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RimWorld => Releases => Mods => Outdated => Topic started by: Headshot on April 03, 2015, 04:38:50 PM

Title: [A12d] Warhammer 40k Weapons V8.0
Post by: Headshot on April 03, 2015, 04:38:50 PM
(http://i.imgur.com/Wd9Em87.png)

V8.0


Description:

The current range of weapons and their damage is either identical or similar to vanilla weapons.


The eventual system for balance will see the damage and ranges based on the following chart:

Plasma Weapons              Poor Range, Good Damage.

Bolters                           Average Range, Average Damage.

Laser Weapons                 Good Range, Poor Damage.


armour is still not a priority, and will not make it a priority until I feel there's a large number of weapons.

The current mod Title is Warhammer 40k Weapons, but will eventually be renamed to Warhammer 40k.

To see a time line, refference the changelog, as I don't have specific goals set for the future, just topics and areas I plan to cover, which so far are the following:

- Races (When able to be created, will include: Space Marines, Imperial Guard, Chaos, Orks, etc.)
- Weapons
- Armour
- Production (crafting)
- Security (turrets and things)

*these are subject to change



Mission:
To create the greatest warhammer 40k mod NLT(no later than) 2016, AND continue production as long as there's interest.

Execution:
Using slow but steady updates, sacrificing to the emperor so on and so forth, I plan to build the vast number of weapons, armour, buildings, and everything else one by one. Most important of all, my perfectionism compels me to pay attention to every pixel and stat.

Sustainment:
Coffee and Kraft Dinner. I use a mix of photoshop and paint.net (mostly paint.net) because I find it extremely easy to work with. Maybe I should use illustrater to make vector images, then rasterize, but my current method works well.

Command and Control:
If you guys need to reach me, use Freq. 191.813 on the AN/PRC-117f, I'm kidding; just leave a PM or a post, I check the forums as often as possible. I'll try and make an effort to keep the ModDB and Nexus updated. Keeping ModDB and Nexus updated takes a TON time, and unfortunately often information posted there will be old or updated behind the post here.


Current Items:
(http://i.imgur.com/9QzqO6b.png) Plasma Pistol
(http://i.imgur.com/FysXUxl.png) Bolter
(http://i.imgur.com/twzi7Qv.png) Exitus Sniper Rifle
(http://i.imgur.com/OTyu4Ru.png) Exitus Pistol
(http://i.imgur.com/R0Vg8Ac.png) Bolter Pistol
(http://i.imgur.com/T6VtAD4.png) Storm Bolter
(http://i.imgur.com/dJoGuLP.png) Lasgun
(http://i.imgur.com/tbGOaTp.png) Laspistol
(http://i.imgur.com/BH03tac.png) Meltagun 
(http://i.imgur.com/C4JfyHg.png) Astartes Assault Shotgun
(http://i.imgur.com/AnLpAZy.png) Lascannon
(http://i.imgur.com/Sq6QkLV.png) Autogun M40 Armageddon Pattern
(http://i.imgur.com/OLqTYXR.png) Ork Shoota
(http://i.imgur.com/KKOrFAm.png) Long Barrel Ork Shoota
(http://i.imgur.com/1Q8gR5e.png) Goff Shoota
(http://i.imgur.com/pOVlW92.png) Chainsword
(http://i.imgur.com/y0B5rE6.png) Thunder Hammer
(http://i.imgur.com/vf7U4yF.png) Power Sword
(http://i.imgur.com/7z5LG46.png)Imperial Guard Sword
(http://i.imgur.com/ml7sXAc.png) Vindicare Assassin Helmet

Upcoming Additions:
Plasma Gun -- Soon(TM)



Author/Mod Team
Headshot



Download:

(http://button.moddb.com/download/medium/90354.png) (http://www.moddb.com/mods/headshot/downloads/warhammer-40k-weapons-v80)

Changelog:

V8 (Ported To Work)
- Ported to latest version of rimworld (during port some minor features were removed. They will be added soon after)

V7 (New Weapons)
- Added Ork Weapons
- Added Melee Weapons

V6 (Quick Patch)
- Updated to work with Alpha 10

V5 (Heavy Weapons)
- Added Meltagun
- Added Exitus Helmet
- Added Astartes Assault Shotgun
- Added Armageddon M40 Autogun
- Added Lascannon
- Updated Chainsword texture
- Updated Exitus pistol texture
- Made ranges match vanilla weapons
- Boosted damages to match vanilla weapons
- Reworked the weapon costs
- Reworked Ranges

V4 (The Age of Guns):
- Added new weapons
- Modified Lasgun
- Balanced Cost
- Balanced Range/Damage

V3 (The Introduction of Lasers):
- Modified the Bolter sprite, looks better now, but still included the original if anyone wants to swap them
- Added Lasgun,
- Made custom dmg deffinitions
- Made custom laser bullet image
- Balanced range & damage
- Changed weapon costs

V2 (Evisceration Everywhere):
- Added chainsword

V1 (Illumination):
- Release


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
- Post any comments or concerns or critique

Title: Re: [MOD](Alpha 9) Warhammer 40k Bolter / Bolt Pistol
Post by: Vonholtz on April 03, 2015, 07:49:59 PM
I have a mod now that has the bolter and bolt Pistol all ready. But I will try yours out as well. I would so like to see more WH 40K mods. And I will gladly try or use any that come along. I will  try it tonight.  :)
Title: Re: [MOD](Alpha 9) Warhammer 40k Bolter / Bolt Pistol
Post by: Dante King on April 03, 2015, 08:17:19 PM
You just joined the forums, and you're already putting out amazing quality mods! Good job!
Title: Re: [MOD](Alpha 9) Warhammer 40k Bolter / Bolt Pistol
Post by: Headshot on April 03, 2015, 10:37:24 PM
Quote from: Vonholtz on April 03, 2015, 07:49:59 PM
I have a mod now that has the bolter and bolt Pistol all ready. But I will try yours out as well. I would so like to see more WH 40K mods. And I will gladly try or use any that come along. I will  try it tonight.  :)

Oh, sorry... some competition never hurt  :D I'm a 40k fan and wanted to try my hand at space marine stuff, but I'll slowly work towards it. Please don't let this discourage anyone, as I'll probably take forever and take many breaks in-between lol.

Quote from: Dante King on April 03, 2015, 08:17:19 PM
You just joined the forums, and you're already putting out amazing quality mods! Good job!

