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#421 | ||
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Wizard in the Making
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so you could have 15 civilizations on a standard map if you really wanted ![]() im not too sure what you mean about civics though
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#422 |
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Warmaster
Join Date: Jan 2008
Location: Wherever there's Tequila...
Posts: 2,364
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If I take the meaning right, Breathe means updated civics. We're currently working on a new version, called Warhammer: Heart of Chaos (aka WHoC) here. We're getting closer to the release. The civics will be reworked in WHoC, along with most everything else. Keep coming with the ideas, though. These are all excellent so far.
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"... I'd give you everything If only I'd have known you'd take it But you don't 'cause you're you That's why I'll always love you My Pearl of the Stars ..." -- Coheed and Cambria |
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#423 |
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Chieftain
Join Date: Oct 2009
Posts: 11
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Heh thanks
![]() I used wrong word, civics = Civilizations or Factions. For example i can't play Khermi faction ;o. Maybe it will be aviable in custom game ? I will look there
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#424 |
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Wizard in the Making
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i thought that might be what you meant Breathe
![]() if you are up for some light modding its really very simple to make blocked civilizations playable again. ill try to explain how here: 1. Open up the Civ4CivlizationInfos.xml file in the Warhammer\Assets\XML\Civilizations directory. 2. search for the line <bPlayable>0</bPlayable> here is an example of what the code will look like: Code:
<CivilizationInfo> <Type>CIVILIZATION_NEHEKHARA</Type> <Description>TXT_KEY_CIV_NEHEKHARA_DESC</Description> <ShortDescription>TXT_KEY_CIV_NEHEKHARA_SHORT_DESC</ShortDescription> <Adjective>TXT_KEY_CIV_NEHEKHARA_ADJECTIVE</Adjective> <Civilopedia>TXT_KEY_CIV_NEHEKHARA_PEDIA</Civilopedia> <DefaultPlayerColor>PLAYERCOLOR_TOMBKINGS</DefaultPlayerColor> <ArtDefineTag>ART_DEF_CIVILIZATION_NEHEKHARA</ArtDefineTag> <ArtStyleType>ARTSTYLE_NEHEKHARA</ArtStyleType> <UnitArtStyleType>UNIT_ARTSTYLE_NEHEKHARA</UnitArtStyleType> <bPlayable>0</bPlayable> <bAIPlayable>1</bAIPlayable> <Cities> <City>TXT_KEY_CITY_NAME_KHEMRI</City> <City>TXT_KEY_CITY_NAME_ZANDRI</City> 3. you will need to change where it says <bPlayable>0</bPlayable> to <bPlayable>1</bPlayable>. 4. save and start the game. hopefully the civ is now selectable to play ![]() --------------------------------- However, these civs have all been blocked because they are unfinished and not really fun to play yet. but if you want to play khemri do what i expalined above and it should work fine
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#425 | |||||
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Tyrant
Join Date: Jun 2008
Location: Washington, DC
Posts: 12,246
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To make it clear, the AI values that I'll mess with are listed here:
http://modiki.civfanatics.com/index....eaderHeadInfos Quote:
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But there are already AI alignment modifiers, so a Salvation leader will already really hate a Corruption one. Quote:
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#426 |
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Wizard in the Making
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I added Goblin Design to the Design thread. some radical changes id like input on.
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#427 |
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Storm God. Yarr!
Join Date: Nov 2001
Posts: 1,207
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I like it, some good stuff in there.
Maybe a smaller chance of slave capture for Netters to avoid Gobs taking more slaves than the Druchii/Dawi Zharr. I'm guessing Entangle should have chance to hold one unit in stack rather than an entire nearby stack as posted?It's definitely good to have unit features that aren't just yet more flat plusses/minuses to Strength - I like having the weak Skirmisher units with good Withdraw chance, this could even be a bit higher like 30%. For units like Snotling Swarm that should be weak in combat but resilient and able to absorb much damage, I'd like to eventually try the mechanic where initial defeat leads to Wounded status before death as posted previously, this could wait for later to implement though. Cos of their flimsy wings Doom Divers could have some degree of Air Combat or Intercept ability in addition to basic siege stuff. I see there is already a custom animation for Doom Divers! from the Civ3 version that never got off the ground. I wonder how much other stuff is hanging around from this Civ3 mod and if it could be adapted.http://forums.civfanatics.com/showthread.php?t=165667 BTW when I made the zombie-mod bonusinfos update, I tried to make resource distribution less imbalanced (less chance of having zero of a common resource like Pig within a single continent or large tile radius, less chance of unbalanced local clusters of multiple resources etc) so for Orks it should be possible to have some alternate resources like Pig for Boar Riders, etc. (I think we were trying to have resources be a production bonus rather than absolute all-or-none requirement). I think the namegen I put in the teamforum could be hooked to units like Gobbo Boss and Shaman as well, so you could get some memorable Boss or Shaman units like Sniksnak Stuntiesmasha or Gralwazza the Toofless
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#428 |
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Wizard in the Making
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awesome
![]() im not sure if the Civ 3 graphics are usable in Civ 4. also the name generator for the spellcasters and bosses is a fun idea
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#429 |
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Wizard in the Making
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added Orcs to overview thread
i really should be studying for my exams tomorrow :/
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#430 |
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Happy Goblin
Join Date: Nov 2007
Location: CheeseLand, Lyon
Posts: 762
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Go to work !
