Warhammer Fantasy Mod 2.1

Yeah, altough mrtn has made some nice colour-conversions, his real expertise is in other fields: static graphics & bug hunting & some things his gf can only confirm :p
 
Stormrage said:
About the Orc and Goblins, don`t get me wrong, more green = more fun!, but they are not very different, in a sense they have the same units (`cept for the warrior-infantry line) and all the same techs. If you make new units for the warriors (smithing) that would be really, really cool. Also I like the idea for boars and wolfs to go to sepparate ways.

I know this has just been ans about having 2 greenskin amries, but there is another point to address. What do you think of all the Human tribes. There are many of these and they seem to varey only as much as the two greenskins do. I Like having two greenskins.
 
Stormrage said:
Is my mage-spell-ship suggestion doable? Please read it carefully, I`m not saying you should put it back as it was in 2.0.
And, me being a total noob `n all, can you tell me how do I change that thingy that says Chieftain under my nick?
I'm 99% sure you can't put a transport on another transport (except armies, of course...).
You can change from Chieftain at the same time (IIRC) you change your avatar, and that's after 30 posts and 30 days.
 
aaglo said:
22. Make a new leaderhed for the orcs, he is cool, but I think the orc leader should be a black orc? You know, a big, pissed off, drooling, drunken pile of muscles, a green, mean killing machine? Instead we have a scrawny (is this the right word?), skinny looking gray dude with missmatched eyes, great for LOTR, not so great for WH.
- The current stays since I'm quite sure we won't be able to make anyone make a new orc leaderhead.
R8XFT was making an orc leaderhead for tjedge's D&D mod a while ago. I don't think he ever finished it, though. Maybe he'll finish it once he's done with Anno Domini.
 
So many posts... good thing aaglo and co. are dedicated! The Border Princes, at their most basic, are some old knights that went Crusading and decided to set up their own little regions around the Badlands. They're not their own country, really, more like colonies.

mrtn said:
That's my idea, and by design. I want to have the clansman available as cheap escorts, the older upgrade path actually made me dread that I could accidentally aquire Warrior Code, thus slowing my initial expansion.

That's why the Chaos Dwarves get to build a cheap greenskin spearman unit with warrior code... I guess you're considering the normal Dwarfs' abilities though.
 
Hi everyone!

Once again, I want to thank the dedication of the group here -- this was probably my favorite mod even before the changes!

Now, my question -- is thre any easy way to tell if I've installed it correctly, and am using 2.17? It looks like the BIQ is still 2.10a, which I load from Civ-content -- is there any other direct clue (like something to look up in the civilipedia?)


Thanks for any help,

Breunor
 
Mr. Do said:
...That's why the Chaos Dwarves get to build a cheap greenskin spearman unit with warrior code... I guess you're considering the normal Dwarfs' abilities though.
The Spearman is more expensive. Only 5 shields, but that's enough to radically change my playing style.

@Breunor: Aaglo and I don't know what changes Mr Do added in the 2.1a biq, so we have left that untouched. Use the 2.1 biq instead. The scenario properties of that biq should say it's 2.17, modified by aaglo and me.
 
When you open the wh2.1, the information box should tell you that it is the v2.17 (I haven't updated the v2.1a, that's the mr.Do's interpretation of the mod).
 
Thanks people, now that all of my questions have been answered I can go back to lurking :lol:

I LOVE THE WH MOD! IT ROCKS!

P.S.Y.C.H.O. said:
R8XFT was making....
Thanks dude, just sent him a pm.

chocmushroom said:
I know this has just been ans about having 2 greenskin amries, but there is another point to address. What do you think of all the Human tribes. There are many of these and they seem to varey only as much as the two greenskins do. I Like having two greenskins.

Um...all of the human tribes have alot (a lot...damn, how do you spell this?) of different unique units... all of those arabic this-indic that-samurais-knights stuff... you know? Not to mention Albion! Hell, make them all green :) WAAAAGHH

And does anyone have a suggestion wich color to use for Ungols in my personal mod?

Read this very slowly and then apply the instructions very carefully...not for the faint hearted... => go to the Anno Domini progress report thread and look at the units... If you guys do not include the goth marauder (THE AXE, LOOK AT THE FREAKING AXE!) in the next patch I`m gonna jump off a bridge... I`m serious.

Also, do I have your permission to make this thread in the Creation & Customization section? :
WH units request =>
"Hi, I requested theese in the WH 2.1 thread but I guess it doesn`t hurt to put it here also, maybe some talented unit-maker will grant my wish.
I would like to see a werewolf unit for the Sylvannia civ, and a manticore unit (originaly Commander Jac`s request (flying, with a rider)) for Naggaroth. When I asked aaglo, he said they don`t have the graphics for them. So I guess what he meant is that they would include those units if they were already made by someone else, cause aaglo and co. don`t have the time. Oh and a new vampire lord graphic? Just give the guy some armor, he can keep the head and the cape. Thanks
."
 
Aaglo, Mrtn, its looks like I finally got it to work, The OLD Wahammer may have been the best mod -- this can be too good to be true!

