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
finaly fixed the problem with the interface. i did what you told me to do J and deleated the Python file. after that everything was great. any idea why the python file affected me like that and no one else?

A bit of a 'reveiw' from me:
I think the mod so far is good. The things that stuck out to me the most were:
1. The fact that the religeons are ALL founded withing the space of 10-15 turns, and not in any order which matches the history of the Warhammer World.
2. The tech tree is incomplete (but i guess you know this already)
3. There are no spells that the wizards can carry, im actually quite interested to know how you plan on doing the spells, because Kael, the FfH creator, had a bit of a hard time figuring out how they could work. (im also interested in what spells your going to do. are they goining to be race specific like in the table top game, or a generic range of spells?)
4. There wern't many races to choose from, how many have you planned/done?
4. A lot of images were missing (buttons etc) and there were lots of TXT_ things.
im pretty sure there was a couple more, but i cant remember them;)

some more suggestions:
add more civics
add more leader traits (i like customized leader traits;) ) like 'territorial', 'chaotic', 'greedy' etc
add some music. (the entire game was VERY quiet, there was no music at all)

Other than the things i have mentioned the mod was quite well balanced.

Kudose to you and all who helped in making this mod!
 
I really like Mr.Whispers Idea about the skaven and the bretons questing! that will make it more unique!!! Hey J, i am sorry to tell, but..... yea i worked with love and did quiete a lot of units for nippon and cathay :P but well i added the art_defines at least! so will you please include them into the next version, cant wait to see them in context ;)

@J, please read, even if its long ;)
And here is what i wanted to say, first of all, fortify formation should be same as idle one. cause it simple looks nicer. second, perhaps you should reduce the more elite units meshes to 6+1, or 8+1, so the bigger groups go to the hordes of lower rank soldiers, and afterall it would be slightly better for performance. With my new units i often did more versions for the soldiers (sometimes only varriing swordsman and warrior animation, to have a more "alive" looking behaviour), hope you wont be confused by this and can include em.
Third: you could include every unit for the all the races you worked out with its stats, pointing to a new folder with the units name or abreviation, but giving him a standard graphic, so when i do new models, we simply can replace the standard ones without updating the whole mod. It might be much work for u, but well, you will have to include the units this or that way, this way would give a happiness bonus for every unit i release, cause it could be used right after that! (same idea for buttons and eventually magic items, for which i actually could do stuff with transperant background, now that i found those resouces nifs :P )

Thanks for your attention. actually i wont supply you with new units until sometime next week ;) keep your eyes opened for Catay and Nippon archercavalry (+ ungol lancer and better versions for Celestials and some more unique officers) and a variety of Core Units for Ind (these ones will actually get more variations in colour!) do.0b just realized my spare time will be reduced from next week on, so... well everything could get a little bit delayed ...

BTW, i think we now are the Mod with most unique units (i mean really unique ones, not only something like taking a big brush, making almost everything purple and call it a night elf (saw that somewhere) )
 
@P.L.- The way spells will work (we've gotten it to work while testing, haven't put it in yet) is as follows: Each wizard can carry a limited number of spell books, which will act like regular wizards in FfH (how they cast spells, I'll assume you are familiar with it) but the spell books only gain experience(mana) if they are being carried by a wizard, and not a boat and not just hanging around- thus preventing you from casting a spell w/o an actual wizard.
A couple things that should be possible but aren't done yet (as far as I know, unless Lord O has made amazing progress w/o telling me):
1) Figuring a system that gives wizards experience for casting a spell, but isn't exploitable (ie no 1 experience point for each spell casted-that would make it so they cast a worthless fireball or something every turn and gain experience every turn- I only want them to gain experience if the fireball does damage)
2) Limiting each wizard to casting 1 spell/turn but not limiting them from holding more than one spell at a time.

Spell casting won't be in the next testing release btw (nor will magic weapons or mercs) all of the different python scripts seem to have trouble getting along (well when I tried integrating them :D ), Lord O is putting them all together now, adn hopefully his results are better than mine :).

Spells planned right now are: 1 from each of the 8 colleges of magic. A combination of old spells from previous generations of WHFB and this newest release. 1 lesser waaagh, 1 greater waaagh. 1 from each of the Chaos spell decks. 1 for each of the 4 elements. 1 pure attack, 1 pure healing. 1 necromatic spell, 1 high magic spell. Itll make much more sense when you see the newest version of the tech tree. I promise.


