Warhammer Fantasy Mod 2.0

About the new earth element unit... Maybe you should do some elemanth types units and put them as mighty barbarians.
I think you can also make it that they won't get out of several areas... (like puting water element in a lake or earth element between Mountains...) It could be like titans...
 
Originally posted by embryodead
man, face the facts: genetic engineering, electricity, machine guns... that's too much for the poor dwarves :p

BUT...dwarves don't have ugly rat faces :p Skaven don't have anything close to a gyrocopter, their warp-lightning cannons are much more unstable than dwarf flamecannons, and the organ canon is quite close to a machine gun, although less moveable ;) Plus, runic magic is much more safe and less weird than using warpstone...

Oh...And Bugman was a dwarf, not skaven : that beer was certainly onbe of the best inventions available in the Old World, no ? :D
 
True, but i'm sure that, from a pleasure point of view, its much more satisfying to roll over greenskins in a deathroller than in that twisted contraption ;)

Also, a War of the Beard scenario is coming up...I'll do a first version of the map (slightly modified from ED's WH-140 map), and thnen will later edit it with the 2.0 version (mostly to get such units as longbeard and deathroller :D)
 
Thinking more about dwarfs, since people have said they're difficult to defend with against the powerful later unit (i.e. dragons), how about giving the dwarfs an extra untradeable tech which allows them to build a high-defence improvement like "Dwarven Gates"? The crux would be that they shouldn't be able to build these gates until they've built a much more advanced building like a fortress (Kinda like how AFAIK the Wall Street small wonder has no tech pre-requisite, but you need to have 5 stock exchanges to build it) so it wouldn't matter that the building is "available" from the start, and it would reinforce the idea of the dwarfs holed up in their impenetrable mountain fortresses... maybe it's something just for the scenario you're thinking of. I don't actually know what the War of the Beard is beyond reading some vague references to it...
 
Since I cannot this thing to be used in anywhere else than here, I'll show you some of the stuff I've done. This is actually quite fun to do :) And as you can see, it's quite unfinished

I believe this will go to reikland?
 
BEAUTIFUL UNIT :goodjob:
 
You all seem to forget the fact that dorvs are wimps.. Orks and Gobbos have been feasting in their ancient halls for over 3500 years.. Face it, stunties are wussys and shouldnt be made the power they are not..

Tupid dorv, Orkz klomp ju gudda, gib ju mal.. WAaaghh!!

glug glug

dorvs :die:
 
@Fools Jewel : I'll also be doing a Goblin war scenario, and then you'll see that ultimately, dwarfs hold the ultimate power...

Stupid greenskins, can't even speak correctly :P

@Mr. Do : war of the beard, also called war of vengeance, was the war between dwarves and high elves, with some dark elf intervention, around -2000 IC, up till -1500 ...It explains the animosity between elves and dwarves, and the fact that wood elves actually exist as separate from the high elves.
 
All this talk about the dwarves...any plans to get the Chaos Dwarves in the mod? They are pretty different from the regular dwarves, with their hobgoblin slaves and bull centaurs.
 
Well don't just stand there aaglo, start making them! Don't you want the challenge of fusing that rinky-dink dwarf model with that of a bull? :p

Edit: for some reason half my original message was cut out. Rrr...
 
Very cool! Any ETA on when v2.0 will be ready for release? I would like to do some AD&D type scenarios with this mod and it would be nice to have the Amazon civ and other updates.

Some suggestions for addition, which would help with the playability and overall fun of the mod by harnessing some of Civ3's unique features. These would also increase the WH mod's ability to simulate AD&D and other fantasy-type settings:

1. It would be nice to have a hero unit that can level up, like the daimyo in the Sengoku scenario for conquests. Samurai would be a good icon for this. One thing that's really missing from WH as a fantasy mod is the lack of any real "hero" equivalents.
2. Consider the addition of teleporters (airport) later in the tech tree, which would allow instant city to city transit.
3. Addition of a local railroad-like equivalent late in the tech tree requiring a special ingredient (brightstone, gromril, etc.) with a special graphic to speed local transport.
4. A strategic resource (reagents) necessary for spells.
5. Dragonjumpers: a paratrooper equivalent.
6. Wonders that produce special units every x number of terms, like an equivalent of Knights of the Templar or Temple of Zeus. This new wonder ability is a big enhancement to C3C.

Some critiques and suggestions:
1. Government types -- the lack of any real government options besides chaos and monarchy is unrealistic and very limiting. It hampers the ability to deal with corruption and removes critical decision-making steps that are a lot of fun in Civ3. There is no reason why alternative forms of government, like Oligarchy, Nation-State, Theocracy, etc. cannot be considered.
2. I don't like the fact that no unit except flying units, leaders, and workers can enter mountain squares (I mean, really, even DWARF warriors can't enter mountain squares?) I realize this was intentional, but feel it is somewhat unrealistic as the definition of a "wheeled" unit is far too broad.
3. Higher-end upgrades of defensive units would be helpful. Albion and many other civs have no defensive land unit beyond a three, while there are lots of land units with attack values of five or better. This tends to be somewhat unbalancing.

