Warhammer Fantasy Mod 2.0

embryodead said:
The first link works, it's just not a direct link - it points to 3d downloads site where you have to click once again to download the file. Anyway, if you got the mod already, be sure to patch it to 2.02 too!

i alredy patched the mod
it´s incridible fun =]

now I just need some medieval maps e I´m done
 
Scytale said:
Ihave a sugestion for some new units: in the Blizzard site, the Warcraft: Reign of Chaos directory there are a lot of pictures from where you could get inspired. Elves, Undead, Humans, Dwarfs - it's all there...maybe you could give it a try.
There is a unit there that I would gladly see intagrated into the Warhammer mod: the human Footman.

I don't really need more inspiration, especially from Warcraft (which has many things ripped off from Warhammer)... Warhammer remains the inspiration for this mod. Warhammer has hundreds of more units out there that would gladly join the ones in this mod. Believe me, unit creators do not sit bored wondering what they could do with they free time ;) Units need time and resources to create. I can give you a list of 200 more units from Warhammer that I would like to include in the mod, but that would require several unit creators working on them day and night.

I don't want to put down Warcraft world (I'm currently addicted to WoW, that's one of the reasons the mod expansions are delayed :mischief: ), but I don't need different fantasy worlds as "inspiration" when a richer Warhammer world holds so much more. Visit warhammer.com to get the idea.
 
Is there any summary of units and techs for this mod, like the PDF file for general Civ3 that details the stats of each unit and tech requirements?

I love this mod, having played games as several different factions. But it is somewhat difficult for me to get a grasp for the strengths and weaknesses of the different factions as well as the units available to each in a nice summary format, short of reading hundreds of civilopedia links and then synthesizing it. I remember that there used to be a WH Mod website that had a brief summary of all of the factions. Is there any such resource available with updated stats and information including the new factions and the WH 2.0 changes?

Thanks,

WoundedKnight
 
Hi WoundedKnight,
Unfortunately I did not finish a website for the 2.0 version of the mod. I plan to do it one day though... However, there is an automatically generated "Teaser" of 2.0 version here: http://www.civ3files.com/Teasers/WH-Mod/

Note that this is based on 2.0, not 2.02 but that's only subtle changes. The program that generates teasers was created by GIDustin. It makes lists of all races, units, buildings and such so it basically contains all the "summary sheet" features.
 
@embryodead
I see your point...I'm sorry if I gave the impresion that I underestimate your work...on the contrary I think your mod is the best so far and the units are simply fabulos. Tell me please what programs do I need to make my own units?
 
@Scytale
Creators who contributed the most units to Warhammer mod use POV-Ray (free) or Poser 4/5 ($) with a support of 3D Modeller (i.e. 3D Studio, $). There are other common programs such as OpenFX and Blender (both free I think).

Apart from that you need some 2D editing programs like Paintshop Pro (trial/$), Photoshop ($) or GIMP (free) to edit and convert the storyboards/palettes. Then, FLICster or Civ3FlcEdit (both available in Utility Programs here on CFC) to make a civ3 flc file. Civ3_SBB is handy to make storyboards out of rendered frames and PEdit is handy to make custom palettes (both available in Utility Programs section as well).
 
A couple of minor balance questions:

- The Amazon rider actually loses a movement point (according to the chart) when it goes from a 5.2.3 to a 8.5.2 knight. Some other races have top of the line cavalry with move of 3 (Knight of the Realm 8.6.3), wouldn't it be best to keep it consistent and at least not move mobility with the upgrade?

- Some civs have basic land units with an attack rating of 11 (troll, dragon slayer) or air units with attack of up to 20 (the various dragon units) while other civs seem to peak without much (or anything?) over an attack of 8 or 9. How do civs without trolls, dragon slayers, or dragons manage to counter these opponents?

-Governments. Some civs in despotism the whole game vs. others in Monarchy would seem to provide some clear economic and scientific advantages to certain civs that cannot be altered by play style or tactics, due to the fact that government change is impossible. On the one hand I appreciate the use of the government type in order to set de facto relations between the factions and keep, for example, Goblins hostile to High Elves. What would be the downside of specifying preferred governments for each faction, but still allowing some government options to be researched and implemented (albeit at a cost, perhaps a very heavy one) for those who don't want to be stuck in Chaos or Despotism forever?

Thanks,

WoundedKnight
 
WoundedKnight said:
- The Amazon rider actually loses a movement point (according to the chart) when it goes from a 5.2.3 to a 8.5.2 knight. Some other races have top of the line cavalry with move of 3 (Knight of the Realm 8.6.3), wouldn't it be best to keep it consistent and at least not move mobility with the upgrade?

That's a valid issue, I will think about changing it.

- Some civs have basic land units with an attack rating of 11 (troll, dragon slayer) or air units with attack of up to 20 (the various dragon units) while other civs seem to peak without much (or anything?) over an attack of 8 or 9. How do civs without trolls, dragon slayers, or dragons manage to counter these opponents?

False. Please check again - all factions in game have a dragon or an equivalent available. There is absolutely no civ that "peaks" at 8 or 9.

