Unique Features Development

Psychic_Llamas

Wizard in the Making
Joined
Nov 25, 2005
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Western Australia
Im rely excited about unique features from FfH, and im even more excited about how we are going to incorporate it into WH, so i thought id make a start with a bit of brainstorming.

--- Nagashizzar can replace the Broken Sepulcher unique feature.
-Unconquorable (ie cultural boarders wrap around it, but dosnt engulf it)
-spawns the Nagash special unit who, when killed, is ressurected at Nagashzzar a random number of turns later with all his previous promotions still in tact. i will need to do a bit of reading to find out how many times Nagash has come back alive, but we could make it after you kill Nagash x times, Nagashizar stands empty and becomes controlable
-when you take it, Nagashizzar provides 3 warpstone.

---"Mount Arachnos"
-Spawns the Spider Queen (or something) special unit who stays in Mount Aracnos and produces more Giant and baby spiders who run around being destructive.
-when the Spider Queen is destroyed and you link Mount Aracnos up to a road, the city with Mnt Aracnos in its cultural boarder should be able to build Giant Spiders.

---Oasis of 1001 cammels
-provides 1 camel resourse
-cannot attack units standing on this unique feature.
-provides extra gold and trade routes.

---Springs of eternal life
-only created with in a large desert.
-units next to the springs of eternal life have a chance of being converted into a barbarian skeleton each turn. does not affect undead.

---Pools of Despare strange mirages which torture the viewer with luxurious oasises which do not exist
-only created with in a large desert.
-units which see the pools of despare have a chance of going 'mad' and each turn they are 'mad' they think the desert sands to be glorious water and suffocate themselves by 'drinking' the sands. does not affect undead.

---crater of the Walking Dead
-spawns barbarian skeletons which do not leave the confines of its boarder (2 square radius?) and attack any unit that enters the boundary. cannot be destroyed or removed.
-spawns a limited number of skeletons at any one time.

---The Great Maw
-special Ogre Lord unique feature. could be part of a long series of Ogre Lord quests? founds a religion when linked by road?

---The Great Maelstrom
-Same as FfH

---The Shifting Isles-isles are surrounded by fog which cause any ship to entre them to become lost.
-a lost ship has a chance of sinking and the crew drowning, the ship crashing on a moving island leaving the crew stranded, a chance of the crew going 'mad' and losing EXP of a strength point or whatever, or of safely finding their way through the fogs.

---The Boiling Sea (multiple starting points along Western naggaroth coast line.)
-spawns the 'Sea Dragon' and 'helldrake' barbarian units. the Sea dragon is used by Dark elves to hold collossal spired castles atop their backs. Helldrakes are also used by Darkelves, and are controlled by specially trained crews of beast handlers.
-these sea monsters are always spawned, but quite rarely. if a Boiling Sea 'square' is in the boarders of a Dark Elf city all monstrous ships they build get extra EXP and are built faster. also, monsters spawned from the Boiling Sea has a chance of being spawned for the Darkelves rather than Barbs.

---The Underworld Sea (multiple starting Points as shown on Naggaroth Map)
- allows city with an Underword Sea 'entrance' to build the 'Underways Gate' building. cities with the Underways gate building can 'airlift' units to any other city with an underways gate.
-provides alot of extra production.

---Umbra Chaotica
-the Chaos Void, The Chaos civiliazation starts knowing where it is.
-Chaos deamons of varying ferocity are spawned from the Umbra Chaotica.
-Chaos wastes are spread by the umbra Chaotica, and echa turn there is a chance that it converts a few of the nearest squares to Chaos Waste. the furthur fron the Umbra Chaotica the less likly the conversion will be.

