Warhammer Fantasy Mod 2.0

Agricultural civs get bonus on breweries, aqueducts, sewers and vineyards which is good.

I have never seen a normal scout in WH, and thought the exp-civs have some extra bonus.

Regarding the flying it is fully understandable. It is me who never play with flying units in normal civ who forgot how it worked. It was just so dissapointing when my Terradon couldn't cross water.

Regarding the Religious one, is it only Lahmia who can benefit from the goc-change, since they are religious and may turn into an undead state.

Also I first thought - Why isn't the skink Chameleon invisible like the submarines, since that is an option in the rules. But regarding to playability it would'nt work I guess.

Too bad you can't decide which units can and cannot settle on different terrain (since that is an option on the terrain itself). Dwarfs should be able to settle on mountains like the indians in the Conquests (and thereby also make heavy defendable forts). Lizardmen should be able to settle in swamps. But that can't be fixed :(

Now I am really looking forward to the Skavens and the Chaos dwarves :D

How are the units/graphics going aaglo?

I thought it could be room for making the hobgobs a civ of their own. They were independent in the early Warhammer, so they could break loose from the Chaos dwarves in the mod as well. You have made several hobgoblin units, even a settler.
How would Hobgobla Khan look like? I always painted my hobgobs orange. What about changing their colour to make them look different from orcs&goblins.

Since there is place for 5 more civs. Who should the rest be?
 
Hey, I'm playing the Sylvanians now .. I get a lot of nice free units .. but i don't want them!!! and I can't disband them :confused:

How can i turn this option off? I can't disband skeleton warriors, zombies and spells.

thanks!
 
I thought they didn't require maintainance. The options should be in the rules under units.
 
Frostyboy said:
I thought they didn't require maintainance. The options should be in the rules under units.

indeed they don't need maintainance .. but sometimes they really irritate me .. so i want to disband them :lol:
 
CyberChrist said:
Except maybe work on getting you to make some Skaven units - lol ;)

good one there. :king: nudge nudge
 
If you have so many units you don't want, go attack someone! Worst that can happen is they'll all die. And the AI will counterattack and murder you. Okay, make sure it's not someone who'll hurt you...

"Since there is place for 5 more civs. Who should the rest be?"

Southland Orcs, Fimir, Naga, Hinterlands of Khuresh and Fishmen.

OR we could leave the slots open in case there's ever a whole civ's worth of new units made that will fit in the game.
 
And yeah, why would you disband units if you dont have to pay maintenance for them?

Just use them to destroy your opponents!
 
Mr. Do said:
"Since there is place for 5 more civs. Who should the rest be?"

Southland Orcs, Fimir, Naga, Hinterlands of Khuresh and Fishmen.

OR we could leave the slots open in case there's ever a whole civ's worth of new units made that will fit in the game.

Seriously? I mean the Skaven and Chaos Dwarfs are a must (and then the dwarfs will not be alone with in cultural group either). I believe both of them are on their way now.

Fimir would have been really cool, but are there enough units to make them a whole civ? They could be dogs of war instead. The Meargh, Dirach and the Fianna Fimm would be great :D Too mad it is not technical support for their mystic mist.
 
I would like to see the Chaos Dwarves, Skaven, Ogre Kingdoms, and if some more units were made, split Chaos into the Hordes of Chaos and the Beastmen. They could have a locked alliance, so whoever attacks one feels the force of the other. But that will probably never happen.
 
Yesss the hordes of Chaos with multiple chaos teams.. Nurgle Khorn Tzeentch and Slaanesh. That would be nice. And it takes us three of the free spaces unless we keep the normal chaos.
 
Mr. Do said:
"Since there is place for 5 more civs. Who should the rest be?"

Southland Orcs, Fimir, Naga, Hinterlands of Khuresh and Fishmen.
Fishmen would require some serious considerations to favor their costal cities and punish their inland ones(kind of the opposite of what has been suggested for the Skaven). This alone makes them sound like a good candidate to me.

Naga sound like another good race to include to add some more variation and spice to the mod.

However, I think many of us would really like to see both Skaven and Chaos Dwarves added before any other race (in the case of CDs some units already exist I believe).
 
Jesus, are you guys actually taking my joke suggestions seriously? (Okay I may have thrown you off by suggesting Savage Orcs too, but come on, people!)
 
I think the mod would be much more playable with less civs and more games-workshop originality. Aaglo has so many great models that are not in the mod yet.

I suggest using only the following fractions and (maybe) a smaller or a partial map:

-Bretonnia
-Dark Elves
-Dwarfs
-Empire
-High Elves
-Hordes of Chaos (choosing between fractions nurgle, slaanesh, tzeentch or beastman would be very cool)
-Lizardmen
-Ogre Kingdoms
-Orcs and Goblins
-Skaven
-Tomb Kings
-Vampire Counts
-Wood Elves

and of course dogs of war (but not as a civ)
 
LOL :crazyeye:
Of those you listed, we have only a few (2 or 3) unit gfx for:
- skaven
- ogre kingdoms
- all variants of chaos

So, this is not ever going to happen in the epic mod (the one we've got now). But it's completely different thing with scenarios made for this mod (there's one already done - see the scenarios subforum).
 
Does the ogre kingdoms actually have any meaningful suppport from GW? Did tehy ever make an army list or models for it?
 
aaglo said:
Yep, they've done it earlier this year - and it's a cool list btw (go see here http://us.games-workshop.com/games/warhammer/ogrekingdoms/default.htm )

And it's even easy to imagine them in-game. Outrageously expensive but extremely powerfull units that will become relatively weak around dragon time so they need to become dominant early. Would be fun to play a such all-out war race.

But I vote for trying to finnish the Civs we have in the pipe. Do we want an Ogre civ? which units do we need in that case? Is anybody doing the Chaos Dwarf leaderhead? Is there any other civs I've missed. Besides that the job of rearanging the tech-tree to fit all new units in in the other civs is going to be a hastle.
 
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