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Revan-Shan
11-13-2007, 19:12
Well, I love Warhammer and i I know a lot. That's why I want to open this topic.

Known that I'll tell you what is this topic about. Well, since the mod team is working in the units I would like to settle down what the campaign is gonna be. The landscape, the provinces, general features, names to be used for generals, new buildings... etc. By the way, the things we talk about here should be just a guide for the campaign as the last yes is from Bwian and the team. Lets start...

Revan-Shan
11-13-2007, 19:28
This could be the possible intro for Warhammer Total War. Watch and enjoy

https://www.youtube.com/watch?v=eAPBczGAe0g

Revan-Shan
11-13-2007, 19:35
This is the entire warhammer world map and its provinces:

http://www.variantbank.org/results/rules/w/warhammer1.gif

Revan-Shan
11-13-2007, 20:00
http://www.variantbank.org/results/rules/w/warhammer1.gif

Here

Alletun
11-13-2007, 20:00
Good topic. lists containing character name for all the factions would be especially useful. if they could be written using this format, it would be almost perfect:

{Wind_Breaker}Wind Breaker
{Axebitten}Axebitten
{Rattlebone}Rattlebone
{Big_Axe}Big Axe
{Half_Ear}Half Ear
{Four_Fingers}Four Fingers

(those are names from order vs.chaos :laugh4: )


Use of that intro is a definite no-go. Dont get me wrong. It's contains nice graphics from many good warhammer games, and it's nicely edited, but it is comprised solely of copyrighted material. So unless we can get the permission from the respectable companies that own the rights to them (unlikely) the intro can't be used. instead the intro will have to be made up of in-game graphics.


This could be the possible intro for Warhammer Total War. Watch and enjoy

https://www.youtube.com/watch?v=eAPBczGAe0g

Silly Knicket
11-13-2007, 20:04
Just a personal preference: I would like to see a few more provinces.
It gives you a bit more to fight over, it makes it harder to wipe out a faction, and it gives each campaign a bit more longevity.
Or isn´t this the map that will be used in the actual campaign?

Revan-Shan
11-13-2007, 20:09
Two things.

-I will post names and surnames not names with surnames. If you want I can put them together so that they are real imperial counts fron Karl Franz's time. Will that be of help?

-About the video, we arent making money out of it so I't won't be dangerous to do it. And having this mod doesn't change the amount of people who buy Mark of Chaos. I have the game and also I would like to help and play this mod. I wouldn't say it's a problem.

Revan-Shan
11-13-2007, 20:16
Just a personal preference: I would like to see a few more provinces.
It gives you a bit more to fight over, it makes it harder to wipe out a faction, and it gives each campaign a bit more longevity.
Or isn´t this the map that will be used in the actual campaign?

Totally true, this is a first map. I supose the actual campaign will have more provinces. But I have read or have been told that the map will have this look:
http://www.variantbank.org/results/rules/w/warhammer2.gif

thrashing mad
11-13-2007, 20:32
Good topic. lists containing character name for all the factions would be especially useful. if they could be written using this format, it would be almost perfect:

{Wind_Breaker}Wind Breaker
{Axebitten}Axebitten
{Rattlebone}Rattlebone
{Big_Axe}Big Axe
{Half_Ear}Half Ear
{Four_Fingers}Four Fingers

(those are names from order vs.chaos :laugh4: )


Use of that intro is a definite no-go. Dont get me wrong. It's contains nice graphics from many good warhammer games, and it's nicely edited, but it is comprised solely of copyrighted material. So unless we can get the permission from the respectable companies that own the rights to them (unlikely) the intro can't be used. instead the intro will have to be made up of in-game graphics.

I can help with making CineEdit part of the intro if you want :). Small sample: https://www.youtube.com/watch?v=Qo7U14OBshs



Dwarven names:


A
· Alaric
· Aldin
· Alfginnar
· Algrim
· Alrik
· Arik
· Argam
· Arngrim
· Asabelle (kobieta)
· Azaghal
· Azram
B
· Baldrick
· Balik
· Balin
· Balzud
· Baragor
· Bardin
· Barik
· Barin
· Belgar
· Belegar
· Belgol
· Belegol
· Belgond
· Belegond
· Bhatran (kobieta)
· Bohdi
· Bombur
· Borek
· Borgo
· Borin
· Borri
· Brand
· Brodrika (kobieta)
· Brokki
· Brond
· Brondi
· Bronn
· Budrik
· Burlok
C
D
· Dadrin
· Daled
· Dammin
· Dared
· Darek
· Dertain(kobieta)
· Dimgol
· Dimrond
· Dimzad
· Dorin
· Dorri
· Drakki
· Drokki
· Drong
· Drumin
· Dumni
· Dumin
· Dunhilda (kobieta)
· Durak
· Duregar
· Durgim
· Durim
· Durin
· Durrag
E
F
· Falgrim
· Falagrim
· Fargrim
· Faragrim
· Fili
· Fimbur
· Finn
· Flakki
· Flin
· Fodrin
· Folin
· Fregar (kobieta)
· Furgil
G
· Gadrin
· Garik
· Garil
· Garin
· Garag
· Garaz
· Ghart
· Gharth
· Gimli
· Glim
· Gloin
· Gloim
· Gomrund
· Gondor
· Gorazin
· Gorek
· Gotrek
· Gorin
· Gorem
· Gorm
· Gorrin
· Gotrek
· Gottri
· Grim
· Grimaz
· Grimbul
· Grimdal
· Grimli
· Grimnir
· Grimwold
· Grodrik
· Grogan
· Grogon
· Grogril
· Grom
· Grond
· Groth
· Grum
· Grumdi
· Grun
· Grundi
· Grung
· Grunni
· Guddi
· Gudrun
· Gumli
· Gundrik
· Gurni
· Gurtrud (kobieta)
· Guttri
· Gwenelyn (kobieta)
H
· Haakon
· Hadrin
· Haki
· Harek
· Hargin
· Haragin
· Harkaz
· Harakaz
· Heganbor
· Helgar (kobieta)
· Hergar (kobieta)
· Herger
· Hilda (kobieta)
· Hrungnor
· Holgar
· Horgar
· Hugen
· Hurgin
I
J
K
· Kadrin
· Karrli
· Katlin (kobieta)
· Katalin
· Kaz
· Kazi
· Kazador
· Kazrik
· Kazarik
· Ketil
· Kimril
· Kirii
· Korgan
· Kragg
· Krudd
· Krung
· Kurgan
· Kurgaz
L
· Logan
· Logazor
· Loki
· Lokri
· Lothor
· Lunn
M
· Magnund
· Morag
· Mordin
· Mordred
· Morek
· Morgrim
· Morngrim
· Mundri
N
· Niri
· Nori
· Nurk
O
· Okri
· Oldor
· Orek
· Orgri
· Othos
P
R
· Ragni
· Ragnar
· Ranulf
· Rarek
· Rorek
· Rukh
· Ruth
S
· Sigrid (kobieta)
· Sindri
· Skag
· Skaggi
· Skaldor
· Skalf
· Skalli
· Skorri
· Skudd
· Skuddi
· Smakki
· Snaddri
· Snarri
· Snorri
· Storri
· Strom
· Stromni
T
· Tarrgorn
· Thialfi
· Thingrim
· Thorbal
· Thorek
· Thori
· Thorin
· Thorlek
· Thorgrim
· Throbbi
· Throbin
· Thrung
· Tron
· Trygg
U
· Ulfar
· Ulrik
· Ulther
W
· Warsung
Y
· Yorri
· Yapern
Z
· Zarin
· Zhorin
· Zorin
· Zorri

Revan-Shan
11-13-2007, 20:37
[QUOTE=thrashing mad]I can help with making CineEdit part of the intro if you want :)QUOTE]

I don't see why not, but... how would you send me the videos?

Revan-Shan
11-13-2007, 21:01
Names of Imperial Counts and important characters:
Manfred
Mandred
Magnus
Kurt
Albrecht
Otto
Vlad
Hedrich
Johann
Wulcan
Alaric
Kurgan
Artur
Boris
Karl
Aldebrand
Graf
Valmir
Wolfram
Eldred
Konrad
Hisme
Ulric
Emil

Surnames:
Helborg
von Krieghaus
von Ritterberg
von Carstein
Helsturm
Franz
Ludenhof
Todbringer
Gausser
Raukov
Hertwig
Anderssen
Feuerbach
Liebwitz
Aldrech
Stutheart
Valgeir


The counts of Karl Franz's time (in the format you specified):

Averland- There is non, we could make it rebel or create one
Hochland- {Aldebrand_Ludenhof}Aldebrand Ludenhof
Middenland- {Graf_Boris_Todbringer}Graf Boris Todbringer
Nordland- {Theoderic_Gausser}Theoderic Gausser
Ostland- {Valmir_von_Raukov}Valmir von Raukov
Ostenmark- {Wolfram Hertwig}Wolfram Hertwig
Reikland- {Karl_Franz}Karl Franz
Stirland- {Graf_Alberich_Haupt-Anderssen}Graf Alberich Haupt-Anderssen
Talabecland- {Helmut_Feuerbach}Helmut Feuerbach disappeared, leave this one as a rebel or create one
Wissenland- {Emmanuelle_von_Liebwitz}Emmanuelle von Liebwitz
Solland- invaded rebel/chaos
Drakwald- invaded rebel/chaos

Revan-Shan
11-13-2007, 21:05
Perhaps more clear

The counts of Karl Franz's time (in the format you specified):

Averland- There is non, we could make it rebel or create one
Hochland- {Aldebrand_Ludenhof}Aldebrand Ludenhof
Middenland- {Graf_Boris_Todbringer}Graf Boris Todbringer
Nordland- {Theoderic_Gausser}Theoderic Gausser
Ostland- {Valmir_von_Raukov}Valmir von Raukov
Ostenmark- {Wolfram Hertwig}Wolfram Hertwig
Reikland- {Karl_Franz}Karl Franz
Stirland- {Graf_Alberich_Haupt-Anderssen}Graf Alberich Haupt-Anderssen
Talabecland- {Helmut_Feuerbach}Helmut Feuerbach disappeared, leave this one as a rebel or create one
Wissenland- {Emmanuelle_von_Liebwitz}Emmanuelle von Liebwitz
Solland- invaded rebel/chaos
Drakwald- invaded rebel/chaos

Revan-Shan
11-13-2007, 21:24
Most important Imperial cities and castles:

Altorf-City(great one, capital)-Imperial
Middenheim-Fortress(very high one)-Imperial
Nuln-City(creates lots of canons)-Imperial
Talabheim-Fortress(titanic fortress, located in a crater with only one entrance)-Imperial
Marienburg-City(lots of merchants and lots of money)-Rebel(Independent)

overkill1991
11-13-2007, 21:34
I have another question, I guess it fits with this thread.

How will you guys handle all the cities/castles ?

What I mean is will you make the buildings different from the normal ones on the battlemap? Because it looks very strange when you lay siege to for example a dwarven settlement and it looks like a normal MTW2 city, with the walls and buildings looking medieval instead of a big mountain or whatever the city of the defending race looks like.

Revan-Shan
11-13-2007, 21:50
Important char of the Vampire Counts:

{Manfred_von_Carstein}Manfred von Carstein Count of Sylvania (faction leader)
{Walach}Walach Master of the Bloody Knights
{Neferata}Neferata vampire QUEEN, lets see how we can fit this with M2TW
{Vorag}Vorag King of the necrofags
{Heinrich_Kemmler}Heinrich Kemmler Lord fo the necromancers


Caleb and the other imperial names and surnames fit with the vampire counts and could perfectly be used.

Bwian
11-13-2007, 21:51
Right now, until the Modding Pixies crack properly the settlement formats, we are stuck with the stock M2TW buildings for battlemap towns and cities.

If we have to have it this way, then we have to have it this way. If not...then we will have the option of changing the sets for each of the main cultures. These will be applied across the races in a 'best fit' approach. Not ideal...but we will have to work with what we can change.

Map wise, we have a map already part done. The provinces are roughly as follows:

https://img441.imageshack.us/img441/8578/factionszh0.png

The only thing we were thinking of changing was to add a land bridge at the top right corner, so Chaos lands had a natural route south into the Empire lands without relying on the AI to figure out it needed a boat to do it with!

Revan-Shan
11-13-2007, 22:17
Important char of the Dark Elves:

{Malus_Darkblade}Malus Darkblade Noble of Hag Graef
{Morathi}Morathi female! Greatest Dark Elven Witch Ever
{Malekith}Malekith faction leader Witch King of Naggaroth, Morathi's son
{Rakarth}Rakarth Lord of the beasts of Karond Kar
{Kouran}Kouran Captain of the Black Guard
{Tullaris_of_Har_Ganeth}Tullaris of Har Ganeth lord of the executioners
{Shadowblade}Shadowblade master assasin

Names with surnames:
Morathi-> {Morathi_of_Naggaroth}Morathi of Naggaroth
Malekith-> {Malekith_of_Naggaroth}Malekith of Naggaroth
Rakarth-> {Rakarth_of_Karond_Kar}Rakarth of Karond Kar
Kouran-> {Kouran_of_the_Black_Guard}Kouran of the Black Guard
Shadowblade as noble-> {Shadowblade_of_the_Temple_of_Khaine}{Shadowblade of the Temple of Khaine}


If I'm not mistaken elves are inmortal so this char shouldn't die because of age.

Zapp
11-13-2007, 22:44
Two things.
-About the video, we arent making money out of it so I't won't be dangerous to do it. And having this mod doesn't change the amount of people who buy Mark of Chaos. I have the game and also I would like to help and play this mod. I wouldn't say it's a problem.
I'm afraid yes, it IS a problem. The video and the music is not to be spread for free around the internet, just like you can't upload a real movie, or a musical album, for example. You've got some talent on editing movies, but I'd recommend, for this mod, and your sake, that you do an ingame intro movie. That way, you won't risk anything.

A Norseman
11-13-2007, 23:07
Poor dark elfs.. wedged between the horrible Chaos and the horrible Lizardmen.. Happy High Elfs, Got their own island, AI never were good with boats.

Culd you correct my description of races?
High Elfs: White.
Lizardmen: Light Green
Dark Elfs: Deep Purple
Orcs: Dark Green.
Tomb Kings: Light Blue
Chaos: Black
Dwarfs: Blue
Woodelfs: Red
Brettonia: Black/yellow
Empire: Blue/red
Vampire Count: Green

I feel that Most of the coulors are innapropriate and too similar to eachother.

Krazysigmarite
11-14-2007, 02:27
The colours are placeholders - they WILL be changed.

https://img441.imageshack.us/img441/8578/factionszh0.png
High Elfs: White
Lizardmen: Light Green
Dark Elfs: Deep Purple
Orcs: Dark Green
Tomb Kings: Light Blue/yellow
Chaos: Black
Dwarfs: Blue
Vampire Counts: Red
Bretonnia: Blue/Red
Empire: Black/Yellow
Skaven: Green/Brown

Decker
11-14-2007, 04:08
I got a realllly cool name! Decker the Diabolical
wut you guys think?

tito
11-14-2007, 11:16
did we put arabian estalia , tilea , albion,beastmen,woodelfs ,northman and kislev as a faction or just like rebels

Myrddraal
11-14-2007, 17:52
Tito, to make a mod is a lot of work. You can't expect minor factions to be in the game in any respect (unless you want to make them :wink:)

I'm not representing Bwain or his team, but I wouldn't think they'll be worrying about factions like tilea or estalia...

tito
11-14-2007, 18:07
i said that because somebody said on this post:https://forums.totalwar.org/vb/showthread.php?t=94771
that he made tilea ,arabia and kislev units...Moreover arabian looks moor vanilla game;kislev russia +danmark ;tilea =milan+venezia...

Silly Knicket
11-14-2007, 18:15
I think (correct me if I'm wrong) that the general idea is to make new appearances for units, or not use them at all = no mooric or italian placeholders for Tilea or araby.

tito
11-14-2007, 18:26
[i said that because somebody said on this post:https://forums.totalwar.org/vb/showthread.php?t=94771
that he made tilea ,arabia and kislev units

Meneldil
11-14-2007, 18:37
I have a whole list of names for many WTW factions, in the MTW2 format. Not going to post them here, but if anyone want them, just PM me.

Bwian
11-14-2007, 20:13
Tito ... no to Tilea, Araby etc.
I would like to add Kislev later on, purely on the strength of hteir Winged Hussar type unit, which would look good...but, as Myrddraal correctly pointed out, there would be a whole lot more work to do them, and we will not be doing them for the mods first release.

If you want us to choose between Orcs or Araby.... Skaven or Tilea .... or Dwarves and Kislev... which way do you think we would go :inquisitive:

Some minor factions are planned to be added later if there are still people willing to do the work... but we have stated alsewherethe included main factions, and that will not be changing.

thrashing mad
11-14-2007, 20:51
The colours are placeholders - they WILL be changed.

https://img441.imageshack.us/img441/8578/factionszh0.png
High Elfs: White
Lizardmen: Light Green
Dark Elfs: Deep Purple
Orcs: Dark Green
Tomb Kings: Light Blue/yellow
Chaos: Black
Dwarfs: Blue
Vampire Counts: Red
Bretonnia: Blue/Red
Empire: Black/Yellow
Skaven: Green/Brown

Good map, but:

- too many provinces in Norska is making region too important, fighting for it prolonged, and gives too much of economic benefits (more provs than in Bretonia?) My suggestion is to cut Norska to 3-4 provinces, unless you plan to add Norse faction in the future.

- same goes to chaos wastes - well, so many settlements in desolate tundra is strange for me, I would suggest to make only 4-5 settlements on southern part of the wastes as centres of regional tribal groups. I would also suggest to add four powerful/developed cities at the north/centre of the map, representing Eye of the Chaos, and maybe four cities dedicated to each chaos gods(rebelled at start?).

tito
11-14-2007, 21:01
i would like just to know if it will be rebels as faction.A guy said that he makes it so...

Spankfurt
11-14-2007, 22:41
I think you could get away with some laziness by adding Araby as a faction, and just using medieval 2 units. All you would have to do is re-name them, edit some stats, or some other minor changes. You could also get away with using the exact same cities. Hurray for slacking off!

Krazysigmarite
11-14-2007, 23:02
After the initial factions are complete, I believe the plan is that we will be moving on to Wood Elves, Kislev, and other factions. For now the empty regions will probably be filled with rebels, maybe one unit as a placeholder to represent the faction until we begin real work on them.

Enthes
11-14-2007, 23:27
i think you need to make norsca connect to the chaos wastes as if you dont the poor dark elves will be crushed

also some of norsca should be under the control of chaos to prevent the empire and other factions spreading north to far with ease.

Gnashfang
11-14-2007, 23:55
Looks great, Orcs seems to be a pretty big faction. Though they probably do own that much land, what are the odds of a united tribe that big from the start? I was thinking Orcs should start off small and absorb smaller rebel tribes. So basically most of the Orc owned land aside from maybe 2 regions be rebels with orc units or something. Just an opinion though!

And also, would Orcs get a WAAAGH! generally equivalent to a crusade? Even though there's only one Orc faction it'd still be good for the speed bonus and extra unit recruitment + no upkeep.

Gnashfang
11-15-2007, 03:13
XD Whenever I look at a Warhammer map I laugh... I swear, Dark Elves living in Canada, who would've thought it? "The cold wastes of Naggaroth." Phew... Good thing I'm originally from Albion :2thumbsup:

Enthes
11-15-2007, 20:06
if you can have rebellion in it i think the orcs should have it alot to counter the large area of land they control and makes it more realistic.

also personally i dont want to see arabey and tillia as a faction as the TK protect some arabey'n cities and they dont have a real army list

Pantsalot
11-15-2007, 21:36
It would be something to take up some free rebel territories.
Best though make them last.. just b4 making Beastmen. Or
add them into an Add-on if Bwians has agreed to make one.

Revan-Shan
11-15-2007, 21:37
It would be an option to include historical battles:

-Karl Franz and the power of Sigmar: Empire (Karl Franz) VS Orks
Karl Franz must survive.

-The Battle of The Iron Cliff: Dwarves (King Alrik) + Empire VS Orks
King Alrik and at least 5 imperials must survive.

-Assault on the Lizardmen: Mercenaries (Pirazzo) VS Lizardmen
Pirazzo must survive.

-Mourkain Ruins: Vampire Counts (Vorag) VS Orks
Vorag must survive.

Revan-Shan
11-15-2007, 22:19
I have realised one thing, the Campaign cannot have historical events. The world of Warhammer in the times of Karl Franz has past, but not future.

:oops:
But that won't affect the mod. Because it's marvellous!!!

https://img483.imageshack.us/img483/255/bgyj6.jpg

https://img150.imageshack.us/img150/7210/90485880hn1.jpg

https://img67.imageshack.us/img67/2272/closeupwalkot6.jpg

http://www.imagehangar.com/uploads/large/54773300_1188278129.jpg

http://www.imagehangar.com/uploads/large/56208600_1187679355.jpg

https://img206.imageshack.us/img206/3499/halbgc4.jpg

https://img225.imageshack.us/img225/6171/dwa8ig3.jpg

Revan-Shan
11-15-2007, 22:26
One Idea: Units could cost the same as in the Warhammer table game. That way the mod would be as balanced as in the original game and Warhammer players would find it more easy and comfortable.

