[BTS] Warhammer FB Conversion Beta - Download/Debug Thread

ok i just loaded my save to keep playing, and i finished building all my (useles) asrai prophetesses and decided to build the (what i thought should be lesser) minstrels, only to find that they can learn high magic hedge magic andd lore of athel loren!

These spell casters DESPERATLY need to be tideyed up. if you like ploep i can work on them, im on holidays now so i have a fair bit of time to spare.
 
ok i just loaded my save to keep playing, and i finished building all my (useles) asrai prophetesses and decided to build the (what i thought should be lesser) minstrels, only to find that they can learn high magic hedge magic andd lore of athel loren!

These spell casters DESPERATLY need to be tideyed up. if you like ploep i can work on them, im on holidays now so i have a fair bit of time to spare.

The asrai prophetess isn't a spellcaster but a missionary. A better name for Minstrel would be good though;)
 
The Asrai Prophetress is far more expensive than the Dark Elf Sage IIRC. I thought it was a design decision; if both are magical, then they should cost the same.
 
Patch b is uploaded

Just a couple of bugs fixed with this one. Check the changelog second post. now off I go to the soccer final!

ok, makes sense now. some point down the track id like to make some basic divine spells avaliable to missionary units, so that should replace the hedge magic for them :p

That's something I'd like.
 
An agricultural leader trait that gives bonus food to farms is a bad bad idea.... huge growth catapult in the early game. Serfdom is also very strong. It might still be worth using for +1 food -1 commerce. Clansmanship is perhaps a little strong at the moment too.

I haven't played with an agricultural leader yet. I'll give it a try.
 
Ive played with an agricultural leader, and yes they do go faster, but if you dont have the happy they are as screwed as everyone else. They get +1 food where 3 food exist (which means pigs, floodplains, corn, rice, wheat, deer, bananas and farms). the civic that gets +2 food is broken for them (maybe +1 food for the civic). if you think of balancing this trait, think of the swamps for lizards and the woodelves ancient forests... and it isnt so bad.
 
Someone forgot to put Beastmen on da map ;) I always wondered where they were... now i know :lol:
 

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Someone forgot to put Beastmen on da map I always wondered where they were... now i know

That decision was actually a consious one. we couldnt agree on a suitable start location for the beastmen and so opted against putting them in temporarily :p
 
i played warhammer on vista fine before, but i cant start it with the new patch :(

EDIT: nevermind, my shortcutt was linked wrong
 
Lizard swamps and FFH ancient forests are both pretty broken balancewise....
Ancient forests aren't available in the early game, when the advantage of growth is most significant. Swamps are, but grow slowly particularly outside prejungle/wet areas, whereas you can put farms down all over the map.

I just tried an Emperor game with an Agricultural civ (Wu). Despite a mediocre start (coastal, 1 barley as only food resource, no other farming available because of forestlock) I had 50% more points than my next nearby rival by 100 turns in.
By 150 turns in I had nearly double score of closest rival, had taken out the enemy on one side and had massed a force and was about to take out the enemy on the other side. Oh, and I was about to finish advanced smithing and move on to tournaments and invention, so I was already through nearly all the good stuff in the tech tree.

Its a pretty big bonus. More food means faster initial growth, and then fewer men working farm tiles while others work cottages.
And the abuse with Horde is, well, abusive.
But the biggest bonus is the fact that you can be getting *4* food from an un-improved tile, either flood plains or any food resource.

Also; Cathay can't build Hedgewizards or any other spellcasters (so my early coven planning to start accumulating Xp early was just extra unhappy). Intended?
 

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Dwarves can research Waagh and Insatiable Hunger... :crazyeye:

Akabar, Hobgobla, and the Council of 13 have several traits next to their "Adaptive": Hobgobs are Agg, Ind, Adaptive, Barbie; Council is Chm, Rai, Adaptive, Sub; Akabar is Agg, Arc, Adaptive. Is this intentional (quick speed, turn 157) or an adaptive trait bug? As far as I recall, adaptive swaps out one trait, so somewhere they have picked up two bonus traits over the course of the game... :confused:
 

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A possible alternative mechanic for an agricultural trait;
+1 food per city
Double production speed of granary, slaughterhouse
+1 food from granary, slaughterhouse.

Think of the abilities from SMAC that would give +1 resource per city. Still pretty useful, but not massiveimba.
 
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