Warhammer Fantasy Battles Mod Brainstorm Thread

If we were going to make them invisible i would say units like shadow warriors etc should be able to see them.

As for the halfling doom....it is upon us all
 
Good God Man! how can you even suggest somthing like that!! :D

(i hope this isnt taken the wrong way, but) perhaps you should research the 'outsiders' a bit, then you will understand why they are an integral part of Warhammer. to me, saying we should get rid of Ind Cathay, Nippon, Ungol and Dolga, is like saying we should expell Asia and Australia from Earth. (of course, i live in Australia, so i wouldnt like that :p)
)

I just don't remember pitting my high elves or dwarves, my friends bretonnian's or dark elves, or my other friends chaos up against any ungols, dolgans, ind, or nippons in the last 15 years of TT play or vegeo game play (albeit minor since they made less than a handful fantasy WH games).

The outsiders are as big in warhammer as the gray elves (the far west ones that left middle earth first) or hobgoblins (mentioned once in The Hobbit) were in the lord of the rings.

Estalia would be so much cooler as a Dogs of War "confederation" with their codex being sponsored in the game.
 
Actually Dogs of War are mostly Tilea. I will introduce Dogs of War of course especially since I don't plan to give any kind of unit to any civ(i.e. dwarves won't have a real cavalry) the regiments of renown will make up for that allthough more expensive hiring mercs will be the only way for dwarves having mounted units(they will have higher upkeep though).

Having said that I still don't see a reason to remove Tilea, Estalia etc. as civs. This mod will field these kinds of civs to enable realistic maps of the WH-World. If you don't like them you don't have to play them.
 
Actually Dogs of War are mostly Tilea. I will introduce Dogs of War of course especially since I don't plan to give any kind of unit to any civ(i.e. dwarves won't have a real cavalry) the regiments of renown will make up for that allthough more expensive hiring mercs will be the only way for dwarves having mounted units(they will have higher upkeep though).

Having said that I still don't see a reason to remove Tilea, Estalia etc. as civs. This mod will field these kinds of civs to enable realistic maps of the WH-World. If you don't like them you don't have to play them.

Just read my last post with Tilea instead of Estalia I was high on crack when I was righting that (:crazyeye: purchasing new Warhammer units online).
 
Hi and congratulation with all the work you accomplished with this mod, considering the small team working on it.

This a brainstorm thread so i guess i will not be flayed if i throw some idea in from my chaotic mind.

Personaly, i think chaos should not be a playable civ. :eek:
Indeed chaos dont own land, it just occup the land where he is. Chaos is basically the antithesis of order, planing and organisation (the things that make real civilisation) so i don't see chaos owning city and building farms and plantation with his workers. Moreover if chaos is a civilisation it can be destroyed like others civs.
Chaos is the great enemy of the world of warhammer,an aglomerate of concepts and emotions that extand like a cancer with nothing capable of stoping or killing his essence. It is not a physical political entity that can be bribed with diplomacy or invaded, and last but not least: No chaos= No magic.

But chaos can be represented in the civs who bow to him:
_The Kurgans with his countless tribes and fierce warriors (the ones who make the bulk of each chaos invasion)
_The Hungs (like kurgans in power but with hordes of mounted warriors)
_The norse (with their bersekers devoted to khorne they allowed archaon to take Erengrad)
(Remove the Ungol or make them a barbarian city, they were a minor tribe and where assimilated by kislev long long ago)

Indeed there is no Odin, thor or wathever in warhammer, the kurgans, the hungs and the norse worship Khorne, Nieglen (nurgle), Loesh (slaanesh) and Tchar (Tzeentch), a myriad of their ancestors who ascended to demonhood and twisted aspects of the gods of empire (like the creature from the deep "Mermedus", venerated by the Skaeling tribe as an evil aspect of Manaan).

These 3 tribes should be able to build shrines to particular chaos god (one temple per city) to have access to demons and chaos warriors.

A thing that would be really cool is making chaos a civilisation that is not representated physically:

At the begining of the game the Chaos portal is created by the barbarian at the northern pole. This "chaos portal" will act as a sort of ONU of the vanilla game but only for the civ who have Chaos as their state religion. This "onu" ask the chaos civs to do certain things like :"We command you to raze middenheim city".
The chaos civ who accomplish the thing asked by chaos will be granted with a demon ressource, small chaotic wonder or spell.
This Chaos portal could even give special promotions to chaos civs units who did special things (like killing a priest of sigmar).

There is a countless number of things the chaos can ask like : "build x temple of slaanesh", "attack x civ" (even another chaos civ). "Kill this particular unit", "propage chaos religion here". Even strange things like "build this improvment here" or "destroy this unit you have" .... We are speaking of chaos so logic is not a necessity :) .
Moreover the "Chaos portal" destruction could be a winning option (like the spaceshuttle of vanilla).


