1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Warhammer Conversion Beta - Download/Debug Thread

Discussion in 'Civ4 - Warhammer Fantasy Battles' started by Ploeperpengel, Oct 13, 2007.

  1. DeaExMachina

    DeaExMachina Warlord

    Joined:
    Sep 30, 2007
    Messages:
    168
    I'll need to go through possible Civs again as I didn't have any but it was another Civ that had them so I'll get back to you once I isolate which Civ it is.

    Oh and I forgot to mention the specialists. I'm talking about the three Civics that give you +1 Free Specialist.

    Religious Academies give you +1 Free Specialist and Unlimited Priests.
    Merchantilism gives you +1 Free Specialist and +1 Gold per Specialist
    Cast System gives you +1 Free Specialist, +2 Culture per Specialist and Unlimited Spies (though that makes absolutely no sense to me o.o)

    The three of them together are soooo unbalanced. I can't see myself wanting anything else as it means any Citizen not on the job of getting Food can be one of my unlimited priests. This nets me +1 Hammer, +2 Commerce, +2 Culture, +3 GPP per citizen. While this doesn't seem like much the kicker is all of it combined with the +3GPP.

    With three free specialists all in Priest you get +3 Hammer, +6 Commerce, +6 Culture, +9GPP for free on your new Pop 1 city. Now you just divert as many people into Priests as possible to let the city keep growing and because you have so much +GPP you pop out Great Priest after Great Priest after Great Priest and you either practically unlimited Golden Ages, huge tech advantage or make your cities even more wealthy and productive (thats usually my choice). It just becomes utterly absurd how much advantage you get from this and the expansion abilities brought on by this are also impressive. I just can't see why I'd ever want to pick any other Civics in those categories besides those three.

    BTW aside from isolating which Civ is having that issue is there anything else you'd like me to check out specifically?

    Edit 2: Just started a game as The Hung (OMG such naughty thoughts XD) and after the standard Warhammer movie the Firaxis logo movie started playing.
     
  2. Ploeperpengel

    Ploeperpengel academic precarity

    Joined:
    Feb 2, 2006
    Messages:
    4,748
    Location:
    Berlin
    Ah yes that's a good observation. I will make some changes there. Civics will get a revision later but for now:

    Tyranny will now give unlimited Spies
    Religious academies loose the free specialist
    Castesystem loses the free specialist and unlimited spies
     
  3. DeaExMachina

    DeaExMachina Warlord

    Joined:
    Sep 30, 2007
    Messages:
    168
    Two issues.

    First off the first Horse unit seems to come a tad bit late. Took me ages as the Hung to finally get the Ancient Horsemen out, something with just a Horse resource requirement and pushing the Ancient Horsemen back a tech might be good. When I did get my Ancient Horsemen out (which is the same time I got my Axemen out) they totally dominated the field and made my axemen pretty well obsolete. Alternatively you could simply add a 4 Str Horsemen to the same tech and keep the Ancient Horsemen but make it Iron only instead of Copper or Iron so that it comes out at a reasonable time period.

    Also the Horde doesn't seem to be working properly for me. When I look at my Financial Adviser it says I have free support for 11 units and that all my other units are costing me money. However I currently have horde selected but don't seem to be gaining the +34 free unit support I should be getting.
     
  4. Ploeperpengel

    Ploeperpengel academic precarity

    Joined:
    Feb 2, 2006
    Messages:
    4,748
    Location:
    Berlin
    That's alright for the Hung as they get some bonus on Mounted units(they are horsepoeple). Unless Axemen don't get obsolete for other civs as well I see no need for big changes here. Allthough I will probably reduce defensestr for Ancient Horseman to 4.
    Will have a look at that but honestly the free unit calculation in civ remains a mystery to me:mischief:
     
  5. DeaExMachina

    DeaExMachina Warlord

    Joined:
    Sep 30, 2007
    Messages:
    168

    Thats kinda why I went the horse route expecting to see something special but so far I really haven't. They don't get a bonus to production, or attacking and I haven't encountered anything unique yet. I'll keep playing and I'll check out the same route with a Civ a little less Hung to see if it really is any different.
     
  6. Ploeperpengel

    Ploeperpengel academic precarity

    Joined:
    Feb 2, 2006
    Messages:
    4,748
    Location:
    Berlin
    Their mounted units get +1 Movement and stables are produced faster.
     
  7. DeaExMachina

    DeaExMachina Warlord

    Joined:
    Sep 30, 2007
    Messages:
    168
    All my mounted units have two movement and I can't comment on the stables as all my cities already have them at this point. XD

    Well to clarify all means Ancient and Chariots. Haven't reached the later techs yet.
     
  8. Ploeperpengel

    Ploeperpengel academic precarity

    Joined:
    Feb 2, 2006
    Messages:
    4,748
    Location:
    Berlin
    Can't reconstruct this. Works fine for me.
     
  9. DeaExMachina

    DeaExMachina Warlord

    Joined:
    Sep 30, 2007
    Messages:
    168
    Here is my save file. I've got a group of Ancient Cavalry and Chariots just outside of Tylos and you can see they only have 2 movement.

    Ignore the fact that I was sucking really badly in that game. XD
     

    Attached Files:

  10. Ploeperpengel

    Ploeperpengel academic precarity

    Joined:
    Feb 2, 2006
    Messages:
    4,748
    Location:
    Berlin
    Can't load this. I can't keep older versions becuse of my discspace. Try the latest patch if it still reproduces for you please send another.

