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
Talon500 said:
oh heres a good one!

attachment.jpg
I now have a new purpose in life - making this into a Civ4 unit!

There are going to be four animations - click remote, drink bear, lick balls and cough up a hairball w/o getting up (I must admit that last one is going to be tricky). I'm also thinking of making three skins - one for fresh fur, one for after a week of sitting, and another one for after a month of sitting (I expect it'll be grey by that point).

It should probably be like a great person, excuse me, great cat unit. It will appear in an extra happy city (the ones that make the fireworks) and will not be movable. It will sit there for some number of turns, and every so and so turns will reduce the city's health by 1. The number of turns and health will of course be customizable through an INI file (and the mod will be easily mergeable with other mods).

The only way to get rid of it will by getting access to at least three silk resources and constructing a special "giant ball of string" unit, which will have to be moved away from the city 1 square at a time towards the sea, where the great cat unit will follow it to its demise. :D


Well, that was long way to go for a joke. :lol:
 
Rabbit said:
I now have a new purpose in life - making this into a Civ4 unit!

There are going to be four animations - click remote, drink bear, lick balls and cough up a hairball w/o getting up (I must admit that last one is going to be tricky). I'm also thinking of making three skins - one for fresh fur, one for after a week of sitting, and another one for after a month of sitting (I expect it'll be grey by that point).

It should probably be like a great person, excuse me, great cat unit. It will appear in an extra happy city (the ones that make the fireworks) and will not be movable. It will sit there for some number of turns, and every so and so turns will reduce the city's health by 1. The number of turns and health will of course be customizable through an INI file (and the mod will be easily mergeable with other mods).

The only way to get rid of it will by getting access to at least three silk resources and constructing a special "giant ball of string" unit, which will have to be moved away from the city 1 square at a time towards the sea, where the great cat unit will follow it to its demise. :D


Well, that was long way to go for a joke. :lol:

DO IT DO IT DO IT!!!!:lol: :lol:
 
heres a coouple more

1114987552_fullres.jpg

1114987501_fullres.jpg
 
I still need LH pics to choose from for:
Marco Polo(Tilea)
Takagura(Nippon-Japan)
Wu(Cathay-China)
Jaffar(Arabya)
Other Dwarfs(not happy yet)
Ariel(Woodelves-female)
Settra(MummyKing)
Emperor Magnus(Empire)
Jose'Paul(Estalia-Spain)
Gilles(Bretonnia-an King Artus maybe?)
are the most pressing

Nagash(kind of undead giant magicuser)
Tenehuini(Lizardman)
Grom(Big fat and strong Goblin-not Orc)
would be awesome for both have nothing still

Aenarion, Louen, Malekith, Mazdamundi, Archaon, Karl Franz, Morathi, Lucan could use better but will use existing if need be

I'm happy with:
Vlad(Vampire Count)
Azhag(Orcs)
Orion(Woodelves)
Greasus Goldtooth(Ogre Kingdoms)
Finubar(Highelf)
Haargroth(Norse)
Akabar(Ind-India)
Skaven

For release after patch missing is:
Katarin and Bokha(Kislev-Poland)
Chaos Dwarfs

Sorry can't give images I'm supposed to work here not writing this:D
I'll be offline till Tuesday

@Olleus
yes sdk sounds fun
 
heres a young one and ill get on that mummy king right now!

1114987770_fullres.jpg


ok heres a mummy!
1114984458_fullres.jpg


About the lizard men... I couldnt find any good pics but I found a cool dragon pic if youd like that
1146235563_thumb.jpg
 
No, no Dragon, won't do though it's cool the pic. Maybe better you have a look at the WarHammer online store descriptions for at least some of the Characters are there to find at least if not good pics. Try to get an orientation there about what's needed.
Here the link:
http://uk.games-workshop.com/warhammer/armies/
Really would do it myself if I had time now but I must get off in 20min for a 300km ride after 7 hours office:(
So thx for the help

The Mummy looks pretty much like Mummy already but not very much like a King yet. Should be egyptstyle also (but evedently undead not just dead;))
I fear I won't have a use for Boromir too. But I'm already happy you found Vlad and Akabar, Finubar and very likely Azhag, Haargroth I'm not sure if I take from your sending or mine but either looks good! For the rest I'm not sure yet.
 
