Nelia Hawk
Chieftain
- Joined
- Jun 23, 2009
- Messages
- 57
hi everyone,
i just played a round with this mod and wrote down some stuff that might need some work on... (maybe not)
first i want to say that the idea to make a warhammer fantasy mod is great. i always wanted a good warhammer fantasy game and this mod could be what i was searching for. atleast this mod comes close enough. i didnt like that "real" warhammer fantasy game that once came out.
i played a game with the settings below shown in an attachment as darkelf.
atleast up untill turn 168... then i took a look at the worldmap... and wow its great... and big... and i thought that it will take forever to finish this game...
so i took a break and am writeing this now...
so heres the list:
1)
i started the game with the german language settings and no text appeard. changed it to english and it worked.
i read here in the forums that theres no work on other languages atm and just english avaiable atm.
but as suggestion:
cant you make the english text avaiable even if the language setting is not english?
like i have it on french or german and it shows the english text and not no text atall.
i guess you just would have to copy the english text files and rename them from i.e. englishtext.dat to germantext.dat so even if the settings are german it shows the english text. (i think its better so see english text then no text atall. already feared that its a bug or some other things went wrong.)
2)
leaders:
somehow, morathi is a raider (who i think normally acts behind the screens) and malekith not?
maybe change it that malekith doesnt have the arcane trait (i think morathi is way more skilled in magic then him) but has the raider traid too.
and maybe a 3rd leader as helebron would be nice?
maybe with a bonus to khainite units? (combat 1, for executioners, witchelves, assasins)
raider and... hmm... what could she get too....
maybe something like... a bonus if you sacrifice a slave in your towns... i.e. +50% slave
..... or just +25% slave
and +25% faster slave improvement building.... as lore it could be said the slaves fear her kainites that she leads cruelty or somethign like that....
3)
i was quite surprised as i saw that i could build swordsman... atleast this is not possible in the tabletop game. and i thought that there should have been the raiders, but i later saw in the civelopedia that raiders are in too but avaiable later.
i guess i have to stop thinking too hard with the armybooks of the tabletop game. so everything is ok...
but, why do swordsman get a firststrike? i guess firststrike is more for spears,archers (and tabletop firstrike units), i guess swordsman should more get a bonus because they have a shield. like 10% chance to ignore enemy firststrike... or a bonus against archers 10%.
4)
i had an event that swawns greenskins near me... but i couldnt see them... i think i even moved a unit on that field... i first thought its a bug and they didnt appear... but one turn later they "suddenly" appeared... i think they were hidden somehow so i think theres no problem there.... gonna check it if it should happen again.
5)
somehow it looks a bit weird when spearman are fortifying... holding the spear like a staff before their chest... i think some animation to soint the spear to the outside would be more fitting... like some hedgehog formation thing...
6)
there need to be more options to "use" slaves...
there was another topic where someone suggested these slave pit buildings with 3 upgrade versions... doesnt sound that bad... but maybe slaves could be used for other stuff too.
like...
-sacrefice them for a +1
bonus for 10 turns.... (ok i guess that slave pit building would to that...)
-maybe sell them... for 10-30 gold... in towns
-or eat them if you play as ork or goblins or lizardman (?) like +1 food for the town.
ok i guess there could be a building like the slave pit too for orcs... like ... a butchers house? with 3 upgrades... (upgrades are if you use a slave on that city again like great leaders are building buildings)
goblin knifer +1
and +1
ork butcher +2
and +2
warlords cook +3
and +3
eat could be used after combat like the "canibalism promotion" to heal units... maybe heals 25% or 50% of the stack?
-or fight them... as an option for units if slaves are in the stack... +1-3 exp and some 10-50% dammage to the unit...
-free them... for all the good races like empire... maybe a bonus to diplomatic? like that minigame in FFH2
maybe 0,5 point diplo bonus per freed slave for 10-20 turns? something like that?
7)
archers should be able to kill units with ranged attacks... not just wound them... but i guess the siege mechanic is used there....
(hmm never tryed if archers just dammage one unit or a whole stack... but i guess it could be just one unit...)
atleast i found it quite weird as i shot ranged with one archer unit on these spawning greenskins dammageing them (what was it -10%?) and the next archer unit shot all their arrows at them and didnt kill one damn goblin? (did no dammage) atleast let them dammage the enemy for another -10%.... so that it is not limited to the maximum lifedammage archers can deal (just down to 90%) but instead let them deal maximum 10% dammage of the enemy stack or 10% of the archers
as dammage.
i guess ranged combat would be best if the archers could somehow make a combat just with firststrikes. so the combat ends after both sides used their firststrikes.
so an archer with 2 firststrikes against an archer with 1 could dammage the other 2 times and the other once.. and then the fight ends... (like no melee combat after the arrows like it is when you move your unit on the enemy one)
there could be the problem of "nonranged units with firststrike" doing firststrikes in ranged combat.
maybe some promotion for all ranged units could be used there... (some "ranged attack" promotion that cant be "gained" for i.e. spearman) this promotion would allow to use the units firststrikes in ranged combat.
so two archers fighting eachother can shot their arrows (they have the promotion)
but spearman would have 0 firststrikes in an ranged combat.
so archers with more firststrikes can fire more volleys of arrows... in ranged combat.
no idea if this is possible.
even cannons yould fire back then...
(maybe cannons cant use their firststrikes in close combat? (never seen a cannon in the mod...) like the tabletop "stand and shoot" ability... cannons dont have it... archers do)
with this even dragons could use their "breath weapon" in ranged combat. (never seen a dragon... just saw a black darkelf dragon in the civelopedia...)
so this dragon could use maybe this +5 death dammage as ranged attack dammage? (atleast to use the 19
of the dragon would be too much for ranged attack...the 19 is more brute strengh i guess... so these extra +5 death could be used as breath weapon)
maybe even add a "breath weapon" promotion to monsters (dragons, hydra) that allow ranged attacks with the range 1 field (just next to the unit) with the strengh of that bonus dammage (+5death at that dragon... maybe +3fire at a hydra or whatever...)
8)
slave horde unit.
it might be good to add a slave horde unit to the game?...
atleast with all the slavery the darkelves do they can get quite alot slaves... and no move them around could be troubblesome (maybe i am just too lazy haha, atleast theres the group function already in the game... so this is just an suggestion)
how to get this unit:
2 slaves are on the same field.
click "create slave horde" button on one slave.
this slave is removed and added to the other one...
so you could add all your slaves to one unit ... a slave horde...
it could be used with promotions.
both slaves get removed and a slave horde unit spawns with the promotion "2 slaves"
if another gets added it gets the "3 slaves" promotion... etc.... maybe up to "10 slaves"
on the other hand... this might mess up alot... like the experience for each slave.... if they get removed and recreated ...etc... no idea if the game can "memory" removed unit experiences (but then... slaves cant get exp or?)
so maybe some "slavery master" unit could be added...
(all slaves should reduce
from 2 to 1... they dont want to do anything... and its difficult to move them around.... (workers are ok with move 2))
this "slavery master" could be like this:
2
