Author Topic: [WB] [M] Warhammer 40k: Battle for the Imperium ALPHA v3 RELEASED.  (Read 128848 times)

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AndreusAs

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Warhammer 40k: Battle for the Imperium
Multiplayer modification for Mount&Blade Warband.

No non-humans (orcs, demons etc.) untill M&B 2 release.

GOAL

Creation the mod resting on the Universe Warhammer 40k make an emphasis on command game and close fight equally with exchange of fire, with fractions really differing from each other and huge quantity of features and the innovations, called up to force the players to feel themselves one of miniatures from tabletop game.

FACTIONS

 Imperium:
1. Cadian Shock Troops.
 2. Death Corps Of Krieg.
 Chaos:
1. Chaos Cults.

CLASSES of PLAYERS

Imperium:

(click to show/hide)

(click to show/hide)


Chaos

(click to show/hide)

MAIN FEATURES

1. Graphic features:
(click to show/hide)

2. Combat:
(click to show/hide)

3. Sounds:
(click to show/hide)

4. New game modes:
(click to show/hide)

SCREENSHOTS

(click to show/hide)

(click to show/hide)

VIDEO

(click to show/hide)

TEAM
(click to show/hide)

THANKS TO:
(click to show/hide)

WHO WE NEED?
(click to show/hide)

OUR FORUM:
http://empiretw.ru/board/index.php?showforum=405

DISCLAIMER:
(click to show/hide)

SIGNATURES

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« Last Edit: September 15, 2014, 09:01:24 PM by AndreusAs »

AndreusAs

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Re: [WB] [M] Warhammer 40k Mod.
« Reply #1 on: October 30, 2011, 09:37:48 AM »
Third version is here!

https://drive.google.com/file/d/0B8jBKcJ7uo5raHZyY2tnbmxDb3M/edit?usp=sharing

1. First thing first - INSTALLATION.
Thanks to Slawomir of Aaarrghh, our mod now exploits WSE. In order to play ot without problems, you should copy ALL WSE files, which you find in the "WSE" folder of the MOD to the main GAME folder. From now on use WSELoader to launch the mod. If you have The Deluge, you don't need to copy anything - just launch WSELoader and BftI_v3_Alpha.

If the game asks for a serial number, go here and do what Improtant notes section suggests: http://forums.taleworlds.com/index.php/topic,217114.0.html

2. Features. Just play and find them out by yourselves  :) The most important thing, so that you won't be confused by it - all grenades, medpacks and additional ammo boxes now should be bought in the BOOTS slot. Then, when you spawned, just click Q - your character will pull an item out of a stuffbag on the ground. Pick it up and use however you want.

Teleports have been added, so that we don't need siege ladder to get to the second floor of a bunker. On the map, called Estate Defense (by Comrade Temuzu) all unsealed doors have teleports, don't forget to use this feature.

Glare grenade = Flash Grenade. PDF Headwrap with googles gives almost 100 percent immunity to glare.

3. Template2 and Invasion_map2 - are templates for those who wants to make a map. Do whatever you want with them and send those to me. If you have questions about placement of special props - PM me.

4. Known issues - I haven't caught time to make The Tower as I had intended to. It may look not finished, moreover, I haven't finished AI Meshe's placement here, so all fleeing characters will more likely stay at one place till death.

If a fleeing character dies before regaining his morale back, it's player won't see even a thing till the next spawn.

If morale count is under zero, you can't supervise how it's getting back to zero from a negative number.
« Last Edit: August 24, 2014, 03:02:51 PM by AndreusAs »

Kazzan

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Re: [WB] [M] Warhammer 40k Mod.
« Reply #2 on: October 30, 2011, 11:07:17 AM »
Woo! Awesome! I've wanted to make a mod like this for a while now, now I don't need to.

I don't know how you're going to have the equipment or troop select, but how about having the imperials in one faction so you just pick regiment when you would pick a troop type in Native? Then when you'd pick equipment you instead pick troop type in the regiment, having a code to auto select your equipment based on your troop class.
« Last Edit: October 30, 2011, 11:11:02 AM by Kazzan »
 

Slawtering

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Re: [WB] [M] Warhammer 40k Mod.
« Reply #3 on: October 30, 2011, 11:12:02 AM »
Good luck. Ive heard autofire (although rarely used in 40k) is'nt working for warband at the moment but there might be a way round with WSE.

