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Thread: Traits, ancillaries and titles - Gathering some ideas

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  1. #1

    Default Re: Traits, ancillaries and titles - Gathering some ideas

    Causing fear cant be done with traits

  2. #2

    Default Re: Traits, ancillaries and titles - Gathering some ideas

    Thanks Casuir. I was thinking about the 'fear' that camels cause to horses. Can this system be used on infantry and archers as well? Since fear and terror are an important part of the Warhammer combat system, someone may want to look into ways of including this.

    Can morale be effected by traits, or is it only influenced by a unit's experience? If the Mark of Slaneesh gives immunity to psychology, can there be a way to increase the morale of that unit? Or is there no connection possible between the two, and you have to increase the characters command instead?

  3. #3

    Default Re: Traits, ancillaries and titles - Gathering some ideas

    Infantry could cause fear in rtw, dont see why it would have been dropped. Its not something that can be added by a trait though, the effects traits can have are hardcoded and theres not many of them, heres the list ripped from the exe:
    Combat_V_Religion_
    Combat_V_Faction_
    BattleSurgery
    TrainingAnimalUnits
    HitPoints
    BodyguardValour
    Looting
    Law
    Unrest
    Squalor
    ArtilleryCommand
    GunpowderCommand
    InfantryCommand
    CavalryCommand
    Fertility
    TaxCollection
    Mining
    Farming
    FootInTheDoor
    LocalPopularity
    Trading
    Construction
    TrainingAgents
    TrainingUnits
    LineOfSight
    Electability
    BribeResistance
    Bribery
    PublicSecurity
    PersonalSecurity
    NightBattle
    SiegeEngineering
    NavalCommand
    Ambush
    SiegeDefence
    SiegeAttack
    Defence
    MovementPoints
    TroopMorale
    Loyalty
    Subterfuge
    Management
    BodyguardSize
    Generosity
    Boldness
    Disposition
    Violence
    Purity
    Eligibility
    Sabotage
    Assassination
    Authority
    HeresyImmunity
    Unorthodoxy
    Piety
    Finance
    Charm
    Influence
    Command

  4. #4

    Default Re: Traits, ancillaries and titles - Gathering some ideas

    Thank you for the list, there are some interesting traits in there.

    Anyone know what Boldness, Combat_V_Religion_, Combat_V_Faction_, FootInTheDoor, Management, Generosity, Boldness, Disposition, Violence, Purity and Eligibility do?

    If Combat_V_Faction_ does what I imagine it sounds like, then it could be very useful. It could be used for factions that naturally hate each other, like Dwarves and Goblins, High Elves and Dark Elves, Chaos and Empire. Or any general in the game could get the trait Dwarfslayer, Orcslayer, Elfslayer etc. which gives them bonuses against those factions. They could be general traits that any faction general could pick up (excluding bonuses against their own faction, naturally).

    Also, the Mark of Nurgle and Swarm of Flies traits should increase 'Squalor'. The Mark of Slaneesh should give a hefty increase to 'TroopMorale' to represent the immune to pyschology rule.

  5. #5

    Default Re: Traits, ancillaries and titles - Gathering some ideas

    Quote Originally Posted by Jargon
    Thank you for the list, there are some interesting traits in there.

    Anyone know what Boldness, Combat_V_Religion_, Combat_V_Faction_, FootInTheDoor, Management, Generosity, Boldness, Disposition, Violence, Purity and Eligibility do?

    Well, we know that Violence, purity, and Eligibility applied for papal canidates/priests that in some way affected papal stats and such. I would imagine Boldness has something to do with AI intelligence in battle, or it could attribute traits that give "+ when attacking" etc. Management was in RTW, probably the same in M2TW. Generosity was -tax income, if I remember correctly. That leaves combat faction/religon. Those are probably for +'s vs. a specific faction.

  6. #6

    Default Re: Traits, ancillaries and titles - Gathering some ideas

    Cool, if combat faction/religon is a bonus vs. a specific faction, then it will open up for some very Warhammer esque traits like Man Slayer (bonus vs Empire), or renamed 'Uhman Slayah for Orcs, Mortal Slayer for Chaos, Overdweller Slayer for Skaven etc. I think that would be a very cool type of random trait that any general can pick up, and makes sense for the game world.

