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Re: Warhammer MA: Empire
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As for Empire in particular, this could be used to make unique War Altar, for example (the armybook contains some indication that there is only one such). |
Re: Warhammer MA: Empire
A War Altar would be much better done as a unique summon. There is no problem with making new unique units.
The idea of making a unit which changes on being prophetised is quite cool though. I think the best thing to do would be to create a new unit for Abysia, exactly the same as the Abyssian Warlord, but obviously without the special propheting thing. Then Abysia would be left essentially unaffected (apart from losing one little cosmetic feature), while you would get to do the cool thing with the Prophet of Sigmar. I personally am very keen on having all mod nations be compatible with all vanilla nations (ideally even those in other ages). I think both me and Sombre like mixing the Warhammer nations with the vanilla nations. |
Re: Warhammer MA: Empire
Burn, I think the Bright Wizard isn't one of your best, because:
1) His face looks funny. 2) He is generally a bit blurry and low and detail. Maybe he needs more bling. Obviously he's still a pretty good sprite and I'm only offering criticisms because I think your sprites are amongst the very best. |
Re: Warhammer MA: Empire
Yeah regarding the mixing of warhammer and vanilla nations I think some people have this idea of a total conversion, but even if it were realistic (which I don't believe it is) I'm not sure it would be that much fun. I like adding the warhammer nations as dominions 3 nations which mix and match with other mod nations and the basegame.
There's something awesome about taking warhammer skaven up against legions of Jotun giants, or Tomb Kings against the goblins and oni of Shinuyama. |
Re: Warhammer MA: Empire
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Of course, another thing needed for total conversion would be a possibility to make Warhammer-specific magic items and spells. Spells are sometimes possible, but items are sadly not (there are too many cool features currently not modable). If you meant this, I can only agree. But make all Warhammer nations excluding items (except maybe some may be modelled with summons already having them?) and with limited magic difference is certainly possible. Actually, I almost have them on paper - excluding graphics. A plus side of such an approach is that they should be balanced amongst themselves in this case. A minus side, of course, is ton of pics necessary at one time - what other problems do you see? By the way, which Warhammer nations are still not taken by modders? ;) |
Re: Warhammer MA: Empire
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Re: Warhammer MA: Empire
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For reference, here is the state of play regarding warhammer nations. I wouldn't say that any of them are 'taken' by any modders, since there's nothing to stop someone doing their own version. Skaven (Done by me) Ogre Kingdoms (Done by me) Lizardmen (Done by me) Tomb Kings (Done by llama) Chaos Hordes (Panpiper has made a mod which isn't 100% finished but apparently covers most of this) Empire (I am working on, handful of graphics and code) Greenskins (Okin was working on, several graphics seen) Bretonnia (Burnsaber is working on, several graphics seen) Chaos Beasts (Zepath made some sprites for a chaos nation which included some beastmen, but other than that, nothing) High Elves (I remember someone posted one or two graphics which looked ok - they are also /partially/ represented in Zepath's Sylvania) Wood Elves (also partially represented in Sylvania, other than that, nothing) Dark Elves (I made one unit graphic, someone made some slightly ropey looking ones from resizing the miniatures) Dwarfs (There are some fantasy dwarf nations, but nothing warhammery really) Chaos Dwarfs (Someone posted some decent sprites a while ago, for a few basic units) Dogs of War/Tilea (I actually have code for about 10% of this, and some graphics never seen) Araby (There are a couple of middle eastern mods, unfinished) Vampire Counts/Sylvania (Partially covered, sort of, by Zepath's Sanguinia) Classic Undead (Nothing here so far, really) I think that's all of them. I might be missing something though. |
Re: Warhammer MA: Empire
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Another thing is that some Dominions nations have many similarities with Warhammer ones. And this makes them somewhat interchangeable, also creating a reason for mod-maker to make his mod nation overpowering in an effort to make it different from an existing ones. I feel such an impulse myself sometimes and I think that something similar could afflict the author of the Tomb Kings... :( Quote:
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Of Warhammer nations not covered I think I can make either High Elves or Tilea realtively quickly. THe latter especially as they don't require much new graphics... |
Re: Warhammer MA: Empire
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I'm not sure what you mean by project, are you referring to your own bid to make all the WH nations? There isn't a whole lot on Araby, but there is source material and they got a limited selection of Warmaster scale models too. Quote:
If I were doing all WH nations I would split undead into Tomb Kings, Sylvania (with mortal units alongside undead), Undead (in the classic sense, with necromancers and liches prominent) and Vampire Counts (featuring the 4? remaining vampire bloodlines). But realistically I'm not likely to get all that done. And people want Empire before I start anything else. Quote:
Anyway, I swear by the 141 unholy gods of Wimpole Hall I will resume work on Empire this weekend. For real. |
Re: Warhammer MA: Empire
Thanks!
By project I meant what exists - as different people do different Warhammer nations with some coordination I think I saw. Maybe it's just me. :) On Warhammer Undead I see your point. At the same time Necrarch bloodline I think was made as a replacement for old Liches/Necromancers. So at least them would take the same niche. Other lines also have slightly different realations with mortals. Another thing is that in Warhammer Necromancy is restricted to this serie of armies while even those of the others who clearly have access to Death magic (in Dominions sense) do not use zombies, etc. Possibly, it's just impractical, but this is one reason I think about total conversion... As for Tilea I must note that it has units and characters which are quite the "human norm" as its core. This allows to use much conversion. Coding will necessiate more details, of course, but it's much easier for me than work on new graphics. |
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