WH Discussion Thread

Long time lurker :)
 
I got it at a Hungarian site called Heroes Tower, but if that's the name of the game or just the site I don't know, my Hungarian is very rusty...

@mmmrrrr: Welcome out of lurkhood.

@fe: Ships need a city to heal in, it's just that there are no barb cities. :)
 
mrtn said:
I got it at a Hungarian site called Heroes Tower, but if that's the name of the game or just the site I don't know, my Hungarian is very rusty...

@mmmrrrr: Welcome out of lurkhood.

Thanks, no guarantees I won't go back, though :)

This is a pic of the Necropolis in HoMM3, it looks kind of the same, no?

http://transgaming.org/gamesdb/screenshots/images/803.jpg
 
LizardmenRule! said:
suspiciously similiar... :mischief:

are we still wanting to make the barbarians tough, like the skaven were? coz if we gave all barbarian units the enslave ability, that'd be a big problem (for me at least)
The barbarian Rat Ogre already had enslavement, but that doesn't work for barbs.
I posted the barb stats already...

I haven't played more on the beastman game, I started an assassin test game, and then I was busy all weekend.

I have just added the first era skaven units. And badgered aaglo into making tech icons and building icons for the tech Lords of Decay that gives the Cauldron of a Thousand poxes small wonder.
Spawn Censer Bearer every 5th turn
2 culture per turn
50% research
400 shields

Censer Bearer 10/2/2 blitz
 
After (above) Nature Lore, where the elves have techs.
I haven't decided if the Screaming Bell is gonna be added or not, did anyone have a good idea for it's game effects?

BTW, LMR!, you've made your units_32 icons the wrong way; they should be made with red civ colour, you've used blue, so I've had to redo them. Not a big problem, just to let you know for later units.
 
You mean blue. ;)
The units32 has a palette that's quite similar to the unit palettes, i e a number of colours are turned into civ colour in the game. All these colours are red, so if you want a unit to be civ coloured you have to make those parts of the unit red, otherwise you'll only end up with blue patches on the unit. And that's ugly, unless you play Sylvania. :)
 
Actually, I checked the Units_32 pallette in Flicster, and surprise, surprise, the red civ colors in the Units_32 pallette coincide EXACTLY with the civ colors in all unit pallettes, so to make creating Units_32 icons easier, I exported a BLUE units_32.pal (i.e the civ colors are blue instead of red), which I then use to convert the truecolor raw image (with the blue civ coloring) into a proto-units_32.pcx, and to complete the process, I load the actual Units_32.pal with the "maintain color indexes" option selected, so that all the blue (that's actually civ coloring) is now red :D I used this to keep from messing up my units_32 icons in all my recent units (as opposed to my early units where Vuldacon had to fix all my Units_32 icons).

I could upload this Blue units_32.pal for others to use, if they want to....
 
I discussed the mod with aaglo a bit, and we think that it would be good to make a "clean start" for the mod.
This means calling it 2.5 (probably), start a new thread, and only have the 2.0 as prerequisite. That should keep folk from posting "I'm too lazy to read the whole thread" for a couple of hours, at least...
What would be a good way to package the mod, self extracting rar?

Half the skaven units added now.

@LMR!: Thanks for the bilge rat text in the other thread. :)
 
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