Lets update the Warhammer Fantasy Mod: Preview and Unit Request thread

Yoda = short and ugly
Dwarfs = short and ugly
Yoda Power = A Yoda lover, apparently

Ergo, the Dwarfs will get the most attention in this update.:)

I love faux deductive reasoning.

I played a dwarf in Warhammer Online, along with any other game that lets me play as a traditional fantasy dwarf, so I've kinda got a thing for em. Good luck with the update Yoda Power.:)
 
GW is releasing some new High Elf miniatures. I'm throwing them out here. Perhaps they will catch the attention of a unit maker. :)

Flamespyre Phoenix



Frostheart Phoenix


Lothern Skycutter



Sisters of Avelorn - with a magic blue-flame bow!
 
The criticism of the Amazons not able to clear the jungle fast enough, and impossible to play on Sid or Deity because of this:

1) Does Jungle terrain have to be as the default-Firaxis Jungle terrain: one food, no shields? Couldn't the WH mod just make Jungle terrain provide more food and/or allow it to be irrigated or mined?

2) Can the tropical fruit resource give additional bonuses or be used to create improvements or wonders that increase trade or shields?

3) If using a custom map instead of a random one, landmark terrain can give more food and be interspersed with non-landmark jungle. It seems people want an authentic Warhammer map for the new version, anyway, so using landmark terrain isn't out of the question.

4) A similar argument can be made with Forest terrain...and Elves.
 
Thanks for the imput, but I think you made be misunderstanding some the points. :) The argument is not that Amazons can't clear jungle fast enough. Jungle cannot be cleared at all.

1) It's not already. The Jungle terrain was changed to give an extra shield on my suggestion already back in one of the early versions of the mod years ago. As for mining or irrigation, yes that could be done (altough irrigation will be hard to spot, as far as I recall it will show up under the jungle terrain gfx), but I'm not sure how realistic that would feel. As mentioned earlier, I already did improve the ressources on Jungle to make cities better in that terrain, but I don't think we want to make Jungle terrain just as good as Plains.

2) They already increase trade. Shields are not really the issue.

3) The mod has to be playable on a random map.

4) There is already an Ancient Forest LM terrain availale that gives an extra food. It's not so much an issue on random maps since Forest doesn't come in so big chunks as Jungle.
 
Good luck with the update, YP :thumbsup:

When Mrtn and me started making the v2.0, we thouhgt it would be done in a few months. It took maybe 2 years :D

I'm happy to see that the mod still lives on. And nope, I'm not available for unitmaking - I haven't done any units for 5 or so years. I doubt I could do those anymore :D
 
Aaglo! Thanks man. :)
And nope, I'm not available for unitmaking - I haven't done any units for 5 or so years. I doubt I could do those anymore :D
Are you suuuure? Getting back in the game would be lots of fun, no??? :mischief:
 
I would really like to help with this mod and posted sometime ago that I help run a Warhammer Dark Omen forum that is in need of some more Warhammer game sprites and sought permission to reuse your Civ3 ones.

http://forums.civfanatics.com/showthread.php?p=11992986#post11992986

(Is it ok to use your ones please Aaglo and Yoda Power)

To save a lot of sprite creation time I was also kindly granted permission to use the 3d character models from Call of Warhammer (Total War Medieval 2 Mod) that as you know can be rotated in poses to make new Warhammer sprites for Civ 3 and Dark Omen. I have developed a click by click easy to follow guide that requires no skill as a 3d modeller or 2d sprite artist to rapidly produce good quality sprites. Such as this Warhammer Giant that took about 8hrs to do.. ->



http://www.youtube.com/watch?v=QsUqCMm8NPM&feature=player_embedded

Perhaps we can all team up?

Guide
http://forum.dark-omen.org/2d-sprit...omen-2d-sprites-t805.0.html;msg11491#msg11491


Thanks

:)
 
Hi. I'm very busy the next few days. I'll get back to you on this. :)
 
:bump:
I know I haven't been updating much over the summer, which is mostly due to the fact that I've been on vacation, but I'm starting to get back into it now.

First some unit requests. GW is releasing some new models again. :D

The Bastiladon.


It's a giant dinosaur with either a magic attack or a snake attack. I imagine it could also use its heavy tail as a weapon.
http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440004a&prodId=prod2160073a

Second, the Ripperdactyl.

http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440004a&prodId=prod2160077a

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

I could also need some help with the two wonders, the Blood Keep and the Cauldron of Blood. I'm not sure what to do with wonder splashes. I'll try and look for some images.

