Spells and other issues.

Ajidica

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Nov 29, 2006
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Just downloaded it yesterday, it looks cool. Even at this beta stage it looks different enough from FFH. One thing that I don't understand, do I have to download the spell pack be Psychic Llama to use spells? Also why cant the map work? I realize this is a beta with only a few people working on it, but it would be nice to have this more streamlined for people to try out. The easier it is to get running, the more likely people are to try it. It took me about 5 minutes to figure out what to do with the patch becuase it came without an installer and I didn't want to screw something up. You said you need programers. I might be able to help a bit with XML, but I am also working on my Byzantium mod.

Don't take this as destructive criticism, if it comes across like that, I didn't mean it that way.
 
Yes the spells only work in the spellmod so far. The next version will definitly be much more polished though and I'm working hard to make sure this time it's really playable. Can't give an ETA yet but the Changelog for version 0.12 is updated frequently in the first post.

Actually I never made an installer and I don't know how to. Will try to figure out this installerthing next time I pack the mod or maybe someone can tell me how to do it.

Atm I'm mostly looking for help on art/writing as the xml and programmingstuff I prefer to do myself to maintain some control of the bugs I create. Once the Kinstrife get's released anyone with bughuntingskills would be highly appreciated though. And any playtest feedback you can give also really helps.
 
Thanks for the info. About the installer, I know Kael does it with FFH and I am pretty sure I saw a version of it in Utility Programs.

How do I install the magic mod-mod? Do I make a separate warhammer mod file or do I copy it into the mod and let it replace files?
(Sorry if I sound like an idiot)
 
well if you have downloaded the spells mod mod the steps you need to make to intalll it are:

extract the base mod (the main one made by ploep)
extract the soundpack for the main mod
extract the spells mod version 1.2 into the MODS folder
extract the spells mod patch c into the mods folder

all these extractions should overwrite files so just say yes if it asks you.

if you like it would be best to copy the base mod to have a version with and without the spells mod, incase something goes wrong :p


hope that helps!
 
Thanks, I'll download it this week.
 
I have had a few events in the spell mod, abut none that crash the game. (Getting the Hero promotion on an apprentice turn 20 is awsome, Ultimate fun). The only bug I have noticed is when I hit ALT+S to put a sign, the mod crashed. I dont think this is the spell mods issue since that I think is a .dll issue.
 
I have a question about your scenario, does brightstone do anything besdiedes give bonuses? Also, does the High Elves have any Ithlmar to make Silverhelms? Final question, why do they have so much warpstone? From what I can tell, that is a skaven only. One thing that would be nice to have ins your spell mod is what each spell actually does instead of TXT_KEY_SPELL........ It makes it hard to see what does what. Im not complaining though, it is still awsome.
 
i dont think brightstone does anything besides act as a happyness resource at the moment.

the warpstone shouldnt be in the highelf lands, there is a wierd bug where whenever brightstone enters your civs borders it turns into warpstone. i have no idea what causes it, but i suspect its residual from the FfH code that makes upgraded mana turn into raw mana when it enters different borders. and your right that warpstone is mainly only for skaven benefit.

when pleop releases the next version im going to go through the pedia and finish all the spell entries, so thats at the top of my to do list at the moment :) i do understand that the spells are relaly difficult to understand. i think ill write up a little mini-manual for the spells..... maybe not. ill see what i feel liek doing ;)
 
On your map, is it intended for the Dark Elves and Lizard People (Old one Descendants) to only build 1-2 citites by turn 200? Alot of the isolated civs have that like the Nipponese, Dwarves, and a few others.

One thing I really like though is that Araby is good, not evil. So many times in fantasy they make the desert people evil.

Also, is there any reason why the Vampires are Agnostic? By making them that they cant get necromacy. Thye seem to be focused on necromacy. In addition, why does Cursed Lahmia not get Graveguards?

Also, why build Dark Knights? THey get trashed by regular knights.
 
Speakin as a player and not a modder...

If you look, the reason the vampires can't get necromancy is cuz that allows the buildin of units meant to be utilized by the Tomb Kings.
Lahmia doesn't get Graveguards cuz they got their own UUs.
I've used Dark Knights, they never really got trashed when I did. Yeah, the Brittonian Knights can trash them, but those guy are focused on Knights.
 
no, its not intended for the distant civs to suck horribly :p
in the future civs in harsh terrains like DE in tundra and Lizardmen and amazons in jungle will be given special advantages for those terrains so they can actually put up a fight. because were currently working on Darkelves, they will be much more of a challenge than they are now.