Oh thanks a lot ;D
Title: Re: [MOD](Alpha 9) Warhammer 40k Bolter / Bolt Pistol / Chainsword V2.0
Post by: Vonholtz on April 04, 2015, 05:50:32 AM
nothing to be sorry about it not a mod I made that has the boltes (dont have the skill to make mods)it a imperial guard mod I use. I for one am happy to see even more 40K mods. And I will be glad to add them to my game.

LoL oh hell yes you already added a chainsword that I did not see the first time I downloaded it. Ok re-downloading again to get that weapon added.  ;) Keep them coming how about a heavy bolter next?
Title: Re: [MOD](Alpha 9) Warhammer 40k Bolter / Bolt Pistol / Chainsword V2.0
Post by: Killaim on April 04, 2015, 10:58:00 AM
emperah is sad over the damage output

:)
Title: Re: [MOD](Alpha 9) Warhammer 40k Bolter / Bolt Pistol / Chainsword V2.0
Post by: UMK on April 04, 2015, 03:19:51 PM
Quote from: Killaim on April 04, 2015, 10:58:00 AM
emperah is sad over the damage output

:)
One Headshot - one kill.

I guess it's a Modder Conservation Law - once rooki1 disappeared we've got another great modder.
Title: Re: [MOD](Alpha 9) Warhammer 40k Weapons V3.0
Post by: millenium on April 05, 2015, 05:05:35 PM
http://warhammer40k.wikia.com/wiki/Weapons_of_the_Imperium

i assume we'll be seeing more of these in the future. with the possibility of the plasma guns exploding of course.

(http://1d4chan.org/images/b/ba/Warhammer_Plasma.jpg)

[attachment deleted due to age]
Title: Re: [MOD](Alpha 9) Warhammer 40k Weapons V3.0
Post by: Headshot on April 05, 2015, 07:33:45 PM
Oh yeah, I'm putting the heavy bolter off at the moment, because I can't figure out how to make it look good when the ammo belt is just running off into nowhere.

Other than that, I've finished a Laspistol, Storm Bolter, and Exitus pistol today. Now I've stared on a  plasma pistol, shotgun, snipers, and some <censored>
(pics moved to main post)
Title: Re: [MOD](Alpha 9) Warhammer 40k Weapons V3.0
Post by: Addeptis on April 05, 2015, 09:49:08 PM
Looks great, going to install this now, need my 40k fix maaan.
Title: Re: [MOD](Alpha 9) Warhammer 40k Weapons V3.0
Post by: Headshot on April 05, 2015, 11:28:16 PM
I'm drawing everything by hand now instead of compressing then editing images. I don't quite know why I made the exitus stuff, got side tracked lol. I'm gonna try and finish the shotgun and plasma pistol before I go to bed.
Title: Re: [MOD](Alpha 9) Warhammer 40k Weapons V4.0
Post by: Cmoa666 on April 06, 2015, 11:25:21 AM
For the heavy bolter, they can be like this.

[attachment deleted due to age]
Title: Re: [MOD](Alpha 9) Warhammer 40k Weapons V4.0
Post by: Headshot on April 06, 2015, 03:10:12 PM
Quote from: Cmoa666 on April 06, 2015, 11:25:21 AM
For the heavy bolter, they can be like this.

A first and very wonderful post  :P

Thanks, that's perfect! I didn't know there were drum mags for the heavy bolter. I'll get started on it when I can.


So I usually trace an image then colour it, so if anyone's got some sexy pics of warhammer stuff post, here's my album of current reference images (to avoid duplicates): http://imgur.com/a/YYtBY
Title: Re: [MOD](Alpha 9) Warhammer 40k Weapons V4.0
Post by: Addeptis on April 06, 2015, 06:53:39 PM
Quote from: Headshot on April 06, 2015, 03:10:12 PM
Quote from: Cmoa666 on April 06, 2015, 11:25:21 AM
For the heavy bolter, they can be like this.

A first and very wonderful post  :P

Thanks, that's perfect! I didn't know there were drum mags for the heavy bolter. I'll get started on it when I can.


So I usually trace an image then colour it, so if anyone's got some sexy pics of warhammer stuff post, here's my album of current reference images (to avoid duplicates): http://imgur.com/a/YYtBY

If you are planing on doing some auto weaponry I got a couple of cool looking auto gun patterns I can toss your way.

Also here is a picture with some of the widely known(and not so known) lasguns.

[attachment deleted due to age]
Title: Re: [MOD](Alpha 9) Warhammer 40k Weapons V4.0
Post by: Headshot on April 06, 2015, 07:25:15 PM
Quote from: Addeptis on April 06, 2015, 06:53:39 PM

If you are planing on doing some auto weaponry I got a couple of cool looking auto gun patterns I can toss your way.

Also here is a picture with some of the widely known(and not so known) lasguns.

Yeah when I get around to them.

Here's my latest creation (http://i.imgur.com/PGHt75Y.png) Haven't looked at it in-game just yet.
Title: Re: [MOD](Alpha 9) Warhammer 40k Weapons V4.0
Post by: Addeptis on April 06, 2015, 08:30:03 PM
Nice vindicare assassin helmet. Cant say I will use it much. I cant stand vindicares in general....*rants*Destroying my lander raiders in one hit >.< broken rules *rants* But never mind that, its looks great! 
Title: Re: [MOD](Alpha 9) Warhammer 40k Weapons V4.0
Post by: Headshot on April 06, 2015, 10:19:53 PM
lol, I picked them first because it's my first shot at making armour and helmets, I'm saving power armour for later so it can look very nice. You can see it with the weapons, the Bolter is quite ugly compared to my plasma pistol, which was the last one I made.

Oh, I heard the Exitus rules were "broken", but I don't play the table top--just read the books :P

My final balancing act will be to set the damage and range in the following tier system;


Plasma Weapons              Poor Range, Good Damage.

Bolters                             Average Range, Average Damage.

Laser Weapons                 Good Range, Poor Damage.


Special Weapons will have custom dmg/rng.
Title: Re: [MOD](Alpha 9) Warhammer 40k Weapons V4.0
Post by: Cmoa666 on April 07, 2015, 05:15:49 AM
Quote from: Headshot on April 06, 2015, 03:10:12 PM
Quote from: Cmoa666 on April 06, 2015, 11:25:21 AM
For the heavy bolter, they can be like this.

A first and very wonderful post  :P

Thanks, that's perfect! I didn't know there were drum mags for the heavy bolter. I'll get started on it when I can.

