Unit Civilopedia Entries

DutchJunkie

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In this thread I would like to display all Unit Civilopedia Entries. I'll collect them all in the 2nd post for a nice overview. If you are working on something, or you already got something please mention it. If you alredy made an Unit Civilopedia Entrie, please post it and i'll add it to the list.

-- DJ
 
Orcs -- Complete!

Spoiler :
Black Orcs
Black Orcs are the biggest and strongest of all Orcish breeds. Because of this, they’re able to grab the best gear and are invariably better armoured than the rest of the ladz. This also means that they’re always in the thick of fighting. Perhaps this is why there are so few Black Orcs and why they usually form the ruling clan of a larger Orc tribe rather than a tribe in their own right. Even tribes with hardly any Black Orcs are often led by a Black Orc Warboss. And jolly grateful they are too!

On the battlefield Black Orcs like to concentrate on the job at hand. Disputes which would cause squabbling and disorder amongst the other greenskins are settled around the campfires the night before by means of orderly head-butting competitions and Gobbo throwing contests.

Orc Axeboyz, Orcboyz with Swords, Orc Arrer Boyz, Armoured Orc Boyz
Even the smallest Orc packs a great deal of Bone, muscle and bloody-mindedness into a body as tall as a man and substantially broader. Orcs vary a great deal in size and appearance , with the biggest individuals in charge of the rest. The pecking order within each tribe is established by constant fighting, so only the meanest and nastiest Orcs get to the very top of the tribal ladder.

What Orcs have in undeniable abundance is brute strength, made all the more dangerous by generous lashings of ignorance. To make matters even worse, Orcs feel almost no pain and care little about discomfort, physical hurt, or even death. They enjoy nothing more than violence and will happily face death in battle just so long as they get a chance to put up a good fight first. Perverely, this unthinking aggression can work to their disadvantage, as Orcs will plunge heedlessy into combat against a vastly superior enemy rather than retreating as would any sensible human.

Goblin Spearmen, Goblinslaveworker
Goblins are small, green, viscious, mean-spirited and generally unpleasant creatures. Clues as to their character may be discerned in their tiny pointed teeth, beady, glinting eyes, scrawny, grasping hands and general demeanour of a whipped dog.

To give them their due, Goblins are prolific. There are lost of them and no matter how many die or run away there are always plenty left. Their preferred method of fighting is to shoot their enemy in the back from a good distance. They are halw-way decent shots but in other respects are poor and often unwilling fighters. However, they are dangerous in large numbers and quite capable of overwhelming far better troops by sheer weight of numbers

Like all greenskins, Goblins are quarrelsome and fractious. They fight amongst themselves both on and off the battlefield. They feel little sense of loyalty to their own kind let alone anyone else, and will cheerfully maim, kill and even eat their comrades if the can get away with it.

The majority of Goblins living in open areas, most notably in the Badlands and Dark Lands, are Common Goblins or just ordinary Gobbos. They are as common as muck throughout the hills, valleys and plains of the Olw World and beyond.

Savage Orc Warrior
Due to the addling effects of heat and strong sunlight on the Orcish brain, the Orcs of the Southlands and other equatorial regions are reckoned a complete bunch of primitives even by Orc standards. They use mostly stone or bone weapons and go around half-naked or worse! In the Badlands, tribes of both Savage and Common Orcs intermingle.

Savage Orcs eschew armour in favour of warpaint, tattoos and lucky charms. Many of these charms take the form of teeth and bones removed from evidently less lucky creatures. These grim tokens are worn around their necks or pushed through their lips, ears and noses. Savage Orcs are notoriously wild and ferocious, even more so than other Orcs, and their enemies regard them as by far the most dangerous of their kind.

Savage Orc Shaman
Savage Orc shamans are renowned for their extraordinary powers and their ability to make magic potions. When the Savage Orcs go to war their shaman marks them with tribal tattoos using a strong magical concoction. These tattoos protect the Savage Orc Boyz like armour. If a savage Orc shaman is with a Mob of Savage Orcs then the power of their tattoos is enhanced still further, while the wild energy of the Mob increases the savage Orc shaman’s own power.

Forest Goblin Spearman, Forest Goblin Archer
Forest Goblins are not physically different from other Goblins. They are the same size, have the same green skin, and overall it would be hard to tell one from another were it not for their distinctive styles of dress and skin painting. Forest Goblins decorate themselves with colourful feathers, often sticking the quills directly into their skin as Goblins feel little pain. Different tribes often use different colours and combinations of feathers to identify themselves.

Metal ores are quite rare in the forests, so the Forest Goblins trade with other Goblin tribes, swapping captives and fungus for ores from the mountains. Because they don’t have much metal at their disposal, forest goblins also like to use bones and teeth to make armour as well as for decoration.

Forest Goblins wear warpaint in broad bands of colour over their bodies. Bright red and blue are the most popular colours, and these are commonly applied to make V-shaped chevrons over their head and arms.

The forests are full of all kind of spiders, and the Forest Goblins are experts when it comes to capturing and finding use of these creatures. Forest Goblins even eat certain species of spiders which they regard as especially succulent and superior to any other kind of flesh. The really gigantic spiders are sometimes captured and used as barter, but mostly these enormous creatures are avoided because they are to dangerous. Smaller spiders, about the size of a horse, are ridden by the goblins, and smaller ones are kept as pets.

Snotlings, Snotling Explorer
Wherever there are Orcs or Goblins there are tiny greenskin Snotlings. It is a common belief amongst humans that Snotlings grow into Goblins and Orcs. Given that all greenskin settlements are overrun with the things this does seem a perfectly reasonable assumption. Another equally likely explanation is that Snotlings are just the smallest of a whole range of very variably sized and shaped creatures. No Orc or Goblin would dra a distinction between a largish Snotling and a smallish Goblin. To an Orc, anything smaller than him is a ‘Grot’ to be kicked and abused, whilst anything bigger is a ‘Boss’ to be avoided as much as possible.

Snotlings often congregate around the smelliest area of an Orc camp, known as ‘the drops’. Here they gibber to each other in their squeaky little voices and hunt the various types of tasty ‘squiggly beasts’ (or Squigs as they are usually known) that live there.

When the Orcs and Gobbos go off to war, the bravest Snotlings sometimes follow, banding together in smelly little huddles that egg each other on to ever braver deeds. Well, brave for a Snotling! These groups include all manne of strange creatures form the drops as well as Snotlings. Some have been brought along as a half-time snack, and others simply have too many teeth to be turned away. Whatever the mix of beasties and Snotlings in the unit, all Swarms are treated the same way once they get to battle. Badly! Actually, Snotlings serve the green horde very well in battle as they happily do all manner of tasks that nobody else would touch, including being lunch.

Night Goblin Spearmen, Night Goblin Archers
Many years ago some Goblins took the living in the caves beneath the Worlds Edge Mountains. Over the centuries these became distinct in type and are now known as Night Goblins.

Night Goblins have become so accustomed to the dark that when the out in the open they prefer to move around at night and hide away during the day. Many of them wear long ragged cloaks, hooded coats, and dangling caps which cover their bodies and protect them from the sunlight.