 
Hi, thank you for the effort to update the mod! I can't play the old version, but I have some suggestions:

First and foremost, it should be important to make a version of the mod which is compatible with Civ III Complete on Steam. This would greatly improve the mod and ensure a wider audience and better longevity. :)

Second (this is miniscule in comparison to Steam-compatibility), consider to update the Chaos Dwarfs with new units from the new Forge World range without removing the old big hat ones. If you already have the Hellcannon, then keep it for the evil stunties. It is explicitly stated in Throne of Tamurkhan that the Legion of Azgorh list represents but a fraction of the full array of units and warmachines available to Chaos Dwarfs, which makes it logical to have big hat Chaos Dwarf warriors and blunderbussers alongside Infernal Guards (who are similar to Dwarf Slayers, but better armoured). IG would of course be better soldiers available at higher technologies. Also add the mechanical octopus to the CD navy, and if they don't have one, then incorporate the old Man o' War CD ships.

Third, you might want to put the Teutogen Guard in for Middenheim (or a Temple of Ulric wonder?) if it is at all possible, and you could consider adding some Gnoblar units such as Boglars and Manbiters, whether as additional troops for Ogre Kingdoms or as rebels in Pigbarter. It is even possible to add a whole Gnoblar faction should one want to, given the fun . Beastmen could do with the new Ungor archers, I guess. As barbarians out on the ocean it might be nice to use the old sea monsters from Man o' War.

Edit:
In case this is of any use for you: I've tested the current mod through Steam a second time. When I start the Warhammer mod an error message appears:

ERROR READING FILE
Missing entry in "text\Pedialcons.txt": ICON_BLDG_Herdstone
 
@Lotr_Gimli:
I've just gave a solution to try in the warhammer original post

@Yoda Power:
Thanks to try to update that wonderfull mod! I'm still playing with it often, that's good to see I'm not alone :)

3 ideas:
-Concerning units: that's great to try to put some new one. If you have an idea or possibility to do something for the existing Ogre Rat's skaven unit, it could be cool. The existing giant mickey mouse one is awfull :cry:

-Concerning jungle: in my opinion jungle has to stay a bad land. In the original game, clearing jungle is only available with electricity discover, meaning that it needs modern tools like chainsaws to do the job. We are in a medieval fantasy universe...

-Concerning expansionist civs: no idea for scouts, but here it is what I did in my own game: according the fact barbarians are undeads, I gave the expansionist trait to the 3 undeads civs (barbarians more friendly taking sense) and replaced it with other traits for the other civs that had it before. If you like the idea I can give you the list of changes made in this way.
 
Responses! :eek: :D

Hi, thank you for the effort to update the mod! I can't play the old version, but I have some suggestions:

First and foremost, it should be important to make a version of the mod which is compatible with Civ III Complete on Steam. This would greatly improve the mod and ensure a wider audience and better longevity. :)
I wasn't aware that it couldn't be played on Steam. Is this a general problem, or something with the mod?

Second (this is miniscule in comparison to Steam-compatibility), consider to update the Chaos Dwarfs with new units from the new Forge World range without removing the old big hat ones. If you already have the Hellcannon, then keep it for the evil stunties. It is explicitly stated in Throne of Tamurkhan that the Legion of Azgorh list represents but a fraction of the full array of units and warmachines available to Chaos Dwarfs, which makes it logical to have big hat Chaos Dwarf warriors and blunderbussers alongside Infernal Guards (who are similar to Dwarf Slayers, but better armoured). IG would of course be better soldiers available at higher technologies. Also add the mechanical octopus to the CD navy, and if they don't have one, then incorporate the old Man o' War CD ships.
I'd love to add any of the forgeworld creations, but I need them first. I'm not a unit maker, so I would need someone to make them first. ;)

Third, you might want to put the Teutogen Guard in for Middenheim (or a Temple of Ulric wonder?) if it is at all possible, and you could consider adding some Gnoblar units such as Boglars and Manbiters, whether as additional troops for Ogre Kingdoms or as rebels in Pigbarter. It is even possible to add a whole Gnoblar faction should one want to, given the fun .
I could make both a Teutogen Guard and Temple of Ulric wonder, but what should they do? Any ideas?

As for Gnoblars. I would add them as part of an Ogre civ, but again, it's the unit graphics I'm missing.

Beastmen could do with the new Ungor archers, I guess.
Again, it's a matter of available graphics.

As barbarians out on the ocean it might be nice to use the old sea monsters from Man o' War.
The Man'o'war units are already in the mod. I think all of them actually?

Edit:
In case this is of any use for you: I've tested the current mod through Steam a second time. When I start the Warhammer mod an error message appears:

ERROR READING FILE
Missing entry in "text\Pedialcons.txt": ICON_BLDG_Herdstone
Are you sure you did install it correctly?