No problem, glad to help.
If you want an idea of what a W40K armory is in pixel art, you can see this mod for anther game http://forums.datarealms.com/viewtopic.php?f=61&t=25544 (http://forums.datarealms.com/viewtopic.php?f=61&t=25544)

[attachment deleted due to age]
Title: Re: [MOD](Alpha 9) Warhammer 40k Weapons V4.0
Post by: Arakasiii on April 07, 2015, 12:34:24 PM
very nice mod. new player for RimWorld and first mod i added :)

my 2 cents, pic from Cmoa666 gave me an 'oh that would be wicked' moment, the powersword/axe would be nice. was also thinking meltagun for ignoring armour as well as the power weapons, though just occured the plasma may already do that. still it would go in same class as more dmg but shorter range.

i'll be keeping tabs on this mod for sure, thanks for your efforts.
Title: Re: [MOD](Alpha 9) Warhammer 40k Weapons V4.0
Post by: Dante King on April 07, 2015, 08:09:23 PM
I love Cortex Command, and I have that mod, coincidence? I THINK NOT!
Title: Re: [MOD](Alpha 9) Warhammer 40k Weapons V4.0
Post by: Armorer on April 07, 2015, 08:59:50 PM
Would you ad some orks' weapons? shootas sluggas and so?
Title: Re: [MOD](Alpha 9) Warhammer 40k Weapons V4.0
Post by: Headshot on April 08, 2015, 01:15:27 AM
Quote from: Armorer on April 07, 2015, 08:59:50 PM
Would you ad some orks' weapons? shootas sluggas and so?

Yeah for sure, when I get done with Imperial stuff I'll work on it. I plan on races like Orks and Tau maybe, we'll see. There's still a lot to do for the humans lol.

Quote from: Arakasiii on April 07, 2015, 12:34:24 PM
very nice mod. new player for RimWorld and first mod i added :)
my 2 cents, pic from Cmoa666 gave me an 'oh that would be wicked' moment, the powersword/axe would be nice. was also thinking meltagun for ignoring armour as well as the power weapons, though just occured the plasma may already do that. still it would go in same class as more dmg but shorter range.
i'll be keeping tabs on this mod for sure, thanks for your efforts.

Thanks, I'm not sure about how to have damage ignore armour values, but it's the increased damage is more than enough. I'll see if I can have it ignore armour.

Quote from: Cmoa666 on April 07, 2015, 05:15:49 AM
No problem, glad to help.
If you want an idea of what a W40K armory is in pixel art, you can see this mod for anther game http://forums.datarealms.com/viewtopic.php?f=61&t=25544 (http://forums.datarealms.com/viewtopic.php?f=61&t=25544)

Thanks a lot, it really helps to get an idea from what others have done.
Title: Re: [MOD](Alpha 9) Warhammer 40k Weapons V5.0
Post by: Headshot on April 10, 2015, 05:41:45 PM
Latest update (v5.0) pushed. Not sure when I'll get around to completing the heavy bolter and plasma gun.
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Headshot on April 15, 2015, 11:49:11 PM
Now working with Alpha 10!
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Vonholtz on April 16, 2015, 11:53:04 AM
My main PC in middle of getting repaired but as soon as I get it back working and up to date for 10 I will be back to playing. I really like your plans for your mod with the adding of race. Keep up the good work.  :)
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Headshot on April 16, 2015, 12:17:16 PM
Quote from: Vonholtz on April 16, 2015, 11:53:04 AM
My main PC in middle of getting repaired but as soon as I get it back working and up to date for 10 I will be back to playing. I really like your plans for your mod with the adding of race. Keep up the good work.  :)

Thanks, I've not had any time to work on it this--other than the update--but once the semester's over, I'll try and get some "major features" done.
Title: Re: [MOD](Alpha 9) Warhammer 40k Weapons V3.0
Post by: silentlord on April 17, 2015, 06:46:18 AM
Quote from: millenium on April 05, 2015, 05:05:35 PMi assume we'll be seeing more of these in the future. with the possibility of the plasma guns exploding of course.

newer plasma tech is stable now. and slightly less powerful, though still the strongest plasma weapons in use by any race.
GW just made the unstable plasma older marks. a good direction really.

Quote from: Headshot on April 06, 2015, 03:10:12 PM
Thanks, that's perfect! I didn't know there were drum mags for the heavy bolter. I'll get started on it when I can.

i believe heavy bolter drums idea has been around awhile, but Horus Hersey has pushed it heavily.... GW thoughts are that HH heavy bolters where drum and open belt-fed. as apposed to the current armoured belt systems in use now.

When it comes to Lasguns, my favourite has to be the Accatran Pattern Mark IV Lasgun, used by the  Elysian Drop Troop regiments. beautiful design.


I too am not 40k player but a lover of the lore of 40k. although thats getting bloody harder with GW re-writing most of the canon fluff!
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Necronomocoins on April 17, 2015, 09:28:52 AM
Orc weaponry should be easier to research/build/find for Orcs, and harder to use for non-orcs(Orc weaponry is genetically coded for use by Orcs). Wild/tameable Squig and Squiggoth would be a deadly addition. An Orc should be able to paint a bomb yellow to make it more powerful (the Orcs main psychic ability.) Oh and, Orcs are the most populous race in the Galaxy, so should be like tribal raids with the number of raiders increased.
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Headshot on April 17, 2015, 05:11:55 PM
Quote from: Necronomocoins on April 17, 2015, 09:28:52 AM
Orc weaponry should be easier to research/build/find for Orcs, and harder to use for non-orcs(Orc weaponry is genetically coded for use by Orcs). Wild/tameable Squig and Squiggoth would be a deadly addition. An Orc should be able to paint a bomb yellow to make it more powerful (the Orcs main psychic ability.) Oh and, Orcs are the most populous race in the Galaxy, so should be like tribal raids with the number of raiders increased.