2 (foot) or 3 (horses...maybe its like some cages moved around by horses. imagine circus animal cages.... things...)
cargo 5 (just slaves)
bonus:
50% chance to get 2x slaves when capturing a worker or settler
maybe a 50%
bonus against worker and settler. so the AI uses these against them to get 2x slaves... (no idea if it can use them properly... but i read somewhere that the AI uses units against others if they have some bonus against these... no idea if this could work...) (i guess worker and settlers need to be an own unittype then? like archer, beast, animal... maybe like support? empire developement unit? something...)
uhh... where was i? 9)
Dark Covenant:
why does it have the requirement "palace"? (ok maybe because other buldings like this use it too)
somehow it doesnt make sense (atleast with darkelves). if i remember correctly each town (tower) was more or less dedicated to something. (dont remember what town name was dedicated to what)
tower1= capital
tower2= base of the mages
tower3= base of the khainites
tower4= base of tamed monsters
tower5= base of slaves
tower6= base of sea raiders
something like that....
so it would just make sense if you could place your "mage base tower" to another town and dont HAVE to build it at the palace. (maybe even require another town... that it cant be build at the palace...)
i guess it was called national wonders? where every town can just have 2 from (atleast in FFH2 i think it was like that...)
so maybe make them national wonders like:
-palace
-dark covenant (mages)
-bestial masters (some building that gives bonus to hydra, harpys, dragons, reptiles(?))
-temple of khaine (something with bonus to khainite units.)
-......
so (atleast with darkelves) you have to specialize each city. ok it would require that you have like 8 citys to get each building done... but i guess it would fit in the lore of the darkelves like this. (they did it too).
10)
fizzeling magic...
i guess something like the miscast table in the tabletop will be added later? i think nothing like that is in the mod atm?
i like that you added this fizzeling.... and some nice bad effects later could be fun.
like: from getting a higher mage promotion (good) to "worst case" (err.. bad... realy bad... so bad you cant even think of it...)
11)
some magic doesnt make sense...
as you see in the attachments i havent played that far ... and i just could use the lowest mages (adepts)...
but:
beast magic to darkelves? i guess you added that because they can "tame beasts" somehow...
maybe you could go a bit more into the tabletop here?
with darkelves: dark, death, shadow, fire, metal spells
ok all 5 would be a bit much i guess... and i think the magic area is not final and will get soem more changes later.
i was quite surprised to spawn a doombolt... but its ok the way it is i guess... atleast the AI need to use it somehow too.
maybe add some 10% chance for enemy units to get some "chilled" promotion with the chillwind spell... thats a bit more like the tabletop... maybe -1
and no firststrikes avaiable if chilled? (+ that 10% damage that is in the spell)
12)
doombolt (or magic in general):
maybe if the doombolt gets exp (i guess through killing an enemy unit) this exp gets transfered to the caster before the doombolt vanishes.
so a method for casters to get exp "through their way of combat".
might be inbalanceing in some way?... dont know...
atleast i guess if every sucessful cast gains +1exp it might be inbalanced? because of spells you "just cast" every turn...
but it might be balanced if the "get exp over time" gets reduced (not removed completely, atleast they study over time. maybe even a bonus if they stay in the town? its easyer to study in town then outside) and with the bad magic fizzle effects it could be risky to "just cast a spell every turn to get your exp up"... some mages might survive this (and be great casters then) .... others might explode after some turns of chaneling magic and miscasting.
13)
2 ways of playing:
1st: the default warhammer "rules",
that would be like you make it atm. the evil cant be the good ones... etc... limits to religion. etc.
2nd: the free play,
its more like FFH2... you can play your race liek you want to. if you want to play some empire summoning the chaosgods... do it.
if the darkelves want to pray to sigma... fine.
this would be without "rules set in stone" like i have read it somewhere in a topic. where you can do what you want.
maybe as option in the gamecreation screen.
dont know if this causes a heavy mess if i.e. empire prays to chaos or darkelves are allowed to pray to sigmar...
atleast something liek this works in FFH2..
14)
fear and terror...
ya i know you work on it...
atleast i would like it if its somehow like it its in the tabletop game.
maybe i should read that other topic again....if i can find it again...
i had some ideas for this...but lost them atm...
15)
spells casting.
maybe there should be some requirement for casting... like: you cant cast with 0 movement, or you use 1 movement while casting.
i dont realy remember why i wrote this down.... maybe it would confuse the AI....
maybe i got that thought as i played FFH2 and could cast haste with 0
to get +1
... move a field... and cast it again with another mage....maybe it was something like that... that i didnt like somehow... i dunno...
or that you cant run around and concentrate on casting.... no idea... maybe i remember it later why i wrote this down.
16)
warpgates:
grr... should have made this topic as i had this in my mind too...
i was reading some other topics about the chaos and this "win the game" if you build some chaos gate... and chaos demons... spawning...
i guess i will read that topic again too later to get back what ideas i had for this...
atleast i think all 4 gods of chaos should be in the game!
not "just" the bloodthirster.
if you want to pray primary (more then 2/3 are temples of nurgle? havent played chaos-ish, so i dont know how this works)to the nurgle god then you should be able to create mostly nurgle demos and summon the nurgle greater demon.
addon for slaves... "throw them in a nurgle warpgate" or "sacrefice for nurgle god"... with some bonus to nurgle or 10% chance to get a nurgle lesser-demon...
hmm an idea: if you capture a hero of i.e. the empire, some "sigmar lord" hero and throw them in a warpgate you could summon a greater demon. or something like this.
17)
babarians:
ok i had "Rageing babarians" turned on in my game... and it was quite .... more annoying then difficult to handle all the babarians that came from the "north (snow) and south (jungle)"
somehow it was a bit boreing too... just barbarians... not even some animals (south)... i think once i say a barbarian spear or sword unit... out of like 100 warriors...
ok i guess it would be less without that "rageing babarians" option.... but atleast a bit more variety could be nice... way more animals... maybe some mutated ones... or lesser demons... ok if noone works for the chaos gods there are not much demons i guess...
and i was not quite long playing so maybe these come later...
but , maybe a 1% chance to get some rampageing dragon or pegasus could be a little challenge sometimes. (i remember a topic, i guess it was FFH2, where some dragon captured one of a players city and he couldnt get him away anymore... (early game)... ok i guess it "pissed him off" that he has to deal with such a strong unit... but i would say its quite challengeing and "something new", "not another wave of barbarians"....)
and i noticed that they seem to attack always the nearest town... as i builded the most north east one, the barbarians stopped attacking the other north one and just atacked the new town...
dont know how good the AI is with barbarians... but atleast i would say that if 100 warriors failed to get through your defense ring... you should try somethign else. (like not throwing just single units against me... i had some problems as once 4 or 6 units attacking me at the same time... ok it was just coincidence that they moved so that they happened to be at me at the same time... at that moment i might have lost that defence line if my first mages were not arriveing that moment)
18)
some general ideas i just got while writeing this...
-monster tamer unit:
this one has a 20% (something) chance to build the improvement to tame monsters. (ya i know just use the workers....) so tameing monsters could get challengeing... might even spawn a barbarian monster if failed... (btw if failed.. the tamer is dead...)
-20% chance to spawn a barbarian monster on the "monster tiles" (breeding grounds, aerie) at start of the game... maybe even attacking units that are 1 field near it... (defending its home) maybe 50% chance... maybe a 10% chance to attack a unit 2-3 fields away. (rampage, hungry for food...)
(something like that so its not that predictable (it just attacks units 1 field away... so the player just moves 2 fields away and is save... i guess the AI has problems with thinking like that?) so a little randomizer with 2-3 fields away)
maybe if this barbarian killed a unit (or attacks 2-3 times till a stack is dead) is not hungry anymore and doesnt attack again for .... 5-20 turns... (random)...
you could "feed" (move to) it some slaves if its a rampageing dragon in your terretory....
-maybe the dark elf worker should have a diffrent gfx... more alinged to the other darkelves... with black hair.
-cant find the hydra or witchelves.... (maybe they get avaiable later ingame... but i cant even find some civelopedia entry...)
-more witchelves:
should have frenzy... but with some options to get that "5% chance to become barbarian" off.... maybe if helebron is leader. or other khainites are in the same stack. and its off in towns...
19)
heroes?
like playable unique chars (avaiable once!):
malekith
morathi
helebron
shadowblade
malus darkblade
lokhir fellheart
general heroes:
as darkelves the tabletop: Master, Dreadlord, Death Hag.
can be build more then once, maybe some limit like national wonders... just 1 hero can be created for each town you own. you own 5 towns? then you could build 2 masters and 3 death hags... or 4 masters... 1 dreadlord...
maybe some limit to commanders (dreadlord) so you dont have more dreadlords then masters.
atleast mages are already regular units....
maybe the leader cant be killed forever. i.e. if you are malekith as leader and malekith the hero unit "dies" he is "just beaten" and "respawns" or can be rebuild after some turns....
or
if the leader is dead he is dead for good and you lose the leader bonus.
or
if a hero is "killed" he is not killed but he is captured by the enemy.
(this could be fun)
i.e.
malekith gets beaten by some high elves. (he gets the "captured" promotion" and the enemy controls him)
these highelves move him away from the front to some town or some field where him can be "guarded better". (i already see an AI problem here)
the darkelves lose their leader bonuses while he is captured.
and the enemy could get soem bonus... like some "golden age" like stuff as long as he is captured. some little bonus for everything... +10%
all towns, +2
in all towns... +2
in the town the captured hero is in.
the captured hero could be seen all the time by the darkelves (they have a vision on him. just his tile not whats around him.
that golden age bonus would just apply if an enemy leader is captured. if an other unique hero is captured there could just be a +2
in the town he is in.
normal heroes (dreadlord, master, death hag) would just die if beaten in combat.
-----------------------------------------------
this could be quite some fun, there could be an "win the game" option too. like: capture 50% of all leaders and have them stationed in your towns. (if there are 10 players you have to capture 5 leaders)
(no idea if 50% is ok.. or maybe 75%? i guess 100% would be too much....)
thinking about limiting it to the palace... that you have to have all leaders at your palace...
but it could be problematic if the enemy captures that town? dont know. atleast the +2
bonus could be used in other towns too... so might not limit it to your palace so you can store them everywhere.
how to get the AI to use this is another question....
if a unique hero is captured, they might be used like "great specialists" to move them back to a town. and then used to build a building "leader cage" something... like the slaves idea above.
there would be an option to "deconstruct" that building to get the captured leader back. so you could move it to another town if needed. (might not make that possible... could be fun if he HAS to stay in that town then....)
if you capture the town you get your leader back (still with captured promotion) and you have to move him back to the captial to get rid of that captured promotion.
captured promotion:
movement reduced to 1
strengh reduced to 1
cant attack, cant defend.
cant use any abilitys.
if its the unit of your leader, the race loses the leader bonus.
(something like that)
ok enough on heroes... for now
------------------------------------
20)
couldron of blood unit:
it will be like like a strong chariot. 8
(tabletop death hag), 2
, 0-1 or 0-2 firststrikes (tabletop crew) maybe something like that. (maybe 1 poison or/and 1 death damage)
"khainite" promotion.
some national limit (like just 3 or 5 can be built)
unit in the same stack get the "blessings of khaine" promotion.
"blessings of khaine" unit gets:
+1 death dammage (tabletop death blow)
+0-1 firststrike (tabletop firststrike)
+20% change to get 10% less dammage... (something... tabletop wardsave... its difficult... some -10% bonus for the enemy in combat could be used? like +10% strengh the other way around... like if you attack over a river.) so 20% chance that the enemy attacking a unit with this promotion gets a -10% strengh bonus.
if the blessings are avaiable for all darkelves... maybe khainite units could get even another bonus of +1death dammage and +0-1 firststrike
if that would be too much for khainites... make the blessing just avaiable for khainites (problem with AI to concentrate their 3-5 blood couldrons on stacks with khainite units) or no extra bonus for khainites... (that would be so not-tabletop-ish)
OR...
this couldron of blood could be another national wonder building, like that dark covenant. (i guess that would be less problematic for the AI)
that allows the production of death hags (hero). and gives some
bonus... and some free specialist? or bonus of slaves are "used" here.... or some exp bonus to created witchelves? or some free witchelves that respawn here when killed?
oh HERE it could give the "blessings of khaine" promotion to created units. what about that?
so maybe:
Couldton of Blood
national wonder (limit 1)
-+1
in all towns (?), +2
in that town.
-allows production of death hags. (if some type of heroes will be ingame)
-units created here get the "blessings of khaine" promotion. (+1 death damage +0-1 firststrikes +20% change to get 10% less dammage)
something like that?
-----------------------------------------
21)
wheres the hydra?
i mean... atleast ALL units that are in the tabletop game should be in this mod produceable...
22)
warpstone resource fields:
if a unit moves on that field it mutates.
23)
i would like it if atleast all tabletop races would be "playable" first. and other races like IND will be worked on after the main races are ok.
actually i like it that there are that many "other" races in this mod!
24)
and i like the unit limits.
that you can just build 3 assasins, 5 sorceress... etc....
so there wont be 100 dragons later... but instead a more realistic army like 40 warriors, 20 archers, 30 cavalry, 5 mages, 4 heroes, 1 dragon...
25)
something i found as i browsed randomly the civelopedia:
ignited promotion ("you are burning" i guess)
why does that fire do more dammage in enemy terretory then in friendly terretory?
wouldnt that flame burn you the same amout and doesnt matter where you are atm?
(ok it could matter on what terrain you stand on ... like -4% in snow, -6% in tunrda, -15% in desert)
argh... i guess this is enough for now...
i just played a round with this mod and wrote down some stuff that might need some work on... (maybe not)
first i want to say that the idea to make a warhammer fantasy mod is great. i always wanted a good warhammer fantasy game and this mod could be what i was searching for. atleast this mod comes close enough. i didnt like that "real" warhammer fantasy game that once came out.
i played a game with the settings below shown in an attachment as darkelf.
atleast up untill turn 168... then i took a look at the worldmap... and wow its great... and big... and i thought that it will take forever to finish this game...

