WH Mod Expansion Discussion

Mr. Do said:
...
Also mrtn I'm modding from version 2.02, so things like "Mount Arachnos" and "Treasure House" won't be in it. Unless others who tested 2.03 think it really is worth going from there... (in which case someone will have to zip all the files together for me, cos if I try running the 2.03 exe patch then it'll delete most of my own additions!)
Why can't you just rename your own version of the mod, and then install the exe? Seems like a two second job to me. ;)
Ogres as "minor tribe" resources, DoW available to all (except Brets).
What's DoW?

@aaglo: Those resources seems nice. :)
 
DoW= Dogs of War

@Mr. Do
I don't think Reikland or any other human faction using Ogres, even as mercenaries, is very realistic. I'd rather make them available only to the Orcs and Goblins.

Aaglo - Nice resources!
EDIT: Sorry, Aaglo...you may read: nasty resources :lol:
 
But... but... Almost all humans can use the units from the Dogs of War... And since wanderlust in the very nature of ogres, it's no wonder they are found in almost everywhere in the world of warhammer.
 
aaglo said:
But... but... Almost all humans can use the units from the Dogs of War... And since wanderlust in the very nature of ogres, it's no wonder they are found in almost everywhere in the world of warhammer.

True, but in ED's version only orcs and goblins can hire ogres. Each faction has it's own mercenaries - human factions can build the Fighter's Guild that spawns Tilean mercenaries.
More, I don't think an ogre can work/fight for a human lord, not even for gold, he will rather eat the human and take over his land (or something) :lol: .
 
Scytale said:
I don't think Reikland or any other human faction using Ogres, even as mercenaries, is very realistic. I'd rather make them available only to the Orcs and Goblins.

When I was waiting, (in vain) for the WH online game I did my homework. According to Games Workshop official material ogres are part of the good guys and there are plenty living all throughout the human world, doing mostly menial heavy duty jobs and being mercenaries/bodyguards. They are not evil, only unrefined. Ogres kill orcs on sight and are niether thier friends nor allies.
 
Scytale said:
More, I don't think an ogre can work/fight for a human lord, not even for gold, he will rather eat the human and take over his land (or something) :lol: .
You haven't been reading White Dwarf recently then :) - because they really do work for men as bodyguards and soldiers.
 
There is no Wihte Dwarf in my country (sadly). The only info I can get about WH is the one from the Games Workshop site. So I was wrong...and now I must agree with you. I always had the impression that ogres were bad guys.
 
Halflings as a minor race- sorry, no way that's happening at all. Just because units might be available, does not mean we have to use them. Halflings are an incredibly minor race in WH, even when their homeland gets invaded it's usually humans who defend them rather than any organised military. A single cheap archer unit will be their contribution to their parent army, as in the tabletop game.

Excellent resources aaglo. Now should beastmen be able to be seen by all races, or just Chaos?

aaglo is spot on with the ogres too, they fight for virtually everyone- and they even live in human cities, making up a small proportion of the population. There is absolutely no reason whatsoever to think ogres don't fight for humans- even if someone only played 10 years ago when I first started, they would know that ogres were available as a normal unit for the Empire back then, and since then they've become even more widely available. Having ogres only available to orcs and goblins is kinda pointless too, cos they can build trolls with almost identical stats, so in terms of gameplay and accuracy, ogres are best available to other races.
 
On a long term, Ogres and Beastmen (perhaps even halflings) may become independent civs perhaps, and then the resource idea would collapse. Why should it include resources at all? Dragons, Nightmares, Stegadons, Giants you name it does not require any resources. Its OK with the halflings the way it is, but start including resources for all sorts of units may become more complicated than it need to. Why don't keep it simple and include the units witthout resources and if they are numerous enough later, perhaps we should make the a civ of their own.
 
