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Ploeperpengel
Jun 13, 2006, 10:31 PM
Human Civs:

Amazons(not in yet)

Arabya

Ancient

Worker
Ancient Warrior: Nomad Warrior
Ancient Spearman: Nomad Spearman
Ancient Archer: Nomad Archer
Ancient Axeman: Nomad Axeman
Ancient Swordman: Nomad Swordsman
Shaman
Horse-Archer: Desert Maurader
Catapult
Chariot: Nomad Chariot
Monster I: Fire Elemental
Scout: Tomb Raiders
Galley: Dhow

Age of Magic

Citizen: None, get slaves
Militia Spearman: Slave Spearmen
Militia Archer: Slave Bowmen
Militia Swordsman: Arabyan Footman
Light Knight: Arabyan Raider
Hedge-Wizard: Elementalist
Bolt-Thrower: NONE, get Mortar in Age of Discovery Instead
War Chariot: NONE, get War Elephant instead
Monster II: Giant Scorpion
Explorer: Desert Guide
Caravel: Zarrouck (a dhow with Greekfire)

Age of Discovery

Royal Guard: Sultanate Guard
Pikemen: Arabyan Pikemen
Longbowmen: Desert Bowmen
Crossbowmen: Arabyan Mariners
Heavy Knight: NONE, get CamelArcher
Wizard: Great Elementalist
Cannon: Great Cannon
Galleon: Arabyan Slaveship
Frigate: Baggala (a big dhow with cannons)

Mechanical Age

Musketman: Arabyan Musketmen (with longrifle)
Monster III: Djinn
Ironclad: NONR, get Megalodon (HUGE shark) instead
Special Unit: Cult Assassin

Bretonnia


Ancient

Worker: Worker
Ancient Warrior: Peasant
Ancient Spearman: Peasant spearman
Ancient Archer: Yeoman Archers
Ancient Axeman: Lumberman
Ancient Swordman: Yeoman swordsman
Shaman: Prophetess
Horse-Archer: Mounted Yeomen Bowmen
Catapult: (none)
Chariot: (none) Knights Errant
Monster I: Pegasus
Scout: Yeoman Scout
Galley: Galley

Age of Magic

Citizen: Peasant
Militia Spearman: Men-at-arms(Pikes)
Militia Archer: Men-at-arms(Archers)
Militia Swordsman: Men-at-arms(Swords)
Light Knight: Knights of the Realm
Hedge-Wizard: Damsel of the Lady
Bolt-Thrower: (None) catapult
War Chariot: (none) Questing Knights
Monster II: Griffon
Explorer: Yeoman Explorer
Caravel: Bretonnian Buccaneer

Age of Discovery

Royal Guard: Paladins
Pikemen: Bretonnian Pikemen
Longbowmen: Bretonninan Longbowmen
Crossbowmen: NONE
Heavy Knight: Grail Knights
Wizard: Handmaidens of the Lady
Cannon: Trebuchet
Galleon: Bretonnian Galleon
Frigate: Bretonnian Corsair

Mechanical Age

Musketman: (None) Pegasus Knights
Monster III: Hippogriff
Ironclad: Ironclad
Special Unit: Grail Reliquae and Battle Pilgrims

Cathay

Ancient

Worker: Cathanese Peasant
Ancient Warrior: Cathanese Warrior
Ancient Spearman: Cathanese Spearman
Ancient Archer: Cathanese Archer
Ancient Axeman: Cathanese Axeman
Ancient Swordman: Cathanese Swordsman
Shaman: Wiseman
Horse-Archer: Ungol Horse-Archer
Catapult
Chariot
Monster I: Pegasus
Scout
Galley: Hoangho Ch'ouan (basically an asian style galley)

Age of Magic

Citizen: NONE, get Silk Merchants and Sichuan Actor instead
Militia Spearman: Levy Spearman
Militia Archer: Levy Archer
Militia Swordsman: Levy Swordsman
Light Knight: Ungol Raider
Hedge-Wizard: Wushi
Bolt-Thrower: NONE, get Pilipao instead (a catapult that throw some sort of "bombs")
War Chariot: Cathanese War Chariot (with bowmen and pulled by ox)
Monster II: Temple Dog (animated stone dog statue that protect temple)
Explorer
Caravel: Castleship (armored junk)

Age of Discovery

Royal Guard: Celestial Guard
Pikemen: Cathanese pikemen
Longbowmen: Archers of the Wall
Crossbowmen: Chu Ko Nu (repetition crossbow)
Heavy Knight: Celestial Cavalry
Wizard: Shushi (high mage in chinese)
Cannon: Sky Rocket
Galleon:
Frigate: Imperial Junk

Mechanical Age

Musketman: Arquebusier
Monster III: Celestial Dragon (eastern Dragon)
Ironclad: NONE, get Water Elemental instead
Special Unit: Dragon Monks

Empire

Ancient

Worker
Ancient Warrior: Unberogen Warrior
Ancient Spearman: Unberogen Spearman
Ancient Archer: Unberogen Archer
Ancient Axeman: Unberogen Axeman
Ancient Swordman: Unberogen Swordsman
Shaman: Unberogen Shaman
Horse-Archer: Ungol Horse-Archer
Catapult
Chariot: NONE
Monster I: Pegasus
Scout: Halfling Scout
Galley:

Age of Magic

Citizen
Militia Spearman: Imperial Spearmen
Militia Archer: Imperial Bowmen
Militia Swordsman: Imperial Swordsmen
Light Knight: Kislev Winged Lancer
Hedge-Wizard
Bolt-Thrower: NONE, get Mortar in Age of Discovery Instead
War Chariot: NONE
Monster II: Griffon
Explorer: Halfling Explorer
Caravel: Empire War Galley
Age of Discovery

Royal Guard: Greatswords
Pikemen: Halberdiers
Longbowmen: Imperial Hunters
Crossbowmen: Imperial Marksmen
Heavy Knight: Reiksguard Knights
Wizard
Cannon: Great Cannon
Galleon: Imperial Greatship
Frigate: Imperial Wolfship

Mechanical Age:

Cavalry: Pistolier
Musketman: Hand-Gunner
Monster III: NONE, Get Hellblaster Volley Gun Instead
Ironclad: Ironfist, Hell-Hammer
Special Unit: Steam Tank

Estalia

Ind

Ancient

Worker
Ancient Warrior: Avarna Warrior (avarna were ancient india sort of low class
cast levy soldiers)
Ancient Spearman: Avarna Spearman
Ancient Archer: Avarna Archer
Ancient Axeman: Avarna Axeman
Ancient Swordman: Avarna Swordsman
Shaman
Horse-Archer: Nipponeese Horse Archer
Catapult
Chariot
Monster I: Giant Cobra
Scout
Galley: Patil (a small indian catamaran)

Age of Magic
Citizen: Dalit (same as fast worker, may not upgrade to militia)
Militia Spearman: Nayar Spearmen (nayar were the middle class warrior cast
and the rank and files of ancient india armies)
Militia Archer: Nayar Skirmisher
Militia Swordsman: Nayar Swordsman
Light Knight: Nayar Rider
Hedge-Wizard: Mahasiddh (the Indian word for some kind of wizard)
Bolt-Thrower
War Chariot: NONE, get War Elephant instead
Monster II: Narasimh (there are some sort of beastmen in ind part
human part tiger)
Explorer
Caravel: Kola Maram (ancient India big war catamaran)

Age of Discovery
Royal Guard: Legion of 1001 Gods (hmmm maybe this name is too long )
Pikemen: Asan Pikemen (Asan were ancient India sort of high class caste
nobility soldiers)
Longbowmen: Nayar Bowmen
Crossbowmen: Asan Crossbowman
Heavy Knight: Asan Horseman
Wizard: That Scary Guy from Indiana Jones and the Temple of Doom
j/k
Cobra Cultist
Cannon: Fire Catapult
Galleon
Frigate: Mala Pansi (a huge war catamaran again but bigger and better)

Mechanical Age
Musketman: Asan Guards
Monster III: Dvarapala (animated stone statues with multiple arms that
guard and fight for the Ind priests)
Ironclad: NONE, get Ptolemean Crab instead (basically a GIANT crab)
Special Unit: War Gaja (the indian word for armored elephant especially bred
for war )

Kislev

Ancient

Worker-Kislevite peasant
Ancient Warrior: Gospodar Warrior (Gospodar early tribe which drove back the Ungols)
Ancient Spearman: Gospodar Spearman
Ancient Archer: Gospodar Archer
Ancient Axeman: Gospodar Axeman
Ancient Swordman: Gospodar Swordsman
Shaman: Gospodar Shaman
Horse-Archer: Ungol Horse-Archer
Catapult
Chariot: NONE
Monster I: None, get Beastmaster instead(with Icebear)
Scout: Gospodar
Galley

Age of Magic
Citizen
Militia Spearman: Kislev Kossar Spearman
Militia Archer: Kislev Horse Archer
Militia Swordsman: Kislev Kossar Bowman
Light Knight: Kislev Winged Lancer
Hedge-Wizard: Kislevite Shaman
Bolt-Thrower
War Chariot: NONE
Monster II: Griffon
Explorer
Caravel

Age of Discovery
Royal Guard: Kremil Guard (:D)
Pikemen: Kislev Henchmen with Hellbards
Longbowmen: Sybirian Hunters
Crossbowmen: NONE
Heavy Knight: Gryphon Legion(appearance similar to Winged Lancers but red colors and griffon heraldy)
Wizard: Icewizardress
Cannon: Urugan Cannon
Galleon:
Frigate: NONE

Mechanical Age

Musketman: NONE, get Kossaks instead(like the vannila, need better name?)
Monster III:
Ironclad: NONE
Special Unit: War Wagon(Tower pulled by 4 horses)


Nippon

Ancient

Worker: Nipponeese Peasant
Ancient Warrior: Nipponeese Warrior
Ancient Spearman: Nipponeese Spearman
Ancient Archer: Nipponeese Archer
Ancient Axeman: Nipponeese Axeman
Ancient Swordman: Nipponeese Swordsman
Shaman: Wiseman
Horse-Archer: Nipponeese Horse Archer
Catapult
Chariot
Monster I: Pegasus
Scout
Galley: Junk

Age of Magic

Citizen: Hyakushou
Militia Spearman: Yari Ashigaru
Militia Archer: Ashigaru Archer
Militia Swordsman: Katana Ashigaru
Light Knight: Yari Cavalry
Hedge-Wizard: Sage
Bolt-Thrower
War Chariot: NONE, get Samurai Horse-Archer in Age of Discovery
Monster II: Phoenix
Explorer
Caravel: Tongkang

Age of Discovery

Royal Guard: Kensai (aka master swordmen in Japanese)
Pikemen: Naginata Samurai (the naginata is a Japanese halberd)
Longbowmen: Samurai Longbowman
Crossbowmen: Ashigaru Crossbowman
Heavy Knight: Samurai Knight
Wizard: Sensei
Cannon: Sky Rocket
Galleon
Frigate: Turtle Ship
Spy: Ninja(can also fight)

Mechanical Age

Cavalry:?
Musketman: Arquebusier
Monster III: Ryu (eastern Dragon)
Ironclad: Ryuuguu (means dragon's palace in japanese ,basically a huge
armored war junk armed with cannons)
Special Unit: NONE

Norse

Ancient

Worker
Ancient Warrior: Norse Warrior
Ancient Spearman: Norse Spearman
Ancient Archer: Norse Bowman
Ancient Axeman: Norse Pillager
Ancient Swordman: Norse Swordsman
Shaman
Horse-Archer: Norse Horse Archer
Catapult
Chariot: NONE, get Norse Raider instead
Monster I: Ulfwereners (were-wolf)
Scout
Galley: Knerrir (a small drakkar only suitable for coast travel)

Age of Magic
Citizen: Norse women- may upgrade to Valkyries, but may not upgrade back
Militia Spearman: Thrall spearman
Militia Archer: Thrall Bowman
Militia Swordsman: Bjornling berseker
Light Knight: Sarl hersir
Hedge-Wizard
Bolt-Thrower
War Chariot: NONE, get Valkyries instead
Monster II: Bearstruck
Explorer: Norse Explorer
Caravel: Snekkja ( standard drakkar)

Age of Discovery
Royal Guard: Norse Huskarls
Pikemen: Norse Geirrmen
Longbowmen: Hunter
Crossbowmen: NONE, get Jotun (Norse giant) instead
Heavy Knight: Sarl Hirdmen
Wizard: Alsherjargod (means something like "magician of the ancient gods" in
ancient viking language)
Cannon: Fire Catapult
Galleon: Dragon Longboat
Frigate: Royal Langskip (huge royal war drakkar)

Mechanical Age
Musketman: NONE get Einheriar (like chaos warriors but less armored
,they are the norse blessed by the chaos gods) instead
Monster III: War Mammoth and Rider
Ironclad: NONE, get Kraken instead (giant Squid)
Special Unit: Blessed Ones (norse chaos spawn but with some of their minds

Tilea

Ancient

Worker
Ancient Warrior: Reman Warrior
Ancient Spearman: Reman Spearman
Ancient Archer: Reman Archer
Ancient Axeman: Reman Axeman
Ancient Swordman: Reman Swordsman
Shaman: Hireling Shaman
Horse-Archer: Reman Horse-Archer
Catapult
Chariot
Monster I: Ogre
Scout: Halfling Scout
Galley

Age of Magic

Citizen: NONE, get merchants and artists instead (like great merchants and artists, but not as good)
Militia Spearman
Militia Archer
Militia Swordsman: Duellist
Light Knight: Freelance Knight
Hedge-Wizard: Hireling Hedge-Wizard
Bolt-Thrower
War Chariot: NONE, get Arabyan Raiders instead
Monster II: Albionan Giants
Explorer: Tilean Explorer
Caravel

Age of Discovery

Royal Guard: Leopard Guard
Pikemen: Tilean Pikemen
Longbowmen: NONE, get Besiegers instead
Crossbowmen: Marksmen
Heavy Knight: Venators
Wizard: Hireling Wizard
Cannon: NONE, get Galloping Guns instead
Galleon: Sartosan Galleon
Frigate

Mechanical Age

Musketman: NONE, get Slayer Pirates instead
Monster III: Mercenary Dragon Prince
Ironclad: Slayer Ironclad
Special Unit: Birdmen

Ploeperpengel
Jun 13, 2006, 11:39 PM
Other races

Beastmen(not in yet)

Chaos

Chaos Dwarfs(not in yet)

Darkelves

Ancient

Worker: Darkelf Worker
Ancient Warrior: Darkelf Warrior
Ancient Spearman: Darkelf Spearman
Ancient Archer: Darkelf Archer
Ancient Axeman: Darkelf Axeman
Ancient Swordman: Darkelf Swordsman
Shaman: Elven Shamaness
Horse-Archer: NONE
Catapult; NONE
Chariot: NONE get Dark Elven Beastmaster
Monster I: Hellmount
Scout: Darkelf Scout
Shaman: Darkelf Shamaness
Galley: ?

Age of Magic

Citizen: Slave (cannot buy, only capture -works faster than a regular worker)
Militia Spearman: Darkelf Warriors with Drannach
Militia Archer: NONE, get Witchelves
Militia Swordsman: Corsairs Swordsman
Light Knight: Dark Rider
Hedge-Wizard: Dark Elven Hedge-Witch
Bolt-Thrower: Dark Elven Bolt Thrower
War Chariot: Cold One Chariot
Monster II: War Hydra
Explorer: Shades
Caravel: ?

Age of Discovery

Royal Guard: Black Guard
Pikemen: NONE, Replaced by Excecutioners
Longbow: NONE, Harpies
Crossbow- Repeater Crossbows
Heavy Knight- Cold One Knights
Wizard: Dark Elven Hag
Cannon:NONE, replaced by Repeater Bolt Thrower
Galleon: Deathfortress
Frigate: Doomreaver

Mechanical Age

Musketman: NONE, Dark Elven Sorceress
Monster III: Dragon Rider
Ironclad: Black Ark of Naggaroth
Special Unit: Beastmaster on manticore, Assassin

Dwarfs

Ancient

Worker: Darven worker
Ancient Warrior: Dwarf Warrior(thougher than normal)
Ancient Spearman: NONE
Ancient Archer: NONE, Dwarven slinger
Ancient Axeman: Dwarf Axeman
Ancient Swordman: Dwarf Swordsman
Shaman: NONE, Loremaster
Horse-Archer: NONE
Catapult: Grudge-Thrower
Chariot: NONE, get Transport wagon instead
Monster I: Troll Slayer
Scout: Runner
Galley

Age of Magic

Citizen: Clansman(workers which can defend but also upgrade later)
Militia Spearman: Clan Hammerer
Militia Archer: NONE, get Engineer instead
Militia Swordsman: Clan Axeman
Light Knight: NONE, get Miners instead
Hedge-Wizard: NONE, get Rune Smith instead
Bolt-Thrower
War Chariot: NONE, get War Wagon instead
Monster II: NONE, get Giant Slayer instead
Explorer: Dwarf Ranger
Caravel

Age of Discovery

Royal Guard: Hammerers
Pikemen: NONE, get Master Engineer instead
Longbowmen: NONE, get Longbeards instead
Crossbowmen: Dwarven Quarrelers
Heavy Knight: NONE, get Ironbreakers instead
Wizard: NONE, get Rune Lord instead
Cannon: Dwarf Cannon
Galleon
Frigate: NONE, get Nautilus instead in Age of Mechanics

Mechanical Age

Musketman: Thunderer
Monster III: NONE, get Daemonslayer
Ironclad: Monitor, Nautilus(Submarine)
Special Units: Gyrocopter, Flame Cannon and Organ Gun

Ogre Lords(not in yet)

Orcs

Ancient

Worker: Goblinslaveworker
Ancient Warrior: Savage Orc Warrior
Ancient Spearman: Forest Goblin Spearman
Ancient Archer: Forest Goblin Archer
Ancient Axeman: Orc Axeboyz
Ancient Swordman: Orcboyz with Swords
Shaman: Savage Orc Shaman
Horse-Archer: None, get Snotlings instead(not upgradeable of course:D)
Catapult: Rock Lobber
Chariot: Goblin Wolf Chariot
Monster I: Troll
Scout: Snotling Exploer
Galley: Timber? lol

Age of Magic

Citizen
Militia Spearman: Goblin Spearmen
Militia Archer: Orc Arrer Boyz
Militia Swordsman: Armoured Orc Boyz
Light Knight: Goblin Wolfrider
Hedge-Wizard: Orc Shaman
Bolt-Thrower: Spear Chukka
War Chariot: Orc Boar Chariot
Monster II: Giant
Explorer: None
Caravel:?

Age of Discovery

Royal Guard: Black Orcs
Pikemen: None, get Nightgoblin Spearmen instead
Longbow: Night Goblin Archers
Crossbow: None
Heavy Knight:Orc Boar Boyz
Wizard: Big Un Orc Shaman
Cannon:None, get Doomdiver instead
Galleon: ?
Frigate: ?

Musketman:None, get Night goblin Netters instead
Monster III: Wyvern
Ironclad
Special Unit: Snotling Pump Wagon


Gobbos(not in yet)


Ancient

Worker: snotlingworkers
Ancient Warrior: Savage Orc Warrior
Ancient Spearman: Forest Goblin Spearman
Ancient Archer: Forest Goblin Archer
Ancient Axeman: Orc Axeboyz
Ancient Swordman: Orcboyz with Swords
Shaman: Forest Goblin Shaman
Horse-Archer: None, get Snotlings instead(not upgradeable of course:D)
Catapult: Rock Lobber
Chariot: Goblin Wolf Chariot
Monster I: Troll
Scout: Snotling Exploer
Galley: Goblin Raft

Age of Magic

Citizen
Militia Spearman: Goblin Spearmen
Militia Archer: Orc Arrer Boyz
Militia Swordsman: Armoured Orc Boyz
Light Knight: Goblin Wolfrider
Hedge-Wizard: Goblin Shaman
Bolt-Thrower: Spear Chukka
War Chariot: None, get Forestgoblin Spiderriders instead
Monster II: Squigs
Explorer: None
Caravel:Goblin Freebooter

Age of Discovery

Royal Guard: None, get Night goblin Netters instead
Pikemen: None, get Nightgoblin Spearmen instead
Longbow: Night Goblin Archers
Crossbow: None, get Night goblin Squig Prodders instead
Heavy Knight:Night goblin Squig Hoppers
Wizard: Nightgoblin Shaman
Cannon:None, get Doomdiver instead
Galleon: Hulk
Frigate: Hullbusta

Musketman:None, get Night goblin Fanatics instead
Monster III: Wyvern
Ironclad: None, get Hulk instead in Age of Discovery
Special Unit: Snotling Pump Wagon

Highelves

Ancient

Worker: Highelf Worker
Ancient Warrior: Highelven Warrior
Ancient Spearman: Highelven Spearman
Ancient Archer: Highelven Archer
Ancient Axeman: Highelven Axeman
Ancient Swordman: Highelven Swordsman
Shaman: Highelven Shamaness
Horse-Archer: NONE
Catapult
Chariot: Tiranoc Chariot
Monster I: Pegusus
Scout: Elven Scout
Galley

Age of Magic
Citizen: Citizen-Soldier (Can Upgrade to Lothern Sea Guard as well as militia units)
Militia Spearman: High Elf Spearman
Militia Archer: High Elf Archer
Militia Swordsman: High Elf Swordsman
Light Knight: Ellyrion Reavers
Hedge-Wizard: High Elven Hedge-Wizard
Bolt-Thrower
War Chariot: Tiranoc War Chariot
Monster II: Griffon
Explorer: High Elven Explorer
Caravel: Hawkship

Age of Discovery
Royal Guard: White Lions of Chrace
Pikemen: Phoenix Guard
Longbow: NONE, get Swordmasters of Hoeth
Crossbow- NONE, replaced by Sea Guard
Heavy Knight- Silverhelms
Wizard
Cannon:NONE, replaced by Repeater Bolt Thrower
Galleon: Eagleship
Frigate: Dragonship

Mechanical Age
Cavalry: NONE, get Dragonprinces instead
Musketman: NONE, replaced by Shadow Warriors in the Age of Discovery
Monster III: Emperor Dragon(hope we get Dragonriders some day)
Ironclad: NONE, replaced by Merwyrm
Special Unit: High Elven Sorcerer

Hobgoblin Hegemony(not in yet)

Tombkings

Lizardmen

Ancient
Worker: Skink Worker
Ancient Warrior: Skink Warrior
Ancient Spearman: Skink Spearman
Ancient Archer: Skink Bowman
Ancient Axeman: Skink Axeman
Ancient Swordman: Saurus Warrior
Shaman: Skink Shaman
Horse-Archer: Skink Raptor Raider (a skink riding a raptor)
Catapult: Salamander ( a large lizard which has 2 glands on its throught which allow it to spit a ball of flamable acid-like chemacle at it target)
Chariot: Skink Raptor Chariot ( 2 raptors pulling a small chariot)
Monster I: Terradon (terradactyl type creature)
Scout: Chameleon Scout
Galley: (none, no need because skinks are aquatic)

Age of Magic
Citizen: Skink Citizen
Militia Spearman: Saurus Spearman
Militia Archer: Skink Skirmishers
Militia Swordsman: Saurus Oldblood
Light Knight: Cold One Rider
Hedge-Wizard: Skink Priest
Bolt-Thrower: Salamander Hunting Packs
War Chariot: Cold One Chariot (mini T-rex's pulling a chariot)
Monster II: Kroxigors (Giant crocodyle-men that are very stupid)
Explorer: Chameleon Hunter
Caravel: Turtle Fleet

Age of Discovery
Royal Guard: Temple Guard
Pikemen: Saurus Trident Guard
Longbowmen: (none) Skink Javelin Thrower
Crossbowmen: (None) Saurus Fanatic
Heavy Knight: Skink Terradon Rider (2 skinks riding on a terradactyl type creature.)
Wizard: Skink Mage
Cannon: Machine of the Old Ones (this is a mysterios contraption of spinning sircles and shperes that appear to have an inate magical ability to cause lightning. this gigantic construction rests on the back of a stegadon to make it mobile, and is controlled by two Sking sages.
Galleon: (None) gets living ship.
Frigate: Living Ship ( a Giant Turtle with a small 'fort' strapped to its back, that skinks and saurus can travel in.)

Mechanical Age
Musketman: Chameleon Skink Sniper
Monster III: Stegadon (like a triceratops)
Ironclad: Giant Turtle (self explanatory)
Special Unit: Slann Mage Priest (giant psychic frog wizard on floating throne)

Skaven(not in yet)

Sylvanians

Woodelves

Ancient

Worker: Woodelf Worker
Ancient Warrior: Woodelf Warrior
Ancient Spearman: Woodelf Spearman
Ancient Archer: Woodelf Archer
Ancient Axeman: NONE!
Ancient Swordman: Woodelf Swordsman
Shaman: Woodelf Shamaness
Horse-Archer: NONE
Catapult: NONE
Chariot: NONE, get Beastmaster instead
Monster I: Great Eagle
Scout: Woodelf Scout
Galley: Living Raft?

Age of Magic

Citizen
Militia Spearman: Glade Guard Spearman
Militia Archer: Glade Guard Archer
Militia Swordsman: Wood Elf Swordsman
Light Knight: Glade Riders
Hedge-Wizard: Woodelf Prophetess
Bolt-Thrower: NONE, get Dryads
War Chariot: NONE, get Great Stag instead
Monster II: Unicorn
Explorer: Ranger
Caravel

Age of Discovery

Royal Guard: Eternal Guard
Pikemen: NONE, replaced by Wardancer
Longbow: Wood Elf Longbowman
Crossbow- NONE, replaced by Waywatcher
Heavy Knight- WILD RIDERS OF KURNOUS
Wizard: Spellsinger
Cannon:NONE, replaced by Tree Kin
Galleon
Frigate

Mechanical Age
Cavalry: NONE, get Warhawkrider instead
Musketman: NONE, replaced by Treeman
Monster III: Forest Dragon Rider
Ironclad: NONE, replaced by Sea Monster
Special Unit: Spellweaver

Ploeperpengel
Jun 13, 2006, 11:40 PM
Reserved for files

unitclassinfo
unitinfo
artdef units
formationsinfo

@seZ and Agent 009
make sure to get the next two posts
@the others
please wait

seZereth
Jun 14, 2006, 03:42 AM
ok, here you will see the progress list, perhaps i will transfer the old things first when i have time for it.

Psychic_Llamas
Jun 17, 2006, 04:52 AM
Here are the Bretonnian units i have done.


Ancient
Worker: Worker
Ancient Warrior: Peasant
Ancient Spearman: Peasant spearman
Ancient Archer: Peasant Bowman
Ancient Axeman: Lumberman
Ancient Swordman: Yeoman swordsman
Shaman: Prophetess
Horse-Archer: Mounted Yeomen Bowmen
Catapult: (none)
Chariot: (none) Bretonnian Light Cavalry
Monster I: Pegasus
Scout: Halfling Scout
Galley: Galley

Age of Magic
Citizen: Peasant
Militia Spearman: Yeoman Spearman
Militia Archer: Yeoman Bowman
Militia Swordsman: Men-at-arms
Light Knight: Knights of the Realm
Hedge-Wizard: Damsel of the Lady
Bolt-Thrower: (None) catapult
War Chariot: (none) Questing Knights
Monster II: Griffon
Explorer: Halfling Explorer
Caravel: Caravel

Age of Discovery
Royal Guard: Grail Reliquae and Battle Pilgrims
Pikemen: Bretonnian Pikemen
Longbowmen: Bretonninan Longbowmen
Crossbowmen: Bretonnian Crossbowmen
Heavy Knight: Grail Knights
Wizard: Handmaidens of the Lady
Cannon: Trebuchet
Galleon: Galleon
Frigate: Frigate

Mechanical Age
Musketman: (None) Pegasus Knights
Monster III: Hippogriff
Ironclad: Ironclad
Special Unit: Paladin

Agent 009
Jun 17, 2006, 07:49 AM
Ok I am going to reserve this post for my progress also.

I'll have to go over everything first before posting something here. So be patient.

Also, SeZ, if you can, let me know if any of the units are meant to be UU's I can get that done as well. ;)

Ploeperpengel
Jun 17, 2006, 08:53 AM
Ok I am going to reserve this post for my progress also.

I'll have to go over everything first before posting something here. So be patient.

Also, SeZ, if you can, let me know if any of the units are meant to be UU's I can get that done as well. ;)
@Agent
Every unit will be a unique unit. You will be able to read about that in exactly this threads armylists;)
The civinfo file you need to work on is in the civilizationdesign thread.

@P.L.
thx for the list but you should have waited for Agent to post;)

Psychic_Llamas
Jun 17, 2006, 09:21 AM
Oop:blush: sorry, didnt see that last bit... you should make it bigger...ehem*straightens tie*

Ploeperpengel
Jun 17, 2006, 03:40 PM
Ok updated the humans got a still uncomplet Kislev list that needs suggestios and I slightly changed P.L.s Bretons to what I thought would fit better into the Gamedesign. Thx P.L. that helped a lot! Do you agree to the changes or do you dislike something totally?