Night Goblins raise special subterranean fungi deep beneath the mountains in their cool damp caves. They cultivate many types of fungus and are always searching for new ones to experiment with. Some fungus is used as food for the Night Goblins and their strange animals, but many are grown for their hallucinogenic or intoxicating properties or because they affect the Goblin metabolism in some other way. These fungi are traded with other Goblins for weapons and many of the other items the Night Goblins need.

Night Goblins often take over the abandoned Dwarf Strongholds to live in, and much of the ancient Dwarf Empire is now infested with these creatures. Occasionally the Dwarfs will try to drive the Goblins out, or the Goblins will find some tunnel which leads then into the Dwarf tunnels, and the two races battle it out beneath the mountains. Due to this ancient enmity Dwarfs and Goblins are implacable foes and will often fight to the death rather than give an inch of ground to their enemies.

Night goblin Netters
The subterranean tunnels where the Night Goblins live are riddled with other, even older, passages and caverns. The deeper down a tunnel goes the more dangerous it is and the more likely it is to be inhabited by some terrible monster. Night goblins find it necessary to occasionally descend into the chill depths in search of exotic funguses, so they know all to well what dangers await them. Night Goblin Netters and Clubbers fight together in order to immobilise and either destroy op capture dangerous creatures. On the battlefield they use their skills against the enemy, throwing their nets to entangle the foe while Clubbers bash the enemy senseless.

Rock Lobber, Spear Chukka
Greenskins make all kind of contraptions from crude wagons to clanking mills and sturdy war engines. Wood, iron and bone are cheerfully lashed together as required. If things fall apart they can quickly be struck back together with spit and string. Goblins are generally more nimble fingered when it comes to this kind of work whereas Orcs, being bigger, are good at bossing them about. Thus, nature has created the ideal workforce in the greenskin race.

Stone throwing machines and bolt throwes are common devices. Both kinds of machine are usually powered by twisted Squig hide ropes, creating the torsions required to fire a giant bow. Stone throwers sometimes use a counterweight mechanism to propel their missile. Regardless of their design, greenskins refer to all stone throwers as ‘Rock Lobbers’ and all bolt throwers as ‘Spear Chukkas’.

Orc Boar Chariot, Goblin Wolf Chariot
Greenskins use chariots as fast, mobile weapons of war. Not only are they powerful but they also look good! A very important chieftain might choose to ride around in a chariot as a mark of his obvious superiority over more lowly greenskins.

Goblins harness giant wolves to pull their chariots whereas Orcs naturally favour the giant boar – difficult as it is to harness these irascible and startlingly flatulent creatures (though it’s a lot easier when you only have to watch the Gobbos do it).

To make the chariots even more obviously important, both Orcs and Gobbos invariably strap the biggest banners they can to the sides and rumble around in front of the army at breakneck speed. The rest of the army either ignores these show-offs or throws things at them like rocks, insults or the smaller members of their unit.

Orc Boar Boyz
The giant boars or the Warhammer world are ferocious and loudly flatulent animals noted for their ill-tempered and uncompromisingly vicious nature. These are qualities readily appreciated by Orcs.

Most Orcish settlements have secure pens where they keep their boars. The boars themselves are evil-minded creatures that take every opportunity to maim, bite and kick their masters, but this doesn’t really concern the Orcs who are on the whole sensible enough to keep well clear. Goblins, on the other hand, are seldom given the choice and have to undertake the hazardous task of feeding the boars and cleaning out the pens. They do their best to pass these noxious jobs on to even smaller (and more easily bullied) Snotlings, but there are so terrified of the boars that they’re no use at all. The fact that Snotlings are frequently part of the boar;s menu may have something to do with it.

Orc Boar Boyz are rough, tough and very determined. Breaking in a boar van be a long and dangerous business, but fortunately Orcs have thick skulls and don’t feel pain much. In fact, it is pretty much impossible to train a boar; the Orc rider just learns to hang on better whilst the creature goes crazy, goring and stomping and inflicting as much damage as it can.

Trolls
These are large creatures, very strong but also rather stupid. There are many different kinds because, like greenskins, Trolls vary a great deal in appearance. However, it is fair to say that they are universally big, ugly, hungry and best avoided when possible.

The most frequently encountered types of Trolls are the (all too) Common Troll which is found anywhere suitably smelly, and the Stone Trolls and River Trolls who inhabit the mountains and rivers respectively. Stone Trolls are named for their rocky diet which allows them to inhabit the most inhospitable parts of the Old World’s mountains where there is little else to eat. River Trolls are especially prized by Dwarf Troll Slayers seeking something exotic to kill them.

All types of Trolls are rightly feared because of their unthinking ferocity and indiscriminate appetite. They will eat anything they van find including flesh and bone, wood, rocks, bits of metal and even sprouts! The digestive juices of Trolls are prized by alchemists as the most corrosive substance known to science, whilst Troll blood is said to be highly effective in the treatment of ‘Breton Rot’.

The other unusual characteristic of Trolls is that if their flesh is damaged it regrows almost immediately, including claws, hands, feet and even entire limbs. To kill a Troll it is necessary to either inflict a great deal of damage or to burn it in order to prevent it from regenerating. Fire is the second greatest ally of the Troll fighter, the Troll’s own stupidity being the first.
Giants
Giant and greenskins have a long history of association and it is common to find that a greenskin horde includes a Giant brought along to add weight (and height) to the army’s combat prowess. It’s not altogether clear why greenies and Giants should get on so well, but it is noticeable that Giants are one of the few races that are considerably bigger and dimmer than even the biggest, thickest Orc.

For their part, Giants are more than happy to join a band of greenskins for the chance to eat people and get their hands on strong liquor. They’re also keen on the endless opportunities for thumping people. If the odd Goblin happens to get scoffed along the way no one seems to mind – this kind of thing is just part of the rough and tumble of existence when you’re green.

Wyverns
At a distance you could mistake a Wyvern for a dragon, but there is none of the nobility of spirit of Dragons in these debased and cruel creatures. It is this mean streak together with their sheer brute strength that attracts Orcs to them.

Wyverns are vast, scaled beasts with broad wings and huge, fearsome jaws. Their hide is well armoured with bony scales and their tail drips with black venom that hisses when I touches the ground. They live in dark caves, high in the most barren of mountains in the Worlds Edge range. Occasionally Wyverns venture from their mountain top eyries and are seen flying over the plains below. This is universally seen as a bad omen by the weakling races of Men and Elves, though the greenskins greet them with whoops and cheers.

No Orc would be foolish enough to try and tame a fully grown Wyvern, but sometimes a well-bullied Gobbo can be threatened into stealing an egg or a new hatchling. These can be hand-reared to obey their masters (at least some of the time), and a trained Wyvern is the pride of the toughest Orc Warlords.

Snotling Pump Wagons
Whilst most greenskin chariots are fairly conventional looking, if somewhat ramshackle in the best tradition of Gobbo workmanship, the same cannot be said of the Snotling Pump Wagon.

The Pump Wagon is built by Snotlings in an attempt to copy the chariots of their larger greenskin brothers. Quite how the little greenies do it Is a mystery. Swarms of Snotlings forage around the Orcish settlement where they live, stealing and scavenging raw materials from workshops and rubbish dumps. Anything that looks vaguely useful and momentarily unguarded is immediately seized for their project. Once they have accumulated a high enough junk heap, the Snotlings set upon it with ropes and hammers. From this squirming mass of hammering, squeaking and bickering emerges the Snotling Pump Wagon!

