Warhammer Fantasy Battles Mod Brainstorm Thread

@PH 1,2,3... i know there is really nothing you or anyone can do about it...

4. Archaon and the other everchosen unite chaos for a little while... and the rest of the time they fight amongst themselves...

5. I agree chaos should be a horde... a horde who has 90% weak units and only 10% strong units... (to attack cities with... etc) since cities look to be the weakest part of how Chaos works... Chaos has never taken Kislev city.. its only taken Praag twice... and who cares about Praag, everyone knows its a speedbump :P

6. By massive im not talking about slaves im talking about the number of freemen/women etc that chaos must have to field such a large army (i would hesitate to say but there population would have to be larger than the empire to justify such large amounts of men... let alone feed them when there not united, or equip or replace casulties...

7,8 To support such a large population there must be enough land to feed all those people i talked about in point 6. Now people may say they raid for there food... i say no... they cant raid any areas that are truely fertile... Kislev can sustain its population but i would imagine it couldnt do alot more... And Naggaroth.. well lets not even bother... Cathay... im not so sure about... but it would corrospond to China.. and the north of China is not the most fertile land ever.. (all the lands they can raid are not that fertile...)

So that begs the question where do they get there food from.. the wastes are grassland/plains some of the more southerly tribes have taken to Farming... most of the Northen tribes havent there still herders...

With such a large population even if it spread over a massive area (which the lands of the Tribes of Chaos are..) they must be to some extent fertile... enough to grow grass and basic crops..

For an example of why crops are important... look at Horses most western mounts cannot just live on grass they need oats etc.. looking at the minatures of Mauraders there mounts dont look like ponies (however in some canon/black libary publications they are described as that...) horses are not easy critters to keep they need to be shod, feed, watered, kept out of the rain, kept warm, have there coats checked etc.. (they also represent an expensive piece of kit)

There must be fertile land to feed the people or there herds and by proxy the people (life may be hard... but i would imagine constant tribal warfare etc makes it alot harder) the Chaos wastes are big, and the ranges that the tribes work over therefore must be big (look in the Chaos army book for those ranges) the wastes are warm (Chaos related warmth btw) there are areas where its Chaosy...

Really to field such a large army, have such a large population, maintain large amounts of horses/live stock and farm the land the Wastes must be fertile...

(i dont know... but i would think the wastes are wastes because there not to hospitable to people from the Old World.. with all the chaos worshippers running around, the land might not be fertile by our standards.. but it would be in its own twisted way...)

9,10 I agree with that.. easier that way :P

12. Slaves... hmmm i need to do some reading up on that... i know they have them... i just want to be able to draw some rough conclusions about exactly what percentage there might be inside the wastes... a fairly large one in the south i would imagine...
 
4. well Archaon, being the leader has united the 4 chaos sects, but his reign has not yet ended, and he may just be the one to unite the Chaos tribes for a 1000 years... we cannot assume that he will also ony reign for a few years.

5. exactly

6. neither am i :p

7. 8. look, it really dosnt matter whether the Wastes are fertile or not, because in Civ, the startting locstion is Random, menaing they could start in desert, jungle, luch plains of tundra. its really only luck.
you can still ponder this though, and we could use the outcome in a scenario.

12. they're CHAOS. of course they have slaves :crazyeye: exact %s are also irrelivent. its up to the player how much they want their civ to rely on slavery, Chaos has the choice to use slavery, and is encouraged, but it is in no way necessary.



i still need some help with Slaanesh...



.
 
4. not very likely... Archaon failed... miserably... i dont doubt he might have another go... but i dont GW will let him stay on for a thousand years... at least as the Everchosen..

5. Horde armies should be horde armies... simple :D

6. Still sacrificing people is a big step... and while i dont doubt they do it.. to what extent they do it..

7,8 Well i was talking about Scenario wise :P

12. Ahhh but it does matter :P

Slaanesh... better cultists? better religion spread? ability to charm units? better first strike/combined with enslave? quicker units (Slaaneshi demons tend to be fast...), Slaaneshi units excrete a musk, thats meant to be intoxicating...?
 
How about a custom terrain type/'improvement' for chaos?

Perhaps chaos-religious buildings generate 'chaos wind' changing the lands around chaos cities.
(like in FoA2 with the ancient forests, or like pollution generated by factories)

This terrain could be a type of pollution layer for other civs, but still has some benefits for Chaos or demons.
(like spawning chaos-beasts that can be captured by chaos beastmasters or free healing and defencive bonus for demons / chaos units, but un-healing for normal-civ units)

The pollution mechanics could also be used to incorporate a 'meltdown' threshold when a (wild) chaos incursion is initiated.
 