Ploeperpengel
Jun 17, 2006, 06:42 PM
@agent 009

Please check those in too
Rabbits awesome Wolfrider! As Orc Boarrider(we don't have Boars yet)
http://forums.civfanatics.com/showthread.php?t=174639

seZ Teamcolor Paladin(Placeholder for Bretonnian Paladins)
http://forums.civfanatics.com/showthread.php?t=173883

Zhuuls animals mod
http://forums.civfanatics.com/showthread.php?t=157031

Psychic_Llamas
Jun 17, 2006, 08:36 PM
Yes, i like your changes, the pilgrims and paladin swap is good, never thought of thet;),

Heres some stuff for Kislev (not sure about the spell casters, there just bastardizations of russian word,)

Ancient

Worker-Kislevite peasant
Ancient Warrior: Gospodar Warrior (Gospodar early tribe which drove back the Ungols)
Ancient Spearman: Gospodar Spearman
Ancient Archer: Gospodar Archer
Ancient Axeman: Gospodar Axeman
Ancient Swordman: Gospodar Swordsman
Shaman: volshebn Shaman
Horse-Archer: Ungol Horse-Archer
Catapult
Chariot: NONE
Monster I: Icebear
Scout: Gospodar Scout
Galley

Age of Magic
Citizen
Militia Spearman: Kislev Kossar Spearman
Militia Archer: Kislev Kossar Bowman
Militia Swordsman: Kislev Kossar Bowman
Light Knight: Kislev Winged Lancer
Hedge-Wizard: koldun’ja
Bolt-Thrower
War Chariot: Bear Chariot
Monster II: Gryphon
Explorer:Ulric Huntsmen
Caravel

Age of Discovery
Royal Guard: Kislev Boyars
Pikemen: Kislev Henchmen with Hellbards
Longbowmen: Kislev Henchmen with Bows
Crossbowmen: NONE
Heavy Knight: Gryphon Legion (appearance similar to Winged Lancers but red colors and griffon heraldy)
Wizard: Koroleva Handmaiden
Cannon: cannon
Galleon: galleon
Frigate: NONE

Mechanical Age

Musketman: NONE, Kossaks instead (like the vannila, need better name)?
Monster III: Ice Troll
Ironclad: NONE
Special Unit: Bear Knights

Ploeperpengel
Jun 17, 2006, 09:18 PM
Added Orcs and Gobbos. Suggestions(for orcs mainly)?

@P.L.
will consider the Kislev updates List, thx.

Psychic_Llamas
Jun 17, 2006, 09:24 PM
I like the Greenskins list, perhaps make 'timber' (lol) raft?

and give them a "floaty 'ting" or something for a caraval.

Ploeperpengel
Jun 17, 2006, 09:25 PM
I like the Greenskins list, perhaps make 'timber' (lol) raft?

and give them a "floaty 'ting" or something for a caraval.
The raft I thought would be the caravel the floaty 'ting I take for Fregatte:lol:

Psychic_Llamas
Jun 17, 2006, 10:21 PM
Ok, sounds good. oh i cant wait to see the unit graphis for 'timber' HAHA! *log with a gobbo sitting on top and a couple of snotlings*

Duke van Frost
Jun 18, 2006, 12:32 PM
I think the upgrade chain from Savage Orc Shaman -> Goblin Shaman -> Orc Shaman is a bit strange, because ther´s the Goblin in the middle maybe replace the Savage Orc Shaman with a Forest Goblin Shaman then we´d have Goblin to Goblin to Orc instead of Orc to Goblin to Orc.

Ploeperpengel
Jun 18, 2006, 12:38 PM
I think the upgrade chain from Savage Orc Shaman -> Goblin Shaman -> Orc Shaman is a bit strange, because ther´s the Goblin in the middle maybe replace the Savage Orc Shaman with a Forest Goblin Shaman then we´d have Goblin to Goblin to Orc instead of Orc to Goblin to Orc.
I think that'll be strange still. No way around. But your point is correct. Orcs will only have Orcshamans anfd Golblins only Goblins.
Changed that, thx.

Ploeperpengel
Jun 18, 2006, 07:36 PM
Added some ships.
This is a good reference to Kislev Army:
http://www.strike-to-stun.com/WFB/Kislev/Kislev01.htm

Psychic_Llamas
Jun 19, 2006, 04:06 AM
seeing as you want to focus on woodelves for this release, here's my suggestions:

P_L's Woodelf suggestions:
Ancient

Worker: Woodelf Worker
Ancient Warrior: Woodelf Warrior
Ancient Spearman: Woodelf Spearman
Ancient Archer: Woodelf Archer
Ancient Axeman: Woodelf Axeman
Ancient Swordman: Woodelf Swordsman
Shaman: Woodelf Shamaness
Horse-Archer: Glade Rider Archer
Catapult: NONE replaced with 'Sprite Hollow' (hollow tree that tiny pixies and forest spirits live in, fly out when attacked and stabs the enemy with tiny poisoned spears and arrows)
Chariot: NONE replace with Mounted Asrai Scout? (do you seriously think a chariot would work in the forest??;)
Monster I: Unicorn
Scout: Woodelf Scout
Galley

Age of Magic

Citizen
Militia Spearman: Eternal Guard
Militia Archer: Glade Guard
Militia Swordsman: Wood Elf Swordsman
Light Knight: Glade Riders
Hedge-Wizard: Wood Elf Prophetess
Bolt-Thrower: NONE, replaced by Dryad
War Chariot: NONE replaced by Great Stag
Monster II: Great Eagle
Explorer: Ranger
Caravel

Age of Discovery

Royal Guard: NONE, replaced with Wild Riders
Pikemen: NONE, replaced by Wardancer
Longbow: Wood Elf Longbowman
Crossbow- NONE, replaced by Waywatcher
Heavy Knight- War Hawk Rider
Wizard: Spellsinger
Cannon:NONE, replaced by Tree Kin
Galleon
Frigate

Mechanical Age
Musketman: NONE, replaced by Treeman
Monster III: Forest Dragon Rider
Ironclad: NONE, replaced by Sea Monster
Special Unit: Spellweaver

Ploeperpengel
Jun 19, 2006, 05:41 AM
Thx I'll consider this. You're right they will lose their chariots at least. What's a great Stag?
The sprite hollow would better fit as improvement.
Think the Woodelves will need some spells to weaken citydefenses later to balance the missing artillery.

Psychic_Llamas
Jun 19, 2006, 06:11 AM
an exept from the Wood elves rule book on the great stag:

"no beast in athel loren is treasured more than the Great Stag, a creature that the woodelves frever as representing the true soul of the forest. Wherever the truth of its nature lies, the Great Stag is unquestionably a magical creature, though apparently one of a nobler cast than the Unicorn. Such a beast only ever seems to appear in portentous times, commonly when great danger threatens the forest-though one is occasionally in evidence at times of great celebration and is interpreted as a great blessing when it does appear...not only is the stag a formidable opponent in battle, its very presence can inspire those those around it to greater heights of bravery..."

Go here to see what a normal stag looks like:http://www.jackbergsales.com/misc/Tap._35_The_Great_Stag_a.JPG

Ploeperpengel
Jun 19, 2006, 06:15 AM
an exept from the Wood elves rule book on the great stag:

"no beast in athel loren is treasured more than the Great Stag, a creature that the woodelves frever as representing the true soul of the forest. Wherever the truth of its nature lies, the Great Stag is unquestionably a magical creature, though apparently one of a nobler cast than the Unicorn. Such a beast only ever seems to appear in portentous times, commonly when great danger threatens the forest-though one is occasionally in evidence at times of great celebration and is interpreted as a great blessing when it does appear...not only is the stag a formidable opponent in battle, its very presence can inspire those those around it to greater heights of bravery..."

Go here to see what a normal stag looks like:http://www.jackbergsales.com/misc/Tap._35_The_Great_Stag_a.JPG

:lol: ok they'll get Bambi as soon I cut the heads of the deer resource!

Edit: updated woodelves

Psychic_Llamas
Jun 19, 2006, 06:56 AM
lol, make a Bambi hero! do it!!

The beastmasters a good idea

maybe give the spellsingers an ability called 'strangling vines'.
~the spellsinger could engineer a small package of ivy and briar seeds which they trow at the walls and other fortifications. they then cast 'spells' which encorages these seed to sprout and grow rapidly, and as they grow, they weedle into cracks in the mortar and crumble the walls, forcing loose bricks out and eventually bringing the walls down. these vines also act as climbing frames which the other invading wood elves can climb up and attack the defenders.
just an idea;) to make up for the absence of artilery

Ploeperpengel
Jun 19, 2006, 07:23 AM
lol, make a Bambi hero! do it!!

The beastmasters a good idea

maybe give the spellsingers an ability called 'strangling vines'.
~the spellsinger could engineer a small package of ivy and briar seeds which they trow at the walls and other fortifications. they then cast 'spells' which encorages these seed to sprout and grow rapidly, and as they grow, they weedle into cracks in the mortar and crumble the walls, forcing loose bricks out and eventually bringing the walls down. these vines also act as climbing frames which the other invading wood elves can climb up and attack the defenders.
just an idea;) to make up for the absence of artilery

Yeah put that in the spell thread. As soon Ollues made the basics we can work on those ideas;)

Psychic_Llamas
Jun 19, 2006, 07:27 AM
no no, you miss understood me. its not a spell as such, just an ability, like bombard only with a rampaging pakage of seeds instead of a boulder. (ill put it in the spell thread too though if you insist;) )

For the highelves, a few of my suggestions, mostly just renames.

Galley: Swan Ship (for wood elves too?)

Pikemen: Phoenix guard

Militia Swordsman: Sword Masters of Hoeth

Hedge-Wizard: High Elven Mage

Wizard: High Elven Mage Lord

Duke van Frost
Jun 19, 2006, 09:30 AM
I´m not sure if the woddelves shouldn´t get any Artillery at all, that´s a BIG misadvantage to me. But I can´t come up with any good Artillery for them, except a Boltthrower maybe. They should get something like this "Seed" thin P.L. talked about or at least some artillery replacing spells (another idea would be Treeman and treekin tearing down the walls of civilization - being able to reduce city defenses).

Duke van Frost
Jun 19, 2006, 09:49 AM
this may be slightly OT but it´s the best place for this I think, so:

I included an WECottage in my latest files that only upgrades up to village (no town), because he food bonus plus the production from the woods is already good enough I think and woodelves wouldn´t want to build big settlements in the holy woods of Athel Loren. I´ll also change the gfx sometime soon, thats why i included extra folders for those improvements.

the lines for the UnitInfo.xml are the following (needed for workers):

<Build>
<BuildType>BUILD_WECOTTAGE</BuildType>
<bBuild>1</bBuild>
</Build>


And I´ll post the code for the Brewery Improvement also here:

<Build>
<BuildType>BUILD_BREWERY</BuildType>
<bBuild>1</bBuild>
</Build>

Will post these 2 also in the unitdesign thread.

Ploeperpengel
Jun 19, 2006, 10:57 AM
(another idea would be Treeman and treekin tearing down the walls of civilization - being able to reduce city defenses).
Yes that's something they should indeed be able to do. Know how?

Duke van Frost
Jun 19, 2006, 11:32 AM
It´s a simple entry in the UnitInfo.xml.

DutchJunkie
Jun 19, 2006, 03:01 PM
I joined today. Thanks for letting me part of this. Currently I’m working on maps, but I got some ideas to share too.

- Kislev should get an icebear as a monster. In Warhammer a general for Kislev can be chosen mounted on one.
- Barbarians should be orcs, goblins, skaven in my opinion. Maybe a giant or ogre or some beast once in a while.

Got many armybooks at home (original and some pdf) .. and many white dwarf magzines.

---------------------------------------------------------------------------------------------------
!!!Question!!!

1. is it useful to start writing civilopedia entries? I would like to do that in some part ..
2. Are there going to be dogs of war in this mod? a technology that allows for example empire to get kislev winged lancers, a giant or some ogres?

---------------------------------------------------------------------------------------------------

I’ll keep all my ideas in this post to keep the thread as small as possible. That way it’s better to navigate through the ideas ;)

Edit (morning june 20th):

*Bretonnia:
- Bretonnian light cavalry should be named Knight Errant.
- I don't like the Halflings here .. Bretonnians can't use dogs of war in the game cause they don't like other races .. yeoman scout and yeoman explorer would be better.
- Bretonnia got no crossbowmen.

*Empire:
- Shaman could be Warrior Priest. Priest may sound a bit too fancy in this age, but Warrior makes it sound better.
- No Kislev forces in this army, because Kislev is on it's own.
- Wizard could be Prophet of Sigmar.
- Hedge-wizard could be .. simply Empire Wizard?

*Dark Elves:
- In Warhammer the assassin has an specific role in the dark elves army. It should be added to the list like assassins in the ‘Total Realism’-mod, which can be found on this forum.
- The militia could be called Corsairs (which are warriors with snakelike skin as light armour)
- The special unit is not very special .. a Beastmaster on a Manticore would be more awesome (or Manticore should be added next to War Hydra)
- Shades should be explorers, or scouts ..
- Cauldron of blood would be a nice building btw .. I'll post that in the buildings thread!
- And where are the Witch Elves .. we definitely need some beautiful female warriors in the game! ;)

*Dwarfs:
- Dwarfs only use axes and hammers .. archers, spearman and swordsman are not dwarflike ..
- No ogres (not any monsters btw) in the army .. dwarfs distrust every other race.
- Slayers (with the orange hair) are nice as monsters (different types: Trollslayers as I, Giantslayers as II and Daemonslayers as III)
- Runelord should be in age of discovery .. it’s powerfull!
- Malakai Makaison's Goblin Hewer would be nice too
- Doomseekers are nice to be added too (similar like goblin fanatics, but with orange hair and more coordination )
- ANVIL OF DOOM (maybe a building or a special unit)

*Beasts of Chaos:
Ancient
Worker: Ungor worker (Ungor are small and weak – like goblins)
Ancient Warrior: Gor Warrior (Gor are the bigger beasts)
Ancient Spearman: Gor Spearman
Ancient Archer: Gor Archer
Ancient Axeman: Gor Axeman
Ancient Swordman: Gor Swordsman (sounds silly .. a beast swordsman)
Shaman: Beastman Shaman
Chariot: Beastman chariot (with boars .. like O&G)
Monster: Chaos ogre
Scout: Ungor scout

Age of Magic
Militia Spearman: Bestigor Spearman
Militia Archer: Bestigor archer
Militia Swordsman: Bestigor Bowman
(depending on chosen religion undivided, khorne or nurgle it should be Bestigor, Khorngor or Pestigor)(I don't know if Beastmen worship Tzeentch too ..)
Light Knight: Centigors (crossing between Gor and a horse)
War Chariot: Bestigor, Khorngor or Pestigor Chariot?
Monster II: Chaos Trolls
Explorer: Ungor explorer

Age of Discovery
Royal Guard: Minotaurs
Heavy Knight: Armoured Centigors

Mechanical Age
Monster III: Dragon Ogres

*Hordes of Chaos:
Ancient
Marauder peasant
Ancient Warrior: Marauder
Ancient Spearman: Marauder Spearman
Ancient Archer: Marauder Archer
Ancient Axeman: Marauder Axeman
Ancient Swordman: Marauder Swordsman
Shaman: Marauder shaman
Light cavalry: warhounds of choas
Chariot: Marauder chariot
Monster I: nurglings (if nurgle), screamers and flamers (if tzeentch), khorne flesh hounds (if khorne)
Scout: marauder scout

Age of Magic
Citizen
Militia Spearman: chaos warrior Spearman
Militia Archer: chaos warrior Bowman
Militia Swordsman: chaos warrior Bowman
Light Knight: Marauder horsemen
Hedge-Wizard: sorcerer of chaos
War Chariot: Choas warrior chariot
Monster II: spawn of chaos
Explorer: marauder explorer

Age of Discovery
Royal Guard: Bloodletter (khorne), daemonettes (slaanesh), horrors (tzeentch), plaguebearers (nurgle)
Pikemen: Choas warrior Pikemen
Longbowmen: None
Crossbowmen: NONE
Heavy Knight: Knights of Chaos, daemonettes on mounts of slaanesh (if slaanesh)
Wizard: Champion of khorne, nurgle, slaanesh or tzeentch
Cannon: none

Mechanical Age
Musketman: none (hellcanon of choas instead) (=insane strong half-daemon cannon)
Monster III: (Bloodthirster) Greater Daemon of Khorne, (Great Unclean One) Greater Daemon of Nurgle, Greater Daemon of Tzeentch (Lord of change), Greater Daemon of slaanesh (Keeper of secrets).
Special Unit: Daemon prince

*Goblins
- i like goblins to be all goblins .. no orcs .. otherwise a loose gobbo's race is not fulfilling.
- goog's can't handle a wyvern .. they can have a giant squig instead (like the one skarsnik has) or simply a giant.