-Governments. Some civs in despotism the whole game vs. others in Monarchy would seem to provide some clear economic and scientific advantages to certain civs that cannot be altered by play style or tactics, due to the fact that government change is impossible. On the one hand I appreciate the use of the government type in order to set de facto relations between the factions and keep, for example, Goblins hostile to High Elves. What would be the downside of specifying preferred governments for each faction, but still allowing some government options to be researched and implemented (albeit at a cost, perhaps a very heavy one) for those who don't want to be stuck in Chaos or Despotism forever?

Despotism and Monarchy are not related to the original civ3 governments e.g. Despotism has no "tile penalty". Despotism is great for military conquest, which is the style of play of barbaric civs (good initial unit support, no war weariness). Monarchy's only real advantage is the money rush. In 2.03 Monarchy has increased corruption though.

You are supposed to be stuck with your government forever, it does not only set the relations between factions, but also manages certain buildings/wonders availability. Dropping this would totally mess up several features of this mod, so it just won't happen. I know you might have been used to civ3 "governments", but I decided simply to drop this idea in other to utilize the tab for other features. Moreover that's how I see things: Hordes of Chaos are supposed to be Chaotic all the time. They wouldn't change their "government" to Republic, Monarchy or whatever you name it like an European tribe would. Things such as government just don't exist.

Got an idea though, will change the name Despotism to Tyranny, to avoid confusion and negative load coming from epic civ3 ;)
 
This is the best place I can think to put this, as I don't yet have it finished to a degree where I think it deserves a preview thread all it's own...


I give my recently designed base Skaven model... The one on which others will be built...

skaven_preview.jpg


And a Civlopedia style preview...

skaven_civpedia_preview.jpg
 
I would like to give some thoughts about skaven.

Well, first of all, I've never played wh-tabletop-games - or the like. So I don't know very much about these skavens. But one thing I think I've learnt - they're war machines are quite unique. Especially the 'doom bell', or whatever the name is :mischief:

Now, how on earth would you bring the doom bell to civ3. Is it a bombarding unit? Is it a bomber-like unit? What the heck should it be? :lol:

Of course, I wouldn't mind adding the skaven race, but at this point i don't see them as a necessity. They're more like luxuries :) . But hey, didn't someone once say: "Provide me with enough luxuries, and I'll manage without the necessities of life" (or something like that). ;)

[Edit]: oh, you posted the preview images while I was typing. Well, it's a rat - or a possum :) . And it has 6 fingers ;)
 
You make a valid point, but then again that could be true of most warhammer races. In terms of the Doombell, it could be a spellcaster (The Grey Seer riding on top) and a strong defense unit (the bloody thing is nigh on indistructable). Also Skaven do have more "traditional" units that could be used...

Ooh... Bugger me... six fingers... uh.. well... He's a mutant! Yes that's it... Now I feel silly...
 
@ Celeborn:
apart from the six finger issue, I think the skaven model is a good start. :thumbsup: With the Skaven available (yes I know we're not there yet, but let me have this moment of bliss) the WH-mod will go from absolutely fantastic to, ah, even more absolutely fantastic.
 
Aaglo - the Doom Bell could work as Celeborn suggested above, but either way, it isn't really one of the main war machines of the Skaven. More typically they use the a gatling gun called the Ratling Gun, the Warpfire Thrower which spews green flames at foes, and the Warp-Lightning Cannon, which I think shoots something akin to a laser beam. You're definately right on their war machines being unique, but isn't unique good??

As for the race's necessity, they are no less necessary than a number of the civs in Warhammer. Norsca, the Amazons, the Ungols, the Dolgans, Lahmia, etc... these civs don't even merit actual armies in the Warhammer game. The Skaven, on the other hand, have a wonderfully diverse army that includes everything from technological war machines to ninja-like assassins to mutated monstrosities to fanatical plague rats.

The Skaven are constantly on the fringe of things in the Warhammer world, plotting in the shadows and seeking to take advantage of the weakness of others. And the location of their capital, in the heart of the Old World, puts them in a position to really take advantage of any weakness Bretonnia or the Empire might show if faced with wars that draw their forces away. I think they could really add a nice aspect, especially to a game on the WH map, in which the great Empire and other human nations always have to hold back troops in order to protect against the potential of a sudden Skaven invasion.

Celeborn - Great job with the model! I'm looking forward to the addition of the Skaven hordes to my game.
 
Ok, it seems now obvious, that I've had no knowledge about the skaven (which was limited to the doom bell - how silly of me :lol: ). And as mentioned several times earlier, the inclusion of those races you mention (amazons, ungols, dolgans...) was a relatively easy task compared to adding the skaven - due to the uniqueness of skaven units. But as time goes by, that excuse is becoming obsolete - and that's what's happening to chaos dwarfs right now :)

BTW, concerning the chaos dwarfs and their relation to dwarfs: do those two races hate each other? And should they both belong to the same cultural group (i.e. same city graphics looks)?
 
Yeah, Chaos Dwarfs and regular dwarfs do hate each other. It'd be entirely down to personal opinion on what cultural group they get put in, I believe- either dwarf cities or Chaos-styled, with most of their citizenry being greenskins would function well.

As for stuff like the Screaming Bell, it's such an "out-there" kind of unit that maybe it should only be included as a wonder, like the Anvil of Doom.
 
Another bite size piece (I apoligise for this minor degree of thread jacking, rest assured that it will soon cease)...

skaven_run_test1.gif


Hmmm... the gif aint looping... curses...

Oh and the six finger issue has been resovled...
 
Back
Top Bottom