Warhammer FB Mod

What race do you play in Warhammer FB? (you can select more than one)

  • I don't play

    Votes: 117 22.8%
  • I play Warhammer 40k

    Votes: 115 22.4%
  • I play Lord of The Rings

    Votes: 30 5.8%
  • The Empire

    Votes: 87 16.9%
  • Brettonia

    Votes: 53 10.3%
  • Orcs and Goblins

    Votes: 64 12.5%
  • Dogs of War

    Votes: 19 3.7%
  • High Elves

    Votes: 71 13.8%
  • Dark Elves

    Votes: 54 10.5%
  • Wood Elves

    Votes: 46 8.9%
  • Dwarves

    Votes: 74 14.4%
  • Chaos Dwarves

    Votes: 22 4.3%
  • Lizardmen

    Votes: 49 9.5%
  • Beasts of Chaos

    Votes: 22 4.3%
  • Hordes of Chaos

    Votes: 45 8.8%
  • Skaven

    Votes: 62 12.1%
  • Ogre Kingdoms

    Votes: 19 3.7%
  • Tomb Kings

    Votes: 44 8.6%
  • Vampire Counts

    Votes: 58 11.3%

  • Total voters
    514
Ok tried the mod a couple times now ..

I know you are going to change alot still but just posting a few issues that bug me personally.

Money is a problem early on (even tho pantheism got lowered) , after the second town and no civics changed im at -1 (from pantheism still). An early building with a set gold bonus should be added (or maybe use the pub for this).
*This wount fix the problem of the second town (pop 3 and pop 1) actually cost you 1 gold every turn , since you havent discovered brewery.

The Wonder Parthenon is far overpowered (+50% greatpeople birth rate in all cities). Should be 50% in one city or 20% in all .. or something.

Lumbermill improvement should be avalibal earlier , possible even with bronzeworking (by the time you can chop down a tree , you sure can improve your productivity with the logs )
 
Lord Olleus said:
Has anyone thought about a way of introducing the concept of core, special and rare troops? It doesn't seem realistic to have an army made up of only trolls. Maybe the unit mainteneace cost should be higher, for examply +1 gold for all special units and +2 gold for rare units. That way players would be discouraged from having lots of rare units and no core units.

Don't think so. That way wouldn't be useful to build any other but core units since they are not much less strong and you get more for the money then. Why not do the same thing like in FFH. We can define them as special units with a maxbuild. Would also fit perfectly with the WH system since you can only spend a certain amount of armypoints on the like. If it's possible to define a maxbuild with a relative percentage compared to core units(which I don't know) the better.
 
Just an idea on units .. is it possible to have units count as 2 ?

both cost wise and against the free amount of units you can have.
 
I just found out that the CIV4ArtDefines_Bonus.xml doesn´t correspond to the gamefont.tga from vanilla cIV, while working on the religion-miniicons.

The Order in which the Resources appear in CIV4ArtDefines_Bonus.xml defines which icons the game uses for them from the gamefont.tga.

And the ElfArtifact_Nature requires the Ancestor Gods Holy City instead of the Elven Gods.

Have a look here:

Bugs.jpg


And i redid the miniicons for the religions.

Here´s the new version:

Preview Religions 02.jpg


@JP: if you could send me the newest version of the CIV4ArtDefines_Bonus.xml and tell me what resources you want to use for now (because uranium, movies and such are still in the .xml) i could sort that out and implement the miniicons for the new resources, as i got the .dds files for them ready. Then i can redo the whole gamefont.tga and upload it.


I also did some new buttons:

Preview WHFB new spies plus resources.jpg

the files for the buttons:

View attachment 122286
 
Lord Olleus said:
The only way to limit the amount of a unit you can build is to have a set limit. The problem is that, that limit is set is stone and does not change. It would be better to have a limit dependent on the number of core units, but thats impossible (or at the very least hard to do). Thats why I think that having it dependent on how much money you have is the best way. It also adds a new strategic element. Will you swarm your enemies with huge hordes, or will you use a few hereos to save the day?

But the coreunits will be the better choice then obviously. You can't tell me two hellbardiers would have a hard time with one giant. As soon we have maps we could maybe limit the specialunits according to the mapsize, this would also fix that problem wouldn't it? that means if that is possible.:confused:
 
@Duke van Frost: Attached is the bonus infos. Your icons look great! Just what I had in mind

I'm not sure how the whole core, rare, and special thing will play out. I think it would add another dimension to gameplay and encourage more diverse armies, but I can't think of a way to implement it right now, except through extensive, extensive python scripting. Hmm...I'll think about it...

