WH Discussion Thread

Okay, Beastman settler is almost done... I'm about 3/4 done with the death animation, then all I gotta do is the build animation, the fiddly post work with icons and making the ini file, and post the sucker.....

And the beastmen will be complete.
 
I just had an idea. perhaps the tunnel improvement, as well as allowing paradropping, could act as walls.

think about it, it would be hard work for enemies to attack troops hidden in tunnels and stuff

i was also wondering if you would like me to write some skaven diplomatic talk?
 
I agree with tunnels being walls aswell, and starting with meteoric iron also seems logical, and is it just me or is aaglo making lots of skaven units??? :crazyeye:

EDIT: After looking at Aaglo’s warp lightning cannon and reading the replies on that thread I would like to mention something that has being bugging me for some time now, the Hellcannon has a more powerful bombard than the Earthshaker, I would suggest that the Earthshaker be the more powerful cannon and only be available to the Chaos Dwarves but the Hellcannon should have a reasonable defence value (as it eats most guys that get to close). I would also like to ask that the Warp-lightening cannon not be as powerful as either of these two peaces of siege equipment as the Chaos Dwarves are the masters when it comes to siege warfare.

Edit 2: Also as my first ever unit requist I was wondering if anyone wanted to make a death rocket or swivel gun for the Chaos Dwarves to have at advanced siegecraft. If anyone is interested (particulaly Aaglo as he is the best at making units) then I could have some pictures for you....
 
Everyone that isn't a sissy tree-hugger should have Woodworking, including the Skaven.
If it was possible I'd rather have a Treehugger tech that forbids Deforestation, but that's not the way civ 3 works...

As far as I see it the Rat Ogre is about as powerful as an Ogre Bull. That's not the same as a Dragon Ogre, so I'd rather have the Rat Ogre with troll-like stats, or something like that.
And if we don't get any special skaven monsters I say they get dragons, as everyone else.

I don't see the ToT unit as a spawn, it's far too tiny for that.
It could (maybe) be some sort of plague guy though, imagine that those claws are infected. ;)

@LMR!: Write diplo talk if you haven't any skaven units to work on. ;)
Quick-quick! Squeek!
And tell me if you start or not, so I know what to wait for and what to do myself. :)

I've started to think about the Beastmen diplo, I fear it will involve eating the player quite a bit...:crazyeye:

@Stormrage: The arty units will always be a bit messed up, as the human civs start with catapults at Siegecraft. In other words, it will be messed up however you change it, so I'd rather be lazy and concentrate on other things.
 
Everyone that isn't a sissy tree-hugger should have Woodworking, including the Skaven.
If it was possible I'd rather have a Treehugger tech that forbids Deforestation, but that's not the way civ 3 works...
:cringe:

As far as I see it the Rat Ogre is about as powerful as an Ogre Bull. That's not the same as a Dragon Ogre, so I'd rather have the Rat Ogre with troll-like stats, or something like that.
And if we don't get any special skaven monsters I say they get dragons, as everyone else.

perhaps aaglo can make that vermin lord :mischief:

I don't see the ToT unit as a spawn, it's far too tiny for that.
It could (maybe) be some sort of plague guy though, imagine that those claws are infected.

if the ToT skaven could be lightened a bit, it would be a good plague priest, i reckon

@LMR!: Write diplo talk if you haven't any skaven units to work on.
Quick-quick! Squeek!
And tell me if you start or not, so I know what to wait for and what to do myself.

here's what i have so far. i haven't got all the situations written tho

I've started to think about the Beastmen diplo, I fear it will involve eating the player quite a bit...

don't be afraid, that'd be perfect :D
 

Attachments

I think that mrtn has good points there, and I trust in his judgement on the modding matters. Especially when it comes to eating people ;)

@LMR!,
We'll see about the verminlord (that ugly SOB!)
That skaven diplo is quite good, altough a couple more squeaks wouldn't hurt ;)
 
I have a couple of ideas for how to make the robes of the ToT unit pale green, I'll try them soon.

BTW, I got an idea when not sleeping tonight, why isn't the assassin units invisible?
All the magicians have "see invisible" ATM, but that's kinda useless, as there are no invisible units in the mod. So I'd like to try to make all stealth units invisible. (Which unit can Stealth Attack?: Sneaky Gitz, Ninja, Agent, Assassin, Chameleon, Waywatcher, Hassasin.)
The only problem I see is the Dark elf, that ATAR has to go, and maybe they should all get movement 1.

Nice diplo, though I'd add a bit more kill-kill and quick-quick. And maybe some paranoia and delusions of grandeur. :) Yes, I've read the Gotrek and Felix novels. ;)
 
I think that the AI will go unit-crazy, if there are invisible units available... (or did it go unit crazy if unit has hidden nationality -flag...?).

Maybe it could be checked. I also recall, that invisible units can cause accidental wars :hmm:
 
aaglo said:
I think that the AI will go unit-crazy, if there are invisible units available... (or did it go unit crazy if unit has hidden nationality -flag...?).
I am not sure about the HN flag but the AI really goes crazy with the invisible flag. In my beta test Assassins could be build - they were cheap, crappy stats and invisible and the AI was building NO OTHER units... So i made the assassins be trainable by buildings (every 8 turns).
So be carefull with that invisible flag...

P.S. That is what i did to all my invisible units BTW - all of them trained by buildings.
 
HC, couldn't that be because of the low cost then, rather than the invisible flag?
Well, it obviously needs testing. :)

This guy has no civ colour, I turned the whole robe green:
PlagueMonkAttack.gif


Edit: Post #6500. :D
 
I thought that AI would prefer units according to their cost this way: the more unit costs, the more likely AI will build that unit. :crazyeyes:

mrtn,
how would that rat-guy look, if the robe was really pale green (like those plague monks by Games Workshop-site)? It looks good as it is, but the green is a bit dark :mischief: (it feels great to be on the receiving end of naggings, doesn't it ;) :p )
 
MRTN: about invisible units.... Since the Dwarves don't have any wizards or mages, wouldn't that put them at an infinite disadvantage against said units, or are you planning on giving them a unit that can see invisible units?
 
Just posted the Plague Monk, link in sig. I think that (or some other pestilens unit) should have the same stats as the dark elf BWitches.

Good point Hikaro, do you have any solution to it? ;)
Maybe move the ranger earlier in the tech tree (era 2 somewhere), and use that?

Incidentally, I've thought about converting the dwarf miner from ToT. That has some worker animations, and also shield and axe, and should fit as a dwarf engineer, I think. Gonna check it out, anyway.
 
They may have Runelords in GW Warhammer, but not the mod.... Since they are THE only civ without ANY kind of magical unit, I'd suggest adding them... I mean it's bad enough that the dwarves don't get any 2 or more movement units until the third age, and no flying units until the 4th age (by which time the game is usually over, one way or another), but not having any spells other than the few lightning bolts generated by the Anvil of Doom puts the Dwarves at a severe disadvantage compared to other civs.....
 
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