The Doom Diver Catapult
The Domm Diver Catapult is a torsion powered device much like a Rock Lobber or Spear Chukka, but instead of firing rocks or spears it is designed to launch goblins. These Goblins are equipped with crude, folding wings which enable them to stay aloft for a short time before plunging back down to earth. This technique was developed to provide greenskin tribes with a form of aerial reconnaissance. Early aeronauts were given bits of slate and chalk on which to sketch enemy troops dispositions. As few Goblins survived the rather sudden landing, this was felt to be the only way of recovering the information they had gleaned. Unfortunately the idea wasn’t a great success as most slates were found to bear a hastily scrawled message along the lines of ‘Yahooooo!’ or ‘Wheeeee!’.

It was soon realised that Doom Divers were more effective as missiles. This proved to be a role which the little greenskinstook to with surprising enthusiasm. Although it’s true that Doom Divers generally end up splattered across the landscape, the exhilaration, the speed and (most of all) the chance to look down on Orcs for a change, is just too good a thing to miss. After all, if you’re a Goblin, ending your days as a hurtling instrument of death is a far better fate than getting knocked on the head and eaten by your mates.

Orc Shaman, Orc Great Shaman
Greenskins are creatures of little brains and almost no curiosity. Their single-minder enthusiasm for violence makes it very hard for sorcery to get a grip on their consciousness. Although they do have magic it is very different to the magic of humans and Elves. Their power comes not from the treacherous winds of magic, but from the inner psyche of the greenskin racial mins.

Where Orc and Goblin Shamans differ from ordinary Wizards is that their magical power comes from the mental energy generated by the greenskins round about. Every Shaman can access energy through the Great Green, but localised energy makes a difference too. If the Shaman is close to lots of greenskins, his power is increased as he picks up Orcish vibes from his comrades. This is normally a good thing – though it can be a bad thing if those vibes come from fleeing Orcs whose minds are panicked and confused.

Obviously no Orc is going to bandy about a weak-kneed Elfy phrase like ‘racial mind’ of ‘inner psyche’. As far as greenies are concerned, the power of their shamans is god-given. The god (or rather gods) in question are Gork and Mork – the eternally squabbling brother-gods of Orc and Goblin legend. Greenskin shamans are links between their tribe and its quarrelsome gods. By working themselves into a deep trance Orc and Goblin Shamans can communicate with the great gods and orcish spirit creatures. Sometimes they meet ancient predecessors in the same way or they encounter other shamans who happen to be wandering in the spirit-realm at the same time. The Orcs and Goblins call this spirit-realm the ‘Great Green’.

Goblin Wolf Riders
Common Goblins ride Giant Wolves much as humans ride hirses. Not only are these large and dangerous creatures ridden by individual goblins, but chariots and carts may be pulled by several Giant Wolves harnassed together. Giant Wolves are viscious creatures with slavering fangs and sharp claws, quite often more dangerous than their Goblin riders. They are faster than horses too.

Goblin Wolf Riders commonly raid and pillage ahead of advancing Goblin hordes, scouring the countryside for signs of enemy troop movements. On the battlefield they harry the flanks of enemy units and chase down those who’ve fled braver greenskins.

Orc and Goblin Citizens
Orcs & Goblins are related, green-skinned, war-like species that band together in crude camps and villages in the rugged wilderness regions all over the Old World. When the mood strikes the greenskins or when population pressure drives them to it, the Orcs & Goblins band together into a massive armed force called a Waaagh! and march forth to do battle with anyone unfortunate enough to cross their path.

The Orcs and Goblins are a menace to the Old World; no other race causes Man and especially the Dwarfs so much trouble. The Orcs and Goblins are almost limitless in number and tear across the Old World seeking battle. It is battle that Orcs always have been, and always will be concerned with. Politics, scheming and other intricacies are unknown to them. Orcs are large, muscular, have green skin and huge almost tusk-like teeth. They are horribly violent and will fight anyone, anywhere for no reason other than for the sake of fighting. Orcs can take a significant amount of physical punishment and still be able to inflict gruesome damage to an enemy. Although technologically primitive, Orcs are not stupid. They often display a cunning on the battlefield that has caught many Old World generals off guard.

Goblins, however, are the complete opposite. Small, weedy and maliciously intelligent, they are the little cousins of the Orcs. The life of a Goblin is often short and full of abuse. Whether they meet their end as an Orc meal or as live ammunition for on of their twisted war machines, Goblins do not have it easy. Although Orcs (and even some Goblins) have great and mighty Warbosses, there is no one Orc or Goblin who leads the entire race. Orcs fight each other just as quickly as they would fight others and it is because of this that they have yet to permanently overrun the Old World. Orc and Goblin armies contain mobs of tough, strong and brutal Orc warriors, supported by cruel Goblin war machines. Orcs and Goblins are led by Warbosses and Shamans. Warbosses are absolutely massive and will tower over the tallest men and outweigh them many times over. Shamans can use surrounding Orc energy to invoke the power of the gods Gork and Mork to devastate entire armies. Once the animosity in their ranks subsides, all these elements combined create a massive green tidal wave that smashes into the opposition leading to a brutal, deadly and utterly catastrophic battle.

Orc Various ships
Though hardly the first of the so-called goblin-kin races to enter the oceans, Orcs quickly became one of the most influential. Larger and stronger than goblins and nearly as numerous, the Orcs aggressively expanded their sphere of influence. Before the Unhuman Wars, the Orc Scorpionship was an all-too common menace. The elves destroyed nearly half of the Orc fleets, and drove the remaining ships from the known wateres.

Orcs traveled in small fleets known as packs, although a lone ship was not unheard of. A pack ranged from two to twelve ships and quite often was lead by the largest and craftiest Orc in the fleet. Loyalty came through fear and intimidation. Orcs were notorious for going rouge due to infighting.

Orc Scorpionships
Compact and lethal, the Orc Scorpionship is a dreaded warship from an earlier time. Typically only eighty feet from the tip of the jaws to the base of the tail, a Scorpionship is deceptively small. (???) It can withstand a great deal of damage and retaliate with two ship weapons and a pair of ram claws. Aboard is a crew of the toughest Orcs that can be found, readied for battle. Backed up by Shamans and Goblins, the Orcs sought out wealth and glory.

A Scorpionship is built from a hull of a frame of thick wood. Decks of duskwood, or oak divide the top, main, and cargo decks. The workmanship is shoddy and the ship is often in ill repair; Orcs care little for the condition of their ship. Many patches identify a veteran ship. Rust, rot, and shoddy repairs plague many ships; more than one Scorpionship collapsed unexpectedly.

The text and names of the latter tow (naval) units I took from http://boards1.wizards.com/archive/index.php/t-233592.html and is about the orcish space fleet. I rearranged the text which resulted in the above. I don’t know by how far you can use it .. finding orc ships fluff is more difficult .. :) )
 
Psychic_Llamas said:
Good idea DJ. this will make life easyer, and the mod better and more complete!
Are you going to stick to Orcs, Wood and High elves first for the next release?