@Lotr_Gimli:
I've just gave a solution to try in the warhammer original post

@Yoda Power:
Thanks to try to update that wonderfull mod! I'm still playing with it often, that's good to see I'm not alone :)

3 ideas:
-Concerning units: that's great to try to put some new one. If you have an idea or possibility to do something for the existing Ogre Rat's skaven unit, it could be cool. The existing giant mickey mouse one is awfull :cry:
Well I have requested it. But so far my luck of getting units made are not exactly very good. I hope someone will pick it up. :/

-Concerning jungle: in my opinion jungle has to stay a bad land. In the original game, clearing jungle is only available with electricity discover, meaning that it needs modern tools like chainsaws to do the job. We are in a medieval fantasy universe...
I agree with jungle. It stays at it is (with the beforementioned added bonusses to resources). BTW in original Civ3 you can clear jungle from the beginning. It's different in Civ4.

-Concerning expansionist civs: no idea for scouts, but here it is what I did in my own game: according the fact barbarians are undeads, I gave the expansionist trait to the 3 undeads civs (barbarians more friendly taking sense) and replaced it with other traits for the other civs that had it before. If you like the idea I can give you the list of changes made in this way.
Please post all your ideas/changes! :) I'm not so keen on giving the undeads the expansionist trait though (Sylvania isn't exactly the most expansive civ), but I get where you're comming from.
 
Those civs that have despotism as govt cannot outproduce those with monarchy even though they have that shield increasing improvement. Lower corruption and that courthouse equivalent monarchies get means much less waste. So what is Despotism good for? They cannot compete with those Chaos+mobilization civs if the goal is to achieve domination/conquest, they cannot compete with monarchies in research and they cannot even outproduce anyone. How about giving them same corruption as monarchies have?
 
Thanks for the reply! Good luck with the graphics department, I have no skill with which to help you there. It was such a long time since I played Civ III, so even though I recently played Civ V I do not remember too much of the in-game functions. Some Civ V wonders had quite advanced benefits which might not be usable for Civ III, but perhaps the Temple of Ulric could make the city generate more food from forests, since Ulric the wolf deity is some sort of hunting god? Teutogen Guard could receive a combat bonus in woods, I guess.

Another possible wonder in early games (I haven't played the mod, so it might already be there) would be an Ogham stone circle (of Albion), which perhaps could increase production in the city. A possible feature might be to lower discontent and unrest in Chaos Dwarf-occupied cities, since the Dawi Zharr and their elite slave caste, the Hobgoblins, are hard at suppressing their masses of slaves from different species. Is it possible to build civilization-specific buildings through the mod, like those in Civ V which replace ordinary barracks, markets etc?

As for installation procedures, I followed them as far as I could (there were some oddities which I have written about in the Warhammer Fantasy Mod thread). I'll try to tweak the installation a little and see if it works. It might be possible to play the mod on Steam without problems, but there might be some different folders in the game files one have to take into account.
 
Those civs that have despotism as govt cannot outproduce those with monarchy even though they have that shield increasing improvement. Lower corruption and that courthouse equivalent monarchies get means much less waste. So what is Despotism good for? They cannot compete with those Chaos+mobilization civs if the goal is to achieve domination/conquest, they cannot compete with monarchies in research and they cannot even outproduce anyone. How about giving them same corruption as monarchies have?
I sort of agree (even though it seems a lot of people hate Despotism more than me), so I already added a new GW that works as a second Palace to the Despotism government (The Lost City of the Old Ones). Adding another Courthouse seem redundant, since it would just make Despotism a version of Monarchy with more production, no WW and a little less science. Right now my focus is on making the Despotic civs more interesting, adding more units and civ-specific stuff to them. For example Khemri got a new specialist (Necrotect) and the Amazons will get a new improvement (haven't decided what yet).

Thanks for the reply! Good luck with the graphics department, I have no skill with which to help you there. It was such a long time since I played Civ III, so even though I recently played Civ V I do not remember too much of the in-game functions. Some Civ V wonders had quite advanced benefits which might not be usable for Civ III, but perhaps the Temple of Ulric could make the city generate more food from forests, since Ulric the wolf deity is some sort of hunting god? Teutogen Guard could receive a combat bonus in woods, I guess.
Well that's not possible in Civ3, but I'll look into finding something appropriate if possible. :)

Another possible wonder in early games (I haven't played the mod, so it might already be there) would be an Ogham stone circle (of Albion), which perhaps could increase production in the city. A possible feature might be to lower discontent and unrest in Chaos Dwarf-occupied cities, since the Dawi Zharr and their elite slave caste, the Hobgoblins, are hard at suppressing their masses of slaves from different species. Is it possible to build civilization-specific buildings through the mod, like those in Civ V which replace ordinary barracks, markets etc?
The Chaos Dwarfs already have a Zharr wonder, but yes, civ-specific wonders are possible. So please any suggestions are welcome, expecially for the less famous civs like Amazons, Dolgans, Ind, Araby, Albion, etc.

