View Full Version : Warhammer-Warlords-Latest Version
Ploeperpengel Sep 08, 2006, 11:44 PM Updated 22.03.07
Mod WFB-Warlords 01l
The Mod(compatible to Warlords 2.08):
http://www.civfanatics.net/warhammer/files/WarhammerWarlords.zip
The Sound(same as WFB 0.65):
http://3ddownloads.com/Strategy/Civilization%204/Mods/Warhammer/Soundtrack.7z
Patches:
Bugs unsolved:
Changelog
l:
-various added units mostly darkelf(no new art yet)
-adjustments to later techtree
-known ctds should be fixed
k:
-some overall politure
-many buildings, units, civs adjusted to new techtree
-techtree complete(techcosts not balancd yet)
-fixed gamefonts
-fixed citybaricons(total religions set to 12)
-triggered some civs unplayable until we get new features to make them fun
j:
-religion setup half done(everything in standardized notation)
-techtree revamped
-upgraded psychology
-inquisition mod added
-estalian unitart
-civics complete
-added Ungol civ
-fixed a bug with oriental cityart
-fixed a typo in cityLsystem
-added text to fleeing units
-corrected some buttonartpaths in artdefbuildings
Python and SDK ServerDatabase
http://code.google.com/p/warhammer-bts/
(bts = bug tortured sourcefiles or maybe something else;))
name me a googlemailaccount you created if you want to have access to it.
Ploeperpengel Sep 09, 2006, 12:26 AM Here is my OUTDATED wishlist for WH Warlords - see thread coderequests!:
Blue marks means Mission acomplished.
1. Features I definitly want::
LunarMongoose:
- Updgaded transport bug fix
- MP Camera fix
- First strike fix
- Intercept Domain Blocking Fix
Found here:
http://forums.civfanatics.com/showthread.php?t=175766
- Water Animals
Allows the spawning of Animals with <TerrainNatives> of Coast and
Ocean, no default animals have such values but then can be added
http://forums.civfanatics.com/showthread.php?t=173781
jdog5000:
- AI autoplay
http://forums.civfanatics.com/showthread.php?t=174812
RogerBacon:
- Flying tag
Units given the <bFlying> tag, will move over water
but will still obey TerrainImpassible flags, any unit can dynamicaly gain or
losse flying abilities through the setFlying(bool) Python call
- Defensive Camera Zoom
The camera will now zoom in when you are attacked in the between turns
phase just the same as when you launch an attack
http://forums.civfanatics.com/showthread.php?t=171813
Lopez:
-Enhanced Tech Conquest
http://forums.civfanatics.com/showthread.php?t=171748
-Pirates Mod
http://forums.civfanatics.com/showthread.php?t=173859
Teg Navanis
-Unitstatistics Mod
http://forums.civfanatics.com/showthread.php?t=162977
- GreatGeneral from Barbarian Combat
New Global Defines are added which allow Great General Points to accumulate
in offensive combat against Animal and Barbarians, a third allows the Barbarian
player to recive Great Generals
http://forums.civfanatics.com/showthread.php?t=180991
Elohim
-Warlords Diplomacy revamped(SDK part only of course)
http://forums.civfanatics.com/showthread.php?t=182550
Lopez:
-Inquisitors!!! (http://forums.civfanatics.com/showthread.php?t=187623)
-basic spellsystem(check unused folders for xml to activate it)
and of course:
-animosity
-supportfire
-animalgold
-psychology - pythonexception pop up bug
-request AI only small stacks
Better AI by Blake(partially in due to the patch but he's done more than that!):
http://forums.civfanatics.com/showthread.php?t=191685
Fix for unique great persons! by Mexico
http://forums.civfanatics.com/showthread.php?t=189123
2. Afterwards:
-spellsystem(with effect and soundtriggers)
-ability to leave units for Great Generals(I believe FFH2 has this coded)
-prevent animals from being deleted!
-increase maxnumber of civs according to planned number of civs(or better 2-3 more to have some space just in case).
Lopez:
- ImprovmentsOutsideBorders
Any Improvment can be given true for the new <BuildOutsideBorders> tag
which will allow workers to ignore cultural borders when building the improvment
http://forums.civfanatics.com/showthread.php?t=175540
- RoutePillage Mod
When a modified Missions.xml file is used a new Route Pillage option becomes
avalible to units which allows destroying routes without harming the plots primary
impromevment, you can destroy your own routes as well
http://forums.civfanatics.com/showthread.php?t=181587
-Kuriotates citysystem for Chaos civ(FFH2)
-FFH2 Alignments
3. Probably useable CCP stuff(we should discuss the need of it first):
Impaler:
- Happyness/Health Commerce
- Specialist Commerce/Yield Changes with Tech
- FreeBuildings with Tech
- Specialist Commerce/Yield Changes with LocalBuildings
- Building FreePromotions
- Building FreeCommerce on Construction
- Building Distance/Number Maintance Modifers
- Building UpgradeCost Modifier
- Trait FreeSpecialist Bonus
New <iFreeSpecialist> tag for Traits, granting that number of free specialist
in all their cities, the effect is similar to the Statue of Liberty, often in the early
game the free specialist can only be a Citizen untill a library/forge is built
- Trait WarWeariness
New <iWarWearinessModifier> for Traits, effect just like any other WW modifier
- Trait MilitaryProduction
New <iMilitaryProductionModifier> for Traits, effect like that of
PoliceState or Military Academy
- Trait Diplomacy Bonus
New <iDiplomacyModifier> tag for Traits, the player recives a modifier to their
diplomatic relations with other players, positive and negative values are supported
each has its own Text tag
Aussie Lurker:
- Civics BuildingClass Commerce/Yield Changes
Found in CCP:
http://forums.civfanatics.com/showthread.php?t=184870
Lopez:
- Add/Remove Traits by Python
Two new Python calls addTrait and removeTrait allow Players to dynamicaly gain
and loose traits, if a trait is already present it cant be added, likwise if not
present it cant be removed
http://forums.civfanatics.com/showthread.php?t=175537
4. Other Stuff I'm considering to add in future:
-JFort Mod(Interesting together with Improvements outside borders but we should wait for the next version or two)
http://forums.civfanatics.com/showthread.php?t=169009
-Mercenary Mod
(still needs to be converted to Warlords)
http://forums.civfanatics.com/showthread.php?t=162016
-Genetic AI project by TGA as soon it's adapted to warlords
(if this project turns out to be a success I think we should keep our mod plugable to it)
Ploeperpengel Sep 09, 2006, 01:25 AM Edit: decided not to use CCP see below posts
@Olleus
now what do you think of it? Prefer using it or integrating on our own just what we definitly use?
