View Full Version : WH Mod 2.1


Mr. Do
Jul 02, 2005, 01:55 PM
Okay guys (And girls, cos I'm sure there are LOTS of chicks waiting for this ;) ), I have officially begun work on WH Mod 2.1. My estimated release date is July 31st, cos that's when I'm moving home!

Here's an overview of what you can expect when I'm done:
-Pretty much everything from WH Mod 2.03 which only a few of us will have seen.

Changes in 2.03

- civilopedia updates
- new goody huts by aaglo
- corruption setting of Monarchy changed to problematic; note that it can be decreased by Gallows which is not possible with Despotism
- changes to Chaos Warrior, Wolfhound, Dire Wolves, Greater Daemon, Man O'War, Pirate Galley (now Araby only)
- new animations for Venator, Knight Panther, Giant Spider, Ironclad and Greatsword
- new units: Steam Tiger, Ship-of-the-Line, Elven Boat, Forest Spider, Black Widow, Slave Warrior, Nehekharan Spearman, Nehekharan Swordsman, Nehekharan Archer, Halberdier, Ushabti, Wandering Master
- new improvement: Joust Arena (Brettonia only)
- new wonders: Su Lim Monastery, Mount Arachnos, Imperial Explorer, Treasure House
- changes to Slave Market (+50% production, higher upkeep), Arena (higher upkeep), Gallows (cheaper, corruption decrease instead of happy faces), Castle (stealth attack barrier instead of corruption decrease), Alchemists' Guild (requirements, expires with Chemistry, cheaper), Vaul's Anvil (expires with Coal), Grand Cathedral (more happy faces), Wind Mastery (requirements), Navigation School (requirements), artifacts (cost)
- Diplomacy and Alchemy are now required for the 2nd era advancement
- Disease disabling effect moved from Medicine to Pharmacy (new 2nd era tech)
- Buccaneer and Pirate Ship moved to Piracy (new 4th era tech)
- Ghal-Maraz moved to Conservation (new 4th era tech)
- several splash and tech icon replacements

Version 2.1

-New complete Chaos Dwarf Civilization (Hopefully with a new leaderhead)
-Around 50 new units across numerous civilizations, plus a couple of dozen re-done units. This will include a pair of Skaven units as Barbarians.
-New resources: Beastmen and Ogres, to allow creation of appropriate units.
-Undead techs and units re-organised so that the end of the first era marks the end of the era of the living (A true Dark Age for those civs!)
-New Ogre Tech
-New Dwarvern Ingenuity tech for the two Dwarf nations. This tech makes Wizards' Guild unavailable, but instead Dwarfs alone may build "Anvil of Doom" wonder with five Windmills, which also occasionally produces a lightning bolt. Chaos Dwarfs may instead build polluting Dark Forges in cities with Windmills, and with five of these improvements may alone build the Gates of Zharr wonder (Tower of Zharr-Nagrund rebranded)
-Monotheism advance renamed to Fundamentalism
-Contact trading comes much later now
-Wood Elf-only tech "Forest Mastery" allowing "Forest Spirits" tech to be researched. This will allow production of Treemen and the construction of the wonder "Oak of Ages". Glade Guard will also be renamed to Eternal Guard and Wood Elf Archer to Glade Guard, just to confuse everyone in line with the newly release Wood Elf line :D
-High Elf unique wonder: "Thw White Tower"
-Wealth half as effective until Caravans discovered
-A couple of colour changes for the civs

Version 2.x
-Numerous stat tweaks, build costs and upgrade path modifications.
-Some units will require no upkeep (e.g. basic Goblins, Bretonnian peasant archers) so they are still viable units.

So that is that. Work is begun!

Raw is War?
Jul 02, 2005, 04:54 PM
Good to hear, and good luck! Can't wait! :D

Disenfrancised
Jul 03, 2005, 07:48 AM
Huzzah :) !

Mentat
Jul 03, 2005, 08:24 AM
Sounds great, I hope you will be done soon :goodjob:.

Just one thing that I thought to be weird:

Why should vauls anvil expire with coal?
Its "Vauls anvil", something like that simply does not expire

Plotinus
Jul 03, 2005, 09:33 AM
Good stuff! And with an ambitiously imminent finish date, too. You know it should be spelled "Dwarven" though, don't you?

fe3333au
Jul 03, 2005, 10:47 AM
Fantastic ... sitting in eager anticipation :clap:

drzoidberg
Jul 03, 2005, 11:03 AM
this I've waited a long time for. Let me know if you need any beta testers. :goodjob:

Mr. Do
Jul 03, 2005, 04:34 PM
Aha, I'll be sure to remember it's Dwarven!