Orcs and High Elves is no problemo .. but I don't have the Wood Elves armybook (though i could use the internet). Are there already entries for Empire and the other human races in the beta?
 
Psychic_Llamas said:
i doubt it. I have the woodelves army book, and could do those if you like. but im going to have to complete my other projects first.

No problem .. you're a busy man ;)
I'll do as much work here as I can ..
 
Ploeperpengel .. (I assume you must know this) .. can you give me the list of all the races that must be in the next release? that way i know which unitentries should be done first ..

I don't think i'll get it done in two weeks .. but you never know .. (I allways can get some inspiration from the civ3 mod :mischief: )
 
@All, and especially @woodelf:

Who is typing those things into the XMLs right now, if anybody?
I remember we talked about that woodelf - you wanna do it or should I - or does somebody else volunteer?
 
@DJ
The Empire's almost complete as well as Nippon and Cathay. Araby got a great deal and Highelves and Woodelves as well. Orcs you already started.
Less important:
Chaos will have some Beastmen in the ancient era Warhounds and Fleshhonds, Marauders and a Chaoswarrior. Got some Undead too.
I think you should get an idea now. You will see it all in a couple of days.;)

@Duke
Just now Woodelf and you volunteered.
 
Ploeperpengel said:
@DJ
The Empire's almost complete as well as Nippon and Cathay. Araby got a great deal and Highelves and Woodelves as well. Orcs you already started.
Less important:
Chaos will have some Beastmen in the ancient era Warhounds and Fleshhonds, Marauders and a Chaoswarrior. Got some Undead too.
I think you should get an idea now. You will see it all in a couple of days.;)

@Duke
Just now Woodelf and you volunteered.

Ok thanks a lot! Orcs should be done soon ..

about the less important thing: IMO it should be a future point of discussion how Choas should look like. It's a fun race that many want to play (at least i wanted to play it in civ3 mod very much) but i didn't like it in the civ3 mod because of the beastman, not-warhammer-like lesser daemons, chaos spawns, etcetera. Hounds are realistic marauder compagnons, but i don't like the idea of beastman (gors, marauders, etcetera) and escpecially skeletons (many civ's got that already!)

It's only my opinion .. don't know how 'the rest' thinks of it. But it's a future discussion ..
 
Undead are for Undead Civs of course. Why shouldn't Chaos have Beastman though. I'm not sure if I will put Beastman as seperate civ that soon. I'd rather prefer putting everything chaotic to the Chaos civ until we get enough models to split it further.
 
Yeah, I think you´re right about the point with GW splitting up Chaos and doing this Beastmen-Army - I really don´t like that!!

Chaos undivided, blah, blah, blah - all stupid inventions IMO - I liked it The old way mix up some Slaanesh, Tzeentch and Khorne and let Nurglings rot their way to the enemies take your favorite as the Greater Demon and Leader of your army - that was a very nice mixture, nowadays it got to restricted IMO.

But that´s what I always loved the most about ORCS & GOBBOS - variety, variety, variety.

Beastmen are just boring IMO!!

OK, that should be enough!
 
Duke van Frost said:
Yeah, I think you´re right about the point with GW splitting up Chaos and doing this Beastmen-Army - I really don´t like that!!

Chaos undivided, blah, blah, blah - all stupid inventions IMO - I liked it The old way mix up some Slaanesh, Tzeentch and Khorne and let Nurglings rot their way to the enemies take your favorite as the Greater Demon and Leader of your army - that was a very nice mixture, nowadays it got to restricted IMO.

But that´s what I always loved the most about ORCS & GOBBOS - variety, variety, variety.

Beastmen are just boring IMO!!

OK, that should be enough!

Since we are already discussing this i want to make a final point to really end the discussion ;)

I already gave my ideas for beastman and chaos. Chaos has all the diversity from the different Choas gods; Marauders, Warhounds, Chariots, Chaos Warriors, Daemonettes (on Slaanesh steeds), Nurglings, Plaquebearers, Horrors, Discs of Tzeentch, Exalted daemons, Daemon princes, Greater Daemons etcetera ..

And Beastman are just as diverse as Orcs and Goblins; Ungor, Gor, Marauders, Centigors, Warhounds, Pestigors, Khorngors, Dragon ogres, Dragon Ogre Shaggots etcetera ..

If you add them together you should choose between all this wonderfull units. I can imagine that this is necessary in the early stages .. but in the future ..
 
You cant seriously think that beast men are BORING!?:crazyeye:

Ill tell you what, haveing an army of fragile woodelves with only bows and pointy sticks to defend themselves on your side, getting charged by a horde (litterally) of Beastmen... phew is that a scary sight!
They have just as much, if not MORE, variety as the Empire and Elves.

Also, there are 3 section to Chaos: The Demons of Chaos (thats the demonic followers of Khorne, Slaanesh, Tzeentch and Nurgle) which we will have in game

The Marauders, (which are the human worshipers of the chaos gods, such as Hung, Kurgan, some indics, and some Norse) which we will also have in game


Then there' is the Beasts of Chaos. (these are animals which have been mutated by the corrupting powers of chaos, giving them the inteligence of men, and the wild cunning of the animal.) so why not have this section in game also, to round off the Hords of Chaos.
They arent called the HORDS for nothing

(Ok, sorry, that was my rant for today. Carry on people, nothing to see here...)
 
To make this clear: I´m not against putting all those civs into the mod!

I´m totally fine with getting more variety by getting more civs (and thereby armies).

But I´m still a fan of the old WH days, where Chaos was just chaos (except for the marauders - but you didn´t get them as miniatures) and you had the beastmen in the chaos-armies and not as a stand alone army (but you surely didn´t have to choose from that great variety of beastmen they came up with for the new army of them).
 
Duke van Frost said:
@All, and especially @woodelf:

Who is typing those things into the XMLs right now, if anybody?
I remember we talked about that woodelf - you wanna do it or should I - or does somebody else volunteer?

For P_L's diplo text I simply c/p what he had written into an XML Text file where I had already defined the TXT_KEY entries. From there I did the few typos or corrections. The hardest part is defining every entry in the text file.

It's not high on my list ATM, but I can get to it if no one does.
 
I was afraid much of the Warhammeropedia was already done, and my efforts wasted. Seems I was wrong.

Monsters:
Spoiler :

<!-- monsters -->
<!-- Type I -->
<!--
<TEXT>
<tag>TXT_KEY_UNIT_GIANTSPIDER_PEDIA</tag>
<English> Giant spiders are found in many dark places, but it is not common for such encounters to be reported. Those that commonly find themselves in forests or caves by profession often relate tales of these vile creatures in taverns. Describing the terrifying sound echoing through the boughs as they grind their mandibles together and the piles of bones and half decomposed corpses of forest animals and humans alike dangling from the branches.

Spiders cause fear in most humanoids, this is even more evident with Giant Spiders.
Giant Spiders can be trained by beast masters, and there have even been (unsubstantiated) rumours about goblins using spiders as mounts. Spiders remain wild animals, and as soon as the beasts are left without a beastmaster or rider, they will revert to their wild behaviour and hide/hunt in the nearest forest.