---The Moot
-City with the Moot linked with a road is able to build Halfling Units.
-provides extra gold, happyness and less food (due to all the fat little hobbises eating all the 'taters)



Please post your own ideas:)
 
Keep in mind what we can do with UFs is quite limited to similar mechanics in FFH atm;)

So far I added:
Nagashizzar(spawns Nagash)
The Cursed Pit(Warpstone)
The Moot(grants Pipeweed-Pipeweed will be a required ressource for Halflings once I add them)
The Great Ogham(no effect yet)
The Standing Stones(no effect yet)
Pools of Despare
The Great Maelstrom(same as FFH)
 
The Altar of Ultimate Darkness--not sure wat this does, except that's it's an altar to Chaos. Should look like a black altar with the Chaos architecture that iincludes bone-lookin pieces on the structures.
Vauls Anvil (all 3 of them)--should look like Volcanoes (but not impassible like Volcanoes) with a lil hut or some lil very tiny and very short tower-lookin thing to represent an entrance. The DE one should allow you to make like five units with a special type of weapon. (I'm leanin towards supporrtin these weapons as usable by melee units only.) The HE one, obviously, is where the HEs forge Ithilmar weapons. As such, it should act like a special forge. The WE one doesn't seem to do much but sit there to honor Vaul.
Altar of Khaine--should contain the Sword of Khaine equipment. This piece of equipment should have a X% chance of turnin the unit or hero that picks it up to Chaos (and therefore Barb). Unless that unit is from the Chaos civs or the DEs. Should be a black or dark gray altar that has a stone in front of, behind of, or on top of it to reperesent the stone where the Sword of Khaine lays.

Then there are several towers which can, obviously, be represented by the Ancient Tower improvement and a landmark sign. These should act as fortresses and give a defensive bonus.

Tower of the Sun--at the tip of the peninsula of Ind
Citadel of Dusk--below Lustria and Amazonia, at the very Southern tip of the New World
Tower of the Rising Sun--on an island to the Southeast of the Southern Island of Nippon
Tower of Hoethe--obviously in Ulthuan, below the city of Tor Yvresse
Tower of Seers--on the east side of the Tower of the Sun and right next to the Tower of the Sun, on the left
Lone Hold of Xank Dun--Is that the right name? Hard to see the name of my map, so I read it as well as I could.
Fortress of Dawn--on an Island between the lower Southlands and the Southern Wastes

Here's the map I used as a reference. (It's a very limited map, as you'll see. Hell, it doesn't even show the DE city of Arnheim. Also, if you wanna take a closer look at this map, it's better to save an image by right clickin.) http://images.google.com/imgres?img...+of+Warhammer+World&gbv=2&hl=en&safe=off&sa=G

Please correct any misnamed and/or mispelled UFs. Thanks.
 
not sure what the altar of ultamate darkness does eaither, im leaning toward making up a flavourful effect, something like any unit withing2 squares of it has a 10% chance of turning barbarain. make chaos civs immune to this effect.

vauls anvil. what did you use to base the effect of the vauls anvil in DE lands?

ive got the altar of khiane art work almost done. its FULL of bones and blood, i wish i had a decent bloody texture :( or better yet, a MOVING texture, like blood flowing out of the sword...

Hell, it doesn't even show the DE city of Arnheim

Arnheim is highelven. nice try ;)
 
not sure what the altar of ultamate darkness does eaither, im leaning toward making up a flavourful effect, something like any unit withing2 squares of it has a 10% chance of turning barbarain. make chaos civs immune to this effect.

That'd be cool.

vauls anvil. what did you use to base the effect of the vauls anvil in DE lands?

I used a standin stones with a scorched earth base tile.

ive got the altar of khiane art work almost done. its FULL of bones and blood, i wish i had a decent bloody texture :( or better yet, a MOVING texture, like blood flowing out of the sword...

Nice! I like it. Sounds like a fittin honor to Khaine.

Arnheim is highelven. nice try ;)

But don't the DEs own it? Ya talked on Kinstrife thread bout 7 DE cities, one bein Arnheim.
 
I used a standin stones with a scorched earth base tile.

thats not what i was asking :p what evidence do you have to support that effect. is it written anywhere that Vauls anvil spawns 5 powerful units? or did youi make it up?

But don't the DEs own it? Ya talked on Kinstrife thread bout 7 DE cities, one bein Arnheim.

i was wrong, its 6 cities. dont push the point, its a HE settlement.
 
thats not what i was asking :p what evidence do you have to support that effect. is it written anywhere that Vauls anvil spawns 5 powerful units? or did youi make it up?

