Results 1 to 30 of 59

Thread: Faction Thread 1: Tomb Kings

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Faction Thread 1: Tomb Kings

    We are definitely NOT scrapping the Tomb Kings.
    Careless Orc Costs Lives!

  2. #2
    Annoying Warhammer know-it-all Member DrZoidberg's Avatar
    Join Date
    Apr 2007
    Posts
    225

    Default Re: Faction Thread 1: Tomb Kings

    Quote Originally Posted by Bwian
    We are definitely NOT scrapping the Tomb Kings.
    I like a man with clear motives. So this is all about you wanting to play the Tomb Kings? Cool.
    Sorry you must have been boring. -Dr Zoidberg

  3. #3

    Default Re: Faction Thread 1: Tomb Kings

    One of the benefits of being Mod Leader is that you always get to play your favourite faction ;)

    But... on a serious note... you can no more leave out such a distinctive faction as you could leave out the Orcs or Elves. Doubly so now that KE and GOM have managed to verify that the animation files and underlying skeletons can be re-written, and that opens to door to ALL the wierd and wonderful creatures I always hoped. Ushabti, Bone Giants, Tomb Scorpions and such.

    They are colourful, they are ...well...OK...they are my favourite.
    Careless Orc Costs Lives!

  4. #4

    Default Re: Faction Thread 1: Tomb Kings

    Yo, thinking about the undead cities and castles, how about instead of castles the undead get their pyramids? The cities WOULD have walls, but the pyramids wouldnt.....and well according to what I read on the book....correct me if I'm wrong....the pyramids are where the major players for the tomb kings reside...settra and the others etc. Maybe give the pyramids the more unique units and the cities the normal skeleton warriors???

    And about the big ol sphinxes....good idea...just that...place em on the entrances to the city center....thats the only way it will work....besides that....

    Also an idea for the sphinxes would be to have them spawn every time there is a battle at the castles......instead of making them a big ol immovable unit.

    The wall levels would just add a spawned sphinx at the castle.

    What yall think?

  5. #5

    Default Re: Faction Thread 1: Tomb Kings

    Also, about the barracks and junk...instead of having a diverse amount of things....skeletal militia and junk like that , make each barrack upgrade improve the armor/weapons OR the experience level....just like one of the other members posted earlier.

    If I'm not mistaken warhammer is about making your armies strong and beefy, not a massive amount of troops eH? Correct me if im wrong, I dont play the game but I like to read the codexes

    And about magic, have it be a trait for the generals, like things that would cause the tomb kings to do nasty morale damage to enemies...have the magic be a trait that increases the dread of the general....and since the undead are already supposed to be scary....that would make them a bit more formidable to face in the battlefield...

    What yall think? Just my 2 cents

  6. #6

    Default Re: Faction Thread 1: Tomb Kings

    We do intend to use the generals traits to achieve exactly that. The Tomb King's will already be inducing fear, but the more advanced the general the more fearful they can become.
    Careless Orc Costs Lives!

  7. #7
    RnJ PR Officer Member Eufarius's Avatar
    Join Date
    Sep 2006
    Location
    Florida
    Posts
    331

    Default Re: Faction Thread 1: Tomb Kings

    I dont understand how can you make them more fearful??? i guess


  8. #8

    Default Re: Faction Thread 1: Tomb Kings

    Hooray

    Small thing in the grand scheme of things, but something I had not done before. Just created a unique building for the Tomb kings, with a series of Pyramids to build, which produce Tomb King warriors. 3 'levels' of Pyramid, with varying warriors to recruit.

    This faction will have a pretty simple build tree, with most of the other buildings providing bonus stats rather than actual troops. Will be a seperate archer and cavalry tree arrangement.
    Careless Orc Costs Lives!

  9. #9
    Member Member Taranaich's Avatar
    Join Date
    Dec 2005
    Location
    The bleak moors of Scotland
    Posts
    491

    Default Re: Faction Thread 1: Tomb Kings

    Quote Originally Posted by Bwian
    Small thing in the grand scheme of things, but something I had not done before. Just created a unique building for the Tomb kings, with a series of Pyramids to build, which produce Tomb King warriors. 3 'levels' of Pyramid, with varying warriors to recruit.
    Do you mean unique building model, or just a unique building in the coding? Either way, good stuff!

    "Know, O Prince, that between the years when the oceans drank Atlantis and the gleaming cities, and the years of the rise of the Sons of Aryas, there was an age undreamed of, when shining kingdoms lay spread across the world, like blue mantles beneath the stars...
    Is fhearr fheuchainn na bhith san duil.

  10. #10

    Default Re: Faction Thread 1: Tomb Kings

    are guys going to be remoddeling all of the buildings? some of them? or none and just changing the text?

    dosent bother me which way but evryone loves building covered in skulls
    For Middenheim & The Empire!

  11. #11

    Default Re: Faction Thread 1: Tomb Kings

    Right now, we can't create new buildings. KE has a script that reads the settlement files and dumps out some mesh.... but it doesn't read them all, and doesn't re-assemble the file. That will come later. IF we can mod it, then we will make new buildings.

    What I did was to code a new building...unique to one faction... to build the tomb kings units. I wanted to re-do the build trees and use some unique new buldings, so I needed to get a fix on how to do it. This was my 'test' piece. Did all the icons and text too... Was easier than I expected!
    Careless Orc Costs Lives!

  12. #12
    Member Member Taranaich's Avatar
    Join Date
    Dec 2005
    Location
    The bleak moors of Scotland
    Posts
    491

    Default Re: Faction Thread 1: Tomb Kings

    Even if modding building models can't be done, you could always retexture them to make 'em a bit more warhammerish. Stick a bunch of skulls and eight-pointed star engravings on cathedrals or something.

    What I did was to code a new building...unique to one faction... to build the tomb kings units. I wanted to re-do the build trees and use some unique new buldings, so I needed to get a fix on how to do it. This was my 'test' piece. Did all the icons and text too... Was easier than I expected!
    Groovy, so I guess this can be applied to all factions that have unique troop setups?

    "Know, O Prince, that between the years when the oceans drank Atlantis and the gleaming cities, and the years of the rise of the Sons of Aryas, there was an age undreamed of, when shining kingdoms lay spread across the world, like blue mantles beneath the stars...
    Is fhearr fheuchainn na bhith san duil.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO