Quest for Power - A Warhammer Campaign

Zyc

Chieftain
Joined
Sep 16, 2005
Messages
12
Location
Guadalajara, Mexico
I made this scenario using the map I made a while ago. This is a beta version so some features might be buggy but overall it is playtested and fun as it is now. Feedback is welcome, so please report any bugs or comments you have. The civilipedia has not been included yet (it uses the Warhammer’s MOD civililopedia) and the scenario itself implements many new wonders, changes, and special rules, so please consult the OWreadme.txt to see the most important changes. Evil campaing, fixes and civilopedia coming soon.

Special thanks go to all the people who made the Warhammer MoD for Civ 3 and also a special mention to the designer of the RFRE scenario who's ideas served as an inspiration to many of the features of the scenario.

PREMISE:

It’s a time of WAR! The forces of evil are large, united and ready to storm the human, elven and dwarf kingdoms of the Old World. Take command of one of the civilized nations and reach the path to victory by finding all the legendary artifacts needed to give your faction the power and glory to triumph during this difficult times. Beware, for this will not be easy. In order to find the most legendary artifacts you will have to launch expeditions deep into the heart of evil.

RECOMMENDED DIFFICULTY: Demigod or above.

STARTING AGE: End of the Ancient Age(first era)

VICTORY TYPE: Modified quest victory: Some of the artifacts you have to find need that you control resources that are only found in the lands of your enemies so you will have to invade them sooner o later if you wish to win.

ALLIANCES:

Empires and Allies: Empire, Kislev, Dwarves

Elven Alliance: Ulthuan, Loren

Bretonnian Alliance: Bretonnia and Westernland.

Forces of Evil: Chaos, Chaos Dwarves, Goblins, Orcs, Naggaroth.

Neutral nations: Albion, Tilea, Norsca, Estalia.

Neutral non playable nations: Slann, Sylvannia

NATION DESCRIPTIONS:

The nations in the scenario are not balanced at all, some are fairly easy to play while others represent a real challenge. This was done intentionally to give players a different experience depending on what nation you choose.

Empire: As the civilopedia says the Empire is indeed the largest and most powerful of the human nations. They start with the largest human empire and some prebuilt wonders. You are the main pillar of your alliance and your dwarven and kislevite allies will depend on you for support throughout the game if you wish them to survive. Also beware of Sylvannia, this province even if it still is a nominal part of your empire has been rumoured to have been taken over by vampires who will prey on any one who comes near their wretched lands. They are now militaristic instead of expansionist.

Dwarves: The once mighty dwarven empire is no more. But they still control many powerful mountain strongholds and are a hardy and proud people. Their main goal is to drive the greenskin invaders from their lairs in the world edge mountains and reclaim their ancient glory.

Kislev: Of all the human nations they probably have the hardest time. They are the closest to Chaos and their fallen dwarven allies so are forced to endure a constant state of siege. They are also close to the Norsemen that can prove to be as deadly adversaries as they can be noble allies. To compensate for this they start with the rangers of taal wonder prebuilt, so they get a powerful wonder produced unit early on. Also the wonder has been changed so that it gives a barracks in every city too.They get their expansionist trait changed to militaristic. Also all their initial defensive units start as veterans

Bretonnia: They start with Errantry War prebuilt, which compared to other nations does not seem much, but since the Skaven south are much more dangerous than in the real game it is an advantage. Also they are the second most powerful human nation and start far away from real threats. Your path to success lies in your superior cavalry and the richness of your land, which rivals that of the empire.

Westernland: They are one of the smallest nations but their capital is one of the richest and most productive cities in the world. They are also the only human nation that starts with a small navy and if played right have the possibility to brecome a great naval power to rival even that of the elves.

Estalia and Tilea: They are far removed from any threat except the Skaven, and start with the Silk Route and Spice Route pre-built respectively to reflect that they are trading nations. Their strenghts are also their disadvantages: they are small and isolated. They are not in open war with the evil factions, being so far removed from them, but will have to go to war with them or launch an expedition to Lustria if they wish to win the game.

Norsca: The norsemen live in rough and poor lands but are also very tough warriors and expert seafarers. Since they are so close to the Chaos wastes they can be easily corrupted and join the forces of evil so they start as non-alligned.