@seZ: never fear, I always read every post (pretty much) especially the longer ones.


I think it's a good idea to put in all the buttons, art defines, etc, like you said. Once it's all done I can focus more on organization and ideas and basically pestering you all more ;). It also makes it much easier to add in new units, buttons, whatever. But like you also said, it'll take awhile. I'll start on it next week, I'll see if I can get anyone to split part of it with me or something.

Don't worry! I'm planning on putting as many units as you can crank out into the next testing release. Especially since you did the ATR_DEFINES for them :worship:

About the formations... I actually don't know how to do them, and haven't taken the time to really figure them out. I just used your basic formations, and put the units in them as I went along :p I'll try and figure it out, but I may have to ask you questions on ICQ ;)


I'm pretty sure we have been the mod with the most unique models for a while :D or at least the most that have been publically released. I've lost count of how many. Lesson learned: if you want something done well, get Germans to do it ;).

As always, the unit you are making are looking better and better! They started out great, and are now in the realm of freaking awesome! Next week I expect increadable, and the week after unbelievable. Then impossible. Get going! :lol:

(BTW Cusimanse emailed me all the empire unit Civilopedia entries! Thanks!)
 
HOLY FREAKING CRAP!!!!! I just realized 1.61 has been released! This changes everything. (calming down) This may delay things a bit cuz I want to make sure everything is compatable with the latest patch. I'll report back after testing.
 
J_Period said:
and the SDK! WHY OH WHY DO I HAVE TO GO TO WORK TONIGHT? It should be a national, screw that, an INTERnational holiday! (good thing tommorow is a holiday for me though)

hehe J, am i right that we have a computer programming expert with YOU !? wow, i think then the mod will get freaky awesome in general... maybe we will dominate the world one day :king: yea, but only maybe :confused: well ok be realistic, lets say, well we will make a mod that is fun to play a while ;)

I wanted to say that i like to "work" well lets call it heave fun with you guys :crazyeye:
well but i will have a break with this (well at least the units) until monday, well lets say tuesday or wednesday...
 
well not an expert so much as a student... I'm a Computer Science major, which means I do a ton of programming. Unfortunatly most of it is in Java (well not unfortunately, b/c Java rocks) but I've been starting to learn some C++ and they are really similar. (Also I learned XML before I started modding too) Once I find someone to really take over the XML, or I finish with all the generic crap I'll try and do some cool stuff with the SDK.

Edit: Strike that, I didn't actually fix it :P I just thought I had...long story
 
J_Period said:
k, the last downloadable version of the mod does not work with 1.61.

I am now focusing all of my efforts on figuring out why and fixing this.

Im downloading warhammer now, I'll see if I can offer a little help converting this to 1.61.
 
K figured it out!
The simple way to fix it to be 1.61 compatable is to delete your GlobalDefines.xml and GlobalDefines_Alt.xml files. This will change things back to BC and AD, instead of IY and -IY but it's a small price to pay I think. I also deleted the python, so if there are any python incompatabilities, I don't know about them, and tell me.
 
J_Period said:
Thanks Kael but I figured it out :D

Woot! Good job man!
 
Wow cool to read you pythonfreaks got something new to play with. Have high exspectations now!

With Assassins new found nifeditingtechnic we will hopefully be able to release some awesome elves without much 3D modelhelp now. But that would still be highly appreciated. Cause those models would have high polys unfortunately. Anyway I will try everything I can to get some elves into the next regular release. Hope seZ you'll join me in enthusiam for that after finishing nippon.;)
 
@J:
That magic systems sound great! never thought of it like that. Will the Books be visible on the units (ie, will they be holding them) or not? twould be cool if they did.

Oh i cant wait for monday!!:D :lol: :crazyeye: my fingers are itching and ive resulted to messing with XML files again (curse it all!) and playing round with units. Oh!!!

Great work everyone, keep it up:goodjob:
 
ive just never been able to download anything off it. after clicking on download now, the window comes up. after waiting for download now to come up, when i click it nothing happens. this mod looks pretty cool and id like to try it.
 
redstar05 said:
ive just never been able to download anything off it. after clicking on download now, the window comes up. after waiting for download now to come up, when i click it nothing happens. this mod looks pretty cool and id like to try it.

Hm, maybe you should check your cookiemanager for that side. If that still doesn't work, pressl JP to make a filegonelink too. Or you could use an internetcenter if you don't want to wait. Can't offer more help now, sorry.
 
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