I have other idea for chaos wind, mutation and chaos waste terrain propagation. Just ask if you are interested.

I know the things i propose must be hard to make but seeing what has been done with fall from heaven, i think it's not impossible.

I wait your comments, thanks.

(I forgot to tell you that the god of the chaos dwarves is Hashut the father of darkness)
 
Great to see you back on the forum Solwen! I really like your ideas. However we lack a programmer atm. So unfortunatly nothing of it can be implemented anytime soon.:(
Inspite of that don't hesitate to post your ideas! I'd really love to hear them and it won't get lost. Maybe someday we get the manpower to realize something again. - I just hope so...
 
I like your ideas about chaos...

indeed we had ideas about chaos being tied very closely indeed to magic.
and the playable civilisations representing order in the face of choatic barbarism.
The eternal lure of power from turning to magic-abuse and the consequent corruption and increased influence of Chaos.
We were planning on modelling these effects by the religions mechanism and chaotic infiltration.

The winds of magic may be(come) a random number, but will probably be influenced by chaotic actions and powerfull spells as well.

about chaos wasted and terrain: we have a special thread discussing ideas on that subject IIRC.


(I may soon have some 'free' time to do some stuff here) :D
 
Exactly what i thought about chaos wind: Like the armagedon counter in FF
It could be influenced by spells, wonders and razed cities and a random number. Beside chaos waste, the episodic progression of chaos could be represented by a sort of green mist over the land. The tiles under this mist could have a chance of spawning mutants, démons and chaos child or even a small % of transforming units under it in barbarian mutants or chaos child. Moreover if this "mist" come close a city, unhappyness could raise in it, especially if there are chaos religions or cult in it (to represent the cults and mutant population activity before chaos invasion).

Chaos cults could be made by chaos cultist, an hidden unit like spy who can "plant" cults in city. The player victim of these cults would be unaware of their presence (only the raising unhappyness could hint him of what is happening). And whith this cults, the repurgator units would have a very interresting use :)
thanks
 
I think slavery is very tied with warhammer and could be used for some fun use.

Some leaders will be granted the "Slaver" traits (chaos dwarf and druuchi for example). Leaders with this trait will not be able to build workers but they will get a "Slave" unit for each goody hut they visit (plus the normal bonus ?), a small % chance when they kill another unit, a big % chance when they pillage a town/village/hamlet and when they take/pillage a city

This slave unit will act as a normal worker (slower in improvment building like in the warhammer mod for civ III) but with others uses specific to the races who own them.

_Dark elves: Sacrifice them in a city to give xp to the fury units and some gold
_Chaos dwarves: Sacrifice them in a city to have free hammer for one turn or/and give a hammer boost to the land improvment where they "dig in" (perhaps only useable on workshops and one time per improvment)
_Chaos: Sacrifice them in a city with temple to have free culture points/ spawn demons units/ research points or to boost the chaos wind counter.


Others civs should have some units with the ability to "spawn" slaves units when they kill another unit and take/pillage a city.

_Araby (and perhaps Ind and Cathay don't know): Give gold(s) bonus to the land improvment where they "ding in" (perhaps with a bonus or only useable near the cities who have the "slave market" building)
_Lizardmen: Sacrifice them in cities with temple to have free culture points/ spawn snake or jungle swarms or/and research point.
_Ogres kingdoms, beastmen and orcs: Sacrifice them in a city for a 1 turn food boost
_Skaven: Sacrifice them in a city for a 1 turn free research points and food bonus and give hammer bonus to workshop where they "dig in"

Moreover:
_Slaves could be traded in diplomacy (like the chaos dwarves who buy a lot of slaves from orcs, ogres and chaos tribes like the kurgans) for gold and/or positive standing.

_Civs who have citizen who have been enslaved will have unhappyness in their cities ("We want our brothers to be freed !") until the slaves have been freed.
Example: The dark elves raid a coastal high elf town and take slaves from it. The High elven player will have a small unhappyness malus in his cities until he "capture" the slaves unit back).

_Slaves units captured by non slavers civs are converted into "refugees" units who have no use apart from being able to be "sacrified" in cities for gold ("The slaves grateful families give you X golds")
Example: The High elven player manage to take back the slaves from the druuchi. He will then take these former slaves, now refugees, to his Lothern city and "sacrifice" them to have some golds and no more unhappyness)

_Slaves belonging to skavens, chaos dwarves and orcs ( and perhaps dark elves) will have small chance each turn of dying (a very small chance perhaps something like 5%). This to represent the dread conditions of the slaves of these races and to push the player to make regular slaver raids on his neighbors.