Albion: Their islands are isolated from the rest of the human nations and care little for the fate of their continental bethren. They are neutral and might choose to join the war in the cause of evil. But as in the case of all the other neutral nations if they wish to win they will have to eventually invade the chaotic factions or Lustria.

High Elves: They rule the prosperous continent of Ulthuan so they have the easiest game of all the good nations. They only have to worry about 2 things: 1) dark elven corsairs will invade through the rebel cities in the northwest of their territory and their intial army might not be enough to stop them so they must build up fast. 2) They have the fastest ships but compared to late game ships they are weak, so as the game progresses they might have a hard time with naval supremacy.

Loren: They are the smallest Old World nation but their realm is very productive and easy to defend. They are the only landlocked nation so beware of wars with the humans since you might loose contact with your only allies in Ulthuan.

Evil Alliance: They rule the least productive lands but are united have huge empires and their unique wonders and traits emphasize production and growth to compensate for their disadvantages. Chaos is specially dangerous since they can now build the new Great Demon Worship wonder that puts a chaos gate in all cities which in turn now produce free demonic units regularly, giving you a very hard time late game. The Waaaagh small wonder for the greenskins now produces instead of an army a new War Boss unit, which is as powerful as an army with enslavement capabilities. This is to compensate the inability of the AI to use armies.

Slann: The old Slann are an alternative to fullfilling your quest and you might never have to hear from them throughout the game. They have all the resources you need to complete your quest so specially neutral nations might choose to launch an expedition to Lustria instead of invading the evil factions.

Sylvannia: Sylvannia is considered an evil faction though not alligned with the Chaos alliance. The vampire units available to them now have hidden nationality so they are a real pain. Their cities are heavily defended by modded Blood Dragons so assaulting them early game is a bad idea. They also produce from their Maussoleum a new Vampire Lord unit (the original was renamed Vampire Count) which is similar to the greenskins’ War Boss.

Skaven (barbarians): They have their greatest concentration between Tilea and Estalia and have their camps built over impassable terrain (wasteland). They have also their stats greatly increased and set their activity level to raging, so they will give the nations near them a run for their money. They also appear in other regions of the map but not over unconquerable territory.

QUEST RESOURCES

As mentioned before to achieve victory you will need to control all the resources needed to find (build) the artifacts of your quest. The following resources are the one’s specifically needed to win:

Raptors – Found in Naggaroth, Khorinaun (chaos capital), and Lustria
Warpstone – Found in any of the evil factions’ land and in Lustria
Demonic Gems (modded Coal) – Found in the lands of the Chaos Dwarves, Khorinaun, and Lustria
Elephants – Found in Norsca, Khorinaun, Lustria, and Orc Lands
Claw of Nagash (modded badlands) – Found only in Sylvannia with a single “copy” in Lustria.
Laithero (modded silver) – At least one available to non-evil nations except the Slann.
Gromril (modded) – Same as Laithero.
 

Attachments

Right away it couldn't find Norman night.
 
I believe that's a problem of the version of the WH mod you are using. I have on my computer aaglo's latest version 2.16a and it works fine. Make sure you download all the right files.

Cheers
 
Redownloaded the patches and still have problems.
 
I bookmark this thread
 
Hmm... you just used the Old World map that someon else made, didn't you? Oh well. I prefer your city placement anyway. Plus, in you scenario, the cities don't all start off as puny population1 cities.
 
This looks interesting ...

It complains that I lack Net Art files. Where do I find the newest incarnation of the Net Art folder?

Edit: Got it to work by reinstalling the WHmod from scratch ... only to run into the next problem - the Bretonnian Halbardier unit has apparently been added without a corresponding PediaIcons entry being added. Got round that one by more-or-less assigning the PRTO_Huskarl entry to it. Now I'm finally in in the game ...
 
Note to the Zyc (campain maker) - WHmod has been updated to 2.17 :)
When importing the rules to this mod, make sure you also consider all the changes in civilopedia.txt & pediaicons.txt too (I'd suggest you copy of the mod's civilopedia & pediaicons files to your campaing folder and add the stuff you need for your campaing on these new files, since there is quite a lot of new stuff in them both).
 
Where can I find the v2.16a or v2.17 updates??? I have v2.01 and can't find these updates anywhere.
 
Back
Top Bottom