I made it up. It jus sounded like a cool idea to me. But if ya don't like it, then scrap it.

i was wrong, its 6 cities. dont push the point, its a HE settlement.

It was Masada who said the DE had seven cities, not you. When I said 'you', I meant you as in the modders. But specifically it was Masada.
 
I was going by the World Map of Warhamemr it doesnt tend to specifiy what belongs to whom.
 
Ok, fair nough. So, as we know and have confirmed, the DE have only 6 cities. Anyway, I'm gonna leave the Arnheim site on my map cuz the HE should settle it.

Then the DE should take it. As they should with any HE site! LOL! ;)
 
It was Masada who said the DE had seven cities, not you. When I said 'you', I meant you as in the modders. But specifically it was Masada.

ah but i did mention 7 cities myself somewhere. your challenge is now to find it. (im kidding, i dont really want more spam than we already have)
 
LOL! Anyway, any more UFs we should add? I'll look it up.
 
How about the mountain/spire that Middenheim was built on, it is supposed to be a sacred place for their patron deity and the city is pretty prosperous after all.
 
im not sure about that. middenheim is just a city. you may pursuade me otherwise but id need a lot of convincing ;)

Okay. Thanks for the opportunity, I will get back to you with an indepth background. Most of the information will come from the RPG...course it will not contradict the background from Battle...there isn't that much. Here be a quick summary: (from memory)

1.the spire was formed by the gods and they all competed over it.
2.the ulric worshippers were commanded by their god to settle there.
3.dwarves play a huge role in the well being of the city, as do the elves (dwarves are the engineers, the elves are well...just elves.)
4.after Altdorf it became a major city (and I think is older) in the Empire and the Holy city of a major religion (just as there is a Bretonnian city that is the Holy city of Shallya)
5.the emperor after Karl Franz comes from there, turns out the Todbringers are closer relations to Sigmar that KF himself, the Todbringers are an elector family that rule Middenheim.

If you have any questions, please reply and I will strive to get more information when I get my warhammer books from my homeboy's house.
 
Middenhiem is the oldest city in the Empire, Ulric created the bowl or at least claims to *meteor cough cough* it was designed by Dwarves (some of it) it has the largest defenses in the Empire with the walls all around the rim etc.

Middenhiem holds the Ar-Ulric the second most powerful priest in the Empire (he is an elector) and the White Wolves.

But Karl Franz is not from there he is the Elector of Riekland and that is why Altdorf is the current capital (they shift to the Electorate the Emperor comes from, Nuln was the capital immediately prior to Altdorf and before the shift was the most important city, prior to that im trying to think but im quite sure there was no single capital there were 3)

Sigmar is not from that area his is was a Southern Chieftan and its hinted that Karl Franz is actually a blood relation, since the Electors of Reikland rule Sigmars original area and since the Electors of Riekland have an unbroken line to Sigmar through is daughter from memory...

I guess though if you want to make the arguement...Altdorf spans the Riek, Nuln has the biggest bridge in the world, Herdig is built in the Forest on a big crag...

La'Anegle in Brettoina is built on High Elven ruins... Marienburg is as well and its built on an inasccesable swamp that requires guides to traverse...

Most cities have a unique feature.
 
I guess though if you want to make the arguement...Altdorf spans the Riek, Nuln has the biggest bridge in the world, Herdig is built in the Forest on a big crag...La'Anegle in Brettoina is built on High Elven ruins... Marienburg is as well and its built on an inasccesable swamp that requires guides to traverse...

Most cities have a unique feature.

Then there are two options. Build stuff for all of em. Or for none of em. I would opt for the 2nd. Cuz any civ havin that many UFs/Unique Wonders (dependin on how you set it up and wat the UF is, it could be a wonder) would be a lil rediculous imho. It also creates more work for Ploe and the team. And I would guess they have lives outside of this mod, so more stuff like this means takin more time.
 
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