Warhammer Fantasy Mod 2.0

Ooh this one looks nice as well. I have kinboats wonderful skaven model and am still learnin the workings of poser so im kinda slow there... I for one would really like the sneaky gits in the mod. ;)

On skaven here's the diffrent units:
http://us.games-workshop.com/games/warhammer/skaven/catalog/default.htm

Most skaven technology is based on Warpstone. So that resource would get quite important tho this race.

I like the "Ratling"-Gun the most. Maybe the pun is a bit cheap but i still think its funny. :lol:

Oh and in the 2nd edition there was this skaven warmachine: Its like a hamsters threading wheel. (Mice included) :p
newimage.asp


Maybe someone should start a skaven thread? (if this dont belong here?) So we could share resources and split workload.
I'd like to help neways i can with modelling.

Cheers
 
The hamster-threading wheel was called the Doomwheel (Yes Skaven like the word doom) but it was dropped in 6th ed Warhammer...

I'll go make a thread now, as I think embryo might be getting annoyed at me...
 
Skaven, Skaven, :) How I remember when the Skaven 1st came out in WH.
They looked cool, so I decided to supliment my Green Skins army with some Skaven

One thing to say, Hard to play :eek
Unpreditable (yes, the weapons can blow up :()
But, So much Fun :D
Now, skaven would fit into this mod very well. Rat Ogers with creature control, put the doomwheel in with engineering, and the best assasins in the world (also a hard unit).
But, they don't have any dragons!!! Now that is where the Doom Bell comes in. I remember when it came out, with the highest level mage (grey seer) sitting ontop, the bell ability & the defense, it was the skaven equivilent of a dragon. So, where the other races get dragons (or demons) the skven get their best weapon, the BELL.
It's just a pity that I don't know how to create units for you, as i'd like to help you get the skaven up & running. :eek:
 
WoundedKnight said:
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?

Yes, that is a big problem, but there is another one with the amazons

(except the dragon equivilent unit) The best defensive unit the amazons have is......... the 8.5.2 Knight :eek:
So they have NO defensive unit except the spearmaiden that they get with warrior code, this is a BIG oversight, and when you add it to the fact you have no magic unit, it means that you cannot even try to defend yourself.

How about a javerlin/spear type defender, combine a higher defense with a bombard ability. it would only seem fair.
 
Great mod, I think it would be a good idea to have some diferenciation between the elf spearmen and the pheonix guard, it can be as simple as a different colour cape, but it would save the time of having to check every cities garrison to see if they are properly equiped for war
 
>Yes, that is a big problem, but there is another one with the amazons
>(except the dragon equivilent unit) The best defensive unit the amazons >have is......... the 8.5.2 Knight
>So they have NO defensive unit except the spearmaiden that they get with >warrior code, this is a BIG oversight, and when you add it to the fact you >have no magic unit, it means that you cannot even try to defend yourself.

Good point. Add the lack of any credible defense to the 1/2 speed workers, and the Amazon civ really sucks. I just played a game last night where Amazons were the first civ completely destroyed, this time by Kislev AI. Amazon AI civs have seemed to fare quite poorly in the games I've played.

Overall I love the mod. In spite of some balance issues like this, it seems to require drastically different strategy from basic C3C. A big factor is that there is no mining of grasslands and that there is no way to increase the productivity of many city sites, and so getting productive cities is very important. I've had a couple of games with capitals that only produce 8 or 10 shields a turn compared to outlying cities that produce up to 20 due to grasslands vs. hills & mountains with mines. The other is no government shift, so there is no way to get a differential advantage with government. Not bad, but it requires a drastic reeducation of my prior C3C tactics and patterns :)
 
npbnpb said:
Great mod, I think it would be a good idea to have some diferenciation between the elf spearmen and the pheonix guard, it can be as simple as a different colour cape, but it would save the time of having to check every cities garrison to see if they are properly equiped for war

If you want a new unit in the mod, you generally have to make it ;)
As I've been saying many times... I *know* it would be a good idea to have unit X/Y/Z in the mod, but there's no such unit available.
 
I think npbnpb might have a point, actually- if recolouring the unit to have a red cloak is too much, why not simply have the Phoenix Guard unit use the recoloured dark elf spearman graphic (The only difference would be more silver-coloured armour), so there is some visible difference between the two units?
 
Looks like I'm going to have to learn open FX before I can fix this, It shouldn't take that long because I already am quite good with aliases maya but in order to get read of that anoying overlay in the render that ruins the shot I would have to pay money $2000. Or if anyone is interesting in making a simple mod to the elven spearmen that would also be good.
 
@ED your on WoW? What server? Im on Draenor and Dunemaul.
 
It is impossible to sink a coracle with any spell - as I understand this is because coracle has no "health" and can be only taken over by other ship. Is there any way to make it "sinkable"? It's quite annoying on islands that are well protected with bunch of fireballs... until coracles arrive :)
 
hi great mod, but i think i found an error:

the game crashed and said:
art\units\saiamese swordsman\warrior\warriordeathgrunt.wav

I dont know if there was apatch to this, but i downloaded the latest one.
 
Seburius:

"You can never win a war by having a navy, but you can loose a war by not having one!" ;)

Or something similar, don't remember who said it, but surely something to think about.
 
Blackfire13 said:
hi great mod, but i think i found an error:

the game crashed and said:
art\units\saiamese swordsman\warrior\warriordeathgrunt.wav

I dont know if there was apatch to this, but i downloaded the latest one.
What version of civ 3 do you have? Normal or civ 3 complete? English?
 
Off-topic
@mrtn

I've missed all the discussion about civ3 complete during my vacation from CFC, does it work with mods properly?
 
@Drift: It seems it doesn't. I don't know if there are large or small problems... And people with Complete hasn't really been forthcoming in helping embryodead out with info on it...
 
Blackfire13 said:
hi great mod, but i think i found an error:

the game crashed and said:
art\units\saiamese swordsman\warrior\warriordeathgrunt.wav

Is that an exact quote, or did you re-write the error message? Just wondering, because if there's a line in a .ini file looking for a "saiamese swordsman" file, it won't find one since there's only a "siamese swordsman"... but if the error message was looking for the siamese swordsman directory then mrtn is probably on the right lines...
 
Originally Posted by Blackfire13
hi great mod, but i think i found an error:

the game crashed and said:
art\units\saiamese swordsman\warrior\warriordeathgrunt.wav

I have english version PTW.
 
Back
Top Bottom