Imagine this your the Empire ( HELL YEAH!!!!) and youve taken a britonian settlement you would go recruiting britonians or high elves or kislev and even maurauders for the empire. Common sense, i thinkOriginally Posted by Eufarius
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Imagine this your the Empire ( HELL YEAH!!!!) and youve taken a britonian settlement you would go recruiting britonians or high elves or kislev and even maurauders for the empire. Common sense, i thinkOriginally Posted by Eufarius
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For Middenheim & The Empire!
i think i've noticed that you wrote a kind of same words.but nevermind.yes common sense i think![]()
"VAE VICTUS"
In WH I don't remember seeing Empire armies made up different factions, unless you count mercenaries. In M2TW I don't recall seeing HRE armies made up of different factions either. Not really much sense, common or otherwise, to allowing it in this mod then, not if it doesn't fit with either the original game or the game that's it's being modelled on.Originally Posted by Enthes
It could be cool if certain factions could have a 'special' unit from certain factions as long as it's in game/cannon parameters.
The only one I could think of is the Empire having one special Elf (Archery prob) or Dwarf (Axe thrower/warrior) unit to represent the elder races willingness to fight alongside the Men. I don't know other than those three if any other races are on good terms with one another. I do know that the Lizardmen would not, however. (Unless you take a special unit from the Southlands and put them in)
Bretonnians could maybe have acess to one unit of Wood Elves, its not unheard of and the Dukedom of Quenelles is in very good terms with them.
Also bretonnia as a good longstanding relationship with the dwarves as well as a great trading relationship with the High elves.
This could compensate for Bretonnians not being able to take mercenaries.
i want to make a suggestion about the generals and the captens or officers of the units.i think it would be more better to include them in the middle of the front line of the unit and not in the flank,even the general would be better to fit him in the middle.with that we can get the fealling of the unit(like in the tabletop game)protecting their officers and also a better protection for them,like the slanns,they have to be in the centre of the regiment.they are more exposed in the flanks and they can die easily if the enemy charge them from there.what do you think about that Bwian,can it be modded?.i believe that this results to a more carefully formations of the battle(even the feeling of warhammer)!!!!!!!!!!!!
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"VAE VICTUS"
I would like to make a suggestion;
Would it be possible for immortal races character to not die of old age? For example Saurus have never been known to die of old-age. I beleive there are traits already in the game that make the characters live longer, would tweaking these make the lifetime much much longer?
Hey np, visit anytime for all your replying needs. We have a wide selection, from unnecessarily wordy on through to the house speciality, excessively mangy. Right now there's a discount on succinct replies and we're throwing in a free "wibble!" with every purchase! :pOriginally Posted by Eufarius
wibble!
It's the only way it can be done. you can't make a Warhammer mod that isOriginally 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![]()
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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 onOriginally Posted by Thalion
For Middenheim & The Empire!
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.![]()
Originally Posted by drone
Live your life out on Earth; I'm going to join the Sun.
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.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.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?
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.
There is no such thing as the best winnig, the one to screw up first loses.
-My dog has no nose!
-Then how does it smell?
-awfull!
Well that would be easy, just make them unbuildable and have them start on the map. The problem is making one man units![]()
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.Originally Posted by Enthes
Sorry btw for being a little off-topic
Last edited by Dead Guy; 02-26-2008 at 16:09.
Umm... maybe because you've been camping on the same tile the whole time??Originally Posted by Dead Guy
"No one said it was gonna be easy! If it was, everyone would do it..that's who you know who really wants it."
All us men suffer in equal parts, it's our lot in life, and no man goes without a broken heart or a lost love. Like holding your dog as he takes his last breath and dies in your arms, it's a rite of passage. Unavoidable. And honestly, I can't imagine life without that depth of feeling.-Bierut
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.....
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