there is tons of art on dungeons and dragons homepage i think i would be able to find something well suited if you'd like me too
 
OK guys, last night I had a lot of fun with some .xml files (ArtDefines_Building, BuildingInfos, BuildingClassInfos, ... etc. etc. - basically all files that have to do with buildings)

I revamped the buildings available in the beta a bit, biggest changes (and the ones I can remember) are:
  • I deleted all shrines, temples, cathedrals and artifacts for all religions, except the _NATURE ones.
    I gave the _NATURE religious buildings nearly the same features as in vanilla cIV (IMO this is the best way to get a new start at the religion topic - buildings-wise).
    For that it is necessary to either delete all Units that can be build through the buildings I deleted, or to make them buildable with the _NATURE buildings (but I think they are stats-wise identical)
  • I removed from all buildings the free start era.
  • Added in the hospital (may call it Infirmary later - don´t know) with the skin from FfH2.
  • Added the jail in.
  • Added the laboratory in with prereq. Library instead of observatory, removed 50% spaceship bonus and unhealthiness, costs changed to 150 (should be called Alchemists Laboratory IMO).
  • Added in a Slaughterhouse (this functions exactly like the vanilla Supermarket).
  • Added in a Siegeweapons Workshop (right now it only gives +4 experience to newly build siegeweapons - I´d like to make siegeweapons cheaper with it, but this ability seems only useable for certain DOMAIN types - so if anybody knows a way - maybe a new domain called Siege?)
  • Walls no longer give the ability to turn one citizen into the soldier specialist.
  • Pub is now called tavern, has new art, costs increased, no health from barley anymore (No - it´s not healthy to get drunk ;) BTW: I´m having a beer right now :D ), but barley gives +1 happiness.
  • I changed the art for the religious buildings, no new one just switched the vanilla styles so they suit better (but If we know what to do with religions I´d really love to reskin those!)
  • Altered the .xml file that defines which buildings in a town are visible ingame to make all religious buildings visible (was still set to vanilla).
  • Had some fun with the ArtDefines, so everything loks nice in the pedia.
  • Last, but not least, sorted the buildings in BuildingInfos.xml, BuildingClassInfos.xml and ArtDefines_Building.xml in alphabetical order (this was some frustrating piece of work - believe me - but I think it had to be done some time)

Next thing on the list is the same as above for all of the Wonders, then I´ll reskin the Drydock, the Slaughterhouse etc.

Maybe I´ll post some files tomorrow.

Pls tell me what you think of the changes for the religious buildings and whoever is doing the UnitInfos.xml pls tell me if you maybe already have removed the units that were buildable with the religious buildings.


EDIT: @Talon500: I really like the second pic for Gilles. Ploe: I think we should take it.
 
myself said:
[*]Added in a Siegeweapons Workshop (right now it only gives +4 experience to newly build siegeweapons - I´d like to make siegeweapons cheaper with it, but this ability seems only useable for certain DOMAIN types - so if anybody knows a way - maybe a new domain called Siege?)

@ Lord Olleus:

Is it possible to make something like this (the production modifier for UnitCombatType) available through python or the SDK? Or do you know if I´m missing something in the BuildingInfos.xml, and this function is already in the game?


Kelric in post #203 said:
Just suggestions I thought of, but what about adding gunpowder as a resource? Terracing hills for food production (my pet project wish)?

You see today I re-read some of the thread (to get the ideas for religion),
and i must say I really like this idea (I mean the one about terrace-farming). Could be another improvement, like the brewery for barley, and would surely help to make this mod more unique.
 
Lord Olleus said:
Everything is possible. And this should be relatively easy.

Maybe you should have a list on the first page of everything you want to be done in SDK/python. it would be easier for me than having to sieve through all the pages to try and find something.

Sorry, I joined the team in April, so I got no post on page 1 :cry:

Maybe it´s better to PM you any requests?
 
please give me some feed back on the LH portraits im posting
 
to let yall know i wont be on for a week i will be at a summer camp.
 
It´s me again!

