Warhammer Fantasy Mod 2.0

BTW, just for your information,
I really-really like these goody-huts
http://forums.civfanatics.com/showthread.php?s=&threadid=42171

Me advertising? Nooo.... :mischief:

BTW,
I thought that as now in C3C you can change the unit cost shield-by-shield (instead of multiply's of ten):

Some civs should have a bit cheaper settlers, and some civs should have a bit more expensive settlers - like it does now with the dwarfs (settler cost 40 shields). What civs could have increased settler production speed? Agricultural civs (like lizardmen propably should be)?
 
I planned to make my own goody huts resembling old slann / elven ruins. Those in that link look quite... polynesian ;)

Dunno about the settlers - currently, normal settlers cost 30, while elven, dwarven and amazon cost 40. Lowering other settler cost by 5 can affect the game greatly and unbalance it even more - agricultural civs already expand much faster (in every c3c game I get the same result, agricultural seems the best trait for AI). I don't really know which faction should get cheaper settlers too (Lizardmen live in the jungle, though they spawn in pools; maybe...). Orcs & goblins? They need a boost.

I used 5 shield adjustments for various military units, mostly elven and dwarven, to balance their advantages.
 
Originally posted by Isembard
I would also agree on adding a little more defense for the thunderers

I must disagree.. This is WH Fantasy and dwarfs use a modified blunderbus. A low defrense for all rifle/pistol troops is expected due to the time it takes to reload such a weapon.. They're not inserting a new clip of ammo rather repacking powder, wadding and a projectile.. Unless you want them to also wield a sword and shield which is totaly out of the question..

As to an Earth Ele, hmmmm.. still cant find one in my WH army books.. But Marauder/GW probably didnt make such an army addition as you would only need 2 or 3 different pots of paint to complete it.. Gotta remember Games Works you over did exactly that, screwed over retailers like myself along with gamers..

The work I have seen so far is awesome, I cant wait for your new Mods. How about some slann, skaven and a zoat or 2 for us oldtimers!!

Are there any plans on a WH40k mod pack??
 
I use Regocide most of the time. I also don't like the "lose the king and the empire crumbles" facet of it though. I wish you were just out of the game and your cities somehow just went "neutral". It's kind of weird for this sort of game, but I like the "roleplaying" side of "that unit is my leader, if he dies I'm out of the game". I just wish he was a bit more powerful so I could use him (and risk him) later in the game.

With regards to Kings being Spell casters, yeah I know they wouldn't be able to get into boats which isn't very "realistic" same as the other Spellcasters. If it was possible to "loop" upgrades so that Unit A upgrades to Unit B and Unit B upgrades to Unit A (which it's not), you could allow a Spellcaster to upgarde to a "Naval" version and then have the naval version upgrade back to the foot version. If you could...but you can't...Bah !!!...sigh...
 
@Fools Jewels
On Thunderers - first of all, this is Civ3, which has much different rules from Warhammer, and to get things working you must simplify everything. The idea in civ3 is simple - you have to divide units into offensive (archers, cavalry), balanced (infantry, knights) and defensive (polearms, firearms). And actually, low reload rate is as much against defense as againt attack... it's just a feature, that can't be transferred to civ3.

Earth (and other) elementals are present in Warhammer, just as dozens of other creatures you won't find in WFB army books. Just a reminder - this mod isn't based on Warhammer Battle, but whole Warhammer world, including Warhammer RPG, which for obvious reasons has much more details on background than WFB.

As for more armies, I need more units, and making those takes days or weeks. Slann are in 2.0, but I'm still waiting for Saurus warriors and leaderhead to be finished. There are no chances for Skaven units for now, so there will be no Skaven in WH-Mod. I'd really love to have them personally, since it was my last and greatest army in WFB. BTW new civs in 2.0 are: Slann, Amazons, Westerland, Ind and Ungols.

If WH40k mod ever happens, that will be in far future. You would need 50-100 new units... now, if someone had a spare year... Actually I had the models for marines and some tanks, but unfortunately no spare year ;) I've just sent them to another person who is interested in making them, but that will still take a lot of time and won't fill even one-third of needed units.
 
If the Dwaves have a strong defensive unit that can weather an attack by a dragon, then in combination with a Dragon Slayer should often equal a dead dragon. If they had a high defense "War Machine" type unit with good HPs, that would probably do the job. I'm not much a Warhammer follower and I know it probably means a new unit animation, but are there any beefy Dwarven Warmachines which may suit this roll? I was also think that maybe a "Dwarven Runesmith" may be able to balance things out vs dragons with a high Bomb and RoF, but Dwarves already have a stack of artilery to chose from, so it's probably not worth it...

On Chaos Cultist, should they have a little Bomb "Battle Magic"?