Spiders are ambush hunters and as such gain a first strike if fighting in forests. A second bonus is that spiders are automatically 'hidden' in forests.
Similarily adult spiders (promotion?) can hunt using webs and gain a further +1 first strike if fortified in a forested area.


Giant spiders cause fear.
Spiders are afraid of fire.
Spiders have a poisoned attack. ?
Giant Spiders will revert to barbarism if not in a stack with (or loaded into) a beastmaster.
</English>
</TEXT>
<TEXT>
<tag>TXT_KEY_UNIT_OGRE_PEDIA</tag>
<English>Homo Bruticus</English>
</TEXT>
<TEXT>
<tag>TXT_KEY_UNIT_TROLL_PEDIA</tag>
<English>
bladibla

causes fear
subject to stupidity
Regenerates: free healing on the march promotion, only heals self.
fears fire?
</English>
</TEXT>
<TEXT>
<tag>TXT_KEY_UNIT_WARHOUND_PEDIA</tag>
<English> Warhounds can be any type of large canine species, trained to hunt, fight and kill their prey. Many species employ warhounds trained by beastmasters on the battlefield, ranging from Elves to evil races such as Goblins.
</English>
</TEXT>
<TEXT>
<tag>TXT_KEY_UNIT_PEGASUS_PEDIA</tag>
<English>
Pegasi are a species of white winged horses, which make excellent mounts if trained when young.
Pegasi have huge feathered swan-like wings sprouting from their backs, the wingspan measures 25 feet.
Even more awesome than the white Pegasus is the black Pegasus, whose red foaming mouth and glowing crimson eyes are especially impressive.

The Pegasus as an ancient decendant of Chaos is infused with raw magic, and as such is regarded as a magical creature. It has since become a stable species, their minds no longer subject to the influence of Chaos. Pegasi will not willingly serve an Evil master.
</English>
</TEXT>
<TEXT>
<tag>TXT_KEY_UNIT_DARKPEGASUS_PEDIA</tag>
<English>
Never to be mistaken for the black Pegasus, the dark pegasus has leathery wings and sports vicious horns. Only seen as a mount used by Dark Elf sorceresses, it is assumed they are native to the northern lands of Naggaroth or maybe even deamonic. Dark pegasi are carnivorous and will serve only evil masters. </English>
</TEXT>
<TEXT>
<tag>TXT_KEY_UNIT_EAGLE_PEDIA</tag>
</TEXT>

<!-- Type II -->

<TEXT>
<tag>TXT_KEY_UNIT_GIANT_PEDIA</tag>
<English>
Individualistic
drinknsweets

Highly wanted by warmongers


Giants cause fear
Giants are subject to stupidity
Tall: scoutingrangex2
</English>
</TEXT>
<TEXT>
<tag>TXT_KEY_UNIT_CYCLOPS_PEDIA</tag>
<English>
Although Giants are resistant to chaos mutation, close proximity and high exposure can still corrupt the occasional weakwilled Giant. Chaos gifts generally have only mild effects such as cycloptic infravision, stony skin or rancid breath.
</English>
</TEXT>
<TEXT>
<tag>TXT_KEY_UNIT_UNICORN_PEDIA</tag>
<English></English>
</TEXT>
<TEXT>
<tag>TXT_KEY_UNIT_GRIFFON_PEDIA</tag>
<English></English>
</TEXT>
<TEXT>
<tag>TXT_KEY_UNIT_MANTICORE_PEDIA</tag>
<English></English>
</TEXT>

<!-- Type III -->

<TEXT>
<tag>TXT_KEY_UNIT_HIGHDRAGON_PEDIA</tag>
<English></English>
</TEXT>
<TEXT>
<tag>TXT_KEY_UNIT_REDDRAGON_PEDIA</tag>
<English></English>
</TEXT>
<TEXT>
<tag>TXT_KEY_UNIT_BLACKDRAGON_PEDIA</tag>
<English></English>
</TEXT>
<TEXT>
<tag>TXT_KEY_UNIT_WYVERN_PEDIA</tag>
<English></English>
</TEXT>
-->


Spoiler :

