PL Mod-Mod Wish List/Brainstorm Thread

Damn. That sucks. Hmm...that sounds really weird.
 
i have no idea whats up, so untill i figure out whats going on the first version is still a way aways im afraid :( sorry to dissapoint guys :(

Take your time dude, perfection takes time. Just dont take too long ;):mischief: i can wait a few weeks...
 
So, P_L, any new updates? If so, maybe you could give us a hint on wat they are and wat they do? ;)

Btw, if there aren't any new updates, there should be. Cuz some of the city stuff you had, like 5 levels of city walls, was really cool. (Tho, imho, it needs a better name than City Defense I, II, III, etc.) I also liked the harbor and magic upgrades. All that added a good dynamic to WHFB. :goodjob:
 
hey RLAF, im really sorry i have practiacally zero free time to mod because of Uni and Work and my girlfriend, i had fully intended to be doing some modding this semester, but real life is just too demanding right now. so sorry, but there arnt any more updates yet :(

but i promise as soon as i get the time, i will definately mod those things and others into the game :p

Sorry to dissapoint :(
 
Eh, no problem. I unnerstand how that goes.
 
maybe make undead not heal by themselves and give heal undead spell to Necromancy and Tomb Kings. would be the lowest spell.
 
The AI would be screwed by this; the AI is pretty bad at magic, it definitely wouldn't understand having to have a spellcaster in a stack in order to heal it.

Also I like the idea of Khemri but NOT others having a weak necromantic healing spell. Help differentiate the factions.
 
well in that case in my mind each unit of non spellcasting undead will actualy have 1 Necro in it that only knows the spell to heal them with.

and it automaticly casts when they want to heal. ie every time the undead unit did nothing.
 
The question now becomes, "How do you code that?". Seriously, cuz I have no frickin idea. And it may sound simple, but as someone who's done a lil work, I know it's not.
 
Oops...doublepost...sorry.
 
The question now becomes, "How do you code that?". Seriously, cuz I have no frickin idea. And it may sound simple, but as someone who's done a lil work, I know it's not.

it is a grafics thing not codeing thing. still advanced would have to add a robed figure in each group of non spellcasting undead that fights like a necro but doesn't add to the overall strength skills or abilitys of the unit and when reasting the Necro is in the middle shineing healing energy on the unit.
 
it is a grafics thing not codeing thing. still advanced would have to add a robed figure in each group of non spellcasting undead that fights like a necro but doesn't add to the overall strength skills or abilitys of the unit and when reasting the Necro is in the middle shineing healing energy on the unit.

personally i think thats more effort than its worth.

Khemri spellcasters (lich priests) will get 4 incantations (spells) which they always know, and can never learn any other magic. one of these spells is a 'ressurecting' spell which is basically an undead form of heal.

in addition ive considered making undead units in khemri armies unable to move out of a certain range from any lich priest (say 3 or 4 squares away) or from their cultural borders (excepts some special units like certain recons, or tomb scorpion), this means that any invasion force would NEED a spellcaster, and they would NEED that spellcaster to be safeguarded or the army will slowly crumble and die (ie start to negative heal) however the problem with this is it would probably cripple the AI, and might not be a fun mechanic...
 
how about limiting terrain-navigation1 to only added movement and add the combat modifiers to the second level of those terrainx-promotions?



I actually begin to like the concept of undead units centered around a necromancer/priest/summoner hero...
starts out as a weak unit of caster without any minions, then spells can add hitpoint/troops to bolster unit strength and survivability.
The central/essential caster gives the unit the innate ability to heal/expand itself and those near it.


This can be done in several ways probably.

My first thought functions like this:

1- create initial unit as 5% strength, allow self-heal-spell to increase unit health. iirc units at low strength have less models in the second wave, but the first wave remains.
2- allow healing of other undead units in same tile if at 100% health.
3- allow upgrading to larger_unit if at full strength AND enough XP/necro-skill.
4- larger_unit may also get free, more powerfull 'repair-undead' spell/ability.

-play around with the code/graphics used for great generals etc., it would be great to have the necromancer gesturing behind the battlelines.
This should also prevent a necromancer/priest model from joining in combat and dying, thus creating an incongruality should the unit survive anyhow.

-have unit-type choice when? Lock uittype at building the priest or upon first casting the 'repair' spell or at the first unit upgrade?
--maybe have the initial undead unit be a worker_unit equivalent -or a missionary,
allow a selection of specialized trooptypes to choose from when upgrading. (no XP limit here obviously at lv1)
Depending on the ease of producing the priest, this could allow for fast raising of many units and cultivation of lands, followed by
upgrading to fighting troops (as allowed by research) with money, potentially a very fast expansion.

note: larger_unit == a seperate unit_entry. Basically identical, but stronger and with more models. (not buildable)
 
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