Also another nore. In WHW-01 I removed almost all the xml related to magic though I preserved everything ready either to copypaste or in renamed files. I'd prefer to have a separate "magic-clean" version for public releases until the system is more developed and we got gfx and sounds for players to freak out. Meanwhile we can test and improve the Spells in private. Ok with you?
@Olleus and ELM
Animosity and the new Psychologystuff can be added as soon you decided to use CCCP or not and if we do so if we use version 03 or stick to 02 which is already uploaded. My guess is we'll probably have to face some bugs with it but without it there would be much more coding to do. So I finally leave it to you to decide what you prefer to put your time too. But please make sure to coordinate and keep me informed as well about it.
Lord Olleus Sep 09, 2006, 03:14 AM I think that we have decided to not use the CCP (only 2 C's), because of possible stability problems. Se we will have to rebuild everything from scratch, but I have no problem with that. If you could add links to the mod comps above, it would make my life a lot simpler.
I'm fine with delaying magic, but could you comment out the code rather than deleting it. It would make my life a lot easier, as I could develop the system without having to use an obsolete version.
Ploeperpengel Sep 09, 2006, 07:58 AM I think that we have decided to not use the CCP (only 2 C's), because of possible stability problems. Se we will have to rebuild everything from scratch, but I have no problem with that. If you could add links to the mod comps above, it would make my life a lot simpler.
I'm fine with delaying magic, but could you comment out the code rather than deleting it. It would make my life a lot easier, as I could develop the system without having to use an obsolete version.
As I said the magic isn't deleted but either in an xmlSpells (her you just need to rename it back to original or in case of the unitxml files in another xmlcopypastefile to copypaste back into the mod.
It would take 2 minutes to get it back into the game, really;)
And ok I will post links to the modcomps in the list above and maybe some others as well.
Edit: typos
Ploeperpengel Sep 09, 2006, 08:58 AM @Olleus
I put my wishlist in the second post. Roughly in order of importance seperated by numbers. Everything under 1. I definitly want in the next public release.
2. I think makes sense as well but has some more time.
The features under 3. are nice since they enable to do a lot more with xml however many of those tags won't be needed that soon.
4. Nice comps but future stuff definitly not add them now.
I put links for every bundle of features below them.
Concorda o senhor?
Edit: I uploaded a xml without CCP content in the first post)
Lord Olleus Sep 12, 2006, 11:04 AM I have added the first 2 things on your list (fixes by mongoose and lopez's water barbs). You can find the c++ source, the .DLL and the python here (http://civ4-wfb.googlecode.com/svn/trunk/warlords/) I will also upload all future versions there so keep the link.
Note: I have not added the XML as it is easy but takes a lot of time and I wanted to concentrate on putting all the code together.
btw, why is no one on this forum anymore?
Ploeperpengel Sep 12, 2006, 11:58 AM Thx Olleus. You can leave the xml to me no problem;).
I will do some skinning again while you programmers fix bugs and do the hardcorecodestuff.
woodelf Sep 12, 2006, 06:41 PM btw, why is no one on this forum anymore?
School starting might take a portion of us, but for me I'm simply trying to avoid burnout. I haven't actually played Civ4 in 2-3 weeks and don't miss it yet. Thankfully the basic modeling isn't boring yet.
Psychic_Llamas Sep 13, 2006, 01:58 AM well, my schooling life is close to end, so you will probably be hearing from me alot more in 65 days and counting :D
woodelf Sep 13, 2006, 05:54 AM well, my schooling life is close to end, so you will probably be hearing from me alot more in 65 days and counting :D
What about a job? ;) Those sadly take up as much time as school and they're harder to skip out on! :sad:
Psychic_Llamas Sep 13, 2006, 07:03 AM Job? what is this jooobbb thing you speak of?? :lol:
Im gonna learn to drive in December, then get a job once i get my licence.:p
Lord Olleus Sep 13, 2006, 11:10 AM Can't add AI auto play as I haven't got the source files for warlords
Will add RogerBacon flying mod later, as he hasn't converted it to warlords (will take a lot of time so I thought it best to leave it for now)
Added thelopez pirate mod
Added unit statistics mod (not very nice at all without the xml and art, but it works)
Ploeperpengel Sep 14, 2006, 12:16 PM Can't add AI auto play as I haven't got the source files for warlords
Will add RogerBacon flying mod later, as he hasn't converted it to warlords (will take a lot of time so I thought it best to leave it for now)
Added thelopez pirate mod
Added unit statistics mod (not very nice at all without the xml and art, but it works)
If the authors don't provide you with the sources you could check the CCP for it;)
Both mods are in the CCP for warlords and working and the CCP comes with sources.
@PL and Woodelf
please keep this thread on topic!
Ploeperpengel Sep 14, 2006, 10:26 PM Updated the Wishlist:
Techconquest is out for Warlords
About the piratesmod:
Would it be possible to add a script for that one so we can choose the ships and crews for each era? (well ships should be easy already but I don't want every kind of barb as possible crew later)
Edit:
I integrated everything what is posted of python and SDK on the server so far and it works great even in multiplayer. Olleus, do you want me to post intermediate versions or think it's ok the clean xml way and me posting after wishlist is completed(I mean what's under priority 1)?
Lord Olleus Sep 15, 2006, 11:17 AM I would say wait until the whole of the modcomps in priority 1 are finished. We can always have a second version with everything else.