Why no resources required for;
- Dragons: It could easily become a gamebreaker, since dragons are very, very, very powerful (altough expensive). You can guess what it'll be, if you (or your enemy) has the only/all dragon resources on the map...
- Nightmares, Giants, Stegadons: they are civ-specific units, so it would be pointless to make them resource-based... Atleast that's what I think.

I think that the herdstones should be able to be seen by everyone, and the resource bonuses should be negative (like wolfs/cold-ones).
 
Mr. Do said:
Halflings as a minor race- sorry, no way that's happening at all. ...Halflings are an incredibly minor race in WH....
I have seen several army setups for pure halfling armies for WH, but maybe they aren't officialy accepted?

Also, in the upcomming WH online RPG halflings will be one of the only 5 races you can play (humans, dwarves, elves and ogres being the other 4) - or so they have announced anyway.
 
aaglo said:
Why no resources required for;
- Dragons: It could easily become a gamebreaker, since dragons are very, very, very powerful (altough expensive). You can guess what it'll be, if you (or your enemy) has the only/all dragon resources on the map...
This has already been tested, and wasn't too successful I think. The game gets very ynbalanced if dragons were a resource. And what about the 5 different kins?
-
-
- Nightmares, Giants, Stegadons: they are civ-specific units, so it would be pointless to make them resource-based... Atleast that's what I think.
I agree, but Giants and Jotuns are more or less the same. Raptors are also used only by two civs.
 
Suggestions for a couple of 2.03 units:

Fell bat: (Aerial combat)
6-2-3, Stealth

Salamander: (Creature control, Nature Lore or Battle Magic)
8-4-1, Bombard 8 (0 range)(Spits flame), Treat swamps as road (amphibious)

Bat Swarms could also be interesting (Nature Lore)
Banshees, Spirit Hosts, Ghouls, Necrarchs, Strigois... (2.04 stuff? :rolleyes:
 
Is the stealth the ability to attack any unit in stack? Then it would be cool thing for the fell bat :)

I think that the spirit hosts are in (the ghost warrior in the forgotten-part in the 1st post).

I also dig the salamanders being able to use swamps as roads :) Also, would it be silly to have them ignore movement cost on jungle (that would be viable option, if their movement would be something else than 1 :) - like having move 2 + ignore movement cost on jungles & swamps)?

About the tech called Ogre Kingdoms :) - would this be a bit too shameless (even illegal) ripoff (due to using their illustrations)?

[EDIT]: Images removed
 
That could also work, but I don't think the Salamanders live in the jungle, so like the Stegadon it should perhaps not get movement bonus there. It is also a pretty slow creature on land. Too bad there is no support to make it swim in rivers or waters.
Reconsidering, I think bombard-6 would do. So it would basically be an equivalent to a strong archer unit with some movement bonus.

Perhaps you could make a new graphic for the library (and the icon) since it looks a bit like a dinousaur? I could try in photoshop myself, but I haven't the 3D model. :)
 
Just one more question regarding the zombies.
I've noticed the animations for their working actions don't show after the first round which make them look totally static. Has this been reported, fixed somewhere?
Apart from that they are very cool :D
 
Opps, I just remembered, that you cannot have unit "treat certain terrain type as roads", so your salamander idea for "swamps as roads" could not be done I'm afraid.
 
CyberChrist said:
I have seen several army setups for pure halfling armies for WH, but maybe they aren't officialy accepted?

Also, in the upcomming WH online RPG halflings will be one of the only 5 races you can play (humans, dwarves, elves and ogres being the other 4) - or so they have announced anyway.

I read something about that. It was discontinued about a year ago and now Mythic has bought the rights and will make it a MOD to their camelot games. But I didn't know there was any info at all about the new game yet. All info out there is about the discontinued game. Their homepage has no info what so ever about the new stuff.
http://www.warhammeronline.com/

But this is off-topic. Sorry.

But as someone pointed out. They don't have their own kingdom. Aren't they a part of the Bretonian kingdom? They don't have their own cities etc. So even though they might be a playable race in WH-online doesn't mean that they are a seperate CIV.
 
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