What do you think?

Enthes
11-16-2007, 00:48
One Idea: Units could cost the same as in the Warhammer table game. That way the mod would be as balanced as in the original game and Warhammer players would find it more easy and comfortable.

What do you think?

although you could have the points for each model the same the fact is that there are more people in a unit on WHTW than the tabletop game

Silly Knicket
11-16-2007, 02:21
Seeing all those screenshots on the same place almost made me drool... :)


One Idea: Units could cost the same as in the Warhammer table game. That way the mod would be as balanced as in the original game and Warhammer players would find it more easy and comfortable.

What do you think?

This assumes that it is possible to convert every unit point by point and stat by stat, creating an exact copy of the balance between units in the tabletop game...

Even if it would be nice, I don´t think it is doable... unit-unit balance might be very similar, but not 100%... I suggest that unit costs are based on MTW2instead.

Regarding the map:
The Vampire Counts will definitely need some edge not to be wiped out rather fast... good city defenses, huge kings purse... something... 2 provinces is not much, surrounded by enemies.

The Empire will find it hard to stay alive in the long run, Brettonia will probably take a huge chunk in the west, and the rest of the Empire will probably be taken by the other four bordering enemies... probably before Chaos even gets close.
(I know that this probably will be fixed, I'm just expressing some worries :) )

I agree with Enthes, a land bridge to Norsca would probably be necessary to keep the Dark Elves alive.

Even though provinces at about the same size (Chaos Wastes, Norsca) looks pretty neat, it makes it kind of hard to distinguish between them... I doubt many players will learn (at least not until after a while) which province is which in those areas... could it be possible to adjust the sizes, add some water between them or something similar so they look a bit more different from each other?

I think it would make the map a bit less "generic" (not that it is a generic map, sorry, struggling a bit with the language here :) ).

Spankfurt
11-16-2007, 04:16
XD Whenever I look at a Warhammer map I laugh... I swear, Dark Elves living in Canada, who would've thought it? "The cold wastes of Naggaroth." Phew... Good thing I'm originally from Albion :2thumbsup:

All hail albion! God save the queen!

And who would have thought that the C.N tower was the tower of Naggaroth...or whatever :laugh4:

Silaris
11-16-2007, 14:00
Though I feel that map looks good, I think that you should extent it further east, so Chaos can march down to fight the Empire, rather than relying on the seas, as it seems to have at the moment.

Armand
11-16-2007, 14:43
I think the map should be extened or altered to allow for a land bridge between the chaos wastes and the old world otherwise the dark elves will get hammered early and fast.

Also, the chaos armies should not start out with all of the chaos waste, as this does not represent them properly, the majority should be rebel chaos, and each chaos faction would have to assert there rule over the waste, and each faction should start with one or two provinces with a nice force to begin conquering the waste in the name if there god. this will alow for the other closer neighbours some time before they get invaded.

This should also apply to orcs and goblins, as they should probably represent one clan or tribe. this would add more relaism for the orcs as they conquer neibouring tribes to gain power and have never been a united force, this will alow them to become a kindom of there own instead of starting out with such a large amount of teritories as shown before. this would simply allow for a more realistic gameplay for chaos and orcs, as they are both never really united unless conquered by some one powerful enough, and adds some depth to those factions as they rise in power.

More provinces would be nice too, to allow for some growth early on without conflict between other nations as the only choice.

Otherwise, this is the best mod that has and will ever exist and i am in love with your work as it has been my dream to play a total war style warhammer game (MoC major let down) and your work is by far better than any other mod.
sorry but i love you guys:sweatdrop: :yes:

Jubal_Barca
11-16-2007, 18:27
- Orcs/Chaos need to be cut down to one stacked up province for realism
- Land bridge, obviously
- Give VC the Lahmian Mountain in the south, and the Pit of Nagash.
- Araby Closer to Estalia, It would currently be ridiculous to do what the Brets do and Crusade from one to the other.
- Redesign the Worlds Edge Mountains proivnces;

- Dwarfs have a trade route right down Blood River Valley
- You have overestimated the Orcs. From the starting position you have given them they could wipe the old world in a few turns. I'm in favour of just giving them a starting WAAGH and the Iron Rock.
- Don't make it too easy for the TK to expand or they'll roll over the badlands in a few turns. An Araby faction is very much needed here methinks to stop them simply expanding unchecked across the Desert, then Rolling up the badlands.
- Skaven too have been overestimated, they have exactly 4 provinces in actual fluff; Skavemblight, Karak Ungor, Mousillon, and 1 other on the east side of the WEMts.

Sample campaign with the current map;

- Chaos flatten DE and then Lizzies, who are left hanging on in Albion and the tiny Southern bit.
- Dwarfs, Skaven mushed by overpowerd O&G
- TK Roll Over desert
- Empire take Kislev states
- Skaven roll up Tilea
- Brets take Estalia

Part 2;

O&G take Norsca, than wheel round and flatten most of the Empire, except about 2 Provinces.
Chaos sit on their asses, as do Lizzies and HE.
Brets cnsolidate and strt scrapping with Skapen over Tilea
TK start going for the badlands.

Part 3;
Skaven mushed in Tilea, Brets attempt to retake Empire
TK start running up through the badlands, fighting O&G


In other words, the only real players left are Chaos, O&G, Brets, and TK.

- Chaos have no check, no prblems emerging, and so flatten half the map.
- O&G have a massive Empire from whence they crush in and consolidate easily.
- Brets have an easy gain in Estalia and a buffer state in the Empire, giving them a good start.
- TK are unchecked and have a desert walkover, giving them an awesomely massive powerbase.

Bwian
11-16-2007, 20:46
Sounds like a fun campaign, even if it doesn't work exactly like that

Playtesting will be needed to finalise the provinces and pin down any real unbalanced aspects. The factions should have 'easy' and 'hard' factions as the stock game does ... but ther eshould not be too much of a repeating pattern to the game.

The VC's will have an early game advantage in that they can raise troops fast. They are not good quality troops...but they are readily available and easy to mobilise.

As long as we get the actual provinces well enough layed out, the rest is going to be very easy to alter. It is vital, though, that we get the mandmasses and provinces down right, because that means a LOT more work to change later.

Enthes
11-16-2007, 21:08
- Orcs/Chaos need to be cut down to one stacked up province for realism
- Land bridge, obviously
- Give VC the Lahmian Mountain in the south, and the Pit of Nagash.
- Araby Closer to Estalia, It would currently be ridiculous to do what the Brets do and Crusade from one to the other.
- Redesign the Worlds Edge Mountains proivnces;

- Dwarfs have a trade route right down Blood River Valley
- You have overestimated the Orcs. From the starting position you have given them they could wipe the old world in a few turns. I'm in favour of just giving them a starting WAAGH and the Iron Rock.
- Don't make it too easy for the TK to expand or they'll roll over the badlands in a few turns. An Araby faction is very much needed here methinks to stop them simply expanding unchecked across the Desert, then Rolling up the badlands.
- Skaven too have been overestimated, they have exactly 4 provinces in actual fluff; Skavemblight, Karak Ungor, Mousillon, and 1 other on the east side of the WEMts.

Sample campaign with the current map;

- Chaos flatten DE and then Lizzies, who are left hanging on in Albion and the tiny Southern bit.
- Dwarfs, Skaven mushed by overpowerd O&G
- TK Roll Over desert
- Empire take Kislev states
- Skaven roll up Tilea
- Brets take Estalia

Part 2;

O&G take Norsca, than wheel round and flatten most of the Empire, except about 2 Provinces.
Chaos sit on their asses, as do Lizzies and HE.
Brets cnsolidate and strt scrapping with Skapen over Tilea
TK start going for the badlands.

Part 3;
Skaven mushed in Tilea, Brets attempt to retake Empire
TK start running up through the badlands, fighting O&G


In other words, the only real players left are Chaos, O&G, Brets, and TK.

- Chaos have no check, no prblems emerging, and so flatten half the map.
- O&G have a massive Empire from whence they crush in and consolidate easily.
- Brets have an easy gain in Estalia and a buffer state in the Empire, giving them a good start.
- TK are unchecked and have a desert walkover, giving them an awesomely massive powerbase.

personally i would love for that to happen as i am empire i love a good challenge :2thumbsup:

also its very hard to predict what would happen
its all about the first few turns which direction the diplomats choose to go in will decide the power blocks and who will probberbly die.

Revan-Shan
11-16-2007, 22:21
You all will like to read this. The overview of each faction (the one that appears when you get before clicking on the faction you are gonna play):

-THE EMPIRE. Strenghts: Good all-around. Good navy. Weaknesses: Has no monsters.

-HIGH ELVES. Strenghts: Very well trained infantry and archers. Good navy. Weaknesses: Poor artillery.

-DARK ELVES. Strenghts: Very well trained infantry. Gelids make cavalry quite more dangerous Weaknesses: Poor archers.

-DWARVES. Strenghts: Good infantry and artillery Weaknesses: Lacks cavalry.

-ORCS AND GOBLINS. Strenghts: Can afford large armies Weaknesses: depend too much on hand to hand fighting.

-SKAVENS. Strenghts: Good singular units and unusual powerful weaponry Weaknesses: Lacks missile units and cavalry of all type. Weak basic infantry.

-VAMPIRE COUNTS. Strenghts: Has a wide selection of infantry Weaknesses: No archers and artillery. Its armies depend too much on the general.

Relatively expensive units.

-KHEMRI. Strenghts: Equilibrated non dead army Weaknesses: Its armies depend too much on the general. Relatively expensive units.

-LIZARDMEN. Strenghts: Strong infantry and monsters Weaknesses: No technology.

-CHAOS. Strenghts: Outstanding basic infantry and demons Weaknesses: Lacks archers. Poor artillery.

-BRETONNIA. Strenghts: Can afford large cavalry armies Weaknesses: Lacks artillery and elite infantry.

-----------Possible future factions-------------

-TILEA. Strenghts: Elite infantry, cavalry and missile unites, good navy and outstanding pikemen Weaknesses: Almost no mages or witches, very expensive

armies.

-KISLEV. Strenghts: Strong militia, good infantry and cavalry Weaknesses: Lacks artillery

-WOOD ELVES. Strenghts: Outstanding archers, good missile cavalry. Can use war dancers and treemen Weaknesses: No artillery and a short variety of

hand to hand infantry.

-ARABY. Strenghts: Good navy. Good mixture of cavalry, infantry and archers? Weaknesses: Lack of artillery?

-ESTALIA. Strenghts: Navy and infantry? Weaknesses: ?

-CATAI. Strenghts: Great armies? Weaknesses: Lacks Navy/Artillery?

-DEMONS. Strenghts: Very powerful units Weaknesses: Very expensive armies.

-NORSCA. Strenghts: Good hand to hand infantry and light cavalry Weaknesses: Lacks archers and artillery.

-OGRE KINGDOMS. Strenghts: Can use fearsome ogres or large hobgoblin armies Weaknesses: Short variety of missile units and artillery.

-ALBION. Strenghts: Powerful mages and treemen Weaknesses: Small armies.

Revan-Shan
11-16-2007, 22:32
It would be hard for the moders, no doubt. But would bring the mod to a new dimension. A new unit for The Empire:

http://www.angelfire.com/pro/ddwarf/images/fullTank1.jpg

http://personal.telefonica.terra.es/web/laarmadainservible/Ejercitos/el_imperio_images/tanque%20de%

Could be like this (this is not from M2TW, I saw it on the internet):

http://mythicmktg.fileburst.com/war/us/media/screenshots/GameSpot0307_01.jpg

Gnashfang
11-16-2007, 23:13
That's a Steam Tank with a Warrior Priest on top of it for WAR ((Warhammer MMO coming out next year)) :book:

alexader
11-16-2007, 23:17
Firstly empire has a lot of monsters(such as dragons,grifons and can add ogres)secondly,empire and dark elves have the only powerfull navy and Brettonia follows,also dark elves don't have so much well trained infantry,they can easily run away,and lastly,WOW,where did you found that picture of the steam tank?the grafics looks too much like M2TW,maybe i think it's from mark of chaos(some kind of modding work)

overkill1991
11-16-2007, 23:50
Dark elves have great ranged!!! REPEATER XBOWS FTW !!!

The High/Dark Elves have great infantry, they have extremely well trained citizen militias (for the high elves) and like EVERY Dark Elf is an extremelty skilled fighter because all of them are in the Witch King's army. Also they have extremely good special infantry, think of swordmasters, executioners, black guards, phoenix guards, they are awesome.

Chaos has poor artillery ???? I wouldnt wanna get hit by a HELL CANNON !

Elf artillery is great against infantry, they have repeater xbow artillery, cant remember the exact name of it.




Oh and btw that steam tank picture is of the MMO called WAR; Warhammer Online Age of Reckoning. A game developed by EA Mythic, released in Q2 2008. www.warhammeronline.com

Armand
11-17-2007, 03:45
[QUOTE=overkill1991]Dark elves have great ranged!!! REPEATER XBOWS FTW !!!

The High/Dark Elves have great infantry, they have extremely well trained citizen militias (for the high elves) and like EVERY Dark Elf is an extremelty skilled fighter because all of them are in the Witch King's army. Also they have extremely good special infantry, think of swordmasters, executioners, black guards, phoenix guards, they are awesome.

Chaos has poor artillery ???? I wouldnt wanna get hit by a HELL CANNON !

Elf artillery is great against infantry, they have repeater xbow artillery, cant remember the exact name of it.


Agreed, although dark elves have great citizen militia as thats all they do, they have a professional army, and the high elf militia come together during times of war, but make up for this in skill and three rows of spearmen being able to hit the front lines as apposed the the DE who can only use two lines(longer spears...)
The high elves and dark elves would have the best trained units, with both having very high moral and skill, this of course comes with the cost of low amounts of troops, although to be fair i think the high elves have better trained units (i remember dark elf warriors being 7points) but dark elves all serve in the military and have more men to command than the high elves as well as a higher moral(?) and as a DE player, i know both teams have high moral, but DE commanders tend to have extrememly high moral (the whole, if you run, i will peel of your skin thing tends to keep one in line). also there artillery is limited, not weak, and dark elf repeater crossbowmen have a weaker (but by no means weak) attack than most crossbowmen, but can shoot several bolts for the price of one in rapid succession, making them extrememly effective (pincushion effect) where as the high elf bowmen have superior range, and each shot is much stronger than one DE bolt (lucky there are more..) but are more expensive, and the DE crossbowmen are around the same price and militia.
that is all

Gnashfang
11-17-2007, 05:13
and lastly,WOW,where did you found that picture of the steam tank?the grafics looks too much like M2TW,maybe i think it's from mark of chaos(some kind of modding work)

It's from Warhammer Online! It's from WAR! *I'm a WAR fanatic.*

http://www.warhammeronline.com/english/home/index.php <-- This!

alexader
11-17-2007, 09:55
"It's from Warhammer Online! It's from WAR! *I'm a WAR fanatic.*"
yeah,it passed through my mind but i wasn't enough sure.
now something lastly.Empire has one of the most deadliest cavalry,her knights are the most deadlier,they are not only just good cavalry.also has enough well trained sholdier,because they are professional with high morale.finally the dark elves infantry have a seriously problem.when they win a battle in an combat face(one unit with another unit)they will have to roll if they will continue normal or they will stay there to drink the blood of their victims that have prieviously beaten and when they do that are in the most vanurable for others enemies that will charge them

Crian
11-17-2007, 17:50
This could be the possible intro for Warhammer Total War. Watch and enjoy

https://www.youtube.com/watch?v=eAPBczGAe0g

Even if it's legal to use this stuff, I doubt that any self-respecting modder would be content to simply recycle things from other games for his mod... especially videos. You can take a movie and music from one game and rearrange it all you want, but still, knowing that you're actually the one who made that something and polished it to death is very, very different.

The setting may be the same, the characters, ideas, etc... but as for the actual work that gets seen and heard, I think most modders would prefer those things to be of his own creation (or at least, he has gotten the permission for use in his mod :yes:).

Example, in Fourth Age: Total War, the videos are comprised of fully ingame shots and the music is also original and lended to the team by their composers. Example - https://www.youtube.com/watch?v=Vo-kLi-KWQ8.

It's not Pixar-level or something... but it's original, and any good modder I think would prefer something like that over anything that looks nicer but is not of his creation. I think that's the kind of mod Bwian and his team aim for in Warhammer TW.

NOTE: Just my two cents. :beam:

Bwian
11-17-2007, 22:37
Any videos we have in game will be done using in game models only.

Crian is quite right .... any use of other games material is STRICTLY forbidden. I can include the Warhammer MMO video in my mod in no time at all. Probably less time that it would take for GW to ask their Lawyer to issue a cease and desist order and close the mod.

USE OF COPYRIGHT MATERIAL IN THIS MOD WILL NOT HAPPEN.

Not only is it a legal no-no ... we also don't need it!

A Norseman
11-17-2007, 23:15
Some light over the situaton .. The High/dark elfs are better than most races in most aspects.. Their basic infantry is far superior to most others, their elite infantry Are also realy good compared to the "Normal" factions(swordmasters :S)
Their archers are superb (One of the best in game)
Their cavalry are at hight with the knights of brettonia and Empire (dragon princes/Cold one Knights) Their Artillery are somewhat medicore, but not at all weak, but their monsters are the most powerfull and numerus of any nation (dragons, griffons, eagles, hydras, maticores, pegasus, harpies, white lions)

The elf commanders are skilled and powerfull, both in combat, archery and leadership. And lastly, their magic is only inferior to the slanns (teclis:D) All this skill comes at a price however, The elfs only real weakness is their high point cost (and a overall toughness of 3), So a army of elfs shuld be expensive to keep and raise.

Revan-Shan
11-18-2007, 14:05
Some frases (the ones that appear when the game is loading):


War is more hopeless each year. - Hieronymus of Nuln

Know that under my will and my steel all your overcautious nations will succumb. - Archaon, Lord of The End of Time

We'll fight them with our steel, with our bravery, but, above all, with our faith in Sigmar! - Emperor Magnus

Kill them, kill them all. - Malekith after apprehending Eltharion

Rise, oh Dead!, as there can be no rest for you underground. - Spell of the Death

Fight-fight! They'll die easily. - Kreesqueek, skaven master assasin, before being killed by Rametep, a non dead monster

Meneldil
11-19-2007, 08:38
Firstly empire has a lot of monsters(such as dragons,grifons and can add ogres)secondly,empire and dark elves have the only powerfull navy and Brettonia follows,also dark elves don't have so much well trained infantry,they can easily run away,and lastly,WOW,where did you found that picture of the steam tank?the grafics looks too much like M2TW,maybe i think it's from mark of chaos(some kind of modding work)

Actually, that's an incorrect statement.
High Elves, Dark Elves and Bretonnia have powerful navies. The Empire ships are amongst the crappiest of the whole warhammer world.

Myrddraal
11-19-2007, 11:49
Revan-Shan, are you on the mod team? you speak in definate terms about your ideas...

alexader
11-19-2007, 13:07
"Actually, that's an incorrect statement.
High Elves, Dark Elves and Bretonnia have powerful navies. The Empire ships are amongst the crappiest of the whole warhammer world."

i think(from what i have read).empire has i kind of strong navy simple because they have cannons and others don't.in the past,also brettonia had a kind cannons but in the new edition they have taken them out for reasons of chivalry,and so empire with the additon of dwarven support have on of the most powerfull navies that the empire should have

Meneldil
11-19-2007, 14:16
Empire navy do not have canons and gunpowder weapons, while bretonnia one do. Yeah that's silly given that Bretonnia army do not use such weapons, but that's the fluff from Man o' War.

alexader
11-19-2007, 14:30
yes in the old editions,whatever,i don't think that we will have to take it seriously that game.i think it's better to do it in our way.

thrashing mad
11-19-2007, 15:51
Empire navy do not have canons and gunpowder weapons, while bretonnia one do. Yeah that's silly given that Bretonnia army do not use such weapons, but that's the fluff from Man o' War.

This is probably reminiscence from 80s WFRP where Bretonia was kind of Louis XIVth decadent France. But later Brets changed into high-medieval Celtic knights.

Jubal_Barca
11-19-2007, 19:12
Naval Powers of the Old World, in order;

1.DE have small raiding vessels and HUGE black arks (which can pwn every other ship in the game).
HE have fast, light ships which are very seaworthy.

2. Empire/Tilea/Estalia have cannon galleons.
Araby have less powerful copies of HE ships.

3. Dwarfs have a small, slow, expensive, but otherwise awesome navy (ironclad steamships)
Brets have galleons.
Chaos have norscan longboats.

4.Lizardmen have GIANT turtles.

