Warhammer Fantasy Mod 2.0

Other items for suggested space race items :

Greenskins : Horn of Urgok (for lack of anything better)
Lizardmen : Blade of Cocacila (takes off wizard powers permanently and negating other magical items)
Dark Elf : The sword (weapon, rather) of Khaine would be appropriate :)
Kislev : Apple of kislev (leadership jewel, symbol of the Tzars)

I agree with the fact that the Imperial era needs more tech, but since the Dwarfs are stagnating due to their respect of tradition which stops their engineers from inventing anything totally new, and the fact that the Imperials are just starting to get into such kind of technology, with the Steam Tank, there are not so many other techs than the ones you already have :)
 
@Mr. Do

My ideas aren`t juat for my own needs. I`m just proposing the type of the units because embryodead searched any other ideas concerning this
 
@Mr. Do

My ideas aren`t juat for my own needs. I`m just proposing the type of the units because embryodead searched any other ideas concerning this
 
Oh I know that, when I said that "there are loads of units that people think are essential", I didn't mean to suggest you're making an unreasonable request or anything, just that it's not something we should expect any time soon...
 
@Malakai
For the game purposes, playability and such, I do not want to add another strategic resource needed to build only 1 unit for 1 civ.
As for the High Guards/Longbeards - Longbeards are in 2.0 as new unit (advanced attack-infantry), while High Guards are still there. Why? This mod is not intended to be a copy of WFB army books. It's based both on WFB, WFRP and few others games from Warhammer world... It doesn't have to be a unit from armybook if it makes sense. High Guards are just what the name says, elite dwarven guards.
I know all units from WFB and I would really love to get my hands on Gyrocopter unit, but I myself can't do such mechanical units and it is not likely that someone will ever answer my request, which is just too mod-specific.

@Mr. Do
The idea for replacable shrines might be good for future (read: if I get 6 daemons ;) ), but I don't want to implement it right now. There is no point yet, and again, not much space in the tech tree for 4 new buildings coming with Mysticism/Religion etc., esp. if they don't really differ.

oh since I forgot to answer last time - when I start beta-testing, I'll post a roll-call here.
 
What about the most powerful Lizardmen artifact... ie. Lord Kroak himself...

But that might just be silly...
 
An advance for the Imperial Era could be Clockworks. Besides making a good requisite for that gyrocopter or a possible steamtank, it could open a small wonder or city building (Township Clock, improving commerce)
 
Originally posted by mrtn
Would it be possible to get you to remove citynames? I'm specifically thinking of the Norsca town "Stromstad", which in reality is a Swedish town, most known for all the Norwegians who go there to buy not-as-expensive-as-Norwegian alcohol. :rolleyes:
It's like having an Estalian city called Costa del Sol...

Sorry :lol: Actually I didn't made up these names myself ;) GW treats Norsca as barbaric region, and they have given only three official settlement names (Olricstaad, Urslo and Fjirgard). Everything else comes from fanzines, mostly from MadAlfred maps, which are very popular among players. You know that there are plenty of such cases in Warhammer, which is in fact a fantasy version of Europe in early Renaissance. Marienburg in Warhammer is the biggest port in the Old World and people who live there have dutch names... even the location shows clearly that's Amsterdam :p Well, I can move Stromstad a bit down the list ;)

@borgun
I'm not adding such techs to the 4th era simply because I don't have gyrocopters nor steam tanks... if I ever get them.. sure.
 
Another possible advance could be something to get rid of those swamps...
 
I don't like idea of global terraforming. Technological level is low, you can't get rid of jungles and swamps just like that. Marshes around Marienburg or Jungles of Lustria aren't something that a human can deal with, they always stood there and won't be moved. In 2.0, both jungles and swamps are actually quite attractive (esp. for lizardmen which have disease immunity), being heavily loaded with resources. If anyone was to be able to make global changes, that would be Slann. But unfortunately jungles/swamps can't be planted like a forest.
 
Hmm, indeed...

Also, for the gyrocopter, or rather the steam tank, in fact, what model types would be usable to convert into compatible flics ? Because the GW pc games Dark Omen and Shadow of the Horned rat has such units, although its quite poor graphics, it might be a support ?
 
