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
This is

highelves
woodelves
undead1

Any more LH you're doing right now?
I have Orion and Malekith 2D pronto. Will try to pack em small enough.

Edit: just noticed they're to big. Think I will send them as soon I got a package that's worth to use fileshare or something

Another edit: for the whiteflagfix can you make a copy of the flags with a white alphachannel yourself or do you want me to post em?

btw about the highelf and woodelf the last word isn't spoken but maybe they're ok for now.

edit: files removed
 
Any more LH you're doing right now?
I have Orion and Malekith 2D pronto. Will try to pack em small enough.

cool.
I'm gonna do Lucan as well.
I've got Settra and Ariel from C.Roland, as well as the hobgoblins (oops I just realized they aren't on the main page)

I can do the alpha channel, np (Anything to cut down on what you have to send me)

aight, later
j
 
J_Period said:
cool.
I'm gonna do Lucan as well.
I've got Settra and Ariel from C.Roland, as well as the hobgoblins (oops I just realized they aren't on the main page)

I can do the alpha channel, np (Anything to cut down on what you have to send me)

aight, later
j

the LH for Ariel is fine it seems and the other for Settra is perfect! but I'd hesitate to put C.R.s LH for gobs or orcs in. Not that they're bad, I'd put them into any other FantasyMod without a doubt. But for my taste they simply don't fit for warhammer orcs and gobs, same with C.R.s dwarf if you think about that(that would do perfect for the black eye but not WH). The looks are too different I'd still prefer a 2D LH. Especially for orcs there are lots of pics in the web.
Generally I think it's more important the LHs look like WH than they are animated.

Edit: sorry for my bad english on that post, it's getting late here...
btw that darn Highelves lead again oh I hate it:rolleyes:
 
Heh, I didn't think they looked like orcs and goblins either, but for hobgoblins I think at least Genghis looks perfect. He could be Oglah Khan

Yeah, also the dwarf Id rather have the 2-d image too (He's got no beard! Dwarves gots to have beards..). I just put in everything I could get my hands on when I started!

Here's the pic for the banner I was talking about BTW: what do you think?http://img139.imageshack.us/img139/3853/chaos5bz.jpg
gotta go finish up magic weapons now!

later,
j
 
J_Period said:
Here's the pic for the banner I was talking about BTW: what do you think?http://img139.imageshack.us/img139/3853/chaos5bz.jpg
gotta go finish up magic weapons now!

later,
j

Looks nice but most of the details won't show on the game flag. I can try...

btw ok use Ghengis as hobgob, I don't care

and confess JP! you found a way to vote multiple times on the poll didn' t you?


Another Edit: if you still need techbuttons check this out:

http://forums.civfanatics.com/showthread.php?t=163522

Seems there will come up a lot more in the future
 
Ploeperpengel said:
and confess JP! you found a way to vote multiple times on the poll didn' t you?

No, I figured you had :D I can't believe so many people would want to be the sneaky, smelly, disorganized, weak, &tc orcs and goblins. It's only right the majority would wish to represent the pround ranks of the Ashur.
 
gave the norse of the earlier pages a clothing. Not really satisfied with it but can't make it better right now.




http://www.civfanatics.net/uploads11/warrior_128.zip


If you can make the clothing look better seZereth or whoever please don't hesitate to do so if you find the time.
It's for use with rabbitwhite's warriors with different weapons(I prefer the axe) with a club it will look stupid cause I accidentally painted that over:mischief: .
Maybe I do another with red hair mixed up with this one and different weapons that would make a nice bunch of drunken babarians. and they should be scaled up a tiny bit.
 
Do you guys have a Map of the Warhammer World made yet? I was thinking i might be able to help with this at least with the basic make it up of it anyways. How big do we want it and do you want the whole world or just the Old World part. I suppose we could do a map of each. I have posted the reference map I would use. Let me know if this is acceptable and I can be of any help.


 
Nightravn said:
Do you guys have a Map of the Warhammer World made yet? I was thinking i might be able to help with this at least with the basic make it up of it anyways. Let me know if I can be of any help.

Helps always appreciated. If you want to help please pm J_Period he's the one who coordinates this here:)
 
@Nightravn- Yeah, sure, we can use a map- we've got someone working on a map of the old world, though I haven't heard from him in a while. We could use one of the entire world (Huge, please ;) ) or really any section of it would be useful (Ulthuan, Lustria, southlands, etc)- scenarios will abound!
Make sure you base anything you make off of the mod, since there are extra resources (Ithilmar, Gromril, Warpstone, Barley, and Monsters)

Go nuts!