5.Orcs/Ogres have rudimentary boats
TK/VC have bone ships.

...

199,999,901,013. Skaven have rafts. :laugh4:

Enthes
11-19-2007, 23:07
there are also tunnels under the the ocean made by the lizerdmen but im not sure if you would be able to imploment this :sweatdrop:

Gnashfang
11-19-2007, 23:54
4.Lizardmen have GIANT turtles.


:turtle: Awwwwwwww yeah. I couldn't resist.

Anyway, yeah, Orcs are pretty capable of building some ramshackle *Yet devastating* boats I expect. Probably not trusty enough to sail across the great sea with, but hey, they're orcs, they're too stupid to think ahead.

thrashing mad
11-20-2007, 01:36
:turtle: Awwwwwwww yeah. I couldn't resist.

Anyway, yeah, Orcs are pretty capable of building some ramshackle *Yet devastating* boats I expect. Probably not trusty enough to sail across the great sea with, but hey, they're orcs, they're too stupid to think ahead.

If I remember correctly goblin warlord Grom the Paunch invaded Ulthuan, so he had to cross the ocean with his horde somehow.

Silly Knicket
11-20-2007, 02:00
Even though those rafts might be crappy, I bet there is a heapload of them :)

Revan-Shan
11-20-2007, 19:25
yes in the old editions,whatever,i don't think that we will have to take it seriously that game.i think it's better to do it in our way.

Totally true, indeed, one battle made by prophessionals took place in an imperial ship.

Ande imperials have the better armada of them all. While elves have crapy little boats which fire a few arrows the empire has Galeons.

Revan-Shan
11-20-2007, 19:30
Revan-Shan, are you on the mod team? you speak in definate terms about your ideas...

No, I'm not but I try to help all I can. Have you noticed this: I've never said we are doing, I always say: this should/could be done, another good idea...

The thing is I've been playing warhammer since I am 10

Revan-Shan
11-20-2007, 19:57
continue...

and so I have a lot of ideas for the mod, i' want it to be perfect.



Another thing, I made a mistake, Middenheim is not rebel, It's Mordheim the one that is rebel. Mordheim is in continuous strugle and Marienburg is independent from the empire.

Krazysigmarite
11-20-2007, 20:44
Mordheim does not exist in the current Warhammer timeline, it was razed after the Great War against Chaos by Magnus the Pious.

Middenheim is a hugely prominent city in the Empire, and even have their own unique army list! (Released in an issue of White Dwarf.) However, for our purposes, they will be represented by the Knights of the White Wolf, a unique unit only trainable in the Middenland province.

Marienburg is indeed independent from the Empire. It's Warhammer's version of the early modern Dutch Republic, just with late-medieval renaissance culture.

As for navies:
Man'O'War has been largely discredited from official Warhammer canon. A great way to take a look at the newest version of Warhammer navies is to browse what the people doing Warhammer Online are using, and pictures from army books. For example, in Warhammer Online, there is a hull of a late-medieval carrack that has been turned into a pub in the city of Altdorf-a small hint, but proof of a competent navy, unlike the trash they(The Empire) had in Man'o'war.

Jubal_Barca
11-20-2007, 21:05
HE navy pwns Empire. HE have had THOUSNDS OF YEARS to develp fastest, most powerful ships with anti-perssonel/flaming bolt throwers, awesome manouverability and speed, etc, etc.

The Imperial Navy, meanwhile, is rarely used if ever (where would they want to sail TO?) and has enough trouble keeping raiders and pirates from Norsca under control.

Krazysigmarite
11-20-2007, 22:22
On the contrary, Imperial explorers are all over Lustria, Araby, the southlands, et cetera... they trade with many other Human nations on a regular basis, and they need to patrol their coast somehow! High Elven ships are fast, but they are just galleys, primarily used for transport, ramming, and boarding combat. As for norse raiders, there are tons of them-the sheer number of barbaric tribes that descend from the north is absurd, the only reason the Empire isn't in constant land warfare with them is simply the result of a little buffer zone called Kislev. The Empire has trouble patrolling its own forests, mountains, and hills from chaotic infestation, due to the sheer amount of beastmen and barbarians.

High Elves have also had 1000's of years to develop everything else, and while their army is good, their technology isn't exactly 'advanced' in any sense - they just use what they have and use the best materials to make it. They have scalemail suits of armor, but made from Mithril. Elven forging pales in comparison to Dwarven armor, as well, though the dwarfs are a much younger race.

The Dark Elves on the other hand are less rigid in terms of military ingenuity-they use repeater crossbows, for example. Their navy is, bar none, the best in the world, and raids against Uthluan are relatively commonplace.

Jubal_Barca
11-21-2007, 19:04
I wouldn't count EXPLORERS as the navy; privateers at best. Their ships will likely be Tilean or Mairenburg not Imperial.

Agreed the DE are strongest navally though.

Myrddraal
11-21-2007, 21:33
Some frases (the ones that appear when the game is loading):

This confused me a little. It's not a reproach, I was just checking :bow:

tito
11-22-2007, 13:35
civil war will be possible ,like in MTW?

Revan-Shan
11-22-2007, 18:46
I wouldn't count EXPLORERS as the navy; privateers at best. Their ships will likely be Tilean or Mairenburg not Imperial.

Agreed the DE are strongest navally though.

Whatever people say the empire has the best navy, it has great galeons that destroy everyone', ships. The thing is that they are always being attacked by pirates. It's like the old Spanish navy, they were fearesome but they were attacked from all directions, they have the best navy but that's not enough. As you can see the empire is the best in everything, and also has the best navy.

Bean
11-23-2007, 02:42
Please excuse my ignorance if this is a stupid question. I have not modding knowledge, just a Warhammer fan.
As far as the campaign map goes, upon modelling the birds-eye 'world' map, what is involved in modelling the actual 3D 'battle' maps. You know how if you are next to a hill and a river on the world map, you are fighting next to a hill and a river on the battle map. Are these maps automatically generated or is modelling an entire world landscape required?

I have been watching this mod for a while and with my first post would just like to congratulate Bwian and all the other modders on their billiant (and speedy) work! Look forward to the release when it comes.

Enthes
11-23-2007, 17:22
As far as the campaign map goes, upon modelling the birds-eye 'world' map, what is involved in modelling the actual 3D 'battle' maps. You know how if you are next to a hill and a river on the world map, you are fighting next to a hill and a river on the battle map. Are these maps automatically generated or is modelling an entire world landscape required?



the campaign battle maps are aytomatically generated based on the map allthough for cutom battles you can create you own landscape

Revan-Shan
11-23-2007, 17:59
Half month ago I had this idea: Crusade of Good and Chaos Horde (crusade/Jihad). High Elves + The Empire + Bretonnia + Dwarves VS Chaos + Skavens + Orcs? + ?. The ?: I would be a good idea to make another faction to act as ally for Chaos, the beastmen for example. Other options: Tribes of Norsca and Demons. Demons is a strange army to see between the players of the table game but exists. Most likely thing to happen: no new faction and only Crusade of Good, no Chaos Horde.

messenger
11-25-2007, 11:46
Navy-wise, the Empire would probably have ships around the technology of the Mary Rose, tall ships with great firepower, but abit unbalanced and aren't the fastest.
I would think the Empire doesn't have a particularly large professional navy however it probably has alot of armed merchant ships.
The High Elves would be the best naval power, although I have no idea what their ships are like.

On the note of the uniting Chaos tribes, wouldn't it make more sense maybe for you to be one race of Chaos, perhaps the Norse or Kurgan against the other types.
That way you can have afew settlements so you aren't spending your first 20 odd turns trying to afford a couple of units of troops.
That would put most players off of playing them.
The Empire would probably start off quite large, with the player having to improve his economy and army before being able to take the offensive.
It should probably have enough troops on the border to allow an AI player to defend itself in the initial turns before things really hot up.


The Crusade of Good vs Evil sounds ok I guess, however it's vary rarely even the Good forces team up, let alone the 'Evil' forces.
Most of the time in the epic campaigns where there are these 'teams', it's often only a couple of factions that are working together, with the rest either making the most of the destruction (Skaven), or just fighting because they like it (Orcs obviously).
For instance, in the Storm of Chaos, it was mainly the Dwarves, Empire and the Brettonians fighting cohesively against the hordes of Chaos, with the High Elves taking pot shots and occasionally helping out.
Meanwhile the Orcs were just fighting whoever they found, the Dark Elves were stealing slaves and lusting after eachother and attacking lizardmen.
The idea of an Axis vs Allies situation in the Warhammer world is not really feasible as it rarely happens as cleanly as your suggesting.

Revan-Shan
11-25-2007, 13:07
The idea of an Axis vs Allies situation in the Warhammer world is not really feasible as it rarely happens as cleanly as your suggesting.

In almost every WH book and game there is a crusade. In Mark of Chaos for example Empire + High Elves + Duarves VS Chaos and Skavens.

And it would be somehow boring if the game didn't had crusades. Crusades make normal wars look crap.

messenger
11-25-2007, 13:13
In almost every WH book and game there is a crusade. In Mark of Chaos for example Empire + High Elves + Dwarves VS Chaos and Skavens.

And it would be somehow boring if the game didn't had crusades. Crusades make normal wars look crap.
Let's face it, Mark of Chaos was hardly the best game about anyway.
Maybe there could be a few factions that can call on their allies for such a thing, like the Empire calling for aid and the Brettonians declaring an Errantry War.
But I don't think the majority of the time that Crusades truly fit the Warhammer background.

Bwian
11-25-2007, 17:24
I don't see crusades as being an essential part of hte Warhammer tabletop game. There was ample reason to fight just about anyone, and no need for a religious get together of factions against a common enemy.

Dwarves may have engaged in wars againts Elves, Orcs etc. because they hated them... but it's not really a crusade.

messenger
11-25-2007, 17:57
I don't see crusades as being an essential part of hte Warhammer tabletop game. There was ample reason to fight just about anyone, and no need for a religious get together of factions against a common enemy.

Dwarves may have engaged in wars againts Elves, Orcs etc. because they hated them... but it's not really a crusade.
My point in much more understandable terms :laugh4: .

Enthes
11-25-2007, 21:00
I don't see crusades as being an essential part of hte Warhammer tabletop game. There was ample reason to fight just about anyone, and no need for a religious get together of factions against a common enemy.

Dwarves may have engaged in wars againts Elves, Orcs etc. because they hated them... but it's not really a crusade.

I have to disagree the Empire and Britonia both crusade alot against Lizard men Araby and the TK.

Though the main reason crusades should be there is because they are fun. with crusades you create the army and send it on its way to the other side of the world, miles further than you would a standered attack force. Due the no upkeep rule, it means that the attack dosent cost you anything anymore like normal attacks do.

alexader
11-25-2007, 21:52
it is difficult to make crusades due to that the pope it is out from the mod,also it is hard corded,bwian has explanained perfectly.

Revan-Shan
11-25-2007, 23:08
Then, if crusades cannot be made there should be a diplomacy system that made more easy for The empire to make an alliance with the dwarves and so.

ellydog
11-26-2007, 05:58
You can start faction relations out different, and make some factions begin enemies.(i think)

Enthes
11-26-2007, 14:45
yea you can start of as set enemies / friends but i think its better to let the player decide diplomacy to make more variety. What would have happened if the DE and HE made peace would they retake the old world? :yes:

messenger
11-26-2007, 17:48
I have to disagree the Empire and Britonia both crusade alot against Lizard men Araby and the TK.
I think the Empire sends out explorations, not Crusades...
If I remember correctly, they aren't actually aware of Lustria/Lizardmen.

Pantsalot
11-26-2007, 18:05
There is a crusade that included the Empire & Bretonnians but
I think overall there was only 1 crusade, it was in Araby & it was made up
from the knight orders. Don't know y it was called a crusade since
it really wasn't about gods & Brettonia & Empire believe in different
religions.

Faenaris
11-26-2007, 19:43
My knowledge about Warhammer is sketchy and I'm more versed in Warhammer 40:K, but there are a lot of similarities. The Chaos Gods, one bad-ass Chaos warlord (Acheron in WH, Abaddon in 40K), there is an empire, etc ...

Since WH:40K had Black Crusades, an invasion by Chaos troops spewing forth from "the Eye", and I have read about great invasions from the Chaos troops from the North, I think there is a form of Crusades in the Warhammer universe.

However, I see no way to implement this into a mod. The "pope" eventually dies and is elected, something wich didn't happen in WH. Granted, Acheron might be the first of Chaos, but even the Chaos Gods might forsake him, so you could in theory allow the pope system to be used for Black Crusades.

Still, imagine the Warlord saying "stop fighting your fellow chaos worshipper or you will be excommunicated". Since Chaos worshippers regularly fight amongst eachother (Khornate cultists really don't get along with Tzeentch worshippers) and excommunicating someone would do absolutely nothing (since the Chaos Gods bestow favour directly, not through some puppet).

So, bottomline: Crusades exist in WH, but you can't "accurately" portray them in a mod.

Revan-Shan
11-27-2007, 18:20
Believe what I say, I was once a warhammer freak (and a Star Wars one, now I just play basketball). I know what i'm talking about.

Some points about the crusades and alliances:

- Brettonnians and the Empire. They fought toguether against the enemy more than once, maybe not in many crusades but yes agains chaos hordes. And now that someone said it I remember that Brettonnian and Imperial knights made a crusade to fight Araby. There you have it, they can be allies (I remember to you all that the fact that two factions can be allies during a crusade doesn't mean that they are allies the rest of the time, indeed high elves do not always get on well with imperials).

- The Empire: crusades and explorations. The empire sends both, don't confuse.

-Diplomacy: Maybe not make them directly allies but the game should make dwarves (for example) attack first orcs and want to ally with the empire.

Pantsalot
11-27-2007, 21:17
However, I see no way to implement this into a mod. The "pope" eventually dies and is elected, [etc]


Maybe use a Jihad template instead of crusade & make things like chaos
have sorcerors or something (I don't know a thing about chaos) while things
like the empire have Lords maybe other, depending of what we r doing about
religion.. This is confusing but there should be some method we could do this
with..

DaCrAzYmOfO
11-28-2007, 02:08
chaos cultists to spread the word of chaos amongst the population :spider:

Dogman55
11-29-2007, 00:36
I think the Empire sends out explorations, not Crusades...
If I remember correctly, they aren't actually aware of Lustria/Lizardmen.

They are aware, to my knowledge. But Hardly a man or two have seen them and lived to tell the tale. They've sacked Temple-Cities and have found various Obsidian and gold weaponry, but I doubt even a quater of the population in the Empire's main realm know of them, the outposts in Lustria do. As for Lizardmen Strengths and weaknesses, I feel they should have the best infantry in the game, on par with that of chaos. And three questions for Bwian:
(This can wait until the Lizardmen thread, just can't contain my excitement!)
1) Will there be animations or stat changes to incorporate the Lizardmen's ability to bite and claw at their enemies....?
*wipes drool off his keyboard at the thought*
2) Can you affect the sizes of Units? Or are they preset? It may have been answered already, but im not sure. They should have really small units. This way it would represent their low numbers and it would force many units to be gathered to represent even what the half of what an empire or Bretonnia army could field for the cost. Would also counterbalance their superiority in close combat (in my opinion, but I am biased hah.)
3) Blowpipes? I want my skinks to nail the Chaos and Dark Elves in the necks with poison darts!:pimp2:

This Mod Rocks!:thrasher:

Taranaich
11-29-2007, 12:59
Hopefully I can answer even though I'm not on the team:

Lizzies should indeed have awesome infantry (and pretty good cavalry too) but limited missile and no artillery. I can't speak on whether skink chameleons will make it in, but I'm sure they can be done. The unit sizes can be changed easily, so that aspect can be balanced.

I don't know if they're going to do biting and clawing animations, but it would be a neat addition. I'm sure I speak for everyone that a death animation with a Saurus warrior ripping some poor sod to pieces with his teeth would be awesome :2thumbsup:

A Norseman
11-29-2007, 19:27
Are saurus warrioirs so good? i dont remember anything about them being any better than a black ork with a bit more armor.

Enthes
11-29-2007, 19:34
Hopefully I can answer even though I'm not on the team:

Lizzies should indeed have awesome infantry (and pretty good cavalry too) but limited missile and no artillery. I can't speak on whether skink chameleons will make it in, but I'm sure they can be done.

chameleons should be easy i think as you could just make them be able to hide anywhere instead of just in forests

DaCrAzYmOfO
11-29-2007, 19:42
Well....in the two handed weapons there are like 3 different animations.

You can probably just substitute it a bit...dont know how hard this would be considering I know silch about modding lol.

Like the one where an enemy is propped into the air and does a spin...that could be a kill with a weapon.

The one where the guy just gets on his knees and dies...that could be a bite kill...

And last but not least....dont think its possible since it would be with a different weapon...you could have the saurus warrior or whatever warrior do that spear kill animation where the poor bugger tries to get away and gets stabbed in the back with the spear..

Aka get slashed in the face and get stomped on

cheers :clown:

Dogman55
11-30-2007, 00:06
Are saurus warrioirs so good? i dont remember anything about them being any better than a black ork with a bit more armor.

:study: *deep breath*:study:
Saurus Warriors: Bred by the Gods who created the Warhammer World, they have one purpose: Warfare. They are fully armored within their scaly hides, from their heads to their toes. Aside from the jagged Obsidian and gold toothed swords, a Saurus's bite has been known to crush a Chaos soldiers head between it's jaws. It has a powerful spiked tailed and claws on it's hands and feet. Various spawnings from their lost gods make these average warriors even stronger, imbuing them with even greater strengths, such as the ability to hide in wood, grow gills, and ride the Cold ones, 4 legged Velaceraptors.

Anywho. I think, while Saurus aren't bright, they are better in Black Orks when it comes to war. It's in that field their knowledge excels. These warriors stood toe to toe with the forces of chaos when the elves were young. Their problems is they are coldblooded, they have slow strikes. Also they are a dying race (The lizardmen as a whole) and are quite few in number.

Chamealeon skinks shouldnt be hard at all. Basically the skink skeleton with green instead of blue skin, with the ability to hide anywhere due to their skin.

Also, I think the only parts of artilery that should be available for the lizardmen are as follows:
The Stegadons have been known to carry giant crossbows into battle. Im not sure if there is an elephant model with anything of the sort on it, besides the cannons, even unsure if that can be implemented.
Salamanders:When I saw the Beautiful fire bwian worked on, my thoughts immedeatly went to these beauties. They spew molten bile from their stomachs, burning those in their front.

:book2: Lizardmen! I can't wait to see screen shots of them!

DaCrAzYmOfO
11-30-2007, 16:55
bile is already a liquid...lol >.>

anyways...so do they like...breathe it or spit it out in loogies...cause if so maybe a flaming cannonball can be the projectile...in the other case that greek firethrower :sweatdrop:

A Norseman
12-01-2007, 00:03
:study: *deep breath*:study:
Saurus Warriors: Bred by the Gods who created the Warhammer World, they have one purpose: Warfare. They are fully armored within their scaly hides, from their heads to their toes. Aside from the jagged Obsidian and gold toothed swords, a Saurus's bite has been known to crush a Chaos soldiers head between it's jaws. It has a powerful spiked tailed and claws on it's hands and feet. Various spawnings from their lost gods make these average warriors even stronger, imbuing them with even greater strengths, such as the ability to hide in wood, grow gills, and ride the Cold ones, 4 legged Velaceraptors.

Anywho. I think, while Saurus aren't bright, they are better in Black Orks when it comes to war. It's in that field their knowledge excels. These warriors stood toe to toe with the forces of chaos when the elves were young. Their problems is they are coldblooded, they have slow strikes. Also they are a dying race (The lizardmen as a whole) and are quite few in number.

Chamealeon skinks shouldnt be hard at all. Basically the skink skeleton with green instead of blue skin, with the ability to hide anywhere due to their skin.

Also, I think the only parts of artilery that should be available for the lizardmen are as follows:
The Stegadons have been known to carry giant crossbows into battle. Im not sure if there is an elephant model with anything of the sort on it, besides the cannons, even unsure if that can be implemented.
Salamanders:When I saw the Beautiful fire bwian worked on, my thoughts immedeatly went to these beauties. They spew molten bile from their stomachs, burning those in their front.

:book2: Lizardmen! I can't wait to see screen shots of them!

Yea, Its easy to come up with descriptions like that for every core unit out there, I asked more for their stats, so i have somthing to compare to.

Dogman55
12-01-2007, 00:43
Yea, Its easy to come up with descriptions like that for every core unit out there, I asked more for their stats, so i have somthing to compare to.


I have a better idea, prepare...
Catacombs.

A new type of battle map. With four types: tombs (vampire counts), skaven settlement, dwarf mine/palace, lizardmen's subway.

My bad... lets see: :book2:


Honestly, Im looking around now... my army book is by my fathers.... im pulling various things from the net. Bear with me please.