And Vaul's Anvil expiring with Coal... it's something ED decided for his latest patch. So that's that. It fits more with such arcane tools being less effective in the age of imperialism, I guess.

aaglo
Jul 11, 2005, 04:51 AM
Hi!
Here's a raw idea for "dwarven ingenuity" -tech

fe3333au
Jul 11, 2005, 05:21 AM
It may just be my monitor ... but I feel that the Woodtech icon is very dark and difficult to make out ... the Dwarvian tech is fantastic ...

aaglo
Jul 11, 2005, 06:59 AM
Previous woodelf-tech preview removed.

This propably would do (atleast as a placeholder) for the woodelf treehugger-tech :)

Mr. Do
Jul 11, 2005, 09:56 AM
shank yoo meesta aaglo

aaglo
Jul 11, 2005, 01:22 PM
Here are the dwarf files, and a bit different version of the wood elf tech (see the preview).

aaglo
Jul 12, 2005, 12:09 AM
Would you look at this!
http://uk.games-workshop.com/woodelves/gallery/1/

Now, the dryads are core units, then there is a new unit for wood elves - tree kin... uh.

What can I say... nice models :)

mrtn
Jul 12, 2005, 07:30 AM
Those Woodelf Waywatchers (or was that Weightwatchers?) seems nice.

lanky316
Jul 23, 2005, 02:22 PM
How's progress going on this, what new ideas have been implemnented so far?

Mr. Do
Jul 23, 2005, 02:42 PM
Well modding is a lot slower process than I thought it would be. I've been using Gramphos' tools to add the units, but it's had the unfortunate side-effect of screwing up the upgrade chains- and they are long and complex in this mod, unfortunately.

What needs to be done, currently:
-re-order the upgrade chains
-change pediaicons.txt for every new unit
-get appropriate graphics for The White Tower
-Get the leaderhead for the Chaos Dwarfs

The last two probably won't happen, so the High Elven wonder may not make it, and I'll have to use the Gilgamesh leaderhead for the Chaos Dwarfs...

aaglo
Jul 24, 2005, 06:04 AM
Mr Do., don't be so certain about that chaos dwarf LH-issue... :mischief:

Mr. Do
Jul 24, 2005, 06:32 AM
I'm hoping my pessimism is unfounded. Hope for the best, prepare for the worst!

mrtn
Jul 24, 2005, 08:53 AM
Mr Do., don't be so certain about that chaos dwarf LH-issue... :mischief:
So you've started on LH making? Great!

aaglo
Jul 25, 2005, 12:32 AM
So you've started on LH making? Great!

If you'd like to know more about the CD-leaderhead -issue, contact sir Kinboat.

aaglo
Jul 26, 2005, 01:08 AM
Hey, these for chaos culture group. Pronto! :)
http://forums.civfanatics.com/showthread.php?t=124610

drzoidberg
Jul 26, 2005, 05:50 AM
Hey, these for chaos culture group. Pronto! :)
http://forums.civfanatics.com/showthread.php?t=124610
I'll second that vote. Jebus they are pretty

Mr. Do
Jul 26, 2005, 07:26 AM
No need to vote, they're excellent. I was going to request a new set of city graphics for Chaos, and they are exactly what I was thinking of. Hurray!

mrtn
Jul 26, 2005, 07:40 AM
They're not gonna fit for the Slann, are they? But what can you do...
Maybe my new elf cities fit better than the morrowind ones too? I must admit I've hardly any idea on how WH cities should look. :)

Mr. Do
Jul 26, 2005, 08:51 AM
The current cities don't fit for the Slann, so it doesn't matter either way! It really is a huge shame the culture groups are so limited... just two more slots, that's all I'd want!

lanky316
Jul 30, 2005, 06:12 AM
Those city graphics look great and will fit the chaos culture brilliantly. Also great new to hear aaglo going into leaderheads to, his unit graphics are some of the best being made so I have high hopes with his ability.

Mr. Do
Jul 30, 2005, 07:32 AM
Well it's not aaglo who'll be making it!

Okay, update. I'll put out a beta sometime soon and PM certain people the URL for testing. This'll be a mostly complete beta, but without a Chaos Dwarf Leaderhead or any civilopedia additions.

...so where does one upload a massive installation file?!

mrtn
Jul 30, 2005, 06:04 PM
I think that you should make the pedia additions first. I'm a great stickler for pedia accuracy, and ED is too. This also means I'm great at finding pedia errors, btw. ;)

You know about the trick about putting all the new units on a premade testing map, right? Takes care of all the ini problems.

About the file; ask TF for ftp access. If he denies that he has a link in the upload file pop up thingy to a place where you can host up to a GB for a week.

aaglo
Aug 04, 2005, 11:21 AM
Oh, maybe you (Mr. Do) should leave a spot for Amazon serpent priestess and Wood-elf waywatchers, because I'm going to do both :)