WH Mini-Mods

perhaps you could give the wyvern a tail attack animation, as they are supposed to pin their prey with their feet and then jab them with their poisoned tail.
 
if you can reshape the Wyvern AH you will officially be my hero :D

animations can only really be done in 3DSMax, so Ploep is the main man in the animations department. im trying to find tutorials on how to, but no luck so far (i have 3DSMax).

also, im going to put all your buttons in (that i can) for hte next minimod patch, so keep pumping them out :)
 
Had a long rant about not doing any animations, rather the oposite.
IF i can get it to work in-game. Downloading 3dS took away my bandwith however and it timed out.

And a list of small deformations I intend to administer to it..
Hopefully the texturs won't warp too much through my torture.

I'm taking a rest from fiddling vertices now and redoing the skaven buttons.
I realy can't make out the first two icons I made for them, they are just black sillouettes...now on a green background. ;)

Looking for some nice shattered glasspane images, that might look cool as an overlay.
(expect several to appear tonight)
 
Psychic_Llamas: Added your minmod to my list.
You should make a version with both patches included for easier download.
 
Hey Zuul,

thanks for trying it out :)

the reason there are 2 downloads is that i cant upload both patches in one (its too big to be accepted by CFC uploads) however, if someone directs me to a free easy to use uploading system then i will definately put the whole thing in one patch :)
 
Here are the official-texts from the skaven magic-cards:
Spoiler :

SKITTERLEAP
This spell can be cast on the Wizard
himself or any other friendly mansized
character within 12", even if
engaged in close combat. With a
“bamf!” the character disappears in
a puff of smoke, leaving only a
smell of brimstone behind. It
reappears anywhere on the
battlefield, but must be placed at
least 1" away from enemy models.
This spell cannot be used on a
Grey Seer riding a Screaming Bell.
Cast on 4+

WARP LIGHTNING
Warp Lightning is a magic missile
with a range of 24". It can be cast at a
casting value of 5+ or 9+ (declare
before rolling the dice). If
successfully cast, it hits its target and
causes D6 Strength 5 hits at casting
value 5+ or 2D6 Strength 5 hits at
9+. Each result of 1 that is rolled
when determining the number of
hits caused by any version of the
spell hits the caster rather than the
enemy. For example, if a 4 and a 1 are
rolled to determine the 2D6 hits
caused, the enemy suffers four hits
and the caster suffers one.
Cast on 5+/9+
Magic Missile

VERMINTIDE
Place the large round template in base
contact with the Grey Seer to represent the
huge mass of rats summoned by the spell.
Then move the template in a straight line
4D6" away from the Grey Seer. The template
can cross any type of terrain except castle
walls and water features. All units touched
by the template, even if only grazed, suffer
3D6 Strength 2 hits (the caster is never hit
and a unit he is in is hit only if another of its
models are touched by the template). The
spell then disappears. If the caster is
engaged in close combat and casts this spell,
no template is used. Instead, roll 3D6 and
distribute the hits evenly among all units
engaged in the fight (friend and foe). The
caster himself never suffers hits from the
Vermintide – don’t allocate any hits on him,
even if he’s alone.
Cast on 7+

PLAGUE
Choose any one unit, friend or foe, within
18" of the Grey Seer, even if engaged in
close combat. Each model in the affected
unit must take a Toughness test. If the test
is failed (remember a 6 is always a
failure), the model suffers a wound, with
no armour save allowed.
Plague can spread, roll D6:
1-2: Opponent chooses 1 target within
6" of a previously affected unit.
3-4: Spell ends.
5-6: Caster chooses 1 target within 6"
of a previously affected unit.
See the Skaven armies book for more
details.
Cast on 13+

PESTILENT BREATH
Place the flame template in base
contact with the Wizard and
anywhere in his arc of sight. Models
whose bases are completely under
the template are automatically hit
and models whose bases are partially
covered are hit on the roll of a 4+.
Models hit suffer a Strength 3 hit
with no armour save allowed. If the
caster is engaged in close combat
and casts this spell, no template is
used. Instead, each unit engaged in
the fight (friend and foe) suffers D6
hits. The caster himself never suffers
hits from the spell.
Cast on 8+

DEATH FRENZY
This spell can be cast on a friendly unit within
18", even if engaged in close combat. If
successfully cast, the unit is affected by frenzy
until it loses a combat engagement. The spell
itself does not remain in play, but the effect
lasts until the unit loses a close combat. If the
spell is cast on a unit which is already frenzied
(because of this spell or for any other reason),
the unit will go into a state of death frenzy.
The rules for death frenzy are the same as
those for frenzy, but the affected models gain
one further Attack, for a total of +2 Attacks on
their profile. Units that are death frenzied
must roll a D3 at the end of each Skaven turn.
The number rolled is the number of wounds
suffered by the unit (randomised as per
shooting, if needed). No armour saves are
allowed against such wounds.
Cast on 9+


ps @kairob: abviously! P_L is not the guy to waste time...much... :p
We'll all playtest his stuff and decide what is not working and what is good.
it's up to ploep though in the end.
 
I made all alpha channels for your skaven buttons, Arexack_heretic, so don't bother with it.

Btw P_L, when do you want to release your next fix? So I will know which date for my buttons is the deadline? =)
 
Well then I delay my buttons a bit (left not too many for current placeholders for units) because I learn python now. It looks pretty simple, at least I learned a lot of commands and wrote 10-15 test programs, like multiplying function which uses iteration method or a program which creates a list of something and then stuffs elements into it, organizes, sorts them...
Ohh yeah... I think I'd better sleep a bit, I begin to debug CRAP, like a "bracket" in the wrong place, too often...

[EDIT] The problem now is how to use the python for adding/editing something in the civ files, because I didn't even try to do it... Any good tutorial?
 
Any news on the broken editor? Because bughunting in the later part of the game is very time consuming if the editor continue to be broken. I have tried to fix it myself, but i only manage to get it more broken. I think i'm to old to learn python, it's like greek to me. :cry:

Also, reloading a quicksave always CTD. Could that have something to do with the XML errors when the mod loads?
 
I've found a funny thing in the CvSpellInterface.py in reqCrewLongshoremen(caster): (as long as in skeleton and normal crew reqFunctions):
Code:
[color=red]#modify Ploep[/color]
	eTeam = gc.getTeam(pPlayer.getTeam())
	if eTeam.isHasTech(gc.getInfoTypeForString('TECH_NECROMANCY')):
		return False

What does it mean? Does TECH_NECROMANCY avaliable remove the option to choose the "promotions"-type crew?
 
maybe Ploep wanted to add an easter egg for necromance when skeleton crew was selected? ;)
 
Lots of Spells and Promotions is just pink squares and some say TXT_KEY_PROMOTION blah blah. :crazyeye: I don't want to be rude, and i know its not funny work writing pedia. But how are we supposed to bughunt if we don't know what the spells are supposed to do? :confused:

Also, on the civic screen, the City States Civic has no button.

Maybe we can speed up how fast mages get exp and let all mages learn all mage schools (just for playtesting and bug hunting), it can easily be changed back with a later patch when all bugs are away? :hammer: (There should be a little bug under the hammer here.)
It could seriously speed up the bug hunting. :mischief:
 
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