Table top Game-style?

Tasunke

Crazy Horse
Joined
Mar 20, 2009
Messages
2,805
Location
the 1800s
Title could be misleading, but I am wondering in what way are ye going to make this more battle-oriented? As in land-scape warfare, similar to the table-top warfare warhammers are used to. I was thinking to make a tile unit limit (for combat units) of 5 per tile.

And a hero or commander unit could increase the tile "space" by 3, to a maximum of 10 per tile.

Additionally, you could have weak, cheap units to ignore this limitation, or have different limitations for certain civs (that deal more regularly with either cheap fodder or the rare elites)
 
We are still using the Civ Engine. Adding restrictions like tile limits that the AI doesn't understand is just likely to be frustrating and lead to subpar AI performance.

We aren't trying to make this feel like a tabletop game.
We are trying to make a mod that captures the feel of the warhammer world.

The single biggest reason for the failure of mods based on other games (PARTICULARLY true for Warhammer mods) is that they try to stay too close to the specific rules of the game that they're based on, rather than by capturing the feel in a way that matches their engine.
Thats why Warhammer PC games pretty much sucked until Dawn of War. And why Dawn of War is FAR superior to something like Mark of Chaos.

There are however a number of mechanics "inspired by" tabletop mechanics in the mod.

For example, while you can build an unlimited number of core units, all the specialist units in each faction have national limits; you can only have so many wizards or knights or giants.

The mod also focuses on faction differentiation, more than any other civ mod out there that I've seen. The different armies have different strengths and weaknesses and unique mechanics.
 
Is this in comparison of FFH (and other mods) , or moreso talking about the theoretically merged amalgam as a whole? (against other mods)
 
This is a modmod to FFH (and soon to Fall Further) so there are a lot of similarities.

And while there is less flexibility within a faction than in FFH (you can only pick 1 religion for eg, and your alignment is fixed), the factions will play much more differently from each other than in FFH.

In FFH despite 2-3 UUS, most factions play pretty much the same. In Warhammer, MOST units are UU replacements for each faction. Different factions have different religions, access to different schools of magic, and unique techs at their disposal. Bretonnia will have good cavalry while dwarves will have NO cavalry and good infantry and siege instead.

I should also note that the mod is temporarily unplayable while we change codebase to FF051 in order to be BTS 3.19 compatible.
 
To summarize briefly, this mod includes:
~16 unique factions (eventually up to 23), each with its own sets of unique units, leaders, buildings and often some special mechanic. These factions aren't all complete yet; many still have a lot of generic placeholder units. But each faction will have at least half a dozen unique units, sometimes more.

Factions are designed to play quite differently from each other; Brettonnia is about powerful knights and heavy cavalry, while the chaos warrior tribes have nasty offensive melee units, wood elves are masters of archery and use the power of their woodland homes, high and dark elves have swift moving infantry, dwarves have limited movement but incredible defensive strength and siege weapons, and skaven have swarms of weak clanrats. Araby are at home in the desert and have elemental magic-wielding genies, while Norsca and Kislev prefer the northern tundra. The vampires keep their peasants in thrall and feed on their blood - while the tomb kings are completely undead, needing no food or water, and gaining power from the shifting sands of their slowly expanding desert empire.

While each faction will play in a similar manner each time (with the same religion and unit rosters), different factions are much more unique than in any other mod I've come across; while in FFH a faction might have 1-2 unique units, here they might have 7-8 or more.

A magic system similar to that of FFH, but without "mana" sources.
Basically, there are 8 colleges of magic, 4 elemental magics, 3 elven magics, 3 chaos magics, and unique magics for necromancy, orks and goblins, skaven, etc. Each magic has 3 levels, each of which grants access to 2 spells. So, over 100 spells in the game.
Most mages are specialists in a particular college, while great elven mages are able to learn spells from multiple schools, with valuable synergies.

~7 world religions, all of which have their own unique mechanics and units. Nearly all factions are tied to a specific religion.

An Alignment system of Law vs Chaos; there is no Good or Evil in the world of Warhammer. But civs with similar values are more inclined to cooperate with each other, and to ally against their arch-enemies.

A completely unique tech-tree, with 90+ different techs.

A unit design system that encourages combined arms, and mixed forces (not quite fully implemented yet).

Many, many unique events evoking the flavor of the Warhammer world. Advanced Uprisings, even while at peace, empires may be assaulted by beasts or warriors intent on their destruction.

Named historic heroes from Warhammer's history, with artifact equipment.
 
Can't decide if I want to be the High Elves for their dragons, or to be ALL-cavalry as Brettonia (I think that;s my favorite)

I suppose it all depends on how sentimental I am feeling. (the more sentimental, the more likely I choose the way of the dragon)
 
Well Tasunke you've always been an excellent source for ideas (ALL my mods are built upon them :eek:) so if you can think of anything to add more flavour to certain factions or whatever I'd love to hear em :)
 
Personally I like me some Chaos scum.
 
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