Edit (late morning june 20th):

*Vampire Counts
There are mainly four vampire-species in the warhammer world: Von carstein, lahmian, strigoi, necrarch and blood dragon. With vampires we too should have the discussion to make five types of religion or five leaders (the latter imho). Leaders could be:
- Zacharias the Everliving (Necrarch)
- Mannfred von Carstein
- Ushoran, the Lord of Masks (Strigoi)
- Neferata, the Queen of Lahmia
- Abhorash, the Lord of Blood (Blood Dragon)

Ancient
Worker: human Worker (vampires need blood , except for Necrarchs btw)
Ancient Warrior: human Warrior
Ancient Spearman: human Spearman
Ancient Archer: human Archer
Ancient Axeman: human Axeman
Ancient Swordman: human Swordsman
Shaman: Dark Shaman
Horse-Archer: None, Dire Wolfs instead
Catapult: ?
Chariot: ?
Monster I: Doom Wolf (a really strong dire wolf (pack leader))
Scout: Human Scout
Galley: ?

Age of Magic

Citizen
Militia Spearman: skeleton Spearman
Militia Archer: Skeleton Archer
Militia Swordsman: Skeleton Swordsman
Light Knight: None, Fell Bats instead
Hedge-Wizard: Necromancer
Bolt-Thrower: None, zombies as alternative militia instead
War Chariot: Skeleton Chariot
Monster II: Winged Nightmare
Explorer: Bat Swarm
Caravel: ?

Age of Discovery
Royal Guard: Grave Guard
Pikemen: None, Ghouls instead
Longbow: None (only skeleton longbowmen for blooddragon)
Crossbow: ?
Heavy Knight: Black Knights
Wizard: (specific) Vampire
Cannon: None, Skull-catapult instead
Galleon: ?
Frigate: ?

Mechanical Age
Musketman: None
Monster III: Zombie Dragon
Ironclad: ?
Special Unit: Black Coach

ps .. wraiths and banshees should be avaiable too, but where? It's a one miniaturemodel lika a monster, but it isn't a monster .. more a special unit like the black coach


*Ogre Kingdoms:
Ancient
Worker: Gnoblar worker
Ancient Warrior: Gnoblar warrior
Ancient Spearman: Gnoblar Spearman
Ancient Archer: Gnoblar Archer
Ancient Axeman: Gnoblar Axeman
Ancient Swordman: Gnoblar Swordsman
Shaman:
Horse-Archer:
Catapult: Grudge-Thrower
Chariot: NONE, get Transport wagon instead
Monster I: Ogre (only few and expensive Ogres in the first stages of the game)
Scout: Gnoblar Trappers
Galley

Age of Magic
Citizen
Militia: Ogre Bulls
Hedge-Wizard: Ogre butcher
Bolt-Thrower: Gnoblar scraplauncher (mobile crappy launcher )
War Chariot: None
Monster II: Yhetees (looks like a yeti)
Explorer: Gnoblar explorer
Caravel

Age of Discovery
Royal Guard: Ogre Ironguts
Heavy Knight: Ogre Maneater
Wizard: Ogre supreme butcher?
Galleon
Frigate: ?

Mechanical Age
Musketman: Ogre Leadbelchers (Ogre’s with cannons as guns )
Monster III: Gorgers (ogres that were born without a big belly and therefore thrown into warpstonepits. The mutated into fearsome and mad beings.)
Ironclad: ?
Special Unit: Ogre Hunter


Edit (afternoon june 20th):

*Tomb Kings
Leaders:
- Tomb Queen Khalida
- Settra the Imperishable

Ancient
Worker: Human
Ancient Warrior: Human Warrior
Ancient Spearman: Human Spearman
Ancient Archer: Human Archer
Ancient Axeman Human boyz
Ancient Swordman: Human with Swords
Shaman: Dark Shaman / Fallen Shaman
Horse-Archer: Human
Catapult
Chariot: None
Monster I: Carrion
Scout: Human

Age of Magic
Citizen
Militia Spearman: Skeleton Spearmen
Militia Archer: Skeleton Archer
Militia Swordsman: Skeleton Swordsman
Light Knight: Skeleton Horsemen
Hedge-Wizard: Tomb Priest
War Chariot: Skeleton Chariot
Monster II: Tomb Scorpion
Explorer: Tomb Swarm

Age of Discovery
Royal Guard: Tomb Guard
Heavy Knight: None, Ushabti
Wizard: Liche Priest

Monster III: Bone Giant
Special Unit: Tomb King Chariot, Casket of Souls (maybe a building like Cauldron of blood)

*Lizardmen
Ancient
Worker: Skink Worker
Ancient Warrior: Skink Warrior
Ancient Spearman: Skink Spearman
Ancient Archer: Skink Archer
Shaman: Skink Priest
Monster I: Salamander and Skink handlers
Scout: Chameleon Skinks

Age of Magic
Citizen
Militia Spearman: Saurus Spearman
Militia Archer: Skink Archer (Saurusses can’t shoot )
Militia Swordsman: Saurus Swordsman
Light Knight: Cold One Cavalry (skinks on cold ones)
Hedge-Wizard: Skink Prophet
Monster II: Oldblood on Carnosaur
Explorer: Jungle Swarm

Age of Discovery
Royal Guard: Temple Guard
Pikemen: None, but Kroxigor must be somewhere
Heavy Knight: Terradon Rider
Wizard: Slann Mage Priest (Extremely powerful .. most powerful wizard in the game)

Mechanical Age
Monster III: Stegadon

*Skaven
Just like the Dark Elves, Skaven got assassins!

Ancient
Worker: Slaverat Worker
Ancient Warrior: Clanrat Warrior
Ancient Spearman: Clanrat Spearman
Ancient Archer: Clanrat Archer
Ancient Axeman: Clanrat Axeman
Ancient Swordman: Clanrat Swordsman
Monster I: Giant Rats
Scout: Rat Swarms

Age of Magic
Citizen
Militia Spearman: Stormvermin Spearman
Militia Archer: Stormvermin Archer
Militia Swordsman Stormvermin Swordsman
Monster II: Rat Ogres
Explorer: Night runners, Gutter runners

Age of Discovery
Royal Guard: Plague Monks
Wizard: Warlock Engineer
Warpfire throwers, Poisoned wind Globadiers.

Mechanical Age
Musketman: Ratling gun teams, Warplock jezzails.
Warp-lightning Cannon
Special Unit: Screaming Bell (maybe building like Cauldron of Blood)

Duke van Frost
Jun 19, 2006, 03:07 PM
I joined today. Thanks for letting me part of this. Cuurently im working on maps, but i got some ideas to share too.

- Kislev should get an ice-bear (is that correct english?) as a monster. In warhammer a general for kislev can be chosen mounted on one.
- Barbarians should be orcs, goblins, skaven in my opinion. Maybe a giant or Ogre or some beast once in a while.

I could give my (unit)ideas about chaos if you like? i'll write and post em tomorrow then. I can do the same for Vampires/sylvanians.

Got many armybooks at home (orignail and some old .pdf) .. and many white dwarfs.

You can give all ideas that you want, we will discuss everything here, that´s what this forum is all about - ideas, ideas, ideas.

I like the one about the icebear. Orcs shouldn´t be Barbarians in my opinion, they will be a whole civ as will be orcs and skaven. Chaos will be also a civ but small chaosbands seems to be better fitting for Barbarians IMO.

EDIT: And If you´re working on maps, you should open a thread about this. Give people a place where they can post their maps from WH (not the cIV ones but the sources to make them). And you could show us what you´re currently working on from time to time in such a thread.

And I just saw that Kislev has a Beastmaster with an icebear as the first monster.

DutchJunkie
Jun 20, 2006, 02:11 AM
You can give all ideas that you want, we will discuss everything here, that´s what this forum is all about - ideas, ideas, ideas.

I like the one about the icebear. Orcs shouldn´t be Barbarians in my opinion, they will be a whole civ as will be orcs and skaven. Chaos will be also a civ but small chaosbands seems to be better fitting for Barbarians IMO.

EDIT: And If you´re working on maps, you should open a thread about this. Give people a place where they can post their maps from WH (not the cIV ones but the sources to make them). And you could show us what you´re currently working on from time to time in such a thread.

And I just saw that Kislev has a Beastmaster with an icebear as the first monster.

I agree .. Orcs should be a race .. and Goblins and Choas too. And barbarians could be marauding choas bands .. good idea! But i like the idea that barbarians could be any of these races, depending on the location on the map maybe. Night goblins for example are scattered in small tribes around the world edge mountains and skaven can be found anywhere (in sewers of any major city).

ps .. i'll post my unit ideas in my previous post (in 15 minutes) to keep the amount of posts low ;)
ps2 .. how do i create that spoiler thingy? otherwise my posts get so big :)

Psychic_Llamas
Jun 20, 2006, 03:15 AM
Welcome to the team DutchJunkie!
I really like you ideas on units for bretonnia (didnt think about them not liking mercenaries etc) the empire spell caster changes are good also.

I really like the beast men ideas. i dont have a beastman book, and dont have much info on them so thats very useful i think:)

Agent 009
Jun 20, 2006, 05:19 AM
@agent 009

Please check those in too
Rabbits awesome Wolfrider! As Orc Boarrider(we don't have Boars yet)
http://forums.civfanatics.com/showthread.php?t=174639

seZ Teamcolor Paladin(Placeholder for Bretonnian Paladins)
http://forums.civfanatics.com/showthread.php?t=173883

Zhuuls animals mod
http://forums.civfanatics.com/showthread.php?t=157031


LOL BIG LETTERS!!! I couldn't miss it. :P

Ok I downloaded these as well.

I was having a problem with the formations file. The one I used for my mod was a modified original that someone made. It looked like a proper Firaxis XML file so it was easy to edit. The one that comes with the regiments mod was just too difficult for me to bother with so I had to get a program that would read it properly.

Luckily it only took 2 hrs to download and install so I will have a real easy time with it now.

I'll be working around the clock for the next 5 or 6 days to get all the rest done. I hope it won't take too long and with minimal errors. :P

I'll edit my first post in this topic with a complete description of what I have done hopefully by Sunday at the latest.

Ploeperpengel
Jun 20, 2006, 10:35 AM
Ok, I think the python will need that time too and a delay of two days is ok;) Thx for all your effort.

sela1s1son
Jun 20, 2006, 10:19 PM
I've searched this forum and can't find the list of units needing Civilopedia enteries. I have 7 army books: Empire, Orcs and Gobbos, Vampire Counts, Dwarfs, Brets, Lizardmen, Skaven... I also have the Kislev PDF.

Ploeperpengel
Jun 20, 2006, 10:23 PM
:confused: Have a look at the spoilers in the first two posts. They all need them except Darkelves.

sela1s1son
Jun 20, 2006, 10:29 PM
:confused: Have a look at the spoilers in the first two posts. They all need them except Darkelves.



Oops. :blush: I feel stupid now. I'll start working on the Empire unit civilopedia enteries first, then I'm move on to Orcs.

Should I include a quote befitting certain/each enteries? IE a funny few sentences for an Orc warmachine? *IE: the one quote from the rulebook where the Orc wonders why the rock lobba's ammo is screaming when it really is a Gobbo who was accidently launched*

Ploeperpengel
Jun 20, 2006, 10:37 PM
Oops. :blush: I feel stupid now. I'll start working on the Empire unit civilopedia enteries first, then I'm move on to Orcs.

Should I include a quote befitting certain/each enteries? IE a funny few sentences for an Orc warmachine? *IE: the one quote from the rulebook where the Orc wonders why the rock lobba's ammo is screaming when it really is a Gobbo who was accidently launched*
I don't have the armybook but sound s good:)
As soon you finished some you can start a thread for Unitpedia;)
Upload the files separatly there for each of the civs. Thx for the effort. I know it's alot of work and really appreciate everything I can get.

sela1s1son
Jun 20, 2006, 11:08 PM
I'm trying to find an example of Civilopedia enteries in XML, particuarly for the unit ones... but I can't find them in this or other mods. Modding ST Armada was easier ;-)

Would it be to big a problem if I wrote them in regular text files and trusted someone to XML-ize them? As that may be needed if I can't find a template, let alone know what tags and all to use (as an example from the Shinto religion mod: <Tag>TXT_KEY_BUILDING_SHINTO_SHRINE</Tag> )

I hate to have this lead to more work for other folks, but Civ IV seems much harder to mod then Civ III. I plan on helping, I just need a little help figuring out how things work. ;-)

Ploeperpengel
Jun 20, 2006, 11:17 PM
You can take the vanillafile as a base to work on. You find it in:
Sid Meier's Civilization 4\Assets\XML\Text
the name is:
CIV4GameText_Civilopedia_Units
copy this in a different folder and just open it with notepad(++) and everything should be very clear.;)

The first line:
<Tag>TXT_KEY_UNIT_NameofUnit_PEDIA</Tag>
And the rest is text. Note that you'll have to copy the text one time for every different language. Don't be afraid it's easy if you try!

Agent 009
Jun 22, 2006, 10:48 PM
For those doing Strategy and Civilopedia entries.

This might not be too much help, however, for the units I am doing, I am giving them TXT_KEY's relative to the filename of the zip file they came with.

i.e. chaos knight (Folder name), has this key: TXT_KEY_UNIT_CHAOSKNIGHT and TXT_KEY_UNIT_CHAOSKNIGHT_PEDIA ...etc...

So in otherwords, every unit I am doing will have a TXT_KEY with only one word in it. I will put it all together. Make it easier. ;)

Hope this helps. ;)

Ploeperpengel
Jun 22, 2006, 10:56 PM
This'll be fine. I'm not really sure if there work going on respective to unit pedia after all right now but this shouldn't be hard to use like this.

seZereth
Jun 23, 2006, 03:22 AM
i like many of the ideas DutchJunkie came up with in his post about the army lists.

I consider doing some more greenskins, some Bretonian units and Chaos Units (which could be nif edited existing chaos ones in my eyes! ) But that will be stuff for next week, as i am not at home this weekend and have a very busy next week too.