so heres the list:
1)
i started the game with the german language settings and no text appeard. changed it to english and it worked.
i read here in the forums that theres no work on other languages atm and just english avaiable atm.
but as suggestion:
cant you make the english text avaiable even if the language setting is not english?
like i have it on french or german and it shows the english text and not no text atall.
i guess you just would have to copy the english text files and rename them from i.e. englishtext.dat to germantext.dat so even if the settings are german it shows the english text. (i think its better so see english text then no text atall. already feared that its a bug or some other things went wrong.)
2)
leaders:
somehow, morathi is a raider (who i think normally acts behind the screens) and malekith not?
maybe change it that malekith doesnt have the arcane trait (i think morathi is way more skilled in magic then him) but has the raider traid too.
and maybe a 3rd leader as helebron would be nice?
maybe with a bonus to khainite units? (combat 1, for executioners, witchelves, assasins)
raider and... hmm... what could she get too....
maybe something like... a bonus if you sacrifice a slave in your towns... i.e. +50% slave


3)
i was quite surprised as i saw that i could build swordsman... atleast this is not possible in the tabletop game. and i thought that there should have been the raiders, but i later saw in the civelopedia that raiders are in too but avaiable later.
i guess i have to stop thinking too hard with the armybooks of the tabletop game. so everything is ok...
but, why do swordsman get a firststrike? i guess firststrike is more for spears,archers (and tabletop firstrike units), i guess swordsman should more get a bonus because they have a shield. like 10% chance to ignore enemy firststrike... or a bonus against archers 10%.
4)
i had an event that swawns greenskins near me... but i couldnt see them... i think i even moved a unit on that field... i first thought its a bug and they didnt appear... but one turn later they "suddenly" appeared... i think they were hidden somehow so i think theres no problem there.... gonna check it if it should happen again.
5)
somehow it looks a bit weird when spearman are fortifying... holding the spear like a staff before their chest... i think some animation to soint the spear to the outside would be more fitting... like some hedgehog formation thing...
6)
there need to be more options to "use" slaves...
there was another topic where someone suggested these slave pit buildings with 3 upgrade versions... doesnt sound that bad... but maybe slaves could be used for other stuff too.
like...
-sacrefice them for a +1