Ok, thanks for the ideas Masada:) hows this:

- Slaanesh
slaves can be sacrificed at the Slaanesh Altar to create a miasma of intoxicating Musk over the city for 5 turns. While this ‘musk’ is in play, all enemy units adjacent to the city are affected by the “stupidity” rule.
The Temple of Slaanesh allows its city to build Daemonettes of Slaanesh.
The Hall of Pleasure allows its city to build Daemonettes on Steeds of Slaanesh.
(both Slaaneshi Deamons have the ‘gift of Slaanesh’ promotion, which gives them an extra first strike, and +1 movement, as well as a 20% chance of seducing a defeated enemy and produce a slave.)
Slaanesh Acolytes, Priests and high priests can cast 1, 2, and 3 spells from the Magic of Slaanesh respectively.
The Harem of Eternal lust automatically produces a Keeper of Secrets every 80 turns (The Keeper of Secrets is a world unit)

Altar= Altar of Desires
Temple= Temple of Slaanesh
Cathedral= Hall of Pleasure
Monument= Harem of Eternal lust
---Priests:
Acolyte (requires Altar)--- Slaanesh Cultist
Priest (requires an Altar in 3 cities)--- Disciple of Slaanesh
High Priest (requires an Altar in every city)--- Lord-Priest of Slaanesh (World Unit, can only have 3 at a time)


@AH: having the Chaos temples terraform would be interesting, but im not sure how it would work...
 
I have a question. How will handle Tomb Kings, Since they are mainly a magic based race.

Also if you need help I can make 3d models for all the Tomb Kings
Casket of Souls
Liche Priests
Icon Bearers
Skeleton Warriors
Skeleton Horseman
Skeleton Chariots
Ushabti
Tomb Guard
Carrion
Tomb Scorpion
Bone Giant
Screaming Skull Catapult
Settra The Imperishable
High Queen Khalida Neferher

As for hero unit I think you should use Prince Tutankhanut as one.
Sorry if any of this has been mentioned

Prince Tutankhanut was the only son of the wealthy King Ahken of Numas and was famed throughout Nehekhara for his handsome features. Tragically, the young Prince was slain before he had even come of age at 15. He had been hunting lions, for he was renowned as a particularly skilled bowman, even when speeding along the plains on his war-chariot. Separated from his hunting party, a crude spear hurled by a savage northern tribesman smashed into his chest and threw him from his chariot. Adored by his wealthy father, Prince Tutankhanut was given an elaborate burial. When the young King awoke from his death sleep he was horrified at his withered skeletal form. According to the Nehekharan beliefs, in the afterlife, the Gods would bestow each king with a body of gold. Tutankhanut was furious to find this was not the case and demanded that his priests fashion him such a body. When he arises from his tomb resplendent in his golden body and death mask, the still living people of Numas hearken to his call – they perceive him as blessed by the Gods. When the Prince and his army march to war, the people join behind the icon of Tutankhanut as they march alongside their long-dead ancestors to war. Tutankhanut has led his army to many victories. Fighting in the thick of battle, his golden form deflects even the most powerful attacks.
 
:wavey: Welcome to CFC Invoke Shadows!

I assume i have found a fellow Tomb Kings fan? :D

---As of yet, we have not had too much development with the Tomb Kings or Vampire Counts. I have put some thought into how they could work, so ill give a brief overview of my ideas:
I would like Tomb Kings would start out as a human race, the same as the Empire and Araby etc, but with the Egyptain flavor needed.

The Tombkings would have access to a Civ Specific Wonder, called 'The Black Pyramid of Nagash', which would make all human units in the civ unavaliable, and replace all units with undead versions. (this would symbolise Nagash's Cursing of the River Vitae to damn the whole race to eternal Undeath)

All the Undead Units would have a tag / promtion/ etc Called 'Undead' this will give these units the following special rules from the Army book:
-Undead units will Cause Fear
-Undead units will be immune to Psychology
-failing Moral tests and Leadership tests etc they will, rather than flee, suffer a certain ammount of damage determined by the ammount they failed the test by.

to represent 'the Hierophant' special Rule, i was thinking that the Liche Priests (mages) of the Tomb Kings would have a special ability to neutralise this loss of Health after failed tests in all unit in its Line of sight, or even only adjacent units.
Because of this, the Civ would be encouraged to include more Mages and magic users than many other Civs, as they need these mages to keep their armies standing.