Thanks, and best wishes,

Breunor
 
Stormrage said:
Read this very slowly and then apply the instructions very carefully...not for the faint hearted... => go to the Anno Domini progress report thread and look at the units... If you guys do not include the goth marauder (THE AXE, LOOK AT THE FREAKING AXE!) in the next patch I`m gonna jump off a bridge... I`m serious.
We're not going to include the goth marauder for atleast one obvious reason: that unit is not available yet. (so before you jump, make sure you have the bungee-cord properly attached :p )

There is also one not-so-obvious reason: we're not going to add units just because they look awesome. They have to have some relevance in the WH-world. Maybe that could be used as some sort of norse warlord-type unit.
 
First of all: Thanks for elevating an excellent mod to even greater heights. Kudos to Mr. Do, aaglo and mrtn for maintaining the the look, feel and quality of Embryodeads WH while putting in additional material. Conquests brought me back to Civ, WH brought me back to Conquests and 2.1-2.17 brought me back to WH.
Thanks.

I've had great fun playing the Chaos Dwarfs and lately Khemri, and just watching those Chaos Dwarf warriors and Bull Centaurs makes me drool. I have one tiny request, though: Is there any possibility for adding a ground based, spell-carrying unit in the next patch? I really miss sending in a trolload of spells with my shock troops when going to war on foreign territory. My suggestion would be some kind of spell-wagon with one move, no (or really low) combat values, preferably making it capturable, and a carrying capacity of 1 spell at Magic tech, upgradable to a capacity of 2 with Combat Magic. Make it valuable, around 100 shields maybe, so that you have to protect it to use it.

Well, that's a suggestion only. Since I already got a mod that's surpassed the initial game in playability I will be sitting around waiting for the next patch with anticipacion anyway.

Thanks again!
DB
 
mrtn said:
The Spearman is more expensive. Only 5 shields, but that's enough to radically change my playing style.
@mrtn,
I was just wondering, why should the chaos dwarfs be more expansive than dwarfs. Clansman upgrades to dwarf warrior, which is more expensive than goblin spearman... if chaos dwarfs still can build clansmen after warrior code, that would give the chaos dwarfs even more edge (expansion-wise) than what they already have compared to the dwarfs.

So in this matter, I would upgrade clansmen to chaos dwarf warriors too... :hammer:
 
aaglo said:
We're not going to include the goth marauder for atleast one obvious reason: that unit is not available yet. (so before you jump, make sure you have the bungee-cord properly attached :p )

There is also one not-so-obvious reason: we're not going to add units just because they look awesome. They have to have some relevance in the WH-world. Maybe that could be used as some sort of norse warlord-type unit.

Than in some next patch! ...JUMP! :eek: WEEEEEEEEEEEEE :suicide:
I did have the norsemen in mind when I wrote that (I mean, check the avatar, check the sig..check the AXE! :p )..

How bout that question about making a new thread? It`s not your place to give permission, all of you have to agree on it or..?
 
aaglo said:
@mrtn,
I was just wondering, why should the chaos dwarfs be more expansive than dwarfs. Clansman upgrades to dwarf warrior, which is more expensive than goblin spearman... if chaos dwarfs still can build clansmen after warrior code, that would give the chaos dwarfs even more edge (expansion-wise) than what they already have compared to the dwarfs.

So in this matter, I would upgrade clansmen to chaos dwarf warriors too... :hammer:
No, the clansman upgrades to the Hammerer, a unit which the CD's lack. :p
And the obvious solution should be "help the chaos dwarves", not "make them as bad as the dwarves". :p
On the other hand I wouldn't mind changing the CD warrior to a 6 attack iron working unit, but then we'd need to change/remove the black orc warrior.

Mr do, do the chaos dwarves really need both orcs and black orcs? if we could remove the orc boyz, we could give the CD's CD Hammerer with iron as 1st era offense, and Black Orc Boyz as the 2nd era offense. This would also remove a silly thing we have now; that the black orc warrior (with +1 hp) upgrades to a unit without that extra hp.
aaglo said:
There is also one not-so-obvious reason: we're not going to add units just because they look awesome. They have to have some relevance in the WH-world. Maybe that could be used as some sort of norse warlord-type unit.
Another reason to not add a unit is if we have all the units we need for a civ. You're free to post a request thread, but we won't promise to add any unit made as a result of that thread. You can of course add it to your own mod in that case. :)
 
Well I suggested adding the beheader, but maybe not actually...

I'd say that Orc Boyz remain their era-2 offense unit though.

Also: no werewolves for Sylvania. No. Never.
 
YAY! Another AXE in the mod! aaglo, you`ve got to do it now, the "boss" said so :P

Ummm...Okay on the werewolves, I`ll withdraw all the requests... (is it because of the lore, or you just don`t like them? I respect the desicion in any way.)
Others are OK by you? Manticore and Vampire lord?
 
I am so not the boss!

Of course if Manticores and an improved Vampire came along they'd be added... but dont get your hopes up.
 
Mr. Do said:
I am so not the boss!

Shhhhh, maybe he fell for it :)

Wait..what??? noooo... damn editing.. Mr.Do, please undo that edit... WE WANT THE BEHEADER! you want the beheader...you want the beheader...you want the beheader...you want the beheader....you`re getting sleepy... you`re.... :)

I thought this was your expansion..? And I did put the " on the boss word.. Just in case :)
 
Back
Top Bottom