WH Fantasy Mod Preview

Will you download a 100MB (finished, playable & tested) mod?

  • Sure.

    Votes: 75 87.2%
  • No, too big for me.

    Votes: 6 7.0%
  • No, I'm not interested in this mod.

    Votes: 5 5.8%

  • Total voters
    86
:goodjob: I like the additions to the barbarian leaderhead. Looks like I imagined. :D Keep up the good work. Even tho I'm on 56k, I'd download this mod definately.

Just another suggestion - is it possible to change the Dark Elf leaderhead?
I'm not sure if he looks like what he is supposed to... Malekith but perhaps I'm just too critical :D Ignore me, lol. :goodjob:
 
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Originally posted by tjedge1
(...) Stubble is good and I like the scar idea, can that be done?
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Originally posted by embryodead

I thought I already done that and posted the picture :confused:

Maybe a barbarian should not be shaven at all, but with any facial hair I gave him he looked definetely less mean.

My bad. I meant the scar, but now I see it. :goodjob: The stubble is good enough. Keeps him looking younger since most barbs don't live long anyway.
 
Originally posted by embryodead
HELP NEEDED

ideas

Intelligence center - currently this wonder is disabled. I am not sure if this should be available in this mod, but if so, I have no idea how to call it.

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Regarding intelligence centers, we have to realize how civ 3 uses them to begin with. First, it opens up a diplomatic way of victory, should such a win be possible? I'm not very familiar with warhammer, but in a general fantasy-like direction, there were alliances that paved the way to victory for good (or bad). In my opinion, diplomatic victory isn't a very good victory, it's fairly easy to achieve yet, sometimes it's the only available option to win. I also don't really see an undead or per say in civ3 view, the Mongolian empire with a diplomatic way of victory. This too also brings about the ideas of the army of undead allying with the elves to destroy dwarves, would the elven people ever even wish to associate with the undead? The relations could be a bit messy and there are slight adjustments that could be made, however they would be time consuming. I'd try, for starters, putting each faction into their own goverment and based on the units/attitude you want the civilization to have, put their worst goverment as their mortal enemies (only one goverment per civ?). An example would have the dark elves in monarchy (unrealiastic, but an example) goverment and their despised goverment would be republic which could be the elven people. It may not amount to much, but it's a much greater chance they war them earlier on then signing an alliance with them. On the note of alliances... maybe even remove this feature altogethor? Or have it late, late game. It's an extreme way of looking at it, but sometimes the extremities draw more attention and create styles of their own. I really don't even like the alliance option myself, civ3 or fantasy-game alike as it's hardly unfair a civ can declare on you across the ocean and you can sign someone else up on their continent to have them oblitterate them while you send a 'galley' off to see how your fellow civmate is doing. I'm not sure how this all stemmed with wonders, but ideas to consider nonetheless, I'd also have to look at how trades are done. Perhaps evil and good only luxuries? That would help unite the evil/good forces.

I guess what I'm really trying to point out is the fact the game was designed for civilizations and while taking a step this far is indeed a extreme way to go, and very exciting to see how it turns out and just how well the editor can be used.
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Space Ship - Currently disabled, dunno what to do with it. I was thinking about chaos-only feature, building of altar for 5 gods etc. If you have all 10 parts, the world is swarmed by all kinds of demons and you win.

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Perhaps having a space-like victory different for each civilization? Or you could make it just for a few certain civs only but that's an extreme way of changing things and counter balances would have to be added as necessary. I could take a look through the factions and toss out some ideas for who and what type of space-like victory may be plausible.
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I'm also going to pick up a program to help with units sometime next week, I'll be new with the program, but it doesn't take me long to learn and adapt to how one works. Definately won't say anything I do will be good, but being a perfectionist as I am, I'm sure I won't release any garbage :p.
 
Thank you for your reply Belial.
As for the first one, I think you talk about United Nations not Intelligence Center :) You are perfectly right, I removed U.N. I never though about bringing them back. Diplomatic relations are controlled by game rules and work very good. There are 3 fixed governments, from the 2nd turn of the game (monarchy, despotism and chaos). With "shunned" / "favorite" gov. settings + cultures, evil/good factions will band with each other and hate their enemies.

I asked about Intelligence Center, which allows spies. That's just for tech stealing, sabotage etc. and could be fun, ie. allowing it only to evil factions. I had idea to call it "Under-ways" to represent network of underground tunnels and sewers that are used by evil civs.

Ad. second reply - space race victory. Different victory for each faction is not technically possible in Civ3.

Looking forward to see your units :)
 
Regarding not possible, wouldn't it be possible (although time consuming) to give a civ-specefic tech-line that lead to a space race win? The current one is where you need to have the resources to build each part to launch the spaceship and to build each part, you need a required tech advance. So, in theory, say the elves wish to preserve peace and attempt to build some great forest of peace (way far-fetched) and each tech required to build it could be in their civ-specefic line, so they couldn't trade it and, thus, other players couldn't get it and try to win that way.

