WHFantasy: Tides of Darkness

Rocys

Chieftain
Joined
Mar 6, 2005
Messages
7
Hi Folks!
I was playing the Warhammer Mod, which is great, but I wasn't quite satisfied, because the exciting and epic part a fantasy mod should have was missing. So I decided to create a scenario for it that fits my ideas a little more. My scenario is no accurate Warhammer scenario, it just uses the mod.
There's two large locked alliances: humans (Empire, Albion, Bretones, Westerlands) vs Chaos. In addition there's the undead kingdom (modified Khemri) that guards the secret path into the chaos kingdom. On the far west there's orcs and goblins. They're either allies or enemies! In the north there's Wood Elves and Dwarf. They're possible allies too. The Chaos forces should be way stronger then the allies so you have to rushbuild lots and lots of quest knights and try to crush the black gate. If you can get the Khemri on you side, the game should be way easier. I would recommend raising the ai aggresivenes by one or two and playing on King or more difficult.
Please give me some feedback!
The Scenario is not completely finished but I wanna improve as much as possible!
Gonna post some screenshots soon.
You need to remove the ".txt" from the filename to extract it.
You need the Warhammer Mod v2 to play this scenario.

EDIT:

I've upped a new version that provides less shields to chaos. I was bothered by hordes of greater demons.

EDIT:
So here's 0.9c
I hope I've fixed the technology-issues and I fixed the leak in the wall.
 

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1. The Mighty Bretonnian Infantery awaits an army of beastmen!
2. A terrible greater Demon passed our primary defense!
3. Bordertown is lost to the forces of evil!
 

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Sweet... I totally agree that WH mod missed good scenarios, i'll try this one for sure :)
 
You should advertise this in the WH thread over in the completed mods forum. I'll give it a go when I get the time.

Cheers
 
I suggest you make it so that the human civs don't get techs that are unavailible to them. A bit unrealistic for Reikland to be building spawning pools, and the chaos to be building the holy war.
 
Yes, make sure that certain civs can't make wonders and buildings that they aren't supposed to be able to make. There's also an unintended (I think) hole in the "mountain wall" surrounding Chaos. It's a little to the west of the Gate of Skulls. Some cities (such as Bretonnia's Couronne0 start out starving from the start.

Could use a little polishing, but definitely a step in the right direction for filling in that much-desired aspect of the WH mod. :goodjob:
 
IXIRandyIXI said:
Yes, make sure that certain civs can't make wonders and buildings that they aren't supposed to be able to make. There's also an unintended (I think) hole in the "mountain wall" surrounding Chaos. It's a little to the west of the Gate of Skulls. Some cities (such as Bretonnia's Couronne0 start out starving from the start.

Could use a little polishing, but definitely a step in the right direction for filling in that much-desired aspect of the WH mod. :goodjob:

Well thank ya'll for your optimism :-).
I've fixed everything exept for the starving thing. The scenario now needs some finetuning and balancing. I found it too hard but I'm not the very best player so please give me some feedback about difficulty.
 
sweet scenario... It's nice to play.

I played a few games, and it looks better if the Orcs and Goblins already start at war against humans.

I also made a alliance between Dwarfs and Loren and put at war against Chaos and Orcs.

The cool thing is that untill first Dragons appears, humans always lost big battles and big cities. After that, it's revenge =þ

to make it better, the flying units should not pass thru da mointains. Using that, on all my games Loren captured lots of Chaos cities without a big army :/
 
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