Psychic_Llamas
Jun 23, 2006, 03:57 AM
Tomb Kings Unit list ideas


Ancient
Worker: Worker
Ancient Warrior: Nehekharan Warrior
Ancient Spearman: Nehekharan spearman
Ancient Archer: Nehekharan Bowman
Ancient Axeman: Nehekharan Axeman
Ancient Swordman: Nehekharan swordsman
Shaman: Liche Priest
Horse-Archer: Nehekharan Horse-Archer
Catapult: (none)
Chariot: Nehekharan Light Chariot
Monster I: Carrion
Scout: Nehekharan Scout
Galley: Nehekharan Galley

Age of Magic
Citizen: Nehekharan Serf
Militia Spearman: Skeleton Infantry
Militia Archer: Skeleton Archer
Militia Swordsman: Skeleton Swordsman
Light Knight: Skeleton Light Horseman
Hedge-Wizard: Liche High Priest
Bolt-Thrower: (None,) Screaming Skull catapult
War Chariot: Skeletal Chariot
Monster II: Tomb Scorpion
Explorer: (none) Tomb Swarm
Caravel: Scarab Raft

Age of Discovery
Royal Guard: Tomb Guard
Pikemen: (None, gets extra Royal guard) Ushabti
Longbowmen: Archers of the Asp Goddess
Crossbowmen: (None, gets extra Chariot) Skeletal War Chariot
Heavy Knight: Skeleton Heavy Horseman
Wizard: Mounted Liche High Priest
Cannon: (None) gets Bone Giant in Mechanical Age.
Galleon: Sea Chariot
Frigate: Tomb Ship

Mechanical Age
Musketman: Scorpion Lord ( skeletal scorpion centaur)
Monster III: Sphinx Construct
Ironclad: (None) Leviathon (enormous sea beast of egyptian mythology)
Special Unit: Casket of Souls

Psychic_Llamas
Jun 23, 2006, 04:29 AM
Lizardmen Unit list ideas


Ancient
Worker: Skink Worker
Ancient Warrior: Skink Warrior
Ancient Spearman: Skink Spearman
Ancient Archer: Skink Bowman
Ancient Axeman: Skink Axeman
Ancient Swordman: Saurus Warrior
Shaman: Skink Shaman
Horse-Archer: Skink Raptor Raider (a skink riding a raptor)
Catapult: Salamander ( a large lizard which has 2 glands on its throught which allow it to spit a ball of flamable acid-like chemacle at it target)
Chariot: Skink Raptor Chariot ( 2 raptors pulling a small chariot)
Monster I: Terradon (terradactyl type creature)
Scout: Chameleon Scout
Galley: (none, no need because skinks are aquatic)

Age of Magic
Citizen: Skink Citizen
Militia Spearman: Saurus Spearman
Militia Archer: Skink Skirmishers
Militia Swordsman: Saurus Oldblood
Light Knight: Cold One Rider
Hedge-Wizard: Skink Priest
Bolt-Thrower: Salamander Hunting Packs
War Chariot: Cold One Chariot (mini T-rex's pulling a chariot)
Monster II: Kroxigors (Giant crocodyle-men that are very stupid)
Explorer: Chameleon Hunter
Caravel: Turtle Fleet

Age of Discovery
Royal Guard: Temple Guard
Pikemen: Saurus Trident Guard
Longbowmen: (none) Skink Javelin Thrower
Crossbowmen: (None) Saurus Fanatic
Heavy Knight: Skink Terradon Rider (2 skinks riding on a terradactyl type creature.)
Wizard: Skink Mage
Cannon: Machine of the Old Ones (this is a mysterios contraption of spinning sircles and shperes that appear to have an inate magical ability to cause lightning. this gigantic construction rests on the back of a stegadon to make it mobile, and is controlled by two Sking sages.
Galleon: (None) gets living ship.
Frigate: Living Ship ( a Giant Turtle with a small 'fort' strapped to its back, that skinks and saurus can travel in.)

Mechanical Age
Musketman: Chameleon Skink Sniper
Monster III: Stegadon (like a triceratops)
Ironclad: Giant Turtle (self explanatory)
Special Unit: Slann Mage Priest (giant psychic frog wizard on floating throne)

Ploeperpengel
Jun 23, 2006, 05:42 AM
@Dutchjunkie
I totally oversaw your post referring to armylists, sorry. I will consider it as soon I get home. See? this happens if there is too much fluff:D
No seriosly you should notifie with a short post here if you update that list! I like many of that ideas.

@P.L.
Noticed your Lists, thx. Same as above. They will be considered as I check the UUs in.

DutchJunkie
Jun 23, 2006, 04:24 PM
Next time i'll notify you with a small post .. :)

@PL: I like the ideas very much (as usual), it's very complete and ready to go ;) But can you tell me what a Skink Raptor Raider is? a smaller Cold One?

Psychic_Llamas
Jun 24, 2006, 01:27 AM
just an invented thing to fill the gap. i didnt picture skinks being able to tame cold ones, and didnt think Saurus should be too plentifull in the acient era.
But yes, basically it is a small cold one with a skink on top;)

Psychic_Llamas
Jun 24, 2006, 02:53 AM
updated lizardmen post above with explanations of some units

DutchJunkie
Jun 24, 2006, 12:50 PM
just an invented thing to fill the gap. i didnt picture skinks being able to tame cold ones, and didnt think Saurus should be too plentifull in the acient era.
But yes, basically it is a small cold one with a skink on top;)

ok .. :)

Skinks on Cold Ones: TICHI HUICHI'S RAIDERS
http://uk.games-workshop.com/dogsofwar/miniature-gallery/22/

But i agree indeed that saurusses (and cold ones) are to strong in that area .. i agree with your idea ;)

Psychic_Llamas
Jun 24, 2006, 08:42 PM
Oh, i didnt realize theycould actually ride cold ones... oh well:P

Agent 009
Jun 26, 2006, 12:46 PM
Ok as per Ploeperpengle's request, here is the unit info that I have done so far. ;)

Ploeperpengel
Jun 26, 2006, 12:52 PM
Thx that's much appreciated. Wait for the testmod before you start the formation I might change some unitnames for better reference;)

Psychic_Llamas
Jun 30, 2006, 04:09 AM
Just made some Unit reviews;)

Ind: Why a nipponese guy in Ind? they are miles apart.
Horse-Archer: Nipponeese Horse Archer

Darkelves unit change suggestions:

Ancient

Horse-Archer: NONE (gets another monster: Chimara in Age of magic)
Catapult; NONE (gets another monster: Manticore in Age of Discovery)

Age of Magic

Monster II: Giant Spider (made Hydra in mechanical age allong side dragon)

Age of Discovery

Galleon: Deathfortress

Mechanical Age

Monster III: Dragon Rider AND War Hydra
Ironclad: Black Ark of Naggaroth (swapped with death fortress as Black Arks are much bigger, and also have giant sea monsters living in the iceburg sized Rock that the castle floats on.)


Dwarves unit change suggestions:

Ancient

Ancient Warrior: Dwarf Warrior
Ancient Spearman: NONE (I sure hope the Dwarf warrior is tougher than normal to make up for the lack of spearmen)
Ancient Archer: Dwarf Slinger
Shaman: NONE, Loremaster

Mechanical Age

Monster III: NONE, get Slayer Lord / Dragon Slayer


And i still think that Woodelves should not get pegasus, because Pegasi do not live in Athel Loren, they prefer large plains to large forests. Replace them with the Giant Eagle which is a real WH Woodelves modle and should be in the game.

Ploeperpengel
Jul 05, 2006, 07:57 AM
I made a few updates here including Lizards and small changes to Highelves and Woodelves and some others

Psychic_Llamas
Jul 05, 2006, 08:08 AM
Nice idea to add the Cavalry in the last age:) and now wood elves get Wild Riders :D

Psychic_Llamas
Jul 06, 2006, 05:33 AM
@ Ploe.

Just a quick note about the High Elf Dragon Princes. I think you might be confused here. You do know that Dragon Princes do not actually ride dragons. they only ride elven steeds.

Ploeperpengel
Jul 06, 2006, 05:38 AM
I know that;) But Highelves don't use Gunpowder so the Dragonprinces is what they get as replacement. I had to put the Silverhelms as Heavy because they use Lances and their look IS sort of Heavy already.

Psychic_Llamas
Jul 06, 2006, 06:35 AM
but you have dragon princes under as a Monster 3 unit. thats what got me confused. maybe change monster 3 to "Emperor Dragon"

Ploeperpengel
Jul 06, 2006, 06:56 AM
Oh yes you're right. That was still part of JPs original text and I missed that, thx.
It's fixed.

Psychic_Llamas
Jul 06, 2006, 08:52 AM
cool ta:) glad we got that sorted;)

woodelf
Jul 06, 2006, 09:45 PM
It might not be a WH unit, but check out my first 3ds max unit here (http://forums.civfanatics.com/showpost.php?p=4244218&postcount=1). It's late and not perfect, but it's a start. :)

Psychic_Llamas
Jul 06, 2006, 10:05 PM
That looks interesting Woodelf, not too sure if we could use it in WH though :lol: perhaps we could edit it to be some kind of mobile tresure unit that ppl can capture...

Ploeperpengel
Jul 06, 2006, 10:11 PM
It might not be a WH unit, but check out my first 3ds max unit here (http://forums.civfanatics.com/showpost.php?p=4244218&postcount=1). It's late and not perfect, but it's a start. :)
A well err quite unusual design for WH. But certainly fits for the moon:D

Duke van Frost
Jul 07, 2006, 05:53 AM
Anybody who knows the boardgame "Robo Rally" :D

Glad you got the skinning job done :goodjob:

Did you use PS or Gimp for this one?

woodelf
Jul 07, 2006, 06:01 AM
Anybody who knows the boardgame "Robo Rally" :D

Glad you got the skinning job done :goodjob:

Did you use PS or Gimp for this one?

Gimp, my PS didn't arrive yesterday. Skinning is still a PITA. I hope PS makes my life easier.

Duke van Frost
Jul 13, 2006, 12:05 PM
Why are Trolls MonsterI for Gobbos and Squiqs are MonsterII shouldnīt it be the other way īround?

Ploeperpengel
Jul 13, 2006, 12:25 PM
Ever saw a troll winning against a horde of squigs? squigs are meant to be represented by a mass of monsters while trolls are just a few.(well now they aren't represented at all yet) And because trolls are Monster 1 for Orcs also they shouldn't be Monster 2 for any other.

Duke van Frost
Jul 13, 2006, 12:27 PM
OK, that sounds like a good explanation (both).

So I´m fine with it.

woodelf
Jul 23, 2006, 06:05 PM
Let me know what you guys think of my first Dwarf head. I made it for FfH, but it can be used anywhere eventually.

http://img211.imageshack.us/img211/3172/dwarfpicah0.th.png (http://img211.imageshack.us/my.php?image=dwarfpicah0.png)

Psychic_Llamas
Jul 23, 2006, 08:07 PM
Very good woodelf! thats a great dwarf, but would need a beard for WH i think, but for FfH it's great:thumbsup:

woodelf
Jul 24, 2006, 05:10 AM
Thanks. I have a bearded one, but he's unskinned.

Psychic_Llamas
Jul 24, 2006, 05:29 AM
has anyone started doing dwarf models for WH yet? if not i propose doing dwarves as the next installment (once we complete this stage first) and perhaps using Woodelf's dwarfs as a base.

woodelf
Jul 24, 2006, 05:37 AM
I've still not found the time to use the nif viewer (I leave that to seZ et al) so I don't know how much more detail I need to get into with my heads. I also did another lower poly count goblin for FfH as well.

Things I need to know:

How much of the head can be covered with helmets?
How big of a "neck" to make?
Do they look alright in game?

Psychic_Llamas
Jul 24, 2006, 06:24 AM
Dwarfs are stout, and shoud have stout (short fat) necks i think.
just my 2 cents;)

seZereth
Jul 24, 2006, 09:59 AM
the neck can be a bit longer, cause we still can place the head with nif viewer and let the body cover the unneeded part of the neck ;)
and yes, we need beards, best would be attachable ones ;)

we dont īhave "helmets" you would have to create new ones :P

woodelf
Jul 24, 2006, 10:08 AM
the neck can be a bit longer, cause we still can place the head with nif viewer and let the body cover the unneeded part of the neck ;)
and yes, we need beards, best would be attachable ones ;)

we dont īhave "helmets" you would have to create new ones :P

So if I make some simple helmets you can drop them on these guys heads? :cool:

A separate beard? That sounds interesting...

Psychic_Llamas
Jul 24, 2006, 08:05 PM
Yeh, kind of like a facial wig:lol:

woodelf
Jul 25, 2006, 06:43 AM
Do we have a need for a Cyclops? I made a head last night for some reason...:rolleyes:

Psychic_Llamas
Jul 25, 2006, 07:14 AM
Actually, we could create a barbarian cyclops unit, which acts like a level 1 monster. i think it would be good. could you post an image here?

woodelf
Jul 25, 2006, 07:16 AM
Bear in mind I'm a noob and I hate skinning. :p

http://img226.imageshack.us/img226/6872/cyc1uz3.th.png (http://img226.imageshack.us/my.php?image=cyc1uz3.png)http://img479.imageshack.us/img479/8954/cyc2st0.th.png (http://img479.imageshack.us/my.php?image=cyc2st0.png)

Psychic_Llamas
Jul 25, 2006, 07:31 AM
Thats not too bad, give it some dirty skin colour, and perhaps and angry eye, and it would look nice. just one thing, what is the yellow thing:confused:

woodelf
Jul 25, 2006, 07:34 AM
That's his beard. :)

The only pick I found had this full wrap around beard so I thought it looked cool. ;)

Psychic_Llamas
Jul 25, 2006, 07:36 AM
Oh I see:lol: just needs some skinning;) *looks around for seZ*

woodelf
Jul 25, 2006, 07:38 AM
Around midnight I decided I needed to wrap this baby up. So I slapped one tone of yellow for the beard and one tone of green for the skin. I haven't figured out how to import better textures into GIMP yet and I've been too busy to learn my now dusty Photoshop.

woodelf
Jul 25, 2006, 09:32 PM
Here's a quick preview of an Ogre head I've been working on:

http://img87.imageshack.us/img87/5094/ogrenf1.th.png (http://img87.imageshack.us/my.php?image=ogrenf1.png)

seZereth
Jul 26, 2006, 03:06 AM
hell yea Woodelf, fantastic stuff for a "noob", i am really looking forward for things you create in a month :D

anjd yes create me some beards and helmets!!!!! please :) look at warhammer fantasy gw site and try out some things

and well give me the files so i can texture them ;)

Psychic_Llamas
Jul 26, 2006, 03:10 AM
Ooo! i like the ogre! any chance of a body to go with that head?

woodelf
Jul 26, 2006, 05:07 AM
Thanks guys. I don't know how soon I can whip up a body, but I plan on them eventually. That means I'll need to learn how to rig bones soon as well. I'll stay a noob for a while. ;)

I'll take a look into making some accessories tonight seZ. And if you're willing to do the texturing that will make things go much faster. :D

Psychic_Llamas
Jul 26, 2006, 06:10 AM
I think i sense i nice team in the making;) Goodjob guys!!

woodelf
Jul 26, 2006, 06:13 AM
So long as you keep telling me "goodjob" that's as important as anything else. ;)

woodelf
Jul 26, 2006, 06:15 AM
Where's this WH Fantasy GW site? Can someone put up a link for me?

Duke van Frost
Jul 26, 2006, 06:28 AM
uk.games-workshop.com/warhammer/ (http://uk.games-workshop.com/warhammer/).

I canīt believe youīre in this forum and donīt know the official site :eek:

woodelf
Jul 26, 2006, 06:33 AM
uk.games-workshop.com/warhammer/ (http://uk.games-workshop.com/warhammer/).