-maybe sell them... for 10-30 gold... in towns
-or eat them if you play as ork or goblins or lizardman (?) like +1 food for the town.
ok i guess there could be a building like the slave pit too for orcs... like ... a butchers house? with 3 upgrades... (upgrades are if you use a slave on that city again like great leaders are building buildings)
goblin knifer +1


ork butcher +2


warlords cook +3


eat could be used after combat like the "canibalism promotion" to heal units... maybe heals 25% or 50% of the stack?
-or fight them... as an option for units if slaves are in the stack... +1-3 exp and some 10-50% dammage to the unit...
-free them... for all the good races like empire... maybe a bonus to diplomatic? like that minigame in FFH2
maybe 0,5 point diplo bonus per freed slave for 10-20 turns? something like that?
7)
archers should be able to kill units with ranged attacks... not just wound them... but i guess the siege mechanic is used there....
(hmm never tryed if archers just dammage one unit or a whole stack... but i guess it could be just one unit...)
atleast i found it quite weird as i shot ranged with one archer unit on these spawning greenskins dammageing them (what was it -10%?) and the next archer unit shot all their arrows at them and didnt kill one damn goblin? (did no dammage) atleast let them dammage the enemy for another -10%.... so that it is not limited to the maximum lifedammage archers can deal (just down to 90%) but instead let them deal maximum 10% dammage of the enemy stack or 10% of the archers