<!-- animaux:
TXT_KEY_CONCEPT_ANIMALS_PEDIA
is refered to by: Lustrian tiger Cavebear/grizzly Cavelion Cheetah Direwolf Icebear Kislevite Tiger
-->
<!-- Imperials -->
<!--
TXT_KEY_UNIT_SCOUT_PEDIA halfling scout
TXT_KEY_UNIT_UNBEROGEN_SHAMAN_PEDIA
TXT_KEY_UNIT_UNBEROGEN_SWORDSMAN_PEDIA
TXT_KEY_UNIT_UNBEROGEN_AXEMAN_PEDIA
TXT_KEY_UNIT_UNBEROGEN_ARCHER_PEDIA
TXT_KEY_UNIT_UNBEROGEN_SPEARMAN_PEDIA
TXT_KEY_UNIT_UNBEROGEN_WARRIOR_PEDIA
TXT_KEY_UNIT_EMPIRE_MILITIA_SPEARMAN_PEDIA
TXT_KEY_UNIT_EMPIRE_MILITIA_ARCHER_PEDIA
TXT_KEY_UNIT_EMPIRE_MILITIA_SWORDSMAN_PEDIA
TXT_KEY_UNIT_EXPLORER_PEDIA halfling explorer
TXT_KEY_UNIT_GREATSWORD Empire greatswords
TXT_KEY_UNIT_PIKEMAN_PEDIA Empire Halberdiers
TXT_KEY_UNIT_EMPIRE_LONGBOWMAN_PEDIA Imperial Longbowmen
TXT_KEY_UNIT_EMPIRE_CROSSBOWMAN_PEDIA
TXT_KEY_UNIT_REIKSGUARDKNIGHT_PEDIA
TXT_KEY_UNIT_GREATCANNON_PEDIA
TXT_KEY_UNIT_MORTAR_PEDIA
TXT_KEY_UNIT_MUSKETMAN_PEDIA Imperial Handgunners
TXT_KEY_UNIT_EMPIRE_MOUNTED_PISTOLIER_PEDIA
TXT_KEY_UNIT_HELLBLASTER_PEDIA
TXT_KEY_UNIT_STEAMTANK_PEDIA
TXT_KEY_UNIT_EMPIREFREECOMPANY_PEDIA
TXT_KEY_UNIT_WITCHHUNTER_PEDIA
TXT_KEY_UNIT_VALTEN_PEDIA champion Valten
TXT_KEY_UNIT_UNGOL_HORSE_ARCHER_PEDIA
-->
<!-- Cathai -->
<!--
TXT_KEY_UNIT_MILITIA_CATSPEAR_PEDIA Levies
TXT_KEY_UNIT_MILITIA_CATARCHER_PEDIA L
TXT_KEY_UNIT_MILITIA_CATSWORD_PEDIA L
TXT_KEY_UNIT_UNGOL_RAIDER_PEDIA
TXT_KEY_UNIT_CELESTIAL_PEDIA
TXT_KEY_UNIT_CATPIKE_PEDIA
TXT_KEY_UNIT_WALLARCHER_PEDIA Archers of the Wall
TXT_KEY_UNIT_CHINA_CHOKONU_PEDIA
TXT_KEY_UNIT_CELESTIALKNIGHTS_PEDIA
TXT_KEY_UNIT_CATGUN_PEDIA Cathay Arquebusiers
TXT_KEY_UNIT_DRUNKEN_MASTER_PEDIA
-->
<!-- Nippon -->
<!--
TXT_KEY_UNIT_WARRIOR_NIPPON_PEDIA Nipponese peasant
TXT_KEY_UNIT_SWORDSMAN_NIPPON_PEDIA
TXT_KEY_UNIT_NIP_HA_PEDIA
TXT_KEY_UNIT_YARI_ASHIGARU_PEDIA Ashigaru Spearmen
TXT_KEY_UNIT_BOWASH_PEDIA Ashigaru Bowmen
TXT_KEY_UNIT_KATANA_ASHIGARU_PEDIA
TXT_KEY_UNIT_YARICAV_PEDIA
(TXT_KEY_UNIT_JAPAN_SAMURAI_PEDIA Kensai Sam )
TXT_KEY_UNIT_NAGISAM_PEDIA Naginata sam pike
TXT_KEY_UNIT_SAMLONGBOWMAN_PEDIA
TXT_KEY_UNIT_CROSSASH_PEDIA
TXT_KEY_UNIT_SAMKNIGHT_PEDIA
TXT_KEY_UNIT_SAM_HA_PEDIA Horse Archer
TXT_KEY_UNIT_GUNASH_PEDIA Nipponese Arquebusiers
TXT_KEY_CONCEPT_NINJA_PEDIA
TXT_KEY_UNIT_WINGEDLANCER_PEDIA
-->
<!-- Tillea -->
<!--
TXT_KEY_UNIT_SPEARMAN_PEDIA reman spearmen
(TXT_KEY_UNIT_ROME_PRAETORIAN_PEDIA Reman Preatorian)
TXT_KEY_UNIT_KNIGHT_PEDIA Freelancer
TXT_KEY_UNIT_VENATORS_PEDIA
TXT_KEY_UNIT_PANTHERGUARD_PEDIA
(TXT_KEY_UNIT_PIKEMAN_PEDIA Tillean pike)
TXT_KEY_UNIT_MARKSMAN_PEDIA ?
TXT_KEY_UNIT_GALLOPINGGUN_PEDIA
TXT_KEY_UNIT_VESPERO_PEDIA
-->
<!-- Brettonia -->
<!--
TXT_KEY_UNIT_TREBUCHET_PEDIA
TXT_KEY_UNIT_PALADIN_PEDIA
Brettonian Handgunners (standard Frenchy Musketteer entry)
<!-- Estalia -->
<!--
Conquistadores
-->
<!-- Kislev -->
<!--
TXT_KEY_UNIT_KISLEV_HORSE_ARCHER_PEDIA<
Kislevit Cossacks
-->
<!-- Norsca -->
<!--
Also suffer from saga-animosity, insults and slights are never forgotten amongst the men of the north, Bards gare paid good money for extra insulting warsongs by the rivaling clans.
TXT_KEY_UNIT_KNERRIR_PEDIA
TXT_KEY_UNIT_HUNTSMAN_PEDIA
TXT_KEY_UNIT_SNEKKJA_PEDIA
TXT_KEY_UNIT_HUSKARL_PEDIA
TXT_KEY_UNIT_GEIRRMAN_PEDIA
TXT_KEY_UNIT_FIRECATAPULT_PEDIA
TXT_KEY_UNIT_WAR_MAMMOTH_PEDIA
-->
<!-- Highelves -->
<!--
TXT_KEY_UNIT_SETTLER_HIGHELF_PEDIA
highelven worker
TXT_KEY_UNIT_HE_WARRIOR_PEDIA
TXT_KEY_UNIT_HE_SPEARMAN_PEDIA ancients
TXT_KEY_UNIT_HIGHELFARCHER_PEDIA ancients
TXT_KEY_UNIT_HE_AXEMAN_PEDIA ancients
TXT_KEY_UNIT_HE_SWORDSMAN_PEDIA ancients
TXT_KEY_UNIT_HIGHELF_MILITIA_SPEARMAN_PEDIA militia
TXT_KEY_UNIT_HIGHELF_MILITIA_ARCHER_PEDIA militia
TXT_KEY_UNIT_HIGHELF_MILITIA_SWORDSMAN_PEDIA elite
TXT_KEY_UNIT_BOLTTHROWER_PEDIA
TXT_KEY_UNIT_SEAGUARD_PEDIA Lothern
TXT_KEY_UNIT_SWORDMASTERS_PEDIA of Hoeth
TXT_KEY_UNIT_PHOENIX_GUARD_PEDIA
TXT_KEY_UNIT_SHADOWWARRIOR_PEDIA
TXT_KEY_UNIT_SILVERHELMS_PEDIA
-->
<!-- Woodelves -->
<!--
<TEXT>
<Tag>TXT_KEY_UNIT_GIANTSPIDER_PEDIA</Tag>
<English> </English>
<French> </French>
<German> </German>
<Italian>[TAB</Italian>
<Spanish> </Spanish>
</TEXT>
TXT_KEY_UNIT_SETTLER_WOODELF_PEDIA
TXT_KEY_UNIT_WE_WORKER_PEDIA
TXT_KEY_UNIT_WE_WARRIOR_PEDIA
TXT_KEY_UNIT_WE_SPEARMAN_PEDIA
TXT_KEY_UNIT_WOODELFARCHER_PEDIA ancient
TXT_KEY_UNIT_WE_SWORDSMAN_PEDIA ancient
TXT_KEY_UNIT_HAWK_PEDIA can be carried by WE units
<TEXT>
<Tag>TXT_KEY_UNIT_GLADEGUARD_ARCHER_PEDIA</Tag>
<English> In times of need every Wood Elf can answer to the call of Athel Loren, for all are trained in the arts of the longbow as soon as they can hold one. When an Asrai comes of age, he or she will be inducted into their households' Gladeguard and given responsiblity to patroll a section of forest. GladeGuard are completely in tune with their surroundings and live off the land. [PARAGRAPH:2] When Athel Loren goes to war the GladeGuard forms the bulk of the Asrai army, a deadly core of trained marksmen. The Gladeguard are expected to follow directions from their noble commander, but are expected to show their own initiative. This means that often the Gladeguard deploys in a layered skirmishing formation, that is constantly in motion but rain down a relentless storm of deadly arrows. Their high initiative and loose formations give the Gladeguard Longbowmen a good chance of avoiding lethal close combat. Longbows carried by the Gladeguard are more powerfull than those carried by the rest of the Elven army.</English>
<French> ne pas rien</French>
<German> keine ahnung</German>
<Italian> regretto </Italian>
<Spanish> escudo </Spanish>
</TEXT>
TXT_KEY_UNIT_GLADEGUARD_SPEARMAN_PEDIA ...
TXT_KEY_UNIT_GLADEGUARD_ARCHER_PEDIA again?
TXT_KEY_UNIT_GLADEGUARD_SWORDSMAN_PEDIA ...
<TEXT>
<Tag>TXT_KEY_UNIT_GLADERIDER_PEDIA</Tag>
<English> The Glade riders are perhaps the greates horse-warriors of the Old World, their Elven reflexes allowing them to perform all manner af seemingly reckless acts that are far beyond the abilities of the lesser races. Whether firing backwards while riding full pelt through deep woods or darting through the ranks of surprised enemy outriders, Glade Riders routinely sirvive their escapades unscathed through a formidable combination of graceful skill and unflappable confidence. [PARAGRAPH:2] Glade Riders do not view their horses as property or subservient beasts, like most cavalry. Instead, over a period that can last many years rider and steed form a deep and close connection. This bond goes beyond friendship and beyond family, so that horse and rider act as one being, communicating silently as if by magic.</English>
<French> </French>
<German> </German>
<Italian>[TAB</Italian>
<Spanish> </Spanish>
</TEXT>
TXT_KEY_UNIT_DRYADS_PEDIA (magical) immune to psychology.
TXT_KEY_UNIT_WE_RANGER_PEDIA explorer,hidden
TXT_KEY_UNIT_ETERNAL_GUARD_PEDIA
TXT_KEY_UNIT_WARDANCER_PEDIA wm
<TEXT>
<Tag>TXT_KEY_UNIT_WAYWATCHER_PEDIA</tag>
<English> Waywatchers of Loren wear carefully woven raiments that help them blend into their surroundings (hidden)</English>
</TEXT>
TXT_KEY_UNIT_WARHAWK_RIDER_PEDIA