The Stone Circle is a wonder that can be build by all civs in the beginning of the first age. It doubles happiness from Shrines.
 
Here are the list of everything I changed in my game:

ERRORS CORRECTIONS:

-cold one chariots unit: checked "upgrade unit" to effectively activate upgrade to cold one knight according to the pedia
-corrected a few errors in boats upgrade path: boat upgrade to elven boat instead of war galley, galley in war galley instead of canoe
-skull chucker: checked "upgrade unit" to effectively activate upgrade to screaming skull catapult
-trebuchet: checked "upgrade unit" to effectively activate upgrade to screaming skull catapult:
-screaming skull catapult: upgrade in "none" instead of flame canon

CHANGES THAT SEEMED ME BETTER:

UNITS
- all assassin sort of units (assassin, clan eshin assassin, chameleon, hassassin, ninja, sneaky gitz): review the list of available targets. I don't have the exact list, but mainly: removed spells (killing a spell? :eek: ), all dragons (yes, you can backstab a dragon, but killing him this way ...), a few siege engin that were forgotted, and a few dinosaur (see .dragons)
- chaos cultists are no more accessible to beastmen but only to horde of chaos (according to the pedia, and I couldn't imaging savage beastmen convincing humans to work for them)
- corsair: gave them hidden nationality and enslave (slave) abilities, unit cost +20
- army: gave them basic transport capacity of 2 instead of 1 (but the more I play the game I think I will perhaps undo it)
- spy: invisible instead of hidden natioanlity (they were always detected by sorcerers and killed before having any chance to walk a few in other countries)
- gutter runner: no more upgradable to storm vermin warrior (it was damage that skavens loose their ability to build "paratroopers" as soon they have access to better foot warriors)

CIVS:
- Dolgans: changed shunned gvt from chaos to monarchy, to reflect the chaos' influence
- Norsca: changed favorite gvt from monarchy to despotism
- 3 undead nations: put their own starting gvts (despotism or monarchy) as shunned one, to be sure that they will move to undead state as soon as possible and that they will not eventually reverse after.

IMPROVEMENTS:
- engineer's guild: requested gvt monarchy instead of none
- windmill: prereq granary instead of none
- no more barracks
- castles act as barracks, their maintenance cost is 4 instead of 3
(for the 2 previous points the idea to have really a few way to have veterans units everywhere to take more care of them)

WONDERS:
- the 4 knights orders: improvement prereq castle for all of them

VARIOUS:
- no more railroad ability for workers (fantaisy MEDIEVAL world)
- no more possibility to build cities on tundra or jungle

CIVS TRAITS MODIFICATIONS:

According to what I said previously, in this game the only interest of the expansionist trait is the frindler attitide of barbarians. Those barbarians being undeads, I thought it was logical that undead civs should have this trait, and not the others so:
-trait reikland expansionist -> scientific
-trait bretonnia militaristic -> industrious
-trait kislev expansionist -> militaristic
-trait sylvania scientific -> expansionist
-trait araby expansionist -> commercial
-trait cathay industrious -> scientific
-trait nippon militaristic -> industrious
-trait ungols expansionist -> religious
-trait dolgans expansionist -> religious
-trait loren militaristic -> agricultural
-trait orcs expansionist -> industrious
-trait khemri agricultural -> expansionist
-trait lahmia scientific -> expansionist
-trait beasts of chaos expansionist -> militaristic

I also thought that there was too many various free techs between civs, so it was too easy to rapidly bargain a lot of basic techs.
In this way, I modified general free techs (no civ specific one of course) to only have farming, domestication, mining and stone working available, and also only one of those general free techs per civ so:
-suppressed free tech naggaroth - warrior code
-suppressed free tech ulthuan - mysticism
-suppressed free tech loren - mysticism
-suppressed free tech slann - mysticism
-suppressed free tech beasts of chaos - mysticism
-modified free tech khemri mysticism -> farming
-modified free tech ulthuan mysticism -> stone working
-modified free tech naggaroth mysticism -> stone working
-modified free tech loren warrior code -> farming
-modified free tech horde of chaos mysticism -> mining
-modifiedfree tech slann warrior code -> stone working
-modified free tech amazons warrior code -> domestication
-modified free tech lahmia mysticism -> stone working
-gave free tech beast of chaos -> domestication

Here you can find a copy of my improved mod:
 
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