i guess ranged combat would be best if the archers could somehow make a combat just with firststrikes. so the combat ends after both sides used their firststrikes.
so an archer with 2 firststrikes against an archer with 1 could dammage the other 2 times and the other once.. and then the fight ends... (like no melee combat after the arrows like it is when you move your unit on the enemy one)
there could be the problem of "nonranged units with firststrike" doing firststrikes in ranged combat.
maybe some promotion for all ranged units could be used there... (some "ranged attack" promotion that cant be "gained" for i.e. spearman) this promotion would allow to use the units firststrikes in ranged combat.
so two archers fighting eachother can shot their arrows (they have the promotion)
but spearman would have 0 firststrikes in an ranged combat.
so archers with more firststrikes can fire more volleys of arrows... in ranged combat.
no idea if this is possible.
even cannons yould fire back then...
(maybe cannons cant use their firststrikes in close combat? (never seen a cannon in the mod...) like the tabletop "stand and shoot" ability... cannons dont have it... archers do)
with this even dragons could use their "breath weapon" in ranged combat. (never seen a dragon... just saw a black darkelf dragon in the civelopedia...)
so this dragon could use maybe this +5 death dammage as ranged attack dammage? (atleast to use the 19

maybe even add a "breath weapon" promotion to monsters (dragons, hydra) that allow ranged attacks with the range 1 field (just next to the unit) with the strengh of that bonus dammage (+5death at that dragon... maybe +3fire at a hydra or whatever...)
8)
slave horde unit.
it might be good to add a slave horde unit to the game?...
atleast with all the slavery the darkelves do they can get quite alot slaves... and no move them around could be troubblesome (maybe i am just too lazy haha, atleast theres the group function already in the game... so this is just an suggestion)
how to get this unit:
2 slaves are on the same field.
click "create slave horde" button on one slave.
this slave is removed and added to the other one...
so you could add all your slaves to one unit ... a slave horde...
it could be used with promotions.
both slaves get removed and a slave horde unit spawns with the promotion "2 slaves"
if another gets added it gets the "3 slaves" promotion... etc.... maybe up to "10 slaves"
on the other hand... this might mess up alot... like the experience for each slave.... if they get removed and recreated ...etc... no idea if the game can "memory" removed unit experiences (but then... slaves cant get exp or?)
so maybe some "slavery master" unit could be added...
(all slaves should reduce

this "slavery master" could be like this:


cargo 5 (just slaves)
bonus:
50% chance to get 2x slaves when capturing a worker or settler
maybe a 50%

uhh... where was i? 9)
Dark Covenant:
why does it have the requirement "palace"? (ok maybe because other buldings like this use it too)
somehow it doesnt make sense (atleast with darkelves). if i remember correctly each town (tower) was more or less dedicated to something. (dont remember what town name was dedicated to what)
tower1= capital
tower2= base of the mages
tower3= base of the khainites
tower4= base of tamed monsters
tower5= base of slaves
tower6= base of sea raiders
something like that....
so it would just make sense if you could place your "mage base tower" to another town and dont HAVE to build it at the palace. (maybe even require another town... that it cant be build at the palace...)
i guess it was called national wonders? where every town can just have 2 from (atleast in FFH2 i think it was like that...)
so maybe make them national wonders like:
-palace
-dark covenant (mages)
-bestial masters (some building that gives bonus to hydra, harpys, dragons, reptiles(?))
-temple of khaine (something with bonus to khainite units.)
-......
so (atleast with darkelves) you have to specialize each city. ok it would require that you have like 8 citys to get each building done... but i guess it would fit in the lore of the darkelves like this. (they did it too).
10)
fizzeling magic...
i guess something like the miscast table in the tabletop will be added later? i think nothing like that is in the mod atm?
i like that you added this fizzeling.... and some nice bad effects later could be fun.
like: from getting a higher mage promotion (good) to "worst case" (err.. bad... realy bad... so bad you cant even think of it...)
11)
some magic doesnt make sense...
as you see in the attachments i havent played that far ... and i just could use the lowest mages (adepts)...
but:
beast magic to darkelves? i guess you added that because they can "tame beasts" somehow...
maybe you could go a bit more into the tabletop here?
with darkelves: dark, death, shadow, fire, metal spells
ok all 5 would be a bit much i guess... and i think the magic area is not final and will get soem more changes later.
i was quite surprised to spawn a doombolt... but its ok the way it is i guess... atleast the AI need to use it somehow too.
maybe add some 10% chance for enemy units to get some "chilled" promotion with the chillwind spell... thats a bit more like the tabletop... maybe -1

