Warhammer Mod 3.0

Quinzy

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Hey guys. I'm looking to remake the Warhammer Mod, hopefully bigger and better than ever. Would anyone like to assist with advice, or better yet direct participation, I'd be more than happy.

So, to start! A preliminary list of the civs (with an explanation in brackets):

Spoiler :
The Empire
Albion
Bretonnia
Kislev
Tilea
Estalia
Zharrduk
Karaz Ankor
Norsca
Sylvania (Vampires and undead)
Orc Tribes
Goblin Tribes
Araby
Nehekhara
Kurgan Tribes
Ind
Ulthuan
Nagarroth
Athel Loren
The Realm of Chaos (Daemons and cultists)
Lustria (Lustrian Lizardmen)
The Ogre Kingdoms
The Under-Empire
Beastmen Tribes
Hung
Cathay
Nippon
The Wasteland (Marienburg)
Grand Khanate (Hobgoblins)
The Southlands (Southlands Lizardmen)
Border Principalities


These are the 31 civs at the moment. There are several other options however- we can possibly swap the Southlands for, say, Khuresh.

I feel that these civs give us a solid geographical spread, some cultural variance, and covers all the tabletop armies plus more. It also allows for some extra creativity on our side of things.

So the first thing I have to show for myself is the tech tree.

Spoiler :
basetechtree.png


This tech tree is supposed to be roughly following the developments of the Warhammer World from around -5000 to 2500, with the first era roughly covering -5000 to 1 IC, the second era covering 1 to 1000 IC, the third 1000 to 2000 IC, and the fourth 2000 to 2500 IC. I think this gives us the classic civ 'narrowing' of timeframe that we're familiar with, while keeping within the distinctly Warhammer sort of feel.

In the following posts I will outline what I've already done regarding the design of this mod. The first to be mostly completed is the Empire, which will come shortly.
 
The Empire
aka: Reikland

For the Empire I have completed a stat sheet of units, as well as a graphical sheet to show what graphics I would like to use in the game.

Here is the Empire's stat sheet. Refer to the Tech Tree's above and the graphical chart below for a better understanding of how they flow.
Spoiler :
empireunitstats.png


Here is the graphical chart of the Land units used by the Empire:
Spoiler :
empireunitsheet.png


Units that need to be made because acceptable proxies don't exist:
Demigryph Knight
Helblaster Volley Gun
War Altar/Luminark/Hurricanum (Battle Altar)

Units that have acceptable proxies but more fitting units could be made:
Crossbowman
Imperial Knight
Outrider
Flagellant
Inner Circle Knight

Hopefully Sea and Air units will follow.

Edit: Sea and Air Units:

Spoiler :
empireshipsandairstats.png


Spoiler :
empireshipsandairsheet.png


---

Note that I'm strongly considering making the Steam Tank available to Tilea, Estelia, Kislev, and the Border Princes too, making it not Unique to the Empire.
If I remember correctly, Unique buildings can only be brought about through Unique advances, thus meaning in the stat sheet above the Technology requirements for the autoproducing buildings are wrong, is this correct?

---

Kurgan
aka: Warriors of Chaos

Here are the Kurgan unit lines.
The Kurgan here represent one of the versions of the Warriors of Chaos. They aren't exactly like the table top, as I feel the table top Warriors army represents a mixture of the Kurgan, Norscans, and Hung, so here is my take on what Kurgan Warriors look like:

Note I haven't got full stats worked out for these yet.

Stat Sheet:
Spoiler :
http://img444.imageshack.us/img444/8757/kurganunitstats.png


Graphical Chart:
Spoiler :
kurganunitsheet.png


Units that need to be made because acceptable proxies don't exist:
Chaos Knight
Skinwolf
War Altar

Units that have acceptable proxies but more fitting units could be made:
Shaman
Marauder Chariot
Chaos Warrior
Slave Warrior
Marauder Archer

Sea and Air Stat Sheets:
Spoiler :
http://img254.imageshack.us/img254/2695/kurganseaandairstats.png


Sea and Air Graphical Chart:
Spoiler :
kurganseaandairsheet.png


Units that need to be made because acceptable proxies don't exist:
Hellrammer
Bloodship

Units that have acceptable proxies but more fitting units could be made:
Winged Terror
Plagueship
 
Hey Quinzy,

Ever since reading Mathias Thulmann, Witch Hunter sometime late last year, I've been thinking about making a Witch Hunter unit using my Sword and Pistol animations (possibly both a female and male one)....

Would you have any use for such a unit?
 
Hikaro- one goal of mine for this mod would be to eventually have it using multi-units. Forthis purpose a Witch Hunter would be great. While there's not a requirement for one in immediate lineup, I'm sure something could be worked out. Perhaps even as an Empire assassin unit... Something to think about for sure!

Nick- your following of this thread is enough if you can't commit to this in any other capacity. Take a look at the WHFB section of Lexicanum for a crash course on Warhammer fluff :)
 
That would be excellent Kyriakos! I've got a list of the 5 culture groups I'm working with at the moment, so I'd like graphics that look nice, but generic enough to fit multiple civs.

I'll try to have more information up soon; the sea and air units are up already. Is everything looking in order so far?
 
Hi Quinn, I'm glad you took up this challenge! You already made a very wise choice for the Empire Spearman ;) I've heard you had (some years ago) some units cooking too. Are you going to make new units ? I also have some looooong time cooking stuff too, I'll send you a PM in a few days.