_Civs who can have slaves (exept the lizardmen) will get a +1 happyness in their cities ("Slaves are doing the dirty jobs !") if they have slaves and perhaps a +1 unhappyness if they don't ("We deserve slaves !!")

_Having slaves lower standing with non slavers civs and it's worse if the slaves are from that civilisation

The slaves unit can be used for a lot of roles and could lead to very funny and "true to warhammer" situations. The things doable with slaves are only limited by imagination (perhaps slaves units with no military units on their square or the adjacent squares will have a small% chance each turn of rebelling and being turned into a barbarian civ Brigand unit etc.. etc...)

I know to do this we need programmers but at least i hope you like these ideas
 
Raze a city:

NONSLAVER_TRAIT:
the city is burned to the ground and SQROOT(citysize), rounded up, refugees are generated in the city radius.
Refugees have the nationality of the city owner and have no combat capability. (maybe barbarian nationality?)
If attacked they are destroyed, if attacked by a slaver, they are turned into slaveunits of that civ.
Refugees can enter a friendly city and join the city by adding people equal to a level one city.
If SLAVERTRAIT:
half of the refugee number is automatically captured by the victorious unit. The remaining half is deposited around the city using the same method as above.

All razed cities should yield loot in the form of a lootwagon.
(value of loot or number of wagons should be relative to city-nation-treasury or maybe the city-population% of nation or something else to calculate city wealth.)
Loot should be returned to a friendly city to be cashed.
loot gives friendly units a morale boost, but may also engender animosity between units.
Some cities may contain relics of some sort that can be looted and installed in a city of choice like the dragon-hoard in FFH.

Animosity
-Goblinoid, chaotic and some dwarves are prone to this behaviour
-turns a unit 'barbarian' for a turn. (barbarian would not attack other barbarians, so maybe a random civ ownership for one turn is better.)
 
Yes Lootwagons are a very interesting idea. It represents well the barbarian (norse, orcs, ogre etc...) raids motivated only by gold and food. Plus bringing back the lootwagons home will be an interesting challenge for both the raider and the "victim" and again it represents well the plunderer army going back to home full of gold, slaves and loot.

Perhaps, (i don't know if it's interesting but well...) allow a third option when you take a city as a raider civ. With the options of Razing and taking a city, being able to "sack the city": double gold and lootwagons from it but you don't take control of it and can't attack this city for a fixed number of turns (this to avoind "exploits" like sacking the same undefended city again and again each turn). The sacked city will still be under the control of the "victim" civ but won't be able to do anything (like when a city revolt). Could be an option for good ol'style raiding and an alternative to razing cities: Too much razing could suck ( if you are not chaos :) ) and in the history of warhammer a lot of cities have been taken and pludered to the ground without being totally razed (wich can't be represented by only taking the city).

Just my 2 cents
 
I like your thinking. :)
Especially rounding up the refugees could be a fun bit of chaos. ;)


Maybe there could be some bonus for building a city on top of ruins?
(except for the prime location) Free citywalls or a onetime productionbonus.
 
Can't find the thread where I brainstormed the supplytrain(armytrain) - armycamp concept.
(Seems it is included in a scenario for the addon BtS BTW)

So I'll request feedback here.
Assuming I manage to code the python/sdk mechanism,
what should icons for the actions 'deploy camp' and 'packup train' look like?
Or the promotion icons? I think promotion gold on blue and actions on red background.

-abstract?
akin to the play and pause icons on stereos.
-figurative?
tent / wagon or wheel icon.
-Colourfull?
convert photos/images to wagon/tentcamp (I think these are best left to represent the units themselves)
 
The supplytrain is a unit in the charlemagne scenario. Already told you a while back there's not much need to have another mechanic for this. The way it works in bts: basically it's a noncombatunit with a medic promotion. simple, effective and no micromanagement.
But it would make sense to work on looting instead - charlemagne got some code about relics we could adapt and elaborate.
 
Aww. :(
sorry, I don't listen very well.

That basically is the unit functionality (MEDIC2) I was thinking of, yes.
However, I want it to be able to become an immobile armycamp that is effective as a MEDIC3.
with added WHFB specific leadership/morale bonus.


ps I have no access to the BtS addon, unless I download a copy of it, which is illegal... even here.
...maybe I will anyhow, it will be a 'preview' to when I get enough $$ to buy the original.

edit:
I'll think some on the loot.
magic and unit abilities seem to be best coded in SDK and that is not working out for me, also Olleus has put in quite some work already I assume.
Maybe unit-city interaction will be more straightforward.
 
You should put in multi-tile cities. They'd be cool
 
When Vampire heroes win a combat they gain a new thrall
 
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