Also, the Liche Priests will have automatic access to all of the 4 Incantations from when they are first built.

Thats it for now, ill probably start thinking of more stuff later though :p


---Also, im sure i speak for all of the Development team when i say, we would greatly apreciate any help with modles you could do.:D
just contact Ploeperpengel via Private Mail. (he wont answer for a while because he is away til mid January i think)


---Also, i agree that Prince Tutankhanut would make a good hero, but we also have not done much design work on how heroes will work, so he will have to wait:)
i would also like Settra and Khalida to be Heroes later on :D
 
@PH and AH chaos temples... yes :D that gets around some of the problems.. could also do that for other races that spread terrain...

Sylvania (there land is dead...)

etc etc as people think of civs.. that might benifit from the land they live in and change..?

@PH great job on Slaanesh :D by far the most varied of the chaos religions :D

@Undead... ummm Khemri ill leave it to you guys for the moment.. dont really want to wade in to that :P to rule heavy for me
 
I would propose that undead civs follow scorched earth tactics.

Khemri would have no need to make food once their 'undeath' conversion is complete.
This means they can convert all lands to desert or other types of 'dead lands'.
Also as they need no food, they can construct mines, villages and workshops all over the land.

Using graveyards i.s.o. farms to generate skulls i.s.o. bread is one option, but not really satisfactory.
(where are they getting their fresh dead from if everyone is already dead)

Exploiting their additional production yield from the untilled fields, we could revive an old civilization concept: units merging in cities to make them bigger.
All undead units can merge with a city containing a necropolis to increase it's skulls-meter. This could be equal to their productioncost or some calculated value based on a unit's powerlevel.
Or maybe rather: using production for growth direct would be more elegant. (as prod4culture)

Only high priests of undeath can found new cities (after the switch).
Mediumlevel -necromancers can found new cities on the ruins of old ones.


Another idea for civs that do not switch undead as a whole:
-During the conversion-times, many live civilians are rebellious.
-Any city levels lost are converted into undead-specialists.
-Once all living populace is dead, the lands are no longer tilled.
-Some necromantic spells/wonders can necroform lands.
-Other ways to gain benefit from territory?
 
@AH: now you're getting me thinking :p

because the Khemri (and Vampire Counts) are undead, they do not require food, instead they rely on magic for their continued existance, there for, instead of building farms, Khemri should get a tile improvement that adds +1 magic commerce (maybe a 'Liche Tower', or something along those lines for Khemri, and a 'Necromancer Tower' for Vampires?)) the Magic commerce then just replaces the 'bread' for the city growth, because the more animating energies avaliable, increases the ammount of Dead that can be reanimated.

The idea of a 'Necropolis' building in the Cities is also good. perhaps this could give a 25% increase to magic commerce, (or something along those lines)

Im not so sure about Liche Priests and necromancers founding cities, they dont seem to me to be the kind of people to build massive necropoli... ;) i think we should just stick to undead settlers.

On the note of terreforming: i think it would be best if we kept terreforming to only 1, maybe 2 civs at a stretch. I dont want every one to have the ability to terraform, because then there is no more diversity. just keep the Chaos Civ as the only one able to terreform land into 'Chaos Wastes' (or whatever)

@ Masada: Thanks:D now shall we move on to the Gods of Law?

Spoiler :

The " Gods of Law" Religion:
In General:
Gods of Law has a normal Spread rate
with Cheap priests
Its Altars, temples and Cathedrals should be an normal cost, and will have normal effects.
---General Buildings:
Altar --- +1 Culture
Temple --- +1 Culture, increases spread of its faith’s sub religion
Cathedral --- +1 Culture, increases spread of its faith’s sub religion
Monument --- +1 gold for all Religious Buildings of its faith, increases spread of its faith’s sub religion.
---General Priests:
Acolyte (requires Altar) can convert a city to its Gods of Law sub religion.
Priest (requires Temple) can convert a city to its Gods of Law sub religion. Can heal units.
High Priest (requires Cathedral) can convert a city to its Gods of Law sub religion. Can heal units. Can inquisition.


