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
Also I think that their should be a chance of spells failing if their are enemy wizards in the vacinity. This is quite easily doable in normal python.

Yeah, I agree, but I think it should be enabled with a promotion (dispel I, dispel II, etc) so that dwarves could get it automatically. Also, I don't have any good promotions for wizards right now.

Say 15% chance of dispelling/level of promotion?
 
Oh yeah, new rule announcement:
I will put any skins/models into each release that I get before Tuesday @ midnight (my time, US mountain time) This gives me three days before friday to put them in & integrate with the current release.

I want to release on fridays b/c those are the days I have the most free time to deal with issues
 
I'm about halfway through my first game with the Beta, and nothing terrible yet, but I am having a bit of trouble with a few things.

Bug Report So Far:

  • Diplomacy messages for almost all of the leaders are incomplete (I think you know this though, sorry for redundancy.)
  • Pantheism made me bring science down to 90% right off because of it's maintenence... I didn't like that, heh.
  • I get pink unit finder tab things. (The thing that points to a unit somewhere else on the map...)
  • I get higher than 100% victory probability before some battle. (I got 143.3% chance of victory once)
  • This is my main issue so far, but the Mercenaries Mod seems to be implemented wrong, because I am having two problems. First off, a unit of mine has been hired, but I only got the per turn gold from it the first turn. Secondly, after that unit was hired, I was not able to add any more units to my offering list at all.

That's all I had problems with so far, beside some missing TXTs and buttons, but those you mentioned to me before hand. Seems awesome so far.
 
J_Period said:
yeah, this isn't just a 2 person conversation, people! join in...

Off the top of my head.
What about simplifying the whole system and have spells as promotions?
Each level gets you a more powerful version of a previous spell type. (Or another 'minor type) Fire Mage: Fireball/Fire Blast etc.
All mages also start with two automatic promotions/spells - one of which is 'Dispel'

Casting could be achieved in two ways ; either a 'cast' button similar to 'attack fortifications' button used by artillery and the like, and/or a direct attack with the best spell. Only the latter gains experience for the mage, but having both options would allow a mage to cast non-combat spells as well as offensive magic. (Protection for example)

Naturally, the easiest way to do this AND give mages a sense of power different from other units would be to give them their own unit classification type just like regular cIV units : Melee, archer, cav etc. This would also mimic tabletop experience, and fit into the cIV paper/scissor/rock combat system. In other words, it would be wise to have a mage in your stack, or your enemy that does will have a big advantage. (I still have nightmares about facing Skaven armies with 16 power dice, and me with 1 dispel scroll)
(Dwarven units could start with a Dispel I promotion)
Each mage in tabletop is specialised anyway (Dispel Caddy?) so why not keep it simple here? Relatively :lol:

Or has this been discarded as an option already?
 
Alright, some VERY random nitpicky stuff that I apologize for ahead of time since this is what I noticed just looking around and some legitimate stuff. Only in the beginning of my first game so far.

1 - The title screen seems a little busy with all of the text involved. Can that be lessened? Also, can the city lights be eliminated or at least aligned to the cities on the Warhammer map?

2 - Alchemy has the txt_key quote and civilopedia errors. As does Brewing, Chaos Magix, Dark Magic, Elder Magic, Elemental Magic, High Magic, Light Magic, Magic Forging, Monster Bonding/Breeding/Training, Necromancy, Primary Gods, Raw Magic, Rune Smithing, Winds of Magic... Also, all of the Magics have the same graphic, which should probably be changed around in the future.

3 - I was wondering if maybe you'd want to switch the Knight button with the Freelance Knight button. The Freelance Knight is currently the Civ4 default picture while the Knight seems to have more personality being a custom button.

4 - All of the Acolytes/High priests/Incantations/Priests/Magical Units are txt_keyed. For Magical Units, books and stones have buttons, the rest are pink.

The Firebolt promotion is pink, all magic promotions are txt_keyed.

As for Civics, Raid, Republic and Tyranny are all txt_keyed.

5 - Just suggestions I thought of, but what about adding gunpowder as a resource? Terracing hills for food production (my pet project wish)?

Actual in game notes....

Playing as Marco Colombo of Tilea. Huge map, temperate, low water, Noble difficulty, Marathon game speed.

1 - I'd suggest larger vision/movement range for Settlers in the beginning such as FFH has.