I think you may be regarding the building (apollo's?) which allows all civs to try to go for a space win. Then the pop-up messages that so-and-so civ has just completed which part would look a little odd. I guess it would be something I would have to mess with to be completely sure on it.

You're also right about the U.N. (whoops), and the idea with evil-only able to do it is a good one but something to counter the unbalance should be given to the good/neutral civs, in my opinion.
 
Originally posted by MaDmAn_71
Just another suggestion - is it possible to change the Dark Elf leaderhead?
I'm not sure if he looks like what he is supposed to... Malekith but perhaps I'm just too critical :D Ignore me, lol. :goodjob:

I won't change the head, because I like it and the figure you gave a link to is the old one :p I used photo of the Malekith on black dragon. He has black plate armor and huge helmet (though little different, this one was done using the cold one knight on old dark elf armybook cover).
 
Originally posted by Belial
Regarding not possible, wouldn't it be possible (although time consuming) to give a civ-specefic tech-line that lead to a space race win? The current one is where you need to have the resources to build each part to launch the spaceship and to build each part, you need a required tech advance. So, in theory, say the elves wish to preserve peace and attempt to build some great forest of peace (way far-fetched) and each tech required to build it could be in their civ-specefic line, so they couldn't trade it and, thus, other players couldn't get it and try to win that way.

I think you may be regarding the building (apollo's?) which allows all civs to try to go for a space win. Then the pop-up messages that so-and-so civ has just completed which part would look a little odd. I guess it would be something I would have to mess with to be completely sure on it.

You can give civ-specific tech-tree's, buildings, it's all fine, but there is only one space ship screen, for all civs.

You're also right about the U.N. (whoops), and the idea with evil-only able to do it is a good one but something to counter the unbalance should be given to the good/neutral civs, in my opinion.

Chaos should be the most powerful faction in the game to harass everyone, while it isn't... that's why I wanted to boost 'em up.
It's hard to make it powerful in normal ways, without more units like beastmen or demons.
 
Embryodead, would you be so kind to post more screenshots. :D
 
My bad, sorry :)
I'm looking forward to the release of this mod. Keep up the effort, I know you're using your own free time to bring us this, and it looks like a lot of work. You've done great so far :goodjob:

How goes the Orcs so far? I'm wondering what they'll look like :)
 
I would post screenshots but I'm working on units/heads all the time ;)
Here is a small one, showing basic wood elf units, 2 of them brand new, to be released in a pak soon.

whscr.jpg


@MaDmAn_71: check my signature, there are links greenskin units I made for this mod. Orcs & goblins are completed (except one leaderhead), the units I have to make are some elves + 1 dwarf and vampire.
 
I would post screenshots but I'm working on units/heads all the time

True. I'll let you get on with them then. :)

Thanx for the screenie :)
 
Ah, very good! More fantasy units = better! Keep up the good work with the units/leaderheads!
 
This mod looks great. Those units look superb. I can't wait for this one.
 
I would suggest a spaceship victory for evil/chaotic races and a UN style victory for good/order races. I know nothing about warhammer, but this is achievable, and could set apart chaos from order.

Seperate tech lines or good/evil "victory" resources could accomplish this.

EDIT: Your leaderheads are so cool, I especially like the angry witch queen, she looks evil pissed!
 
Originally posted by Neomega
I would suggest a spaceship victory for evil/chaotic races and a UN style victory for good/order races. I know nothing about warhammer, but this is achievable, and could set apart chaos from order.

Seperate tech lines or good/evil "victory" resources could accomplish this.

spaceship for chaos is what I thought about, though UN style victory may not look so logical - no high council of elves/dwarves/humans should be able to get rid of evil hordes just by voting. As for the space-ship, I'd rather think of it for 1.1 version, since is much work to do the graphics, especially since I have no idea how should it look :)

EDIT: Your leaderheads are so cool, I especially like the angry witch queen, she looks evil pissed!

Thanks, though it is a KING. WITCH KING :) (like Witch-king of Angmar from Lord of the Rings).
 
@Yoda
LoL 5000, congrats.
Badlands (skull) is a penalty resource (-1 Food, -1 Commerce).
Pak is common corruption of "pack", it's intentional ;)
 
Good idea for a resource. Maybe Chaos should have abuilding that requires this resource?
 
No I don't think so, it's just a "bonus" resource not strategic, representing usless wasteland harassed by minor undead etc. There is warpstone resource that only Chaos and Khemri can use.
 
Originally posted by embryodead
ETA: middle of August 2003
[/B]

So, um, . . . . Where is it?


Originally posted by embryodead
- The mod will be under 100 MB, but not much less... If anyone has a free hosting to offer that would be really
awesome, otherwise I hope it will be possible to post it here, probably in two parts: base with static leaderheads
(70-80 MB) and animated leaderheads patch (ca. 20 MB).
[/B]

I have some newly acquired webspace you could use if that is your prob at the time :)

GIDustin
 
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