Yes, Araby is good :p and also, i want tombkings to be neutral as they arnt truly evil, they just side with whoever suits their cause the best.

The main reson that vampires are agnostic, is that in warhammer, they dont really follow any faith. they have no gods and dont follow any philosophical path. a better way of describing the vampire counts is Misotheistic. hopefully in the next version pleop will fix the need for necromancy to require the eternal life religion (it dosnt make any sense to me anyway, Tombkings are meant to found eternal life, and they dont use necromancy, but 4 special incantations to their gods. i think necromancy should be a vampire only branch of magic, and gainable through events.

Rocklikeafool is right, lhamia get their own Graveguard replacement. or will in the future :p

the dark knights thing is meerely a balancing issue, this will be dealt with when we focus our sights on the vampires.
 
THanks. One thing I noticed is that in the pedia, it says the tomb kings field armies of skeletal troops and cavalry, but they dont have skelatal cavalry as UU's.
Also in the pedia, it says under Brettonia that they declared a crusade against the Araby and destroyed the dark idols of Jaffar. How does that work if they are good?

Also, does the black tomb and necromacy do anything? The balck tomb gives GPP, but that is about it.
 
THanks. One thing I noticed is that in the pedia, it says the tomb kings field armies of skeletal troops and cavalry, but they dont have skelatal cavalry as UU's.
Also in the pedia, it says under Brettonia that they declared a crusade against the Araby and destroyed the dark idols of Jaffar. How does that work if they are good?

Also, does the black tomb and necromacy do anything? The balck tomb gives GPP, but that is about it.
Well it's like christians calling muslims pagans during the crusades. For Bretonnia Araby is evil and the other way round. In fact both factions oppose chaos though. There's also no real good, evil opposition in this mod to reflect that. Lawful and Chaotic reflect more on order/chaos opposition. Or if a civ tends to protect the living world or seek the powers beyond it - of the warp so to say which defy natural order.
Araby is on one hand a society of slavers but on the other hand they oppose almost fanatically the undead abominations which are the tombkings and that makes them lawful. The Tombkings though were a society very similar to araby but it was a tragic event that turned them undead and now they hate all that lives which makes them chaotic(as their whole existence defies natural order) - even if they weren't initially. Both civs are obviously still in need of a lot of work.;)
 
THats fine. I was just wondering about that. I know very little about the Warhammer Universe. I do play Warhammer Ancient Battles but all that I know about Warhammer Fantasy is from my friend who has a couple chaos dwarves. Another thing from my game that I have noticed, the woodelves are always really powerful. I realize that this is becuase they are more fleshed out and have the forest abilities, but even with that, I think they are to powerful.
 
THats fine. I was just wondering about that. I know very little about the Warhammer Universe. I do play Warhammer Ancient Battles but all that I know about Warhammer Fantasy is from my friend who has a couple chaos dwarves. Another thing from my game that I have noticed, the woodelves are always really powerful. I realize that this is becuase they are more fleshed out and have the forest abilities, but even with that, I think they are to powerful.

Yeah I noticed unicorns with 6 firststrikes and the like in the minimod. I think PL just loves them too much.:D I think they aren't too tough in the main mod but maybe even there they might get a nerf.
 
I cant play much due to finals and summer trip comming up, but are there any civs you would like to have tested?

@PL: Is it intentional that all of the spells with the exact names as in FFH have no abilities and that it is no use upgrading a unit beyong high/dark lvl 3?
 
You can always research one of the other school magics. If you research jade, then you can upgrade to a Jade-I or even a Jade-III caster by taking the now available promos. For example, a High Elf mage which has High-III and Celestial-III caster.
 
there should be no spells with the same names from FfH, i thought i removed all of them... :confused: there are 8 other winds of magic besides high and dark that are *very* worth while upgradeing your mages to, Bright, celestial, jade, amethyst, amber, gold, grey, and light. and then there is the tzeentch and nurgle spell lists, and in the future, slaanesh.

On the note of woodelves being too powerful, thats probably from my subconsious favouring them, i know i shouldnt have, but i couldnt help it. in my next mini mods im going to try be more objective and make each civ as equal as i can :p

EDIT: Ninjad!
 
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