@Ploeperpengel oops that old should be "only." Pah! I can't imagine that your army didn't run after a few casualties! (Actually, I'm kind of inadvertantly starting an orc army myself- I got quite a few for Christmas... it's the thought that counts, right?)
 
I'd still prefer the 2nd Archaon but made both.

the big Lhs are also made. Still need a 2nd scan of the dwarf and lizard from you. A Vampire LH pics wouldn't be bad either. and give feedback about the norse above as soon you tested it, don't want to start a second skin if you don't want to include it(don't worry if you don't want it I won't be pissed of, I'm just practicing skinning at all;) ).

Edit: ok found a good pic for a Dwarf

The big LHs I'd like to send you via email. Could you pm me yours?

please nadl me for these here


Edit: files removed
 
Alright, so you may or may not know that, not for the next version, but for the version after that, I want to revamp the Technology, Eras and Units.

I want to do this because I want some time spent in the "ancient" era before we get to more contemporary units and right now pretty much all of the units have been replaced by contemporary WH units. Plus, it'll make the game longer! (And longer is better :mischief: )

So, without much further ado, here's my general unit list. Tell me what you think. Read the paragraphs afterwards too!

Ancient
Worker
Ancient Warrior
Ancient Spearman
Ancient Archer
Ancient Axeman
Ancient Swordman
Shaman
Horse-Archer
Catapult
Chariot
Monster I
Scout
Galley
Chariot

Age of Magic
Citizen(upgrade of worker, same stats but they can unpgrade into any of the militia units and the militia units can "upgrade" into citizens-hopefully I can make this process free and fair, but I don't know)
Militia Spearman
Militia Archer
Militia Swordsman
Light Knight
Hedge-Wizard
Bolt-Thrower
War Chariot (may put into Age of Discovery instead)
Monster II
Explorer
Caravel

Age of Discovery
Royal Guard
Pikemen
Longbow
Crossbow
Heavy Knight
Wizard
Cannon
Galleon
Frigate

Mechanical Age
Musketman
Monster III
Ironclad
Special Unit

Most units in the list will be replaced by a unique unit for most civ's. (For example for the Empire, the Pikeman is replaced by the Halberdier)

Obviously not every civ has every unit. In fact no civ has every unit in this list. But, for every generic unit they don't have, they get another unit that doesn't necissarily correspond to the generic unit. For example, The High Elves don't have a crossbowman. Instead, they have Lorthern Sea Guards. The sea guards don't have the same tech requirement as the crossbowmen, but they arrive roughly at the same time, to keep balance.

In addition, each Civ has a Special Unit that they get sometime in the Mechanical Age that no one else has an equivelent to. For the Orcs and Goblins, this will most likely be the Fanatic.

Any questions? Did I make everything clear? Comments?

Later,
j
 
Empire Army List

Ancient
Worker
Ancient Warrior: Unberogen Warrior
Ancient Spearman: Unberogen Spearman
Ancient Archer: Unberogen Archer
Ancient Axeman: Unberogen Axeman
Ancient Swordman: Unberogen Swordsman
Shaman
Horse-Archer: Kislev Horse-Archer
Catapult
Chariot
Monster I: Pegasus
Scout: Halfling Scout
Galley
Chariot

Age of Magic
Citizen
Militia Spearman
Militia Archer
Militia Swordsman
Light Knight: Kislev Winged Lancer
Hedge-Wizard
Bolt-Thrower: NONE, get Mortar in Age of Discovery Instead
War Chariot: NONE, get Pistolier in Age of Discovery Instead
Monster II: Griffon
Explorer: Halfling Explorer
Caravel

Age of Discovery
Royal Guard: Greatswords
Pikemen: Halberdiers
Longbowmen
Crossbowmen
Heavy Knight: Reiksguard Knights
Wizard
Cannon: Great Cannon
Galleon
Frigate

Mechanical Age
Musketman: Hand-Gunner
Monster III: NONE, Get Hellblaster Volley Gun Instead
Ironclad
Special Unit: Steam Tank

Remember, Religious units will available to whoever has the religion
 
High Elves

Ancient
Worker
Ancient Warrior: Elven Warrior
Ancient Spearman: Elven Spearman
Ancient Archer: Elven Archer
Ancient Axeman: Elven Axeman
Ancient Swordman: Elven Swordsman
Shaman: Elven Shaman
Horse-Archer: Ellyrion Reavers
Catapult
Chariot: Tiranoc Chariot
Monster I: Pegusus
Scout: Elven Scout
Shaman: Elven Shaman
Galley

