Warhammer Fantasy Mod 2.0

These special units you are discussing here. Would they be built for those civs (who they are available to) through Wonders?

I was planning something like that for the cinnabar in my mod. That way they could have their normal military line and a few extras with a little more of whatever the artifact (Wonder) adds.
 
Originally posted by tjedge1
These special units you are discussing here. Would they be built for those civs (who they are available to) through Wonders?

I was planning something like that for the cinnabar in my mod. That way they could have their normal military line and a few extras with a little more of whatever the artifact (Wonder) adds.

I have many units produced by wonders (ie. undead, elementals, knightly orders, priests) and sure it's great feature, though for mithril units it was rather proposed to make them available instead of normal units, as an upgrade if you have access to mithril/gromril.
 
This is something totally unimportant, but I thought it was funny: This is a screen shot of my Foreign Advisor right before winning a Conquest victory, i e killing everyone else. :D
 
Originally posted by embryodead
Yeah, delightful comments from advisors are usually the funniest part of the game :)
Time to give you some kudos for them then. :D Especially the Goblins, Orcs and *Undead, whatever the name is* are very funny. :thumbsup:
 
Originally posted by mrtn
Time to give you some kudos for them then. :D Especially the Goblins, Orcs and *Undead, whatever the name is* are very funny. :thumbsup:

oh me? well, actually I didn't touch advisors other than the science one (and diplo texts). I was refering more to civ3 in general, though now that you mention it, I think I should pay a visit to script.txt once more :)
 
I guess making a mithril version of almost every unit in the game would be a mess...my bad :rolleyes:

I vaguely recalled warpstone being used by mages all around. I'm not that much of an expert...

Anyway, onto another matter: any plans for specific Chaos God units, like Tzentch disks and Khorne Juggernauts?
 
VERY evil mages, "hardly mortal" like Nagash, yes ;)
No plans for more daemons for now, sorry. I'm not able to make such models.
 
Ooooh, longbeards...At last a potentially more rewarding attackng unit than the very strong but weak in defense slayers ? *Looks forward to this...* Am also looking forward ot possible skaven forces, since i'm thinking of a Fall of Karaz Ankor scenario, amongst other things...

Btw, if you need help to maybe fill in those civilopedia descriptions (like those of the wonders are still those of the wonders you modified), i can help...

*Goes back to exterminating orcs and goblins*
 
EmbryoDead,

Does the AI strictly adhere to C3C flavours? How do you prevent it from trading techs that are useless to that Civ?
 
@Isembard
Yes, Longbeards come in 2nd era, at the time of heavy infantry, so that they are upgrade of hammerers, and function as main dwarven infantry.
I'd like to receive help with civpedia very much, thanks. I added, however, a lot of descriptions already, so it will be best to wait until beta, so that you see what's needed.

@Amesjustin
Which version do you refer to? Generally, flavors are crap. In 1.1 version, tech tree is normal (no civ-specific branches) but it functions well. You don't need to prevent AI from trading useless techs. This is already well implemented in civ3. There's an tutorial on this on civfanatics - on how AI values various things and on this basis, chooses which tech to follow. AI will always choose the best one for him, and ignore the empty ones. Same with trading - useless techs are worthless for AI (they go for like 10 gold), unless there is still another AI that could buy that tech for higher sum, because it needs it.

In 2.0 I used civ-specific tech trees, so many techs (like Slavery, Necromancy, Vampirism, Monotheism, Knightly Orders, Monasticism etc.) are available only to certain civs or groups of civs. It restricts both AI and the player, so is much better than flavors, which only steer AI. I'll use flavors only non-exclusively to set building preferences (not sure if it is the right term - I mean using relations like 50-50 rather than 0-100).
 
Originally posted by borgun


Anyway, onto another matter: any plans for specific Chaos God units, like Tzentch disks and Khorne Juggernauts?

If you want to see a specific unit in the Warhammer MOD, pleae make it. I'm sure that if it's any good Embroyodead will include it ;). I'm doing my best making a set of Nurgle units. "Nurgle greater demon" and a "nurglings" unit. I have nothing usefull yet. All advice is greatly apreciated. I had a number of other units in mind until I learned that CIV3 doeasn't allow to spread disease in a controlled fashion.

I have a general question. Can the different gods of chaos really cooperate and be included in the same civ? As I recall there's no mention of this in Warhammer. They're just not included in the same armies.
-Tom
 
Wasn't it that you could include daemons of different gods in your army, only that they were affected by animosity rule? I may be wrong though, it's been a long time since I last played Warhammer :/
 
I'll wait until beta, then :) In the meantime, i'll start on a War of the Beard map...
 
Originally posted by embryodead
Wasn't it that you could include daemons of different gods in your army, only that they were affected by animosity rule? I may be wrong though, it's been a long time since I last played Warhammer :/

Well, I believe that was only to make chaos work in superlarge battles at gaming conventions, as in people spending lot's of money and time in building an army that they would like to use in a massive fight.

I'm pretty sure that in the WH-story, all the gods worked indipendantly and being oposed to other chaos forces just as much as the forces of good. ...and the gods really are very different.

Followers of Khorn hate everything, no plan just death and violent confrontation. They also hate all forms of magic. Followers of nurgle just wants to pull everybody down with them into the inevitable puss-filled swamp. Followers of Tzeentch are just puppets in their gods master plan of domination through subtle manipulation. Lord Archaon belongs to this diety and they rely heavily on magical units. Followers of Slaneesh, just wants to look good and indulge in sex-orgies with wierd she-males.

...and then again, how would it be possible to implement animosity in Civ3 on this detailed level? Do we want to out of pure playability issues? One civ for every chaos-god is quite a huge project? The best is probably just to say "**** it" and do what-ever makes the best game.

http://uk.games-workshop.com/warhammerworld/warhammer/chaos/chaos.htm

-Tom
 
I know about chaos gods, really - there was actually one more, Malal, my favorite :p I know they fight with each other, but they fight even among their ranks...
You can't have animosity equivalent, and thinking about 1 civ per god, at this point, has no sense. We would have get at least 6 more daemons in total. If you make a daemon or two, they can be placed somewhere in the tech tree, without spoiling the game I think, or can be used in scenarios, which I hope to be main part of the mod after 2.0 is done.
 
I believe I fixed the problem with the update to 1.15 Beta. It was caused by the patch allowing players to now enter a seed for the random map generator. If you replace the labels.txt file in the /Scenarios/WH-Mod directory with the text file attached, it should be fixed.
 

Attachments

@pieces209
Thanks. Another way is to simply delete that file from WH-Mod directory, so that it won't cause problems with any patch, and there were quite a number of them recently... Your file it's better of course since people will retain some wh-mod custom labels.
 
Further on Gromril
I've just read there's really no Mithril in Warhammer because at some point, ICE (I guess) ordered both TSR and GW to remove this name from their games. Gromril simply replaced Mithril.
Now, I have freed one slot for a strategic resource and have a dilemma. What will be the best option:
- don't place anything there, so that the resource screen becomes clearer
- make Gromril a strategic resource; still, because of lack of more space in the tech tree, I will be able to add only one Gromril-equipped Dwarf, so it doesn't really make much sense.
- add Quarry resource, needed for obvious stuff like walls, keeps, castles, some wonders.
 
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