Lord Olleus Sep 16, 2006, 02:44 AM So, to recap this is what I have added so far:
- Updgaded transport bug fix
- MP Camera fix
- First strike fix
- Intercept Domain Blocking Fix
- Water Animals
- AI autoplay
- Enhanced Tech Conquest
- Pirates Mod
- Unitstatistics Mod
- GreatGeneral from Barbarian Combat
- Warlords Diplomacy revamped
- ImprovmentsOutsideBorders
- RoutePillage Mod
I did not add any of Roger Bacons stuff because it hasn't been converted to Warlords, and that will take some time. You can download this at the same as link as I posted above.
All python and C++ has been included, but no XML or ini
Ploeperpengel Sep 16, 2006, 02:49 AM Awesome!
Remember Bacons code is already converted in CCP I'm pretty sure Impaler wouldn't mind to send you the code. No need to convert it all by yourself;)
Edit:
Can't wait to test the autoplay:D
Edit2:
For better overview I marked everything done so far in blue. And I added your link in the first post.
Edit3:
I will set Fortresses buildable outside borders. Any other Improvements coming to mind which could use this as well?
Lord Olleus Sep 16, 2006, 04:42 AM Marked in blue makes it a lot more clear. Thanks.
Now would probably be good time to add all the xml, so we have a fully working mod. If you need any help in merging schemas just ask me.
Ploeperpengel Sep 16, 2006, 02:00 PM Working on it right now.;)
Ploeperpengel Sep 16, 2006, 04:12 PM all integrated and seemingly working - autoplay sadly doesn't work well with multiplayer hotseat(switchback just for one player after autoplay period the rest stays AI but I guess that's part of the code? didnt test it earlier with hotseat)
Before I post it I'd prefer to wait for Roger Bacons code since the tags are already in xml they also should be tested. Meanwhile I'll put some more units in and what else I can think of. Good work so far Olleus, thx!
Lord Olleus Sep 17, 2006, 02:26 AM Added RogerBacon flying tag. Coulnd't get the camera zoom to work so I left it out.
Lord Olleus Sep 17, 2006, 10:22 AM Added magic.
Ploeperpengel Sep 18, 2006, 05:55 AM Added magic.
I though we agreed to keep that separate until it's more elaborated. Also does that mean you were able to fix the assertions Gerikes reported?
http://forums.civfanatics.com/showpost.php?p=4515018&postcount=123
Lord Olleus Sep 18, 2006, 10:06 AM I haven't fixed it yet (I am still working on that), but I just added it for convience sake for the future. As long as the XML is kept seperate the code will not actualy do anything.
EDIT: I think I've fixed it. It was just two lines of code which do nothing but keep it nice and tidy.
Ploeperpengel Sep 18, 2006, 11:00 AM Ah well. Ok then.
Ploeperpengel Sep 18, 2006, 05:43 PM Integrated Mod uploaded.
Lord Olleus Sep 19, 2006, 10:19 AM Do you want me to add psychology now or wait for the game to be balanced, as it will completely change the way everything works.
Ploeperpengel Sep 19, 2006, 02:49 PM If it will completly change everything it would be pointless balancing before adding it, go on;)
Lord Olleus Sep 20, 2006, 02:36 PM Never bring another Schema file near me.....
......3 hours.....only 6 tags to add......... so much time.......
.....will have to finish............ tomorow
If I see another one of those............ cursed files.......
........I will smash my computer................with a hammer..........
........ also adding support fire..........
Ploeperpengel Sep 20, 2006, 07:19 PM 3 hours? Olleus don't dispare:lol: Mind the time it'll take me to put this all into the unitinfos!;)
Psychic_Llamas Oct 04, 2006, 05:00 AM so..... hows it coming? i hate to sound pessimistic, but i think this is dying. where is the rest of the team? can we at least continue brainstorming if we have hit a wall in our progress? i really dont want this mod to die, and i cant keep Darkedone back for much longer with the excuse "hey, you dont know how much goes on behind the scenes, so dont complain about progress" i think we need to show the public a little evidence of what we are doing :p
Sorry to sound whinney:blush:
PS, ploe, your sig says 'big Sissa' is that on purpose or a typo? :p
EDIT: Ploe, we need a public forum. i expressed my reasons why in the public thread;)
Lord Olleus Oct 04, 2006, 07:41 AM Well I have to admit, I was getting a little bored of programming and so decided to play a few games of Warlords. I will come back to moding this weekend probably. And I agree with you, it does look like this mod is dying, which we be a pitty after all the work we have put in it.
Psychic_Llamas Oct 04, 2006, 08:46 AM well, at least can we try eliminate most of the bugs and get a resonably balaced game before we let it cark it?
just kidding, i have no intention of letting it die. i will learn python if i have too to keep it on its feet...well, that is when i get Warlors:p because untill then, im only useful for bumping threads:D
Ploeperpengel Oct 06, 2006, 10:23 AM This mod won't die guys. Not as long I still can breath. I just won't have the time I need in the next few weeks since I'm going to move, work and do study. I will ask TF for a public forum as soon we release the warlordversion and yes we probably need to find more teammembers then.
Until then:
-fix bugs
-do buildings
-balance psychology(will try to add the psychotags asap)
-integrate Inquisitors
-work on magic
Psychic_Llamas Oct 08, 2006, 03:48 AM Ok, good. i also have to focus more on studying, but after november the 17, im free, so i will have heaps of free time then.:)
tell me what to do for the buildings and i will try.:)
Ploeperpengel Oct 08, 2006, 10:28 AM working on more diverse city art is fine now. I meant the xml part of the buildings.;)
Ploeperpengel Oct 08, 2006, 06:56 PM I added psychologyvalues to all units and as soon I finished the buildingxml and civics I'll post a new testversion. Hope to finish it by the end of the week. Hope you got Warlords by then PL-we need to test this:p
Lord Olleus Oct 09, 2006, 02:51 AM remember, we have AI auto play. Press [CTRL]+[SHIFT]+[X] to launch it.
Ploeperpengel Oct 09, 2006, 08:32 AM He right that helps but still nothing can replace a real game if you want to notice gfx issues and smaller glitches and most important of all feeling.