2 - Losing gold to Pantheism in the beginning sucks. Either make it Low upkeep or bump it down the Civic tree.

3 - Tech tree, Primary Gods, Elven Gods icon only shows as two random bars of a disjointed graphic. Also, the Wheel deadends and leads to nothing. This should probably be a prerequisite for some stuff.

Game play -

Ancestor Gods was founded by the AI on Turn 5. This seems like it's WAY, WAY too early.

Can we show the turn year and the time clock at the same time please?

Why do I get a Promote Unit (Goblins) button as a promotion when playing as Tilea? Didn't click it yet, so I have no idea what it does.

Pink circle, as already noted by a previous poster, for offscreen units.

I got absolutely no money from hiring a warrior out in the very beginning of the game, which I did twice. I have no experience with the mercenary mod so I don't know if this was too early in the game, but both times I tried it my unit dissapeared off my screen and it said I was going to receive money. Never got any.

Chaos Gods was founded in 4440 (also seems early, but not as bad as 5 turns in).

Between 3800 and 2970 IY, 4 civs were contacted. All of course need diplomatic text. Two were founders of religions, but I have no idea who founded what. Got the Islam and Buddhism symbols.

Old One worship was founded in 2670 'in a far away land.'

Elven Gods was founded in 1980 IY.

That's as far as I got in the game today. The barbarians came after me shortly after I discovered Archery with Archers of their own. I was able to fight them off and currently have 3 cities of my own with a 4th ready to be built in a few turns once my Settlers finish. So far there are no ways to improve happiness so two of my cities are stuck at a certain population point after initial explosions due to good flood plains starting locations.
 
Thank you for testing and reporting!
As i am only graphics developement, (specialized on units) i cant do much about your issues. But the thing u mentioned about gunpowder as a resource sounds very nice, dont know if it has evil effect, but it definetly sounds very interesting! We need more people who know the WH world so well, they can write civpedia and diplomacy texts. cause i think J, Olleus, me and Ploepe are busy enough with our stuff (programming and Art). I think we should modify the graphics for the religions! But dont know how to do trhat. if someone could link me to a thread where it is described, i can have a look at it. thanks in advance!
 
yay some actual feedback! Someone played the mod for more than 10 turns!!!

Where to sdtart, let's go point by point....
1) I'm not happy with the title graphic either, it was just me experimenting, I'll just switch it back. I think I can switch off city lights too

2) There are no quotes or civilopedia entries for anything written yet :crazyeye: Still looking for more authors...

3) Once I get a button for freelance knight, I'll change it. (same with arab swordsman, nippon units, etc...)
4) The religious units are just placeholders right now, ignore them :). The spellbooks and etc will be in the next version.
The civics I will fix, I forgot I added them.

5) Perhaps I'll add saltpeter (what you need to make gunpowder- it doesn't grow on trees you know :D) I hesitate to add too many resources (I've already added 4) Maybe I'll take out ivory or something. I like the terracing hills for farms idea...maybe just for dwarves or something... (I was actually planning on allowing dwarves to make cottages on hills too)

Part ii

1) I like it too! I had forgotten about that...consider it done.
2) I hadn't figured out why I started at -1 until now (duh :p) I'll fix
3) Hm strange, Ill check out the graphics and. I wonder why the wheel does that? What did I change...problem easily solved tho

4) You're right :) I'll change it from bronze working to iron working (ancestor gods=dwarven gods), I'll probably add in another tech before spell units too. Next after magic items/spells is an overhaul of the tech tree and the units.

5) You shouldn't get the goblins promotion! I musta messed the XML, easily fixed (it's for the animosity and Waaagh functions which I haven't implemented yet)

Thanks for a complete report! Keep them coming! I can tell I'll be very busy tommorow and friday if I'm gonna get this out in time!

@IVanIV: I'll try and figure out the mercs and the combat % problems too, I assume that they are python problems, so it might take longer to figure out (at least the merc is for sure, the other, i dunno... I just tried and I'm getting weird %'s too.)
Lord Olleus, could you look at the python? (it's a copy of theLopez's merc mod, obviously) See if I'm missing something or messed something up.
 
@seZereth: this one has how to modify icons(look for gamefont.tga) http://forums.civfanatics.com/showthread.php?t=150737&highlight=gamefont
Think you can also fix the resource icons? If you can figure it out, I think it has to do with the gamefont.tga file as well.