    The ultimate would be to tie the gaining of that trait with the number of successful battles the character has had against that particular faction, but this is more than likely a step too far and impossible. Recieving it randomly should suffice.

  7. #7

    Default Re: Traits, ancillaries and titles - Gathering some ideas

    Wait a tick. If you slaughter a large number of prisoners at the end of a battle, you have the chance of getting a bloodthirsty trait that increases you dread, right?

    Can this be subverted to identify which type of faction you were fighting? So you slaughter a large number of Skaven at the end of battle, and have a chance of getting Rat Slayer trait?

  8. #8

    Default Re: Traits, ancillaries and titles - Gathering some ideas

    Quote Originally Posted by Jargon
    Thank you for the list, there are some interesting traits in there.

    Anyone know what Boldness, Combat_V_Religion_, Combat_V_Faction_, FootInTheDoor, Management, Generosity, Boldness, Disposition, Violence, Purity and Eligibility do?

    If Combat_V_Faction_ does what I imagine it sounds like, then it could be very useful. It could be used for factions that naturally hate each other, like Dwarves and Goblins, High Elves and Dark Elves, Chaos and Empire. Or any general in the game could get the trait Dwarfslayer, Orcslayer, Elfslayer etc. which gives them bonuses against those factions. They could be general traits that any faction general could pick up (excluding bonuses against their own faction, naturally).
    ive had generals in mtw2 have +1 up to +3(i think) command for fighting against muslims.
    in rtw i had like a roman general get like +1 command when fighting against carthage. i dont know if ive seen something like that in mtw2, i dont remember. im guessing boldness are the traits that affect troop moral(like +1 moral -1, etc.).

  9. #9

    Default Re: Traits, ancillaries and titles - Gathering some ideas

    The Deus Lo Vult mod has swords for Generals, one of which is shown here:

    https://img150.imageshack.us/my.php?...e50e879sq6.jpg

    The description says that Tizona gives a +2 bonus to attack. Does anyone know what this means? I looked through the list of editable traits Casuir posted and cant see anything that changes a units attack rating, most combat stats seem to be for command.

  10. #10

    Default Re: Traits, ancillaries and titles - Gathering some ideas

    Its command when attacking, and its not in the list I pulled, does it work correctly ingame?

  11. #11
    Awesome Cold One Knight Member Goncalou's Avatar
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    Default Re: Traits, ancillaries and titles - Gathering some ideas

    Quote Originally Posted by grailknight
    ive had generals in mtw2 have +1 up to +3(i think) command for fighting against muslims.
    in rtw i had like a roman general get like +1 command when fighting against carthage. i dont know if ive seen something like that in mtw2, i dont remember. im guessing boldness are the traits that affect troop moral(like +1 moral -1, etc.).
    yeah that in mtw2 when i play as moors instead of spain my guys always get stuff like hat/ fear spanish, english, portugese, and french.
    It's a fool's race to be run, if all is lost if it be won.

  12. #12

    Default Re: Traits, ancillaries and titles - Gathering some ideas

    Read other posts and threads before starting new ones, this is already been discussed in the Warhammer Campaign.

    Post here your ideas and I'll modify the existing list of each faction's traits, titles, retinues and relics:

    https://forums.totalwar.org/vb/showt...t=95099&page=7
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  13. #13
    is not a senior Member Meneldil's Avatar
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    Default Re : Traits, ancillaries and titles - Gathering some ideas

    I suggest you get a clue and notice this very topic has been opened for months, and I therefore gently advise you to "read other posts and threads before starting new ones".

  14. #14
    RnJ PR Officer Member Eufarius's Avatar
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    Default Re: Traits, ancillaries and titles - Gathering some ideas

    No fighting please. Revan is correct yet there is no need to get annoyed or another synonym of it, and Revan also look around.


