WH Mod Expansion Discussion

About the current wood-elven units:
Have you thought of adding some heavier cavalry unit as the wild riders for wood elves? And furthermore, would we have graphics for it?

Also, I think that the difference between warhawk and warhawk rider is more than minimal (warhawk rider has +1 attack and it requires iron) and costs quite a lot more. How that should be modified - give a defencive bonus too?
 
I could tweak the warhawks, although I am actually tempted to totally remove the unridden warhawk now that you mention it :D (Nah, no point deleting a unit).

We don't have any heavy cavalry units for the wood elves or graphics to represent them (I used the unicorn rider to bolster the amazons), though if someone made one, who knows? That's not a hint, because the Wild Riders of Kurnous are such a rare elite unit that their absence wouldn't matter a huge amount. Personally I'd much rather see a proper Silver Helm graphic for the High Elves...
 
And high elves don't have their white lions either. And dark elves don't have executioners. And high elves don't have proper tiranoc chariots. And dark elves don't have cold one chariots. And... uh :mischief:

Well, I'm not able to help at all with some of those...
 
Well you see, I did request White Lions and Executioners once, but they're another local unit that I don't mind being absent (Being residents of Chrace and Har Ganeth respectively)... it gives you something to rename your regular units to after getting a leader, at least ;) Don't diss the High Elf chariot, that's a very nice fit for it (Better than the Chaos Chariot at least!). But yeah, I wuz just saying cos you mentioned elven cavalry, it's not going to hamper the mod at all with none of the aforementioned units ever getting made.
 
alternately to mrtn's suggestion of placing all the units on a map to spot INI faults, you can go into the 'scenario properties' > 'players', and give a civ all the units possible (in the list on the left hand side of the window). This takes away the task of placing each unit individually on the map, which I would presume takes a looong time.
 
I know I'm propably picking on a dead horse, but...

I thought about giving a shot at the dark elf cold one chariot. But there's one major problem (atleast with the epic mod): How can they have cold one chariots in the first era, when cold ones become available in the third era? All the other cavalry/chariot units require horses or wolves. Cold ones aren't clearly either of them.

So I started wondering: would it be waste of time to make the cold one chariot? (given that it might not look that good in the end)?
 
I think your arguments about their availability in the third era makes it clear. Although it could have been very nice looking, I think it wouldn't fit in - unfortunelately.
An alternative is too make it become available with the cold one tech and boost the unit considerably.
 
mrtn said:
Or make Raptors available at Domestication.
Actually, that's not as silly idea as it seems. But then the "cold-ones" tech should be renamed - or even removed completely?
 
It should be removed completely in that case. Iron is available in the first era, and needed for units in the fourth, why not have raptors in the first for units in the third?
 
Hmm, I wouldn't bother with a cold one chariot aaglo (Unless you can fill it with sexay amazons). I'm releasing the mod like tomorrow anyway, no time to add more units!
 
The thing is, if I add more units, I can't place them in the "correct" area of the unit list, because when you move units around ( or even delete pre-existing units), it royally screws up EVERYTHING, from which units are barbarians, to the upgrade chains. I can add them to the end, but it won't look as "professional". Anyone care?
 
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