Conversion is possible only if the game looks almost exactly like civ3 ie. AoK (units are 2D, with storyboards and 8 directions) and they have the same camera angles. Otherwise, forget about... you would have to make 200 or so screenshots and seperate units from background... it's easier to learn a 3D software ;) SotHR doesn't fit here.
Also please keep in mind that I cannot break the GW IP Policy. GW is very strict, and the existence of this mod depends on sticking to their rules.
 
Civ-Specific tech trees, disease immunity....

You must know something I don't about modding, as I have no clue how to set this up.

I doubt I will have it down in time for your 2.0 mod, but I am just now learning how to create my own units, since I am hitting the same wall as you needing too specific units (Kaiju). Once I get the hang of it, I would gladly make some units for you. It'll probably be a few months before I am ready, though.
 
Originally posted by Amesjustin
Civ-Specific tech trees, disease immunity....

You must know something I don't about modding, as I have no clue how to set this up.


Disease Immunity is really simple - it's just ERA_NONE tech called "Disease Immunity" that "removes disease from plains" (like Medicine) but for Lizardmen, is available from the beginning of the game. Also, all 3 bad terrains (swamp, flood plain and jungle) cause disease and are set to be "cured by tech".

As for civ-specific tech trees, they came with last PTW patch, and they're based on one simple thing - if ERA_NONE tech is prerequsite for a ERA tech, this tech will be visible (and researcheable) only if a civ already has ERA_NONE tech mentioned. Example: (used already in WH-Mod 1.1) Deforestation tech needs "Wood Working". Wood Working is ERA_NONE tech, given as starting tech to all civs except the elves. This way, elves will never see "Deforestation" tech, and will never be able to discover it.

I doubt I will have it down in time for your 2.0 mod, but I am just now learning how to create my own units, since I am hitting the same wall as you needing too specific units (Kaiju). Once I get the hang of it, I would gladly make some units for you. It'll probably be a few months before I am ready, though.

If I'll be still alive :p ;) I should be very happy to use the units of course. As for the Kaiju, I'm afraid I have no idea what's that.
 
Going back to an earlier topic, is there a bridge building tech?
If not, this could be available as a cheap Imperial Age Tech.

Another Idea someone mentioned was having more governments. You could have and upgrade government for each base government like Master of Orion II, if you've played it, that require the base government in order to switch, maybe.

I guess it migth unbalence the game since it would be a major advantage to be a religous civ, and in effect would act as a penalty for all the non-religious civs.

Oh well... just ideas
 
Originally posted by Cabbit
Going back to an earlier topic, is there a bridge building tech?
If not, this could be available as a cheap Imperial Age Tech.

There is such tech, and always was - Engineering.

Another Idea someone mentioned was having more governments. You could have and upgrade government for each base government like Master of Orion II, if you've played it, that require the base government in order to switch, maybe.

Yes, someone mentioned that, and I answered several times already. Mod mechanics rely on 3 fixed governments. Thanks to that, good civs hate evil from the very beginning, while factions of the same alignment will more likely trade with each other and so on. Moreover, there are alignment-specific techs and buildings, like Slavery or good/evil temples. If I added more goverments (which don't offer much variety anyway) all of this would be gone. In other words, by removing ability to change governemts I added new features to the game, and IMHO in this case, much more important features.
 
I've PM-ed you some info from WD, but most of it isn't that much help unfortunately. I think the three-government thing works fine so far, although the Dolgans seem to be able to build the same undead improvements as the proper Undead do... you could really cripple them and give 'em their own government, but I suspect the cost-benefit ratio wouldn't be that rewarding ;)
 
In 2.0 Undead improvements are available only through civ-specific branches, so no one else beside Khemri and Sylvania can get them :)
 
I switched off the spellcarrying ability off all units. Gave all magic units the ability to bombard so they become a kind of non-wheeled catapult. Removed bombarding, (ie catapult) units where they have become obsolete. This way magic units can be transported with boats and they still have a use.

The reason for this is that I seldom build any spellcarrying units because I generally want to reuse my units when going overseas. I'm nearing the end a Chaos game and my army consists mainly of Chaos-giants. Not the kind of unit that would be expected. And I've got no wizards.

And what kind of WH-game is it when Chaos finds it uneconomical building greater demons and wizards.

Since I never build spells, (hardly does any damage and are too expensive) I've lowered the cost to build them.

This I found worked a lot better for me. Looking forward to WH-mod 2.0
-Tom
 
Cool MOD. And Magic is cool. I'm killing units with it!
Dragons realy fun ;) (I'm playing as Empire)
 
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