I'll be following this thread, already took a subscription.
 
themanuneed- Your spearman is an excellent unit, for which I thank you!
I might get back in to the production industry... that is yet to be seen. I had some projects in the burner but they're probably not going to be made. I'm doing a PhD, and I've got some wargaming projects on the trot, so I might not have the chance. But we'll see. Hopefully a brave soul will take up that challenge instead ;)

Blue Monkey- I'm very acquainted with Tom's unit factory. Indeed, for the Battle Altar I'm probably going to substitute the two-horse stage coach in until a proper unit has been made. I'm pretty savvy on what's available out there in the void. bBut if there's something that's missing (which can be seen in the graphical charts), that exists but I don't know about it, I'd appreciate some help.
 
Hikaro- one goal of mine for this mod would be to eventually have it using multi-units. Forthis purpose a Witch Hunter would be great. While there's not a requirement for one in immediate lineup, I'm sure something could be worked out. Perhaps even as an Empire assassin unit... Something to think about for sure!

Well, it won't be anytime soon... I'm getting married Saturday and going directly on our honeymoon immediately after for a week and then closing my house purchase the week after that, then I have to move in....

Don't expect to hear anything from me for at least a month after this Friday.
 
Firstly, congratulations! I hope it's a good day for you both :)

Secondly, don't worry about it; it's not at all an immediate concern, and if you have other priorities then certainly get to those first!
 
I'm sorry for the double post, but I wish to ask a question.

If, hypothetically, I was to get back to unit making, would somebody take me up on the following offer:
I send someone the raw .png rendered images, and they create the .flc's from them.
We'd both get credit for the unit's creation. I don't have time to play with palettes or getting Civ3FLC or Flicster to work on this computer either. I'd rather just model, render, mod, and study.

So will anyone take me up on this?
Hypothetically. :)
 
From what I've read, you're going to have a 4-era tech tree common to every civ, which lets you stuck with only 5 culture groups. So, which civs will be in the same group ? Maybe you've thought of it already (and didn't like it), but you could have some civ stucked in the first 2 eras and sharing the same city graphics pcx with an other civ begining in the third era, which lets you have 10 different city graphics if you use this trick for every civ...
 
I had thought of that; however, I feel that having a full and robust technology progression is more important than some city graphics. To remedy this I've come up with 5 generic enough to fit the civs but different enough to look good.

Spoiler :

Code:
The Empire        	Human
Albion	                Tribal
Bretonnia  	        Human
Kislev	                Human
Tilea                 	Human
Estalia              	Human
Zharrduk          	Dwarven
Karaz Ankor      	Dwarven
Norsca	                Tribal
Sylvania            	Human
Orc Tribes         	Tribal
Goblin Tribes	        Tribal
Araby               	Human
Nehekhara       	Human
Kurgan Tribes   	Tribal
Ind           	        Human
Ulthuan    	        Elven
Nagarroth         	Elven
Athel Loren      	Elven
The Realm of Chaos	Tribal
Lustria               	Lizardmen
The Ogre Kingdoms	Tribal
The Under-Empire	Tribal
Beastmen Tribes       	Tribal
Hung                 	Tribal
Cathay               	Human
Nippon             	Human
The Wasteland          	Human
Grand Khanate 	        Tribal
The Southlands	        Lizardmen
Border Principalities  	Human


Here are the 'culture groups'

As for the tech tree in general, if my suspicions on autoproducing wonders are correct, there will be a generic tree with civ-specific techs attached.
 
To set your mind at rest in regard to unique bulidings, I'm writing this post.

In general, there's actually 3 ways to make a buliding unique. It all depends on how unique you want this building to be.

By resource
Let say, there's a region in your map that you would want a spiffy buliding to be used in there. You could set a non-disappearing one of a kind (or more than one) resource there. It can be anything like elf's uber wood, or a rare gem, or metal. Or a historical ruin for humans to gather around like Helm's Deep in LOTR. If you really wanted to limit the location where a wonder can be built, you could assign to the buliding's requirement that the resource has to be within the city's radius.

By government
If you wanted a certain side to be able to bulid something in a war but you aren't too picky with the specific civs, you could assign the required government to be Chaos for an altar of the Great Evil Spork. Thus only evil civs with the govt of Choas could bulid that. You would have to assign "era:none" techs to allow for govts to be assigned to the civs, but once the govts are in place, the wonders and improvements with strict requirements of govts would then only be able to be produced by specific civs with the correct govt, and those buldings would actually cease to function under a different govt. This can prevent a conquering player (that has a different govt) to take advantage of the unique bulding.

By unqiue techs
Pretty easy to figure. Give "era:none" techs to civs at the beginning of the game for free to really narrow down the pool of available players to bulid this or that, etc. You could even put some techs that brach off from the main tree also requiring the "era:none" tech in order to be had. This would limit both the civs and the time when a civ could start produce that buliding.

There's many ways to combine those 3 methods of limiting which civ to exclude or include. Would this post make things clearer?
 
Yes, thank you. I think I will use a combination of these. For example, the Norscans can build certain techs only available to them. For example, they will have a building called Troll Cave. This is only available to the Norscans. It also requires Trolls as a resource, and the Chaos government.

In the above list I will need to create civ specific techs and reassign the autoproducing buildings to them.
 
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