For orcs, there are two royal guards units, which are national limit units. Is it intended ? Great work on goblins, they should play all okay. Yay !
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Ten times more numerous, by night and backstabbing ! Senior member of the G.L.I.N.. |
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#431 |
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Wizard in the Making
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sweet
![]() and yeh the 2 royal guards was a typo ![]() so you're ok with the Gobbos having dual gameplay? also, im not up to scratch with the greenskins lingo, so any name changes you have would be good! Also, any ideas for UBs?
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#432 |
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Happy Goblin
Join Date: Nov 2007
Location: CheeseLand, Lyon
Posts: 762
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The dual gameplay will give goblin play an interesting/unique twist !
In replacement of a Forge : Goblin Dump Pile : "The place were Goblins pile all the stuff they gather, and they don't really want to keep for themselves (they are reflex robbers !). Here one can find most anything he could need, so it is in this place that can be found what passes for scientist to the goblin people : The famed Goblin Tinkerers, who are most notorious for the invention of the Doom Diver and the Snotling Pump Machine" +15 % hammer, +15 % research, -4 health, +1 happy face, +1 great scientist/great engineer . Arbitrary proposed values, would need to be balanced toward the other buildings they have access to. I'm all for a somewhat unexpected bonus attribution regarding goblin civilization, after all, Goblin logic is somewhat unexpected.
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Ten times more numerous, by night and backstabbing ! Senior member of the G.L.I.N.. |
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#433 |
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Wizard in the Making
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great idea. added
do you have any ideas for a library UB, and other non-greenskinny buildings like those?
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#434 |
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Warmaster
Join Date: Jan 2008
Location: Wherever there's Tequila...
Posts: 2,364
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@P_L
Dude, I really love the dual action Gobbos. And the Orcs, if used right, could kick some serious ass. Also, maybe something like Scroll Pit or Scroll Cave for the library? Something to imply a dirty hole where magic scrolls or VERY important records are just sort piled & thrown. Stuff too important to be thrown away. But since Greenskins are too lazy for organization, it's just a random pile.
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"... I'd give you everything If only I'd have known you'd take it But you don't 'cause you're you That's why I'll always love you My Pearl of the Stars ..." -- Coheed and Cambria |
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#435 | ||||||||||||||||
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Tyrant
Join Date: Jun 2008
Location: Washington, DC
Posts: 12,246
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Heck, we have *4* greenskin factions: orks, goblins, hobgoblins, ogres. I see no real gameplay advantage for this, it seems like needless complexity and onfusion for the players. Orcs are big and strong; goblins are weak and numerous. Some goblin units are forestgoblins, others are nightgoblins. So for each slot where there are multiple units, pick one and use that. Otherwise its going to be a confusing cluttered mess, and have unnecessarily high art requirements. Quote:
Don't give it free free in the racial building. Otherwise, too much randomness: large bonus if you happen to get mushrooms (much larger than for any other resource in the game), no bonus if you don't. Quote:
Just make it: Replaces Forge. +15 % hammer, +15 % research, -1 health And then give no access to the library building. Quote:
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Maybe these guys should have a bonus vs melee instead of vs ranged units (the wolves are good vs melee, but arent' as fast and dont' close vs archers as quicky). First strike chances don't make sense to me here. In this mod we're using first strikes to represent ranged weapons. Quote:
I oppose Discipline on an axeman replacement, it basically means that animosity no longer happens. Quote:
Why is it getting missile cavalry and ranged unit bonuses? What is this supposed to represent? How about: Strength 7, 1 move, no river crossing penalty, regeneration, +10% strength in marsh. Still better than a normal troll, but not obscenely so. Quote:
These guys shouldn't be getting large combat bonuses vs particular unit types; they already have base strength massively higher than other units of their tier (trolls are 7, vs strength 4 units, 5 with bronze). How about: strength 7, 1 move, regeneration, can cross peaks, +10% hill strength. I also don't think they need 2 separate trolls, but I can live with it. Quote:
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How would you code this anyway? You'd have to make it into a spell, like Doviello? That seems a bad idea. The AI knows to upgrade troops to get a mixed force, but here it will just instantly upgrade everything to the same type. Quote:
If you like, give some of the leader the Ingenuity trait (halves upgrade costs) or have a UB that reduces upgrade costs in that city. But not just free upgrades, especially to tier2 units, that is far too large a bonus. Quote:
(Though.... strength 10 with metal weapons and +100% vs melee? Seriously?) Quote:
Stack entangles on a core unit are a bad idea though. Entangling one unit, maybe, but not the whole stack. How big are those nets?? |
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#436 | ||||||||
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Tyrant
Join Date: Jun 2008
Location: Washington, DC
Posts: 12,246
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On both orks and goblins:
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Discipline was supposed to come primarily from great general warbosses. I'd take it *off* the caster units, and everything else that isn't a hero or a tier3 elite melee. Otherwise, animosity is never going to happen. We should be reducing animosity to the point where it is manageable, not slapping disciplined onto everything so that no animosity ever happens. Not every stack should be disciplined! Quote:
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Orc racial promotion shouldn't give any bonus, instead selected orc units just get a city attack bonus. Orcs aren't just better at everything. They don't have better cavalry, better And a unit of orks isn't all else equal going to beat every other races units. It makes them too strong, there is nothing here that balances this out. Basically you are making orks completely superior to nearly every other race in the game. All the other units in my design were balanced without this. Quote:
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Orks don't retreat much, and orks shouldn't be getting superior cavalry units. Quote:
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Have one of these as a royal guard unit, but not strength 12.... Remember our warboss mechanic, thats how you get Bosses. Great generals. Same troll comments as for goblins. The troll is already a superior unit, without adding all kinds of extra bonuse on top. Plus if you have two, with their national limit of 5 each, then greenskins won't be fielding greenskin mixed armies in the early game, they'll just spam trolls. Trolls and other monsters should be scary and rare, not the core front line. Quote:
And I thought this was going to be one of the big waaagh! spells? |
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#437 |
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Happy Goblin
Join Date: Nov 2007
Location: CheeseLand, Lyon
Posts: 762
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@Ahriman : well, this mod is rather aimed to large map or bigger, so having at least one unit early on that can quell animosity is a necessity, or you'll break your head trying to put up an attack stack. GG have many uses, being forced to use them this way is a BIG default.
Maybe you should keep in mind you'll be lagging in techs anyway, so having slightly stronger units should balance fine. Have we planned to give them a warrens kind of building ? If not, you ought to remember there are a lot of techs to go for before even hopping to field your late game units. What will be the amount of tech penalty early/mid/late game ? Remember having an early penalty is really crippling, your cities grow slower, as you connect your resources slower, you'll most probably miss any early wonder (and a beeline will cost even more in terms of development than for any 'normal' civ). If the orc/gob factions are not given a warrens effect, they'd better have something shiny to make you forget this is a game much based on economic/scientific development. ('cause I guess those greenskins won't get universities, or worse, banks (less cash = less units/cities)). So I'd rather go for few weird buildings, with strange effects (like 'Pile of Dump), and a Disciplined unit, with at least a 4 national limit, available quite soon, so that you can rely on something else than your pathetic economy. As for the warrens effect, I'm against it, the best would be to tailor the cost of units to fit for their lower production. ('cause guess who won't get the nice late game prod buildings ?)
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Ten times more numerous, by night and backstabbing ! Senior member of the G.L.I.N.. Last edited by Humakty; Nov 09, 2009 at 02:28 AM. |
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#438 | |||||||||||||||||
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Wizard in the Making
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cause theyre in the army book ![]() Quote:
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fixed. that ok now?Quote:
, i actualyl dont know what i was really thinking. i like this idea of yours though:Quote:
Quote: Night Gobbo Fanatics (replaces Pikeman) Strength 10/4, very cheap, dies at the end of combat. +100% vs melee units. Can use bronze/iron/steel/meteoric iron weapons Quote:
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#439 | ||||||||||
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Wizard in the Making
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please remind me;PQuote:
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#440 | |
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Wizard in the Making
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