I'm currently looking into creating Squigs and Orks, but Squiggoth would be a maybe. Creating a texture and pawn that large would have some issues. Orks will raid, along with their pet Squigs. You may also find feral squigs wandering around, similar to the muffalo.
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Necronomocoins on April 17, 2015, 10:29:03 PM
An event idea: A very powerful but small Space Marine squad or Terminator squad have landed near your colony, with powerful technology. They will set up defences, defend the tech. and wait for evacuation. Kind of like a siege, but they don't build mortars, they just build self powered auto turrets that have one full battery worth of power each. If you go near the technology they will assault the colony. I can live without Squiggoth.
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: silentlord on April 18, 2015, 11:52:45 AM
Quote from: Necronomocoins on April 17, 2015, 09:28:52 AM
Orc weaponry should be easier to research/build/find for Orcs, and harder to use for non-orcs(Orc weaponry is genetically coded for use by Orcs). Wild/tameable Squig and Squiggoth would be a deadly addition. An Orc should be able to paint a bomb yellow to make it more powerful (the Orcs main psychic ability.) Oh and, Orcs are the most populous race in the Galaxy, so should be like tribal raids with the number of raiders increased.

wow... clearly you know nothing of 40k lore... orks, yes ORK. with gene-coded weapons. lol.... orks weapons and orks in general is all about simple construction, simple technology.

orks are also not the most numerous race.... that belongs to Tyranids, or humans if you want milkyway only races.
orks can claim the largest armies, behind again tyranids.
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: silentlord on April 18, 2015, 12:16:16 PM
Forgot to post, @Headshot. awesome work my friend. looking very good.
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Addeptis on April 18, 2015, 02:41:26 PM
Well this mod just keeps looking better and better! I have some ideas for some events below, most them war related, because you know whats 40k with out grim dark warfare...

Order of chances from unique to common
Unique- Once a year chance
Rare- Once every 6 months chance
Uncommon- Once every 2 months chance
common- Once a month chance


Major(good)Event: Outpost
Chance to happen: Unique
Description:If you have +50 with the guard, theirs a small chance once a year they will set up a out post within your colony map, the out post would contain 3-5 guardsmen, a barracks and a outlying wall of sandbags. There out post would be one all steel building barracks(heating,cooling,medical,food,etc) with maybe 4-5 solar panels that provide energy with 5 batteries to store it. And a wall of sand bags surrounding it 3-5 blocks away from the building. There food gets dropped off once a month by a guard squad of 5-10 guard. This group could also have a small chance of reinforcing the out post, by adding there numbers to the out post. The guard at the outpost would rush to protect your civilians, in raids by orks or anything else for that matter. Should the outpost guard numbers every drop to 0, the out post is abandoned. And the base then can be harvested for supplies.

Event(good/bad): Deserters
Chance to happen: uncommon
Description: Imperial guard deserters either join your colony to escape commissariat execution, or just outright attack the colony.If attacking 2-5 guard appear.  If joining, small penalty with guard relations, gain 1-3 new colony members.

Event Major (good/bad):Large Battle
Chance to happen: Rare
Description: Two very large  groups of any faction appear on the colony map, and start to rip and blast each other into bloody pieces.  We are talking about 30+ Vs 30+ size battle going on. Now you may be thinking ooohhhh look all this great loot, and you would be right, so long as the wining faction is not hostile to you... In which case guess where there going next.... Also a small relations bonus for helping out a side in the fighting.

Event (good/bad): Medium size battle
Chance to happen: Uncommon
Description: Same as large battles, only difference being the starting number, 15-25 vs 15-25

Event (good/bad): Small skirmish
Chance to happen: common
Description: Same as large, only difference being the starting number, 5-15 vs 5-15

Event (good): Crashed weapon shipment
Chance to happen:rare
Description: A rouge traders weapon shipment has crashed near by, 6-8 random weapons appear at a crash site.

I have a lot more event ideas I could throw out right now. But I rather not bother you to much. Also are some of these are even possible like the out post idea? Hope some of these help!




Also the rules for tabletop on the assassins are pretty broken at the moment..... Along with every thing Tau..*rants*
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Necronomocoins on April 18, 2015, 06:27:16 PM
Quote from: silentlord on April 18, 2015, 11:52:45 AM
Quote from: Necronomocoins on April 17, 2015, 09:28:52 AM
Orc weaponry should be easier to research/build/find for Orcs, and harder to use for non-orcs(Orc weaponry is genetically coded for use by Orcs). Wild/tameable Squig and Squiggoth would be a deadly addition. An Orc should be able to paint a bomb yellow to make it more powerful (the Orcs main psychic ability.) Oh and, Orcs are the most populous race in the Galaxy, so should be like tribal raids with the number of raiders increased.

wow... clearly you know nothing of 40k lore... orks, yes ORK. with gene-coded weapons. lol.... orks weapons and orks in general is all about simple construction, simple technology.

orks are also not the most numerous race.... that belongs to Tyranids, or humans if you want milkyway only races.
orks can claim the largest armies, behind again tyranids.
Correct, I know very little about 40k lore, I copied everything from a 40k lore website and you tell me I'm wrong? Tell them (found the website from a post in this thread) that, all the lore I 'KNOW' is from WH40K Dark Crusade, it has no Tyranids. I'll spell Orc however I please, everybody knows what I mean.
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Plymouth on April 18, 2015, 07:05:44 PM
Quote from: Necronomocoins on April 18, 2015, 06:27:16 PM
Quote from: silentlord on April 18, 2015, 11:52:45 AM
Quote from: Necronomocoins on April 17, 2015, 09:28:52 AM
Orc weaponry should be easier to research/build/find for Orcs, and harder to use for non-orcs(Orc weaponry is genetically coded for use by Orcs). Wild/tameable Squig and Squiggoth would be a deadly addition. An Orc should be able to paint a bomb yellow to make it more powerful (the Orcs main psychic ability.) Oh and, Orcs are the most populous race in the Galaxy, so should be like tribal raids with the number of raiders increased.

wow... clearly you know nothing of 40k lore... orks, yes ORK. with gene-coded weapons. lol.... orks weapons and orks in general is all about simple construction, simple technology.

orks are also not the most numerous race.... that belongs to Tyranids, or humans if you want milkyway only races.
orks can claim the largest armies, behind again tyranids.
Correct, I know very little about 40k lore, I copied everything from a 40k lore website and you tell me I'm wrong? Tell them (found the website from a post in this thread) that, all the lore I 'KNOW' is from WH40K Dark Crusade, it has no Tyranids. I'll spell Orc however I please, everybody knows what I mean.

