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Re: The Warhammer Campaign
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!
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Re: The Warhammer Campaign
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.
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Re: The Warhammer Campaign
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.
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Re: The Warhammer Campaign
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.
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Re: The Warhammer Campaign
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:
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Re: The Warhammer Campaign
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
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Re: The Warhammer Campaign
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.
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Re: The Warhammer Campaign
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.
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Re: The Warhammer Campaign
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Re: The Warhammer Campaign
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?
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Re: The Warhammer Campaign
Quote:
Originally Posted by Revan-Shan
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
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Re: The Warhammer Campaign
Seeing all those screenshots on the same place almost made me drool... :)
Quote:
Originally Posted by Revan-Shan
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 :) ).
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Re: The Warhammer Campaign
Quote:
Originally Posted by Gnashfang
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:
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Re: The Warhammer Campaign
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.
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Re: The Warhammer Campaign
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:
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Re: The Warhammer Campaign
- 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.
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Re: The Warhammer Campaign
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.
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Re: The Warhammer Campaign
Quote:
Originally Posted by Jubal_Barca
- 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.
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Re: The Warhammer Campaign
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.
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Re: The Warhammer Campaign
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/.../fullTank1.jpg
http://personal.telefonica.terra.es/...s/tanque%20de%
Could be like this (this is not from M2TW, I saw it on the internet):
http://mythicmktg.fileburst.com/war/...pot0307_01.jpg
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Re: The Warhammer Campaign
That's a Steam Tank with a Warrior Priest on top of it for WAR ((Warhammer MMO coming out next year)) :book:
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Re: The Warhammer Campaign
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)
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Re: The Warhammer Campaign
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
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Re: The Warhammer Campaign
[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
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Re: The Warhammer Campaign
Quote:
Originally Posted by alexader
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!
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Re: The Warhammer Campaign
"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
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Re: The Warhammer Campaign
Quote:
Originally Posted by Revan-Shan
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:
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Re: The Warhammer Campaign
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!
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Re: The Warhammer Campaign
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.
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Re: The Warhammer Campaign
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