"They have decent strength and toughness which when coupled with their two attacks makes them very capable hand to hand combat opponents. They count as having heavy armour and are Cold Blooded"

"With toughness 4, they're that little bit more tougher against missile fire as well, but this doesn't mean they're immune to it. Many people don't like Saurus because they are slow compared to Skinks, but they move at the average rate a normal foot soldier does. Saurus Warriors can also take blessed spawnings for a variety of effects but in general there are only a few that are worth the time. Saurus aren't quite as good as Chaos Warriors, but they're the next best thing. "

Dogman55
12-01-2007, 00:44
bile is already a liquid...lol >.>

anyways...so do they like...breathe it or spit it out in loogies...cause if so maybe a flaming cannonball can be the projectile...in the other case that greek firethrower :sweatdrop:

It's actually there stomach juices lol. So I imagine the greek Flameflower would be the animation used. I imagine its not fluid like fire, but it isnt in gobs... exactly.... lol

Revan-Shan
12-01-2007, 11:56
Kroxigors will be fun

http://es.games-workshop.com/warhammer/hombres_lagarto/images/bestiario/kroxigor_g.jpg

But I prefer the old ones

http://gt.us.games-workshop.com/Results_Coverage/detroit_2004/army_features/WFB/Ken_Gatzmeyer/kroxigors_b.gif

A Norseman
12-01-2007, 13:19
2 attacks? 4 in toughness? :S That was the sort of information i was looking for. That makes them elite fighters.

Lordy
12-01-2007, 13:58
Black Orc stats - 10pts per standard model
M WS BS S T W I A LD
4 4 3 4 4 1 2 1 8

Saurus Warrior stats - 12 pts per standard model
M WS BS S T W I A LD
4 3 0 4 4 1 1 2 8

Not much between them to be fair, Orcs wear heavy armour though and Saurus has an extra attack

A Norseman
12-01-2007, 16:26
Black orcs strike first tho.. and has heavy choppas.

Revan-Shan
12-01-2007, 18:04
It was said that the Intro video I made wasn't going to be used but I l like this stuff so I mastered it. Some sounds deleted and the oficial m2tw kingdoms soundtrack.

https://www.youtube.com/watch?v=lpv-vmh1kKw

Just for you to enjoy.

And, by the way... a simple video showing the screenshots

https://www.youtube.com/watch?v=9aQOF_uUdOM

thrashing mad
12-01-2007, 18:29
Black Orc stats - 10pts per standard model
M WS BS S T W I A LD
4 4 3 4 4 1 2 1 8

Saurus Warrior stats - 12 pts per standard model
M WS BS S T W I A LD
4 3 0 4 4 1 1 2 8

Not much between them to be fair, Orcs wear heavy armour though and Saurus has an extra attack

Also Saurus Warriors have 'Cold Blooded' trait, so that they are statistically less likely to rout than Black Orcs.

Revan-Shan
12-01-2007, 19:06
I'm working on the pics that are exposed by the game while loading, what do you think?:

https://img110.imageshack.us/img110/2364/fondowarhammer9ff9.jpg

alexader
12-01-2007, 19:26
"I'm working on the pics that are exposed by the game while loading, what do you think?:"

Nothing.............................................................:beam:

Revan-Shan
12-01-2007, 19:30
nothing?:inquisitive:

alexader
12-01-2007, 19:32
ok,ok,maybe something...........:egypt:

Revan-Shan
12-01-2007, 19:35
Do you like them Bwian?

I have to upload the rest and fix some thing on that one. I have nine done already.

Revan-Shan
12-01-2007, 20:02
the first one fixed and the rest:

https://img443.imageshack.us/img443/6481/fondo1oh4.jpg

https://img70.imageshack.us/img70/202/fondo3ac0.jpg

https://img141.imageshack.us/img141/6159/fondo4mm6.jpg

https://img75.imageshack.us/img75/4976/fondo2yj7.jpg

https://img141.imageshack.us/img141/6356/fondo5ai9.jpg

https://img141.imageshack.us/img141/3109/fondo6tu1.jpg

https://img145.imageshack.us/img145/5586/fondo8bc9.jpg

https://img147.imageshack.us/img147/9892/fondo7rk0.jpg

https://img147.imageshack.us/img147/3820/fondo9mb2.jpg

Enthes
12-01-2007, 21:22
seriously did you draw those :inquisitive: :inquisitive: :inquisitive: :inquisitive: :inquisitive: :inquisitive:

Revan-Shan
12-01-2007, 21:29
seriously did you draw those :inquisitive: :inquisitive: :inquisitive: :inquisitive: :inquisitive: :inquisitive:

:laugh4: Well, I'm very good at drawing, specially medieval and futuristic warriors, armours and warhammer but... no, those are not mine.

alexader
12-01-2007, 22:07
these are from GW artwork

Silaris
12-02-2007, 02:10
No offence, but I would much rather see screenshots of the units in the game on the loading screens. Like how it is on the game already.

thrashing mad
12-02-2007, 04:29
No offence, but I would much rather see screenshots of the units in the game on the loading screens. Like how it is on the game already.

Seconded. Screenshots taken in CineEdit with some kind of Photoshop tunning would be best option.

Revan-Shan
12-02-2007, 11:16
Well, I thought already about that and I think this gives the game a beter WH look. Look at Stainless Steel 5.0 for example, they use pics from The Kingdom of heaven and it looks awesome. I prefer real images rather than pics from the game.

Alletun
12-02-2007, 11:48
I dont think those loadingscreens can be used as they are copyrighted to GW.
Ofcourse it's bwians decision in the end, but i think he has a very strict policy regarding the use of copyrighted material. And rightly so.

Revan-Shan
12-02-2007, 12:09
Well, I thought this was Warhammer mod. At the end this mod will only have the W of Warhammer and the T of Total War.

I've just read the legal stuff and I've found this:

keep in mind that the hobby is for people of all ages. Please be careful of the language used and the topics discussed. We would strongly recommend that you avoid any topics concerning illegal behavior, obscenity, or libel.
They are pics so...:2thumbsup:

We would also remind you that you cannot alter or change our trademarks in any way.
There are no trademarks so...:2thumbsup:

Any way, I've never heard of a mod having trouble with the legal stuff, and believe me, this is not as important as you think. I know a lot about Star Wars Battlefront mods and I can tell you one thing: just write the following and make it clear: This is not made, distributed or supported by 'name' (some mods do not even care about this). This is the only thing they write and have no probem at all:

THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENTS TM & (C) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.

Stainless Steel has no problems and has said nothing about The Kingdom of Heaven in the readme and so.

Lordy
12-02-2007, 12:26
damn Warhammer artwork is amazing, i love that picture of the slayer and the orc, is it Gotrek?

This is my personal favorite:
http://uk.games-workshop.com/download/popup.htm?/highelves/wallpapers/images/wp04-800x600.jpg

Revan-Shan
12-02-2007, 12:34
damn Warhammer artwork is amazing, i love that picture of the slayer and the orc, is it Gotrek?

It seems to be gotrek but I'm not sure.

This is my personal favorite:
http://uk.games-workshop.com/download/popup.htm?/highelves/wallpapers/images/wp04-800x600.jpg

I'll make this one.

Revan-Shan
12-02-2007, 12:39
There you have it:

https://img406.imageshack.us/img406/5729/fondo10dm4.jpg

Enthes
12-02-2007, 14:09
I dont think those loadingscreens can be used as they are copyrighted to GW.
Ofcourse it's bwians decision in the end, but i think he has a very strict policy regarding the use of copyrighted material. And rightly so.

i think alletun is right and i would hate to see the mod shut down due to use of artwork in loading screens. :thumbsdown:
plus the ingame units look so good just use them in epic battles and take screnies. :egypt:

Revan-Shan
12-02-2007, 15:14
Ok, what about these? I still preffer the previous ones.

https://img403.imageshack.us/img403/8428/fondo11gr0.jpg

https://img69.imageshack.us/img69/9485/fondo12pp7.jpg

https://img403.imageshack.us/img403/9624/fondo13zx4.jpg

https://img69.imageshack.us/img69/3214/fondo14dq8.jpg

https://img137.imageshack.us/img137/8946/fondo15fv8.jpg

https://img137.imageshack.us/img137/2226/fondo16ff9.jpg

https://img69.imageshack.us/img69/7071/fondo17tu3.jpg

https://img137.imageshack.us/img137/9185/fondo18dl0.jpg

https://img403.imageshack.us/img403/7884/fondo19wn8.jpg

thrashing mad
12-02-2007, 15:41
No offense, but I would suggest you to calm down with your overeager attempts. Thanks to posting this images here, this thread takes forever to load - maybe you should send PM to Bwian instead? I don`t get it why are you doing this, you want receive recognition? It`s waste of your time - honestly, cause i`m 99% sure that those screenshots of yours won`t be used in a mod. Sorry, but everyone can do such screens as yours in a matter of seconds in Photoshop, there`s really no need of posting them here.

Revan-Shan
12-02-2007, 15:54
No offense, but I would suggest you to calm down with your overeager attempts. Thanks to posting this images here, this thread takes forever to load - maybe you should send PM to Bwian instead? I don`t get it why are you doing this, you want receive recognition? It`s waste of your time - honestly, cause i`m 99% sure that those screenshots of yours won`t be used in a mod. Sorry, but everyone can do such screens as yours in a matter of seconds in Photoshop, there`s really no need of posting them here.

Recognition? No. Just trying to help. I make a lot so that they can choose.

Revan-Shan
12-02-2007, 16:01
I'll make no more, this are the last ones.

https://img442.imageshack.us/img442/8153/fondo20cc8.jpg

https://img337.imageshack.us/img337/5910/fondo21ht7.jpg

https://img409.imageshack.us/img409/818/fondo22rc9.jpg

https://img409.imageshack.us/img409/4130/fondo23iu4.jpg

alexader
12-02-2007, 17:26
i will suggest you either to calm down,i've get really sick of wacthing you trying in many threads to earn recognition.believe me,if by any means bad luck GW find those post in those threads with her copyrights(even if those are not gonna be in the mod)we will have trouble,and maybe she will shut down the mod(for just seeing her copyright being displayed).we are risking with that(it's very important that you understand).i don't mean to offence you with any way,but please.we are all excited with this mod,as you.calm down a bit.when the time comes,you might help then.now it's just not worth to risk the mod:egypt:

alexader
12-02-2007, 17:29
i will agree with thrashing mad that this thread takes forever to load,it is overloaded

messenger
12-02-2007, 19:47
Even if it wasn't illegal to use those pictures, it still wouldn't work out too well.
You need some kind of consistency in your loading screens, it would just look not as well done if you seemed to have a random slideshow of screenies, artwork and renders.
Load screens should be something of the same type, so probably photoshopped screenies...

Revan-Shan
12-02-2007, 21:31
wacthing you trying in many threads to earn recognition

Earn recognition? no. I only try to earn recognition in basketball and video editing. I'm very good at both but basket goes first.

This is to earn recognition: As there is no video of me playing basket on the tube I will just present myself. I am 2m high being just 16 years old (speciallists say I will grow until being 2.05 m). Despite having only 1 year of experience in basket I've learned faster than anyone else. Just 1 year and now I'm in a team, I play in the junior leage and I've met nobody who was a challenge for me, well, maybe one but we are friends.
Yeah, from three!

P.D: I can dunk.


I know this is off topic but I wanted to show you how far I can get trying to earn recognition (P.D: I can get even further).

alexader
12-02-2007, 21:54
you are kidding me,2m tall?my cousin is also 2m tall,and he was playing basketball(for fun).ok i take back what i told that you want to earn recognition(you are triyng to earn a lot recognition.LOL:beam: )ok just a joke.......................:wall: :beam:

Krazysigmarite
12-03-2007, 00:07
Keep it civil, lads :yes:

alexader
12-03-2007, 14:22
no i am not angry in my last post.i have just been wonder by his height

Zapp
12-03-2007, 16:43
Any way, I've never heard of a mod having trouble with the legal stuff, and believe me, this is not as important as you think. I know a lot about Star Wars Battlefront mods and I can tell you one thing: just write the following and make it clear: This is not made, distributed or supported by 'name' (some mods do not even care about this).
You haven't heard of many mods right? I know a couple of LOTR mods, for example, that have been forced to shut down.



Well, I'm very good at drawing, specially medieval and futuristic warriors, armours and warhammer but... no, those are not mine.
So why don't you use your skills to do some original stuff instead of using others? Then maybe the team will ask you to join. Your loading screens are nice and all that, but there is just no art in cutting and pasting like that.

Revan-Shan
12-03-2007, 18:03
So why don't you use your skills to do some original stuff instead of using others? Then maybe the team will ask you to join. Your loading screens are nice and all that, but there is just no art in cutting and pasting like that.

Well, they are professional. They draw better than i do. Don't know, I'll maybe give it a try but don't spect to be marvelled.

By the way, i use to draw in black and white, no problem isn't it?

messenger
12-03-2007, 18:11
Black and white pictures fit Warhammer's dark and gritty feel much better than coloured ones I find.

If you searched the internet, you would find lots of mods using popular things like Halo, Star Wars and Lord of the Rings get shut down for using copywrite stuff.
That means using pictures that Gamesworkshop says are copywrite is a good way of getting a cease and desist order.
If you don't comply generally you can get a law suit or something similarly bad.

Meneldil
12-04-2007, 11:40
You haven't heard of many mods right? I know a couple of LOTR mods, for example, that have been forced to shut down.


Not to mention the fact that GW copyright policy is *way* harsher than LotR one.
They've shut down numerous fansites, made fanmovies illegal, and even tried to sue Nival before HoMM5 release.

And seriously, try to use spoiler tags for your pics. This page now takes age to load, quite annoying I may say.

messenger
12-04-2007, 17:14
Yeah it sucks they cancelled that fan film.

Revan-Shan
12-04-2007, 20:40
I am on to finish the first drawing, you all can still decide:

Black an White or Colour?

alexader
12-04-2007, 23:16
black and white is perfect i think,use drawing pens

tito
12-05-2007, 00:34
For albion,we can put as rebels giant army?

Enthes
12-05-2007, 01:15
For albion,we can put as rebels giant army?

the Lizard men should controll Albion as they are the ones who keep it invisible :clown:

messenger
12-05-2007, 21:04
I think we could code it so it only reveals itself later in Warhammer time so we all can fight for Albion!
Well I think it would be a pretty cool thing to use the whole 'Discover America' code for that.

Enthes
12-06-2007, 17:25
I think we could code it so it only reveals itself later in Warhammer time so we all can fight for Albion!
Well I think it would be a pretty cool thing to use the whole 'Discover America' code for that.

wow thats a very gd idea though how would you make all the factions make a dash for it? not sure if its posible to code that :shame:

messenger
12-06-2007, 17:28
wow thats a very gd idea though how would you make all the factions make a dash for it? not sure if its posible to code that :shame:
I dunno, I have to admit I never actually played the M2TW campaign long enough to find out if everyone makes a dash for America.
I would assume they do though...

Revan-Shan
12-06-2007, 20:57
I dunno, I have to admit I never actually played the M2TW campaign long enough to find out if everyone makes a dash for America.
I would assume they do though...

I did, I played as Spain and conquered all america. i had to wait to 1800 to see some british ships. They never landed.

So one thing could be done, make the armies of the important factions appear in Albion about 100 turns after starting the campaign.

messenger
12-07-2007, 17:34
I did, I played as Spain and conquered all america. i had to wait to 1800 to see some british ships. They never landed.

So one thing could be done, make the armies of the important factions appear in Albion about 100 turns after starting the campaign.
Surely there is a way to script most factions to want to go there?
Perhaps each being allowed a reward of money for getting there, perhaps that would inspire the AI to go for Albion.

lanky316
12-07-2007, 19:53
In theory there should be the three factions who gained footholds in Albion each ownign a province. Sadly can't remember the results of the campaign now...

fireblade
12-08-2007, 08:14
I believe it were the lizardmen, the empire and the dark elfs.

I love this mod already:beam:

Fireblade

edit: The orcs also had a province. The names were: Lizardmen: the lost valley, in the East; Empire: Neuland In the south; Dark elfs: Nagronath in the north and Orcs: Trogland in the west.

messenger
12-08-2007, 10:43
I think though, the point of having Albion suddenly appear is so that the factions battle it out, rather than have the War for Albion already sorted.
You know, allow the players to make their own Warhammer history and play some of the most awesome wars perhaps with different results.

DaCrAzYmOfO
12-09-2007, 19:17
Theres a mod called dues lo vult that simulates that...thing is there is a strong faction with TONZ of stacks in america, but its only controlled by that faction...ALL OF IT.

So after a set amount of turns some factions end up with a strong stack next to one of the provinces. Afterwards, 2 stacks of the Native Americans wipe you out, unless you are sneaky like me and want to stay there (auto win ftw :clown:).

So yeah, and afterwards SOMETIMES the factions will send other troops, but since its across the world, they usually dont.

Since albion isnt too far off from some of the factions, I dont think it would be farfetched that they would hesitate from sending reinforcements and trying to stay in Albion

lanky316
12-09-2007, 19:27
I think though, the point of having Albion suddenly appear is so that the factions battle it out, rather than have the War for Albion already sorted.
You know, allow the players to make their own Warhammer history and play some of the most awesome wars perhaps with different results.

I think it depends on the time scale for the mod. As far as I can tell it's from the "current" time which suggests that the war for Albion is over and settled by those factions. I also think it's a bit odd to have this chunk in the middle of the map blacked out until an event to open it up and even that I'm not sure is possible.

Alletun
12-09-2007, 19:56
call me a warhammer noob but ... where is albion?

The only part of the warhammer world i know is the world edge mountains :clown: orcs and dwarves :smash:

Revan-Shan
12-09-2007, 20:06
call me a warhammer noob but ... where is albion?

The only part of the warhammer world i know is the world edge mountains :clown: orcs and dwarves :smash:

There are two big isles, one is the home of the High Elves (The one with C form) and the other one is albion

http://szarysmok.eu.org/prace/mapy/albion/albion2.gif

messenger
12-10-2007, 16:40
I think it depends on the time scale for the mod. As far as I can tell it's from the "current" time which suggests that the war for Albion is over and settled by those factions. I also think it's a bit odd to have this chunk in the middle of the map blacked out until an event to open it up and even that I'm not sure is possible.
Ofcourse it's possible, the fact that America suddenly appears when you get a certain research was supposed to be a selling point of M2TW!

I think we should start a couple of decades before current Warhammer time with Karl Franz only just becoming Emperor or something, so we can fight on Albion and fight for our lives in the Storm of Chaos.

alexader
12-10-2007, 16:48
yes propably,i will agree with your timeline of warhammer messenger

Revan-Shan
12-10-2007, 17:56
While Karl Franz is there, he is the :daisy: lord!

Jubee
12-11-2007, 18:40
call me a warhammer noob but ... where is albion?

The only part of the warhammer world i know is the world edge mountains :clown: orcs and dwarves :smash:

In Warhammer world, albion is at the same place than brittain.

lanky316
12-11-2007, 19:41
In Warhammer world, albion is at the same place than brittain.


Ofcourse it's possible, the fact that America suddenly appears when you get a certain research was supposed to be a selling point of M2TW!


Read the above post and tell me how it's possible to have a huge unpassable area slap bang in the middle of the map suddenly opening up? If you know how it could be done then fair enough but I don't see it without causing crashes and the mod being unplayable.

Jubee
12-11-2007, 19:45
Read the above post and tell me how it's possible to have a huge unpassable area slap bang in the middle of the map suddenly opening up? If you know how it could be done then fair enough but I don't see it without causing crashes and the mod being unplayable.

Oh, that's a very good point. it either have to be 1) Normal sea, and suddenly there is land or 2) unpassable sea.

1) could make some not-so-fun situations if there is a ship under the area when albion decides to appear.

2) Will just don't fit to the mod.

I think that we won't have albion unless some genius have something to solve this.

lanky316
12-11-2007, 19:53
Though I actually meant that to Messenger you bring up valid points! I don't think it'd be right. I personally don't have a problem with starting with Albion settled and from the current period in time BUT if people want to use Albion in this way it's fine though not massively fluffy. Albion wasn't discovered it was just hidden by mist, perhaps going back to the discovery of Lustria would be the move if you want to have a "discovery" but why waste those Lizzie models on AI?

Of course Bwian's got the final decision on how Albion works and it's NOT going to make or break the mod so the discussion could be pointless but I think we're either going to have to go with it or not...

Though thinking as I type, why not have it as an island held by rebels with primitive humans or undead maybe. There were natives of Albion before the campaign and there is the Isle of Wights remember!

Dogman55
12-11-2007, 21:09
Two viable option could be:

1) Do the Aforementioned method of splitting the isle up between the four races.

2) Let the Island mostly be controlled by Strong rebels with a single Lizardmen settlement.

messenger
12-12-2007, 17:23
Though I actually meant that to Messenger you bring up valid points! I don't think it'd be right. I personally don't have a problem with starting with Albion settled and from the current period in time BUT if people want to use Albion in this way it's fine though not massively fluffy. Albion wasn't discovered it was just hidden by mist, perhaps going back to the discovery of Lustria would be the move if you want to have a "discovery" but why waste those Lizzie models on AI?