TXT_KEY_UNIT_GREAT_EAGLE
TXT_KEY_UNIT_WILD_RIDER_OF_KURNOUS
TXT_KEY_UNIT_FOREST_DRAGON
TXT_KEY_UNIT_GREAT_STAG forest spirit
TXT_KEY_UNIT_UNICORN forest spirit
TXT_KEY_UNIT_TREEKIN_PEDIA forest spirit
TXT_KEY_UNIT_TREEMAN_PEDIA forest spirit
TXT_KEY_UNIT_DURTHU_PEDIA forest spirit Unique. Ancient treeman.
TXT_KEY_UNIT_KURNOUS_PEDIA forest spirit Forest spirit, instils the Asrai with battle rage.
TXT_KEY_UNIT_ARIEL_PEDIA Demigod/leader Queen of the wood can grow forest in two turns.
TXT_KEY_UNIT_ORION_PEDIA Demigod/leader King of the wood.
TXT_KEY_UNIT_COEDDIL_PEDIA forest spirit Unique. Ancient treeman.
Forest spirits may be spawned in forests as barbarians, regardless of Asrai. They do not attack Wood Elves.
-->
<!-- Darkelves -->
<!--
TXT_KEY_UNIT_SETTLER_DARKELF_PEDIA
TXT_KEY_UNIT_DE_WARRIOR_PEDIA
TXT_KEY_UNIT_DE_SPEARMAN_PEDIA ancient
TXT_KEY_UNIT_DARKELFARCHER_PEDIA ancient
TXT_KEY_UNIT_DE_AXEMAN_PEDIA ancient
TXT_KEY_UNIT_DE_SWORDSMAN_PEDIA ancient
TXT_KEY_UNIT_DARKRIDER_PEDIA
TXT_KEY_UNIT_EXECUTIONER_PEDIA Executioners of Har Ganeth
-->
<!-- Chaos -->
<!--
Chaos thugs / cultists
TXT_KEY_UNIT_BEASTWARRIOR_PEDIA
TXT_KEY_UNIT_BEASTSPEARMAN_PEDIA
TXT_KEY_UNIT_BEASTARCHER_PEDIA
TXT_KEY_UNIT_CHAOSMARAUDER_PEDIA
TXT_KEY_UNIT_CHAOSWARRIOR_PEDIA
Berserkers of Khorne TXT_KEY_UNIT_ROYALGUARD_PEDIA hmm
TXT_KEY_UNIT_FLESHHOUND_PEDIA of Khorne
TXT_KEY_UNIT_DAEMONPRINCE_PEDIA
TXT_KEY_UNIT_SHAMAN_PEDIA marauder
TXT_KEY_UNIT_CHAOSCHARIOT_PEDIA marauder
TXT_KEY_UNIT_CHAOSRAIDER_PEDIA
TXT_KEY_UNIT_KNIGHT_PEDIA
TXT_KEY_UNIT_FLYEYE_PEDIA Eye of Tzeentch
Nurgle
Slaanesh
-->
<!-- Dwarves -->
<!--
TXT_KEY_UNIT_DWARF_CLANSMAN_PEDIA
TXT_KEY_UNIT_DEATHROLLER_PEDIA
-->
<!-- Orcs & Goblins -->
<!--
TXT_KEY_UNIT_ORCWARRIOR_PEDIA savage boyz
TXT_KEY_UNIT_GOBLINARCHER_PEDIA stickas
TXT_KEY_UNIT_GOBLINSPEARMAN_PEDIA Gobbos
TXT_KEY_UNIT_ORCAXEMAN_PEDIA Choppyboyz
TXT_KEY_UNIT_ORCSWORDSMAN_PEDIA Swordboyz
TXT_KEY_UNIT_WARGRIDER_PEDIA
uncoded units:
Snotlings
Snotling Pump Wagon
Night goblins
Ngoblin fanatics
Ngoblin netters
Ngoblin squigherds Squig hoppers?
Doomdivers
Forest Gobbos ?
half-orcs or "scabbies"
savage arrerz
Orc arrerboyz
Big'uns elite
Black Orcs
Gobbo wulfboyz
Orc warboar rider "Gruntas" can upgrade with shield
Orc Warboar Riders "Snortas" elites (Light armour shield) may have bow/spears
Wargh battle chariot
Rock lobber (light catapult)
Man-Mangler (catapult) siegeweapon
Skull Crusher (Trebuchet) siegeweapon
Spear Chukka (bolt thrower)
Belcher Organ Gun cannon
(trolls/giants/wyverns)
Shaman savage orc or Ngoblin
Warboss/bigboss hero