12)
doombolt (or magic in general):
maybe if the doombolt gets exp (i guess through killing an enemy unit) this exp gets transfered to the caster before the doombolt vanishes.
so a method for casters to get exp "through their way of combat".
might be inbalanceing in some way?... dont know...
atleast i guess if every sucessful cast gains +1exp it might be inbalanced? because of spells you "just cast" every turn...
but it might be balanced if the "get exp over time" gets reduced (not removed completely, atleast they study over time. maybe even a bonus if they stay in the town? its easyer to study in town then outside) and with the bad magic fizzle effects it could be risky to "just cast a spell every turn to get your exp up"... some mages might survive this (and be great casters then) .... others might explode after some turns of chaneling magic and miscasting.
13)
2 ways of playing:
1st: the default warhammer "rules",
that would be like you make it atm. the evil cant be the good ones... etc... limits to religion. etc.
2nd: the free play,
its more like FFH2... you can play your race liek you want to. if you want to play some empire summoning the chaosgods... do it.
if the darkelves want to pray to sigma... fine.
this would be without "rules set in stone" like i have read it somewhere in a topic. where you can do what you want.
maybe as option in the gamecreation screen.
dont know if this causes a heavy mess if i.e. empire prays to chaos or darkelves are allowed to pray to sigmar...
atleast something liek this works in FFH2..
14)
fear and terror...
ya i know you work on it...
atleast i would like it if its somehow like it its in the tabletop game.
maybe i should read that other topic again....if i can find it again...
i had some ideas for this...but lost them atm...

15)
spells casting.
maybe there should be some requirement for casting... like: you cant cast with 0 movement, or you use 1 movement while casting.
i dont realy remember why i wrote this down.... maybe it would confuse the AI....
maybe i got that thought as i played FFH2 and could cast haste with 0


or that you cant run around and concentrate on casting.... no idea... maybe i remember it later why i wrote this down.
16)
warpgates:
grr... should have made this topic as i had this in my mind too...
i was reading some other topics about the chaos and this "win the game" if you build some chaos gate... and chaos demons... spawning...
i guess i will read that topic again too later to get back what ideas i had for this...
atleast i think all 4 gods of chaos should be in the game!
not "just" the bloodthirster.
if you want to pray primary (more then 2/3 are temples of nurgle? havent played chaos-ish, so i dont know how this works)to the nurgle god then you should be able to create mostly nurgle demos and summon the nurgle greater demon.
addon for slaves... "throw them in a nurgle warpgate" or "sacrefice for nurgle god"... with some bonus to nurgle or 10% chance to get a nurgle lesser-demon...
hmm an idea: if you capture a hero of i.e. the empire, some "sigmar lord" hero and throw them in a warpgate you could summon a greater demon. or something like this.
17)
babarians:
ok i had "Rageing babarians" turned on in my game... and it was quite .... more annoying then difficult to handle all the babarians that came from the "north (snow) and south (jungle)"
somehow it was a bit boreing too... just barbarians... not even some animals (south)... i think once i say a barbarian spear or sword unit... out of like 100 warriors...
ok i guess it would be less without that "rageing babarians" option.... but atleast a bit more variety could be nice... way more animals... maybe some mutated ones... or lesser demons... ok if noone works for the chaos gods there are not much demons i guess...
and i was not quite long playing so maybe these come later...
but , maybe a 1% chance to get some rampageing dragon or pegasus could be a little challenge sometimes. (i remember a topic, i guess it was FFH2, where some dragon captured one of a players city and he couldnt get him away anymore... (early game)... ok i guess it "pissed him off" that he has to deal with such a strong unit... but i would say its quite challengeing and "something new", "not another wave of barbarians"....)
and i noticed that they seem to attack always the nearest town... as i builded the most north east one, the barbarians stopped attacking the other north one and just atacked the new town...
dont know how good the AI is with barbarians... but atleast i would say that if 100 warriors failed to get through your defense ring... you should try somethign else. (like not throwing just single units against me... i had some problems as once 4 or 6 units attacking me at the same time... ok it was just coincidence that they moved so that they happened to be at me at the same time... at that moment i might have lost that defence line if my first mages were not arriveing that moment)
18)
some general ideas i just got while writeing this...
-monster tamer unit:
this one has a 20% (something) chance to build the improvement to tame monsters. (ya i know just use the workers....) so tameing monsters could get challengeing... might even spawn a barbarian monster if failed... (btw if failed.. the tamer is dead...)
-20% chance to spawn a barbarian monster on the "monster tiles" (breeding grounds, aerie) at start of the game... maybe even attacking units that are 1 field near it... (defending its home) maybe 50% chance... maybe a 10% chance to attack a unit 2-3 fields away. (rampage, hungry for food...)
(something like that so its not that predictable (it just attacks units 1 field away... so the player just moves 2 fields away and is save... i guess the AI has problems with thinking like that?) so a little randomizer with 2-3 fields away)
maybe if this barbarian killed a unit (or attacks 2-3 times till a stack is dead) is not hungry anymore and doesnt attack again for .... 5-20 turns... (random)...
you could "feed" (move to) it some slaves if its a rampageing dragon in your terretory....
-maybe the dark elf worker should have a diffrent gfx... more alinged to the other darkelves... with black hair.
-cant find the hydra or witchelves.... (maybe they get avaiable later ingame... but i cant even find some civelopedia entry...)
-more witchelves:
should have frenzy... but with some options to get that "5% chance to become barbarian" off.... maybe if helebron is leader. or other khainites are in the same stack. and its off in towns...
19)
heroes?
like playable unique chars (avaiable once!):
malekith
morathi
helebron
shadowblade
malus darkblade
lokhir fellheart
general heroes:
as darkelves the tabletop: Master, Dreadlord, Death Hag.
can be build more then once, maybe some limit like national wonders... just 1 hero can be created for each town you own. you own 5 towns? then you could build 2 masters and 3 death hags... or 4 masters... 1 dreadlord...
maybe some limit to commanders (dreadlord) so you dont have more dreadlords then masters.
atleast mages are already regular units....
maybe the leader cant be killed forever. i.e. if you are malekith as leader and malekith the hero unit "dies" he is "just beaten" and "respawns" or can be rebuild after some turns....
or
if the leader is dead he is dead for good and you lose the leader bonus.
or
if a hero is "killed" he is not killed but he is captured by the enemy.
(this could be fun)
i.e.
malekith gets beaten by some high elves. (he gets the "captured" promotion" and the enemy controls him)
these highelves move him away from the front to some town or some field where him can be "guarded better". (i already see an AI problem here)
the darkelves lose their leader bonuses while he is captured.
and the enemy could get soem bonus... like some "golden age" like stuff as long as he is captured. some little bonus for everything... +10%



