to be honest I never liked the lizardmen race, they just seemed a little too forced a conceptOriginally Posted by Dogman55
to be honest I never liked the lizardmen race, they just seemed a little too forced a conceptOriginally Posted by Dogman55
Sorry, I should state, not trying to create an arguement here, just genuinely thought that by concntrating on the old world the team would have a more focused area to work on, and less work getting everything in balance, it wold also be more in keeping with older warhammer games.
I think my opinions are obviously outvoted so I'll shut up!!
But it's not really our decision is it? We're making a Warhammer mod which means that we have to, (if we're sticking to Bwians original vision) include what ever factions Games Workshop has focused most on. Lizardmen are a major feature of Warhammer so therefor it goes in the mod.Originally Posted by dancingthemantaray
Sorry you must have been boring. -Dr Zoidberg
And only Jack Daniels is allowed to blur my vision!
Besides ...some people like Lizards.
Careless Orc Costs Lives!
Lizardmen/Slaan have always been part of warhammer, and have consistantly made the cut when other races like chaos dwarfs, fimir, zoats and hobgoblins have fell along the wayside. GW obviously thinks they're important enough and popular enough to keep alive and up to date, so they're a must for inclusion. The newer editions of warhammer are actually far more concentrated on the old world than the older ones.Originally Posted by dancingthemantaray
I was talking about shadow of the horned rat and dark omen....
Well if you want a game like them go buy mark of chaos, its pretty similar
They are not similar at all, despite everyone stating they wanted MOC to be a dark omen style type of game it ended up a big mess, unofficial magic items/characters unrealistic and massivly overpowered heroes, it felt more like an arcade action game, Dark Omen would make my top 5 games of all time, i wish someone could build a game from it.Originally Posted by Casuir
MTW2 is on the same wave lenght as Dark Omen and thats why im here personally, i love warhammer and this mod will be the closest i can get to playing a suped up Dark Omen.
Cant wait for them to start work on the high elves!
p.s sorry for the crappy spelling.
I agree dark omen was great, nice balancing and great multiplayer- really captured tabel top feel well. Only let down was the poor campaign structure where you had to win each battle perfectly to continue, TW mechanism would solve this nicely I reckon
The have far more in common with each other than either do with medieval. MoC might be badly balanced and the heros are way over the top but structurally its identical to dark omen and shadow of the horned rat. Limited troop and army choices with a linear campaign. Medieval as a much more capable engine and limiting ourselves to a remake of those would be as big of a let down as mark of chaos was when it was released.Originally Posted by Lordy
MoC's campaign structure was the killer for me! First game I tried the Chaos side...and all seemed good enough to start with. Then, after a battle or two, I wanted to head back up to the rest camp to buy some more troops and heal some battered units... only to find the path was one way only ....
Crazy!
I didn't take the fork in the road to go get the items, but couldn't go back once I had fought the battle at the castle. Ultimately, these are just skirmish battles strung together...but oh so poorly.
We have a lot more control in MTW2 over where and when we fight, and what units we bring to the battle. OK...in the tabletop game, the armies are always carefully matched for equality .... but that is because it's a game, and you want to make sure it is a challenge and enjoyment to play. It's a one-hit deal. MTW2 allows us to play on a grander scale, and that is something that will ensure the die-hard fans get the right feel, and a bit more depth than previous attempts at digitising the 'hobby'.
We have a huge task ahead of us, and a big challenge that goes far beyond just making hte units... but if we succeed, we will have a mod to be proud of.
Careless Orc Costs Lives!
Just another question: Obviously there is a new high elf army book out on September. Will you base your models there or on the old one?
Also why aren't wood elves part of the first release? Should they be fairy easy to make?
This mod is based on the Warhammer universe, not specific units and unit stats, so it really doesn't matter.Originally Posted by Born in lust for blood
Sorry you must have been boring. -Dr Zoidberg
Eh? The primary focus as bwian stated elsewhere is to recreate the tabletop game, specific units and stats are very important and any changes gw makes in this respect will be taken on board.
Obviousely, we will need to see what changes GW do make to the High Elves. If it's major, then we will need to take some serious decisions as to whether we go with the current or future releases.
We do need to follow as closely as is physically possible, the actua l tabletop game. Deviations may be required where we cannot reproduce the game, or where the game simply does not go. This will be things like build-trees and general campaign stuff. The rest will be as close to GW as we possible can.
