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, tested. Looks great!
well at first. After a couple of seconds it starts to blink red until it fades out just leaving the blue frames. That's pretty weird, never seen the like:lol:





Maybe it's because of the size of the nif, not sure but compared to other models that nif is really big, you should try reducing the polys I suppose.:goodjob:
 
In the viewer it looks oke............with me..........maybe i have to ad the animations frame settings somehow. The nif is with animations inside..........what you see as blue are the bones!!!!!!!!!!!!!! will have a look to the exporter i think did use the default settings. no stripping..........maybe thats why you can see the bones? and the texture fading like the used death animations? for size.........maybe because the animations are in it?
 
Tharidos said:
In the viewer it looks oke............with me..........maybe i have to ad the animations frame settings somehow. The nif is with animations inside..........what you see as blue are the bones!!!!!!!!!!!!!!

Yes they seem tobe outside of the mesh from the beginning, also in the viewer, but can't say what the problem really is, maybe you should post in the main forum about it. Could be somebody has a clue, but I think more than 350KB for the nif is too big. A normal civ model has a nif of a size about 30 to 70KB and it has two separate files for the model the normal nif and the nif_fx for the animation, maybe that causes the problem, I just copied and renamed it apropiatly, but normally this works without problems with other models.
 
I will make another export in at saturday..........then i will send it ( maybe more then one ) just that i know what kind of settings i have to use.........we will find it out YES
 
Don't really know why I see the bones, but as said other models have them smaller than the mesh, but don't understand enough of that to say really.

Looking forward to see that model in the game, really looks awesome. I'm sure we can use this for chaosreligion!

Edit: and yes send it I'll try again. And send to SZ too, maybe he knows a fix.
 
my nif is just 227. but i;m sure we will find the solution........then w ecan build more units ........if we have found the problem , building wil go fast i think.
 
Tharidos said:
my nif is just 227. but i;m sure we will find the solution........then w ecan build more units ........if we have found the problem , building wil go fast i think.

Unpacked the NIF I have is 365KB to be exact, but yeah we'll get this going. Since there is showing something you can't be totally wrong. Good luck!
 
Thx... i will do my best. Maybe some who visit this forum knows the answer for this problem?????? if so please let us know. thx
 
Some more notes continuing my game from yesterday where my last note left off at IY 1980 when the Elven Gods religion was founded...

War! For lack of anything better to do, and this being Warhammer after all, I have attacked one of the two Isabellas, this one being immediately to my east and the founder of the Chaos religion which has spread to one of my four cities.

I take one of her cities that is right on my border and destroy it as it only had one population. Units in cities put up a better fight so far than ones in FFH seemed to do IMO, which is nice. I had to have more than 2:1 odds to feel confident in victory, even when I was attacking 3 strength units with 4 strength ones. Cities should be hard to take, so that's good.

IY 700 - I go into the Classical Era and suddenly I lose happiness in all of my cities. Every city now has at least one angry citizen. I also discovered Iron Working here, but I can't see how that would make me lose happiness. None of the angry citizens were because of the war, I just lost happiness.

IY 690 - Orcs and Goblins Gods is founded far, far away.

555 - I destroy Isabella thanks to Desert Raiders. A stack of 7 cavalry managed to wipe out her last two cities, though there were only 3 left by the time that happened.

During the war she thrice tried to found cities in the exact same spot on my border. Twice I destroyed the city while it still had one population and the third time I captured the Settlers before they could found the city. I don't know why she kept trying to expand westward as I was on a penninsula and could only expand into her while she has some room (not sure how much, haven't explored directly east) to her east.

She never counter attacked me with any force. She tried to take back the first city I captured but only ever sent one unit at a time and she only did that twice. They were seperated by maybe a dozen turns, too, so I was easily able to heal my unit.

Overall game notes so far -

We really need more buildings in the early game in my opinion. Yes, not having buildings means I was able to build up my army and wipe out an enemy, but at the same time there are several problems with the lack of buildings.

I'm currently only able to have 20% science as I need to keep upping my taxes to survive. There are no early buildings that generate gold or science. So technological and gold production is almost non existent. There are no buildings early that help your science until the library and while that gives you a nice 25% boost, 25% of 2 tech production doesn't help much. Your first gold producing building is the Pub, which only gives +10% to gold production. That'll be nice if I could actually produce some gold.

There needs to be at least one building that helps for those two problems but also there should be one that generates happiness. My four biggest cities have spent a long time capped at 5 or 6 population because I can't improve my happiness. I was able to a little by converting to Chaos Gods once one of my cities got converted, but then once I hit Classical I lost happiness for some unknown reason.

I was going to say that religion seems to spreadly slowly as over almost 4,000 years (however many turns that is) only one of my cities got Chaos Gods when the founder was maybe 10 spots away from me and I went to war with her for lack of anything else to do. But then right before I saved the game and exited in 555 IY, two of my cities converted to Old One worship.

And I did notice that I am getting over 100% win odds.

Edit - I'm barely into the tech tree, really. Iron Working is as far to the right as I've advanced and most of the other branches aren't that far along. It took me 60 turns almost to research whatever it was that gives me Horse Archers and right now a lot of the techs will take over 130 because of the complete lack of science production and the increasing need for taxation.

I'll try to play some more late tonight.
 
I just had a look at the bad people mod and think we really should include gallows. I love gallows! It could provide militaryhappiness +1 and we could even use it as prerequisite for witchhunters. And now that we have 3Dmodeller it shouldn't be a problem to get a model with a strangled person for it:evil:

Edit: speaking of witchhunters maybe better a pyre. Could eaysily attach a fire effect to that.

Edit: yeah post 250 and personally 75 in this thread! I got to celebrate this:

[party] :band: :wallbash: :rockon: :banana: :bounce: :dance: :woohoo: :hammer2: :spank:

and Valten the Chosen of Sigmar just joined the party:




http://forums.civfanatics.com/showthread.php?t=165394
 
Ploeperpengel said:
I just had a look at the bad people mod and think we really should include gallows. I love gallows! It could provide militaryhappiness +1 and we could even use it as prerequisite for witchhunters. And now that we have 3Dmodeller it shouldn't be a problem to get a model with a strangled person for it:evil:

Edit: speaking of witchhunters maybe better a pyre. Could eaysily attach a fire effect to that.

A pyre would definitely work for the Witchhunter, though you can use gallows as a 'crime deterrent' or something like that to alter happiness/anger.
 
Sorry for the delay, but I just finished the Beta of the Warhammer mod and it's uploading to 3dDownloads now (I've PM'd Thunderfall for access to the Civfanatics server as well, but right now it's down)
Again, I apologize.

This'll be the last update for a while (even for you beta testers, it'll be another week for anything). It's time to redo the Techs, Civics, Buildings and Units from the ground up. The generic unit list I think is good already (see the 2nd or 3rd post for that), but I still need ideas for everything else.

First thing I'm working on is the Tech tree, but any ideas are welcome.

Edit: Got the link, see first page
 
The Techs I'm pretty sure I want to include (some will be civ-specific or disabled for some civs):
I'm planning on a system of major and minor techs. Major techs will take longer and enable new units. Minor techs will take less turns and will benefit existing units, so you have a choice of going up the tech tree or making elite troops.
The ones with ? I'm not sure about the name of

Major Techs
Raw Magic (founds Chaos or Orc and Goblin religion- which?)
Elder Magic (founds Old One religion)
Brewing (allows pubs and bugman's brewery)
Monster Taming (Allows 1st level monsters)
Monster Breeding (Allows 2nd level monsters)
Monster Bonding? (Allows 3rd level monsters)
Magic Forging (Allows acess to ithilmar and gromril, can build Magic Forge)
Rune Smithing (Can build magic weapons and magic shields)
Alchemy (Can build magic potions)
Elemental Magic?
Winds of Magic
Necromancy
Chaos Magic
High Magic
Waaagh Magic
Dark Magic
Good Magic??? (I would use light magic, but thats already used as a wind of magic...)
Magical Construction

Minor Techs
Attack Magic
Healing Magic
Fire Magic
Water Magic
Earth Magic
Air Magic
Gold Magic
Amber Magic
Jade Magic
Grey Magic
Bright Magic
Amethyst Magic
Light Magic
Celestial Magic
Light Armour
Heavy Armour
Ithilmar Armour
Gromril Armour
Dragon Cloak
Seadragon Cloak
Shields
Elven Bow
Great Sword
Great Axe
Second Hand Weapon??? Ambidextrous Training, maybe???

Should default techs be included? None, should I just rename everything???
Needing ideas.
 
For those of you who are curious, the way that magic items are working is that lord Olleus has designed a script that makes it so that units of combat type "magic item" pass on any promotions that they have to whatever is carrying them (as cargo). Of course, there are two sets of promotions, 1 for normal units, another of "Runes" that can be used by magic items only. This prevents duplication of promotions and other problems. Certain units can carry 1, 2, or 3 magic items at a time.
There are pros and cons to this system, but overall, I love it!
Pros:
Customizable magic items: When you build them, magic items have a certain amount of experience (depending on buildings) And you can choose the promotions that they will give to their carrier (ex A rune of Strength and a rune of speed would give 10% combat and 1 first strike chance)
Magic items can be transferred between units and given to allies

Cons
They take up an extra place on a ship, and until the bug is fixed, will transfer their benefits to the ship (do'h!)
I'm not sure how the AI will work with them, they have the same AI as jets, so the comp may use them, I dunno.

In the future, I'm thinking about only allowing Dwarves to customize their magic items, and making a modified version of the mercenaries mod so that it only has magic items for everyone else. (If someone wants to do this, let me know!)

I'm also going to do something like this for Dwarven engineers (they are cargo for War Machines, and pass on benefits) and Marine-type units (like Lothern Sea Guard could give Ships they are on +10% combat or something)


K, done posting (I think that's 4 in a row!)

j

PS: Edit: any team members that haven't done so already, could you please send me your ICQ# or AIM? And e-Mail, as well. (if you have one and feel comfortanble doing so) Increase communication=a good thing, so we don't do something someone else is working on
 
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