the captured hero could be seen all the time by the darkelves (they have a vision on him. just his tile not whats around him.
that golden age bonus would just apply if an enemy leader is captured. if an other unique hero is captured there could just be a +2

normal heroes (dreadlord, master, death hag) would just die if beaten in combat.
-----------------------------------------------
this could be quite some fun, there could be an "win the game" option too. like: capture 50% of all leaders and have them stationed in your towns. (if there are 10 players you have to capture 5 leaders)
(no idea if 50% is ok.. or maybe 75%? i guess 100% would be too much....)
thinking about limiting it to the palace... that you have to have all leaders at your palace...
but it could be problematic if the enemy captures that town? dont know. atleast the +2

how to get the AI to use this is another question....
if a unique hero is captured, they might be used like "great specialists" to move them back to a town. and then used to build a building "leader cage" something... like the slaves idea above.
there would be an option to "deconstruct" that building to get the captured leader back. so you could move it to another town if needed. (might not make that possible... could be fun if he HAS to stay in that town then....)
if you capture the town you get your leader back (still with captured promotion) and you have to move him back to the captial to get rid of that captured promotion.
captured promotion:
movement reduced to 1
strengh reduced to 1
cant attack, cant defend.
cant use any abilitys.
if its the unit of your leader, the race loses the leader bonus.
(something like that)
ok enough on heroes... for now
------------------------------------
20)
couldron of blood unit:
it will be like like a strong chariot. 8


"khainite" promotion.
some national limit (like just 3 or 5 can be built)
unit in the same stack get the "blessings of khaine" promotion.
"blessings of khaine" unit gets:
+1 death dammage (tabletop death blow)
+0-1 firststrike (tabletop firststrike)
+20% change to get 10% less dammage... (something... tabletop wardsave... its difficult... some -10% bonus for the enemy in combat could be used? like +10% strengh the other way around... like if you attack over a river.) so 20% chance that the enemy attacking a unit with this promotion gets a -10% strengh bonus.
if the blessings are avaiable for all darkelves... maybe khainite units could get even another bonus of +1death dammage and +0-1 firststrike
if that would be too much for khainites... make the blessing just avaiable for khainites (problem with AI to concentrate their 3-5 blood couldrons on stacks with khainite units) or no extra bonus for khainites... (that would be so not-tabletop-ish)
OR...
this couldron of blood could be another national wonder building, like that dark covenant. (i guess that would be less problematic for the AI)
that allows the production of death hags (hero). and gives some

oh HERE it could give the "blessings of khaine" promotion to created units. what about that?
so maybe:
Couldton of Blood
national wonder (limit 1)
-+1


-allows production of death hags. (if some type of heroes will be ingame)
-units created here get the "blessings of khaine" promotion. (+1 death damage +0-1 firststrikes +20% change to get 10% less dammage)
something like that?
-----------------------------------------
21)
wheres the hydra?
i mean... atleast ALL units that are in the tabletop game should be in this mod produceable...
22)
warpstone resource fields:
if a unit moves on that field it mutates.
23)
i would like it if atleast all tabletop races would be "playable" first. and other races like IND will be worked on after the main races are ok.
actually i like it that there are that many "other" races in this mod!
24)
and i like the unit limits.
that you can just build 3 assasins, 5 sorceress... etc....
so there wont be 100 dragons later... but instead a more realistic army like 40 warriors, 20 archers, 30 cavalry, 5 mages, 4 heroes, 1 dragon...
25)
something i found as i browsed randomly the civelopedia:
ignited promotion ("you are burning" i guess)
why does that fire do more dammage in enemy terretory then in friendly terretory?
wouldnt that flame burn you the same amout and doesnt matter where you are atm?
(ok it could matter on what terrain you stand on ... like -4% in snow, -6% in tunrda, -15% in desert)
argh... i guess this is enough for now...