Of course Bwian's got the final decision on how Albion works and it's NOT going to make or break the mod so the discussion could be pointless but I think we're either going to have to go with it or not...

Though thinking as I type, why not have it as an island held by rebels with primitive humans or undead maybe. There were natives of Albion before the campaign and there is the Isle of Wights remember!
Don't you see you just destroyed your own argument?
You said yourself the only reason people didn't know that Albion was there was because of the mist, well in game Albion appears when the mist goes!
See?
Clever?
Hmm? Hmm?

Lustria wouldn't be a discovery as the Elves knew about it.
Albion on the other hand wasn't discovered till the mists cleared then everyone went crazy for it.
Theres no point on missing out on the ZOMG THERES AMERICA script, it's pretty kick ass.

fireblade
12-12-2007, 17:34
But the problem with an emerging albion is, i fear, that the AI will hardly make a move to attack it. I mean, did any of you ever see the ai invade the new world?

It would be cool though if Bwian or someone else of the modding team succeeds in scripting it so that as soon as Albion appears, every faction sends an army there to battle it out.

Or else, fill the island with rebel stacks, making it a very costly afair for the human player to try and capture the island.
We must not underestimate the importance of albion in the warhammer world, The one who controls albion has acces to a huge amount of magical powers (the ogham stones). So anyway, it should be a bloody affair to seize control over Albion.

Fireblade

PS: Maybe we can add albion in as a victory condition for some factions, such as high elfs, dark elfs, lizardmen, chaos and empire. Don't know wheter that's a real incentive for the AI to go after those regions.

Revan-Shan
12-12-2007, 18:42
As you may know Warhammer has only past and future, therefor there can be no historical events.

So i thought for a while... And yes! We can have historical events, thanks to this: Prophecies and unknown threats.

Some historical events:

-This one, so discused one is the first of them all: Albion Discovered (orks, empire, chaos and dark elves appear in Albion)

And these in this order (could be in other):

-Skavens Arrival to Lustria (The skaven god appears and skavens appear in the land of the lizardmen)

-A New Threat -this is real warhammer- (Hobgob Khan appears with a titanic army of hobgoblins (goblins) mounted on wolves)

-Sigmar is Back (Sigmar reencarnates and so the most powerful hero of all the game appears)


I'll try to find more

messenger
12-12-2007, 19:08
I don't agree with the whole Sigmar thing, it wouldn't be particularly balanced having something like that running around.
Not to mention the last reincarnation was supposedly Valten, so maybe if that's who you are referring to then sure.
But to have Sigmar himself running about would essentially be a balance wrecker.

I think there should only be problems with current factions, not having Hobgoblin Mongolian rip offs suddenly appear, that would ruin a campaign also.
Try to find things that relate to the factions, say for instance Chaos uniting for the Storm of Chaos ie. something likely.

fireblade
12-12-2007, 19:22
Some others:

-Bretonnia; A general is nominated to become a questing knight, he must travel around the world and achieve heroic victories vs. Chaos, Vampire Counts, Orcs and Goblins. If he succeeds, he becomes a grail knight with increased command, chivalry and hitpoints.

-An Orc waagh

-Perhaps something like the hanseactic league for the dwarfs if they recapture some of their ancient holds.

-something to make lizardmen reach the old world. Maybe some pirates took treasures to marienburg, and the lizardmen are coming after them: A full stack of lizardmen appears near marienburg.

Dogman55
12-12-2007, 21:36
As you may know Warhammer has only past and future, therefor there can be no historical events.

So i thought for a while... And yes! We can have historical events, thanks to this: Prophecies and unknown threats.

Some historical events:

-This one, so discused one is the first of them all: Albion Discovered (orks, empire, chaos and dark elves appear in Albion)

And these in this order (could be in other):

-Skavens Arrival to Lustria (The skaven god appears and skavens appear in the land of the lizardmen)

-A New Threat -this is real warhammer- (Hobgob Khan appears with a titanic army of hobgoblins (goblins) mounted on wolves)
-Sigmar is Back (Sigmar reencarnates and so the most powerful hero of all the game appears)


I'll try to find more

I like both those ideas, not so much the Sigmar one. Purging the skaven from Lustria would be an amazing feat!

About the Lizardmen going to the old world: It doesn't make sense from a warhammer prospective. The Lizardmen are a dying race, unless like you mentioned about pirates taking there artifacts, they're not going to be making any kind of campaigns to the old world.

Although I doubt there would be any way to do so, such an event can follow.

1) Dark Elves, High Elves, Chaos, Skaven, Or empire troops can appear in Lustria.
2) A notification can appear saying that they come to get the relics of one of the cities.
3) When the city is taken control of, the Lizardmen player or AI would have a new focus, either that Factions capital, or the closest city to the sacked Lizardmen city.


This would persuade the Lizardmen AI or Player to take the fight to the old world.

Revan-Shan
12-12-2007, 22:34
No, no, no NO.

YOU GOT ME WRONG.

This ARE EVENTS BASED ON REAL CONTENT, NOT IMAGINARY ONES

-The skaves do have that prophecy

-About Valten... of course I know, I have read that history about a docen times, but sigmarites and the whole Empire are waiting for one of two things, the return of Valten (he disappeared) or a new reencarnation of sigmar (anyway, the thing that this reencarnation is the most powerful character in the campaign doesn't mean he is unkillable, after all he's a unit).

-Hobgobla Khan (sorry I spelled incorrectly last time) does exist:
Warhammer Fantasy Reglament/History of the Old World/page 167 - Kingdom of Catai
and he's the fearesome leader between the old world and the east (Catai).



And Albion should be the first one, indeed it must happen just a few turns after start playing.

Revan-Shan
12-12-2007, 22:47
New event concerning the Vampire Counts

The Return of Melkhior

Long time ago Melkhior was the greatest necromancer of them all but he had an error. He passed all his knowledge to his aprentice, Zakarias. Zakarias betrayed his master and ruled for long years in the Forest of Shadows. But Melkhior wasn't dead, just wounded and hidden. Waiting to recover and take over everything which was of his property.
Now he is back and he wants vengance.


In this event two big armies should appear, Zakarias' army (Vampire Counts) and Melkhior's army (VC Rebels).

Myrddraal
12-12-2007, 22:54
not having Hobgoblin Mongolian rip offs suddenly appear

Don't be silly, the whole of the Warhammer world is one massive rip-off, of everything, that's what makes it so great :grin:

MangyElf
12-13-2007, 03:20
There is something to be said for not having wide-ranging official canon events in a new mod. Actual, gameplay events such as those suggested I think would detract from the basic feel of the mod. If they will be used at all then they are best saved for an updated version. The philosophy being to keep people interested with new stuff over time and don't make WHTW-Hobgoblin Invasion right off the bat, not to mention cutting down production time for the release and making the modders lives that much simpler by them not having to write the equivalent of War and Peace uneccesarily.

Anyone would think you'd like them to cram in the whole 25 years of WH development into a few months making this mod, sheesh ;)

As for events that occur as pop-ups, well, there is nothing more irrelevant than seeing a card about how, for example, France and England go to war when France is lying in ruins, obliterated 30 game years ago. Or whatever, be it introduced in a mod or by the original game itself, it's as valuable as spam.

Revan-Shan
12-13-2007, 19:31
I'm making (the names, its phrases and points) something very special, it's not official but I do it so that Bwian can usen whenever he wants.

:shame: RELICS, HABILITIES AND HELPERS :shame:

This are the special things that go with the generals, things they have, special habilities... I'll make it so that it gives the game the warhammer look.

Revan-Shan
12-13-2007, 19:42
But before... a new phrase for the loading screen

"Three things make The Empire great – faith, steel and gunpowder!"

- Magnus the Pious

Revan-Shan
12-13-2007, 20:27
I errased this post, (I'm making this so everything is toguether now that I have everything done and nice).

Revan-Shan
12-13-2007, 20:41
I errased this post, (I'm making this so everything is toguether now that I have everything done and nice).

Revan-Shan
12-13-2007, 21:01
I errased this post, (I'm making this so everything is toguether now that I have everything done and nice).

Revan-Shan
12-13-2007, 21:26
I errased this post, (I'm making this so everything is toguether now that I have everything done and nice).

Revan-Shan
12-13-2007, 21:46
I errased this post, (I'm making this so everything is toguether now that I have everything done and nice).

alexader
12-13-2007, 21:54
ohhh God,please make one post for all these,my head hurts,never mind but it's better to make one post even if you want to make different ideas(it just not good in the eye)whatever:egypt:

Revan-Shan
12-13-2007, 22:05
I errased this post, (I'm making this so everything is toguether now that I have everything done and nice).

Revan-Shan
12-13-2007, 22:19
I errased this post, (I'm making this so everything is toguether now that I have everything done and nice).

Revan-Shan
12-13-2007, 22:32
I errased this post, (I'm making this so everything is toguether now that I have everything done and nice).

A Norseman
12-13-2007, 23:39
I appreciate your efforts, but your traits and retinues contain a good deal of faults, I think that perhaps individuals with more extensive knowledge of the factions should do a more complete list of the traits.

Enthes
12-14-2007, 03:50
ahh what the hell spam!

next time make a txt documanet rar it and upload it :yes:

plus shouldent this be inthe statistics bit :idea2:

Revan-Shan
12-14-2007, 18:09
I errased this post, (I'm making this so everything is toguether now that I have everything done and nice).

Alletun
12-14-2007, 20:03
(PLEASE DON'T POST UNTIL I'M FINISH, I WANT TO HAVE IT ALL TOGETHER :embarassed:).


If you want it all together use the edit button on one of your old posts, thats what it's there for. Other members can post if the want to.

I think what Norseman referrers to as being faults is that your spelling orc with a k (ork). Now, im not the great warhammer nerd, but as far as i know Orcs are spelled with a c in warhammer fantasy and a k in warhammer 40.000.
A shaman is spelled with an s instead of a c.
and so on.

lanky316
12-14-2007, 20:04
Don't you see you just destroyed your own argument?
You said yourself the only reason people didn't know that Albion was there was because of the mist, well in game Albion appears when the mist goes!
See?
Clever?
Hmm? Hmm?



Don't you see you've shown an inability to answer any questions at all? How would you possibly explain a big black splodge slap bang in the middle of the map? Albion is not quite dead centre but just off the old world, if you're having Albion appear everything West of it can not be on the map from the beginning :dizzy2:

See?
Clever?
Hmmm? Hmmmmm?!?!? :logic:

Since I think you're misunderstanindg the point whilst destroying what logic you had... http://uk.games-workshop.com/warhammer/wallpapers/images/6-1024x768.jpg Take a look at the map and see where Albion is and how you intend to suggest that is done.

alexader
12-14-2007, 20:44
"I've been playing since I was a kid and now I'm reading lots about other factions.
Unleast there's no one here who knows more than me about the Empire and the Vampire Counts"

oohhh,don't you SEE how much selfish YOU ARE,you think that you know more than us,ooohhhgggg.i think we know better than you and i also think that i know EVEN more than you for empire as does krazysigmarite.ok you know something,if you would know more than me for the empire you would use for a frase in the intro of the game something better than that.so don't tell me that you know more,it's not polite(it's a way to insult people)and you defenetly don't know better than us even for the whole warhammer.believe it,it true.try to be more usefull than that:egypt:

Myrddraal
12-14-2007, 20:56
I think it is time to quote the great TosaInu:

Topic is tired and needs a nap.

I will reopen this topic after a cool-down period, perhaps a week. In the meantime, please, curb your enthusiasm, relax and contemplate all the time you'll have to discuss everything in detail before the release.

Remember that we're all here because we like Total War games, and Warhammer.

Revan-Shan
12-26-2007, 12:03
:shame: OBJECTS, RELICS, SKILLS AND RETINUES :shame:


Here it is, the list I made for the objects and so that go with the characters. Please feel free to comment and give ideas if anything is missing, that way I edit the list and we end up with the final list for the Warhammer Total War (of course, if Bwian likes it). Here we go:


1-All FACTIONS

Apart from the typical night fighter, mercenary cpt and so I've here some new objects for generals of all factions.

-Magic weapon +1 Attack
This general's sword is better than others.

-Magic shield +1 Defence
This general uses a shield that protects him from a great number of impacts.

-Magic book +1 Hitpoints
In this book powerful spells await to recover its owner's powers.

-Magic flag +1 Army morale
This general owns a flag which makes everyone fight till the end.

I suggest to take a look at the skills of Stainless Steel such as Severely Wounded, Master of the Horse, Rebel!, You are not my King!...


2-THE EMPIRE

-Mark of Sigmar +2 Command +1 Authority + 2 Army morale
This man has a scar with the shape of a comet of two tails, ¿is he the reencarnation of Sigmar?

-Runefang +4 Attack
This man is lucky to have one of these 12 unic swords.

-Ghal Maraz (only one in the whole game and is Franz's, I know it's too powerful but it must be so and I've made the other factions' objects and habilities so that they are equal) +8 Attack + 2 Command when fighting orcs + 2 Hitpoints +1 Army morale
This hammer is the best weapon ever known and was used by Sigmar himself.

-Imperial seal +1 Command +1 Authority +1 Loyalty
This man shows everyone his importance in the Empire.

-Mandred's helmet (just 1 avaliable in all the world) +1 Defence + 3 Command when fighting skavens
This helmet was made using the head of a skaven warlord.

-Sigmar priest +1 Command +1 Dread +1 Loyalty +1 Hitpoints +1 Chivalry +1 Army morale
This priest carries two things with him, his faith in Sigmar, and a big hammer to crash his enemies.

-Reiksguard veteran +2 Command +1 Attack + 1 Defence +1 Chivalry +1 Personal security
This man is followed by a great knight.

-Imperial battlemage +1 Command +2 Attack
Beware, this man has special company, a Imperial mage.

-Master Engineer +1 Command when assaulting settlements
This specialist will enhance every weapon or machine before assaulting a castle.

-Commander +1 Command +1 Authority
This man is a commander.

-Imperial Count +2 Command +1 Authority +1 Personal security
This man is very important for the Empire, he is a Imperial Count.

-Alcoholic -1 Command -1 Popularity
Not a good thing for a general.


3-VAMPIRE COUNTS

-Vampire (all vampire counts) +1 Attack +1 Defence +1 Hitpoints +5 Dread + Night fighter
He can appear to be a man at simple sight but he is a fearesome vampire.

-Chivalrous vampire +2 Chivalry +2 Piety
Not all vampires kill everyone they see. Some even show to be fair fighters.

-Extremely bloody vampire +2 Attack -2 Chivalry -2 Piety +2 Dread
Stay away from him or he'll kill you!

-Old Sylvanian noble +2 Authority
Sylvanian men still think he is their lord.

-Member of the Von Carstein Clan +2 Attack +2 Command +3 Hitpoints
He is suposed to be a old noble of Sylvania and a very experienced warrior.

-Member of the Necrarc Clan +2 Attack +2 Command +1 Dread +2 Hitpoints
He is suposed to be a great sorcerer.

-Member of the Bloody Drangon Clan +1 Attack +1 Defence +2 Command +3 Hitpoints
He is suposed to be a sword master

-Member of the Strigoi Clan +2 Attack +1 Command +1 Dread +3 Hitpoints
He is suposed to be brutal and ugly above anything else.

-Member of the Lahmia Clan +1 Command +3 Defence +3 Hitpoints
This commander has been bewitched by a beautiful vampiress. He is in love with her and will do whatever he must to protect her.

-Necromancer +2 Command +1 Dread +1 Attack +1 Personal security
This commander is being helped by someone who rises the dead.

-Veteran skeletal warrior +2 Defence +1 Personal Security +1 Dread
This undead will give its 'life' in order to save his master.

-Phantom +1 Defence +1 Personal security +1 Dread
This commander is being helped by a spirit.

-Vampiress +1 Command +1 Attack +1 Dread +1 Personal Security
This commander is 'married'.

-Fool -1 Popularity
This vampire talks to his undead servants!

-Rebel! -3 Loyalty
A good vampire never betrays his clan! Except when he does.


4-DWARVES

-Dwarf -20% Movement +1 Hitpoint
He is a dwarf, and like all dwarves he doesn't run very fast and dies hard.

-Dwarf Lider +1 Attack +1 Defence +1 Command +1 Hitpoint +1 Piety
This is a great dwarf leader.

-Dwarf King +1 Attack + 1 Defence +1 Command + 1 Hitpoint +1 Piety
Couldn't be more important, he is the king of the dwarves!

-Ancient dwarf book +1 Command +1 Attack -2 Piety
Old tales tell about dwarf's past grievances. After reading them the general can learn about them or seek revenge.

-Ancient dwarf weapon +4 Attack
Weapons like this are no longer made.

-Hates orcs +2 Command when fighting orcs
Orcs and dwarves have always fought the one another and this general doesn't forget that.

-Hates high elves +2 Command when fighting high elves
High elves and dwarves once fought for the control of the whole world and this general doesn't forget it.

-Master of the mine +5% tax collection +1 Authority +1 Hitpoint + 1 Command
This dwarf knows everythig about ruling.

-Dwarf rune of bravery +1 Attack
This rune makes this dwarf more deadly.

-Dwarf Rune of Protection +1 Defence
This rune protects his owner from impacts and magic.

-Great drinker -1 Command + 1 Popularity
Quite usual between dwarves.

-Fat -20% Movement
No one's perfect.


5-BRETONNIA

-Knight +1 Command +1 Chivalry
This man is a knight.

-Questing knight +1 Command +2 Piety +2 Chivalry +25% Movement +1 Attack +1 Popularity
This man searches for the Grail.

-Great knight +1 Command +2 Chivalry +1 Attack
This man is a great knight.

-Leyendary knight +2 Commans +2 Chivalry +1 Attack +1 Hitpoint
This man is a myth.

-Grail +1 Command + 2 Army morale +1 Popularity
This man has a grial, original or fake, doesn't matter, makes his troops fight harder.

-Overtrained horse +25% Movement
His horse is faster than the rest.

-Non chivalrous knight -1 Command -2 Chivalry -1 Piety -1 Popularity
This man lacks chivalry! A great handicap for a Bretonnian commander.

-Doesn't talk about the Grail -1 Popularity
This man doesn't care about the Grail!

-Bretonnian damsel +1 Command +1 Army's Moral + 1 Chivalry +2 Defence
Innocent cute woman with terrible mystical powers.

-Ex-Questing Knight +1 Command +1 Chivalry +1 Piety
This commander is being helped by someone who has already searched for the Grail and knows lots of things about travel and war.

-Veteran knight +2 Command +1 Attack +1 Defence +1 Chivalry
His experience and sword serves his commander well.

-Veteran man at arms +1 Command +1 Attack +1 Personal security
This soldier has fought in many battles and know server this commander.

6-CHAOS

-Mark of Chaos +1 Command +1 Authority +1 Dread +1 Popularity
This man has a strange scar.

-Mark of Nurgle +2 Command +1 Dread
This man is putrid.

-Mark of Slaanesh +2 Command +1 Personal security
He has an extra limb.

-Mark of Khorne +2 Command +1 Attack
This man is very bloody!

-Mark of Tzeentch +3 Command
He knows some magic.

-Champion +1 Attack +1 Defence +1 Personal security
This great worrior protects his master.

-Deamonic gift +2 Attack +1 Hitpoint
This man has an object of great power.

-Lord of Chaos +2 Command +1 Attack +1 Hitpoint +2 Dread
This man is a very important leader of Chaos.

-Great lord of Chaos +5 Command +5 Attack +2 Hitpoints +3 Dread
Fear him, he is the death itself!

-Chaos sorcerer +1 Command +1 Popularity
He entertains his master during festivals and does what he can in the battlefield.

-Great chaos sorcerer +2 Command +2 Attack +1 Dread
This powerful man is to be feared, he can unleash the power of the gods of Chaos!


7-ORCS

-Big orc +1 Attack +1 Command +1 Hitpoint +1 Dread
This ork is very big.

-Very big orc +1 Attack +2 Hitpoints +2 Dread
This orc's size is awesome.

-Extremely agressive orc +2 Attack +2 Dread -2 Piety
Better not to mess up with him.

-Big weapons +2 Attack
His weapons could kill several enemies with just one movement!

-Big armour +2 Defence +1 Personal security
Can anyone wound him?!

-Great orc leader +1 Command +1 Attack +1 Dread +1 Hitpoint +1 Personal Security
With just a Waagh he could call thousands of orcs into battle.

-Goblin shaman +1 Command +1 Attack +1 Defence +1 Personal security
Is good for his commander to have him at his side, even if he is not needing him.

-Orc veteran +1 Command +1 Defence +1 Attack
A dangerous and expert soldier.

-Night goblin veteran +1 Personal security + Night Fighter
This goblin know perfectly how to fight during the night.