Spelling Orks as Orcs is wrong. In both warhammers they are orks, not orcs. So when you refer to an orc, you refer to some other game and some other orcs.
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Aklyon on April 18, 2015, 07:56:58 PM
As much as a decent rts Dark Crusade is, its not the answer to everything 40k. Lexicanum site is afaik more detailed about all the 40k bits, including tyranids and Orks. (and considering how most orky things are spelled, orc doesn't really fit in as well anyway ;) )
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Headshot on April 18, 2015, 08:34:25 PM
Lol, you guys. Lets focus on my new upcoming sexy melee weapons  8)

I'll make sure to spell'em Orks. Lets not argue about the little things :)
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Plymouth on April 18, 2015, 08:55:46 PM
Quote from: Headshot on April 18, 2015, 08:34:25 PM
Lol, you guys. Lets focus on my new upcoming sexy melee weapons  8)

I'll make sure to spell'em Orks. Lets not argue about the little things :)

as soon as PA 3.00 is out I will jump in abroad the w40k wagon to help you out with art as well as other stuff :)
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: silentlord on April 19, 2015, 07:18:21 AM
@Headshot: apologies my friend, im not intending to argue. but as you know yourself, all 40k fans are die-hard. its just mega annoying when people who know nothing spout random stuff about 40k as fact.

looking forward to more stuff... that chainsword looks friggin amazing.

Quote from: Necronomocoins on April 18, 2015, 06:27:16 PM
Correct, I know very little about 40k lore, I copied everything from a 40k lore website and you tell me I'm wrong? Tell them (found the website from a post in this thread) that, all the lore I 'KNOW' is from WH40K Dark Crusade, it has no Tyranids. I'll spell Orc however I please, everybody knows what I mean.
[/quote]

im not here to insult or argue, but if you have no knowledge then don't post it, thats all im saying. and saying you'll call then orc is just another example of lack of knowledge... orc is D&D and all other fantasy and using the incorrect term is just a lack of respect.
you'll find that 90% of 40k fanboys are themselves fanatics, and will pounce on you for this lack of knowledge and dis-respect.
if your truly like the rich and deep 40k lore then read these websites:

Its a mature 40k lore website that sticks rigidly to 40k facts. (although its fast becoming old and stagnant due to lack of updates)
http://wh40k.lexicanum.com/wiki/Warhammer_40,000 (http://wh40k.lexicanum.com/wiki/Warhammer_40,000)

this one is update with all changes to 40k lore. however its owners has weirdly mixed new and old 40k lore and some of their own lore. regardless it has the major races and galaxy backgrounds.
http://warhammer40k.wikia.com/wiki/Warhammer_40k_Wiki (http://warhammer40k.wikia.com/wiki/Warhammer_40k_Wiki)



Quote from: Plymouth on April 18, 2015, 07:05:44 PM
Spelling Orks as Orcs is wrong. In both warhammers they are orks, not orcs. So when you refer to an orc, you refer to some other game and some other orcs.

thanks Plymouth.
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Headshot on April 19, 2015, 11:33:45 AM
Quote from: Addeptis on April 18, 2015, 02:41:26 PM
Events...

Oh man thanks. I want to stick with my schedule, but most of the time I come across some cool and easy to make gun and make it.

Once we get some armours done, we'll have factions. I've got Orks running around in game, but haven't figured out how to spawn them with weapons, etc. just yet. Once I get all that stuff sorted out and armour created for other factions, we'll work on events and other features. There's so much other than weapons we're looking to create.

And I don't want to discourage anyone from making posts, you guys posting here gives us both feedback and assistance, among extra publicity :)
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Necronomocoins on April 19, 2015, 02:33:40 PM
Quote from: silentlord on April 19, 2015, 07:18:21 AM
@Headshot: apologies my friend, im not intending to argue. but as you know yourself, all 40k fans are die-hard. its just mega annoying when people who know nothing spout random stuff about 40k as fact.

looking forward to more stuff... that chainsword looks friggin amazing.

Quote from: Necronomocoins on April 18, 2015, 06:27:16 PM
Correct, I know very little about 40k lore, I copied everything from a 40k lore website and you tell me I'm wrong? Tell them (found the website from a post in this thread) that, all the lore I 'KNOW' is from WH40K Dark Crusade, it has no Tyranids. I'll spell Orc however I please, everybody knows what I mean.

im not here to insult or argue, but if you have no knowledge then don't post it, thats all im saying. and saying you'll call then orc is just another example of lack of knowledge... orc is D&D and all other fantasy and using the incorrect term is just a lack of respect.
you'll find that 90% of 40k fanboys are themselves fanatics, and will pounce on you for this lack of knowledge and dis-respect.
if your truly like the rich and deep 40k lore then read these websites:

Its a mature 40k lore website that sticks rigidly to 40k facts. (although its fast becoming old and stagnant due to lack of updates)
http://wh40k.lexicanum.com/wiki/Warhammer_40,000 (http://wh40k.lexicanum.com/wiki/Warhammer_40,000)

this one is update with all changes to 40k lore. however its owners has weirdly mixed new and old 40k lore and some of their own lore. regardless it has the major races and galaxy backgrounds.
http://warhammer40k.wikia.com/wiki/Warhammer_40k_Wiki (http://warhammer40k.wikia.com/wiki/Warhammer_40k_Wiki)



Quote from: Plymouth on April 18, 2015, 07:05:44 PM
Spelling Orks as Orcs is wrong. In both warhammers they are orks, not orcs. So when you refer to an orc, you refer to some other game and some other orcs.

thanks Plymouth.
[/quote]
Soz, I meant no disrespect. Also I have acquired brain damage and forgot that I used to play table top Warhammer 40k and D&D for years, about 15-20 years ago and no one complained about my spelling and people were more helpful when I got things wrong like that. I guess people weren't so sensitive back then? Once again, I'd like to apologise for any disrespect anyone may have felt. Of course you would want to have the spelling correct in the mod, I wouldn't want to play with incorrect spelling everywhere, unless I was in control of a purely "Ork" colony. Even then, you're all right and I agree when you say it should be "orky" not "orcy".
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Ljosapaldr on April 23, 2015, 10:38:16 AM
The lasguns doesn't show up in the newest version.
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: TrashMan on April 27, 2015, 02:05:55 PM
If you want some more 40K stuff, I have a link to a dump in this thread.
Astartes weapons and armors
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Headshot on April 27, 2015, 03:23:48 PM
Quote from: Ljosapaldr on April 23, 2015, 10:38:16 AM
The lasguns doesn't show up in the newest version.

Okay, I'll update and have a look when I have the chance.

Quote from: TrashMan on April 27, 2015, 02:05:55 PM
If you want some more 40K stuff, I have a link to a dump in this thread.
Astartes weapons and armors

Oui Oui xD if you wanna help out or give art I'll take'em with open arms, but if you mean the mod from that other game, I wouldn't like taking their stuff, and the art style is way different.

