[BTS] Warhammer FB Version 1.5

I think the diplomacy entries that are allowed to be customized have already been written; some of the generic Civ4 diplo text isn't moddable with xml (hence it still appearing in FfH and all other mods).
 
I think you should make some ally restrictions. The Empire destroying the High Elves along with the Skavens and Beasts of Chaos is just... Completely Unimaginable =P
 
Not really, the Empire and HE will certainly fight when their interests conflict.

The natural allies tendencies are carried out through the diplomacy modifiers based on alignment (Lawful civs get bonuses with other Lawful civs, and penalties with Chaotic civs, etc), Religion (so Salvation civs Empire, Kislev, Bretonnia, Estalia and Tilea get bonuses with each other and penalties to others, etc) and council membership (so Alliance civs get bonuses with each other, and Covenant civs get bonuses with each other).

So, there are already strong tools to encourage enemies to fight each other more, but this is still warhammer, so we definitely don't want to prevent any conflict between some teams. We've debated adding a few more (so that High Elves and Dark Elves aren't fairly friendly because they share a religion, and so that Dwarves and High Elves aren't too friendly from both being lawful), but mostly the current system is ok.

I do think we need to add in Permanent Alliance functionality, probably given with the lordship tech.
 
What about removing the positive diplo modifiers between chaotic civs? Since they are just as likely to attack other chaotic civs as neutral or lawfull civs.
 
Well, we still want to encourage a sort of "Chaos vs others" kindof feel. The fact that the Covenant gives much smaller diplo bonuses than the Alliance does accounts for the fact that diplomatic loyalty is more of a good/lawful trait.

And I *think* many of the chaotic AIs have much higher aggressiveness and backstabbing values, so they'll knife even someone they have good relations with if they think they'll profit.
 
What i tried to say is that i played a game as the empire. In that game i grouped up with skavens and beasts of chaos and destroyed the high elves with their help. And THAT is unimaginable =P
 
its unimaginable for a un corrupted empire to do that :p but what about one run by Chaos Cults in dark alleys?

i plan to bring chaos cults into the game as replacements for guilds/corporations i think. could be interesting.
 
I think chaos cults are better handled by event (I posted some chaos cult events a while ago) than by corporation. Basically, events can add the Corruption religion to your city, which then reduces happiness (as a non-state religion) and can trigger riot/uprising events and civil disorder (a la cult of the dragon).

And I'm very leery of hard-coding anything that stops you from declaring war on whoever you want. If you want a role-play game experience, its up to you to play that way yourself.
 
I think chaos cults are better handled by event (I posted some chaos cult events a while ago) than by corporation. Basically, events can add the Corruption religion to your city, which then reduces happiness (as a non-state religion) and can trigger riot/uprising events and civil disorder (a la cult of the dragon).

And I'm very leery of hard-coding anything that stops you from declaring war on whoever you want. If you want a role-play game experience, its up to you to play that way yourself.

very true i had forgotten that (surprise surprise) it is a better mechanic :)
 
WOW that is FANTASTIC news Kitsune! i cant thank you enough!

the only version id currently endorse is 1.5 with patch a. patch b never eventuated due to irritatingly irreversible ctds and so i have started working on another version of Warhammer which i call the Heart of Chaos which should be relased (in Beta form) mid way this year some time.

You can call this mod team (currently consisting mainly of myself, Ahriaman, Orlanth and Arexac_Heretic, though the number of people who have actually contributed is huge)

No problems! :king:

I am running Vista Ultimate, your Mod crashed almost immediately after I picked the type of game map. Oh, :lol: You stated your making a new Mod, need a good beta tester who plays Civ IV like no other? :lol: PM me here or at my site. :goodjob:

Will it be based around those cool looking Warhammer characters?
 
Kitsune: do you have the latest BTS patch? 3.17 is required to play the mod.

also id be glad to welcome you as a Beta tester :) just chek the forum regularly and ill post the Beta up when its in a suitable state :)
 
Also; if you picked the Warhammer world map, that has a crash-bug with Vista from some of the flames terrain features.
 
Look on the bright side... you'll miss exams when they're gone. I wish that the only things I had to do in life were to know enough stuff to do well on exams. :-)
 
What about having a corruption factor? the higher the corruption of a civ the large diplomatic penalty they receive from others. So an Empire riddled with chaos (beyond the setting's amount that is) would be in dange of being attacked by tilea, estalia and the bretonnians.
 
What about having a corruption factor? the higher the corruption of a civ the large diplomatic penalty they receive from others. So an Empire riddled with chaos (beyond the setting's amount that is) would be in dange of being attacked by tilea, estalia and the bretonnians.

this sounds exactly like the broader alignments option in FF. the more evil (chaotic in our case) the bigger diplo penalty you should get with good (lawful) civs.
 
I see no real gain from this worth implementing it. The cost of having chaos cults rampant are increased unhappiness and chances of civil disorder, there's not really much need for it to interact with the diplomacy system.

It would take a lot of effort and design-work and event modification to get broader alignments to work, and I think it goes against the basic design feature of trying to have somewhat set teams of chaos vs order.
IIRC, broader alignments doesnt' actually have diplo penalties vary by alignment score either. Alignment score is completely irrelevant until it flips you into the next category (good vs neutral vs evil). Broader alignments makes sense in the FFH design concept of allowing any civ to be played as good or evil or whatever, with any of the religions, and for alignments to be changing and shifting through the game, but I don't think it makes much sense here with our design of heavily hard-coded factions that adopt only a single religion and have a single unit-roster representing their core armylist.

The Empire faction represents the standard Imperial armylist, with battlepriests of sigmar and witch-hunters and what have you, we don't want to also be trying to design a neutral or chaotic Empire faction.

There are many more important features to implement than this.
 
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