Psychic_Llamas Oct 10, 2006, 10:36 PM Oh, ok, so im going to do some XML work for buildings? thats cool, just tell me what need doing and i will give it a whirl:)
I doubt i will be getting warlords any time soon. first i need a computer with more balls, this ones ancient and wouldnt last a second with worlords, its struggling as it is with vanilla:D
Ploeperpengel Oct 11, 2006, 04:28 AM I think the building xml is Chamaedrys job now, he's got experiece with that. Just keep on modeling PL your models are fantastic;)
Chamaedrys Oct 12, 2006, 03:12 PM I think the building xml is Chamaedrys job now, he's got experiece with that. Just keep on modeling PL your models are fantastic;)
he, he, he
I took a look at the buildings xml: the citylsystem and the plotlsystem files are still pre-warlords! But they're important for city art and have some meaning for the villages and hamlets:
My questions:
-in which art styles should the hamlets(villages, towns) appear?
-Did all eras appear in the mod?
Ploeperpengel Oct 12, 2006, 03:19 PM he, he, he
I took a look at the buildings xml: the citylsystem and the plotlsystem files are still pre-warlords! But they're important for city art and have some meaning for the villages and hamlets:
My questions:
-in which art styles should the hamlets(villages, towns) appear?
-Did all eras appear in the mod?
They should appear in the same artstyles like the civs of course. The mod has only 4 eras so renaissance is the last era we use and I don't think we need the art of later eras except as a reskin. Allthough some civs like Empire, Dwarves i.e. which heavily use advanced machinery might go well with some chimneys in the last era.
Ploeperpengel Oct 14, 2006, 09:58 AM Updated first post with my WIP. WFB version 1b. I wasn't able to solve the bugs mentioned in the bugthread so until they get fixed it's unplayable except you rename both the SDK and Pythonfolder. In order to see the new civics you will need the python though. Have a look at the civics and tell me what you think of them. civicoption knowledge is still to do. I would appreciate ideas for that column.
The main change is the artfolder. I cleaned it up and resized textures and saved about 40 MBs of space if you just compare to the old art.But I also added new models not yet implemented in the game so you only might notice a slight decrease.
Most pressing todos:
-fix the bugs(Olleus)
-conversion of the Lsystem to warlords(Chamaedrys)
Afterwards:
1.)
-finish civics(me)
-utilize new units(me)
-implement new arts(Chamaedrys and me)
-rework formations(vacant)
-add remaining scriptrequests(Olleus, ELM)
-add text(Arex)
-make art(Neener, Smitty, PL, me)
2.)
-playtest
3.)
-fix bugs
4.)
-release
Chamaedrys Oct 14, 2006, 12:08 PM Some good news:
-The sewer is ready: http://forums.civfanatics.com/downloads.php?do=file&id=2983
- The tombking's city art will be ready next week
Ploeperpengel Oct 15, 2006, 04:29 AM Great. Downloaded.:)
Arexack_heretic Oct 16, 2006, 03:41 PM I got me a copy of warlords, so now I can start doing some usefull stuff. ;)
-Dwarf buildings could be the general viking buildings for now.
Love the sewers.
A 'horizontal' sewer-well wouldn't look to shabby either.
Are smoke/vapor animations possible?
Psychic_Llamas Oct 16, 2006, 08:37 PM and norse, they can also use the viking buildings:p
Chamaedrys Oct 17, 2006, 02:18 PM I got me a copy of warlords, so now I can start doing some usefull stuff. ;)
-Dwarf buildings could be the general viking buildings for now.
Love the sewers.
A 'horizontal' sewer-well wouldn't look to shabby either.
Are smoke/vapor animations possible?
Thanx,
Maybe it's possible to attach an effect to that building. I will try it out when I have a bit more spare time;)
Ploeperpengel Oct 17, 2006, 03:15 PM So what about the new version now? Please guys gimme some feedback! Do you get the bugs mentioned in the bugthread as well or is it just me? suggestions for civics?
@Olleus
are you working on the bugs?
Arexack_heretic Oct 17, 2006, 04:38 PM I've just installed WL.
Been reading up on howto's and tuts and the like the last couple of nights.
(I'd love to start work on a model, but haven't got a clue ;) )
Tomorrow night I'll play my first WL-WFB game.
I promise you and myself. ;)
Right after work and hanging at the gym.
Next weekend I'll do some more entries in the hammerpedia.
Ploeperpengel Oct 24, 2006, 03:44 PM @Olleus
Updated request list. We definitly need Mexicos fix that makes ethical diverse Great Generals possible!
Lord Olleus Nov 17, 2006, 12:13 PM Ploe, can you upload the latest version of the mod on this forum. I've just spent a while trying to collect together all of the latest bits and pieces, but I think I might have missed some, which is quite easy when you think of the huge number of different XML, art and python files there are. Post it as a patch of the version on the first page of here if thats easier for you. Thanks.
Ploeperpengel Nov 17, 2006, 03:51 PM Yeah again have to apologize. I'm living with my girlfriend now so modding is a lot harder(she hates computergames and will disturb me everytime she can). But I will try to upload on sunday what I have done/collected so far. It will be much less than I hoped to achieve though I fear.:(
Ploeperpengel Nov 19, 2006, 12:45 PM Uploaded new version 1c.
Bad news:
still not playable - a real construction-site this time:p
Explanation in 1st post.
Good news:
-we now again have a chance to work on the same files:D
Ploeperpengel Nov 23, 2006, 05:04 PM Working version reloaded: "1c+"
So now we should have a chat about the civics and buildings again:p
Ploeperpengel Nov 29, 2006, 01:52 PM Version 1d uploaded.
-civics reworked according to Olleus' suggestions
-started balancing the buildings
-some changes to the artfolder
I'm going to rework the techs soon now that there is Lopez' Ingameeditor.
@AH
Please send me your design for the magic arts asap. I plan to include a seperate Arttree within the techxml until we get the new commerce so that we later only will have to cut and paste it into a new xml file but can already link units, buildings and civics to it.
Arexack_heretic Dec 01, 2006, 05:44 AM I got a problem: my tech-page does not show. :(
At first I decided it was because I had entries located below 50Y, but changing these does not aleviate the problem. Any thoughts about this?