-Wise savage orc +1 Command +1 Chivalry +1 Piety
Some savage orcs are quite philosofic, talk with humans and even avoid war. This orc makes his commander think things twice.

-Kamikaze! -1 Command +1 Attack +1 Dread
He is willing to die for fighting!

-Cannibal! +2 Dread
He eats his own soldiers!

-Crazy orc -1 Command +1 Attack +1 Dread
This orc would throw himself with a catapult just to charge faster!

-Lazy leader -2 Command -1 Authority
Loves eating and celebrating but he's not keen on fighting.


8-TOMB KINGS

-Mummy +1 Attack +1 Defence + 1 Hitpoint +5 Dread + Night fighter
He is a terrifying nondead creature of Khemri.

-Tomb King +3 Command +2 Attack +2 Authority
This commander once was a Nehekharan king.

-Great Tomb King +5 Command +1 Attack +1 Defence +2 Authority +1 Hitpoint
This commander once was a great Nehekharan king.

-Funerary weapons +2 Attack +1 Hitpoint +1 Dread
Strange magic weapons of Khemri.

-Ancient knowledge +3 Command
This commander has a lot of experience.

-Liche Priest +1 Command
This commander is served by an expert in rising the dead.

-Icon bearer +1 Command +1 Authority
A nondead bears the icon of his commander.

-Khalida Neferher's knowledge +2 Command +2 Chivalry +1 Piety +1 Authority +1 Popularity
This commander has the same knowledge than this ancient female lider.

-Power of Nehekhara +1 Command +2 Attack +1 Authority +2 Dread
This Nehekharan commander is a leyend.

-Vengeful commander +1 Command +1 Attack -2 Chivalry -2 Piety +2 Dread
A very common thing between the Nehekharan commanders.

-Tomb Guard veteran +2 Defence +1 Personal security
This undead soldier protects his commander.

-Powerful mage +2 Attack +2 Defence +1 Command
This commander couldn't be more terrible.

-Hates every living thing -2 Chivalry -2 Piety + 2 Dread
Hates everything that moves which is not his.


9-LIZARDMEN

-Big lizardman +2 Attack +2 Hitpoints +1 Dread
This commander is really big.

-Strong lizardman +2 Attack +1 Popularity
He has incredible muscles.

-Resistent lizardman +1 Defence +1 Personal security
This lizardman's skin is very thick.

-Saurus Scar Veteran +1 Attack +1 Defence +1 Hitpoint
This Saurus has seen battle for countless centuries. He has become more cunning and strong, a superb killing machine.

-Blessing of Quet'Zl +1 Defence +1 Hitpoint +1 Personal security
This Saurus was seen as important in the eyes of Quet'zl, and therefor is protected by bony spikes and heavier scales.

-Blessing of Sotek: +2 Command when fighting Skaven
The fury of Sotek is quite evident within this Saurus. He fights against the cursed rat-men with unseen ferocity.

-Slann magic object +1 Defence +1 Personal security
This object protects his owner from hits and magic.

-Skinks' master +25% Movement
This lizardman knows how to lead skinks.

-Kroxigors' master +1 Attack +1 Hitpoint
This lizardman knows how to lead kroxigors.

-Saurus veteran +1 Attack +1 Personal security
This expert saurus warrior has taken part in many battles and knows what to do in each situation.

-Skink veteran +1 Attack +1 Command
This expert skink warrior knows many tactics and strategies.

-Temple Guard veteran +1 Defence +1 Authority +2 Personal security
This expert saurus warrior is respected by every lizardman and protects his commander from any danger.

-Hates strangers +2 Command +2 Attack
It's quite common between lizardmen to have xenofobia.

-Magic bronce weapon +2 Attack
This lizardman's weapon is excellent.

-Poisoned weapons +2 Attack +1 Dread
If you touch his weapon you are dead.

-Ancient Slann treasure +1 Defence +2 Army morale +2 Authority +1 Popularity +1 Personal security
Lizardmen would die in order to protect it.


10-SKAVEN

-Big skaven +1 Command +1 Dread +1 Authority
Being big makes him earn more respect.

-Skaven leader +1 Command +1 Attack +1 Dread
Every skaven shows him respect and serves him.

-Skaven warlord +2 Command +1 Attack +2 Dread
This is a very important lider for the skaven.

-Skirmisher +1 Command +2 Attack + Night fighter
This commander prefers to fight in little battles.

-Rat ogres' master +1 Attack +1 Defence +1 Hitpoint
Knows how to lead rat ogres.

-Prophetic book +2 Command +2 Dread +1 Authority +2 Army morale
This book tells the future of the skaven raze.

-Poison +1 Attack +1 Dread
This commander carries dangerous substances.

-Poisoned weapons +2 Attack +1 Dread
If you touch his weapon you are dead.

-Veteran skaven warrior +1 Command +1 Attack +1 Personal security
This commander is served by this brave and expert skaven warrior.

-Skaven assassin +1 Command +1 Attack +1 Dread +1 Personal security
This battle assassin is an expert in killing and helps his commander any way he can.

-Skaven master assassin +1 Command +2 Attack +2 Dread +1 Personal security
This master battle assassin carries strange weapons and has a great experience in anything that involves killing.

-Extend the plague! +1 Command +1 Dread +1 Authority
His only objective is to extend the plague.

-Grey Seers' minor prophet +1 Attack +1 Authority +1 Army morale
This intermediary of the Horned Rat helps this commander.

-He's clean! -1 Command -1 Dread -1 Authority +1 Chivalry
This is an insult to his raze.

-A different clan! -4 Loyalty
This skaven has betrayed his lord by founding a new clan!

-He's a heretic! -2 Authority -1 loyalty
This skaven disagrees with the Grey Seers.


11-DARK ELVES

-Elf +2 Attack
He is an elf, and like every elf he is a skilled warrior, graced with phenomenal precision and dexterity upon the battlefield.

-Dark elf +1 Dread
He is a dark elf, and like every dark elf he marches forth to enslave the free peoples of the Old World and makes sacrifices of blood.

-Pirate +1 Command in sea battles
This elf knows how to assault ships.

-Expert pirate +2 Command in sea battles
Everynoe should fear him if he's in command of a fleet.

-Assassin +2 Attack +1 dread -2 Piety
This elf loves killing.

-Raider +1 Command when assaulting a city.
This dark elf seeks treasure above all and will attack any city if he has the possibility.

-Long experience +2 Command +1 Attack +1 Defence +1 Authority
This elf has lived long enough to know what to do in each situation.

-Knows the job +1 Personal security
This commander was a professional assassin in the past and avoids being killed.

-Crazy for blood +1 Attack +1 dread -1 Piety
He is bloody even for a dark elf.

-Great dark elf leader +2 Command +2 Attack +2 Dread
If someone declares war to the dark elves he is in serious trouble.

-Dark elf witch +1 Command +2 Attack +1 Dread -1 Piety
This powerful elf has no remorse when killing his commander's enemies.

-Hates peace -2 Chivalry
Quite common between dark elves.

-Somehow chivalrous +1 Chivalry
This dark elf shows some respect to other leaders.

-Hates high elves +2 Command when fighting high elves
High elves and dark elves have always been sworn enemies and this commander doesn't forget it.

-Poison +1 Attack +1 Dread
This commander carries dangerous substances.

-Dark elf assassin +1 Command +2 Attack +1 Dread +1 Personal security
This dangerous assassin serves his commander with his knowledge, experience and mere presence.


12-HIGH ELVES

-Elf +2 Attack
He is an elf, and like every elf he is a skilled warrior, graced with phenomenal precision and dexterity upon the battlefield.

-High elf +1 Chivalry
This commander is a high elf, and like every high elf show at least some chivalry.

-High elf hero +2 Command +2 Attack +1 Chivalry +1 Popularity
This high elf is a leyend and took part in many important battles.

-Long experience +2 Command +1 Attack +1 Defence +1 Authority
This elf has lived long enough to know what to do in each situation.

-For Ulthuan! +2 Command +1 Defence +1 Authority
This commander remembers the great empire the high elves once had and wants it back.

-Seeks vengance +1 Attack -2 Chivalry -2 Piety
Not all high elves are peaceful ones.

-Hates Chaos +2 Command when fighting Chaos
He will try to destroy scum and villany.

-Hates dwarves +2 Command when fighting dwarves
Some high elves still don't forget that dwarves and high elves once fought the one another in a great war.

-Hates dark elves +2 Command when fighting dark elves
Dark elves and high elves have always been sworn enemies and this commander doesn't forget it.

-Experienced captain +2 Command in sea battles
This high elf knows how to lead fleets.

-Sword master of Hoeth +3 Attack +1 Defence
It's very diffcult to find someone who fights with sword better than how this elf does.

-High elf mage +2 Command +1 Attack +1 Defence +1 Chivalry
A high elf mage helps this man, and both experience and power go with him.

-High elf veteran +2 Command +1 Attack +1 Defence +1 Personal security
High elf veterans are magnificent soldiers that have battled entire centuries and know everything that has to do with war.

-Elf magic armour +5 Defence
This armour is made of elf gold and protects his owner from most of the attacks.

Revan-Shan
12-26-2007, 12:13
Well, I've been bussy all this time doing this things, here I have faction descriptions (all of them):

Enything missing, lacks something? Just comment.


EMPIRE

Since its founding by the warrior-god Sigmar, The Empire has endured terrible invasions, devastating plagues and civil war. For two and a half thousand years it has survived amidst bloodshed and turmoil thanks to the bravery and discipline of its armies.


To fight for the Empire is to fight in the name of faith, honour, and the Emperor Karl Franz. Of all the Old World nations, only the Empire has a professional standing army. Discipline is the watchword of the knights and soldiers of this mighty realm, all of whom are driven by their love of homeland and their duty to Sigmar, the warrior-god who founded the Empire millennia ago. The Cult of Sigmar demands that its followers must fight all forms of evil with sword as well as faith. There is ample opportunity for the faithful to engage in this duty to Sigmar, as the Empire is beset on all sides by enemies and by those within who have fallen to the whispers of Chaos.

Of course, the Empire's military might comes from more than just its ranks and ranks of State Troops, Knights, and Militia. Centuries ago, it acquired bizarre technology from Dwarfs who sought refuge in the Empire; the Engineers School of Altdorf and the Gunnery School of Nuln carried on these crafts. Today, the Empire has some of the most advanced artillery in the Old World (next to the Dwarfs) and their cannon and mortars have turned the tides of many battles.

Last but not least among the weapons in the arsenals of the Empire are the Colleges of Magic. Thanks to the Emperor's careful patronage and the help of the high elves, the colleges provide the Empire with potent Battle Wizards. These potent spellcasters are trained in the traditions handed down from the great Elven Mage Teclis, who taught the first human wizards to control and channel their dangerous powers. Those sorcerers who dare stray from the narrow path of the colleges are hunted down by the Witch Hunters, servants of Sigmar who punish this heinous crime with death most painful. Execution of these faithless villains is trivial next to the danger they pose to Sigmar's people.



BRETONNIA

A feudal, traditional land of knights and peasants.


The Bretonnian army relies on the devastating charge of the knights, who are supported by units of peasant men-at-arms. The knights of Bretonnia live by a series of vows – these vows uphold the virtues of honour and chivalry. To lose these virtues is just about the worst thing imaginable to a knight of Bretonnia, who would rather die with honour than live without it. The entire society of the Bretonnian nobility is based around upholding the renown of the self, the King, and the Lady of the Lake (who is worshipped as a goddess by the Bretonnians). Individual heroism is very important to the Bretonnian knight, and tales of paladins fighting dragons and of heroes facing off against countless foes are the kind of things the people of Bretonnia dream of.

Bretonnia is a feudal society. The peasants serve the knights in return for protection, while the knights are obligated to provide military assistance to their lords in return for certain rights (to own land, to levy taxes, and to receive aid and command military forces in times of war). At the top of this hierarchy is the king. Beneath the king are the dukes. Beneath them is another layer of nobility – earls and barons. The king, dukes, earls, and barons are also each the lord of a number of knights, who are the lesser nobles. Each knight (including the higher nobles) has a force of men-at-arms, chosen from the most physically able of the peasantry. In return for serving a knight’s standing military force, peasants are given a small tract of land for their family. In theory, all commoners can be called upon by a knight to serve him in battle. However, since many who do not already serve as men-at-arms are either simple-minded or physically impaired in some fashion, these types of peasants usually serve only as bowmen levies. In addition to this earthly hierarchy, the lands of Bretonnia are also ruled over by spiritual and mystical leaders – the Fay Enchantress, her Damsels, and the Grail Knights – who are all devoted to the Lady of the Lake.



DARK ELVES

They constitute an army of hidden strengths and subtle power. Although a Chaos or Orc army will usually send all of its troops forward in a brutal, mindless attack, and a cowardly Wood Elf army will generally hang back and shoot at its opponents, Dark Elves are a more versatile force that excels in all aspects of warfare.


The Dark Elf army has many specialised troops as well as many elite regiments. They are fast moving and have good morale - all the hallmarks of a classic elite force. Like most elf armies, the Dark Elves are both fragile and expensive in terms of their point cost. Thus, they will not win wars of attrition and must be played with subtlety and precision in order to win the day.

In spite of these limitations, the Dark Elf army is a flexible one. Spearmen and Crossbowmen backed by the dreaded repeater bolt throwers can be made into a fearsome defensive force, but many Dark Elf commanders prefer to use the Druchii, as they call themselves, more aggressively. A well-led Dark Host on the offensive is a frightening thing. Frenzied witch elves are more than a match for any enemy infantry, while the charge of the Cold One Knights can shatter even the most determined enemy lines. Thus, the typical Dark Elf army is fast, well equipped, and extremely skilful in both mele and shooting.

In addition to the troop types mentioned above, Dark Elf commanders may choose from highborns, nobles, sorceresses, and beastmasters to lead their armies. Deadly assassins, war hydras, manticores, dark pegasi, black dragons, corsairs, cold one chariots, halberd-wielding Black Guard, and executioners with great weapons are devastating hand-to-hand combat troops. The skirmishing shades, flying harpies, and fast cavalry in the form of Dark Riders increase the army’s tactical options.

All of these troops, when working in concert under a cunning general, make the Dark Host a dangerous and devastating foe for any army to face and a pleasure for any general to command.



HIGH ELVES

The High Elves armies are glittering hosts of steadfast spearmen, deadly archers and proud cavalry. But with all their power, they could not prevent their island home of Ulthuan being devastated by natural disaster, or the bitter betrayal that left their civilisation greviously weakened. The Children of Ulthuan are now a race in their twilight, battling against extinction.


Proud, haughty, and graceful, the High Elf army is well organised and marches to war in perfect unity, armoured in their strong scale coats, and wielding fine weapons of the highest quality.

The High Elves were once the greatest and most powerful race in the whole world and their actions shaped history. Now the High Elves are a race in its twilight; long and bitter wars have ravaged their once-great empire, and the High Elf race has begun to dwindle. The beautiful cities of Ulthuan become quieter each year, no longer bustling with vibrancy and life but shells of their former glory. Facing this steady decline, the High Elves remain resolute and unbowed.

For their diminishing race to survive, the High Elves must possess an army of unequaled skill to fend off their many enemies. To this end, all High Elves are taught the arts of war from an early age and swiftly master the sword, spear and bow. This strict policy of service means that Ulthuan can boast armies far larger than her diminished population would suggest. These citizen soldiers form the core of Ulthuan's armies — expertly trained warriors, resplendent in white robes and shining armour. Those of noble birth are taught to bear the arms of the Silver Helms, the magnificent Elven knights who fight in the vanguard of the High Elf army. Cavalrymen almost without peer, they are renowned for crashing through enemy shield walls, their sharp lances striking down their foes. High Elf generals must take great care with the lives of their warriors though, for the population of Ulthuan diminishes each year, and every loss is hard to bear.

The High Elves have developed sorcery far beyond the accomplishments of any other race. They were the first to study magic and remain the greatest masters of it in the known world. Through magic, the High Elves protect their island home of Ulthuan, for without the conjurations of the High Elf mages, the entire island would sink beneath the waves forever. High Elf mages are mighty spell casters whose fiery blasts and awesome energies have won many a battle. It is the Elves who in years past taught magic to Men, although the Elf mages far surpass the human wizards of the Old World in both skill and knowledge.



DWARVES

In their strongholds throughout the mountainous regions of the Old World, the short, bearded, and sturdy Dwarfs cling tenaciously to a way of life that may soon become extinct.


The Dwarfs are one of the most ancient races of the Warhammer world. From the beginning of time, their traditional homeland has been the Worlds Edge Mountains – it is a vast, forbidding mountain chain that marks the eastern boundary of the Old World. Here, in ages past, the Dwarfs built their massive underground strongholds among the high peaks and tumbling chasms. At its height, their realm spread from the far north to the distant south, while their mines stretched far beneath the earth itself. These days of glory are now long gone; many strongholds lie in ruins or are occupied by evil creatures. The great achievements of the past are now nothing more than memories – ancient sagas sung in the half-empty halls of the few surviving Dwarf strongholds.

Dwarfs are a grim and exceptionally proud people. They are sparing with their praise and often disparaging about the achievements of other races. Dwarfs respect three things above all others: age, wealth, and skill. Of course, a Dwarf will always carefully explain how his race is the oldest of all, how his ancestors earned unimaginable wealth, and how the Dwarfs are the most skilled builders and smiths in the world. This is not boasting, it is just setting the record straight.

Dwarfs are the greatest miners and tunnellers in the world, and they delve deep beneath their mountain homes for metals, precious stones, and other mineral wealth buried there. From this raw material, they make all kinds of precious objects, including weapons, armour, marvelous vessels, and jewels worked with incredible skill. Beneath each Dwarf stronghold there exists a labyrinth of caverns and tunnels created and enlarged over centuries as the Dwarfs dug ever deeper in search of new riches.

Dwarfs are supremely skilled craftsmen and take great pride in everything they do. It is almost impossible for a Dwarf to hurry his work, and no Dwarf could ever bring himself to produce something slipshod or cheap. Whether it be forging weapons and armour, the construction of fortifications, or the mechanical inventions of the famed Engineers Guild, the ingenuity and technical ability of Dwarfs is unsurpassed anywhere in the Old World. No other race – not even the great craftsmen of the High Elves – can rival the care and skill of the Dwarfs.

Dwarfs have little knowledge of magic as it is practiced by Elves and Humans, and they have no wizards as such. The magical lore of the Dwarfs is closely linked to their craftsmanship in weaponry, armour, and other artefacts. Dwarf Runesmiths make many magical devices, including the finest weapons and armour. They are masters of rune lore, the art of using runes to entrap magic and imbue artefacts with arcane power. Their knowledge has been passed down by word of mouth from the days of the ancestors, although knowledge of the most potent runes is a very powerful secret known to only a few of the most adept Runelords.



CHAOS

From the magic-swept lands of the far north come the conquering hordes of Chaos, led by the Champions of Chaos and the immortal Chaos Daemons. Raised in battle, these great warriors fight for glory and the favour of their mighty gods. Immortality and everlasting power are the rewards for those who are strong, mutation and madness await the weak-willed and foolish.


Chaos is a fickle mistress. Some who follow the dark powers are blessed with great strength and unimaginable power. Others are cursed with debilitating mutations and eventually devolve into mindless, gibbering Chaos Spawn. Chaos is a constant threat to the civilized lands of Men, Elves, and Dwarfs, and constant vigilance is required to battle the frequent incursions of the forces of Chaos.

Some of the followers of Chaos dedicate their worship to one of the particular Dark Gods: Khorne, the Blood God and the Lord of Skulls; Tzeentch, the Changer of the Ways and the God of magic; Nurgle, Lord of Decay and Pestilence; and Slaanesh, the Dark Prince and God of decadence and pleasure. Other Chaos worshipers follow Chaos Undivided and don't devote themselves to any one particular deity. Each Chaos power bestows a particular type of gift upon its chosen followers; thus, Chaos are highly adaptable and can be customised in many different ways.

A Chaos army is really two armies in one. If the army is led by a mortal General, then mortal troops are the normal selections, and Daemonic troops are special choices. Similarly, in armies led by a Daemonic General, Daemons are basic troops, and mortals are special ones.

Anyway any Chaos army contains a wide variety of troop types. Mortal units include the mighty warriors of Chaos as both infantry and cavalry, the rank-and-file Chaos marauder infantry and cavalry, chariots of Chaos, and warhounds of Chaos. Daemon units are as varied as the Gods they serve. Followers of Khorne usually include bloodletters and flesh hounds. Nurgle's children include plaguebearers and swarms of nurglings. Slaaneshi armies often field daemonette infantry and cavalry. The armies of the inscrutable Tzeentch can include the flying sky sharks known as screamers as well as the spell-casting daemons known as horrors. Any Chaos army can also include the high-flying furies and mindless Spawn of Chaos to bolster its ranks.