  15. #15
    Awesome Cold One Knight Member Goncalou's Avatar
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    Default Re: Traits, ancillaries and titles - Gathering some ideas

    I have some good ideas for the DE retinue things, in the following list, from armies book:

    Blade of ruin = more attack/ no armour save
    This magical sword can cleave through armour as if it were air.
    Hydra Blade = More attack
    The Hydra-Blade strikes repeatedly like its multi headed name sake
    Crimson Death = more attack (gives more strength in tabletop)
    This huge halberd was carried into battle by Dark Lord Khalak of Ghrond
    Executioners Axe = much more attack
    The Executioner's Axe is a hugge black bladed weapon bound with spells of dismemberent. A single blow can cut an opponent in half.
    Venom sword = instant kill(if possible)/ higher attack
    The Venom Sword is forged from the poison of a thousand malicous serpents. When it strikes mystical poisons flow through the viens of its victim.
    Lifetaker = more command with ranged units in army
    Lifetaker is a repeater crossbow fashioned from the blackest steel, with bolts tipped with the venom of a black dragon.
    Web of Shadows = more attack/ decreased enemy morale
    Woven from the hair of the Witch Elves and studded with ensocrcelled harpy fangs, a victim caught in the web of shadows will be ripped to shreds.
    Hearstseeker = Assassin only more agents skills
    Heartseeker has the uncanny ability to find the heart of a living thing. Dark Elves delight in its ability to destroy the lifeforce of their victims.
    Chillblade = decreased enemy morale
    The blade of this sword holds a terrible spell of coldeness which seeps into the Dark Elf's victim, freezing their soul and tempoerarily freezing them.
    Dark Sword = more attack, damages morale
    Etched upon this blade is an ancient curse in the Drak Tongue. Upon striking a foe the curse is unleashed.
    Armour of Living Death = more hitpoints
    It is claimed that anyone wearing this armour cannot die, that they are sustained by it's magical energy. Unfortunately they cannot remove the armour and are slowly driven insane.
    Armour of eternal servitude = more hitpoints
    Oaths of loyalty and dedication to Khaine were sworn at the time of this armour's forging, and the wearer is granted extended life to serve his god.
    Shield of Ghrond = more hitpoints
    Shaped into the leering face of an Ice Daemon, the shield Ghrong is imbued with the power of the north wind and robs attacks of their force.
    Armour of Darkness = lots and lots of hitpoints
    Forged from dark meteoric steel, this suit is almost impossible to pierce.
    Blood Armour = improving armour with every battle survived if possible
    When annointed with the blood of an enemy, this armour becomes more durable.
    Black Amulet = more hitpoints
    Cast from the heartstone of a mountain tainted with Dark Sorcery, The Black Amulet is a lustrous polished stone of midnight hue, engraved with a single glowing rune.
    Deathmask = causes fear in enemy regiments
    Made from enchanted gold from the Blackspine mountains the Death Mask depicts Khaela Mensha Khaine in his aspect as the Deathbriger, the merciless slayer.
    Crown of Black Iron = More hitpoints
    Made by Furion of Clar Karond the Crown of Black Iron captures dark magic and oozes a sinister daemonic shadow which protects the wearer.
    Seal of ghrond = better something (adds dispel dice)
    This iron seal carries the rune of Khaine depicting him as the Iron Panther, the stalker of the void.
    Ring of Hotek = less accuracy to ranged units if possible.
    Hotek, renegade priest of Vaul, mad this ring to protect himself from the magical forces used in the forging of his artifacts.
    Rubric of Dark Dimensions = causes fear
    By opening this the bearer creates a gate into a dimension of pure evil.
    Ring of Darkness = more defense
    From the opal set into this ring emerges a billowing black smoke that engulfs it's bearer.
    Soulstone = dont know (immune to first miscast)
    This gem holds the tortured soul of a sacrificed wizard. If a Sorceress is in danger of losing control of her magic she can feed the soul to the Daemons to save herself.
    Cyrstal of Midnight = dont know (makes wizard lose spell)
    Inside this black glowing cyrstal is a malignant spirit that can be unleshed to seek out an enmey magic user and steal his thoughts.
    Black Staff = dont know (no maximum power dice)
    A Black Staff is the symbol of one of the six High Mistresses of the Convents of Sorceress.
    Darkstar cloak = dont know (+1 power dice)
    Woven into this cloak is the essence of a star stolen from Nagarythe.
    Tome of Furion = more tax income (grants bearer +1 spell)
    Furion of Clar Karond inscribed onto sheets of flayed orcskin to teach the Path of Darkness to the uninitiated.
    Banner of Nagarythe = much higher morale to all friendly units
    The Banner of Nagarythe, the standard of northern Ultuan that now lies beneath the ocean, is the personal banner of the Witch King,proclaiming his reign over the Elven kingdoms.
    Hydra Banner = more attack for unit
    Imbued with magic of the Hydra Queen, this banner quickens the reflexes so that tose nearby, strike with her own speed and savagery.
    Dread Banner = causes fear/ decreases morale
    Such is the supernatural fear instilled by the visage of the Bloody Handed God upon this standard that few dare even to look at it.
    Banner of Murder = causes fear/ more movement points
    This banner is stteped in blood of sacrificial victims, its murderous aura instilling a thirts for death and carnage in those carrying it aloft.
    Standard of Slaughter = increased morale of friendly units
    Anointed with the bolld of an Ulthuan Elf, this banner imbues the unit with bitter dtermination.
    Manbane = assassin only more agents skills
    Manbane is one of the most lethal venoms ever devised, causing the tiniest wound to bleed openly.
    Black Lotus = assassin only more agent's skills
    Black Lotus has a terrifying effect on living fless, driving victims into delusions and insanity.
    Dark Venom = assassin only more agents skills
    Extracted from the poisonous reptiles of the bleak land of Naggoroth, Dark Venom Is a deadly toxin. a weapon coated with Dark Venom will cause a mortal wound if it even scrathes the skin.
    Sea Dragon Cloak = More hit points
    The Corsairs and their officers wear a cloak made of the skin of mighty sea dragons along with their other armour.
    Rune of Khaine = more attack
    The Hag Quenns burn the Rune of Khaine upon the brow of the most zealous warriors.
    Tracing a complex pattern in the air, the Dark Elf entrances their victim, leaving him vulnerable and open to attack.
    Witch Brew = more command when attacking
    Witch Brew is a noxious liquid, distilled from blood, that the Witch Elves drink before battle. It drives them into an ectasy of destruction, that they pay no heed to the enemies' numbers and will fight on against impossible odds.