In any case,
I've been busy with finals and essays in the last two weeks, but soon it'll be summer and I'll have tons of time to work on the mod.
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: TrashMan on April 28, 2015, 05:30:53 AM
No, that's my stuff I made.

I believe Project Armor has my lastest files and I can give you a link too, if you can't find it in that thread
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Headshot on April 29, 2015, 11:54:39 PM
Quote from: TrashMan on April 28, 2015, 05:30:53 AM
No, that's my stuff I made.

I believe Project Armor has my lastest files and I can give you a link too, if you can't find it in that thread

I'm a little lost, shoot me a link (pm or post) please. I'd love to add'em in when I get working again.

I've got the dumps for the PA stuff since I'm working on it with them, but Plymouth and myself will get to work sometime soon on implementing the 40k part from PA into... I'm not quite sure what I call this mod, Warhammer  :P
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: TrashMan on April 30, 2015, 04:44:01 AM
Two separate files - one for armor, other for weapons:

Included: Astartes Power Armor and helmet, Terminator armor and helmet (and a single piece terminator armor),
Power Sword, Power Fist, Storm Bolter, Heavy Bolter, Assault Cannon and more

https://www.mediafire.com/folder/tbw929rpb56q1/Various

Weapons prolly won't work without the DLL from Project armory.

Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Polok432 on April 30, 2015, 11:25:30 PM
Quote from: TrashMan on April 30, 2015, 04:44:01 AM
Two separate files - one for armor, other for weapons:

Included: Astartes Power Armor and helmet, Terminator armor and helmet (and a single piece terminator armor),
Power Sword, Power Fist, Storm Bolter, Heavy Bolter, Assault Cannon and more

https://www.mediafire.com/folder/tbw929rpb56q1/Various

Weapons prolly won't work without the DLL from Project armory.
hi,why i cant have power sword and the bolters?,dont appear nothing
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Andre2160 on May 01, 2015, 06:49:45 AM
Hi awsome work :-) Really impressive :-)
Will you make Devastators? :-) My most favored gun in whole W40K :-)
I wish some day will be a game where we can be part of devastator squad with friends and lay fire agaist infidels :-)
I hope Warhammer 40k Eternal Crusade will be that game :-)
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Plymouth on May 01, 2015, 10:43:11 AM
Quote from: Andre2160 on May 01, 2015, 06:49:45 AM
Hi awsome work :-) Really impressive :-)
Will you make Devastators? :-) My most favored gun in whole W40K :-)
I wish some day will be a game where we can be part of devastator squad with friends and lay fire agaist infidels :-)
I hope Warhammer 40k Eternal Crusade will be that game :-)

Devastator squad carries either heavy bolters, heavy plasma guns or heavy lascannons, which one?
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Andre2160 on May 01, 2015, 11:03:14 AM
Quote from: Plymouth on May 01, 2015, 10:43:11 AM
Quote from: Andre2160 on May 01, 2015, 06:49:45 AM
Hi awsome work :-) Really impressive :-)
Will you make Devastators? :-) My most favored gun in whole W40K :-)
I wish some day will be a game where we can be part of devastator squad with friends and lay fire agaist infidels :-)
I hope Warhammer 40k Eternal Crusade will be that game :-)


Devastator squad carries either heavy bolters, heavy plasma guns or heavy lascannons, which one?

ofc sry i meant Heavy bolter :-)
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Dragoon on May 01, 2015, 12:13:23 PM
Quote from: Polok432 on April 30, 2015, 11:25:30 PM
hi,why i cant have power sword and the bolters?,dont appear nothing

Did you download form this mod or from the links Trashman posted?
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Polok432 on May 01, 2015, 12:53:04 PM
Quote from: Dragoon on May 01, 2015, 12:13:23 PM
Quote from: Polok432 on April 30, 2015, 11:25:30 PM
hi,why i cant have power sword and the bolters?,dont appear nothing

Did you download form this mod or from the links Trashman posted?
Trashman post
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Headshot on May 01, 2015, 01:44:56 PM
Quote from: Polok432 on April 30, 2015, 11:25:30 PM
hi,why i cant have power sword and the bolters?,dont appear nothing

The upcoming content hasn't been pushed yet....

I've tested the mod with the latest version of rimworld, it's working.

What issue are you, including anyone else, having?

Also thanks for the content trashman.
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Dragoon on May 01, 2015, 08:39:07 PM
Quote from: Polok432 on May 01, 2015, 12:53:04 PM
Trashman post

Well that why you should only download the link from the mod itself.
https://www.dropbox.com/s/1zj1q36l2oy87yz/Warhammer40kWeaponsV7.rar?dl=0
It's on page one near the bottom and at the bottom of the post.
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Ljosapaldr on May 02, 2015, 05:32:06 AM
I haven't tried since I last posted, but I couldn't give my party lasguns or meltaguns with Prepare Carefully, all the other weapons worked fine.
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: LittleGreenStone on May 14, 2015, 05:12:33 PM
I am sort of disappointed, no offense.
Long story short, I suggest you give unique weapon sounds to the weapons (look at Rim Effect mod for an example),
and also... Give us the heavy bolter! Make it yesterday! ^^
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Headshot on May 14, 2015, 09:31:17 PM
Quote from: LittleGreenStone on May 14, 2015, 05:12:33 PM
I am sort of disappointed, no offense.
Long story short, I suggest you give unique weapon sounds to the weapons (look at Rim Effect mod for an example),
and also... Give us the heavy bolter! Make it yesterday! ^^

I've not had time to work on this in ages, sorry guys. The heavy bolter is in the works, should be done over the weekend. I do intend to have custom sounds. Sound is half the immersion of any media, and RimWorld is definitely no exception. I don't know how to do custom sounds, but I have come across tutorials and will figure it out when I get the chance.
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V7.0
Post by: caboose410 on May 14, 2015, 10:16:06 PM
Headshot I feel like you already have almost all of the iconic weapon in 40k. are you work on the different races and armor afterward?
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: LittleGreenStone on May 15, 2015, 04:58:33 AM
Quote from: Headshot on May 14, 2015, 09:31:17 PM
Quote from: LittleGreenStone on May 14, 2015, 05:12:33 PM
I am sort of disappointed, no offense.
Long story short, I suggest you give unique weapon sounds to the weapons (look at Rim Effect mod for an example),
and also... Give us the heavy bolter! Make it yesterday! ^^

I've not had time to work on this in ages, sorry guys. The heavy bolter is in the works, should be done over the weekend. I do intend to have custom sounds. Sound is half the immersion of any media, and RimWorld is definitely no exception. I don't know how to do custom sounds, but I have come across tutorials and will figure it out when I get the chance.