With these additions and changes, I think the mod would be just about perfect.

Thanx.

WoundedKnight
 
For the "teleporters", or "railroad", i know i bugged ED about it for some time, for example to replace the dwarf underway, or even for the similar skaven systems, but he explained why this could not be, good reasons, especially for dwarves (also reason why they are wheeled :))I have also heard that there will be unit producing wonders...

And i too can't wait for 2.0, especially since i am on holidays with too much time on my hands :p
 
I was just about to say to WoundedKnight that many of his points were already adressed by ED and he should read through the previous posts in this thread...

but damn, its already 30 pages long! Seems like someone has to write a FAQ :lol:
 
Addition of a local railroad-like equivalent late in the tech tree requiring a special ingredient (brightstone, gromril, etc.) with a special graphic to speed local transport.

I disagree with this idea. I don't think it would be right having instant travel in a fantasy mod.
 
1. Government types -- the lack of any real government options besides chaos and monarchy is unrealistic and very limiting. It hampers the ability to deal with corruption and removes critical decision-making steps that are a lot of fun in Civ3. There is no reason why alternative forms of government, like Oligarchy, Nation-State, Theocracy, etc. cannot be considered.

The reason there are only 3 governments and no switching is that it allows for some control of how the Civs interact... The monarchy civs stay on relatively good terms w/ each other while they are on poorer terms w/ chaos and despotisms. (so using this Chaos (evil civ) and High Elves(good civ) do not get allong well)
Also many wonders can only be built by either monarchy, despotism or chaos. Example: the Underways is avialable only to Chaos Civs... it wouldn't make much sense to have High Elves skulking around in Sewers now would it;)

Personally I miss the ability to change governments... but you can't have it all and I think that Embroyodead's gov't system adds more to the game than it subtracts.
 
AD&D is not WH, they are 2 distinct worlds, 2 distinct game systems, and do not lend to exact matching and compromises. Even in AD&D, the various game worlds (ravenloft, dragonlance, toril, oerth) do not match up.

Since the early pages of this thread, ED has stated what and why certain things were omitted from the Civ 3 vesion.

- No instant Travel.
- No railroads.
- Too many resources already, stripped one out, and this would limit spells to the lucky ones who had the resources only.
- Wonders DO create other units (the Moot comes to mind).
- Governments are limited to the existing 3 to maintain the rought estimations of alignments: Chaos does not like Monarchy, Monarchy does not like Despotism (if you look at the gov's for each in the civilopedia, you will see that other than corruption, they operate mostly the same)
- There was a 2 page discussion on mountains, dwarves, and wheeled units from pages 25 on in this thread. Can a regiment of Albion Knights REALLY fight from a Mountain Range? How about climb it, use it, and work in at and around it? No. Read ED's comments on this as mentioned.
- The units have all been revamped for version 2.0. The stats are nothing like we are used to. However, unlike Civ normally, warhammer world is a world of WAR! Nobody, not naggaroth, greenskins, the empire, tomb king, slaan mage priests, or the undaunted and mighty Grail Knights of Bretonnia (note the plug for my favorite army here) wins a war by defending. Hence, the "weighting" towards attack units.

Want to play a defending army? Try Dwarves. No move, no flight, no spells, but hit the gunpowder/caol age, and Whoo-hoo! Last game: lost 2 cities and 18 dwarven thunderers (9 per city) against 83 (yes, I counted) Khemri Skelton Warriors. Both cities were size 6, with Keeps and Fortresses, one was situated on a hill, the other was attacked from across a river. Next turn, smashed their stack with 10 Iron clads firing from the sea, 15 Dwarven Cannons, and 4 size 4 armies of Dragon Slayers.

Long and Short - this mod works the way it does for good reasons, and I know that there are a bunch of pages here, but your questions have been answered here by ED and asked by other before.

I would love to see an AD&D mod (tjedge1 - get to it!) but my life is not conducive right now to me modding. I would also like to see the MTG mod finished (Gidustin - you to!) or even the LotM (ri-ight, like that will get done B4 Civ 4! LOL (Too many cooks spoil the pot)).

ED, keep up the great work (btw - stats on the Empire tank?), and keep on modding.
 
@WoundedKnight
People already answered to your points, either they are already in 2.0, or can't be considered since they are absolutely essential to the mod mechanics (ie. mountains as natural borders and 3 fixed governments - btw it's explained on the mod's webpage, visit it sometimes :) ). These are actually unique features that mods can have, utilizing certain rules for new purposes.

I don't really know when 2.0 will be out. I need no more than 2 weeks to finish all stuff, but I'll have to wait for some requests from other people to be done. Then, I hope 2-3, weeks will be given to beta-testing. Moreover, I really do prefer to wait for the final patch from Firaxis.

I haven't decided on Steam Tank yet, I've just got it. One thing for sure - it will be a highly defensive, mobile ground unit with additional artillery capability (making it a normal unit will force AI to use it).

Thanks for help in replying, I can devote more time to making units :D
 

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Civ color collar for these puppies? ;)
 
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