Ohoh, I havent thought about that arcane tech in a while. :shamefaced:
I didn't realise you were relying on me to do this integrating magic. :o
Was just trying to work parallel in order to have two perspectives.
I'll look at the revised religions and civics in 'version d' before I return to this task
I have a couple of deadlines approaching in uni + preparations for the dutch (5dec) santaclaus holiday.
So expect no instant results, I do promise to work on it some today.
edit:
I made a linked map of the current tech tree. There seem to be a few links that are superfluous.
No changes made to it as far as I can see.....
About the civics: don't we need a 'arcane matters' civic?
Or is this covered by knowledge or religion?
edit 2: So.... excuse me: did you request a revised tech-tree or button art? :confused:
Ploeperpengel Dec 06, 2006, 09:40 PM I was planning to include arcane civics in knowledge but could be we put some into other civicoption as well as soon we have the new commerce it obviously should be reflected in the civics as well.
I just wanted to have the latest arcanetree you got;)
Arexack_heretic Dec 07, 2006, 05:37 PM That would be the latest one I posted...
I added some skaven entries etc, but those were experimental.
I'll take a new look at the tree and post something soon...you want a excell sheet or xml?
I like the new building options in d.
However barraks seem now an redundant (...also it SEEMED as if the EXP effect was not cumulative.)
...maybe an additional +:) bonus for garrison? (2units max)
A question about SR.
Is SR spread limited to those cities with the pantheon CR.
What effect would spread of CRelven-SR1(good) into a neighbour with CRhuman-norse have?
Would the equivalent norse-SR1(good) be promoted in the affected city?
Or would just the CRelven spread there as a secondary religion?
(As far as I understand now, spread of CR is limited to limited racial groups, and spread of SR is faster, for some reason, within these same limited group?)
Psychic_Llamas Dec 07, 2006, 06:03 PM well, i havent been following the Warlords version well because i dont have it, but the way i see SR working is that they do not 'spread' as we see normal religions do, instead each civ must research a tech which 'unlocks' a SR national wonder, and, once built, gives that civ access to all that SR buildings and units (once their prerequisits are taken care of, of course). the CR are the only ones that spread normally, ie like vanilla religions, with different spread rates according to flavour. check out the brainstorming thread. there's heaps of ideas in there on the SR and CR.:)
Ploeperpengel Dec 08, 2006, 05:26 AM That would be the latest one I posted...
I added some skaven entries etc, but those were experimental.
I'll take a new look at the tree and post something soon...you want a excell sheet or xml?
Don't have excell. I'd prefer a picture - that means if you put it into a tech.xml that'll be fine.
I like the new building options in d.
However barraks seem now an redundant (...also it SEEMED as if the EXP effect was not cumulative.)
...maybe an additional +:) bonus for garrison? (2units max)
What exactly do you mean here?
Arexack_heretic Dec 08, 2006, 08:06 AM I meant, we have buildings giving +2EXP to archers, scouts, horsemen and melee fighters and barraks give +2EXP to all landunits.
Only chariots seem to be left out of the special training-grounds for specific units thing.
Halfbaked Idea: Fighters Guild.
Any selfrespecting Fantasy world has one, as well as a thieves/assasins guild naturally.
This could be represented by either the mercenary system or new buildings for the middleages period. (ie traininggrounds<Fightersguild) +2EXP extra for all melee units. + extra money bonus for mercinary army placement.
Arexack_heretic Dec 09, 2006, 11:27 AM Still readable...just about. :p
Currently, most CR and SR are 'invented together with a tech; those are usually placed under or in some cases above the TECH-box of that tech.
CR are in red letters.
The Mortal Gods and Barbaric Deities are still incomplete.
I couldn't decide where to put Asuryanism.
Oh and forgot Chaos Undivided...I got sidetracked when looking for a nice place to put them. :crazyeye:
Chamaedrys Dec 09, 2006, 12:09 PM I meant, we have buildings giving +2EXP to archers, scouts, horsemen and melee fighters and barraks give +2EXP to all landunits.
That's true. The barracks could provide a bonus for unit production instead of XP.
Psychic_Llamas Dec 09, 2006, 06:27 PM That Tech tree is looking good. would it be possible for you to upload the file so we can read it easyer? :)
id say put the barbaric Gods at the Arena (call it War Games?) and Gork and Mork at Waaagh!
put Mortal gods at Philosophy, then Sigmar at Code of laws.
Why is 'Ye Olde faithe' at elementalism? id say put it at nature magic.
Why is slaanesh at horseback?
nurgle should be at warpstone,and tzeentch at Dark magic.
Asuryanism should be at Basic magic
Al Anon should be at Elementalism
can we change Raw magic to not found Chaos Cults? and just add another Magic tech called Chaotic magic? (I dont like having to found the Chaos cults to be able to use magic, and i almost always end up founding chaos :( )
Chaos undivided should be at the tech which founds Chaos Cults (Chaotic magic)
Why is the long bow tech so late? Woodelves only have longbows, and i wouldnt like to wait till the 3rd age to get my archers.
Other than all that, it looks good, if not a bit chaotic, but i expect that the influence of the Chaos gods :p;)
Arexack_heretic Dec 09, 2006, 07:03 PM OW! lets work back from the last. ;)
longbows are there, because I haven't touched them...I think It is a bit late as well...should be mid medieval times.
Maybe behind Metal casting? There is a small empty patch there.
It doesn't look more chaotic than the old table...ok a bit more, but then there are twice as many entries.
(I may need to add the SR as seperate techs too, which I don't particularly look forward to.)
Chaos will start out with RawMagic, thus founding the ChaosReligion at the first turn.
In a game without chaos, anyone can have a shot at being evilly chaotic.
I think it is hillarious to have chaos-rel as an unseparable side effect of magic. And according to cannon too. (you don't need to make it your stateR)
There is however an empty slot behind RAW-MAGIC
at (2,43).
Is Asuryanism Elven in origin then? I thought with the priests having firemagic...
Ye Olde faith is at elementalism because their priest had access to all spells...maybe they should be at high magic or basic (elven) magic
AlAnon there...OK he's the monotheistic DarkChild from Khemri right?