    here's a trait for you guys too.

    Hand of Khaine = more attack
    Tracing a complex pattern in the air, the Dark Elf entrances their victim, leaving him vulnerable and open to attack.

    Now for my own ideas

    Retinue
    Cold One Knight = more command with Cavalry, more dread
    This Knight has dedicated his life to serving the Witch King.
    Beast Master = More something
    This man has the ability to control beasts, such as Manticores and Dragons.
    Witch Elf = More piety
    This frenzied elf is a bride of Khaine
    Assassin = More personal Security
    This chosen of khaine is as silent as night, but as deadly as a thousand man army.
    Black Guard = More personal security
    This elf is a servant and guard of Malekith the Witch King.
    Shade = More command when ambushing
    This elf was raised in the wild.
    Black Dragon = more movement, more dread, more personal security
    This dragon's corrosive breath will destroy even the toughest armor.
    Dark Steed = more movement
    This horse is well disiplined and as black as night.
    Cold One= more movement, more dread, more personal security
    This deadly beast is coated with poisonous slime.
    Sword of Khaine, more command, more authority
    this sword is cursed, but has extreme power.

    Traits

    Possessed = less loyalty, more command, more attack (after 'Sorcerer')
    This Dark Elf was possessed by a demon while practicing the Dark Arts.
    Chosen of Khaine = More attack, more coomand, more authority
    This elf was selected by Khaine to be one of his champions.
    Sorcerer = less loyalty, more command, more attack
    Against Malekith's will this male elf still practices sorcery.
    Worships Slaanesh = plus morale, less loyalty
    This Dark Elf is a member of the Cult of Slaanesh.
    Noble = more command, more loyalty
    This Dark Elf is of Noble birth
    Highborn = more command, more authority , more loyalty
    This elf was born into a high ranking family, with authority close to Malekith the Witch King's.
    Shade = more command when ambushing
    This elf was raised by shades in the mountains.
    Born in Nagarythe = way more command, more loyalty, more authority
    This elf was born in the sunken city of Nagarythe, the Dark Elves' old home.
    Asur Slayer = more command against High Elves
    This Dark Elf has killed countless High Elves, and is admired for it.
    Frenzied = More Attack
    This Dark Elf drinks Witch Brew before battle, driving him into a frenzied battle rage.
    Last edited by Goncalou; 04-25-2008 at 04:52.
    It's a fool's race to be run, if all is lost if it be won.

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