I have completed the Wonders and did some other stuff last night, changes are the following:

  1. Removed all MaxEras from the Wonders.
  2. Bugmans Brewery: has new art (including different button as the brewery improvement), requires barley to be build, costs changed to 300, now gives +4 culture, double production speed with copper, gives Great Merchant points, no longer gives +1 health and +1 happiness, now gives the bonus resource "premium beer" (any suggestions for a better name?) that gives + 1 happiness, no longer has tavern as a prerequisit to be build.
  3. Stonehenge: now gives free watchstone in every city.
  4. The Colossus: gives Great Merchat points.
  5. The Dragon Throne: gives Great General points.
  6. The Great Bastion: costs changed to 350, +4 Culture.
  7. The Throne of Power: gives Great General points.
  8. West Point: gives Great General points.
  9. Renamed all religious buildings from elfshrine_NATURE to elfshrine (for example).
  10. Added the bonus resource premium beer (uses movies art for now, but this is the next thing I´ll change).
  11. Military Academy: now uses the Pentagon art.
  12. Laboratory: renamed to Alchemists Laboratory (only in the TXT_KEY)
  13. Made new buttons for the religious buildings (vanilla cIV ones with the right symbols).
  14. Cleaned up the CIV4CityLSystem.xml and included all buildings that are in the mod.
  15. Sorted the wonders in CIV4BuildingInfos.xml, CIV4BuildingClassInfos.xml, CIV4ArtDefines_Building.xml in alphabetical order and cleaned up those files.
  16. I think that´s it.

I got a problem with the beer resource, Bugmans gives only one of those, don´t know if this is a change in cIV with the 1.61 patch, cause in vanilla the broadway for example also gives only +1 (as do hollywood and rock´n roll). Somebody pls check this, maybe I screwd up my cIV.

I think we should rename most of the wonders, that would be the following:

  1. Angkor Wat
  2. Globe Theatre
  3. Hermitage
  4. Notre Dame
  5. Oxford University (Middenheim University?)
  6. Stonehenge (Standing Stones?)
  7. The Colossus
  8. The Great Library (The Black Library [from civ3 mod]?)
  9. The Great Lighthouse (Lighthouse of Manaan [from civ3 mod]?)
  10. The Hagia Sophia
  11. The Hanging gardens (Gardens of Lustria, Al-Alnons gardes [from civ3 mod]?)
  12. The Parthenon (Hall of Kings [from civ3 mod]?)
  13. The Sistine Chapel
  14. The Spiral minaret
  15. The Taj Mahal
  16. Wall Street (Great Bazaar?)
  17. West Point

If somebody knows what the largest Bloodbowl Stadium in the WH world is I would like to include this as a wonder to give All cities +1 Happiness.

I included some TXT_KEY entries in the zip, as well as my latest versions of CIV4GameTextInfos_Objects.xml and CIV4UnitInfos.xml (for religious units) for easy merging.

View attachment 128914
 
Maybe something more generic with the Wonder names would be a good idea? That way we're allowing 'history' to unfold anew, rather than giving the impression of deviating from already determined events.

EG: Its weird if the dark elves end up building 'The Garden's of Lustria' someplace....as those gardens are now the 'Gardens of Someplace Dark Elven' etc.
 
Khai said:
Maybe something more generic with the Wonder names would be a good idea? That way we're allowing 'history' to unfold anew, rather than giving the impression of deviating from already determined events.

EG: Its weird if the dark elves end up building 'The Garden's of Lustria' someplace....as those gardens are now the 'Gardens of Someplace Dark Elven' etc.

Maybe you´re right, but the wonders in CIV always had a reference to actual history (so it´s called the "sistine chapel" and not the "chapel build in some place of the world by the one who build it in this game" and I think it would add to the atmosphere of the mod if actual wonders of the WH world become buildable.

That´s just my thoughts - had a party before this, so I´ll better check in again tomorrow!

But you´re welcome to point out some generic names, like the "standing stones" one, may be better than having real world terms.
 
while generic names migth fit better logically (at least for those wonders that are not restricted by religion and civilisation)

names of "real" wonders add to immersion for those that are familar with the Warhammer Universe

I personally prefer "real" names
 
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