Tzeentch is at DarkMagic...I put Nugle there as well because I didnt know where to put it otherwise.
Warpstone is actually 'Warpstone Refinement' - A skaven only tech.
Slaanesh at horseriding. why?
Don't ask...the answer to that secret will corrupt your soul.
I dont think I can upload an XLS file...I tried before. Just send me a PM I'll send it by mail. It is chaotic mind. ;)
Psychic_Llamas Dec 10, 2006, 06:02 AM :lol:
again, starting from the end:
Ok, dont worry about uploading. i managed to red it fine. :p
:lol::lol: yes, but WHY is it at horseriding? :p
Ok then. Tzeentch and Nurgle are good :)
No, Al Anon is Ormzad, the 'Old Faiths' CR guy. and patron diety of Araby, whos priests are all elementalists (so it makes sense... well... to me anyway, to put it with elementalism :p)
Ye Olde faith isnt an elementalist based faith with magic. its more nature worship with more basic, ancient magics. (you think Druid, what do you think of?) i still say nature magic. ;)
Yes, Asuryanism is elven. Its the High Elves patron faith. werent you paying attention in class (brainstorm thread :p, jk) Asuryan is to the Elven pantheon as Thor is the the Norse pantheon.
thats a good point about Chaos. i still find it annoying having to found Chaos though :(;)
Well, perhaps if you bring Longbows into the 2nd era somewhere, but then in one of the Woodelf only techs have 'Woodelven Bowers' or something which gives access to longbows to them earlyer? just a thought.
PS i didnt mean offence when i said it looked chaotic :p i understand that it must have been one hell of a job to organise that so it fitted together. (get it? one HELL of a job?:D... nevermind, that was a lame joke...) but seriously, kudos to you, wonderful work.:thumbsup:
EDIT: damn i used a lot of smilies there :D
EDIT 2: and sorry about my horrible typing. (insert smilie here (i ran out of smilies alowed))
Arexack_heretic Dec 10, 2006, 08:30 AM It´s horseriding, because I had to put it somewhere early and I ran out of neat places, short of giving the Chaos Gods Techs of their own.
Slaanesh have steeds and like to do depraved things with them so there. :p
Have been altering the woodelf techs quite a bit.
SR-OF:Isha is now at agriculture
They now have: foraging >Gain effect from resources when forested
(with Mysticism): Great Counsil: SR-MG: Khurnous, W: Oak of Ages, UU: Ariel.
NaturalMagic+GreatCounsil lead to AthelLoren(WE magic).
AthelLoren + SpiritMagic leads to Quickening: UU: treekin, Treemen, dryads
Great Counsil+hunting also gives acces to 'Call to the Hunt': UU:Orion and wardancers and Wildriders(with horsebackriding)
GreyCounsil plus archery gives acces to Gladerider Longbows.
(!) Only problem is: Khurnous/Orion+Ariel fit in Mortal Gods, but this CR is too recent, whereas the Gods of Althel Loren are Ancient.
I don't feel darkchildren will cut it, woodelves dabbling in necromancy is just wrong. (it needs to be a forbidden tech for WE)
How about putting CR-barbaricGods at stoneworks, and Khurnous in the barbarian corner?
(!) Is there a way to give High Elves freetechs in the magic tree? (HE don't use magic as they tought it (prismatic), rather they use the pure magic undiluted. I'd love to give HE a super-tech that invents all 8 colours.
Research advanced HighMagic (Level 2spells): Free Level2 Amber/Amethyst/etc
Psychic_Llamas Dec 10, 2006, 06:15 PM well, i see your logic there. it still seems funny though.:D
I hadnt though of putting Orion and Ariel in Mortal Gods... i dont think it would work very well. plus it would create too great a representation of the woodelf religion compared to the rest. just ignore ariel and orion for now i think. i was hoping to incorporate them in once we get a hero system.
can you show a pic of the new woodelf techs? its a bit confusing :) but:
Foraging sounds good
Great Council looks good too, and i like the placement of the Oak of Ages there too.
Lore of Athel Loren looks well placed.
Why Quickening? i dont understand. why not Forest Spirits or something. I dont think it is good to let the WE get all of their forest spirits at once. rather stagger them up the Tech tree. maybe make Dryads avaliable at 'nature Magic', Tree kin at 'Forsts Spirits', and Treemen at... 'Woodland Guardians'?
I like call of the hunt. but those units are all too early.
I agree that Dark children, and possible even Chaos should be forbidden to WE (because Ariel and the woodelves have vowed to war against the beastmen and chaos until the end of time, and i dont see them cooperating any time soon... but, then again, anything is possible)
like i said before, forget about Ariel and Orion as religion.
i expect there would be a way to do that with HE, its just a matter of balancing. :)
Arexack_heretic Dec 10, 2006, 06:39 PM Ariel and Orion are in not as Gods, but rather as Unique hero units as you also suggested.
Maybe you get them free once you research the tech.
May I suggest Khurnous as an old Faith?
I mean: if Isha, Khaine and Asurya can exist next to the whole Elven pantheon....
I see your point about the WE techs...they are all in the ancient era.
Then again, much of their defining history is ancient.
Also there is not much space left to add more techs.
(there is still some room at Athel Loren)
I'd suggest spreading the forestspirits out over Spirit Magic, Lore of AL, Quickening of the heartwood.
I was thinking in combination with the monster-taming techs.
(if we can have an tile-enhancement that generates a 'monster' resource on a forested tile....maybe a temporary area spell (treesong)...or maybe the Oak of Ages also counts as a monster source.)
But maybe you are right and we need levels of proficiency in all magics.
I'm open for suggestions. :) please
I just had an idea:
Repeatable techs for 'Minor Summoning' -> 'Greater Summoning' -> 'Chaos Incursion'
everytime it is researched, a free minor(greater)spirit/deamon is given for 'free'.
A chaos Incursion could be a barbarian invasion or the summoning of a random chaotic Avatar.
edit: No. bad idea. better to leave these things for the priests and acolytes of religions that dabble in spirits or demons.
eg summon Oni for Jintoism/celestial dragon and summon ghost/wight for Undead-rels, summon bloodhounds for priests of Khorne, etc
classes would be Unit_demon and Unit_spirit :small/large (ultimate is reserved for the religiousWonder)
I relocated norsca pantheon to 'mapmaking' (just before compass)
and Chaos Undivided to 'monstertaming'
Agh insomnia kills me. :crazyeye:
Anyhow, heres a new pic of the tech-tree progress.
yellow means it's put to xml.
Psychic_Llamas Dec 10, 2006, 09:12 PM Looks much better :D i cant see any faults.
Oh, i see, what i thought was just 'Quickening' is Quickening of the Hardwood. (nice name:) )
just one question: where do dragons come in?
Arexack_heretic Dec 11, 2006, 05:47 AM Dragons are at monster-bonding. I did not change that.
I see a minor problem.
See where I want the HighElves/slann to gain ALL prismatic arts with one tech (orange)?
I highjacked 'Arcane mastery' for the L4 tier. but arcane mastery should be researchable from any L4-colour.
This would mean any bright player would research one colour and get all L4 spells for free.
I need a new tech and a new name for the Elven Equivalent of L4-mastery.
Psychic_Llamas Dec 11, 2006, 06:24 AM ah, i see it too... you could call it Elven Lore Mastery, or Mastery of the Elven Arts, or Perfection Arcanum, or Perfection of Arcane Arts...
Oh, ok, i didnt notice moster bonding before, i was worried they were too early :p sorry;)
Arexack_heretic Dec 11, 2006, 06:37 AM hmm..yes
'Arcanum Asur' or 'Asuri Arcanum'
'Pinnacle of Power'
Something that just screams 'the ultimate atainable to godhood'...or maybe not.
Psychic_Llamas Dec 11, 2006, 07:20 AM Asuri Arcanum sounds promising :)
Psychic_Llamas Dec 11, 2006, 06:32 PM Just off topic for a second:
IM GETTING A NEW COMPUTER!! no idea when, or what kind, but the point is, im getting a new comp:D (which means ill finally be able to see all our had work's results.:))
Arexack_heretic Dec 11, 2006, 06:49 PM Good!
But don't tell DarkOne. ;)
Psychic_Llamas Dec 11, 2006, 07:21 PM :lol: ok, i wont :p
Ploeperpengel Jan 06, 2007, 05:53 PM Uploaded a patch to update to version 01e.
Ploeperpengel Jan 06, 2007, 08:22 PM Found another typo that might have been able to cause a crash(not sure) anyway patch f is up.
Lord Olleus Jan 07, 2007, 11:03 AM I get these errors on start up:
BUILDING_WATCHSTONELUSTRIA
BUILDING_TOMB_BARRACKS
BUILDINGCLASS_GREAT_PALACE
All in CivilizationInfos.
This is after downloading both the warlord version, and the patch on top of that whihc you posted on the first page of this thread.
Ploeperpengel Jan 07, 2007, 11:12 AM Hm did I miss something.:confused: Runs fine on my system. Think I better upload my whole game again to make sure.
Ploeperpengel Jan 07, 2007, 11:52 AM Version 01f as full mod will be downloadable in about 1,5 hours. Link is already in the first post. Try it later.
Lord Olleus Jan 07, 2007, 12:22 PM but surely it should have been enought to just rehost the XML file?
Ploeperpengel Jan 07, 2007, 01:47 PM but surely it should have been enought to just rehost the XML file?
changed some files in the artfolder too. anyway now it's uploaded.;)
El Loco Mono Jan 09, 2007, 01:40 PM FYI
Working on the merge for the Inquisitor Mod and the fix for unique GG's
Ploeperpengel Jan 09, 2007, 01:49 PM Thx Loco.
btw you speak some spanish right? Right now I'm picking new units for estalia. Is a ballestero a pistolier?
El Loco Mono Jan 09, 2007, 01:59 PM Thx Loco.
btw you speak some spanish right? Right now I'm picking new units for estalia. Is a ballestero a pistolier?
It's a heavy crossbowman, like the arbalest
EDIT: Actually an arbalst is a bit more advanced, just go for a crossbowman
Ploeperpengel Jan 09, 2007, 02:03 PM It's a heavy crossbowman, like the arbalest
Ah ok thank you.
Chamaedrys Jan 10, 2007, 08:11 AM Some buildings and wonders had a bad scale in the pedia. I have attached the improved xml file;)
Ploeperpengel Jan 10, 2007, 08:41 AM Thx got it.
Ploeperpengel Jan 24, 2007, 10:21 AM Updated the first post with my current built.
Please someone take over the xmljob now. I'm too busy with 3D max.
Ploeperpengel Feb 09, 2007, 03:53 AM uploaded version h. changelog in first post.
Psychic_Llamas Feb 10, 2007, 03:56 AM if you send me XML files that need work, and tell me what to do, id be more than happy to (because i dont have Warlords :p). im sure if i did individual XML files like this it would work out OK. i might not be able to do the very advanced XML work, but i'll post if im having problems.
please send me the files you need done pleo :)
Ploeperpengel Feb 10, 2007, 11:23 AM if you send me XML files that need work, and tell me what to do, id be more than happy to (because i dont have Warlords :p). im sure if i did individual XML files like this it would work out OK. i might not be able to do the very advanced XML work, but i'll post if im having problems.
please send me the files you need done pleo :)
PL, you would need to check your entries PL. You can't really work on xml if you don't have Warlords installed.:crazyeye:
Lord Olleus Feb 10, 2007, 11:58 AM if you were to send him the schema.xml files as well as the normal xml files, he could launch the game and see if there were any mistakes in it.
Just uploaded the latest version of Morale, merged with Loco's code (using the very handy auto merge tool from SVN). See the morale thread for more info.
Ploeperpengel Feb 10, 2007, 12:06 PM if you were to send him the schema.xml files as well as the normal xml files, he could launch the game and see if there were any mistakes in it.
What you mean? the schemas are uploaded. So it'll run just without the sdk?
Just uploaded the latest version of Morale, merged with Loco's code (using the very handy auto merge tool from SVN). See the morale thread for more info.
great will update asap.
El Loco Mono Feb 10, 2007, 01:14 PM The merge tool is brillant, no? Makes life a lot easier and I no longer have to worry about accidently overwriting someone elses hard worked code. I've made a small update to the inquisitor code as per your request Ploe. Uploaded New CvUnit and compiled DLL
Psychic_Llamas Feb 11, 2007, 12:31 AM that is true, but im still offering my help to do XML work (not to check it, just to write it up:p) but if you think it will be too hard i will understand. it would probably involve alot of sending flies backward and forward...
Lord Olleus Feb 11, 2007, 02:25 AM What you mean? the schemas are uploaded. So it'll run just without the sdk?
Yes. The code won't actualy do anything, but I thing it should still load. Its worth a try anyway.
Ploeperpengel Feb 11, 2007, 07:43 PM Yes. The code won't actualy do anything, but I thing it should still load. Its worth a try anyway.
Please try this PL. Just dlete Python and SDK(I know you did this before) and see if it runs on your comp.
@Olleus
Please don't forget to send example xmlfiles for the new undead tags.
Psychic_Llamas Feb 12, 2007, 08:29 PM :confused: so you think the Warlords version will work on Vanilla Civ if i delete The Python and SDK? somehow i doubt that, but im downloading now anyway. ill tell you later if it works or not. :)
My offer still stands to help with XML whether it works or not :p
Psychic_Llamas Feb 13, 2007, 06:57 PM nope, without the patch the mod dosnt work, and with the patch my vanilla civ dosnt work :p (because the patch makes civ put too much memory in the graphics card, and my G card isnt advanced enouph to do that )
i still deleted python and SDK first, but, you know :p
it dosnt matter though. i have fun helping in what little way i can.
Ploeperpengel Feb 13, 2007, 08:47 PM Hm too bad. Maybe you can provide unitbuttons? For xml you'd definitly have to check what you're doing else I'd have too clean up every contribution.:(
We need many many buttons though. Just have a look at the buttonsfolder and you'll see a lot of doubles. I merely named them differently to allow for easy updates. But remember Buttons are in dds format no png or jpegstuff;)
Psychic_Llamas Feb 13, 2007, 11:14 PM ok, buttons it is:D is there any particular source you DONT want me to use? ie Guild wars or World of warcraft.
the reason i ask, is that sometimes, if i were to use some icons from Warhammer, i would see the icon for Tranquility for Spring rains (or something) it could get confusing :p
and is there any source you WANT me you use as a primary source?
EDIT: one more question: are the updates in the first post the FULL mod, or just updates? and if so, where is the full mod? because i DL'd it and the button file is empty. im redownloading to check. ta :)
Ploeperpengel Feb 14, 2007, 03:57 AM You have to unpack WH01.fpk with packbuilt.exe(both inside the assets folder).
Your primary source for unitbuttons should be the GW miniatures galleries and collector fansites:
-http://www.solegends.com/citadel/index.htm (this is cool i.e.)
Try to give each civ a unique background style(like empire, woodlves, highelves have-some of those could be better but I like the general direction)
Edit:
@everyone
Version 01i is uploaded
Chamaedrys Feb 14, 2007, 08:11 AM Edit:
@everyone
Version 01i is uploaded
2 versions in just 5 days:eek:
Ploeperpengel Feb 14, 2007, 10:01 AM Yep was really busy.
@everyone
Please guys gimme some playtestfeedback. Every little suggestion helps. I want to get this baby playable. Will be much more fun modding it if you like to play it too.
woodelf Feb 14, 2007, 11:47 AM Yep was really busy.
@everyone
Please guys gimme some playtestfeedback. Every little suggestion helps. I want to get this baby playable. Will be much more fun modding it if you like to play it too.
Since I'm burned out on FIRE I think I'll playtest this for awhile. It gives me a chance to actually use my Warlords CD. ;)
Ploeperpengel Feb 14, 2007, 11:56 AM Thx man. Keep in mind it's not at all balanced yet so probably much less fun to play with but really could use some good feedback related to techcosts, civics and some ideas for buildings.
Ploeperpengel Feb 15, 2007, 08:08 AM Need some sleep. XML update is up. Read first post.
Ploeperpengel Mar 07, 2007, 12:54 PM Reuploaded version j due to some problem using the savedgames. Hope it works no. This version is not and update to the previous posts.
Ploeperpengel Mar 07, 2007, 09:25 PM Moved version j to bugthread and uploaded version k along with a similar ctd save in the first post.
I'll be visiting my parents so probably won't be able to upload anything big within the next weeks since theres no fast connection to the internet but I'll take my comp with me and hopefully can work on both the mod and modelling(currently doing a valkerie for FFH that we can use for amazons later too) and peak in here from a friend's place as often as possible.
So if you happen to find the bug please link it as patch so we can start playtesting.;)
Ploeperpengel Mar 22, 2007, 12:56 PM Version l is up.
I didn't have as much time to work on it as I hoped for but since some ctds got fixed I thought it was time to upload what I have.
I think we're really getting closer to have a nice base to work on. Let's start playtesting, balancing and adding gamemechanics:)
seZereth Aug 22, 2007, 03:41 AM how far are we with the bts conversion?
i cant get the warlords one to work. (might be due to coldfever verison)
Ploeperpengel Aug 22, 2007, 11:46 AM Not playable yet. Will still need a few weeks since most of it will have to be redone from clean slates.
seZereth Aug 22, 2007, 03:18 PM Not playable yet. Will still need a few weeks since most of it will have to be redone from clean slates.
ok, as we use ffh as a base, i think we will have less problems with integrating some ideas. thanks Ploe for doing this.
and i hope our new artist can help us filling the ranks of warhammers armies.
Ploeperpengel Aug 23, 2007, 04:57 AM ok, as we use ffh as a base, i think we will have less problems with integrating some ideas. thanks Ploe for doing this.
That's for sure. At least half the stuff I have in mind can be done with the FFH spellsystem and xml, and it also doesn't seem too complicated to modify the pythoncomponents to my needs anymore;)
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