    New patch is uploaded:

    Patch F(likely breaks saves):
    -new terrainart, misc. artupdates(seZereth)
    -AI update for spawned creatures reenabled
    -chaospromotion requires Tech Corruption of Chaos
    -Hedgewizard got nerfed to str.2
    -Philostone not available in advanced start
    -magic colleges no longer buildable with advanced start
    -added Sword of Rhuin Spell
    -added Fiery Blast Spell
    -added Burning Spirit Spell
    -Rage -> The Beast Unleashed
    -Burning Blood -> Promotion Frenzied(expiring, higher chance to become barbarian)
    -Enraged -> Promotion Frenzy(semi permanent, small chance to become barbarian)
    -Scout Str. 1 and no tech required
    -added Hunter class(tech hunting, str. 3)
    -added Ranger class(Tracking)
    -added Beastmasterunit(Monsterbonding) - Darkelf only
    -added new art for Bloodbowlstadium(woodelf)
    -added new art for Bloodweiserstadium(woodelf)
    -fixed some red blobs for noshadercards
    -Ogrelords have Greenskincityart(placeholder)
    -Tyrrany grants unlimited Spies instead of Castesystem
    -Free specialists ripped of Castesystem and Religious academies
    -added Assassin - darkelven religious unit
    -added Hired Assassin unitclass
    -Ancient Cavalry Defensestr. 4, Terrain modifiers as light cavalry
    -Chariots are now correctly Chariotunits instead of mounted.
    -contemplation now correctly requires Mysticism
    -aethetics can be researched from Priesthood or Philosophy
    -unitclassrestrictions added
    -Marshterrain now appears on Random maps(thx to Darque)
     
  11. Ploeperpengel

    Ploeperpengel academic precarity

    Joined:
    Feb 2, 2006
    Messages:
    4,748
    Location:
    Berlin
  12. Psychic_Llamas

    Psychic_Llamas Wizard in the Making

    Joined:
    Nov 25, 2005
    Messages:
    6,366
    Location:
    Western Australia
    yay! some spells;) nice changes there ploe. im downloading now
     
  13. DeaExMachina

    DeaExMachina Warlord

    Joined:
    Sep 30, 2007
    Messages:
    168
    I can confirm the Hung bug still exists. The problem is that the Insanity trait will remove the Horsemen trait that the Hung have so any horsemen made after the Insanity trait switches will not have the any of the Horsemen trait bonuses, including the free Mobility promotion.

    Including is my save file with the new patch, you can view that the Insanity trait has changed and removed Horsemen and that my current Ancient Cavalry I've constructed lacks the Mobility promotion and thusly only has 2 movement.
     

    Attached Files:

  14. DeaExMachina

    DeaExMachina Warlord

    Joined:
    Sep 30, 2007
    Messages:
    168
    Oh and on another note, the Under Empire's adaptive trait doesn't seem to kick in. Ten turns into the game and I haven't had the option to select my traits.

    Additionally I noticed that there seems to be an issue with the Under Empire's tech advantage. In my past three quick test runs I've had the Under Empire and they have always sored beyond everyone in tech and points even while retaining only one city. So I loaded up the Worldbuilder and checked it out.

    The Under Empire starts with Raw Magic (146 beakers) and Mining (429 beakers)
    Sylvian and Bretonnia on the other hand start with Hunting (86 beakers)
    Great Arabi starts with Mysticism (114 beakers)

    So something needs to be fixed with the starts techs.
     
  15. Ploeperpengel

    Ploeperpengel academic precarity

    Joined:
    Feb 2, 2006
    Messages:
    4,748
    Location:
    Berlin
    Ah ok my fault I thought permanent traits apply to insane as well not only adaptive. I'll try to find a way around that in python.

    Yeah I know the startingtechs are unabalanced atm but I aim to balance that in another way later than simple beaker equality.
     
  16. darkedone02

    darkedone02 The Suggestor

    Joined:
    Mar 9, 2006
    Messages:
    1,734
    Location:
    Louisville, Kentucky
    I got a question, when will yall complete the dark elf icons pictures?
     
  17. Ploeperpengel

    Ploeperpengel academic precarity

    Joined:
    Feb 2, 2006
    Messages:
    4,748
    Location:
    Berlin
    a bit later;)
     
  18. flamelkaa

    flamelkaa Chieftain

    Joined:
    Oct 25, 2007
    Messages:
    2
    Really great work, i have no words to say how it's great. Well, i just downloaded and going to play and already have silly question. Can i start playing to be in historical locations? I like that my Impire capital Altdorf appeared in Cathay, thou i would like to see it a bit west. :rolleyes:
    Can i do it somehow?
     
  19. DeaExMachina

    DeaExMachina Warlord

    Joined:
    Sep 30, 2007
    Messages:
    168
    You can always edit it in the Worldbuilder.

    Btw remember that Milita Swordsmen that had the red blop for nonshaders? I confirmed that it belongs to the Chaos Dwarves.
     
  20. Ploeperpengel

    Ploeperpengel academic precarity

    Joined:
    Feb 2, 2006
    Messages:
    4,748
    Location:
    Berlin
    Glad you like it. It's planned to have some maps/scenarios in the future. currently there's only random games.
     

Share This Page