Also, do you or ploe want to design a new main menu/screen (I like the map, but that's about it :p) Actually,anyone who wants to can, submit to me.

For everyone: What should the name of the mod be? (according to games workshop, it can't be just 'the Warhammer Mod' or something similar)
What I have now is Eternal Empires: The Warhammer Mod for Civilization 4, but I don't know... It doesn't have the word "War" in it :) It's too bad that Warmaster was already taken and that Warlords is gonna be the expansion :lol:
Any suggestions?
 
J_Period said:
@seZereth: this one has how to modify icons(look for gamefont.tga) http://forums.civfanatics.com/showthread.php?t=150737&highlight=gamefont
Think you can also fix the resource icons? If you can figure it out, I think it has to do with the gamefont.tga file as well.

Also, do you or ploe want to design a new main menu/screen (I like the map, but that's about it :p) Actually,anyone who wants to can, submit to me.

For everyone: What should the name of the mod be? (according to games workshop, it can't be just 'the Warhammer Mod' or something similar)
What I have now is Eternal Empires: The Warhammer Mod for Civilization 4, but I don't know... It doesn't have the word "War" in it :) It's too bad that Warmaster was already taken and that Warlords is gonna be the expansion :lol:
Any suggestions?

I will havea look at the religious icons. they should be doable when i find fitting symbols for the Gods (dont know where to get info about this one... so please another link :P ) and i can modify Resource Icons!!!! but what to do with them? just having hammer, gold and bread symbols which look more serious or something ?!

A and i want to say we can change art of the terrain too!
So we can style the map too.

I think i can do a title screen when we have a name :P and i have some time for it. and yea we will have to look at the civ4 interface graphics too.
Well, i will work on units right now (so we have Empire until next tuesday :P)
and i think i implemented buttons for nippon into the ip, did i forget this ?!
My suggestings are:

Warring Empires
Raging Gods
Storm over the old world
Tempest de'vhor
Stormhammer

well, dont know either....

and btw, thank you for removng the "all the good" in front of skins at the teammembers post,... i never liked that ;)
 
Had some time to test so here goes... ;)

Mercenary mod (Very nice idea btw!):

Those of you that didnt get any money .. did any civ actually hire the unit you set as a mercenary ? (i know i got 6gold/turn , but could've been in the alpha..).

The mercenary fee seen to focus on levels and not base strength (2 strength unit level 3 is more expensiv then a 7 strength unit lvl 1 ).

IVZanIV: The unit has to stand in your capital to become a mercenary.
-------------------------------
XML : A note to those of you meddling with XML files .. you can leave all default options out and just write in the options your are changing (like in globaldefines for instance). I like to play Huge map and marathon speed .. that mean altering some XML files (Civ4 defaults are horrible) and it would make it litle easier ;) .
 
Wow we get feedback and a nice rating!

Glad to see that. Poeple share your thought's with us!

SZ, sorry can't help with religionbuttons, this needs photoshop. But referring to buttons JP, maybe you can name all buttons for units and buildings differently even if you use the same buttons for different units/buildings? This way I could post buttonupdates at the start of the thread and you won't have to fiddle with this everytime.;)
Also you could clear all atlasrefences for units then (the ","s) this will stop pink ofscreen buttons once and for all. Of course this is pretty boring work I now but I believe it will spare you a lot in the future.

About the name, not sure but maybe just nothing referring to the old world since we're going to use various maps.
Gods of War?
Drums of Doom?
Clash of Warbands?
I don't know, I'm german. Come on poeple give us names(nice ones:( )
 
Ooh, just discovered this mod. I was heavily into Warhammer stuff when I was younger so it's of great interest to me. I'd like to join in but I have limited time these days :(. But not ruling it out...

For the title...
Fantasy Battles (the full title of GW's game is "WARHAMMER THE GAME OF FANTASY BATTLES", to distinguish it from Warhammer 40K)
Mighty Empires (the name of a long obsolete Wahammer game set in the same world)

Personally I would go with Fantasy Battles, as it links with Warhammer
 
lumpthing said:
Ooh, just discovered this mod. I was heavily into Warhammer stuff when I was younger so it's of great interest to me. I'd like to join in but I have limited time these days :(. But not ruling it out...

