Yes! free wibbles.
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Yes! free wibbles.
It's the only way it can be done. you can't make a Warhammer mod that isQuote:
Originally Posted by MangyElf
over the top unfluffy, the closer to the fluff the game is the better.
btw is it possible to restrict a faction from being able to recruit spesific units, or is the mercenary system only restricted by region?
it wouldn't be too "tasteful" to have Empire armies running around with orc mercenaries either:book:
How is the terrain the battle is fought on decided on?
Does the original game have a battle map for every region (I only got my copy a couple of days ago, so I can't tell for sure) or are maps randomly generated?
If the first is true, will the modding team also generate battle maps for each region of the Warhammer world?
the battle maps are randomly generated based on what type of tyle the battle is fought onQuote:
Originally Posted by Thalion
In WFB as far as mercenaries are concerned there are a few types any army can purchase from the "Dogs of War" list. They consist of:
Light Cav with shortbows or spears
Heavy cav with lances
Pikemen
Crossbowmen
Duelists (skirmishers with dueling swords and throwing daggers)
Dwarves with different types of weapons
Marauders
Halfling archers
Cannons
Halfling hot pot ( aka shoots hot soup in an iron pot at people)
Halberdiers
and the most important mercenary troops in the entire world
OGRES!!!! And different kinds as well.
Finally there are specialist troops like pivaise crossbowmen, undead, megil manhides manflayers etc.. etc.. but these are called regiments of renown and are connected to a special character and usually specific armies they can work with (aka HE mercenaries will not work with DE army).
I had a quick skim through this thread but couldn't find anything like it.
I'd like to bring up an idea that's been preying on my mind, with skeleton units shouldn't they have a high armour rating and low defense. This way, it shows that they are resistant to missiles whilst not making them invincible in melee.
You'd assume if you tried to fire an arrow into a skeleton, it'd probably pass right through it. :beam:
The problem with skelli stats is that they will require careful balancing. The won't run from a fight, cause fear but the basic ones are horrible in a fight in warhammer. They use characters to do their damage and mass numbers to win. If you get the edge on a skelli unit it falls apart. Also undead never tire out so will always be "fresh"
I don't think there is an option for skellis to disolve in the game. If they never run away then you have to kill every single skelli in order to win the battle. That means very long battles. If they never run they should be easier to kill.
See the difficulty? Besides warhammer makes no distinction between missile defence and melee defence.
Yes, I think you'll find that was my point. I don't for one moment think that the mod team would consider making factions inconsistent with the basics of WH.Quote:
Originally Posted by essi2
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Why should I spam a seperate reply when one post will do... ;)
True but M2TW does and that makes it a definate consideration to make ranged attacks work according to the system on which the mod will be played. There are certain things to ponder about ranged attacks, such as range vs movement and the fact that in M2TW, ranged attacks will bypass the defensive component of armour while melee attacks will not. It's inescapable unless defensive factors are not used and yet, if they aren't, how would you convert the effect of WS vs WS on to hit chances in WH? Defense is the logical stat to use for this because it's a similar mechanism, even if the forumlas used in each game differ.Quote:
Originally Posted by Underway
My suggestion concerns how the mod will be released. At the moment, you are working towards numerous races, and a campaign map. Not easily done, as you well know. So my suggestion is about reducing your workload for the time being, or rather streamlining your workload.
On Roman Total War, a mod was made for it called Fourth Age Total War (I believe that is the one I have thinking of), another mod based on a fantasy world, namely Tolkien's Middle-Earth. Now, they were clever in their approach to releases, since they would only make a small portion of the map and two or three races to do with that section -then- release the mod. It allowed their scope to be smaller meaning they could focus more upon those 2-3 races. It also meant that releases were swifter, keeping the playerbase more keen and excited about having all the races.
So my suggestion is to select two popular races whom start close together, terrain the map for those two areas. Get them finished, release, then add one more race at a time, giving a slightly extended map and an extra race to play in campaign and skirmish mode. This would make your workload far far easier.
Perhaps this thread: http://www.twcenter.net/forums/showthread.php?t=147398
could be informative for creating faction specific cities and such?
