Warhammer Fantasy Battles Mod Brainstorm Thread

Did you play the current Warlordsversion or the old vanilla? If you played the warlordsversion and got ctds yes please post them in the warhammerthread.

About the rest. Yes having factions is definitly wanted for WH but atm we have no programmer that would implement it. Same with animal captures.:(
 
those ideas a pretty good Ronin. The Ambushing is my favourite, im thinking a unit specific ability for recon units, perhaps Woodelves Way watchers and scouts, Lizardmen chamelions, Highelf Shadow warriors, darkelf beastmasters, lots of skaven units,... :)

the civ race relations has been argued about quite alot, and i think we were tossing around the idea of what you just said but never came to a conclusion :) i agree with most of it, but some things like the dwarves hating elves should not be Permanent from the start (that grudge was caused for weird reasons, and could easily have been prevented, The Dwarves and elves had a long time of peace before the war of the beard )

i also agree with your ideas for 'enslaving' animals and giving them hidden civ ability.

But, like Ploe said, we need a programmer, or 2 to code them :p
 
Yeah, Psychic Llamas, i agree about what you say for the ambushing. I mean, although i will be bias for elves, considering they are very skilled at moving unnoticed, it would probs be unfair to have all elven units able to ambush, so the ones you've mentioned are fine. And as you say about skaven, they mainly tend to ambush, fight while the enemy is on the back foot, so probably most skaven units should have this ability. :) and other races can have one or two units with the ability.

I also agree about not having a permanent grudge between elves and dwarfs. :) i guess it depends on how you want to look at the war of the beard, i mean it will affect relations between those races but this will subside eventually and they did have a close bond, especially with trading of resources, before the war. However, im sure some people will say that the dwarfs will never forget the grudge they have with the elves because its inherent in what the dwarfs are about, but also the elves lost their crown to the dwarfs and this will never be forgotten either.
Anyway, i think that, within the game, bonds will be brought closer with peace and if they had a mutual enemy or became allies it would greatly improve relations - and therefore there should not be a constant hate during the game between the two races. but like you say, im sure there will be much more debate on the whole race relations issue.

As for more ideas, im currently wondering about a charge bonus for cavalry, i dont think there is one at the moment?! I mean when cavalry charge it creates a huge advantage, not only in attacking bonus but also in enemy panic and confusion, so could this be a specific ablity for cavalry units? and this also leads me to my next idea, if a unit comes up again a huge force or a terrifying opponent they would, in some cases at least, panic, therefore could this be implimented?? and, with things like a cavalry charge, could confusion be implimented aswell?? Just wondering about thoughts on these...
 
Ok thats cool,

just a quick question, during all my battles the enemy horse units always retreat, i dont mean that it happens 2 or 3 times a turn but in every attack they always retreat so it becomes almost impossible to kill them, either i or they make an attack then if they are losing they will retreat, i attack them again and they retreat without losing anymore damage. Its very annoying that they can always retreat even against pegasus units which shouldnt be outrun.
Anyway is this intentional? if not, could it be changed so the chances of a unit (even horses) retreating are a lot fewer?
 
Is there any way, without a programmer, that the early stages of the game can be more balanced in terms of expansion? I know that lots of new building have been added for the early stage which is cool, but if i play on noble or higher it is very very hard to expand past 6 cities without seriously affecting your technology research and army. I know if you have the expansionist trait you should get some bonus' but (i think at least) all races should be allowed to expand early on with little financial penalty, as there is not much money going around. The penalties should probs be it taking longer to build the settler and then later as the game progresses the maintenance costs should rise (of course) but slightly higher than those races that have the expansionist trait. I only say this because when building a city you just need people (the settler) and resources for building - as it is at the early stages maintenance should not be very high at all - the city will probs comprise of houses made of mud, wood or stone and then a few other buildings. And as in real life - they can support themselves quite well (american colonists or the many many cities in early africa) they may need some help if at all but not much.

I dont know other peoples view on this but I just think early on races should not be penalised in finance, research or defence for the number of cities they build when there is not much leeway to begin with.
 
That's not only a possibility but exactly the feedback I'm looking for. I don't want the player to be forced to a techrate lower than 50 or 40 % with fast expansion. 60 - 70 % should be normal.
Any Ideas on elegant solutions are welcome. But don't forget that animals give gold if you hunt them down to maintain a higher rate than upkeep normally allows.
 
Yeah, im thinking that 70% should be standard for an empire of about 10 cities. For an empire of 8 or less somewhere around 90%. I mean i know it should have some difficulty and players should not be in the position where they can just build 20 cities without expecting a backlash - and the AI for that matter, but early on if finance is scarce in your empire there will still need to be growth and cities even if they just consist of a place where people have gathered together and live in huts.

Anyway - if possible maintenance costs in cities should be low or nothing and then rise as each new tech age is reached - with the exception of buildings built that would really require financial maintenance (not just resource maintenance because this could be easily done self sufficiently) that way as an empire grows in size, building potential and wealth - maintencance can also grow - but only to a point because you dont want maintenance to spiral really high in any city or to be a huge problem, as if you have a successful empire you should have a good supply of wealth internally and externally from trade. I mean if in any empire your maintenance costs were high and you could not control them you would just neglect the buildings that required maintenance until you could afford them.

I think if you take away or keep maintenance in a city to like 1 or 2 gold for the first era, you allow a race to grow properly and then slightly feel the effects of having a large empire (if you choose to have one) later on when maintenance costs increase with the advances in technology and buildings you have across the empire - more lavish living and the extra care given to the population in terms of sanitation and entertainment etc - this will be offset by the increase in wealth of all your cities plus the surrounding land will be developed and trade will be established.