I can´t believe you´re in this forum and don´t know the official site :eek:

:lol:

Thanks Duke. I'm here because I'm a useful pest. I'm also the guy that y'all have to teach this WH stuff to. And I love fantasy and I have pics of Ploep with twin yaks. Interesting photo angles on those.... :hmm:

edit - If it makes you feel any better, I have been to that sight accidentally when looking for an ogre pic. I did use the WHFB ogre in the above head model.

Psychic_Llamas
Jul 26, 2006, 06:56 AM
have you checked out my "so what is this Warhammer thing anyway" sticky? the links in there i think (well, it will be after this anyway;))

You can also go to the
oz.games-workshop.com/warhammer/.
us.games-workshop.com/warhammer/.

woodelf
Jul 26, 2006, 07:11 AM
I have some rough sketches down for 2-5 helms now. I'm very curious as to how easy/hard it is to put them onto a head via nifviewer.

Psychic_Llamas
Jul 26, 2006, 07:13 AM
Wow! that was quick!:crazyeye:

woodelf
Jul 26, 2006, 07:17 AM
I mean sketches that I've found while surfing at work so I can go home and model them tonight. ;)

Psychic_Llamas
Jul 26, 2006, 07:26 AM
Oh, i see :lol:
where do you work? i want your job! (jk)

woodelf
Jul 26, 2006, 01:26 PM
seZ or anyone with nifviewing expertise, can you try out these 2 models and see how they look together? Basically I have a dwarven head and a very basic helm. If they look good together and this works then I will make a ton of different helms based upon the sizing of this helm. Also so beards, maybe some eyeglasses, ect.

Rendered shots of each:

http://img71.imageshack.us/img71/4389/nothingdwarfheadvi7.th.png (http://img71.imageshack.us/my.php?image=nothingdwarfheadvi7.png)http://img108.imageshack.us/img108/280/simplehelmpicfm3.th.png (http://img108.imageshack.us/my.php?image=simplehelmpicfm3.png)

Included in the zips are the mesh, the dds, the bmp that matches the dds, and the original bmp in case you need a reference.

woodelf
Jul 26, 2006, 02:18 PM
Here's an unmapped, unskinned horned helm that I'll finish up if the above experiment works.

http://img73.imageshack.us/img73/9061/hornedhelmpicfg5.th.png (http://img73.imageshack.us/my.php?image=hornedhelmpicfg5.png)

woodelf
Jul 26, 2006, 02:40 PM
One more unwrapped one before I go mow the lawn.

http://img231.imageshack.us/img231/3469/bighelmpicgv4.th.png (http://img231.imageshack.us/my.php?image=bighelmpicgv4.png)

Obviously the dwarf isn't skinned either, but this helm would fit the above skinned head if the first helm does.

Ploeperpengel
Jul 26, 2006, 02:50 PM
You're really getting better woodelf. Still one thing WH-Dwarfs have long beards not only a mustage. But keep on practicing. Maybe I even find a use for your alienheads here:D

woodelf
Jul 26, 2006, 03:20 PM
You're really getting better woodelf. Still one thing WH-Dwarfs have long beards not only a mustage. But keep on practicing. Maybe I even find a use for your alienheads here:D

Thanks. The beard add-on is coming soon. :)

woodelf
Jul 26, 2006, 05:36 PM
As promised. A very simple beard that should fig snugly on the head in post 101. The notches are where the stache will be anyhow. Again, if this works I can whip up all shapes, sizes, and kinds of beards if needed.

http://img223.imageshack.us/img223/1894/beardpiczm3.th.png (http://img223.imageshack.us/my.php?image=beardpiczm3.png)

Ploeperpengel
Jul 26, 2006, 06:03 PM
http://img69.imageshack.us/img69/1503/civ4screenshot0024ah8.th.jpg (http://img69.imageshack.us/my.php?image=civ4screenshot0024ah8.jpg)

Works.:) Good job Woodelf. Looks perfect for an Asterix and Obelix Mod:D

woodelf
Jul 26, 2006, 06:11 PM
Thanks Ploep. Did you try the helm or beard as well?

Ploeperpengel
Jul 26, 2006, 06:36 PM
http://img144.imageshack.us/img144/4851/civ4screenshot0025lv7.th.jpg (http://img144.imageshack.us/my.php?image=civ4screenshot0025lv7.jpg)

just a quick nifedit. Doesn't seem to cause any issues. Maybe you'll find a way to reduce polycount though otherwise I think your bits will only be suitable for officers or heros. But still nicely done. At that pace you progress I think we'll get very useful stuff pretty soon here:)
The beard seems to be not properly centered but that's nothing you can't fix in the viewer.

woodelf
Jul 26, 2006, 06:46 PM
Thanks a ton Ploep. This gives me some massive motivation. :D

Time to post my Mr. Potato Dwarf for the world to see, using your pics of course. :p

woodelf
Jul 26, 2006, 08:00 PM
I can't wait to try this with The Undead. I see them wearing all sorts of mismatched helms, gauntlets, armor, ect.

Of course, someone needs to make a good skull first... :hmm:

Ploeperpengel
Jul 26, 2006, 08:10 PM
The Great Artist has one(low poly) and also C.Rolands Skeleton;)

woodelf
Jul 26, 2006, 08:11 PM
Not to continue being a noob....are they max models or can they get into max so I can look at the head itself?

Also, how do my helms look on him? ;)

seZereth
Jul 27, 2006, 03:04 AM
The Great Artist has one(low poly) and also C.Rolands Skeleton;)

rolands skeleton head causes lag, cause its a smoothed morrowwind product... and the artists skull ;) is hard to skin cause it consists of ten pixels or so... and my skeleton skul is based on the scouts head...

Psychic_Llamas
Jul 27, 2006, 03:11 AM
Love those helmets Woodelf! think you can make new bows too? (i was thinking havinf ornate ivory bows for the Woodelf Commanders in the archer units;))

woodelf
Jul 27, 2006, 05:01 AM
Thanks P_L. Would the bows have to actually work?

woodelf
Jul 27, 2006, 05:02 AM
rolands skeleton head causes lag, cause its a smoothed morrowwind product... and the artists skull ;) is hard to skin cause it consists of ten pixels or so... and my skeleton skul is based on the scouts head...

So should I try to make my own skull?

Duke van Frost
Jul 27, 2006, 06:45 AM
No need for that, there´s a plugin for 3dsMAX available which let´s you import .nif files. you can simply import the great artist and then uvmap the skull yourself, giving you more than 10 pixels to skin it.

Have a search in the main CIV4 creation & customization forum for the plugin.

Psychic_Llamas
Jul 27, 2006, 06:52 AM
I guess the bow should actually shoot, but it could just be a spare to get strapped to the back...

woodelf
Jul 27, 2006, 06:55 AM
I guess the bow should actually shoot, but it could just be a spare to get strapped to the back...

I could look into modeling one, but don't know enough yet about making it actually work in game. Maybe it would replace the existing bow and work automatically, or is that wishful thinking? :blush:

Psychic_Llamas
Jul 27, 2006, 07:04 AM
i assume it would just work automatically, like fixin scout animations to the dryad modle, that worked... befor you do though, wait until we get a straight answer, just so you dont waste time;) (i would like to see what could get done with a bow though;))

Even if it dosnt 'work' though, it can be a spare for the captain of each unit, seeing as all woodelves are trained to use bows, just strapped to thier backs, may be a bit much though:D

woodelf
Jul 27, 2006, 07:11 AM
I'll waste some time at work looking for pics of a good Elven bow. ;)

Duke van Frost
Jul 27, 2006, 07:17 AM
I think the bow itself isn´t animated, I suppose it´s the arrow and the arm that are animated. Like swords aren´t animated also and can simply be replaced - so I think you can give it a go.

woodelf
Jul 27, 2006, 07:19 AM
I forgot that the bowstrings aren't likely visible or animated. :blush: Such a noob!

Psychic_Llamas
Jul 27, 2006, 07:51 AM
:lol: i didnt even think about that (oh, and if youre a noob, what does that make me ;) )

woodelf
Jul 27, 2006, 07:00 PM
Any use for an Ogre? (or his head at least ;))

http://img207.imageshack.us/img207/7817/orgepic2cd8.th.png (http://img207.imageshack.us/my.php?image=orgepic2cd8.png)

Psychic_Llamas
Jul 28, 2006, 03:05 AM
Very Nice:thumbsup: is there a side view;)

woodelf
Jul 28, 2006, 05:25 AM
Most likely, but not with me. ;)

Psychic_Llamas
Jul 28, 2006, 05:39 AM
:lol: ok, its still very nice;)

woodelf
Jul 28, 2006, 05:53 AM
Yeah, but I need to learn how to UV unwrap better. I need more time!

Psychic_Llamas
Jul 28, 2006, 06:04 AM
you have plenty of time, dont rush;)

woodelf
Jul 28, 2006, 06:36 AM
No rush, but more time during the day to do fun stuff would be good. :)

seZereth
Jul 28, 2006, 07:01 AM
No rush, but more time during the day to do fun stuff would be good. :)

i really really know what you mean,....

Psychic_Llamas
Jul 28, 2006, 07:29 AM
:lol: thats life i guess. but think of it this way: you and i have no less time than Newton or Michaelangelo or Davinci and look what they achieved:p

woodelf
Jul 28, 2006, 07:47 AM
Were they married with yard work and have a 45 minute commute each way? :p

Psychic_Llamas
Jul 28, 2006, 07:53 AM
ROLF!!:lol: oh now thats funny *tear* i dont know about any Mrs Newton...

Duke van Frost
Jul 29, 2006, 10:52 AM
One thing concerning Cathay:

I would make the Temple Dogs the MonsterI and make something like "Terracotta Warriors" the MonsterII for them - the Pegasus as MonsterI doesn´t fit for an eastern civ IMO.

I already got an nifedited and easily skinned version of the Cathanese Militia Spearman for this (and skinned the Panther as the Temple Dogs).

Ploeperpengel
Jul 29, 2006, 12:46 PM
Good idea I support that.

Psychic_Llamas
Jul 29, 2006, 09:31 PM
I second (third?) that, is a great idea:thumbsup:

seZereth
Jul 30, 2006, 10:37 AM
yea do that duke ;)

woodelf
Aug 04, 2006, 05:45 AM
Do we have a need for any WH cannons? I'm enjoying making this type of unit so feel free to let me know if any are needed.

Ploeperpengel
Aug 04, 2006, 08:57 AM
Yes a Chaos dwarf Hell cannon(check google for pics) and a Mortar(Empire) and Dwarf Organ Gun and Flame Cannon:)

woodelf
Aug 04, 2006, 09:01 AM
And you nifviewer guys can add units to the guns if I make them? And flame effects?

Maybe this weekend I'll animate a cannon, but I'm SCARED! :p

woodelf
Aug 04, 2006, 09:12 AM
That Dwarf Organ Gun kicks major ass! The Hellcannon, however, looks tough.

Ploeperpengel
Aug 04, 2006, 09:14 AM
Attaching units to cannons is xml only and easy. I think the Warlords animations are perfect for crews btw.
About effects I'm not sure either. I can attach constant effects like smoke from a chimney easily but fire from a cannon could need more. Ask Chalid about that.

woodelf
Aug 06, 2006, 07:16 PM
How does the unskinned render shot of a Dwarf Organ Gun look? Bear in mind I had to cut a lot of detail in the name of poly count.

http://img64.imageshack.us/img64/6955/dogpicau1.th.png (http://img64.imageshack.us/my.php?image=dogpicau1.png)

Psychic_Llamas
Aug 07, 2006, 04:48 AM
Thats very very nice wood elf:thumbsup: cant wait to see it finished;)

woodelf
Aug 07, 2006, 04:54 AM
Thanks P_L. Skinning and mapping this could be a labor of love.

Psychic_Llamas
Aug 07, 2006, 04:56 AM
:lol: im starting to read a tutorial on skinning, (well, looking for another one anyway)

seZereth
Aug 07, 2006, 08:50 AM
wow nice woodelf :) skinning cannons shouldnt be hard at all, all you need is some wood and metal :) the hard thing will be to find a way making this gun fire all barrels :)

Duke van Frost
Aug 07, 2006, 08:58 AM
One thing about the wheels, you don´t have to cut out the parts in there, they can simply be skinned dark or even black, if you cut the faces there, you´ll need to add faces to new parts that become visible (on the inside of the wheels) and you don´t need those little details that can be achieved by skinning.

seZereth
Aug 07, 2006, 09:00 AM
One thing about the wheels, you donīt have to cut out the parts in there, they can simply be skinned dark or even black, if you cut the faces there, youīll need to add faces to new parts that become visible (on the inside of the wheels) and you donīt need those little details that can be achieved by skinning.

thats true!

woodelf
Aug 07, 2006, 09:06 AM
One thing about the wheels, you donīt have to cut out the parts in there, they can simply be skinned dark or even black, if you cut the faces there, youīll need to add faces to new parts that become visible (on the inside of the wheels) and you donīt need those little details that can be achieved by skinning.

In theory, but whenever I try to skin angles (like spokes) the colors bleed and look horrible. That would, however, make the model easier.

woodelf
Aug 07, 2006, 06:20 PM
UGH!!!!

I have encountered a major setback. This is the only model this has happened to me and I'm completely lost. HELP me DUKE! When I switch from Blinn to Civ4 Shader my sphere goes black and after adding the dds my render shot gives all sorts of errors and the uvmap doesn't stick. The odd thing is that this error started happening with my 01 save, but obviously I wasn't worried about materials then. What the hell happened from my first polygon? Any ideas?

woodelf
Aug 07, 2006, 07:26 PM
So I reinstall the Civ4 plugins and everything seems fine....until I load that model up and then BAM I get the same issues with that model and any new models, but not any old ones. :confused:

So I reinstalled the plugins again and it looks like that model is lost until I feel like making it again. :mad::mad::mad:

Psychic_Llamas
Aug 08, 2006, 04:22 AM
:sad: oh bugger, that sucks Woodelf.

woodelf
Aug 08, 2006, 05:07 AM
The joys of being a noob. I don't know what I did wrong, but obviously I did it well. ;)

woodelf
Aug 08, 2006, 04:04 PM
Ok, I remade the Dwarf Organ Gun. Let me know what you think of these two render shots:

http://img115.imageshack.us/img115/7734/gunpic1yl5.th.png (http://img115.imageshack.us/my.php?image=gunpic1yl5.png)http://img115.imageshack.us/img115/1148/gunpic2bt4.th.png (http://img115.imageshack.us/my.php?image=gunpic2bt4.png)

Ploeperpengel
Aug 08, 2006, 04:36 PM
Looks pretty:thumbsup:

woodelf
Aug 08, 2006, 04:40 PM
Thanks. Here's an in game shot.

http://img215.imageshack.us/img215/9981/organgun0000sy7.th.jpg (http://img215.imageshack.us/my.php?image=organgun0000sy7.jpg)

I'll zip it up and post it in the units thread and then the database. Maybe the Flame Cannon next.