Bwian said he would release all the factions that he has set his mind to do. So no provincial campaigns.
Make units if one guy (yup thats pretty small), then, make them super strong, and you've got yourself heroes that can move independently from the rest of the units. There will only be one problem, you have to make sure that players will not be able to make more then one hero.
Well that would be easy, just make them unbuildable and have them start on the map. The problem is making one man units :smile:
Yup its called hardcoded, positively can't do it.
Well, there are workarounds. It is possible, but hard work.
That's strange, I could have sworn I've fought on exactly the same map several times the same turn, and several different turns on the same tile... Two examples are a bridge I like to camp on, and also the tile north east of Milan. At least if I'm attacked from the same direction, I thought it was exactly the same map.Quote:
Originally Posted by Enthes
Sorry btw for being a little off-topic
Umm... maybe because you've been camping on the same tile the whole time??Quote:
Originally Posted by Dead Guy
To clarify a bit, the maps are not random. They are generated from a seed and campaign map info. If there's a river on the campaign map, there'll be a river on the battlemap, same with forests/mountains etc.
I guess what I'm wondering is if the map for a tile is randomly generated but then stays the same throughout the campaing, or if it's re-generated each time there's a battle on it.
The battle map is formed from the same information that makes up the campaign map. Unless you physically alter the map files by modding you will always get the same battlemap for the same spot on the campaign map. Though you get a slight difference of army positioning according to which direction you're attacked from.
The only random elements relate to weather and lighting (time of day it uses), but the terrain will stay the same unless you mod the files.....
All hail Mak for the perfect explanation.
I don't really want to make another thread for this question since I'm not sure if it's already been answered, so I'll post it here:
This modification is for M2TW or M2TW+Kingdoms?
Medieval 2 I think, not kingdoms.
Fireblade
Is this a good dark elf name: Kazimir Asur-Slayer, cause i remember reading it somewhere and i think it sounds cool so it would sweet if you could make a general named that.:spain: :knight:
Random^ it's for m2tw.
Are you sure? One of the dwarven units posted as a screenshot earlier seemed to use the fire effects from Kingdoms.
From what I understand, the fire effect is not actually the one from Kingdoms. Or it is, but does not require Kingdoms. Either way, you won't need Kingsoms to play this mod.Quote:
Originally Posted by Silly Knicket
The fire effect IS from Kindoms but you don't need it to play you just copy the MESH and the ANI files and voila.:2thumbsup:
Quick suggestion: All races should have be able to build a "Bloodbowl Stadium". Suitably renamed of course in order not to infringe copyright etc.
Family members who live in a city with the stadium can randomly gain ancillaries like Chaos Cup etc to indicate they own a winning team and gain some kind of income/influence bonus :2thumbsup:
You can also have "[former] bloodbowl star player" as a trait giving +x hitpoints.
Then, really if this is a popular idea it can be taken a lot further with all sorts of different possibilities depending on positions played giving different + or - bonuses, whether likes a running or passing game etc etc
I believe GW have a very leanient CR policy when it comes to mods. So long as the mod is only Warhammer, and you don't include Warhammer idea's into your own fantasy, it's ok to use.Quote:
Suitably renamed of course in order not to infringe copyright etc.
At most, I think Bloodbowl should make a cameo appearance. Relating it to game effects should be limited, as Blood Bowl is a bit of a parallel universe to Warhammer. Having a stadium of some sort makes sense for some races but not all.Quote:
Originally Posted by Cambyses
I think having Bloodbowl related traits and even buildings in cities, I think is a great idea. It isn't a major thing in the WH universe so I don't think it should be more than simply referenced
Blood bowl is set 1000s of years after WHFB, they have bloody chainsaws and maniac stuff, i would be aginst incuding it in the mod.
please leave magic and role playing out. Leave it purely tactical and strategic.