As for having the expansionist trait - I dont know what bonus is currently given but in order to have an edge over other races and stop people building too many cities too easily, maybe have a significant reduction in the build time of settlers for expansionist races compared to non-expansionist races and maybe lower overall maintenance costs in the later stage of the game. I think this could also be given to races that have the financial trait.

I dont know if any of this is feasible so sorry if i've just said a whole load of things that you cant do anything about. :)

On a competely different point, just wondering why 12 cities have been chosen for the minimum in order to have the bloodweiser stadium?
 
Maintenance atm could be reduced in two ways (as far as I know):

1)An early building that works similar to a courtyard but gets obsoleted with a tech i.e. like monarchy(the elder council maybe).

2)A civic can affect maintenance by number of cities or by distance. Both are percentage values. But difficult to make switching to other early civics worthwile then.

Traits can affect the general Upkeep. Expansive doesn't do this atm but I will probably change this since this vanilla trait is certainly useless atm.

Bloodweiserstadium cityrequirement will be reduced - good find the current value is indeed too high, I'll probably change it to 7 there must be some population after all to pay the excessive salaries of starplayers;)
 
Cool, i guess the first option sounds like a good way, if the elder council can give a good reduction in maintenance for the first era, then obsoleted like you said but maybe have another building in the second era that reduces maintenance but just not as much and then becomes obsolete later on.
 
I dont know, to be fair i havnt built 5 bloodbowl stadiums yet but in the text on the bloodweiser stadium it said that a requirement of 12 stadiums was needed, which i thought was a bit excessive. Is it just an error in the text then?

It seems when i said 12 i actually meant 10, i just checked but if it actually only requires 5 then thats cool.
 
This is totally weird. In my game it says it needs 7 stadiums allthough I set 5 as required. Also the Guilde of Alchemie seems to need 6 laboratories although only one should be needed in the city it's build.:confused:
I think we just encountered another strange bug here.
 
:confused: At least it doesnt seem to cause CTD's but it is totally weird that it states the wrong figures even though you've set them. And i was pretty sure that originally it said 12 its on my new game (because i downloaded the patch) that it says 10 so maybe they change with every game!?!
 
I like the idea for this :O

i agree that an inverse system should be in place in regards to maintenance costs..

think of it like an upside down triangle with the point facing down V

lets have a look at streets for instance... the very earliest streets were dirt..

Now dirt streets require little or no maintance

Creation costs: Nil clear the area you want for a street tamp it down and your done...

Maintance basics: Applying water to the dirt to keep it compact (depends on climate (dry), Having duckboards (depends on climate (wet), Drainage (depends on climate (really wet) and the occasional beating the ground (if water is short) and some cleaning mostly to do with animals... but thats about it.... simple to make simple to maintan

the next level of streets were cobbled or paved with stones not always cut, faced etc

Creation costs: The quarrying.. i say quarrying with an open mind... it could just be picking up allready flat rocks, slate, shale, limestone which sometimes turn up in nice flat forms or it could be hacking out living rock with rock chisels and water... in other words labour heavy and a general pain in the ass to get barring natrual accidents and laying well lets not get started on that...

Maintance basics: Keeping them clean, free of mould (depends on climate (wet), animal faeces (depends on civilization), keeping them level (depends on the ground that you have laid them on), regrouting them (depends on what your using to grout them...) and then every ten or so years you need to pull them up and reset the whole damm thing... clean the stones/pavers regrout relay and repeat...

the next level of streets would be a variation of that... cobbled or paved with a side walk (if you have pack animals) and drainage (if you have a sufficently large population), sufficent central planning and the inclines to carry the waste out (if you the drainage is good enough to warrent it...)

Creation costs: More cobbles/pavers and if you want to have proper drainage you need finer cobbles/pavers and a fine grout to keep the water in there... heres the kicker the other 2 could be carried out without large scale central planning (gennerally) this requires a concertated effort as does orentating the inclines correctly...

Maintance: all of the stuff you need to do with the cobbled or paved stuff... a side walk needs to be kept clean and the drainage canals etc need to be routinaly cleaned and kept clear of debris and blockages... no one wants a drain to back up and spew whatever the contents of that are...

Pretty much everything in civilization should get more expensive as time goes on... but also the rate at which capital is generated should increase as well... now the interesting thing is that things like food production do increase but only in percentages e.g This new strain of wheat increased the yeild by 25%... whereas population increases exponentionally... :lol:

All im saying is that i agree that things should increase in maintance costs as the game goes on... as should the amount of military units that one can have in the field... making it an almost imperitive to increase the capital generated... but this should be offset by the costs of civics and the like...

Another Masada Rant Over (AMRO)
 
So... you agree with me :)

Instead of having maintenance in the early part of the game, which cripples expansion, have it gradually getting larger after the first era but as you say this has to be and should be in line with an increase in finances etc.

So the question is how best to impliment this - as Ploeperpengel said - there seems to be two known ways and i think buildings seem the best way to go, i think the elder council already trys to reduce maintenance but doesnt do it very well so maybe either another building that reduces each citys maintenance cost by lots in the first era and then becomes less effective or maybe becomes obsolete in the second era and then have another building available that offers some maintenance reduction but less than the first.

Any other ideas??
 
No the elder council just gave +2 science. Since Libraries are now available earlier I dropped that and eldercouncil now reduces maintenance by half until monarchy.
The courtyard was reduced to -30% maintenance instead of -50%, gallows and jails together with courtyards might increase that to -50% again but I'm not sure of that yet.
 
Back
Top Bottom