Age of Magic
Citizen: Citizen-Soldier (Can Upgrade to Lothern Sea Guard as well as militia units)
Militia Spearman: High Elf Spearman
Militia Archer: High Elf Archer
Militia Swordsman: High Elf Swordsman
Light Knight: Silver-Helms
Hedge-Wizard: High Elven Hedge-Wizard
Bolt-Thrower
War Chariot: Tiranoc War Chariot
Monster II: Griffon
Explorer: High Elven Explorer
Caravel

Age of Discovery
Royal Guard: White Lions of Chrace
Pikemen: High Elf Pikemen
Longbow: High Elf Longbowman
Crossbow- NONE, replaced by Sea Guard
Heavy Knight- Dragon Prince Knights
Wizard
Cannon:NONE, replaced by Repeater Bolt Thrower
Galleon
Frigate

Mechanical Age
Musketman: NONE, replaced by Shadow Warriors in the Age of Discovery
Monster III: Dragon Prince
Ironclad: NONE, replaced by Sea Monster
Special Unit: High Elven Sorcerer
 
It will be difficult to make the AI understand to handle workerupgrades effectively. In FFH was a problem with that. The AI upgraded all workers leaving no workers for improving the terrain that's why Kael took out his apprentices of the game.
 
watch post 5 on page 1 (there will be my news ;) )
 
Ploeperpengel said:
It will be difficult to make the AI understand to handle workerupgrades effectively. In FFH was a problem with that. The AI upgraded all workers leaving no workers for improving the terrain that's why Kael took out his apprentices of the game.


Yeahhhh Those are for later. (I won't put in Civilians until I've gotten the AI right) It is possible to program the AI, I just don't know how to do it yet (TheLopez did it with his Mercs Mod)

If it's not possible yet, I'm pretty sure it will be w/SDK

@Lord Olleus cool, cool, cool :D I remember talking w/you about the upgrade thing. Do you have it uploaded anywhere for me to check out? It'll probably go in as how I'll implement "light armour", "heavy armour", etc (yes for you brits I learned how to spell Armour from playing warhammer as a child, and I can't loose the habit. Armor just seems funny...)

@seZereth HOLY CRAP!!!! I can't wait to get home to play with all those new models...I just nearly shouted in the middle of class ;) I also love that you make people go here to see the screenshots :evilgrin: A bit more publicity
 
The basic idea was already posted see here:

http://forums.civfanatics.com/showpost.php?p=3834454&postcount=53

to specifie more:

the AI should check for available units related to the four chaosreligions the Mod will have. releasing a small bunch of demoncreatures(which are supposed to be religious units as far as I know) now and then on a random spot on the map(this should include player territory :evil:). Everytime spawn is released the AI should check for the religiontype(doesn't make sense to release demons of different religions at once). which religion's special units are released should be related to the strengh of the religion in the game. A religion should get a higher chance to create chaosspawn the more followers there are for it(of course zero chance if it wasn't founded yet). The unit's strengh should also be related to the era(for balancing issues).

How often spawn is created shouldn't only be related to the religions strengh but also to the amount of warpstone that's used in the game by all players.
Though it may be a good idea also to relate the spot where spawn pops up to where most warpstone is used (but I'm not sure about cause skaven use a lot of it in WH and are usually affected differently by it i.e., also players who don't use it at all shouldn't be totally safe but maybe safer than others, it's chaos after all).

As said before the spawn shouldn't be controlled by any player. Earlier I posted that chaosplayers should be safe from being attacked by chaosspawn. but this could be relativated also to the statereligion so that the spawn is hostile to any player who doesn't follow that specific type of chaosreligion.


At last: anyone who has more ideas about this subject is as allways invited to give further comments about it;) and sorry for my bad english
 
Ploeperpengel said:
At last: anyone who has more ideas about this subject is as allways invited to give further comments about it;) and sorry for my bad english


Also, not just Deamons, but Beastmen and monsters(to represent the mutations caused by the the influence of magic) Also, I think even Chaos civ's shouldn't be safe from these mauraders-I mean they're Chaos, they battle each other too.

But since none of those units (except a coupla monsters :D) are made yet, go for a more general approach. Have various factors (religion civic, Chaos religion spread, number of warpstone mines, I'll add a few buildings later as well, like Wizard's Lab or something) increase the chances of a spawning of a random unit or group of units inside of a civ's boundries.

Could you also try and make it modifiable through an ini file? (Look at Lopez's works) Just to make it easier to change, for example, the list of units who can be randomly spawned, some of the groups that might spawn, buildings and other influences.

The more I think about this, the cooler it gets...
 
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