Sounds great! By "custom" I mean "not stock/vanilla" sounds. Ripping out the sound effects from Warhammer games and using those (the reason I mentioned the mod "Rim Effect" [Mass Effect]) is what I meant.

No problem, it was my fault for building up unreasonable expectations after reading some stuff you've wrote. ^^
Thanks for the good work, I'm definitely looking forward to it.
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V6.0
Post by: Headshot on May 15, 2015, 10:05:37 PM
Quote from: LittleGreenStone on May 15, 2015, 04:58:33 AM
No problem, it was my fault for building up unreasonable expectations after reading some stuff you've wrote. ^^
Thanks for the good work, I'm definitely looking forward to it.

Nah, it's fine. I think I'll either rip the sounds yeah, or create some that are similar to the games.



Quote from: caboose410 on May 14, 2015, 10:16:06 PM
Headshot I feel like you already have almost all of the iconic weapon in 40k. are you work on the different races and armor afterward?

Yeah, planning on armour and races afterwards. Hopefully a full conversion with events and everything.
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V7.0
Post by: apljee on June 05, 2015, 04:58:09 PM
When you make armor, would it be possible for you to make specific armors for certain chapters of the Space Marines? Personally I'd like some Black Templar armor.
Title: Re: [MOD](Alpha 10) Warhammer 40k Weapons V7.0
Post by: Exterminatus on August 22, 2015, 02:20:42 PM
any way you could make t'au and eldar weapons?
Title: Re: [A10] Warhammer 40k Weapons V7.0
Post by: caboose410 on September 07, 2015, 06:06:32 PM
is this still alive?
Title: Re: [A10] Warhammer 40k Weapons V7.0
Post by: Headshot on September 14, 2015, 11:59:53 PM
Quote from: caboose410 on September 07, 2015, 06:06:32 PM
is this still alive?

Yes, enjoy the latest version  8)

v8 is almost identical to v7 in features and assets, the only difference is that I had to remove the special damage types. I'm starting work on the mod again, and should have some new stuff in the future.
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: jetalockhart on September 21, 2015, 04:20:35 AM
Awaiting A11b compatible version. I.just.love.40k.
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: Demonlord091 on October 02, 2015, 08:37:11 PM
The link to the ModDB Download works, but when you look at the site it says the mod has been deleted.

Does it exist on any other sites?

The file you are trying to view (Warhammer 40k Weapons V7.0 - Warhammer40kWeaponsV7.rar) uploaded by h34dsh0t has been deleted and is no longer available. This may have occured at the uploaders request, or it may have occured because it violated the sites Terms of Use. If this is a mistake and you are the uploader of this file and would like it re-activated, please contact us with the details.
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: Krantz86 on October 03, 2015, 04:08:49 AM
just click on the download section on moddb, and a working link will be offered
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: Headshot on October 07, 2015, 02:44:22 AM
Quote from: Demonlord091 on October 02, 2015, 08:37:11 PM
The link to the ModDB Download works, but when you look at the site it says the mod has been deleted.

Fixed, the button was sending you to the incorrect location, sorry.
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: InsKill on October 07, 2015, 06:54:59 AM
FOR THE EMPEROOOOOOOOOOOOOR!

(cannot hold myself, sorry)
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: gaminglord99 on October 09, 2015, 07:35:42 AM
so im going to give it a try but one thing that has turned me of for awhile is "bolters average range average damage " i want my bolters to feel like bolters AKA anti armor anti material rapid fire rocket launchers so when you say "average damage" do you mean when compared to Rimworld weapons or Las/Plasma weapons?
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: Smexy_Vampire on October 25, 2015, 05:54:55 AM
missing bolterbitches plaza flame thrower ;)
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: Auzwolf on October 26, 2015, 03:17:44 AM
great mod

would love to see some tau weapons
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: dizzy4uMiller on December 19, 2015, 07:08:09 PM
only one way to download sadly..
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: icon23 on December 21, 2015, 03:16:03 AM
What types of armor are you considering adding?
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: Dspendragon on February 10, 2016, 08:34:26 PM
I enjoy this mode much,


But the bolter just doesn't have that "ompf", its supposed to have,

great mod all around
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: Boston on February 10, 2016, 10:30:53 PM
I find this mod really funny.

Because, you know, in WH40k canon, lasguns are capable of blowing off limbs.... after penetrating multiple feet of concrete. They are only "weak" when compared to the other weapons of the setting aka supersoldier/magitech/highly-advanced weaponry. They are comparable (and compared) outright to modern firearms in effectiveness in canon

Bolters are capable of destroying light armored vehicles, and kill unarmored humans by detonating near them. Bolters aren't "average", not by any means.  They are just seen as much due to them being used by the "posterboys" of the setting, aka a certain all-male, power-armed group of supersoldiers.

Plasma, meh. The other two groups need fixing, really.
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: Kadrush on March 08, 2016, 07:16:30 AM
Dude, I just loved your mod, but as a fan of the WH40k universe I must ask something.

Orks weapons are supposed to work only on Ork hands, there is something really odd about seeing a human firing a Shoota.
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: cesarjunior233 on March 19, 2016, 05:45:39 PM
Can you add eldars , chaos marines , plague marines , slaanesh shit , blobs of nurgle , FUCKING ULTRASMURFS AND BLOOD RAVENS , dreadnoughts and a way to use vehicles
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: FyrnSkulblaka on April 03, 2016, 04:49:06 AM
Ok, so, I know it's a long shot. But hear me out on this: Mother. Fucking. Tyranids. Can you imagine sitting in your mountain fortress and having a warning of an incoming splinter fleet? And sending your marines to the defenses to desperately fight off the horde? Can you imagine trying to fight off a Hive tyrant or a carnifex? Better yet a norn queen.
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: Duros001 on April 07, 2016, 11:13:28 AM
Quote from: FyrnSkulblaka on April 03, 2016, 04:49:06 AM
Ok, so, I know it's a long shit. But hear me out on this: Mother. Fucking. Tyranids. Can you imagine sitting in your mountain fortress and having a warning of an incoming splinter fleet? And sending your marines to the defenses to desperately fight off the horde? Can you imagine trying to fight off a Hive tyrant or a carnifex? Better yet a norn queen.

This might be even easier now given the new update (rimworld 13), and could tie into the infestation mechanic?