Really, i thought that was the city that had a piece of warpstone crash into, but if it;s not please tell me which one got annihilated by warpstone so i dont have to go looking in my books.:thinking2:Quote:
Originally Posted by fireblade
Oh and i have idea for magic, if it's not already tooken i think it really good idea i came up with, so here it is. Make the mage guarded by good but not elite infantry like siege engine then make them have 2 or 3 long range attacks like siege engine's normal and flaming missiles, please tell me if it can be done cause then it would be more like real warhammer when a mage joins a group, thanks.
If you are talking about mordheim, yes, the city was hit by a meteor a.k.a twin-tailed comet a.k.a Sigmar's righteous fury. After that it became a dark place, with numerous warbands fighting in the ruins. Be'Lakor resided there for some time as well. After the defeat of asavar kul near kislev, the new emperor of the empire (duh!) destroyed every remnant of the city.
From what i have heard, the problem with war machine wizards is that their 'bodyguard' tends to abandon them when they are attacked.
Fireblade
Please leave useless spam out. Leave it purely what Warhammer is all about.Quote:
Originally Posted by pike master
you got it pretty much right but since i have book handy i can tell all.
Units Champion
Spearmen (recruited at barracks) Lordling
Crossbowmen (recruited at archery range) Lordling
Shades (i have no idea. they live in mountains) Blood Shades
cold one knights (recruited at stables) Dread knight
cold one chariots (recruited at stables) none
reaper bolt thrower (recruited at ballista maker) none
dark riders (recruited at stables) Herald
witch elves (recruited at temple, like norse war clerics) Hag
corsairs (recruited at port kind of like merchant cavalry militia) Reaver
executioners (recruited at barracks) Draich-Master
cauldron of blood (increases morale, decreases enemy morale) none
harpies (undoable, they have flying) none
black guard (high morale, pikes)
War hydra (pretty sure it's undoable)
Major Heroes
Malekith (king)
Morathi (mother of malekith/ maybe queen, maybe family member)
Malus Darkbalde (great general, maybe decreases morale of allies and enemies, general or family member)
Hellebron (leader of witch elves)
Shadowblade (really good assassin)
Rakarth (good general, bonus when commanding cavalry, general)
Tullaris of Har Ganeth(inspires fear to enemy units, general)
Kouran captain of the Black Guard(same as cauldron of blood, general)
Minor heroes
Highborn (family member)
High Sorceress (dont no how magic will work)
Noble (general)
Sorceress (same as high sorceress)
Assassin (he's an assassin)
Beastmaster (i have no idea)
Special Abilities
More gold from sacking settlements
Ships have more movement points
Assassin start out with at least 3 agents skill
More income from mines
:idea2:
This has probably been discussed before, but I haven't seen it. Medieval II has the religion stat, which alot of traits and such are based on. (bonus command vrs muslims and such) In Warhammer, religion plays a part, but every faction has its own beliefs, with a little overlap among elves.
I suggest that this stat should be used, but more like it's used in the Brittania campaign in Kingdoms than religion. I would call it 'ethnicity' or some such, and it would make sudden sweeps of conquest difficult. Every faction would have ethnicity, and conquering a faction of a different ethnicity would be difficult, especially without purges. Then, you could add traits or buildings that make it easier for some races to convert. Chaos should have a corrupting effect just from bordering another faction, and swiftly convert anything they conquer. Orcs and Goblins would also have high conversion rates, coupled with high growth rates. Empire and Brettonia would be average, of course. Elves, and Dwarves should take a while. I'm not sure how Vamps and khemri should be treated, but I would leave them in the middle. probably skaven as well.
There are some characters in Warhammer so powerful that they can kill whole armies (Greater Daemons of Khorne spring to mind) so do you think a bloodthirster could be made with a ton of health and the power to tear down walls?
Also magic: Is there a way to convince it that your wizard is a trebuchet? Because with work on the missile image it could be a fireball or wierd chaos wotzit of doom.
The Blue Lotus mod for RTW has monks that cast fireballs... it's been a while since I played that mod or dropped by their forums so I don't know how it's coming along... But a new projectile that explodes on contact with the ground should do the trick. :2thumbsup:
Bwian should know all the specifics though. I'll wait patiently to see what he has to say. Wait, he does come by here, right?