powerful, but ultimately stagnant and doomed to eventual decay. Other Factions like Tyranids and most of Orks and Chaos Marines would be randomly spawned marauding menaces (like space amoebas), but stronger, capable of depopulating planets after defeating their defenses.

Most playable civilisations would be lost Human colonies, far away from borders of the Imperium. Left on their own devices, they developed their own culture, technology and ethos system, though they would be under constant threat of Imperial Crusade.
Other than Humans, as far as playable races go, there could be slightly more civilised Ork warbands and slightly less crazy Chaos Cultist groups, which managed to organise enough to be actual full-fledged playable civilisations, offshoots of Eldar who actually started to rebuild their civilisation and colonise planets. Tau Empire could be playable as it was portrayed, but playable Tau offshots would make sense as well.

In other words, one would play as an offshoot of major factions, not major factions. Because almost all canonical major factions would be unplayable without completely butchering the lore.

Some of late-game threats would be: Awakening of God-Emperor, Arrival of main body of Tyranids, Awakening of Necron.

We already planned on using entirely different ethos dynamics for the mod :)! It's one of the big things we wanted to change along with traits, and unique government forms. Realistically we're hoping to tie race to certain government types.



I know that in other Paradox games its possible to import models, but I wonder how they will allow modders to handle this since its obviously much more important in Stellaris than any other Grand Strat title they've done before. After you guys look at the kit and asses the damage, you can check out Battlefleet Gothic Armada on steam, its coming out this month. If you could model the ships after that, or even import them into the game, that would be cool.

I doubt we can import the ships but I'll look into it! I'm interested in that game as well.

In regards to 30k vs 40k it's likely that on our internal discussion board we will hold a vote, and we'll decide where to go from there. It's also COMPLETELY up to how moddable a starting position is.
 

Genusaus

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That said, a modified list of "ethoses" in the hardcoded scenario could look like this:
(Fanatic) Imperial Cult vs. Chaos Worship (Fanatic) - with some Imperial worlds falling on the non-fanatic and maybe even slightly chaos leaning spectrum, leading to revolts
(Fanatic) Xenophobe vs. Integrationalist (Fanatic) - on one end of the spectrum you would have Ordo Xenos techs & events, on the other would probably be the Tau
(Fanatic) Aggressive vs. Reclusive (Fanatic) - in the former you would find species such as the Orks, but with a more general tech- and event tree, in the latter you would find e.g. Eldar
(Fanatic) Individualistic vs. Swarm (Fanatic) - with the fanatic swarm ethos holding techs and events for Tyranids and to some extent Orks (non fanatic). Individualistic is a placeholder

With my limited knowledge of WH40K I suggest this more generic model:

Order - Chaos: Is your society ordered but fascist, or chaotic but fascist?
Xenotolerant - Xenocide: Do you kill aliens, or do you allow them a place in your work camps?
Calculating - Psychotic: Is war a game or a bloodsport to you?
Regressive - Utilitarian: Do you suppress change, or suppress change dangerous to your power?

I like a combination of what you two put out.

I'm leaning towards
Order - Chaos
Xenotolerant - Xenocide
Aggressive - Reclusive
Individualist - Collectivist [The concept of Tau'va comes to mind]

I'm fascinated by how the developers stated that certain ethos will lead to certain technologies--spiritualists lead to psychic tech for example. But I don't really see a dichotomy between spiritualist and materialist in W40k--people with cybernetics and robotics aren't necessarily "non-spiritual". That system should be used in some other ethos dichotomy.
 
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panther-anthro

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I like a combination of what you two put out.

I'm leaning towards
Order - Chaos
Xenotolerant - Xenocide
Aggressive - Reclusive
Individualist - Collectivist [The concept of Tau'va comes to mind]

I'm fascinated by how the developers stated that certain ethos will lead to certain technologies--spiritualists lead to psychic tech for example. But I don't really see a dichotomy between spiritualist and materialist in W40k--people with cybernetics and robotics aren't necessarily "non-spiritual". That system should be used in some other ethos dichotomy.

Psykers vs No Psykers could work very well in my opinion or replacing spiritualist/materalist with organic vs mechanical.
 
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Thaseus

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As an old 40k player and someone who has dabbled somewhat into modding Paradox titles before I would like to join.

As to the representation of the Imperium.
  • What if you turn it into a "federation", split into each Segmentum with the Segmentum Solar providing the Emperor as current president, if the Emperor can be made immortal there won't be any issue with control switching to the other members.
  • Furthermore the Adeptus Ministorum and Mechanicus should be split too and function as vassals of the according Segmentum.
  • It might be even better to turn some Sectors into vassals as well.
That would allow you to represent the decentralised and highly differentiating natur of the Imperium for one and make it not to overpowered for another.

I like a combination of what you two put out.

I'm leaning towards
Order - Chaos
Xenotolerant - Xenocide
Aggressive - Reclusive
Individualist - Collectivist [The concept of Tau'va comes to mind]

I'm fascinated by how the developers stated that certain ethos will lead to certain technologies--spiritualists lead to psychic tech for example. But I don't really see a dichotomy between spiritualist and materialist in W40k--people with cybernetics and robotics aren't necessarily "non-spiritual". That system should be used in some other ethos dichotomy.

The relation to Psykers and AIs could fit better into Edicts than anything else, traits might be used for some of these e.g. Chaos alignment.

The biggest problem I see is the aforementioned research. Tau are no issue and the Dark Mechanicus is known to develop, modify and incorparate daemonic powers into their equipment. The Imperium might use anomalys as STCs and Tyranids could use combat "debris" to simulate unit redesign as with the zoantroph, but what about El
 
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RebelScum88

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Heretic! You do refer to Holy Terra by its true name in your map! *Storm Bolter dakkadakkadakka*

But seriously, would be excited to play this.