What do people think about Civics? I'm thinking about replacing Legal with a Military civic.
It could be something like:
Warbands (no bonuses)
Standing Army (+1 experience for new units)
Militia (Enables the Citizen unit that can upgrade into military units? Or maybe it costs less for the Citizen unit to upgrade?)
Mandatory Draft (Can draft units)
Mercenary Army (Mercenaries cost less, can spend $ to finish production, but Production of Military units costs more, or something like that)

my ideas for Government Civics:
Despotism
Monarchy (same as hereditary rule)
Imperial Representation ( ??? ideas)
Republic (same as representation)
City-States (extra maintenance cost from distance to palace, +2$ from town)
Absolute Ruler (same as Police State)

Labor can be pretty much the same, except Caste system allows unlimited soldiers instead of artists

Economy
Decentralization
Mercantilism
Limited Trade(+1 trade route/city, +5% science)
Free Trade (+2 trade routes/city)

Religion
The Old Religion (same as paganism)
War God (+2 experience points in cities with state religion)
Skill God (unlimited artists, Cities with state religion construct buildings +25 faster)
Magic God (same as pacifism)
Nature God (same as environmentalism)
Pantheism (can construct any temple in any city)

What do you guys think? Any additional suggestions? What about :lol: non-civilized civs like Orcs and Goblins or the Undead? I'm thinking that the undead shouldn't be allowed to choose any civics but religion, but should have no military upkeep costs (how much does it cost to keep a skeleton fed?) I'm not sure about orcs and goblins or ogres (don't know enough about ogres in general)

Discuss! :D
 

Attachments

Ok then i´ll go home now and update the resources! (that´s because i don´t have internet at home - i´ts just to expensive for a student)


on thge Civics: I didn´t know that the undead are uncivilized, don´t the sylvanians have the vampire counts (to old and experienced IMHO to have an unorganized state, same goes for the rulers of khemri - wasn´t that one of the first highcultures before they turned into an undead state with slavery for living beings).

But maybe things changed in the Warhammer World since i played. And even back then i wasn´t that informed about the whole aspects of the world - so correct me if I´m wrong.


Btw: TGA sent me his files for the WH40K Interface, so maybe there´ll be a big surprise in one or two weeks (but the python has to be changed also so i´ll try to correspond with Lord Olleus as often as possible as soon as i come up with some Art-files)
 
Well, maybe not uncivilized, but can you imagine a Republic of zombies? :lol: Head Zombie: "Groan if you vote for Nagash, Moan if you vote for Vlad..." The undead could include Economy Civics as well as Religious though. Maybe the Orcs could have a "Teef" economy (modern Orcs and Goblins use teeth as money) civic, as they kill enemies they gain money.
 
Is it possible to implement different choices for civics for the different civs?

Oh yeah: rename "Orc and Goblin Gods" to "Gork and Mork" bacause IMHO everything that has to do with the greenskinz should be real orcish.

And always remember: Red onez :mad: go faster! So go paint your Computer - it will speed up the whole system (believe it or not - I tried that one) :D
 
Yep I believe you can. I know you can have different default civics, and if worse comes to worse, I can make alternate tech trees.

They will be renamed, though to Waaa'gh Gods I think, since there is also spider and (my made up god) Dork, the goblin god of puttin stuff t'gether.

The paint didn't work on my girlfriend either :blush: oh I'm dirty...
 
Oh yeah, also an idea to bounce off the community: how should 4th level religious buildings be handled? Since in the WH world, they are located all over (for example, the Shrine of Asuran is in a different location than the Oak of Ages), they should be allowed to be in different cities in the mod, but where?
Should they be built or found by prophets? If they are allowed to be in different locations, what benefit should there be for having the holy city?
 
ok, did some units for tilea and the handgunner!
Please J_P add them to the next version

I will doa vampire with the vespero model... so dont try :P

will give feed´back to all the conversation going on here when i have time for it ;)
 
Well I think imperial representation should lessen maintancecost to far of cities, as this is missing still and would fit for impires tendencies to get big.

Police state I've never needed in my game. I'd prefer something like God king in FFH or a combination of these two.

Your ideas for gobs and undead sor far I like. I can't imagine orcs as reprensentiv leaders either.

Is there a republic in Warhammerworld? The effects of it would fit best to elves I think, maybe give it just another name.

Ah well, think I got to read more about WH:mischief:

Edit: oh maybe undead and Orcs shouldn't suffer from war waeriness at all. Well that should probably be drastically reduced for many civs, it's warhammer after all.
 
@Duke Van Frost- There's going to be ballistas as well (as soon as someone does a model...) as another artillary unit- though they will be more against stacks than cities. The trebuchet will be a Brettonian unit, though, replacing the cannon.

@seZereth: Are you saying I'm not that great at reskinning? :) well, I have to agree... :p Not my gift...

@ploe: You never use Police State? During a war, I find it so necissary... but I do like spiritual leaders so I constantly am changing my civics

what does the god-king do? I'm not at home right now so I don't have access to FfH. There is a city in Tilea that is a republic. The High Elven System, I consider to be really the same as the Imperial system (In both systems, spiritual and civic leaders elect the suprime leader, the only difference is that in the elven system, the leader marries the Everqueen, who is the first daughter of the previous leader.) Maybe I could rename it Aristocratic Representation or something like that.
 
Godking gives production and bonus gold in capital and increases maintanance for far of cities. Well a bit like burocracy I admit. Well don't know I think most of my wars were pretty short and because of that I didn't need policestate, maybe or I was able to maintain enough gold even with the weariness always. But maybe a combination of it with godkingfeatures, that given I would think about.
Btw gold, I never had a problem with that like some testers here, but could be I expand more slowly:mischief:

Well and if there's only one republic in the whole WH world we maybe should delete that and come up with something different. Making Imperial reprensantion sort of a combination of republic and communism(a couple of happier cities and less maintenance, cause the civs which should use it most likely are mostly creativ anyway I guess, means no or just a small culture bonus)
 
Back
Top Bottom