Wood Elves...no...no major issues building them, but we are limiting the initial races on release, and we can't make them all. Ultimately, it was a decision that had to be made...and we didn't pick the Wood Elves.
Doesn't mean we won't make them ... it just means they are not planned for the initial release.
Careless Orc Costs Lives!
You guys planning on making a website? It may be unnecesarry and slow down the work, but it would look alot better and you could have pages that show all the screen shots, and a better lay-out for the threads.
well guys, im off like a lepper teste
From a project management point of view this makes a lot of sense though. Ship a first simple version to work on the mechanic of the game and to allow the community to give some feeback. Then step by step add layers of factions/features/bugs fixes...Originally Posted by dancingthemantaray
To include a lot of factions/features right from the start is quite a risky choice
At least the units we've seen so far look good I hope the rest (which is most of game) is done with the same level of excellency (the pressure is on)
Doubt it's the good thread, just wanted to bounce on dancing's note, congrat for the great job done so far and throw my two cents
Website would be a great idea, and could be done by someone not modding, so as not to take precious time..
A website is something I have decided not to do. Several reasons for this, and the effort is only one of them!
Lots of content is required to flesh out a website, and that's before you go through the issues of hosting, web design, updates etc. The community at the Org, plus occasional updates over at TWC keeps what we are making in the limelight. In the few weeks we have been active, this mod has already attracted enough interest and posts to be the second most 'posted about' mod in the Org's mod forums. People are finding us, and we are encouraged by what we are hearing.
Also encouraging is the number of posters with very low post counts. This means people are interested in us who are not long standing 'old guard' but people who have fresh opinions and interest. I don't know what extra benefits we would get form a website.
It would also need to be regularly updated with content as well as the screenshots I post here....which is more work and time I would ratherspend making more content!
Of course...if someone were to offer to build and maintain a site for us, I wouldn't turn them down....but it's not something I am going to start up!
Careless Orc Costs Lives!
how long till we get the mod
cos it is looking great
Still lots to do! Keep checking in and we will keep letting you know how we are doing
Careless Orc Costs Lives!
When you say still lots to do, do you mean the actual release or a beta? Would be ok with a version with only custom battle and a few factions to play with. But thats up to you of course, keep up the good work.
We won't be releasing anything until it's ready. We wil lbe building a map, and putting together the campaign. The 'beta' release will be for bug testing, not to appease the impatient
We will release when we are ready, and that won't be yet.
NO serious work was done on this mod until the tools were ready, which was the release of GOM's mesh converter. Considering that, we have done a lot in a short space of time. We have a good start on the map. we have custom skeletons and we have a small ( but growing ) selection of custom models. We need to do unit balancing, unit cards, banners etc.
Careless Orc Costs Lives!
Im not impatient, I just couldnt find any information so I asked. Its finished when its finished.
And by the way Born in lust for blood, where did you hear about a new HE army book in september? Iv'e never heard about it.
I make a point of avoiding any discussion about deadlines or completion dates! There are far too many things that get in the way of progress on a mod! Everything from family, work, life, attack by hostile aliens ... you name it!
Careless Orc Costs Lives!
Im not saying it should be rushed, then it would be like MOC, no one wants that to happen.
Hello
I'm a french player of Bretonnia and I've a question
What will you do with witching and with hero (like the Green Knight)
I'm very interesting in this mod because I like warhammer and the play Mark of chaos isn't good.
Thanks
Both magic and heroes are problematic due to the general nature of hte game engine. The former will be largely handled through traits, giving certain generals benefits from recruiting mages etc.
Heroes, likewise, will not be possible through the game engine. We may adopt a similar approach, or else make the actual generals hte heroes. Depends on the race in question.
Careless Orc Costs Lives!
I'm thinking every factions starts with a well-known leader with uber stats, comand, hit points, etc. New uyoung generals should not be as common as in other games, and there stats should grow quickly as well.
Just suggestions
well guys, im off like a lepper teste
Suggestion: One way you guys might be able to incorporate mages (to some degree) is to possibly make them assasins? This would be suitable for a number or races, I think, such as the Darkelves, Empire, High Elves, Bretonnia (not sure if they use magic in the winds of magic way or exclusively the lady of the lake). That could also provide basis for getting ancilliaries and traits of the magical variety.
Example:
Trait: Dealings with magic. This (Man?) has dealt with mages of all type before, and knowing even a basic understanding can possibly help him in the future +command or something?
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