Warhammer Fantasy Mod 2.1

This could work if we gave chaotic factions both agricultural and industrial trait as extras (as Tiedje did for his elves) or if we make their units much stronger and cheaper. The second option could potentially lead to new and interesting gameplay experience, but it requires a lot of testing. Interesting, but difficult to apply, so like Stormrage, I'd rather sticking to it the way it's now.
 
I much prefer a game were Chaos sometimes will actually be a threat to someone else, and not just a silly backward civ that you conquer in the first era.
If you ever tried the old WH 1 mod, I hope that you think that Chaos is better now.
There is a new Beastmen civ coming, so you can have intra-chaos wars.
 
I wouldn't want Chaos to be a silly backwards civ you conquer in the first era.

I would want Chaos to be a powerful fearsome civ that does not expand in power as much as everyone else so it needs to aggressively destroy its opponents or conquer them before it falls behind.

The first city starts with a broken warp gate as its palace. You can build a demon summoning altar only in a city with a broken warp gate - so only in the one city. Chaos therefore gets a powerful unit on a regular basis, but this power does not expand as Chaos gets bigger.

Have a demon summoning altar for each of the 4 chaos gods - but make them replace each other. So you can only have one at a time. Khorne produces really strong battle unit. Tzeentch produces a flying unit with a powerful bombard (magic). Nurgle is really tough, has zone of control (slime trail and cloud of flies) and enslaves into plaguebearers (which enslave into more plaguebearers). Slaaneesh enslaves into pink horrors (which enslave into blue horrors).

Chaos cannot build workers. So it cannot on its own develop territory. But its units can capture enemies and turn them into cultists - cultists are weak military units and can function as workers. So basically chaos needs to capture slaves.

Herdstones require a beastman resource within the city limits. The herdstone produces beastmen units at a regular basis. This makes getting control of lots of beastmen resources a priority - Chaos has a goal to how it spreads.

Chaos has high corruption level - so as chaos spreads its cities from the center they become less valuable. Chaos does not increase in power by having lots of cities, it increases in power by enslaving its enemies and enlisting beastmen.

Chaos can build lesser altars in each city. One for each of the 4 gods but again only one per city (they replace each other). All add culture and reduce corruption. Khorne adds to defense. Nurgle adds to production? Tzeentch adds to knowledge. Slaaneesh adds to happiness. This allows Chaos to tailor its cities somewhat and make up for the high corruption.
 
It is actually more well thought out that it first appears however it does seem something more suited to a scenario then a random map... Lets see what Mrtn says hey :)
 
That version of Chaos would get buggered in the first era.
The AI would just build new altars all the time.
The AI can't think strategically that "Oh, I don't have a beast resource, I must conquer one".
An AI without workers is so bad.
 
The game can't handle greater demon altars and lesser demon altars - they all should have the "replace buildings with this flag marked"... so when a city with greater altar builds a lesser altar, the previous greater altar would disappear... or wait, is that what you had in mind? The AI would suck with this strategy I think.

and, we do not have all those demons (were missing plaguebearers, blue horrors, pink horrors and lord of tzeetch)
 
Yeah, you have some very good ideas, but they are unlikely to work this way. But some modifications according to your suggestions, like the starting warp gate (though I'm not sure we can replace the palace, but it will work as a cheap national wonder), can be made.
 
The idea with Chaos sounds like it would only work for the human player, perhaps dugfromthearth is volunteering to make a WH scenario for us all? :D
 
dugfromthearth said:
I would want Chaos to be a powerful fearsome civ that does not expand in power as much as everyone else so it needs to aggressively destroy its opponents or conquer them before it falls behind.

The problem with this is that in a game of civ, this is a contradiction. Civsthatexpand=Powerfulfearsome civ. Civthatneverexpands=weakpathetic civ.

dugfromthearth said:
The first city starts with a broken warp gate as its palace. You can build a demon summoning altar only in a city with a broken warp gate - so only in the one city. Chaos therefore gets a powerful unit on a regular basis, but this power does not expand as Chaos gets bigger.

This can't happen. However, it can be a wonder that requires chaos tech, a "Broken Warp Gate" resource in the radius and the palace to have been built beforehand.

dugfromthearth said:
Have a demon summoning altar for each of the 4 chaos gods - but make them replace each other. So you can only have one at a time. Khorne produces really strong battle unit. Tzeentch produces a flying unit with a powerful bombard (magic). Nurgle is really tough, has zone of control (slime trail and cloud of flies) and enslaves into plaguebearers (which enslave into more plaguebearers). Slaaneesh enslaves into pink horrors (which enslave into blue horrors).

As has been said, this would help the player, but hinder the development of the AI. A good way you could do this is have 1 wonder requireing the palace, and the other 3 requireing 3 seperate 2nd palaces (so no city could build 2 of them).

dugfromthearth said:
Chaos cannot build workers. So it cannot on its own develop territory. But its units can capture enemies and turn them into cultists - cultists are weak military units and can function as workers. So basically chaos needs to capture slaves.

At least give their regular offensive units the ability to build roads!

dugfromthearth said:
Herdstones require a beastman resource within the city limits. The herdstone produces beastmen units at a regular basis. This makes getting control of lots of beastmen resources a priority - Chaos has a goal to how it spreads.

Again, this sounds too much of a human advantage. Besides, the Beastmen are becoming a seperate civ in 2.5!

dugfromthearth said:
Chaos has high corruption level - so as chaos spreads its cities from the center they become less valuable. Chaos does not increase in power by having lots of cities, it increases in power by enslaving its enemies and enlisting beastmen.

Actually, Communal corruption would be better, because the further Chaos has influence, the better for it.

dugfromthearth said:
Chaos can build lesser altars in each city. One for each of the 4 gods but again only one per city (they replace each other). All add culture and reduce corruption. Khorne adds to defense. Nurgle adds to production? Tzeentch adds to knowledge. Slaaneesh adds to happiness. This allows Chaos to tailor its cities somewhat and make up for the high corruption.

I don't have an oppinon on this one. Again, I'd say it would be a human-related change.

That's my 2p. I hope I didn't offend you!
 
2 Questions from the uninitiated:

I'm interested in changing the images of each playable character,
ie: the Dolgans, Chaos, etc.
Is there a rote method to do so on my own?

Also, if you generate a random world map and want to duplicate it later,
how to you determine the seed for that particular map?
Where can you look it up in that existing game?
 
I do understand that the AI might not be able to handle a lot of the stuff - you guys know best. I did a mod and the AI just couldn't figure out how to play.


I did just find a bug. The game tried to load norman knight something and exited. I have been building minotaurs, chaos cultists, and chaos warriors without a problem. I don't know what unit it was trying to build.
 
hmm, maybe I'll just waite for 2.5 then :sad:


I've never done a map before. Since I am now thinking of trying to do a wh scenario, is there a way I can do the map and save it separately so I can use it for 2.2 or 2.5?

I hate to do all of the work and throw it out when 2.5 is released. Which I assume is in a week or two ;)
 
dugfromthearth said:
hmm, maybe I'll just waite for 2.5 then :sad:


I've never done a map before. Since I am now thinking of trying to do a wh scenario, is there a way I can do the map and save it separately so I can use it for 2.2 or 2.5?

I hate to do all of the work and throw it out when 2.5 is released. Which I assume is in a week or two ;)

You can import the parameters from another biq. Also, under the 'scenario properties' screen of the editor, you can link to a folder: Scenario Search Folders. So it is possible.

Experimented modders, correct me if I'm wrong..
 
so does that mean I can make a 2.2 map and import it into 2.5, or do I make a generic map somehow and import it into both?
 
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