Hordes of Chaos armies tend to be smaller than the ones of other facions. However, they pack an enormous punch in hand-to-hand combat, and few troops can stand up to a Chaos warrior in melee. Though the army is a powerful one and much feared throughout the Old World, it has no troops armed with missile weapons. Thus, it is possible to weaken a Chaos army by thinning its numbers before it gets into close combat. However, opponents of Chaos should be advised – losing to the hordes of Chaos can often mean losing your mortal soul.



LIZARDMEN

Long before the rise of the Elves, Dwarfs or Men, the Lizardmen existed in the oppressive depths of the steaming jungles. Coldly alien and enigmatic, their civilisation seeks to restore the order in the world that their Old One creators envisaged before their mysterious disappearance. They are a dangerous and powerful civilisation, and any who enter their lands do so at their own peril.


The Lizardmen are an ancient race created by the god-like beings known as the Old Ones to be the guardians of the world. Their age-old civilization is based deep within the steaming jungles of Lustria, the continent far across the Great Ocean from the lands of Bretonnia and the Empire. A smaller Lizardmen settlement can also be found in the lands far south of the Old World.

The mighty temple-cities of the Lizardmen rise above the humid jungles in these tropical lands. There, the bloated Slann Mage-Priests, who have mastered the art of magic, attempt to divine the intentions of the long-departed Old Ones. Though the Great Plan is only revealed in omens and portents, the Mage-Priests do their best to interpret the signs and guide the Lizardmen to do the Old Ones' bidding.

The bulk of the Lizardmen army consists of Saurus, a warrior species slightly larger than Men, and Skinks, a smaller, more intelligent species of skirmishing warriors. These troops are bolstered by jungle swarms of lizards and snakes, the giant kroxigor warriors, the flying terradons, the mighty stegadons, and salamanders, the living artillery of the Lizardmen army. Together, these troops constitute a powerful force that is much feared by most Old Worlders, who know little of this strange and alien race.

As the Lizardmen are cold-blooded, they are sometimes slow to react to battlefield conditions. Terrifying monsters, huge outnumbering forces, and the deaths of their brothers-in-arms – things that would cause other troops to panic and flee – have little effect on the Lizardmen. It is only the will of the Mage-Priests and the Great Plan of the Old Ones that motivates the Lizardmen, and they tend to fight on, regardless of consequences.



ORCS AND GOBLINS

Orcs & Goblins are the scourge of the Old World, an unending tide of ferocious raiders. For every greenskin Waaagh! defeated on the field of battle, another arises to trample a swathe of destruction across the land. Orcs and Goblins live to fight!


Orcs live to fight. For an Orc, there is no greater joy than to be in the thick of battle, where the biggest and meanest warrior carries the day. Such belligerence is both a strength and a weakness, as it means that Orcs expend much of their energy fighting among themselves rather than against a slightly more distant foe. Smaller and more nimble than their Orcish cousins, Goblins have a more developed sense of self-preservation. They are cunning rather than strong, and tend to leave the serious business of fighting to the Orcs. Goblins prefer to guard the rear of an army, though in desperate circumstances they'll finish off an enemy so long as it has been given a clobbering by a mob of Orcs.

There are many varied subspecies of greenskin. Night goblins live in the deepest caves, venturing out into the light of the sun only when suitably fortified by fungus beer. Forest goblins prowl the gloomy forests of the Empire, and southland jungle canopies reverberate to the steady pounding of savage Orc drums. Most notable and fearsome of all, black Orcs are 'ard as nails and inevitably take over any tribe they join, where they leave a trail of butchered and dismembered rivals in their wake.

An Orcs & Goblins army will often contain a vast array of different troop types, from the wide variety of greenskins themselves to monstrous beasts such as trolls, giants, and giant spiders. While Orcs prefer to hurl themselves into close combat as swiftly as possible, Goblins bring a lethal array of sneakiness, such a foolhardy doom diver catapults and mushroom-fuelled night Goblin fanatics.

Commonly, an Orc & Goblin warband will sweep into a village, slaughter the inhabitants, and charge on, pausing just long enough for the warlord to make a really big pile of severed heads and sit upon it while declaring his dominance. Terrifying and brutal as this is, it is when a Waaagh! is called that the Orcs become a truly dangerous force.

A Waaagh! is akin to a migrating invasion, when some successful Warboss throws everything he's got against his chosen enemy, and all the other Orcs and Goblins flock to join him. A Waaagh! is truly a sight to freeze the blood – an unstoppable sea of green-skinned monsters swarming across the horizon, whooping, jeering, and yelling their barbarous war cries. Few things can stand against such a force.



SKAVEN

The Skaven are a race of evil rat-men who inhabit the underground. They gnaw at the roots of civilisation, eternally scheming and preparing for the day when their uncountable hordes will overrun the surface world. The only thing that keeps them in check is the constant internal strife between the clans making up their society, but one day the Grey Seers, who speak for the Horned Rat himself, will unify them and lead them to inevitable victory.


The Skaven are a race of malevolent rat-men that inhabit the underground. The tunnels of their vast Under-Empire reach from the steaming jungles of the Southlands to the snow-covered steppes of Kislev, from the western borders of Estalia and Bretonnia to the lost realms of the Far East.

Their capital is the mysterious city of Skavenblight, hidden in the center of the foul marshes lying on the western borders of Tilea. There, the mighty Lords of Decay, ruthless rulers of all Skaven, sit on the Council of Thirteen, scheming and preparing for the time when their armies will emerge from the subterranean realm to raze the entire surface of the world. Such is the ultimate ambition of the Skaven race, a destiny preached by the Grey Seers, who are powerful wizards and prophets of the Horned Rat, the malevolent Skaven deity.

Skaven society is structured into a number of clans (Pestilens, Eshin, Moulder and Skryre) that constantly vie with each other for dominance, and their political system is dominated by endless treachery.

Every army is led to battle by Grey Seers, who sometimes bring screaming bells, giant magical bells pushed forward by the Skaven horde, and by Skaven warlords who are the most powerful fighters in the Skaven army. These leaders have many different types of weapons and troops at their disposal and must coordinate them in well timed attacks. Though the Skaven are numerous and almost always outnumber their foes in battle, they are, by and large, weak and undisciplined. Only when they have sufficient numbers do they have the nerve to enter into protracted combats, and only when they can bring their huge numbers to bear can they bring down the enemy. However, as many a commander who has watched his men fall to the teeming numbers of the Skaven horde can attest, the rat-men are formidable foes and can destroy even the most battle-hardened veterans by sheer weight of numbers.



TOMB KINGS

For thousands of years they have lain within their mighty burial monuments. Called from their sleep of death, the ancient Kings of Nehekhara march forth from their tombs to seek vengeance on those who would disturb their slumber. Loyal even in death, the armies of the Tomb Kings march at the side of their lords, seeking to reclaim the kingdoms that were once their own.


The armies of the Tomb Kings hail from the desert lands of Khemri. Reanimated by the undying Liche Priests, the skeletal warriors of the Tomb Kings march forth to reclaim the lands they once defended in life.

Long before the Old World was civilised, an ancient civilisation known as Nehekhara came to power. The land was divided into city-states, each ruled by its own King and defended by its own army. Over the centuries, the power-hungry Kings, frustrated by their short mortal lifespans, sought ways to prolong their lives. Although true immortality eluded them, the rulers of Nehekhara came to believe that if they preserved their bodies after death, powerful magic could one day revive them and they could return to power. Elaborate tombs and pyramids were constructed to protect the remains of these dead monarchs and to house the many treasures and warriors that were buried with the Kings to serve them when they were reborn.

The plans of the Nehekharan monarchs would one day be twisted by an ambitious Priest-King of Nehekhara known as Nagash. Nagash raised an army of long-dead warriors to expand his lands and increase his power. It was the first time the dead were ever made to walk. Although Nagash's mighty army was eventually defeated by a coalition of other Nehekharan kings, the mighty priest escaped to plot his revenge. Nagash released a powerful magic spell that turned the civilisation of Nehekhara into a dead land. To this day, the land once known as Nehekhara is a barren, sun-blasted desert where only the dead stir.

There was one unforeseen result of Nagash's great spell. The magicks he had unleashed animated the Kings in their tombs and pyramids. The vast armies that had been buried with these rulers came to life once again, ready to defend their King in undeath. However, the Tomb Kings and their armies were not reborn as flesh and blood as they had expected. Instead, they were returned to life as skeletal, mummified parodies of men.

The Tomb Kings and Princes, assisted by the magically adept Liche Priests, lead a variety of troops into battle. Skeletal infantry, cavalry, and charioteers constitute the bulk of the Tomb King forces. More specialised forces include Tomb swarms of undead scarab beetles, the enormous living statues known as ushabti, great undead birds called carrion, giant tomb scorpions, catapults that can hurl skulls at the enemy, and the terrifying and destructive bone giants. The Tomb Kings are a relentless, magically potent army that is resplendent on the field of battle.



VAMPIRE COUNTS

From their castles and towers the Vampire Counts, immortal rulers of the evil undead, raise vast legions of zombies and skeletons. Summoning dark creatures and ethereal beings from beyond the grave they march against each and every race of the Old World.


When the forces of the Vampires march to war, the world trembles. The Undead are among the most dangerous creatures in the Known World. Bound by the will of one of the Lords of Undeath, the walking dead are a fell and mighty foe. They cannot be reasoned with, bribed, or coerced. They know neither fear nor mercy. They need no sleep or warmth, neither drink nor wholesome sustenance. As they march onward, their ranks swell with the corpses of the fallen. The legions of the living dead are terrible to behold. Hordes of corpses walk resolutely forward with dry flesh creaking, decaying innards exposed, and corroded wargear scraping and clanking. Only a fearless commander and the most stout-hearted troops can stand against the army of a Vampire Count and hope to win the day.

There are five major types of Vampires known in the Old World. The Lahmians, the first to discover the secret of immortality; the von Carstein, the most powerful and important of all; the Blood Dragon Vampires, that descend from one of the greatest warriors in the ancient Nehekharan kingdom of Lahmia; the Necrarch, masters of Necromancy; and the Strigoi, bestial creatures feared all over the world over.

All Vampires have the ability to raise the dead from their slumber and lead a number of different troops into battle. Wights, wraiths, skeletons, zombies, ghouls, bat swarms, and dire wolves all flock to the Vampire's banner. Elite units also join the Vampire's ranks and provide troops such as the dead warriors of the Grave Guard, the undying and once noble Black Knights, giant fell bats, ghostly spirit hosts, howling banshees, and the Black Coach, which conveys the body of a Vampire Count while he slumbers.

The Vampire Count armies have many strengths, not the least of which is the fear or terror they inspire in the enemy. While Vampires themselves as well as some of their troops are fierce fighters in close combat, many of the core rank-and-file are poor, slow warriors and must rely on strength of numbers and their own unnerving presence to win the day. Although a vampire count army has no troops with missile weapons, it retains a degree of versatility and can be constructed as a huge host of troops, a largely skirmishing force, or a fast, hard-hitting force of cavalry, dire wolves, and ghouls.

Eufarius
12-27-2007, 08:59
Very good job if I may say so.

fireblade
12-27-2007, 10:03
Nice work, but I do have some remarks:

Traits:
-Empire: Mandred's helm is to powerfull, change that to a +2 or maybe a +3 command bonus. Also, A high elf mage will never join an empire general, the only mage that ventures towards the lands of men is teclis (only two times if I recall correct) and he would never serve a men.

-Vampire counts: There are no chivalrous vampires.

-Dwarfs: No comments here.

-Bretonnia: Just a small thing, A grail knight has already found the grail, a questing knight is the one that is still looking.

-Chaos: Not sure if you intended this; is the lord of chaos/great lord of chaos a trait-line such as the good commander line?

-Orcs:All orcs are cannibals, it is simply part of being orc. All orcs are also willing to die for fighting. And a wise savage orc is simply impossible. Savage orcs are orcs with shrunken brains, so them being wise is impossible (they are frenzied after all)

-Tomb Kings: +5 dread for being a mummy is simply to much, the ugly trait should be removed. The bonus for a mummy being ugly is already included in the mummy trait. and also: A MAGE FOR A TOMB KING,:furious3: if there is one thing they hate, then it are mages.

-Lizardmen: The last trait, they would die to protect their treasures, so they wouldn't bring them to battle, would they? Better give them some bonus when defending a city.

-Skaven: Just remove the he's clean and he's a heretic trait. They are unfluffy at best.

-Dark Elfs: No chivalrous dark elfs. The bonus in sea battles for commanders? I don't put a valuable commander on a ship just to get a command bonus. A suggestion for another trait: Raider; +1 command when attacking a city. They should also have the experienced trait the dark elfs have.

-High elfs: Maybe add some province related traits: Caledorian etc. Some for the sea battle bonus as for the dark elfs.

THe faction descriptions: Did you wrote them all yourself, or were you inspired by the games workshop site?

for instance:

A Chaos army is really two armies in one. If the army is led by a mortal General, then mortal troops are the normal selections, and Daemonic troops are special choices. Similarly, in armies led by a Daemonic General, Daemons are basic troops, and mortals are special ones

This has absolutely nothing to do with the mod, so shouldn't be in there.
Can't be bothered to go through them all by now.

Fireblade

Revan-Shan
12-27-2007, 13:14
Traits:
-Empire: Mandred's helm is to powerfull, change that to a +2 or maybe a +3 command bonus.

OK

Also, A high elf mage will never join an empire general, the only mage that ventures towards the lands of men is teclis (only two times if I recall correct) and he would never serve a men.

In Mark of Chaos they do and Teclis is a very important one, I need thoughts of other people, comment please!
-Vampire counts: There are no chivalrous vampires.

It's strange but it happens, specially when they face Bretonnians. (Read the VC's army book).

-Bretonnia: Just a small thing, A grail knight has already found the grail, a questing knight is the one that is still looking.

I'll read more about it.

-Chaos: Not sure if you intended this; is the lord of chaos/great lord of chaos a trait-line such as the good commander line?

Yes

-Orcs:All orcs are cannibals, it is simply part of being orc. All orcs are also willing to die for fighting.

Well, those skills and so, if all of them are cannibals all should have that skill, there's no problem.

And a wise savage orc is simply impossible. Savage orcs are orcs with shrunken brains, so them being wise is impossible (they are frenzied after all)

And about wise savage orcs, I once read that a Imperial Emperor talked to a tribe of these, and he said they were wise. (not my fault, warhammer's)

-Tomb Kings: +5 dread for being a mummy is simply to much, the ugly trait should be removed. The bonus for a mummy being ugly is already included in the mummy trait. and also: A MAGE FOR A TOMB KING,:furious3: if there is one thing they hate, then it are mages.

I'll see how can I change it.

-Lizardmen: The last trait, they would die to protect their treasures, so they wouldn't bring them to battle, would they? Better give them some bonus when defending a city.

Mmmmm, Don't know... more opinions!

-Skaven: Just remove the he's clean and he's a heretic trait. They are unfluffy at best.

To remove He's clean... Ok

Heretic... sorry but I can't, they are many heretic commanders, those that don't like the Grey Sheers, this is needed to make a 'civil war' between skaven, they are always fighting each other.

-Dark Elfs: No chivalrous dark elfs.

Maybe... But thats a trait/skill for a strange dark elf commander, it won't be easy to find a dark elf commander who has this.

Raider; +1 command when attacking a city. They should also have the experienced trait the dark elfs have.

Ok.

-High elfs: Maybe add some province related traits: Caledorian etc. Some for the sea battle bonus as for the dark elfs.

Caledorian? Be more precise.

THe faction descriptions: Did you wrote them all yourself, or were you inspired by the games workshop site?

Most of it is from real WH but I have revised it, I took out some things, I've ordered it and wrote somthing of my own.

for instance:


This has absolutely nothing to do with the mod, so shouldn't be in there.
Can't be bothered to go through them all by now.

No? Of course it has to do, the descriptions are needed for the campaign, as well as the objects, traits and stuff for the commanders, open the info window of a Commander in Medieval 2 Total War and you'll see this is needed (and even more in WHTW)

Fireblade[/QUOTE]

fireblade
12-27-2007, 13:44
No? Of course it has to do, the descriptions are needed for the campaign, as well as the objects, traits and stuff for the commanders, open the info window of a Commander in Medieval 2 Total War and you'll see this is needed (and even more in WHTW)


I don't think there is going to be something like special or rare choices. Off course there will be units that are rarer, more expensive etc. But I don't think there is a way to limit the number of a certain unit type you can field in a single army.

Concluding from your reply you seem to think that I said the descriptions are useless. If that is the case, I apologise, that was not my intention. I think they are very valuable, but I don't see the point of talking about special/rare choices, point costs and demonic vs. Mortal when there is not going to be a real difference between them in the mod. My lay-out was maybe not clear enough, my apologies.

Some more high elf traits: They all have the same effect, but they add some flavour to the army.
Effect: +1 command, +1 chivalry
Names: Prince of Caledor, Prince of Chrace, Warden of Yvresse, Prince of Avelorn.

About the high elf mage, isn't this mod based on the army books,? In the army books there is no reference whatsoever of high elf mages joining human armies.

Fireblade

Jubal_Barca
12-27-2007, 19:10
I don't have time to go over the trtis right now, but Revn whether it is a good thing or not the majority of you faction descriptions are Games Workshop intellectual property, and therefore unuseable.

Dogman55
12-27-2007, 20:15
9-LIZARDMEN

-Big lizardman +2 Attack +2 Hitpoints +1 Dread
This commander is really big.

-Strong lizardman +2 Attack +1 Popularity
He has incredible muscles.

-Resistent lizardman +1 Defence +1 Hitpoint +1 Personal security
This lizardman's skin is very thick.

-Slann magic object +1 Defence +1 Personal security
This object protects his owner from hits and magic.

-Skinks' master +25% Movement
This lizardman knows how to lead skinks.

-Kroxigors' master +1 Attack +1 Hitpoint
This lizardman knows how to lead kroxigors.

-Saurus veteran +1 Attack +1 Personal security
This expert saurus warrior has taken part in many battles and knows what to do in each situation.

-Skink veteran +1 Attack +1 Command
This expert skink warrior knows many tactics and strategies.

-Temple Guard veteran +1 Defence +1 Authority +2 Personal security
This expert saurus warrior is respected by every lizardman and protects his commander from any danger.

-Hates strangers +2 Command +2 Attack
It's quite common between lizardmen to have xenofobia.

-Magic bronce weapon +2 Attack
This lizardman's weapon is excellent.

-Poisoned weapons +2 Attack +1 Dread
If you touch his weapon you are dead.

-Ancient Slann treasure +1 Defence +2 Army morale +2 Authority +1 Popularity +1 Personal security
Lizardmen would die in order to protect it.



Nice job guy! Love the Lizardmen Stuff!

Now I don't know whether or not it's because you know of GW's protection of it's material, but your stuff is a little off. Some changes i'd make:

Change:
Poisoned Weapons ---> Venom of the Firefly Frog
The oils of this exotic creature can burn make any flesh wound horrible for it's recipient.

Skink Veteran ---> Skink Chief
Skinks Chiefs are braver than their brethren, and are valuable to have for quick decisions.

Resistant Lizardmen ---> Blessing of Quet'Zl
This Saurus was seen as important in the eyes of Quet'zl, and therefor is protected by bony spikes and heavier scales.

Big Lizardmen ---> Saurus Scar Veteran
This Saurus has seen battle for countless centuries. He has become more cunning and strong, a superb killing machine.
The same trait can be made and just changed to Saurus Old Blood, which can replace (hopefully) The Scar-Veteran Trait (After A certain amount of battles)


ANd there is maybe one thing I'd add:

Blessing of Sotek: +Attack, +Fighting against Skaven
The fury of Sotek is quite evident within this Saurus. He fights against the cursed rat-men with unseen ferocity.


Also: Slann are known to bring treasures that can assist in battle with them. They don't leave them within the city.

Revan-Shan
12-28-2007, 11:06
I don't think there is going to be something like special or rare choices. Off course there will be units that are rarer, more expensive etc. But I don't think there is a way to limit the number of a certain unit type you can field in a single army.

Concluding from your reply you seem to think that I said the descriptions are useless. If that is the case, I apologise, that was not my intention. I think they are very valuable, but I don't see the point of talking about special/rare choices, point costs and demonic vs. Mortal when there is not going to be a real difference between them in the mod. My lay-out was maybe not clear enough, my apologies.

If I'm not mistaken you are trying to say that this traits cannot have a cost and be in the actual game. The thing is that this aren't options, this traits are random and are given to the general when he appears in the map or when he does something special.
In Stailess Steel 5.0 for example (they did a great job with traits, relics and retinues) you had a commander which was master of the horse, promising commander, fully equipped (or smth like that) and married. Then he goes into battle and after the fighting you are returned to the campaign map and a message appears: Severely wounded -25% Movement This commander bla, bla, bla...
See?

Some more high elf traits: They all have the same effect, but they add some flavour to the army.
Effect: +1 command, +1 chivalry
Names: Prince of Caledor, Prince of Chrace, Warden of Yvresse, Prince of Avelorn.