Sub Religions:
- Cult of Celestial Dragon
The Altar of Ancestral Spirits gives it’s city +1 Science (showing the increased passing of knowledge down through the ages from praying to the ancestors.) The Monastery prevents the spread of other SR in the city. The Jade Halls adds +1 happiness.
The Censor can use the forced conversion ability without sacrificing itself. The Warrior Monks and the legalists are both also able to use the Forced Conversion ability as normal.
Emperor Quan’s Monument removes war weariness in the city and adds +50% culture to the city.

---Buildings:
Altar= Altar of Ancestral Spirits
Temple= Monastery of the Celestial Dragon
Cathedral= Jade Halls of Law
Monument= Emperor Quan’s Monument
---Priests:
Acolyte (requires Altar)--- Legalist
Priest (requires an Altar in 3 cities)--- Warrior monks of the Celestial Dragon
High Priest (requires an Altar in every city)--- Censor (World Unit, can only have 3 at a time)


- Jintoism
The Altar of Ancestral Spirits gives it’s city +1 Science (showing the increased passing of knowledge down through the ages from praying to the ancestors.) The Jinto Shrine Adds +1 Happiness from forests. The Jinto Monestary adds +1 health to the city and increases Unit heal rate in the city’s radius.
The Jinto Monks have a more advanced form of healing and heal greater damage than other monks. The Jinto Warrior Monk also has increased healing, and +1 strength.
The Great Pagoda Temple automatically spawns Jade Guardian Dogs every 10 turns, with 0 movement and strong defence. It also grants religious units produced in the city the ‘regeneration’ promotion.

---Buildings:
Altar= Altar of Ancestral Spirits
Temple= Jinto Shrine
Cathedral= Jinto Monestary
Monument= The Great Pagoda Temple
---Priests:
Acolyte (requires Altar)--- Jinto Acolyte
Priest (requires an Altar in 3 cities)--- Jinto Monk
High Priest (requires an Altar in every city)--- Jinto Warrior-Monk (World Unit, can only have 3 at a time)



- Ormazd Pantheon
Cities with the:
Altar get +1 Culture,
Temple get +1 Happiness
Cathedral prevents the spread of non state religion, and other SRs in the city
priests of the Ormzad pantheon get the ‘inquisitor’ ability
All acolytes, priests and high priests of the Ormzad Pantheon built in cities with the Cathedral are able to summon elementals and act like normal elementalists.
High Priests have access to more Elemental spells than the priests and acolytes.
Al-Alnon’s Garden acts as a physical tie to the elements, making summoning of elementals in the civs cultural boarders easyer, and renders elementals in it’s boarders permanent.

---Buildings:
Altar= Obelisk to the Gods
Temple= Temple of Al-Anon
Cathedral= Al-Anon Grand Temple Complex
Monument= Al-Anon’s Garden
---Priests:
Acolyte (requires Altar) --- Ormzad Initiate
Priest (requires Temple) --- Priest of Ormzad
High Priest (requires Cathedral) --- Great Sage of Ormzad (World Unit, can only have 3 at a time)




- Sigmarism
The Hammer Altar adds +1 hammers to the city. The Temple of Sigmar prevents the spread of other SR in the city. The Cathedral grants new units produced in the city the ‘Zealot’ promotion (meaning they are immune to other religious effects on units, such as the ‘gift of Nurgle’ promotion)
All Sigmarite religious units start with the Zealot promotion, and the Warrior Priest, and Theogonists gain +1 strength. The theogonist has one extra priest spell.
The Hammer of Sigmar grants its city the ability to conscript units and to cause no unhappiness. All conscripted units in this city are Knights of the Twin Twiled Commet, or Warrior-Priests of Sigmar.

---Buildings:
Altar= Hammer Altar
Temple= Temple of Sigmar
Cathedral= Cathedral of the Twin Tailed Comet
Monument= The Hammer of Sigmar
---Priests:
Acolyte (requires Altar)--- Sigmarite Zealot
Priest (requires an Altar in 3 cities)--- Warrior-Priest of Sigmar
High Priest (requires an Altar in every city)--- Grand Theogonist of Sigmar (World Unit, can only have 3 at a time)

 
Time for some of my input :D (been a bit lazy of late..)

reading Tacitus's Annals of Imperial Rome *laughs*

@PH i guess the main thing is to keep it simple with regards to the undead... if that trade can be the case great :D

Oh and most undead buildings have some magical input into there construction... and i would imagine those built after undeath are made by the undead...? it isnt impossible to imagine a necromancer in need of a hideyhole raising a force of skeletons to create it.. what other workforce would he have access to to?

Terraforming is interagal to many civs... Lizardmen without Rainforest.. Wood elves without Woods... Skaven without skaven related nasty terrain... etc

@PH

Gods of Law :D

Cult of the Celestial Dragon is good :D

Jintoism is good

Ormazd Pantheon is that religously intolerant to such a great extent?

Sigmarism yay.... but the ability to conscript warrior priests of sigmar and Knights of the twin tailed comets might be a bit to extreme.. flagelents and other assorted religous fanatics yes...

Oh and there is only 1 Grand Theogonist of Sigmar change the High priest to Arch Lector of Sigmar of which there are 3, the Grand Theogonist of Sigmar as well as the Arch lector of Nuln and Talibrheim (spelling?)... the Grand Theogonist of Sigmar is the Arch Lector of Altdorf as well as the Grand Theogonist of Sigmar :D

Otherwise great job :D
 
@ masada: The Ormzad Pantheon is the Religion aimed at Araby, and if you were to look at the history of Araby, you would see that they went on massive holy wars for Al-Anon (aka Ormzad) and thus they are intolerant of any other faith, bar Ormzad. so yes, i think Ormzad is very religiously intolerent ;)

thanks for the correction about the Arch Lectors, didnt know that :blush:

Arnt Flagellants supposed to be very good units in WH tabletop? but, ill take your word for it, knights of the twin tail changed to Flagellants.

Theres terraforming, and then theres planting trees ;) im pretty sure theyre different.
Chaos could terraform (ie change the base terrain to CHaos Waste
maybe there could be an undead terraforming-thingo, which lets undead races terraform base terrain to a 'dead' version of the orriginal. ie Plains -> Black Plain?, Desert ->Barren land?, Grassland -> Darkland? forest -> Dead Forest etc. these could have healing benefits to undead units, and negative 'healing' to living units?
Skaven religion monument is already able to 'plant' marshland. (ie it can be cleared to reveal the base terrain)
Woodelves can plant forests (ie it can be cleared to reveal the base terrain)
Lizardmen and Amazon should also be able to plant jungle and get extra benefits from them.

Spoiler :


The " Gods of Law" Religion:
In General:
Gods of Law has a normal Spread rate
with Cheap priests
Its Altars, temples and Cathedrals should be an normal cost, and will have normal effects.
---General Buildings:
Altar --- +1 Culture
Temple --- +1 Culture, increases spread of its faith’s sub religion
Cathedral --- +1 Culture, increases spread of its faith’s sub religion
Monument --- +1 gold for all Religious Buildings of its faith, increases spread of its faith’s sub religion.
---General Priests:
Acolyte (requires Altar) can convert a city to its Gods of Law sub religion.
Priest (requires Temple) can convert a city to its Gods of Law sub religion. Can heal units.
High Priest (requires Cathedral) can convert a city to its Gods of Law sub religion. Can heal units. Can inquisition.


Sub Religions:
- Cult of Celestial Dragon
The Altar of Ancestral Spirits gives it’s city +1 Science (showing the increased passing of knowledge down through the ages from praying to the ancestors.) The Monastery prevents the spread of other SR in the city. The Jade Halls adds +1 happiness.
The Censor can use the forced conversion ability without sacrificing itself. The Warrior Monks and the legalists are both also able to use the Forced Conversion ability as normal.
Emperor Quan’s Monument removes war weariness in the city and adds +50% culture to the city.

---Buildings:
Altar= Altar of Ancestral Spirits
Temple= Monastery of the Celestial Dragon
Cathedral= Jade Halls of Law
Monument= Emperor Quan’s Monument
---Priests:
Acolyte (requires Altar)--- Legalist
Priest (requires an Altar in 3 cities)--- Warrior monks of the Celestial Dragon
High Priest (requires an Altar in every city)--- Censor (World Unit, can only have 3 at a time)


- Jintoism
The Altar of Ancestral Spirits gives it’s city +1 Science (showing the increased passing of knowledge down through the ages from praying to the ancestors.) The Jinto Shrine Adds +1 Happiness from forests. The Jinto Monestary adds +1 health to the city and increases Unit heal rate in the city’s radius.
The Jinto Monks have a more advanced form of healing and heal greater damage than other monks. The Jinto Warrior Monk also has increased healing, and +1 strength.
The Great Pagoda Temple automatically spawns Jade Guardian Dogs every 10 turns, with 0 movement and strong defence. It also grants religious units produced in the city the ‘regeneration’ promotion.