AndreusAs

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Re: [WB] [M] Warhammer 40k Mod.
« Reply #4 on: October 30, 2011, 11:13:56 AM »
Thanks! We have our own autofire code, which works. But only our scripter have it at the moment, I should make video or such with it when will get it.

theAthenian

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Re: [WB] [M] Warhammer 40k Mod.
« Reply #5 on: October 30, 2011, 11:14:17 AM »
Please, offer your own versions of the name of mod.
[WB] [M] Warhammer 40k Mod: Light of the God Emperor

AndreusAs

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Re: [WB] [M] Warhammer 40k Mod.
« Reply #6 on: October 30, 2011, 11:16:36 AM »
Thanks. All mod names will be gathered on russian forum, then there and here will be vote pools about permanent name for mod.

Revan Shan

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Re: [WB] [M] Warhammer 40k Mod.
« Reply #7 on: October 30, 2011, 11:50:34 AM »
I'm happy to see that you finaly let the public know about this. But I somehow feel there are still some big surprises left  :D

AndreusAs

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Re: [WB] [M] Warhammer 40k Mod.
« Reply #8 on: October 30, 2011, 11:55:28 AM »
Yeah=) But it depends of our scripter=)

Yukimura_Sanada

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Re: [WB] [M] Warhammer 40k Mod.
« Reply #9 on: October 30, 2011, 12:10:29 PM »
Warhammer 40k: The Arkenan(name of my planet :P in my 40k story) Campaign
Warhammer 40k: Against all Odds
Warhammer 40k: In His Name
Warhammer 40k: Eternal War

If I can help you in this mod in anyway please pm me. I am looking forward to this mod.

What I can provide:
fluff experts
story(if needs be)
lots of Testers

Signatures :P(Animated with flash)

AndreusAs

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Re: [WB] [M] Warhammer 40k Mod.
« Reply #10 on: October 30, 2011, 12:13:47 PM »
Variations with specific planets (sectors etc.) not suitable, because there is no specific places in our mod. Other names added to the list, thanks!

ThaneWulfgharn

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Re: [WB] [M] Warhammer 40k Mod.
« Reply #11 on: October 30, 2011, 12:13:55 PM »
Will you enhance faces/hair and add new factions in the later versions?Maybe Orks,Eldar,Dark Eldar?
EDIT:BTW cool animations.This is far the best 40k mod I've seen,the only one with really HD graphics!
Odin, Alfaðir,
Blindi Báleygr,
Draugadróttin,
Foldardróttinn,
Hangi Haptaguð,
Hrafnáss Hildolfr,
Geirvald-Viðrir,
Jormundkarl,
Runatyr Galdraföðr,
Rognir Runni vagna,
Sviðurr Sváfnir,
Þuðr Váfuðr,
Yggr-Yrungtyr,

AndreusAs

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Re: [WB] [M] Warhammer 40k Mod.
« Reply #12 on: October 30, 2011, 12:17:37 PM »
Yukimura_Sanada, thanks for offer, we will need signatures when we will choose name for mod. I'll PM you.

ThaneWulfgharn, yes we are going to make new faces for factions, mostly faces, don't know about beards and hairs, it's not nessesery.
And yes, there will be another factions in future.

Revan Shan

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Re: [WB] [M] Warhammer 40k Mod.
« Reply #13 on: October 30, 2011, 12:48:58 PM »
Variations with specific planets (sectors etc.) not suitable, because there is no specific places in our mod. Other names added to the list, thanks!

Well, you won-t be able to add sectors and stuff. But scenes can be based themselves on the planets.

Comrade Temuzu

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Re: [WB] [M] Warhammer 40k Mod.
« Reply #14 on: October 30, 2011, 12:50:46 PM »
Grand, but wouldnt it be a better idea to combine your forces with the other mod? Oh well, good luck.