I love 40K and always end up using mods for any game to give it a 40K edge :D

Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: Demonlord091 on April 07, 2016, 03:19:11 PM
So do we have to make an account with ModDB in order to download this mod? It's been a while since I've fiddled with Rimworld mods, longer still since I've even looked at the ModDB website.

I hope this mod continues to get worked on. Keep up the good work.
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: cesarjunior233 on April 07, 2016, 06:27:38 PM
Quote from: FyrnSkulblaka on April 03, 2016, 04:49:06 AM
Ok, so, I know it's a long shit. But hear me out on this: Mother. Fucking. Tyranids. Can you imagine sitting in your mountain fortress and having a warning of an incoming splinter fleet? And sending your marines to the defenses to desperately fight off the horde? Can you imagine trying to fight off a Hive tyrant or a carnifex? Better yet a norn queen.

Good idea , will be good add too another color of marine clothes and weapons and mechs , but with different atributes , like salamanders have extra fire damage and defence and the ultramarines are ULTRAOP
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: BlackflagNarwhal on April 21, 2016, 04:50:05 AM
Any word if this is going to be able to get an update into A13? Ive been seriously debating just taking the time to learn how to code to get the guns to show up in the Prepare Carefully mod and when i try to spawn them in.
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: Lordvalecortez on April 21, 2016, 08:32:28 PM
It works with A13. I've been playing with no problems.
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: BlackflagNarwhal on April 21, 2016, 11:40:54 PM
It works, but even with just that mod i cannot get a lasgun to either spawn or be selected from the start. Must go back to my lab for more tests.
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: Merc Reaper on July 22, 2016, 07:15:48 PM
Anyone know if V8.0 works with Alpha 14?
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: Dante King on July 22, 2016, 07:18:15 PM
It doesn't.
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: Shelter on August 26, 2016, 10:41:14 AM
This mod dead?
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: kaptain_kavern on August 26, 2016, 12:41:32 PM
Idk if there is still another wh40k mod up to date anymore.
But otherwise I'd willing to try to put one together with graphic assets from outdated ones (I don't know how to do arts or graphic stuffs).
If I will do this it will be open sourced on github for let anyone contribute easily.
But only if there not already another mod out there as I don't want to step on someone else shoes.
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: kaptain_kavern on August 26, 2016, 03:05:46 PM
In the mean time ...

Community updated (Download in attachment)

Here I just do an update I have not even try to look at rebalance, crafting cost etc

But i still want feedbacks about doing a bigger WH40k mod if there is not already some. With increased crafting cost, proper benches (all of the SpaceMarine tech seems pretty advanced compared to RW vanilla), maybe factions, orks and all



[attachment deleted by admin - too old]
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: Darque on August 26, 2016, 04:01:18 PM
A bigger, WH40k mod would interest me, especially if it focuses on the various xenos for a greater variety of raids.
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: SpaceDorf on August 26, 2016, 05:02:43 PM
A user named Trashman was starting on this one about a month ago, more or less the same kpt. kavern did :

https://ludeon.com/forums/index.php?topic=22399.0 (https://ludeon.com/forums/index.php?topic=22399.0)

He was starting to ask around about armors and stuff, but I haven't heard much since.

I am trying for myself if I can get geneseed implants to work, just to find out if I have the head for Rimworld Modding in General.  ( so don't get your hopes up :) )
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: kaptain_kavern on August 27, 2016, 12:38:02 AM
Quote from: kaptain_kavern on August 26, 2016, 12:41:32 PM
Idk if there is still another wh40k mod up to date anymore.
But otherwise I'd willing to try to put one together with graphic assets from outdated ones (I don't know how to do arts or graphic stuffs).
If I will do this it will be open sourced on github for let anyone contribute easily.
But only if there not already another mod out there as I don't want to step on someone else shoes.

I've made a proper/separated post (https://ludeon.com/forums/index.php?topic=25040.0) for this in order to not pollute this thread more
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: TrashMan on August 27, 2016, 09:54:55 AM
How about a 40K central thread, where all the 40K mods (abandoned, in-progress, planned) can be discussed and the authors can plan and work together to merge them?
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: SpaceDorf on August 27, 2016, 10:33:09 AM
Sounds good. :)
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: kaptain_kavern on August 27, 2016, 11:42:29 AM
That was this idea behind this post : https://ludeon.com/forums/index.php?topic=25040.msg256176#msg256176

Like stated in there I will focus on creating factions using the SpaceMarine stuff at first and expand bit by bit.

I'm all for a community/collaborative work/mod
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: TrashMan on August 28, 2016, 11:18:54 AM
Sounds good. You have my blessings to sue anything I make.
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: SpaceDorf on August 28, 2016, 11:40:57 AM
Quote from: TrashMan on August 28, 2016, 11:18:54 AM
Sounds good. You have my blessings to sue anything I make.

*LOL* I hope GW did not sense your small but lethal misspell here :)
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: kaptain_kavern on August 28, 2016, 01:39:24 PM
Quote from: TrashMan on August 28, 2016, 11:18:54 AM
Sounds good. You have my blessings to sue anything I make.

Thank you very much, Sir!
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: killer117 on September 07, 2016, 07:48:11 AM
id love to see a full blown version of this mod in operation. if it had geneseed implants and orks and elder that would be so much fun. do u think there's any way to do physcers (cant spell it) in rimworld?

Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: SpaceDorf on September 07, 2016, 03:31:18 PM
Quote from: killer117 on September 07, 2016, 07:48:11 AM
id love to see a full blown version of this mod in operation. if it had geneseed implants and orks and elder that would be so much fun. do u think there's any way to do physcers (cant spell it) in rimworld?

it's spelled Psykers. I can see them implemented as some kind of special weapons user ..

http://www.lexicanum.com/ (http://www.lexicanum.com/) for all your Warhammer needs :)
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: killer117 on September 10, 2016, 03:22:44 AM
thnx. sorry for my horrible spelling, but with psykers the stuff ive seen of them in the small number of books ive read had the ability to manipulate objects telekinetically, fire some sort of puple void energy that's really nasty, and summon demons. now I can easily see them doing the last two, if they had a trait called psyker that replaced their ability to melee with ability to fire purple energy and shield themselves, and tainted psykers could periodically open void rifts and spawn demons and demon spawn, but how could u do the object manipulation?
Title: Re: [A12d] Warhammer 40k Weapons V8.0
Post by: TrashMan on September 10, 2016, 04:05:55 PM
Psykers have all sorts of abilities... kinda like mages+jedi on steroids.

From mind manipulation to making your blood boil or just your head explode.