---Buildings:
Altar= Altar of Ancestral Spirits
Temple= Jinto Shrine
Cathedral= Jinto Monestary
Monument= The Great Pagoda Temple
---Priests:
Acolyte (requires Altar)--- Jinto Acolyte
Priest (requires an Altar in 3 cities)--- Jinto Monk
High Priest (requires an Altar in every city)--- Jinto Warrior-Monk (World Unit, can only have 3 at a time)



- Ormazd Pantheon
Cities with the: Altar get +1 Happiness , Temple get +1 Happiness from Incense and priests of the Ormzad pantheon built in those cities get the ‘inquisitor’ ability, Cathedrals make their city immune to the spread of non state religion. All priests of the Ormzad Pantheon built in cities with the Cathedral are able to summon elementals and act like normal elementalists.
Al-Alnon’s Garden acts as a physical tie to the elements, making summoning of elementals in the civs cultural boarders easyer, and renders elementals in it’s boarders permanent.

---Buildings:
Altar= Obelisk to the Gods
Temple= Temple of Al-Anon
Cathedral= Al-Anon Grand Temple Complex
Monument= Al-Anon’s Garden
---Priests:
Acolyte (requires Altar) --- Ormzad Initiate
Priest (requires Temple) --- Priest of Ormzad
High Priest (requires Cathedral) --- Great Sage of Ormzad (World Unit, can only have 3 at a time)



- Sigmarism
The Hammer Altar adds +1 hammers to the city. The Temple of Sigmar prevents the spread of other SR in the city. The Cathedral grants new units produced in the city the ‘Zealot’ promotion (meaning they are immune to other religious effects on units, such as the ‘gift of Nurgle’ promotion)
All Sigmarite religious units start with the Zealot promotion, and the Warrior Priest, and Theogonists gain +1 strength. The theogonist has one extra priest spell.
The Hammer of Sigmar grants its city the ability to conscript units and to cause no unhappiness. All conscripted units in this city are Flagellants, or Warrior-Priests of Sigmar.

---Buildings:
Altar= Hammer Altar
Temple= Temple of Sigmar
Cathedral= Cathedral of the Twin Tailed Comet
Monument= The Hammer of Sigmar
---Priests:
Acolyte (requires Altar)--- Sigmarite Zealot
Priest (requires an Altar in 3 cities)--- Warrior-Priest of Sigmar
High Priest (requires an Altar in every city)--- Arch Lector of Sigmar (World Unit, can only have 3 at a time)
 
Yes Flagellants are a powerfull unit, but rare. And they are voluntaries, the Empire has not much control over their creation or their actions. They just tend to follow armies.
The Empire is happy to have these undaunted fighters with them, but the professional knights are still a bit embarrrased. ;)

Terrain forming
Either
all civs should be able to revert evil terain-types back to their normal state. (a hightech or high magic ability)
or
the Undead/chaos-waste terains will revert back on their own after X centuries without chaos/undead management.
(Maybe an average halflife time for necroformed tiles)

Otherwise the 'free terraforming ability' may be too strong.

Just a thought, However you may feel it is a good thing to make lands permanently dead and virtually uninhabitable for normal civs.
Another reason not to condone an undead or Chaos civilization existing nextdoor to yours!

Undead terrain.
Yes I like the mirror-undead world type of terrains. (drowned forrest, Ashplains, etc)
I think most really undead-like terrain features would need to be constructed though. (barrows, monoliths, graveyards, towers of bone etc)

How about a general water/leeching effect?
Grassland turns into plains, Plains turn into desert, desert can turn into ashlands. Ice can turn into black ice. Permafrost is ok as is.
Dont realy like this for undead though.

Corrupting of forrests is a general theme in evil armybooks.
Beastmen and other outcasts (and greenskins) gather in forrests. Although mostly because of the defencive bonus.
The woodelf greatest enemy is an undead spirit that corrupts forrests.
 
@PH i think most religions in the warhammer world are a bit intolerant at least by todays western liberal standards... but i dont think they hold a patch to some of the pleasant episodes that have happened in history in the real world... in actual fact i think that the religions of warhammer are the least gothic bit of the whole thing... if you except culturaly extreme leanings.. for some civs Darkelves etc

But Ormazad is a pantheon so by its very nature it isnt very religiously intolerant :P

(ill go by your word)

@PH *takes a bow about the Arch lectors*

Flagellants are pretty miserable units in warhammer... WS2,T2(?)S2 with a flail +2s in other words they cant hit a barn door, let alone the barn itself... they are immune to mental things... never really been of us to me... they take up a rare slot *cries...* and the choice falls between a hellblaster or flagellents... guess what i pick in most games... even in the large games i have played i take 2-3 hellblasters...

Now some Flagellant related history... Flagellants are religous fanatics, simple... they are unhinged loons who believe the whole world is ending and in the process has somehow screwed them, so they are unhinged loons with a fatalistic view of the world add in some sigmarite views of the world and poof... you have a bunch of religious zealots, berift of all logic with a very dark view of the world... throw in some weapons and you have armed religious zealots, berift of logic and compassion, with a very dark view of the world and a way of repaying debts to Sigmar (the Saviour), the world and umm people who screwed them...

And they really really look ugly amongst all my nice uniformed state troops, cannons, hellblasters (i dont like mortars...) and steam tank :D (another random Masada rant :D)

Wood elves.. dont just plant trees... they cheat they use magic to help them grow... and there elven trees not just your average trees... only elves would come up with using tree spirits.. they cant even fight like men.. with guns, cannons and tanks.. (Brettonians cant be men by dint of the lack of guns, cannons and tanks :D)

The Undead concept of terraforming is interesting... KISS (keep is simple *whatever word here* is the best principle to use atm :D)
 
@ AH: I like your idea about terraformed terrain reverting back if not maintained (ie in the civs cultural boarders) that would be very good i think :)

The undead terrain improvements could be different... but that might be too much effort... but it would make them way more unique :D
farms replaced by Barrows/Graveyards etc
I think that some undead terrain terraforming could be:
Grassland -> Dark Lands
Plains -> Ash Plains
Desert -> Barron Wastes
Tundra -> Permafrost
Ice -> Black Ice
Forests and jungles -> Scarred Forest? Cursed Forest? haunted Forest? Dead Forest?
Mountains -> Volcanoes?
Hills -> ???

@ Masada: Flaggelants seem like a good choice then. particularly because theyre volunteers and i dont want sigmarite conscription to cause unhappyness :)

PS i didnt know i changed my name to Psychic Hamas :lol: ;)
 
@PH :P (dont know when that started happening.. but if its not broke...) saying there volunteers might be a bit extreme... there just people who have lost everything and have gone off on a fairly large ummm bender for want of a better word...

@PH At a strecth those extra "evil" terrain versions could be extended to the Dark Elves home which is rather umm "evil"...

On a further note Slyvania has always been a bit "evil" even before the Von Carstiens became undead, they were not exactly "good" people. But even before the Von Carstiens took over Slyvania was a fairly poor province with more than its share of problems... (always has been a fairly poor province as well..)

Grasslands-> Dark Lands/Dead Lands
Plains-> Bone Plains/Ash Plains/Corpse Plains/Dead Plains
Desert-> Desert/Forsaken Desert
Tundra-> Permafrost/Frozen Lands
Ice-> Black Ice
Forest-> Petrified Forest/Black Forest/Dead Forest/Haunted Forest/Curseed Forest
Jungle-> Death Jungle/Forsaken Jungle
Mountains-> Black Mountains/Corpse Mountains
Hills ->Barrows (which are hills.. or at least look like them :P)/Broken Hills/Dark Hills/Black Hills/Forboding Hills

--->Funny how easy it is to come up with these... i have to blame all the silly High Fantasy books i have read... Gothic Fantasy isnt much better... Oh the Cliches... *tries not to point at Eragorn* (a good book but a lesson in Cliches...)

@Everyone... maybe just having an alternative set of terrain to start with when the map starts might be a good idea? have "evil" improvements and buildings that give more food on "evil" terrian... i guess the same could be applied to neutral teams etc?
 
volunteers, people who have lost everything, same thing ;)

i dont think that those terrains would suite DE. i think they live in mountains and snowy forests after all...

those names are good *impressed* i like these ones:
Grasslands-> Dark Lands
Plains-> Ash Plains
Desert-> Forsaken Desert
Tundra-> Frozen Lands
Ice-> Black Ice
Forest-> Petrified Forest
Jungle-> Forsaken Jungle
Mountains-> Black Mountains
Hills ->Barrows/Broken Hills

i dont think everyone should have thier own terrain (and im pretty adamant abut that)
 
Would it be possible to add techs so that the nations can advance to the era of 40K? There would be an extra asset in Main Menu->Single Player->Custom Game->the down-middle menu where you can change assets such as No City Razing, Aggressive AI or Raging Barbarians, that when turned on will be possible to advance to 40K era and when turned off it will not be possible. (Hope you understand) This change would mean a lot of extra work to do, and I´m not even sure it is a good idea.
 
Would it be possible to add techs so that the nations can advance to the era of 40K? There would be an extra asset in Main Menu->Single Player->Custom Game->the down-middle menu where you can change assets such as No City Razing, Aggressive AI or Raging Barbarians, that when turned on will be possible to advance to 40K era and when turned off it will not be possible. (Hope you understand) This change would mean a lot of extra work to do, and I´m not even sure it is a good idea.

Definitly not planned. The Great Apple was working on a 40 K Mod. Ask him about it.
 
@PH *laughs*

Righty-o then those names they are, good old brainstorming

Having a look on my trusty Warhammer map (fold out version fits into your pocket :P) for Naggaroth

(typed up all the major terrain names deleted them and just decided to do the good ones)
-Lakes of the Abyss
-Sea of Chill
-Sea of Malice
-Black Forests
-Plain of Spiders
-Witch Sea
-Doom Glades
-Boiling Sea
-Ilse of Great Beasts
-Tyrant Peak
-Petrified Forest
-Wyvern Lake
-Forests of the Viper
-The Bleak Coast....

(thats all the evil sounding stuff in Naggaroth... its almost as bad as the Chaos wastes... but not quite... in other words it can kill you pretty fast :D!!!)

And i was talking about having Neutral, Good and Evil terrian bases to start with in effect 3 types of terrain... with certain buildings giving better effects for certain types of terrain... The Empire doing better on "good" terrain with its buildings providing better stuff etc etc (that would be a bit to complex... but it would be interesting... with the terraforming serving as a way of expanding the area in which you can work land effectivly)

Other stuff of Interest... (for a scenario, nothing else really for me to write about :P)

-What the hell is the Hinterlands of Khuresh? (underneath that live Forest Goblins...)
-Elithis is still inhabbited by elves isnt it? i know the Gates of Calith still have elves...
-There are just as many Lizardmen settlements in the Southlands as there are in Lustria
-If anyone wishes to correct me... the Amazons live between the ruins of Tlanxla, the Aymara Swamps and the Spine of Sotek and then they have a narrow strip of Territory running down the Spine of Sotek to Itza
-There are imperial enclaves in the Southlands, Sudenburg and Lustria, Dalmark Town (now abandoned) and Swamp Town (which was founded by Marienburg...)
-The southern Wastes have Daemons...
-In addition i have made a massive mistake... i had made the assumption that the Norse and Norsca were one in the same... apparently they are not... most maps show Norsca blending (at least in the North into the wastes) which it does not!!... oh well there still Chaos scum...
-Directly North of the Ogre Kindoms are Greenskin Nomads (Hobgoblins?,Goblins?,Orcs?...)
-The Dark Lands is large twice the size of the Empire inside of which lives.. Chaos Dwarves, Hobgoblins, Goblins, Orcs, Human enclaves, Orge enclaves, assorted other unpleasant creatures and umm Snotlings.. and the Orge version of them...
-The Silk road runs through the Mountains of Mourn and past a ruined Giant City (the Ogre Kingdoms capital might i add) and past something called "the Great Maw"... hmmm wonder what thats about :P then through a Warpstone Desert (if anyone can tell me what city the silk road ends in it would be most welcome..)
-Oh and the Chaos wastes are at least a 1/3 of the total world land mass if you exclude the Southern waste...

@Warhammer 40k is in way related to Warhammer Fantasy, Gamesworkshop has greatly distanced Warhammer and Warhammer 40k often in some unpleasant ways... Squats (for those to young to know... think Dwarves in space.. only they were more than that :P *casts a nasty look at Gamesworkshop :P* (Terra in 40k is earth... The Emperor is like 50,000 years old born and he was born in 8,000BC in Mesopotamia, the Emperors Palace is built on top of the Himalayan Mountains (thats all the 40k Trivia you will get off me for today :P)

Oh and the Great Apple is still indeed working on the 40k mod which i must say is great :D
 
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