-->
<!-- Silvanian Realm -->
<!--
TXT_KEY_UNIT_MILITIA_SKSPEARMAN_PEDIA undead spearmen
TXT_KEY_UNIT_SKARCHER_PEDIA undead
TXT_KEY_UNIT_SKSWORDSMAN_PEDIA undead
TXT_KEY_UNIT_SKLIGHTKNIGHT_PEDIA undead
TXT_KEY_UNIT_GRAVEGUARD_PEDIA Vampire Count's Graveguard
-->
<!-- Tombkings -->
<!--
TXT_KEY_UNIT_WRAITH_PEDIA
TXT_KEY_UNIT_BLACKKNIGHTS_PEDIA
-->
<!-- Dogs of War -->
<!--
TXT_KEY_UNIT_VESPEROS_VENDETTA_PEDIA
TXT_KEY_UNIT_ALMUKTAR_PEDIA Al'Muktars Desertraiders
TXT_KEY_UNIT_MERCENARY_PEDIA merc swordsman?
-->
<!-- Unassigned -->
<!--
TXT_KEY_UNIT_HIRELINGWIZARD_PEDIA
Lustrian native warrior TXT_KEY_UNIT_INCAN_QUECHUA_PEDIA
TXT_KEY_UNIT_DUELLIST_PEDIA
TXT_KEY_UNIT_FLAGGELANTS_PEDIA
TXT_KEY_UNIT_FIREMAGE_PEDIA Bright Wizzard
TXT_KEY_UNIT_FIREARCHER_PEDIA vs siege engines, can also set ablaze a forest?
TXT_KEY_UNIT_FIRELONGBOWMAN_PEDIA
-->
<!-- Elementals -->
<!--
TXT_KEY_UNIT_AIRELEMENTAL_PEDIA
TXT_KEY_UNIT_EARTHELEMENTAL_PEDIA
TXT_KEY_UNIT_DJINN_PEDIA
TXT_KEY_UNIT_MASTEROFFIRE_PEDIA elem master o fire
-->
<!-- Spell Books -->
<!-- Book of Infernal Magicks
TXT_KEY_UNIT_SPELL_BOOK_PEDIA
TXT_KEY_UNIT_FLAMING_SWORD_PEDIA
TXT_KEY_UNIT_BURNING_HEAD_PEDIA
TXT_KEY_UNIT_CONFLAGRATION_OF_DOOM_PEDIA
TXT_KEY_UNIT_WALL_OF_FIRE_PEDIA
TXT_KEY_UNIT_TRANSMUTATION_OF_LEAD_PEDIA
TXT_KEY_UNIT_FIREBALL_PEDIA
TXT_KEY_UNIT_FIERY_BLAST_PEDIA
TXT_KEY_UNIT_BURNING_IRON_PEDIA
TXT_KEY_UNIT_COMMANDMENT_OF_BRASS_PEDIA
TXT_KEY_UNIT_FIREWALL_PEDIA ....again?
-->
<!-- Religious Units -->
<!--
-Elven
KHAINE
VAUL
HOETH
ISHA
-Dwarven
Grimnir
Grungni
Valaya
MORGRIM
-Chaos
KHORNE
SLAANESH
TZEENTCH
NURGLE
-OldOnes
Sotec
Tzunki
Tepoc
Chotec
-Oldworlder
Myrmidia
Ulric
Sigmar
Taal
-Orcs
Gork
Dork
Mork
Spider
-Skaven
The Horned Rat, Bringer of Discord
The Horned Rat, Moulder of the Flesh
The Horned Rat, The Artificer of Destruction
The Horned Rat, The touch of Corruption
-->
<!-- Skaven Units -->
<!--
TXT_KEY_UNIT_SKAVEN_BREEDERS_PEDIA Skaven cities are called lairs.
TXT_KEY_UNIT_SKAVENSLAVE_TUNNELLER_PEDIA hidden, builds skaven tunnels.
TXT_KEY_UNIT_SKAVENSLAVE_WORKGANG_PEDIA Builds skaven improvements.
TXT_KEY_UNIT_SKAVENSLAVE_PEDIA Don't affect morale
TXT_KEY_UNIT_SKAVENSLAVE_SPEAR_PEDIA Don't affect morale
TXT_KEY_UNIT_SKAVENSLAVE_SLING_PEDIA Don't affect morale
TXT_KEY_UNIT_RATMAN_WARRIOR_PEDIA
TXT_KEY_UNIT_RATMAN_SPEARMAN_PEDIA
TXT_KEY_UNIT_RATMAN_W_SHIELDS_PEDIA
TXT_KEY_UNIT_RATMAN_S_SHIELDS_PEDIA
TXT_KEY_UNIT_CLANRAT_WARRIOR_PEDIA
TXT_KEY_UNIT_CLANRAT_SPEARMAN_PEDIA
TXT_KEY_UNIT_CLANRAT_W_SHIELDS_PEDIA
TXT_KEY_UNIT_CLANRAT_S_SHIELDS_PEDIA
TXT_KEY_UNIT_STORMVERMIN_WARRIOR_PEDIA special
TXT_KEY_UNIT_STORMVERMIN_HALBERDS_PEDIA special
TXT_KEY_UNIT_STORMVERMIN_ELITES_PEDIA special
TXT_KEY_UNIT_CLAN_PESTILENS_PLAGUEMONKS_PEDIA tough, upgrade: plague censer bearers.
TXT_KEY_UNIT_CLAN_MOULDER_PACKMASTER_PEDIA can carry 3 packs of beasts.
-RAT_SWARMS 3 swarms of normal sewer rats
-GIANTRATS 3 units of 5 giant rats
-WOLFRATS 3 units of 3 wolfrats
-RATOGRES 3 units of 2 Ratogres
(make use of the personellcarrier fighting cargo stuff)
TXT_KEY_UNIT_CLAN_SKRYRE_POISON_WIND_GLOBADIER_PEDIA
TXT_KEY_UNIT_CLAN_SKRYRE_WARPFIRE_THROWER_TEAM_PEDIA fire attack collateral/siegeweapon. cargo(1) for CR/SV heavy armour, explosive
if loaded into clan/vermin unit gives supporting fire
TXT_KEY_UNIT_CLAN_SKRYRE_JEZZAIL_TEAM_PEDIA special maximun 10, sniper: ranged attack on strongest unit in stack.
TXT_KEY_UNIT_CLAN_SKRYRE_DOOMWHEEL_PEDIA steam-tank
TXT_KEY_UNIT_SCREAMING_BELL_PEDIA siegeweapon, collateral damage,.morale boost
TXT_KEY_UNIT_GREY_SEER_PEDIA Great sorcerer
TXT_KEY_UNIT_WARLOCK_PEDIA Magic User
TXT_KEY_UNIT_PLAGUELORD_PEDIA Hero/leader
TXT_KEY_UNIT_WARLORD_PEDIA Hero/leader
TXT_KEY_UNIT_VERMINLORD_PEDIA greater demon, causes terror
TXT_KEY_UNIT_CLAN_ESHIN_ASSASIN_PEDIA upgrade for units.
TXT_KEY_UNIT_CLAN_ESHIN_GUTTER_RUNNER_PEDIA
TXT_KEY_UNIT_SKAVEN_BARGE
TXT_KEY_UNIT_WARPLIGHTNING_CANNON
-->
<!-- ships etcetera -->



I started this using the not-warlords version, most is just mentions of what needed to be done in that version.
 
Nice to see some work started on this. Just be carefule not to create txtkeys for units not in the game yet! Those lines might simply get lost and make the already messe textfolder even messier. Stick to the units already in please. This is is the only way to make sure not to work in vain. If you need a particular txt_key in the unitinfos request it from me and I'll change those entries don't change it yourself(at least not for sharing here!). This is because I'm constantly working on that file;)
 
okay. :)
To prevent me working in vain is why I compiled above list, extracting entries from the unitinfos. (This is a very preliminary list)

Things not in capitals are usually comments on properties or units not in the game, that might be added later.
This mainly to help me not forget about them.

(The skaven entries deviate from this general rule; wishfull thinking on my part probably. ;))

I'll change unitinfo files on my end, and put comments in so I won't forget to tell you.
Note, that all of the above is within comment tags.
I only intend to remove those when a part is finished.


Now going to think some on the magic system.
Edit:
-Haven't got a clue. ;)
-Changes to my hammer-o-pedia will be added regularly to the above post.
 
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