Ploeperpengel
Aug 08, 2006, 04:44 PM
Is it already animated?
I certainly will use it but fire from the barrels is a must have first:D

woodelf
Aug 08, 2006, 04:47 PM
Is it already animated?
I certainly will use it but fire from the barrels is a must have first:D

sharick is writing up a tutorial on animating that I will be studying intently. When he does I'll go back and redo my units, but for now they are all quite boring. :)

Ploeperpengel
Aug 08, 2006, 04:51 PM
No problem woodelf. I will just wait then until they got their effects since its just double work otherwise and I'm too lazy:D

woodelf
Aug 08, 2006, 04:54 PM
Understandable. I think fire effects should be easy, but I really have no idea.

neener
Aug 08, 2006, 05:35 PM
That looks cool, woodelf. Nice work. :)

woodelf
Aug 08, 2006, 05:43 PM
Thanks neener. :D

Ploeperpengel
Aug 08, 2006, 05:43 PM
Welcome to the team neener! Happy you found your way in.:)

neener
Aug 08, 2006, 06:37 PM
Thanks! I'll make a proper introductory thread, actually, so I can ask for directions :)

Ploeperpengel
Aug 08, 2006, 06:58 PM
Yes a good idea. I will post unitrequests there as well if you don't mind:)

Duke van Frost
Aug 10, 2006, 07:58 AM
Hereīs one very simple reskin for the Templedog (Cathay) and another simple Nifedit and reskin for the Terracotta-Warrior I was talking about some days ago:

http://img238.imageshack.us/img238/47/civ4screenshot0240xu0.th.jpg (http://img238.imageshack.us/my.php?image=civ4screenshot0240xu0.jpg)

http://img238.imageshack.us/img238/5525/civ4screenshot0247tl0.th.jpg (http://img238.imageshack.us/my.php?image=civ4screenshot0247tl0.jpg)

the zips:

Temple_Dog.zip (http://www.civfanatics.net/uploads12/Temple_Dog.zip)

Terracotta_Warrior.zip (http://www.civfanatics.net/uploads12/Terracotta_Warrior.zip)

woodelf
Aug 10, 2006, 08:04 AM
Very nice looking. :thumbsup:

Duke van Frost
Aug 10, 2006, 08:04 AM
Oh, and we should add ancient Archers for the Darkelves and Highelves before the public release (I think we only have to use the skins on the Woodelven Ancient Archer Model?)

Ploeperpengel
Aug 10, 2006, 08:13 AM
Probably. Can you put that into a patch as well? While working on the buttons in unitinf could you also give the biped units of the woodelves the ability to carry birds like the Woodelfranger?

Duke van Frost
Aug 10, 2006, 08:24 AM
I can give the Woodelven Units the ability to carry the Hawk, but I don´t know exactly all files that have to be edited to put in new units, but I´ll have a look in the customization forums.

Ploeperpengel
Aug 10, 2006, 08:29 AM
That's easy just copypaste an archer in unitartdefs and change the name as well as artpath.
Same in unitinfos. Copypaste the archer and change it to the Highelf archer(like woodelf but without freepromotion woodsman)
Last thing is civilizationinfos for unitclass archer gets unit_he_archer like you see there;)

Psychic_Llamas
Aug 11, 2006, 05:43 AM
nice temple dogs Duke. the terracotta warriors a nice to, but would be better if they were terracotta colour. (browny-red)

Ploeperpengel
Aug 11, 2006, 08:12 AM
Hereīs one very simple reskin for the Templedog (Cathay) and another simple Nifedit and reskin for the Terracotta-Warrior I was talking about some days ago:

http://img238.imageshack.us/img238/47/civ4screenshot0240xu0.th.jpg (http://img238.imageshack.us/my.php?image=civ4screenshot0240xu0.jpg)

http://img238.imageshack.us/img238/5525/civ4screenshot0247tl0.th.jpg (http://img238.imageshack.us/my.php?image=civ4screenshot0247tl0.jpg)

the zips:

Temple_Dog.zip (http://www.civfanatics.net/uploads12/Temple_Dog.zip)

Terracotta_Warrior.zip (http://www.civfanatics.net/uploads12/Terracotta_Warrior.zip)

uups. Seems I missed that.
Hm I'm not really happy with those. I recommend using the Lion(male) as a base for the temple dogs and the naginata Samurai for the Terracotta guys(red brown skin like PL said).

Civmansam
Aug 11, 2006, 01:04 PM
http://forums.civfanatics.com/showthread.php?t=181810
Units, for Ind

Duke van Frost
Aug 11, 2006, 06:58 PM
uups. Seems I missed that.
Hm I'm not really happy with those. I recommend using the Lion(male) as a base for the temple dogs and the naginata Samurai for the Terracotta guys(red brown skin like PL said).

I thought about the colour of those Terracotta-Statues from RL china some time - and arenīt they more white than brown :confused: (I really canīt remember) But youīre right, the colour i got now looks alittle bit boring, but itīs just a simple hue/saturation thing in PS.

I tried Wolves and the likes for the temple-dogs - Iīll also try the male lion now (also only 1 min. work - but I suppose you know that already).

thx for the input anyways - if it makes the mod better itīs always good to get some more opinions than just your own :goodjob:

Ploeperpengel
Aug 11, 2006, 07:14 PM
http://forums.civfanatics.com/showthread.php?t=181810
Units, for Ind
Ah nice start. Thx Civmansam. Though I think we'll have to polish the skin up a bit- should get more detail and look less blurry. Best is the shield I really like that:)

@Duke
don't recall any Terracotta pics maybe I'm wrong here and just recall the colors where they are put into.

Duke van Frost
Aug 11, 2006, 07:37 PM
here´s a pic:

http://www.china-reisen-info.de/china-abc/bilder/terracotta-krieger-xian.jpg

Ploeperpengel
Aug 11, 2006, 08:55 PM
Seems the grey is clearly cause of age you can still see redbrown spots.

Psychic_Llamas
Aug 12, 2006, 03:32 AM
hmmm, well, if they are called the 'terracotta' army, then i expect they are made from terracotta, not china clay, and the terracotta has juat faded to white? not too sure, but i also think the white is only from age.

neener
Aug 12, 2006, 03:51 AM
Hehe. I can't believe one of the biggest topics of discussion right now is what colour terracotta is. :p

If it convinces anybody, there are official colour codes for terracotta. They are:

Hex triplet- #E2725B
RGBB- (226, 114, 91)
CMYKH- (0, 44, 53, 11)
HSV- (10°, 70%, 62%)

Go to a page like this (http://www.snook.ca/technical/colour_contrast/colour.html) and enter E2725B in a box and click. That colour is, officially, terracotta.

Of course, if you're deliberately trying to go for an AGED terracotta colour, then god help us all.

El Loco Mono
Aug 13, 2006, 03:00 AM
Just for arguments sake

The richly coloured terracotta figures with individual facial expressions lay underground for about 2,000 years, but began to lose their lustre and turn an oxidised grey once they were exposed to air.

Psychic_Llamas
Aug 13, 2006, 08:50 AM
:lol: well i think thats that then, ther terracotta woarriors, are in fact made of ... wait for it ... terracotta :D

woodelf
Aug 19, 2006, 08:17 AM
The Dwarf Organ Gun is animated!!! Find the file here (http://forums.civfanatics.com/downloads.php?do=file&id=2513).

Duke van Frost
Aug 19, 2006, 12:50 PM
Did you do this on your own?

woodelf
Aug 19, 2006, 12:59 PM
I used the default tank animations and the tutorial by sharick with an addendum by asioasioasio.

Duke van Frost
Aug 19, 2006, 01:07 PM
Cool thing, then you can even do some more animated cannons (Mortar!).

I´ll include the Organ gun in the next patch.

woodelf
Aug 19, 2006, 01:31 PM
Cool.

I was planning on doing the Empire Mortar soon. Are there other WH cannons? I'm not sure about the Dwarf Flame Cannon unless someone can nifview a fire attack.

Psychic_Llamas
Aug 19, 2006, 07:22 PM
that look great woodelf:thumbsup:

woodelf
Aug 19, 2006, 07:24 PM
Thanks P_L. The Empire Mortar is done, but I'm testing it.

woodelf
Aug 19, 2006, 07:29 PM
Here's the link (http://forums.civfanatics.com/downloads.php?do=file&id=2519) to file.

http://img207.imageshack.us/img207/2368/e000035tgi1.th.jpg (http://img207.imageshack.us/my.php?image=e000035tgi1.jpg)

P_L - what other "easy" cannons are there?

Psychic_Llamas
Aug 19, 2006, 07:37 PM
how about the Empires Hellblaster volley Gun, or the Empire Great Cannon. there will be pictures of them in the official website for the Empire.

woodelf
Aug 20, 2006, 07:48 AM
If any of you guys have the Hellblaster Gun can you take some pics for me? The only one I've found is the standard shot that doesn't show much. I'd like to see the backside if possible.

I think one of my other guns could serve as the Empire Great Cannon, but if not I'll make that later on.

neener
Aug 20, 2006, 07:58 AM
Don't we already have the Hellblaster? I'm absolutely positive it was in J_Period's mod. Was it deliberately scrapped to be remade or something?

woodelf
Aug 20, 2006, 08:00 AM
Even better neener. I didn't play the old version much so I don't know.

neener
Aug 20, 2006, 08:03 AM
Shame on you! :P

http://img95.imageshack.us/my.php?image=allunits1kl.jpg

That's a shot from J_Period's first post in the old thread. If you look in the top right there's the Hellblaster Volley Gun he used. I honestly thought we'd kept it and it was being used in the new mod, but now I'm starting to wonder.

Duke van Frost
Aug 20, 2006, 08:06 AM
And if you have a look at the new thread, there´s also a pic from empire units with the Helblaster.

Duke van Frost
Aug 20, 2006, 08:08 AM
And BTW: there are transparency problems with you´re mortar. Try to clone the faces of the barrel and then invert them the way that the textures are shown on the inside of the barrel also.

woodelf
Aug 20, 2006, 08:10 AM
Blame P_L for putting this idea in my head. :p

woodelf
Aug 20, 2006, 08:12 AM
And BTW: there are transparency problems with youīre mortar. Try to clone the faces of the barrel and then invert them the way that the textures are shown on the inside of the barrel also.

I don't understand what that happens when you remove the top poly. :confused:

And you just spoke Greek so I'll have to check into that inverting stuff....

neener
Aug 20, 2006, 08:21 AM
He means that you didn't model the inside of the mortar barrel. In your screenshot you can see the ground through the inside of the barrel.

To fix it, you can grab the open edge of the barrel, hold shift and drag the edge down inside the barrel to create new faces (I showed you how to do this in my tutorial). However, this won't reproduce the texture perfectly (although I don't think it needs perfect reproduction for the inside of a barrel, really)

To get a slightly better result, you could select all the faces of the outside of the barrel, clone them, scale them inwards slightly, and then in the Edit Mesh right-hand menu you'll find an option to "Flip Normals". This inverts the faces so they face the other direction. By doing that, you'll have created the inside of the barrel with the same texture as the outside of the barrel. If that makes sense?

Or you could just leave it and hope nobody notices :P

woodelf
Aug 20, 2006, 08:26 AM
:hmm:

I'll try both methods, thanks neener.

woodelf
Aug 20, 2006, 08:36 AM
I did method A and that closed up the hole quite nicely. I'll upload the new version after trying it in game.

woodelf
Aug 20, 2006, 09:29 AM
Fixed version here (http://forums.civfanatics.com/downloads.php?do=file&id=2519).

The coolest thing is that the mortar actually "recoils" when firing from the tank animations. :)

Duke van Frost
Aug 20, 2006, 09:32 AM
:goodjob:

Iīll also put it in the next patch.

woodelf
Aug 20, 2006, 09:36 AM
I think we need some units holding the powder rammer (????) and the fuse lighter now. They'd be a nice addition.

Psychic_Llamas
Aug 21, 2006, 04:21 AM
go on then woodelf, what are you waiting for? where are those cannon crews? chop chop, time is money ;) JK

woodelf
Aug 21, 2006, 04:59 AM
:lol:

I can't even draw stick people! I think neener is the cannon crew creator. ;)

neener
Aug 21, 2006, 07:40 AM
:lol:

I can't even draw stick people! I think neener is the cannon crew creator. ;)

Hey now, did I do that tutorial for nothing?!

Check the last couple of posts in the tutorial thread. I uploaded a totally default human character based on the Scout for Sezereth to fool around with. You can download it and import it into Max and start making your own cannoniers! You know how to add detail to meshes, and you know how to unwrap a character. The only hard part would be the texture, which you might be able to get someone else to do.

woodelf
Aug 21, 2006, 07:56 AM
Yes boss. ;)

I guess it wouldn't be that bad if they just stood there and didn't move, right?

Duke van Frost
Aug 21, 2006, 08:13 AM
just give them the animations of the vanilla gun-crews.

woodelf
Aug 21, 2006, 08:17 AM
just give them the animations of the vanilla gun-crews.

It would be great if Firaxis released all of the full models so we could manipulate all animations like I've been doing with the tank.

I'll see what I can do to make a cannon crew soon.

Psychic_Llamas
Aug 24, 2006, 07:42 AM
:lol: firaxis aint ever gonna do that:lol: they aarnt THAT nice.;)

neener
Aug 24, 2006, 08:42 PM
I posted this on the public thread, but I figure I'll put it here too in case someone has any thoughts.

http://www.all-one-word.org.uk/images/warhammer/Orcingame.jpg

He has custom animations (modified from the Praetorian, but still, I could mess with them quite a lot more if I had the patience), and they seem to work fine. So that's cool.

I figure he works okay as an Orc Scout as he his now. I can re-texture him with tribal tattoos to make him into a Savage Orc, and I thought if I attach a small amount of armour (new head, new shoulder pads, maybe) he could be an ordinary Orc Boyz, and with lots more armour (new head, new shoulder pads, new leg guards or something, maybe a big banner on his back) he could be a Black Orc. If that sounds okay to everyone else?

woodelf
Aug 24, 2006, 08:58 PM
Awesome work neener!

He works well as a scout and with some nifviewing of attachments he can be lots of orcs. :)

I can't wait for the custom animation tutorial. :p

Ploeperpengel
Aug 24, 2006, 09:11 PM
Looks great neener!:thumbsup:
Just the legs seem to be a little too long compared to the torso, should be the other way round imo. Think you can modify it yet or would that mess up the animations?
Great job so far. Can't wait to play around with it:D

neener
Aug 24, 2006, 09:31 PM
I don't think it's that his torso is short, so much as he's hunched over so much (as Orcs do). You're right that his legs are straighter than they should be, though, and I'll fix that at some point. Like I said, now that I know how possible it is to modify animations, I can mess with him a lot more. It's just a matter of patience. Maybe I'll teach Woodelf how to do it and get him to be an animation slave. :)

Ploeperpengel
Aug 24, 2006, 09:43 PM
I don't think it's that his torso is short, so much as he's hunched over so much (as Orcs do). You're right that his legs are straighter than they should be, though, and I'll fix that at some point. Like I said, now that I know how possible it is to modify animations, I can mess with him a lot more. It's just a matter of patience. Maybe I'll teach Woodelf how to do it and get him to be an animation slave. :)
Heh, ok I'll wait for the final animation to give my final judgement and probably it's easier to judge as well if you see him in game than on screenie. But still I'm not sure if you compare to this pic in example(the painting not the minis)
http://uk.games-workshop.com/orcsandgoblins/who%2Dare/1/
But I will be patient:p

Psychic_Llamas
Aug 25, 2006, 03:23 AM
Thats great neener!

seZereth
Aug 25, 2006, 06:24 AM
Heh, ok I'll wait for the final animation to give my final judgement and probably it's easier to judge as well if you see him in game than on screenie. But still I'm not sure if you compare to this pic in example(the painting not the minis)
http://uk.games-workshop.com/orcsandgoblins/who%2Dare/1/
But I will be patient:p

the one on the pic is the perfect orc for me!!! neener, the model looks very good in itself, but for a warhammer orc his skin colour is way too bright, it should be more like the one on the pic ;) and yes his legs are too long, all in all it reminds me more of a warcraft orc than an warhammer orc. so these small changes and we got some great orcs!

woodelf
Aug 25, 2006, 07:09 AM
I will gladly be a slave if taught animations!

neener
Aug 25, 2006, 08:27 AM
the one on the pic is the perfect orc for me!!! neener, the model looks very good in itself, but for a warhammer orc his skin colour is way too bright, it should be more like the one on the pic ;) and yes his legs are too long, all in all it reminds me more of a warcraft orc than an warhammer orc. so these small changes and we got some great orcs!

