orangelex44
Partisan
Well, I'm trying out this Warhammer thing, and figured the modmakers might like my input on some it - a neutral perspective is always nice, and everyone loves a new thread
.
Anyways, started out with the Brettonia (sp?) civ, as the leader with Charismatic. I don't know why you'd ever pick the other guy; both of them have Horselord (or something like that) and Spiritual, and the other guy has Defensive (Really? Who picks Defensive over Charismatic?). I have been kindly informed that just because these guys are roughly located in France's position in the real world, does NOT mean they're based on the French (Arthur, actually...) and that, even if they were French, that's NOT a bad thing because French people can fight, too. Thanks.
Anyway, I'm the knighly dudes. Installed the mod OK, started up fine, watched the really cool starting movie... seems as if the "good" guys have short life expectancies... not very promising. By the way, I'm playing Prince, which is a level or two below my normal - I'm not trying for an epic game of survival, I just want to do a trial run.
Right away, I have to say I like the mod's scale. Having 10 little guys in every unit is awesome, each little fight has become a bloodbath. Scouts seem expensive, considering they're Str. 1 - even with +100% vs. animals, anything can beat them, especially because I found out that Great Spiders are making a cameo appearence out of FFH
. They're more expensive than basic Warriers!
So, I make friends. I find the Egyptian death lords (led by some Egyptian death lady), the Kislev (who, despite being Lawful, do NOT want to be my buddy), the rat people, a rather terrifying Chaos lord, some hobgoblems, the Japanese... it's some psychotic mix of RL, FFH, my nightmares and WWII.
This game really has a cliff of a learning curve, too - there are a half-dozen techs from the first turn, all of which seem pretty necessary and all of which lead to at least two more necessary (i.e., cool-looking) techs. I go with Mysticism, since I don't like the -10% Research to start the game. After that, I make a leisurely path toward Philosophy, by way of Brewing, Raw Magic, and Agriculture. Bad plan, I miss out on the free tech by FOUR turns... Honestly, the beginning of the tech tree seems a little busy; couldn't roads be a starter tech, at least?
Anyway, I recovered being beaten to Philosophy by getting Horseback Riding. Ponies are really, really nice when you have Horselords. Plus, I found this neat promotion - forget the name - that gives me 5% strength, a First Strike chance, AND a neat little flag icon! Cool! I like the unique promotions, they really add character to the mod.
Another neat idea is the sheer volume of buildings. While I doubt they're fully balanced, each building has enough effects to seem balanced and keep me from deciding what, exactly, to build. Being in doubt, I start one city on the Brewery wonder (Free beer!), another on the Salvation religous building, and the third one on horsemen. Not really a good plan, but even if it doesn't work I'll be drinking a cold one with God after slaying some Chaotic beasties.
After my first 100 (-ish) turns, I save and check Worldbuilder. There I am, my little happy empire of 3 cities (with a fourth on the way, I'm so proud...
. Much to my dismay, I find out that those damn Lizardmen are in this game too, and even worse, they are still crazy overpowered - they have EIGHT cities already!
Which brings me to my first couple questions. I know the Orcs have their Animosity mechanic, and some civs are going to be given mechanics as well. Are all the Warhammer civs going to be unique like that (a la FFH), or are some of them going to be special by UU and UB only?
Second, I haven't seen any unique improvements yet. Are they included in random map games, and do all (or any) of them have neat effects?
Third. No events yet, even with Living World turned on. Are events disabled? If not, are there any new ones specific to Warhammer?
Anyway, my first impression is that this is a good mod. Obviously not done, but as is, it's very playable. I applaud you guys
.

Anyways, started out with the Brettonia (sp?) civ, as the leader with Charismatic. I don't know why you'd ever pick the other guy; both of them have Horselord (or something like that) and Spiritual, and the other guy has Defensive (Really? Who picks Defensive over Charismatic?). I have been kindly informed that just because these guys are roughly located in France's position in the real world, does NOT mean they're based on the French (Arthur, actually...) and that, even if they were French, that's NOT a bad thing because French people can fight, too. Thanks.
Anyway, I'm the knighly dudes. Installed the mod OK, started up fine, watched the really cool starting movie... seems as if the "good" guys have short life expectancies... not very promising. By the way, I'm playing Prince, which is a level or two below my normal - I'm not trying for an epic game of survival, I just want to do a trial run.
Right away, I have to say I like the mod's scale. Having 10 little guys in every unit is awesome, each little fight has become a bloodbath. Scouts seem expensive, considering they're Str. 1 - even with +100% vs. animals, anything can beat them, especially because I found out that Great Spiders are making a cameo appearence out of FFH

So, I make friends. I find the Egyptian death lords (led by some Egyptian death lady), the Kislev (who, despite being Lawful, do NOT want to be my buddy), the rat people, a rather terrifying Chaos lord, some hobgoblems, the Japanese... it's some psychotic mix of RL, FFH, my nightmares and WWII.
This game really has a cliff of a learning curve, too - there are a half-dozen techs from the first turn, all of which seem pretty necessary and all of which lead to at least two more necessary (i.e., cool-looking) techs. I go with Mysticism, since I don't like the -10% Research to start the game. After that, I make a leisurely path toward Philosophy, by way of Brewing, Raw Magic, and Agriculture. Bad plan, I miss out on the free tech by FOUR turns... Honestly, the beginning of the tech tree seems a little busy; couldn't roads be a starter tech, at least?
Anyway, I recovered being beaten to Philosophy by getting Horseback Riding. Ponies are really, really nice when you have Horselords. Plus, I found this neat promotion - forget the name - that gives me 5% strength, a First Strike chance, AND a neat little flag icon! Cool! I like the unique promotions, they really add character to the mod.
Another neat idea is the sheer volume of buildings. While I doubt they're fully balanced, each building has enough effects to seem balanced and keep me from deciding what, exactly, to build. Being in doubt, I start one city on the Brewery wonder (Free beer!), another on the Salvation religous building, and the third one on horsemen. Not really a good plan, but even if it doesn't work I'll be drinking a cold one with God after slaying some Chaotic beasties.
After my first 100 (-ish) turns, I save and check Worldbuilder. There I am, my little happy empire of 3 cities (with a fourth on the way, I'm so proud...

Which brings me to my first couple questions. I know the Orcs have their Animosity mechanic, and some civs are going to be given mechanics as well. Are all the Warhammer civs going to be unique like that (a la FFH), or are some of them going to be special by UU and UB only?
Second, I haven't seen any unique improvements yet. Are they included in random map games, and do all (or any) of them have neat effects?
Third. No events yet, even with Living World turned on. Are events disabled? If not, are there any new ones specific to Warhammer?
Anyway, my first impression is that this is a good mod. Obviously not done, but as is, it's very playable. I applaud you guys