For the title...
Fantasy Battles (the full title of GW's game is "WARHAMMER THE GAME OF FANTASY BATTLES", to distinguish it from Warhammer 40K)
Mighty Empires (the name of a long obsolete Wahammer game set in the same world)

Personally I would go with Fantasy Battles, as it links with Warhammer

Think this will be developed for quite a while still, so if you can manage to get some free time join in whenever you want. whatever your skills are we can use any help we can get(a good Loremaster i.e. who can type us som civpedia entries, if you can do xml ,python the better).:goodjob:
 
I always loved reading up on the background of the warhammer world, so civpedia entries would interest me. Unfortunately I don't have any source books any more :(. I'd also be interested in doing artwork including, in the future, some 3d stuff (once I've got round to actually learning it :D). And I'm downloading the mod now so I should be able to give some feedback too.
 
lumpthing said:
I always loved reading up on the background of the warhammer world, so civpedia entries would interest me. Unfortunately I don't have any source books any more :(. I'd also be interested in doing artwork including, in the future, some 3d stuff (once I've got round to actually learning it :D). And I'm downloading the mod now so I should be able to give some feedback too.

Maybe you should wait a little. With luck JP is going to release the public beta version today. But of course it's good for a sneak preview.;)
Oh and texts are plenty to find in the web just make sure it's not GW original cause of the legal crap. 3D stuff is always appreciated, really anything you could provide.
 
and btw, thank you for removng the "all the good" in front of skins at the teammembers post,... i never liked that
Well, I was referring to the fact that you didn't do the crappy troll, back when we had the crappy troll ;) and before ploe started doing units too

Maybe you should wait a little. With luck JP is going to release the public beta version today. But of course it's good for a sneak preview.
Patience...tommorow...probably b/c I have to fix all those probs that were pointed out... I'm thinking tonights gonna be another all-nighter (2 in one week :p)

Also http://www.lexicanum.com/ has said that we can use any thing from their website so long as we credit them

I'd love to type more, but I've got to get to class (I'll type more when I'm there ;) )
 
I'd be willing to type up some Civilopedia entries using Lexicanum's information. Since I'm playing as Tilea right now I'll do them some time in the next few days.

Traxer2 - I think someone hired my unit, as it said something like 'contract worth 27 gold, 6 gold per turn' in the mercenary screen. And it wasn't where I would go to hire mercs from, it was a different screen. Like I said I have no experience with the mercenary mod so I don't really know what was going on there.

I'll continue playing the game I started yesterday in a little while. I should be able to get a few hours in this afternoon and give you guys some more comments.

Edit - Er, maybe I won't do Tilea as Lexicanum has nothing on them. Okay, well, I'll do some Civilopedia stuff at some point. It would probably make more sense for you guys to assign me specific stuff so I don't wind up doing work someone else is as well. If you're willing to skirt around a couple of, ah, rules, I'll check out the official site and do some creative paraphrasing of their stuff. I don't actually play Warhammer, so I don't have any of the books and backstory information.
 
If you still need help with the background text and so forth, I'd be happy to assist. I used to be an Outrider for GW a few years back(an independant gamer who taught people how to play in return for more GW merchandise), and still play(when I can be torn away from my computer). I have most of the source books for WHF, just let me know what you need.
 
@Traxer Merc mod isn't mine, it's TheLopez's you can change merc hiring costs and etc in "mercenary mod config.ini" file. It's pretty self-explanatory

Alpha doesn't have the mercenaries mod, so it must've been the beta.

@Cusimanse: Text would be great! We don't have anything (except some skaven and dark elves entries in progress apparently) and we need things on units, civs, and leaders (listed on front page) The only thing is, it can't be direct copying from GW source due to copyrights. You can directly copy from lexicanum, they gave us permission, and wiki articles as well though they don't have much about specifics.

@seZereth: There weren't any buttons in the zips for the guys
Also, the icons I was talking about was the fact that the resource icons (gold, silver, wheat, etc) were all messed up b/c of the fact that I added more resources. I think I can fix this actually (or at least make them less messed up) so don't worry about it

EVERYONE
Because of the awesomly enormous influx of help and new models, etc.. After this release (tommorow I hope) I will be taking time (3-4 weeks depending...it's the last month of school so I'm super busy) to completely redo from the base up, the tech tree, units, add magic items and spells, etc... I'll try and upload a new version every 2-3 days for the testers and those working on it so I can get feedback and you can tell me what's working and what isn't etc.

Anyone that wants to be a tester, can be, (jsut PM me) but please realize that the testing versions are even less stable than the non testing versions.

That's about it

j
 
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