Been doing some web searches on Warhammer stuff and a unit caught my eye, Blood Dragon on Winged Nightmare....Yummy Vamp Unit ! ;-)
 
New 0/0/1 unit (no fancy animation required since it's not attacking unit) called "Spoils of War" which Dwarven Units "capture". The unit isn't able to be "built" by anyone, but has a decent shield cost and no maintainence. Dwarves get it back to a town, disband it for a shield bonus to the current production. Maybe it looks just like a chest or something. Looks the same moving in any direction with no "idle or attacking" animation.

What do folks think?
 
Hi its me again.

Mods working well, i love it. however i have a question i got the 1.0 version the first one and then the patch which lets it work on c3c does that patch give me all the stuff that the others do or do i need to get the latest other patch. if i do should i wait for version 2.0 because i dont know when its coming out and if its soon ill wait. anyway great work, love it.:love: :goodjob:
 
How about adding a civ adv that allows wyvern eggs to appear on the map.. Once that happens you build a hatchery that allows you to grow nestlings of wyverns..

Make this ability available to dwarfs....

Just my 2 shinnies worth..
 
Wyverns (and wyvern riders, being shamans with of course spell carrying capacity but also some good attack bonuses) could be a good end of game unit for orcs and goblins...If someone found the time to make such a model :) For dwarves, though, i feel it would be slightly inappropriate, since they do not tame wyverns as greenskins do.

However, to limit perhaps the over-use of dragons by those factions that canbuild them, perhaps indeed a "dragon nest" ressource, similar to the griffin one, could be added...For some balance.

Too bad for the skaven, they would really have made for some more interesting scenario (must rule them out of my plans for Goblin Wars scenario :))

Small question @ED : who will you use for leader for Westerland ?
 
I don't know if you plan on doing this, but as a suggestion:

The great eagle has no sounds. Why not link them to the sounds from the griffin?
 
On Wyverns - I'm also certain that they are used by orcs & goblins rather than the dwarfs.. anyway it's quite pointless since there is no wyvern unit...

Isembard - I didn't limit the dragon by resource for a simple reason - balance. Yes, actually putting a resource like dragon eggs would unbalance the game greatly. Those are too powerful units to give them only to a couple of lucky factions... I'm thinking, however, of making dragons even more expensive... I don't usually play games so big to have 50 dragons flying around, but if people do... say 500 shields, why not.

Since Westerlanders are simply Dutch, I used Dutch leaderhead.

@SirVille
Treasures don't work with AI, it has no idea how to use it. If he gots such unit, it leaves it in place, fortified, and disband it only if he has too much units. And then again - not in the city, but in the field, without any bonus...
Chaos Cultists don't have animation for magical attack, besides they represent followers of chaos spreading corruption, not chaos champtions/warlocks, which are different units.

@Tyrion
You have the latest patch, so no worries. The next version will be 2.0.

@Raw is War?
Good news, I've spent most of this week on fixing the sounds of various units, there were actually more without any sounds, or linked without testing which caused cacophonous looping... Not the best way to spend time, but I wasn't in mood of doing anything in Poser.
 
reply part. 2 : Skaven
Skaven are rat-men. Specialties.. hmm:
- huge population, dwelling in tunnels, underground fortresses, mines etc. spreading like... rats
- powerful magic (grey seers) and plague control
- refining of mutagenic warpstone, used to breed new races such as rat-ogres, or to fuel machines
- ingenuity (skaven think of themselves as the most intelligent race on the planet) - they're amazing engineers, making the most unusual devices and war machines. I'd say they're on the highest technological level in Warhammer world, though a bit weird ;)

Skaven on Warhammer.com
A selection of older Skaven units
Warp Lightning Cannon
Ratling Gun
Warpfire Thrower
Doomwheel
Screaming Bell
New Screaming Bell
 
Nah, dwarfs are the highest :p Actually, i do think that, since although skaven are quite ingenious, they are a bit too...unstable :)
 
man, face the facts: genetic engineering, electricity, machine guns... that's too much for the poor dwarves :p
 
Yeah, the latest WD issue has a neat explanation of Throt The Unclean's latest works since Chaos and Skaven signed an alliance, combining their mutating abilities.

Also, aaglo, I can't beleive you actually made a deathroller unit! :D

Oh, one last thing: ED, you've doubled the attack values of the units, why is that? I've been meaning to ask that question for about 10 pages now :o
 
@Mr. Do
To get more variety in units. Values are not just doubled, but doubled and adjusted so that for example you can have
ordinary knight 8.6.2
bretonnian knight 9.6.3
knight panther 8.7.2
or have some defensive advantage with infantry (6.4.1) over cavalry (6.3.3) etc.

Actually it's partly PCHighway's fault ;) but now I'm glad that I listened to this suggestion since it doesn't change the mechanics (proportions matter, not numbers) while allows more differences among units.
 
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