:rolleyes: Well I made his skin the colour it is because everybody said the Night Goblin looked much better with higher contrast skin. I asked people for feedback then and it was unanimous that high-contrast, almost cartoonish skin looked better. Everyone said it worked better in the game. Now that's not the case?

woodelf
Aug 25, 2006, 08:58 AM
Teach me Obi-Wan-neener.

I'd like to see that unit in a group of 10, sized to orc size, and in game before dulling it too much.

neener
Aug 25, 2006, 09:12 AM
Is there an easy way to increase the formation of the Orc in my game, so I can retake a screenshot? And what scale do you think the Orc should be? Right now he's 0.35, which I think is normal for humans. I didn't want to make him TOO big since there are still Black Orcs and Ogres to come, and I also didn't think increasing the size to, say, 0.40 would actually make any noticeable difference.

woodelf
Aug 25, 2006, 09:17 AM
If you sub him in for any warrior won't that group him into a formation of 10? I'd try 0.30 (if humie is 0.35) and see how he looks. At that scale I think this color works to make him show at all.

I may have misunderstood your question though since I'm on hold and listening to elevator music....

neener
Aug 25, 2006, 09:21 AM
If you sub him in for any warrior won't that group him into a formation of 10?

Apparently not. I'm pretty sure I subbed him for a warrior in the first place and he's only showing as a single unit. I'll try find another one to use and see if it changes things.

I'd try 0.30 (if humie is 0.35) and see how he looks.

Wait, what? You want him to be smaller than a human? I assumed when you said "sized to Orc size" that you meant he looked too small?

seZereth
Aug 25, 2006, 09:25 AM
Is there an easy way to increase the formation of the Orc in my game, so I can retake a screenshot? And what scale do you think the Orc should be? Right now he's 0.35, which I think is normal for humans. I didn't want to make him TOO big since there are still Black Orcs and Ogres to come, and I also didn't think increasing the size to, say, 0.40 would actually make any noticeable difference.

well, if you want formations, try and replace an existing unit graphic in the mod which already has formations (almost every one)
First of all, i dont like cartoonish style in warhammer... but if the rest wants a marvell comic, well serve them :p
and its not contrast, but its the colour-tone, it could get more into the direction tof that orc pic ploe linked, and having still some contrast... perhaps i can show u what i mean when i get that baby into my hands ;) you know when you skin it with photoshop, you make the whole skin one layer and then you can change colour on the fly, by which it is very easy to agree on other skin colours later.

woodelf
Aug 25, 2006, 09:39 AM
:hmm:, maybe I'm confusing orcs and goblins. My bad.

Poor neener, we keep confusing him. :lol:

neener
Aug 25, 2006, 09:45 AM
First of all, i dont like cartoonish style in warhammer...

Six and a half million people worldwide seem to like it, but whatever.

well, if you want formations, try and replace an existing unit graphic in the mod which already has formations (almost every one)

I did that, Sezereth. How do you think I got him into the game in the first place? He's currently in the group "OPEN IDLE FORTIFY(10)", but he shows up as one unit.

and its not contrast, but its the colour-tone, it could get more into the direction tof that orc pic ploe linked, and having still some contrast...

No, not really. Not the same amount of contrast anyway. When you modify the contrast of the entire picture in Photoshop it lets you also lighten or darken the whole thing. I was leaving that slider at 0 because I think making the texture too dark looks stupid and destroys almost all the detail. But if it makes you happy, I'll test it out.

Light:
http://www.all-one-word.org.uk/images/warhammer/Orcingame.jpg
Dark:
http://www.all-one-word.org.uk/images/warhammer/Orcingame2.jpg

perhaps i can show u what i mean when i get that baby into my hands ;) you know when you skin it with photoshop, you make the whole skin one layer and then you can change colour on the fly, by which it is very easy to agree on other skin colours later.

Yes. Believe it or not I've used Photoshop before.

woodelf
Aug 25, 2006, 09:55 AM
I love him. Did I mention that?

seZereth
Aug 25, 2006, 10:49 AM
First of all i didnt want to offend you in any way! your 3d skills and your texturing skills are awesome, but i simply dont like the color tone, so ignore me, just release anything the way you want it to look like and i can change it myself, if i want another look in my game.

Six and a half million people worldwide seem to like it, but whatever.

i dont think wh itself has a cartoonish look, but it has 100 different artists and by that you cant say that it has a constant look at all (furthermore the drawn pictures are allways way darker atmosphered than the painted miniatures)



I did that, Sezereth. How do you think I got him into the game in the first place? He's currently in the group "OPEN IDLE FORTIFY(10)", but he shows up as one unit.

well, you need a unitentry in the unitinfo.xml, and there his meshgroupsize has to be set to 10. or you replace the files of an existing unit (like the warrior or whatever) in the art/unit folders and then you dont have to change any xml or at least only the artdefines one to link to the new kfm file.


No, not really. Not the same amount of contrast anyway. When you modify the contrast of the entire picture in Photoshop it lets you also lighten or darken the whole thing. I was leaving that slider at 0 because I think making the texture too dark looks stupid and destroys almost all the detail. But if it makes you happy, I'll test it out.

i never said you should simply make it darker. and you are right with the sliderchange you make it look more stupid. you shouldnt use contrast/lighter/darker, but the colour/saturation/brightness sliders and adjust it there to change the colour to a more brown/yellow look, like the colour of that orc on the picture. EDIT:
http://uk.games-workshop.com/orcsandgoblins/who-are/images/toppic.jpg
you see he has some contrast here too, his upperarm/shoulder is way lighter than the rest and here you could bring more contrast in his face and on the rest too, but in the same solour tone

But i dont want you to waste your time with this, please do what you want and what you like yourself! i am very thankfull that you do all this stuff at all!

Yes. Believe it or not I've used Photoshop before.
hell i never doubted that, and you are way better in that than i am, but you didnt understand what i said, cause you changed the contrast and stuff of the whole picture and not of his skin. (the greentone)

So, sorry again for the missunderstanding here. you rock man and well, try to paint colours and stuff you (not the others) think fit best for an orc

neener
Aug 25, 2006, 12:25 PM
Bah, now you make me feel guilty, Sez! :p

First of all i didnt want to offend you in any way! your 3d skills and your texturing skills are awesome, but i simply dont like the color tone, so ignore me, just release anything the way you want it to look like and i can change it myself, if i want another look in my game.

I honestly don't mind criticism, I even positively encourage it, I just need to understand the criticism! Stuff like when you asked for a more 'connected' UV unwrap just confused me, because it didn't make any sense to me. That's all.

i dont think wh itself has a cartoonish look, but it has 100 different artists and by that you cant say that it has a constant look at all (furthermore the drawn pictures are allways way darker atmosphered than the painted miniatures)

Yeah, I think I'm trying to make the models appear more like the miniatures in-game rather than the paintings. To be honest I don't know how well the painting-look would work in the game, because it's hard to make a single unit look dark and atmospheric in the middle of a significantly bright-coloured game (which, make no mistake, Civ 4 is).

well, you need a unitentry in the unitinfo.xml, and there his meshgroupsize has to be set to 10. or you replace the files of an existing unit (like the warrior or whatever) in the art/unit folders and then you dont have to change any xml or at least only the artdefines one to link to the new kfm file.

It's okay, Gerikes fixed it. I simply had Single Unit Graphics turned on in the options menu. Nobody ever told me to turn it off! :)

i never said you should simply make it darker. and you are right with the sliderchange you make it look more stupid. you shouldnt use contrast/lighter/darker, but the colour/saturation/brightness sliders and adjust it there to change the colour to a more brown/yellow look, like the colour of that orc on the picture. EDIT:
http://uk.games-workshop.com/orcsandgoblins/who-are/images/toppic.jpg
you see he has some contrast here too, his upperarm/shoulder is way lighter than the rest and here you could bring more contrast in his face and on the rest too, but in the same solour tone

Hmm. I think we have different opinions on what "high contrast" constitutes. In my opinion that picture has incredibly low contrast. The difference between the dark and light areas is very slight. However, you're right that the Hue is different, and THAT is something I definitely understand where you're coming from. So I adjusted it to be as close as I could really get it. You could be right that it looks better, too.

http://www.all-one-word.org.uk/images/warhammer/Orcingame3.jpg

When you look at this new one for long enough, and then look at the first one, it makes that original one look positively flourescent. I do think, however, that you lose some of the details (like the face) and the muscles look a little bit less realistic. I think maybe a combination of the two? Like so:

http://www.all-one-word.org.uk/images/warhammer/Orcingame4.jpg

What do you think?

So yes, now that I understand what you mean about the actual Hue of the skin, and not the Darkness, I think you have a good point.

woodelf
Aug 25, 2006, 12:43 PM
That looks spectacular. The bottom one does jump out at you a bit more, which is good IMO.

seZereth
Aug 25, 2006, 12:57 PM
you know i am not a native english speaker, so its sometimes very hard to express technically stuff like that in the right way. but i am glad that i could point you to where i wanted ;)
so, the skincolour is now way better and i personally like the orcs standing on the very left side of your first picture (of your last post) better, but in generall, you should go with the ones from the second picture, as you are right, that a higher contrast means better visibility and details. but i would suggest (ignore this if you already do it) that you use the highlighting brush and the reduce-saturation brush for contrast instead of the contrast slider, i personally have better experiences with it.

and well, to show you that i cant do any better, if yo want to see a orc/goblin skincolour i created, look at those from the goblins in the game. (the orcaxe/swordboys which are already in were painted in a rush, so dont compare those ;) ) and tell me if you think those are too uncontrasted too.

neener
Aug 25, 2006, 01:01 PM
The last alternative I can think of is to use the flatter, 'duller' colours for the body, and only apply contrast to the Orc's face, because that's really the part that I'm worried about being ignored. This is roughly how that would look:

http://www.all-one-word.org.uk/images/warhammer/Orcingame5.jpg

It doesn't have to be EXACTLY those shades, because I think the difference is a little too noticeable between the body and head, but you get the idea, hopefully.

woodelf
Aug 25, 2006, 01:05 PM
Yeah, too noticeable, but the contrast is a good thing --- just too much.

But I'm happy just to see them at all so I'm a fanboy and proud of it. ;)

seZereth
Aug 25, 2006, 01:34 PM
The last alternative I can think of is to use the flatter, 'duller' colours for the body, and only apply contrast to the Orc's face, because that's really the part that I'm worried about being ignored.
...
It doesn't have to be EXACTLY those shades, because I think the difference is a little too noticeable between the body and head, but you get the idea, hopefully.

Now we are coming together and i fuly agree with you on that way. give hte pieces you want better contrast, perhaps no oversaturation or screaming colours, and make the rest a bit less shiny. so some slight adjustments to the orc and its perfect ;)

neener
Aug 25, 2006, 01:52 PM
I think what I'll do is just pick the level of contrast halfway between the two main ones. I think the one you like, Sez, is just a tiny bit too flat, but the one I like is also a tiny bit too bright, so I'll compromise between them. I've tested both in game though, and to be honest there's so little difference between the two at the normal viewing distance, I don't think it's worth worrying about too much now that we've got an idea of the right colour.

Thanks again for pointing out the colour though, you were definitely right about that.

Psychic_Llamas
Aug 26, 2006, 05:04 AM
they do look better now, but i think in that last pic the faces and the body were too dissimmilar.

I love them, and cant wait to see them in action,

neener
Aug 30, 2006, 10:32 AM
Just for Woodelf, I've created some Jessica Alba units :P

http://www.all-one-word.org.uk/images/warhammer/Female.jpg

Not really, of course, they're just the default female humans that people said they wanted back when I first joined the mod. Although I did try to make them hot, of course! :D What's a video game without half-naked boobs?!

Seriously though, this model is a bit of an experiment. Let me know what you think, and do scrutinise it (I'm looking at you, seZ!) because it could be a huge time saver. I'll explain why later.

woodelf
Aug 30, 2006, 10:37 AM
Amazon chicks! They look intimidating for sure. ;)

Ploeperpengel
Aug 30, 2006, 11:26 AM
Fantastic! looks to me as perfect base for Daemonettes and reminds me we should start designing the amazon civ!
Elven females should be less muscular around the shoulders maybe(witchelves, maidens). This will surly offend many players girlfriends. Good job!:D

Psychic_Llamas
Aug 31, 2006, 07:34 AM
that is brilliant!! im seeing amazonians, deamonettes, Wardancers, witch elves, witches... oh the possibilities are endless... oh, and hot entertainer units ;)

neener
Sep 07, 2006, 05:50 PM
Ploe asked me to upload the women, so I'll attach them here for other people to mess around with if they want to. I changed the texture to a suit of plate armour because it helps you to see where the different parts of the texture are in relation to the model. I totally forgot to do the feet, though, but whatever, someone else can do those! :P The zip includes the blank texport wireframe so you can see where things are meant to go.

Ploeperpengel
Sep 07, 2006, 06:36 PM
Mess around with a female...ts,ts,ts :nope: This is a family orientated site!:old:
:D Thx neener. Can I also have the maxfile or can it be imported without ... getting messy?

neener
Sep 07, 2006, 08:07 PM
Which version of Max do you have? Max files are incompatible with previous versions of the program, and I made it in the latest version (Max 8). You should be able to import the NIF into Max and be able to see how it all works, but you won't be able to re-export it back out again without it messing up. So, for example, if you wanted to import the woman, give her two heads and 10 breasts, and then re-export her, that wouldn't work.

I'll see if I can get her imported into Max 6 without crying.

Rabbit, White
Sep 07, 2006, 08:36 PM
Argh! I totally missed this whole discussion :wallbash:

The orc looks totally awesome man! Though you should do closer screenshots next time, you know about flying camera right?

Just for Woodelf, I've created some Jessica Alba units :P

http://www.all-one-word.org.uk/images/warhammer/Female.jpg

Not really, of course, they're just the default female humans that people said they wanted back when I first joined the mod. Although I did try to make them hot, of course! :D What's a video game without half-naked boobs?!

:wow: :drool: :drool:

Give her a blue bikini and add some swimming animations and I'll give you my first born! :D

Seriously, looks wicked nice, I hope you'll make couple of variations with different hair and maybe some skirts and stuff.