Much better than before, but could you give your descriptions for it as Dogman55 did?

About the high elf mage, isn't this mod based on the army books,? In the army books there is no reference whatsoever of high elf mages joining human armies.

OK, no high elf mage for imperials

Fireblade

And good things there Dogman55, I'll add them. Later on, I'm playing Oblivion

Jubal Barca...:shame: I don't lie your attitude towards the faction descriptions. Perhaps you have a point there but if we aren't capable of using those faction descriptions we cannot call this game 'Warhammer' Total War and we should name it something like Fantasy Total War.
Anyway, we should see what others have done, check the unit and faction descriptions of the Warhammer Total War for Rome if you can. They should have the answer. :yes:

fireblade
12-28-2007, 11:29
If I'm not mistaken you are trying to say that this traits cannot have a cost and be in the actual game. The thing is that this aren't options, this traits are random and are given to the general when he appears in the map or when he does something special.
In Stailess Steel 5.0 for example (they did a great job with traits, relics and retinues) you had a commander which was master of the horse, promising commander, fully equipped (or smth like that) and married. Then he goes into battle and after the fighting you are returned to the campaign map and a message appears: Severely wounded -25% Movement This commander bla, bla, bla...
See?


:inquisitive: Am I going totally mad now? I did not say anything about the traits... (did I?)

The only thing I tried to say (and guessing from your answers I clearly failed to deliver my message) was that I think that IN THE FACTION DESCRIPTIONS there should be NO reference to POINT COSTS/ SPECIAL and RARE CHOICES, because mtw doesn't work like that.

Honestly, I totally fail to see how you interpretted my statements on units as statements about traits???

Do I have to say about prince of caledor: This noble comes from Caledor.

And for the last time, I and Jubal did NOT say we can't use the faction descriptions, we said they should be modified enough to clearly differ from games workshop's intellectual property:wall: :wall: :wall:

Fireblade

Revan-Shan
12-28-2007, 17:43
So everything is clear now. :2thumbsup:

Jubal_Barca
12-28-2007, 18:46
And good things there Dogman55, I'll add them. Later on, I'm playing Oblivion

Jubal Barca...:shame: I don't lie your attitude towards the faction descriptions. Perhaps you have a point there but if we aren't capable of using those faction descriptions we cannot call this game 'Warhammer' Total War and we should name it something like Fantasy Total War.
Anyway, we should see what others have done, check the unit and faction descriptions of the Warhammer Total War for Rome if you can. They should have the answer. :yes:

You realise I WROTE the ones for rome? :inquisitive:

You can write your own descriptions, but if we just copy text out of an army book and modify it a couple times, GW will sue our a$$es off.

Same with unit descriptions, use of original artwork, whatever.

For the Rome mod I've used all our own artwork, our own descriptions, AND I've put discalimers for the Trademarks I've used on EVERY LOADING SCREEN IN THE GAME. This we call 'playing safe'...

Dogman55
12-28-2007, 19:54
You realise I WROTE the ones for rome? :inquisitive:

You can write your own descriptions, but if we just copy text out of an army book and modify it a couple times, GW will sue our a$$es off.

Same with unit descriptions, use of original artwork, whatever.

For the Rome mod I've used all our own artwork, our own descriptions, AND I've put discalimers for the Trademarks I've used on EVERY LOADING SCREEN IN THE GAME. This we call 'playing safe'...

So does that mean my stuff is legal? If so, Ill work on more!

born2dive67
01-03-2008, 18:27
https://img441.imageshack.us/img441/8578/factionszh0.png

The only thing we were thinking of changing was to add a land bridge at the top right corner, so Chaos lands had a natural route south into the Empire lands without relying on the AI to figure out it needed a boat to do it with!


Well another solution to not adding land bridges would be to use XAI as the AI will use boats to move troops around very nicely. heres a link



http://www.twcenter.net/forums/showthread.php?t=123990&highlight=xai

just a thoughtful suggestion, not sure if you already saw this or not and decided not to use it.

Otherwise this mod looks kick butt and i cant wait for it to be finished. till then i'll be a lurker ~:thumb:

Bwian
01-04-2008, 21:29
XAI is something I am aware of and will be looking at. The thing causes some serious balancing issues in the stock game ... but no way anything in this mod is standard anyway!

The author seems to have designed it to be flexible in terms of how it is employed, and that is good. It;s not a 'blind alley' kind of deal, but rather something that can be tuned to get a desired effect. Having more use of seaborne invasions is something I want to have anyway. I always considered that the Northmen should be raiding Viking style, and that the High Elves, with no land borders, should be able to move out, or be attacked. There natural tendancies are not expansionist, IMHO, but they should able to expand!

Jonlissla
01-05-2008, 17:50
*Looks at the map*

How come that the Empire is supposed to be the largest faction, while Chaos has ALOT more territories? :inquisitive:

(Yes, I know it's not the final map, but still.)

Dogman55
01-05-2008, 18:14
*Looks at the map*

How come that the Empire is supposed to be the largest faction, while Chaos has ALOT more territories? :inquisitive:

(Yes, I know it's not the final map, but still.)

Because the Chaos factions will be split into four groups representin' the four chaos gods. The Empire is United!

Eufarius
01-05-2008, 22:34
And United they shall stand!

Dogman55
01-06-2008, 05:06
And fall! The age of man shall come to an end! And the Original Masters shall retake their rightful spot atop the Warhammer world!

Eufarius
01-06-2008, 05:21
Best Joke I've heard in a while! Rite Dogman, all i have to say is...

For The Empire, And for Sigmar!

alexader
01-06-2008, 11:58
Do you know why Empire is so great?because with every kingdom they take,with every crusade they make and with every expedition they sent,they bring back their defeated enemies and put them in the imperial zoo,for everybody who pass outside from the zoo,laughts with his heart with these mutations as the lizardmen or anything else that the world has bring.that's why empire is so great,it has nothing to fear but only to laugh.muhahahahahahhahahahahahahahhahahahahha:egypt:

Eufarius
01-06-2008, 19:59
Do you know why Empire is so great?because with every kingdom they take,with every crusade they make and with every expedition they sent,they bring back their defeated enemies and put them in the imperial zoo,for everybody who pass outside from the zoo,laughts with his heart with these mutations as the lizardmen or anything else that the world has bring.that's why empire is so great,it has nothing to fear but only to laugh.muhahahahahahhahahahahahahahhahahahahha:egypt:
muhahahahha My army is growing Dogman hahahaha...

Gnashfang
01-10-2008, 13:34
*Looks at the map*

How come that the Empire is supposed to be the largest faction, while Chaos has ALOT more territories? :inquisitive:

(Yes, I know it's not the final map, but still.)
Also, I'd assume chaos controlled all of the chaos wastes, so chaos probably is bigger, but it's just not mapped or charted by other races since you go mad/get corrupted if you get close to the wastes. And also, as pointed out by others, they're divided and squabbling amoungst themselves.

Dogman55
01-12-2008, 03:40
Foolish men, all of you! WE bred your ancestors from the suckling parasites our masters made you. Your race has always been guilty of arrogance, and the skulls atop our temples and altars lay testament to that. Just wait, for soon the moon will be stained red, and the cold blooded keepers will cage the wild pets of the Old Ones.

alexader
01-12-2008, 11:59
"Foolish men, all of you! WE bred your ancestors from the suckling parasites our masters made you. Your race has always been guilty of arrogance, and the skulls atop our temples and altars lay testament to that. Just wait, for soon the moon will be stained red, and the cold blooded keepers will cage the wild pets of the Old Ones."

Dogman55,from where you saying that,from a cage locked up in the imperial zoo?muahhahahahahaahahah,silence beast or there is no food today.muhahahhahaahahah.gentlemen,as you pass from here,there is a cage with one so called sent from the old ones,a beast not any more fearfull,but mastered,let me show you.ON YOUR FEAT LIZARD!!!!!!good boy,now go back,back or there is no food.shall we pass down to the other cages?we have some zombies,they are so sweet,and a vampire on the back.

I know what is your fear!!!!your fear is a cage!!!a cage in the imperial zoo!!!!!muahahahahahahahhahaahahahahhaha:egypt:

fireblade
01-12-2008, 14:09
And while the people of the empire spend their times at the zoo, the druchii train for war once more and launch raids on your coastline. What can they do about that, nothing...

Men shall be sacrificed on the altar of Khaine.

Fireblade

alexader
01-12-2008, 14:49
yeah yeah,if you get close enough to the shore to land,do you see by the way the cannonballs flying over your head?ok let's say you have landed,then just remember if you have seen the saving of private ryan<<OMAHA BEACH>> you know,we have gun powder,try if you like to make a beachhead,hell awaits you,and all of you in the beach.Empire is the only power that can differ the kind of war,from hack to slash into boom and (for the enemy)<<FIND SOME COVER,KEEP YOUR HEAD DOWN OR YOU LOSE IT.-INCOMINGGGGGGGGGGGGGGGGGGGGGGGGGGG.OHHH SHIT,THEY BRING TANKS,WHAT ELSE THEY HAVE,STAY AT YOUR FOXHOLE.SNIPERSSSSSSSSSSS!!!!!!!KEEP YOUR HEAD DOWN,-WE CAN'T STAY SIR,CALL THE SHIPS TO BRING US BACK!!!!!>>also for us<<WE NEED ARTILLERY CONCENTRATION,ON POSITION ONE HUNDREND,LEFT TWO HUNDREND.FIRE FOR EFFECT!!!!!!!!!!KEEP THE TANK AT FRONT,USE THE TANKS FOR COVER!!!!ANDVANCE WITH THE TANKS!!!!!sniper at position sir,awaiting target order!!!!COVERING FIREEEEEEEEEEE!!!!GET THEM PINNED DOWN!!!!!!!!!!WE NEED AN AIRSTRIKE(you know the pigeon bombs)....-Aaaaaaa SIR!!!-YES!!!-SHOULD WE CLOSE WITH THE ENEMY???USE THE KNIGHTS????-Aaaa no,we don't have to.keep the firing platoons at front,HOLD THE LINE!!!!!I NEED FIRE SUPERIORITY!!!!>>that's how empire fights.did it looks like with something familiar????hmmmmm....................:egypt:

Dogman55
01-12-2008, 21:00
"Foolish men, all of you! WE bred your ancestors from the suckling parasites our masters made you. Your race has always been guilty of arrogance, and the skulls atop our temples and altars lay testament to that. Just wait, for soon the moon will be stained red, and the cold blooded keepers will cage the wild pets of the Old Ones."

Dogman55,from where you saying that,from a cage locked up in the imperial zoo?muahhahahahahaahahah,silence beast or there is no food today.muhahahhahaahahah.gentlemen,as you pass from here,there is a cage with one so called sent from the old ones,a beast not any more fearfull,but mastered,let me show you.ON YOUR FEAT LIZARD!!!!!!good boy,now go back,back or there is no food.shall we pass down to the other cages?we have some zombies,they are so sweet,and a vampire on the back.

I know what is your fear!!!!your fear is a cage!!!a cage in the imperial zoo!!!!!muahahahahahahahhahaahahahahhaha:egypt:

I say this from atop my temple in Hexatol. LOrd Mazzumdi stands beside me, in trance. I have been preparing my Saurus kin for a coming of the Dark ones, damned foolish elves. You Men of the empire brag of your zoo, pathetic. We fear nothing, I've seen more revolutions of the son then the whole of your pathetic 'college' of magic. We shall meet on the field of battle. Lord Mazzumdi will not bring fire to rain on your heads, I want the pleasure of slicing you in half myself.

On the note: Will we be able to play against eachother online? THat'd be AMAZING!

Eufarius
01-13-2008, 19:58
ok when the mod is done, you and I dogman shall go.
For the empire.

Dogman55
01-15-2008, 03:31
I will slaughter all three of you empire dogs in the name of Sotek! And the moon will cry Red with joy, for the serpent god will feast on your flesh! For the Old ones!

Eufarius
01-15-2008, 04:18
the Old ones blathering fools...



FOR SIGMAR!!!!!

Dead Guy
01-15-2008, 09:07
Time for a "my faction is better than yours" thread?

Silly Knicket
01-15-2008, 10:51
No it isn't. Mine's better!











(And my dad can beat your dad...)

A Norseman
01-15-2008, 14:30
Please stop the absolutly pointless and annoing spam. thank you.

Enthes
01-15-2008, 19:07
I will slaughter all three of you empire dogs in the name of Sotek! And the moon will cry Red with joy, for the serpent god will feast on your flesh! For the Old ones!

is where it should have ended tbh

btw looking at that map the britonians have a bit to many places dont they?

Dinyang
01-15-2008, 21:25
How come the dark elves the the crapiest fraction what happened to the 7 tower of naggoroth like kar krond or .... (i got the book i just can't be bothered to get it.)

Dogman55
01-15-2008, 23:33
My intention wasn't to troll/hijack the thread in anyway, to be honest. Was just havin' a bit of fun, sorry if it got anyone in a tizzy. I mean, what else can we do to contain our excitement for the mod, anyway?

Eufarius
01-16-2008, 01:53
Yeah guys lighten up. Me and Dogman55 are sorry if it seemed like we were spamming the thread.( Empire>Lizzies) We'll take this outside.
The Brettonnians do have a bit too many places but that's up to Bwian to figure out.

alexader
01-16-2008, 12:59
Whatever.........................................................................................

Underway
01-26-2008, 04:27
Map looks good, a few ideas for factions and for world modification.

Land bridge between Norsica and the chaos wastes, they are connected through Kislev and Troll country. The Kislev city Erengrad lies in the middle of this connection and has been sacked numerous times as chaos raiders head south.

If Kislev is added then the more northern Skaven territory the Festering Pit can be added, another Dwarven settlement and Praag, and Kislev can be added as rebel territories.

Chaos: I recommend strongly that chaos be represented by ONE faction Chaos Undivided, and the character would be the chosen Champion of the Chaos Gods "Archaon". In order to get Beserkers, Nurgle chosen, Tzeench sorcerers etc... your building choices allow you to get them.

The way to balance this with where chaos is located is to do it the same way the Moors and Russia are done in M2TW. Make really large territories that take ages to cross. It is the Chaos "WASTES" for a reason. You could also have a number of rebel "Chaos" territories that need to be conquered to "follow the chosen champion" and taught respect (or bought off by the Dark elves to fight against this false champion etc etc...). This means that though chaos would start with a balanced sized faction and could either expand against a few rebels, or attack the civilized nations at the start of the game.

Also Marauders are often from Norsica. The Norse Maraduers are follow the chaos gods in the form of the Raven god, War god etc.... and believe that mutations are gifts from the gods. Norsica should therefore be a place where some of chaos's territories are from.

High Elves: High elves do have a single continental territory/colony in the new world. Its due west Ulthuan and called Arnheim. Its a fortress for defence of the surrounding farmlands, prime targets of Dark elf raiders. So the HE are like the English. Island nation with Normandy. This brings the HE more quickly into conflict with the core DE and Lizardmen territories.

Skaven: Skaven need more territories. They have bases running from Skavenblight (zombie swamps) along the Black Mountains to the Vaults near the Border Princes and a territory up in Kislev (Festering Pit), on in the heart of Brettonia and one in the Grey Mountains near the Empire/Brett border. Also a territory in the Worlds Edge Mountians (Karak Eigh Peaks) shared with gobbos.

Vampire Counts: Silver Peak (in Grey Mountains IIRC), Sylvania (city of Drakhenhof), The Blood Keep in the Empire, and of course the cursed city in Brettonia... Mousillon. 4 territories mostly spread on an east west axis with sylvania east and Mousillon east. Very difficult for the VC but they also provide some interesting challenges.

Orcs and Gobbos: I would recommend the Orcs and Gobbos start in a similar way to Chaos. Orc empires are built by smashing all the other Bosses in line. As such its not a stretch to think of a Tribe controlling 4 or so territories in the Badlands/ Darklands/ Worlds Edge Mountains. This tribe them bashes up rebel settlements of orcs and anything else that gets in the way to grow the WAAAAAAAGH!! It seems fairly easy. Take 80% of the orc settlements on the map and make them rebels. I would recommend that the orcs be the major foil to the dwarves and the Tomb Kings so having them come out of the Badlands would be a good spot.

Dwarves: Dwarves need at least one port right off the start so Barak-Var has to be in. Its beside the Badlands (orcy area) and the Border Princes (definition of rebel settlements). Karaz-a-Karak is the Captial and in the middle of the Worlds Edge Mountains. The rest of the territories should be in the worlds edge mountains and one in the black mountains (Karak- Norn). The map is a fairly good representation of this.

Dark Elves: Live in 6 great cities. Some territories can be combined, especially if you place the ports in the correct spot, aka Hag Graef and Clar Karond. Ghrond is really a Castle more than a city but has an important strategic placement.

The Empire: Altdorf, Middenheim, Nuln, Averheim, and Talabheim are really all the territories you need (to start the campaign). Make Marienburg a rebel (as it is a city state), Sylvania a Vampire counts. The Moot could also be a rebel place. Those halflings never pay their taxes. Also the MIddle mountains and the central forests are crawling with Beastmen and Orc "rebels".

Bretts: The bretts have a number of territories but to start they should concentrate on their main core places and bring other rebel dukes, Massif Orcal (city of Quenelles lies beside it) in line with the king. So Parravon as a citadel, Bordelaux as a port city, Brionne, Montfort, Couronne. Bastonne would be the skaven territory, Mousillon is Vampire counts, and the Pale Sisters ( Gusoeux) rebel orcs.

Tomb Kings: This is pretty straight fwd as well. Tomb Kings are always fighting each other for who is the rightful king. Not all bow to Settra, so he may start with say 4 territories and then eliminate the rebel TK factions. Not to hard to have the TK be balanced for starting faction strength. The key with them is ensuring that they don't have an easy time conquering arabia if it has to many territories. Once again the M2TW allows a solution. Araby is mostly desert. Perhaps 2-3 rebel factions control the cities way out there. Thus not to much places for the TK to expand before they are forced to fight the orcs, dwarves or cross the seas to deal with the skaven etc...

The map provided makes a good start but there are a tonne of ways to improve it and match the Warhammer world fluff much better than what was provided, as well as balancing out some of the factions better against each other. (which of course has much to do with playtesting).

Dreq-Kai
01-26-2008, 07:54
I voiced a concern in the Lizardmen thread, but I'll put it here too.

I don't mean to criticize or complain or sound ungrateful, please bear that in mind, I'm just pointing something out.

Lizardmen don't live up in Naggoroth there...:book:

The highest city they have is Hexoatl, which is in the Warhammer equivalent of Mexico.

Also, you have a concern about the Vampire Counts correct? And that Tomb Kings Empire is ready to Roll over Araby, right?

I believe I have a solution.

Extend the map a bit further south. If you include a little more of Lustria, you can make the Vampire Coast, and give the Undead some more territories. This will also let the DE's go a little lower, and have more accurate lands.

As for the TK. If you were to make a Southlands Rebel or other playable faction, you could contest that massive region a lot more.

Just my thoughts, feel free to comment.

Dreq-Kai
01-26-2008, 19:57
To reiterate what I mean... I made a little map from that fake one on the front page. The campaign map is currently like;

https://img174.imageshack.us/img174/314/cmpmapxi9.png

My suggestion was more like...;
https://img228.imageshack.us/img228/3077/cmpmap2vu7.png

I think that through this you can accomplish a few things;
1) Lizardmen Territories can be more accurate.
2) You can reposition DE's more accruately
3) You can add Southlands as either Rebel Lizardmen or a separate faction. This will slow the Massive Tomb King advance.
4) This will prevent the DE crush from both sides, as DE's would be a bit further from LM and you they could solidify a bit before they are hit.

Eufarius
01-27-2008, 04:41
I think Bwian said the map was already final, correct me if I'm wrong.

Dreq-Kai
01-27-2008, 05:08
Oh? I didn't get that from what he said. He did say they were thinking of changing it, like the Land bridge. So, I thought it safe to assume it was still being made.

Speaking of which, where is Bwain? I haven't had the pleasure of meeting him yet.

Dogman55
01-27-2008, 22:41
Of course nothing is better then hearing it from the Bwian's mouth (wasn't going to call you a horse lol), I think the change he referenced was more to the territory boundries/amounts then changing of the water and land areas. Who knows though.


He's probably in his basement toiling with computer programs for our future pleasure. God bless him!

alexader
01-27-2008, 22:57
GOd sAvE bWaIN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

MangyElf
01-28-2008, 10:48
Um, guys, what's with the praise? It's not as if he's the messiah now is it. If he is locked in a basement then I say fwee Wodderwick, Bwian's got work to do!

PS don't stone me if those lines have been done to death :shame:

alexader
01-28-2008, 14:03
A HERETIC,A HERETIC!!!!!!!!!!!!!YOU SEE,IS A HERETIC!!!!!!!!BURN HIM TO THE STAKE!!!!!!!!!!!!!!!BURN HIM!!!!!!!!!!MUHAAHAAHAAHHAHAHAHAHAHA:egypt: